TEXT: E P I C  S C I E N C E  F I C T I O N  R O L E P L AY I N G
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  1
  the honored dead
  BY GEORGE ALEC EFFINGER
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  2
  John Zsolt leaned against a chest-high cairn and tried to catch his breath. The air was so cold
  that it burned in his lungs. When he exhaled, moisture caught in his mustache and froze solid in a
  few seconds. He could see snow still unmelted on the mountain peaks surrounding him. The narrow
  pass was silent, but the blood hammering in his ears made Zsolt think of late-season avalanches, of
  lonely travelers swept down to their deaths by tons of falling snow and ice. He’d be no good to
  anyone then, he thought. There was no point in coming this far just to throw it all away with a single
  misplaced step. He leaned down with his hands on his knees.
  “This is Switzerland now,” Varya called. She was in a better mood than he was. She also didn’t
  seem to be having any trouble breathing.
  Zsolt looked up. “That mean anything special?” he asked.
  She shrugged, and her blonde hair swung a little. “It’s not Italy, so that’s something. And nobody’s
  caught you yet. That’s even better. We’re getting closer to Basel with every kilometer. I don’t think
  there’ll be any more long detours.”
  “Terrific,” Zsolt said. He was still having trouble getting a good, deep breath. “How far now?”
  “Want to see on the map?”
  He raised one hand and waved it sideways a little. He was too worn out to say no.
  She gave him one of her beautiful, brief smiles, the kind that had no friendliness in it at all.
  “Think of Switzerland lying on its side just over Italy, okay? We’re down in the lower left-hand
  corner. Basel’s about as far away as it can possibly be and still be in Switzerland, all the way on the
  northern border with France — what’s left of France.”
  Zsolt wasn’t going to let her goad him. “Stop trying to cheer me up,” he said.
  She laughed. Like her smile, it was empty. Her blue eyes got rounder. “Hey,” she said with false
  innocence, “it’s 2120, people don’t hike anymore. This wasn’t my idea. I wanted to fly or at least
  rent a skimmer. You’re the one who thought somebody was trying to stop you. You’re the one who
  wanted to hug the dirt all the way to Switzerland.”
  “That’s not the way I remember it,” Zsolt said. There was a long, low rumbling as tons of snow
  and rock fell from one of the glaciers into a crevasse. Zsolt had stopped paying attention to those
  sounds.
  “All right with me.” Varya shrugged and turned away. “Remember it however you want. What’s
  your plan to get to Basel?”
  Zsolt crossed the frozen ground between them. “I don’t know,” he said. “What’s your ‘invisible
  psionic guidebook’ say?”
  She turned to him again with another of her smiles. Zsolt shivered. “There’s an old inn up
  ahead maybe half a kilometer. Been there for centuries. It’s the place where St. Bernard dogs got
  their name.”
  Zsolt stared out over the pass, where the land fell away toward a river valley. “I’m trying to save
  somebody’s life,” he said. “I don’t care about history.”
  “That’s the Combe des Morts down there,” she said, walking again, leading the way. “The Valley
  of the Dead Guys. So come on if you’re coming.” She didn’t look back over her shoulder; she knew
  he’d follow.
  In a moment, Zsolt saw that she was right — she was usually right. Two venerable stone buildings
  sagged in the saddle of the pass, looking unchanged since the monastery was founded twelve centuries
  before. Not even tire tracks or uplink dishes marred the timeworn stillness.
  One building was evidently a church and the other must’ve been the inn Varya had known about.
  It was bigger than he’d imagined, with enough rooms for a couple of hundred travelers. Zsolt
  wondered about that. Who came through this way? Roman legions, maybe, shuffling past on the
  road to conquer some other province. Or Napoleon with his army. Nobody ever showed up here
  just to be here; if they stopped at all, it was only because it was the route to somewhere else and night
  was coming on — as night was falling now.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  3
  If Zsolt and Varya didn’t stop and call it a day, they might get lost in the tangled, frozen mountain
  gorges. Then the monks would turn loose their well-trained St. Bernards, but if Zsolt wasn’t found
  in time—
  “Dreaming already, John?” Varya said with a mocking edge in her voice.
  He shook his head to clear it, settled his pack more comfortably and walked briskly by her on the
  track. Sometimes he didn’t like the tone she got, and sometimes he just wanted to finish what had to
  be done — without discussion. Going down into the valley was for tomorrow; not being captured was
  for tomorrow; finding his way to Basel was for tomorrow. What happened after he got to Basel, well,
  he’d think about that tomorrow, too. Right now, all he wanted was to meet a kind, hospitable innkeeper
  who spoke some language that Zsolt or Varya understood.
  The older of the two buildings, the church, had a porch with a handbell. Zsolt glanced around,
  but no one was in sight. He climbed to the porch, hesitated, then raised the bell and rang it. Its
  clanging and echoing shattered the Swiss stillness until Zsolt was sorry he’d ever touched the thing.
  The raucous noise produced a man from within. He was short, heavy and red-faced, and dressed
  in black clerical robes. He smiled at Zsolt and Varya. “Grüetzi,” he said, welcoming them in
  Schwyzerdütsch, the Swiss-German dialect. He also greeted them in French and German.
  “Ready for this guy?” Zsolt murmured.
  “He’d be dead before he could touch you,” she said.
  “Try to be quicker. Some of those psyqs don’t need to touch me.”
  “I’ll just get rooms for us, all right? And I’ll take care of the rest.”
  The friar beckoned to them, and they went with him into the ancient stone church. They followed
  a vaulted, dusty corridor around the inner sanctuary to a covered passageway. Zsolt could see that it led
  across the yard to the second building, the inn where the monks sheltered weary travelers.
  As they walked along the cloister, the friar chattered in French, but slipped frequently into
  Schwyzerdütsch. Although Zsolt spoke French, the monk’s dialect was difficult to understand. Zsolt
  heard the word vendredi and caught something about a jour maigre. “Why’s Friday special?” he
  whispered. “What’s he mean by jour maigre? If it’s something that’ll attract a crowd, we need to get
  out of here.”
  “Don’t jump, magyar,” Varya said. “He’s just saying he’s sorry, but Fridays are lean around
  here. No meat.”
  “Oh, okay. I got my own anyway.”
  Varya frowned at him. “Leave it in the pack, John. Respect the place.”
  “What difference is it to you what I eat?” Zsolt asked. “I didn’t think churches were such a big
  deal to you.”
  Varya shook her head. “Churches aren’t. Beliefs are. Maybe when you’re my age you’ll see the
  difference.”
  Zsolt estimated she was seven, maybe eight years older than he — enough to make her an authority
  whenever it served her purposes, but still young enough to make Zsolt do all the hard work. It wasn’t
  only that Varya was somewhere between handsome and beautiful, and that she was as smart as any
  three random strangers combined; she was also simply better at manipulating people than Zsolt was.
  She was a great teacher, too, and he was taking careful notes.
  The friar showed them to cold, quiet rooms on the second floor of the larger building. He’d
  come for them again in time for vespers, and there’d be a communal supper after prayers. Varya
  translated for Zsolt. The black-robed man turned away, and Varya went into her quarters, shutting
  the heavy oak door.
  John Zsolt sat in his clean, somber cell and stared out of the iron-barred window toward the
  mountains to the north. The River Rhône was still invisible beyond them. Zsolt was glad to be alone,
  glad to have time to think over his plan.
  >>>          <<<
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  4
  Brother Luce hung up green tags for Rooms 115 and 117. “They could be any two people in love
  wandering through the Alps in June,” he said. “I suppose they’re not Swiss or German, although I
  could be wrong about the woman. Her dialect is very good; you hardly notice an accent. He didn’t
  say very much, but he looks like he doesn’t need to. You can see she’s got the mind for both of them.
  She’s one of the Gifted; I’d bet tonight’s pie on it.”
  Brother Enric was rinsing off vegetables brought up from Bourg-St.-Pierre. “Gifted,” he said
  with a short, bitter laugh. “I hate that word. They invented it themselves, you know, so they wouldn’t
  sound too special. My mama used to say, ‘You’ll see, dear, they’re not really better than everybody else,
  they’re just Gifted.’ In school, the goddamn Gifted kids always thought they were better —every time.”
  “You’d rather I called them ‘psions’?”
  Brother Enric hmmphed. “At least ‘psion’ doesn’t make you feel like they’re reminding you how inferior
  you are. That’s probably why they use it, so we don’t pay attention to what they’re up to all the time.”
  “You’re suspicious of everybody.”
  The cook shrugged. “I didn’t like it on-stage. That’s what I called it out there: on-stage. That’s
  why I’m in here.”
  “I’m here to serve God,” Brother Luce said simply.
  “Sure you are,” said Brother Enric. “I’ll bet they’re not in love.”
  “What? Who?”
  “Your travelers.” Brother Enric brought a heavy cleaver down on a handful of leeks. “I’ll bet
  they’re not in love.”
  “They probably haven’t even noticed the climb.”
  “They’ve noticed, all right. You’ve watched too many vids. That’s your problem. Old romantic
  vids. Those two visitors may be crazy in love, my friend, but their knees aren’t. It’s the knees that tell
  you you’re walking up a mountain.”
  Brother Luce didn’t say anything for a moment. He just looked up at the ceiling where he supposed
  God would be listening. The two monks had had this conversation before, and if God hadn’t grown
  bored of it, Brother Luce surely had. “How many is that for tonight?” he asked at last.
  “Twenty-two,” said Brother Enric. “You’re forgetting the four Chinese guests not sleeping at
  the hospice.”
  “Right. Twenty-two.” Brother Luce turned over four more green tags in case the rest of the kitchen and
  housekeeping staff needed reminding. Then he piled all of Brother Enric’s scraps on a tray to take to the
  compost pile. As he left the kitchen, he thought, “Why couldn’t they be in love?” But he didn’t say it aloud.
  >>>          <<<
  The setting sun had vanished behind the peaks. The villages of the deep valleys were already
  sunken in twilight. For a few minutes longer, though, a radiance slanted down from the west, and
  the Alpine glow lingered in John Zsolt’s chamber. The instant he became aware of it, it slipped away.
  He sat alone in the darkened room and watched as the stars trembled into the sky.
  His mouth formed the words “Zsolt…Káposzta Kid…read.” The minicomp on his belt projected
  a holographic index in the emptiness of the air. Zsolt glanced at it briefly. He still did not speak,
  only shaping the words “mail” with his lips, then “Pat.” He chose the most recent entry.
  His friend’s image was there in the cheerless, cold room. “John!” Pat said with a grin. “How you
  doing? Thought I’d thank you for the games and the books. I’m not even sure you’ll see this before
  you go. Maybe you already left for—”
  “Pause,” Zsolt murmured. He stood and went to the tall, narrow window. The church and the
  road back to the Italian frontier were behind him, on the other side of the inn. There was nothing
  to see now, just the dark mountaintops against the black sky and the brilliant stars.
  Zsolt turned again and looked. In the middle of the room, Pat was caught in mid-gesture, in
  perfect humor and perfect health. Both were illusions. Zsolt had read this letter dozens of times, at
  least once each day since it arrived. Pat had waited to send it until after Zsolt went away to Europe.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  5
  It wasn’t an accurate image of Pat. It was an avatar, a carefully designed reproduction from a time before
  Pat was stricken with D. It didn’t look like Pat now and it didn’t sound like Pat now. Even the gestures were
  edited in from old files. It had been months since John Zsolt had seen his friend’s face light up with joy that
  way. Months since Pat was strong enough to go hiking, one of his favorite pastimes. Now, Zsolt knew, Pat’s
  face was taut with strain, and he did little but pick restlessly at the raveled seams of his blankets.
  “Play.” Zsolt watched the system-animated avatar — Pat seemed active, eager, thriving — but
  Zsolt clearly remembered the last times they’d been together. Pat had already begun to deteriorate,
  and since then he’d have gotten worse, not better. In the letter, Pat avoided the subject of his illness,
  unable to tell even his most loyal and devoted friend how wretched he’d begun to feel. Zsolt turned
  away again from the false form and voice; he couldn’t bear to watch anymore.
  He listened to Pat’s vacant chatter, but stared out of the cell’s dreary rough-hewn window. He
  could make out familiar constellations: Orion and Taurus, each attended by more faint stars than
  Zsolt ever imagined in the skyroom of his home arcology. Pat’s voice filled the stone chamber,
  grateful that Zsolt had stayed his friend even after Pat got sick, and how rare that was, and how lucky
  Pat felt — “really, magyar, I feel blessed despite coming down with D.”
  Zsolt wondered what Varya was doing in the room next door. Was she performing some secret
  psyq ritual, maybe “attuning herself to the subquantum resonances” to help them slip safely into
  Basel? The clears had more double-talk explanations than the pyramid-and-crystals crowd. But
  hell, he thought, whatever worked.
  She’d revealed almost immediately that she was a clairsentient. He said that no one really used
  that word. Where Zsolt came from, young clairsentients wanted people to call them “Ductrans,”
  from a Latin word meaning “to lead.” Nobody called them “Ductrans,” either. In everyday speech,
  the Æsculapian Order — the healers — were called “docs,” and the clairsentients had become “clears.”
  Clairsentients, especially Varya, loathed that slang, but they couldn’t do anything about it because
  they were the Good Guys. Or so they said.…
  “Two last things.” Pat’s strong baritone voice broke into Zsolt’s thoughts. “One big thing and a
  small one. The small thing first: Since you’ve been away, Dunyha’s adopted me. I don’t mind your cat
  curling up on my feet. She’s kind of cute, really. I don’t mind her settling down on my chest while I’m
  reading, either, except she’s not a kitten anymore and she weighs a lot more than she thinks. She
  grooms my beard with her raspy little tongue. I do mind that she’s been sleeping on my pillow — right
  on my hair. Last night she startled me awake, coughing up a furball on my forehead.”
  Pat was pretending to take the disease in stride, trying to be brave, but that was enough of an
  effort without unprovoked cat attacks. Zsolt smiled.
  “The last thing.” Zsolt always quit the letter at this uncommon, grim change in Pat’s tone. But
  high in a mountain pass hidden in the Swiss Alps, at the hospice of Great St. Bernard, Zsolt listened
  to his friend’s voice. Maybe the peaceful setting granted Zsolt the strength, but he turned to watch as
  Pat’s idealized avatar spoke its last words.
  “Don’t forget me, John. All those years, all the ways life pulled us apart, we could always count
  on each other. Yes, I’m afraid of D, but I’m more afraid of being forgotten after I’m gone.
  “John, you’re sure you can find a miracle for me in Switzerland. Well, good, I’m glad it gives
  you something to work toward, something to focus your mind on. My own feeling is you won’t find
  any help there. I’ll stay home and hold out while D takes over my body. I may give in before you get
  back again, but that’s not such a terrible tragedy. We knew it could happen anytime, John.
  “I dreamed once that when I was born, God gave me a second calendar page — for the last day of my
  life. I’ve spent years trying to forget that image. You will have a last day too, John. If you’re lucky, you’ll
  have a friend as good as the one I have in you. Please let me ask this one last time: Remember me, John.”
  The strong young avatar aimed Pat’s trademark smile into Zsolt’s eyes. The image flickered and
  went dark. The sunset had long since faded from the rocky slopes; there was no moon, and John
  Zsolt’s small room now held nothing but deep and dismal shadows.
  >>>          <<<
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  6
  Delemont’s desktop was broad and empty, made of some sturdy material that mimicked white
  oak. Months ago, he’d cleared it of every bit of visible system hardware, which was now stripped
  down to its smallest components and hidden within the desktop itself. He’d packed a cardboard
  carton with his clock, lamp and hardcopy machine — all in matching white alabaster — a silver and
  blue souvenir mug from São Paolo, and even his family holos. He labeled the box “D Necro Sections”
  and tucked it high out of reach on a shelf in his office’s walk-in closet.
  The desk’s frame was made of the same simulated oak. Delemont had designed it without slots
  or trays for pens, paperclips or other small office supplies. There were neither drawers nor
  compartments for notepads or hanging file-folders. There wasn’t the smallest space to hide even the
  most miniature electronic audio or video recorder. As a desk, it was virtually useless. As an
  introduction to Delemont, the man, it was all you needed to know.
  On the bare, flat desktop, in the far upper-right corner, two polished shafts of petrified wood
  rose up like weathered desert spires. Conspicuous on the uncluttered surface, the two shafts of stone
  confined between them three narrow books. Delemont had written two of the volumes, and a former
  colleague had written the third. That last book had been dedicated to Delemont out of professional
  regard, but the inscription page was as far as he’d ever read.
  At the base of the taller column was a tiny sliver of rock, a chip that Delemont had noticed every
  hour of every day. Whenever Delemont felt any sort of dissatisfaction, he looked at the small bit of
  stone and knew there was some Asian philosophy in it. He didn’t know what, specifically — he didn’t
  need to know what. If anyone had asked him, Delemont would’ve replied serenely, “What does a waterfall
  mean?” Delemont was able to appear serene, and he was able to sound serene, but Delemont would
  never again know true serenity of mind. He’d chosen between the tranquillity he’d yearned for and an
  opportunity to wield vast power. As yet, he had no cause to regret his decision.
  Delemont leaned forward and his white leather swivel-chair creaked. His lips formed the words
  “Delemont,” then “33…Rütli…13,” “call,” then “Chiavenna.” He waited a few seconds until Stina
  Chiavenna answered her phone and her avatar appeared in the empty space of Delemont’s desktop.
  “I found them for you,” said the Italian woman’s avatar, chosen to look brisk and businesslike,
  smartly dressed in a steel-blue suit, her long black hair brushed smoothly back, with just a few stray
  strands to one side. The avatar, about ten inches high on Delemont’s desk, looked comfortable in a
  chrome-steel recliner padded with black leather.
  “We found them ourselves an hour before you did,” said Delemont. He didn’t bother to use an
  avatar. Chiavenna saw him just as he was: powerful, angry, and able to cause the woman a lot of
  trouble if Delemont didn’t get a satisfactory explanation.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  7
  Chiavenna’s avatar pursed her lips, a tiny signal of annoyance. “You’re paying us—”
  “Yes, Stina,” said Delemont, “we’re paying you, but we’re not completely relying on you. We’re
  following our own leads in case you don’t deliver. And so far, you haven’t delivered.” Almost without
  realizing that he did it, Delemont reached out and moved the chunks of petrified wood to either side
  of the avatar. Chiavenna couldn’t see them, of course, but her image now seemed trapped between
  the heavy rocks.
  “Well, Mr. Delemont,” Chiavenna said, “last night when you commissioned us, it was already
  pretty late. Of course, we put our best available team on it, but as of an hour ago—”
  “At 7:15 this morning,” Delemont said in his coldest voice, “John Zsolt made a quick stop in the
  church at Great St. Bernard, went to the first pillar on the left, and dropped a thick roll of Italian
  new euros in the poorbox. He and the woman caught a ride in a small truck down into Martigny.
  From there, they could’ve followed the Rhône east, but I’m guessing they’re smarter than that. They
  wouldn’t trap themselves on a boat, and they must know we’re watching the airports, magtrain stations
  and bus terminals. They’ll continue cross-country, on foot or hitching rides on small roads, and try
  to shake us in Montreux, Lausanne or Bern.”
  Chiavenna’s avatar didn’t say anything for a moment. “There’s no proof they even know we’re
  following them.”
  Delemont made an impatient sound. “You believe what you want,” he said. “However, if you
  don’t have results for me in twenty-four hours — and I mean the cryal — we won’t be offering your
  outfit any further assignments.”
  Chiavenna cleared her voice. “I want to be sure about one thing: You don’t care what happens to
  Zsolt or the woman?”
  “I hear the…enthusiasm in your voice,” said Delemont, “and frankly, it’s offensive. The
  Æsculapian Order would rather save lives than waste them. Now and then, our goals result in
  misfortune for some people. We know it’s unavoidable, but we still regret it. So to keep the bad luck
  to a minimum, there will be no more mistakes from now on. Zsolt’s cryal could lead to a general
  panic. If that happens, we want to be in a position to manage it. That means we need more time to
  get ready.”
  “This cryal, whatever it contains,” Chiavenna said in a faltering voice, “should I warn my agents?”
  “Signorina Chiavenna, if you don’t get the cryal from Zsolt, one of those regrettable misfortunes
  that I so deplore will find you within minutes. You won’t have to worry about anything else.”
  Delemont broke the connection and cleared away the woman’s avatar with a curt wave of his
  hand. He took a moment to position the two towers of petrified wood more precisely in the upper-
  right corner of his desktop. Then he sat back in his white leather chair and began some slow, relaxing
  breathing exercises.
  >>>          <<<
  John Zsolt was in a warm room with the feel of summer afternoon lingering in the corners. He
  recognized it as the modular apartment of his friends Kaylee Sat-Chok and Tavo Brnek. That told
  Zsolt he was half a world away from the Valais region of Switzerland, as Kaylee and Tavo’s place was
  slotted into one of the remaining Zaozhuang arcologies south of Beijing. It didn’t occur to Zsolt to
  wonder how he came to be there.
  From behind and above came the voices of Ella Fitzgerald and Louis Armstrong, watered silk
  and gravel, singing “Moonlight in Vermont.” Zsolt noticed a strong, sweet fragrance of flowers —
  three perfect white gardenias floating in a silver bowl of water, resting on a white concert piano.
  Shafts of lowering sunbeams through narrow louvers painted the piano with tawny tiger stripes.
  Zsolt turned toward a dark doorway and stopped. He wasn’t walking through the modapt, but
  drifting through it as he might float in a dream or holosim. The room didn’t seem quite real despite
  the specific sensory evidence: the muted jazz, the strong perfume of the gardenias, the blazing mist
  of dust motes in the sunlight. Zsolt felt relaxed and detached; not only was it a dream, it was someone
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  8
  else’s dream. Zsolt was a silent witness, watching but not touching, not able to touch. It was a peculiar
  experience, but not alarming.
  He moved along the corridor again, toward the dark room. A woman’s urgent whisper from the
  sunlit room overtook him: “I can’t get him to eat, not even to try a swallow.” It must’ve been Kaylee
  Sat-Chok. Zsolt remembered the uproar when she’d finally been released, and then she’d joined
  Tavo in Zaozhuang. They’d thrown a big party that lasted three days, and friends came from all over
  the world and the orbital and lunar cities. Zsolt had been at the party with a woman he’d known at
  the time. Janica? Belita? He couldn’t even recall their faces.
  Pat had been at the party, too, with one of his crazy money-making schemes, this one to develop
  a better OpNet frag-mapper. Pat was sure it would mean a fortune for them all. There hadn’t been
  much time to talk at the party — all Pat was interested in was his wild new idea, and Zsolt was trying to
  keep track of Janica or whoever she was. He and Pat could talk another time, any other time — they’d
  been the best of friends since childhood and there were always parties….
  Of course, at Kaylee and Tavo’s celebration in China, no one — especially not Zsolt or Pat —
  had even heard of D. It would be at least another year before Pat noticed the first minor symptoms.
  “Don’t force him if he doesn’t want it.” Now it was Tavo’s voice pulling Zsolt out of his memories.
  “You don’t want to make him choke. He’s so weak.”
  Zsolt knew that Tavo and Kaylee were really there, but evidently they couldn’t see or hear him.
  That didn’t particularly bother Zsolt, either. Tavo came up the hallway, and they passed through
  each other without sensation.
  Zsolt entered the dimly lit room. On the northern and western walls were large, dark screens.
  They weren’t windows, of course; not even Sat-Chok and Brnek’s combined wealth could afford a
  modapt in the arcology’s exterior wall, one with a view outside. These were projection panels that now
  showed a midnight scene, a synchronized sea scrolling up a clean, endless beach beneath program-
  perfect stars in the fairest of all night skies. If Pat had been able to lift his head from the pillows, he
  could’ve found the Pleides or followed the curve of Ursa Major around to the bright splinter of Arcturus.
  Pat seemed too weak to fight his withered body free of the clean cotton sheets. Lately he’d been
  unable to manage his own cleanliness and grooming, and Kaylee had shaved Pat’s head, which was
  now covered with scars and mottled bruises. To Zsolt, he looked like a silhouette in the dusky light,
  like a motionless feature of the landscape — not at all like the friend whom he challenged to hovercycle
  races and with whom he watched holos not so long ago. Pat’s impossibly long, tapered fingers dangled
  loose, stirring slowly like the tendrils of a beautiful but blind sea creature. He lay open-mouthed,
  his breathing shallow and wheezing, the smooth and unlined face of his youth betrayed by gauntness,
  by sunken darkness where there shouldn’t have been shadows at all.
  “Maybe someday,” Varya said, “with all my insights, I’ll figure out how you can stand to eat cold
  leftover gulyás for breakfast.” Her disapproval implied an intimacy that — had Zsolt been listening —
  he would’ve found ominous. She held a battered pie tin toward him, and a hunk of brown bread.
  Zsolt’s eyes widened. “What was that?” he said, gasping. “A hallucination?” His breath puffed
  away like the gray rainclouds that swirled low over the Swiss countryside.
  “Here, take it. I’m not your serving-girl and I’m not going to stand around all day holding it,
  either. I hired you to get me safely to Basel, but I’m beginning to think I made a mistake. Hell, eat it
  if you want it. Otherwise, I’ll leave it here for the next poor starving schlub of a traveler.”
  “I mean it,” he said in an urgent voice, “what was it?” Zsolt stood against a damp, gritty rockfall,
  not far from the flat, stony spot where he’d slept. He’d already rolled and packed his sleeping bag,
  and he’d broken more wood for the breakfast fire. His jacket was cold and muddy, and his tough
  petrocotton jeans were damp.
  Varya didn’t turn around. She was kneeling by the campfire. “What was it like?”
  “I was right there in the room with him, at Sat-Chok and Brnek’s in China. I didn’t even know
  he’d gone to stay with them. He looked barely alive, a hell of a lot worse than when I saw him last.”
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  9
  “They’re searching for the cryal, John — the Æsculapians.”
  He turned and spat into a trickling brook that was so lovely, so Swiss, so picturesque that it
  absolutely needed something spat into it. “Yeh? Then you were right about what the docs said in that
  first clinic we went to. For all their talk about helping people, how much do they actually do?”
  Varya stood and put a hand on his shoulder. “In that place in China just now, you could move
  through the rooms, right? But it was like no one could see you or hear you.”
  Zsolt stared. “It wasn’t a dream — I’ve been awake for hours. And the details I noticed….”
  “My first time, I was only seven or eight years old. It had something to do with my little sister’s
  birthday. I saw her come into the dining room with this big old chocolate cake, and she caught her foot
  in a fold of the rug and fell on her face. She got chocolate cake all over her pretty birthday dress and on
  her face and in her hair. Then she started crying. So four months later, it’s her actual birthday, okay?
  And in she comes with the chocolate cake, and I said something about her taking a dive into it and she
  dropped it again and fell. My mother figured it was my fault somehow because I knew it was going to
  happen, and I tripped her or something. She wailed on my ass for half an hour.” Varya looked off into
  the distance, smiling. “I wish we had a better ‘orientation program’ and ‘free introductory gifts,’ but
  all I can say is welcome to the world of clairsentience, magyar.”
  Zsolt’s jaws tensed. “Couldn’t be,” he said.
  Varya was amused by his sheer revulsion. “I knew you were a latent from the first time we met. I
  agreed to some of your stranger decisions on this trip, just to make sure you didn’t do something
  even more foolish. Like join one of the other orders, I mean. We need you, John.”
  Zsolt wasn’t happy about any of this. “I’m not a psyq, okay?” he said furiously. “I had some kind
  of weird daydream, that’s all. It doesn’t prove I’m one of you.”
  “One of us.” She squatted down, filled the coffeepot with clean water, and jammed it into a
  corner of the campfire.
  “We’ll see.” Zsolt took the pie tin from her and looked into it. There was a thin reddish stew in
  it. “Varya,” he said, “trust me. In one area, you’re as empty as I am. This may be decent spaghetti
  sauce, but it’s awful gulyás.”
  Varya shot him a venomous glance. “I got some nearly boiled potatoes here, pal. Tell me you’re
  sorry —fast — and maybe I’ll let you have one. That’s the best deal you’re going to get this morning.”
  Zsolt stopped listening to her. He played the vision in his mind again, and the strangeness of it
  made him shiver. He did remember a couple of things, though: Only days ago, when he’d last been
  in that room in China, the piano had been black, not white, and Louis Armstrong and Ella Fitzgerald
  had been singing “They Can’t Take That Away From Me.”
  >>>          <<<
  When Crystina Chiavenna was fourteen, she spent two of the worst months of her life staying at
  her father’s summer house on the Dalmatian coast. The major reason was simple enough: Her
  father’s villa was only halfway up the hillside. She could act cold and dismissive toward the young
  men and women who resided below her, but all of the really interesting people lived farther up the
  dusty, rutted road near the ruined town of Karloska, and they passed their disdain from the hilltop
  all the way down to the stony plain, scorning Stina Chiavenna and anyone else who didn’t count.
  Yet, since most of them were there for the summer only, they all had to pretend to be friends or
  else be bored to death in exile. They held parties and arranged outings and practiced their social
  skills and torments, just as they’d learned them from their elders. One sultry day in August, after
  swimming nude in the magnificent marble pool at the Villa Su˜ska, their hostess, Marveille de Vos,
  had the staff serve a special round of drinks.
  Marveille took a fluted glass of champagne and raised it. “This is for you, Stina, since you’re
  going back to Rome tomorrow, lucky you. In the last few weeks, you’ve complimented me on my
  sapphire engagement ring thirteen times—”
  “Fourteen,” one of the young men corrected.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  10
  Marveille turned and gave him a quick, warm smile. “Stina, I just wanted to wish you all the luck
  in the world in dealing with the envy and covetousness that must be eating you up inside. Come on,
  sweetie, drink up! It’s just a joke!”
  Crystina Chiavenna’s expression froze in place for a second, and then she laughed. She’d noticed
  that while everyone else’s champagne was the normal color, hers was a pale sapphire blue. She lifted
  the flute, saluted Marveille de Vos, and gulped the sparkling wine. It was, of course, excellent. Then
  she laughed again and flung her glass to the ground, where it shattered and tinkled. There was just
  another bit of silence, and then all of the others drank their champagne, laughed, and broke their
  glasses on the marble flagstones, too.
  One of the young men — not one of the very popular young men — came up to Stina. “I don’t
  know many people who would’ve handled that with such good grace,” he said. “You showed a lot of
  refinement.”
  Stina looked up at him and smiled. “Yes,” she said. “Now, let’s get back in the game.” And she
  dived into the churning water of the ancient pool.
  An hour or so later, when she decided it was a good time to leave, Stina said goodbye to everyone
  and gave Marveille de Vos a kiss on the cheek and thanked her for a lovely afternoon. Then she went
  into the bathhouse, collected her clothes, and used the toilet. When she stood up, she saw that whatever
  had been in the champagne had turned her urine a bright blue. She caught herself just as she uttered a
  quick exasperated sound. She took a couple of deep breaths and calmed down — after all, by dinner
  time tomorrow, she’d be in her own house in Rome, with her own friends and her own servants, and
  with decent luck, Marveille would get unexpectedly dead or pregnant before next summer.
  That last idea was a happy thought as she dressed. She was just imagining the de Vos bitch at eight
  months as Stina came out of the bathhouse. There, in rows as if arranged for a holo snap, was
  Marveille and all of the others. Stina stopped short and gasped.
  “The color does suit you, sweetie,” said Marveille cheerfully. “Don’t worry, it’ll go away in a few
  days. I thought you could freeze some and have sapphire crystals bigger than I’ll ever get!” And they
  all laughed.
  Stina just stared, surprised to feel almost nothing. In fact, she didn’t think her face was flushing
  at all. She looked at them for another heartbeat or two and then joined their amusement. “I really
  do have to run,” she said. “I’ve got a ton of packing to do yet. Ciao!”
  “Next summer, Stina!” someone called after her. She was already heading toward the main house,
  and didn’t turn or say another word. She looked straight ahead until she got back to her own villa.
  There is a proverb: Never stir the wrath of a patient man. More than a dozen years later, it was
  probable that Marveille de Vos had forgotten Stina Chiavenna entirely, but Chiavenna remembered
  her. Chiavenna knew where her old antagonist lived, how many marriages, divorces and children
  she’d had, what her income was and what she was addicted to.
  If she hadn’t taken her revenge yet, it wasn’t because she’d forgiven Marveille de Vos. It was
  because it hadn’t yet seemed like the perfect moment.
  Chiavenna shook her head, focusing her concentration. Her two thugs had stopped their
  Concurso hauler crosswise, blocking the narrow road almost immediately after it turned sharply to
  the right. They waited in the rocks on either side, and were well-armed. Chiavenna sat in the black
  leather driver’s seat of her hand-crafted Solano, parked on the road’s shoulder twenty meters past
  the truck. She watched the red seconds tick away on the console. Zsolt and his bitch were on a
  Shendai hovercycle that they’d stolen, registration number W3371, racing toward her at 180 kilometers
  per hour, slower if Zsolt hadn’t handled a bike before. While she waited, Chiavenna idly wondered
  just how protected Delemont, her client, actually was.
  She heard a low, throaty growl behind her, like a giant mountain cat. A hovercycle engine, she
  thought. Just as she flicked her eyes to the rear-view mirror, she saw a single brilliant headlight blaze
  around the shoulder of rock, then tip or slide away abruptly, out of sight. Not even a high-
  performance hovercycle would have enough vertical lift to clear the Concurso. Zsolt would have to
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  11
  lay the cheap Shendai down — his only chance of preventing disaster. Then Chiavenna heard the
  coarse bark of an autorifle and saw the glimmering reflection of laser fire in the car’s rear-view as
  her men fired dozens of rounds from their weapons. The noise and light show was just for effect,
  and to keep Zsolt flat on the dirt. While her men were still shooting, Chiavenna slipped on her dark
  glasses, glanced at her reflection in the mirror, and got out of the car.
  It was a pleasant night, with the promise of warmer weather on the smoke-scented breeze.
  Chiavenna heard her men barking orders — in German, she supposed — and checked her flechette
  pistol as she came around the Concurso. She saw Zsolt and the woman for the first time. They were
  both doing a very good job of being motionless. Dressed in durable petrocotton jeans and jackets,
  neither looked badly hurt, although the woman’s right sleeve was ripped and there was blood. They
  were lucky Zsolt hadn’t spilled their brains all over the Swiss countryside when he laid down the
  cycle. “Bones broken?” Chiavenna asked.
  Nobody answered. One of the guys kicked Zsolt’s shoulder.
  “I don’t fuckin’ know yet,” Zsolt said.
  “Get up,” Chiavenna said. “I just want the cryal.”
  “I don’t—”
  Chiavenna snapped off a shot that chipped the pavement beside his hand. “I’ll save us all a little
  time here. I want the cryal. Don’t play dumb. You don’t get a chance to make deals. If you don’t give
  it to me now, goddamn it, I’m going to kill her.” She paused to let all of the emotion bleed from her
  voice. “You know I’ll kill her. Get up.”
  Chiavenna watched Zsolt stand up slowly. He was good-looking enough, dark and with a mustache,
  although he was a little shorter than she expected. She watched as his large, intelligent, Hungarian eyes
  flicked down at the other woman, who met his gaze and smiled slightly. He looked back at Chiavenna,
  started to reach into his jacket and then stopped, raising his eyebrows. Chiavenna laughed out loud; it
  was the most amusing part of the day so far. Such an ancient vid moment — Chiavenna holding the
  flechette pistol on him, he asking with his expression for permission. She almost prayed that he did
  have a weapon in there, but she knew that wasn’t where he’d carry it. “Give it to me,” she said.
  Zsolt’s hand went into his jacket’s inside pocket, and he brought out a cryonic vial of brushed
  metal, about the size of a walnut. He held it out on his palm. “I have a friend,” he said. His voice was
  steady; there was no pleading in it, and Chiavenna was interested to hear what she thought was a
  touch of a threat. “He’s dying. Getting this cryal to Basel is the only hope he has.”
  Chiavenna held her pistol on him and gestured for the tall thug — she’d never bothered learning
  their names — to take the cryal. “As far as I’m concerned, it’s just money,” she said in her flat voice.
  Zsolt hesitated, glanced again at Chiavenna’s weapon, then handed over the cryal. She took it
  from the tall guy, backed up a couple of steps, then turned and went to her car. As she murmured it
  into gear, she looked into the mirror again. The hired muscle could take their payment now: whatever
  the two on the hovercycle had been carrying in cash, plus the bike itself, as well as whatever Zsolt and
  the woman’s bodies were worth in the nearest town with a chop shop.
  >>>          <<<
  After Chiavenna’s black Solano roared away, the night settled into the sounds of cricket-chirping
  along the road to Basel. The darker, heavier thug pointed his weapon at Zsolt and Varya and demanded
  something in a gruff, Baltic language that meant nothing to Zsolt. The tall guy translated: “He wants
  you to grasp your wrists behind your heads. He saw it in an American holovid somewhere.”
  Zsolt glanced down at Varya as he complied, but she seemed dazed and didn’t respond. Then,
  for no reason that Zsolt could figure, the dark guy in the Ham Fighters cap yelled something at his
  colleague and sliced the tall one into two or three equally dead portions. Startled, Zsolt dropped
  his hands, waiting to see what would happen next. The dark guy picked up his former partner’s
  gun and gestured with it, indicating that he wanted Zsolt to back off. That presented no problem
  to Zsolt; he would’ve walked clear to Cape Horn for a guy aiming a Voss laser carbine and a Banji
  autorifle at him.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  12
  Zsolt was ignored as the dark-haired goon walked slowly and somewhat stiffly across the few
  meters toward Varya. Each pebble he crunched, each piece of glass that snapped sounded like gunfire
  in the still Swiss night. “Fine,” thought Zsolt, “what’s happening here? Rape the good-looking
  woman before killing us and driving off with the admittedly piss-poor loot?” Zsolt remembered
  from his years fallen on hard times that Number One in the Street-Smarts Handbook cautioned: If
  you’re interested in one of two hostages, kill the other goddamn motherfucker before anything else.
  So the Ham Fighters fan had his eyes on Varya. He carried both weapons sloppily, pointed
  down, as if he’d completely forgotten Zsolt’s existence — a possibility, since Zsolt didn’t know what
  kind of unbalanced nuts that strange woman had hired. For all Zsolt new, these guys were a couple of
  extreme sociopaths. He didn’t wait to find out. He made a flying tackle behind the guy’s knees,
  dropping them both to the dirt and rubble.
  The thug shook his head and spat a foreign phrase as Zsolt went for the weapons. Zsolt had just
  slapped a hand on the Banji carbine and rolled over to take aim when 90 kilos of Baltic thug slammed
  down on him. “Ham Fighter” shouted an endless stream of abuse, matched by a look of combined
  anger and fear. Zsolt didn’t have time to bother with why the guy was freaking out this way, nor did
  he particularly care.
  A heavy fist crashed into Zsolt’s jaw, but did little more than piss him off even more. He pointed
  the autorifle at the hired hood. “Get off and hug the ground if you want to live,” Zsolt said.
  Terror came to the fore as the strongarm’s eyes seemed to clear, then rage returned. “Nyet!” he
  cried, fumbling back for the Voss laser.
  Zsolt let off a few rounds into the guy’s chest, tumbling “Ham Fighter” back onto the road.
  “Too bad he couldn’t follow directions.”
  “John,” said Varya, “among the topics we’ll no doubt talk about from here on in, please remind
  me that I don’t want to know a damn thing about your ideas of right and wrong.”
  Zsolt grinned. “Right and wrong? What ideas? This guy was nuts.” He saw Varya, apparently
  none the worse for wear aside from her scuffed arm, stretch and take in the midnight countryside.
  He shrugged, scrambled to his feet and set about cleaning up the mess.
  Zsolt put his hands under the armpits of the psychotic thug and dragged the corpse out of the
  middle of the road. He stopped halfway, still bent over, and took a couple of deep breaths. Glancing
  up, he saw that Varya had already pulled the tall guy — or what was left of him — out of sight, into the
  rocks. Sometimes he wondered about the full extent of her strength and endurance.
  “Need some help?” she called.
  “Yeah,” he grunted, “now’s a nice time to think about that.”
  “What’s that supposed to mean?”
  He went on lugging the dead guy toward a dark, deep, final resting place off the road and down the
  side of the mountain. He tried to answer her with something clever, but he could only pant for breath.
  “Take it easy,” Varya said. “Just drop him right there. Forget about cleaning everything up.
  Nobody’ll care about these two, trust me. What, you think a Legion patrol might come by at any
  minute?”
  Zsolt put his right boot squarely in the small of the corpse’s back, and when he shoved it over the
  edge, he imagined Varya, too, sailing off into the cool, quiet Swiss emptiness. He was glad they were
  getting near Basel. He’d had about half a liter too much of her already. He hadn’t run into cryptic
  strangers and psychotic gunmen before he met her. And she was so goddamn Gifted she thought the
  forces of natural law got her permission every morning before the sun rose. He didn’t care how
  attractive she was; he’d had to listen to her for too long. It wasn’t so bad on the bike, but now he’d be
  trapped in the truck with her.
  She looked at him without expression, her head tilted a little to one side. “We’ll take the truck,”
  she said.
  “I know that, goddamn it,” Zsolt muttered to himself.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  13
  “I’ll drive,” she said. Before he object, she held up the Concurso’s keys on a ring with a wind-
  up, hopping plastic tongue attached to it. “In the first place, I know the way. I’m clear, remember?”
  “Morgás.”
  Varya laughed. “I can hear better than you think. A few seconds ago, it was ‘I know that, goddamn
  it.’ I missed one, though. That Hungarian word.”
  “Nothing,” Zsolt grumbled, getting into the truck’s passenger seat. “Just something my mother
  used to say.”
  “Your mother.” Varya shook her head. She put the key in the switch, fastened her seat belt, but
  didn’t speak to the engine. Instead, she turned to her companion. “Now, seriously,” she said with
  an amused expression, “what are we forgetting?”
  Zsolt tried to look innocent. Clairsentients couldn’t read minds, he knew, but Varya still had an
  eerie knack for knowing what he was thinking. She probably knew he’d robbed the tall corpse, but
  that guy wasn’t going to need his money again and Zsolt didn’t think she cared about it. “We’re
  forgetting something?”
  Varya shook her head and jabbed him in the chest with a long, tapered forefinger. “You’re
  forgetting something important, magyar — the other cryal.”
  He slammed the flat of his hand against the dashboard. “Bassza meg!” he shouted, irritated with
  himself. He stepped out into the cool night air again and slammed the car door behind him. He
  wondered how far they were from Basel after all, and he calmed down. He smelled the smoke and a
  floral sweetness in the air; he heard birds and insects, and realized how infrequently he paid attention
  to sensory details that didn’t immediately affect his well-being. He’d pulled off the hovercycle’s handlebar
  grip in moments and retrieved the second cryal from where he’d hidden it in the hollow tube.
  >>>          <<<
  It was a slow Tuesday night, which would mean the early morning hours would be even quieter.
  But even so, Nurse Practitioner Elsje Pohl wasn’t happy about going to work on what had been
  scheduled to be her evening off. It was a long drive — always longer getting there than getting home,
  for some reason — and nothing to look forward to all night but Ernst and his clumsy but effective
  fingers. Oh, and with a little luck, Old Testament Nurse would be called away, leaving Pohl with the
  keys to the meds locker. A shot of Sonneine and Pohl would tolerate anything.
  Her electric Korean sedan hummed across the bridge over the Aare River. Directly in front of her
  loomed breathtaking views of the Hapsburg and Schwyzer Alps, neither of which Pohl had ever noticed.
  The road curved up into the mountains, through Schinznachdorf — a town no one in Switzerland knew
  anything about or cared to, as far as Pohl could determine — and then rumbled through an ancient
  tunnel under the Bötzberg. At the highest point along the road, just before it dropped again toward the
  River Rhine and the city of Basel itself, was another of those dull, identical villages, but this one touted the
  site of a formerly impressive monastery and the impressive Montressor Clinic, the world headquarters of
  the Æsculapian Order. In the very mortal words of Elsje Pohl, “big verfickte deal.”
  She changed into her uniform and signed in at the emergency room’s processing desk. “Please,”
  she whispered, “no lunatics,” but the first thing she saw in the waiting room was a customer in a
  vidlid. Nurse Practitioner Pohl wished the guy a devastating case of colitis that would tragically and
  agonizingly end his life before a doctor could actually get to examine him. Vidlids had been very
  popular fifteen years ago, a sad fact that in itself warranted a statement in the patient’s chart without
  a word being said. The lids covered the skull like floppy plastic helmets, in bright horrible greens
  and pinks, but that wasn’t the worst part about them. There were little platforms on the crown of a
  vidlid that played holo-chip slideshows, as many as the fool wanted to show off: his dog or baby
  doing something unspeakably mundane, a clip of a team of local clog-dancers taken just before
  their execution, the guy himself demonstrating the pathetic limits of what he believed to be a talent.
  Yet the holographic atrocities weren’t the worst part — the vidlids had sound, loud sound. And
  between each vile, loathsome squib of “entertainment” were advertising holos, familiar ones that
  everyone hated, with—
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  14
  “—must have told you about it.”
  Nurse Practitioner Pohl hadn’t been paying attention. “Okay,” she thought, “here we go.” She
  took a deep breath. “Excuse me,” she said to the customer — another guy, not the buffoon in the
  vidlid. To cover the fact that she hadn’t been listening, she turned away briskly and went to a calendar
  posted at the other end of the processing station. She stared at it blurry-eyed for a moment, then
  came back to the newcomer with the dark mustache. “Sorry, sir,” she muttered. “What was it again?”
  Zsolt’s expression didn’t change. “The local clinic in China couldn’t do much for my friend.
  They said we might only get help at the main clinic, in Basel. They promised they’d send you a file
  on it a couple of weeks ago. They must have told you about it.”
  “Which ‘they,’ sir,” Pohl asked, “the doctors in China or the doctors in Basel?” She was just
  seeing how easily he got annoyed. She kind of liked the way he looked, but she wasn’t in the market
  at the moment for another rotten temper on a four centimeter fuse.
  There was a pause while Zsolt gathered strength and patience. “There should be a file from
  Zaozhuang. My name is John Zsolt.”
  Pohl looked up, glancing past Zsolt at his blonde friend. The woman filled out her shirt all
  right, but she looked old enough to have been this guy’s history teacher. “I’ll check on that right
  away,” she said. “Spell that name for me, please.” Zsolt did, and Pohl murmured each letter back at
  her desktop. “Do you have a tissue sample for us, Mr. Zsolt?”
  While he took the second cryal from his jacket and put it on the counter between them, Pohl
  read the brief entry from the Zaozhuang clinic. At the end of the report was the code GOMER,
  which stood for “Get (This Person) Out of My Emergency Room!” Pohl said nothing. Her facial
  muscles didn’t even twitch. She was a professional, and she’d seen that code hundreds of times
  before.
  “If you’ll take these forms and fill them out for us, please, Herr Zsolt,” she said. “You’re welcome
  to take a seat.” She handed Zsolt a dpad with a light-pen clipped to it. As far as Elsje Pohl was
  concerned, that ended their business, unless she decided to get him away from the blonde with the
  big Zuckertorts. More likely, however, she’d never have to talk with him again, even if he rocketed
  through the intake forms and got them back to the processing desk within the hour.
  >>>          <<<
  Dawn had finished giving the street beyond the double glass doors its special early morning
  look. Now it was just daytime out there, but it reminded Zsolt that they’d been sitting in the goddamn
  uncomfortable metal chairs for hours. There were hundreds of others waiting with them, too, but
  this was an emergency room, and even in the venerable Montressor Clinic, laser- and stab-wound
  patients got priority.
  “If I’d known how long this was going to take,” he said in a low voice, “I might’ve gotten a name
  of somebody to see here, made an appointment or something. Guess I wasn’t thinking.”
  “You’re tired, magyar,” said Varya, who looked surprisingly fresh after a long hoverbike ride, an
  armed battle on the Swiss roadside, another drive toward Basel, and several hours of trying not to
  notice the variety show that was going on all around them in the clinic’s reception area.
  “Yeah,” he said. “I’ll be glad when we’re done here. We’ll go get something to eat, rent a cheap
  room and get some sleep. I’m not made out of high-impact banjyrene like you.”
  “My God, Montresor,” she said.
  “Huh?”
  “This is the Montressor Clinic. ‘My God, Montresor!’ That’s a quotation. Look it up.” Varya
  stretched and rotated her neck, working out stiffness. “No, John, we’re not made out of the same
  stuff, not at all, but we’re not that different, either.”
  Zsolt grunted. “Here goes the loyal-magyar-as-psyq-superman speech again. This is where I
  came in. I’m going to look for a vending machine.”
  “What if they call your name—”
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  15
  “While I’m away? You go with the doctor. You know as much about Pat as I do, and they have
  everything they need in the cryal. I wouldn’t worry, though. I hear the average wait here is thirteen
  hours. We haven’t been here seven. Settle in. You should’ve brought something to read.”
  Varya rolled her eyes. “I could always eavesdrop on the soap opera next to us — the little old guy
  and the toy teenage girl.”
  “She’s a toy?”
  Varya rolled her eyes again. “Get me something to drink, okay, something with bubbles in it.”
  Zsolt walked away, shaking his head. There were sick people in that room, and some of them
  beyond the help of even all the psions in the world.
  A corridor took Zsolt to another corridor, and then a third hallway led to a lobby. A pleasant young
  man seated in a circle of glossy black obsidian was filled with regret that there were no vending machines
  in the Montressor Clinic. There was a cafeteria, but they could lose their chance if they were eating when
  their names were called. They could eat one at a time, though. Zsolt thanked the guy and headed back to
  the ER reception area. “They could eat one at a time.” What a team they were turning into.
  Zsolt used what little of his charm remained to talk a nurse out of a small bottle of sparkling
  spring water. He presented it to Varya like a small but hard-won trophy. “That’s it,” he said. “We eat
  afterward, or start gnawing on our neighbors.”
  Varya looked at the wizened old guy on the other side of her and shuddered. He was talking in a
  loud voice — to himself, to his teenage-girl toy, to Varya? “Sometimes you shouldn’t say those funny
  things,” she told Zsolt. “Sometimes they’re not so funny. You should shut up until you can tell the
  difference.” But then she leaned nearer and kissed his cheek. “Thanks for the water, magyar.”
  “Hey,” he said and shrugged, at the moment the full extent of his eloquence. Her kiss startled
  him mightily.
  Hours went by, and the racking coughs of the elderly woman behind Zsolt past, replaced by the
  throat-clogging stink of gangrene. Zsolt and Varya changed seats, but there wasn’t a more pleasant
  section. It was like swapping steaming boulders in Hell.
  Across the aisle to the left, where a young man sprawled on a gurney, huddling beneath a thin
  sheet for hours, Zsolt now saw Pat. Pat hadn’t turned or moved since Zsolt’s earlier vision of the
  room in Zaozhuang. His friend was still a twisted figure under his worn blanket.
  Then Zsolt understood: This time, Pat was only an image on an Æon Trinity monitoring device. Two
  men and a woman in uniform watched and murmured into recording devices. Each uniform had a small
  patch: “Triton Division.” What was Triton Division, he wondered. What did the Æon Trinity care about
  Pat in the first place? Zsolt shook his head, clearing away what had to have been a dream.
  “What time is it?” he asked.
  “Eleven A.M.,” Varya said. “Almost lunchtime. We’ve been here nearly twelve hours.”
  “Should be soon, then.”
  “Should be soon.” Neither looked confident.
  “Okay,” said Zsolt, “we’ve been through this whole thing, and we’ve waited here all night together.
  Tell me again why you’re here.”
  She turned toward him and stared, her eyebrows raised. “Didn’t the ad say I needed someone to
  get me safely to Basel?”
  “Yeah.”
  “Didn’t I say that I expected not to answer questions, especially that one?”
  “Yeah.”
  “Well, hell, then, John.”
  “Well, hell yourself. You don’t need anybody to get you safely anywhere. I’d be willing to bet
  you’re the only reason I’m still alive.”
  Varya didn’t answer that immediately. “You remember that ad, magyar? The one where I advertised
  for a gentleman-protector to get me to Switzerland, and that the pay was good and no funny stuff?”
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  16
  Zsolt frowned. He didn’t understand her point. “Yeah, ‘course I remember it.”
  “Where was it? What newsflat? Chipzine? Where’d you see it?”
  He thought back. It must’ve been at Kaylee and Tavo’s flat in Zaozhuang. He and Varya had
  taken a suborbital from Beijing to Rome. “I don’t remember which paper, Varya,” he said. “I wasn’t
  paying attention to stuff like that. I was thinking about how bad Pat was doing and everything.”
  “John, look at me.” Her voice was even lower, and very dramatic. “There was no newsflat. There
  was no ad. I faked it.”
  “What the hell—”
  “I’m a clairsentient, okay? I told you that right at the beginning. I didn’t tell you that I’m one of
  the Mashriqi, the order’s administrative council. Some people think we’re not the best organized of
  the psi orders, but I promise you: We have our resources. More than you’ll ever need, with any luck.
  I’d heard about you, did a little investigation, and saw that you have tremendous latent talents. I
  wanted you with us, with the ISRAns. I…I faked a ‘zine ad transmission to bring you on board.”
  Zsolt’s dark brows drew together. “Gazember!” he cried, not caring who might turn to look at him.
  “Now, don’t get mad, John. There are reasons, big reasons — wheels within wheels. It starts with
  Pat, of course, but there’s so much more, and so little time—”
  “Goddamn it, Varya! You think you’re such a great schemer, but it all boils down to ‘somebody’s
  gotta carry the message through hostile country.’ But not me!”
  Varya took a deep breath and let it out. “We left from Beijing, went through customs there and
  again in Rome. Then we traveled north through Italy, across the border into Switzerland, staying on
  small roads — your style — till we got ourselves here. Right?”
  “Damn right.”
  “Gave our IDs dozens of times, right?”
  “Uh huh. What’s the amazing surprise this time?”
  Varya looked deeply into Zsolt’s eyes. “Magyar, answer me. What’s my full name? You must’ve
  heard it—”
  Zsolt shook his head. “No, I’ve never heard it. Okay, so you’ve got magical Gifted psyq
  superhuman powers, but I never liked you people anyway. What makes this so special for you? It’s
  important to me because I promised I’d do this for Pat. What are you getting out of it? A new car for
  recruiting me?”
  She stood and stretched. Despite his indignant, irate feelings, it was good to watch Varya stretch.
  “John,” she said, “we need to have a long talk when there’s time.”
  “Sure,” he said, “because I don’t feel like talking now, okay? I’ll be all right. I just don’t want to
  say anything that’ll spoil the seduction.”
  Varya smiled, tried to make herself more comfortable, and fell asleep almost immediately.
  >>>          <<<
  After seventeen hours, Zsolt had had enough. From the new duty nurse — Nurse Practitioner
  Elsje Pohl had escaped to breakfast and sleep and peace a long while ago — he confirmed that no
  record existed at the Montressor Clinic of Pat’s cryal; no record existed of Pat at all, or of John
  Zsolt, either. He thanked the nurse and left the building without waking Varya.
  He proceeded to the main post office on Freie Strasse, where a package waited for him at General
  Delivery. It was the small parcel he’d addressed to himself and attached money to, and then dropped
  into the poorbox at Great St. Bernard. The monks had taken the money gratefully and sent the parcel
  on its way. Swinging his shoulders and feeling the stiff muscles in his back, Zsolt tore open the box and
  slid a third cryal into the palm of his hand. A quiet binging sound informed him at the same time that
  he had new email on his minicomp. He didn’t feel like reading it now.
  He drove back to the clinic’s parking area, opened the back of the van, and unclipped the
  minicomp. The email was from Kaylee, dated two days ago. Pat had passed away. Tavo was appearing
  beyond Kaylee’s shoulder. “Quit,” Zsolt said in a husky voice. He’d play it all another time.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  17
  He reached into the back of the
  truck and retrieved the Banji autorifle
  and the laser carbine that had
  belonged briefly to Chiavenna’s
  incompetent hoods. Carrying the
  weapons slung over his shoulders, he
  found his way to the ER reception area
  once more.
  “Rise and shine, Varya,” he said,
  kicking her foot gently. “We’ve got an
  appointment with Herr Doktor
  Zweidler.”
  Varya woke quickly, her eyes
  growing larger when she saw Zsolt’s
  hardware. As she opened her mouth
  to speak, he tossed her the laser
  carbine. “Figure it out before you
  need to use it,” he said. He didn’t look
  back at her, knowing she’d follow. He
  headed straight for the reception desk.
  “You need a stabbing or a gunshot
  wound to get some attention around
  here, huh?” he said. He let fly a few
  rounds into the front of the desk as the attendant dove for cover. “I hope that isn’t just fiberboard,
  because I really don’t want to hurt anybody.”
  The gunfire brought out a security guard from a back office. The man wore the white uniform
  of the Æsculapian Order’s security staff, but he had the weathered features of a mercenary. That
  earned Zsolt’s respect. The moment was spoiled a little when the Hungarian realized that the guard
  moved like a robot vacuum cleaner in some Saturday-morning holotoon. The guy’s barrel chest,
  huge forearms, tiny head, and the way he moved smoothly over the floor made the guard seem more
  like a “hovergoon” than a human being.
  “Drop,” Zsolt shouted in German. The security guard ignored the command, spat something
  in a language from one of the Free Federated States east of the Ukraine, and grabbed at Zsolt’s
  trigger hand. Zsolt ripped the weapon free again and smashed into the guard’s skull. The security
  guard crumpled. “Stay close behind me, honey,” he said over his shoulder. “The docs are bound to
  have some real security, psyqs or maybe even Legionnaires. You’re all the backup I’ve got.” He
  waited. Varya didn’t answer.
  Zsolt went cold at the silence, and turned quickly. Varya was right where she was supposed to be,
  covering him with the laser carbine. She gave him a long, slow, warm smile.
  A grim-faced orderly came toward them, ignoring the weapons. “Dr. Zweidler wants to meet
  with you in his office back this way. He doesn’t want any more confusion in the waiting area.”
  Zsolt had dismissed the sedated and sick occupying the waiting area. “Those poor bastards out
  there didn’t notice anything,” Zsolt presumed.
  “That’s the truth,” Varya assured him.
  “Follow me,” said the orderly.
  They walked down a narrow corridor that was decked out with luxurious marble-gray carpeting.
  Zsolt hoped he wouldn’t get blood all over it. About halfway along, Varya glanced at a door they
  passed with the name “Delemont” on it.
  The orderly opened an office at the end of the hall — a plain door without a nameplate on it —
  and went in, followed by Zsolt and Varya. “Dr. Zweidler,” he said.
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  18
  Zweidler looked up at the orderly and nodded. “You can leave us, Fritz,” he said. They waited for the man
  to go out and shut the door behind him. Then Zweidler looked at his visitors, giving them a puzzled frown. He
  stood up and came around his desk. “Ach, weh, then this is our John Zsolt, all the way from Zaozhuang. How
  is China? It’s been many years since I’ve visited there. But, of course, of all nations, China—”
  There was a low throbbing sound, a low static screech, and the acrid smell of burnt hair. Zweidler
  raised a well-manicured hand to the smoking remains of a lock.
  “Step back,” Varya said.
  Zsolt smiled at her, puzzled but determined not to show it. “You figured out the safety system
  on that two-handed flashlight.”
  “He was using vitakinesis to sedate you,” she explained. “I thought I should break it up. If you
  shook hands with him, he’d have you counting backward from one hundred, and you’d wake up in a
  semi-private room with nice flowers and a visit from all the wrong people.”
  Zsolt nodded, but he didn’t look at her. He’d heard the docs could do such things; it shouldn’t
  surprise him that their proxy would try it on some wild-eyed assailant. “Why don’t you sit back
  down, Dr. Zweidler. You know who I am. You know why I’m here. What’s wrong with my friend?
  Why couldn’t they tell us anything in the local clinics we tried?”
  The old man shrugged. “So many questions. And you deserve answers. You know what are these
  aberrants?”
  “Yeah, everybody does. Nasty mutant suckers raiding our colonies and cities.”
  Zweidler’s eyes flicked from Zsolt to Varya and back again. “Also, then, the taint?”
  Zsolt’s expression turned thoughtful. He shook his head.
  The old doctor spread his hands. “There could be some of these…aberrants on Earth here and
  there, alone or in groups. For what reasons that make sense? Our beautiful world tainted, you would
  say, by their very presence.” He reached into a pocket of his white lab coat and brought out the second
  cryal, the one Zsolt had surrendered at the ER’s reception desk. “Your friend…his illness—”
  “Can you help him?”
  Zweidler’s eyes looked brighter, as if they’d filled with tears. He held up the cryal again. “His
  illness is of this aberrant taint. It is nothing natural, nothing anyone has ever seen before. It isn’t a
  germ or a virus. Now, today, we are helpless.”
  The Hungarian closed his eyes and leaned back against the wall. “Then why in the name of God
  were you trying to stop us?”
  “Stop you?” Zweidler asked.
  “How the fucking hell do you think you got that cryal?”
  Varya spoke up, her voice calm. “We were attacked on the road. All they wanted was the cryal.
  John was smart enough to have brought two, but your people here got that one, too. He trusted
  them, I suppose. For a cynic, he’s too romantic for his own good.”
  Zweidler interrupted. “I don’t understand. Yes, I knew Herr Zsolt was on his way, but I gave no
  orders to have you stopped, to have you assaulted. The entire world knows I would never permit
  that. My staff I’ve chosen carefully, one person at a time, and no one in this organization would
  allow such a thing, either. This whole idea is deeply disturbing.”
  Zsolt opened his eyes. “You got a tall thin woman working for you, wears dark glasses at night,
  lots of black leather, much too aware of her image for her own good?”
  Zweidler looked helplessly to Varya. “New illnesses,” he said in a tired voice. “No one is ready to
  hear about them yet, about how little we know of this taint. We must act responsibly. It would be so
  easy to cause panic, and that would certainly be disastrous, a deadly mistake. We must study and
  learn, and we must make the world ready to hear and understand our findings.”
  Varya let out a sigh. “You’re saying there are brand-new diseases popping up all over the damn
  place because of the aberrants, because of the taint they spread, and so far you Æsculapians are still
  standing around with your thumbs up your asses wondering what you can do about them.”
  
  T  H  E     H  O  N  O  R  E  D    D  E  A  D
  19
  Zweidler shook his head. “We need you,” he said softly. “People like Herr Zsolt, people with
  true latent talents. We’re always looking for men and women who have the abilities to become new
  healers. Think of the gift you have, the great gift! I can see it shining from within you. Join us, Herr
  Zsolt. Maybe it will be you who heals your friend.”
  Zsolt’s eyes widened slightly, and he looked from Zweidler to Varya. There was a moment of solemn
  silence, with just the rattle of the air conditioning audible in the room. “You almost had me,” Zsolt
  said at last, “but you took it just a little too far. Pat died two days ago and you knew it; you and your Æon
  Trinity friends. I’m not going to let people — psyqs or neutrals — manipulate me anymore.” He turned
  and left the office, missing whatever passed between the doctor and Varya.
  Varya smiled when she caught up with him in the hallway. “You played old Doc Zweidler just
  right! You’re learning, magyar!” She put her arms around his neck. He felt her breasts press against
  his chest, and smelled the clean sandalwood fragrance of her skin.
  “I meant you, too,” he told her. Zsolt’s rage was gone, but the anger remained. He reached up
  and pulled away from her arms. “You wanted to get to Basel, well, there’s probably a bus in front of
  the building that’ll take you right downtown.”
  Zsolt didn’t know what kind of response to expect, but Varya just laughed.
  He shook his head and walked away, still carrying the Banji automatic. None of the clinic’s staff
  stopped him from leaving, but he was too wrapped up in his own thoughts to realize it. Zsolt tried to
  remember where he’d left the truck. He wouldn’t decide what to do next until it was plainly in front
  of him.
  Later that night, Zsolt pulled the Concurso off the road and got out. He stared up at the cloudy,
  starless sky and felt a sudden chill. It wasn’t the altitude or the wind. It was a cold feeling that had
  risen from deep within him. His minicomp sat on the damp earth beside him. Zsolt’s eyes were
  closed, but he heard Pat’s voice: “Please let me ask this one last time: Remember me, John.”
  Somebody in China explained to him that there were only two things to do when certain diseases
  invaded the body. The first was to cut the disease out completely. The second was to strengthen the
  body so it could fight for itself. Zsolt knew that there were some diseases that couldn’t be cut out, not
  completely. The world was sick — tainted — and the clears and the docs and all of the other psyq
  orders were supposed to be dedicated to strengthening the world’s body.
  Instead, they seemed more interested in vying with each other for status and recruits. Zsolt
  heard the stories of these saintly Gifted defending humanity, but he’d seen that they were all too
  human. He relied on them to help Pat, and they failed.
  Still, just because the psyqs hadn’t found a cure didn’t mean there wasn’t one. And just because
  Pat was dead didn’t mean Zsolt would give up on his friend. Varya and Zweidler claimed Zsolt was a
  latent, that he could become a psion. As much as he hated and mistrusted them and their
  manipulations, Zsolt realized that becoming a psyq might be the best way to honor his friend’s
  memory. He didn’t trust the docs; they’d lied to him from the beginning. Although Varya stuck by
  him through this mess, she just wanted to recruit him, too. He knew little enough about the other
  orders besides what he’d seen on holovids and in chipzines — who knew if they were any better?
  Zsolt couldn’t deny the impact of the strange visions he’d had, though. They’d helped him,
  revealed things he wouldn’t have learned otherwise. Just imagine if he could harness the full potential
  of clairsentience! If he became a psion, Zsolt might discover what the others couldn’t — or wouldn’t.
  He would no longer be a pawn.
  This would be his memorial to Pat, the proof of his loyalty. “No,” he whispered, “I won’t forget.”
  Zsolt didn’t even wait for morning. He got into the Concurso and turned it back toward the
  Montressor Clinic. Maybe he could find Varya, still looking for that bus into Basel.
  
  • CONFIDENTIAL •
  20
  This information is property of the Æon Trinity. Place your palm on the viewplate for
  This information is property of the Æon Trinity. Place your palm on the viewplate for
  This information is property of the Æon Trinity. Place your palm on the viewplate for
  This information is property of the Æon Trinity. Place your palm on the viewplate for
  This information is property of the Æon Trinity. Place your palm on the viewplate for
  authorization scan before continuing. Unauthorized access of these files is a criminal offense.
  authorization scan before continuing. Unauthorized access of these files is a criminal offense.
  authorization scan before continuing. Unauthorized access of these files is a criminal offense.
  authorization scan before continuing. Unauthorized access of these files is a criminal offense.
  authorization scan before continuing. Unauthorized access of these files is a criminal offense.
  > > >  File Dump  < < <
  > > >  File Dump  < < <
  File Directory — Culture Database
  0.0 Overview
  0.0 Overview
  0.0 Overview
  0.0 Overview
  0.0 Overview
  21
  21
  21
  21
  21
  1.0 Æon Trinity Profile
  1.0 Æon Trinity Profile
  1.0 Æon Trinity Profile
  1.0 Æon Trinity Profile
  1.0 Æon Trinity Profile
  23
  23
  23
  23
  23
  2.0 Psi
  2.0 Psi
  2.0 Psi
  2.0 Psi
  2.0 Psi
  27
  27
  27
  27
  27
  2.1 The Philosophy of Psi
  27
  2.2 Noetic Science
  28
  2.3 Biotechnology
  29
  3.0 The Psi Orders
  3.0 The Psi Orders
  3.0 The Psi Orders
  3.0 The Psi Orders
  3.0 The Psi Orders
  31
  31
  31
  31
  31
  3.1 Psi Orders and the Æon Trinity
  34
  3.2 The Æsculapian Order
  35
  3.3 Interplanetary School for
  Research and Development
  38
  3.4 The Legions
  41
  3.5 Ministry of Noetic Affairs
  45
  3.6 Nova Força de Nacionales
  48
  3.7 Orgotek
  50
  3.8 Upeo wa Macho
  54
  3.9 Chitra Bhanu
  57
  4.0 Aberrants
  4.0 Aberrants
  4.0 Aberrants
  4.0 Aberrants
  4.0 Aberrants
  58
  58
  58
  58
  58
  5.0 History
  5.0 History
  5.0 History
  5.0 History
  5.0 History
  62
  62
  62
  62
  62
  5.1 Times Past
  62
  5.2 The Aberrant War
  63
  5.3 The Ultimatum and the Exodus
  64
  5.4 The Crash
  65
  5.5 The Aberrant Return
  and the Rise of Psions
  68
  5.6 Alien Contact
  70
  5.7 The 22nd Century
  71
  5.8 200-Year Timeline
  72
  6.0 22nd-Century Earth
  6.0 22nd-Century Earth
  6.0 22nd-Century Earth
  6.0 22nd-Century Earth
  6.0 22nd-Century Earth
  74
  74
  74
  74
  74
  6.1 The Æon Trinity
  75
  6.2 Africa
  77
  6.3 Asia
  80
  6.4 Australia
  86
  6.5 Europe
  88
  6.6 North America
  90
  6.7 South America
  94
  7.0 Space
  7.0 Space
  7.0 Space
  7.0 Space
  7.0 Space
  97
  97
  97
  97
  97
  7.1 Luna
  99
  7.2 Mercury
  104
  7.3 Venus
  104
  7.4 Earth
  105
  7.5 Mars
  106
  7.6 The Asteroid Belt
  107
  7.7 Jupiter
  108
  7.8 Saturn
  110
  7.9 Uranus, Neptune, Pluto
  110
  7.10 Interstellar Colonies
  111
  8.0 Aliens
  8.0 Aliens
  8.0 Aliens
  8.0 Aliens
  8.0 Aliens
  117
  117
  117
  117
  117
  8.1 Qin
  117
  8.2 Chromatics
  120
  8.3 The Coalition
  123
  File Directory — Research Database
  9.0 Character
  9.0 Character
  9.0 Character
  9.0 Character
  9.0 Character
  126
  126
  126
  126
  126
  9.1 Character Genesis
  126
  9.2 Starting Characters
  127
  9.3 Characteristics
  127
  9.3.1 Human
  128
  9.3.2 Psychic Template
  128
  9.4 Class Descriptions
  129
  9.4.1 Academic
  131
  9.4.2 Entertainer
  133
  9.4.3 Entrepreneur
  135
  9.4.4 Investigator
  137
  9.4.5 Scoundrel
  139
  9.4.6 Warrior
  141
  9.5 Class Level Extension
  142
  9.6 Prestige Classes
  142
  9.6.1 Diplomat
  143
  9.6.2 Explorer
  144
  9.6.3 Mercenary
  145
  9.6.4 Scientist
  146
  9.6.5 Space Jockey
  147
  9.6.6 Technologist
  148
  9.6.7 Troubleshooter
  149
  9.7 Skills
  151
  10.0 Feats
  10.0 Feats
  10.0 Feats
  10.0 Feats
  10.0 Feats
  157
  157
  157
  157
  157
  10.1 General Feats
  157
  10.2 Background Feats
  160
  10.3 Psychic Feats
  167
  11.0 Psi
  11.0 Psi
  11.0 Psi
  11.0 Psi
  11.0 Psi
  169
  169
  169
  169
  169
  11.1 Psi Benefits
  169
  11.1.1 Power Points
  169
  11.1.2 Attunement
  169
  11.1.3 Backlash
  170
  11.1.4 Psi Prints
  170
  11.1.5 Burnout
  170
  11.2 Psi and Taint
  170
  12.0 Aptitudes
  12.0 Aptitudes
  12.0 Aptitudes
  12.0 Aptitudes
  12.0 Aptitudes
  172
  172
  172
  172
  172
  12.1 Aptitude List
  174
  12.1.1 Biokinesis Aptitude
  174
  12.1.2 Clairsentience Aptitude
  175
  12.1.3 Electrokinesis Aptitude
  175
  12.1.4 Psychokinesis Aptitude
  175
  12.1.5 Telepathy Aptitude
  176
  12.1.6 Teleportation Aptitude
  176
  12.1.7 Vitakinesis Aptitude
  177
  12.2 Psi Powers
  178
  13.0 Technology
  13.0 Technology
  13.0 Technology
  13.0 Technology
  13.0 Technology
  213
  213
  213
  213
  213
  13.1 Wealth
  213
  13.2 Equipment
  213
  13.3 Vehicles
  225
  14.0 Drama
  14.0 Drama
  14.0 Drama
  14.0 Drama
  14.0 Drama
  232
  232
  232
  232
  232
  14.1 Stunt Bonus
  232
  14.2 Radiation Poisoning
  232
  14.3 Dramatic Editing
  232
  14.4 Transportation
  235
  14.5 Pursuit
  236
  15.0 Roleplaying
  15.0 Roleplaying
  15.0 Roleplaying
  15.0 Roleplaying
  15.0 Roleplaying
  242
  242
  242
  242
  242
  15.1 The World of Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  242
  15.2 The Team
  242
  15.3 The GM’s Toolkit
  243
  15.4 Pulling Back the Veil
  244
  16.0 Appendix: Additional Notes
  16.0 Appendix: Additional Notes
  16.0 Appendix: Additional Notes
  16.0 Appendix: Additional Notes
  16.0 Appendix: Additional Notes
  248
  248
  248
  248
  248
  16.1 Other Character Races
  248
  16.2 Æon Trinity
  251
  16.3 The Proxies
  251
  16.4 Glossary
  253
  
  R  E  T  R  O  S  P  E  C  T  I  V  E
  The past two decades of this new
  century have seen more change and
  progress than had occurred in the
  preceding 100 years. The tremendous
  strife humanity suffered in the 21st century
  — from the rise and fall of novas to global
  warfare to political upheaval, from
  economic collapse to social change,
  served to temper us. Now, in 2120,
  humans are hardy, dauntless creatures
  with opportunities that previous
  generations could scarcely have dreamed.
  Humanity reaches ever further into
  space, establishing and expanding
  colonies and orbital stations in distant
  solar systems. Tremendous scientific
  breakthroughs abound, from interstellar
  jump ships to other wonders of
  technology. Alien beings walk among us,
  teaching us their strange ways, and
  learning ours. Most significant of all,
  science has discovered the key to
  understanding the universe — a
  fundamental level of reality labeled psi.
  Noetic science, the study of this
  phenomenon, establishes that psi
  operates on a basic physical level more
  sublime than the quantum universe of
  quarks and tachyons. Referred to as the
  subquantum universe, this energy has
  revolutionized modern science and
  changed the way we understand reality.
  When compared to documented
  quantum forces — gravity, weak and
  strong nuclear forces, electromagnetic
  energy — subquantum energy may be
  the missing link to a true Grand
  Unification Theory. Noetic energy
  particles permeate all things, from
  asteroids to grass, from alien races to
  human beings. All things are said to be a
  part of the universe, and the universe is
  supposed to be part of all things. With
  the discovery of this “implicate order” of
  subquantum energy, that interconnection
  is revealed at last.
  Ironically, this key was locked away
  within humanity all along. Noetic force,
  the powers of the mind, are a reality, as
  expressed in those rare individuals
  known as psions. As if created by some
  benevolent hand, psions can perceive —
  and even manipulate — the essence of
  the universe. While scientists theorize
  upon the ebb and flow of universal
  particles, psions see them, feel them and
  direct them. This unique perspective
  makes psions our best tools for
  discovering the truth of reality.
  Yet as we stand on the edge of
  discovery, we also teeter on the brink of
  destruction. Humanity’s greatest threat
  has returned. Unique humans endowed
  with staggering powers arose like
  demigods in the early 21st century. Their
  powers were gained through a genetic
  anomaly, a tumorous mutation labeled the
  Mazarin-Rashoud node. As the mutation
  grew, so did these aberrant humans’
  powers… and with it came madness. By
  the mid-21st century, war erupted
  between aberrants and the rest of
  humanity — the former striving for
  conquest, the latter fighting for survival.
  The Aberrant War ended almost 60 years
  ago, when humanity took extreme
  measures to force the aberrants’ departure
  to places literally beyond the stars.
  It was a grim victory, for the war left a
  legacy of devastation that plunged the
  peoples of Earth into decades of strife and
  horror. The post-war Crash was the darkest
  time in modern human history. Millions died
  in the war and millions more perished in
  the ensuing riots and chaos. Much of the
  world’s financial and ecological resources
  were drained. Half of Earth’s arable land was
  corrupt and infertile. Untold trillions of dollars
  21
  Into the New Millennium
  A LOOK AT THE EVENTS THAT HAVE SHAPED
  THE WORLD OF THE 22ND CENTURY.
  — Warren Shaw, Retrospective © 2120 OBC
  In looking to our past, we see our future.
  — Proxy Otha Herzog, ISRA
  
  R  E  T  R  O  S  P  E  C  T  I  V  E
  22
  Still, the hardships of the past 60
  years give us strength against our
  resurgent enemies. The strides we
  have made to rebuild Earth
  civilization, restore what was destroyed
  in the first Aberrant War, and extend our
  reach into space make humans a force to
  be reckoned with.
  And this time we have the psions —
  nothing less than the power of mind over
  matter — whose powers are the product
  of natural human evolution and controlled
  scientific process, not the random genetic
  mutation of aberrants. Psions have been
  humanity’s greatest defenders, ever since
  they first appeared to combat an aberrant
  assault in 2106. While currently less than
  one percent of the eight billion human souls
  scattered across Earth and the near stars,
  these protectors are a powerful force.
  Yet psions are far more than protectors
  against aberrant incursion. Without them,
  we would never have made first contact
  with an alien race, the qin. At once
  intriguingly similar and disturbingly
  different from us, qin have a civilization that
  rivals our own — though one based entirely
  on biotechnology. Aside from the countless
  mysteries that exist between our races,
  humans and qin share a fundamental
  curiosity about the universe.
  No less mysterious than the qin but far
  more aggressive are the pseudo-reptilian
  race labeled chromatics. The creatures’ raid
  in 2113 on the Karroo Mining Colony near
  the Crab Nebula was the first hint of their
  existence. We do not yet know the
  chromatics’ motives, and we won’t until we
  re-establish contact with our outposts lying
  vulnerable in the distant reaches of space.
  The 22nd century is a singular time
  in human history. The danger of aberrants
  and chromatics and countless other
  threats is matched only by the potential
  presented by psions, interstellar jump
  ships and the myriad advances that occur
  each day. It is a time in which humanity
  must unite to drive back the threats that
  plague us so that we may discover the
  greater truths of the universe, once and
  for all — and our place within in.
  in damage were
  done to cities and
  nations around the
  world. The OpNet,
  the global computer
  network, was in ruins and
  a staggering amount of
  recorded information on
  history, culture and society was
  lost. Political and religious
  differences flared to fervent
  hatred. North America and Europe,
  the two regions hit hardest by the Aberrant
  War, were relegated to the status of second-
  class powers as China and Brazil, and later
  the newly formed United African Nations,
  took their first tentative steps to lead the
  world out of the darkness.
  After three decades, Earth’s nations
  finally started making headway in putting
  the worst of the strife behind them. Space
  was the new frontier, where anyone from
  an individual to an entire population could
  start anew. Governments and corporations
  leapt into the stars, creating orbital
  research stations and mining platforms.
  They were followed by hardy explorers
  and colonists eager for a second chance.
  Since the dawn of the second Space Age
  in 2024, humanity has conquered Luna;
  launched shining orbital cities around the
  inner planets; mined rich ores from
  Mercury, Jupiter’s moons and from the
  asteroid belt; initiated terraforming on
  Mars; and even advanced beyond our
  solar system to new worlds.
  As before in humanity’s long history,
  we endured sacrifice and loss to rekindle
  the burning flame of hope. The 22nd century
  dawned with new possibilities for all.
  But clouds darkened this new dawn.
  On January 28, 2104, the aberrants
  returned. Their attack on Research
  Outpost Vesta, beyond Saturn, came
  without warning. The viciousness of that
  assault was matched only by the horrific
  degree to which the aberrants had
  mutated. Forty years in the void had
  transformed them into bizarre things from
  a low-budget holovid. But these
  monsters are real.
  
  ÆON TRINITY
  23
  H o p e  •  S a c r i f i c e  •  U n i t y
  THE ÆON TRINITY
  In a universe of dangerous interplanetary travel, first contact with strange, alien races, the emergence
  among humanity of mysterious noetic powers, and the rediscovered menace of the aberrant horde that endangers all
  life, the Æon Trinity is a force for good, dedicated to the protection of Earth. In a time of great uncertainty and apprehension,
  Æon stands at the forefront of humanity, both protecting and leading the way into a bold future. We lead the way in hopes
  of unifying all people to face the destiny that lies before us.
  Greetings, citizen. You have been contacted because
  you show qualities that are in great demand in the
  modern age. The Æon Trinity has been dedicated to the
  protection and service of humanity for the past 200 years,
  and it endures solely because of courageous and
  dedicated individuals like yourself.
  It matters not whether you come from affluence or
  poverty; whether you received advanced schooling or
  were educated on the streets; whether you are one of
  the so-called “Gifted,” a psion, or possess “only” your
  native wit and cunning. At Æon, we value all life and see
  the worth in all individuals. Your background and abilities
  are useful to our organization — indeed, to all humanity
  — because they are unique to you. Æon exists to train
  and assist you in realizing your full potential, so that, in
  turn, you may aid humanity in the current turbulent times.
  Æon is a society that you can turn to and rely on in the
  hard and happy times ahead.
  The Æon Trinity was founded in the 20th century and
  has worked with individuals and organizations ever since
  to help humanity fulfill its destiny. Now in the 22nd
  century, we counsel, represent and coordinate virtually
  every world and space government, organized religion,
  metacorporation and psi order. We do not dictate, we
  counsel. It is said that Æon is the right hand of the world’s
  decision makers, but we do not control any party or
  individual. We offer a wealth of expertise and information
  for a common goal: unity.
  Organization
  Æon services humanity through three divisions,
  established at the organization’s inception. Although
  these branches’ duties and operating parameters have
  changed with time, they retain their original designations
  in honor of those who came before.
  • Neptune is our administrative branch. It is the “face”
  of Æon, and interacts the most with governments,
  corporations, psi orders and all others who seek peace
  and prosperity for humankind.
  • Triton is our research and investigation department.
  It is the “eyes” of Æon; its members plumb the mysteries
  of the universe, keep a vigilant watch for aberrant attacks
  and solve crimes committed against humanity.
  • Proteus is our field insertion and operations
  department. It is the “hand” of Æon, consisting of special
  agents — “neutral” and psion alike — who actively
  protect Earth and its peoples.
  As an ally of Æon, you may belong to one or more
  of these branches, and are thus one of the guardians of
  our age. The Trinity has members in countries throughout
  the world and across explored space. You are counseled
  with and deferred to in all matters of defense and the
  common good, from defending against the aberrant
  menace to receiving ambassadors of alien races, such as
  the qin. You are a power for change, a means to achieve
  unity and strength.
  History
  The Æon Trinity is the catalyst that helps hold together
  the psi orders, the Earth and space governments, and
  even humans and aliens. But the Trinity did not always
  have this honorable and weighty role in the universe, or
  even among humanity. To understand Æon’s purpose
  and direction in modern times, you must look back to
  early 20th-century Chicago.
  Æon’s founder, Maxwell Anderson Mercer —
  inventor, businessman and millionaire — established what
  was then called the Æon Society for Gentlemen. Mercer
  had a vision of the future. He understood that humanity’s
  development up to that era had taken a slow and gradual
  path, but with upcoming innovations in technology,
  introductions of social reforms and the blossoming of
  human potential, upstanding men and women, the
  brilliant and motivated, would be needed to lead
  humanity into the future. This society recognized the
  dawning of a new age, one of hope, to which it could
  give direction. And though the society was perhaps
  named in the naive spirit of an innocent time, the changes
  
  ÆON TRINITY
  24
  that it anticipated would indeed come about, whether in
  a thousand or a handful of years.
  Mercer’s vision proved accurate when the first
  extranormal people emerged. These rising stars were new
  and vibrant, inspired to battle corruption and help those
  in need. They were the protectors of their era, and the
  Æon Society worked with them to improve the lot of
  20th-century life. It was a new Golden Age of heroes
  and potential — of hope.
  And yet, that hope was dashed. Something in the
  inherent being of Earth’s heroes went awry. The abilities
  that marked the first champions of the Æon Society
  changed with those who followed. Powers
  grew greater than had ever been known
  before. The inventiveness and wisdom
  that founded the society were abandoned
  in favor of raw power as new individuals
  arose and frowned on Æon and its goals.
  These beings, first called novas and later
  labeled aberrants, wallowed in their own
  abilities and used them to satisfy their own
  desires, without a unifying vision of what
  was best for humanity.
  Æon sought to offer these beings
  guidance, to reason with them and give
  them purpose, but we failed. We failed
  the novas, we failed humanity, and we
  failed ourselves. Perhaps it was hubris on
  our part, perhaps we did not understand
  the full scope of what novas could
  become. Regardless, the novas became
  drunk on their own power and their
  increasing capabilities soon outstripped
  anyone’s expectations — even sanity itself. In the end,
  the abusers lost control of themselves.
  We are all familiar with the tragic Aberrant War, which
  resulted in the deaths of millions of humans and mere
  handfuls of aberrants. Yet from that horrible loss, good
  did arise. Æon recognized its next mission for the good
  of humanity: sacrifice. If the aberrants were to be stopped
  and humanity preserved, the society would have to give
  wholly of itself. Society members in China were
  instrumental in the development of arms sufficient to
  force the aberrants to stand down. Special agents who
  stood against the aberrants reasoned with their enemies,
  convincing them to seek alternatives to life on Earth,
  places where they could use their powers and fulfill their
  own destinies, not at the expense of beings less fortunate.
  To lead Earth’s tormentors by example, many of Æon’s
  agents left with them for other worlds via the strange
  warping ability that a handful of aberrants possessed. It
  was, indeed, a time of sacrifice for all.
  In the years following the Aberrant War, the
  remaining members of the Æon Society — a group bound
  by the example set by those who sacrificed themselves
  for Earth’s good — dedicated itself to rebuilding Earth
  society. The depredations of war had left many areas in
  ruins, and those lucky enough to survive struggled to
  start their lives again. The ongoing sacrifices of Æon’s
  members went far in restoring the once-beautiful Earth.
  Records of our cultures and collective history were
  ÆON SOCIETY FOR GENTLEMEN C.1925 MERCER COLLECTION
  ATTACK ON VESTA — CAMERA 14
  
  ÆON TRINITY
  25
  gathered and
  restored after
  the 
  massive
  destruction of
  the OpNet. Two
  decades 
  of
  research 
  by
  Neptune and
  Triton divisions
  restored a global
  electronic library
  by 
  piecing
  together paper
  texts 
  and
  f r a g m e n t e d
  computer files.
  Urban centers
  blossomed as
  people 
  were
  g a t h e r e d
  together where
  resources and
  programs could
  be shared by all.
  Others preferred
  the isolation of
  rural existence,
  and were let go
  with society’s
  blessing.
  S p a c e
  proved to be
  humanity’s best
  hope for new life. The defeated Earth needed time to
  heal its wounds. Space offered resources that humanity
  needed desperately, not only housing and opportunities
  for work on the many stations and colonies that were
  not damaged in the war, but resources that could not be
  plumbed from an overtaxed planet.
  Æon’s role in this second pioneering of space was
  one of assistance and support. In the closed communities
  of space, human rights and needs had to be protected.
  Justice had to be upheld. The mistakes and abuses of the
  past had to be remembered, if for nothing other than to
  say, “never again.” Thus with Æon’s help, humanity and
  Earth were made whole again.
  It was then that humanity was invited to take its next
  bold step into the future. The proxies, humans with
  incredible powers bestowed by mysterious benefactors,
  emerged and contacted those people — now called
  psions — who would become their agents in the next
  Subject: Chinese space program and aberrant
  resurgence
  From: Proxy Rebecca Bue Li, Ministry of Noetic
  Affairs
  To: Dana Boresheltov, Æon Trinity/Neptune
  Division
  Encryption: SPE
  Transmission type: textfile
  Date: 11:13:42 12.9.2105
  Agent Boresheltov, first my thanks
  for your encouragement of the Chinese
  government to recognize my native
  Philippines and its significance in
  Chinese policy and necessity to the
  Chinese space program. Now that two
  Chinese outposts have been attacked,
  I will take the initiative in response to
  the apparent aberrant return.
  As the Chinese posed the
  Ultimatum to rid the Earth of aberrants
  decades ago, so will we do again
  today. Our Ultimatum will be made
  with psions, and the Ministry shall lead
  the way. Ministry telepaths will make
  this declaration: Leave Earth alone
  once and for all, or be destroyed.
  Chinese destroyer convoys are
  dispatched and prepared to stage
  strikes if the aberrant response is
  hostile. Events are set in motion. I trust
  you will communicate word to the
  other proxies… should we need them.
  Subject: Chinese space program and aberrant
  resurgence
  From: Dana Boresheltov, Æon Trinity/Neptune
  Division
  To: Rebecca Bue Li, Ministry of Noetic Affairs
  Encryption: DSE
  Transmission type: textfile
  Date: 03:18:11 12.9.2105
  Negative, Proxy Bue Li. I repeat,
  negative. The Chinese destroyer fleet
  will stand down. This was not part of
  the prepared arrangement. Æon Trinity
  has precise plans for the integration of
  the psion orders. You will not pre-empt
  those plans, nor stage any action
  against aberrant attacks without
  expressed commands from the Trinity.
  You are advised to remember the
  means by which your order was
  recognized 
  by 
  the 
  Chinese
  government. Furthermore, as it is clear
  that you have used your abilities to
  integrate your order into the Chinese
  space program, I advise you to review
  the reasons why the Chinese fleet
  stood down after the aberrant War…
  and consider who helped them make
  that decision.
  great age. The proxies’ gifts
  awoke powers not seen among
  humans in two centuries. These
  powers were similar to those seen in the early
  20th and early 21st century. Yet the powers were
  also new and unique, distinct from the quantum
  forces that novas wielded. Humanity had reached a new
  stage of development, it seemed, and Æon was there to
  give it direction. Æon brought the proxies together,
  pooled their resources, and helped introduce their orders
  to an awestruck world.
  The Modern Era
  This perhaps is a third Golden Age, for it marks a
  new direction and purpose for humanity: to unite, to rally
  behind Earth’s new heroes and form one people for the
  advancement of all.
  The need for that unity is made all the more clear by
  scientific research into psi powers themselves. Noetic
  research suggests that these abilities tap into a previously
  unknown subquantum energy, a universe that unites all
  aspects of what we consider reality. Like gravity, noetics
  proves to be an undeniable force of nature, one that affects
  all things.
  H e r e ,
  then, is an
  opportunity to
  follow 
  new
  leaders, to unite
  all countries, to
  bring together
  all organizations
  under 
  the
  banner of the
  psions, their
  orders 
  and
  Æon. No single
  part 
  of 
  the
  whole — psion,
  human, country,
  colony, order —
  would be above
  the rest. A new
  Golden Age,
  indeed.
  And as if to
  confirm this
  need, as if to
  ratify this show
  of hands for
  unity, our old
  
  ÆON TRINITY
  26
  enemies have returned. The aberrants are back and loom
  at the borders of known space, just as they promised
  when the last, spiteful one of them was shown the way
  to a better life on his own.
  And new enemies have arisen as well. A violent race
  of aliens known so far only as chromatics has staged raids
  on our distant colonies and space outposts. What is this
  new menace and what is it capable of? We don’t yet
  know, but rest assured that we will find out.
  Now is indeed a time of unity, for humanity and for
  any alien allies whom we can rally to the cause. With
  your help, and the help of Æon, we will come together
  to face our common foe. With our combined strength,
  we will reunite with our colonies orphaned in deep space
  by aberrant attacks. We will travel to the worlds of our
  alien allies from whom the aberrants have severed us.
  The third age, the age of unity, is upon us. It is up to us
  — and you — to achieve it.
  A DAY IN THE
  LIFE OF A PSION
  — Orgotek psion Carlos Peralta,
  recipient of Commendation for Valor,
  as interviewed by Dazyl Grenich,
  Lifestyles © 2120 MMI
  Do I get scared? Sure, we all do.
  We have these powers, but we’re just
  like everyone else — we have
  families, friends, pets. That’s why we
  do it all. I want to protect my family,
  my country — my species! Psions use
  their powers to protect Earth and
  everyone in space. You would do the
  same if you had the chance, what with
  the 
  aberrants 
  attacking 
  and
  everything you love at stake.
  What will I do next? Orgotek had a
  big part in getting the jump ships created
  — we can finally go back into deep
  space after the teleporters disappeared
  and the aberrants cut us off from our
  colonies. I want to be a part of that. No
  one knows what’s happened out there.
  They say that chromatics and some other
  alien race is still out there, doing who
  knows what.
  ISRA wants to get to the qin
  homeworld to get the ambassadors
  stranded here back to their people,
  and to bring our ambassadors home.
  Of course, there are the
  aberrants, too. I’ve only seen three,
  and came within reach of one…. It’s
  a hard thing to do… but if I don’t do
  it, who’s going to protect my family
  — or yours?
  “The lady doth protest too
  much, methinks.”
  This kind of propaganda
  worries me, yeh? Sad part is,
  normal folks know so little about
  Æon that they don’t know enough
  bad about the group to doubt its
  word. If I hacked into the OpNet routers tomorrow with proof
  that I was responsible for the greatest events of the past 20
  years, I guarantee folks would flock to me — the desperate
  ones anyway. Now bring that out 200 years and imagine the
  following that the Æon Trinity could generate.
  Do we want to make an issue, though? Æon isn’t
  everything that it claims to be here, but it’s not a bad thing,
  either. But, still — “Æon is the hope of the future?” I don’t
  remember any Æon agents being around when that aberrant
  got the jump on my team and killed Valez. Æon was
  nowhere in sight when the jump ship orbital-manufacturing
  platform was blown into so much plasteel and biopaste.
  As far as I can tell, Æon is little more than a PR firm for
  the psi orders and a few countries and colonies. It’s no
  stronger than we are, and we’re no stronger than it (and
  maybe we need each other as a result). I do know that the
  orders are out there in the light and taking the heat from
  the public when things go wrong, while Æon sits in the
  shadows and plays at calling the shots.
  From: R. Linsey Marsden
  To: P. Archer
  Encryption: DSE
  Transmission type: textfile
  Date: 14:02:49 6.11.2119
  SUBJECT:
  SUBJECT:
  SUBJECT:
  SUBJECT:
  SUBJECT: DAMN!
  H o p e  •  S a c r i f i c e  •  U n i t y
  
  PSI AND PSI ORDERS
  27
  THE PHILOSOPHY OF PSI
  A psion may achieve harmony with the
  subquantum universe — or the implicate order, as it is
  also known — through training, meditation and by
  opening himself to the sublime power that exists
  throughout the universe. He senses the ebb and flow of
  energy through all things, and his own metaphysical place
  in the universe.
  Noetics, the study of psionics, is but a fledgling
  science, but it has confirmed that psi connects everything;
  no action occurs independent of other forces. Just as
  gravity exercises a pull, however
  infinitesimal, on all objects in the
  universe, so too does psi have a
  pervasive effect. Psions who grasp
  how the subquantum universe
  operates understand that all actions
  have innumerable reactions. An
  individual’s seemingly incon-
  sequential behavior can have
  tremendous impact on the universe
  as a whole.
  Understanding the connections
  between all things and the limitless
  ramifications to all actions is humbling.
  Indeed, some psions who have had
  such insights have left their orders and
  forsaken their powers altogether.
  Others have suffered mental illnesses,
  from mild cases of agoraphobia to
  severe cases of paranoia. Some have
  even suffered physical harm from
  sudden changes in the subquantum
  stratum. Vitakinesis users and
  noeticists are called upon with
  increasing frequency to combat
  conditions that can result when psions
  open themselves to the entirety of the
  universe.
  The stresses of psionic
  attunement and the development of
  mental ailments, such as noetic
  psychosis (also called burnout), that
  result from psi powers have moved
  a small but vocal portion of the noetic
  community to urge caution in the
  creation of new psions. Scientists
  PSI
  Noetic powers have been relegated to the realms of
  myth and speculation for centuries. As civilization
  progressed into the modern age and technology came
  to dominate popular culture, such speculation was
  polarized between scientific skeptics and those who
  believed fully in powers of the mind.
  People were enthralled by anyone proclaiming such
  fantastic abilities, as though there was a deep
  subconscious need to believe that things like telepathy
  were possible. A close-minded scientific community
  refused to acknowledge the existence of psi powers,
  debunking frauds whenever
  possible. Strange incidents and
  inexplicable demonstrations of
  power galvanized believers, but
  were deemed unreliable by
  “expert authorities” even in the
  21st century. The rise of aberrant
  powers diverted psi research when
  inconclusive attempts were made
  to quantify the effects of the
  Mazarin-Rashoud node beyond an
  interaction with strong and weak
  nuclear forces.
  In 2106, humanity confirmed
  the 
  existence 
  of 
  psionic
  capabilities. The leaders of secret
  orders of psi-active individuals
  addressed a stunned populace in
  the aftermath of the historic Sydney
  spaceport raid. These so-called
  proxies elaborated on the displays
  of power that their followers had
  already made, and promised the
  world that the orders were
  committed to defending humanity
  against all aberrants.
  Though we know the proxies
  and their followers had acted
  secretly since 2103, we cannot
  confirm why they withheld
  knowledge of their existence until
  the now-historic raid. After a closed
  UN address and with the Æon
  Trinity’s assistance, these “Gifted”
  began integrating themselves into
  human society.
  [ORGOTEK] PROXY ALEX CASSEL,
  PRIVATE ADDRESS TO THE
  UNITED NATIONS COUNCIL
  — Excerpt: textfile, 21.9.2106
  We’re not aberrants. We’re not a
  bunch of power-mad freaks hell-bent
  on world domination. We’re human,
  just like you. We’ve been given a
  wonderful gift, though — a new way
  of being human, if you will.
  Our benefactors have done
  nothing less than unlock a potential
  that’s been buried deep in the human
  psyche for millennia — and for that,
  humanity should be grateful. We’ve
  revealed the secrets of psionic powers,
  and we’re here to share that
  knowledge with mankind. This isn’t
  some bizarre mutation like the
  aberrants had. These abilities are a
  natural result of human evolution.
  Whoa! Hang on! I understand that,
  despite the Sydney vidcasts shown just
  a few hours ago, this may be hard to
  believe. That’s why we’re here, ladies
  and gentlemen. We’re here to prove
  what we can do, and that we’re on your
  side. Look, let’s try a little
  demonstration. You’ll get a kick out of
  this. I know I do.
  
  PSI AND PSI ORDERS
  28
  Understanding
  Psi’s True Nature
  — ISRA Proxy Otha Herzog,
  Guest Address,
  the first Noetic Conference,
  Olympus, 9.10.2109
  You 
  look 
  for 
  a 
  greater
  comprehension of the energy we know
  as psi, and of your place within it.
  Perhaps I can help you understand.
  Think of us all as eddies in a river.
  Those without the gift of psi cannot see
  this river. To them, it is as nothing. They
  focus on the pebbles at the river’s
  bottom, at the fish swimming against
  the invisible current, at the debris
  carried on the surface. Such things are
  reality to these people.
  Those of us fortunate enough to
  emerge whole from the Prometheus
  chamber know that, while the pebbles,
  fish and debris are reality, they are
  sustained and unified by the water that
  surrounds them. As they are to the river,
  we are to the implicate order of energy.
  We see the water flowing at the same
  time that we are in the flow. Although
  we see ripples and whirlpools, and each
  is distinct and unique, they — and we
  — are all still part of the river.
  However, there is a second concept
  that is equally important: Psi is not a
  gentle, contemplative state of being. It
  is a potent natural force, as subtle as
  gravity, as powerful as nuclear energy.
  A river may carry you calmly and
  serenely, then without warning plunge
  you into dangerous rapids and
  thundering falls. So it is with psi.
  Psionic energy is not a tool to be
  used or a device to be manipulated. It
  is a force of nature that defies our
  control. We merely tap into it, drawing
  power from it when it will allow. Nature
  suffers us to exist. Nature could destroy
  us utterly if it wanted to. We must be
  careful not to overstep our bounds.
  speculate that humanity might have stumbled across psi
  powers before it was prepared to control them, and that
  using psionics could cause far more harm than good.
  To allay such fears, most orders allow the Æon Trinity
  to conduct psychological tests on latent and existing
  psions. It is hoped that such procedures will isolate
  potentially unstable Gifted so that they may be treated
  before they harm themselves or others.
  USING PSI
  Psionic manipulation is equal parts instinct and
  training. New psions are taught certain standard effects,
  but having an innate feel for how to direct psi flow is
  vital to achieving the results desired.
  Each psion describes attunement to the subquantum
  universe differently. Some relate it to sensing a body
  part; you don’t have to see your leg to know it’s there.
  Others equate it to trying to remember a word that’s on
  the tip of your tongue. You know it’s there, you just have
  to concentrate to conjure it up. Yet others describe their
  psi attunement as feeling utterly sure of something, a
  confidence that words cannot express.
  The Gifted feel everything around them. Psions sense
  the resonance of all the people and objects they
  encounter. That energy isn’t tangible, but it is there
  nonetheless. Using psi involves
  focusing on that resonance; the
  psion connects to the energy
  flow in and around others. He
  doesn’t control this force as
  much as he allows it to
  permeate him, and his will
  channels it to affect the
  universe.
  NOETIC SCIENCE
  Prior to the psions’ emergence, a small but dedicated
  group of scientists was already investigating psi potential.
  Such research, then known as “psychotronics,” bore a
  distinct stigma. The established scientific community’s
  reluctance to embrace new methods and theories
  relegated psychotronics to the status of science’s
  whipping boy.
  Once psi was an indisputable, proven quantity,
  scientists were forced to change perspective. The result
  was the development of noetics, or the science of the
  psionic mind. This “new” scientific field was founded on
  equal parts quantum physics, spiritualism and
  psychotronics (although students of psychotronics claim
  it as the father of noetic science.)
  ....
  ....
  ....
  ....
  ....
  Mial Közs,
  ISRA member,
  on channeling
  noetic energy
  “It’s better than sex!
  Well, just as good.”
  
  PSI AND PSI ORDERS
  29
  Noetic study proved that psionic powers do not
  function exclusive of the laws of physics and nature. They
  simply operate on a level of which no one had previously
  been aware. Once their eyes were opened, so to speak,
  noeticists began looking for and finding correlations
  between quantum physics, genetic biology and psionic
  powers. The past decade has seen a redefinition of
  fundamental theories, and progress toward confirmation
  of a grand unified theory of forces.
  Awareness of psi inevitably led to the discovery of
  an entire subquantum realm of corresponding
  fundamental particles, dubbed “psions” (a term later
  given to the individuals who manipulate the particles).
  Joining photons, gravitons, leptons and quarks, these
  psions proved to be the missing pieces of an elegant
  foundation for the universe. With the establishment of
  psi as a new, fifth force, gravity, electromagnetism and
  weak and strong nuclear forces formed a convincing
  model for the hypothetical Grand Unification Theory. Since
  its initial proposal 10 years ago, the theory of noetics
  has proved to be the key to understanding the universe
  and our place in it.
  With theoretical research comes applied investigation
  and experimentation. Noeticists have confirmed that the
  latent capacity to manifest psi abilities can be sensed through
  use of certain psi powers, or by using biotechnological survey
  equipment. Indeed, beyond simply detecting psi potential,
  scans applied to a latent can sometimes discern the psi
  aptitude to which the subject is best suited. However, the
  specific genetic differences that separate latents from neutrals
  still escape noeticists’ recognition and understanding.
  N o e t i c s
  also faces the
  challenge of
  understanding
  the biotech
  devices 
  that
  psions 
  use.
  “Bioware” 
  is
  fascinating not
  only 
  for 
  its
  capacity 
  to
  augment 
  or
  duplicate psionic
  abilities, but for
  its 
  apparent
  origin 
  as
  k n o w l e d g e
  gifted 
  to
  humanity by our
  Subject: “Psion”
  From: Dr. Elena Subashi, PhD
  To: Dr. Cecil Walker, PhD
  Security: SPE
  Transmission type: textfile
  Date: 14:32:12 4.9.2107
  Perhaps the most irritating thing
  about all this is that we coined the term
  “psion” to refer to “psi energy quanta.”
  Leave it to the byte-hungry media to
  bastardize it into a term for individuals
  with psi capability. Well, I’ll be damned
  if we’re going to change the scientific
  term simply to avoid confusion among
  the unwashed masses.
  benefactors. 
  As
  hard technology is
  based on physics,
  biotechnology is
  rooted in noetics.
  BIOTECHNOLOGY
  Biotechnology
  as we know it in the
  current era is a
  product of noetic
  development. The
  concepts behind the
  technology derive
  from the psionic
  ability to recognize
  and manipulate the
  subquantum energy
  flowing through all
  living things. By
  directing 
  these
  energies, psions can
  transform living
  matter 
  into
  technological tools.
  Gifted from the
  Norça and Orgotek,
  in particular, can
  modify and control
  biotech to a degree
  even other psions
  envy.
  Such devices
  can be used unto
  themselves, 
  but
  they 
  are 
  often
  combined 
  with
  c o n v e n t i o n a l
  hardtech. Biotech
  use is limited mostly
  to 
  psions; 
  the
  capability to use
  b i o t e c h n o l o g y
  beyond 
  basic
  devices requires
  energy that only the Gifted possess and can control.
  Operating even basic psiware applications can exhaust
  the mind of a normal human. At present, trying to use
  advanced psiware has been known to drive normals
  insane or even kill them.
  “A Rose
  By Any
  Other Name”
  — Warren Shaw,
  Retrospective © 2110 OBC
  With the quantification of
  psi, it became possible to
  create a scientific classification
  for individuals possessed of the
  ability to utilize noetic energy.
  Noetic science labeled them
  Homo sapiens mentis, beings
  still indisputably human, but
  possessed of a genetic
  makeup modified from that of
  other humans.
  Human vernacular has
  relegated “mentis” to scientific
  papers. Other labels, from the
  prosaic “Gifted” to the
  derogatory “psyq,” are used.
  In the end, most people seem
  comfortable with “psion,”
  despite its intended use as a
  term for elements of psi
  energy, not psi users.
  Likewise, terminology
  used to refer to those without
  noetic abilities ranges from
  uninspired to rude. “Neutral” is
  currently in vogue, although
  psions have been known to call
  the rest of us “neuts,” “norms,”
  “blanks,” “empties” and other
  names inappropriate to this
  broadcast. It’s unfortunate that
  mankind feels it necessary to
  create such artificial labels, for
  in the end, aren’t we all human?
  
  PSI AND PSI ORDERS
  30
  A BIOTECH PRIMER
  Biotech falls into two main
  categories: inert or “standard” biotech, and
  living “psiware” (also called “bioapps,” or
  biological appliances). All biotech originates from
  enormous cultures of undifferentiated living cells,
  called matrices. Matrix cells are processed by large
  organic computers (referred to, simply enough, as “matrix
  computers”), which stimulate the cells to grow along a
  programmed template. This growth results in either a
  structure with organic origins but functionally the same
  as a hardtech equivalent, or a quasi-living structure that
  continues to grow and renew itself.
  Standard biotech is handled no differently from
  hardtech. The important distinction is that biotech is a
  product of life and organic growth; hardtech, in contrast,
  is a product of mechanical processes. Psiware requires
  special maintenance, regardless of whether it is an
  appliance, weapon, vehicle or other creation. The simplest
  bioapp may require nothing more than occasional
  cleaning, while intricate devices may require the removal
  of excess cells, oiling to maintain surface cells,
  comfortable bedding or periodic immersions in nutrient
  baths — “feeding,” as it were.
  Living, self-renewing psiware used in toxic or highly
  radioactive environments (unprotected space, the
  colonies, or Bahrain) must be scanned regularly, either
  by a competent noetic technician or by psiware designed
  for such maintenance. Cellular mutations may develop
  that interfere with the devices’ functions if they are not
  treated immediately.
  FORMATTING PSIWARE
  Each piece of psiware possesses its own noetic field.
  The bioapp resonates with a low-level aura related to its
  component materials. A psion manipulates this field to
  activate a device. Normal people can use bioapps with
  weak fields, as everyone resonates with at least some
  degree of noetic energy, even if it’s not enough to possess
  telekinesis or to read minds.
  Psiware can be used at one of two levels: formatted
  or unformatted. Unformatted bioapps perform only
  limited functions. Normal people can use these devices
  without suffering burnout.
  Formatting a bioapp is accomplished by injecting a
  small amount of a psion’s DNA into the device. Enzymes
  Macrotech
  versus Microtech
  — Dr. Kieran Baxter, The Technological Age
  © 2110 Walkabout Press
  Psions have developed only a few
  means by which to turn organic materials
  into technology, resulting in four basic cellular
  matrix templates: bacterial, plasmal, floral and
  faunal. Most biotech is created using floral and
  faunal matrices, as these are the best understood
  by noetic scientists. Early experiments with
  bacterial and plasmal matrices have been frozen
  for future study.
  Most available biotech can be considered
  “macrotech” — large, obvious objects, like guns,
  powered armor, vehicles or medical scanners.
  In general, such macrotech is non- or minimally
  invasive to the user’s body. Macrotech is
  relatively easy to create and maintain.
  Also contained within matrix computers’
  organic memory banks are templates for bacterial
  and plasmal “microtech” — microscopic
  organisms; biological nanotech, if you will.
  Microtech can do things like form a thin layer
  over the skin to enhance electrokinesis emissions,
  perform microsurgery with vitakinesis guidance,
  or assist in cellular alteration via biokinesis.
  Microtech research is hindered by concerns
  about the very nature of the technology. Devices
  of this sort can require invasive applications, and
  can give rise to unforeseen side effects and
  problems. In addition, once they’re introduced,
  how can they be removed?
  contained in the central matrix break down the DNA,
  absorbing gene groups that are instrumental to psi activity
  and integrating into the psiware’s own DNA. This alters
  the device’s noetic field to resonate in sequence with
  the psion’s. This synergy creates a link between the psion
  and the bioapp, allowing him to operate it. Some devices
  can be formatted for use by multiple psions; each person
  simply introduces a DNA sample.
  
  PSI AND PSI ORDERS
  31
  THE PSI ORDERS
  Everyone knows what the psi orders are… but ask
  for a detailed explanation and odds are you’ll get a blank
  stare and a mumbled, “Well, they’re the orders.” At best,
  Joe Hologram — the average individual — can state that
  each order was established around a particular psi
  aptitude or path of noetic development (although he
  wouldn’t use those words).
  In other words, the orders have done an exceptional
  job of integrating themselves into the social and political
  landscape. Their existence is accepted by the majority of
  normal humans, and their activities are mythologized or
  rationalized thanks to the efforts of the Æon Trinity
  and an army of media wizards. Questioning the
  motives and actions of the orders is like
  questioning whether you really need
  oxygen. Both are considered essential for
  humanity’s survival.
  There were eight orders when they
  made their first public appearance in 2106
  — after operating in secret for years — the
  Æsculapian Order, Chitra Bhanu, the
  Interplanetary School for Research and
  Advancement (ISRA), the Legions, the Ministry
  of Noetic Affairs, the Norça, Orgotek and Upeo
  wa Macho. Tragedy has whittled their ranks,
  however; one order has been exterminated and
  another vanished.
  In 2109, the proxies stunned the psion
  community with the revelation that Chitra Bhanu
  — the order that researched the mysterious
  quantakinesis aptitude — was in league with
  the resurgent aberrants. The other seven orders
  united to exterminate their traitorous brethren.
  The operation was completed by the spring of
  2110, yet rumors persist to present day that
  more than a few Chitra Bhanu (and perhaps even
  their proxy) escaped.
  A second disaster struck the orders four
  years later, when, despite the valiant efforts of
  Orgotek strike teams, an aberrant attack brought
  the Esperanza orbital station crashing to Earth
  in the heart of Europe. Every psion (and a
  number of latents) felt the tremendous noetic
  shock wave that resulted from the impact and
  the millions of deaths that it caused. A backlash
  caused by the mass disappearance of the entire
  Upeo wa Macho — the order established around
  the rare aptitude of teleportation — thundered
  through the subquantum stratum an instant later.
  Even today, many highly attuned psions still suffer
  noetic trauma resulting from those combined events.
  It was long accepted that Esperanza’s destruction
  (and that of a good deal of France) was a decoy that
  allowed aberrants time to strike at their real targets: the
  Upeo. Regardless of speculation, the fact remains that
  the teleporters vanished, and their absence crippled
  extrasolar expansion for half a decade.
  It is interesting to note that, once each order was gone,
  no individuals were found with strong latency
  in either quantakinesis or teleportation.
  Whether such latents continue to be
  eradicated as they are found, have
  Noetic Backlash
  — Legionnaire Robert Linsey Marsden, Fifth Legion,
  interviewed for Retrospective © 2116 OBC
  Psi energy is a tickle in your mind, ‘cept it’s not really
  your mind, if you get me. It’s something more than that.
  Your mind and body all in one. Now, if somebody dies nearby
  or an explosion goes off, you feel it like a smack to the back
  of your head. Nothing to get twisted about, usually, but
  sometimes backlash can give you a nasty headache. Most
  times it’s over in a flash — an instant of hell.
  When something really rears up — the natural way of
  things gets fucked royally — you don’t feel a tickle, you feel
  a knife stabbing straight through you. The day France was
  destroyed, the backlash was about as far from a headache as
  a solar flare is from a match.
  I was in BT — basic training — outside Perth when the
  shit hit the rotor. From, what — twenty thousand miles away?
  — I felt it. Like my entire body was a single giant nerve ending
  being stomped on. It lasted just a few seconds, but it felt like
  forever. Afterward, I had the worst hangover of my life —
  without even the pleasure of having a single drop.
  Know what the kicker was? I was just some newbie grunt.
  I’d barely started to understand the — what do ya call it? —
  “implicate order.” The Esperanza backlash laid out our drill
  sergeant, an old Zen master. He was unconscious for two
  whole days, and that was just the start of his problems.
  They say the better you get with psi, the more susceptible
  you are to that sort of thing. Sure as hell hope I never get as
  good as Sergeant Tobashi. He still can’t move the right side
  of his body.
  
  PSI AND PSI ORDERS
  32
  their own supremacy. It’s
  just as plausible that the
  proxies are simply the most
  powerful psionic individuals
  the world has ever known.
  Whatever the truth
  behind the proxies’ powers,
  they lead their respective
  orders with varying degrees
  of control, and seem united
  in their dedication to drive
  off the aberrants.
  The orders themselves
  are 
  socio-political
  organizations, 
  with
  autonomy over the creation,
  training and deployment of
  psions. Each order is
  responsible for locating
  humans with appropriate latent talents and convincing
  those humans to undergo the conversion process, known
  as the Prometheus Effect. This isn’t usually a hard sell, as
  the media has done an exceptional job portraying psions
  as something that everyone should want to be. Psionic
  powers, wealth and the chance to save the universe —
  literally. Who wouldn’t want to be one of the Gifted?
  Methods used to seek out latents vary with the order,
  but typically involve search teams and testing centers.
  The majority of humanity has the same basic degree of
  resonance that flows through everything in the universe.
  Those with a stronger amount of psi who test as viable
  latents don’t register an inclination for a certain aptitude;
  they simply show the potential to channel psi energy. A
  latent who exhibits a noticeable tendency for a specific
  aptitude is often routed to the appropriate order
  regardless of which group found him. Æon Trinity’s
  Neptune Division also facilitates trade and transfer of
  latents among the orders, although the Ministry and
  Norça have not or do not participate in this program.
  The Ministry has only recently offered to exchange latents
  with aptitudes other than telepathy. Norça continue their
  solitary and secretive recruitment, exclusive of the other
  orders. Acceptance into an order varies, often requiring
  more than just possessing psi latency. Some pose
  rigorous entrance tests, some refuse to promote latents
  of certain backgrounds (whether cultural, religious or
  racial), while others welcome potential psions of any
  temperament or background.
  The orders use the same kind of technology to
  transform latents into psions, though each can trigger
  ESPERANZA CRASH >>> ORGOTEK ARCHIVE
  disappeared too, or are triggered to one of the remaining
  six aptitudes is unknown.
  The Chitra Bhanu tragedy and the Upeo’s vanishing
  injured the psi orders’ public image, as has a recent
  scandal — the Huang-Marr conspiracy. In 2120,
  combined Æon and psi order investigations revealed that
  certain members of the Æsculapians and Orgotek were
  engaging in illicit research — implanting quantum-tainted
  biotechnology into involuntary psion subjects. The news
  was especially damning because the Huang-Marr project
  was no fringe experiment by an unbalanced handful. Clear
  evidence places authorization and funding of the covert
  tests at the feet of ranking individuals within the heart of
  the Æsculapian Order.
  The orders have been aggressive and vocal in
  damning Huang-Marr. Still, when viewed in combination
  with the previous two events, there is no disguising that
  the orders are not perfect. Despite the crucial need
  humanity has for the Gifted, many throughout society —
  even psions —  find it increasingly difficult to overlook
  the orders’ failures and setbacks.
  FUNCTION
  Each order was established and is still administered
  (or ruled, some say) by a single proxy — a psion with
  abilities far beyond those of even the most accomplished
  of his or her kind. Theories from reasonable to ridiculous
  abound regarding the powers of the proxies. The
  paranoid and conspiracy theorists claim that after the
  proxies underwent their own transformations, they
  diluted the processes used on their followers to ensure
  
  PSI AND PSI ORDERS
  33
  only a certain aptitude. The process involves enclosing
  the latent in a “conversion tank,” referred to as a
  Prometheus chamber. Each order has its own chamber
  (kept in individual, secured locations). Someday humans
  may manifest active psi powers spontaneously, but until
  that time the Prometheus chambers are key to the birth
  of psions.
  The different aptitudes allow psions to access and
  channel noetic energy in different ways. The order that
  takes the latent and puts him through its Prometheus
  Effect dictates the aptitude that the person manifests.
  Research indicates that psions may sometimes manifest
  rudimentary levels of aptitudes other than the ones in
  which they’re triggered. Most noeticists state that, while
  primitive expressions of multiple aptitudes are possible,
  humans simply aren’t equipped to manifest multiple
  aptitudes fully.
  The orders’ primary focus is defense against aberrants
  and other hostiles, but the also pursue secondary goals.
  For instance, all electrokinetics are trained in how to use
  their powers against aberrants, but the order that
  triggered them, Orgotek, also has a thriving business in
  biotech development. A number of normal humans assist
  in the orders’ “mundane” pursuits. Though comprising a
  significant percentage of their respective orders and
  growing in number, the Gifted still make up a small
  portion of the human population.
  Almost all psions, even those who work for the Æon
  Trinity in some capacity, remain associated with the orders
  that created them. The
  benefits are good, the
  company is amenable
  a n d
  backup is usually
  available when danger
  strikes. It is by no
  means uncommon for
  a psion to move on to
  another order once
  they have learned the
  parameters of their
  aptitude. Not all
  orders encourage this
  — Norça is the most
  extreme example,
  employing suspect
  efforts to recover
  agents who depart the
  order without the
  proxy’s 
  explicit
  blessing. It’s most
  “P ROMETHEUS UNBOUND”>>> D AVE A.I. >>> COLLECTION OF DR. MATTHIEU ZWEIDLER
  The Prometheus Effect:
  An Analytical
  Presentation
  — Excerpt: The third Noetic Conference,
  Olympus, 6.10. 2111
  The Prometheus Effect, labeled such by
  the Æsculapian Proxy Dr. Matthieu Zweidler,
  remains a mystery even to most psions. The
  actual mechanics of the process involve the latent
  imbibing biofluid, then being immersed in a gel-
  filled psiware tank. The subject falls into a fugue
  state while her body is infused with nano-
  organisms. A psion monitors the subject through
  a biolink and follows a very precise process to
  trigger the latent to a full psion.
  In the orders’ early days, proxies were
  involved personally in each latent’s awakening.
  Most have passed on the responsibility to a few
  key underlings. From what we are told, only del
  Fuego, the Norça Proxy, still monitors his psions’
  transformations personally.
  New psions describe their emergence from
  the fugue state, as their bodies rise dripping from
  the tanks, as being reborn. Powers are typically
  uncontrollable but weak for the first few days after
  being “triggered.” Control and strength derive
  from familiarity with and training in the psions’
  new abilities.
  
  PSI AND PSI ORDERS
  34
  the result of the Esperanza attack would have been had
  the orders been able to mount a unified defense?
  Æon’s most important function in the current time is
  coordinating the orders. The Trinity organizes most
  missions involving psions from multiple orders. Those
  who work well together are offered extended
  assignments. As long as the orders approve of such
  cooperative programs, the Trinity provides the majority
  of each psion’s wages and benefits.
  Solitary psions may find their way to Æon as well,
  either through freelance work or as parts of Triton
  Division’s investigations. These individuals are offered
  positions in teams of like-minded psions. Even those free
  agents inclined to work with normals or to work solo are
  accommodated when it’s feasible.
  A fringe benefit that results from working with the
  Trinity is a sense of normalcy for the anything-but-normal
  psions. Æon is one of the few institutions that brings
  together not only psions of various orders, but also humans
  of all backgrounds. Many Gifted feel uncomfortable around
  neutrals, and while most orders strive to alleviate this
  separation anxiety, only Æon can provide psions with a
  cosmopolitan environment in which to work and live.
  common for psions to switch order allegiances for
  personal — or financial — reasons. The Æon Trinity has
  taken a direct hand in brokering these personnel
  exchanges, which seems to have eased relations between
  the orders in general.
  While each order has a central base of operations
  where its influence is most apparent, they all maintain
  global — and interplanetary — operations. The
  Æsculapian Order, for example, is based near Basel,
  Switzerland, but has a secondary center of operations in
  Port-au-Prince, Haiti, and numerous clinics in over 40
  countries, on Luna, and on most human colonies.
  PSI ORDERS AND THE ÆON TRINITY
  The Trinity has offered assistance and guidance to
  the psi orders since their very inception. While the
  majority of psions do not perform missions for Æon
  directly, virtually all interact with it on some level.
  Psions become associated with Æon through a
  number of means. Although the orders understand that
  working together is important, they all have a tendency
  to perform independently of the others, and each
  considers its policies to be the best. Who can say what
  
   THE ÆSCULAPIAN ORDER
  35
  THE ÆSCULAPIAN ORDER [A/O]
  — textfile conversion, Hiroko Foster, EMT, Æon Trinity/Triton Division
  VITAKINESIS
  This aptitude covers the use of
  noetic energy to heal — or to harm —
  the body and mind. The majority of
  development in vitakinesis involves its
  healing applications, as categorized
  under the iatrosis and mentatis modes.
  High-ranking Æsculapians maintain rigid
  control of all training in algesis, the
  application of vitakinesis to cause harm.
  • Algesis: This mode is geared
  toward causing injury. It is considered
  a necessary evil in the battle against
  aberrants, but few vitakinetics practice
  its effects.
  • Iatrosis: The psion applies his will
  to mend physical injuries, from minor
  cuts and scrapes to massive trauma and
  loss of limbs.
  • Mentatis: The use of psi energy
  to remedy psychological derangements,
  healing the mind rather than the body.
  Users are often called vitakinetics,
  VKs, viks, docs or rexs.
  MISSION FOCUS
  As a vitakinetic, you heal body and
  mind. You mend and even regenerate
  damaged tissue or soothe psychological
  trauma, all by focusing your will. While
  your powers can be used to harm
  instead of heal, such actions are used
  only in the most dire of circumstances
  and in defense of others.
  Your aptitude sees primary use in field
  work. You engage in research and in
  missions to contain subjects with genetic
  anomalies. You assist in the eradication of
  aberrants themselves. You enter into front-
  line combat and tend to your team
  members’ wounds with both your medical
  training and your psi powers.
  Your powers are essential to more
  than simply maintaining your
  teammates’ health, though. You are the
  team’s lifeline.
  The mind has long been considered a powerful force for healing,
  but hard evidence has eluded those who have sought it. Almost 15
  years ago, the proxies provided proof enough for even the most
  hardened skeptic. We psions triggered by the Æsculapian Order use
  the power of the mind to cure illnesses, to mend broken bones and to
  perform medical wonders that were previously believed the province
  of wizards, saints and miracle-workers.
  Yet 
  despite 
  such
  amazing skills, Æsculapians
  are about as far removed
  from metaphysical mumbo
  jumbo as one can get. In
  fact, the docs I’ve worked
  with view their own abilities
  and potential with a cold,
  scientific eye. Point out to a
  vitakinetic the similarity
  between her techniques and
  the medieval “laying of
  hands” and you’re likely to
  get a half-hour lecture about
  the perils of confusing
  religious quackery with the
  hard science of vitakinesis.
  Or you just might get a half-
  hour rant about how you’re
  exactly right.
  HISTORY
  Dr. Matthieu Zweidler,
  MD, 
  fathered 
  the
  Æsculapian Order. Zweidler
  was one of the world’s finest neurosurgeons and was the head of the
  Montressor Clinic, an elite private hospital located in a converted
  monastery outside of Basel, Switzerland.
  After his transformation into one of the original eight proxies,
  Zweidler used both his clinic and a network of affiliated hospitals, former
  employees and contacts to lay the groundwork for what would become
  the Æsculapian Order — or the A/O, as it’s come to be called in less
  formal circumstances. Within a few months, Zweidler began a quiet
  process of identification, recruitment and triggering of vitakinetics.
  Thanks to Zweidler’s careful planning, the docs were already up
  and running when the proxies revealed themselves to the world. Those
  first-generation viks disguised their powers for at least three years; they
  were established physicians, known and accepted by the normal doctors
  and nurses whom they worked with. The first docs built a reputation as
  selfless, fearless angels of mercy.
  ZWEIDLER PORTRAIT > MONTRESSOR CLINIC
  
  THE ÆSCULAPIAN ORDER
  36
  ORGANIZATION
  Today, vitakinetic clinics are located
  everywhere from Earth to the extrasolar
  colonies. The media is full of stories of heroic
  rexs who brave the dangers of catastrophes,
  epidemics and battlefields to treat the sick
  and injured. Indeed, as the order expands it
  absorbs, duplicates or simply makes obsolete
  many existing medical-relief organizations.
  Even the venerable International Red Cross
  has been almost subsumed by Æsculapians.
  It makes sense — viks are better equipped to
  handle emergencies. At least, that’s what the
  Æsculapian press packets say.
  The order has a top-down structure with a few
  key departments, outlined briefly below.
  ADMINISTRATION
  Director: Pierce Monahan
  This department handles the legal, financial and
  general administrative aspects of A/O.
  CLINIC NETWORK
  Director: Dr. Gemma Fiosi
  Individual clinics operate independently on the day-
  to-day, but all matters of policy and procedure — from
  dispensing medication to testing and recruiting latents
  — are coordinated through this department.
  ORGAN BANK
  Director: Dr. Ronald Stoltzfus
  Based in the Montressor Clinic, this department
  coordinates efforts to provide and/or manufacture organs
  needed throughout settled space.
    RESEARCH
  Director: Dr. Karen Dietrich
  This department pursues scientific research —
  whether new surgical techniques, new drugs, or means
  of diagnosing, treating and curing disease.
  SPECIAL PROJECTS
  Director: Delemont
  This “catch-all” department handles those affairs
  that do not fall automatically under the purview of
  another department. Beyond that, little is known of
  Special Projects, or of its director.
  GEOGRAPHY
  “Seasoned with Basel” has become slang among
  the docs’ field ops for describing idiotic policies that
  What’s in a Name?
  — Cori Heisler, The Painful Truth
  © 2119 MMI
  Apparently Zweidler was a fan of the
  Classics. He dubbed his nascent order
  the “Æsculapians” after Æsculapius, a
  Roman physician and son of Jupiter who
  was supposedly skilled enough to bring
  the dead back to life.
  Zweidler must never have looked up
  the details of Æsculapius’ whole story;
  Jupiter was none-too-pleased with his
  son’s activities and killed him with a
  thunderbolt from the heavens.
  I don’t have to tell you that
  “Æsculapian” is a mouthful. It’s not
  surprising that nobody uses it (except
  Zweidler, of course). Everyone calls them
  “vitakinetics, “ instead, after their
  aptitude. And if that doesn’t thrill you,
  there’s always slang — “VK” or “vik,”
  and that’s just for starters. The
  Æsculapians are essentially glorified
  doctors, right? Just a short hop from that
  to “docs.” And pop culture and we
  megameds being what we are, had to
  be clever and bastardize the traditional
  “Rx” into “rex.”
  So the order’s official paperwork
  refers to “Æsculapians,” but ask anybody
  on the street who that refers to. As far
  as Joe Hologram is concerned, it’s
  “vitakinetic,” “vik,” “doc” or “rex.”
  I don’t know why Zweidler gets so
  upset about all this. We still humor him
  with “Prometheus Effect,” don’t we? You
  ask me, there’s such a thing as too much
  education.
  — recovered email fragment from
  Dr. Matthieu Zweidler
  [Haitian vitakinetics are] nothing
  more than a bunch of damned witch
  doctors using my money and
  equipment to paint themselves blue
  and cavort.…
  
   THE ÆSCULAPIAN ORDER
  37
  come straight from the top. Dr. Zweidler and his peers
  from the pre-proxy days dominate the Basel operation,
  but field healers now come increasingly from non-
  Western backgrounds.
  Zweidler insists on strict documentation of all
  manifestations and uses of vitakinesis. The strongest
  adherents to the order’s cult of scientific rationality are
  based in Basel. The clinic is the docs’ administrative
  center, training facility and noetic research lab. The
  Montressor Clinic also maintains a massive organ bank,
  with satellite facilities at other major clinics. The banks’
  director, Roland Stoltzfus, claims that his people can rush
  an organ to anywhere in-system in less than 24 hours.
  Much of the order’s power is concentrated in Basel.
  That’s why the clinic is guarded heavily by both psions
  and armed human agents. Ironically, these security forces
  seem to spend much of their time controlling the hordes
  of sick and infirm who drag themselves to Zweidler’s
  doorstep in search of cures.
  Beyond the order’s hundreds of small clinics, posts
  and managed-care facilities, there are major A/O clinics
  in Olympus, Minnesota, Addis Ababa and Haiti. The
  Haitian city of Port-au-Prince is home to the “loyal
  opposition” to Zweidler’s technocratic cadre. Shaman,
  faith healers, acupuncturists — docs with different ways
  of perceiving vitakinesis — congregate there, an ocean
  and a world view away from the order’s often stifling
  administrators.
  While Zweidler’s rational soul loathes these docs’
  spiritual views, he still recruits powerful latents on
  principle, regardless of their beliefs. If Zweidler can’t work
  with someone after the transformation, he simply ships
  her out. Zweidler is touchy about how closely his special
  talent mimics the effects of folklore and legend, and can’t
  bear reminders of that “stigma.”
  Æsculapian clinics follow one of the two established
  paradigms of Switzerland or Haiti, depending on where
  a clinic director did her internship. There’s a friendly —
  and sometimes not-so-friendly — rivalry as to which
  group is “right.” Still, a doc can move from one clinic to
  another with a minimum of culture shock.
  TRAINING
  Latents with the potential for vitakinesis are common,
  but Zweidler is particular about those he allows to undergo
  the Prometheus Effect. Simply registering latency isn’t
  enough. Still, there have been quite a few docs over the
  years. I’ve heard that the Æsculapian is the third largest
  order after the Legions and Orgotek. There may be as
  many as 10,000 viks running around.
  Each rex performs an
  internship of three to five years at
  one of the main clinics after being triggered. Upon
  graduation, the psion is considered a licensed
  medical technician. Membership in the order after
  this point isn’t
  mandatory, but
  is expected,
  and the benefits
  that Zweidler
  provides are so
  attractive that
  almost no one
  ever leaves.
  A/O clinics,
  no matter their
  locale or setup,
  follow a Basel
  organizational
  model. 
  The
  paperwork and
  chain of command
  are the same in
  every clinic from
  Europe to Europa.
  The chief of staff
  (essentially, the
  ranking psion)
  manages 
  the
  clinic, while neuts
  fill 
  key
  administrative
  roles. The smallest
  clinics may have
  only a single doc,
  while the largest
  maintain as many
  as 100 fully trained
  viks at any time.
  No matter
  their size, most
  clinics also have
  full medical staffs
  of neutral doctors, nurses and technicians who outnumber
  the psions whom they work with. The latter are the
  “superstars” — and I’ve known a few who have vid-star
  attitudes — but no one can argue with their results. Psions
  fresh out of internships are attached to existing clinics,
  unless specially directed to research programs or the
  military. Only the largest clinics have the facilities to
  maintain more than a couple of trainees at a time.
  ÆSCULAPIANS: INTERACTION
  WITH OTHER ORDERS
  Æsculapians maintain cordial
  relations with Orgotek. The two study
  and develop biotech together (although
  despite strong professional ties, no love
  is lost between the two orders’ proxies).
  The Legions are likewise looked upon
  favorably, since psychokinetics and
  vitakinetics support one another in
  combat. A number of docs have
  ventured to South America for
  extended research with the Norça. The
  purpose of such study is unknown by
  low-ranking VKs. While Æsculapians
  consult occasionally with Ministry
  psions on psi-related psychological
  problems, the two orders otherwise
  make a point to avoid each other. ISRA
  psions are given little more than a nod
  and a smirk by docs, since clairsentient
  powers are considered to have little use
  beyond patrolling for aberrants.
  Of all the orders, the Æsculapians
  seem to have the most trouble with
  their own. The Basel adherents’ rigid
  scientific mentality is increasingly at
  odds with the Haitian docs’ “spiritual”
  attitude. This could become a concern
  if the psions allow their philosophical
  differences to affect their work.
  
  ISRA
  38
  THE FATHER OF CLAIRSENTIENCE
  — Analysis: Malcolm Severn, PhD, Æon
  Trinity/Triton Division, 24.4.2117
  The proxy who refers to himself as
  “the world’s most forgettable man” had
  no access to the political or financial
  resources that funded the other orders.
  Instead, Otha Herzog built his order out
  of a deep reverence for humanity and
  a dedication to the Baha’i philosophy,
  which proposes a unification of all faiths
  and the harmony of all people.
  Formerly a naturalized citizen of
  Germany, but now “a citizen of the
  universe and a servant to no nation,”
  Herzog makes his residence in Huruf
  al-Hayy, a station which supposedly
  orbits the solar system’s outer reaches.
  Such a remote — and secret, for its
  coordinates have yet to be determined
  — location may seem odd, until one
  remembers distance matters little to the
  master of clairsentience. He emerges
  infrequently from Huruf al-Hayy, but
  even his simplest word has great
  weight among clairsentients (and a
  growing number of other psions).
  INTERPLANETARY SCHOOL FOR RESEARCH AND ADVANCEMENT [ISRA]
  — textfile conversion, Otha Herzog,
  ISRA Proxy
  Much of what you would like to learn
  about ISRA is impossible to comprehend if
  you are not clairsentient, but I will relate
  my knowledge as clearly as I may.
  We clairsentients do not search for
  glory or power. We are servants of a
  greater power, of the energy that
  surrounds us all. We are your eyes,
  always watching, ever aware of the
  forces at work in the universe. It is not
  ISRA’s function to control these forces.
  Instead, we alert our Gifted brethren,
  and gather when those forces conspire to
  disrupt the living harmony of all things.
  Aberrants are the great
  discordant note in this reality,
  and we direct ourselves most
  intently 
  against 
  them.
  Clairsentient psions are vigilant for
  the telltale disruptions that signify
  quantum energies at work, and are
  quick to call for aid to combat
  these monstrosities.
  But do not assume that is all
  ISRA does. We aid humanity in
  whatever fashion we may. For
  some, this means venturing into
  space aboard marvelous craft.
  Others investigate mysteries, from
  historical analysis to rooting out
  criminals. There are also those
  who plumb the enigmas of psi
  itself, hoping to unlock the further
  potential that lies in our
  tremendous abilities.
  You know me as a proxy, the
  leader of ISRA. I must correct you
  in this. I merely guide my siblings,
  giving them the wisdom of my
  experience when appropriate,
  much as I do with you now. They
  must follow individual paths. I
  simply hope my words are
  beneficial when my fellows take
  their steps.
  CLAIRSENTIENCE
  A psion with this aptitude can extend
  his senses far beyond the human norm,
  can read the “auras” of people and objects
  to learn their histories, and can even catch
  glimpses of the future. Clairsentience
  effects are categorized under the
  psychometry, psychonavigation and
  telesthesia modes.
  • Psychometry: These powers
  involve attuning to a subject’s aura, as
  the clairsentients call it, to learn of
  recent events and encounters.
  • Psychonavigation: This mode
  enables the psion to find a subject by
  keying into its subquantum resonance.
  • Telesthesia: The psion can project
  his senses through physical barriers and
  across vast distances by attuning himself
  to noetic energy wave-forms.
  Users are often called clairsentients,
  clears, seers or eyes.
  MISSION FOCUS
  As a clairsentient you perceive the
  universe with senses far greater and
  sharper than normal. You can see
  through walls and into the deepest
  reaches of space. Your comprehension
  of the physical world is unparalleled.
  You are scouts and detectives. You
  pilot orbital craft and the incredible new
  jump ships. You scan the stars for signs
  of hostile incursions of all types, from
  aberrants to aliens to even human
  forces. You investigate disaster sites,
  crimes and mysteries, uncovering
  information with your powers of
  perception.
  You are the eyes of your team,
  peering into the darkness to bring the
  truth to light.
  
  ISRA
  39
  I am often asked about my
  politics, and those of my siblings.
  Such things, much like hairstyles and musical
  tastes, are personal choices. Politics has no place
  in ISRA, though I understand governments’
  perceived necessity in greater society. The school
  displays favoritism and antagonism toward no nation,
  corporation or other powerful group.
  I am pleased that many of my siblings follow my
  example and renounce their national citizenship. Artificial
  bonds of political loyalty and patriotism are not the way
  of ISRA, for they cloud the purity of the visions we seek.
  Still, I think no less of those who maintain ties to home.
  They follow their own paths. They may have seen that
  the courses they must take lead them to serve their
  countries, or to even join the Æon Trinity.
  It saddens me that ISRA’s policies have not endeared
  us to the more authoritarian national governments. I do
  not understand why members of Asian extraction
  cannot renounce their Chinese citizenship.
  LIVING LETTERS
  OF THE
  HOLOGRAPHIC
  TEXT
  W
  h
  a
  t
  structure exists
  for ISRA is styled
  after the simple,
  elegant models
  of 
  monastic
  orders. All funds
  and property of
  the school —
  meeting areas,
  v e h i c l e s ,
  equipment and
  the small number
  of facilities we
  are 
  fortunate
  enough to have
  — 
  are 
  com-
  munal. Decisions
  are arrived at
  democratically,
  although weight
  is given to the
  wise and exper-
  ienced among
  us. 
  In 
  ISRA,
  everyone has a
  voice.
  Ours is not
  the largest order,
  nor is it the
  smallest. While
  those 
  who
  manifest a low
  level of clair-
  sentience are
  numerous, those
  with piercing
  insight number
  only 
  a 
  few
  thousand. The
  demographic figures that we have show ISRA’s
  membership to follow a broad “universal human norm,”
  with members from, and in, all parts of human space.
  THE MASHRIQI
  — Analysis: Malcolm Severn, PhD, Æon
  Trinity/Triton Division, 24.4.2117
  Herzog considers himself a parent
  rather than a leader — although his
  humility goes further; he refers to
  clairsentient psions as his “siblings.” He
  leaves most administration and the
  training of new psions to a group
  collectively known as the Mashriqi.
  While the Mashriqi have no official
  school status or defined social privileges,
  most ISRAns respect their opinions.
  AL ALIF (CRIMINAL PURSUIT)
  Mashriq: Abbas Kastami
  Those of this group focus on
  capturing all criminals — alive if
  possible, dead if necessary.
  DUCTRAN (“LOYAL OPPOSITION”)
  Mashriq: Varuni Venkatesan
  This group believes that ISRAns can
  — and should — take a more active
  role in current affairs.
  JOYCEAN ISRA (VISION ANALYSIS)
  Mashriq: Philip Vaughn Williams
  Members of this group analyze and
  catalog clairsentient visions.
  THE QADIYYA (INVESTIGATION)
  Directed by no single Mashriq, this
  group’s umbrella covers the subtleties
  of mundane and noetic investigation
  techniques.
  THE SHARIFIYYA (LOBBYISTS)
  Mashriq: Princess Lila Faoud
  Led by the charismatic Saudi
  Arabian princess, this group coordinates
  many matters between ISRA and the
  political and economic elite.
  ISRA Methodology
  and Philosophy
  — Warren Shaw, Retrospective © 2117 OBC
  ISRAns are expected to turn over at least 80%
  of earnings from clairsentient work to the school.
  In return, ISRA ensures that all members have
  access to lodgings, board and a small living
  allowance for clothing and personal items.
  Members aren’t required to live simply, but many
  follow the more experienced members’ example.
  Material goods aren’t an issue in ISRA. Yet,
  despite the Mashriqi’s best efforts, many young or
  less gifted ISRAns have become obsessed with
  boosting their power levels, citing a vague feeling
  that “something big is coming,” and that they need
  to “see more clearly.”
  Supposedly, Herzog himself is subject to a
  sense of foreboding. The growing significance of
  messianic imagery within the Baha’i religious
  community and his own order is said to unsettle
  the proxy. He has withdrawn from the day-to-day
  running of ISRA, reportedly spending ever-greater
  periods of time in deep meditation.
  
  ISRA
  40
  ISRA: INTERACTION WITH OTHER ORDERS
  ISRAns get along well with almost
  everyone. Clairsentients are the first line
  of defense against danger — especially
  aberrants, since clears are often most
  attuned to detect the spatial disruptions
  of the creatures’ “warp travel.” Beyond
  that, the ISRAns don’t have an agenda
  aside from using their abilities to
  improve the human condition. They
  don’t force their viewpoints on others,
  and are disposed to lending assistance
  wherever possible.
  However, the same powers that
  make clairsentients so useful also make
  them socially shunned. ISRAns have a
  tendency to show up unannounced, and
  to deliver cryptic messages about
  impending events. The fact that they’re
  usually right doesn’t alleviate their
  unsettling manner. Psions of other orders
  consider clairsentients with cautious
  optimism. ISRAns are very useful to have
  around, but whenever they appear,
  something is bound to happen.
  Or why local statutes in some
  regions of the Federated States of
  America equate ISRA membership to treason.
  How is such a thing possible? We are all citizens
  of humanity. Such boundaries and limitations serve
  only to separate us from one another.
  VISION AND INSIGHT
  Although I follow Baha’ism, as do many of my
  Mashriqi siblings, we do not reference it explicitly in the
  school’s materials or training literature. ISRA does not
  make any claims about the truth or relative worth of any
  religion or philosophical system. Instead, the school
  practices a policy of enlightened tolerance, encouraging
  each clairsentient to find her own symbolic framework.
  Those elements of Baha’i (largely terminology and general
  ethics) included in ISRAn teachings are secularized.
  Even so, much of the public believes that ISRA is an
  official conduit for Baha’ism. This makes it difficult for
  my siblings to deal with Israel-Judah, given that followers
  of Baha’i were expelled from their headquarters at Mount
  Carmel during the Temple Sealing. I have nothing but
  the greatest friendship for the Israelis. I am in debt to
  Jerusalem for encouraging the Baha’i — and my humble
  school — to look spaceward.
  We ISRAns prefer to be away from the distractions of a
  gravity well when contemplating complex visions. This
  should address your curiosity regarding our tendency to
  work and live in orbital stations and other extraterrestrial
  locales. Our “isolation” is also due in large part to our
  involvement in jump-ship development. We are best suited
  of all the orders to pilot these incredible new vessels. Our
  past work with the Upeo wa Macho to locate teleportation
  destinations gave us invaluable training, and an affinity for
  sensing the depths of space.
  
  THE LEGIONS
  41
  THE LEGIONS
  — textfile conversion, Robert Linsey Marsden, Æon Trinity/
  Proteus Division
  Considering we psychokinetics are a fiercely
  independent lot, some wags marvel that enough of
  us PKs can stick together to make a single legion, let
  alone an entire order. How we do it isn’t such a surprise.
  Take a bunch of folks with something in common —
  beating aberrant arse — and they’ll stick together just fine.
  ‘Course, things would’ve fallen apart by now if
  not for the General — who you’d call our proxy. General
  Solveig Larssen is a holy terror disguised as a Scandinavian woman in her
  50s (though, like all the proxies, she looks two decades younger). She’s
  the shining example of psychokinetic achievement. It boggles the mind to
  see her in the trenches, using all three PK modes at once while us poor
  sods are trying to get our brains around one, yeh?
  She’s the only proxy I know who still goes into the field ‘stead of hiding
  behind a desk. Be sure, the men — and women — in the Legions love her for
  it. General Larssen isn’t just a great soldier, she’s one of the most brilliant
  tacticians that ever lived. Alexander, Attila, Napoleon, Bradley, Osner… and
  Larssen. If you don’t agree, I’ve got a few thousand friends who beg to differ.
  The noeticists say latency in
  psychokinesis is the most common
  among all the aptitudes. Looking at the
  Legions, I’d say they’re right. We’re a
  damn big mob! Tens of thousands of
  screamin’ psions getting up close and
  personal with aberrants — and at least
  double that amount in skilled neutral
  soldiers. It’s a good thing were such a big
  mob, considering our attrition rate.
  The General uses our numbers to
  best advantage by maintaining seven PK
  groups, each geared to a different kind
  of Legionnaire. She lets her commanders
  run their Legions how they will, but
  makes sure they remember who calls the
  shots (and if you have to ask, this
  interview is over). Sure, we have
  standard four-year tours, and a lot of
  Legionnaires muster out at the end of
  theirs, but General Larssen allows us to
  hook up with other organizations while
  we’re still with the Legions.
  I don’t mean buddy up with some
  upstart country or paranoid metacorp.
  With a Legion post in almost every nation on Earth and every territory in settled
  space, we make sure the three Cs are in effect for all our troops —
  communication, coordination and confidence. Our loyalty is to the Legions
  before anyone else. That’s why “Legions First,” yeh?
  PSYCHOKINESIS
  These powers involve molecular
  manipulation. A psychokinetic can
  create cold or heat or can move
  something by manipulating molecules.
  The three psychokinesis modes are
  cryokinesis, pyrokinesis and telekinesis.
  • Cryokinesis: The psion uses cryo
  effects to slow down an object’s
  molecular motion, simply cooling it or
  perhaps even freezing it solid.
  • Pyrokinesis: These effects excite
  molecules to generate heat and to
  cause combustion.
  • Telekinesis: The psion lifts
  objects and even himself by moving an
  entire molecular construct with focused
  psi energy.
  Users are often called psychokinetics,
  PKs, psychers, Legionnaires or war dogs.
  MISSION FOCUS
  Psychokinesis involves mind over
  matter. You create fire, generate ice and
  can even fly. Your abilities manipulate
  the subtle potential and raw power
  inherent to objects and the very air
  around you.
  You defend innocents against
  aberrant threats. You patrol cities,
  colonies and space itself in search of
  any and all dangers to humanity. You
  act as police and militia, keeping the
  peace and confronting menaces.
  You are a front-line assault trooper,
  and you guard terrestrial and stellar
  borders against threats of any kind.
  THE SEVEN LEGIONS
  — Analysis: Craig Bartholomew, Æon
  Trinity/Proteus Division, 29.5.2108
  The Legions are a study in
  contradiction. Of all the orders, theirs
  is the most regimented, divided as it
  is into seven units ranging in size from
  a few hundred to tens of thousands.
  Within a strict military structure
  (supervised and maintained by Proxy
  Larssen), each Legion has its own
  system of rank, regulations, and style
  of command. This includes everything
  from a Legion’s philosophy to means
  of financing endeavors.
  While a field marshal leads the
  First, a commandant leads the Fifth, and
  a shogun leads the Seventh. The
  Legionnaires are a diverse lot, so much
  so that they resist all attempts to bind
  them into a single unit. One of the few
  limitations that Larssen imposed on this
  diversity of titles and command was a
  system of “tiers.” This reference allows
  for an easier understanding of the
  relative levels of authority between,
  say, a hatamoto and a lt. major.
  At least, this tier system makes
  sense to the Legions. I’ve been
  studying it for weeks and still haven’t
  figured it out.
  
  THE LEGIONS
  42
  THE FIRST — THE HOME GUARD
  Commander: Field Marshall
  Marilyn Jabe
  Ask anyone to describe a Legionnaire and he’ll
  likely mention blue jackets and white berets and
  the Seven Legions’ signature star-burst emblem — he’ll
  describe a Guardsman, a soldier of the First. Scattered
  across the continent of Australia, the Legionnaire Home
  Guard is characterized by its blue and white uniforms,
  First Legion
  Rank and Symbol
  Second Legion
  Rank and Symbol
  Third Legion
  Rank and Symbol
  and is adored by Australians in particular and by humanity
  in general.
  The First is the home defense, honor guard and
  constabulary of the Legions. Guardsmen abroad act as
  military police for the other Legions.
  The First is the most respected of the Legions, not
  that the rest of us are unwashed louts. It’s simply the
  prettiest. Soldiers of the First appear in vidcast
  commercials, sponsoring everything from lager to lasers.
  Although they’re happy to rake in what cash they can,
  the blue-and-whites are less mercenary than the rest of
  us war dogs. They don’t take independent contract work,
  mainly carrying out assignments handed down by General
  Larssen.
  THE SECOND — FORTUNE’S KNIGHTS
  Commander: Brigadier General Garrett “Gar” Banion
  A new breed of warrior was born centuries ago: the
  soldier of fortune. We psychers distilled this decades-
  old pedigree into the Second Legion — the children of a
  hundred warrior cultures, also called Fortune’s Knights.
  The Second is the core of the Legions’ mercenary
  crowd. When a country or metacorp wants to hire
  Legionnaires — as shock troops, special forces or glorified
  security guards — it turns to the Mercenaries. Whether
  they’re commandos or reserve flankers, troops of the
  Second serve with distinction… and at a hefty price, yeh?
  Although the Mercs take money — cheerfully, even
  — they also demand some odd fees for difficult contracts.
  Favors can change hands rather than cash, especially
  when a client represents someone influential. Some of
  the Legion’s most infamous stories were inspired by such
  payments. Truth be told, Fortune’s Knights are as prone
  to tall tales as they are to soldiering — and they do both
  very well.
  THE THIRD — SUPPORT FORCE ONE
  Commander: Admiral Scott Henrickson
  The Third is the smallest of the Legions, made up
  primarily of non-PK psions and neuts. The Third provides
  support, such as transportation, logistics, latent testing and
  
  THE LEGIONS
  43
  the like. Most of its members are attached to the other six
  Legions. It’s grown quite a bit in the last couple years,
  and gained a ranking commander only recently — and a
  neut, to boot. They’re an odd mix, but the rest of the
  Legions couldn’t get the job done without ‘em.
  THE FOURTH — VENGEANCE
  Commander: Colonel Agrah Shahim
  Some say money is the spark that starts a war, but
  rage keeps it burning. The Aberrant War was fueled by
  so much rage that it’s still smoldering almost 75 years
  later. That anger is the motivation of the Fourth.
  The most scattered of the Legions, the Fourth is a
  dumping ground for fanatical PKs — sociopathic aberrant-
  haters. In a society filled to the brim with anti-aberrant
  sentiment, folks this extreme are pretty damn radical.
  policemen! South America’s rife with all kind of political
  and social intrigue. You need a scorecard to know who
  your friends are on this half of the world, but everyone
  knows where the Fifth stands.
  Legionnaires recruited from the Americas are
  stationed in the Western Hemisphere, and comprise the
  majority of the Fifth’s troops. I’ve heard the brass is
  worried that we’re more loyal to the West than to the
  Legions. I can only speak for myself: All that’s important
  to me is a healthy hatred of aberrants, and the Americas
  are home to enough of that.
  THE SIXTH — EUROPE
  Commander: Gianetta Mossalo
  Europe is a wreck, a third-class continent. Its people
  are strong and hopeful, though, and it’s the Sixth Legion’s
  job to defend those folks. Second to the Americas, Europe
  Fourth Legion
  Rank and Symbol
  While the Avengers share a common bond in their
  hatred, they’re the least unified of the Legions. Soldiers
  of the Fourth are the most likely to take individual
  assignments, and many work for little pay, accepting
  contracts that suit their needs for revenge, justice or
  atonement. They’re also the most likely to barge in on
  you uninvited and accuse your wife of being an aberrant
  spy. There’s rarely any middle ground with the Fourth.
  They even disturb the rest of us.
  THE FIFTH — THE AMERICAS
  Commander: Commandant Iago Salera
  I’m biased, but in my mind there’s no Legion finer
  than the Fifth. The Americas are sorely in need of defense
  — from themselves as well as from aberrants. North
  America’s full of civvies railing against the Federated
  States Military. Don’t get me started on those glorified
  Fifth Legion
  Rank and Symbol
  Sixth Legion
  Rank and Symbol
  
  THE LEGIONS
  44
  is where most Legion recruits
  come from. The Sixth has set up
  as many recruitment stations as it can afford.
  Considering that most of its funding comes from
  European donations, the Sixth is on a pretty tight
  budget. It tests every bloke who applies.
  The European Legion concentrates on mobile squads
  rather than established bases. Sure, it has a few posts,
  like in London, Zurich-Geneva, Rome and Leningrad, but
  even Legionnaires stationed there spend much of their
  time on patrol — particularly along the French border-
  wastes.
  THE SEVENTH — PHOENIX SQUADRON
  Commander: Shogun Auji Toshiro
  This is the newest Legion, established after the
  chromatic raid on Karroo back in 2113. Before that,
  Legionnaires patrolling space and set up on colonies and
  orbital stations operated independently. After a point,
  there was just too much going on in space to not have
  an established presence, yeh? So, we’ve got Phoenix
  Squadron: a collection of hot pilots and brave psions,
  Seventh Legion
  Rank and Symbol
  out there among the stars making sure nothing gets
  through to us.
  Phoenix Squadron has posts on space stations and
  colonies. The Seventh maintains an HQ on Luna, the
  better to respond to any threats from the stars. They’re a
  strong-willed, independent lot, I’ll give ‘em that. Next
  to the Fourth, soldiers of Phoenix Squadron are the
  Legions’ most balls-to-the-wall outfit. Believe me, coming
  from another Legionnaire, that’s saying something.
  LEGIONS: INTERACTION
  WITH OTHER ORDERS
  Legionnaires are direct and
  forthcoming. While their manner earns
  them respect and wins them affection
  among the general populace, some
  orders don’t care for the Legions’ blunt
  (and sometimes crude) style.
  Æsculapians and Legionnaires get
  along, as vitakinesis complements
  psychokinesis well — although psychers
  consider docs subordinates rather than
  equals. ISRAns are treated with respect;
  Legionnaires recognize the need for
  clairsentient advance warnings.
  The Legions and Orgotek are rivals.
  Electrokinetics are almost as combat-
  savvy as psychokinetics. This can lead
  to juvenile contests of one-upmanship,
  from physical contests to boasting.
  The Legions don’t get on well with
  Norça or the Ministry, due to those
  orders’ veils of secrecy. Norça encourage
  Legionnaires’ disdain, while Ministry
  agents seem insulted by such treatment.
  
  THE MINISTRY
  45
  TELEPATHY
  The powers of this aptitude are
  used to communicate regardless of
  language differences, or to take control
  of someone’s very thoughts. Noetic
  science lists this aptitude’s effects under
  the 
  empathy, 
  mindshare 
  and
  psychbending modes.
  • Empathy: The psion can perceive
  and even control another person’s
  emotions.
  • Mindshare: The effects of this
  mode allow for direct mind-to-mind
  contact that transcends all other forms
  of communication.
  • Psychbending: The psion can
  assume control of another person’s
  thoughts and memories through a
  concerted force of will.
  Users are often called telepaths,
  TPs, teeps, tels, paths, Ministry agents
  or psi officers.
  MISSION FOCUS
  Yours is the power to read the
  thoughts of others. You discover the
  truths behind the spoken lies. You act
  as an investigator, separating the guilty
  from the innocent.
  You are ever vigilant for those who
  would act against us, and against
  humanity as a whole. You learn the
  plans of our enemies and thwart them
  before they are even carried out.
  MINISTRY OF NOETIC AFFAIRS [MNA]
  — textfile conversion, Terrence Chu, Ministry Liaison to Æon Trinity
  The amoral, obsessively secretive Ministry telepath is a Western media
  creation. The Ministry isn’t a society of cold-blooded “inquisitors” or “agents
  in black” like you often see on vidcasts.
  Proxy Rebecca Bue Li set out to gather her order from the upper levels of
  the Philippine intelligentsia. She soon discovered that the Chinese secret
  service was attempting to infiltrate the new group, so Bue’s telepaths studied
  the nonpsionic espionage agents in their midst. In time, infiltrators learned of
  the discovery; concluding that it was impossible to work against telepaths in
  a covert manner, the Chinese State Council offered Bue and her group full
  access to the resources of China if they would join
  forces with Beijing. As a gesture of good faith,
  the Philippines were adopted as a full partner in
  the Chinese space program.
  For her part, Bue realized that the resources
  and diplomatic leverage of China would offer her
  almost unlimited opportunity to seek out latent
  telepaths on Earth, and aberrants throughout the
  solar system.
  NAME AND FUNCTION
  The Ministry of Noetic Affairs is a cabinet-level
  division of the Chinese government with a variety
  of branches unto itself. As Psi Minister, Rebecca
  Bue sits on the Beijing State Council and has
  access to tremendous financial resources,
  equipment, information, political leverage and
  personnel. Individual Ministry agents work within
  the Chinese federal budget and are required to justify unusual expenses to
  their superiors.
  The Ministry’s administrative headquarters is in Beijing, with adjunct
  academic facilities concentrated at the Shanghai Noetics Institute. However,
  many of the telepaths’ training facilities and research staging areas (including
  the noetics institute at Quezon) are located in the Philippines, out of the
  main political arena. Peripheral administrative centers exist on Mars (dedicated
  to studying the effects of colony life) and Luna (the center of the Ministry’s
  high-level diplomatic functions, including researching the qin).
  Ministry offices are located throughout the Chinese sphere of influence.
  Order agents are scattered through the rest of human space, acting as
  diplomats, mediators and impartial observers. Every orbital ship that leaves a
  Chinese launch site carries at least one psi officer.
  The Ministry’s official function in the Chinese government is to ensure the smooth flow of information and
  authority within and among the various state bureaus and departments. Many operatives have specialized roles,
  acting as messengers, translators, coordinators and information gatherers.
  It’s been said that a good telepath is hard to find. That doesn’t just apply to the active ones. Telepathy isn’t as
  common as you might expect. The Ministry has not disclosed the exact number of telepaths at present, I can tell you
  that we are about as common as clairsentient.
      Meditation
  — from Madame Bue’s
  Little Book
  Thought is a net on
  which we hang. Thought is
  the ropes that make culture
  dance. Ride the symbol
  web. Translate. Control the
  flow of thought through the
  brain. Be the birds, flying
  from mind to mind.
  Concentrate.
  
  THE MINISTRY
  46
  FORM AND CONTENT
  The Ministry is
  divided into separate
  divisions and offices,
  each of which performs
  specialized functions
  with and for the Chinese
  government 
  and
  people.
  THE MANDARINS
  (OFFICE OF SEMIOTICS)
  Senior Director John
  Bue Kar-Wai, a.k.a
  “Kestrel”
  Devoted to the
  exploitation 
  of
  telepathy’s 
  social
  benefits, the Office of
  Semiotics spearheads
  important advances in
  international relations,
  foreign diplomacy and
  domestic 
  affairs.
  Although OS operatives
  attend high-level conferences and business negotiations
  as advisors and moderators, this office’s most important
  function is as an impartial forum for the mediation of
  international disputes. The recent peace in the Middle
  East is due in large part to the OS’ diplomatic successes
  and surveillance of global stress points.
  The office translates documents and programs from
  all cultures into the universal language of thought. Nearly
  all foreign materials arriving in China pass through the
  OS for translation and correction before being distributed
  to the Chinese people.
  The OS also studies alien races. As the unpleasant
  encounter with the Coalition shows, first contact situations
  can be inconclusive without telepathic assistance. The
  Ministry uses telepathy to achieve a comprehensive
  understanding of aliens.
  THE NOETICS INSTITUTES
  Director Andrei Tarkovsky, a.k.a “Thrush”
  We are famous for having the best training and
  recruiting branches of all the orders. I offer our noetics
  institutes as the reasons why. Operating from high-tech
  campuses outside Shanghai and Quezon City, the Ministry
  THE TRUE STATE OF AFFAIRS
  The Trinity has reason to
  believe that the Ministry is
  engaged in a secret power
  struggle with other factions of the
  Chinese government. It difficult to
  determine just what is going on
  — we speculate that the Ministry
  struggles against other factions of
  the 
  Chinese 
  espionage
  establishment for control of certain
  projects (or even China itself), or
  simply to prove its loyalty to the
  State Council.
  This should not lead us to
  assume that Proxy Bue or the
  Ministry in general has “lost sight
  of humanity’s goal,” as many
  strident voices claim. After all, if
  Bue were to stray from that
  agenda, she and her order would
  follow the Chitra Bhanu into
  extinction.
  searches for latent and nonaffiliated psi-active telepaths
  from across human space. Individuals are offered full
  access to the Ministry’s training facilities and financial
  resources, including instruction in all recognized aptitudes
  by psions from every order.
  The institutes have the best noetic research facilities
  in settled space. Experimental programs at the Shanghai
  Institute study the alien races and attempt to isolate and
  eliminate the root causes of Aberrant Syndrome. Research
  at Quezon focuses on “pure psi” experimentation, with
  laboratory teams attempting to unlock the genetic factors
  that determine aptitude and even create new, artificial
  aptitudes.
  Is Bue Sick?
  — Newsday holobrief © 18.12.2119 GN
  Proxy Rebecca Bue Li made a brief
  return to the public forum today by
  attending a dinner in honor of the
  Shanghai Noetics Institute’s graduating
  class. It was her first appearance in four
  months.
  The normally radiant and youthful-
  looking Ms. Bue Li (better known in
  China as the Minister of Noetic Affairs)
  is no stranger to controversy, but her
  erratic behavior at the dinner aroused
  commentary. “She looks sick,” noted the
  Brazilian ambassador. “Gray as stone.”
  Despite rumors that the proxy is
  suffering from an incurable strain of
  ovarian cancer, Ms. Bue Li’s personal
  physician said only that, “The minister
  is suffering from nothing more serious
  than a taxing bureaucratic schedule. She
  simply has not had much time for public
  functions.” He went on to note that Ms.
  Bue Li has had a persistent cold,
  common for the citizens of Beijing at
  this time of year, which was aggravated
  by the exhausting task of imprinting the
  new jump ships only a month ago.
  
  THE MINISTRY
  47
  THE AVIARY (OFFICE OF NOETIC SECURITY)
  Senior Director J.L.G., a.k.a “Kingfisher”
  The most clandestine of the Ministry divisions and
  the one that contributes most to our undeservedly bad
  reputation is the Office of Noetic Security. ONS is China’s
  early warning system and psionic police force. We call
  this division “the Aviary,” where Madame Bue’s “birds
  of the mind” go to roost. ONS psi officers have a thankless
  job: moving secretly among the people and monitoring
  surface thoughts for criminal and seditious urges and signs
  of Aberrant activity. Once wrongdoers are identified, the
  Aviary is empowered to bring them to court or to see
  that they receive psychiatric care. ONS also serves as
  the ethics committee for telepaths, monitoring our own
  people for abuses of power and other violations.
  DIPLOMACY AND TRANSLATION
  As representatives of the Chinese government,
  Ministry agents are empowered to demand full
  cooperation from all Chinese citizens and institutions. In
  practice, the extent of cooperation varies depending on
  the political ramifications of the situation and the personal
  agendas involved.
  Outside China, psi officers often find their national
  affiliation a mixed blessing. Ministry agents who want to
  operate effectively in a foreign country must exploit that
  country’s relationship with China. Those nations that are
  not friendly with China (notably India, Brazil and the FSA)
  aren’t very cooperative, often refusing to allow Chinese
  telepaths to operate freely within their borders.
  It is entertaining to see that when such bans are
  imposed in holodramas, Ministry agents perform covert
  operations, literally becoming invisible to everyone but
  other telepaths. In the real world, most goals can be
  accomplished just as well — if not better — through
  diplomatic means.
  THE MINISTRY:
  INTERACTION WITH OTHER ORDERS
  The Ministry’s agenda is difficult to
  determine. Though its members are often
  polite and forthcoming, they are skilled
  at keeping sensitive information secret.
  Most orders have cool relations
  with the Ministry. Orgotek and the
  Ministry compete in noetic research,
  which has resulted a general rivalry
  between the two orders. ISRAns afford
  the telepaths cautious friendship. The
  other orders deal with the Ministry
  curtly, and as briefly as possible.
  However, even such scant interaction
  is still quite discomforting to
  Legionnaires.
  
  THE NORÇA
  48
  Exhibit B,
  audio and
  holotape
  format
  — MMI News cameraman
  Joe Seinne’s momentary
  lapse of judgment
  that resulted in the
  ongoing civil trial of 2113:
  “Unless you want me to
  carve a pair of these in you,
  turn the camera off. Now!”
  NOVA FÔRÇA DE NACIONALES [THE NEW NATIONAL FORCE]
  — textfile conversion, Heironymous Dieda, Æon Trinity/Proteus Division
  I apologize for not providing the
  degree of detail you requested. The
  agreements I made with Pai de Norça
  upon becoming what I am prohibit
  sharing any more than this.
  The Nova Fôrça de Nacionales was
  founded 
  during 
  Colombia’s
  ascendancy. The “Norça” brought a halt
  to the petty terrorism and crime in
  Medellín, overtaking the drug lords and
  their influential infrastructure with sheer presence and promise. Ending the
  asesinos de la motos and other signature gang-war violence almost overnight,
  we Norça won the respect of both the rich and the poor of South America.
  The former regard us as a dangerous but necessary asset to their countries’
  newfound global influence. The latter have their homespun “heroes” at last.
  We are the South American equivalent of the Nihonjin Yakuza, the Italian
  Mafia and the Russian secret service. This analogy isn’t entirely accurate, but it
  should give you an idea of our power and philosophy. We are the storybook
  Zorros, Three Musketeers and Robin Hoods of our culture, where talk among
  the masses turns man into myth and myth into legend. We are notorious
  internationally, and called “los magicos” at home. Norça “magicians” reap the
  rewards of Sudamerican success: power through obedience, respect and fear.
  Biokinetics are few in number compared to psions of other orders. Biokinesis
  is a rare aptitude, but it is perhaps because Pai de Norça is careful about bestowing
  the gift that our numbers are small. The quantity matters not. We are Norça, and
  our will is strong. We are as many as we need to be.
  We can be anyone, nearly anything, and can exist outside the human
  realm. We are never squeamish about merging with our surroundings. We
  are experts in surveillance, infiltration, criminal psychology, biotechnology
  and psi-adaptation.
  The others rarely allow themselves to be seen or recognized for what
  they are (I, myself, seldom mind). We are racial chameleons who can become
  African or Nihonjin, or even members of the opposite sex. We are self-
  mutilators who carve machetes out of our own limbs, and who develop
  gills to breathe underwater.
  THE FAMILY
  Norça are like any other extended South
  American family: tightknit and infinitely complex,
  with layer upon layer of secrets, sexual tensions,
  nepotism and unspoken demands for respect.
  We are born of a patriarchal culture that
  espouses loyalty, panache, and “honor among
  thieves.” We treat each other — even those
  who come from other cultures — like long-lost
  family or childhood friends. Though we come
  BIOKINESIS
  This aptitude gives the psion
  complete control of his body. He
  channels psionic energy to adapt,
  enhance and even restructure his own
  physiology. Noeticists divide biokinesis
  into the adaptation, psychomorphing
  and transmogrify modes.
  • Adaptation: The psion uses this
  mode to protect himself against hostile
  environments (from being underwater
  for extended periods of time to being
  able to maneuver without danger in
  nonstandard gravity).
  • Psychomorphing: The psion can
  manipulate his internal physiology,
  growing redundant organs and even
  subsuming biotech into himself.
  • Transmogrify: This mode enables
  the psion to change the shape of his own
  body. Effects range from creating weapons
  from the psion’s own skin and bones to
  assuming someone else’s appearance.
  Users are often called biokinetics,
  BKs, biks, bioshifters, shapeshifters,
  shifters or Norça.
  MISSION FOCUS
  As a biokinetic, you possess utter
  control of your physical form. You can
  change the shape of your face, grow
  additional limbs, create patterns on your
  skin and even mend your own wounds.
  You are spies and infiltrators. You
  venture into hostile territories and adapt
  yourself to their conditions, be it a frigid
  tundra or war-torn Europe. You take on
  whatever role necessary to discover the
  plots and schemes of enemies.
  You are the ultimate Everyman, a
  spy beyond compare. You are essential
  to gaining access to areas that no one
  else can even approach.
  The
  Greatest
  Honor
  — Newsday interview, Proxy
  del Fuego © 1.11.2119 GN
  “The other [orders]
  are incapable or unwilling
  to fulfill their obligation —
  to protect all that is Earth,
  whatever the cost. That is
  our honor.”
  
  THE NORÇA
  49
  underlings as
  discontent; each
  has been hand-
  picked by del
  Fuego to join his
  exclusive ranks.
  We would give
  our lives to
  protect 
  his
  power. 
  The
  bonds among
  the Norça are
  stronger than
  any other ties,
  and 
  even
  extend to those
  who have left
  the 
  family
  amicably.
  N o r ç a
  power extends
  far beyond its
  d r u g - t r a d e
  roots. 
  Such
  enterprise —
  legal in much
  of 
  South
  America but
  still outlawed
  throughout most of settled space — creates great
  revenue. However, it is a very small part of Norça. In
  fact, few psions take part in the business, leaving it to
  our normal cousins.
  We are the New Force of South America, with control
  over indigenous terraforming and biotech projects. We act
  behind the scenes in foreign and off-world affairs, and slip in
  and out of international strongholds without a trace. We are
  far more effective than any of our competitors. Governments
  and metacorporations pay high prices to procure even a single
  service from a Norça. To have one on staff is the ultimate
  personal luxury, but one which must be kept secret.
  Norça independents like myself are regarded with
  suspicion by our cousins, but are tolerated as long as we
  remain within the proxy’s strict guidelines on nationalism
  and loyalty. The independent operator who lines his
  pockets with the wrong currency, or who steps outside
  the lines of propriety is disowned, hunted down by his
  own kind, and killed publicly... graphically. Bring shame
  upon Norça, and there is no mercy and no escape.
  Perhaps now you understand why I can tell you no more.
  NORÇA MANEUVERS
  — Analysis: Craig Bartholomew,
  Æon Trinity/Proteus Division, 21.11.2118
  Norça are known to have frequent clandestine
  meetings across settled space. We’ve confirmed
  meeting points in El Poblalo in Colombia, a
  nondescript warehouse in Cairo, the Russian
  underworld café on the coast of the Black Sea,
  and an Eclipse Media editing office in Yutu Yinchon.
  There is no possible way to trace where all
  Norça influences reach or how deeply they run.
  The “Amazon Canopy” blankets known subsects
  of Russia, the FSA, the Middle East and the Turkish
  Empire. Suspected Norça infiltration has also been
  suggested in Australia, Mars and even Nihon.
  (Investigations show that Norça have an intense
  interest relating to anything Nihonjin, in fact.)
  So skilled are Norça at keeping all elements
  of their operation secret that we can confirm
  only a few key leaders in addition to del Fuego.
  COVERT OPERATIONS
  Geneva Jerde
  We have little in the way of hard facts as
  yet, but it is clear that order is interested in a
  wide variety of covert plans, from overthrowing
  warlords in Europe to infiltrating Nihon. Support
  of Mexican border resistance against the FSA is
  best-known — though still not confirmed to a
  level that allows the FSA to take public action.
  PHARMACEUTICAL RESEARCH AND MANUFACTURING
  Victor Trabaj
  We have most knowledge of  Norça
  involvement in legitimate — and illicit — drug
  research and manufacture. Trabaj appears
  frequently on media programs to promote the
  order, which has resulted in a surprising
  amount of good will toward an organization
  that operates so much in shadow.
  BIOSYSTEMS
  Daniel Keos, Director of Operations
  This Colombian biotech firm enjoys full
  Norça funding. Unlike Orgotek, BioSystems
  makes little effort to break into the commercial
  market, instead manufacturing products
  exclusively for Norça use.
  NORÇA: INTERACTION
  WITH OTHER ORDERS
  The Norça have no cause for
  dispute with any of the other orders.
  They work closely with Æsculapians and
  Orgotek employees in a number of
  areas, and consider the Ministry to be a
  kindred spirit. However, the biokinetics
  refuse cooperation and assistance at
  almost every turn. Such isolation makes
  relations between Norça and other
  psions increasingly difficult, and
  sometimes counterproductive.
  Biokinetics who desert the Norça
  without Proxy del Fuego’s expressed
  consent are considered traitors to the
  order and to the South American people.
  Such rogues are hunted down without
  mercy and either executed publicly or
  returned to del Fuego’s remote facilities
  (it’s unknown what happens to them at
  that point). By contrast, those who leave
  with their proxy’s blessing may venture
  anywhere unmolested by their Norça
  cousins, although they apparently may
  never return to the fold.
  from different ancestry, Norça are cousins; whether psion
  or neutral, we are all part of a single family.
  We are loyal to one another, and to Pai de Norça above all
  else. Never mistake the bickering and grandstanding of Norça
  
  ORGOTEK
  50
  ORGOTEK
  — textfile conversion, Arthur Bengali, Æon Trinity/Neptune Division
  The story of Alex Cassel’s transformation from
  unassuming-yet-brilliant college student to powerful-yet-
  easygoing proxy and president of a multibillion-yuan
  metacorporation is well-documented, especially in the FSA. It helps
  that he describes his life in a vague but entertaining fashion in
  Orgotek’s corporate profile.
  Heir to a family fortune and social connections, Cassel laid the
  groundwork for his order during his college years. School friends were
  enlisted to help create World Enterprises, Inc., a holding company
  that would grow to become Orgotek, “The EK Company,” in less
  than 20 years. Once his still small and very secret order was secure
  financially, Cassel explored his other gift: biotechnological formulae
  and processes. The information he had and the experiments he
  conducted on organic material turned Orgotek into a biotech empire,
  and initiated the biotech revolution.
  CORPORATE PROFILE
  Orgotek, the industry leader in biotech manufacture and design,
  controls all funding and administration for the electrokinesis order. In
  turn, Alexander Cassel and members of his personal circle — that is,
  board of directors — has complete ownership of Orgotek. The
  company employs thousands of norms, but psions are the heart and
  soul in many ways. Orgotek ensures that their basic economic needs
  are met; in turn, it makes psions available to outside interests as
  (well-paid) consultants.
  The Orgotek corporate headquarters is currently in the FSA’s New
  York arcology. Word is that Cassel’s becoming frustrated with the Big
  Apple’s accelerating decay. He’s taken steps to move the main offices
  to Orgotek’s San Francisco regional headquarters. Other regional HQs
  include Montreal and Vancouver, with extranational headquarters in
  Bangkok, Cairo, Xianggang, Olympus, Rome, Sidney and Wanjing.
  Assorted Orgotek biofactories, auxiliary plants and branch offices are
  likewise scattered across the Earth and the permanent colonies, with
  a large number located in the FSA and Quebec.
  The Prexy himself spends most of his time commuting among
  New York, San Francisco and the various Orgosoft Farms. In his
  absence, everyday corporate decisions are made by the board of
  directors, which is composed of Cassel’s wife Ellayne and seven of
  the couple’s closest private psions associates (not all of whom are
  electrokinetics).
  PUBLIC RELATIONS
  Orgotek’s public relations team is second to none. It’s been
  instrumental to making EKs respected and appreciated universally
  — except by the suits in the FSA, of course. Members of high-profile
  Operations teams in Europe and Australia are even treated like
  celebrities. Europeans, in particular, still honor the teks who died trying
  ELECTROKINESIS
  The psion channels electrical
  energy and even manipulates the
  electromagnetic spectrum with this
  aptitude (which is also referred to as
  EK). Electromanipulation, photokinesis
  and technokinesis are the three
  recognized EK modes.
  • Electromanipulation: With the
  powers of this mode, the psion controls
  electrical impulses in organic beings.
  • Photokinesis: This mode’s
  effects are used to perceive and direct
  the flow of energy across the
  electromagnetic spectrum, whether to
  create holograms or generate lasers.
  • Technokinesis: The psion taps
  into and controls energy flow through
  mechanical 
  technology, 
  from
  computers to spacecraft.
  Users 
  are 
  often 
  called
  electrokinetics, EKs, lightning bugs,
  zappers or teks.
  MISSION FOCUS
  The electromagnetic spectrum is
  your plaything. You manipulate the flow
  of electricity in the human body, in
  biotech and in hardtech devices. You
  tune into broadcast transmissions and
  generate deadly lasers merely by
  concentrating.
  You are a technical expert. You
  penetrate even the most heavily
  guarded OpNet nodes to gather
  information. You take control of
  opponents’ weapons to give your
  teammates the edge in a firefight. You
  repair and manipulate equipment of any
  kind, human or alien, hard- or biotech.
  
  ORGOTEK
  51
  Meet the Prexy Proxy
  — Cori Heisler with Alex Cassel, The Painful Truth © 2119 MMI
  “He’s just a guy, yeh?” his employees tell reporters. “Sure, he
  can call down lightning and talk to electrons and stuff, but otherwise,
  Alex Cassel’s just a regular person.”
  That explains the unique allure of the Orgotek Prexy — a
  colloquialism derived from “proxy” and “president.” Some are as
  handsome as Alex Cassel, but none are so accessible. Some are
  smarter, but none are so good at explaining the subquantum universe
  to the public. Some are richer, but few seem to enjoy it so openly —
  and so innocently — as Alex Cassel. Paradoxically, the CEO is a cultural
  icon largely because he seems so... real.
  He’s the boy next door, a blend of racial heritage, the last of an
  otherwise extinct species of All-Americans. A regular guy who calls
  up lightning.
  PT: The culture theorists call you the father of anima culture. How
  does that feel?
  AC: I can’t take credit for anima, but I love it! Anima is about the
  melting of borders and classifications. I think it’s a fantastic idea that
  all the rigid assumptions of the last few centuries — things like
  countries, federal governments, the relationship between human
  beings and our tools — are really more pliable than people think. If
  biotech can melt a few distinctions, great!
  PT: And your critics...?
  AC: ...have a vested interest in enforcing the distinctions. They
  want to stay where they are forever: on top. It’s an unnatural position
  and they know it, so they get desperate.
  PT: Part of the anima aesthetic is combining archaic symbols with
  advanced tech. Is Orgotek riding this techno-primitive wave?
  AC: I’m not sure that’s useful. True, we built Orgosoft Farms on
  natural bio-galvanic vortices. But it’s not because of “ley lines” or
  “dragon lines”; only because that’s how the world happens to look
  when seen with what we call “spectrum sight.” Once you see that,
  it’s simple common sense to take advantage of those currents
  when situating a biotech plant.
  to 
  stop 
  the
  Esperanza crash, and
  Australians admire Orgotek
  enthusiasm, 
  which 
  is
  considered akin to the energetic
  Legion spirit. Even the Nihonjin admire
  aspects of the EK philosophy (while
  deploring the gaijin lack of discipline).
  On the other hand, despite being one
  of the most profitable corporations in the
  FSA, Orgotek is on extraordinarily poor
  terms with the North American military-
  corporate establishment. Cassel’s concern
  with not only his employees’ quality of life
  but also with the squalid conditions of the
  urban communities that surround Orgotek
  installations makes him an unwelcome
  figure in FSA corporate society. A tendency
  to take controversial political stands —
  such as on the EK airlift to the Pueblo Nation
  in 2115 and ‘16 — makes Orgotek even
  less popular with the FSA government.
  Most Orgotek employees (especially
  those from the FSA) are bewildered by
  the way the American establishment
  treats them, but follow official corporate
  policy on the matter — that the FSA
  establishment is to be pitied rather than
  feared. Those psions who come to
  Orgotek from other parts of settled space
  often have less tolerance for such
  mistreatment, which can sometimes
  aggravate domestic relations.
  Orgotek’s security contracts are
  due for government review soon. I’ve
  heard that Cassel is planning to declare
  the company an extranational
  ONE WORLD,
  ONE MIND?
  — Advertisement from Global Watchdog,
  5.2118 (Baltimore, FSA)
  They tell you that their biological
  technology is the best thing that humanity
  has ever created. No pollution, no energy
  waste, no mess, no fuss.
  But did humans actually create the stuff?
  They tell you it’s “cutting edge,” “the
  yeh thing” to let their biological
  technology form its parasitic bonds with
  your nervous system.
  Think about it.
  Paid for by the Committee for Truth
  ORGOTEK
  ORGOTEK
  ORGOTEK
  ORGOTEK
  ORGOTEK
  
  ORGOTEK
  52
  WORLD ENTERPRISES, INC.
  President: Ellayne Cassel
  The first of Prexy Cassel’s companies, WEI is the dual administrative and public relations
  arm of the Orgotek empire. WEI attracts ambitious and talented individuals — both normals
  and psions of all aptitudes — and coordinates Operations teams’ activities. Corporate
  strategists investigate possible fields for Orgotek expansion, and spin doctors handle image
  control.
  ORGOSOFT FARMS
  Director: Jennifer Lehoczky-Elliot
  When people talk about “Orgotek” — or “the Big O,” as it’s also known — they refer to
  the gigantic biotech plants and ideals of the original Orgosoft Farm. The main facility is
  located in northern New Mexico, and is where Cassel spliced the first biotech matrices.
  Contemporary biotech manufacturers follow in the Orgosoft image: earnest, enthusiastic
  and suffused with reverence for all forms of life.
  TEKNE GROUP
  Director: Dr. Kevin Labak
  Tekne oversees the Orgotek hardware industry. Most psions in Tekne are technokinesis
  specialists. The stereotypical Tekne employee is a lovably uncommunicative person who
  prefers to relate to the outside world through tools. Indeed, Orgotek’s dormitory
  environment allows the reclusive to live productive (if protected) lives interfaced with
  machinery. Tekne employees are also infamous for their acerbic wit and “good-natured”
  cynicism. It’s not near as charming as they think, if you ask me.
  LUMEN, INC.
  Director: Dr. Ashley Frost
  Orgotek’s smallest division and the focus of photokinesis study, Lumen is a world
  leader in electromagnetic research, especially in the high end of the spectrum. These
  scientists and psions consider the fragmentary reports on chromatics “fascinating” rather
  than frightening, and are working on techniques for “jamming” or even “hacking into”
  linguistic structures in the chromatic brain. Other current research projects include
  holographic nanotech and “extra-satisfactory” computer intelligence.
  OPERATIONS
  Director: Jeff “Jomo” Kenyatta
  While psions hired specifically for active duty serve the bulk of their time in Operations
  teams, all active Orgotek employees are required to perform at least two days of training
  and monitoring every month. The administration and research divisions could consider this
  a chore, but they actually look forward to their monthly tours (and the teks haven’t
  complained, at least not vocally).
  
  ORGOTEK
  53
  corporation rather than submit to an order to disband
  the Orgotek private-security division. Meanwhile, federal
  and corporate propaganda campaigns against Cassel and
  his EK company continue.
  HUMAN RESOURCES
  Electrokinetics are common, in relative terms, second
  only to psychokinetics in number. Some claim this is
  because Cassel is willing to take almost any latent, no
  matter how borderline, but that sounds like more FSA
  propaganda. Sure, the various Orgotek divisions employ
  over 100,000 people, but only about 10% of them are
  EKs  and psions who have come over from other orders.
  The majority of Orgotek psions are tek natives of the
  FSA and Quebec. A substantial number are also Nihonjin;
  Orgotek is friendly with a number of the Psi Nihon
  enclaves. Corporate recruiting brings in prospective EK
  candidates from all over settled space.
  After being triggered, new psions are given the
  choice to join the company on a contractual basis (the
  usual term between renewals is four years) — and no
  hard feelings if they choose not to join Orgotek.
  Orgotek handles all education and training, both psi-
  specialized and professional, once a psion hires on. The
  company also assigns new operatives expense accounts
  good for room and board at any Orgotek residential
  buildings. Although psions aren’t required to stay in
  employee residences, many consider the communal
  atmosphere one of the greatest rewards of belonging to
  the Orgotek “family.”
  ORGOTEK: INTERACTION
  WITH OTHER ORDERS
  Orgotek and ISRA are vocal in
  urging the cooperation between orders.
  In 
  recent 
  years, 
  Orgotek’s
  aggressiveness has caused more inter-
  order friction than unity. Still,
  electrokinetics were instrumental to the
  advancement of biotech, primarily the
  new jump ships, so the other orders
  maintain polite political ties to ensure
  access to the craft.
  ISRA and the Legions work with
  Orgotek in the field often, despite any
  personal differences. Additionally, the
  Ministry has engaged in noetic research
  with EK scientists, which has had
  productive results but has also led to
  clashes and competition. Otherwise,
  the orders seem content to leave
  Orgotek to its own devices.
  
  UPEO WA MACHO
  54
  UPEO WA MACHO [THE HORIZON]
  — textfile conversion, Deputy Director Giorgios Alekandros Gamamenos,
  Æon Trinity/Neptune Division
  The Upeo wa Macho is the smallest of the existing psi orders.
  The potential for humans to register teleportation latency is rare to begin
  with, and the Upeo Proxy Bolade Atwan doesn’t allow every latent found to
  undergo the Prometheus Effect.
  The order as a whole is comprised of more than just teleporters. When
  the Upeo left Earth in 2114, the order had perhaps 1000 total members. Of
  that number, less than half were psions. Of those psi-users, only half were
  teleporters; the remainder had come from the other orders.
  It is notable that, despite such limited numbers, the Upeo wa Macho
  accomplished much during its time on Earth. The order’s goals were to expand
  humanity’s reach into space while maintaining peace, security and
  communication between established settlements. Still, the pursuit of this
  agenda has often appeared haphazard. Rather than order its members to
  perform tasks, the Upeo generally asked for volunteers. The only known
  exception to this is the order’s exodus in 2114.
  PAST AND PRESENT
  Given teleporters’ capabilities, it is not surprising that the Upeo have
  been in demand ever since their emergence. Proxy Atwan’s years on the
  Sokoto, Nigeria police force put her in good stead to
  create an organization that could respond effectively
  to such needs. And she
  trained her charges well.
  The jumpers took to the
  challenge of the void with
  a fervor matched only by
  that of Legionnaires in hot
  pursuit of an aberrant.
  Then came August 17,
  2114. In the space of a few
  hours, the Esperanza orbital
  station crashed into France and
  the Upeo wa Macho vanished
  from the solar system. The
  tragedy of Esperanza’s fall was
  immediate and obvious to all.
  More subtle and far-reaching
  was the loss of the Upeo.
  With the teleporters gone,
  humanity’s grasp for the stars — our first tentative touch — was broken.
  Contact was lost with all extrasolar colonies, perhaps forever. But with
  ingenuity and perseverance, humanity restored that contact. Jump ships
  now span the stars, bringing home our stranded ambassadors to the
  qin, resupplying the embattled Karooans, and taking the chromatic
  fight to the aliens’ homeworld.
  TELEPORTATION
  The psion can influence the
  subquantum stratum to alter space or
  change the locations of objects or
  individuals.. Translocation, transmassion
  and warping are the three recognized
  teleportation modes.
  • Translocation: The psion can
  move himself from place to place
  without traversing the intervening
  distance in the conventional sense.
  • Transmassion: This mode’s
  powers deal with moving other things
  instantly, whether objects or living beings.
  • Warping: This mode focuses
  upon changing the nature of location
  itself, bending spacetime and even
  creating portals between spatial
  locations.
  Users are often called teleporters,
  blinks, jumpers, sliders, upes or Upeo.
  MISSION FOCUS
  For you, the only significant factors
  in travel are “here” and “there.” It
  doesn’t matter if “there” is in another
  city, on another continent or in another
  galaxy. You can go in a virtual instant
  to anywhere that you can see — and,
  as long as you retain a clear sense
  memory, you can return to anyplace
  you’ve ever been. You are the ultimate
  explorer and infiltrator.
  An Inspiration
  for the Future
  — Excerpt: Upeo Proxy Bolade Atwan
  in her Universal Address 31.9.2106
  “Upeo wa Macho” is not only a
  promise, it is an inevitable evolution. I
  chose to name my brothers and sisters
  after our African “horizon” because that
  is our inspiration. As all humanity strives
  to achieve new standards of greatness,
  so too do we, as humans reborn, aspire
  to fulfill our destiny.
  We crave nothing less than to reach
  beyond something that was once so
  distant it was considered unknowable.
  Tomorrow, the unknowable may rest in
  the palm of our hands.
  
  UPEO WA MACHO
  55
  Yet the question remained: “What happened to the
  Upeo?” Only now, with their return at last, can we start
  to glean the answer — and the initial evidence suggests
  that it is not a pleasant one.
  Speculation abounded that aberrants had struck at
  the Upeo, who were forced to flee or were captured. It
  appears true that they fled from aggressors — but the
  aggressors were personnel from other psi orders, not
  aberrants. We do not yet know the full details and
  motivations that led to this circumstance, so we must
  content ourselves with fragments of fact and supposition.
  It appears that the Upeo discovered a colony of
  “untainted” aberrants. Proxy Atwan seemed persuaded
  that these “novas” (as they preferred to be called) could
  aid against the aberrant forces that assail us. The other
  proxies feared that she was being manipulated — or,
  worse still, was in league with aberrants as the Chitra
  Bhanu were. We believe that misunderstanding,
  prejudice, fear and assumption conspired to set the
  proxies against one another for perhaps the first time.
  Atwan fled, convinced that her fellow proxies meant to
  hold her prisoner. In turn, the proxies took her flight as
  evidence of complicity with aberrants.
  Given the aptitude upon which the Upeo order was
  founded, the other orders — specifically, the Legions,
  Ministry and Orgotek — felt the need to move swiftly.
  Apparently, they wished to keep the teleporters
  planetside until the matter could be worked out. At the
  time, Atwan took the advancing orders’ advancing forces
  as a planned repeat of the Chitra Bhanu purge. She
  directed her followers to an isolated colony, Ruan’s World,
  known only to the order.
  The orders — even those that did not take an active
  role in this affair — were so focused on the Upeo crisis
  that even Herzog himself overlooked the aberrant assault
  on Esperanza until it was too late.
  Few among the orders ever knew the truth, and even
  now the proxies and principles of each group are making
  an effort to hold back details while they engage in deep
  discussion of the dual tragedy. They are evidently trying
  to come to terms with the past; it is our hope that they
  also speak of ways to ensure that such things never
  happen in the future.
  METHODS AND PRACTICES
  A self-styled “coalition dedicated to the protection
  and expansion of humanity,” the Upeo is recognized as
  an interplanetary non-profit organization. Part trade
  association, part benevolent society, it applies the unique
  talents of its members — namely, the ability to teleport
  — in the most beneficial and
  efficient fashion possible. In
  practical terms, this means space exploration and
  emergency action.
  The Upeo are best known for plumbing deep
  space, generally in cooperation with the ISRA and a
  financial sponsor. In its early days, the Upeo wa Macho
  didn’t have the fiscal wherewithal to go it alone, so it
  collaborated with Brazil and the UAN to explore space,
  discovering viable colony sites like Averiguas and Karroo.
  Once interstellar colonies were up and running,
  members of Upeo wa Macho capitalized on the lucrative
  trade in both information and material between the Sol
  system and the worlds beyond. Yet the psi order itself
  did not incorporate. The Upeo do not regard their abilities
  as a chance for personal opportunity and monetary gain,
  but rather as an opportunity for the entire human race.
  Incorporating would have allowed them to amass huge
  profits, but would have slowed down exploration and
  colonization.
  Not all teleporters are interested in deep-space
  service. For that matter, not all of them are capable of
  interstellar jumps. Nonetheless, the power of
  teleportation gives these psions unique opportunities to
  serve humanity— whether to teleport emergency services
  anywhere in near space or working with local rescue
  services. Upeo are drawn to everywhere that lives are at
  stake and moments matter.
  Their years-long departure was felt keenly, even after
  the jump ships came on line. While the Leviathan craft
  prove that we need not rely exclusively on the Upeo,
  the teleporters are no less essential to human exploration
  and defense. If nothing else, the jump ships are few in
  number and monstrously inefficient at stellar travel when
  compared to an Upeo transportal.
  INTERNAL ORGANIZATION
  The order is organized largely like a trade union: Upeo
  associate by areas of responsibility, and the people
  working in these areas elect officers. In turn, these offers
  communicate concerns to the proxy and her inner circle
  and coordinate efforts to solve problems. The existing
  divisions that exist at present range from loyal followers
  of Atwan to a splinter group that holds her responsible
  for the Esperanza disaster.
  LONG RIDERS
  Representative: Jennifer Shojiki
  This group began as a collective of messengers and
  light-cargo carriers between the colonies and Earth.
  
  UPEO WA MACHO
  56
  During the Upeo exile, the
  members used their travel routes
  and contacts to evolve into skilled intelligence
  gatherers. The Riders now operate mostly in
  secret, working through intermediaries and
  relaying important information.
  THE MONITORS
  Representative: Khaldun al-Masna
  Formed originally on search-and-rescue — Rescue
  Squad Zero (named for the amount of time it took to
  arrive) was perhaps the order’s highest-profile group —
  the Monitors expanded their responsibilities during the
  exile. The group now handles both emergency relief and
  investigation. If there’s a disaster, a Monitor tries to
  mitigate loss of life; if there’s a crime, a Monitor tries to
  apprehend the criminal.
  KUPITA
  Representative: Gerard Portois
  This group is dedicated to exploring deep space. Its
  members work with clairsentients and telepaths to scan
  for promising star systems; when one is found, a Kupita
  member opens a transportal for exploration and survey
  ships to investigate.
  NGUZO
  Actual teleporters form the minority of the order’s
  members. A number of psions and even neutrals count
  themselves as members and provide key support to their
  teleporter compatriots. They have come to be called
  “nguzo,” a Swahili word meaning “pillar.” Not a distinct
  group in and of themselves — they take roles in the other
  Upeo divisions as best suits their abilities — nguzo are
  essential in every level of the order’s efforts.
  THE STAR-CROSSED
  Representative: Rebecca Gould
  The majority of Upeo held such loyalty to their proxy
  that they remained devoted throughout the exile, even
  after hearing of the Esperanza tragedy. The Star-Crossed
  was born of those who still believe in the tenets upon
  which the Upeo was founded, but who cannot ignore
  the fact that Atwan’s decision resulted — even
  unknowingly — in the death of millions. This splinter
  group has left the Upeo and offers its services to any
  governments, corporations, orders or private concerns
  that have humanitarian goals.
  UPEO WA MACHO: INTERACTION
   WITH OTHER ORDERS
  Matters are strained between the
  Upeo and every other order to some
  degree, as all sides begin the long
  process of coming to terms with past
  tragedies and present circumstances.
  The Æsculapians, ISRA and Norça
  did not join in the attempt to apprehend
  the Upeo in 2114 (but only Herzog was
  vocal in disagreeing with the plan). This
  has created the greatest amount of
  friction with the Legions, Ministry and
  Orgotek, but the Upeo have not
  overlooked that the A/O and Norça
  didn’t exactly spring to their defense.
  While teleporters will work with other
  orders when necessary, the lack of
  resolution of past events keeps them
  on guard. Only with ISRA personnel do
  the Upeo even come close to relaxing
  as they did before the exile.
  
  CHITRA BHANU
  57
  CHITRA BHANU
  Much remains unknown about this order, eradicated
  in the purge of 2109. Chitra Bhanu was established around
  the rare quantakinesis aptitude, which allowed the use
  of noetic energy to manipulate quantum force — the
  same quantum force that aberrants wield to devastating
  effect. The order studied these forces, ostensibly to
  discover a means to subvert or even negate aberrant
  powers. Instead, it appears that Chitra Bhanu was
  corrupted by its object of study in the same way that
  aberrants are corrupted by the taint of their powers.
  Under the aegis of Chitra Bhanu, prominent Bombay
  psychologist S. K. Bhurano worked with Proxy Zweidler
  in the early days to lay the groundwork of modern noetic
  science and investigate the parameters of the
  subquantum universe. Chitra Bhanu is also known for its
  attempt to unify Shaivism, Vishnaivism and
  Zoroastrianism philosophically with contemporary noetic-
  quantum physics. The order also funded a number of
  clinics and research facilities for the treatment of Aberrant
  Syndrome and noetic dysfunction.
  Rumors that Chitra Bhanu was “soft” on aberrants
  surfaced in 2107, when “rehabilitated” minor aberrants
  known from the war were sighted visiting the Bombay
  clinic. Over the next two years, stories of “insane” practices
  and “dangerous science” grew, along with the rumor that
  Bhurano had found a cure for Aberrant Syndrome.
  Bhurano’s last public appearance was at the
  first Noetic Conference in 2109, at which she gave
  a lecture on the moral implications of the subquantum
  universe. Shortly thereafter, conclusive evidence gathered
  from multiple sources revealed that the Chitra Bhanu
  organization was in league with aberrants. Instead of
  working to find a defense against aberrants, Chitra Bhanu
  researched means to cloak aberrants’ quantum taint, to
  apply that radiation to human subjects and even to
  amplify aberrant powers still further.
  New Delhi feared aberrant intervention on behalf of
  the Chitra Bhanu. Legions, the Office of Noetic Security,
  Orgotek Operations teams and squads of Norça were
  enlisted to enforce the declaration that Chitra Bhanu cease
  all current activity and submit to full investigation. The
  quantakinetics, including Bhurano, refused to surrender
  peaceably and were killed while resisting arrest. The
  order’s facility was destroyed after readings showed
  massive taint radiation and its Prometheus chamber was
  dismantled.
  Unfortunately, Bhurano destroyed all data files before
  she was killed, and even Orgotek computer experts have
  proven unable to reconstruct more than fragments of
  information. The secrets of Chitra Bhanu appear to have
  died with the order.
  
  ABERRANTS
  58
  ABERRANTS
  — Lectures of Professor Solomon Pringle, Æon Trinity/Proteus Division
  Æon coordinated with those aberrants who retained
  some semblance of sanity — enough, at least, to realize
  that opposing the Ultimatum was folly — and so began the
  Exodus. Aberrants left Earth, supposedly for other planets
  and places that they could reach with their powers. The
  majority required no mechanical support to depart — no
  biosuits or jump ships for them!
  The last we knew of the aberrants was an ultimatum of
  their own: “We’ll be back.” That was 60 years ago. It took
  them a while, but the aberrants kept their word.
  I’m here to make you understand one thing and
  one thing only: aberrants are the single greatest menace
  known to humanity. They are most frightening because they
  were once us — human.
  While everyone must know the depth of evil that
  aberrants represent, as an associate of Æon, you must be
  especially conscious of this. Sooner or later, you will come
  face to face — or what passes for it — with Earth’s 60-year-
  old legacy: an aberrant returned from exile in the unknown
  reaches of space, hell-bent to destroy you, me and the whole
  human race.
  I’m not pulling any punches. Others can hold your hands
  and pat you on the head. I’ll tell you exactly what you’re up
  against, because if you’re going to die, you might as well
  know why. That’s more than can be said for the people on
  Research Outpost Vesta.
  You know the basics: Aberrants were the heroes of the
  21st century. About 100 years ago, the majority were lauded
  like psions are today as the protectors and benefactors of
  humanity. The Æon Society of the time worked with these
  “novas” for the general good. Something went wrong in
  aberrant physiology, though. The source of their powers, a
  structure in the brain — called the Mazarin-Rashoud node
  after the pair who first discovered it — mutated. The vast
  majority abused their powers to ever greater extremes, that
  very abuse accelerating their rate of mutation until they finally
  went mad. Novas no longer, they had become aberrations.
  They were determined to rule the globe, eradicating humanity
  in the process. Devastation followed. Humanity’s fight to
  survive against these things became the Aberrant War.
  They showed no mercy. For every one aberrant killed,
  hundreds — thousands — of normal people, of soldiers and
  civilians, were murdered. The war went on for years because
  people had no choice but to defend themselves or die. The
  aberrant Mungu Kuwasha interfaced with and wiped out
  the global computer network simply because he could. We
  lost thousands of years of cultural, historical and social record
  because of a solitary maniac’s prank. Worse still, other
  aberrants delighted in the prank and took to destroying
  physical repositories of learning. What was to be gained by
  such efforts? Nothing but the insane joy of devastation.
  And that was the straw that broke the camel’s back. Any
  hope of conventional resolution was seen to be folly. The
  Chinese government (with surreptitious assistance from our
  own Æon) handed down the Ultimatum in 2061: Aberrants
  must stop the insanity or everything — everything — would
  be nuked. A bold move, but the Chinese meant it.
  “ALIEN” AUTOPSY
  — Æon Trinity medplex, SubChicago arcology, 7.2.2104
  Repeated tests verify that the “alien entity”
  does possess traces of human DNA. Clinical and
  objective interpretation and recording of findings
  are difficult under these circumstances.
  “Alien” physiology denies biological connection
  to Homo sapiens. Epidermis is a translucent gray-
  pink. The frontal bone of the skull is distended
  severely. The exterior of joints and the spinal column
  sprout what appear to be short, prehensile tentacles.
  Limbs are gnarled and atrophied. Fingers and toes
  are elongated and flaccid, apparently to function
  more like tentacles than human digits.
  Further, reports from the attack on Research
  Outpost Vesta identify other creatures consisting
  entirely of tentacle-like protrusions.
  If this creature was once human, it is about as
  true to its evolutionary origins as Homo sapiens
  are to the primordial ooze from which we evolved.
  Addendum: Æsculapian Proxy
  Dr. Matthieu Zweidler to Æon Trinity
  This creature was once human, one of the
  aberrants returned, as we warned the Æon Council
  would be the case. The cause for the creature’s
  apparent mutation is unknown to us as yet. More
  information will be forthcoming when it is available.
  For now, one fear haunts me: If this was once
  an aberrant, how will we recognize them? The
  aberrants of the 21st century were ostensibly
  human and had the power to change matter and
  energy on an atomic level. If our current attackers
  still possess that power, they may be able to assume
  human appearance. If they cannot do so, why not?
  And if they can do so, are they among us already?
  
  ABERRANTS
  59
  Aberrants Attack Olympus
  — Newsday holobrief © 8.4.2119, GN
  Reports are confirmed that the explosions that occurred
  today on Luna, near Olympus base, were the result of
  aberrant attack — the third in as many days. Military and
  Æon Trinity sources report that at least five aberrant beings
  attacked a military testing installation. Insiders claim the
  base housed one of the experimental new jump ships
  rumored to be in design for some months now.
  The other two attacks were staged against separate,
  apparently unrelated targets: an Orgotek manufacture
  facility on Belt Outpost 17, and an ISRA training institution.
  Most shocking about the attack is the appearance of
  the aberrant thought to be “the Colony,” a contemporary of
  the aberrant Divis Mal. The infamous Divis Mal was the last
  aberrant to leave Earth at the end of the Aberrant War, after
  staging a horrific display of power before the United Nations.
  Courtney Post, Æon Trinity representative, stated,
  “Increased aberrant attacks such as these indicate a growth
  in their power. We don’t know at this time whether there
  is a connection between their targets, or if it is a sign of
  better organization. Rest assured, the Trinity will assist the
  orders in investigating the matter thoroughly.”
  Ms. Post did not confirm whether it was, indeed,
  the Colony returned. If it was, this reporter wonders if
  Divis Mal still lives — and, if so, how long can it be before
  he returns as well?
  ABERRANT ATTACK >>> GN NEWS ARCHIVE
  Their first new attack on the human race was at
  Research Outpost Vesta. I lost two Trinity colleagues
  that day, including my wife. I hate the aberrants with
  every fiber of my being. Don’t think that this blinds
  me; rather, it does the reverse. I can face without
  flinching the full evil of these beings, and I give these
  lectures to make you see that evil as well.
  Vesta was only the beginning. Strikes continued
  always on isolated stations and colonies, always using
  hit-and-run tactics. At first, we didn’t know what was
  attacking. We had yet to encounter alien races in our
  explorations, it seemed that we had finally made first
  contact, and it was hostile. However, “alien” tissue
  gathered proved that these beings were, in fact,
  human. Apparently years of inbreeding, festering in
  exile and their insanity-made-manifest (a mutation
  now called Aberrant Syndrome or “taint”) turned the
  aberrants into absolute monstrosities.
  The majority of aberrant attacks focus on the orbital
  stations and colonies at the borders of settled human
  (and qin, as it turns out) space. Aberrants are becoming
  better organized, though, their assaults striking with
  greater frequency and further into our space — on
  the orbital stations, on Luna, on Earth itself.
  The devastating attack just a few years ago on
  the space station Esperanza and the resulting deaths
  of millions of Europeans is undeniable and terrifying
  proof of how close that aberrants can get to us. As is
  their recent attack on our station orbiting Luna. How
  did the aberrants know we had a jump ship base there?
  How did they know to strike when the ship was about
  to start testing? And, perhaps the most frightening
  question of all, are the aberrants of old still alive and
  out for revenge?
  Questions with no answers. That’s why Æon needs
  you, why humanity needs you. Aberrants’ powers
  seem to defy the laws of physics themselves. Just like
  a century past, aberrants can will something into
  existence on an atomic level. From what the noeticists
  say, while psions can’t break physical laws, they can
  still bend them with strength of will alone. Singly, a
  psion is not as strong as most aberrants. But, together
  — and with the aid of other Æon associates — we
  have the strength of unity.
  Æon is counting on you, but you can count on us,
  too. We are your lifeline. You can call upon Æon for
  backup, to seek information from our data banks, to
  get equipment that you absolutely need to carry on
  the fight. We have bases and agents across Earth, the
  moon and throughout known space.
  We must carry the fight to the aberrants. Drive them
  from Earth — from the galaxy — once and for all.
  
  ABERRANTS
  60
  Typhon. Briareus. Cronus. Ymir.
  These are the gods, emblems of the ideas that raise
  humans above their animal roots and reflections of the
  fears that lower humans back into the slime. And yet
  even the gods sprang from the titans, the giants, the
  primordial monsters in the dark.
  It’s an old myth, really, an id kind of thing. Father
  sires son; son rebels against father; son supplants father
  — the Greeks even threw in a castration scene — son
  takes mother, son throws emasculated daddy in
  lightless dungeon, cue the wailing and gnashing of
  teeth. And the Old Ones, the Titans, the Jotun, the
  primordial, inchoate Things, they stay in Sheol or
  Niflheim or Tarterus, never — well, almost never — to
  trouble the New Order again.
  On January 28, 2104, out in the dark beyond Saturn,
  our titans came home from Tarterus.
  The Titans Return
  — Textfile excerpt: Paolo Herren, Twilight of the Gods © 2116 Sirius Press
  Every schoolchild learns the Speech of Divis Mal, right
  up there with the Lagos Manifesto. The world lost much of
  its history in the Aberrant War, but this we shall never forget.
  The archfiend itself, bullets atomizing around its too-perfect
  body, ionic hellfire blasting the secretary-general to a
  twitching skeleton as it spoke, culminating in that immortal
  line: “Your legacy is our future.” It raised its fist, like some
  old newsreel Nazi or Nation of Islam leader, and let the
  secretary-general’s bones collapse around its feet, a god
  casting dice for our destiny. And then, from all over the world,
  they rose into the sky like the aurora borealis, and were gone.
  Only the old-timers remember the Aberrant Age. From
  what I hear — not that getting anything out of ‘em’s easy, ‘cause
  even with Æsculapian science, they’re getting a tad senile — it
  was an age as wondrous and terrifying and… well, golden… as
  any “once upon a time.” I mean, you had the normal people
  like you and me, and among them walked gods.
  Yeh; gods. I know what some
  of you are thinking: “Right, Herren.
  Aberrants were human beings just
  like the rest of us. They just had
  that little structure in their forebrain
  — that Mazarin-Rashoud node —
  that let them do….”
  Anything.
  Any damned thing they
  wanted.
  Don’t tell me that didn’t turn
  you on as a kid. You may have
  looked at those old VRs of T. Rex
  or the great whites before we
  drove ‘em extinct, seen those
  teeth like industrial grinders, and
  been scared. But you thought it
  was cool. You imagined your
  enemies shredded in the
  monsters’ maw, and you
  thought, “I wish I was a predatory
  machine of doom, feared by all
  who dare to cross my path.”
  “Y OUR LEGACY IS OUR FUTURE.” >>> D IVIS MAL AT U.N. 2061
  
  ABERRANTS
  61
  So you watched the footage. You interacted with aberrant
  sites on the local OpNet and you logged onto New York 2020.
  You and your friends ran around in the arcos, screaming out
  atomic disruption noises, pretending you were The Blood
  Queen, Caestus Pax, Totentanz.
  I know I did. I was Overkill. My friend was Maxx Mauler.
  Every weekend in Luna Park we bombarded each other with
  imaginary rays from the wrong side of the electromagnetic
  spectrum, and then, when the sun went down, we went
  home for dinner.
  The scientists at Research Outpost Vesta aren’t coming
  home for dinner.
  After the aberrants left the planet, we… well, we forgot
  about ‘em. Like that asteroid that can theoretically rain down
  on us like the wrath of God and smash us into sediment with
  the dinosaurs. Objectively, we know it’s out there.
  Objectively, we know that planets do get hit by celestial
  bodies, and that if this happens, our time is over. In practical
  terms, we don’t want to think about the possibility of bad
  things happening, so we ignore it.
  The scientists at Research Outpost Vesta paid for this
  ignorance with their lives.
  I wonder what went through those poor fools’ minds
  when they picked up the perimeter alert and saw those things
  plowing through the void under their own power, without
  life-support suits? When they deployed the defenses and
  watched the things cut through ‘em like paper? When they
  heard the creaking of metal, and realized the things were
  ripping the whole station apart like a house of cards?
  Wonder if the poor fools ever figured out why it
  happened? Far as we can tell, it was all to deliver a message.
  Vesta killed one of the things. Just one. They had to hit it
  with a heavy coilgun. Sure, their lasers and whatnot wounded
  a few, but didn’t slow ‘em down much. In the end, only one
  was dropped, and that required a damned antitank weapon.
  And the rest of ‘em, at that point, chose to leave. Scared?
  Or did they just feel they’d made their point?
  That point being, I think, was “we’re coming back, and here
  we are.” There’s going to be a war — a revolution. Or maybe an
  evolution. You know, looking at that footage of Research Outpost
  Vesta, I feel an awful lot like a Neanderthal right now.
  You see, we don’t know what happened to them out
  there in the dark. Because that bit of Homo sapiens DNA we
  recovered from the dead aberrant’s carapace was the only
  thing about it that could pass for human.
  VESTA ATTACK > CAMERA 14
  
  62
  Hyper-fusion
  — Dr. Astra
  Schache, Under the
  Microscope © 2118
  OBC
  So-called hyper-
  fusion was invented
  in the early 21st
  century 
  and
  revolutionized all
  aspects of power
  production 
  and
  consumption. The
  ability to generate
  electricity sufficient
  to power a town, in
  a device no larger
  than 
  a 
  typical
  bathroom, 
  was
  liberating to say the
  least.
  The 
  fusion
  process begins
  with the extraction
  of deuterium (heavy
  hydrogen, often
  called 
  “deuce”)
  from water, which
  is channeled into a
  B i r l e s m e
  c o n t a i n m e n t
  chamber where it is
  brought 
  to
  t e m p e r a t u r e s
  exceeding 
  one
  million degrees
  Celsius, and forced
  to fuse.
  While efficiency
  has 
  not
  a p p r o a c h e d
  theoretical limits,
  even a modest
  trickle of water
  contains enough
  energy to provide
  power to a medium-
  sized 
  building.
  Compared 
  to
  archaic sources of
  power such as
  fission and fossil
  fuels, hyper-fusion
  is extremely clean
  and relatively safe.
  Humans are wonderful, adaptive creatures.
  We have survived centuries of warfare, strife,
  famine, plague and pestilence, and emerged
  stronger from adversity. Among our most recent
  achievements, we have crawled from the surface
  of Mother Earth and have set foot among the stars.
  We have confirmed the existence of alien races.
  We have unlocked humanity’s psionic potential. Our
  future stands before us, filled with potential.
  However, overshadowing this promise is a
  threat greater than any ever faced in our long,
  tumultuous history: the return of aberrants. To
  truly understand this danger, we must look to our
  past. For, despite all our accomplishments, we
  are prone to repeating our mistakes.
  Indeed, that is one of the primary reasons
  why the Æon Trinity was founded. The organization
  has helped steer humanity’s course for two
  centuries, to stay on the high road during times
  of hardship and to help humanity arrive at its fateful
  destination.
  Only by understanding the errors of the past
  and the events of the present can we hope to
  gain command of our future.
  Times Past
  With the Æon Trinity’s establishment two
  centuries ago, it was hoped that a handful of
  knowledgeable visionaries would lend their talents
  to benefiting humanity’s future. The immediate
  results were not as rewarding as hoped; the social
  and political forces that led up to the Second World
  War, for example, were already in motion and
  impossible to stop. Still, Æon’s subtle
  maneuverings and charities affected the conflict’s
  course. As the decades passed, the organization
  grew in members, influence and wisdom, and
  offered guidance and wisdom to the world.
  This isn’t to say that Æon could unify humanity
  to withstand any adversity. If that were the case,
  the greatest tragedy of our race’s history would
  never have come to pass — aberrants would never
  have grown into the menace they became. Still,
  with Æon’s help, humanity did fend off that
  greatest of all threats.
  Unthinkable as it may seem today, the early
  21st century portrayed aberrants as wondrous
  beings. Aside from performing pyrotechnic
  displays and feats of strength, aberrants were
  responsible for societal advancements. The
  ubiquitous modern energy source known as hyper-
  fusion was developed in 2022 by Dr. Soguk
  Birlesme — a brilliant man later proven to be an
  aberrant. His revolutionary energy conversion
  process was a key component of the United
  States’ first fusion-powered spacecraft, unveiled
  only two years later.
  Indeed, hyper-fusion was the means to building
  viable intrasolar colonies. Various organizations
  
  63
  developed plans for orbital colonies at the
  Lagrange points and on Luna; the U.S. led the
  way, establishing Olympus Base near the Moon’s
  south pole in 2031.
  As more aberrants emerged, and their
  manifestations grew increasingly bizarre and
  frightening, they revealed a previously hidden
  malevolence (later termed Aberrant Syndrome).
  The overwhelming evidence we gained from the
  study of aberrant evolution proved that whenever
  this so-called taint grew in an aberrant, the being
  became insane — megalomaniacal and sociopathic.
  Aberrants took over organized crime, infiltrated
  military systems and manipulated religious cults
  — not to mention indulged in numerous
  indiscriminate acts of destruction and cruelty.
  The Aberrant War
  Initial attempts to keep aberrants in check
  failed. Their powers enabled them to perform
  atrocities only to disappear again. Most could
  elude even the OMEN satellite system.
  It’s erroneous to think of aberrants as a single,
  unified group, even today (although their attacks
  seem to be growing larger, better organized and
  more strategic since the reappearance of “the
  Colony” in 2119). Decades ago, aberrants were
  a diverse minority, separated from one another
  by geographical location, social upbringing,
  religious philosophy and individual temperament.
  Aberrants were for the most part unified in only
  one thing: their devastating powers.
  They had not yet developed the massive
  physical mutations that mark aberrants today.
  They were virtually impossible to find unless they
  called attention to themselves. Others were so
  powerful that they stood in plain sight and dared
  humans to challenge them.
  One of the most notable was “Allah’s Legion”
  — an aberrant-controlled religious group — which
  seized control of the African island Bahrain in
  2046. Whether the group’s leader, Abdul Masiq,
  truly believed in the group’s religious tenets or
  simply used zealous aberrants to further his own
  agenda matters little. The group’s actions
  motivated governments and corporations to
  organize defenses and plan unified retaliations
  against aberrants.
  While it seems amazing that humanity waited
  so long to address the aberrant peril, remember
  that we were dealing with previously unknown
  circumstances. It took some time for our
  grandparents to understand the situation’s
  severity.
  The United Nations declared war on the
  aberrant population in 2049. It’s difficult to
  understand what it was like to live in that era. While
  we can comprehend the travesties of war and man’s
  inhumanity to man on an intellectual level, how do
  The
  Destruction
  of the
  Information
  Superhighway
  — Dr. Kieran Baxter,
  The Technological
  Age © 2110
  Walkabout Press
  By 
  the 
  first
  decade of the 21st
  century, the so-
  called “Internet” had
  evolved 
  into 
  a
  complex and highly
  interactive optical
  network. 
  The
  “OpNet” was a global
  communications
  web considered
  invulnerable 
  to
  power fluctuations,
  electromagnetic
  pulses and other
  t e c h n o l o g i c a l
  nightmares. Aside
  from its protective
  capacity, an optical
  network increased
  the information flow
  by 
  orders 
  of
  m a g n i t u d e
  compared to that of
  the copper wiring
  used previously. It
  was a time of
  incredible liberation
  and 
  exchange
  among 
  global
  cultures.
  Then, in 2061,
  one man flooded
  the entire OpNet
  with the prosaically
  termed “electro-
  optical 
  pulse.”
  Mungu Kuwasha
  used his powers to
  transmit 
  data-
  destroying energy
  through the optical
  lines supposed to
  resist just such
  assaults. He literally
  hopped his pulse
  through the OpNet
  and into millions of
  computer systems,
  not only wiping clean
  average household
  computers, but even
  the most heavily
  p r o t e c t e d
  government and
  corporate networks.
  A single aberrant’s
  maliciousness cast
  i n f o r m a t i o n
  technologies from
  near-instantaneous
  communications
  between 
  almost
  everywhere on Earth
  and in orbit back to
  the 
  isolated
  computer systems
  that are still in
  operation today.
  Decades’ worth of
  h i s t o r i c a l ,
  t e c h n o l o g i c a l ,
  scientific and cultural
  information was
  erased in an instant.
  Even half a century
  later, millions of
  i n f o r m a t i o n
  technicians have
  been able to recover
  only a fraction of the
  lost 
  data.
  Communications
  technologies were
  thrown 
  back 
  a
  century.
  And why did the
  aberrant do it? He
  simply wondered
  what would happen.
  Fortunately, the
  Æon Trinity has
  proven instrumental
  in restoring many
  histories 
  and
  archives that were
  lost with the OpNet.
  The Trinity’s 200-
  year 
  legacy 
  of
  observing 
  and
  recording events has
  proved instrumental
  to our understanding
  of the past.
  
  64
  we account for the sheer viciousness and
  randomness of some attacks? What was the point
  of attacking commercial airlines — acts that
  destroyed intercontinental air travel for decades?
  What did the aberrant clan known as “the Outsiders”
  gain by dumping l.-ribopropylmethionine (RPM) into
  remote water supplies across the globe, dissolving
  the nervous systems of peasants and nomads far
  from any medical care? And was Wycoff’s self-
  immolation and subsequent spread of taint radiation
  — what we now call the North American Blight — a
  result of him losing control of his powers, or some
  degenerate desire to leave his mark?
  Similarly, we may never understand why an
  unnamed aberrant raised a tidal wave that flooded
  the Florida coast. Or why Geslav rendered 90%
  of the Russian nuclear reactors inert yet left the
  region’s warheads armed. And even though the
  self-proclaimed “Space Brigade’s” surprise
  takeover of Olympus in 2049 made excellent
  tactical sense — giving aberrants control of near
  orbit — the group seemed content to stay on Luna
  and simply observe the conflict on Earth.
  Almost as tragic as the loss of millions of lives
  in those 12 years was the massive information
  loss. Satellites, transmitters, computer networks,
  even libraries and printing presses fell victim to
  aberrant (and human) attacks. We may never
  know of the worst, most horrible acts perpetrated
  in this time.
  The Ultimatum
  and the Exodus
  While the rest of the world fought aberrants,
  China went comparatively unscathed. Its only
  participation in the war was to deny known aberrants
  entry into the country. What China did behind the
  scenes to avoid aberrant attacks is still unknown.
  China devoted tremendous resources to
  developing space technologies. In 2053, China
  launched the Xingyang Sujia, the first
  interplanetary craft with a human crew, headed
  for Mars. China continued to set the standard
  for space development despite the United States’
  and Russia’s attempts to catch up. By 2061,
  China had several hundred orbital craft, three
  orbital stations and seven huge (at that time)
  cruisers in space.
  Then, upon the destruction of the OpNet,
  China put the Aberrant War to an end. In 2061,
  with more than 500 craft in orbit around the Earth
  and Luna — all armed with fusion warheads —
  China announced that it would launch a full-scale
  nuclear strike if the aberrants did not cease their
  attacks immediately. China had even established
  what was then known as a “deadman switch”:
  The strike would take place automatically if periodic
  signals were not sent to stop it.
  — Radio
  communication
  pirated from OMEN
  Low-Earth-Orbit Relay
  Station 2, Eau Claire,
  WI, 7.9.2061.
  OMEN LEO Relay
  2: …seem to be
  holding position. Sir, if
  the Chinese were
  going to do some-
  thing, wouldn’t they
  have done it by now?
  NORAD: You’re
  not 
  paid 
  for
  commentary, Relay
  2. Just keep your
  sensors on that—
  OMEN LEO Relay
  2: I’m picking up a
  spatial disturbance
  — it’s approximately
  500 yards off one of
  the Chinese fusion
  p l a t f o r m s !
  Redirecting orbital
  cameras.…
  NORAD: What do
  you see, Relay 2?
  Are they activating
  something?
  OMEN LEO Relay
  2: Visual should be
  online in a few
  seconds. The spatial
  reading 
  has
  stabilized. Visuals
  directed 
  toward
  target… now. Holy
  shit! 
  There’s
  someone outside the
  platform! It looks like
  he’s wearing some
  sort of… armor. No!
  It’s an aberrant!
  NORAD: Repeat
  last transmission.
  Repeat.
  OMEN LEO Relay
  2: He’s tearing into
  the platform’s hull
  with his bare hands!
  NORAD: Alert: all
  OMEN relay stations.
  Perform a long-
  range sweep for
  spatial disturbances.
  OMEN LEO Relay
  2: Sir! I have a
  comm blackout to
  all OMEN satellites
  in LEO Alpha Prime!
  That’s 
  four
  satellites offline!
  NORAD: Relays
  1 and 4 report an
  EMP in LEO Alpha
  Prime, Relay 2.
  Looks like the
  Chinese lit up a
  platform.
  OMEN LEO Relay
  2: Oh, God!
  NORAD: Keep it
  together, Relay 2.
  Everyone keep it
  together. 
  The
  Chinese have the
  ball. Let’s hope they
  decide to keep
  playing.
  
  65
  WYCOFF EXPLOSION > GN NEWS ARCHIVE 2054
  It appeared that China was willing to sacrifice
  the entire planet to end the war. The nation’s
  leaders did not care how it was resolved;
  aberrants could surrender, face execution or even
  colonize and stay on Luna — China’s proudest
  and most brilliant would be safe aboard the fleet.
  The aberrants spurned the options offered them.
  Instead, they left the solar system entirely. But
  even in that they didn’t go quietly; it took a foolhardy
  aberrant to trigger a retaliatory strike on Bahrain
  to prove that China meant business.
  It is assumed that the majority of aberrants
  followed those with a “warping” ability to small
  bases established previously on distant planets.
  While we may never know the aberrants’ final
  destination, we shall never forget the declaration
  from Divis Mal, just prior to the Exodus. The being’s
  appearance in the relocated United Nations was
  met with surprise and panic. The aberrant posed
  for the cameras to give its final statement to the
  people of Earth: “Your legacy is our future.”  With
  Divis Mal’s declaration, the Aberrant War finally
  came to an end.
  In the aftermath of these dramatic days, after
  12 years of brutal conflict, one question remained:
  Why did China order its fleet to stand down after
  the aberrants departed? China was in a position
  to control Earth and all of near space, but chose
  not to proceed. What reasons did the Chinese
  government have to release us from its iron grip?
  The Crash
  The Aberrant War’s incredible toll was more
  than emotional or physical. The resources of entire
  regions were depleted, as demonstrated by the
  loss of much of the former United States’
  The
  Ultimatum
  Broadcast
  — GN, 7.9.2061
  We have just
  r e c e i v e d
  confirmation that
  the 
  aberrant-
  controlled island-
  nation of Bahrain
  has been destroyed
  by a calculated
  nuclear strike. The
  attack came from a
  Chinese 
  orbital
  craft, armed with an
  estimated six fusion
  warheads. Details
  are still unclear at
  this time, but it does
  appear that the
  entire island has
  been destroyed.
  We expect a
  response 
  from
  Chinese officials
  within the hour. In
  the interim, they
  have released a
  p r e l i m i n a r y
  statement. It claims
  the Bahrain strike
  was in retaliation for
  an aberrant attack
  on a Chinese orbital
  platform. Further
  signs of aggression
  from aberrant or
  human forces will
  supposedly be met
  with a full-scale
  nuclear attack on
  the entire planet!
  I’d like to take a
  moment to appeal
  to all aberrants and
  government forces
  watching 
  this
  broadcast. 
  It
  seems the Chinese
  government is fully
  committed to its
  ultimatum. I urge
  you, please find a
  peaceful resolution.
  Humanity’s fate
  rests in your hands.
  
  66
  Microgravity
  — Excerpt: Let’s
  Explore Space!
  interactive holo ©
  2099 Alpha Software
  36. Where would
  you 
  find 
  zero-
  gravity?
  a. In space
  b. In a vacuum chamber
  c. Nowhere
  d. Answers “a” and “b”
  Correct answer: “c.”
  Since each object in the
  universe has at least
  some mass, everything
  exerts gravitational
  force to some degree,
  however slight. As a
  result, there is no true
  “zero-gravity.”
  The extremely weak
  gravity found on a space
  craft or other small
  extraterrestrial object is
  properly 
  called
  “microgravity.” However,
  the term “zero-g” is often
  used instead, and only
  the most particular
  individual is disturbed by
  its substitution.
  agricultural regions, urban centers and financial
  wealth. Electronic networks were destroyed beyond
  repair. Information technologies were isolated and
  fragmented, and protected fiercely as a result.
  Three additional pressures — the Urban
  Schism, the Communication Frequency
  Constriction (or Comm Crunch), and the Orbital
  Expansion — also weighed on human society.
  The Urban Schism
  In the wake of the Aberrant War, survivors
  clustered in groups to create communities. They
  did so in part for safety in numbers, but also to
  gather strength to take the territories and
  resources of other survivors. This phenomenon
  occurred on a small scale as bandit gangs fought
  over ravaged turf, and on an international level as
  shattered countries squabbled over scraps of land.
  The “Urban Schism” arose because of a division
  between the wealthy and poor that existed even
  before the world economy collapsed. Once it
  became possible for individuals and groups to own
  hyper-fusion energy sources — and these groups
  could remove themselves from the remains of
  society — the Schism progressed rapidly.
  While it swept the globe to varying degrees,
  the Urban Schism occurred primarily in the
  Western Hemisphere. Groups moved out of North
  American and European cities and into remote
  areas, and eventually into orbit as land became
  prohibitively expensive. Australia was also an
  important influence on this mass emigration. The
  oft-forgotten continent reversed its previous
  isolationist policies and encouraged the
  dispossessed and destitute to start a new life
  “down under.” The campaign worked marvelously.
  Australia’s population swelled to twice its previous
  size in less than five years. Relocation to the
  Outback enclaves, as all middle-class communities
  have since become known, only slowed when other
  nations pursued intrasolar colonization (and
  Australia’s own resources became strained).
  The shift in populace changed the very society
  of the world’s cities. The wealthy created energized
  arcologies. The poor, forgotten at the feet of the
  rich, eked out an existence as servants and
  maintained the metroplexes. Those unfortunate
  souls without the talent or luck for even that
  minimal level of subsistence scrabbled for survival
  in the husks of the once-thriving cities.
  These social disparities exist even today,
  intensified by 60 years of cultural stratification.
  No single social class gives much thought to the
  others anymore, except as potential threats to
  its own safety.
  The Comm Crunch
  With the loss of the OpNet as a means of
  unlimited, instantaneous communication, the world
  was forced to resort to old-style transmitted
  
  67
  communication systems. Human society went from
  free information exchange to limited transmission
  bands and jealously guarded secrets.
  Communications technologies eventually reached
  a hard limit; there just weren’t enough radio
  frequencies to be had (or so governments claimed).
  Signal splitting and duplex amplifications could do
  only so much, and the proliferation of cellular
  phones and other link-users were in danger of
  overwhelming communications systems altogether.
  Governments therefore imposed hard regulations
  and heavy taxes on cellular links, creating a reliable
  source of revenue for the financially strapped
  bureaucracies. (Even today, patching a call from Sào
  Paulo to Olympus costs a small fortune, and that’s
  only if the frequency link can be rented.) These
  limitations also went a long way toward insuring that
  governments and the affluent maintained access to
  and controlled communications, while the rest of the
  population did without.
  Today, people go uninformed beyond what those
  in control of communication systems choose to
  broadcast. Limitations on communications capabilities
  put transmitting on a late-20th century level. People
  also live in a state of fear lest too many systems be
  linked together and provide an opportunity for data
  and systems to be destroyed again. Access to the
  restored OpNet is limited even at the university and
  government levels. Only the media claves link through
  multiple networks, and even their transmissions are
  timed and monitored rigidly.
  Orbital Expansion
  The most progressive movement in the wake
  of the Aberrant War was humanity’s widespread
  departure from Earth. The development of
  gravcrystals in 2071 made it feasible for normal
  people to live and work in space.
  Previously, small stations had to rely on short-
  shift rotations, and woe to the worker who stayed
  too long! Automated stations also proved
  ineffective without human intervention.
  Once microgravity environments became safe
  for humans, companies started recruiting people
  to go off-planet. Considering the price of land on
  Earth at that time, not to mention the devastation
  of the European, Middle Eastern and North
  American landscapes, it’s easy to understand how
  this lifestyle was tempting. Individuals bought into
  a colony or research organization and were shipped
  to the colonies where their new jobs and homes
  waited. Once colonies had sufficient populations,
  they were more or less self-sustaining, especially
  once their function — manufacturing, mining or
  research — got underway.
  Attention diverted across the globe to the
  colonization of space was the catalyst for resolving
  wars and strife on Earth. Former squabbles and
  earthly interests seemed petty to nations capable
  Transmissions
  in the 22nd
  Century
  — Cori Heisler, The
  Painful Truth ©
  2119 MMI
  S
  i
  n
  c
  e
  transmissions that
  don’t travel via an
  optical cable or
  other 
  physical
  conduit are taxed
  and 
  monitored
  heavily, 
  an
  u n r e g i s t e r e d
  broadcast is bound
  to 
  catch 
  a
  g o v e r n m e n t ’ s
  attention — and
  feel its wrath. Of
  course, this doesn’t
  stop people from
  t r a n s m i t t i n g ,
  whether 
  via
  t e c h n o l o g i c a l
  device or psi talent,
  without a license.
  Doing so puts the
  offender at risk.
  U n a u t h o r i z e d
  transmissions can
  incur thousands of
  yuan in fines. More
  severe 
  laws
  demand 
  jail
  sentences 
  of
  months or even
  y
  e
  a
  r
  s
  .
  Governments don’t
  take kindly to those
  who poach one of
  their 
  richest
  revenue sources.
  Holograms
  — Dr. Kieran Baxter,
  The Technological
  Age © 2110
  Walkabout Press
  H o l o g r a m s
  project visible three-
  d i m e n s i o n a l
  images, without
  need for a screen.
  Computers 
  and
  most forms of
  entertainment use
  holograms as a
  standard output
  format. Projecting a
  hologram that is
  indistinguishable
  from reality, or that
  has frequencies
  outside of visible
  light is illegal. All
  holoprojectors are
  incapable 
  of
  breaking these laws
  without 
  skilled
  modification.
  Simulated reality
  games, also called
  “holosims” or “sims,”
  use 
  holograms
  extensively. Licensed
  game arcades are
  permitted to use
  r e a l i t y - g r a d e
  projectors.
  Most authorities
  have goggles that
  screen out most
  standard hologram
  p r o j e c t i o n
  frequencies.
  
  68
  — Excerpt: audiofile; voice
  unidentified — 17.7.2119
  I must admit to some
  curiosity, though. Could our
  early members have somehow
  been responsible for creating
  the proxies? Could previous
  Trinity members inspire so
  much hope for an era of human
  enlightenment that what the
  proxies have referred to as their
  “benefactors” 
  came 
  to
  investigate?
  The proxies claim (and I
  wonder why we believe them)
  that they’re helping us fight
  aberrants. But evidence —
  circumstantial, granted —
  suggests that the aberrants’
  return and the proxies’ first
  appearance and efforts to
  establish the orders occurred at
  the same time.
  Timing aside, what about
  the larger issue: Just what is this
  quantum “taint” that pushed
  aberrants over the edge years
  ago, and does it continue to
  affect humanity — or even the
  psions?
  of venturing into space for territory, resources,
  wealth and trade — commodities that wouldn’t
  have to be fought for in the vastness of unclaimed
  space. Even small or unstable countries were able
  to join the space movement as they made alliances
  rather than declared wars, and joined their
  neighbors on orbital and deep-space ventures.
  The development of pseudo-gravity marked a
  new direction for humanity after the devastation
  of the Aberrant War.
  The Aberrant Return and
  the Rise of Psions
  There is no way to describe the collective
  dismay, horror and terror felt when aberrants
  returned in 2104. Most assumed that they
  wouldn’t come back for several generations, if
  ever. Many hoped that Divis Mal’s threat was
  empty. Yet less than 50 years after their Exodus,
  the aberrants are back.
  There is hope, though. Many people admit
  that, as odd as the psions can seem, they have
  proven to be our best hope in this time of need,
  and the Æon Trinity has stood beside them since
  their emergence. Indeed, Æon recognized the
  instrumental place that the orders had in
  humanity’s survival, and worked with
  the proxies to find them a home
  among the world’s peoples.
  The Legion was the first order to
  reveal itself to the world when
  psychokinetics drove aberrants from
  Sydney Spaceport. The Legionnaires have
  since proven to be stalwart warriors, but
  certainly not the only ones. Orgotek uses
  electrokinesis to explore the noetic
  science of biotechnology. The Æsculapian
  “docs” are always on hand to aid the
  injured and destitute. And of all the things
  that the clairsentients of ISRA can
  perceive, it is perhaps the very approach
  and proximity of aberrants themselves
  that makes these psions indispensable.
  The psions’ dedication to protect
  humanity from aberrant assault wins
  them favor among humans, even among
  the skeptical. The psions’ possession of
  powers seemingly like those of the
  aberrants of old creates concern that
  a new destroyer walks the Earth. How
  long will it be before these psions turn
  on those whom they profess to defend?
  Valid fears, but ones that have been
  assuaged as psions integrate
  themselves among human friends,
  societies and countries and continue
  their relentless commitment to protect
  humanity for 16 years and counting.
  
  69
  Yet despite all psion efforts, the most
  significant and tragic event to occur in recent
  history was the crash of the orbital station
  Esperanza in late 2114. Apparently, an Orgotek
  craft in near space intercepted some kind of
  aberrant transmission of an imminent attack on
  the European Commonwealth’s shining post-war
  achievement: its very own space habitat in Earth
  orbit. Sadly, the psions’ effort could not save the
  station.
  During the attack, tremendous forces moved
  Esperanza from its stable L1 Lagrange point. Even
  the station’s advanced stabilizing thrusters weren’t
  enough to resist the aberrants’ concerted power,
  and it tumbled toward Earth. Gravitational and
  re-entry stresses and the attack itself
  tore the Esperanza apart; it fell in pieces
  over the Atlantic and crashed to Earth
  over much of France and parts of Spain,
  as well as over various parts of Western
  Europe. Millions were killed instantly, and
  France remains a largely uninhabitable
  wasteland even years later.
  In the wake of the tragedy, it was
  discovered that all members of the Upeo
  wa Macho psi order had disappeared. Like
  the Esperanza disaster, this loss had
  immeasurable impact. The teleporting
  psions had become humanity’s means to
  deep space. Their efforts allowed colonies
  and stations to be established far from
  Earth, much farther than could be traveled
  by conventional means in any reasonable
  time frame. When the Upeo disappeared,
  so too did humanity’s connection to its
  colonies.
  “L EGION TRIUMPHANT”  > SYDNEY SPACEPORT LOBBY MURAL
  — Excerpt: audiofile; voice
  unidentified — 12.5.2106
  In order for the orders to be
  integrated, we must sculpt an
  image for them based on
  society’s needs. The psions must
  be perceived as everything that
  aberrants are not. We must work
  against that foil. The orders also
  have to prove their dedication in
  a visible forum. But, to
  accomplish any of our goals, the
  orders must present a unified
  whole. If they don’t appear to be
  united, why would anyone rally
  around them?
  Career Day
  — Jemma Kerlious,
  Grade 11, Maya
  Anjelou High School,
  San Francisco
  Arcology
  I wonder if I
  might ask a few
  questions about
  Esperanza?
  What we know
  seems so vague,
  even after this long.
  Ever since the
  Legion won against
  the aberrants at
  Sydney, 
  other
  orders 
  have
  appeared publicly.
  But how did the
  electrokinetics know
  the 
  Esperanza
  attack was going to
  happen? Orgotek
  claims it heard an
  a b e r r a n t
  transmission, but
  that seems awfully
  simple.
  I have to think
  there must have
  been some kind of
  advance warning.
  But if that’s so, from
  who? ISRA? The
  Ministry? Why didn’t
  they get more help to
  stop the attack? The
  other thing is to say
  that Orgotek is
  related to aberrants,
  but that’s ridiculous.
  The electrokinetics
  have proven just as
  brave 
  as 
  the
  L e g i o n n a i r e s .
  Personally, I think
  they developed some
  kind of psiware that
  let them tap into
  a b e r r a n t
  communications.
  Don’t suppose you
  could 
  support
  that…?
  And why did the
  Upeo wa Macho
  disappear? Why the
  whole 
  order?
  Where did the
  teleporters go? Are
  they alive? How
  come they haven’t
  come back?
  
  70
  Psions:
  Messiahs or
  Menace?
  — Carlos Viminez,
  Journal © 2112
  MMI
  Disaster has not
  spared 
  the 
  psi
  orders. There were
  eight initially. Chitra
  Bhanu, the so-called
  “quantakinesis order,”
  was said to have
  been partic-ularly
  effective at searching
  out aberrants, but its
  members reportedly
  fell victim to Aberrant
  Syndrome — the
  taint.
  Psion 
  repre-
  sentatives claim that
  Chitra 
  Bhanu
  sensitivity 
  to
  aberrants 
  made
  them vulnerable to
  the same derange-
  ment that afflicted
  aberrants in the early
  21st century. We
  understand that the
  other orders — acting
  on direction from the
  proxies — eliminated
  all Chitra Bhanu
  psions. We have also
  been assured that
  spread of Aberrant
  Syndrome to other
  psions is impossible.
  Of course, these
  assurances are only
  valid until more psions
  are infected by the
  taint. After the
  aberrant attack on
  Sydney, during which
  the orders made their
  first appearance, we
  were told that psions
  were not aberrants,
  not mutants, but
  humanity’s ally. Yet
  here we are six years
  later and one order
  short. Who knows
  what might be next?
  ESPERANZA CRASH >>> ORGOTEK ARCHIVES
  REPERCUSSIONS OF THE
  ESPERANZA CRASH AND
  UPEO WA MACHO DISAPPEARANCE
  Æon Trinity Debriefing,
  Neptune Division
  Subject: Ministry agent Chen Li
  I was a recent graduate of
  Shanghai when the space station
  crashed and the teleporters
  disappeared. If you are aware of
  how our powers work, you
  understand that our senses of our
  surroundings have limits. I can
  normally sense strong changes
  in noetic energy within a few
  miles. That is all.
  When Esperanza crashed and
  the Upeo disappeared, even I felt
  something — half a world away!
  The deaths of so many people
  affected every psion at that time.
  A wave came over me, a terrible
  feeling of dread. I reported to
  duty immediately and found that
  I wasn’t the only one — we all
  felt it, some more than I. My nose
  and ears bled for days. I knew
  some who went into comas.
  They say that having these
  powers is a blessing. I am pleased
  to serve my country and my
  people, but there is a price to pay.
  Being in touch with the movement
  of things, with changes in energy
  — with life and death — can be…
  overwhelming. It is not always a
  pleasant world.
  But even when handed a major setback like
  Esperanza’s loss — and the European
  community’s hope to reestablish itself in the
  galactic sphere — humans prove remarkably
  resourceful and ingenious. Æon Trinity and
  several orders, with assistance from various
  world governments and even the stranded qin,
  spent years modifying teleportation biotech and
  developing new psiware to interact with it. The
  resulting “jump ships” started testing in late
  2119… and resulted in an accidental encounter
  with yet another alien race.
  Alien Contact
  Perhaps by coincidence or due to some
  cosmic design, just as humanity struggled to
  comprehend the return of aberrants and the
  emergence of psions, we made first contact with
  an alien race — the qin — in 2107. The aliens
  were received with both fear and joy. Thus far,
  relations have proven friendly; in fact, both races
  have established embassies on each other’s
  worlds. Unfortunately no one, not even the qin,
  could have anticipated the loss of communication
  with our respective embassies when the Upeo
  wa Macho, who made first contact possible,
  disappeared. We must be confident that our joint
  expedition back to the qin homeworld, Qinshui,
  will be successful in re-establishing contact. We
  can only hope the qin will understand that the
  abrupt termination of relations was due to
  aberrants, our mutual enemy, and was not an
  indication of disrespect on our part.
  Initial contact with chromatics was not
  cordial. We weren’t even aware of their existence
  until they attacked the Karroo interstellar mining
  colony in 2113. Reasons for the attack are
  
  71
  COALITION SHIP > YI BRIDGE MONITOR
  Hope for
  the Future
  — Kara McGowan,
  interviewed for
  Retrospective ©
  2120 OBC
  I was what,
  seven, eight, when
  the Sydney raid
  happened? I was
  a b s o l u t e l y
  determined to grow
  up and become a
  psion. Why my sibs
  didn’t destroy that
  holofile, I’ll never
  know. I played it
  over and over.
  I still go to the
  Legion recruitment
  center every year.
  I’ve 
  registered
  neutral every time,
  but they say that
  even the lowest
  neutral can suddenly
  show latency.
  It’ll 
  happen
  someday. I know it.
  When it does, I want
  to be one of the first
  to go back to the lost
  colonies. I want to
  hunt 
  down
  aberrants. I want to
  stand up to Divis
  Mal, and wipe that
  holovid smirk off the
  Colony’s face. I want
  to take the qin back
  to their home, and
  find out why the
  chromatics attacked
  us so long ago. I
  want to do it all!
  unknown at present, even after
  recent jump ship forays revealed
  that the colonists have resisted
  continued attacks successfully
  thus far. The aliens’ focus on
  Karroo suggests that the aliens
  lack interstellar travel of their own,
  but that leaves little conclusive
  about these mysterious beings.
  Humanity’s most recent alien
  contact has come as a result of
  initial experiments with the new
  jump ships. Details of first contact
  are virtually unknown, except that
  something went horribly wrong.
  Reports thus far have involved the
  names “Coalition,” and, apparently in
  a derogatory fashion, “breeders.”
  The 22nd Century
  Humans face a variety of
  challenges today. No longer
  confined to a single planet, we now
  dwell in a variety of places and
  under a variety of conditions.
  Humans have spread throughout
  near space, starting lives on Luna,
  Mars, Jupiter’s moons, in the
  asteroid belt, and in a handful of
  deep-space colonies. We have
  also unleashed the power of the
  mind and explore true human
  potential through the psions.
  Knowledge discovered by the psi
  orders is used for human purposes,
  to comprehend our place in the order
  of the universe.
  It was stated previously that
  humanity has a tendency to repeat
  its mistakes. But humans have
  another trait: We pull together.
  We join forces when threatened
  by outside forces. In spite of the
  problems and differences we face,
  we can take a long view and
  consider the consequences of our
  actions. Now is the time to gather
  our resources and prepare for the
  future as an entire race — unified
  — not merely as single nations,
  corporations, 
  groups 
  and
  individuals. Now more than ever, our
  goal is the unity of all.
  ÆON TRINITY
  HOPE • SACRIFICE • UNITY
  
  72
  200-Year Timeline
  1921 — First public incidents of super-normal acts.
  Events continue sporadically over the next few
  decades, but their influence on culture and politics
  proves minimal.
  1923 — Maxwell Anderson Mercer establishes the
  Æon Society for Gentlemen.
  1998 — So-called “novas” appear in a variety of
  places and demonstrate incredible powers. Normal
  human society is amazed by the achievements and
  aghast at the actions of unusual individuals.
  2021 — A dramatic increase in super-normal
  events. Novas proliferate globally. Their activities,
  struggles and depredations increasingly endanger
  and harm normal humans.
  2022 — Dr. Soguk Birlesme invents viable hyper-
  fusion.
  2024 — The United States unveils a versatile, fusion-
  powered orbital craft.
  2024–2032 — Various nations launch orbital
  defense satellites. By far, the most advanced is the
  United States’ Orbital Military Network (OMEN)
  defense system. It is used increasingly to monitor
  and, when necessary, counteract intensifying nova
  activities. The term “aberrant” sees increasing use
  when referring to “novas.”
  2031 — The United States establishes the Olympus
  Lunar base.
  2046 — The group Allah’s Legion seizes control of
  the African island Bahrain. The event initiates
  widespread conflict between humans and nova/
  aberrants.
  2049 — The United Nations declares war on nova/
  aberrants.
  2049 — Aberrants calling themselves the Space
  Brigade take over Olympus Base. This group destroys
  75% of OMEN satellites. Olympus remains under
  their control until the war ends.
  2049–2061 — Various major cities (mostly in North
  America and Europe) suffer destruction at aberrant
  hands.
  2052 — Aberrants destroy Jerusalem.
  2053 — China launches Xingyang Sujia, the first
  manned interplanetary exploration craft. Its
  destination: Mars.
  2054 — Aberrant Calvert Wycoff explodes over the
  North American Great Plains in a flaming ball of
  radioactive plasma. The detonation is blamed for
  the devastating blight that follows, which destroys
  North America’s grain belt.
  2055 — The United States invades Canada (with
  Quebec’s assistance). Ostensibly, this is done to claim
  Canada’s marginally healthier farmlands, but it boils
  down to U.S. need for Canada’s resources
  (geographic and financial) in the ongoing war.
  2061 — The aberrant Mungu Kuwasha destroys
  the OpNet, setting back communications technology
  100 years.
  
  73
  2061 — China makes its “Earth Strike Ultimatum.”
  Aberrants leave Earth with the threat of returning.
  The war ends. The Chinese fleet stands down.
  2061–2070 — The Crash. Millions are dead. Half of
  the world’s arable lands are infertile. The world’s financial
  and ecological resources are drained. The world
  economy collapses. Conflict erupts between nations.
  The Comm Crunch hits. The Urban Schism occurs.
  Orbital expansion is attempted to revitalize the world.
  2067 — China reconfigures its economy on a
  platinum standard. Other nations follow. This is a
  significant step toward revitalizing the world
  economy. International commerce changes from a
  dollar to a yuan base.
  2071 — The “pseudo-graviton” is developed;
  gravcrystal grids make artificial gravity possible on
  spacecraft and in other microgravity environments.
  The discovery heralds an end to global strife; warfare
  diminishes and nations become culturally and
  technologically progressive.
  2103 — Eight humans are bestowed noetic powers.
  These proxies learn about the impending return of
  aberrants and set about developing orders of psi-
  using individuals who shall defend humanity against
  aberrants and other hostiles.
  2104 — Aberrants attack intrasolar colonies.
  2106 — The Legions reveal the existence of psions
  when members fight off aberrants in Sydney. The
  orders and psions are met with mixed feelings. The
  orders begin extensive public-relations programs.
  2106–2120 — The psi orders integrate themselves
  into human society and assist or become involved in
  the development of technology, commerce, travel,
  exploration, medicine and even entertainment.
  2107 — First contact with aliens, who are named
  “qin.” A Chinese deep-space explorer encounters an
  alien patrol craft in the qins’ home system. Though
  initial interactions are cautions, things go well.
  2108 — The qin establish an embassy on Luna.
  Humans establish one on Qinshui, the qin
  homeworld.
  2109 — Evidence emerges that the Chitra Bhanu
  are in league with aberrants. Forces from the other
  orders unite to bring the Chitra Bhanu under control;
  its members resist and the order is destroyed.
  2113 — First contact with the alien chromatics,
  who stage a raid on an African mining colony.
  2114 — Aberrants attack the Esperanza orbital
  station. Forces respond, but are unable to prevent
  the station from crashing to Earth, destroying
  France. Afterward, the teleporters are discovered
  to have vanished.
  2119 — The orders create viable biotech jump ships
  that interface with clairsentients, making interstellar
  travel possible without the Upeo wa Macho. First
  contact occurs with the Coalition after one of the
  first test jumps of the new ships.
  2120 — Expeditions venture to the interstellar
  colonies and to contact the chromatics and Coalition.
  Deep-space probes continue to search for aberrants.
  2121 — The Upeo return.
  
  74
  22ND CENTURY EARTH
  can control, such as affiliations,
  academic standing, gender
  preferences and even employers.
  But we also create groups based
  on differences beyond our
  control, such as skin color and
  place of birth. They’re “not us.”
  Yet in spite of cultural
  differences and long-standing
  political conflicts, humans still unite
  against external threats. Old conflicts
  are set aside; disagreements are
  tabled until the outsider is
  vanquished. Aberrants are the
  ultimate “them,” the epitomé of
  everything that is not human. In the
  face of the aberrant threat,
  humanity’s ability to set its own
  differences aside may be the one
  thing that can save the Earth.
  Although aberrant raids began
  erratically, the beings seem to be
  organizing, hitting strategic targets,
  and striking in ever-increasing force.
  If humanity and the psions cannot
  pull together, we may not survive
  this twisted Second Coming.
  All nations, corporations,
  industries, orders and individuals
  in the human race therefore have
  something in common. Despite
  their differences, they all must
  confront their own destruction
  and find the common ground to
  face it together. Distant and
  disparate societies in the 22nd
  century thus become one
  society: that of frail but resolute
  humanity.
  The dawn of
  psionic capacity and
  the birth of noetic science
  are the greatest human events of
  the 22nd century. Psi is the fifth
  universal force and the final piece
  of the true Grand Unification
  Theory, providing the key to
  humanity’s understanding of the
  universe itself.
  The secrets of the universe
  are at our fingertips. All we need
  to do to grasp them is understand
  noetic energy. This is why psions
  are so important. Even aberrants
  and hostile alien races, while
  deadly menaces to humans, are
  insignificant compared to the
  universe itself. By understanding
  all Creation, we understand even
  our enemies. And then, are they
  truly enemies at all?
  Our Tragic Flaw
  Despite the fact that
  humanity stands on the brink of
  discovering absolute truths, that
  psions wield the most important
  elemental force in the universe,
  normal humans have yet to
  understand the big picture.
  Humanity in the 22nd century
  has, as throughout history, an
  amazing tendency to create
  divisions, to segment itself with
  artificial boundaries. We define
  ourselves by religion, cultural
  heritage and national boundaries.
  We split over differences that we
  22ND-CENTURY EARTH
  22nd-Century
  Warfare
  — Gregor Muros, World at War
  © 2118 Walkabout Press
  With the progression of
  technology and society, warfare has
  come full circle. Centuries ago,
  conflict involved a handful of
  combatants on either side, slugging
  it out up close and personal. With
  technological innovations and
  growing populations came larger
  wars involving bigger weapons of
  mass destruction. Then the Aberrant
  War showed humanity how much
  it had come to rely on bombs and
  missiles. Since conflict was against
  small groups of isolated aberrants,
  using large-scale weaponry caused
  more destruction and damage to
  the side using it than to the
  intended target.
  That conflict and the resulting
  Crash impressed strongly upon
  22nd-century society the value of
  natural resources and even of man-
  made developments on Earth and
  in space. Mankind couldn’t afford
  to allow rampant destruction while
  defending or attacking locales,
  especially given all the money and
  manpower spent building them up
  in the first place.
  As a result, most warfare is
  again on a personal level, involving
  a squad composed of a dozen
  soldiers or a battalion of a few
  hundred. Heavy artillery, missile
  strikes and the like are held in
  reserve, used only if absolutely
  necessary. It’s the same whether the
  conflict is between a Canadian
  resistance squad and FSM troops,
  or between a psion team and
  aberrants. A small sampling of
  courageous men and women
  armed with personal weaponry
  decide the fate of thousands, even
  millions.
  
  75
  22ND CENTURY EARTH
  The Æon Trinity
  Æon is one of the most influential
  organizations in settled space, even if
  not the largest or most visible. Its
  primary goal is to chart the course of
  humanity’s future, to ensure that
  humans achieve their full potential.
  These are lofty, ephemeral goals, but
  ones that Æon pursues on a real-world,
  realistic level. The organization’s leaders
  remain fixed on the achievements they
  pursue, and follow their vision at every
  turn. Meanwhile, their underlings, even
  down to the “lowliest” clerk, facilitate
  the leaders’ needs and orders, no matter
  how clear-cut or how enigmatic.
  The Æon Trinity is led by the Æon
  Council, which consists of the three
  leaders of Æon’s branches, Neptune
  (administrative), Triton (research and
  development) and Proteus (operations).
  These directors work together to
  preserve the vision that Maxwell
  Mercer, founder of Æon, had 200 years
  ago, and work to ensure that humanity
  fulfills its destiny.
  Beneath these figures are thousands
  of administrators and regional directors
  who oversee the Trinity’s day-to-day
  operations. Æon is comprised of
  hundreds of thousands of agents who
  are each assigned to one of the three
  divisions. The three branches have a
  place wherever the Trinity is located, for
  no one part can function fully without
  the others. Proteus cannot stage
  missions without the orders of Neptune,
  but neither Neptune nor Proteus can act
  without the intelligence of Triton,
  while Triton must rely on the
  other two divisions for support
  when investigating.
  Æon has headquarters and
  outposts scattered across the
  world and throughout known
  space. Such offices and facilities
  draw no more attention than
  simple businesses do. Yet these
  are the places where neutrals and
  psions work together to
  coordinate services and to
  defend humanity and the Earth
  itself, even if only in the regional
  jurisdiction of a single office.
  A regional Trinity branch
  administers to the sick and
  homeless, operates support and
  education programs, provides
  economic aid to the destitute,
  provides backup to police and
  military forces, performs medical
  research, investigates potential
  weaknesses 
  in 
  aberrants,
  searches for signs of Aberrant
  Syndrome, coordinates psion
  efforts, maintains relations
  between the orders, investigates
  the mysteries of the subquantum
  universe, and, most recently,
  coordinates 
  the 
  orders’
  manufacture and launch of
  interstellar jump ships. The Trinity
  enacts humanitarian programs
  across the spectrum.
  To the normal civilian, Æon
  Trinity is an everyday term, but
  one that is little understood.
  Most 
  people
  consider 
  it 
  a
  goodwill 
  and
  h u m a n - a i d
  organization that has
  existed longer than
  anyone can remember. Æon
  simply is, and does good work like
  any other government agency is
  supposed to.
  The majority of Æon office and
  outpost members are neutrals, but
  psions represent a significant
  minority. Psion attendants are
  either assigned to support the
  Trinity by their respective orders,
  or belong to no particular order
  and offer their services to Æon as
  a whole.
  In return, psions can call upon
  the services of an Æon outpost
  anywhere on Earth or Luna, or in
  space. Psions can receive room
  and board. They can seek medical
  aid, requisition information or
  transportation, and establish
  communications with the Trinity,
  their orders or any other human
  organization. They can also use
  Æon outposts to meet with other
  psions and to stage operations.
  Psions can even use Trinity
  facilities to establish relations with
  alien races such as the qin.
  Of course, Æon has its
  demands of psions, too; it’s a
  symbiotic relationship. Æon seeks
  to meet countless goals that
  normal humans and hard
  technology 
  simply 
  cannot
  accomplish. Psions and their
  biotech help Æon achieve these
  goals. Thus Æon is at the service
  of psions, to help in the war they
  fight, but psions and the orders are
  beholden to Æon for the support,
  reinforcement and coordination
  that it supplies, and also because
  of influence that the Trinity has
  over certain proxies and key
  psions.
  Æon’s ultimate goal in all this
  is the unification of humanity in
  anticipation of what the future
  holds. The Trinity purports that,
  according to the vision that
  inspired the group centuries ago,
  humanity will fall divided before
  dangers that we have yet to face.
  In order to achieve the unity we
  need to survive, individuals will be
  HOLOSIM PROMO >>> OBC
  
  76
  22ND CENTURY EARTH
  expected to — will
  have to — lay their
  personal 
  goals
  aside.
  Structure and
  Support
  The Trinity’s involvement is
  defined by the organization’s three
  divisions. Directors in Neptune
  detail the missions themselves,
  explain Æon objectives, debrief
  operatives and authorize use of or
  access to ships, gear, resources,
  data and classified information.
  Intelligence agents in Triton give
  operatives the knowledge and
  equipment they need to carry out
  their missions: coordinates of space
  destinations, data files, current
  whereabouts of individuals, details
  on political situations and general
  background on people and
  corporations. Proteus agents stand
  side by side with operatives,
  whether on the front lines of space
  or in defense of Earth. Proteus
  agents man ships, jump out to the
  fringes of known space, hunt
  criminals, counter terrorism, police
  space ports and stations, and act
  as couriers.
  For the most part, Trinity
  assignments are coordinated
  with the psi orders to ensure
  that all agencies are aware of
  what the others do, and to
  avoid conflict. However, not all
  groups 
  have 
  the 
  same
  priorities, and rivalries between
  the orders and with Æon itself
  can lead to dissension over
  orders given and actions taken.
  For the poor operative, this can
  mean conflicting priorities and
  confused loyalties.
  The 
  Æon 
  Trinity’s
  involvement in affairs from an
  interstellar to an individual level
  cannot be denied. This is
  apparent with such things as the
  psi orders, aberrants and alien
  races. Yet the Trinity still pays
  close attention to the events
  taking place in countries across
  the globe, on orbital stations and
  colonies throughout near space,
  and in outposts beyond the
  fringes of our solar system.
  Humanity’s progress through the
  millennia has accelerated
  dramatically in the past few
  centuries. It is Æon’s goal to
  assist 
  in 
  the 
  continued
  development 
  of 
  every
  government, 
  culture 
  and
  individual in the present time and
  into the future.
  Psions and Æon
  Psions typically have
  obligations to two organizations:
  their orders and Æon Trinity. The
  orders created the psions, but the
  Æon Trinity is the catalyst that allows
  the orders to work together.
  The degree to which a psion has
  allegiance to an order and to Æon
  depends on the individual. Some psions
  are true to their proxies and take orders
  from no other. Some psions have
  abandoned the orders and work for
  nations, corporations or the Trinity itself.
  Most psions find themselves subject to
  both order and Trinity in varying
  amounts. No matter where a psion’s
  loyalties lie, he will encounter the Æon
  Trinity sooner or later.
  A psion will know a number of Æon
  members and perhaps have regular
  relations with several. The Trinity has even
  been known to assign liaisons to particular
  psions. The Gifted don’t necessarily work
  with the Æon Trinity on every mission that
  they undertake, but they are bound to
  encounter Trinity members almost
  anywhere they go, no matter whose
  orders they follow, even if they are
  independent agents. It is therefore difficult
  for a psion to do anything or go anywhere
  without Æon learning of it — which can
  be good or bad, depending on the psion’s
  objectives.
  
  77
  AFRICA
  A continent of many nations, Africa
  was once crippled by colonization and
  war. In the 22nd century, African
  countries have found their power in
  solidarity. Africa has achieved a sense
  of “diversity unified in purpose” that far
  surpasses old ideals of the American
  melting pot or of the European
  commonwealth of nations. In Africa,
  technology melds with tradition,
  creating advanced interstellar markets
  against a backdrop of tribal culture.
  Africa is a flawless grav-crystal wrapped
  in tanned leathers and sinew cord: a
  thing both powerful and pure.
  During the Crash, Africa’s plentiful
  resources were trapped in capitalistic
  and nationalistic struggles; infighting
  denied resources and stability to all. To
  become strong in both economy and
  spirit, African leaders realized that they
  had to rediscover the continent’s roots
  and re-establish the old ways. The
  United African Nations (UAN) reinstated
  the intertribal forum and instilled the
  belief that Africa’s hope rested in the
  hand of every African. Under the UAN’s
  banner, Africa soared into space
  commerce and jump ship technology,
  and presently sets world standards in
  multicultural affairs. The continent was
  also home to the Upeo wa Macho, and
  kept vigil over the order’s base until the
  teleporters returned.
  The UAN is a strong rope woven in
  shades of brown: from the fair Creole
  islanders of Cape Verde to the midnight-
  blue-black of the liberated Senegalese.
  Pride, tradition and prosperity have
  breathed new life into an old world once
  ravished by white uitlanders. The
  ancestral lands have been
  reclaimed by the Bararzaa Kila
  Kabila Mzee — the Elder Council
  of Tribal Peoples, commonly
  called the “B’razaa” — and
  transformed into a futuristic
  nirvana by the young warrior
  classes. The governmental seat
  embodied in the Nyerere
  Kusanyiko, in the historic
  “Conscience of Black Africa” of
  Tanzania, hosts not only the tribal
  elects, but also the best and
  brightest 
  minds 
  of 
  the
  international political arena.
  Joining them are visiting
  dignitaries, public speakers, and
  Earth-bound spokespeople from
  offworld colonies and orbital
  stations.
  However, 
  Africa’s
  consolidation efforts, which
  began in the late 2070s, are not
  without dissent. The Northern
  Islamic 
  Fundamentalist
  movements of Algeria and Egypt
  exploded into rioting and
  guerrilla warfare that continue
  sporadically to the present.
  Hordes of Berbers and Sunni
  overtook the fisheries and drug-
  export channels of Morocco,
  effectively holding the country
  hostage until the military
  intervened. Today, North Africa
  is a world stage for political
  protests, 
  self-proclaimed
  prophets of Kush and Islamic
  radical movements, and the
  target of a host of
  bombing 
  and
  a s s a s s i n a t i o n
  attempts 
  from
  neighboring dissidents
  and ever-present Global
  White Supremacists. Although
  the UAN is single-minded in its
  purpose, its policies are not
  practiced 
  throughout 
  the
  continent. This internal strife is the
  greatest threat to the UAN’s future
  prosperity.
  Space Development
  One of the Consolidation’s
  most successful ventures is the
  training facility built on the
  contested 
  Ogadeu 
  desert,
  between Somalia and Ethiopia.
  The Axum Institute is a nexus for
  many Africans aspiring to futures
  in astrotechnology and orbital
  careers. Named after the first East
  African Empire, Axum features the
  first micro-g simulation course on
  Earth, an exchange program to the
  underwater Pearl City in the
  Caribbean, and a qualifying
  internship program on UAN’s
  orbital station Mujukuu. The crew
  of the Luthuli Moja, the first UAN
  space colony transport, consisted
  of 14 Axum graduates.
  The UAN
  Mission Statement
  and Consolidation
  Credo
  — engraved plaque outside the
  Nyerere Kusanyiko, the UAN’s
  governmental seat, in Tanzania
  We, 
  the 
  appointed
  representatives of the United
  African Nations, will strive for
  the benefit of Africa — our
  People, our Land and in the
  Spirit of our ancestral vision. We
  will be both teacher to and
  student of our Africa, we will be
  both our own People and a
  unified People of our Africa, and
  Africa will achieve awe with one
  foot planted firmly on our home
  soil and the other stepping
  toward 
  the 
  outstretched
  horizon.
  
  78
  AFRICA
  Ports
  Kenya’s Jomo
  Kenyatta spaceport
  shines as the first and
  still 
  largest
  commercial extrasolar
  transport launch site on Earth.
  Only the Olympus spaceport on
  Luna surpasses the African port’s
  traffic volume. Over 50 major
  transports travel daily to and from
  Jomo Kenyatta to the near space
  orbital stations and Lunar colonies,
  and connect with flights for Mars
  and beyond. “Hopper” ships
  piggyback on the Mujukuu orbital
  station for rendezvous with the
  station’s scientists and UAN
  defense crews.
  Nigeria houses the Upeo wa
  Macho spaceport, the only other
  African port of Jomo’s class. Home
  to the first teleportation jump
  station, teleporters themselves
  direct most of the Upeo port’s
  traffic. Africa lost much of its
  competitive edge in space
  commerce in the years of the
  Upeo exile. Police and Legion
  squads routinely cleared away
  squatter camps of relatives,
  tourists and benign youth cults
  that cluster around the closed
  station prior to the teleporters’
  return. With the station inhabited
  again, the Upeo have resumed
  day-to-day control, but the
  Legions are denied access. All of
  Africa celebrates Proxy Bolade
  Atwan’s birthday.
  ISRA also operates a launch
  station near the Nigerian border,
  with sister launch sites in Mali,
  Chad, Egypt and Zambia, for use
  by the nomadic clairsentients.
  Commerce
  Mining and interstellar
  colonization comprise Africa’s
  primary spacefaring goals. China’s
  shift in 2067 from a gold- to a
  platinum-based economy, a move
  followed by the rest of the
  interstellar community, raised
  Africa to a new level of wealth due
  to the continent’s sizable platinum
  reserves. 
  African 
  miners’
  dedication to the trade has been
  rivaled only by their quality. The
  Nooitgeadact mine still functioned
  even under siege by Aberrant
  Pauly Natal and his cult of
  followers in 2052. The ransom
  attempt was staged to fund the
  aberrants’ fanatical quest for the
  Seventh Seal. The miners
  resolved the 11-day standoff in
  a brief but bloody revolt.
  African mining operations
  and space colonies make up the
  majority of UAN investments.
  The one exception is Mafaa–3,
  the scientific research station off
  of Jupiter’s Io. The terawatt lasers
  mounted on Ioan Lagrange
  points have been modified since
  Mafaa–3’s original inception as
  an exploratory mining station.
  Now the arrays focus outward
  into space, studied primarily as
  a means of developing near-
  light-speed travel. The arrays also
  make a formidable defense
  system.
  The enterprising UAN uses
  the arrays recently to propel solar
  sail ships to pinpoint destinations
  in settled space. These laser
  sailing jaunts, the final leg home
  on luxury space cruises, looks to
  be a commercial success.
  Along with tremendous
  benefits, success in space has
  cost Africa. Africans grieve for the
  crews, scientists, colonists and
  miners lost during expansion to
  the stars. The most painful loss
  was the chromatic attack on the
  Karroo Mining Colony. UAN
  citizens raise black flags
  embroidered with stylized
  renderings of the aliens as
  iridescent, fin-backed reptiles in
  remembrance of the massacre.
  Middle East
  According to the latest round
  of ISRAn scans, the levels of taint
  remaining in the bombed-out
  deserts of the Arabian Peninsula
  are even higher than thought
  previously. The Damascus region,
  Abu Dhabi and the corridor from
  Mecca to Bahrain are generally
  considered environmentally
  “unsalvageable.”
  Old news for the Middle
  East, which bore the longest and
  most painful brunt of the
  Aberrant War. Not only did the
  war ruin OPEC’s attempt to
  rebuild itself in the wake of the
  oil crash, but the aberrants’
  The Vocoder
  — Dr. Keiran Baxter, The Technological
  Age © 2110 Walkabout Press
  Africa’s Consolidation resulted
  in a small device that changed the
  world. Unification was hampered
  by 
  Africans’ 
  inability 
  to
  communicate 
  easily. 
  The
  “vocoder,” or vocal translator, was
  an invention born of necessity,
  created by the Nihonjin upon
  demand of would-be UAN leaders.
  The vocoder cannot breach the
  cultural differences that exist in
  Africa (and with humanity in
  general), but it does allow for a
  clearer exchange of ideas than was
  ever possible before. The standard
  vocoder’s ability to store and
  translate up to five languages
  brought mutual understanding to
  entire nations.
  Vocoders are available today in
  a wide variety of styles from
  standard, small-business and
  localized models to advanced “ear
  clip” add-ons for the international
  commerce and orbital station
  markets. High-end models can
  translate 10 to 20 foreign languages
  into the listener’s native speech.
  Africa has acquired the license to
  produce all vocoders in exchange
  for resources paid to Nihon.
  destruction of Jerusalem provoked a
  wave of sectarian wars and social
  upheaval. By the time the religious
  tumult and infighting died down only
  Israel-Judah, Oman, Persia and the Turkic
  Federation remained viable as nation-
  states. And while these countries have
  sustained themselves into the new
  century, they have yet to be a force in
  modern society.
  
  79
  AFRICA
  Decades of chemical,
  nuclear and aberrant warfare
  reduced much of the Middle
  East to a mass of balkanized
  tribal states and localized pockets
  of power. These quasi-national
  groups are monitored constantly by
  the UAN, the Chinese orbital
  surveillance network, the orders and
  Æon for signs of resurgent violence. As
  a disproportionate amount of taint
  seems to remain in the toxic wastes,
  monitoring forces are especially careful
  to check for signs of aberrant mutation.
  Various patrols make routine sweeps,
  searching for new and old aberrants
  since both seem drawn to this region.
  The Israel-Judah bloc, the only major
  political power in the Middle East, remains
  isolationist. As Israel continues to integrate
  the post-2061 territories into a single
  economy, the hermit nation insists that it
  desires to be “left to go its own way.”
  Meanwhile evidence suggests that the
  rebuilt Jerusalem has stepped up its
  already intensive psi research program,
  possibly putting it on par with the
  programs of Shanghai and Medellín.
  Other rumors (as yet unsubstantiated)
  indicate that Israel may be working on
  some sort of divergent biotech with military
  Muzzein Bang:
  The Next Sound
  of Anima?
  — Excerpt: floatparty, 5.2118
  Get ready for the next big thing. Just
  when you thought the post-anima future
  was safe, here comes Muzzein bang, the
  demon love child of Marrakesh bang,
  anima culture and... ISRA?
  “It’s great stuff,” says bangboy
  Adrienne-Hong Shari, perennial fixture of
  the Djakarta anima scene. “They’ve taken
  the hypnotic parts of Marrakesh and thrown
  a ghost spin on the media. You get a zigged
  Muzzein divina plugged into the mix
  station, a psion who can really sing down
  shekh and call the numbers at the same
  time, and it’s better than religion.”
  floatparty’s own Trampolina agrees:
  “As the Old Man will tell you, Muzzein
  had to happen. The Anima Continuum
  wanted it that way. It’s a symcause of all
  the anima transforms that are hitting
  humanity now. Biotech and island politics
  and the Collapse and the psi uncoding
  — all that demanded Muzzein, yeh?”
  The “Old Man” himself, intersolar
  citizen Otha Herzog, could not be
  reached for interview. He sent floatparty
  a prepared statement in which he offered
  his hope that Muzzein would continue
  expanding the noetic awareness of the
  young. Since most Muzzein divinas are
  faithful ISRAns, he shouldn’t have to
  worry. Mr. Herzog also wanted to let Ms.
  Shari know that he considers Muzzein to
  not be “better than,” but just as good as
  religion in its own way, although he rarely
  has time to listen to it himself.
  applications. Orgotek
  psions who patrol the
  Middle 
  East 
  have
  reported simultaneous
  changes 
  in 
  the
  subquantum universe
  toward both life and death,
  as if neither and both occur,
  or that they are in a state of
  flux. The psions are baffled by
  this new sensation, and further
  investigation is pending.
  Despite (or perhaps
  because of) the horror of the
  last century, many sects based
  on Sufi or Ba’hai doctrines
  stress the value of the
  universal human spirit,
  beyond national or religious
  boundaries. This is visible in
  the recent wave of Arabic
  literature available in the
  world marketplace. Millions of
  people, especially in Russia,
  Turkey and the Indonesian
  city-states, are finding comfort
  and inspiration in these hyper-
  contemporary works, the first
  large body of literature to
  incorporate the psi experience
  into text.
  ART ©2120 KOSTBAAR
  
  80
  ASIA
  Welcome to the Asian
  Century. The ancient civilizations
  of Asia are putting new
  technologies to use throughout
  human space, fueling a dramatic
  synthesis of new culture and a rich
  sense of opportunity and
  expansionism. Not only have the
  Asian powers paved the Pacific
  and transformed the world
  economy, 
  they 
  are 
  now
  terraforming Mars and colonizing
  the outer reaches of the solar
  system — and beyond. In
  particular, China, having
  conquered space, turns
  inward to conquer the
  intricacies of the noetic
  universe, and the mysteries
  of human consciousness.
  Asia is on the move.
  The problem facing Asia
  is 
  an 
  ancient 
  one:
  overpopulation. China has
  overextended 
  itself,
  growing too quickly for
  resources to compensate.
  The enormous demands of
  the Asian population tax
  modern land and water
  agricultural methods.
  Just as ominously, social
  structures and cultural norms
  that safeguarded Asian
  civilization for thousands of
  years are now breaking
  down faster than new
  traditions can be proposed.
  Nihon, in particular, has
  suffered irreparable cultural
  damage.
  Zhongguo
  (China)
  While 
  other 
  nations
  challenge China’s claims to
  cultural superiority, it’s difficult to
  dispute the popular belief that
  China is the focal point of the
  22nd century. Since tipping their
  hand with the 2061 Ultimatum,
  Absolute Power
  — Warren Shaw, Retrospective © 2113 OBC
  China literally held the power of life and
  death over everyone on Earth. The example
  of Bahrain demonstrated China’s ability to
  destroy any nation, and the political will to
  do so. Moreover, it seemed that China was
  largely undamaged by the Aberrant War.
  So why didn’t China conquer the world?
  Perhaps its government was as tired of war
  as everyone else was. Perhaps the country
  was in worse shape than it let on; there’s still
  a lot we don’t know about Chinese internal
  affairs during this period. Perhaps the
  Politburo wasn’t behind the Ultimatum
  completely and another faction ordered the
  fusion platforms to stand down.
  Perhaps it was a simple, momentary act
  of human fellowship. We know that China
  fared better during the Crash than any other
  country (in fact, by leading the switch to a
  platinum trade standard, it led the way
  toward international recovery). Maybe
  stability was a more practical advantage to
  work with than ruling a destroyed planet.
  the Chinese have been the
  dominant power not only in
  Asia, but in space.
  The Great Leap
  Upward
  The best way to explore the
  political character of China today is to
  examine how the country achieved
  orbital ascendancy. When the state
  council ordered the move into space
  exploration, it diverted enormous
  national reserves from education and
  domestic development. The Chinese
  people went without medicines, safety
  measures, agricultural machinery and,
  eventually, even indoor heating. Public
  resources 
  (like 
  vehicles 
  and
  communications systems) were
  confiscated and sold to other nations to
  provide additional funds. Despite
  Beijing’s claims to the contrary, an
  estimated 14 million people died from
  disease, hunger and accidents as a direct
  result of the Great Leap.
  It was an unpleasant chapter in
  Chinese history, but it was successful.
  Yet even today, Beijing works to
  maintain the appearance that China is
  orderly and prosperous, even if the
  people must suffer at times. Witness the
  burnout of the Yunnan fusion
  dome. Outsiders can only
  speculate at the full scope of
  the tragedy. The dome is still
  absent from official Ministry of
  Energy reports today.
  The Autonomous
  Regions
  The Chinese sphere of
  influence includes most of
  eastern Asia. Beijing allows each
  local government outside of
  China proper a surprising amount
  of self-government. The locals
  set their own social agendas
  freely, as long as Beijing remains
  their primary trading partner and
  political patron. As the slogan
  goes, there is “One China,” but
  “Many Systems” in Asia today,
  where internal borders are vague
  deliberately but diversity is (at
  least officially) considered
  beneficial.
  The Philippines and Korea
  are special cases. Made full
  partner in all Chinese technology
  and commercial space efforts in
  2104, the Philippines owes its
  privileged status within the
  
  81
  ASIA
  pragmatic and sensible
  people on Earth. Events of
  centuries past have taught
  the Chinese that foreigners
  have strengths, and the wise
  learn what foreign cultures do
  well 
  and 
  adopt 
  those
  techniques (though not the
  foreigners) 
  for 
  Chinese
  purposes.
  Although ancient art forms
  and customs are still practiced,
  the Chinese find global trends
  fascinating, especially in noetic
  research. This may be due in part
  because a psi order is an official
  branch 
  of 
  the 
  Chinese
  government, with telepaths and
  other affiliated Gifted interacting
  with everyday citizens. Chinese
  noetic research is world-famous,
  and the Ministry-run Shanghai
  Noetics Institute, has a vigorous
  outreach program, testing most
  urban children for psi potential at
  an early age.
  Welcome to
  Xianggang!
  — Cori Heisler,
  The Painful Truth © 2117 MMI
  In the century since it was an
  independent colony known as Hong
  Kong, Xianggang has become Asia’s
  commercial gateway to the stars, the
  heart of Chinese mercantile,
  corporate and passenger spaceflight.
  Ulanbator’s vast industrial shipyards
  may be larger, and Shanghai may still
  handle most of China’s domestic
  shipping and hardtech trade with
  Nihon, but Xianggang is Orbital City.
  Look out Jomo station;
  Xianggang is on your tail.
  Chinese sphere to the machinations of
  Minister Bue, telepath proxy and
  Chinese Minister of Noetic Affairs.
  The psi institute at Quezon is the
  headquarters of China’s fledgling
  biotech research program, as well as
  a premier training facility for psions
  from all orders.
  Korea, once an independent state
  (or 
  even 
  two), 
  is 
  now 
  a
  semiautonomous arm of Chinese
  civilization proper. The highlands of
  Pyongyang are home to the Asian deep-
  space industry, and to China’s computer
  research factories. Despite rumors of
  “silicon sweatshops” and armed guards
  in laboratories, Korea appears to enjoy
  its position as the hardtech wizard
  behind Chinese power. Competition
  with Nihon keeps the Koreans working
  hard, perhaps harder than any other
  people on Earth.
  Psions outside the Ministry who
  have trained in Asia, and potent psions
  abroad, have made allegations that
  Korea’s unusually high death rate is a
  direct result of inhumane work
  conditions. Minister Bue and Korean
  leaders deny any such abuse. If the
  Korean people were overtaxed, they
  posit, surely Ministry telepaths would
  sense it.
  Society and Culture
  Confidence and national pride are
  proof of the Chinese people’s subtle
  conviction that China’s ascendancy is
  the logical result of their being the most
  Telepaths Win
  Fight for
  Catholics in China
  — Newsday holobrief ©
  21.11.2113 GN
  In an announcement that
  marks the end of decades of
  official 
  persecution 
  of
  Christianity in China, the
  Chinese State Council stated
  it will lift the special
  restrictions imposed on
  Roman Catholics in Asia. This
  announcement apparently
  came after a protracted power
  struggle between Rebecca
  Bue Li, Minister of Noetic
  Affairs, and certain elements
  of the conservative wing of
  the Chinese government.
  A child of the Catholic
  Philippines, Ms. Bue Li
  remains sympathetic to
  Catholic issues worldwide,
  despite having left the
  Church. She was one of the
  first women to petition for
  Jesuit training after the 2084
  Vatican Conference, but did
  not complete the regimen.
  H o w e v e r ,
  people’s increasing
  awareness 
  of
  international events
  and customs cause the
  Chinese government
  stress. Beijing faces numerous
  insurgent movements, particularly
  in the Autonomous Regions. All
  but those in Xinjiang and Taiwan
  (and occasionally Xizang) are
  minor, but keeping them from the
  world’s 
  attention 
  requires
  substantial 
  military 
  and
  propaganda resources. More
  serious resistance factions in China
  include hard-line anti-psi groups,
  the Young Marxians and other
  Mao Restoration societies, and the
  radical “individualist” Anima
  Music Society centered in
  Manchurian universities. The
  Ministry of Noetic Affairs handles
  these difficult cases.
  Nihon (Japan)
  When the Japanese islands
  reopened in 2103, after
  sequestering themselves since
  before the Aberrant War, those
  privileged foreigners allowed to
  visit Nihon described it as “a
  futuristic wonderland.” Now that
  the Quarantine is a dim memory,
  old assumptions of this important
  but reclusive nation must be re-
  evaluated.
  Nihon, as Japan is now known,
  is the undisputed world leader in
  technological research. Hardtech
  is integrated into all aspects of
  local culture and is the foundation
  of the nation’s economy. The state
  trades licenses to inventions (such
  as the UAN vocoder and the gill-
  breather apparatus vital to activity
  in undersea cities) in exchange for
  diplomatic favors or credit in
  biomass and heavy metals. Other,
  more complicated patents are
  manufactured by the Nihonjin
  themselves and sold to an eager
  world that (by and large) can no
  longer keep up with the
  technologies involved.
  The Fortress Islands
  — Behind the
  Electronic Curtain
  Most consider the hardtech
  playground of the 22nd century to
  be “futuristic,” but it is debatable
  
  82
  ASIA
  whether the Home
  Islands’ vast artificial
  urban 
  sprawl
  represents the future
  of humanity. Hiding
  behind 
  protective
  screens, Nihon was perhaps the
  only major nation to suffer less
  damage from the Aberrant War
  than China did. But there are those
  who claim that this security has
  become Nihon’s doom.
  Hardtech, rigid angles, sharp
  edges — this is the Nihon of the
  2120s. Having stared so long into
  the mirror of their own culture,
  isolated from the world, the
  Nihonjin are now trapped by the
  stifling demands of living on
  overdeveloped islands. They are
  no longer comfortable in the
  outside world and appear to
  withdraw ever further into their
  own artificial dominion. An
  estimated 28% of Nihonjin suffer
  from neurotic disorders, especially
  Ant Farm and Total Allergy
  Syndromes. Domestic violence,
  The “Quarantine
  Broadcast”
  — broadcast continuously over
  Radio Japan, 7.5.2047–31.12.2047
  It is with great regret that
  the Japanese people must inform
  the community of nations that
  the Home Islands are closed to
  all unnecessary traffic for an
  indeterminate duration, effective
  at 10 A.M. GMT on 8 May, 2047.
  This decision is motivated by a
  desire to fortify Japan’s sovereign
  borders against the growing
  epidemic of worldwide terrorism
  and should not be considered an
  attack 
  on 
  any 
  national
  government or its policies.
  Trade will continue as
  normal. All terrestrial and orbital
  cargos bound for Japan will now
  be routed through the Okinawa
  facility for inspection and eventual
  transport to the Home Islands.
  Those with diplomatic
  business in Japan should
  address their concerns with
  Japan’s arm in the global
  sphere, the lower chamber of
  the United Nations. Aum Soto.
  ART ©2120 KOSTBAAR
  Nihonjin
  Emperor
  Hospitalized
  — Newsflash © 2.11.2116
  Genman Enterprises
  Kazuhito, Emperor of Nihon and
  a lifelong sufferer of Total Allergy
  Syndrome, fell ill today during a
  ceremonial visit from Australian
  diplomats. When the medical
  resources of the imperial palace
  failed to improve the emperor’s
  condition, he was rushed to the
  emergency ward of a Tokyo hospital.
  The incident apparently arose
  from a misunderstanding on the
  part of the Australian party. Failing
  to follow the Imperial Household’s
  strict medical protocols, a member
  of the foreign delegation arrived
  with trace amounts of cologne on
  his person. This substance,
  ordinarily undetectable, triggered
  the emperor’s attack. In her formal
  apology, the Australian ambassador
  requested that the Household not
  blame itself for the grievous error.
  random homicide and irrational
  terrorism are at epidemic
  proportions among the Nihonjin
  urban classes.
  The Triumph of
  Artifice
  Considering their almost
  symbiotic relationship with
  biotech, the qin view hard
  technology with an almost
  childlike wonder. The aliens call
  the Home Islands the most
  “elegant” regions built by
  humans, an ultimate triumph of
  hardtech over nature. Parts of
  Nihon are even more artificial
  than an orbital environment.
  During the Quarantine, much of
  the Honshu landmass was sifted
  for raw materials and then
  reconstructed. Polymer plastic
  songbirds sing and orchids
  bloom. Massive environmental
  generators create artificial
  weather within the polymer and
  plasteel arcologies. The Nihonjin
  recreate their environment
  continually to suit their unique
  tastes.
  Natural childbirth has tighter
  regulations (and is less common)
  than the manufacture of “artificial
  life.” An important minority of
  autonomous robots and SI
  (satisfactory 
  intelligence)
  simulacra exists in work places.
  Quick to stress that they do not
  consider computer simulacra
  “alive,” Nihonjin nonetheless
  have a disturbing tendency to treat SIs
  like pets or children.
  Just as SI “dolls” and interactive
  computer agents mimic humanity in
  
  83
  ASIA
  Nihon, so do humans aspire to artifice.
  Industry emphasizes loyalty to the
  corporate “cybermentality,” with
  employees serving as mobile nodes and
  expressions 
  of 
  that 
  mentality.
  Corporations are often given form by
  programmers — SI cybershinto flourishes,
  with 
  growing 
  numbers 
  of
  semiautonomous personae infesting
  computer systems like ancestral spirits
  haunting a family shrine. Nihonjin society
  is an eerie reflection of the modern
  computer network — not surprising, since
  Nihon was instrumental in developing the
  OpNet’s current configuration.
  The Nihonjin establishment has very
  little interest in psi or its potential
  applications. Noetics are used in Nihon
  as simply another resource. Those
  Nihonjin citizens who possess strong
  latency are often alienated and join
  underground subcultures or emigrate to
  one of the various Psi Nihon expatriate
  communities located throughout human
  space. Nihonjin society integrates
  biotech even less, used only when
  absolutely necessary.
  Nihonjin Law
  It is a capital offense to introduce
  biotechnology of any sort to the Home
  Islands or their holdings without adhering
  to immunization procedures demanded
  by the Nihon government. Nihonjin
  dedication to hardtech has led to
  stringent legislation on the importation
  and use of biotech. And yet this almost
  paranoid opposition to bioapps suggests
  a more compelling reason for Nihonjin
  resistance.
  ARCHITECTURAL DESIGN > AKIRA VAN WOC C.2050
  OpNet in the
  22nd Century
  — Dr. Kieran Baxter, The Technological
  Age © 2110 Walkabout Press
  Information systems in the 22nd
  century are a marvel of paranoid
  design. Kuwasha’s pulse in 2061
  caused a devastating loss of
  information; when the OpNet was
  reconfigured in the following years,
  a conscious decision was made to
  develop nodes that were completely
  isolated from one another.
  This trend has continued into
  the current century, led mainly by
  Nihon — despite naysayers’
  claims that governments are being
  overly paranoid. The aberrants’
  return has justified the paranoia,
  however, as there have already
  been a half-dozen aberrant
  attempts to duplicate Kuwasha’s
  pulse. Due to regimented node
  configurations, none of these
  electronic attacks has caused more
  than minor data loss and
  inconvenience.
  Optic links exist at each node,
  but are kept locked down except
  for 
  strictly 
  regulated
  transmissions. The link sites are
  watched closely by SI computer
  systems, human technicians and
  electrokinetic monitors, and
  gigantic screening programs cycle
  continuously as well. These people
  and terabytes are set to cause a
  router 
  shutdown 
  on 
  a
  nanosecond’s notice. Since
  Kuwasha’s pulse overwhelmed
  normal electronic safeguards, this
  shutdown is physical. Small
  charges are set to destroy a link
  site rather than allow another
  potential tragedy. Link sites are
  modular and replaced easily (if at
  significant expense).
  Nihon enforces its laws to
  the fullest, as was proven in 2109
  when three psions, including a
  member of the Ministry, entered
  Nihon air space with biotech and
  were apprehended, incarcerated,
  their bioapps confiscated and
  their trials scheduled in a matter
  of hours. Only delicate political
  negotiation spared the psions’
  lives. Their bioapps were never
  returned.
  Island Politics
  The foreign strategy of the
  zaibatsu (the sole arm of Nihonjin
  government) is simple, but has
  become as rarefied and complex
  as the rest of Nihonjin society.
  Essentially, Nihon has no
  allegiances and no enemies. The
  nation maintains a respectful
  distance from all world powers.
  Its neutrality is a tool used as
  skillfully as any hardtech device.
  Even the Trinity has trouble
  piercing the “electronic curtain”
  surrounding Nihon. As long as
  primary sources of raw materials
  remain secure and the world
  ignores the Home Islands, the
  Nihonjin will continue ignoring
  the world from a protected
  position. They see their role in
  world politics, if any, as that of
  mediators, intercessors and,
  strangely, curators of those
  aspects of other cultures that they
  find interesting.
  The Floating Gardens
  Other than its hardtech
  supremacy (including rumors of
  devices that outshine easily even
  the most advanced gear on the
  market today) and elegant
  diplomatic strategy, Nihon’s only
  
  84
  ASIA
  real resource is its orbital
  presence. Nihonjin space is a small
  but almost entirely roboticized
  network 
  of 
  manufacturing
  outposts and mining installations
  devoted 
  to 
  the 
  location,
  processing and transport of
  mineral resources. The Home
  Islands cannot afford to waste
  anything. 
  Nihonjin 
  orbital
  refineries are incredibly efficient,
  using increasingly sensitive
  sorting arrays to extract as many
  precious raw substances as
  possible for home consumption.
  Russia became one of the
  strongest 
  anti-aberrant
  aggressors. Ironically, the
  nation wasn’t a hot spot of
  aberrant activity until Borsov threw
  down 
  the 
  gauntlet. 
  Russia
  weathered the Aberrant War better
  than Europe or North America, but
  came through it strained and battered
  nonetheless. Russia’s Crash involved
  deposing Borsov and working toward
  space development once more.
  Unfortunately, the Russian economy was
  in a shambles, restricting feasible
  The Nihonjin themselves
  do not to take well to
  extraterrestrial lifestyles. With
  the exception of the colony at
  Olympus (established well before
  the Quarantine), a few manned
  research stations, Psi Nihon and
  other émigré groups, few
  Nihonjin ever leave Earth orbit.
  India
  Considered the third most
  important power in Asia behind
  China and Nihon, the Indian
  League boasts both the world’s
  largest and most vital population
  base and a fierce dedication to
  global diplomacy and mediation
  not seen since the Swiss of
  previous centuries.
  As the starting point of many
  so-called 
  New 
  Religions
  spreading through settled space,
  India is an arbiter for global
  morality and ethics. Bombay
  hosts the annual World Ethics
  Conferences, New Delhi handles
  mediation for Middle Eastern and
  Central Asian disputes, and a
  number of human rights
  associations are based in the
  subcontinent. India is also the
  birthplace of anima culture.
  The Russian
  Federation
  Russia is a land trying
  desperately to make up for
  missed opportunities. With a
  wealth of resources and millions
  of able bodies from Petrograd
  into 
  the 
  Chinese 
  Co-
  Development Zone, by all rights
  Russia should be shoulder-to-
  shoulder with China, Brazil and
  the UAN. A selfish and short-
  sighted Russian government
  held the great nation back in the
  21st century, and Russia hasn’t
  caught up yet.
  When Borsov assumed the
  presidency in 2050, Russia’s
  space exploration showed
  marked but still minor progress.
  Russia’s 
  long-term
  extraterrestrial efforts looked
  promising, but Borsov and his
  staff saw greater political glory
  in directing their efforts against
  aberrants.
  — Excerpt: Anima Asia © 2118,
  Walkabout Press
  Southeast Asia is a world
  leader in integrating biotech and
  psi-influenced 
  cultural
  developments into its society.
  Orgotek’s influence is apparent
  in the great Anima Cities of
  Bangkok and Funan. The
  metropolises are biotech
  wonderlands, and host a
  number of qin dignitaries who
  consider the cities homes away
  from home.
  These regions are centers of
  so-called “anima society.”
  “Anima” refers to the “spirit-
  within-all-things” philosophy that
  pervades much of youth culture
  today. Anima society concerns
  itself with discovering natural and
  organic elements in the
  surrounding world. The trend
  allows for any degree of
  extrapolation. 
  Anima 
  is
  commonly 
  a 
  means 
  to
  understand the human condition
  more clearly, but many apply it
  to developing new musical and
  fashion styles, or to integrating
  biotech into everyday life — and
  some even use it to relate to hard
  technology in ways never
  considered before.
  Anima culture’s most
  dedicated adherents are teens
  and 
  young 
  adults. 
  This
  generation’s fresh perspective
  finds new ways of merging psi
  and science, and biotech and
  hardtech, that escape even the
  most astute adults.
  “Slow
  Dance Kiev”
  — Ilya and the Tarkovskiis © 2119
  Stahu Entertainment
  Do you have a knife?
  Do you have a gun?
  Do you have rope,
  or razor?
  In the continental winter
  of these slow eleven hours,
  we return
  to building
  in wood.
  
  85
  ASIA
  development of any kind.
  The government looked for
  options, and found them in
  the nation’s natural resources.
  Even with the destruction
  caused by the Chernobyl dome’s
  partial collapse, the vast Russian
  steppe is the largest agricultural zone
  ever cultivated. Russia’s grain buys her
  friends, notably India and the orbital
  stations. Russia also holds the second-
  largest platinum deposits on Earth. Such
  wealth inspires North and South
  American political relations, as well.
  Russia doesn’t have the resources
  and equipment currently to develop the
  agricultural lands and platinum mines
  to their optimum potential. The Co-
  Development Zone, Russia’s lease of her
  eastern territory to China, gives
  Russia the necessary technology
  and China a significant amount of
  grain and mineral resources.
  The Russian people are not
  all sanguine about renting out
  Siberia to a foreign power. Rebel
  factions and mercenary groups
  harass the mines and transport
  routes, redirecting shipments
  meant for China. Russian soldiers
  refuse to take up arms against
  their own, so Chinese military
  and Russian-hired Legionnaires
  struggle with the outlaws.
  Already exploited by its
  eastern allies, Russia is cautious of
  binding its fate to that of Europe.
  Despite repeated overtures from
  the Swiss, plans for
  a 
  “Euro-Russian
  Commonwealth”
  have 
  stalled,
  repeatedly rejected as
  “inappropriate” by the
  mercenary boyars of Moskva,
  Petrograd and Kiev. Russia has
  observers in Zurich-Geneva, but
  discussions so far has been
  inconclusive.
  Political 
  experts 
  and
  economic gurus agree that Russia
  could be a major player on the
  world stage. The venerable nation
  must first quell its internal
  squabbling, choose a single
  direction and move forward with
  resolve.
  
  86
  AUSTRALIA
  The United States of America
  are united no longer. Europe is an
  economic wreck best characterized
  by the smoking crater that
  dominates the French landscape.
  Asia is a troubled land ruled by
  China’s iron fist. South America’s
  governments bow to the wishes of
  crime. Where is the common man
  to go to escape these titanic forces?
  Where is there room for the
  common man to realize his
  dreams?
  Australia.
  In the wake of global changes,
  Australia has stepped into those
  places vacated by the superpowers
  of yesteryear. Let China and Brazil
  have all the power. Let America
  and Europe scramble to regain
  their bygone glory. Australia will
  take in all the souls who are
  squeezed out by such power
  plays. Australia took a gamble
  after the Aberrant War, reversing
  a formerly isolationist stance to
  market itself aggressively to the
  world. The gamble paid off; the
  land down under is known as both
  the last refuge of the
  middle class and
  as the enter-
  t a i n m e n t
  empire of the
  22nd century.
  The New
  Melting Pot
  When the Aberrant War
  broke out, fate spared Australia.
  The continent wasn’t enough of a
  player in the war to interest many
  aberrants. Australia was neither a
  superpower nor a nation with any
  particular military might.
  The war came and went, leaving
  Australia largely untouched. With the
  middle class of the world bereft of a
  home, Australia presented itself as the
  land of opportunity. Anywhere from 50
  to 500 settlers would combine their
  funds and purchase a small fusion
  reactor. Once energy was on hand, all
  that remained was effort — and the
  dispossessed had that in surplus. Before
  long, new communities dotted the
  Outback.
  New Paris —
  The First Settlement
  — Warren Shaw,
  Retrospective © 2116 OBC
  Now a national monument, New
  Paris was the first of Australia’s
  settlements. Settled by French
  fleeing the chaos of wartime
  Europe, it was to be a shining
  example of the power of hope
  and of the strength of ambition.
  New Paris was built in 13 days
  and served as a tribute to the
  human spirit for 17 more.
  Exactly one month after
  construction of New Paris began,
  things went wrong. The settlers had
  bought a second-hand reactor, one
  with a microscopic crack in the core.
  The reactor explosion killed 60% of
  the town’s population instantly.
  Bandits, raiders and wild animals
  descended upon the settlement in
  the days that followed. New Paris
  was no more.
  To settlers, New Paris is a two-
  fold reminder. The human spirit is
  a powerful thing. The Outback is
  tougher.
  ART ©2120 KOSTBAAR
  
  87
  AUSTRALIA
  The Media
  Publicity 
  attracted
  Australia’s population of
  expatriates, and publicity keeps
  them 
  there. 
  Sydney 
  and
  Melbourne are the new global
  entertainment capitals, and network
  satellites transmit a dreamland of
  images across the Outback. Many new
  settlements invest in satellite dishes
  even before buying fusion reactors.
  The world’s five media giants are
  all based in Australia. They vie for ratings
  and netlinks with the same intensity as
  nations struggle for political supremacy.
  Australia Today
  Although the megameds possess
  enormous influence, they have not
  subsumed government. The media
  corporations are content with “control
  of 
  the 
  population 
  through
  entertainment.” They leave policy- and
  decision-making to the government —
  as long as the appropriate
  respect is paid to the media, of
  course.
  Australia’s ruling body is its
  Parliament — a consistency that
  pro-Australian publicists are
  quick to point out. Australia’s
  current Prime Minister is Luis
  Trenton, formerly a colonel in the
  Australian Air Force. He is well-
  loved by the public for his military
  background and forthright
  manner. His participation in anti-
  aberrant raids adds considerably
  to his image. In fact, Australia —
  already rabidly anti-aberrant —
  has become virtually xenophobic
  during Trenton’s terms.
  Despite the open arms policy
  of the past 60 years, a number of
  Australians fear and resent
  outsiders. These groups seek
  self-sufficiency and even self-
  government. 
  Outback
  settlements that have provided
  for themselves for
  years, 
  from
  sustenance 
  to
  protection to local
  decision-making, now
  seek official autonomous
  status. It would seem that
  settlements intend to isolate
  themselves even from the rest of
  the continent. The Australian
  Parliament has yet to respond to
  these requests, but the clamor
  grows, and settlers become
  restless as their voices continue to
  go unheard.
  Criticism of Parliament also
  arises over the ongoing Aborigine
  plight, which has been intensified
  by the continent’s population
  increase. Like the national “melting
  pot” that preceded it, Australia faces
  the problems of cultural suffocation
  that come with multicultural
  infusion, particularly for its
  indigenous peoples and minorities.
  
  88
  EUROPE
  After nearly a century of
  devastation and reconstruction,
  Europe remains a continent of
  ruined cities and fragmented
  nations. Although reforming the
  European Commonwealth is a
  step toward restoring the
  continent, the root of Europe’s
  problems is not political but
  cultural. Despite Zurich-Geneva’s
  best efforts in leading the EC into
  a new era, European nations have
  trouble accepting that they are no
  longer the world center of culture
  and commerce. The remnants of
  old nations bicker for concessions
  in the EC, while the young turn
  away from tradition entirely in
  favor of new ways of life.
  Ironically, these new ways are
  often the oldest. Religion has filled
  the void created by the collapse
  of national power. With the loss
  of French rationalism, the
  European mind turns increasingly
  to mysticism and the continent’s
  ritual heritage. An indeterminate
  number of cults and agrarian-
  socialist splinter groups have
  sprung up. This new mysticism is
  accompanied by a flood of stories
  about psi “saints” and “angelic
  visitations.”
  The French would have found
  the irony amusing. The Dark Ages
  have returned to Europe in an era
  anticipated otherwise as the most
  hopeful for humanity. Modern
  Europeans dwell in a ruined urban
  forest, a world haunted by ghosts
  and angels. The youth of Europe
  look above the forest, to the
  stars, while the superpowers’
  orbital stations loom bright in the
  firmament. The Urban Schism
  continues in Europe, with
  thousands of European slummers
  retreating to small villages.
  Yet dark as it is on the
  European continent, a spark of
  perseverance still flickers.
  Despite every setback these
  nations have suffered in the past
  century, the people’s will
  remains strong. Many Europeans
  have relocated to Australia or
  Luna, but an inordinate amount
  remain in their homelands, trying
  to rebuild their once-great
  cultures. Many leap at the chance
  to undertake space expeditions
  for foreign corporations or
  governments, not only to help
  heal the European economy but
  to prove to the rest of the world
  that Europeans are still vital to
  shaping human progress.
  Politically, the European
  continent comprises a mass of
  local interests held together by
  the sheer stubbornness and
  limited resources of the
  European people, particularly the
  Swiss. After Zurich-Geneva, the
  Barcelona, London, Hamburg,
  Bruxe, Milan, Copenhagen,
  Ljubjana 
  and 
  Budapest
  metroplexes dominate the major
  remaining arcological regions.
  Rome, as center of the newly
  revitalized Catholic order, has
  demanded special status. This
  Vigilentiam Contra Apostatio
  — Excerpt: Pope Benedict XVIII’s
  2118 pronouncement
  It is also grievous that our
  brothers and sisters in Brazil have
  fallen so far into complacency while
  the practice of heretical modes of
  fortune-telling, conjuration of spirits
  and voluntary spirit possession
  continue growing in their midst. We
  have sent members of the Society
  of Jesus to Brazil to inform those
  taken in by this “Candomblist
  Heresy” that this is an unacceptable
  adulteration of the teaching of our
  lord Jesus Christ. If the Umbandists
  care to claim scientific merit for their
  practices, then let them do so under
  the guidelines established in De
  Naturis Vibus Mentis and claim no
  more “supernatural” or “spiritist”
  provenance for their efficacy.
  If, however, they refuse to do
  so (or cannot), then they must either
  desist their practices or endure
  separation from God and the body
  of the Church. The Society of Jesus
  will decide.
  For those elsewhere, and
  particularly to the children of
  Europe, whose kingdoms have
  been cast down by the work of
  aberrants, I ask that you pray often
  and honestly before giving yourself
  over to the lust for “miracles.”
  Before you follow a living saint,
  allow the scientists to ascertain that
  the stigmata are in fact miraculous
  proofs of God and not simply
  manifestations of the natural
  powers of the mind. While it is
  proper to offer veneration unto
  saints, adulation of the noetically
  gifted is a sin of idolatry.
  fact irritates the Swiss, who consider the
  Vatican a rival in an already exhausted
  continent.
  Each of the surviving great cities has
  its own character and its own strategy
  for regaining prominence on the world
  stage. For some this means seeking
  alliances with the new superpowers. To
  others this means experimenting with
  social metamorphosis or gambling on
  new technologies. For most, however,
  survival simply means that Europeans
  are forced to rely on their natural talents
  
  89
  EUROPE
  and energy, and will rise or
  fall as a result.
  Indeed, each arcology
  proclaims its unique cultural
  and historic heritage eagerly, in
  hopes of bringing desperately
  needed tourist yuan into local
  economies. Nostalgia, one of
  Europe’s few remaining commodities,
  brings with it a jealous protection of
  remaining art and architecture.
  Europe has a difficult road ahead.
  The continent may never recover
  completely from the devastation it faced
  in the last century. Pockets of lush
  countryside struggle to flourish amid
  sprawling urban decay. Even the most
  advanced European arcologies are
  outdated compared to the gleaming
  African or Chinese metroplexes. The
  crumbling ruins of places like Paris, Berlin,
  the Netherlands and Stockholm serve as
  stark reminders of the tremendous losses
  Europe suffered. But if the European spirit
  is any indication, these once great nations
  will rise again.
  France: Five Years After
  — London Circle © 19.9.2119 Rafat, Inc.
  FRENCH PERMANENT REFUGEE ZONE — Mourners
  from as far away as Titan came to Tours today to
  commemorate the fifth anniversary of the Esperanza disaster.
  In a holotaped statement, Otha Herzog offered his
  prayers and sympathy on behalf of ISRA for the survivors
  of France and the people of Europe. “The tragedy of
  Esperanza affects us all profoundly. In time, the true
  meaning of the disaster will become known and the
  bereaved may gain some comfort from the martyrdom of
  the dead. For now, ISRA joins in the mourning, both for
  the lost French spirit and for the great paralysis visited
  upon the larger European community.”
  The orbital station Esperanza, launched by the EC in
  2112, was recognized as Europe’s last hope for
  establishing a space presence. The aberrant attack on the
  station two years later forced it back to Earth, where it
  disintegrated and rained over western Europe. Hundreds
  of pieces of debris detonated the French power grid and
  hit in destructive shock waves as far away as Genoa,
  Sardinia and Algiers. An estimated 11 million people were
  killed outright by the power grid explosions; deaths due
  to radiation poisoning and other complications may
  eventually raise the final toll to twice that.
  Without the continued support of the orders, it is
  unlikely that France will ever recover as a habitable center.
  As a Permanent Refugee Zone, France is co-administered
  by the EC and the Æsculapian Order.
  
  90
  NORTH AMERICA
  The once-proud United States
  of America, which include Canada
  and portions of Mexico in the
  22nd century, has become a loose
  confederation since the Aberrant
  War. The old United States’
  economic might was one of the
  biggest obstacles to aberrant
  victory, 
  whose 
  strategies,
  disorganized though they were,
  hinged on destroying the
  superpower.
  Although aberrants seemed
  to have no specific geographic
  tendencies, in the early 21st
  century the majority flocked to
  North America (often referred to
  as “Nordamerica” in the 22nd
  century). The United States was a
  primary target for their aggression
  when the war broke out. The
  impact of such horrendous
  circumstances 
  cannot 
  be
  described adequately. Yet, as
  severe as the war’s effects were
  on the United States, two key
  events proved to be the nation’s
  ultimate downfall.
  The Blight
  Calvert Wycoff was raised a
  fundamentalist Christian. After
  erupting as an aberrant, he
  gathered a circle of followers
  called the Prophets of Jehovah.
  From an armed camp in
  Hastings, 
  Nebraska, 
  they
  preached the “word of God” as
  spoken through “His new Son,”
  Wycoff.
  The Prophets blared their
  apocalyptic message across local
  OpNet, radio and television
  frequencies, foretelling the
  destruction of the world, the
  death of this “Gomorrah nation
  at the hands of the Son,” and his
  triumphant return a century
  afterward, “leading the very
  hosts of Heaven.” Citing
  egregious violations of FCC
  regulations as well as suspected
  weapons violations, the FBI
  moved into the Prophets’
  compound only a few weeks
  later.
  Minutes into the raid, Wycoff
  exploded literally in a blaze of
  glory that swept the heart of
  North America for 125 miles in
  every direction. The burst itself
  was recorded as some sort of
  “dirty plasma” energy. Reports
  asserted that an another wave of
  unidentified energy washed over
  roughly another 600 miles.
  However, since the secondary
  effect caused no immediate
  death or property damage, it was
  disregarded.
  The instantaneous deaths of those
  in the blast zone, and the loss of
  hundreds of millions of American dollars
  in resources shocked the world.
  However, the long-term effects of the
  Hastings explosion didn’t become
  apparent until months afterward.
  Despite calls for an investigation into the
  government’s role in the disaster, the
  FBI insisted that its field agents acted
  independently when they raided the
  Prophets’ compound.
  By early 2055 it was obvious that
  the Hastings blast had a more sinister
  effect — pervasive taint radiation that
  became known as the blight. Crops
  wouldn’t grow in ground exposed to
  Wycoff’s strange secondary wave. Even
  worse, major strains of contemporary
  high-yield soy and wheat would not
  germinate in any North American soil.
  Questions remain even today: Was this
  some secret plot of Wycoff’s? Was it the
  work of other aberrants who channeled
  his death throes? Was it simply an
  unforeseen side effect of his death?
  Whatever the answers, the blight’s
  effects were horrific. Fear and starvation
  swept the land as the nation scrambled
  to replenish its depleted food reserves.
  Meanwhile, other aberrants continued
  laying waste to urban centers and the
  countryside.
  Only paranoia seemed to grow in
  this new climate. Americans became
  suspicious of each other; splinter
  groups, however harmless, were soon
  the targets of vid exposés. Ordinary
  neighbors accused one another of
  harboring Aberrants. The freedom of
  religion clauses in the Bill of Rights were
  suspended temporarily by a cult-
  obsessed president.
      The Dustbowl
           Returns
  — Henry Jasper, Iowa pork farmer,
  interviewed for Global News:
  Investigative Reports
  © 23.5.2056 GN
  To do your work, you need a
  full stomach. For a full stomach,
  you need a plate of meat. For a
  plate of meat, you need a pig.
  All the damned pigs are dead,
  and even if they weren’t, we’ve
  got nothing to feed them!
  Re: The Prophets of Jehovah
  From: S. Helbig, FBI Director
  To: C. Barnett, Omaha Office
  Date: 23:31 2 NOV 2054
  Having spoken to my superiors
  over the last several hours, we have
  approved a raid on the Hastings
  compound. You are hereby
  authorized to use any means
  necessary to bring Wycoff into
  custody, as of 00:00 3 NOV 2054.
  Good luck, Collin.
  
  91
  NORTH AMERICA
  The Rise of
  the Military-
  Corporate Complex
  The United States was in poor
  condition. Most of its urban centers
  suffered severe damage from
  aberrant attacks, and millions of
  civilians were dead. The country’s
  resources were stretched to the breaking
  point; losing a massive amount of grain
  reserves to the blight (not to mention the
  inability to grow more) rocked what was
  left of the nation’s stability. The only
  things acting in the military’s favor in the
  ongoing war were the few OMEN fusion
  “deathsats” that hadn’t been destroyed
  in the aberrant “Space Brigade’s” raid on
  Olympus Base, and the sheer size of the
  armed forces.
  Without a strong federal government,
  and without the support of state
  governments that already struggled to
  feed and provide for civilians, the U.S.
  military declared independence from all
  political bodies. The armed forces
  assumed control of American defenses
  and declared authority to
  c o m m a n d e e r
  whatever funds and
  resources it needed
  to continue the fight
  against aberrants.
  Politicians 
  were
  outraged, but the
  American people
  supported 
  the
  uprising after the
  military proved that it
  could seize food
  reserves 
  and
  distribute 
  them
  among civilians —
  and 
  fulfill 
  the
  military’s own needs.
  The 
  armed
  forces drew up
  unofficial boundaries,
  creating military
  m a n a g e m e n t
  districts that each
  e n c o m p a s s e d
  several 
  states.
  Regional 
  forces
  cooperated with
  each other and
  shared resources
  whenever possible,
  but otherwise acted
  independently, in
  defiance of shrill
  political protest.
  The 
  new 
  military
  establishment moved on Canada
  and Mexico as one of its first
  actions. The United States hoped
  to take control of the bordering
  nations’ marginally healthier
  resources. While the United
  States’ 
  military
  hardware 
  had
  mixed 
  results
  against aberrants, it
  was quite effective
  against 
  the
  country’s neighbors.
  These 
  invasions
  would have been
  even 
  more
  challenging had
  Quebec not assisted
  the United States’
  thrust into Canada.
  The North American
  Police 
  Action
  instigated revolts,
  revolutions 
  and
  coups across the
  continent 
  that
  endured 
  for
  decades after the
  war itself.
  After five years
  and incalculable
  devastation to the
  continent, a taxed
  United 
  States
  military consolidated
  with a few private
  corporations 
  to
  maintain control and
  fund the ongoing
  war effort. The
  One Nation
  Under God
  — Askani Sere, The New World
  © 2093 Walkabout Press
  Lest you think the
  nation has devolved into
  some 
  pathetic 
  post-
  apocalyptic cliché, let me
  tell you something: The
  federal government still
  exists! That surprises a lot of
  Americans these days. True,
  it’s mostly all collapsed now;
  it serves as little more than
  a 
  puppet 
  for 
  the
  metanationals. Only one
  remnant retains any real
  power: the military. The
  Federated States Military
  provides most levels of law
  enforcement, from county
  sheriff to coast guard. The
  FSM is ever-present — on
  contract, of course. Don’t let
  a fed hear you use the word
  “extortion,” unless you’d
  like to be pressed into
  garrison duty in Omaha.
  formerly blurred divisions of the
  nation were now made absolute.
  This new “military-corporate
  complex” redirected funding on all
  government levels to rebuild the
  country’s offensive and defensive
  capabilities. Legal and moral
  considerations aside, not even this
  boost allowed the military to
  contend with aberrants fully. If not
  for China’s Ultimatum, it is difficult
  to say what dark fate would have
  befallen North America.
  The Federated States
  of America
  The new Federated States of
  America was still crippled severely
  by a lack of agricultural resources
  in the war’s aftermath, and other
  nations were too preoccupied
  with their own restoration to
  provide assistance. Americans are
  nothing if not resourceful,
  however. While major wheat and
  soy 
  strains 
  were 
  dead,
  experiments proved that other
  strains could be used. Continued
  lunar development yielded viable
  mineral resources and the millions
  of Nordamerican homeless and
  destitute made prime colonization
  fodder for Luna, Mars and the
  asteroid belt. The once great
  nation struggled gamely through
  the waning years of the 21st
  century to recover its position of
  global supremacy.
  Considering the FSA’s current
  state, this effort will be difficult to
  say the least. The Federated States
  FSM SECURITY CAM > 0[823[•MRH
  
  92
  NORTH AMERICA
  still retains a certain
  coherence; 
  its
  citizens 
  are 
  all
  Americans, at least
  officially. Yet a deep
  mistrust exists among the
  great metroplexes of the East
  and West Coasts and the
  “Outback” lands across what
  remains of North America.
  Massive arcologies rule
  Nordamerican coastlines: from
  Boston to Atlanta in the east, and
  from Vancouver to San Diego in
  the west. These metroplexes
  loom, brooding like concrete and
  orbital steel giants. Aircraft and
  spaceships frequent the skies over
  the cities; the lights never go out
  and the commercials never stop
  broadcasting.
  The great metanational
  corporations, in league with the
  restructured Federated States
  Military, still rule the land in all but
  name. There’s no reason for the
  corporations to dirty their hands
  with the work of governing. They
  leave that to the skeletal federal
  government. The military-
  corporate complexes own the
  great arcologies in which the
  masters of the metroplexes
  dwell, and, by extrapolation,
  control the very nation. No one
  owns — or cares to own — the
  crumbling shanty wastelands
  surrounding those shining
  arcologies.
  Great Lakes District, South
  District, Tex-Mex District, these
  are 
  the 
  North 
  American
  breadbaskets of the 22nd
  century. Cities like Pittsburgh and
  Denver have seen a resurgence
  in trade since the war. Farming
  remains unsafe; the threat of
  attack looms for many rurals. The
  blight displaced a lot of those
  whom it didn’t starve to death;
  thousands escaped to the FSA’s
  many orbital colonies, or
  emigrated to Australia. Some of
  those who remained and
  survived now roam the land like
  migrant tribes, crossing the
  central wasteland to trade for
  supplies or to scavenge
  abandoned cities. Rumor has it
  that rare groups of these rurals
  patrol the wastelands to aid
  travelers in danger.
  The corporations and the
  FSM work hand in glove on both
  coasts. Military production
  contracts go to the corporations
  with the largest military presence
  in “their” cities; the corporations
  round up cheap labor in the
  slums around the arcologies or,
  HOLOSIM AD >>> REED ROSEN TSUNAMI
  Analysis: Post-War Recovery
  Update 2096: The FSA
  While the country gives the
  impression of a land on the
  rebound, statistics and evidence
  give our economists fits. There’s
  more work to be had in the fertile
  lands than there are reliable farm
  workers. Heavy industry is seeing
  its fourth consecutive rise in
  output. And yet the FSA’s official
  GNP continues to slide; the dollar
  buys less each year, and
  thousands starve in the ring-
  towns of the arcologies. If
  production is so high, where is
  the food and money going? Our
  contacts in the metanational
  corporations indicate that a fair
  amount of resources go to the
  corps and the FSM — but not
  enough to account for this
  discrepancy. North America
  should be in much better financial
  shape than is evident. So again,
  the question must be asked:
  Where is it all going?
  if they get desperate, from
  among the rurals. Such acts
  are overlooked by the federal
  government.
  Quebec
  When the FSA invaded Canada,
  Quebec backed the effort. The
  province’s alliance with the Federated
  States was key to the northern conflict.
  As a reward, Quebec was allowed to
  remain independent of the FSA.
  Subject: Continued FSM Negotiations
  From: Assistant Director R. DuBois, Department
  of Foreign Affairs, Montreal
  To: Deputy Director J. Cartier, DFA, Quebec Orbital
  Encryption: DSE
  Transmission type: textfile (translation from the
  French)
  Date: 13:41:33 16.10.2119
  I spoke with General Johnson again
  this morning. Jacques, this situation is
  impossible. The treaty your people
  negotiated in 2055 — before my time,
  remember — guaranteed our
  sovereignty after the invasion of the
  western provinces, did it not?
  So why are General Johnson and her
  aides citing provisions of the treaty that
  I have never seen before, and insisting
  that they retain the right to an airbase
  outside of Rouyn? Are there provisions
  to the treaty that I’m not cleared for? If
  so, why the hell do you people have
  me coordinating the negotiations?
  Please contact me at once.
  
  93
  NORTH AMERICA
  Mexico
  Mexico City is a smoking
  hole in the ground. A quake
  hit in 2043 (an act claimed by
  at least a dozen aberrants), and a
  schism among aberrant factions not
  long afterward did millions of yuan
  more in damages. At least one million
  people died during this time; the rest
  fled for rural lands. The national
  government collapsed not long
  afterward, owing to a combination of
  incredible official corruption and
  crushing national debt. When the United
  States moved down from the north, it
  met with little organized resistance.
  Much of Mexico is considered
  contested; the north along the Rio
  Grande has been merged with Texas,
  and the Gulf Coast is petitioning for FSA
  membership. Southern and central
  Mexico are a battleground between
  FSM troops, so-called freedom fighters,
  and Brazilian-financed mercenaries.
  Apparently the FSM seeks to secure as
  much arable land as possible. The
  resistance claims to fight for an
  independent Mexico. The mercenaries’
  goals are unknown.
  Subject: Border Resistance
  From: Colonel Theodore Whitman, FSM Tactical Analysis Division
  To: Brigadier General Samson Fourke, FSM Central Command
  Encryption: DSE
  Transmission type: holofile [enclosed textfiles]
  Date: 20:07:56 4.2.2120
  Regarding the continued resistance that our
  great nation faces to the north and south: I have
  studied the enclosed field reports, and I must admit
  some consternation. While the Canadian resistance
  movement offers little direct threat to our nation’s
  stability, it is frustrating that such poorly-equipped
  rabble can resist our military forays. Even when we
  find their hideouts, the Canucks scatter like
  cockroaches when you turn on the lights. I don’t
  know how they can keep going, considering that
  they have no resources or support.
  This leads me to the so-called “Mexican freedom
  fighters.” Unlike their northern counterparts, these
  rebels are well-funded and -organized. We know that
  they receive munitions and mercenary support from
  South America, and our commanders note suspected
  Norça involvement as well. Due to the recent setbacks
  that we have suffered in the southern border conflict,
  I recommend we deploy two divisions of vacuum
  assault and reconnaissance gear immediately.
  
  94
  SOUTH AMERICA
  Not even the Spanish
  conquistadors with their visions of
  El Dorado could have predicted the
  fortune to be had in the South
  America of the 22nd century.
  When America’s fertile farmland
  was decimated by Calvert Wycoff’s
  dramatic suicide, South America
  closed its continental borders and
  its governments exiled most
  foreigners in a great exodus. Only
  minimal international trade and
  communication was maintained.
  The “Necessary Wall” spawned
  discontent with governments’
  policies, but martial law silenced all
  dissension.
  When South America re-
  established economic contact in
  2073, it opened like an oyster with
  pearls of agricultural produce, bulk
  natural resources and surplus
  power. As foreign money
  flooded into the continent, tourist
  havens on the verge of ruin
  blossomed like never before,
  desolate city-states began
  construction of the most lavish
  spaceports on Earth, and new
  megalopolises became centers
  for international business and
  pleasure. South America — or
  “Sudamerica,” as it is also called
  in current times — came into its
  own with fine tailored suits no
  estilo Brazilian, hand-rolled
  cigars, and a white-toothed smile
  that gleamed like orbital steel.
  Natural Wealth
  Nature is power in the 22nd
  century. South America
  delights in being
  the leading
  nation on the commodities
  market. Brazil has its finger on
  the pulse of the UAN, China
  and Nihon, while tightening its
  grip on the FSA, Russia and Italy,
  and saving special “trade tariffs” for
  Portugal and Spain, its former
  masters.
  Yet Sudamerica struggled with
  second-class international status well
  into the 21st century. The Aberrant War
  did not enable the continent to join the
  rest of the world as much as the war
  brought other countries down to South
  America’s level. However, the war’s
  foreign catastrophies made South
  America’s natural resources a vital
  commodity, even something worth
  fighting over.
  Furthermore, before the aberrants
  left Earth, Bandeirante-led “hunters”
  swarmed the South American jungles,
  purging those aberrants who hid from
  radar and satellite scans, and making the
  fertile lands safe. These turns of events
  redefined the world’s concept of
  progress, began the “environmentally
  anxious” era, and made South America
  a green gem to be coveted.
  South America has made its natural
  resources an industry unto themselves.
  Farmlands in Bolivia and the Mapuche
  Nation, formerly Chile, are allowed to
  be overrun by rain forests. Brazil has
  instituted Indigenous Environmental
  Replication Projects (IER) to enhance the
  tropical ecosystem. Even terraforming
  projects are underway to turn more land
  into rain forest. The Brazilians expect to
  recreate entire ecosystems with existing
  square kilometers as templates.
  Combined with the latest discoveries
  in biotechnology, these efforts will still
  not see results for decades.
       Mourning Is Over
  — Dazyl Grenich,Lifestyles
  © 6.1.2120 MMI
  Fashion designer and Dutch
     émigré Kostbaar declared today that
     mourning is over. Five years is enough,
  he says, so no more black, no more faux
  French berets. It’s time for fashion to move
  forward again, in the new, bright, Brazilian
  monofiber fabrics and clever body-
  shaping cuts that are all the rage in haute
  couture this season. Kostbaar says his new
  look hits the ramps in Rio this spring. See
  the holos here first!
  ART ©2120 KOSTBAAR
  
  95
  SOUTH AMERICA
  Sudamerican 
  agro-genetic
  chains, further advancing South
  American biotechnology.
  Politics
  The 
  “official” 
  South
  American governments can best
  be described as decentralized.
  Discounting the indìgena nations,
  old rivalries and new prosperity
  has created a winner-takes-all
  attitude among the arcologies.
  Brazil 
  remains 
  the
  superpower in the public arena,
  although the growing influence
  of Candomble (the largest
  African-Brazilian cult in South
  America) makes Papal State
  supporters 
  increasingly
  uncomfortable. Columbia and
  Brazil vie for control behind the
  scenes, with no one group firmly
  in control. Medellìn druglords
  and officials have devoted
  masses in the FSA, among the
  youth of Russia, in the Balkans
  and in the Turk Federation.
  Colombian and Brazilian coastal
  cartels are in league with other
  organized crime families in Italy,
  Israel and in the Russian
  intelligence agency.
  However, many concede
  that the Norça most likely control
  it all, including determining
  access to, and flow of, the latest
  Sudamerican discoveries in
  biochemical and genetics
  research throughout the UAN
  and China. In any case, South
  American politics pander to vain
  and vengeful demands, and no
  deal is signed without someone
  getting a cut.
  Brazil
  Brazil is the Western
  Hemisphere’s 
  center 
  for
  environmental biotechnology,
  biosphere stabilization and
  biochemical research. The
  country consists of five arcology
  districts: the Pantanal, including
  the mines of Minas Gerais; the
  Mato Grosso; Rio de Janeiro; Sào
  Paulo; and Salvador. Over 90
  million poor live in a squalid
  buffer zone between these
  glorious arcologies, and these
  destitute must contend with the
  rain forests that still hold secrets
  from modern science.
  There is a place
  for everyone in
  Brazil, and each
  region has its own
  stereotypical flavor.
  The Cariocas of Rio are
  hedonistic, frivolous and
  irresponsible pleasure-lovers. The
  Paulistas of Sào Paulo are
  upwardly mobile, materialistic,
  neurotic 
  workaholics. 
  The
  Mineiros of Minas Gerais are
  thrifty, clever businesspeople with
  an extremely religious nature. The
  quiet, unassuming Nordistos of
  the northern regions lead gentle
  and simple lives in their neo-
  ecoculture.
  The Pantanal was the source
  of biotemplates in Norças’ first
  foray into ecological recovery. The
  feral and dangerous beauty of the
  region is preserved because of its
  unique biochemistry… and
  because Norça insist on it.
  Minas Gerais traffics coveted
  bacterial templates and black-
  market 
  biotechnology.
  Biosamples are gathered by
  incursion units of every stripe and
  inclination. These teams are easy
  to recognize: three to five heavily
  armed guards, at least one
  mestizo or native scout, and
  perhaps a handful of serious-
  looking strangers whose burros
  and small terrarovers are packed
  with handling equipment and
  cryotubes. These agro-techs
  plunge into the deltas, hoping to
  emerge with enough base
  material to boost the depleted
  ecology of any nation willing to
  pay the price.
  Candomble
  What was once a dance in
  honor of the gods is now the
  largest African-Brazilian religious
  cult in South America, and the
  governing power of the pious in
  Brazil. The Pai or Mae de Santo
  chant and weave their prayers in
  solemn, entrancing tones while
  wearing soft white. They throw
  buzios to interpret their fortunes
  or futures, or to explore their past
  lives with the gods. The shells
  splay all-knowing patterns in the
  swept dirt of a floor. Jogo dos
  Buzios is a serious force of power
  and only the foolhardy would
  Agricultural industry is
  not the only motivation for
  South America’s reforms. The
  Aberrant War, the Crash,
  depression and poverty took their
  toll on humanity. Worldwide
  demand for medicinal and recreational
  drugs is at an all-time high.
  Drug trade flourishes again as
  millions of neutrals are inspired to
  unlock potential noetic latency through
  whatever means possible, drugs being
  the most likely route. South America’s
  legalization of the drug trade
  transformed 
  druglords 
  into
  businessmen, cartels into metanationals.
  Norça are involved in both legitimate
  pharmaceutical ventures and illicit drug
  trade and development. There are even
  rumors that Proxy del Fuego condones
  the testing of drugs that induce
  perception of the subquantum universe.
  What the order might have planned for
  such research is unknown, and details are
  sketchy as to how extreme and humane
  this testing may be.
  Space Development
  The space race has had little appeal
  for South America. The continent
  focused instead on the global
  Motherland — home. The South
  American orbital station Orgulho de Cèu
  was built more as a symbol of wealth
  and power than out of any true need.
  Today it serves as a scientific laboratory
  for 
  biochemical 
  and 
  genetic
  engineering. Colombian research crews
  are busy analyzing sample compounds
  from Venus and Europa. They hope to
  splice these orbital strains onto existing
  Addiction and Promotion,
  The Institutionalized Highs
  of Sào Paulo
  — Excerpt: Maria-Theresa San Dios’
  Univeristy of Pharmacology Thesis, 2116
  You won’t find anything illicit on
  the streets of Sào Paulo. The walkways
  are clean, the roads are well-kept, and
  everyone is either going to or
  returning from work. No one dallies.
  Now in the business meetings, well,
  that’s another story... Apoderado’s the
  only place I’ve worked where no one
  leaves the office or the gym without a
  guaranteed smile on his face, and it’s
  not from the overtime pay!
  
  96
  SOUTH AMERICA
  Venezuela
  Venezuela 
  struggled
  during the 21st century,
  subjected to harsh aberrant
  attacks that culminated in germ
  warfare. The country was shunned
  thereafter, and gained the nickname
  El Capybara, after the infested rodents
  that lived in its nearby jungle. Venezuela
  didn’t shed its reputation until Norça
  helped establish underwater cities off its
  coast. These small realms spread into
  the Caribbean, contained within
  translucent bubbles of enforced orbital
  polymers, lie suspended between ocean
  bottom and island stalk.
  A variety of occupations are
  available here: oceanic biology, deep-
  sea tourism, intermediary grav training
  for space flight, and on-site security.
  Oceanic patrols are the first line of
  defense for local land and water cities,
  and keep vigilant watch for aberrant
  lifeforms that might roam the watery
  depths.
  Peru
  Most of Peru went the way of Chile
  and Bolivia after the Aberrant War: back
  to 
  ancestral 
  traditions. 
  Peru’s
  government and trade capital, Lima,
  sprawls under a thick shroud of mist.
  The port city trades in one of the richest
  commodities 
  known 
  to 
  man:
  information. When information is
  relayed to western South American, it
  comes through Lima, but without the
  expenses demanded in Brazil or
  Colombia. No holotransmissions or
  coded flat texts here, only quiet hearsay
  traded person-to-person from aquatic
  ship captains to foreign datathieves.
  The Power of
  Candomble
  — Excerpt: Wakina Sisi holomag
  © 2119 Genman Enterprises
  “I quoted a proverb. They
  were overcome with laughter
  at these words.”
  This was 79-year-old Ãy
  Nika’s simple defense against
  the accusation that she used
  her position of Mai de Santos
  to bring evil id∑n (magic)
  against the two youths who
  tried to rob her. The young
  men fell ill of a rare wasting
  disease — the only two cases
  recorded in Brazil since 1822
  — within three days of the
  incident. The families of the
  men have brought suit against
  Ãy Nika and her congregation.
  Her defense counsel is
  financed 
  by 
  individual
  donations that, at last count,
  total 370 million new yuan.
  laugh at the telling, or insult the
  Spirit Parent who gives it.
  Colombia
  The Colombian Supreme
  Court’s legalization of personal
  drugs 
  in 
  the 
  mid-1990s
  transformed illicit drug trade into
  big business. Colombia is the
  undisputed system leader in drug
  trade, with the nation’s
  capital, Medellìn, the most
  advanced pharmaceutical center
  in settled space. Experiments
  performed with a wide array of
  drugs on hundreds of willing
  human subjects advanced
  medicinal science exponentially.
  The city’s research teams at the
  University of Pharmacology are
  now decades ahead of their
  Chinese competitors. Medellin’s
  poorest quarters house hundreds
  of test subjects who are the
  “dreamers” in the cast-off “Den
  of Dreams.”
  Republica
  Argentina
  Argentina is all business.
  Such business is primarily in
  guerrilla warfare and “dirty wars”
  among North and South
  American political factions,
  religious cults and special
  interest groups. Argentina is
  busiest in its own backyard, due
  to the fascist regime that divides
  the nation into the very rich and
  very, very poor.
  In contrast to its crooked and
  criminal politics, Argentina is the
  stage for Sudamerican theatrics.
  Carnival’s feverish ecstasy of
  color 
  and 
  motion, 
  the
  multilingual bartertown centros’
  loud and frenzied haggling, and
  the aggressive tourism trade
  bring a gritty glamour to
  Argentina.
  Danger in Paradise
  — Excerpt: Travel South America: 2115 © 2115 Stahu Entertainment
  Fair warning to all entrepreneurs: The Colombian juntas have
  every intention of keeping the wealth of Colombia inside
  Colombia. Armed militiamen are everyday fixtures and have no
  qualms about shooting suspected traffickers of appropriated
  merchandise. Although South American law forbids unnecessary
  violence without proof of criminal intent, such actions are classified
  as in “national defense.” If you are one of the truly unlucky, you
  may be beaten, drugged and released in squalid Communa
  Noroccidental to find your own way out or, even worse, you may
  be discovered by Norça and never heard from again.
  
  97
  SPACE
  SPACE
  extrasolar colonies. Still, the
  continued use of jump ships
  ensures that we will never again
  be cut off from one another, no
  matter how far we range in space.
  The Æon Trinity
  and the Orders
  Almost all of the orders have
  some presence in space, whether
  public or not. The Æon Trinity also
  has extraterrestrial facilities,
  which are accessible to neutrals
  and psions alike.
  Æsculapians’ activities in space
  are perhaps the most public and
  widely recognized of all the orders’.
  The docs operate clinics in all lunar
  sectors, in every colony and on
  every publicly held orbital
  station. They provide
   Humanity has wondered at
  the stars since before the dawn of
  history. Initial forays into orbit
  began in the 20th century. But those
  successes were only stepping stones
  to the strides of the 21st century, when
  humanity created new energy sources,
  developed new technologies and finally
  walked among the solar system’s
  planets. It’s impossible to guess at the
  progress that we would have made in
  our solar system and beyond had the
  Aberrant War not erupted. Most of
  Earth’s space program shuddered to a
  halt due to aberrant depredations.
  And yet as history has proven, adversity
  inspires humanity. The Chinese people
  performed Herculean feats in launching
  numerous space craft and weapons
  platforms during the war. Not only did
  China’s successes in space put an end to
  the fighting, it rid Earth of the aberrant threat,
  if only for a short while. However, China’s
  achievements also marked the dawn of a
  new space age, a beginning of a new dream
  to walk among the stars.
  And the humans of the 22nd
  century do exactly that. Earth is no
  longer our only home. People reside in
  near orbit, throughout our solar system,
  and in the vast reaches of space.
  Scientific discoveries have allowed
  these achievements, but the evolution
  of human’s noetic potential has made
  the colonization of space possible. The
  rise of the orders, the discovery of the
  subquantum energy that resonates
  throughout the universe, and the
  invention of biotechnology has led to
  developments in space exploration
  never dreamed of before. We have
  touched alien soil and become the
  friends of alien races. The psions have
  made our spacefaring dreams reality.
  The loss of the Upeo turned dream
  to nightmare, as extrasolar colonies were
  stranded without support from or even
  means to communicate with Earth. The
  Æon Trinity coordinated efforts between
  the remaining psi orders and qin allies
  trapped in human space to create new,
  “living” ships capable of returning to
  deep space. These jump ships came on
  line in late 2119 and began reconnecting
  with our starflung people. The recent
  return of the Upeo wa Macho will
  accelerate communication and trade
  between our solar system and the
  Life on the Fringe
  — Stephanie Chan, The Final Frontier © 2118 GN
  In many ways, life in extraterrestrial colonies, stations and
  bases can be compared to that on any new frontier, in any era
  of human history. Eking out a living in an unknown environment
  demands resilience, a rugged physique and cooperation. But
  the worlds that space explorers struggle to conquer go beyond
  the hair-trigger life of Tombstone or the dangers of staking a
  claim. Justice in space is swift and harsh. When you run out of
  food, there’s nowhere to forage. When things go bad, there’s
  no way to pick up and start elsewhere. And when your enemies
  come, there’s no place to hide.
  A harsh environment creates harsh people, but tolerance,
  grace and subtlety are in greater demand in space than anywhere
  else. Is it worthwhile to get angry over a game of cards, or a
  work schedule, or even a mate? Killing is easy — anyone can
  do it and get away with it on the frontier — so why look for
  trouble? Forgive and live.
  In space, you depend on the competence of those around
  you. Highly screened and trained crews are the dream of every
  supervisor; a single screw up could kill everyone. Since life-
  support environments are at a premium, limiting privacy off
  Earth, a little personal space can be worth killing for. But whether
  people are miners, terraformers or researchers, living space is
  minimal compared to the vastness of space, and everyone better
  get along or someone’s going to die!
  The complexity of life follows the complexity of technology,
  and those who live in space are entirely dependent on their
  technology. Pioneering in the 22nd century is no return to “the
  simple life,” unless you mean that it’s simply harder.
  medical attention to colonists,
  from tending to injuries, curing
  illnesses, providing psychological
  treatment and stress therapy, to
  trying to eliminate the sale of black-
  market organs and controlling drug
  trade (both legal and illicit). The A/O
  is needed most in Luna’s Downside,
  where workers and the indigent
  suffer frequent “accidents,” and
  overdose regularly on the drugs they
  turn to in hopes of a brighter
  existence.
  The low-gravity environment
  in space also allows Æsculapians
  to conduct medical research,
  particularly on new medications
  that cannot be manufactured on
  Earth. Luna’s A/O clinics are a
  major source of medical treatment
  and noetic healing throughout
  colonized space.
  
  98
  SPACE
  the base from foreign incursions.
  More than one rowdy miner has
  suffered abuse at the hands (and
  powers) of psychokinetics bored
  with their “chicken roost” duties.
  The Legions maintain several
  military barracks and ship-launch
  sites on Luna.
  The Ministry maintains
  telepaths on all publicly held orbital
  stations and colonies. It also staffs
  liaisons to Chinese delegates to the
  lunar-based new United Nations.
  The high Chinese population in the
  stars also demands telepath
  presence simply to ensure respect
  for 
  the 
  earthly 
  Chinese
  government’s doctrines, and to
  protect China’s interests in space.
  The Ministry’s space outpost is
  located in Yutu Yinch0n on Luna,
  but doesn’t stand out against the
  backdrop of diplomatic and
  business institutions that pervade
  the sector.
  Norça maintain no official
  bases or operatives in space.
  Biokinetics 
  have 
  been
  spotted (or evidence of their
  passing has been found) in
  Olympus, in the Belt and on a
  number of orbital stations, though.
  Norça activities in space have almost
  always been limited to the lower
  levels of stations and fringes of
  colonies, with the psions disappearing
  as quickly as they have appeared.
  Officially, Norça agents claim that their
  activities in space involve acting against
  threats that the other orders overlook,
  but the order refuses to elaborate.
  Orgotek maintains research centers
  throughout settled space, which are
  operated by both neutral and psion
  agents. These facilities are located on
  every major orbital station in the solar
  system and in the colonies on Luna and
  Mars. Tests are conducted on biotech
  and psi powers to gauge their capacities
  in low-gravity environments, and to
  expand noetic science.
  Hundreds of psions and Orgotek
  employees were killed when the orbital
  jump-ship launch platform destroyed in the
  2119 aberrant attack. The program was
  thought grievously delayed until Orgotek
  Proxy Alex Cassel revealed a second such
  site on Luna, created, maintained and kept
  secret exclusively by Orgotek all along.
  The Æon Trinity operates a variety
  of extraterrestrial outposts. Some are
  public facilities on Luna or orbital
  stations that can be located by anyone.
  Public offices provide services ranging
  from information libraries to medical
  clinics to social programs (the last two
  of which are most prevalent in the safer
  regions in Luna’s Downside). Psions are
  posted to these public facilities
  occasionally, but mostly for appearances
  sake or as penalty for abuses of power
  or breaches of conduct.
  Private outposts are the center of
  Æon Trinity action in space. Æon
  maintains a variety of chapters on Luna
  that coordinate numerous activities
  throughout human-occupied territories.
  Housing for psion and neutral space
  explorers, noetic science experimental
  labs, weapons-testing sites, aberrant
  surveys and space patrols fall under this
  purview. The Trinity’s space personnel
  are also instrumental to the jump-ship
  program, and was primarily responsible
  for building the orbital station that was
  destroyed in the 2119 aberrant attack.
  Those tests continue even now in the
  “second” launch site, recently revealed
  to the Trinity by Orgotek.
  ISRA Proxy Otha Herzog lives
  on Huruf al-Hayy, a space station
  hidden far from human habitation
  and his psions, while most ISRAns
  call the Moon their home. What
  better place than Luna, they
  reason, is there to look out across
  the stars and protect the Earth?
  The order is not a major factor in
  lunar events for the most part,
  though its influence has increased
  recently due to the clears’
  involvement in the jump-ship
  program. Clairsentients are key to
  operating jump ships, and Luna is
  the staging area for humanity’s
  return to deep space.
  The Legions are the orders’
  contribution to security in space. As
  Luna is the hub of the human
  universe, so too is it the hub of
  Legion activities beyond Earth.
  Perhaps the best known is Phoenix
  Squadron. Legionnaires also
  provide security for the various
  sectors of Olympus itself, dealing
  with unruly colonists and protecting
  The Milky Way on ¥20 a Day
  — Travelogue special issue © 2119 Rafat, Inc.
  In wealthy arcologies and on orbital-station decks, most
  consumer goods are paid for simply by identifying yourself to
  the cashier (who may be a computer agent in some stores).
  Voiceprint and thumbprint are scanned, checked against your
  bank records, and the cost is deducted from your account.
  In less affluent areas on Earth and in most of the inner colonies,
  old-fashioned hard currency and credit cards still hold sway. This
  is due in large part to the exorbitant fees and effort involved in
  accessing approved OpNet financial nodes. Most colonies also
  have multinational presences — Olympus alone has over a dozen
  major national outposts. Add to these issues a number of petty
  fees and concerns, and most businesses find it easier to rely on
  tried-and-true hard currency, trade and sometimes even barter.
  Apparently the Belt is a purely barter-system economy; all the
  credit in the universe won’t even buy you a drink.
  Setting up a bank account doesn’t change much whether
  you’re in Zurich-Geneva or in a Lunar colony spur. You simply
  present yourself at a branch office. They take a voiceprint and
  retinal scan and check them against the databases they have
  access to. As long as you prove to be who you say you are, you
  can open an account, transfer funds or do whatever your heart
  desires. The usual interest rate is 3% if you’re in the black, 20%
  if you’re in the red. Banks that offer “more privacy” (meaning
  they aren’t as concerned about your identity) are available, but
  their interest rates are high, and their fees are exorbitant.
  
  99
  LUNA
  In the early 21st century, the United
  States space program turned its
  attention to Earth’s closest neighbor,
  Luna. Astronomers searched for an
  appropriate site for a lunar base. They
  settled on a small crater near the south
  pole, which contained a frozen lake
  called Galatea. Sheltered in the shadow
  of the high walls of the selenic scar, the
  lake was protected from the sun’s
  blazing heat, making it an invaluable
  resource in lunar development.
  The 
  U.S. 
  began 
  Earth-side
  construction of the base, Olympus (also
  called the Mount), in 2015, but it took
  NASA architects, astronauts and
  administration 15 years to launch the
  first lunar construction mission.
  Olympus was christened on 18
  March, 2031, and ushered in a
  new age of space exploration and
  research.
  Lunar mining was central to
  Olympus’ funding for its first
  decade. In time, expansions on
  the base demanded that mining
  and water-processing facilities be
  enlarged as well. The station’s
  landing plain was also turned into
  a full-fledged space “dock,”
  catering to a steady stream of
  traffic to and from Earth as new
  inhabitants arrived and itinerants
  returned home. Families were
  even created on the base, and
  the U.S. government finally
  began to refer to Olympus as a
  “colony” rather than a “project.”
  Olympus wasn’t the world’s
  only lunar project. In 2045,
  Britain unveiled its own base,
  Camelot, located on the shore of
  Galatea to the south of Olympus.
  Russia also announced its
  Yeltsingrad base, just across
  Luna’s shadow line. Yeltsingrad,
  located on a small crater-lake,
  was never intended to be
  anything more than a mining
  operation, while Camelot was a
  shining 
  monument 
  to
  technology.
  When tensions between
  humans and aberrants rose back
  on Earth, all three lunar bases
  were left woefully understaffed
  and undersupplied. Olympus
  doled out resources and aid
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  0.012
  Equatorial diameter [miles]
  2,160
  Gravity [Earth = 1]
  0.17
  Atmosphere
  none
  Indigenous life
  none
  Rotation period [hours]
  696.5
  Closest distance to Earth
  221,457 miles
  Primary satellites
  none
  A Famous Person
  I Admire
  — Amani Pandarapandi, age 8,
  Chandi School for Girls,
  Calcutta, India,
  interviewed for Lifestyles
  © 2118 MMI
  I admire Selene Olympia
  Miller most of anyone in the world.
  She was the very first baby born
  on the Moon. Her first name is for
  a moon goddess of Greece, and
  her middle name is for the base
  named Olympus. She was born on
  16 June, 2034, and there were lots
  of media stories about how much
  she weighed and how much hair
  she had. When she was 15, she
  helped a bunch of people when
  the Space Brigade came to the
  Moon and took it over. Because
  she played in the tunnels, she
  knew all the hiding places, and
  they all went with her, even the
  grown-ups. And because she
  knew how to hide really good,
  they all stayed safe, even though
  bad people were blowing up
  things on Earth.
  Short-burst Laser Transmission,
  received by Denver Communications
  From: Olympus, Moon 18 Mar 2060.
  To: The relatives of S.O. Miller, ID#OL0000208
  I regret to inform you that your
  niece, Selene Miller, passed on
  during childbirth 15 Mar 2060, due
  to complications arising from what
  our doctors identify as LAO (see
  attachment). Despite the extreme
  measures taken by our staff, she was
  beyond our ability to save. Her child,
  a boy, is not yet named by the father.
  Please accept my condolences on
  the passing of this intrepid woman.
  Sincerely,
  Dave Henderson, Commander,
  Space Brigade
  whenever possible. Yeltsingrad
  suffered considerably because of
  its distance from Olympus;
  additionally, the limited funding
  available resulted in a rudimentary
  facility.
  When lunar inhabitants got
  word of the United Nations’
  declaration of war against
  aberrants in 2049, most were
  relieved that they were isolated on
  the Moon, and spared the conflict.
  They worried about their friends
  and families back home, and
  shuddered sympathetically each
  time they received news of
  another aberrant atrocity.
  Only a few months later, the
  war came to them.
  The Aberrant
  Takeover
  Aberrants stormed Olympus
  without warning. A horde of
  mutants appeared using a rare
  “warp” ability and demanded
  
  100
  LUNA
  surrender. They herded
  the population into the
  control center for an
  introduction to the ridiculously
  named but militarily precise
  “Space Brigade.” The takeover
  resulted in 12 casualties and about
  17 billion dollars in damage. Most
  of the deaths occurred in short
  melees, though some resulted
  from misunderstandings. After
  Olympus was secure, a small
  group of invaders detached to
  disable the British base, and
  returned with all remaining
  Camelot personnel.
  After destroying many of the
  OMEN “deathsats,” the aberrants
  repaired 
  and 
  augmented
  Olympus’ weapons systems, as
  well as its solar, hydroponics,
  water-processing 
  and
  manufacturing complexes. The
  Space Brigade declared Olympus
  a neutral territory — the base was
  a retreat for humans and aberrants
  alike who could reach the place.
  Residents were never allowed to
  leave, however. Key Space
  Brigade members transported
  mined ores and scavenged
  technologies 
  to 
  purchase
  necessary supplies from Earth’s
  black markets. Residents lived
  comfortably, if not amiably,
  together. A number of the human
  crew even departed willingly with
  the aberrants in 2061.
  The years under aberrant rule
  doomed Olympus residents.
  Crewmembers’ 
  muscles
  weakened and bones thinned due
  to Luna’s low gravity. Returning
  to Earth meant undergoing
  considerable physiological stress
  or even death. Even remaining on
  the Moon did not guarantee long
  life, as the residents suffered
  accelerated skeletal breakdown
  from loss of calcium. Their
  expected life spans were reduced
  drastically and they became prone
  to skeletal stresses. This condition
  came to be known as Lunar (later
  Low-gravity) 
  Aggravated
  Osteoporosis, or LAO.
  In an effort to offset these
  afflictions, foster programs were
  developed for the children of lunar
  gravity families (known as “elgees”).
  The children were raised in the full
  gravity of Earth by families
  Pseudo-gravity
  — Dr. Kieran Baxter, The Technological Age © 2110 Walkabout Press
  The relationship between a given mass and the gravitational
  force it exerts on other bodies is well-known. Scientists also agree
  that matter and energy are the same for the purposes of discussing
  gravitational effects. Stars lose mass as a result of the tremendous
  energies that they radiate, and even electrons have minuscule
  but mathematically determinable amounts of mass.
  In 2071, gravity researchers developed a process by which
  energy can be converted into mass to create a kind of artificial gravity.
  Orbital-manufactured crystals (dubbed “gravcrystals”) manifest
  artificial mass when fed a significant amount of energy. A gravcrystal
  absorbs energy, then radiates gravity equivalent to a more massive
  object. The gravcrystal does not actually possess an increased mass;
  rather, it generates the effect of higher gravity over short distances.
  A pseudo-graviton generating grid — a 3-foot-square panel 3
  inches deep — has sockets into which are fitted individual crystals
  (each constructed to a regulation 1/2 inch x 2 inch oblong). Plugged
  into a strong power generator (such as a ship’s fusion engine), the
  grid creates a resonance among gravcrystals to generate a localized
  hemispherical gravitational field of up to 1g projected over roughly
  6 feet at full strength. The mass field’s wave-form collapses beyond
  that point, not unlike a soap bubble when blown too large.
  A ship with a grid system operating at full resonance, and
  that enters a gravity well (such as that of Earth or Luna),
  undergoes increased gravity within the craft. A grid system has
  gravity compensators, or “g-comps,” that regulate degree of
  resonance to maintain a comfortable Earth-normal 1g.
  Despite what one sees on holodramas, spacecraft, orbital stations
  and low-gravity colonies are not blanketed with pseudo-gravity
  generators. Grids are precise systems that require specialized care;
  strong power fluctuations or system malfunctions can short them
  out easily. Grids are also very expensive to manufacture and maintain,
  and require a significant amount of energy to operate.
  There are a number of circumstances under which a low- or
  no-gravity environment is preferable to pseudo-gravity. Yellow-
  and-black-striped markers indicate most “no-gravity zones.”
  These areas utilize weak local gravity to ease cargo and high-
  speed transport. Construction workers on extraterrestrial sites
  use a few portable pseudo-gravity grids (hooked into a central
  generator) where a gravity source is desired; otherwise their
  work is facilitated by operating in low gravity. New sports and
  entertainment media based on low gravity have also developed.
  In the decades since it was first introduced, pseudo-gravity
  has revolutionized space development. Yet we cannot forget
  the dangers inherent to space, as well as to mixing pseudo-
  and low-gravity environments. A space liner that suffers a
  massive grid short, or an inattentive worker who steers a loaded
  cargo pod into a full-gravity zone, could lead to calamity.
  (“fulgees”), and visited their
  biological families at intervals. Elgee
  children learned to accept the pity
  of fulgee adults, and to contend
  with the jeers of their fulgee peers.
  Lunar Expansion
  and Beyond
  Not long after the aberrant Exodus,
  China established a base adjoining
  Olympus in keeping with a diplomatic
  
  101
  LUNA
  had to worry about the major
  deterrent to lunar colonization:
  LAO. Even though 21st-century
  orbital transportation was
  expensive, Luna’s population
  exploded. Hydroponic farming
  complexes sprawled out from
  the urban center, tended by
  colonist serfs who worked for
  corporate and governmental
  barons. Mining consortiums
  ventured over and into the
  selenic crust, achieving limited
  independence from the lunar
  arcology. 
  Olympus 
  itself
  sprouted soaring towers and
  blocky high-rises inhabited by the
  affluent and iconoclastic. The rich
  used their tremendous wealth to
  urge engineers to design well-
  shielded yet stunning above-
  ground structures.
  Various countries tried to
  snatch up some of the Mount’s
  glory by constructing orbital
  stations at Earth’s Lagrange
  points. Still, Olympus remained
  the jewel in North America’s
  tarnished and lopsided crown.
  The focal point for trade,
  colonization and success, the
  base acquired a romanticized
  reputation comparable to that of
  19th-century North America.
  People sold themselves into
  virtual slavery to governments
  and metacorporations just to
  have the chance to start over,
  away from the post-war crowds,
  filth and toxic remains.
  In fact, as mining and
  research operations spread
  across the solar system, Olympus
  became increasingly important as
  a source of supplies, construction
  materials, communication relays
  and crews. While orbital stations
  were 
  ideal 
  for 
  docking,
  resupplying and mission launches,
  they lacked the vast resources and
  defenses of the Mount. The lunar
  colony was better prepared to
  handle emergencies, general ship
  maintenance and to house ships’
  crews, provisions and payloads.
  Luna firma truly became home
  away from home.
  Welcome
  to Olympus
  Luna is recognized as the hub
  of the solar system. While much
  of the Earth has been restored
  since the war, most of
  the one billion souls who
  left it for the stars have
  little desire to return —
  and fully half of that
  number make their new
  home on the cramped
  quarters of the Moon.
  Many miners, scientists,
  businessmen 
  and
  colonists (the majority of
  them North American or
  European) left ravaged
  homes 
  to 
  build
  something new. From a
  vantage point on Luna,
  Earth is but a beautiful
  gem in the sky.
  Olympus 
  has
  grown into a nation-
  agreement. China based its
  station design on practical
  cubical modules with auto-
  sealing bulkheads, ending the
  romantic age of domes in favor
  of stackable, customizable, mobile,
  space-saving facilities. Yutu Yinchon
  was composed of cluster groups,
  each with its own cold-fusion generator,
  water conduits, solar lines, food
  production and storage.
  Following the U.S.–Chinese
  example, multinational construction
  efforts became increasingly common on
  Luna. Nihon spearheaded the creation
  of a solar-energy system to supplement
  the hyper-fusion reactors, for use by all
  Moon bases. The lunar population
  cooperated to complete the Yeltsingrad
  Corridor, a conduit that ran power and
  life-support lines to the isolated Russian
  facility. And in the greatest collective
  effort of all, the lunar colonies created
  Tiamat, a monstrous water-processing
  facility in the center of Galatea. Tiamat
  finally made all the lunar bases a joined,
  closed system.
  Yet, 
  as 
  much 
  as 
  Tiamat
  revolutionized life on Luna, nothing
  changed the evolving culture of the
  Mount as much as the development of
  grav-crystals did in 2071. Earth’s
  s c r o u n g i n g
  populace no
  l o n g e r
  Life on Luna —
  Upscale
  — Dazyl Grenich,
  Lifestyles © 2120 MMI
  We’re in Crèpescule des
  Dietés, the finest restaurant
  on all of Luna… although it’s
  surrounded by 10 other
  restaurants that make the
  same claim. We’re in Yutu
  Yinchon’s highest towers,
  overlooking the spaceport
  and its rat race. You’d be hard
  pressed to find a more
  ostentatious display of wealth
  on the Moon — except,
  perhaps, for the Olympean
  Towers. Local wags claim that
  the Towers gleam like that
  because they’re made of pure
  platinum. While that’s an
  exaggeration, money was no
  object in the creation of that
  paradise for the affluent.
  “O LYMPIAN TOWERS” > © 2120 D AZYLART
  A New
  Dream
  — Stephanie Chan,
  The Final Frontier © 2118 GN
  Luna is a mix of humanity’s
  greatest triumphs and darkest
  secrets. Whatever you may be
  looking for or running from,
  you’re sure to find a place on
  the Moon. It’s a land of
  opportunity, where anyone can
  make a fortune — or lose it all.
  It’s a symbol of humanity’s
  future, the realization of a
  centuries-old dream to venture
  into the stars.
  
  102
  LUNA
  student haunts of
  lunar Oxford, the
  corporate sectors
  and the Corridor.
  Downside bars, pool
  halls and bath houses are
  all equipped with advanced
  security systems to keep
  watch for the slightest hint of
  violence 
  from 
  workers
  unwinding from their high-
  stress jobs. A contingent of the
  psychokinetic order’s Second
  Legion is on permanent
  retainer here, and deals
  courteously and efficiently
  with any problems that arise.
  The Underworld
  Luna’s poor filter quickly
  down to Olympus’ low levels.
  Only the wealthy can live high
  above the Moon’s surface,
  basking in natural light and
  enjoying premier water and
  power supplies, protected from
  the dangers of cosmic radiation and
  vacuum by mylex and advanced
  engineering systems. The Moon’s oldest
  structures are now covered by new
  construction, and are supplied essentials
  by their original hydro- and life-support
  systems. Since water is so scarce in space,
  it’s never purged entirely at this level;
  most of it has been recycled millions of
  times — and tastes like it. The power
  supply often drops to minimal levels due
  to almost constant system malfunctions.
  Air vents back up frequently, vomiting
  noxious fumes and sending residents
  scurrying for oxygen masks.
  The twisting corridors and dimly lit
  rooms of the underground sectors are
  considered the “Underworld” in many
  senses of the word. No wise lunar
  resident walks here unarmed or
  unguarded. Negotiations that take place
  here are shady at best, though they may
  determine the fates of individuals,
  countries or entire worlds. From the
  depths of Hera, through the Corridor
  and into the heart of Yeltsingrad (also
  known as the Pit), the most despicable,
  feared and terrified prowl the forgotten
  sectors in pursuit of dark agendas.
  The victims of LAO make their
  homes here as well, forgotten and
  disregarded by those who dwell in the
  higher levels. Although pariahs to
  Upside, these elgees command respect
  and even fear from the Underworld’s
  fulgee residents. The low-gravity
  “D OMED SECTORS” > © 2120 D AZYLART
  Mezzanine
  — Dazyl Grenich,
  Lifestyles © 2120 MMI
  Here’s a darling little
  pub for the university set. It
  oozes 
  with 
  pre-war
  sentiment. The wood decor
  is perfect for carving
  lovesick declarations or
  political dogma — often
  one and the same for this
  crowd! The entire sec is like
  this, brimming with pizza
  jinks and skating rinks, and
  things kids love to do with
  their folks’ credit. Trust
  Oxford Camelot to try
  starting a distinguished
  tradition and fail miserably
  once all the North
  American academics arrive.
  o p e r a s ,
  ballet, kabuki
  and other
  c u l t u r a l
  performances.
  Lejanas
  hosts many middle-class families.
  One of the Mount’s biggest tourist
  attractions, it caters to the
  numerous youths housed in the
  region’s gleaming high-rises.
  Luna Park is the family resort of
  the solar system, in much the way
  that Disneyland was for the United
  States in the 20th century.
  Entertainment is central to
  many areas of the Mount. Most
  blue-collar diversions are
  Downside, a rough-and-tumble
  lakeside region that adjoins the
  state for the 22nd century, home
  to almost every aspect of space
  society — from the intrasolar
  negotiations of the new United
  Nations 
  to 
  the 
  shadowy
  conferences of the black market.
  Corporations use Olympus as a
  base for trade and finance. The
  media uses it as the backdrop to
  everything from news shows to
  comedies to adventure programs.
  Even independent mining and
  trade operations shop their wares
  in the Mount’s numerous markets
  (from “legal” to “don’t ask”).
  The rich buy their way into the
  Olympean Towers’ luxurious
  apartments, while brilliant minds
  flock to Ukiyoshi’s technological
  mecca. Various regions of the
  Mount have acquired certain
  reputations: Ukiyoshi’s lakeside
  districts are “corporate towns”
  consisting of modest apartments for
  intrasolar travelers on furlough. Yutu
  Yinchon’s markets, night life and
  spacedock make it the perfect place
  for space travelers and Olympus
  residents to mingle and exchange
  gossip, money and contracts.
  Oxford University’s lunar campus in
  Camelot has transformed the
  dilapidated Grail into the heart of
  academia for the new century.
  The vast majority of lunar visitors
  and spacers frequent the Yutu
  Yinchon District. The region runs the
  gamut from upscale restaurants, bars
  and resorts to grimy, dangerous
  dives. The wealthy display
  themselves in the cultural nucleus of
  Bire Lubuto, paying enormous prices
  for tickets to Chinese and Russian
  Law of
  the Wild
  — Anonymous ice miner,
  interviewed for
  The Final Frontier © 2118 GN
  Look, I can give you all
  the advice in the galaxy, but
  it all boils down to two things.
  The first is: The farther up
  you go in Olympus, the
  tighter the security. You can
  walk around the Pit with a
  dozen lasers strapped to you,
  but try that in Yutu Yinchon
  and you’ll get thrown in the
  brig faster than you can spit.
  The second is: It’s not
  guns that make people
  dangerous.
  
  103
  LUNA
  The Underworld, a broad and
  expanding area under Olympus
  proper, first divided along national
  lines. Subsequent reorganizations,
  murders and further realignments
  have made the region’s political
  makeup even more chaotic than
  those above the surface. Illegal
  drugs, mercenaries, killers, black-
  market organs, sex and weapons
  are just a few of the commodities
  available here.
  The Corridor isn’t prime
  territory like the Pit and the
  Underworld are. Those sectors’
  principal powers leave the Corridor
  to less-organized bullies. This
  leftover region is squabbled over by
  a number of angry gangs, which
  have varying levels of power.
  Downside
  — Dazyl Grenich,
  Lifestyles © 2120 MMI
  We’re a few levels
  down, now, in Downside —
  down levels, down scale,
  down class. This is the turf
  of blue-collar corp slaves on
  leave from sweaty spectra
  scans on Mars or Mercury.
  This is the Brass Knuckles —
  no, wait, that’s down the
  strip. This is a little classier
  than that, but then, so is
  Ayvana Gar, that bastion of
  fashion sense (but that’s
  another story altogether).
  This is O’Flaherty’s Pub,
  one of the busiest corp-
  service stations Downside.
  It’s big, it’s hot and it’s full
  of loud, flashtemp miners.
  Notice 
  the 
  discreet
  holocameras in every
  corner — not a moment of
  privacy, but at least it keeps
  you from being crushed flat
  by a twitchy grunt with a
  chip on his shoulder.
  Legionnaires appear in the
  wink of an LED to lead
  boisterous laborers away
  with a kind word about
  docked R&R pay.
  “ OLD TOWN” > © 2120 D AZYLART
  dwellers
  w i e l d
  i n f l u e n c e
  a
  n
  d
  information
  m
  u
  c
  h
  desired by
  others, and
  have eked
  out a small
  b
  u
  t
  significant
  power base
  deep in the
  Pit.
  Migrant workers, stranded and
  disillusioned immigrants, and hard-luck
  cases of every variety struggle to make
  livings and to raise
  families 
  in 
  the
  Underworld’s depths.
  Most do it without any
  legal pretenses. Those
  who want to survive
  align themselves with
  the local powers that be.
  The Pit is dominated by
  a heavy-handed dictatrix
  known simply as “the
  President.” 
  Having
  established herself some
  time ago in Yeltsingrad’s
  command center, her
  clan possesses nearly
  supreme control of the
  region’s life-support
  systems, power and
  limited 
  security
  monitors.
  Lunar
  Business
  The Mount is
  the center of all
  spaceborne commerce.
  Luna is the place for any
  company with an interest
  in stellar exploration or
  expansion. Every player in
  the space game has a major
  base of operations, if not
  corporate headquarters,
  on Luna. The most
  prosperous do business
  from splendid edifices that
  soar above the colony-
  state’s commoners, and
  have architecture that’s
  impossible to achieve on
  Earth.
  The Pit
  — Dazyl Grenich,
  Lifestyles © 2120 MMI
  Let’s keep it quiet, kids;
  we’re in a tough sec now. It’s
  the infamous Pit, home of
  black market, blackmail and
  way too much black light. The
  most dangerous twinks in the
  system live and breathe and
  eat and — well, this is a family
  show, so I won’t go there —
  down here. Far under
  anything that could be
  considered civilized, this place
  smells worse than a broken-
  down trashpactor. The water’s
  brown, and I wouldn’t drink
  anything but the bar’s highest-
  proof vodka — and that just
  to kill the biobugs that must
  infest the place.
  Names you see scrawled
  only in graffiti up above are in
  neon here: Ekiwundu, Bear
  Under Glass, The Undertaker,
  Braza Verde, Jive. I don’t dare
  take you inside these places
  for fear that this would be my
  farewell broadcast! The whole
  Pit is like this, except for the
  poor elgee secs — and they’re
  worse. Take it from me: Stay
  Upside no matter how exotic
  the Underworld seems.
  “ YELTSINGRAD” > © 2120 D AZYLART
  
  104
  MERCURY & VENUS
  Mercury
  Mercury is a moon-sized planet
  that has become known as the “hell
  of the universe.” Its faces, exposed
  to or sheltered from the sun, are
  contrasts in abuse: excruciatingly hot
  or deathly cold. The planet supports
  no life and has no water, but does
  possess an abundance of metals,
  silicates and other exploitable
  minerals. This opportunity for
  industry was the inspiration for the
  Mercury Mining Consortium.
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  0.006
  Equatorial diameter [miles]
  3,031
  Gravity [Earth = 1]
  0.38
  Atmosphere
  none
  Indigenous life
  none
  Rotation period [hours]
  1,416
  Closest distance to Earth
  0.54 AU
  Primary satellites
  none
  Several company exploratory
  missions mapped the surface of
  the planet and performed
  extensive 
  spectroanalysis.
  Although Mercury has several
  veins of “luxury metals,” such as
  gold and platinum, the planet’s
  real wealth lies in rare metals —
  tungsten and molybdenum —
  used in ship-steel manufacture
  and other heavy industries.
  MMC teams have been
  dropped to Mercury’s desolate
  surface. Though not hospitable,
  the dark side proves less
  detrimental to both worker
  and machine life spans than the
  sunward does. Mining teams
  rotate on 25-day shifts, and find
  respite on a sparsely furnished orbital
  station (officially designated MMC
  Orbital Station 1, but known as
  “Purgatory” among its tenants).
  Miner culture is tight and cliquish.
  Managers must maintain close relations
  with workers, prying into personal lives,
  addictions, debts and bad habits. Even
  a small error could kill an entire team
  on the harsh Mercurian surface. If
  someone has a conflict with another
  worker, no effort is spared to resolve it.
  If it cannot be resolved, one of those
  involved is transferred immediately.
  As compensation for this brutal
  lifestyle, a Mercury miner receives
  excellent pay — and the death benefits
  are simply astonishing.
  The breakthrough of olaminium, a
  new space-age element, has MMC
  worried about the future profitability of
  its operation. Investors are pressuring
  the corporation to do anything
  necessary to be competitive with the
  revolutionary space-industry material.
  Rumor has it that MMC agents are
  currently searching for flaws in
  olaminium, in an effort to discredit the
  substance and its UAN manufacturer.
  Venus
  Although commonly con-
  sidered Earth’s sister planet, and
  even once thought to be
  habitable, Venus has such an
  inhospitable environment that
  colonization has thus far proved
  impossible. The planet’s dense,
  poisonous atmosphere is such an
  effective “greenhouse” that its
  surface is hotter than Mercury’s.
  Any water that Venus might have
  once held has been vaporized.
  Violent winds also rip at clouds
  in the atmosphere’s upper layers.
  Venus underwent extensive
  volcanic activity in the past; much of
  its surface was formed by lava flows.
  Modern volcanic activity is minimal.
  The planet has an incredibly slow
  retrograde rotation — a Venusian day
  lasts 243 Earth days.
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  0.82
  Equatorial diameter [miles]
  7,520
  Gravity [Earth = 1]
  0.88
  Atmosphere
  carbon dioxide
  Indigenous life
  none
  Rotation period [hours]
  5,832
  Closest distance to Earth
  0.27 AU
  Primary satellites
  none
  •••••••••••••••••••••••••••••••••••••••
  
  105
  VENUS & EARTH
  Offworld Enterprises,
  Ltd., established Perelandra
  Orbital Station around Venus,
  both to study the planet’s surface
  and as a private spacedock. Despite
  Venus’ harsh conditions, OE investors
  hope that the planet’s relative
  geological similarity to Earth will yield
  rare minerals. OE is advancing the
  development of exploratory work vehicles
  to test that theory, and sends probes into
  many of those same
  governments are suspicious
  of OE. The company is
  suspected of trying to form a
  “corporate state” in orbit around
  Venus, not dissimilar to the FSA’s
  military-corporate establishment on
  Earth. Orgotek assigns patrols to
  Venus on a regular basis — to
  ensure that aberrants cannot use
  Venus as a base, of course.
  Venus’ deadly atmosphere. If the
  project succeeds, OE will reap
  tremendous profits, not only from
  mineral mining, but through sales
  of advanced exploratory craft.
  Perelandra Station is already one
  of the private sector’s primary
  manufacturers of orbital vessels.
  Although a number of Earth
  governments purchase ships and
  parts from Offworld Enterprises,
  •••••••••••••••••••••••••••••••••••••••
  Earth
  Luna is the Earth’s
  shining gem in the stars,
  but the planet has gained
  a number of artificial
  satellites in addition to the
  Moon. 
  Most 
  large
  corporations maintain
  offices in at least one of the
  three major Earth OSs,
  which orbit at Earth’s
  Lagrange (or “L”) points.
  Indeed, it seems that in
  order for one to succeed on
  Earth, one has to get off it.
  Lulong Station, in the
  L5 point, houses the
  MultiNational 
  Stock
  Exchange, where brokers
  make enough money to
  visit Earth every weekend.
  UAN’s Mujukuu shares
  Lulong Station’s Lagrange
  point. The St. Petersburg
  Modern Freeform Ballet
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  1
  Equatorial diameter [miles]
  7,926
  Gravity [Earth = 1]
  1
  Atmosphere
  nitrogen
  Indigenous life
  human
  Rotation period [hours]
  24
  Closest distance to Earth
  n/a
  Primary satellites
  Luna
  Orbital Stations
  — Stephanie Chan,
  The Final Frontier © 2119 GN
  Humanity’s most prosperous cities
  don’t even touch the ground.
  Enormous wealth goes into operating
  orbital stations, or “OSs,” but the
  business that pervades these artificial
  floating meccas makes them more than
  worthwhile to the countries that maintain
  them. Gravcrystal manufacturing
  provides many space stations with the
  majority of their income. In fact, crystals
  made it possible to expand stations from
  their original status as factories into
  centers of commerce and recreation.
  Earth’s wealthy pay exorbitant
  prices for entry to these offworld playgrounds.
  Much as jetting to Paris in the 20th century or
  vacationing in Brazil in the 21st century was
  considered romantic and cosmopolitan, a visit to
  a majestic orbital city is considered the height of
  modern sophistication.
  A thousand miles above Earth or Luna, one
  can romp in the Lulong zero-g sports center,
  view bioengineered animals and survivors of
  nearly extinct species in the Orgulho de Céu
  Terrarium, or take in the cultural feast that is the
  Mujukuu Center for the Arts.
  Despite the Esperanza crash, orbital stations
  retain their image as glittering “castles in the air.”
  Their freshly constituted and conditioned air is easy
  to breathe. Their corridors are spotless (maintained
  by maintenance serfs). Their chambers are
  breathtaking marvels of design (created by the
  brightest architectural minds of the day). Orbital
  stations are dreams given shape, and their
  residents pay tremendous amounts to live those
  dreams. OSs, as the playgrounds of the elite, have
  no slums — no visible ones, anyway. A ticket down
  the gravity well is much less expensive than a ticket
  up, and serves as the best way to get rid of the
  troublesome and unsightly.
  Troupe creates and holds
  microgravity performances at the
  Mujukuu Center for the Arts, and
  plays to packed houses despite the
  expensive seats. Opposite the
  Earth in the L4 point spins Orgulho
  de 
  Céu, 
  where 
  Marquez
  Laboratories, in conjunction with
  Norça, performs groundbreaking
  research in modern medicine,
  biotech and bioengineering.
  Marquez holds some of the most
  lucrative patents in the biosciences.
  China has confirmed rumors
  of a long-anticipated, fourth orbital
  station. Named Fengming Station
  — “Phoenix Song” — it is
  intended to be a celebration of
  China’s continued ascendance in
  space, a glorious tribute to the
  everlasting Chinese empire. The
  station will be located at the L1
  Lagrange point that Esperanza
  occupied previously, and is
  reportedly named in memory of
  the fallen station.
  
  106
  MARS
  — Newsworld’s
  “Notable Quotables”
  3.8.2111
  “It’s hard not to anthro-
  pomorphize the little
  bastards when it seems like
  they go to every effort to
  sabotage your work.”
  — Mars Terraforming
  Project microecology research
  leader Dr. Alvin Jost, on the
  organization’s “declaration of
  war” against native Martian
  microorganisms
  Mars
  The Red Planet was the
  obvious choice for humanity’s first
  extraplanetary 
  efforts. 
  Its
  proximity to Earth, frozen water
  supplies, moderate temperatures,
  and Earthlike rotation and gravity
  promised to make Mars a
  colonization dream.
  The first manned Mars
  mission, China’s Xingyang Sujia,
  resulted 
  in 
  a 
  permanent
  installation. However, the base
  itself was automated and
  remained so for many years.
  Manned stations and mining
  facilities followed, but full-scale
  colonization began only after the
  development of gravity crystals.
  Three colonies exist on Mars
  currently. Despite other nations’
  presence, China remains the power
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  0.11
  Equatorial diameter [miles]
  4,221
  Gravity [Earth = 1]
  0.38
  Atmosphere
  carbon dioxide
  Indigenous life
  algae
  Rotation period [hours]
  25
  Closest distance to Earth
  0.38 AU
  Primary satellites
  Phobos, Deimos
  on Mars, with over half a million
  Chinese colonists living in cubic
  clusters in Wanjing, “The City of
  Rocklike Fortitude,” It is located
  on the Tharsis Bulge, just outside
  Olympus Mons’ immense
  shadow, in hopes that the
  location would yield fertile soil
  due to past volcanic activity.
  South America’s Rio de Martio,
  built in and around Mars’
  distinctive canals, was intended
  to take advantage of the
  comparatively thick atmosphere
  in the planet’s low regions. Like
  Rio de Martio, Akabenje Colony
  takes advantage of low altitudes.
  This African station is located in
  scattered meteor craters within
  the greater Gusev crater. The
  fault lines that created the canals
  continue their tectonic activity
  today, causing problems for
  settlers.
  Martian governments have
  worked since the early 2090s
  to make the planet even more
  hospitable. Initial efforts
  involved firing ice asteroids into
  the atmosphere to increase
  oxygen levels and provide
  moisture. Augmented water
  content and limited greenhouse
  effect (a calculated result of dust
  clouds raised by the asteroids’
  impacts) were the beginning of
  what was sure to be a centuries-
  long terraforming process. The
  process was made even more
  difficult by the nations’ constant
  bickering over territorial rights.
  Press Release, 18.7.2119
  Current Status of the
  Mars Terraforming Project — Orgotek
  Using state-of-the-art bio- and
  hardtech methods, we have made
  monumental changes to Mars’ ecology.
  Yet we still have a long way to go before
  the planet can be considered “completely
  terraformed.”
  The process used prior to the
  introduction of biotechnology would have
  taken at least 1,000 years to complete. Our
  incredible breakthroughs in biotechnology,
  combined with those of the Qin, have
  reduced that time immensely — to less than
  75 years! Unfortunately, unforeseen
  complications presented by the native life
  have increased the task’s already significant
  challenge. It remains to be seen how much
  of an impact the Martian organisms will have.
  Atmospheric
  Mars
  Mars
  Qualities
  [2109]
  [2119]
  Carbon Dioxide
  95%
  86%
  Nitrogen
  3.1%
  7%
  Argon
  1.5%
  1.5%
  Oxygen
  negligible
  1.3%
  Water
  negligible
  2.4%
  Average Air Pressure
  7 millibars
  50 millibars
  As you can see, we have introduced
  significant changes, particularly in
  atmospheric pressure. Although the
  proportional changes may seem small,
  more than 100,000 tons of oxygen have
  been incorporated into Mars’ atmosphere.
  We hope that the planet’s ecology will soon
  support and continue this transformation on
  its own. However, the changes made have
  caused the native flora to evolve at an
  astounding and unpredictable rate. The
  microorganism population has grown by
  two orders of magnitude, competing with
  the organisms introduced by the project.
  We are working on several ways to
  curb this impact, and are confident that the
  project will prosper despite this setback.
  We have every confidence in our scientists
  and technology.
  
  107
  MARS & THE ASTEROID BELT
  In 
  2109, 
  Orgotek
  proposed to the Chinese,
  Brazilian 
  and 
  African
  governments that the order
  could 
  accelerate 
  Mars’
  terraforming with advanced
  biotech. Using human and qin
  biotechnology, Orgotek initiated this
  enormous task with an army of
  engineered microbiological organisms
  and gigantic terrestrial and orbital bio-
  structures. The procedure was designed
  to thicken Mars’ atmosphere by
  introducing an ozone layer and seeding
  the planet with oxygen-producing
  organisms. The goal: to eliminate the
  need 
  for 
  sealed 
  colonization
  environments.
  Orgotek neglected to account for
  native Martian life. Mars’ microecology,
  discovered in the late 20th
  century, was considered an
  irrelevant 
  factor 
  in 
  the
  terraforming process. While
  Chinese scientists opposed
  Orgotek’s plan, citing the
  unknown potential of the planet’s
  ecology, the order dismissed the
  concerns. Much to the Orgotek’s
  chagrin, the microorganisms
  proved a bigger problem than
  anyone could have guessed.
  Mars and
  Aberrant Attacks
  Mars became a target for
  aberrant attacks shortly after the
  abominations returned in 2104.
  The raids were quick and
  uncoordinated, consisting largely
  of 
  strikes 
  against
  terraforming equipment
  and the occasional outpost.
  The emergence of psions
  slowed the rate of attacks
  somewhat, but did not stop them
  entirely.
  However, as aberrant attacks
  seem to have become larger and
  better organized in the past year,
  raids staged on Mars have
  diminished — none have occurred
  in the past 13 months. Æon Trinity
  agents coincide the reduction with
  the arrival of Norça agents,
  stationed on the Red Planet to
  assist in the control of native
  Martian microorganisms through
  use 
  of 
  South 
  American
  terraforming techniques.
  •••••••••••••••••••••••••••••••••••••••
  The Asteroid Belt
  The Nihonjin developed a research
  station in 2080 for use strictly in the
  asteroid belt. The Fuyoushi’s crew found
  a stable solar orbit among the tumbling
  rocks and ran exploratory spectra on the
  region. Nihon decided within a few
  years that returns from mining the
  asteroid belt weren’t worth the finances
  required to operate the station.
  A small group of interplanetary
  entrepreneurs purchased Fuyoushi. These
  people were from different walks of life,
  countries, religions and cultures, but shared
  a vision for Belt life. Small groups and
  individuals bought outdated ships, loaded
  them with the most up-to-date spectral
  analysis equipment they could afford, and
  rocketed into the Belt to find their fortune
  on some platinum-rich asteroid.
  Misfits, outlaws and victims of
  poverty and overcrowding flocked to the
  Belt, searching for the dream claim that
  would turn their lives around. All those
  people needed a place to make repairs,
  to restock provisions and to kick back.
  Fuyoushi, or Absolute Zero as it became
  known, is just such a place.
  Though the “floating diner in
  space” has been a science fiction joke
  for centuries, that is just what Absolute
  Zero has become. It contains a few
  bars, a few “greasy-spoon” restaurants,
  a “general store” that supplies basic
  necessities, several flophouses,
  three competing brothels and an
  enormous docking space for its
  free market. A sort-of “poor
  man’s Olympus,” the free
  market handles almost all
  intersolar trade beyond Luna’s
  sphere of influence. Crews dock,
  trade, enjoy the local scene and
  depart. The station’s main
  clientele are orbital miners.
  Absolute Zero is a second home
  for many of them.
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  n/a
  Equatorial diameter [miles]
  n/a
  Gravity [Earth = 1]
  n/a
  Atmosphere
  n/a
  Indigenous life
  none
  Rotation period [hours]
  n/a
  Closest distance to Earth
  1.7 AU
  Primary satellites
  numerous asteroids
  “A BSOLUTE ZERO” > © 2120 D AZYLART
  Located 
  far 
  from 
  any
  organized law, Fuyoushi is a
  genuine frontier. Corpses get
  flushed out of airlocks and
  barroom brawls result in dozens
  of people being admitted to
  medical 
  facilities. 
  Law
  enforcement officers routinely
  stalk criminals here. And yet
  Absolute Zero is the best place —
  outside Luna — to hear gossip,
  rumors and news about the
  spaceways.
  
  108
  JUPITER
  Jupiter
  The second-largest body in
  the solar system next to the sun,
  Jupiter is a treasure trove for
  scientists, but holds little interest
  for the economically minded.
  Various 
  corporate 
  and
  government concerns target the
  Jovian moons for development.
  Europa
  Norça, working in tandem with
  the Brazilian government, laid
  claim to Europa as a likely source
  of undiscovered extraterrestrial life
  in our solar system. Given the
  difficulties that Orgotek has run
  into on Mars, the biokinesis order
  is proceeding cautiously, with the
  intent of studying rather than
  eradicating possible native life on
  Jupiter’s small moon.
  Europa consists mainly of
  water, with a miles-thick ice shell
  over a liquid ocean. The moon’s
  center is hot like Earth’s core,
  which maintains the liquid water
  under the ice. Dark streaks
  crisscrossing the ice surface are
  caused by exploding geysers of
  warm water. Officially, Europa is
  mined for its water reserves, which
  supposedly help fund various
  Norça research projects.
  The biokinetics postulate that
  life forms exist in Europa’s oceans,
  surviving on thermosynthesis
  rather than photosynthesis — that
  is, an entire ecosystem thriving on
  heat instead of light. Like bizarre
  tube worms or bacteria that live
  near heat vents on Earth’s ocean
  floor, any fauna on Europa is
  believed to have evolved without
  plants to feed on.
  Although theories regarding
  this extraterrestrial life fascinate
  scientists, the problems of
  researching the hypothesis are
  enormous. The task involves
  drilling through a several-mile-
  thick ice crust and exploring
  Europa’s vast oceans in a properly
  equipped vessel, all without
  knowing 
  the 
  underwater
  geography or conditions. Yet
  Norça pursue this research with
  great fervor.
  The order suppresses all
  information on the project. Whether
  the shifters have found anything, and
  why they’re being close-mouthed
  to begin with, is unknown.
  Ganymede
  Ganymede is the largest of
  Jupiter’s moons. Surveys of the
  satellite indicated that its silicate
  mantle was prime for gemstone
  and potential mineral mining.
  However, the moon also proved
  tectonically sound, a stable body
  conducive to colonization. The
  UAN claimed Ganymede’s
  mining rights in 2089, and the
  Kiremte 
  mining 
  station
  expanded into a true colony 19
  years ago. (The oldest “native”
  Ganymedan is 16.) Kiremte’s
  original population of 1,000 has
  grown through births and
  emigration to a healthy 8,000
  individuals, and the colony still
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  317.9
  Equatorial diameter [miles]
  88,732
  Gravity [Earth = 1]
  2.6
  Atmosphere
  hydrogen
  Indigenous life
  none
  Rotation period [hours]
  10
  Closest distance to Earth
  3.95 AU
  Primary satellites
  Callisto, Europa, Ganymede, Io
  Water Mining
  — Warren Shaw,
  Retrospective © 2119 OBC
  Water is in high demand
  throughout human space for a
  number of applications. Deuterium
  is extracted from it for hyper-fusion
  reactors, oxygen is drawn from it
  for life-support systems, and
  moisture is condensed from it for
  Mars’ terraforming. Water also
  serves less glamorous but no less
  important duties in flushing sewer
  systems and acting as a coolant.
  The multi-billion yuan industry
  supplies ice to lunar mining
  stations, colonies and various
  orbital stations. Even though most
  ships and stations recycle their
  water continuously, the fluid can be
  recirculated a finite amount before
  it must be replaced, and fresh
  volumes are always desirable.
  The two largest water-mining
  companies are ICE, the International
  Consortium for Ecomining, which
  operates on Europa and is
  reportedly under Norça control; and
  ABI, Amalgamated Business
  Interests, which is active on Tethys.
  Jupiter’s Callisto was the first
  celestial water mining site, but
  Europa is currently the largest and
  most lucrative operation followed by
  Saturn’s Tethys.
  Small 
  operations 
  and
  entrepreneurs occupy the lower
  ranks of the industry. They use
  single ships or small fleets,
  independently contracted mining
  teams and even illegal mining sites
  to make their fortunes.
  accepts residents. Although the base’s
  main income comes from mining,
  specialists in other professions
  (especially medicine) are encouraged to
  apply for citizenship.
  Kiremte supplements its mineral
  mining with some water excavation, to
  escape the stellar water market’s high
  prices. Minerals are still the focus,
  though; several valuable veins of
  gemstones, metals and more prosaic but
  no less valuable minerals draw in a great
  
  109
  JUPITER
  deal more money than any
  of the original colonists
  would have thought possible.
  Io
  Caught in a close orbit around
  Jupiter’s monstrous demistellar mass,
  Io generates trillions of watts of power
  simply by traveling its preordained
  course. The UAN claimed the volcanic
  moon to take advantage of this resource,
  then spent several years debating its
  possible uses. A station could not be
  established on its surface — liquid sulfur
  lakes, an unstable surface and molten
  rock made for stunning visuals but
  undesirable habitation. Furthermore, the
  Jovian magnetosphere made life outside
  a heavily shielded spacecraft very short.
  The UAN finally constructed an
  orbital station at one of Io’s Lagrange
  points. The Mafaa-3 station produces
  enough energy to power most of human
  space, including all of Earth. The UAN
  used the allure of this incredible power
  to recruit renowned physicists and
  chemists to take part in an incredible
  project: increasing the number of
  elements on the periodic table. Mafaa-
  3’s cheap and plentiful power allowed
  the to UAN push the limits of known
  science, and to confirm a long-standing
  theory: stable and nonradioactive
  elements could indeed be found at key
  points on the periodic table. The Mafaa-
  3 research team already created the first
  new element, olaminium, and the station
  gears up to produce this ultradense
  element on a commercial scale.
  Olaminium
  A new development in armor,
  shielding and weapons manufacture has
  revolutionized space travel and
  colonization. Olaminium, a stable,
  ultradense metal, has replaced
  depleted uranium as the premiere
  component of military and space
  technology. At present, the UAN
  markets this new element and its
  alloys 
  through 
  Tangent
  Technologies. The substance is
  restricted, available in small
  amounts and at exorbitant prices.
  Materials made of olaminium
  are virtually impenetrable by
  radiation, and can withstand
  impacts from heavy weapons
  and space debris better than
  orbital steel or titanium. Money
  pours into the UAN from military
  agencies across settled space to
  reserve supplies of the element
  itself, of olaminium steel and of
  olaminium-titanium alloy.
  The 
  slow 
  production
  promises to be worth the wait.
  Initial tests of olaminium on
  Mafaa-3 indicate that ships and
  space stations will be better
  protected against radiation than
  ever before, improving the safety
  of life in space. Bulkheads need
  not be as thick as they are
  currently nor do they need to be
  covered in layers of rock,
  allowing for new designs in
  spacefaring vehicles and stations.
  Even space suits may be made
  impervious to radiation or
  accidental puncture when lined
  with olaminium or one of its
  associated compounds.
  Governments 
  and
  coporations 
  bidding 
  on
  olaminium resources agree, at
  least publicly, that initial supplies
  should be devoted to psion
  efforts to protect against
  aberrants and to return to
  extrasolar colonies.
  The UAN also built a terawatt
  laser in 2113 — designated
  “Tooci,” Lugandan for torch —
  which also accesses Io’s
  tremendous energy. Tests to
  apply the laser array as a means
  of near-light-speed travel were
  stepped up dramatically after the
  Upeo wa Macho disappeared.
  A ship supplied with large
  solar sails can ride the laser,
  accelerating toward its destination
  at incredible speeds. Granted, this
  is a one-way boost, but the UAN
  Subject: Heavy Metals Project
  From: IUPAC, Geneva, Switzerland
  To: A. Olaminia, Mafaa-3, Io
  Encryption: SPE
  Transmission type: textfile
  Date: 15:42:15 2.6.2115
  Dear Dr. Olamina:
  Please accept the committee’s
  congratulations on your discovery.
  The IUPAC Elemental Names
  Committee has confirmed that the
  name of Element 114 on the
  Periodic Table is Olaminium.
  Sincerely,
  Lili Albrecht, Ph.D.
  IUPAC ENC liaison
  Subject: Element 114
  From: A. Olaminia
  To: HMP Research Team
  Encryption: SPE
  Transmission type: holofile
  Date: 24:01:14 3.6.2115
  I am extremely honored by
  the IUPAC committee and
  especially by all of you for your
  nomination. In all fairness, Element
  114 should bear the name of every
  person on this project, if only it
  wouldn’t be so long to pronounce!
  I don’t feel I deserve all the honor,
  given the wholehearted effort
  made by everyone on this staff.
  Thank you.
  In any case, I think it’s
  appropriate that the first use we’ll
  make of our “superdense” material
  is to improve the quality of life
  here on the station. With the 114
  shielding in place, we’ll see a
  stunning drop in radiation levels
  throughout the spectrum. Mafaa-
  3 should be safer than Earth when
  the project is complete, which
  means our rotation schedule will
  become obsolete. (I know, just
  what you all wanted to hear —
  longer shifts and less vacation.)
  Seriously, we won’t be dragged
  out of the lab just when we’re in
  the middle of discovering
  something important.
  One other point: We need a
  military liaison. We’re already
  besieged about projectile testing
  and other military applications for
  114. I’m negotiating with Tangent
  as a possible dodge of complete
  military possession. Volunteers for
  the liaison position are needed
  desperately. If I don’t get any, I’ll
  ask everyone why they can’t do it
  and pick the person who does the
  best job of weaseling out of it.
  Again, thank you and
  congratulations to us all!
  O
  feels the need to develop
  a method of long distance
  travel 
  not 
  dependent
  entirely on psions.
  Tooci also serves as a
  formidable defense system for Io,
  and the UAN is close to completing
  a second terawatt array.
  
  110
  SATURN, URANUS, NEPTUNE AND PLUTO
  station is reportedly the 22nd-century
  equivalent of a “company town,”
  operating without any governmental
  or colonial restrictions or laws — and
  with correspondingly poor working
  conditions, even poorer living
  conditions, and debt slavery.
  ABI owns and operates Tethys and
  its Amano-Kelsian mining colony,
  located on the edge of the moon’s
  Odysseus impact crater. The site’s
  mining and support staff has generated
  astronomical profits. How much return
  the 20,000 workers have received of
  the billions of yuan made is another
  question entirely.
  Saturn
  Like Jupiter, Saturn is snubbed in
  favor of its moons. The Ringed Planet is
  currently the farthest distance that
  humanity has established permanent
  outposts within our solar system
  (although Otha Herzog’s mysterious
  Huruf al-Hayy orbital station is rumored
  to orbit further out, perhaps around
  Neptune).
  Tethys
  This moon is one of the few celestial
  bodies under complete corporate
  exploitation. The Tethys water-mining
  Sun
  Sol
  Sun’s spectral type
  G2
  Mass [Earth = 1]
  95.2
  Equatorial diameter [miles]
  74,974
  Gravity [Earth = 1]
  1.10
  Atmosphere
  hydrogen
  Indigenous life
  none
  Rotation period [hours]
  10
  Closest distance to Earth
  8.01 AU
  Primary satellites
  Tethys, Titan
  Tethys’ own small moons,
  Telesto and Calypso, have sufficient
  mass to generate faint “tidal” effects
  on the main satellite’s surface. Tidal
  surges make mining operations
  hazardous, especially due to stress fractures
  that run through the icy crust.
  ABI denies allegations that miners work
  — and live — in Tethys’ natural gravity to
  improve productivity, and to prevent them
  from escaping to a planet with higher gravity.
  Such rumors are surely exaggerated; pseudo-
  gravity grids are standard in low-gravity
  complexes, since humans who remain in
  microgravity develop brittle bones and aren’t
  efficient laborers. Still, it’s almost unheard-of
  for miners to leave Tethys, prompting
  competing organizations to derisively shorten
  Amano-Kelsian to “Amano-Kill,” or even
  “Over-Kill.”
  Titan
  Saturn’s largest moon is the newest subject
  in the ongoing Norça search for extraterrestrial
  life. Titan is larger than both Mercury and Pluto,
  and half of it is ice. The rest is rock, and readings
  suggest that the moon’s core may still be hot.
  Titan’s atmosphere is more dense than Earth’s
  and contains such organic compounds as
  ethane, carbon dioxide and hydrogen cyanide
  — poisonous to humans, but perhaps a source
  for carbon-based life.
  Norça has financed two exploratory
  missions to Titan and may stake a claim. What
  the order hopes to gain from searching Europa
  and Titan for life is anyone’s guess.
  •••••••••••••••••••••••••••••••••••••••
  Uranus, Neptune,
  and Pluto
  The gas giants of Uranus and
  Neptune and the frozen ball of Pluto orbit
  the coldest fringes of our solar system.
  While of scientific interest, the three
  outermost planets hold little practical
  appeal to humanity at the present time.
  Jupiter and Saturn are much closer for
  studying gas giants, and Pluto is little
  more than a curiosity. Most corporations
  and governments feel the risk of setting
  up a research outpost that far out isn’t
  worth the possible gain, especially with
  the ever-present threat of aberrant attack.
  Instead, the metacorps and nations
  prefer to focus their intentions closer to
  home.
  The only traffic that goes to the solar
  system’s edge are sensor buoy repair
  crews and manned patrols that search
  for aberrant and other hostile incursion.
  Also, the jump ships usually travel
  beyond Uranus’ orbit prior to teleporting.
  The physical distance gained by traveling
  so far out dissipates the noetic
  shockwave of teleportation before it
  reaches Earth.
  It’s thought that Proxy Otha
  Herzog lives on Huruf al-Hayy at the
  fringes of the solar system — perhaps
  Neptune’s orbit or even further out — but as
  yet regular patrols and sensor sweeps haven’t
  confirmed the presence of any artificial
  structures around the planet.
  Sun
  Sol
  Sun’s spectral type
  G2
  Planet
  Uranus
  Neptune
  Pluto
  Mass [Earth = 1]
  14.6
  17.2
  0.002
  Equatorial diameter [miles]
  31,938
  31,659
  2,175
  Gravity [Earth = 1]
  1.15
  1.2
  0.08
  Atmosphere
  hydrogen
  hydrogen
  methane
  Indigenous life
  none
  none
  none
  Rotation period [hours]
  16
  18
  144
  Closest distance to Earth
  17.28 AU
  28.8 AU
  28.7 AU
  Primary satellites
  Oberon,
  Triton, Nereid,
  Charon
  Titania
  Proteus
  
  111
  INTERSTELLAR COLONIES
  ALPHA CENTAURI SYSTEM
  Suns
  Er (Alpha Centauri B; primary),
  Yi (Alpha Centauri A),
  Proxima Centauri
  Suns’ spectral type
  K1, G2, M5
  KHANTZE LU GE
  Founded
  2087 (China)
  Source
  astronomical
  observation
  Planet mass [Earth = 1]
  0.87
  Equatorial diameter [miles]
  7,661
  Planet gravity [Earth = 1]
  1.07
  Water content [Earth = 0.75]
  0.34
  Atmosphere
  nitrogen
  Rotation period [hours]
  31
  Indigenous life
  none
  Human population
  3,000,000
  Closest distance
  to Earth
  4.3 light years
  Primary satellite
  Jixing Gaozhao
  INTERSTELLAR COLONIES
  As soon as humanity rose
  from the ashes of the Aberrant War
  and its hopes turned to space, the
  long-time dream of traveling beyond
  our solar system was rekindled. As
  they had led the way in most space
  endeavors, the Chinese were the first
  to make a foray into the stars.
  Early interstellar colonization
  attempts were made under humanity’s
  own power and ingenuity. It wasn’t until
  the orders were revealed to the world
  that psi powers could catapult humanity
  beyond its home. The teleporting Upeo
  were instrumental to transporting
  vehicles, people and materials into deep
  space, to planets that the clairsentients
  and proxies had located and studied.
  Indeed, these efforts led to first contact
  with the qin, and to each race’s
  establishment of embassies on the
  other’s homeworld. The ultimate result
  of deep-space travel was five colonies
  that humanity could call home.
  Then the Upeo vanished and
  humanity lost contact with its distant
  outposts. It was a time of great tension
  throughout the solar system; one can
  only imagine what the colonists went
  through when they discovered that they
  were cut off from home. The
  development of jump ships gave
  humanity access to the stars again, and
  with it the mixture of relief and shock as
  we discovered that the colonies still
  endured — but all faced dangers that
  threatened their existence. With the
  return of the Upeo, we can start giving
  the colonies the full support they need.
  Khantze
  Lu Ge
  The first settlement outside of our
  own solar system was established in
  Alpha Centauri, the closest system to
  home. In 2087, after a decade-long
  journey, a Chinese exploration ship
  landed on a lifeless but vaguely Earthlike
  planet in orbit around Alpha Centauri
  B. Named Khantze Lu Ge, the planet
  was barely suitable for human
  habitation; having little choice, the
  explorers dedicated themselves to
  making their new home liveable. An
  atmosphere-building program had a
  remarkable effect on the planet and
  proved that humanity could
  survive on other worlds.
  Khantze Lu Ge is a dark, cool
  planet, orbiting at a little less than
  one AU from its dim orange star.
  Not even the brighter, yellow
  Alpha Centauri A alleviates the
  colony’s eternal twilight (and the
  even more distant Proxima
  Centauri never seems more than
  a small red moon). The planet’s
  negligible tilt limits habitation
  and agriculture to the relatively
  temperate equatorial region. The
  air is thin and dry, barely
  breathable, but massive cold-
  fusion air regulators forcibly
  evaporate the polar ice caps to
  thicken the atmosphere. Indeed,
  technology makes the colony
  liveable, from modified and
  upgraded air regulators to
  artificially lit hydroponic gardens
  to light-augmenting contact
  lenses to thermal clothing for
  forays outside the arcologies.
  After the  orders went public,
  colonists traveled to Alpha
  Centauri 
  in 
  droves. 
  The
  inhabitants of Khantze Lu Ge
  accepted 
  the 
  immigrants
  grudgingly. Advanced Earth
  technologies unknown to the
  isolated world were suddenly
  available, and the colony grew by
  leaps and bounds. New arrivals
  partook in the spirit that had
  made Khantze Lu Ge successful
  during its previous 20 years of self-
  reliance. Though never integrated
  fully into the established society,
  newcomers soon outnumbered
  the original colonists and
  overwhelmed any opposition to
  their presence.
  With 
  the 
  Upeos’
  disappearance, Khantze Lu Ge
  returned to its former state of
  isolation and in 2116 the Chinese
  used the Mafaa–3 terawatt laser
  
  112
  INTERSTELLAR COLONIES
  of Olympus by the Space Brigade,
  although this is a far less
  benevolent group.
  The invaders seem to be
  engaged in a campaign of
  gradual conquest; the slow
  progress suggests that the
  aberrants felt they could conquer
  the colony at their leisure without
  fear of reinforcements arriving
  from Earth. Colonists, Chinese
  military forces and psi order
  personnel alike have shared the
  great pleasure of correcting the
  aberrants’ 
  assumption.
  Tremendous resources are being
  allocated even now to support
  Khantze Lu Ge in its struggle.
  Qinshui
  Diplomatic 
  relations
  between qin and humans began
  after the historical first contact in
  2107. 
  Both 
  have 
  since
  established embassies in the
  other’s systems, the qin on the
  Moon, and humans in a domed
  facility on the qin homeworld in
  the Qinjunan system.
  The qin have a great deal in
  common with humans, including
  similar home planets. Qinshui has
  gravity similar to Earth’s and is
  composed mostly of water,
  although Qinshui’s land masses
  are smaller, with no recognizable
  continents. The atmosphere is
  very thick, soupy and humid but
  Earthlike; vegetation, animal life
  The Castle
  in the Sky
  — Warren Shaw,
  Retrospective © 2115 OBC
  Even today, China’s
  venture to Alpha Centauri is
  considered one of the most
  suicidal gambles in human
  history. As much as the
  “Space Race” of the mid-
  20th century motivated
  world powers to throw
  untried technology at the
  stars, so too did China, in its
  frenzy to control space,
  hasten its expedition.
  China’s no-frills space
  ark, piggybacked to the Lito
  Comet, should never have
  been able to make the four-
  light-year journey — and
  certainly not in a mere 12
  years. Yet it did. The majority
  of the explorers survived,
  and were on hand to receive
  the automated colonization
  freighters 
  that 
  China
  launched in pursuit of them.
  Such 
  an 
  extreme
  achievement bears witness
  to the heights of both human
  perseverance and folly.
  Khantze Lu Ge was truly a
  “castle in the sky.”
  QINJUNAN SYSTEM
  Sun
  Qinri
  Sun’s spectral type
  F8
  QINSHUI
  Founded
  2108 (Embassy,
  Earth United Nations)
  Source
  psion discovery
  Planet mass [Earth = 1]
  0.99
  Equatorial diameter [miles]
  7,966
  Planet gravity [Earth = 1]
  0.97
  Water content [Earth = 0.75]
  0.89
  Atmosphere
  nitrogen
  Rotation period [hours]
  21
  Indigenous life
  Qin,
  variety of animals,
  vegetables, microbes
  Human population
  13,000
  Closest distance
  to Earth
  17,000 light years
  Primary satellite
  none
  and weather resemble those
  of Earth’s marshy regions.
  Qinshui has no moons, and
  therefore no tidal forces,
  resulting in relatively calm oceans.
  On Qinshui, one need merely
  look up to know he is far from Earth
  The world is located on the edge of
  the 47 Tucanae globular cluster. The sky
  is brilliant at night, with stars packed so
  closely together that the concept of
  constellations is alien to the qin. Our
  Milky Way is but a dim pool of stars in
  their northern hemisphere. The intense
  stellar concentration provides a radiance
  equal to that of a sunny Earth day, despite
  even extreme cloud cover. Nights are
  ethereal, the stars casting a gentle glow
  array to launch a conventional
  scout mission to Alpha Centauri.
  The first jump ship launch
  surpassed the expedition to re-
  establish contact with Khantze Lu
  Ge; and, with the teleporters’
  return, Upeo now go in search of
  the expeditionary vessel.
  The 
  jump 
  ship 
  Svaha
  discovered that aberrants invaded
  Khantze Lu Ge two years
  previously. Fortunately, the
  creatures hold only the northern
  polar city of Kuan; the cities of
  P’eng-lai, Neu Berlin and Lu Yen are
  embattled, but remain free of
  aberrant presence. Reports from
  refugees of Kuan and resistance
  fighters indicate that Kuan’s
  population has been enslaved in a
  manner similar to the occupation
  
  113
  INTERSTELLAR COLONIES
  over the world. Qinshui’s
  seasons are similar to Earth’s,
  and are determined by the
  cluster core’s position in the sky
  during daylight hours throughout
  the year. Humans can venture
  elsewhere on Qinshui without
  needing environment suits, although
  it’s not unlike walking through a constant
  drizzle in the height of summer.
  The domed human embassy to the
  qin is a biosphere located on one of the
  northern hemisphere’s large land
  masses, near the qin equivalent of
  Earth’s United Nations. Designed to be
  a little piece of Earth on Qinshui, the
  embassy is regulated to human comfort
  zones. As Earth’s first embassy to an
  alien race, it is populated by
  extraordinary individuals and support
  staff. It has all the comforts of home,
  with the qin always eager to provide
  anything lacking.
  Human bureaucrats get headaches
  dealing with the qin, as it is difficult for
  humans to distinguish between qin
  nations — indeed, Ambassador Delgado
  is confident that the aliens’ social divisions
  are functional rather than biological. The
  embassy identified five major qin nations
  thus far — factions, really, divided more
  by philosophy and social function than by
  geography or biology.
  The arrival of the jump ship Ananda
  confirmed that the human embassy staff
  was safe and in good spirits (though
  eager to see Earth again). A few deaths
  occurred in the five years since loss of
  contact, but initial inquiries
  suggest that no foul play was
  involved. Relations between qin
  and human appears cordial, but
  there is significant tension
  between the qin who were on
  Earth during the exile and
  another faction that holds
  majority upon Qinshui. This latter
  group has declared an anti-
  human stance, blaming us for the
  aberrant attacks on Qinshui. The
  qin ambassadors who spent so
  much time on Earth are our
  staunch supporters, but they
  have lost a great deal of influence
  due to being cut off from their
  homeworld for so long. Even the
  anti-human faction remains
  cordial to humans, but there is
  no mistaking that the political
  winds could blow against us at
  the least misstep. It will require
  great diplomatic skill to
  strengthen relations with our
  alien friends.
  Karroo
  Mining
  Colony
  In 
  2109, 
  an 
  African
  expedition made a daring teleport
  to the Crab Nebula, a supernova
  remnant first seen on Earth in A.D.
  1054. It is an inhospitable region
  with no large planetary bodies
  and a single rapidly spinning
  neutron star. However, the sector
  is rich with dust clouds, gaseous
  Qin
  Welcoming
  Speech
  — Excerpt: textfile transcript,
  with telepathic notation [] included
  “We are cheerful [pleased] to
  engage in the dual [mutual]
  advancement of our two selves
  [peoples?]. Please be accepting
  of [we hope you enjoy] the pond
  [home?] we have poured [built?]
  for you here on Qinshui. If there
  is anything you thirst for [require],
  do not falter in inquiring. This is a
  honorable [historic?] time, and
  we shall allow nothing to dam
  [stop] it from becoming a
  successful future.”
  CRAB NEBULA
  Sun
  Crab Pulsar
  Sun’s spectral type
  neutron star
  (21 pulses per second)
  KARROO COLONY
  Founded
  2109
  (United African Nations)
  Source
  Upeo/ISRA
  joint exploration
  Planet mass [Earth = 1]
  n/a
  Equatorial diameter [miles]
  n/a
  Planet gravity [Earth = 1]
  n/a
  Water content ]Earth = 0.75]
  n/a
  Atmosphere
  n/a
  Rotation period [hours]
  n/a
  Indigenous life
  Chromatics (?)
  Human population
  85,000
  Closest distance
  to Earth
  6,500 light years
  Primary satellite
  none
  nebulae and asteroid
  fragments composed of
  valuable heavy elements.
  The UAN established a stellar
  science and mining station just
  outside the nebula. Heavily
  shielded stations were anchored to
  planetesimals, and the Karroo
  Mining Colony was born.
  Although 
  the 
  UAN
  established the colony, rugged
  humans of all nationalities flocked
  there, lured by the promise of
  wealth. The UAN’s profitable
  taxation system funded mining
  with little investment on the
  government’s part. Importing
  gravcrystals from Earth to the
  ever-expanding station system
  
  114
  INTERSTELLAR COLONIES
  was too expensive, so the colony
  started its own manufacturing.
  Karroo reached relative
  stability within a few years, just
  prior to the chromatic attack in
  2113. The first assault took the
  colonists by surprise. The humans
  suffered heavy losses, but
  regrouped and changed focus
  from mining to warfare to keep
  the aliens from obliterating
  everything they had built. The
  chromatics’ 
  apparent
  photokinetic 
  capabilities
  rendered the colonists’ laser
  weapons almost useless. The
  resourceful Karroos fell back on
  conventional slugthrowers and
  coilguns as well as orbital knives
  and clubs. Additionally, the
  colonists 
  explored 
  the
  effectiveness of other energy
  weapons, such as plasma
  cannons and ion beams.
  When the Upeo vanished
  many expected that the colony
  would be destroyed without
  support from Earth. To our
  great relief, the jump ship
  Shaka arrived to find that the
  station was intact and the
  colonists were holding their
  own against the strange
  aliens. It turns out that a
  select few Upeo continued to
  appear on Karroo during the
  exile, bringing supplies —
  clothes, food, even weapons
  — but refusing to perform
  missions or carry messages
  back to Earth. They stated only
  that the colony was on its own for
  the time being but the Upeo
  would help as they could.
  Morale is high at Karroo
  under the circumstances.
  Chromatic 
  attacks 
  have
  diminished to skirmishes and
  raids. The current supposition is
  that the aliens had the same
  problem as the Karroos — lack
  of support from the homeworld.
  Though much remains unknown
  about chromatics, the colonists
  are confident that this is not their
  home, but perhaps an outpost
  much like Karroo itself.
  Though the intensity of
  hostilities has abated, the aliens
  remain combative and unwilling
  to open a dialogue. With our
  resumption of interstellar travel,
  we hope to track down the
  chromatics’ home and learn the
  secrets of the race and its
  aggression toward humanity.
  “K ARROO ATTACKED” > D AVE A.I. > KAROO MEMORIAL, TANZANIA
  Far Nyumba
  Though aided by reported visions
  of likely areas to begin searching, the
  likelihood of clairsentient scans finding
  sectors of space that could support
  human life was almost nonexistent. So,
  when Far Nyumba was discovered and
  proved suitable, the UAN settled it
  promptly in 2112.
  The largest moon of the gas giant
  Mgitu, Far Nyumba is similar to Earth in
  size, gravity, planetary tilt and
  atmospheric composition. Though seven
  AU from its single sun, the massive Mgitu
  is nearly a brown dwarf star itself and
  provides the moon with enough heat and
  light to make up the difference. Most of
  Far Nyumba’s single land mass is covered
  by thick rain forest, the remainder
  devastated by constant volcanic activity.
  Microbes and insects are the only
  significant animal life beyond tiny
  protocreatures destined to become
  mammals, birds and reptiles. The insect
  population is kept in check more by the
  abundance of carnivorous plants than by
  the scattered protoanimals.
  Mgitu dominates the Far Nyumba
  sky, at least above the tree canopy. The
  gas giant’s eerie colorful glow bathes
  the moon with more light than the
  system’s sun does — daytime is
  determined by Far Nyumba’s orientation
  to Mgitu, not to the sun. A dozen other
  moons, sister satellites to Mgitu, also
  track across Far Nyumba’s sky.
  Far Nyumba provides more than
  enough for colonists to study. Still,
  THE FIRST ATTACK
  — General Abasa,
  Karroo Mining Colony
  Mwalimu,
  We are under attack from an
  alien force. Our lasers have no
  noticeable effect, and theirs are
  deadly. They appeared out of
  nowhere, and all attempts at
  communication have failed.
  Members of the Ministry in
  residence here have ascertained
  that these alien creatures perceive
  us to be like aberrants, whom they
  have apparently encountered
  before. The telepaths have been
  overwhelmed by feelings of intense
  hatred from these beings. These
  aliens are not qin. They are
  something completely new.
  I 
  request 
  all 
  possible
  assistance. Please be advised that
  we are sending children and
  wounded back to Earth as soon as
  we receive word. We have sent a
  captured alien corpse with this
  dispatch. I apologize that I could
  not forewarn you, but I wanted it
  to arrive as soon as possible, while
  it was still… glowing.
  
  115
  INTERSTELLAR COLONIES
  curious humans also explored the
  Mgitu’s surface atmosphere, mainly as
  an accessible source of vital gases. The
  gas giant’s cloud layers are truly alien,
  but beautiful. Particularly brave or foolish
  Legionnaires, sealed in small capsules or
  even in reinforced VARGs, used their
  powers to venture deeper into the
  atmosphere than exploratory craft could.
  A year after the colony’s
  establishment, Legionnaires made an
  incredible discovery on the gas
  giant. All manner of strange
  structures and objects floated in
  the atmosphere’s stormy layers.
  Scientists and archeologists
  rushed out to study these alien
  relics, causing a surge in Far
  Nyumba’s population.
  The moon base was the most
  promising and hospitable of all the
  extrasolar colonies for a few short
  months… and many great minds
  were stranded on Far Nyumba
  when the Upeo disappeared. The
  SS1515 SYSTEM
  Suns
  SS1515a
  Suns’ spectral type
  A7
  MGITU (GAS GIANT/BROWN
  DWARF PROTOSTAR)
  Founded
  2112
  (United African Nations)
  Source
  ISRA discovery
  Planet mass
  364.6 (Mgitu)
  [Earth = 1]
  1.01 (Far Nyumba)
  Equatorial
  116,484 (Mgitu)
  diameter [miles] 8,012 (Far Nyumba)
  Planet gravity
  2.8 (Mgitu)
  [Earth = 1]
  0.92 (Far Nyumba)
  Water content
  n/a (Mgitu)
  0.79 (Far Nyumba)
  Atmosphere
  hydrogen (Mgitu)
  nitrogen (Far Nyumba)
  Rotation period
  8 (Mgitu)
  27 (Far Nyumba)
  Indigenous life
  Plants, insects,
  protocreatures
  Human population
  8,000
  Closest distance
  to Earth
  11,000 light years
  Primary satellites
  Far Nyumba,
  Kala (Mgitu)
  none (Far Nyumba)
  NEW DISCOVERY
  — Excerpt: holobrief from
  Jerome Dannikan, Ph.D. (Noetics),
  M.Sc. (Electrical Engineering) to the
  Journal of Xenological Science, 17.3.2114
  The artifacts found last week range in
  size from a small… spaceship?… (roughly
  45 feet in length) to easily pocketed items
  (4 inches) and are made of both organic
  and inorganic alloys. These objects are
  clearly not of human or qin design.
  The items hover with eerie stability,
  suspended in Mgitu’s hydrogen
  atmosphere, and contain unfathomable
  circuitry. My plan is to locate and tag as
  many items as possible, to see if they
  are linked in any way. I will proceed with
  a thorough physical examination of
  minor devices, with noetic examination
  to follow as soon as appropriate psions
  become available.
  number of colonists and
  available resources were so
  few that the outpost’s
  continued existence five years
  later was in doubt.
  Hopes were high when the
  jump ship Meroe headed for Far
  Nyumba recently. The ship’s
  Tesser sent back a datapod, just
  as the other jump ships did upon
  arrival, but the datapod was
  crushed somehow during transit.
  Though all recorded data was
  destroyed, 
  the 
  datapod
  configuration suggests that it was
  launched normally, so we may
  assume that Meroe arrived safely
  in orbit around Mgitu. While there
  is no serious concern at present,
  a new expedition is planned. Until
  then, the fate of Far Nyumba
  remains unknown.
  Averiguas
  Shortly after aberrant attacks
  renewed on Earth outposts in
  space, Brazil took steps to
  establish a deep-space colony. On
  Norça recommendation, the Upeo
  transported explorers to an
  ancient white dwarf/red giant
  binary system.
  One of the six planets was
  capable of supporting human life
  — in fact, due to the red giant’s
  expansion, the barely hospitable
  rock hosted a sort of
  proto-algae life form.
  The planet, named
  Averiguas, orbited the
  red giant at an average
  of 1.5 AU, and was
  deemed suitable.
  The Associação Avanço
  Universal — the Association
  for Universal Advancement,
  or AAU, as the Averiguas
  colony was named — was
  meant as a training ground
  for psions. Here, Brazil
  claimed, psi-users could
  explore the potential of their
  powers without fear of
  causing harm or destruction.
  Yet only Norça agents were
  given the opportunity to use
  the facility. The Æon Trinity
  soon learned Brazil’s
  motives: To guarantee its
  future should the resurgent
  aberrants 
  prove 
  too
  
  116
  INTERSTELLAR COLONIES
  that the white dwarf could go
  supernova, and despite the
  danger posed by the dwarf’s
  regular flares as it absorbed the
  red giant’s stellar matter, Brazil
  proceeded with construction.
  The Brazilians made one
  mistake in establishing AAU: They
  relied on subjugated Euro-
  American 
  workers. 
  These
  disenfranchised
  looked for new
  opportunities
  everywhere, and
  Averiguas was as
  good a place as
  any to make a
  fortune. Working
  conditions were
  quite brutal. It was
  only a matter of
  time before the
  Western “never say
  die” spirit came to
  the fore. In 2114,
  only three months
  before the Upeo
  vanished, the Euro-
  American workers
  rose up against their
  Brazilian leaders. It
  was a quick and
  carefully staged
  coup, the mutinous
  workers taking over
  key areas of the
  outpost 
  with
  minimal bloodshed.
  Unwilling to
  reveal the facility’s
  SS3819 SYSTEM
  Suns
  SS3819a (giant),
  SS3819b (dwarf)
  Suns’ spectral types
  G5, A0
  AVERIGUAS
  (ASSOCIAÇÃO
  AVANÇO UNIVERSAL)
  Founded
  2106 (Brazil)
  Source
  Upeo investigation
  Planet mass [Earth = 1]
  1.17
  Equatorial diameter [miles]
  7,966
  Planet gravity [Earth = 1]
  1.10
  Water content [Earth = 0.75]
  0.52
  Atmosphere
  nitrogen
  Rotation period [hours]
  23
  Indigenous life
  Algae in oceans,
  no notable land life
  Human population
  22,000
  Closest distance
  to Earth
  2,800 light years
  Primary satellite
  Vigiar
  powerful to stop. Working in
  conjunction with Norça, the Brazilian
  government 
  established 
  an
  extrasolar military base.
  The binary system’s instability
  made the site inhospitable to other
  colonization efforts. The planet was
  ideal for the Brazilian plan, however
  — remote, dangerous and of little
  foreign interest. Despite warnings
  Result of Feasibility Study for
  Colonization of Averiguas in SS3819
  This committee recommends that
  Averiguas not be chosen as the location of
  Brazil’s first interstellar colony. The nature of
  the binary star system leads us to predict that
  the white dwarf star SS3819b will go
  supernova in the near future, astronomically
  speaking, resulting in the complete
  atomization of the entire solar system,
  including Averiguas.
  Based on spectral analysis of the two
  stars, and the rate at which matter transfers
  from the giant to the dwarf, a supernova is
  extremely likely in the next 1,000 to 2,000
  years. Furthermore, we cannot anticipate the
  minor nova behavioral effects that the dwarf
  currently exhibits. Averiguas’ magnetic field
  may be insufficient protection against the
  extreme solar winds produced.
  Again, this committee advises that
  Averiguas not be chosen.
  Eleanora Bordes
  Chair, Astronomical Committee
  University of Rio de Janeiro
  true nature, Brazil claimed that it was
  sending resources to quell a miner’s
  strike. This cover story and the sudden
  disappearance of the Upeo limited the
  number of reinforcements that Brazil
  could send, so only a preliminary force
  was transported.
  The jump ship Mae de Céu arrived
  years later to discover that Brazil’s
  reinforcements surrendered once ships
  stopped arriving after 2114. The rebels
  and anyone who agreed to their terms
  remained in New Hope, while everyone
  who couldn’t deal with that was
  ostracized to a scientific outpost about
  30 miles away. Only about 2,100 people
  were condemned to the outpost —
  mostly military officers, political types,
  the troops sent in to put down the
  revolt, and about half the Norça
  stranded there. The rest didn’t care who
  was in charge or decided to join the
  winning team.
  The communities maintained a
  stalemate and even engaged in trade, but
  flare-ups of violence were not
  uncommon. Even this fragile peace was
  shattered 
  once 
  recontact 
  was
  established. The workers fear subjugation
  by Brazil and the shifters who joined them
  fear reprisal by their proxy; in turn, the
  AAU Brazilians and Norça at last see the
  opportunity to quell the uprising and
  return home. Initial reports note
  increasing outbreaks of violence between
  the two groups, and all indications are
  that it will only get worse.
  
  ALIENS
  117
  well with telepathic aid
  on the part of both
  human and qin. A
  dialogue was begun
  and ambassadors were
  exchanged 
  —
  embassies have even
  been established on
  Qinshui and Luna.
  The Chinese gave
  the aliens their name:
  The term “qin” is a
  reference to a form of
  Beijing opera. The
  race’s 
  stylized,
  lacquered-looking
  humanoid “bodies” —
  not their true forms, in
  fact, but advanced
  psiware suits — evoke
  images of the old
  plays. They’re quick
  learners: The earliest
  qin “biosuits” were
  clearly artificial —
  crystalline, shimmering
  shells that prompted
  the 
  occasional
  nickname “icons” —
  while the newest are
  Since the dawn of history, humanity has stared into
  the celestial void. Thirteen years ago, in true Nietzchean
  fashion, the dark between the stars gazed back at us.
  With the coming of qin, then chromatics, and finally the
  Coalition, humanity’s very concept of itself has been tilted
  on its axis and sent spinning into the mysterious sky.
  The discovery of life on other worlds, while not quite
  so shocking as it would have been had humanity never
  experienced the Aberrant War, was nonetheless an
  epochal event. (The effects on religious belief alone
  changed the demographic base of several major faiths.)
  In the past two decades, humanity has advanced its
  frontiers of knowledge a hundredfold — and learned to
  live with the looming fear of invasion from the stars.
  Thus far, humanity counts a number of new species:
  the aforementioned qin and chromatics, and an
  undisclosed number in the recently discovered Coalition
  (potentially between five and two dozen species alone).
  Rumors of another species displaced by aberrant attacks
  remain just that: rumors. And then there are the veiled
  references by the proxies of powers beyond even they,
  that are somehow their allies.
  With jump ships active and the Upeo now returned,
  we at last venture out to investigate those aliens we know
  of, and search for others that may still dwell amid the stars.
  QIN
  “With friends like these….”
  The punchline has yet to be written for the enigmatic
  qin, humanity’s for-the-nonce
  allies among the stars. These
  quixotic creatures seem
  friendly — but then again,
  they seem humanoid and just
  about everyone has figured
  out the falsity of that
  supposition.
  Humanity first contacted
  qin when a Chinese explorer
  vessel 
  intercepted 
  a
  transmission of qin radio
  static. A rendezvous was
  arranged at the aliens’ home
  system, which later became
  known 
  colloquially 
  as
  Qinjunan. First contact went
  QIN BIOSCHEMATICS >>> ÆON ARCHIVES
  ALIENS
  Celebration
  — Excerpt: Luna Sun Times ©
  31.10.2117 Eclipse Media
  The smooth, soaring lines of
  the qin embassy arched high over
  last night’s celebratory banquet
  as diplomats, press and the
  wealthy rubbed elbows with the
  alien exiles in our midst. Our qin
  allies remind us of two things:
  that races as rich and intriguing
  as humanity do exist in space,
  and it is the very vastness of
  space that strands our cousins
  with us. The curving hall, walled
  entirely in the qins’ unique
  “bioglass,” allowed guests the
  peculiar sensation of walking
  unprotected on the surface of the
  Moon. Overhead, the organic
  spires of the upper towers
  glimmered in the sunlight.
  A qin diplomatic assistant
  commented that the celebration
  was one of great importance to
  their race, but declined to
  explain further.
  
  THE QIN
  118
  THE QIN COMPACT —
  DEVIL’S DEAL?
  — Orisha Mfune, Input/Output Special © 2120 Rafat, Inc.
  The First Contact. The Shining Host comes down from
  the heavens, bearing gifts from the angels on high. The sky
  opens up in coruscations of light, and beatific ranks of Others
  descend in drill-corps harmony to pull us up to the celestial
  firmament.
  Great PR. And if we look around and realize we’re not
  in Heaven yet — well, we’re not about to be impolite to
  our newfound friends, are we?
  You remember where you were on 23 March, 2107?
  When an angel passed above the world of wars and
  sanctions and economies and lies, an angel bearing tidings
  of new life. Remember that week — everything died down
  a little, like we were a bunch of kids caught fighting in the
  sandbox and didn’t want to look bad now that the grownups
  were here. Some people said we should push The Button;
  some said it was the Rapture, or the Next Wave of
  Aberrants. Most folks, though, just looked up toward the
  skies and talked about the Signal.
  The Signal. The Aricebo scientists almost wetting
  themselves on holotransmissions across the solar system
  as they announced that the crackling belch of radio static
  intercepted by the Kowloon spiderwebbed out into a
  deliberate message. The Upeo arranging a rendezvous at
  Qinshui — how they knew exactly where to go, I’ll never
  know, but never let it be said that you heard me questioning
  psion motives. The holovids spiraling up and down the
  conveyor craft — you could almost hear “Thus Spake
  Zarathustra” in the background.
  And the coming of the qin.
  You’ve heard the phrase “too perfect,” yeh? Look at a
  qin sometime. I mean, it’s like looking at a crystalline
  cataract sugar-spun into human form, as if Botticelli had
  conjured Venus from the pure spray itself. Huge, expressive
  eyes that somehow convey nothing. Beatific smiles in
  happy, vacuous, perfectly proportioned faces.
  They average around 6' 8" — enough to have presence,
  not enough to intimidate. They’re Barbie-doll angelic, but
  in a bland way — enough to inspire awe without any
  troublesome sexual baggage. They come in all kinds of
  colors — silver, ebony, blue, magenta — thus laying to
  rest any troublesome racial issues. They’re androgynous
  quite humanlike in
  appearance 
  and
  manner. identical to
  those of humans.
  Our 
  biotech-
  nological theories
  seemed advanced a
  decade ago, until the
  qin showed us their
  biotech. The aliens
  don’t talk too much
  about 
  their
  technology — not in
  public, anyway — but
  evidence suggests
  that 
  they’ve
  d e v e l o p e d
  biotechnology to a
  level that we can
  barely fathom. Qin
  use 
  biotech 
  to
  accomplish 
  near-
  unimaginable feats of
  m a c r o c o s m i c
  construction 
  and
  terraforming. One
  would presume they
  are equally skilled in
  their technology’s
  military applications
  — though one hopes
  humanity will never
  find out firsthand.
  Human-qin relations have been cordial since first
  contact, though strain showed during the Upeo exile. The
  jump ship project offered a vital avenue of focus for both
  races during that time. Indeed, the program was successful
  not only in developing a working Tesser engine, but also to
  provide insights into our respective races.
  With interstellar travel restored, our qin allies went
  with a human expeditionary force to Qinshui aboard the
  jump ship Ananda. It appears that their absence from
  their homeworld all these years allowed a competing
  faction to make a play for political dominance. This faction
  considers humanity dangerous, ultimately responsible for
  aberrants that still plague the Qinjunan system. Much
  remains unknown about qin sociology and politics, yet,
  given that humanity has become a point of contention
  among their kind, we must learn if we are to retain their
  aid and continued goodwill.
  Subject: Staff Memorial
  From: Ambassador Flores
  To: All Qin Embassy staff
  Encryption: SPE
  Transmission type: textfile
  Date: 27.2.2120
  It is a joyous time now that
  contact is restored to Earth, that our
  period of isolation on Qinshui has
  ended. We have a great deal to be
  thankful for, and we all appreciate
  the hospitable treatment we have
  received from our hosts.
  However, these glad tidings do
  not come without some sadness. As
  you know, junior representative
  Maria Diaz and engineers Laura
  Robers and Jerome Sandoz died in
  a tragic accident last week while
  venturing outside the official
  ambassadorial sector. I have
  ordered autopsies and inspected
  the accident scene personally. Our
  qin allies apologize profusely for the
  mishap and offer their condolences.
  Though our loss is terrible, it
  saddens me most to know that
  these three young people died
  before the chance came to see their
  home again.
  
  THE QIN
  119
  enough to dispel chauvinistic approaches
  without being weird about it, yeh?
  They learn any languages they need to in a
  matter of a month or so, then turn around and
  speak theem better than most of the natives.
  They wear clothes, but not so much worn as
  grown or spun around them, all whorly and
  bandy and with cool-looking protrusions and
  flourishes. They come from a world in the thick
  of the galaxy, and yeah, they know a little bit
  about What’s Out There, but they haven’t
  gotten any farther than we have… thus laying
  “evil galactic dictator” fears to rest.
  If I were a marketing rep for an alien race, I
  couldn’t put a better spin on these folks.
  It’s obvious those bodies are like the clothes
  — spun for public consumption. The first contact
  files may be locked down, but I have it on good
  authority that the rumors are true — the qin
  really are two-foot-long slugs. Not sure about
  the tentacle bit, though. I bet they slurp right inside the heads of those too-perfect bodies and drive them around like
  we would a skimmer. They’re putting on a show. Don’t look behind the screen, Earthlings; it’s all done with mirrors.
  We know they’ve got biotech. I mean, the governments — and I’m talking about the real governments, not those
  primped, airbrushed, pixillated holos you vote for — must’ve been creaming when they got a gander at what these
  critters could do. We thought we were so high-tech ‘cause we could integrate bio-goo with a fusion engine to make
  “biofighters.” Then qin come along and hand us techniques that’ll turn Mars into Vera Cruz in a couple decades. Instead
  of a thousand-year terraforming project, we’re now looking at 75! And qin just hand this to us, like it’s pocket change.
  For them, biotech is everything. Ever seen ambassadors’ reports? When qin want anything — a new suit, a new
  weapon (and remember that — these angels do have guns), a new road, a new city — they just grow it. Throw your
  magic crystals in the water, my friends, and conquer the world.
  They even use it for travel, surrounding themselves in organic carapaces, then linking together into vast, spaceworthy
  living robots. They don’t need to “build the tools to build the tools” — they are the tools. If they need to make
  something — or to help us make something — they just get enough qin, form themselves into gargantua, and build
  what they need. Like Amish folks gathering to build a barn, except they build whole cities this way. I wonder if the
  carapaces are anthropomorphic because it’s convenient from an engineering point of view, or because they know
  we’re taping and they don’t want us to freak out.
  Ever heard the story of the Sphinx? That big stone thing in Egypt, yeh? Archaeologists think that the Sphinx’s
  serene, pharaoh-looking head is actually a later innovation — that the thing was there before the Egyptians, and when
  they got there, they chiseled off the original face and replaced it with something more… what? Suitable?
  Or less disturbing?
  Qin are “icons” indeed, mirrors reflecting what they want us to see — what we want to see. Yet if there’s one thing
  I know about good old Homo sapiens, we’re never content with our icons. We want to break them, to scratch the
  paint, tarnish the chrome and see just what’s behind the mirror. And I don’t think our guests will much care for that.
  And then I think of those build-it-yourself colossi, and how they pulverize rock with a punch, and I imagine.…
  Well, I’ll spare you the paranoid jingoism, boys and girls. That’s all for now.
  
  CHROMATICS
  120
  CHROMATIC BIOSCHEMATICS >>> ÆON ARCHIVES
  CHROMATICS
  As if conjured from the recesses of a B-grade
  horror vid, chromatics have whipped human
  xenophobia to frightening heights. Perhaps this is
  because they embody our primordial fears of the Evil
  Invaders — merciless, inscrutable, grotesque.
  Since the chromatics’ initial “Pearl Harbor” assault
  on the Karroo Mining Colony in 2113, we have learned
  little about them save their military strategy — and even
  that is mostly a cipher. Telepathic encounters before
  the Upeo wa Macho vanished (thus breaking our
  contact) indicated that chromatics have nothing but
  violent intentions, even hatred for humans. Unfortunate
  — though they’re far from pretty by our standards, the
  aliens 
  are
  fascinating.
  Studying
  alien bodies and
  a handful of
  living captives,
  we 
  have
  confirmed that
  chromatics pos-
  sess a complex
  system 
  of
  biolumi-nescent
  organs. These
  organs enable the
  aliens to produce
  light in an array of
  hues and gave
  THE NEW MENACE
  — Testimony of Major David deBeers,
  UAN Military Forces
  The bastards came out of
  nowhere! We were checking out
  one of the mining planetoids and
  came across a pack of ‘em — all
  lit up for war, with those tool-
  harnesses and whatnot. Well, I
  couldn’t tell what they were
  thinking — if you can read an
  expression on those turnips they
  call faces, I wish you’d clue me
  in. I went with what I could read
  — the stance, and the leveled
  weapons that look like cheap
  knock-offs of Orgotek bioguns. So
  we engaged, and… well, it
  seemed our weapons were
  useless, because when we cut
  into ‘em, it was like firing into air.
  And then we got mowed
  down from behind. We’d
  scanned the area, and I swear
  with what’s left of my right arm
  that nothing was behind us all
  dayside. Yet there the things
  were, popped out of nowhere,
  all warbling while those light-
  blasters chopped us to hell.
  Bastards. I say we find where
  they live, dump the psions on the
  planet, and let ‘em wipe each
  other out.
  CHROMATIC TECHNOLOGY
  — Excerpt: Jaqui Rodriguez,
  UN Lead Administrator
  Based on extensive analysis, we
  must conclude that chromatic biotech
  is based on old human designs, but
  using chromatic genetic material and
  with modifications from an unknown
  source. While the external interfaces
  were arranged in configurations
  “unsuitable for human use,” the
  underlying components are very
  similar to basic human designs.
  This is all the more disturbing
  since the aliens do not treat their
  technology with great familiarity.
  Chromatics show the same kind of
  caution toward their biotech as
  humans do when exposed to a device
  with which we are not familiar.
  Our current hypothesis is that
  some other agency provided
  chromatics with their biotech
  weaponry and spacecraft. We do not
  yet feel comfortable positing who and
  for what reason, nor do we know why
  these devices share similarities with
  human designs rendered obsolete
  years before chromatics were first
  encountered.
  the aliens their name.
  They support their
  biological 
  light
  generation 
  with
  inherent noetic control
  of internal and ambient
  light emission. They’ve
  been 
  known 
  to
  manipulate 
  light,
  shaping it into blinding
  flashes and laser beams
  — and even bending it
  entirely to create a kind
  of holographic blending.
  Chromatics’ light-
  generation also serves as
  the race’s primary means
  of commun-ication. The
  “language” appears to be
  highly sophisticated,
  even if the aliens
  themselves aren’t. That
  they utilize advanced
  biotech has been a puzzle
  from the beginning,
  given that their observed
  culture is otherwise rather
  undeveloped. Study of
  captured biotech and
  chromatic captives has
  led to some disturbing
  conclusions.
  
  • C O N F I D E N T I A L •
  121
  ANALYSIS: OPERATION ABYSS
  With regard to the perpetrators
  of the incident at the Karroo Mining
  Colony, we urge caution, not only
  because of lack of knowledge of the
  species’ capabilities, but also due
  to lack of understanding, which
  could precipitate a futile and
  unnecessary conflict. The concept
  of the “bug-eyed monster” is a
  fiction, a fantasy best left to the
  confines of the theatre. We
  encourage military forces to lay
  cultural biases aside when dealing
  with a very critical real-life situation.
  We have taken the liberty of
  studying the specimen General
  Abasa was kind enough to provide.
  Initial observations follow herein;
  subsequent study will no doubt
  reveal further details.
  It is a carbon-based life form;
  amino acid structure and cell
  composition display fundamental
  similarities to our own, though the acids themselves differ
  from our own guanine, cytosine, et al. The entity’s
  superficial parameters, though perhaps grotesque to a
  casual observer, will comfort those researchers who
  postulate that, given the existence of certain
  fundamental laws of physics, organic life develops
  in similar patterns throughout the known
  universe.
  First, 
  some 
  general
  parameters. Height: roughly
  5.75 feet, though the
  flexible notochord and
  extendible neck structure
  allow for considerable
  fluctuation 
  even
  among individuals.
  Weight: This specimen
  weighs 180.1 pounds.
  Bipedal posture and three-
  fingered opposable thumb
  structure, though the
  digits of the hand structures
  are less developed than our
  own, while the digits of the
  foot structures are more
  developed. We postulate an evolution from a species of
  climbers, though the thickened skin of the soles further
  leads us to speculate that this organism
  evolved among rocks and crags.
  It is an aerobic organism. In
  addition, certain enlarged pore
  structures in the skin suggest that it
  has the capability for osmotic
  absorption of oxygen in a liquid medium.
  The “tubes” running down the back are similar
  to those of the extinct Dimetrodon, and are used for
  storing ambient light or heat and converting it to
  caloric energy. This indicates the presence of such
  sources on the creature’s home world, or a
  dearth of prey species, forcing the creature to
  conserve energy.
  The head structure displays advanced visual
  apparatus. Whereas human beings evolved a
  binocular vision that allows for depth perception
  at the expense of wide angle focus common
  to deer and the like, these creatures have
  maintained both. They have four eyes
  (position and number of rods and cones in
  comparison to our ocular structure indicate highly
  developed organs), two in front and two to the side.
  “S ECOND CONTACT” > D AVE A.I. >ZWEIDLER COLLECTION
  
  • C O N F I D E N T I A L •
  122
  Evidently one pair or the
  other closes at a time, allowing
  whatever method of perception
  is most applicable to a given
  situation. Additionally, the
  entire surface of the head
  structure is covered with
  “eyespots,” enabling the
  creature to perceive light,
  shade and movement from all
  directions.
  The being has two brains.
  The first, located in the head
  cavity, is smaller and seems
  dedicated solely to the creature’s
  extensive sensory capabilities.
  The second is located in the torso
  with the other organs and is
  dedicated to handling the rest of
  the being’s processes, including
  higher thought functions.
  And the vaunted “lights”?
  Just that. Bioluminescent organs
  of amazing complexity — as
  though one of Earth’s angler fish
  had evolved to the point at
  which it is capable of language.
  We do not exaggerate on this
  last 
  hypothesis 
  —
  electroconvulsive stimulation of
  the epidermis produces a
  remarkable range of hues,
  intensities and patterns.
  CHROMATIC COMMUNICATION
  — Excerpt: Keith Olatu, Head Scientist
  and Lead Researcher,
  Æon Trinity/Triton Division [Prague Facility]
  As per earlier speculation,
  chromatics communicate in a limited
  matter using sound; their main mode
  of communication is visual. A specific
  set of wavelengths, at the limit of
  human visual perception, carries
  linguistic content. Our current
  rudimentary understanding of this
  unique, light-based method of
  communication has already revealed
  significant insights into the race.
  At first the subjects would not
  cooperate. 
  We 
  achieved 
  a
  breakthrough when Dr. Gilman asked
  Chromatic Subject A (later designated
  Roamer) how she could convince it to
  talk. After some apparent thought,
  Roamer asked Dr. Gilman to “state the
  truth” that answers would not be used
  to harm the chromatic race.
  We think the visual patterns that
  overlaid Roamer’s reply signified
  skepticism — that it did not believe we
  are capable of such terms. After lengthy
  discussion among the subjects — and
  much to our surprise — the result was
  notably higher levels of cooperation
  from the captives. I must stress that this
  does not mean that friendships have
  developed between the aliens and
  ourselves. They continue to refer to us
  as “beasts,” and they often unleash
  violent outbursts in response to what
  we assume are innocuous comments.
  The process is touch and go, but the
  simple fact that we have started a
  dialogue gives us hope.
  CHROMATIC TECHNOLOGICAL EVALUATION
  — Excerpt: Dr. Sunil Payaparaji,
  Æon Trinity/Triton Division
  Investigation of a captured
  chromatic spacecraft and interrogation
  of its crew has given us this shocking
  revelation: Chromatics gained
  interstellar capability by enslaving
  Upeo wa Macho.
  The aliens located and captured
  human 
  teleporters 
  based 
  on
  information given them by "gods of
  light." Analysis suggests that these so-
  called deities are either a separate
  caste or another alien race entirely, but
  not aberrants. The latest research
  indicates that chromatics are opposed
  violently to them, considering all
  humans to be aberrants. Just where and
  when the aliens encountered aberrants
  is up to Olatu's team to learn.
  We have not discovered how the
  aliens located the Upeo, but we do
  know how the teleporters were kept
  from escaping. The craft contains
  advanced psiware that acts as a
  teleportation control device. It
  dampens the individual's own ability
  to teleport, instead channeling it to
  power the craft's jumps — similar to a
  jump ship Tesser, but of a far more
  efficient and advanced design.
  We must learn more about these
  "gods of light." They are clearly the
  source behind the otherwise aboriginal
  chromatics' advanced technology.
  Further, they seem to be the motivating
  force behind the chromatics' continued
  hostility toward humanity.
  
  THE COALITION
  123
  THE COALITION
  When deep space probes
  reported a huge object headed
  toward our solar system at near-
  light speeds, panic was
  understandable. Aberrant raids
  showed no sign of slacking off,
  and it had been almost six years
  since the Upeo disappeared.
  Was this thing an Aberrant fleet,
  a Chromatic warship or
  something worse? The United
  Nations authorized dispatching a
  jump ship on an intercept course
  with the approaching object. This
  expedition resulted in the (by
  now traditional) good news/bad
  news. The good news is that,
  while it is indeed a ship of
  massive scale, it isn’t one of our
  known enemies. The bad news
  is that we don’t know yet if these
  beings are our friends.
  Despite Æon’s direct involvement in coordinating
  the jump ship’s intercept, the UN has locked down all
  data regarding this and subsequent encounters. Still, we
  have been able to confirm some information — such as
  that the “Coalition” is an apparent collection of various
  races, each with a regimented place within a larger
  sociopolitical structure. We do not yet know of the exact
  number of Coalition races, but preliminary estimates
  suggest from a dozen to over a hundred.
  Limited access to files reveals beings labeled “envoys,”
  a race of bipeds astonishing in their blandness but who
  seem to speak for the Coalition; “spinals,” towering nine-
  foot-tall monsters seemingly dreamed up by a lunatic with
  a phobia of sea urchins; “sasquatches” or “sasqs,”
  lumbering, bear-like creatures who handle the Coalition’s
  maintenance tasks; and “drones,” quadrupedal beings who
  perform menial tasks for the other races.
  It seems that first contact did not go well, with the
  Coalition attacking the Yi’s crew. The follow-up expedition
  included both diplomatic and military forces — the former
  in the hopes that first contact was a tragic misunderstanding,
  the latter in case it was a prelude to further horrors. We
  await news from our operatives in the United Nations on
  what to expect from the approaching “space ark” — which,
  if its sudden deceleration and course corrections hold true,
  should arrive in our solar system within just a few years.
  COALITION SHIP >>> YI BRIDGE MONITOR
  Case Number: 69–1131
  Date: 3.12.2119
  Patient: Captain Li Hu
  Physician: Dr. Lynn Golden
  I am pleased to note some progress in the
  captain’s condition. Today he spoke, breaking
  the autistic silence under which he had lain, in
  spite of drugs and hypnosis, since the rescue
  team found him huddled on Yi’s bridge.
  He still speaks in single words and
  phrases, his mental processes and brainwave
  activity are erratic, and certain responses
  indicate the presence of pronounced phobic
  abnormalities. Nonetheless, I was able to
  coax intelligible responses.
  From a geopolitical standpoint, Captain
  Li’s report is significant indeed. His testimony
  indicates the discovery of a new alien species
  — one or several, it is unclear from his report.
  From a psychological standpoint, this
  “first contact” was a close encounter of a
  most disastrous kind. I believe you will
  understand when I advise against disclosing
  certain details to the media.
  To put it bluntly, many of the crew were
  done to death in a fashion that I can only
  interpret as rape.
  
  THE COALITION
  124
  DATAPOD INFORMATION DUMP
  REPORT: SECOND CONTACT
  — Excerpt: Molly Irvingson, Ambassador in Chief,
  Second UN Expedition to the Coalition
  I am pleased to report that second contact
  with the Coalition has begun much better than
  the first. After transmitting queries, we were
  surprised to receive a cordial response — in
  English! Interpretation was still required, but
  it became evident that the Coalition regretted
  the misunderstanding of first contact.
  Apparently, sexual contact is considered a
  normal means of interaction between two species
  in the region of space from which the Coalition
  hails. As such, our first diplomats were met
  according to the aliens’ tradition. However, sexual
  practice among their kind is brutal by human
  standards; with the communication barrier, the
  Coalition did not realize their error until too late.
  We agreed to attempt second contact and
  were met by a group led by a trio of those we
  labeled “envoys.” After formal introductions,
  they again expressed regret over first contact
  and explained that they knew English — and
  much else about human culture — by observing
  two centuries’ worth of broadcast transmissions
  from Earth. We made a point to clarify that not
  all transmissions reflected our real world, a
  concept that they grasped quickly. It seems that
  the Coalition is well-versed in the idea of fiction.
  We have found no traces of noetic ability
  on board the ark; it seems that the Coalition
  races are not at all familiar with psionic
  capability, though they are evidently fascinated
  by what they have seen of it thus far. Indeed,
  the envoys are eager to learn all that they can
  of humans, and have been forthcoming with
  much about the Coalition. Still, we have been
  restricted to a small area of the ark during our
  visit, and someone from the Coalition is present
  at almost every minute of the day. We are each
  dealing with a new and unknown race, so
  caution is understandable — likewise, General
  Luo Meng and the rest of the military contingent
  has not relaxed their vigilance since we docked.
  The general urges caution at all times. It is
  a sensible approach, but the more time I spend
  deep in discussion with the envoys, I can’t help
  but wonder at the things we could learn from
  such a diversity of races.
  DATAPOD INFORMATION DUMP
  REPORT: RECON OF COALITION SPACE ARK
  — Captain William Donney, UN Military [detached
  duty to the Coalition Expedition]
  At 0500 LST — which we estimate to be
  the Coalition races' time of lowest activity —
  a four-person field team set out from our
  quarantine zone aboard the ark. In addition to
  myself, the team consisted of Corporal
  Jacqueline Winters, a combat specialist;
  Corporal Leon Savarese, an engineering
  specialist; and Ivan Gullichsen, a civilian
  clairvoyant attached to the Legions.
  The ark is vast; Corporal Savarese believes
  that it is comprised of a core vessel with
  countless decks and levels added on over time
  to create a massive, ever-expanding craft. Mr.
  Gullichsen maintained a clairvoyant scan
  during the expedition which enabled us to
  navigate the labyrinth of corridors and to avoid
  almost all contact with any aliens. We
  encountered no Coalition races other than
  numerous drones.
  As we approached the center of the ship,
  Mr. Gullichsen detected taint residue in front
  of a large hatchway bearing a number of
  symbols whose meaning is unclassified as yet.
  After a probe of the area beyond, Mr.
  Gullichsen claimed that its design was unlike
  any other portion of the ship. He described a
  network of chambers, not unlike a honeycomb.
  He ceased probing upon detecting strong
  signs of taint within one of the chambers.
  We returned to our own zone with no
  incident. There are signs of increased Coalition
  activity today, but we have no evidence that
  they are aware of our expedition.
  
  125
  Chapter Nine: Character
  TRINITY
  A BATTLE RAGES ACROSS THE STARS
  YOU ARE THE WEAPON
  Visit your nearest Æon Recruitement Center to find out if you have what it takes to be a part of Æon.
  
  126
  Chapter Nine: Character
  TRINITY
  TRINITY
  TTTTT
  rinity
  rinity
  rinity
  rinity
  rinity is a game of epic science fiction set in the early
  22nd century. While its past is much like our own reality
  in many ways, the Trinity Universe proposes a future that
  confirms the existence of psionic powers and
  extraterrestrial life. Humanity has ventured into the stars,
  and discovered strange aliens and malevolent cosmic forces.
  The following chapters take you through the steps of
  character creation and provide you with the game-
  mechanical details necessary to run or play in a Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  series.
  Note that you do need the Player’s Handbook to utilize
  the game content in this book. That core rulebook has the
  framework of character generation and level advancement,
  skills and feats, combat and other ground rules that Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  builds upon.
  Character Genesis
  Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity is a game of exploration and adventure on an
  interstellar scale. The standard player characters (PCs) who
  engage in these exciting exploits are human. Some can
  manifest psionic abilities through a scientific procedure
  called the Prometheus Effect. All humans have the genetic
  potential to manifest psi powers; at this stage in human
  evolution, however, a minimum level of latent power is
  required to survive this “triggering” process.
  The genesis of your Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity character involves two
  things: his origin and his triggering.
  Origin
  Your character’s origin describes him in a word or a
  short phrase, a vague shorthand that gives you an idea of
  where he came from. What sort of life did he lead before
  his triggering? Was it dominated by mundane chores, leaving
  him no time to look to the horizon? Did he live on the edge,
  spending each day as if it might be his last?
  Consider your character not as a ready-made hero,
  but as someone who has the seeds of greatness within him.
  The concept could center on a skill (“I’m the best computer
  tech in settled space!”). It could come from the character’s
  back story (“He left France for some job just three months
  before the Esperanza crash.”). Or you might focus on a
  personality trait (“He’s obsessed with understanding
  aliens.”). If you’re more visual than verbal, you might
  develop a mental picture and go from there (“He’s very
  slender, with pale skin and striking green eyes.”).
  After that, you can work out in all directions —
  personality (Why did he want to the best computer tech?),
  history (What was the job that drew him from his home?),
  skills (What has he studied in order to understand aliens?),
  appearance (Is he slender because he’s from a low-g
  environment?) and so forth.
  You do not need to flesh out the character’s life history
  nor choose his favorite book. Keep your concept in mind
  throughout, though. If a skill or background feat fits, take
  it. If there’s a clash (“Why is the computer tech an excellent
  marksman?”), stick to the concept. Trying to make a
  character who’s good at everything and has no flaws is
  counterproductive: Not only will you fail, you’ll produce a
  boring character.
  CHAPTER NINE: CHARACTER
  The Trinity Universe
  Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity is the third of three Trinity Universe
  games, speaking chronologically. They occupy
  different eras of the same history, as well as different
  portions of a thematic trilogy.
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! is a game of pulp action and heroism set
  in the mid 1920’s. Characters in Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! are drawn from
  three distinct templates: two-fisted daring characters,
  masters of mental arts known as mesmerists, and potent
  superhumans called stalwarts. Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant is a superpowers
  game set in the early 21st century, focusing on powerful
  individuals called novas — a new incarnation of
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!’s stalwarts. Trinity
  Trinity
  Trinity
  Trinity
  Trinity is a science-fiction game, a
  far-future setting featuring evolved humans known as
  psions — the genetic descendents of Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!’s own
  mesmerists (called psychs in the Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant era).
  Players and Game Masters (GMs) familiar with
  either Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! or Aberrant 
  Aberrant 
  Aberrant 
  Aberrant 
  Aberrant are free to include as
  much — or as little — of the “official” Trinity Universe
  metaplot as they like, but it isn’t necessary to enjoy
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity. It’s all up to you how you want to play it.
  d20 System Design Principles
  GMs who wish to use material from Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity in
  other d20 System games should be aware of some
  core design ideas that went into its construction.
  There is no magic in the Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity setting;
  psions gain their powers from the pseudo-
  scientific premise of noetic, or subquantum,
  energy. This means that a character’s Armor
  Class, abilities, saving throws and the average
  damage he inflicts are figured differently than
  you might be used to in other d20 System games.
  The bonuses granted by class features and
  background feats have been left uncategorized
  to allow them to stack with the bonuses granted
  by other feats and powers. If class feature
  bonuses should not stack, that information is
  included in the description of the features.
  Using d20 Modern
  and/or d20 Future
  The Trinity Universe games utilize the
  Player’s Handbook for the simple reason that the
  majority of d20 System players have it and are
  familiar with it. Still, you can use d20 Modern
  instead without too much tweaking — Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  incorporates material from that book, after all.
  Along similar lines, there’s a lot of great stuff in
  d20 Future — expanded rules on genetic engineering,
  cybernetics, space travel, mechs and the like — that
  you can incorporate into your Trinity
  Trinity
  Trinity
  Trinity
  Trinity game. We’d offer
  more specifics, but the content wasn’t available until
  just before this book went to press — and there’s too
  much good material to cram in this book anyway. If you
  want to add more depth to a Trinity
  Trinity
  Trinity
  Trinity
  Trinity campaign, it’s well
  worth picking up d20 Future.
  126
  Chapter Nine: Character
  
  127
  Chapter Nine: Character
  TRINITY
  Triggering
  A character with psi potential is called a “latent.” The minimum
  latency required to become a psion is rare enough that the psi orders,
  the Æon Trinity and even other groups are always on the lookout for
  latents. Psions and biotech devices can detect latency, and there are
  even clinics where individuals can be tested to see if they make the
  grade. Latent individuals who experience the Prometheus Effect (see
  Chapter Eleven: Psi) are triggered — they become “psi active,” able
  to draw upon and manipulate subquantum energy.
  It is not uncommon for psions triggered by one order to work for
  another — whether through an initial agreement between orders or
  when the psion decides to make the switch himself at some point. As a
  result, a latent can come from any walk of life, trigger any one of the
  available aptitudes and work for any order or other organization you like.
  Starting Characters
  The science fiction genre typically features experienced
  characters whose capabilities don’t grow a significant amount over
  the course of their careers. In contrast, the standard d20 System
  game features characters who start out with little experience but
  who can rise in power to shake the the pillars of the universe.
  A Trinity
  Trinity
  Trinity
  Trinity
  Trinity series assumes the typical d20 System approach.
  You choose templates and core classes for your PCs, who start at
  1st level. Don’t expect your character to be as powerful as, say,
  Obi-Wan Kenobi from Star Wars or Gully Foyle from The Stars My
  Destination out of the gate; he must earn that kind of power and
  experience. Still, Trinity
  Trinity
  Trinity
  Trinity
  Trinity assumes that even a starting PC is superior
  to those everyday folks known as nonplayer characters (NPCs).
  If the GM and players want a series where the PCs are more
  seasoned, we recommend starting the PCs at 3rd level. This gives
  characters the opportunity for some background, but doesn’t make
  them so experienced at the start of play that there isn’t any
  challenge to the encounters they face.
  Roleplaying Triggering and Training
  It can be fun to start a game before the PCs become
  psions, and roleplay through their recruitment into one of the
  orders and their subsequent triggering. A latent character is a
  normal human who picks a class as normal but is not built off
  the psychic template (see below). Once each character emerges
  from the Prometheus chamber, the player applies the psychic
  template to character and adds the relevant template abilities.
  Characteristics
  The default character race in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity is human; specific qualities
  are noted below. None of the other races listed in Chapter 2 of the
  Player’s Handbook apply. Non-human PCs are possible, as members of
  alien races, but the GM may wish to avoid such characters as they are
  both rare and strange. See the Appendix for details.
  Psions in Trinity
  Trinity
  Trinity
  Trinity
  Trinity aren’t ordinary people; their genetic
  structures have been nudged forward an evolutionary step or two
  so that they can draw upon and control subquantum energy. To
  reflect this, each psion character uses a psychic template that adds
  to his standard human racial characteristics (see below).
  
  128
  Chapter Nine: Character
  TRINITY
  Magic and the Trinity Universe
  Strictly speaking, there is no actual “magic” in Trinity
  Trinity
  Trinity
  Trinity
  Trinity.
  Every extraordinary individual and incident in the Trinity
  Universe derives its power from a pseudo-scientific premise
  — quantum and subquantum energies, referred to
  collectively as telluric energy — rather than through magic.
  You can suggest the influence of subquantum energy (or taint,
  for that matter) as a plausible excuse for ancient mysteries if you
  would like to add this aspect to your campaign. Although noetic
  force is a scientific phenomenon (within the setting), that doesn’t
  mean some people of the period don’t view it as magic. As such, it is
  possible — though very rare — for a character whose belief in
  the supernatural is not undermined by incontrovertible evidence to
  the contrary. Just be careful of overdoing it.
  Human
  Description:
  Description:
  Description:
  Description:
  Description: The average everyday person. The majority of the
  sentient population in the known Trinity Universe is human. The typical
  human has no psychic abilities. The prevailing opinion in noetic science
  holds that humanity has the genetic potential to develop psi powers, but
  the race is still generations away from realizing this potential without the
  aid of the Prometheus Effect (aberrants are viewed as, well, aberrations
  — mutations that leapt the track of evolutionary progress).
  Appearance:
  Appearance:
  Appearance:
  Appearance:
  Appearance: Humans come in all shapes, sizes, colors, noises and
  smells. They are found throughout settled space and even beyond.
  Human Racial Traits
  • Medium:
  Medium:
  Medium:
  Medium:
  Medium: As Medium creatures, humans have no special
  bonuses or penalties due to their size.
  • Speed:
  Speed:
  Speed:
  Speed:
  Speed: Human base land speed is 30 feet.
  • Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats: Humans receive 1 bonus feat in addition to the
  single feat that all starting characters receive.
  • Skills:
  Skills:
  Skills:
  Skills:
  Skills: Humans receive 4 extra skill points at 1st level and 1
  extra skill point at each additional level.
  • Automatic Languages:
  Automatic Languages:
  Automatic Languages:
  Automatic Languages:
  Automatic Languages: Humans gain full proficiency in their
  native languages and are considered literate unless their
  backgrounds dictate otherwise. Starting characters receive one
  bonus language per point of Intelligence bonus. Characters whose
  backgrounds indicate that they are illiterate or that they would not
  be proficient in multiple languages may gain literacy or choose bonus
  languages during play at the GM’s discretion. (For a sample list of
  available languages, see “Skills” later in this chapter).
  • Psi:
  Psi:
  Psi:
  Psi:
  Psi: Humans have neither Psi scores nor power points; they
  cannot manipulate subquantum energy consciously or unconsciously.
  Psychic Template
  Description:
  Description:
  Description:
  Description:
  Description: Otherwise called psions, psychs or psychers,
  individuals with this template unlock psi powers upon emerging from a
  Prometheus chamber. A psion may be able to read the minds of others,
  project heat and cold, manipulate electronic devices with force of will,
  or even teleport from one point in space to another. Such amazing
  capabilities are channeled via a new ability: Psi. As a psion gains
  experience with his newfound powers and better understands the
  subquantum universe, he may develop his capabilities even further.
  Appearance:
  Appearance:
  Appearance:
  Appearance:
  Appearance: A psion’s genetic structure is “cleaned up” during
  the Prometheus Effect, reducing the likelihood of any physiological
  problems. This can result in a healthier appearance than the norm,
  but nothing distinct from most humans.
  
  129
  Chapter Nine: Character
  TRINITY
  Table 9–1: Psychic Levels (Psy)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1
  +1
  +0
  +0
  +1
  +2
  1 background feat, aptitude increase I
  2
  +2
  +1
  +2
  +1
  +3
  Aptitude increase II, psi
  Creating a Psychic Character
  “Psychic,” also called “psion,” is an acquired template that
  can be added to any humanoid character (hereafter referred to as
  the “base character”). The base character retains all its statistics
  and special abilities except as noted here.
  Size and Type:
  Size and Type:
  Size and Type:
  Size and Type:
  Size and Type: Same as base character. Do not recalculate
  Hit Dice, base attack bonus, or saves.
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities: A psion retains all the special qualities of
  the base character and also gains the following.
  Psi: Psychics tap into the subquantum stratum and use its
  energy to produce fantastic effects. The power that a psion can
  wield is governed by his Psi score and power points. Determine the
  base character’s starting Psi score as the modifier derived from
  the average of his Constitution, Intelligence and Wisdom scores
  (round down). The base character must have at least a +2 modifier
  to take the psychic template. Subsequent ability increases gained
  from level progression do not adjust this total any further.
  Example:
  Example:
  Example:
  Example:
  Example: Mikki creates a character with Constitution 13, Intelligence
  14, and Wisdom 15. These three scores average to 14, which confers a
  +2 modifier. Thus, Mikki’s character’s Psi score starts at 2.
  A character adds +1 to his Psi score for every 4 core or
  prestige class levels he attains after the template is acquired. The
  base character may increase his Psi score more quickly by taking
  psychic levels (see below).
  Advanced and Innovative Super-Science: The base character
  can create super-science advancements and innovations. Such
  pursuits are not a central aspect of Trinity
  Trinity
  Trinity
  Trinity
  Trinity, so this book does not
  contain super-science rules; this special quality is included for the
  sake of completeness. Refer to Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! or Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant for full details.
  Psiware: The base character can use living biotechnology
  called psiware to amplify his powers and produce various effects.
  See “Tolerance” in Chapter Eleven: Psi and Chapter Thirteen:
  Technology for more details.
  Resist Disease: The base character’s improved genetics confer
  a +2 bonus on all saves to resist the effects of disease and infection
  (e.g., cancer, malaria, flu virus).
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: Psychics have disciplined minds. The base character receives
  a +2 bonus to Intelligence (applied prior to determining his Psi score).
  Skills:
  Skills:
  Skills:
  Skills:
  Skills: Same as base character, modified for new ability
  scores.     Additionally, the character gains an intuitive
  understanding of a particular skill relating to his aptitude. Choose
  one skill that corresponds to your character’s aptitude; it is
  considered a class skill.
  Aptitude
  Aptitude
  Aptitude
  Aptitude
  Aptitude
  Skill
  Skill
  Skill
  Skill
  Skill
  Biokinesis
  Disguise or Heal
  Clairsentience
  Listen or Spot
  Electrokinesis
  Computer Use or Repair
  Psychokinesis
  Intimidate or Survival
  Telepathy
  Bluff or Sense Motive
  Teleportation
  Search or Tumble
  Vitakinesis
  Heal or Survival
  Psi Aptitude:
  Psi Aptitude:
  Psi Aptitude:
  Psi Aptitude:
  Psi Aptitude: The base character has access to 1st- and 2nd-
  level powers within a single psi aptitude of his choice: biokinesis,
  clairsentience, electrokinesis, psychokinesis, telepathy,
  teleportation or vitakinesis. He gets powers upon first taking the
  psychic template, with additional powers gained upon attaining
  subsequent levels. Refer to Chapter Twelve: Aptitudes for details
  on purchasing and using powers.
  Psychic Feats:
  Psychic Feats:
  Psychic Feats:
  Psychic Feats:
  Psychic Feats: The base character gains access to psychic
  feats. A feat gained through standard level progression can be spent
  on a psychic feat.
  Psychic Levels:
  Psychic Levels:
  Psychic Levels:
  Psychic Levels:
  Psychic Levels: The base character can take one or two
  additional levels in “psychic” as a class to further realize his inherent
  potential (see below).
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: 0.
  Psychic Levels
  A character with the psychic template can take up to two
  additional levels in “psychic” at any time after gaining at least one
  class level. This extra level indicates that the character has increased
  his incredible abilities even further. A psychic level stacks with the
  character’s class levels for the purposes of character level
  advancement and bestows the following abilities.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d8.
  Skill Points:
  Skill Points:
  Skill Points:
  Skill Points:
  Skill Points: 4 + Int bonus.
  Class Skills: 
  Class Skills: 
  Class Skills: 
  Class Skills: 
  Class Skills: Balance (Dex), Bluff (Cha), Computer Use (Int),
  Concentration (Con), Heal (Wis), Knowledge (noetics, physical
  sciences) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis),
  Spot (Wis),
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat: At the 1st psychic level, the character gains
  one additional background feat. He must meet all prerequisites for
  the chosen feat.
  Aptitude Increase:
  Aptitude Increase:
  Aptitude Increase:
  Aptitude Increase:
  Aptitude Increase: At the 1st psychic level, the character gains
  access to 3rd- and 4th-level psi powers.
  At the 2nd psychic level, the character gains access to 5th-
  level psi powers.
  Psi:
  Psi:
  Psi:
  Psi:
  Psi: At the 2nd psychic level, the character adds +1 to his Psi
  score for every 3 core or prestige class levels he attains.
  Class Descriptions
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity does not use the core classes or prestige classes from
  other material. Most such classes are geared toward a fantasy milieu,
  which doesn’t mesh easily with this game’s genre. For instance,
  magic does not exist in the Trinity Universe, at least in a technical
  sense. Characters may pretend or truly believe that their abilities
  are arcane or divine in origin, but all psychic powers derive from
  subquantum energy.
  The commoner and expert NPC classes from the DMG are
  suitable for Trinity
  Trinity
  Trinity
  Trinity
  Trinity. They are recommended for NPCs only,
  though, since their benefits are weak in comparison to the classes
  listed below.
  
  130
  Chapter Nine: Character
  TRINITY
  Class Entry Alterations
  The Player’s Handbook lists the possible entries for each class
  (see Chapter 3: Classes, “Class Descriptions,” Game Rule
  Information). Some categories don’t apply in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity (such as
  alignment and races); also, some skills are handled differently, and
  there are some new ones (see “Skills,” later in this chapter).
  In addition, classes in the Trinity Universe are listed with
  allegiances and a Wealth bonus. Allegiances are suggested social
  groups or organizations for a given class. The Wealth bonus is a
  method of dealing with money that avoids keeping constant track
  of different currency (Chapter Thirteen: Technology for specifics
  on the Wealth bonus).
  New Core Classes
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity’s five core classes are intended to be flexible, allowing
  many different character concepts to fit into each class role. Classes
  don’t include any psi ability options; that’s based on the psychic
  template, above.
  These classes are designed to fill archetypical roles that
  transition into more specialized avenues. As such, the core classes
  in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity go from 1st to 10th level. A character going through all
  10 levels of a class moves on to a prestige class at 11th level (or a
  different core class, depending on where you want to take your
  character).
  Multiclassing
  No race in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity has a favored class; characters may multiclass
  freely, without experience point penalty. The only requirement
  regarding multiclassing is that players must receive GM approval
  before taking a level in a new class. Although some GMs may allow
  characters to take levels freely, others might prefer to maintain a
  closer eye on level progression — forbidding a lifelong, semiliterate
  mercenary to take levels in scholar, for instance.
  
  131
  Chapter Nine: Character
  TRINITY
  Academic
  Description:
  Description:
  Description:
  Description:
  Description: Bookish, insular and perhaps even unschooled in
  social graces, the academic may not seem the adventuring type. In
  fact, academics are responsible for more trips to forbidding locales
  and hazardous research projects than nearly any other character
  class. While some may seem too focused on book-learning and a
  proper education, they all know the value of field work. Real
  scientists get their hands dirty — they explore, they discover, they
  talk to locals and natives about important mysteries that lie outside
  the everyday realm.
  Academics may be university professors, librarians, intrepid
  archaeologists, inventors, mechanics — anyone with a flair for
  advanced learning or high technology. In fact, given their natural
  brilliance and the interconnection of things scientific in the modern
  world, many academics are polymaths — familiar with multiple
  proper fields of study.
  Young (low-level) academics are often intrepid and curious,
  trekking to distant planets to test a theory or discover a
  hitherto unknown fact about an arcane alien fungus. Older
  (high-level) academics tend to be less adventurous.
  Though they never lose the desire to learn, more
  seasoned academics tend to keep to their libraries
  and studies until a truly important discovery pulls
  them back into things.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: The finest minds in the world
  study at ISRA, but every order employs
  academics to research noetic science, alien
  biology or trends in macroeconomics.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: The finest academics in the galaxy
  have high Intelligence scores, keeping more raw
  data in their heads than could fit on any datapad.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The academic’s class skills (and
  the key ability for each skill) are: Computer Use
  (Int), Concentration (Con), Craft (Int), Decipher
  Script (Int), Demolitions (Int), Disable Device (Int),
  Heal (Wis), Investigate (Int), Knowledge (any) (Int),
  Profession (Wis), Repair (Int), Research (Int),
  Search (Int), Speak Language.
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (6 + Int modifier) x 4.
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level: (6 + Int
  modifier).
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +2.
  Class Features
  Academic Knowledge:
  Academic Knowledge:
  Academic Knowledge:
  Academic Knowledge:
  Academic Knowledge: An academic may make a
  special academic knowledge check with a bonus equal
  to her academic level + her Intelligence modifier to
  see whether she knows some relevant information
  about local notable figures, noteworthy places, or
  significant objects (whether constructed devices or
  natural fauna or flora). If the academic has 5 or
  more ranks in the relevant Knowledge field
  involved, she gains a +2 bonus on this check.
  A 
  successful 
  academic
  knowledge check will not reveal the
  full background of a person or
  place, or the complete capabilities
  of a given object or creature. Still,
  it is more than sufficient to supply the academic with an overview
  and general understanding of the subject. An academic may not
  take 10 or take 20 on this check.
  DC
  DC
  DC
  DC
  DC
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  10
  Common, known by at least a substantial minority
  associated with the subject.
  20
  Uncommon but available, details known by a few.
  25
  Obscure, known by few, hard to come by.
  30
  Extremely obscure, known by very few, possibly
  known only by those who don’t understand the
  significance of the knowledge.
  Knowledge Specialty:
  Knowledge Specialty:
  Knowledge Specialty:
  Knowledge Specialty:
  Knowledge Specialty: A starting academic
  selects a Knowledge category (art, behavioral
  sciences, business, civics, current events,
  Earth and life sciences, history, noetics,
  physical sciences, popular culture, space,
  streetwise, tactics, technology, theology
  and philosophy, xenobiology) in which she
  has at least one rank. This is considered
  her specialty, bestowing a +2 bonus with
  that skill.
  The academic may take an
  additional +2 bonus at 4th, 7th
  and 10th level, either on the
  same Knowledge skill or
  on a new one in which
  she has skill ranks. If the
  academic’s specialty bonus
  exceeds +4, she gets the
  benefits of the Recognized
  feat within that field of study.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The
  academic gains a free background
  feat at 2nd, 4th, 6th, 8th and 10th
  levels. She must meet all the usual
  criteria for the feat, and must choose
  from one of the following trees: Backing,
  Cipher, Contacts, Device, Followers,
  Menagerie, Mentor, Reputation or
  Sanctum.
  Bonus Language:
  Bonus Language:
  Bonus Language:
  Bonus Language:
  Bonus Language: The academic
  learns a bonus language at 3rd, 5th, 7th
  and 9th level. These can be any languages
  the character has been exposed to,
  whether spoken or in writing (though the
  academic’s pronunciation may be off if she
  has not heard the language spoken).
  Clever
  Clever
  Clever
  Clever
  Clever Plan (Ex): 
  Plan (Ex): 
  Plan (Ex): 
  Plan (Ex): 
  Plan (Ex): An academic’s pool
  of knowledge can be of great assistance in
  the field. By 5th level, the academic can
  develop a plan of action to handle an
  impending situation. This requires a minute’s
  worth of preparation; an academic can’t use
  this ability when surprised or otherwise unprepared for
  a particular situation.
  After creating the plan, the academic makes a
  DC 10 Intelligence check with a bonus equal to
  her academic level (she cannot take 10 or 20 on
  
  132
  Chapter Nine: Character
  TRINITY
  this check). The result provides the academic and allies with a
  circumstance bonus, as indicated below. This applies to all their
  skill checks and attack rolls for the first 3 rounds after making the
  plan. After that time, reduce the bonus by 1 point (to a minimum of
  +0) for every additional round the situation continues, as the
  vagaries of circumstance begin to unravel even the best-laid plans.
  Check Result
  Check Result
  Check Result
  Check Result
  Check Result
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  9 or lower
  +0 (check failed)
  10–14
  +1
  15–24
  +2
  25 or higher
  +3
  Academic Insight (Ex):
  Academic Insight (Ex):
  Academic Insight (Ex):
  Academic Insight (Ex):
  Academic Insight (Ex): By 7th level, the academic has gleaned
  an impressive knowledge of the universe. She may overcome a lack
  of hard facts by making comparisons in seemingly disparate areas
  Table 9–2: The Academic (Aca)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +0
  +0
  +0
  +2
  Academic knowledge, Knowledge specialty
  2nd
  +1
  +1
  +0
  +0
  +3
  Background feat
  3rd
  +1
  +1
  +1
  +1
  +3
  Bonus language
  4th
  +2
  +1
  +1
  +1
  +4
  Background feat, Knowledge specialty
  5th
  +2
  +2
  +1
  +1
  +4
  Clever plan, bonus language
  6th
  +3
  +2
  +2
  +2
  +5
  Background feat
  7th
  +3
  +2
  +2
  +2
  +5
  Academic insight, bonus language, Knowledge specialty
  8th
  +4
  +3
  +2
  +2
  +6
  Background feat
  9th
  +4
  +3
  +3
  +3
  +6
  Exploit weakness, bonus language
  10th
  +5
  +3
  +3
  +3
  +7
  Background feat, Knowledge specialty
  to arrive at a sound conclusion for the matter at hand. An academic
  can always try again once if she fails a Knowledge check for any of
  the following categories: art, behavioral sciences, business, civics,
  Earth and life sciences, history, noetics, physical sciences, space,
  technology, theology and philosophy or xenobiology.
  Exploit Weakness (Ex):
  Exploit Weakness (Ex):
  Exploit Weakness (Ex):
  Exploit Weakness (Ex):
  Exploit Weakness (Ex): The academic is not a skilled combatant;
  still, she has sufficient intellectual savvy by 9th level that she can
  designate one opponent in combat to study for signs of weakness in
  fighting style — whether physical, intellectual or tactical. After one
  round of combat, the academic uses a move action and makes an
  opposed Sense Motive check against the chosen foe, who makes a
  Bluff check as if he were trying to feint in combat (see the Player’s
  Handbook, Chapter 4, “Bluff”). The academic adds a bonus to her
  Sense Motive check equal to her academic level. If successful, the
  academic adds her Intelligence bonus to any attack rolls against that
  specific opponent for the rest of the encounter.
  
  133
  Chapter Nine: Character
  TRINITY
  Entertainer
  Description:
  Description:
  Description:
  Description:
  Description: The entertainer’s life is the stage, whether it’s a
  concert auditorium, a movie set, a soundstage, or an impromptu
  street performance. The entertainer must have the charisma to
  win the crowd over, and the talent to keep them coming back.
  Entertainers find themselves adventuring more often than
  might be thought. This comes about in no small part
  because an entertainer travels often, going where there
  are shows to be held. This creates plenty of
  opportunities for adventure — both in the journey
  itself and in the destination, whether exotic or
  conventional. Even so, an entertainer who stays in
  one place — whether Luna, Sydney or Hong
  Kong — often rubs elbows with intrigue and
  excitement in the course of her regular
  activities.
  Young (low-level) entertainers are
  known locally — whether in regional
  theater, a minor league sports team or
  on local television. Older (high-level)
  entertainers are the top stars of their —
  or any — field, and are often famous for
  being celebrities as much as through any
  actual accomplishment.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Most entertainers are free agents,
  aligned with larger organizations only insofar as it is
  necessary to get their image and work out in front
  of the public.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: Charisma is by far the most
  important ability for an entertainer, but the best
  entertainers have the Intelligence to have
  business savvy and the Wisdom to tell when
  they’re being conned.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d8.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The entertainer’s class skills
  (and the key ability for each skill) are Appraise
  (Int), Bluff (Cha), Concentration (Con), Craft
  (Int), Diplomacy (Cha), Disguise (Cha), Drive
  (Dex), Escape Artist (Dex), Forgery (Int),
  Gather Information (Cha), Knowledge (art,
  current events, popular culture, streetwise)
  (Int), Listen (Wis), Perform (Cha), Pilot (Dex),
  Profession (Wis), Sense Motive (Wis), Sleight
  of Hand (Dex), Speak Language.
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (6 + Int modifier) x 4.
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level: 6 + Int
  modifier.
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +3.
  Class Features
  Bonus Feat:
  Bonus Feat:
  Bonus Feat:
  Bonus Feat:
  Bonus Feat: An entertainer begins play with
  one of the following feats: Acrobatic, Agile, Deceitful,
  Deft Hands, Negotiator, Nimble Fingers or Persuasive.
  Stories from the Road:
  Stories from the Road:
  Stories from the Road:
  Stories from the Road:
  Stories from the Road: The entertainer can pick
  up useful tidbits of information while traveling the stars
  on promotional tours, location shoots, book signings
  or other circumstances appropriate to her area of
  accomplishment. She may make a special check
  with a bonus equal to her entertainer level +
  Intelligence modifier to know an ordinary fact that she might have
  learned. This may involve knowing that there’s a network of
  underground fight clubs in a given city, or that the authorities in a
  particular place can be bought in return for favors of cash or drugs.
  The DC depends on the type of knowledge involved.
  DC
  DC
  DC
  DC
  DC
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  Type of Knowledge
  10
  Common, known by at least a
  substantial minority of an
  audience.
  20
  Uncommon but available, details
  known by a few.
  25
  Obscure, known by few, hard to
  come by.
  Inspire Competence (Ex):
  Inspire Competence (Ex):
  Inspire Competence (Ex):
  Inspire Competence (Ex):
  Inspire Competence (Ex): At 1st level, the
  entertainer can inspire her allies to excel at a
  task at hand. The entertainer must make a
  successful DC 10 Charisma check and spend
  one full round using encouraging words, snappy
  patter, quoting Shakespeare, or another means
  of entertainment. All allies within sight and/or
  earshot (as appropriate to the entertainment)
  gain a +2 bonus on attack rolls and skill checks
  for a number of rounds equal to the
  entertainer’s Charisma modifier.
  The entertainer can inspire a number of
  allies equal to one-half her entertainer level,
  rounded down (to a minimum of one ally). The
  entertainer can’t inspire herself.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The entertainer gains a
  free background feat at 2nd, 4th, 6th, 8th and 10th
  levels. She must meet all the usual criteria for the
  feat, and must choose from one of the following
  trees: Allies, Contacts, Mentor, Nemesis,
  Reputation or Resources.
  Star Treatment (Ex):
  Star Treatment (Ex):
  Star Treatment (Ex):
  Star Treatment (Ex):
  Star Treatment (Ex): By 3rd level,
  the entertainer enjoys enough clout that
  she can gain entry to even the most exclusive
  venues. When she makes a Diplomacy or Bluff
  check to smooth-talk or trick her way into a private
  party or invitation-only event, the character adds a
  bonus equal to her entertainer level.
  Also, when an entertainer buys a ticket to a
  show or for transportation, she can make a
  Diplomacy check to get that ticket upgraded.
  Upgrade
  Upgrade
  Upgrade
  Upgrade
  Upgrade
  DC
  DC
  DC
  DC
  DC
  Seat at sporting event to field pass
  10
  Hotel room to suite
  15
  Concert or theater ticket
  to backstage pass
  20
  Economy transportation
  to first-class
  25
  Inspire Courage (Ex):
  Inspire Courage (Ex):
  Inspire Courage (Ex):
  Inspire Courage (Ex):
  Inspire Courage (Ex): At 3rd level, an
  entertainer can inspire allies to feats of great
  courage. By making a successful DC 10
  Charisma check and performing, telling
  stories or showing off for a full round for
  
  134
  Chapter Nine: Character
  TRINITY
  those allies who listen to and observe her, the entertainer grants
  each a +2 bonus on attack rolls, damage rolls and saving throws
  against fear. The bonus increases to +3 at 6th level and to +4 at
  9th level, and lasts a number of rounds equal to her Charisma
  modifier.
  The entertainer can inspire a number of allies equal to one-
  half her entertainer level, rounded down. The entertainer cannot
  inspire herself.
  Sway Crowd (Ex):
  Sway Crowd (Ex):
  Sway Crowd (Ex):
  Sway Crowd (Ex):
  Sway Crowd (Ex): At 5th level, an entertainer with 8 or more
  ranks in Perform can sway an entire crowd to follow her urging —
  encourage people to disperse, stick together, remain calm, defend
  themselves, run for their lives, behave in an orderly fashion, and so
  on. The entertainer must spend at least one full round performing
  or otherwise showing off before the crowd and must make a
  successful Perform check. The DC depends on the crowd size, as
  indicated below.
  DC
  DC
  DC
  DC
  DC
  Crowd Size
  Crowd Size
  Crowd Size
  Crowd Size
  Crowd Size
  15
  Small (10–20 people)
  20
  Medium (21–50 people)
  25
  Large (51–200 people)
  30
  Huge (200+ people)
  Fascinate (Ex):
  Fascinate (Ex):
  Fascinate (Ex):
  Fascinate (Ex):
  Fascinate (Ex): At 7th level, an entertainer with 8 or more
  ranks in Perform can use her talent to fascinate a number of targets
  equal to one-half her entertainer level, rounded down. Each
  creature must be within 90 feet, able to see and hear the
  Table 9–3: The Entertainer (Ent)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +0
  +0
  +2
  +2
  Bonus feat, stories from the road, inspire competence
  2nd
  +1
  +1
  +0
  +3
  +3
  Background feat
  3rd
  +2
  +1
  +1
  +3
  +3
  Inspire courage +2, star treatment
  4th
  +3
  +1
  +1
  +4
  +4
  Background feat
  5th
  +3
  +2
  +1
  +4
  +4
  Sway crowd
  6th
  +4
  +2
  +2
  +5
  +5
  Background feat, inspire courage +3
  7th
  +5
  +2
  +2
  +5
  +5
  Fascinate
  8th
  +6/+1
  +3
  +2
  +6
  +6
  Background feat
  9th
  +6/+1
  +3
  +3
  +6
  +6
  Worldwide renown, inspire courage +4
  10th
  +7/+2
  +3
  +3
  +7
  +7
  Background feat
  entertainer, and able to pay attention to her. Likewise, the
  entertainer must be aware of each creature. This ability cannot be
  used with the distraction of nearby combat or other dangers.
  The entertainer makes a Perform check; the result serves as the
  DC for a Will save that each target creature must make to avoid
  becoming fascinated. On a successful save, the entertainer cannot
  attempt to fascinate that creature again for 24 hours. On a failed save,
  the creature is enthralled with the performance, taking no other actions,
  for as long as the entertainer continues to concentrate and perform
  (for a maximum number of rounds equal to the entertainer’s class level
  + Charisma modifier). Any attack breaks the effect automatically.
  While fascinated, a target takes a –4 penalty on skill checks
  made as reactions, such as Listen and Spot checks. Any potential
  threat requires the entertainer to make another Perform check and
  allows the creature a new saving throw against the new result.
  Interstellar Renown:
  Interstellar Renown:
  Interstellar Renown:
  Interstellar Renown:
  Interstellar Renown: By 9th level, the character achieves an
  accomplishment that thrusts her into the limelight throughout settled
  space — a platinum single, a box-office-topping holo, a title bout, a
  World Series championship or similar success. From this point onward,
  the GM should assume that almost anyone the entertainer meets
  anywhere in human space has at least heard her name, and will
  respond to her tremendous fame accordingly (including being
  influenced by any feats or powers the entertainer may have).
  This also bestows a free feat from the Reputation feat tree.
  The entertainer may take a different feat if she has all the
  Reputation feats already, although she must justify the new feat
  with her reputation or entertainment prowess.
  
  135
  Chapter Nine: Character
  TRINITY
  Entrepreneur
  Description:
  Description:
  Description:
  Description:
  Description: The entrepreneur is in it to make a buck —
  whatever “it” happens to be. He’s not dishonest, necessarily; the
  entrepreneur looks over the marketplace, finds a gap in it, and
  ferrets out the best way to fill that gap. He may be a member of a
  larger organization, following the salaryman’s path to fortune, or
  he may be a dilettante or freelancer looking to generate the big
  score on his own.
  Entrepreneurs adventure in support of their financial goals.
  One might venture into the turmoil of Europe to establish a new
  factory; brave bureaucracy to investigate the viability of introducing
  a new good or service into Chinese culture; work with a team to
  secure mining rights on Karroo; or hire a freighter to cruise around
  the inner planets, buying goods at one port and taking them
  wherever a customer might be found.
  Young (low-level) entrepreneurs may be street hustlers,
  salesmen, or technology wunderkinds. Older (high-level)
  entrepreneurs settle in, comfortably in command of the
  organizations they’ve built.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: The entrepreneur aligns himself with the greatest
  potential source of capital. Most entrepreneurs want to work for
  themselves in the long run, so few sign lifetime contracts of
  employment. But many put in dedicated work for an employer who
  treats them well — like one of the orders, Æon or sterling
  corporate citizens.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: Intelligence and Charisma go hand in
  hand for the entrepreneur — Intelligence
  to run the business and do the work,
  and Charisma to sell himself and his
  product to customers and investors.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d8.
  Class 
  Skills:
  Class 
  Skills:
  Class 
  Skills:
  Class 
  Skills:
  Class 
  Skills: 
  The
  entrepreneur’s class skills (and
  the key ability for each skill) are
  Appraise (Int), Bluff (Cha),
  Computer 
  Use 
  (Int),
  Diplomacy (Cha), Drive
  (Dex), Gather Information
  (Cha), Intimidate (Cha),
  Knowledge (art, business,
  civics, current events,
  popular culture) (Int),
  Listen (Wis), Perform (Cha),
  Pilot (Dex), Profession
  (Wis), Ride (Dex), Sense
  Motive 
  (Wis), 
  Speak
  Language, Swim (Str), and
  Survival (Wis).
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (6
  + Int modifier) x 4.
  Skill Points at Each Additional
  Skill Points at Each Additional
  Skill Points at Each Additional
  Skill Points at Each Additional
  Skill Points at Each Additional
  Level:
  Level:
  Level:
  Level:
  Level: 6 + Int modifier.
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +6.
  Class Features
  Bonus 
  feat:
  Bonus 
  feat:
  Bonus 
  feat:
  Bonus 
  feat:
  Bonus 
  feat: 
  The
  entrepreneur begins play with
  the 
  Personal 
  Firearms
  Proficiency feat.
  Cool Salesman (Ex):
  Cool Salesman (Ex):
  Cool Salesman (Ex):
  Cool Salesman (Ex):
  Cool Salesman (Ex): In making sales calls to freaks, weirdoes,
  and even aliens across the galaxy, the entrepreneur becomes
  somewhat inured to strange behavior and odd goings-on. Choose
  three skills; when making a check with any of them, the
  entrepreneur can take 10 even when distracted or under duress.
  The character can add one additional skill every three entrepreneur
  levels, to a total of six skills at 10th level.
  Residence:
  Residence:
  Residence:
  Residence:
  Residence: Through skill in the real-estate market (or the
  smarts to check the obituaries for folks giving up nice rent-
  controlled arcology flats), the entrepreneur begins play with a well-
  appointed residence — an arcology apartment in New York, a small
  estate just outside of Buenos Aires, etc. This home doesn’t qualify
  as a Sanctum, but rather an additional ordinary living place. The
  character gains an additional residence at 6th level (typically as
  his corporation really begins to establish itself). This can be just
  about anywhere reasonable — the entrepreneur is unlikely to
  acquire a home in the depths of the Amazon, but the construction
  of a new home on Mars or Titan carries with it the potential for
  excitement and adventure.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The entrepreneur gains a free background
  feat at 2nd, 4th, 6th, 8th and 10th levels. He must meet all the usual
  criteria for the feat, and must choose from one of the following trees:
  Backing, Followers, Influence, Reputation, Resources or Sanctum.
  Social Graces (Ex):
  Social Graces (Ex):
  Social Graces (Ex):
  Social Graces (Ex):
  Social Graces (Ex): By 3rd level, the
  entrepreneur enjoys enough clout as an
  up-and-comer that he can gain entry
  to even the most exclusive venues.
  This functions as the entertainer’s
  star treatment class ability.
  Signature Vehicle:
  Signature Vehicle:
  Signature Vehicle:
  Signature Vehicle:
  Signature Vehicle: At 5th
  level, the entrepreneur gains a
  truly custom-built vehicle. This
  is likely a prototype or other
  unique vehicle. He may already
  own plenty of ordinary
  vehicles, but this qualifies as a
  Device. It can be nearly
  anything — a personal fast
  orbital shuttle, a tricked-out
  limousine, 
  a 
  deep 
  sea
  submersible, and so on.
  Commanding Aura
  Commanding Aura
  Commanding Aura
  Commanding Aura
  Commanding Aura
  (Ex):
  (Ex):
  (Ex):
  (Ex):
  (Ex): At 7th level, the
  entrepreneur has
  
  136
  Chapter Nine: Character
  TRINITY
  Table 9–4: The Entrepreneur (Enr)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +1
  +0
  +0
  +2
  Bonus feat, cool customer (3 skills), residence
  2nd
  +1
  +1
  +0
  +0
  +3
  Background feat
  3rd
  +2
  +2
  +1
  +1
  +3
  Social graces
  4th
  +3
  +2
  +1
  +1
  +4
  Background feat, cool customer (+1 skill)
  5th
  +3
  +3
  +1
  +1
  +4
  Signature vehicle, residence, cool customer (+1 skill)
  6th
  +4
  +3
  +2
  +2
  +5
  Background feat
  7th
  +5
  +4
  +2
  +2
  +5
  Commanding aura, cool customer (+1 skill)
  8th
  +6/+1
  +4
  +2
  +2
  +6
  Background feat
  9th
  +6/+1
  +5
  +3
  +3
  +6
  Political influence
  10th
  +7/+2
  +5
  +3
  +3
  +7
  Background feat, cool customer (+1 skill)
  developed an aura of authority sufficient to make a single target
  do his bidding. The target makes a Will saving throw (DC 10 +
  entrepreneur class level + entrepreneur’s Charisma bonus) to avoid
  being subject to the entrepreneur’s words and actions. The exact
  form of influence the entrepreneur applies may vary, from cajoling
  to hints of reward to conspiring to downright intimidating.
  The entrepreneur cannot control the target, but the target perceives
  his words and actions in whatever manner is most favorable to the
  entrepreneur. The entrepreneur can give direct orders, with a +2 bonus
  on an opposed Charisma check for orders that the target wouldn’t
  undertake normally. The target never obeys suicidal or obviously harmful
  orders, and any act by the entrepreneur or his allies that threatens the
  target breaks the mood and clears the target’s head. Otherwise, a target
  remains won over for 1 minute per entrepreneur level.
  After the duration expires, the GM determines the target’s
  reaction and attitude based on what the entrepreneur compelled
  the target to do.
  Political Influence (Ex): 
  Political Influence (Ex): 
  Political Influence (Ex): 
  Political Influence (Ex): 
  Political Influence (Ex): Upon reaching 9th level, the
  entrepreneur may ignore minor and inconvenient laws — in
  general, he will never be arrested for a misdemeanor, being both
  well known to local authorities and something of a minor celebrity.
  If he is stopped for such a crime, he can be assured of going free
  after informing the authorities of his identity (some delay may be
  involved, but no more than a few hours). This ability may not work
  in a region that is under the active control of someone working in
  direct opposition to the entrepreneur’s goals; in a fascist state such
  as the Ukraine; or in a region that has recently had a revolution of
  the sort that gets the wealthy put up against a wall.
  
  137
  Chapter Nine: Character
  TRINITY
  Investigator
  Description:
  Description:
  Description:
  Description:
  Description: The investigator works to uncover the root causes
  of crimes and conflicts between individuals. He may be a private
  investigator, a consulting detective, a police detective, an intrepid
  reporter or even an attorney with an itch for sleuthing. The investigator
  has a keen eye for details that others miss and a
  flair for describing events (even better than those
  who were involved with the occurrence).
  Young (low-level) investigators may be
  rookie cops or freelance photographers. Older
  (high-level) ones might be hard-bitten private
  eyes, cynical police detectives or investigative
  (or entertainment) journalists.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Æon employs many
  investigators, as, of course, do local police and
  media organizations. Investigators find a
  great deal of employ tracking rumors of
  aberrants and aberrant sympathizers. The
  Ministry is known to have numerous
  investigators among its ranks.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: 
  Wisdom 
  is 
  the
  investigator’s chief ability — the
  perceptive powers of the best
  investigators are without peer.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d8.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The investigator’s class
  skills (and the key ability for each skill)
  are: Bluff (Cha), Computer Use (Int),
  Disable Device (Int), Drive (Dex), Forgery
  (Int), Gather Information (Cha), Intimidate
  (Cha), Investigate (Int), Knowledge
  (behavioral sciences, business, civics, current
  events, physical science, popular culture,
  streetwise, theology and philosophy) (Int),
  Listen (Wis), Pilot (Dex), Profession (Wis),
  Research (Int), Search (Int), Sense Motive
  (Wis), Speak Language, Spot (Wis).
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (8 + Int
  modifier) x 4.
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level: 8
  + Int modifier.
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +1.
  Class Features
  Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats: An investigator begins play
  with Personal Firearms Proficiency and
  Persuasive.
  Sweep the Scene (Ex):
  Sweep the Scene (Ex):
  Sweep the Scene (Ex):
  Sweep the Scene (Ex):
  Sweep the Scene (Ex): An investigator
  can size up an area at a glance, noting likely
  clues and getting a read on possible
  suspects. This sweep covers a 30-foot area
  around the investigator (except directly
  behind him). The character states at the
  beginning of an encounter if he’s making
  a sweep, thereby gaining a +2 bonus on
  Spot checks and Sense Motive checks for
  the rest of the encounter in that area.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The investigator
  gains a free background feat at 2nd, 4th,
  6th, 8th and 10th levels. He must meet all the usual criteria for the
  feat, and must choose from one of the following trees: Backing,
  Contacts, Influence, Mentor, Nemesis or Reputation.
  Cluehound (Ex):
  Cluehound (Ex):
  Cluehound (Ex):
  Cluehound (Ex):
  Cluehound (Ex): At 3rd level, the investigator can determine
  with certainty a particular clue’s importance to an investigation.
  The character designates which potential clue he’s considering and
  makes an Investigate check. The DC depends on how obvious the
  clue is in the context of the investigation (crime scene
  modifiers listed under the Investigate skill are halved for this
  check).
  DC
  DC
  DC
  DC
  DC
  Clue
  Clue
  Clue
  Clue
  Clue
  Example
  Example
  Example
  Example
  Example
  Context
  Context
  Context
  Context
  Context
  10
  Obvious
  Murder weapon
  dropped at scene;
  confession in diary
  15
  Unclear
  Phone number in
  datapad; 
  wet
  overcoat in closet
  20
  Obscure
  Name in otherwise
  empty data file;
  coat of arms to an
  adventurer’s club
  25
  Cryptic
  Lines of poetry;
  non 
  sequitur
  uttered 
  with
  dying breath
  On a successful check, the
  investigator confirms that clue’s relative
  level of importance to the current
  investigation, categorized as follows.
  Relevance
  Relevance
  Relevance
  Relevance
  Relevance Description
  Description
  Description
  Description
  Description
  Modifier
  Modifier
  Modifier
  Modifier
  Modifier
  None
  Not relevant to
  —
  investigation
  Minor
  Little investigative
  +1
  value, but might
  help discover
  a moderate clue
  Moderate
  Indicative of means,
  +2
  motive or opportunity,
  but not conclusive
  on its own
  Critical
  Clear indication
  +3
  of means, motive
  and/or opportunity
  A relevant clue provides a modifier
  that the investigator may apply to
  subsequent Gather Information,
  Knowledge, Research, Search and Sense
  Motive checks he makes in the course
  of the investigation. The character can
  use this ability to look at multiple clues
  at the same scene, but multiple
  cluehound modifiers do not stack.
  Clever Plan (Ex):
  Clever Plan (Ex):
  Clever Plan (Ex):
  Clever Plan (Ex):
  Clever Plan (Ex): As of 5th level,
  prior to either a combat- or skill-related
  dramatic situation, the investigator can
  
  138
  Chapter Nine: Character
  TRINITY
  develop a plan of action. This requires preparation; an investigator
  can’t hatch a clever plan when surprised or otherwise unprepared
  for a particular situation.
  The investigator makes an Intelligence check (DC 10) with a
  bonus equal to his investigator levels (he cannot take 10 or 20).
  The result of the check provides the investigator and his allies with
  a bonus as indicated below.
  Check Result
  Check Result
  Check Result
  Check Result
  Check Result
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  9 or lower
  +0 (check failed)
  10–14
  +1
  15–24
  +2
  25 or higher
  +3
  The investigator and his allies can apply the resulting bonus on all
  skill checks and attack rolls for a number of rounds equal to the
  investigator’s Intelligence modifier. The bonus is then reduced by 1 point
  (to a minimum of +0) for every additional round the situation continues.
  Discern Secrets (Ex):
  Discern Secrets (Ex):
  Discern Secrets (Ex):
  Discern Secrets (Ex):
  Discern Secrets (Ex): Once each day a 7th-level investigator
  can deduce a suspect’s possible motive for committing a crime or
  being involved in some form of conspiracy. The investigator must
  spend at least 15 consecutive minutes in the target’s presence
  Table 9–5: The Investigator (Inv)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +1
  +2
  +0
  +2
  Bonus feats, sweep the scene
  2nd
  +1
  +1
  +3
  +0
  +3
  Background feat
  3rd
  +2
  +2
  +3
  +1
  +3
  Cluehound
  4th
  +3
  +2
  +4
  +1
  +4
  Background feat
  5th
  +3
  +3
  +4
  +1
  +4
  Clever plan
  6th
  +4
  +3
  +5
  +2
  +5
  Background feat
  7th
  +5
  +4
  +5
  +2
  +5
  Discern secrets
  8th
  +6/+1
  +4
  +6
  +2
  +6
  Background feat
  9th
  +6/+1
  +5
  +6
  +3
  +6
  Tarnish reputation
  10th
  +7/+2
  +5
  +7
  +3
  +7
  Background feat
  before making a Sense Motive check (DC = 10 + the target’s Will
  save). If successful, the investigator discerns any viable motive the
  suspect has relating to the crime or conspiracy. This gives the
  character a bonus equal to 1/2 his investigator level (round down)
  on any subsequent Gather Information, Knowledge, Research,
  Search and Sense Motive checks for investigating that subject’s
  ties to the current investigation. Note that this does not divulge
  the subject’s actual involvement; rather, it provides a solid working
  theory that may be used to gain a confession or to line up related
  evidence to make an airtight case. This ability can stack with
  modifiers gained from cluehound.
  Tarnish Reputation (Ex):
  Tarnish Reputation (Ex):
  Tarnish Reputation (Ex):
  Tarnish Reputation (Ex):
  Tarnish Reputation (Ex): By 9th level, the investigator has
  earned enough respect from his exploits that he can tarnish
  another’s reputation simply by suggesting that that individual is
  under investigation. Once per (game) month, the investigator may
  suggest to a reporter or other public figure that he is investigating
  a particular person. That person suffers an immediate reputation
  loss until the investigator makes a formal accusation or exonerates
  the subject, or a full month passes with no further news. The
  reputation loss incurs a –4 penalty on all of the subject’s Charisma-
  based checks, and the loss of access to the target’s highest level in
  the Reputation background feat tree (if the target’s reputation is
  based on anything other than being a rogue and a criminal).
  
  139
  Chapter Nine: Character
  TRINITY
  Scoundrel
  Description:
  Description:
  Description:
  Description:
  Description: A scoundrel’s abilities are
  well-suited to a hard life on the
  street; in all likelihood a
  character with levels in
  scoundrel got them the hard
  way. A scoundrel excels at
  making his way around the law
  — he may not burgle and thieve
  actively, but he knows how to sneak,
  break and enter, and cover his tracks.
  Police investigators and private
  detectives often pick up the skills of a
  scoundrel through exposure and experience,
  and more than one military scout has learned the
  same abilities (though perhaps in different proportions
  than a sneak-thief who grew up on the streets).
  Young (low-level) scoundrels are typically thugs,
  con artists or simple vandals. Older (high-level)
  scoundrels are diamond-theft-caliber cat burglars, or
  criminal masterminds who oversee whole empires of
  crime.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Almost every organization can find a
  use for someone who knows his way around a security
  system. The Legions might employ scoundrels as
  scouts, while Orgotek and the Æsculapians use them
  as security consultants.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: A scoundrel must be fast on his feet
  and quick to react to danger. Dexterity is the focus
  for the majority of his skills.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The scoundrel’s class skills (and the
  key ability for each skill) are Appraise (Int), Balance
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
  (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape
  Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex),
  Intimidate (Cha), Jump (Str), Knowledge (business, civics, current
  events, streetwise) (Int), Listen (Wis), Move Silently (Dex), Open
  Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Wis), Rope
  Use (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand
  (Dex), Spot (Wis), and Tumble (Dex).
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (8 + Int modifier) x 4.
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level: (8 + Int modifier).
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +1.
  Class Features
  Bonus Feat:
  Bonus Feat:
  Bonus Feat:
  Bonus Feat:
  Bonus Feat: A scoundrel begins play with either Brawl or
  Personal Firearms Proficiency.
  Cool Customer (Ex):
  Cool Customer (Ex):
  Cool Customer (Ex):
  Cool Customer (Ex):
  Cool Customer (Ex): The scoundrel works well even under
  pressure. Choose three skills; when making a check with any of
  them, the scoundrel can take 10 even when distracted or under
  duress. The character can add one additional skill every three
  scoundrel levels, to a total of six skills at 10th level.
  Trapfinding:
  Trapfinding:
  Trapfinding:
  Trapfinding:
  Trapfinding: The scoundrel can use the Search skill to find
  traps when the task DC is greater than 20.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The scoundrel gains a free background feat
  at 2nd, 4th, 6th, 8th and 10th levels. He must meet all the usual
  criteria for the feat, and must choose from one of the following
  trees: Backing (in a criminal
  organization), Cipher, Contacts,
  Mentor, Reputation or Sanctum.
  Evasion (Ex):
  Evasion (Ex):
  Evasion (Ex):
  Evasion (Ex):
  Evasion (Ex): By 3rd level, the
  scoundrel has well-developed self-
  preservation instincts. If he makes a
  successful Reflex saving throw
  against an attack that deals half damage
  on a successful save, he instead takes
  no damage. Evasion can be used
  only if the scoundrel is wearing
  light armor or no armor. A
  helpless scoundrel does not
  gain the benefit of evasion.
  Sneak Attack:
  Sneak Attack:
  Sneak Attack:
  Sneak Attack:
  Sneak Attack: At 5th
  level, the scoundrel can deal an
  extra 1d6 points of damage
  with his attack when he
  catches an opponent who is
  unable to defend himself
  effectively — in other
  words, whenever the
  target is denied his
  Dexterity bonus to
  AC or is flanked.
  The 
  extra
  d a m a g e
  increases by
  1d6 every two
  s c o u n d r e l
  l e v e l s
  thereafter, to a
  maximum 
  of
  +3d6 at 9th level.
  Should the scoundrel
  score a critical hit with a sneak
  attack, the extra damage is not
  multiplied. Ranged attacks can
  count as sneak attacks only if the
  target is within 30 feet. A scoundrel
  can make a sneak attack that deals
  nonlethal damage instead of lethal damage
  using a sap (blackjack) or an unarmed strike. He
  cannot use a weapon that deals lethal damage to deal
  nonlethal damage in a sneak attack, not even with the
  usual –4 penalty.
  A scoundrel can sneak attack only living creatures
  with discernible anatomies. Any creature that is immune
  to critical hits is not vulnerable to sneak attacks. The
  scoundrel must be able to see the target well enough to pick
  out a vital spot and must be able to reach such a spot. A scoundrel
  cannot sneak attack while striking a creature with concealment or
  striking the limbs of a creature whose vitals are beyond reach.
  Uncanny Dodge (Ex):
  Uncanny Dodge (Ex):
  Uncanny Dodge (Ex):
  Uncanny Dodge (Ex):
  Uncanny Dodge (Ex): Upon reaching 7th level, a scoundrel
  can react to danger before his senses would normally allow him to
  do so. He retains his Dexterity bonus to AC (if any) even if he is
  caught flat-footed or struck by an invisible or otherwise unseen
  attacker. However, he still loses his Dexterity bonus to AC if
  immobilized.
  
  140
  Chapter Nine: Character
  TRINITY
  Table 9–6: The Scoundrel (Sco)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +2
  +0
  +2
  +0
  Bonus feat, cool customer
  2nd
  +1
  +2
  +0
  +3
  +0
  Background feat
  3rd
  +2
  +3
  +1
  +3
  +1
  Evasion
  4th
  +3
  +4
  +1
  +4
  +1
  Background feat, cool customer (+1)
  5th
  +3
  +4
  +1
  +4
  +1
  Sneak attack +1d6
  6th
  +4
  +5
  +2
  +5
  +2
  Background feat
  7th
  +5
  +6
  +2
  +5
  +2
  Uncanny dodge, sneak attack +2d6, cool customer (+1)
  8th
  +6/+1
  +6
  +2
  +6
  +2
  Background feat
  9th
  +6/+1
  +7
  +3
  +6
  +3
  Intuition, sneak attack +3d6
  10th
  +7/+2
  +8
  +3
  +7
  +3
  Background feat, cool customer (+1)
  Intuition (Ex):
  Intuition (Ex):
  Intuition (Ex):
  Intuition (Ex):
  Intuition (Ex): By 9th level, the scoundrel has an innate ability
  to sense trouble in the air. With a successful DC 15 Will saving throw,
  he gets a hunch whether everything is all right or not in a specific
  situation, based on the GM’s best guess relating to the
  circumstances. The character can use his intuition a number of times
  per day equal to his scoundrel level.
  
  141
  Chapter Nine: Character
  TRINITY
  Warrior
  Description:
  Description:
  Description:
  Description:
  Description: The warrior is at the forefront of
  battle — whether on the side of justice and heroism
  or in the service of selfishness, wickedness or mad
  schemes to rule the world. Warriors are skilled in the
  use of most modern weaponry, as well as basic hand-
  to-hand fighting techniques; over time they gain
  expertise in a wide variety of weapons and become
  truly terrifying on the battlefield.
  Warriors range from primitive backwater
  thugs to Army sharpshooters, and nearly
  everything in between. Most warriors
  specialize in particular styles of fighting,
  though it is not uncommon for them to
  branch out as they gain experience.
  Young (low-level) warriors are often
  enforcers or grunt soldiers, while older
  (high-level) warriors bear out the saying
  “there are old soldiers, and bold soldiers, but
  there are no old, bold soldiers.” The more
  experienced a warrior gets, the greater sense
  he gains of the battlefield, and the better idea
  he has of how to direct others to accomplish his
  overall goals.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: 
  Nearly 
  every 
  major
  organization in the world has some warriors in
  its employ, either in security or as part of a
  recognized armed force. For instance, Legions
  warriors are traditional soldiers, while the
  Æsculapians’ warriors are security guards or
  troubleshooters.
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities: In the modern age, Dexterity and
  Constitution figure more into a warrior’s success, though
  Strength still has its place.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d10.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The warrior’s class skills (and the key
  ability for each skill) are: Climb (Str), Craft (Int),
  Demolitions (Int), Drive (Dex), Intimidate (Cha),
  Jump (Str), Knowledge (current events, history,
  popular culture, tactics) (Int), Listen (Wis),
  Profession (Wis), Pilot (Dex), Ride (Dex),
  Speak Language, Spot (Wis), Survival
  (Wis), Swim (Str).
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level:
  Skill Points at 1st Level: (4 + Int
  modifier) x 4.
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level:
  Skill Points at Each Additional Level: 4 +
  Int modifier.
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus:
  Wealth Bonus: +2.
  Class Features
  Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats:
  Bonus Feats: A warrior begins play with Brawl,
  Personal Firearms Proficiency and one warrior bonus
  feat; he then gains an additional warrior bonus feat
  at 2nd, 4th, 6th, 8th and 10th levels. He must meet
  all the usual criteria for the feat selected. See Chapter
  Ten: Feats of this book for a listing of feats available
  as warrior bonus feats.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The warrior gains a free
  background feat at 3rd, 5th, 7th and 9th levels. He must
  meet all the usual criteria for the feat, and must choose
  from one of the following trees: Backing, Cipher, Contacts,
  Mentor, Reputation or Sanctum.
  Table 9–7: The Warrior (War)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +2
  +0
  +0
  Bonus feats, warrior bonus feat
  2nd
  +2
  +2
  +3
  +0
  +0
  Warrior bonus feat
  3rd
  +3
  +2
  +3
  +1
  +1
  Background feat
  4th
  +4
  +3
  +4
  +1
  +1
  Warrior bonus feat
  5th
  +5
  +3
  +4
  +1
  +1
  Background feat
  6th
  +6/+1
  +4
  +5
  +2
  +2
  Warrior bonus feat
  7th
  +7/+2
  +4
  +5
  +2
  +2
  Background feat
  8th
  +8/+3
  +5
  +6
  +2
  +2
  Warrior bonus feat
  9th
  +9/+4
  +5
  +6
  +3
  +3
  Background feat
  10th
  +10/+5
  +6
  +7
  +3
  +3
  Warrior bonus feat
  
  142
  Chapter Nine: Character
  TRINITY
  Table 9–8: Class Level Extension
  Level
  Level
  Level
  Level
  Level
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  Bab
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  ACb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Bsb
  Ext.
  Ext.
  Ext.
  Ext.
  Ext.
  (good)
  (good)
  (good)
  (good)
  (good)
  (average)
  (average)
  (average)
  (average)
  (average)
  (poor)
  (poor)
  (poor)
  (poor)
  (poor)
  (good)
  (good)
  (good)
  (good)
  (good)
  (average)
  (average)
  (average)
  (average)
  (average)
  (poor)
  (poor)
  (poor)
  (poor)
  (poor)
  (good)
  (good)
  (good)
  (good)
  (good)
  (poor)
  (poor)
  (poor)
  (poor)
  (poor)
  +1 lvl
  +1
  +1
  +0
  +1
  +1
  +1
  +2
  +0
  +2 lvl
  +2
  +2
  +1
  +2
  +1
  +1
  +3
  +0
  +3 lvl
  +3
  +2
  +1
  +2
  +2
  +1
  +3
  +1
  +4 lvl
  +4
  +3
  +2
  +3
  +2
  +2
  +4
  +1
  +5 lvl
  +5
  +4
  +2
  +4
  +3
  +2
  +4
  +1
  +6 lvl
  +6/ +1
  +5
  +3
  +4
  +3
  +2
  +5
  +2
  +7 lvl
  +7/ +2
  +5
  +3
  +5
  +4
  +3
  +5
  +2
  +8 lvl
  +8/ +3
  +6/ +1
  +4
  +6
  +4
  +3
  +6
  +2
  +9 lvl
  +9/ +4
  +7/ +2
  +4
  +6
  +5
  +3
  +6
  +3
  +10 lvl
  +10/ +5
  +8/ +3
  +5
  +7
  +5
  +4
  +7
  +3
  Level Ext.:
  Level Ext.:
  Level Ext.:
  Level Ext.:
  Level Ext.: The level extension is based on overall character level at the time of the character’s level top-out. Characters who top
  out at different overall character level — for instance, 10th level (entertainer 10), 12th level (psychic 2/warrior 10), 15th level
  (scoundrel 10/diplomat 5), 17th level (psychic 2/investigator 10/troubleshooter 5) — all start at +1 level extension.
  Bab:
  Bab:
  Bab:
  Bab:
  Bab: The base attack bonus is calculated from the character’s class upon topping out.
  Good: mercenary, warrior
  Average: entertainer, entrepreneur, explorer, investigator, scoundrel, space jockey, technologist, troubleshooter
  Poor: academic, diplomat, scientist
  ACb:
  ACb:
  ACb:
  ACb:
  ACb: The Armor Class bonus is calculated from the character’s class upon topping out.
  Good: mercenary, scoundrel, space jockey
  Average: entrepreneur, explorer, investigator, scientist, technologist, troubleshooter, warrior
  Poor: academic, diplomat, entertainer
  Bsb:
  Bsb:
  Bsb:
  Bsb:
  Bsb: The base save bonus for each saving throw category is calculated from the character’s class upon topping out.
  Fortitude (good): explorer, investigator, mercenary, technologist, warrior
  Fortitude (poor): academic, diplomat, entertainer, entrepreneur, scientist, scoundrel, space jockey, troubleshooter
  Reflex (good): diplomat, entertainer, scoundrel, space jockey, technologist, troubleshooter
  Reflex (poor): academic, entrepreneur, explorer, investigator, mercenary, scientist, warrior
  Will (good): academic, diplomat, entertainer, entrepreneur, investigator, scientist, troubleshooter
  Will (poor): explorer, mercenary, scoundrel, space jockey, technologist, warrior
  Class Level Extension
  Standard level progression in d20 runs from 1st to 20th level.
  The core classes in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity stop at 10th level. At that point — or
  whenever your character meets the necessary prerequisites — you
  normally choose a prestige class or select a second core class. If
  your character’s level progression tops out before reaching 20th level
  and you don’t want to take on a different class, refer to Table 9–8:
  Class Level Extension and follow the guidelines below. Note: you
  cannot extend psychic template class levels. If your character’s last
  level was a psychic level, you must choose to extend a core class (10
  levels) or prestige class (5 levels) in which he has topped out.
  Ability Increases:
  Ability Increases:
  Ability Increases:
  Ability Increases:
  Ability Increases: The character continues to gain ability score
  increases every fourth character level as normal.
  Attack and Save Bonus:
  Attack and Save Bonus:
  Attack and Save Bonus:
  Attack and Save Bonus:
  Attack and Save Bonus: The character’s base attack bonus
  and base save bonus increase as consistent with his extended class
  (see Table 9–8).
  Hit Dice and Skill Points:
  Hit Dice and Skill Points:
  Hit Dice and Skill Points:
  Hit Dice and Skill Points:
  Hit Dice and Skill Points: The character calculates subsequent
  Hit Die and skill points based on the extended class.
  Feats:
  Feats:
  Feats:
  Feats:
  Feats: The character continues to gain feats every third
  character level as normal.
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats:
  Background Feats: The character gains a free background feat
  at every third level, selected from the background feat categories
  listed for the extended class.
  • For multiclass characters, feats and ability increases are
  gained according to overall character level, not class level.
  • A class feature for the topped-out class that uses the character’s
  class level as part of a mathematical formula continues to increase using
  the appropriate extended character level in the formula.
  • Any class features that increase or accumulate as part of a
  repeated pattern also continue to increase or accumulate at the
  same rate. An exception to this rule is any bonus feat progression
  granted as a class feature.
  • A character gains no new class features after topping out.
  Prestige Classes
  Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity assumes that all characters begin a more specialized
  field of study at some point in their adventuring careers. This is
  represented by prestige classes — although the player can instead
  choose a different core class if she wishes. The prestige classes
  from the DMG are not used in Trinity
  Trinity
  Trinity
  Trinity
  Trinity; instead, select from the
  listings that follow.
  Some of the listed prestige classes have the same names as
  classes found in Adventure! 
  Adventure! 
  Adventure! 
  Adventure! 
  Adventure! and Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant; they are adjusted for
  the Unity Era, however, and should be used in place of write-ups
  found in the other books. In addition, the disciple from Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  and the crusader from Aberrant 
  Aberrant 
  Aberrant 
  Aberrant 
  Aberrant may be used almost as-written in
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity, if the GM wishes.
  
  143
  Chapter Nine: Character
  TRINITY
  Table 9–9: Diplomat (Dpl)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +0
  +2
  +2
  Background feat, instant transportation
  2nd
  +1
  +1
  +0
  +3
  +3
  Etiquette familiarity, honest broker
  3rd
  +1
  +1
  +1
  +3
  +3
  Conflict avoidance
  4th
  +2
  +2
  +1
  +4
  +4
  Background feat
  5th
  +2
  +2
  +1
  +4
  +4
  Honored counsel
  Diplomat
  Description:
  Description:
  Description:
  Description:
  Description: The Earth is less Balkanized than ever in history,
  with the governments of Africa joining the UAN and the FSA’s
  annexation of most of North America. The new superpowers of
  the southern hemisphere are still discovering the limits of their
  power. The orders and metanational corporations provide still
  further complication to the global power mix.
  Into this jumble strides the diplomat. His array of contacts,
  encyclopedic knowledge of world affairs, and matchless
  interpersonal communications skills provide him with effortless
  access to the halls of power. The diplomat brokers deals
  between powerful international (and interplanetary)
  organizations, and helps groups find mutually beneficial
  solutions to their joint problems.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Most diplomats are associated with
  large organizations — whether national
  governments, orders, the UN or one of its arms,
  metanational corporations, or interstellar
  colonies. Freelance diplomats exist also, as
  mediators or representatives wherever their
  interests take them or where the price is right.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Diplomacy 8 ranks;
  Information Broker; Celebrity.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The diplomat’s class skills
  (and the key ability for each skill) are
  Appraise (Int), Bluff (Cha), Computer
  Use (Int), Craft (Int), Decipher Script
  (Int), Diplomacy (Cha), Disguise (Cha),
  Forgery (Int), Gather Information (Cha),
  Hide (Dex), Intimidate (Cha), Jump (Str),
  Knowledge (art, behavioral sciences,
  business, civics, current events, tactics)
  (Int), Listen (Wis), Move Silently (Dex), Open
  Lock (Dex), Perform (Cha), Profession (Wis),
  Search (Int), Sense Motive (Wis), Sleight of
  Hand (Dex), Speak Language, and Spot (Wis).
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  Background Feat (Ex):
  Background Feat (Ex):
  Background Feat (Ex):
  Background Feat (Ex):
  Background Feat (Ex): At 1st and 4th
  level, you may select one Background feat from
  one of the following trees: Citizenship, Contacts,
  Followers, Influence, Resources, Status. You
  must qualify in all other fashions for whichever
  feat you take.
  Instant Transportation
  Instant Transportation
  Instant Transportation
  Instant Transportation
  Instant Transportation (Ex):
  (Ex):
  (Ex):
  (Ex):
  (Ex): Since the diplomat must often
  jet off to remote locations on short notice, he keeps transportation
  on retainer. The diplomat and his entourage never wait for a cab to
  the airport, or find themselves in a starport layover: On less than
  an hour’s notice, he can always arrange for the fastest reasonable
  transport to wherever he needs to be. This ability does not prevent
  complications en route — the starship might still get hijacked, or
  the limo might get stuck in traffic. But ordinary routine delays never
  occur.
  Etiquette Familiarity (Ex):
  Etiquette Familiarity (Ex):
  Etiquette Familiarity (Ex):
  Etiquette Familiarity (Ex):
  Etiquette Familiarity (Ex): At 2nd level, the diplomat never
  suffers penalties to Diplomacy checks derived from unfamiliarity
  with local custom; he is either knowledgeable about local
  customs, or can figure out what the proper custom is
  through keen observation, deduction and insight.
  Honest Broker (Ex):
  Honest Broker (Ex):
  Honest Broker (Ex):
  Honest Broker (Ex):
  Honest Broker (Ex): At 2nd level, the diplomat
  grows skilled at acting as a mediator between two
  parties. So long as the diplomat acts as a non-
  partisan broker in a dispute, he receives
  a +4 bonus on his Sense Motive rolls to
  determine the true goals of both parties
  in the dispute. This is reduced to a +2
  bonus if the diplomat advocates one point
  in the dispute.
  Conflict Avoidance (Ex):
  Conflict Avoidance (Ex):
  Conflict Avoidance (Ex):
  Conflict Avoidance (Ex):
  Conflict Avoidance (Ex): By 3rd
  level, the diplomat is keenly aware of
  the ebb and flow of social energy
  around him, even sensing the
  imminent eruption of violence. The
  diplomat is aware enough to keep out
  of trouble that he gains a +4 bonus
  on his initiative check and a +2 bonus
  to his Armor Class for the duration of
  any combat that erupts from a social
  interaction — a dinner party that
  breaks into fisticuffs or negotiations
  with a hostage taker, but not an ambush
  or a battlefield skirmish.
  Honored Counsel (Ex):
  Honored Counsel (Ex):
  Honored Counsel (Ex):
  Honored Counsel (Ex):
  Honored Counsel (Ex): By 5th level,
  the diplomat’s renown precedes him in
  the halls of power, providing a +2 bonus
  to Charisma and a single background
  feat from the Citizenship, Contacts,
  Influence or Status trees. Also, powerful
  organizations frequently enlist his aid in
  resolving disputes (this confers no direct
  game effect, but can be a useful tool in
  developing new plot threads).
  
  144
  Chapter Nine: Character
  TRINITY
  Explorer
  Description:
  Description:
  Description:
  Description:
  Description: There are no new frontiers left on Earth — or
  are there? The planet’s oceans and the deepest reaches of Antarctica
  are fast becoming new homes to the ever-growing population, and
  intrepid souls are needed to help explore these new habitats.
  The greatest frontier, though, is found among the stars. Human
  colonies are built in deepest space and on strange worlds. Despite
  tremendous technological advances, it’s become clear that orbital and
  satellite photography, remote vehicles and computer modeling can only
  take planners so far. A living person is still vital to investigating new environs
  — someone must learn the real lay of the land and discover its secrets.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Explorers rarely affiliate with large organizations,
  but they are not loners; explorers understand the need for a team
  of professionals to cover one another in the event of an emergency.
  Some explorers do take on work from colonial governments or
  metacorporations looking to open facilities on a new world.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Survival 8 ranks; Knowledge (Earth and
  life sciences) 4 ranks; Endurance; must have visited at
  least one locale beyond Earth.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d10.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The explorer’s class
  skills (and the key ability for each skill)
  are Appraise (Int), Climb (Str),
  Concentration (Con), Craft (Int),
  Decipher Script (Int), Drive
  (Dex), Gather Information (Cha),
  Handle Animal (Cha), Hide (Dex),
  Jump (Str), Knowledge (art,
  current events, Earth and life
  sciences, history, physical
  sciences, space, theology and
  philosophy, xenobiology) (Int),
  Listen (Wis), Move Silently (Dex),
  Pilot (Dex), Profession (Wis), Repair
  (Int), Ride (Dex), Search (Int),
  Speak Language, Spot (Wis),
  Survival (Wis), and Swim (Str).
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 6
  + Int modifier.
  Class Features
  Survivor (Ex):
  Survivor (Ex):
  Survivor (Ex):
  Survivor (Ex):
  Survivor (Ex): An explorer gains
  the Track and Self-Sufficient
  feats.
  Regional Lore: 
  Regional Lore: 
  Regional Lore: 
  Regional Lore: 
  Regional Lore: At
  2nd level, the explorer
  gains greater
  knowledge of
  one particular
  terrain type of her choice — aquatic, jungle, desert, forest, hills, marsh,
  mountains, plains, underground; or a single alien environment (including
  vacuum-exposed craters or entire asteroids). The explorer thereafter
  has a +2 bonus on any skill checks relating to the exploration of that
  type of terrain, from navigating the wilderness to knowing whether a
  particular animal is dangerous. This includes the use of Gather
  Information, Handle Animal, Knowledge, Search and Survival. This
  ability even applies if performed on an alien world. The explorer can
  choose an additional regional lore at 4th level.
  Construction Sense (Ex):
  Construction Sense (Ex):
  Construction Sense (Ex):
  Construction Sense (Ex):
  Construction Sense (Ex): At 3rd level, the explorer amasses
  sufficient knowledge of planetary geology and construction to gain
  a +2 bonus on checks to notice unusual work in any construction,
  such as sliding walls, new construction (even when built to match
  the old), unsafe surfaces, shaky ceilings and the like. Construction
  disguised as a natural object or environment counts as unusual
  workmanship. An explorer who merely comes
  within 10 feet of unusual construction can
  make a check as if she were searching
  actively. This bonus stacks with that
  granted by regional lore.
  This ability functions for
  all manner of construction,
  whether stone, wood, metal, bone
  or otherwise. This increases to a
  +4 bonus at 5th level.
  Ignore Hardship (Ex):
  Ignore Hardship (Ex):
  Ignore Hardship (Ex):
  Ignore Hardship (Ex):
  Ignore Hardship (Ex): At 4th level,
  the explorer gains an almost supernatural
  ability to ignore the worst hardships of
  traveling in a harsh environment. She
  gains 5 points of cold resistance and fire
  resistance, and 5/— damage
  reduction against falling damage only.
  Master of the Unknown (Ex):
  Master of the Unknown (Ex):
  Master of the Unknown (Ex):
  Master of the Unknown (Ex):
  Master of the Unknown (Ex):
  At 5th level, the explorer gains a
  +4 bonus on all Reflex saves to
  avoid natural hazards, from
  rockfalls to quicksand. She also
  gains a +4 bonus on Fortitude
  saves against natural poisons of
  all kinds. Additionally, the explorer
  can persevere for double the length
  of time before having to check
  against 
  any 
  adverse
  environmental 
  effects,
  including exposure to hard
  vacuum. (See DMG,
  Chapter 8: Glossary,
  “The Environment”
  for 
  details 
  on
  natural hazards.)
  Table 9–10: The Explorer (Exr)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +2
  +1
  +0
  Survivor
  2nd
  +1
  +2
  +2
  +1
  +1
  Regional lore
  3rd
  +2
  +2
  +3
  +1
  +1
  Construction sense
  4th
  +2
  +3
  +3
  +2
  +1
  Ignore hardship, regional lore
  5th
  +3
  +3
  +4
  +2
  +2
  Master of the unknown
  
  145
  Chapter Nine: Character
  TRINITY
  Table 9–11: The Mercenary (Mrc)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +2
  +0
  +0
  Training focus
  2nd
  +2
  +2
  +3
  +0
  +0
  Training specialization
  3rd
  +3
  +3
  +3
  +1
  +1
  Tactical aid
  4th
  +4
  +4
  +4
  +1
  +1
  Defensive position
  5th
  +5
  +5
  +4
  +1
  +1
  Critical strike
  Mercenary
  Description:
  Description:
  Description:
  Description:
  Description: A mercenary is a warrior for hire; he owes his
  allegiance to no country and no man, but only to the wealth of his
  employer. Mercenaries are pragmatic; they will not fight to the
  death for a cause, but rather surrender where necessary
  — live today to fight again tomorrow. A mercenary prides
  himself on his professional attitude and his military
  abilities; an experienced mercenary cannot be
  matched on the battlefield.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Mercenaries never ally
  themselves permanently with any employer or
  political organization, but they may become
  permanent members of a mercenary
  company or guild. There are exceptions, but
  most mercenaries are defined by their
  loyalty to the dollar rather than their
  allegiance to a cause. The most noteworthy
  exception to this rule is the Second Legion:
  Those soldiers are solid members of Psi Order
  Legions, but within that allegiance will fight for
  anyone with the right coin.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Base attack bonus +5;
  Knowledge (tactics) 5 ranks.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d10.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The mercenary’s class
  skills (and the key ability for each skill) are:
  Demolitions (Int), Drive (Dex), Intimidate
  (Cha), Jump (Str), Knowledge (current
  events, history, popular culture, tactics)
  (Int), Listen (Wis), Pilot (Dex), Profession
  (Wis), Speak Language, Spot (Wis),
  Survival (Wis), Swim (Str).
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 2 + Int
  modifier.
  Class Features
  Training Focus (Ex):
  Training Focus (Ex):
  Training Focus (Ex):
  Training Focus (Ex):
  Training Focus (Ex): At 1st level, the mercenary chooses a
  specific weapon in which he is proficient (he may select unarmed
  strike, grapple or a psi power that requires an attack roll); he adds
  a +1 bonus on all attack rolls made using the selected weapon.
  Training Specialization (Ex): 
  Training Specialization (Ex): 
  Training Specialization (Ex): 
  Training Specialization (Ex): 
  Training Specialization (Ex): At 2nd level, a mercenary
  gains a +2 bonus on damage rolls with the weapon he chose
  for training focus. This may be an external weapon or a
  psi power.
  Tactical Aid (Ex): 
  Tactical Aid (Ex): 
  Tactical Aid (Ex): 
  Tactical Aid (Ex): 
  Tactical Aid (Ex): Upon reaching 3rd level,
  the mercenary can provide tactical aid to one
  or more allies within sight and voice range of
  his position. With an attack action, he can
  provide tactical aid to any single ally (other
  than himself). With a full-round action, he can
  provide tactical aid to all of his allies (including
  himself).
  This aid provides either a bonus on attack
  rolls or to Armor Class (mercenary’s choice). This
  bonus is equal to the mercenary’s Intelligence
  modifier (minimum +1), and lasts for a number of
  rounds equal to his levels in mercenary.
  Defensive Position (Ex):
  Defensive Position (Ex):
  Defensive Position (Ex):
  Defensive Position (Ex):
  Defensive Position (Ex): Starting at 4th level,
  the mercenary gains an additional +2 cover bonus
  to Armor Class and an additional +2 cover bonus
  on Reflex saves whenever he takes cover (see
  Player’s Handbook, Chapter 8: Combat,
  “Combat Modifiers”).
  Critical Strike (Ex):
  Critical Strike (Ex):
  Critical Strike (Ex):
  Critical Strike (Ex):
  Critical Strike (Ex): At 5th level, a
  mercenary can confirm a threat as a critical
  hit automatically when attacking with his
  training focus weapon, thereby eliminating
  the need to make a critical roll.
  
  146
  Chapter Nine: Character
  TRINITY
  Table 9–12: Scientist (Sci)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +0
  +1
  +0
  +0
  +2
  Scientific prominence, scientific specialty +2
  2nd
  +1
  +1
  +0
  +0
  +3
  Research grant
  3rd
  +1
  +2
  +1
  +1
  +3
  Scientific improvisation, scientific specialty +4
  4th
  +2
  +2
  +1
  +1
  +4
  Research lab
  5th
  +2
  +3
  +1
  +1
  +4
  Scientific renown, scientific specialty +6
  Scientist
  Description:
  Description:
  Description:
  Description:
  Description: At the end of the 19th century, humans believed
  that the major problems of science were all but solved. They
  believed that at the end of the 20th century, too, but the rise of
  aberrants showed such perceptions to be both quaint and wrong.
  Scientists in the early 22nd century have no such foolish
  preconceptions; the discovery of the subquantum stratum, the
  folding of spacetime, and physical exploration of remote star
  systems all provide fodder for scientists’ infinite curiosity.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: The days of the great universities and their sky-blue research
  programs are over. Today, scientific research is funded
  by Æon, by the orders (particularly Orgotek
  and ISRA) or by metacorporations. Some
  nomadic, 
  independently-minded
  scientists do prowl the
  spaceways in search of
  the breakthrough that
  will make them
  h o u s e h o l d
  names.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Intelligence 13
  and any three of
  the following:
  Knowledge (Earth
  and life sciences) 7 ranks,
  Knowledge (noetics) 7 ranks,
  Knowledge (physical sciences) 7
  ranks, Knowledge (technology) 7
  ranks, Knowledge (space) 7 ranks or
  Knowledge (xenobiology) 7 ranks.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The scientist’s
  class skills (and the key ability for
  each skill) are Appraise (Int),
  Computer Use (Int), Concentration
  (Con), Craft (Int), Decipher Script
  (Int), Demolitions (Int), Disable Device
  (Int), Knowledge (any) (Int), Profession
  (Wis), Research (Int), Search (Int),
  Speak Language.
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  Scientific Prominence (Ex):
  Scientific Prominence (Ex):
  Scientific Prominence (Ex):
  Scientific Prominence (Ex):
  Scientific Prominence (Ex): At 1st level, the
  scientist has gained a certain degree of fame
  within her field, conferring a +2 on any Charisma-
  related checks to influence researchers or
  technologists in her field or related
  fields.
  Scientific Specialty (Ex):
  Scientific Specialty (Ex):
  Scientific Specialty (Ex):
  Scientific Specialty (Ex):
  Scientific Specialty (Ex): Upon taking this class, the character
  must choose a scientific specialty. The two primary specialties in
  modern scientific research are noetics (the study of the subquantum
  universe and psi abilities) or xenobiology (the study of alien life);
  GMs may come up with additional specialties. A noetic specialist
  need not be a psion, but being one does offer benefits to research.
  The character gains a +2 bonus on Knowledge checks relating to
  her specialty; this increases to a +4 bonus at 3rd level and a +6 bonus
  at 5th level. The specialist also gains a specialty ability, as noted below.
  Noetic Analysis (Noetics): On a successful DC 15 Intelligence
  check, a noeticist can discern the type of psi aptitude at work in a
  given situation (or whether the effect is quantum in origin instead).
  Biosphere Analysis (Xenobiology): On a successful DC 15
  Intelligence check, a xenobiologist can discern whether a given organism
  is edible, hostile, passively dangerous or intelligent to some degree.
  Research Grant (Ex):
  Research Grant (Ex):
  Research Grant (Ex):
  Research Grant (Ex):
  Research Grant (Ex): A 2nd-level scientist receives a research
  grant from a major institution designated by the GM. This provides
  her with the Deep Pockets feat from the Resources feat tree as long as
  she provides results to the institution (on average, one breakthrough,
  advancement or other documented result annually). She gains the
  benefit of Wealth Beyond Avarice if she has Deep Pockets already.
  Scientific Improvisation (Ex):
  Scientific Improvisation (Ex):
  Scientific Improvisation (Ex):
  Scientific Improvisation (Ex):
  Scientific Improvisation (Ex): Upon reaching 3rd level, the
  scientist can improvise solutions using common objects and
  scientific know-how to create inventions in a dramatic situation
  quickly and cheaply, but with a limited duration.
  By combining common objects with a Craft check that corresponds
  to the function desired, the scientist can build a tool or device to deal
  with any mundane situation. The DC for the Craft check equals 5 + the
  purchase DC of the object that most closely matches the desired function.
  Electronic devices, special tools, weapons, mechanical or biotech devices
  and more can be built with scientific improvisation. It takes a full-round
  action for every full 5 points of the object’s purchase DC to improvise a
  device (so, an object with purchase DC 13 takes 2 rounds to make).
  Once used, the improvised item lasts a number of rounds equal
  to the scientist’s class level (or until the end of the current
  encounter, at the GM’s discretion). It then breaks down and cannot
  be repaired. Only objects that can normally be used more than once
  can be improvised, and they must be existing technology.
  Research Lab (Ex):
  Research Lab (Ex):
  Research Lab (Ex):
  Research Lab (Ex):
  Research Lab (Ex): At 4th level, the character’s research lab takes on
  nearly mythical proportions, becoming akin to Edison’s lab in Menlo Park.
  This extensive facility confers a +4 circumstance bonus on Knowledge
  checks relating to her specialty, and a +2 circumstance bonus on Knowledge
  checks relating to two other Knowledge categories (chosen at the time this
  ability is gained). The lab is also equipped with research assistants, as
  designated by the Retainers feat from the Followers feat tree.
  Scientific Renown (Ex):
  Scientific Renown (Ex):
  Scientific Renown (Ex):
  Scientific Renown (Ex):
  Scientific Renown (Ex): At 5th level, the scientist’s knowledge
  and ability put her at the very top of her field. She can treat any
  other scientist known in the same field as a contact. She also gains
  any one background feat from one of the following trees: Cipher,
  Contacts, Devices, Followers, Influence, Resources, Sanctum, Status.
  
  147
  Chapter Nine: Character
  TRINITY
  Space Jockey
  Description:
  Description:
  Description:
  Description:
  Description: In the new age of exploration, intrepid
  adventurers rely as heavily as ever on high technology to get them
  from place to place. At the same time, new wars are being fought
  over foreign lands, in the stars, and over the landscapes of strange
  new worlds. The space jockey provides her comrades with support
  from behind the controls of a 22nd-century vehicle, be it a
  starfighter, a VARG, or another craft.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Space jockeys are most often found
  in the service of the Seventh Legion and in the
  militaries of governments across Earth and
  beyond. More than one space jockey operates
  as a VARG pilot in battles against aberrants in
  the Nebraska wasteland, on Khantze Lu Ge and
  elsewhere in settled space.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Pilot 10 ranks; Dexterity 15;
  Device (Gadget) or greater (representing the space
  jockey’s vehicle of choice).
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d8.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The space jockey’s class skills
  (and the key ability for each skill) are: Balance
  (Dex), Craft (Int), Computer Use (Int), Drive
  (Dex), Intimidate (Cha), Listen (Wis), Pilot (Dex),
  Profession (Wis), Ride (Dex), Spot (Wis),
  Survival (Wis), Swim (Str).
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  Safe Escape (Ex):
  Safe Escape (Ex):
  Safe Escape (Ex):
  Safe Escape (Ex):
  Safe Escape (Ex): When a vehicle that the character is in (whether
  as the driver or as a passenger) is reduced to 0 hit points or otherwise
  becomes impossible to control, the space jockey can escape from it as
  a free action. The jockey does not need to make skill checks or worry
  about any barriers to exit (which may not be the case for anyone else
  in the situation). The escape may be safe, but there’s no guarantee on
  the landing — say, if ejecting from an exploding starfighter,
  escaping a critically damaged VARG, jumping from a speeding
  car or emerging from a sinking submersible, for instance.
  Enhanced Device:
  Enhanced Device:
  Enhanced Device:
  Enhanced Device:
  Enhanced Device: At 2nd level, the space jockey’s
  Device is enhanced from Gadget to Prototype. If the
  character has a Prototype already, it is enhanced to a
  Masterpiece. This could be an upgrade to the existing
  Device or a replacement, as the player and GM prefer.
  At 4th level, the Device is enhanced from
  Prototype to Masterpiece. If it is a Masterpiece already,
  additional capabilities may be applied at the GM’s option.
  Ridiculous Stunt (Ex): 
  Ridiculous Stunt (Ex): 
  Ridiculous Stunt (Ex): 
  Ridiculous Stunt (Ex): 
  Ridiculous Stunt (Ex): Starting at 3rd level, once
  per session the space jockey can choose to re-roll any
  single die roll made while controlling a vehicle. This
  can be anything, even personal saving throws or
  weapon damage rolls, so long as it is made while the
  space jockey is controlling the vehicle. The character
  must accept the second roll, whatever its result.
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat: At 5th level, the space
  jockey receives a bonus background feat from one
  of the following feat trees: Allies, Backing,
  Contacts, Device, Reputation or Resources.
  Table 9–13: The Space Jockey (Spj)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +0
  +2
  +0
  Safe escape
  2nd
  +1
  +2
  +0
  +3
  +0
  Enhanced Device I
  3rd
  +2
  +3
  +1
  +3
  +1
  Ridiculous stunt
  4th
  +2
  +4
  +1
  +4
  +1
  Enhanced Device II
  5th
  +3
  +5
  +1
  +4
  +1
  Background feat
  
  148
  Chapter Nine: Character
  TRINITY
  Technologist
  Description:
  Description:
  Description:
  Description:
  Description: The Unity Era is a fabulous age to be a techie. This is
  the time of minicomps, SI, holograms, and maglev, not to mention
  biotechnology never before seen on Earth. A technologist isn’t an inventor
  per se; he excels more in combining existing technology in unexpected
  or unusually efficient ways rather than in blazing new trails of scientific
  and engineering discovery. A technologist focuses his attention on
  hardtech or biotech (though only psions truly flourish in biotech design).
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Not every technologist serves a corporate master;
  some are independent designers who sell custom eyeballs out of
  skanky bodegas. Most, though, take the paycheck and security that
  comes with life as a wageslave to one of the major metacorps.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Intelligence 13, Knowledge (technology) 7
  ranks, Craft (electronics) 7 ranks, Craft (mechanical) 7 ranks.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The technologist’s class skills (and the key ability
  for each skill) are Appraise (Int), Computer Use (Int), Concentration
  (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Disable
  Device (Int), Knowledge (any) (Int), Profession (Wis), Research
  (Int), Search (Int), Speak Language.
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  Technical Specialty:
  Technical Specialty:
  Technical Specialty:
  Technical Specialty:
  Technical Specialty: Upon taking this class, the character must
  choose a technical specialty — hardtech or biotech. The character gains
  a +2 bonus on all Craft and Repair checks relating to his specialty; this
  increases to a +4 bonus at 4th level.
  Temporary Upgrade (Ex):
  Temporary Upgrade (Ex):
  Temporary Upgrade (Ex):
  Temporary Upgrade (Ex):
  Temporary Upgrade (Ex): If he has hardtech or biotech components
  (as relevant), a technologist of 1st level or higher can improve a device’s
  performance temporarily. The character makes a
  Craft check appropriate to the type of device, with
  the DC depending on the improvement being made;
  see Table 9–14: Equipment Upgrade.
  Completing the upgrade takes a minimum
  of 1 hour minus 10 minutes per technologist level
  — so, a 4th-level technologist can complete an
  upgrade in 20 minutes. The character cannot take
  10 or 20 on the Craft check, and the time must be spent
  regardless of whether the attempt is successful.
  If the check succeeds, the upgrade lasts for a number
  of minutes equal to his technologist level, beginning when the
  object is first put into use. The device then reverts to its
  previous state and the technologist rolls to see
  whether the equipment requires repairs before it
  can be used again.
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat: At 2nd and 4th levels,
  the technologist may select one background
  feat whose prerequisites he meets from
  one of the following feat trees: Cipher,
  Devices, Followers, Mentor,
  Resources, Sanctum.
  Table 9–15: Technologist (Tec)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +2
  +2
  +0
  Technical specialty +2, temporary upgrade
  2nd
  +2
  +1
  +3
  +3
  +0
  Background feat
  3rd
  +2
  +2
  +3
  +3
  +1
  Mastercraft +1
  4th
  +3
  +2
  +4
  +4
  +1
  Background feat, technical specialty +4
  5th
  +4
  +3
  +4
  +4
  +1
  Mastercraft +2
  Mastercraft (Ex):
  Mastercraft (Ex):
  Mastercraft (Ex):
  Mastercraft (Ex):
  Mastercraft (Ex): At 3rd level, the technologist can create
  mastercraft objects in his specialty (hardtech or biotech), whether
  weapons, armor, or certain other types of equipment (computers,
  electronic devices, psiware devices, etc.).
  Building a mastercraft object takes twice as long as building an ordinary
  object of the same type. The Craft DC is the same as for a normal object of
  the same type, with the following modification: add +3 to the Craft DC for
  a +1 object, and add +5 to the Craft DC for a +2 object.
  The cost is equal to an ordinary object’s purchase DC + twice the
  mastercraft feature bonus. A technologist can add the mastercraft feature to
  an existing ordinary object by making the Wealth check and then making the
  Craft check as though he were constructing the object from scratch.
  The technologist must also pay a cost in experience
  points equal to 25 x his technologist level x the
  mastercraft feature bonus. If the technologist is
  designing an object for a specific person, that individual
  may pay up to half the total XP required. The XP must
  be paid before making the Craft check. If the
  XP expenditure would drop a character to
  below the minimum needed for his
  current level, then the XP can’t be paid
  and the technologist can’t use the
  mastercraft ability until he gains enough
  additional XP to remain at his current level
  after the expenditure is made.
  A mastercraft object provides a +1
  bonus to one of its qualities compared to an
  ordinary object of the same type (accuracy,
  handling, etc.).
  At 5th level, the technologist can
  create a mastercraft object that
  provides up to a +2 bonus.
  Table 9–14: Equipment Upgrade
  Upgrade
  Upgrade
  Upgrade
  Upgrade
  Upgrade
  Craft DC
  Craft DC
  Craft DC
  Craft DC
  Craft DC Repair Chance (d%)
  Repair Chance (d%)
  Repair Chance (d%)
  Repair Chance (d%)
  Repair Chance (d%)
  Device
  +1 equipment bonus
  15
  01–25
  +2 equipment bonus
  20
  01–50
  +3 equipment bonus
  25
  01–75
  Ranged Weapon
  +1 to damage
  15
  01–25
  +2 to damage
  20
  01–50
  +3 to damage
  25
  01–75
  +5 ft. to range increment
  15
  01–25
  +10 ft. to range increment 25
  01–50
  Vehicle
  +1 on initiative checks
  20
  01–25
  +1 to handling
  25
  01–50
  +2 to handling
  30
  01–75
  
  149
  Chapter Nine: Character
  TRINITY
  Troubleshooter
  Description:
  Description:
  Description:
  Description:
  Description: Big corporations and private organizations have
  too many high-value assets spread across too large a volume of
  space to leave their security to amateurs or even to local rentacops.
  Instead, troubleshooters are called in. A troubleshooter is a jack-
  of-all-trades; she may need to find discrepancies on an auditor’s
  balance sheet one week, only to have to root out a chromatic
  infestation on an alien moon the next. It is also not unusual for a
  troubleshooter to infiltrate rival organizations and gather
  information or perform sabotage.
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance: Most troubleshooters are affiliated with a specific
  corporation or organization. Still, there are independent
  troubleshooters who run the shadows from one job to another.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Bluff 7 ranks; Computer Use 7
  ranks; Gather Information 7 ranks; Knowledge
  (business) 7 ranks.
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die:
  Hit Die: d6.
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills:
  Class Skills: The troubleshooter’s class
  skills (and the key ability for each skill) are
  Appraise (Int), Balance (Dex), Bluff
  (Cha), Climb (Str), Computer Use (Int),
  Craft (Int), Decipher Script (Int),
  Diplomacy (Cha), Disguise (Cha), Drive
  (Dex), Escape Artist (Dex), Forgery
  (Int), Gather Information (Cha), Hide
  (Dex), Intimidate (Cha), Jump (Str),
  Knowledge (art, behavioral sciences,
  business, civics, current events, popular
  culture, streetwise, tactics) (Int), Listen
  (Wis), Move Silently (Dex), Open Lock
  (Dex), Perform (Cha), Pilot (Dex), Profession
  (Wis), Search (Int), Sense Motive (Wis),
  Sleight of Hand (Dex), Speak Language, Spot
  (Wis), Swim (Str), and Tumble (Dex).
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level:
  Skill Points at Each Level: 6 + Int
  modifier.
  Class Features
  Incognito (Ex):
  Incognito (Ex):
  Incognito (Ex):
  Incognito (Ex):
  Incognito (Ex): A troubleshooter seldom
  reveals her true calling when on the job. Instead,
  she assumes a role best-suited to the mission
  at hand — whether acting as an official auditor
  for her employer or putting on more detailed
  masquerades as part of an infiltration or scam.
  A troubleshooter receives a +2 competence
  bonus on Bluff, Disguise and Profession checks
  needed to maintain this façade.
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat:
  Background Feat: The troubleshooter
  receives a free background feat at 2nd and
  4th levels from any of the following background feat trees: Ally,
  Cipher, Citizenship, Contacts, Resources, Sanctum. She must qualify
  for the feat in all other regards.
  Influence (Ex):
  Influence (Ex):
  Influence (Ex):
  Influence (Ex):
  Influence (Ex): A 3rd-level troubleshooter is skilled at using
  attitude and demeanor rather than official authority to learn what
  she needs. Once per encounter on a successful influence check
  (d20 + Charisma modifier [if any] + troubleshooter level), she can
  gain important information from a target without going through
  the time and trouble of doing a lot of research. This can also be
  used to acquire the loan of equipment or documents, or to receive
  other minor assistance. The GM sets the DC based on what the
  troubleshooter is requesting (see below). The character cannot take
  10 or 20 on this check, nor can she retry the check.
  This ability is meant to help advance the plot; the GM
  should deny a use of influence that enables the character to
  avoid an adventure altogether or otherwise derail the story.
  The success or failure of a mission shouldn’t hinge on the use
  of influence, nor should it replace good roleplaying or the use of
  other skills.
  DC
  DC
  DC
  DC
  DC
  Request
  Request
  Request
  Request
  Request
  10
  Simple favor (entry into a facility, borrow a
  datapad)
  15
  Moderate request (view private documents,
  get an employee’s address)
  20
  Major favor/minor illegal request (access
  to a restricted area or equipment)
  25
  Moderately dangerous/expensive/illegal
  request (access to secure information,
  equipment; destruction of documents)
  30
  Highly dangerous/expensive/illegal favor
  (access to military-grade/prototype
  equipment, destruction of secure/
  sensitive documents)
  React First (Ex):
  React First (Ex):
  React First (Ex):
  React First (Ex):
  React First (Ex): By
  3rd 
  level, 
  a
  troubleshooter is always
  ready to take action in
  case things go awry. When a
  troubleshooter makes contact with
  and speaks to others prior to the start
  of combat, she gains a free readied action. This
  allows her to make either a move or attack action if
  either side in the conversation (other than the
  troubleshooter) decides to start hostilities. The
  troubleshooter gets to act before any
  initiative checks are made, in effect giving
  her the benefit of surprise.
  Table 9–16: Troubleshooter (Tro)
  Psychic
  Psychic
  Psychic
  Psychic
  Psychic
  Base
  Base
  Base
  Base
  Base
  AC
  AC
  AC
  AC
  AC
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Fortitude
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Will
  Will
  Will
  Will
  Will
  Level
  Level
  Level
  Level
  Level
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus
  Attack Bonus Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Save
  Special
  Special
  Special
  Special
  Special
  1st
  +1
  +1
  +0
  +2
  +2
  Incognito
  2nd
  +2
  +2
  +0
  +3
  +3
  Background feat
  3rd
  +2
  +2
  +1
  +3
  +3
  Influence, react first
  4th
  +3
  +3
  +1
  +4
  +4
  Background feat
  5th
  +4
  +4
  +1
  +4
  +4
  Sabotage
  
  150
  Chapter Nine: Character
  TRINITY
  Sabotage (Ex):
  Sabotage (Ex):
  Sabotage (Ex):
  Sabotage (Ex):
  Sabotage (Ex): A 5th-level troubleshooter can subvert an
  organization’s procedures, whether by sowing distrust among its
  members or sabotaging actual systems (or some combination
  thereof). The character makes a check with the skill that the GM
  deems most appropriate to the method of sabotage (in general,
  Bluff for dealing with personnel and Computer Use or Repair for
  dealing with systems). The DC depends on the scope of sabotage
  the troubleshooter is striving for. If successful, she shuts down or
  otherwise cripples the organization on the scope desired —
  anything from employee arguments to conflicting orders to system
  crashes, as determined by the troubleshooter’s initial desire and
  the GM’s discretion. Further, no direct evidence points to her
  meddling. The sabotage lasts for one hour, plus one additional hour
  for every 5 full points by which the troubleshooter exceeds the
  DC.
  A troubleshooter can also use this ability to negate sabotage
  enacted by others. The check is handled in the same fashion; on a
  successful roll, the troubleshooter confirms that sabotage was
  performed and reduces its duration by one half for every 5 full
  points by which the troubleshooter exceeds the DC. This ability
  cannot counteract disruptions that are not the result of active
  sabotage.
  DC
  DC
  DC
  DC
  DC
  Scope of Sabotage
  Scope of Sabotage
  Scope of Sabotage
  Scope of Sabotage
  Scope of Sabotage
  15
  Small organization with a single division/
  location, single department of an
  organization with multiple divisions/
  locations.
  20
  Mid-sized organization with a single
  location, multiple departments/regional
  scope of an organization with multiple
  divisions/locations.
  25
  Large organization with a single location,
  all departments/regional scope of an
  organization with multiple divisions/
  locations.
  30
  All divisions/locations of an organization.
  
  151
  Chapter Nine: Character
  TRINITY
  Skills
  All the existing skills that follow function in the same way as described
  in Chapter 4 of the Player’s Handbook. However, the categories they
  cover require adjustment for the time frame in which Trinity
  Trinity
  Trinity
  Trinity
  Trinity is set.
  Following this section are six new skills — Computer Use, Demolitions,
  Drive, Investigate, Pilot, Repair, Research — that likewise reflect the
  time. The Spellcraft and Use Magic Device skills are not used in Trinity
  Trinity
  Trinity
  Trinity
  Trinity.
  Craft
  Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity adds to the Craft skill options, as described below.
  Note that some Craft skills may require training. Also, there is no
  Craft (alchemy); for the creation of drugs, use Craft (chemical).
  Table 9–17: Craft Examples lists sample tasks and related DCs.
  The DCs of all Craft checks involving alien technology (qin,
  chromatic, etc.) are increased by +2, due to unfamiliar techniques
  and principles; even more advanced technology may require an even
  higher DC at the GM’s discretion.
  Craft (biotech):
  Craft (biotech):
  Craft (biotech):
  Craft (biotech):
  Craft (biotech): Required to build or repair biotech equipment
  (see Chapter Thirteen: Technology). Only a psychic character can
  build or repair psiware. (Trained use only.)
  Craft (chemical):
  Craft (chemical):
  Craft (chemical):
  Craft (chemical):
  Craft (chemical): Required to mix chemicals to create acids,
  bases, explosives and poisonous substances. (Trained use only.)
  Craft (electronic):
  Craft (electronic):
  Craft (electronic):
  Craft (electronic):
  Craft (electronic): This allows a character to build or repair
  electronic equipment such as computers, radios or other
  communications equipment. (Trained use only.)
  Craft (mechanical):
  Craft (mechanical):
  Craft (mechanical):
  Craft (mechanical):
  Craft (mechanical): With this skill, a character can build
  mechanical devices from scratch, including engines and engine
  parts, weapons, armor and other gadgets. (Trained use only.)
  Craft (pharmaceutical): 
  Craft (pharmaceutical): 
  Craft (pharmaceutical): 
  Craft (pharmaceutical): 
  Craft (pharmaceutical): Required to compound medicinal drugs
  to aid in recovery from treatable illnesses. The proper medicinal drug
  gives a +2 circumstance bonus on Fortitude saves made to resist the
  effects of a disease. The DC to create a medicinal drug to combat a
  given illness is equal to the disease’s Fortitude save DC + 5. (Diagnosis
  is made using the Heal skill.) (Trained use only.)
  Craft (structural):
  Craft (structural):
  Craft (structural):
  Craft (structural):
  Craft (structural): This allows a character to build wooden,
  concrete or metal structures from scratch (including bookcases,
  desks, walls, houses and so forth), and includes such handyman
  skills as plumbing, house painting, drywall, laying cement and
  building cabinets.
  Table 9–17: Craft Examples
  Task
  Task
  Task
  Task
  Task
  Craft Skill
  Craft Skill
  Craft Skill
  Craft Skill
  Craft Skill
  DC
  DC
  DC
  DC
  DC
  Acid, potent
  Chemical
  20
  (2d6 splash damage)
  Explosive, simple
  Chemical
  15
  (2d6 damage within 5 ft.)
  Format psiware
  Biotech
  15
  Electronic timer
  Electronic
  15
  Electronic detonator
  Electronic
  20
  Tripwire trap
  Mechanical
  15
  Engine component
  Mechanical
  20
  Solar sail
  Mechanical
  30
  False wall
  Structural
  15
  Catapult
  Structural
  20
  House
  Structural
  30
  Talented amateur work
  Visual Art or Writing
  10
  Professional work
  Visual Art or Writing
  20
  Masterwork
  Visual Art or Writing
  30+
  
  152
  Chapter Nine: Character
  TRINITY
  Stringed Instruments: 
  Stringed Instruments: 
  Stringed Instruments: 
  Stringed Instruments: 
  Stringed Instruments: The character can play stringed musical
  instruments, such as banjo, guitar, harp, lute, sitar and violin.
  Wind Instruments:
  Wind Instruments:
  Wind Instruments:
  Wind Instruments:
  Wind Instruments: The character can play wind musical
  instruments, such as flute, bugle, trumpet, tuba, bagpipes and trombone.
  Also, since Trinity
  Trinity
  Trinity
  Trinity
  Trinity uses a DC rating for wealth, Perform
  requires a different method for determining how much money a
  character can make from a single performance. (See Chapter
  Thirteen: Technology for the Wealth system in action.)
  A character with Wealth bonus of +0 gains a +1 bonus if she succeeds
  at a DC 15 Perform check for a single performance. A character with a
  Wealth bonus from +1 to +20 gains a +1 bonus if she succeeds at five
  consecutive DC 15 Perform checks (each indicating a single performance)
  or one DC 20 Perform check for a single performance. A character with
  Wealth bonus +21 or higher gains a +1 bonus if she succeeds at 10
  consecutive DC 20 Perform checks (each indicating a single performance)
  or one DC 25 Perform check for a single performance.
  A Perform check result of at least 10 but lower than the DC
  required indicates that the character simply isn’t performing well
  enough to draw a significant crowd. The character earns enough
  to get by, but that’s it.
  Speak Language
  The languages listed in the Player’s Handbook do not exist in the Trinity
  Universe. There are thousands of languages to choose from. A few are listed
  here, sorted into their general language groups. This list is not exhaustive, and
  languages in listed groups are shown for reference; a character gets a whole
  language group each time he buys a rank in Speak Language.
  Languages noted with asterisks are ancient or alien in origin,
  spoken by few individuals indeed. A character should have a
  plausible reason to know such tongues. Speak Language functions
  as noted otherwise in the Player’s Handbook.
  Craft (visual art):
  Craft (visual art):
  Craft (visual art):
  Craft (visual art):
  Craft (visual art): With this skill, a character can create
  paintings or drawings or sculpture, take photographs, use a movie
  camera, or in some other way create a work of visual art.
  Craft (writing):
  Craft (writing):
  Craft (writing):
  Craft (writing):
  Craft (writing): This allows a character to create short stories,
  novels, scripts and screenplays, newspaper articles and columns,
  and similar works of writing.
  Knowledge
  Knowledge skills function as written in the Player’s Handbook,
  except that characters select from the following categories:
  Art:
  Art:
  Art:
  Art:
  Art: Fine arts and graphic arts, including art history and artistic
  techniques. Antiques, modern art, photography and performance
  art forms such as music and dance, among others.
  Behavioral Sciences:
  Behavioral Sciences:
  Behavioral Sciences:
  Behavioral Sciences:
  Behavioral Sciences: Psychology, sociology and criminology.
  Business: 
  Business: 
  Business: 
  Business: 
  Business: Business procedures, investment strategies and corporate
  structures. Bureaucratic procedures and how to navigate them.
  Civics:
  Civics:
  Civics:
  Civics:
  Civics: Law, legislation, litigation, and legal rights and
  obligations. Political and governmental institutions and processes.
  Current Events: 
  Current Events: 
  Current Events: 
  Current Events: 
  Current Events: Recent happenings in the news, sports,
  politics, entertainment and foreign affairs.
  Earth and Life Sciences: 
  Earth and Life Sciences: 
  Earth and Life Sciences: 
  Earth and Life Sciences: 
  Earth and Life Sciences: Biology, botany, genetics, geography,
  geology and paleontology. Medicine and forensics.
  History:
  History:
  History:
  History:
  History: Events, personalities and cultures of the past.
  Archaeology and antiquities.
  Noetics:
  Noetics:
  Noetics:
  Noetics:
  Noetics: Study of the subquantum stratum and its relationship
  to the rest of the universe.
  Physical Sciences: 
  Physical Sciences: 
  Physical Sciences: 
  Physical Sciences: 
  Physical Sciences: Astronomy, chemistry, mathematics,
  physics and engineering.
  Popular Culture:
  Popular Culture:
  Popular Culture:
  Popular Culture:
  Popular Culture: Popular music and personalities, genre films
  and books, urban legends, and science fiction, among others.
  Space:
  Space:
  Space:
  Space:
  Space: Stellar navigation, spacecraft, human colonies.
  Streetwise: 
  Streetwise: 
  Streetwise: 
  Streetwise: 
  Streetwise: Street and urban culture, local underworld
  personalities and events.
  Tactics:
  Tactics:
  Tactics:
  Tactics:
  Tactics: Techniques and strategies for disposing and
  maneuvering forces in combat.
  Technology: 
  Technology: 
  Technology: 
  Technology: 
  Technology: Current developments in cutting-edge devices,
  as well as the background necessary to identify various
  technological devices.
  Theology and Philosophy:
  Theology and Philosophy:
  Theology and Philosophy:
  Theology and Philosophy:
  Theology and Philosophy: Liberal arts, ethics, philosophical
  concepts; and the study of religious faith, practice and experience.
  Xenobiology:
  Xenobiology:
  Xenobiology:
  Xenobiology:
  Xenobiology: The study of the patterns from which alien life
  arises, and alien life-forms themselves.
  Perform
  Characters select from the following categories for Perform.
  Act:
  Act:
  Act:
  Act:
  Act: The character is capable of performing drama, comedy
  or action-oriented roles with some level of skill.
  Bang:
  Bang:
  Bang:
  Bang:
  Bang: The character is talented at this cross-disciplinary
  mélange of extemporaneous performance and music.
  Dance:
  Dance:
  Dance:
  Dance:
  Dance: The character is capable of performing rhythmic and
  patterned bodily movements to music.
  Keyboards:
  Keyboards:
  Keyboards:
  Keyboards:
  Keyboards: The character can play keyboard musical
  instruments, such as piano and organ.
  Percussion Instruments:
  Percussion Instruments:
  Percussion Instruments:
  Percussion Instruments:
  Percussion Instruments: The character can play percussion
  musical instruments, such as drums, cymbals, triangle, xylophone
  and tambourine.
  Sing:
  Sing:
  Sing:
  Sing:
  Sing: The character has a talent for producing musical tones
  with his voice.
  African: 
  African: 
  African: 
  African: 
  African: Berber, Gikuyu, Swahili
  Algic:
  Algic:
  Algic:
  Algic:
  Algic: Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee.
  Armenian:
  Armenian:
  Armenian:
  Armenian:
  Armenian: Armenian.
  Athabascan:
  Athabascan:
  Athabascan:
  Athabascan:
  Athabascan: Apache, Chipewyan, Navaho.
  Attic:
  Attic:
  Attic:
  Attic:
  Attic: Ancient Greek*, Greek.
  Baltic:
  Baltic:
  Baltic:
  Baltic:
  Baltic: Latvian, Lithuanian.
  Celtic:
  Celtic:
  Celtic:
  Celtic:
  Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
  Chinese:
  Chinese:
  Chinese:
  Chinese:
  Chinese: Cantonese, Mandarin.
  Chroma: 
  Chroma: 
  Chroma: 
  Chroma: 
  Chroma: Chromatic (alien; non-chromatics require a psi or
  mechanical light-emitting device to “speak” this light-based
  form of communication).*
  Finno-Lappic:
  Finno-Lappic:
  Finno-Lappic:
  Finno-Lappic:
  Finno-Lappic: Estonian, Finnish, Lapp.
  Germanic:
  Germanic:
  Germanic:
  Germanic:
  Germanic: Afrikaans, Danish, Dutch, English, Flemish,
  German, Icelandic, Norwegian, Swedish, Yiddish.
  Hamo-Semitic:
  Hamo-Semitic:
  Hamo-Semitic:
  Hamo-Semitic:
  Hamo-Semitic: Coptic*, Middle Egyptian*.
  Indic:
  Indic:
  Indic:
  Indic:
  Indic: Hindi, Punjabi, Sanskrit*, Urdu.
  Iranian: 
  Iranian: 
  Iranian: 
  Iranian: 
  Iranian: Farsi, Pashto.
  Japanese:
  Japanese:
  Japanese:
  Japanese:
  Japanese: Japanese.
  Korean: 
  Korean: 
  Korean: 
  Korean: 
  Korean: Korean.
  Qin:
  Qin:
  Qin:
  Qin:
  Qin: Qin (alien).*
  Romance: 
  Romance: 
  Romance: 
  Romance: 
  Romance: French, Italian, Latin*, Portuguese, Romanian, Spanish.
  Semitic:
  Semitic:
  Semitic:
  Semitic:
  Semitic: Akkadian (aka Babylonian)*, Ancient Hebrew*,
  Arabic, Aramaic*, Hebrew.
  Slavic:
  Slavic:
  Slavic:
  Slavic:
  Slavic: Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-
  Croatian, Slovak, Ukrainian.
  Tibeto-Burman:
  Tibeto-Burman:
  Tibeto-Burman:
  Tibeto-Burman:
  Tibeto-Burman: Burmese, Sherpa, Tibetan.
  Turkic:
  Turkic:
  Turkic:
  Turkic:
  Turkic: Azerbaijani, Turkish, Uzbek.
  Ugric: 
  Ugric: 
  Ugric: 
  Ugric: 
  Ugric: Hungarian (aka Magyar).
  
  153
  Chapter Nine: Character
  TRINITY
  Defend Security: A site’s sysadmin can defend it against
  intruders if alerted, either to cut off the intruder’s access or to try
  and identify the intruder. Either effort requires succeeding at an
  opposed Computer Use check against the intruder.
  Cutting off an intruder’s access (thereby ending her session)
  takes a full round. The sysadmin can cut off access without fail by
  shutting the site down. (This can be difficult and time-consuming
  if dealing with a large site with many computers, or with computers
  that control functions that can’t be interrupted.)
  Identifying the intruder supplies the site she is operating from
  (or the computer’s owner if it’s a single computer). This requires
  one minute, during which the intruder continues accessing the
  sysadmin’s site. The sysadmin fails if the intruder’s session ends
  before the check is finished.
  Degrade Programming: A character can destroy or alter
  applications to make using the computer harder or impossible (see
  chart for DCs). Crashing a computer shuts it down; its user can
  restart it without making a skill check (a restart takes 1 minute).
  Destroying programming makes the computer unusable until the
  programming is repaired. Damaging programming imposes a –4
  penalty on all Computer Use checks made with the computer (this
  can be preferable to destroying the programming, since the user
  might remain unaware that anything is wrong with her system).
  Fixing degraded programming requires 1 hour and a Computer
  Use check against a DC equal to the DC for degrading it + 5.
  Scope of Alteration
  Scope of Alteration
  Scope of Alteration
  Scope of Alteration
  Scope of Alteration11111
  DC
  DC
  DC
  DC
  DC
  Time
  Time
  Time
  Time
  Time
  Crash computer
  10
  1 minute
  Destroy programming
  15
  10 minutes
  Damage programming
  20
  10 minutes
  1 Degrading the programming of multiple computers at a
  single site adds +2 to the DC for each additional computer.
  Encrypt/Decrypt Transmission (trained only): A character
  who wishes to send an encrypted transmission makes an opposed
  Computer Use check against anyone attempting to intercept or
  decrypt it. The opposing individual gains a +10 bonus on the check
  if the encryption uses a cipher known to her.
  Jam Transmission (trained only): A character can jam or
  otherwise disrupt a transmission to or from a given target. An
  opposed Computer Use check between the jammer and the sender
  or recipient (as appropriate) determines whether the message gets
  through. Jamming an unmanned computer requires a successful DC
  15 Computer Use check.
  Send Transmission: Routine communications (e.g., hailing a
  nearby craft, using a subquantum transceiver) require a successful
  DC 10 Computer Use check. Communications sent over extreme
  distances (e.g., between star systems) are subject to distortion and
  delay, applying a –5 or greater penalty to the check at the GM’s
  discretion.
  Write Program (trained only): A character can create a
  program to help with a specific task, defined as one type of
  operation (granting a +2 circumstance bonus when the program is
  used). Writing a program takes one hour and requires a successful
  check against DC 20.
  Operate Remote Device: Many devices are computer-
  operated via remote links. A character with access to the computer
  that controls such systems can shut them off or change their
  operating parameters (see the chart below). Failing the check by 5
  or more alerts the sysadmin to unauthorized use of the equipment.
  New Skills
  Computer Use (Int)
  Computer Use covers everything from a character working
  on his personal computer to hacking into a site on the OpNet to
  operating a spaceship’s sensors. A site can range from a single
  computer to a corporate network connecting terminals and data
  archives throughout near space. Some sites can be accessed via
  the OpNet; others are not connected to an outside network (the
  user must access one of the site’s computer terminals physically).
  A system administrator (sysadmin) oversees each site and
  maintains its security. A character is the system administrator of
  his personal computer. A larger site can have more than one
  system administrator, often with one on duty at all times. The
  sysadmin is often the only person with access to all of a site’s
  functions and data.
  Working on a computer system is called a session. The session
  ends when the character stops accessing the site; a new session
  begins if he goes back.
  Check:
  Check:
  Check:
  Check:
  Check: No check is required for most computer operations
  (though a Research check may be needed; see the Research skill
  description). Searching an unfamiliar network for a particular file,
  writing computer programs, altering existing programs to perform
  differently (better or worse), and breaking through computer
  security are difficult enough to require skill checks.
  Conduct Active Sensor Scan: Using a vehicle’s sensors to
  analyze a target in sensory range requires a DC 15 Computer Use
  check. At the GM’s discretion, a –5 penalty or greater applies when
  scanning over a vast distance (e.g., across a star system) or during
  some form of disturbance (e.g., solar flare interference).
  Find File: Search for files or data on an unfamiliar system.
  This covers finding files on private systems with which the character
  is not familiar (finding public information on the OpNet instead
  requires a Research check). The size of the site and the time
  required determine the check DC.
  Size of Site
  Size of Site
  Size of Site
  Size of Site
  Size of Site
  DC
  DC
  DC
  DC
  DC
  Time
  Time
  Time
  Time
  Time
  Personal computer
  10
  1 round
  Small office network
  15
  2 rounds
  Large office network
  20
  1 minute
  Massive corporate network
  25
  10 minutes
  Defeat Security (trained only): The DC to defeat computer
  security depends on the quality of the security program, as noted
  on the chart below. Failing the check by 5 or more causes the
  security system to alert its administrator to an unauthorized entry;
  the sysadmin or a security agent may attempt to identify the
  intruder or cut off his access.
  Succeeding at the check by 10 or more cancels the need for
  subsequent security checks at that site until the character’s current
  session ends. Otherwise, a character may have to defeat security
  at more than one stage (see “Computer Hacking”).
  Security Rating
  Security Rating
  Security Rating
  Security Rating
  Security Rating
  Level of Security
  Level of Security
  Level of Security
  Level of Security
  Level of Security
  Security DC
  Security DC
  Security DC
  Security DC
  Security DC
  0
  None
  10
  1
  Minimum
  20
  2
  Average
  25
  3
  Exceptional
  35
  4
  Maximum
  40
  
  154
  Chapter Nine: Character
  TRINITY
  Type of Operation
  Type of Operation
  Type of Operation
  Type of Operation
  Type of Operation
  DC
  DC
  DC
  DC
  DC
  Time
  Time
  Time
  Time
  Time
  Shut down passive remote
  20
  1 round
  (including cameras
   per remote
   and door locks)
  Shut down active remote
  25
  1 round
  (including motion detectors
  per remote
  and alarms)
  Reset parameters
  30
  1 minute
  per remote
  Change passcodes
  25
  1 minute
  Hide evidence of alteration
  +10
  1 minute
  Minimum security
  –5
  —
  Exceptional security
  +10
  —
  Maximum security
  +15
  —
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 when using Computer Use or
  even take 20 in some cases (though not in those that involve a
  penalty for failure). A character cannot take 20 to defeat computer
  security or defend security.
  Time:
  Time:
  Time:
  Time:
  Time: Conducting an active sensor scan and sending/jamming
  a transmission are move actions; other Computer Use requires at
  least a full-round action. The GM may determine that some tasks
  require several rounds, a few minutes, or longer, as described above.
  Computer Hacking
  Breaking into a secure computer or network is often
  called hacking and involves several steps:
  Covering Tracks:
  Covering Tracks:
  Covering Tracks:
  Covering Tracks:
  Covering Tracks: On a successful DC 20 Computer Use
  check, a character can alter his identifying information. This
  is an optional step that imposes a –5 penalty on any attempt
  made to identify the character if his activity is detected.
  Access the Site:
  Access the Site:
  Access the Site:
  Access the Site:
  Access the Site: There are two ways to do this: over
  the OpNet or physically.
  OpNet Access: This requires two Computer Use checks.
  The first check (DC 10) is needed to find the site. The GM
  may increase the DC if the site is programmed in a foreign
  language or is located in an obscure or hard-to-reach OpNet
  route. The second check is needed to defeat computer
  security (see Computer Use). The character accesses the
  site once he succeeds at both checks.
  Physical Access: This involves working at the computer
  physically or via a direct connection. If the site being hacked
  is not connected to the OpNet, physical access is about the
  only way to access it. Getting to the computer may require a
  variety of other skill checks.
  Locate What You’re Looking For:
  Locate What You’re Looking For:
  Locate What You’re Looking For:
  Locate What You’re Looking For:
  Locate What You’re Looking For: Use “find file”(under
  Computer Use) to locate the data (or application, or remote
  device) the character wants.
  Defeat File Security:
  Defeat File Security:
  Defeat File Security:
  Defeat File Security:
  Defeat File Security: Many networks have additional
  file security. If that’s the case, another check is required to
  defeat computer security.
  Do Your Stuff:
  Do Your Stuff:
  Do Your Stuff:
  Do Your Stuff:
  Do Your Stuff: If the character just wants to look at
  records, no additional check is needed. (Downloading data
  is possible, although that often takes from several rounds to
  several minutes depending on the amount of information.)
  Altering or deleting records may require additional checks
  to defeat computer security. Other operations can be carried
  out according to the Computer Use skill description.
  Demolitions (Int; Trained Only)
  The character is familiar with setting and disarming high
  explosives, including dynamite, plastique and simple gunpowder
  bombs, as well as improvised explosives and even doomsday devices.
  Check:
  Check:
  Check:
  Check:
  Check: Setting a simple explosive to blow up at a certain spot
  doesn’t require a check, but connecting and setting a detonator
  does. Also, placing an explosive for maximum effect against a
  structure calls for a check, as does disarming an explosive device.
  Set Detonator: Most explosives require a detonator to go off.
  Connecting a detonator to an explosive requires a DC 10 Demolitions check.
  Failure means that the explosive fails to go off as planned. Failure by 10 or
  more means the explosive goes off as the detonator is being installed.
  A character can make an explosive difficult to disarm. To do
  so, the character chooses the disarm DC before making her check
  to set the detonator (it must be higher than 10). The character’s
  DC to set the detonator is equal to the disarm DC.
  Place Explosive Device: Placing an explosive against a fixed structure
  (a stationary, unattended, inanimate object) can maximize the damage
  dealt by exploiting vulnerabilities in the structure’s construction.
  The GM makes the check (so that the character doesn’t know
  how well he has done). On a result of 15 or higher, the explosive deals
  double damage to the structure against which it is placed. On a result
  of 25 or higher, it deals triple damage to the structure. In all cases, it
  deals normal damage to all other targets within its burst radius.
  Disarm Explosive Device: Disarming an explosive that has been
  set to go off requires a Demolitions check. The DC is usually 10,
  unless the person who set the detonator chose a higher disarm DC.
  If the character fails the check, she does not disarm the explosive.
  If the character fails by more than 5, the explosive goes off.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 when using the Demolitions
  skill, but can’t take 20. A character with the Nimble Fingers feat and
  at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
  Making an explosive requires the Craft (chemical) skill. Making
  an electronic detonator requires the Craft (electronic) skill. (See
  Table 9–17: Craft Examples, above.)
  Time:
  Time:
  Time:
  Time:
  Time: Setting a detonator is usually a full-round action. Placing
  an explosive device takes 1 minute or more, depending on the scope
  of the job.
  Drive (Dex)
  This skill allows a character to drive a surface vehicle (car,
  motorcycle, boat, truck).
  Check:
  Check:
  Check:
  Check:
  Check: Routine tasks, such as ordinary driving, don’t require a
  skill check. Make a check only when some unusual circumstance exists
  (such as inclement weather or an icy surface), or when the character
  is driving during a dramatic situation (being chased or attacked, or
  trying to reach a destination in a limited amount of time). When
  driving, the character can attempt simple maneuvers or stunts. (See
  Chapter Fourteen: Drama, “Pursuit” for more details.)
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?: Most driving checks have consequences for failure
  that make trying again impossible.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 when driving, but can’t take 20.
  Time:
  Time:
  Time:
  Time:
  Time: A Drive check is a move action.
  Investigate (Int; Trained Only)
  Investigate encompasses a number of crime analysis techniques,
  including antiquated technology like fingerprinting and ballistics, and
  newer techniques like DNA matching and even psi prints. It also
  involves more than passing familiarity with the art of deduction.
  
  155
  Chapter Nine: Character
  TRINITY
  Check:
  Check:
  Check:
  Check:
  Check: A character uses Search to discover clues and Investigate
  to analyze them. If the character has access to a crime lab, he uses
  the Investigate skill to collect samples for the lab. The result of the
  Investigate check provides bonuses or penalties to further analysis.
  Analyze Clue: The character can make a DC 15 Investigate
  check to apply forensics knowledge to a clue. The check DC is
  modified by the time that has elapsed since the clue was left, and
  whether or not the scene was disturbed.
  DC Modifier
  DC Modifier
  DC Modifier
  DC Modifier
  DC Modifier
  Circumstances
  Circumstances
  Circumstances
  Circumstances
  Circumstances
  +2
  Every day since event (max modifier +10)
  +5
  Scene is outdoors
  +2
  Scene disturbed slightly
  +4
  Scene disturbed moderately
  +6
  Scene disturbed extremely
  Collect Evidence: The character can collect and prepare
  evidentiary material for a lab. On a successful DC 15 Investigate
  check, the character collects a usable piece of evidence. If the
  character fails the check by less than 5, a crime lab analysis can be
  done, but the analyst takes a –5 penalty on any necessary check.
  If the character fails by 5 or more, the analysis cannot be done. On
  the other hand, if the character succeeds by 10 or more, the analyst
  gains a +2 circumstance bonus on her checks.
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?: Analyzing a clue again doesn’t add new insight
  unless another clue is introduced. Evidence collected cannot be
  recollected, unless there is more of it to take.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 when making an Investigate
  check, but cannot take 20. The Investigate skill does not provide the
  character with evidentiary items. It simply allows the character to
  collect items he has found in a manner that best aids in analysis later.
  Time:
  Time:
  Time:
  Time:
  Time: Analyzing a clue is a full-round action. Collecting
  evidence generally takes 1d4 minutes per object.
  Pilot (Dex; Trained Only)
  This skill allows a character to fly and land an aircraft or
  spacecraft, or maneuver a submersible.
  Check:
  Check:
  Check:
  Check:
  Check: Typical piloting tasks don’t require checks. Checks are
  required during combat, for special maneuvers, in other extreme
  circumstances, or when the pilot wants to attempt something
  outside the normal parameters of the vehicle. When piloting, the
  character can attempt simple maneuvers and stunts (actions in
  which the pilot attempts to do something complex very quickly or
  in a limited space).
  Each vehicle’s description includes a handling modifier that
  applies to Pilot checks made by the operator of the vehicle.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 when making a Pilot check,
  but can’t take 20.
  Time:
  Time:
  Time:
  Time:
  Time: A Pilot check is a move action.
  Repair (Int; Trained Only)
  This skill allows trained characters to repair complex
  electronic or mechanical devices ranging from antique wristwatches
  to a spacecraft’s scanning array or even a biotech crawler.
  
  156
  Chapter Nine: Character
  TRINITY
  Check:
  Check:
  Check:
  Check:
  Check: Most Repair checks are made to fix complex electronic
  or mechanical devices. The GM sets the DC. In general, simple
  repairs have a DC of 10 to 15 and require no more than a few minutes
  to accomplish. More complex repair work has a DC of 20 or higher
  and can require an hour or more to complete. Making repairs also
  involves a monetary cost when spare parts or new components are
  needed, represented by a Wealth check. If the GM decides this
  isn’t necessary for the type of repair the character is attempting,
  then no Wealth check is needed.
  Task
  Task
  Task
  Task
  Task
  Purchase
  Purchase
  Purchase
  Purchase
  Purchase
  Repair
  Repair
  Repair
  Repair
  Repair
  Repair
  Repair
  Repair
  Repair
  Repair
  (Example)
  (Example)
  (Example)
  (Example)
  (Example)
  DC
  DC
  DC
  DC
  DC
  DC
  DC
  DC
  DC
  DC
  Time
  Time
  Time
  Time
  Time
  Simple (tool,
  4
  10
  1 min.
  simple weapon)
  Moderate (mechanical
  7
  15
  10 min.
  or electronic component)
  Complex (mechanical
  10
  20
  1 hour
  or electronic device)
  Advanced (cutting-edge
  13
  25
  10 hours
  mechanical or
  electronic device)
  Jury-Rig: A character can attempt jury-rigged, or temporary,
  repairs. This reduces the purchase DC by 3 and the Repair check
  DC by 5, and allows the character to make the checks in as little as
  a full-round action. However, a jury-rigged repair only fixes a single
  problem with each check, and the repair only lasts until the end of
  the current scene or encounter. The jury-rigged object must be
  repaired fully thereafter.
  A character can also use jury-rig to hot-wire a car or jump-
  start an engine or electronic device. The DC for this is at least 15,
  and it can be higher depending on the presence of security devices.
  Jury-rigging can be used untrained.
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?: Yes, though in some specific cases, the GM may
  decide that a failed Repair check has negative ramifications that
  prevent repeated checks.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 or take 20 on a Repair check.
  When making a Repair check to accomplish a jury-rig repair, a
  character can’t take 20.
  Repair requires an electrical tool kit, a mechanical tool kit, or
  a multipurpose tool, depending on the task. If the character does
  not have the appropriate tools, he takes a –4 penalty on the check.
  Craft (mechanical) or Craft (electronic) can provide a +2
  synergy bonus on Repair checks made for mechanical or electronic
  devices.
  Time:
  Time:
  Time:
  Time:
  Time: See the table for guidelines. A character can make a
  jury-rig repair as a full-round action, but the work only lasts until
  the end of the current encounter.
  Research (Int)
  The Research skill allows a character to use libraries, metacorp
  or order resources, and newspaper archives to learn obscure or
  forgotten information about a given topic. Research is often quite
  time-consuming; it is the specialty of academics.
  Check:
  Check:
  Check:
  Check:
  Check: Researching a topic takes time, skill and some luck.
  The GM determines how obscure a particular topic is (the more
  obscure, the higher the DC) and what kind of information might be
  available depending on where the character is conducting her
  research.
  Information ranges from general to protected. Given enough
  time and a successful skill check, the character gets a general idea
  about a given topic. This assumes that no obvious reasons exist
  why such information would be unavailable, and that the character
  has a way to acquire restricted or protected information.
  The higher the check result, the better and more complete
  the information. If the character wants to discover a specific fact,
  date, map or similar bit of information, add +5 to +15 to the DC.
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?:
  Try Again?: Yes.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take 10 or take 20 on a Research
  check.
  Time:
  Time:
  Time:
  Time:
  Time: A Research check takes 1d4 hours.
  
  157
  Chapter Ten: Feats
  TRINITY
  157
  Chapter Ten: Feats
  TRINITY
  TTTTT
  rinity
  rinity
  rinity
  rinity
  rinity is not a fantasy setting, but many of the feats
  from the Player’s Handbook are suitable for this game.
  Table 10–1: Feats lists the general feats available to any
  character. Additionally, Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity includes background feats,
  which represent a character’s connection to the rest of the
  world and facets of his history. Last is a small group of psi
  feats available to characters with the psychic template.
  You gain feats through level progression as normal (see
  the Player’s Handbook, Chapter 5: Feats, “Acquiring Feats”).
  You may use regular feat slots to purchase additional
  background feats. If you have the psychic template, you may
  use regular feat slots to purchase psychic feats.
  General Feats
  Advanced Firearms Proficiency [General]
  You are skilled in the operation of submachine guns
  and light machine guns.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Personal Firearms Proficiency.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You suffer no penalty when firing a personal
  firearm on autofire (the gun must have an autofire setting).
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Characters without this feat take a –4 penalty
  on attack rolls made with personal firearms set on autofire.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Archaic Weapons Proficiency [General]
  Whether you’re a practicing martial artist or took
  fencing classes in college, you are familiar with archaic
  weapons such as spears and swords.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You take no penalty on attack rolls when using
  any kind of archaic weapon.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: A character without this feat suffers a –4
  penalty when making attacks with archaic weapons.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Brawl [General]
  You have a lot of experience in fistfights, whether from
  boxing experience or a hard life on the street.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When making an unarmed attack, you receive
  a +1 competence bonus on attack rolls and inflict (1d6 +
  Strength modifier) points of nonlethal damage.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Unarmed attacks normally deal (1d3 + Strength
  modifier) points of nonlethal damage.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Combat Martial Arts [General]
  You’ve learned an established style of unarmed combat,
  whether it’s the down-and-dirty close-combat training of
  the military or a formalized martial art.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Base attack bonus +1.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: With an unarmed strike, you inflict (1d4 + the
  character’s Strength modifier) points of lethal or nonlethal
  damage (choose with each strike). Your unarmed attacks count
  as armed — opponents do not get attacks of opportunity
  when you attack them unarmed. You may make attacks of
  opportunity against opponents who provoke such attacks.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Without this feat, a character deals (1d3 +
  Strength modifier) points of nonlethal damage. Unarmed
  attacks provoke attacks of opportunity, and unarmed
  combatants cannot make attacks of opportunity.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  CHAPTER TEN: FEATS
  Defensive Martial Arts [General]
  You prefer that others keep their hands to themselves.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain a +1 dodge bonus to Armor Class
  against melee attacks.
  Special:
  Special:
  Special:
  Special:
  Special: A condition that makes a character lose his Dexterity
  bonus to Armor Class also makes him lose dodge bonuses. Also,
  dodge bonuses stack, unlike most other types of bonuses.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Double Tap [General]
  You have a steady hand and a quick trigger finger, and
  have learned the method of placing two shots on your target
  in rapid succession, as favored by police and military
  organizations.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Dexterity 13, Point Blank Shot.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When using a semiautomatic firearm with at least
  two bullets loaded, you may fire two bullets as a single attack
  against a single target. You receive a –2 penalty on this attack,
  but inflict an additional die of damage appropriate to the
  weapon with a successful hit. Using this feat fires two bullets,
  and can only be used if the weapon has two bullets in it.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Drive-By Attack [General]
  From military or gang experience, you can adjust your
  shooting style to account for the motion of a car, boat or plane.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You take no vehicle speed penalty when
  making an attack while in a moving vehicle. If you are the
  driver, you can take your attack action to make an attack at
  any point along the vehicle’s movement.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: When attacking from a moving vehicle, a
  character takes a penalty based on the vehicle’s speed.
  Passengers can ready an action to make an attack when the
  vehicle reaches a particular location, but the driver must make
  his attack action either before or after the vehicle’s movement.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Escapist [General]
  You are almost impossible to keep locked up.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Search 6 ranks.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Once per session on a successful DC 20 Search
  check, you can find your way out of nearly any enclosed space
  (jail cell, dead end alley, meat locker, basement) via some
  mundane manner of escape (loose bars, an air shaft, a rusted
  grate, a previously unseen alleyway, etc). This feat does not
  work against a secure space designed by a psychic character.
  Exotic Firearms Proficiency [General]
  From military or other unusual experience, you have
  been exposed to heavy weaponry. Choose a weapon type from
  the following list: cannons, heavy machine guns, mortars.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Personal Firearms Proficiency,
  Advanced Firearms Proficiency.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You make attack rolls with the weapon
  normally.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: A character who uses a weapon without being
  proficient with it takes a –4 penalty on attack rolls.
  Special:
  Special:
  Special:
  Special:
  Special: A character can take this feat up to three
  times, each time selecting a different weapon group. A
  warrior may take this feat as a warrior bonus feat.
  
  158
  Chapter Ten: Feats
  TRINITY
  Table 10–1: Feats
  General Feats
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Player’s Handbook
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  Acrobatic
  Improved Sunder1
  Advanced Firearms Proficiency1
  Agile
  Improved Trip1
  Archaic Weapon Proficiency1, 2
  Alertness
  Improved Two-Weapon Fighting1
  Brawl1
  Animal Affinity
  Investigator
  Combat Martial Arts1
  Armor Proficiency (light)1
  Iron Will
  Defensive Martial Arts1
  Athletic
  Lightning Reflexes
  Double Tap1
  Blind-Fight1
  Mobility1
  Drive-By Attack1
  Cleave1
  Negotiator
  Escapist
  Combat Expertise1
  Nimble Fingers
  Exotic Firearms Proficiency1
  Combat Reflexes1
  Persuasive
  Exotic Melee Weapon Proficiency1
  Deceitful
  Point Blank Shot1
  Force Stop
  Deft Hands
  Power Attack1
  Improved Brawl1
  Diehard
  Precise Shot1
  Improved Knockout Punch1
  Diligent
  Quick Draw1
  Improved Combat Martial Arts1
  Dodge1
  Rapid Shot1
  Knockout Punch1
  Endurance
  Run1
  Personal Firearms Proficiency1
  Far Shot1
  Self-Sufficient
  Swiftness
  Great Cleave1
  Shot on the Run1
  Quick Reload1
  Great Fortitude
  Skill Focus
  Skip Shot1
  Greater Two-Weapon Fighting1
  Spring Attack1
  Strafe1
  Greater Weapon Focus1
  Stealthy
  Streetfighting1
  Greater Weapon Specialization1
  Stunning Fist
  Surgery
  Improved Bull Rush1
  Toughness1
  Unbalance Opponent1
  Improved Critical1
  Track
  Vehicle Dodge
  Improved Disarm1
  Two-Weapon Defense1
  Improved Feint1
  Weapon Finesse1
  Improved Grapple1
  Weapon Focus1
  Improved Initiative1
  Weapon Specialization1
  Improved Overrun1
  Whirlwind Attack1
  Improved Precise Shot1
  Background Feats
  Ally
  Ally
  Ally
  Ally
  Ally
  Contacts
  Contacts
  Contacts
  Contacts
  Contacts
  Mentor
  Mentor
  Mentor
  Mentor
  Mentor
  Loyal Friend
  Well-connected
  Old Pro
  Boon Companion
  Information Broker
  Wise Counselor
  Band of Heroes
  Kingpin
  Ancient Master
  Backing
  Backing
  Backing
  Backing
  Backing
  Device
  Device
  Device
  Device
  Device
  Resources
  Resources
  Resources
  Resources
  Resources
  Company Man
  Gadget
  Well–off
  Boss
  Prototype
  Deep Pockets
  In Charge
  Masterpiece
  Wealth Beyond Avarice
  Cipher
  Cipher
  Cipher
  Cipher
  Cipher
  Followers
  Followers
  Followers
  Followers
  Followers
  Sanctum
  Sanctum
  Sanctum
  Sanctum
  Sanctum
  Shadowy Past
  Retainers
  Hideout
  Secret Life
  Troops
  Private Palace
  Mystery Man
  Legions
  Sanctum Sanctorum
  Citizenship
  Citizenship
  Citizenship
  Citizenship
  Citizenship
  Influence
  Influence
  Influence
  Influence
  Influence
  Open Door
  Celebrity
  Regional Pass
  Luminary
  Global Citizen
  Icon
  Psi Feats
  Auxiliary Power
  Greater Auxiliary Power
  Noetic Bulwark
  Combat Manifestation
  Hide Display
  Print Sensitive
  Delay Effect
  High Tolerance
  Strong Template
  Enhanced Attunement
  Improved Psi Recovery
  1 This feat is available to a warrior as a warrior bonus feat. This does not restrict characters of other classes from selecting the
  feat, assuming they meet any prerequisites.
  2 Since melee weapons are somewhat rare in the age of firearms, the Archaic Weapon Proficiency replaces the Simple and Martial
  Weapon proficiencies.
  At the GM’s option, each existing feat that references ranged attacks, bows or crossbows can also be used with firearms.
  
  159
  Chapter Ten: Feats
  TRINITY
  Exotic Melee Weapon Proficiency [General]
  You have been exposed to unusual weapons from distant lands.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Base attack bonus +1.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Choose one exotic melee weapon from the Exotic Weapons
  section of Table 7–5 in the Player’s Handbook. You are proficient with
  that melee weapon in combat, making attack rolls with it normally.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: A character who uses a weapon without being
  proficient with it takes a –4 penalty on attack rolls.
  Special:
  Special:
  Special:
  Special:
  Special: For exotic weapons with fantasy race references, ignore
  the race name — so, waraxe, double axe and hooked hammer —
  and substitute “axe-spear” for “urgrosh.” A character can take this
  feat multiple times, each time selecting a different exotic weapon. A
  warrior may take this feat as a warrior bonus feat.
  Force Stop [General]
  When driving, you can exert some control over other vehicles
  by shoving them around with your vehicle.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Drive 6 ranks.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When you attempt a sideswipe stunt while you have
  movement remaining equal to your turn number, you can force the
  other vehicle to a stop by nudging it into a controlled sideways
  skid. (See Chapter Fourteen: Drama for rules on vehicle maneuvers.)
  After succeeding on the sideswipe check, make a Drive check
  opposed by the other driver. If you succeed, the other vehicle turns
  90 degrees in front of your vehicle to form a “T”, and the two move
  a distance equal to your turn number. The vehicles end their movement
  at that location, at stationary speed, and take normal sideswipe
  damage. If you fail the check, resolve the sideswipe normally.
  Improved Brawl [General]
  You’re a very experienced fighter — you may have won some
  professional bouts, or you may be the guy in the back of the bar
  that everyone knows not to mess with.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Brawl, base attack bonus +3.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When making an unarmed attack, you receive a +2
  competence bonus on attack rolls and inflict (1d8 + Strength
  modifier) points of nonlethal damage.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Unarmed attacks normally deal (1d3 + Strength
  modifier) points of nonlethal damage.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Improved Knockout Punch [General]
  You have quite a way with a sucker punch. When you decide
  to start a fight, you often finish it with that same blow.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When you make your first unarmed attack against a
  flat-footed opponent, treat a successful attack as a critical hit that
  inflicts triple damage. The damage inflicted is nonlethal.
  Special:
  Special:
  Special:
  Special:
  Special: Even if the character can inflict lethal damage with
  unarmed attacks, a knockout punch always inflicts nonlethal
  damage. A warrior may take this feat as a warrior bonus feat.
  Improved Combat Martial Arts [General]
  You have extensive experience with hand to hand combat in
  the style of your choice, and know just where to strike a target to
  do the most damage.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Combat Martial Arts, base attack bonus +4.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Your threat range on an unarmed strike improves to
  19–20.
  
  160
  Chapter Ten: Feats
  TRINITY
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: A character without this feat threatens an unarmed
  strike critical hit on a 20 only.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Knockout Punch [General]
  You know how to catch an opponent off-guard at the start of
  a fight.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Brawl, base attack bonus +3.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When you make your first unarmed attack against a
  flat-footed opponent, treat a successful attack as a critical hit. The
  damage inflicted is nonlethal.
  Special:
  Special:
  Special:
  Special:
  Special: Even if the character can inflict lethal damage with
  unarmed attacks, a knockout punch always inflicts nonlethal
  damage. A warrior may take this feat as a warrior bonus feat.
  Personal Firearms Proficiency [General]
  You are familiar with the operation of pistols, hunting rifles,
  shotguns and other standard personal sidearms.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You can fire any personal firearm without penalty.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Characters without this feat take a –4 penalty on
  attack rolls made with personal firearms.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Quick Reload [General]
  You can get bullets into a gun even faster than you usually get
  them out.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Base attack bonus +1.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Using a filled box magazine or a speed loader to reload
  a firearm is a free action. Reloading a revolver without a speed loader,
  or reloading any firearm with an internal magazine, is a move action.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Using a filled box magazine or a speed loader to reload a
  firearm is a move action. Reloading a revolver without a speed loader,
  or reloading any firearm with an internal magazine, is a full-round action.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Skip Shot [General]
  You can ricochet a bullet off a hard surface and still threaten
  a target with that bullet.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Point Blank Shot, Precise Shot.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: If a target is within 10 feet of a solid, relatively smooth
  surface on which to skip a bullet, you may ignore cover between
  yourself and the target. You receive a –2 penalty on your attack roll,
  and the attack deals –1 die of damage. The surface need not be
  perfectly smooth and level — a brick wall or an asphalt road will
  work. You can attempt a skip shot around up to double cover (see
  Player’s Handbook, Chapter 8: Combat, “Combat Modifiers,” Cover).
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Strafe [General]
  You have superior control over a submachine gun or other
  fully automatic weapon when hosing an area down.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Personal Firearms Proficiency, Advanced
  Firearms Proficiency.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: When using a firearm on autofire, you can affect an
  area four 5-foot squares long and one square wide (that is, any
  four squares in a straight line).
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: A firearm on autofire normally affects a 10-foot-by-
  10-foot area.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Streetfighting [General]
  You’ve picked up many dirty brawling techniques during your
  time on the streets, in jail or in a foreign land.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Brawl, base attack bonus +2.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Once per round, you inflict an extra 1d4 points of
  damage if you make a successful melee attack with an unarmed
  strike or a light weapon.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Surgery [General]
  You are trained in surgical techniques.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Heal 4 ranks.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You can use the Heal skill to perform surgery without
  penalty.
  Normal:
  Normal:
  Normal:
  Normal:
  Normal: Characters without this feat take a –4 penalty on
  Heal checks made to perform surgery.
  Swiftness [General]
  You are fast on your feet.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Your movement rate increases by 5 feet per round
  so long as you are under no greater than a light or medium load.
  Special:
  Special:
  Special:
  Special:
  Special: A character may gain this feat multiple times. Its
  effects stack.
  Unbalance Opponent [General]
  Your skill in combat is such that you never present a suitable
  target for a foe to land an accurate blow.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Defensive Martial Arts, base attack bonus +6.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: During your action, you choose an opponent no more
  than one size category larger or smaller than yourself. That
  opponent cannot add his Strength modifier to attack rolls when
  targeting you (an opponent with a Strength penalty still suffers
  that penalty). Your foe’s Strength modifier applies to damage, as
  usual. You can select a new opponent each time you have an action.
  Special:
  Special:
  Special:
  Special:
  Special: A warrior may take this feat as a warrior bonus feat.
  Vehicle Dodge [General]
  Thanks to your driving skill, any vehicle you steer suffers
  comparatively little damage in combat.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Dexterity 13, Drive or Pilot 6 ranks.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: During your action when driving a vehicle, designate
  an opposing vehicle or a single opponent. Your vehicle (and each
  passenger aboard it) receives a +1 dodge bonus to Armor Class
  against attacks from that vehicle or opponent. You can select a
  new vehicle or opponent each time you have an action.
  Background Feats
  Background feats represent your social support structure and
  pre-adventuring life. You start with one free background feat, but
  you may use regular feat slots to purchase additional background
  feats. Some classes acquire additional background feat slots. The
  listings below include a general description of each background feat
  “tree,” followed by the feats within that tree. Unless stated
  otherwise, the bonus for a higher-ranking feat replaces that from
  a previous level (e.g., under Backing, the +4 bonus a Boss enjoys
  replaces the +2 bonus that a Company Man has).
  Background feats are not required for you to have friends, a
  job, a nice car, a swank home and the like. Rather, these feats indicate
  
  161
  Chapter Ten: Feats
  TRINITY
  parts of your life and associations that are unique and special —
  you may have plenty of friends, but those purchased through the
  Allies background feat are the only ones who’ll stick around when
  the going gets tough; you may have a government job, but it’s a
  mundane post of no consequence unless you get some Backing.
  Ally [Background]
  “You don’t even need to ask. I’ll be on the next shuttle.”
  Almost everyone has acquaintances and friends, but Allies
  represent dedicated individuals with whom you have intimate ties;
  friends, loved ones or simply someone with similar interests to
  whom you can turn for assistance and support. Allies are people in
  their own right, with lives as involved as your own. Friendship is a
  two-way street; and if you take but don’t give, Allies are likely to
  desert you. Allies do what they can to help you, but don’t throw
  their lives away for nothing. They may also grow weary of repeated
  demands on their time and resources.
  Loyal Friend
  You have a steadfast comrade.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: One human ally of any class (or combination of
  classes).
  Boon Companions
  You also have a pair of close friends.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Loyal Friend.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Two allies, one of whom may be a psion or alien
  pending GM approval.
  Special:
  Special:
  Special:
  Special:
  Special: These allies are in addition to those gained from Loyal
  Friend.
  Band of Heroes
  You enjoy the company of three more companions.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Loyal Friend, Boon Companions.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Three allies, one of whom may be a psion or alien
  pending GM approval.
  Special:
  Special:
  Special:
  Special:
  Special: These allies are in addition to those gained from Loyal
  Friend and Boon Companions.
  Backing [Background]
  “I can have an entire detachment of Proteus operatives here
  in five minutes.”
  Backing reflects standing in a single organization (an order, a
  government agency, the Æon Trinity, etc.). You may take backing
  multiple times for rank in different organizations. With this rank
  comes responsibility; if your character has high backing, she is likely
  to be responsible for decisions involving great numbers of people
  and resources.
  This is more than an average job. Backing gives you special
  authority within the organization, as indicated by Charisma and
  Wealth check bonuses. The Wealth check bonus can be applied to
  temporary requisitions or outright purchases. To requisition
  equipment, apply the bonus to a standard Wealth check as normal,
  except that your Wealth bonus doesn’t change regardless of the
  item’s purchase DC. A successful roll indicates that you have
  “checked out” the item for a period of time. The exact duration
  may vary depending on the story, but should only ever be long
  enough for one short mission — trailing a subject through the city
  for the night, making a dawn raid on an enemy stronghold, etc. If
  you lose a requisitioned item or return it damaged beyond repair,
  your pay is docked to cover the loss — in other words, your Wealth
  bonus drops –1 for an item up to purchase DC 15 and –2 for an
  item over purchase DC 15. (See Chapter Thirteen, “Wealth” for
  more details.)
  You can also apply the Backing feat’s Wealth bonus to purchase
  items outright, as someone in the organization puts you in touch
  with those who have the object available. This is not a constant
  bonus; instead, you gain this benefit less often for more expensive
  items, as indicated on the chart below.
  You aren’t solely on the receiving end of the gravy train here.
  The group looks out for you, trusts you with its finances and
  equipment, gives you leadership over its personnel and so on
  because it expects you to further its goals. (Backing within an
  organization you don’t believe in is ripe with dramatic potential,
  but don’t be surprised if the group stops trusting you pretty quick.)
  If you abuse the benefits of your Backing, you will face the
  consequences, sooner or later.
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Backing Applies…
  Backing Applies…
  Backing Applies…
  Backing Applies…
  Backing Applies…
  1–15
  once a week
  16–20
  once a month
  21–30
  once every 6 months
  31+
  once a year
  Company Man
  You have some weight you can throw around — just remember
  that you can catch it from on high if you make waves.
  Example:     An Army sergeant, division manager or senior field
  agent.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain a +2 bonus on Charisma rolls and Charisma-based
  skill checks when dealing with someone of the same organization;
  to resist attempts by others in the organization to sway your attitude
  or activities; and on Diplomacy and Intimidate checks when dealing
  with other organizations familiar with the one you belong to.
  Gain Wealth bonus +2; you can requisition equipment of up to
  purchase DC 20 once per session.
  Boss
  You’re a mover and a shaker, on a first-name basis with the
  uppermost powers within the organization.
  Example: 33rd-Degree Freemason, vice president of
  operations or senior bureau chief.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Company Man, character level 3rd.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain a +4 bonus on Charisma rolls and Charisma-
  based skill checks when dealing with someone of the same
  organization; to resist attempts by others in the organization to
  sway your attitude or activities; and on Diplomacy and Intimidate
  checks when dealing with other organizations familiar with the one
  you belong to.
  Gain Wealth bonus +4; you can requisition equipment of up
  to purchase DC 30 once per session.
  In Charge
  You don’t just have authority in an organization — you are
  the authority. Becoming the Pope or head of the Joint Chiefs is
  stretch, but you could easily be the ruler of a small nation, the
  ultimate mastermind behind a global conspiracy or the leader of a
  fledgling religious cult.
  
  162
  Chapter Ten: Feats
  TRINITY
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Company Man, Boss; character level 5th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain a +6 bonus on Charisma rolls and Charisma-
  based skill checks when dealing with someone of the same
  organization; to resist attempts by others in the organization to
  sway your attitude or activities; and on Diplomacy and Intimidate
  checks when dealing with other organizations familiar with the one
  you belong to.
  Gain Wealth bonus +8; you can requisition equipment of up
  to purchase DC 40 once per session.
  You wield significant influence if you’re in direct contact with
  underlings. More often, you are an impersonal figure who rules from a
  distance. Your orders are carried through proper channels and trickle
  down to the individual priests/soldiers/employees, who may choose to
  ignore or alter them. Note also that you are still subject to Wealth
  constraints. You’re using the organization’s funds, which are not your
  own. (Use Resources if you want to throw your own money around.)
  Cipher [Background]
  “There’s no data on file for the subject of this DNA scan.”
  Although the Crash destroyed the vast, interconnected computer
  databases of the previous century, information is still more powerful
  than most armies. Knowing enemies can be the key to victory — just
  as being known by them can spell defeat. Cipher makes it hard to find
  you in the chaotic realm of the OpNet. You are a nonentity, a zero, a
  spook — a veritable ghost in the machine. All the files pertaining to
  your past, perhaps even to your very existence, have been erased from
  (or were never entered into) information stores across settled space.
  Shadowy Past
  There is a certain amount of uncertainty about your past.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A –4 penalty applies on any skill checks that involve
  digging up facts about you or your past.
  Secret Life
  You are mystery wrapped in an enigma.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Shadowy Past.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A –8 penalty applies on any skill checks that involve
  digging up facts about you or your past. Additionally, you have one
  “cover identity,” a set of falsified legal documents — passport,
  driver’s license and bank account with a Wealth bonus half that of
  your main identity (round down to a minimum of 1).
  Mystery Man
  You cover your tracks so well that you wonder who you really
  are sometimes.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Shadowy Past, Secret Life.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A –15 penalty applies on any skill checks that involve
  digging up facts about you or your past. The penalty applies as
  long as you take even simple precautions to protect your secrets.
  You also gain two additional “cover identities” for a total of three;
  see Secret Life above.
  Citizenship [Background]
  “Papers please? Ah, right through that gate then, sir.”
  Ironically, the addition of extraglobal territories has brought
  human societies much closer than ever before. Walking from one
  end of a space station to another, you might pass through four
  separate countries, each with its own laws on immigration and its
  own customs. Possessing Citizenship for a particular country allows
  you to avoid the hassles normally associated with entering its
  
  163
  Chapter Ten: Feats
  TRINITY
  territories. Although local security codes still apply, passage is a
  lot easier than it would be for a “foreigner.” Still, gaining an
  additional Citizenship is a complicated process. No major country
  wants undesirables moving freely about its territories.
  You enjoy all the usual perks and complications of being a citizen
  of each nation in which you have Citizenship, including identification,
  legal rights, tax requirements, and so on. You also gain a +4 circumstance
  bonus on skill checks where being a citizen of the region in question is
  important. Additionally, you may apply for political asylum at any
  embassy or consulate for a country in which you have Citizenship.
  Open Door
  You are a legal citizen of two nations.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You enjoy the full benefits of being a citizen in one
  country in addition to your nation of birth.
  Regional Pass
  You have full citizenship in two additional nations.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Open Door
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You have the rights and responsibilities of full
  citizenship in two additional countries.
  Special:
  Special:
  Special:
  Special:
  Special: These citizenships are in addition to those gained from
  Open Door.
  Global Citizen
  Numerous countries acknowledge your residency and legal rights.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Open Door, Regional Pass
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You have full citizenship in three additional nations.
  Special:
  Special:
  Special:
  Special:
  Special: These citizenships are in addition to those gained from
  Open Door and Regional Pass.
  Contacts [Background]
  “That guy runs an arms and legs shop in New Delhi. Just tell
  him Jake sent you, yeh?”
  Contacts are people with whom you’ve developed a mutually
  beneficial arrangement. They use their talents, information or
  resources to help you, but they always expect some favor in return
  — whether a service, trade or simple payment. These associates
  don’t risk themselves as far as a follower or even an ally will
  (although a well-cultivated contact could grow into one or the other
  over the course of the series).
  Contacts are easy to reach, either directly or through an
  underling, and are available on short notice — though not always at
  your convenience. They are not guaranteed to help you in every
  situation, but they don’t act against you willingly. (Using the
  Influencing NPC Attitudes sidebar in the Player’s Handbook, Chapter
  4: Skills, “Skill Descriptions,” a contact’s attitude toward you is never
  worse than indifferent.) The only exception is if you take repeated
  Contact
  Contact
  Contact
  Contact
  Contact
  Geographic Scale
  Geographic Scale
  Geographic Scale
  Geographic Scale
  Geographic Scale
  Example
  Example
  Example
  Example
  Example
  Local
  Large metropolitan area
  New York arcology
  or small country
  National
  Large nation or small
  Aberrant activities
  continent or colony
  in the FSA
  Global
  A planetary community
  Coca dealers
  worldwide
  Interstellar Multiple planets
  Universal activities
  of Orgotek
  action to offend the contact. Like an ally or a follower, a contact has
  a will of his own and won’t long stand for being mistreated.
  Each contact has an area of interest, a broad but defined field
  of inquiry involving a diverse network of experts and informants.
  The network’s geographic size is limited depending on which
  Contacts background feat you have. You and the GM must agree
  upon the contact’s area of interest; the GM then determines secretly
  the extent of the contact’s expertise, knowledge and resources.
  Well-Connected
  You know a few people who can get things done.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You receive a +2 bonus on general Gather Information
  checks. You also gain three local contacts or one national contact;
  each confers a +4 bonus on your Gather Information checks in a
  specific area of interest.
  Information Broker
  You have a solid network of informants.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Well-Connected.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You receive a +4 bonus on general Gather Information
  checks. You gain three national contacts or one global contact; each
  confers a +8 bonus on your Gather Information checks in a specific
  area of interest.
  Special:
  Special:
  Special:
  Special:
  Special: The contacts gained with this feat are in addition to
  those from Well-Connected.
  Kingpin
  You don’t just curry favor with powerful individuals; you are
  the ultimate arbiter of favor. You have many capable folks convinced
  (perhaps fraudulently) that it is in their best interests to provide
  you with any favor, information or advantage they can.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Well-Connected, Information Broker; character
  level 5th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You receive a +6 bonus on general Gather Information
  checks. On a successful DC 13 Charisma check, you know of a nearby
  contact anywhere in the known world who confers a +10 bonus on
  your Gather Information checks on a local area of interest of your
  choosing. You can also prevail upon this contact for free food and
  lodging for a number of weeks (if you’re alone) or days (if you’re
  with a group) equal to your Charisma modifier (minimum 1). The
  contact’s receptiveness does not extend to floating you a million-
  dollar loan or committing felonies at your request.
  Special:
  Special:
  Special:
  Special:
  Special: You retain the contacts gained from Well-Connected
  and Information Broker.
  Devices [Background]
  “Hold on tight. This baby has a bit more get-up-and-go than
  your typical P–34.”
  Devices are guns, bioware, computers and vehicles that have
  special functions or powers that separate them from common
  equipment. They are highly valuable, often being prototypes or
  extreme modifications of existing gear. A computer with a built-
  in laser or a ship with olaminium plating are both examples of
  Devices. Make sure you have a plausible reason for possessing
  something so unique.
  If you have access to the Gadget/Device background and
  super-science rules from Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! or Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant, those rules
  replace the listings presented here. (Since the overall technology
  level in Trinity
  Trinity
  Trinity
  Trinity
  Trinity is higher than in the other two Trinity Universe
  time periods, super-science rules are not included here.)
  
  164
  Chapter Ten: Feats
  TRINITY
  Gadget
  A piece of cutting-edge technology.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A Gadget is an upgraded version of an existing piece
  of technology (biotech or hardtech) whose cost does not exceed
  15 + your Wealth bonus. You may allocate a total +5 bonus among
  the device’s different capabilities — weapon accuracy, handling,
  hardness and the like. A psiware gadget is considered formatted
  and has a tolerance rating (TR) 1.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat multiple times, with each
  representing a different device.
  Prototype
  An unparalleled device with numerous integrated features.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Gadget
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: As a starting template, use an existing piece of
  technology (biotech or hardtech) whose cost does not exceed 20
  + your Wealth bonus. You may then apply either a total +10 bonus
  among its different capabilities, or a number of built-in and
  integrated pieces of other equipment whose total cost does not
  exceed 10 + your Wealth bonus. A psiware prototype is considered
  formatted and has TR 2.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat multiple times, with each
  representing a different device.
  Masterpiece
  You have a strange and heretofore unknown piece of
  technology that operates on little-understood principles.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Gadget, Prototype
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: As a starting template, use an existing piece of
  technology (biotech or hardtech) whose cost does not exceed 30
  + your Wealth bonus. You may then apply either a total +15 bonus
  among its different capabilities, or a number of built-in and
  integrated pieces of other equipment whose total cost does not
  exceed 15 + your Wealth bonus. A psiware masterpiece is
  considered formatted and has TR 3.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat multiple times, with each
  representing a different device.
  Followers [Background]
  “If we all pull together, we can get the engines back online
  before we burn up in re-entry.”
  Followers are ordinary people, NPCs who obey your orders.
  They may be your loyal assistants, crew under your command or
  thrillseekers who share your love of adventure. Whatever the case,
  you must maintain that relationship — loyalty to a cause, signing
  paychecks, espousing a philosophy — through the course of your
  series or your followers will become disillusioned and look for more
  rewarding pursuits. Likewise, followers are not blindly obedient and
  may leave if treated callously. Followers killed in the line of duty
  are not replaced automatically; you need to recruit them through
  roleplay.
  A follower has one particular asset or talent, but otherwise
  does not enjoy tremendous breadth of ability (if he did, he wouldn’t
  be following you). A follower lacks the accomplishment of an ally
  or a contact.
  Retainers
  You have a few reliable agents.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Three 1st-level followers or one 2nd-level follower.
  Troops
  You have a band of loyal followers.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Retainers; character level 4th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Eight 1st-level followers or three 2nd-level followers.
  Special:
  Special:
  Special:
  Special:
  Special: These followers add to those gained from Retainers.
  Legions
  You have a great number of people willing to do what you say.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Retainers, Servants; character level 8th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: The number of followers you can call on depends on how
  loyal and how skilled they are. Conceptually, you could have anything
  from a dozen expert assassins to hundreds of normal people (or,
  perhaps, a little more gullible than the norm) who follow you as long as
  it doesn’t get them in trouble. Practically, you determine your followers’
  loyalty and parameters of skill, as indicated in the corresponding chart.
  Once that’s set, roll as indicated determine how many members of your
  legions you can call upon in each game session.
  Special:
  Special:
  Special:
  Special:
  Special: These followers add to those gained from Retainers
  and Servants.
  Follower
  Follower
  Follower
  Follower
  Follower
  Degree of Skill
  Degree of Skill
  Degree of Skill
  Degree of Skill
  Degree of Skill
  Loyalty
  Loyalty
  Loyalty
  Loyalty
  Loyalty
  Average
  Average
  Average
  Average
  Average11111
  Competent
  Competent
  Competent
  Competent
  Competent22222
  Professional
  Professional
  Professional
  Professional
  Professional33333
  Hired
  Hired
  Hired
  Hired
  Hired
  d% + 3d8
  5d10
  2d8
  Loyal
  Loyal
  Loyal
  Loyal
  Loyal
  d% + 3d6
  4d8
  2d6
  Fanatic
  Fanatic
  Fanatic
  Fanatic
  Fanatic
  d% + 3d4
  4d6
  2d4
  1 1st-level.
  2 3rd-level, up to 25% may be psions or aliens.
  3 5th-level, up to 50% may be psions or aliens.
  Hired followers are just that — they don’t put in any effort
  beyond what they get paid to do.
  Loyal followers trust in your leadership, but won’t sacrifice
  themselves for the cause — each gains a +2 bonus on saving
  throws and skill checks to resist betraying you knowingly.
  Fanatic followers give themselves fully to the cause — each
  is immune to any psi feat or skill check that would cause them
  to abandon you or subject you to harm knowingly.
  Influence [Background]
  “I’d really like a seat on that commission, Governor. Any way
  to fit me in?”
  Influence reflects your pull and status in normal society. This
  may derive from political office, running a business, or being an
  entertainer or even a religious figure. Whatever your specific
  credentials, people pay attention to your words and deeds.
  Influence may be used to garner special favors from others, to
  promote a personal agenda in public or to simply get a good seat at the
  theater. Additionally, Influence may be drawn on to network and to make
  important connections — or even to draw more people under your sway.
  This background doesn’t cover standing in a private
  organization; that’s handled by Backing.
  Celebrity
  You are a regional newsmaker of some note.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain a +2 bonus on Diplomacy checks. Additionally,
  on a successful DC 15 Diplomacy check, you can get access for
  casual or professional conversation with a politician, media
  representative or celebrity within your sphere of influence (large
  metropolitan area or small country).
  
  165
  Chapter Ten: Feats
  TRINITY
  Luminary
  You’re renowned internationally for an area of expertise or
  have a broader influence in a smaller area.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Celebrity; character level 4th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain an extra +2 bonus on Diplomacy checks (total +4).
  Also, once per session you can call for (or call off) official or public
  intervention — summon the police, arrange for a search warrant,
  have a nosy reporter pulled off a story, etc. — within your sphere of
  influence (large nation or small continent). You can’t use this to break
  the law, but you can certainly bend it. Still, using this for trivial and/
  or falsified reasons may work for the moment, but could have
  repercussions later — whether bringing your activities to the
  attention of others in power or even resulting in your arrest.
  Special:
  Special:
  Special:
  Special:
  Special: This benefit adds to that gained from Celebrity.
  Icon
  You seldom debate with the top minds in your field, for your
  views wield such authority that it’s almost impossible to gainsay
  your words. Even if your renown is in art history, your influence as
  a great mind of the early 22nd century lends you tremendous clout
  in other areas. Whether global politics or military strategy, if you
  can speak on the subject knowledgeably, people will give everything
  you say serious consideration.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Celebrity, Luminary; character level 8th.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Gain an extra +2 bonus on Diplomacy checks (total +6).
  Once per character level, you may attempt to call for (or call off)
  official or media attention on an international scale. The world at
  large may not know about your influence in the matter, but there’s
  no hiding your involvement from other figures of power. This requires
  a Diplomacy check with the DC based on the desired outcome.
  Special:
  Special:
  Special:
  Special:
  Special: This benefit adds to that gained from Celebrity and
  Luminary.
  DC
  DC
  DC
  DC
  DC
  Desired Outcome
  Desired Outcome
  Desired Outcome
  Desired Outcome
  Desired Outcome
  10
  Trigger a local protest
  15
  Have a major OpNet news source run an exposé
  20
  Tie up a bill in committee
  25
  Call for a political prisoner’s release
  30
  Have top secret diplomatic or corporate
  information leaked
  40
  Mobilize the Legions
  Mentor [Background]
  “Stop trying to hit me and hit me!”
  A Mentor is many things: a patron, teacher, defender and
  friend. You may see one or all of these facets at any given time.
  While a mentor won’t always respond to your requests for help, he
  always acts in your best interests (or what he considers best). A
  mentor-student relationship is a complex and personal association
  that entails responsibilities on both sides. It should be the subject
  of involved roleplaying.
  A mentor may be a high-ranking psion of your order, or even
  someone seemingly unrelated to your circumstances who has taken
  a special interest in your development. A mentor may teach modes
  or abilities or make information or resources available, depending
  on his capabilities and means. He may also serve as your advocate
  in dealing with a particular organization, or may simply show up in
  time to pull you out of a tight spot. It’s advisable not to rely on a
  mentor too much, though.
  
  166
  Chapter Ten: Feats
  TRINITY
  Each Mentor feat lists the mentor’s character level in relation
  to yours. This is influenced further by his availability and influence,
  as indicated below. Each level modifier increases the mentor’s level
  relative to you, but reduces his maximum possible level. So, an Old
  Pro who is moderately available gains one additional character level
  and is reduced to a 9th-level possible maximum.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Increase your Wealth bonus by +4. An item’s purchase
  DC is considered 10 points lower when applying a Wealth bonus
  decrease. The item’s purchase price remains the same, and the
  decrease for a purchase DC 15 or higher still applies.
  Wealth Beyond Avarice
  It’s simplicity itself for you to acquire any mass-produced or
  common object. More expensive items may require longer (months
  or possibly even years) — not because you can’t afford them, but
  because they have to be made to order. The plus side is that when
  you buy very expensive things such as custom shuttles and buildings,
  you can design them to your own eccentric specifications.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Well-Off, Deep Pockets
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Increase your Wealth bonus by +8. An item’s purchase
  DC is considered 20 points lower when applying a Wealth bonus
  decrease. The item’s purchase price remains the same.
  Alternately, you can purchase a unique device, vehicle or
  building — the sort of thing that counts as a unique device or
  sanctum. In such circumstances, your Resources feat benefit drops
  to the equivalent of Well-Off for as long as the device or sanctum
  is under construction. After it’s completed, you regain the full
  benefit of Wealth Beyond Avarice within (18 months – your
  unmodified Wealth bonus).
  Sanctum [Background]
  “Olympus was getting too crowded, so I had my own arcology
  constructed on the dark side of the Moon.”
  Just as a device represents a unique machine or possession, a
  sanctum represents a unique location. It could be a base burrowed
  into an asteroid, a private island, an underground headquarters, or
  some other place. Sanctum feats determine how exotic your special
  residence is, how useful it is and how difficult it is for others to
  discover and infiltrate it.
  You’re not homeless if you don’t have a sanctum (unless you
  want to be) — you simply own an ordinary home or rent a regular
  apartment.
  A sanctum is more secure and private than a normal dwelling.
  Each feat on the tree applies a penalty to any efforts to discover
  anything about the sanctum — from its very existence to its
  specific location to its security measures to how many light fixtures
  it has — and to breach its security. See below for specifics.
  Hideout
  A place of limited size that’s either particularly pleasant or
  unusually secure (e.g., a handful of secret rooms under your
  basement).
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A hideout can be as small as a single room or as large
  as a two-bedroom apartment. It may be especially secure or well-
  appointed.
  Secure: A –6 penalty applies on any efforts to learn about a
  secure hideout. Good security (DC 30 Open Lock, Disable Device);
  basic furnishings.
  Well-appointed: A –2 penalty applies on any efforts to learn
  about a well-appointed hideout. Average security (DC 25 Open
  Lock, Disable Device); you gain a +4 bonus on any checks made in
  the sanctum to impress or otherwise influence visitors due to the
  masterwork furnishings and modern conveniences.
  Special:
  Special:
  Special:
  Special:
  Special: This feat may be taken more than once; each
  additional Hideout feat represents another sanctum.
  Level Adjustment
  Level Adjustment
  Level Adjustment
  Level Adjustment
  Level Adjustment
  Reason
  Reason
  Reason
  Reason
  Reason
  1
  Moderately available (brief encounter
  once per session)
  2
  Readily available (frequent interaction
  each session)
  2
  Extensive influence or resources
  (mentor is highly ranked in order, etc.)
  Old Pro
  Your benefactor is probably a great deal like you, only more
  experienced and better connected.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Mentor is two levels higher than you, to a maximum
  of 10th level.
  Wise Counselor
  The person supporting you has broad and deep connections,
  and a great deal of experience when it comes to using them.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Old Pro
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Mentor is three levels higher than you, to a maximum
  of 15th level.
  Ancient Master
  Whoever your mentor is, he is well known among the corridors
  of power.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Old Pro, Wise Counselor
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Mentor is four levels higher than you, to a maximum
  of 18th level.
  Resources [Background]
  “How much? Here, use my olaminium card.”
  Your class determines your base Wealth bonus, which you use
  to buy the things you want (see Chapter Thirteen for specifics).
  This feat tree indicates your ability to get the most out of your
  finances. Just how it’s handled is up to you — you negotiate
  incredible deals, someone is always popping by to repay a debt,
  you enter (and win) every raffle under the sun, you have a keen
  eye for the stock market, or you’re just really, really loaded. The
  bottom line is that your finances don’t suffer the same ebb and
  flow that others experience.
  Well-Off
  You always make sure you have money set aside for a rainy
  day — or for an urge to indulge.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Increase your Wealth bonus by +2. An item’s purchase
  DC is considered five points lower when applying a Wealth bonus
  decrease. The item’s purchase price remains the same, and the
  decrease for a purchase DC 15 or higher still applies.
  Deep Pockets
  You lack nothing in the way of comfort and can buy just about
  anything that catches your eye.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Well-Off.
  
  167
  Chapter Ten: Feats
  TRINITY
  Private Palace
  Your sanctum is of significant size and is both unusually secure
  and well-appointed.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Hideout.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A private palace can be anything from an Olympus
  penthouse apartment to a mansion to a luxury spacecraft. It includes
  sleeping quarters for your entire team and any mentor, allies or
  followers that you may have. It is also equipped in whatever fashion
  you wish — expensive furniture, a library, fine china; stark and
  imposing with gleaming machinery arrayed in impressive fashion;
  relaxing and spare décor with a breathtaking view; and so on.
  A –6 penalty applies on any efforts to learn about a private
  palace. Superior security (DC 40 Open Lock, Disable Device); you
  gain a +6 bonus on any checks made to impress or otherwise
  influence visitors in the sanctum due to its impressive location,
  design and/or furnishings.
  Special:
  Special:
  Special:
  Special:
  Special: This feat may be taken more than once; each
  additional Private Palace feat is in addition to and independent from
  any gained from Hideout.
  Sanctum Sanctorum
  A sanctum sanctorum is frightfully secure and remarkably
  useful. It is invulnerable to infiltration by any but the most immensely
  capable burglar and its defenses are sufficient to hold off an entire
  army for a week, if necessary.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Hideout, Private Palace.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: A sanctum sanctorum is limited in the direct in-game
  benefit it offers you, as noted below. Otherwise, however, you are
  free to design almost any exotic domain imaginable (subject to GM
  approval).
  A –10 penalty applies on any efforts to learn about a sanctum
  sanctorum. Unparalleled security (DC 45 Open Lock, Disable
  Device); you gain a +8 bonus on any checks made to impress or
  otherwise influence visitors in the sanctum due to its impressive
  location, design and/or furnishings.
  Special:
  Special:
  Special:
  Special:
  Special: You may have only one sanctum sanctorum; this is in
  addition to and independent from any number of Hideouts and
  Private Palaces.
  Psi Feats
  Only characters with the psychic template may select the
  following feats.
  Auxiliary Aptitude [Psi]
  Your psi ability extends beyond the norm of a single aptitude.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain the granted power of a separate aptitude in
  addition to the one from your chosen aptitude.
  Combat Manifestation [Psi]
  You are skilled at manifesting psi powers in the thick of combat.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain a +4 bonus on Concentration checks made
  to manifest a power while on the defensive or while you are
  grappling or pinned.
  Delay Effect [Psi]
  You can delay a power’s effect to trigger some time after its
  manifestation.
  
  168
  Chapter Ten: Feats
  TRINITY
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template; Psi 4
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You can delay the activation of an area, personal or
  touch power for 1 round per two character levels. Declare the delay
  during manifestation; the delay cannot be changed once set. The
  power activates just before your turn on the round designated. Any
  decisions you make about the power (e.g., attack rolls, designating
  targets, determining or shaping an area) are decided during
  manifestation, while any effects resolved by those affected by the
  power (e.g., saving throws, dealing damage) are decided when the
  power triggers. You may negate a delayed power as normal before
  it triggers. Powers that can detect psionic effects may register the
  power in the area or on the target before it triggers.
  You spend power points as normal when the power first
  manifests, plus additional power points each round of delay
  afterward (including the round the power triggers). You cannot
  spend more than 6 power points in a single round.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You can manifest powers without one associated
  display characteristic chosen when you take this feat: auditory,
  material, mental, olfactory or visual.
  Special:
  Special:
  Special:
  Special:
  Special: You can take this feat multiple times, each time
  choosing a different display characteristic to hide while manifesting
  a power.
  High Tolerance [Psi]
  You have a greater than normal capacity for psiware.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template; Constitution 15
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Your Psi score is considered three points higher when
  determining your tolerance limit (see Chapter Eleven for details on
  tolerance).
  Improved Psi Recovery [Psi]
  You recover noetic energy faster than most psions do.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Double your power point rate of recovery.
  Noetic Bulwark [Psi]
  You are resistant to the effects of backlash.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template; Wisdom 15
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain a +2 bonus on saving throws to resist noetic
  backlash and are not sickened if successful. See Chapter Eleven
  for details on backlash.
  Print Sensitive [Psi]
  You can perceive the noetic residue of a psi print long after it
  has faded from other psions’ awareness.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template; Wisdom 15
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You can sense a psi print even after it has faded, up
  to a number of hours equal to your Psi score; see “Psi Prints” in
  Chapter Eleven for details.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat up to a total of three times; its
  effects stack.
  Strong Template [Psi]
  Your genetic makeup is notably resistant to alteration by psi
  powers or taint.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain a +2 bonus on saving throws to resist psi or
  quantum effects that alter your physiology (e.g., biokinesis effects,
  vitakinesis effects). You stand out like a beacon amid the
  subquantum flux; attunement rolls to detect your presence are made
  with a +5 bonus.
  Psi Power
  Psi Power
  Psi Power
  Psi Power
  Psi Power
  PP/Round
  PP/Round
  PP/Round
  PP/Round
  PP/Round
  0-level — 2nd-level
  1
  3rd-level — 4th-level
  2
  5th-level
  3
  Enhanced Attunement [Psi]
  You have a superior sensitivity to the subquantum energy flow.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: Your Psi score is considered three points higher when
  determining attunement checks and range.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat more than once; its effects
  stack.
  Greater Auxiliary Aptitude [Psi]
  Your command of noetic forces grows further beyond the
  confines of your chosen aptitude.
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites:
  Prerequisites: Psychic template; Auxiliary Aptitude; character
  level 3rd.
  Benefit:
  Benefit:
  Benefit:
  Benefit:
  Benefit: You gain a 1st-level power from the same aptitude
  chosen for the Auxiliary Aptitude feat.
  Special:
  Special:
  Special:
  Special:
  Special: You may take this feat more than once, selecting a
  different 1st-level power each time, as long as all the powers
  selected are from the same aptitude.
  Hide Display [Psi]
  You do not emit a certain normal noetic display when
  manifesting a power.
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite:
  Prerequisite: Psychic template.
  
  169
  Chapter Eleven: Psi
  TRINITY
  169
  Chapter Eleven: Psi
  TRINITY
  CHAPTER ELEVEN: PSI
  I
  n the 22nd century, science has confirmed the existence
  of a subquantum energy stratum. Whether you call it
  subquantum force, the implicate order, noetic energy or
  psi, this energy permeates all of reality. Select humans —
  as well as some alien races, such as the qin, chromatics and
  mysterious doyen — can channel this energy to create
  various astounding effects. A character’s Psi score measures
  his ability to control and manipulate these energies — and
  thus, in general, his “power.” See Chapter Nine, “Psychic
  Template” and Chapter Twelve: Aptitudes for further
  details.
  Psi Benefits
  The specific powers a psion manifests depend on his
  aptitude. Still, all psions share certain qualities by virtue of
  their genetic advancement.
  Power Points
  A psion is always connected to the universal
  subquantum flow. Power points (pp) represent noetic
  energy that you can draw upon to manifest effects without
  disrupting that flow. Power points are determined as follows.
  5 + (character level + [Psi score x 5])
  5 + (character level + [Psi score x 5])
  5 + (character level + [Psi score x 5])
  5 + (character level + [Psi score x 5])
  5 + (character level + [Psi score x 5])
  Thus, a 3rd-level character with Psi 3 has 23 power
  points (5 + [3 + (3 x 5)]), while a 7th-level character with
  Psi 5 has 37 power points (5 + [7 + (5 x 5)]). Your power
  points are recalculated when your Psi score increases
  through level progression or similar means.
  Spending Power Points: 
  Spending Power Points: 
  Spending Power Points: 
  Spending Power Points: 
  Spending Power Points: Many psi powers cost a
  certain number of points to manifest and/or maintain (see
  Chapter Twelve: Aptitudes). You can spend a maximum of
  6 power points each round. Spending all your power points
  depletes your energy reserve until you can rest and recover.
  Spending Hit Points for Power Points:
  Spending Hit Points for Power Points:
  Spending Hit Points for Power Points:
  Spending Hit Points for Power Points:
  Spending Hit Points for Power Points: If you lack
  sufficient power points for a certain action, you can expend
  hit points instead — disrupting the normal subquantum flux
  and burning your own life force to trigger an effect. You
  are dealt 2 hit points of damage for each power point you
  generate in this fashion. This is the only circumstance in
  which you can raise your available power points above the
  normal maximum.
  Any power points generated in this fashion that are
  unused vanish at the end of the round (this does not restore
  your hit points). You may still spend no more than 6 power
  points in a round.
  Recovering Power Points
  You can recover power points by relaxing, resting or
  meditating. You cannot recover power points above your
  normal maximum.
  • Relaxing:
  Relaxing:
  Relaxing:
  Relaxing:
  Relaxing: While relaxing (e.g., going for a walk, doing
  paperwork, watching holos, talking with friends), you
  recover 1 power point per hour.
  • Resting:
  Resting:
  Resting:
  Resting:
  Resting: While resting (e.g., sleeping, sitting around
  doing absolutely nothing), you recover 2 power points per
  hour.
  • Meditating:
  Meditating:
  Meditating:
  Meditating:
  Meditating: On a successful DC 15 Concentration
  check, you can enter a meditative trance for a set period
  of time (determined when the check is made), recovering
  4 power points per hour. You are unaware of your
  surroundings during this time; you can be shaken awake as
  if from sleep, but you recover no power points if it is before
  a full hour has passed.
  Attunement
  A psion can sense strong sources of psi energy and
  perceive sudden, dramatic changes in the subquantum flow.
  Think of the subquantum universe like a pond, with psi
  energy the water. Anything that happens in the universe
  that involves a shift of matter or energy sends tiny ripples
  through this pond. The ripples are strong close to the source,
  growing weaker as they spread until they’re so insignificant
  as to be almost imperceptible. In a similar vein, each physical
  object has its own concentration of subquantum energy that
  gives it a higher “noetic density” than the empty volume of
  its surroundings — eddies and ripples flowing around a
  solid object in a pond. Living beings are even more dense,
  and psi-active individuals have yet greater psi
  concentrations. Thus, actions that they take make
  correspondingly larger disturbances in the noetic “pool.”
  A psion’s attunement can sense strong impacts upon
  the subquantum flow (e.g., the warping in of an aberrant,
  activation of a psi power and the like) for miles — even
  thousands of miles, for those with high Psi scores.
  This can be hard to adjudicate in a game, since a PC might
  register a dozen different noetic influences every minute. To
  keep things at a manageable scale for the GM, a character’s Psi
  score determines his practical attunement radius, as indicated
  on Table 11–1: Attunement Radius. Assume that each psion tunes
  out noetic influences beyond this range automatically, much
  like one learns to ignore background noise.
  Table 11–1: Attunement Radius
  Psi
  Psi
  Psi
  Psi
  Psi
  Sensing
  Sensing
  Sensing
  Sensing
  Sensing
  Psi
  Psi
  Psi
  Psi
  Psi
  Sensing
  Sensing
  Sensing
  Sensing
  Sensing
  Score
  Score
  Score
  Score
  Score
  Radius
  Radius
  Radius
  Radius
  Radius
  Score
  Score
  Score
  Score
  Score
  Radius
  Radius
  Radius
  Radius
  Radius
  1
  Touch
  6
  50 feet
  2
  5 feet
  7
  100 feet
  3
  10 feet
  8
  250 feet
  4
  20 feet
  9
  500 feet
  5
  30 feet
  10
  1,000 feet1
  1 Double the highest range for each point a Psi score
  exceeds 10.
  Attunement Checks
  By concentrating for a round, you can make an attunement
  check (d20 + your Psi score) to sense whether something of a
  given parameter is within your sensing range. Table 11–2:
  Attunement Circumstances lists general sensing parameters and
  their DCs. If the initial check is successful, you can glean additional
  details each subsequent round you focus, as indicated below.
  1st Round: Presence or absence in the area of the
  searched-for parameter.
  2nd Round: Number and general strength in the area
  of the searched-for parameter.
  3rd Round: The location in the area of the searched-
  for parameter. If the parameter is outside your direct
  perception, you discern its direction and general range but
  not its exact location.
  
  170
  Chapter Eleven: Psi
  TRINITY
  Psi Prints
  Noetic theory states that everything, from living beings to
  inanimate objects, resonates with psi energy to some degree. A
  psion may actually attune to the noetic aura — the “psychic
  fingerprint” — that an individual leaves behind.
  An object must be in someone’s possession or presence for
  at least 6 hours to establish a “psi print.” This noetic imprint remains
  1 hour for every 6 hours that the individual had it in his possession
  (this can vary at the GM’s discretion — a wallet which is with you
  constantly has a stronger imprint than does a coffee cup, which is
  nearby but not always in your hand).
  This sensing requires physical contact; heavy materials (a
  briefcase, vac-suit fabric, a bulkhead) are sufficient to block the
  psion’s ability to sense a psi print.
  Burnout
  If you roll a natural “1” when using your last power point or in
  any circumstance when you burn hit points for power points, you
  are in danger of burnout.  Make a DC 15 Will save; if you fail, you
  lose use of the aptitude in question for 2d4 minutes.
  If you roll a “1” on the Will save, you suffer total burnout. You
  cannot use the aptitude for 1 day, and you suffer 1 point of
  permanent drain to your Psi score.
  Tolerance
  As noted in Chapter Thirteen: Technology, every piece of
  psiware has a tolerance rating (TR). If the total TR of all psiware
  that you carry is greater than your Psi score, you have exceeded
  your tolerance limit. Reduce your power points by the amount the
  TR exceeds your Psi score. Lost power points return only after the
  total TR is equal to or lower than your Psi score.
  Tolerance overload occurs if you exceed your tolerance limit
  for a number of days equal to your Psi. You must make a Fortitude
  save against a base DC of 13 + the TR of all psiware you carry. On
  a successful save, you are sickened until you remove all psiware for
  (12 hours – your Psi score). On a failed save, you are nauseated
  until you remove all psiware; you are then sickened for (24 hours
  – your Psi score). A psi power that heals hit points can be used to
  reduce this duration by 1 hour for each hit point “healed.” See the
  Player’s Handbook Glossary for the sickened and nauseated
  conditions.
  Psi and Taint
  In the Unity Era, “taint” refers to quantum radiation that
  occurs as a byproduct of an aberrant’s power use. Noetic science
  states that subquantum and quantum forces exist in natural
  Table 11–2: Attunement Circumstances
  Sensing Circumstance
  Sensing Circumstance
  Sensing Circumstance
  Sensing Circumstance
  Sensing Circumstance
  DC
  DC
  DC
  DC
  DC
  Aberrant with Quantum 1–3
  23
  Aberrant with Quantum 4–6
  20
  Aberrant with Quantum 7+
  15
  Individual is psi latent (Psi 1+)1
  15
  Individual is psi-neutral (Psi 0)1
  20
  Psion (proxy)
  10
  Psion with Psi 2–3
  23
  Psion with Psi 4–6
  20
  Psion with Psi 7+
  15
  Psi power (active 1st- or 2nd-level)
  23
  Psi power (active 3rd- or 4th-level)
  20
  Psi power (active 5th-level)
  15
  Psiware (Fine to Small)
  30
  Psiware (Medium to Large)
  25
  Psiware (Huge to Colossal)
  20
  Psiware (Gargantuan)
  15
  Tainted area, mild
  20
  Tainted area, moderate
  18
  Tainted area, severe
  15
  1 The ability modifier derived from an average of Intelligence,
  Wisdom and Charisma (round down) determines the target’s
  Psi score for these purposes.
  Backlash
  Not unlike tossing a rock in the pool, sudden releases of
  physical, noetic or emotional energy trigger pronounced ripples
  — or even waves, if there’s enough of a disturbance. Called
  backlash, such strong noetic stimulus can overwhelm an unprepared
  psion. The ultimate example is Esperanza’s crash into France, which
  unleashed a tremendous amount of kinetic and nuclear energy as
  well as raw psionic and emotional waves that combined in a massive
  tsunami thundering through the subquantum stratum.
  The GM determines when backlash occurs — as a general
  rule, significant events only. The corresponding chart lists examples;
  each has a multiplier to attunement range which indicates the
  furthest distance at which a backlash event can affect a psion.
  If subject to backlash, you must make a Fortitude save. If
  successful, you are sickened for 1 round; on a failed save, you
  suffer the effect corresponding to the degree of backlash. (See
  the Player’s Handbook Glossary for the dazed, nauseated,
  sickened and stunned conditions.) Regardless of the save result,
  you are aware of only the general circumstance that triggered
  the backlash.
  Backlash
  Backlash
  Backlash
  Backlash
  Backlash
  Attunement
  Attunement
  Attunement
  Attunement
  Attunement
  Save
  Save
  Save
  Save
  Save
  Degree
  Degree
  Degree
  Degree
  Degree
  Example
  Example
  Example
  Example
  Example
  Range
  Range
  Range
  Range
  Range
  DC
  DC
  DC
  DC
  DC
  Effect
  Effect
  Effect
  Effect
  Effect
  Mild
  Close friend injured;
  x5
  13
  1d3 nonlethal, nauseated 1 round
  violent deaths of 1–3 individuals
  Moderate
  Loved one killed; transportal manifestation;
  x10
  18
  1d4 nonlethal, nauseated 1d3 rounds
  minor volcanic eruption or earthquake;
  violent deaths of 4–9 individuals
  Severe
  Multiple loved ones killed; Leviathan jump;
  x25
  20
  1d8 nonlethal, dazed 1d3 rounds
  violent deaths of 10 or more individuals
  Critical
  Major natural disaster;
  x50
  25
  2d6 nonlethal, stunned 1d3 rounds
  violent deaths in the hundreds
  
  171
  Chapter Eleven: Psi
  TRINITY
  opposition. This makes it difficult for psions to manipulate psi
  energy within areas of ambient taint — but it also confers upon
  psions a degree of resistance to an aberrant’s powers.
  Ambient Taint
  There are three recorded levels of ambient taint: mild,
  moderate and severe.
  • Mild:
  Mild:
  Mild:
  Mild:
  Mild: This radiation     remains after massive uncontrolled use
  of quantum powers, such as a firefight involving a handful of
  aberrants. Apply a –1 penalty on attunement checks and relevant
  rolls to manifest 1st-level psi powers within the area.
  • Moderate: 
  Moderate: 
  Moderate: 
  Moderate: 
  Moderate: Residue from the prolonged application of specific
  aberrant powers, or wide-scale quantum discharges such as a large
  battle involving aberrants. Apply a –2 penalty on attunement checks
  and relevant rolls to manifest 1st-level psi powers within the area;
  2nd-level psi powers suffer a –1 penalty on relevant rolls.
  • Severe: 
  Severe: 
  Severe: 
  Severe: 
  Severe: A byproduct of the use of so-called Prime Threat-
  class aberrant powers (such as Wycoff’s detonation). Apply a –4
  penalty on attunement checks and relevant rolls to manifest 1st-level
  psi powers within the area; 2nd-level psi powers suffer a –2 penalty
  and 3rd-level psi powers suffer a –1 penalty on relevant rolls.
  Living things (from humans and animals to plants and insects)
  that lack the psychic template must succeed at a DC 13 Fortitude
  save after being exposed to severe ambient taint for 6 hours; on a
  failed save, the subject contracts a taint-related disease or
  mutation. The subject must make a new save each hour he remains
  in the area, at a cumulative +2 to the DC.
  Quantum Resistance
  If you use the Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant campaign setting, note that a character
  with the psychic template can make a Fortitude save (DC 10 + 1/2
  the attacker’s HD + the attacker’s Quantum score) when he is the
  direct target of a quantum power (see Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant, Chapter Four:
  Quantum Powers). If successful, the quantum power’s effect is
  reduced by half (typically its damage or duration, though the GM
  may designate some other parameter as appropriate).
  
  172
  Chapter TWELVE: APTITUDES
  TRINITY
  TRINITY
  CHAPTER TWELVE: APTITUDES
  172
  Chapter TWELVE: APTITUDES
  Auxiliary Aptitudes
  As described under “Psi Feats” in Chapter Ten, you can
  get secondary, or auxiliary, powers from a different aptitude
  by spending a feat slot. An auxiliary power gives you access
  to an additional power outside your chosen aptitude, which
  you can use just like your chosen aptitude’s powers.
  Using Psi Powers
  You can manifest any power that you know as long as
  you succeed at any relevant check and/or spend the required
  power points (pp). Unless stated otherwise, activating a
  power is a standard action that does not provoke an attack
  of opportunity. As a move action, you can maintain a power
  with a duration other than “instantaneous” by spending the
  required power points before its current duration expires.
  The new duration starts that round, and no roll is required.
  Display
  Typically, a secondary noetic display accompanies a
  psionic power manifestation. This is typically a brief, faint
  ripple in the air as appropriate to the power (around your
  head for clairsentience and telepathy effects, springing from
  your eyes or hands for electrokinesis and psychokinesis
  effects, from your hands for vitakinesis effects, etc.). Some
  modes have more dramatic side effects — a crackle of
  electricity with electrokinesis, a small flurry of ice crystals
  with cryokinesis, and so on.
  A
   character with the psychic template can develop
  powers arrayed under one of seven aptitudes. Each
  aptitude is a broad grouping of related powers that share a
  common noetic resonance. Within each aptitude are three
  modes with even stronger noetic similarities. An individual
  can have latent tendencies toward a specific aptitude, but
  the Prometheus Effect’s coding overrides this if she is
  dunked in a different tank (see below).
  An individual cannot gain a second full aptitude, even
  through immersion in a different chamber — in fact, the human
  body cannot survive multiple plunges in the nanotech bath. At
  best, a powerful psion can develop 1st-level powers in a single
  “auxiliary” aptitude (see “Psi Feats” in Chapter Ten).
  The Prometheus Effect
  The orders, established to develop the full capabilities
  of their respective aptitudes, use tests to confirm whether
  a subject has the minimum noetic latency required to use
  psi powers. Each time a latent is confirmed and is interested
  in becoming a psion, he goes through the Prometheus Effect.
  This is an advanced scientific procedure that involves
  immersion in a nanotech suspension fluid contained within
  a unique psiware device called a Prometheus chamber.
  There are seven active chambers in the Unity Age currently,
  each under the control of a different psi order. Each
  chamber’s nanites “rewrite” portions of the latent’s DNA,
  unlocking the ability to wield a specific psionic aptitude.
  Order
  Order
  Order
  Order
  Order
  Aptitude
  Aptitude
  Aptitude
  Aptitude
  Aptitude
  Æsculapian
  Vitakinesis
  Chitra Bhanu1
  Quantakinesis
  ISRA
  Clairsentience
  The Legions
  Psychokinesis
  The Ministry
  Telepathy
  Norça
  Biokinesis
  Orgotek
  Electrokinesis
  Upeo wa Macho
  Teleportation
  1 This order was destroyed and its Prometheus
  chamber dismantled.
  Gaining Psi Powers
  Your psion gets powers upon first taking the psychic
  template, with additional powers gained every second
  character level thereafter.
  Select two of the three 1st-level powers within your
  chosen aptitude when you first take the psychic template;
  you also get that aptitude’s 0-level granted power
  automatically. You gain the remaining 1st-level power the
  following character level. This sequence repeats with the
  next higher level powers — 2nd, 3rd, 4th, 5th — with
  every third character level you attain. So, you receive two
  2nd-level psi powers in your chosen aptitude three
  character levels after you gained your initial pair of 1st-
  level powers.
  Note that you must have one psychic level to receive
  3rd- and 4th-level powers and two psychic levels to
  purchase 5th-level powers. See “Psychic Levels” in Chapter
  Nine for further information. The specific sequence is
  outlined in Table 12–1: Purchasing Psi Powers.
  Table 12–1: Gaining Psi Powers
  Level
  Level
  Level
  Level
  Level
  Psi Powers of Chosen Aptitude
  Psi Powers of Chosen Aptitude
  Psi Powers of Chosen Aptitude
  Psi Powers of Chosen Aptitude
  Psi Powers of Chosen Aptitude
  Progression
  Progression
  Progression
  Progression
  Progression11111
  00000
  1st
  1st
  1st
  1st
  1st
  2nd
  2nd
  2nd
  2nd
  2nd
  3rd
  3rd
  3rd
  3rd
  3rd
  4th
  4th
  4th
  4th
  4th
  5th
  5th
  5th
  5th
  5th
  1 level
  1
  2
  —
  —
  —
  —
  2 levels
  1
  3
  —
  —
  —
  —
  4 levels
  1
  3
  2
  —
  —
  —
  5 levels
  1
  3
  3
  —
  —
  —
  7 levels
  1
  3
  3
  2
  —
  —
  8 levels
  1
  3
  3
  3
  —
  —
  10 levels
  1
  3
  3
  3
  2
  —
  11 levels
  1
  3
  3
  3
  3
  —
  13 levels
  1
  3
  3
  3
  3
  2
  14 levels
  1
  3
  3
  3
  3
  3
  1 The listed level progression begins with your current
  character level when you first take the psychic template.
  Example:
  Example:
  Example:
  Example:
  Example: At 5th level, Malcolm takes the psychic
  template. Choosing the telepathy aptitude, he gets
  two of its 1st-level powers right away; he then
  receives the third automatically when he reaches 6th
  level (one character level later). Subsequently,
  Malcolm gets two 2nd-level telepathy powers upon
  achieving 8th level and the remaining 2nd-level
  power upon reaching 9th level.
  If Malcolm takes one psychic class level by the
  time he reaches 11th level, he can select two 3rd-level
  telepathy powers and gets the remaining one at 12th
  level; he may then select two 4th-level telepathy
  powers at 14th level and gets the last at 15th level.
  If Malcolm takes the second psychic class level
  by 17th level, he can pick two 5th-level telepathy
  powers and gets the remaining one at 18th level.
  
  173
  Chapter TWELVE: APTITUDES
  TRINITY
  Striking a Balance
  A number of powers — especially those under the
  clairsentience and telepathy aptitudes — can reap a great
  deal of information, to the point that a character’s excessive
  use may derail the plot that a GM took great care to
  construct. The GM is encouraged to strike a balance of
  providing helpful results while maintaining a sense of the
  intangible and mysterious. For instance, a clairsentient vision
  or telepathic probe might contain relevant insights, but
  conveyed in a hazy or even downright obscure manner that
  requires the PCs to consider the results before taking action.
  Though noticeable, a display is not significant enough to create
  consequences for you or others during combat. If multiple powers
  with similar displays are in effect simultaneously, the general display
  remains much the same, though with minute spikes in intensity. An
  attunement check (DC 10 + 1 per additional power in use) reveals
  the exact number of simultaneous powers in play.
  Display types are listed below. A display occurs when the
  power first manifests only if a power’s description indicates it. It
  lasts for 1 round or the duration of the power’s manifestation
  (whichever is greater), dissipating after that time. Each display
  issues from your vicinity or the vicinity of your target. You choose
  the specific details of the display and at which locale it occurs when
  you first select the power; it may not be changed thereafter.
  You can suppress a secondary display by spending 1 additional
  power point when you first manifest the power. You can also try to
  hide this manifestation byproduct using a Sleight of Hand check,
  opposed by each observer’s Spot check (see the Sleight of Hand
  description in the Player’s Handbook). The Hide Display feat (see
  Chapter Ten) allows you to automatically suppress one display type.
  Auditory:
  Auditory:
  Auditory:
  Auditory:
  Auditory: A hum, crackle, chime or other tone rises in volume
  from a whisper to a shout which can be heard by those within 100 feet.
  Material:
  Material:
  Material:
  Material:
  Material: A brief, harmless physical manifestation occurs —
  typically some type of ectoplasmic goo, though a rime of frost,
  wave of heat or other display may occur as appropriate to the power.
  Mental:
  Mental:
  Mental:
  Mental:
  Mental: As per an auditory display, except that the sound
  manifests within the minds of any creatures within 15 feet.
  Olfactory:
  Olfactory:
  Olfactory:
  Olfactory:
  Olfactory: An odd but familiar odor manifests in a 20-foot
  radius. The scent is difficult to pin down, and no two individuals
  ever describe it the same way.
  Visual:
  Visual:
  Visual:
  Visual:
  Visual: An instantaneous flash occurs as appropriate to the
  power — your eyes burn like flame, a glow emits from your hands or
  the center of your forehead, electricity crackles around the target,
  the very air ripples, or some other harmless but notable effect.
  Power Boost
  A psion can push his powers beyond the norm by drawing upon his
  reserves of energy. Each time you wish to boost a power, select a single
  category from the corresponding chart; you then spend the requisite
  power points and must make a save (see the chart for type and DC). The
  total power points spent — including those needed for the power itself
  — cannot exceed your Psi score or the maximum that you can spend in
  one round. On a successful save, the power manifests with the desired
  boost and lasts for the power’s standard duration (unless you spent power
  points to increase its duration); otherwise, it functions to its standard
  degree but the extra power points are still lost.
  Trying a boost is a full-round action, and you may attempt
  one power boost per three character levels per encounter.
  Save for Each Boost Category
  Save for Each Boost Category
  Save for Each Boost Category
  Save for Each Boost Category
  Save for Each Boost Category
  DC 15 + power level + extra power points allocated
  Category
  Category
  Category
  Category
  Category
  Save
  Save
  Save
  Save
  Save
  Power Boost (per power point spent)
  Power Boost (per power point spent)
  Power Boost (per power point spent)
  Power Boost (per power point spent)
  Power Boost (per power point spent)
  Area1
  Reflex
  The power can affect a 5-foot radius
  area per character level.
  Damage
  Fort
  Increase the power’s damage by one
  additional die.
  Duration
  Will
  Double the power’s duration.
  Effect
  Reflex
  Double the power’s area of effect or
  number of targets.
  Other1
  Fort
  Apply the power’s effect on one other target.
  Range/Speed
  Will
  Double the power’s range increment or speed.
  1 Requires 2 power points. Available only for powers that affect a single
  creature; this can include a target of “you” at the GM’s discretion.
  Psi Power Descriptions
  Powers are divided into six levels, from 0-level granted powers
  through potent 5th-level powers. Each is listed with the following format.
  Name:
  Name:
  Name:
  Name:
  Name: The name by which the power is known generally.
  Psi Mode and Descriptors:
  Psi Mode and Descriptors:
  Psi Mode and Descriptors:
  Psi Mode and Descriptors:
  Psi Mode and Descriptors: For reference, each power after the
  aptitude type lists its mode (in parenthesis) — adaptation, algesis,
  cryokinesis, electromanipulation, empathy, iatrosis, mentatis,
  mindshare, photokinesis, psychbending, psychometry, psychomorphing,
  psychonavigation, pyrokinesis, technokinesis, telekinesis, telesthesia,
  translocation, transmassion, transmogrify or warping.
  Descriptors that apply are listed [in brackets].
  Descriptors include acid, cold, compulsion, darkness, death,
  electricity, fear, fire, force, healing, language-dependent, light,
  mind-affecting, sonic and teleportation. Descriptors function as
  described in the Player’s Handbook (see Chapter 10: Magic, “Spell
  Descriptions,” [Descriptor]), except that compulsion is the
  equivalent of the Enchantment subschool.
  Level: 
  Level: 
  Level: 
  Level: 
  Level: The power’s level, an indicator of its initial comparative potency.
  Display:
  Display:
  Display:
  Display:
  Display: The power’s secondary display (auditory, material,
  mental, olfactory, visual).
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: The time required to manifest the power.
  Range:
  Range:
  Range:
  Range:
  Range: The maximum distance from you at which the power
  can affect a target.
  Targets or Targets/Effect/Area:
  Targets or Targets/Effect/Area:
  Targets or Targets/Effect/Area:
  Targets or Targets/Effect/Area:
  Targets or Targets/Effect/Area: The number of creatures,
  dimensions, volume or weight that the power affects.
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: How long the power lasts. Some powers are
  “constant,” in which case they are always considered active. It’s
  possible that a power or device might “turn off” a constant power
  for a period of time, but never permanently.
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Whether a power allows a saving throw, what
  type of saving throw it is, and the effect of a successful saving
  throw. A saving throw against your power has a DC of 10 + the
  level of the power + your Psi score.
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Whether power resistance (PR) resists the
  power. (If you use creatures from the MM or other magic-setting d20
  System sources, just convert spell resistance to power resistance.)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: The power’s cost to manifest. For a power with
  a duration other than “instantaneous,” you can also spend the listed
  amount to sustain the effect before its current duration expires.
  Doing so is a move action; the new duration starts that round.
  Description:
  Description:
  Description:
  Description:
  Description: An explanation of the power’s function.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: How the power works in a rules format.
  
  174
  Chapter TWELVE: APTITUDES
  TRINITY
  Aptitudes
  Each aptitude is categorized into three modes — distinct
  expressions of that aptitude’s power. The aptitudes and their modes
  are described below; individual psi powers follow.
  Biokinesis Aptitude
  Also referred to as morphing or shifting, biokinesis concerns
  the manipulations of a psion’s own body and cellular structure.
  Masters of shifting have been known to apply “modifications” to
  the bodies of others in rare instances.
  Unless stated otherwise, all biokinesis powers have a target
  of “you,” and you may negate self-modifications as a move action
  on a successful DC 10 Psi check.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Biosense. Sense the presence of living organisms.
  Adaptation Mode
  This mode’s powers preserve you against hostile environments —
  the surroundings (crash-landing on a world with a methane-based
  atmosphere), not the circumstances (getting in a fight at a dive bar in
  Marrakech), in which you find yourself. Adaptation is unique in that its
  effects are considered constant, and are activated by your very survival
  urge. A suicidal psion might deactivate an adaptation power, but otherwise
  your body adjusts itself automatically to compensate for its surroundings.
  11111
  Metabolic Efficiency: 
  Metabolic Efficiency: 
  Metabolic Efficiency: 
  Metabolic Efficiency: 
  Metabolic Efficiency: Immunity to or reduced effect of poison
  and toxins.
  22222
  Oxygen Absorption:
  Oxygen Absorption:
  Oxygen Absorption:
  Oxygen Absorption:
  Oxygen Absorption: Breathe in any environment with a trace
  amount of oxygen; can resist becoming fatigued or exhausted.
  33333
  Heightened Reflexes:
  Heightened Reflexes:
  Heightened Reflexes:
  Heightened Reflexes:
  Heightened Reflexes: Either go first or take a bonus standard
  action for the round.
  44444
  Biosynch:
  Biosynch:
  Biosynch:
  Biosynch:
  Biosynch: Suffer no adverse effects from any hazardous
  physical environment.
  55555
  Autonomic Shunt:
  Autonomic Shunt:
  Autonomic Shunt:
  Autonomic Shunt:
  Autonomic Shunt: Increased Fortitude saves against massive
  damage; increased chance to stabilize while dying; ability to
  function without penalty; disabled and dying categories
  increase.
  Psychomorphing Mode
  With this mode’s powers, you can modify your body’s inner
  functions in a number of ways that are not visible to the naked eye.
  There are rare instances in which you can affect another person’s
  genetic template.
  11111
  Detect Augmentation:
  Detect Augmentation:
  Detect Augmentation:
  Detect Augmentation:
  Detect Augmentation: Detect whether a target is subject to
  biokinesis augmentation or manipulation.
  22222
  Bioshift:
  Bioshift:
  Bioshift:
  Bioshift:
  Bioshift: Gain a bonus to a single physical ability for each power
  point spent, up to your Psi.
  33333
  Assimilation:
  Assimilation:
  Assimilation:
  Assimilation:
  Assimilation: Incorporate psiware into your body, gaining a
  competence bonus and reducing the device’s tolerance rating.
  44444
  Redundancy:
  Redundancy:
  Redundancy:
  Redundancy:
  Redundancy: Gain damage reduction; you are not subject to
  critical hits.
  55555
  Catabolysis:
  Catabolysis:
  Catabolysis:
  Catabolysis:
  Catabolysis: Touch attack against an organic creature or
  object applies 1d6 points of damage per character level
  (maximum 20d6).
  Transmogrify Mode
  You can use this mode’s powers to alter your cellular structure,
  changing your very appearance. Some psions have morphed
  themselves to such degrees that baselines confuse them for aberrants.
  11111
  Gross Manipulation:
  Gross Manipulation:
  Gross Manipulation:
  Gross Manipulation:
  Gross Manipulation: Make minor physical changes to increase
  offensive or defensive capability, or even to adjust your
  appearance.
  22222
  Bodywarp:
  Bodywarp:
  Bodywarp:
  Bodywarp:
  Bodywarp: Stretch and shape your body to extend your reach
  or fit into narrow spaces.
  33333
  Transform:
  Transform:
  Transform:
  Transform:
  Transform: Change your appearance to any extreme within
  the human paradigm.
  
  175
  Chapter TWELVE: APTITUDES
  TRINITY
  44444
  Body Sculpt: 
  Body Sculpt: 
  Body Sculpt: 
  Body Sculpt: 
  Body Sculpt: Manipulate your body in extreme ways to create
  modifications far outside the human norm.
  55555
  Simulacrum:
  Simulacrum:
  Simulacrum:
  Simulacrum:
  Simulacrum: Extract part of your body to create a miniature,
  independent self.
  Clairsentience Aptitude
  A psion with clairsentience — also referred to as “CS” and
  “seeing” — can extend his mind beyond his body to sense physical
  surroundings, even at great distances. He may also “read” noetic
  traces to locate objects, sense other beings’ recent actions or even
  glimpse the past and future.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Enhanced attunement. Increase attunement radius
  and attunement checks.
  Psychometry Mode
  Noetic theory states that all things — from living creatures to
  inanimate objects — interrelate on the subquantum level. With this
  mode’s powers, you can perceive this connection as an “aura” which
  reveals a subject’s condition or recent activities. You can even glean
  details that are important to you or to the subject being scanned —
  so, in sensing a subject’s recent activities, you may learn that she
  was home, but you won’t discover how many trips she made to the
  bathroom (unless those trips are significant to you or to the subject).
  11111
  Sensory Echo:
  Sensory Echo:
  Sensory Echo:
  Sensory Echo:
  Sensory Echo: Touch an object or person and sense who or
  what has come in contact with it in the recent past.
  22222
  Insight:
  Insight:
  Insight:
  Insight:
  Insight: Sense significant places where an object or person
  has been recently.
  33333
  Find Flaw:
  Find Flaw:
  Find Flaw:
  Find Flaw:
  Find Flaw: Discern weakness in a target or object.
  44444
  Flashback:
  Flashback:
  Flashback:
  Flashback:
  Flashback: View past events in a designated area or from the
  subject’s perspective.
  55555
  Premonition:
  Premonition:
  Premonition:
  Premonition:
  Premonition: See a possible future course of events within 1
  day per character level.
  Psychonavigation Mode
  Using this mode’s powers, you gain a fundamental
  understanding of how you relate to the universe, whether to find a
  particular object in the next room, track someone across a city or
  even plot a course through deep space.
  11111
  Orientation:
  Orientation:
  Orientation:
  Orientation:
  Orientation: Determine your location with respect to familiar
  landmarks.
  22222
  Dowsing:
  Dowsing:
  Dowsing:
  Dowsing:
  Dowsing: You can scan for a certain category of object or person.
  33333
  Psi Cloak:
  Psi Cloak:
  Psi Cloak:
  Psi Cloak:
  Psi Cloak: Conceal a target’s presence from psionic detection.
  44444
  Farsensing: 
  Farsensing: 
  Farsensing: 
  Farsensing: 
  Farsensing: Find the shortest, most direct physical route to a
  specified destination.
  55555
  Astrolocation:
  Astrolocation:
  Astrolocation:
  Astrolocation:
  Astrolocation: Detect stellar objects across light years.
  Telesthesia Mode
  With the powers of this mode, you extend your senses to a
  level outside that of normal consciousness to sense surrounding or
  distant people, objects and occurrences.
  11111
  Sense Mastery:
  Sense Mastery:
  Sense Mastery:
  Sense Mastery:
  Sense Mastery: Gain blindsight in your immediate
  surroundings.
  22222
  Danger Sense:
  Danger Sense:
  Danger Sense:
  Danger Sense:
  Danger Sense: Become aware of impending danger.
  33333
  Sensory Projection:
  Sensory Projection:
  Sensory Projection:
  Sensory Projection:
  Sensory Projection: Extend your senses even through physical
  barriers.
  44444
  Remote Sensing: 
  Remote Sensing: 
  Remote Sensing: 
  Remote Sensing: 
  Remote Sensing: Perceive the surroundings of a remote target.
  55555
  Noetic Survey:
  Noetic Survey:
  Noetic Survey:
  Noetic Survey:
  Noetic Survey: Learn specific details about areas up to light-
  years away.
  Electrokinesis Aptitude
  A user of electrokinesis (or “EK”) can channel subquantum
  energy to manipulate the electromagnetic spectrum.
  Communications devices, vehicles, computers, biotechnology, even
  human physiologies interact with this spectrum in some way and
  may be subject to this aptitude’s control.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Static burst. Touch attack does 1d4 points of
  electrical damage/2 levels.
  Electromanipulation Mode
  You can use this mode’s powers to manipulate electrical
  impulses within any electrochemical-based organic system —
  including animals, humans or biotech.
  11111
  Stun:
  Stun:
  Stun:
  Stun:
  Stun: Organic targets make Fortitude saves or are stunned
  for the power’s duration.
  22222
  Disruption:
  Disruption:
  Disruption:
  Disruption:
  Disruption: Generate 1 arc/3 levels (max. 6); each deals 1d8
  points of nonlethal electrical damage +1/3 levels (+6 max).
  33333
  Static Shield:
  Static Shield:
  Static Shield:
  Static Shield:
  Static Shield: Resistance to electricity equal to level; add Psi
  score to saves against electricity; may make opposed Hide
  check to avoid electrical-based detection.
  44444
  Impulse Control:
  Impulse Control:
  Impulse Control:
  Impulse Control:
  Impulse Control: Control actions of 1 organic target/4 levels.
  55555
  Feedback:
  Feedback:
  Feedback:
  Feedback:
  Feedback: A single target suffers 1d6 points of electrical
  damage/level, plus 1d4 points of Dexterity damage; on a
  successful save, half damage and stunned 1d4 rounds.
  Photokinesis Mode
  Also called photo-K, this mode enables you to manipulate the high
  ranges of the electromagnetic spectrum. Reports suggest that the alien
  chromatics are even more accomplished with such powers than are psions.
  11111
  Control Illumination:
  Control Illumination:
  Control Illumination:
  Control Illumination:
  Control Illumination: Adjust an area’s ambient illumination or
  create a beam of light.
  22222
  Spectrum Sight:
  Spectrum Sight:
  Spectrum Sight:
  Spectrum Sight:
  Spectrum Sight: Detect emissions in the infrared, visible light,
  ultraviolet, X-ray, gamma ray or cosmic ray range.
  33333
  Electromagnetic Shield:
  Electromagnetic Shield:
  Electromagnetic Shield:
  Electromagnetic Shield:
  Electromagnetic Shield: Resistance to light, fire, radiation equal
  to 1/2 level; add Psi score to saves against light, fire, radiation;
  may make opposed Hide check to avoid EM-based detection.
  44444
  Laser Generation:
  Laser Generation:
  Laser Generation:
  Laser Generation:
  Laser Generation: Laser beam deals 1d6 points of damage/
  level (max 20d6) in a line.
  55555
  Hologram Creation:
  Hologram Creation:
  Hologram Creation:
  Hologram Creation:
  Hologram Creation: Create static or dynamic holograms.
  Technokinesis Mode
  With the powers of this mode, you can manipulate energy flow
  at the low end of the electromagnetic spectrum, focusing on control
  of inorganic technology.
  11111
  Power Surge:
  Power Surge:
  Power Surge:
  Power Surge:
  Power Surge: Electronic devices make Fortitude saves or are
  inoperable for the power’s duration.
  22222
  Interface:
  Interface:
  Interface:
  Interface:
  Interface: Gain mental control over electronic devices.
  33333
  Lockout:
  Lockout:
  Lockout:
  Lockout:
  Lockout: Alter the security DC of an electronic device.
  44444
  Frequency Tap:
  Frequency Tap:
  Frequency Tap:
  Frequency Tap:
  Frequency Tap: Send and receive electromagnetic signals.
  55555
  Microwave Burst:
  Microwave Burst:
  Microwave Burst:
  Microwave Burst:
  Microwave Burst: Organic creature or object suffers 1d6 points of
  radiation damage/level and 1d6 Con points of damage or –1 hardness.
  Psychokinesis Aptitude
  Psions who trigger to psychokinesis (or “PK”) channel
  subquantum force to affect the physical world in often blatant ways.
  The powers under the cryokinesis, pyrokinesis and telekinesis
  modes offer different ways to manipulate molecules — cryo slows
  them down, pyro speeds them up and teke moves them around.
  Each method involves a different application of noetic force,
  expressed in the development of the three separate modes.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Temperature control. Alter ambient temperature
  by 10 º/3 levels.
  Cryokinesis Mode
  You use the powers of this mode to slow the motion of
  overactive molecules, cooling — even freezing — the objects and
  individuals they comprise.
  
  176
  Chapter TWELVE: APTITUDES
  TRINITY
  11111
  Thermal Screen:
  Thermal Screen:
  Thermal Screen:
  Thermal Screen:
  Thermal Screen: Gain Psi + level resistance to cold.
  22222
  Adhere: 
  Adhere: 
  Adhere: 
  Adhere: 
  Adhere: Freeze a target to one spot, or use to cling to walls.
  33333
  Hypothermic Blast:
  Hypothermic Blast:
  Hypothermic Blast:
  Hypothermic Blast:
  Hypothermic Blast: 1d6 points of cold damage/2 levels plus
  1d4 rounds fatigued.
  44444
  Heat Sink:
  Heat Sink:
  Heat Sink:
  Heat Sink:
  Heat Sink: Extinguish any fires within a 5-ft.-radius spread/level.
  55555
  Cryofreeze:
  Cryofreeze:
  Cryofreeze:
  Cryofreeze:
  Cryofreeze: 1d6 points of cold damage/3 levels (max. 6d6),
  1d3 points of Dexterity damage and movement halved for 1
  round/2 levels in a 20-ft. spherical radius spread.
  Pyrokinesis Mode
  With this mode’s powers, you excite molecules in an object or
  individual. At extremes, you can even direct the very size and shape
  of the molecular flow to control heat and flame.
  11111
  Flame Immunity:
  Flame Immunity:
  Flame Immunity:
  Flame Immunity:
  Flame Immunity: Gain Psi + level resistance to heat, 1/2 this
  amount as resistance to light.
  22222
  Heatburn:
  Heatburn:
  Heatburn:
  Heatburn:
  Heatburn: Generate 1 beam/3 levels (max. 6); each deals 1d8
  points of nonlethal fire damage +1/3 levels (+6 max).
  33333
  Thermal Awareness:
  Thermal Awareness:
  Thermal Awareness:
  Thermal Awareness:
  Thermal Awareness: Gain heat-based blindsight in your
  immediate surroundings.
  44444
  Liquefy:
  Liquefy:
  Liquefy:
  Liquefy:
  Liquefy: Melt inorganic targets.
  55555
  Plasma Control:
  Plasma Control:
  Plasma Control:
  Plasma Control:
  Plasma Control: Control size, shape and extent of an extant
  fire to create different effects.
  Telekinesis Mode
  You can employ the powers of this mode to manipulate the
  subquantum energy within a target to move her through force of will.
  11111
  Tow:
  Tow:
  Tow:
  Tow:
  Tow: Move objects telekinetically weighing a total of 25
  pounds + Psi/level.
  22222
  Remote Manipulation:
  Remote Manipulation:
  Remote Manipulation:
  Remote Manipulation:
  Remote Manipulation: Gain telekinetic Strength and Dexterity
  each equal to Psi + 1/2 levels.
  33333
  Force Barrier:
  Force Barrier:
  Force Barrier:
  Force Barrier:
  Force Barrier: Invisible shield provides total concealment
  against ranged physical attacks, prohibits physical passage.
  44444
  Flight:
  Flight:
  Flight:
  Flight:
  Flight: Fly at 10 ft./Psi and good maneuverability.
  55555
  Resonant Interference:
  Resonant Interference:
  Resonant Interference:
  Resonant Interference:
  Resonant Interference: Disrupt a target’s physical integrity.
  Telepathy Aptitude
  One of the most subtle, yet most notorious of the aptitudes,
  telepathy (or “teep”) allows access to the minds of others —
  whether they be human, animal or alien.
  This has contributed to the paranoia and mistrust that many feel in
  the 22nd century — one can never tell when he is being eavesdropped
  upon mentally. Many nations have imposed or currently argue over laws
  that restrict use of telepathic powers. In some countries, use of even
  mindspeak invokes charges ranging from invasion of personal privacy to
  assault (confirming when such an effect has been used brings its own set
  of difficulties). To be safe, important persons commonly employ psiware
  dampeners to prevent just such unwelcome observation.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Mindscan. Make a mental connection with a single
  known target over distance.
  Empathy Mode
  The powers of this mode enable you to interpret — and
  manipulate — the emotions of others (often without the targets
  even being aware of it).
  11111
  Detect Emotion:
  Detect Emotion:
  Detect Emotion:
  Detect Emotion:
  Detect Emotion: Learn a target’s emotional state and gain Psi
  score as a bonus to Sense Motive checks.
  22222
  Empathic Polarization:
  Empathic Polarization:
  Empathic Polarization:
  Empathic Polarization:
  Empathic Polarization: Allies gain +1 morale bonus/4 levels
  and foes apply a –1 penalty/4 levels on attacks and saves
  against empathy and fear.
  33333
  Emotional Fortress:
  Emotional Fortress:
  Emotional Fortress:
  Emotional Fortress:
  Emotional Fortress: Gain Psi as insight bonus to Int- and Wis-
  based skill checks and immunity to emotion manipulation.
  44444
  Muse:
  Muse:
  Muse:
  Muse:
  Muse: Incite loyalty in those around you.
  55555
  Mind Bomb:
  Mind Bomb:
  Mind Bomb:
  Mind Bomb:
  Mind Bomb: Target is stunned by powerful emotion for 1
  round/level.
  Mindshare Mode
  You can use the powers of this mode for the transmission of
  information from one mind to another.
  11111
  Babel Effect:
  Babel Effect:
  Babel Effect:
  Babel Effect:
  Babel Effect: All creatures within a 30-ft. burst understand
  any language spoken.
  22222
  Pilfer Thoughts:
  Pilfer Thoughts:
  Pilfer Thoughts:
  Pilfer Thoughts:
  Pilfer Thoughts: Search through subject’s memory to extract
  specific thoughts.
  33333
  Mindspeak:
  Mindspeak:
  Mindspeak:
  Mindspeak:
  Mindspeak: Communicate telepathically with 1 target/3 levels.
  44444
  Brainjack:
  Brainjack:
  Brainjack:
  Brainjack:
  Brainjack: Targets in a 15-ft.-radius burst are at –2 on attack
  rolls, saving throws, skill checks and ability checks, and take
  a random action.
  55555
  Mental Projection:
  Mental Projection:
  Mental Projection:
  Mental Projection:
  Mental Projection: Create illusions within targets’ minds.
  Psychbending Mode
  With the powers of this mode, you can manipulate the
  conscious and subconscious actions of others. The potential abuses
  possible with this mode make its misuse punishable as rape in many
  settled regions of space.
  11111
  Willfinder:
  Willfinder:
  Willfinder:
  Willfinder:
  Willfinder: Determine if target is under telepathic influence.
  22222
  Will Control:
  Will Control:
  Will Control:
  Will Control:
  Will Control: Control actions of 1 living target/4 levels.
  33333
  Mindshield:
  Mindshield:
  Mindshield:
  Mindshield:
  Mindshield: Gain PR = level + Psi against telepathy and mind-
  affecting powers.
  44444
  Mindwarp:
  Mindwarp:
  Mindwarp:
  Mindwarp:
  Mindwarp: Create, delete or alter the target’s memories.
  55555
  Mindstorm:
  Mindstorm:
  Mindstorm:
  Mindstorm:
  Mindstorm: A direct assault on the subject’s mind, dealing 1d6
  points of nonlethal damage/2 levels and 1d6 points of
  Intelligence and Wisdom damage.
  Teleportation Aptitude
  A psion using this aptitude can influence the subquantum
  stratum to alter space or change the locations of objects or
  individuals. With teleportation (also known as “hopping,” “porting”
  or “blinking”), the only significant factors in travel are “here” and
  “there.” It doesn’t matter if “there” is in another city, on another
  continent or in another galaxy. The challenge isn’t how far the target
  is, but how clear your mental picture is of it. Just knowing that a
  place exists is insufficient: If you haven’t visited the Sistine Chapel,
  you can’t teleport there, no matter how many images of it you study.
  Telepathic powers and psiware that emulates such effects can be
  used to implant “psi coordinates,” a sense memory of a location that
  enables a psion to teleport there even if he’s never been there himself.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Spatial sense. Gain equivalent of blindsight to
  perceive all solid objects within attunement range.
  Translocation Mode
  You use the powers of this mode to move yourself from place
  to place. With mastery of this mode, “distance” has no real meaning
  — the other side of the galaxy is as “close” as the other side of a
  door.
  11111
  Noetic Integrity:
  Noetic Integrity:
  Noetic Integrity:
  Noetic Integrity:
  Noetic Integrity: Area of effect gains PR = to your level + Psi
  to resist teleportation effects.
  22222
  Spatial Hop:
  Spatial Hop:
  Spatial Hop:
  Spatial Hop:
  Spatial Hop: Transfer yourself instantly from your current
  location to another spot within range.
  33333
  Flicker:
  Flicker:
  Flicker:
  Flicker:
  Flicker: You teleport randomly, gaining 50% miss chance
  against physical attacks and 20% miss chance against directed
  powers; you attack as an invisible creature but suffer 20%
  miss chance.
  44444
  Spatial Jump:
  Spatial Jump:
  Spatial Jump:
  Spatial Jump:
  Spatial Jump: Teleport to any location with which you are
  familiar.
  55555
  Bilocality:
  Bilocality:
  Bilocality:
  Bilocality:
  Bilocality: Exist simultaneously in two locations.
  
  177
  Chapter TWELVE: APTITUDES
  TRINITY
  Transmassion Mode
  This mode’s powers deal with moving other things, from
  objects to living beings. The difference is a subtle one, but distinct
  — the mindset required to manipulate objects at a distance is quite
  different from that needed to manipulate yourself through distance.
  11111
  Relay Object:
  Relay Object:
  Relay Object:
  Relay Object:
  Relay Object: Teleport an object in line of sight to your hand
  or vice-versa.
  22222
  Relay Person:
  Relay Person:
  Relay Person:
  Relay Person:
  Relay Person: Teleport a living creature in line of sight to direct
  contact with you or vice-versa.
  33333
  Transmass Shield:
  Transmass Shield:
  Transmass Shield:
  Transmass Shield:
  Transmass Shield: Gain damage resistance by bending space.
  44444
  Transmit:
  Transmit:
  Transmit:
  Transmit:
  Transmit: Teleport an object weighing up to 50 lb./level or 1
  living creature/2 levels.
  55555
  Selective Transmassion:
  Selective Transmassion:
  Selective Transmassion:
  Selective Transmassion:
  Selective Transmassion: Teleport part of an object or person,
  dealing 1d6 points of damage/level.
  Warping Mode
  This mode focuses upon changing the nature of location itself.
  You can use warping powers to bend space like a child toys with a wad
  of chewing gum, stretching and folding it to suit your own purposes.
  11111
  Minor Flux:
  Minor Flux:
  Minor Flux:
  Minor Flux:
  Minor Flux: Gain +1 bonus/2 levels to apply to combat or
  noncombat actions.
  22222
  Spatial Divergence:
  Spatial Divergence:
  Spatial Divergence:
  Spatial Divergence:
  Spatial Divergence: Reduce or increase a single target’s speed
  by half per 4 character levels.
  33333
  Fade:
  Fade:
  Fade:
  Fade:
  Fade: Become partially ethereal, gaining damage reduction,
  50% miss chance versus all but force and light, extended
  survival in hostile environments, and other benefits.
  44444
  Extrusive Warp:
  Extrusive Warp:
  Extrusive Warp:
  Extrusive Warp:
  Extrusive Warp: Expand or contract the perceived size of a
  target.
  55555
  Transportal:
  Transportal:
  Transportal:
  Transportal:
  Transportal: Teleport everything within a 25-ft.-radius
  spherical emanation + 25 ft./3 levels.
  Vitakinesis Aptitude
  This aptitude’s powers relate to repairing — or disrupting
  — a subject’s essential physiological state. With modes that can
  provide physical and mental well-being to subjects with but a focus
  of will, vitakinesis (also called “VK” or “vik”) is among the most
  valued of aptitudes. It comes with a dark side, however — algesis,
  the ability to reverse healing powers and cause permanent harm.
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power:
  Granted Power: Kirlian eye. Detect a target’s current physical
  condition.
  Algesis Mode
  The powers of this mode focus on nothing less than inflicting
  physiological trauma upon a target’s genetic structure. Given such
  deadly potential, development of algesis powers is accompanied
  by strict ethical training.
  11111
  Inflame: 
  Inflame: 
  Inflame: 
  Inflame: 
  Inflame: Deal 1d6 points of damage/3 levels to a target that
  has suffered damage already.
  22222
  Paralysis:
  Paralysis:
  Paralysis:
  Paralysis:
  Paralysis: Target is unable to move, speak or take any physical
  action.
  33333
  Algesic Shield:
  Algesic Shield:
  Algesic Shield:
  Algesic Shield:
  Algesic Shield: Gain PR = level + Psi against algesis and
  electromanipulation powers, catabolysis and resonant
  interference.
  44444
  Seizure:
  Seizure:
  Seizure:
  Seizure:
  Seizure: Targets fall prone, unable to take action, and suffer
  2d6 points of Strength damage.
  55555
  Morbidity:
  Morbidity:
  Morbidity:
  Morbidity:
  Morbidity: Target suffers 1d6 points of Strength, Dexterity,
  Constitution and Charisma drain and is sickened.
  Iatrosis Mode
  You use the powers of this mode to repair a subject’s genetic
  makeup — knitting broken bones, closing wounds, curing diseases
  and even regenerating mutilated flesh or organs.
  11111
  Mend:
  Mend:
  Mend:
  Mend:
  Mend: Heal 1d8 points of damage/4 levels +1 point/2 levels.
  22222
  Antitoxin:
  Antitoxin:
  Antitoxin:
  Antitoxin:
  Antitoxin: Make yourself or others immune to the effects of
  poisons.
  33333
  Boost:
  Boost:
  Boost:
  Boost:
  Boost: Increase a subject’s ability scores temporarily.
  44444
  Cellular Repair:
  Cellular Repair:
  Cellular Repair:
  Cellular Repair:
  Cellular Repair: Remove damage from disease, mutation,
  parasitic infestation or radiation poisoning.
  55555
  Regeneration:
  Regeneration:
  Regeneration:
  Regeneration:
  Regeneration: Reattach or regrow a target’s lost digits, organs
  or limbs.
  Mentatis Mode
  With the power of this mode, you heal wounded minds and
  psyches rather than torn flesh and broken bones.
  11111
  Detect Minds:
  Detect Minds:
  Detect Minds:
  Detect Minds:
  Detect Minds: Perceive the presence, and relative intelligence
  and psychological condition, of creatures.
  22222
  Passive Voice:
  Passive Voice:
  Passive Voice:
  Passive Voice:
  Passive Voice: Calm creatures in a 20-ft.-radius spread.
  33333
  Bolster: 
  Bolster: 
  Bolster: 
  Bolster: 
  Bolster: Grant immunity to fear and a +1 morale bonus/4 levels
  on attack rolls, saves, skill checks.
  44444
  Negation:
  Negation:
  Negation:
  Negation:
  Negation: Remove any mind-affecting influences.
  55555
  Noetic Blueprint: 
  Noetic Blueprint: 
  Noetic Blueprint: 
  Noetic Blueprint: 
  Noetic Blueprint: Record a target’s psyche to return her to
  life at a later date.
  Relative Mass and Inertia
  This is a game, not a quantum physics course; so, for
  game purposes, teleportation and relative mass and inertia
  boil down as explained here.
  Mass:
  Mass:
  Mass:
  Mass:
  Mass:     A vacuum is created in spacetime when the target
  of a teleportation effect teleports away; the local atmosphere
  makes a distinct noise as it rushes to fill the empty space — a
  kind of whooshPOP. The same happens on arrival, as spacetime
  makes room for the target’s mass. Anyone within 10 feet hears
  this noise with a successful DC 10 Listen check (range
  modifiers apply as normal to those further out). You can make
  a “quiet jump,” easing through the subquantum stratum to
  avoid the sudden mass displacement. For each additional round
  you add to the manifestation time, increase the Listen DC by
  +5. You are aware of your surroundings during this time but
  can take no other actions and are considered helpless.
  Inertia:
  Inertia:
  Inertia:
  Inertia:
  Inertia: Teleportation cancels all inertia and momentum
  from movement. Put another way, the target of teleportation
  is considered stationary when it appears, regardless of speed
  prior to the teleport or the current velocity of the point of
  arrival. The target suffers no damage from a sudden change
  in momentum; teleportation compensates for such factors.
  
  178
  Chapter TWELVE: APTITUDES
  TRINITY
  Psi Powers
  Adhere
  “Chill out; you’re not going anywhere.”
  Psychokinesis (Cryokinesis) [Cold]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (cold)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels); see text
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 creature or object/4 levels, no two of which can be more
  than 10 ft. apart; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Reflex partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You cool the target at its point of contact with
  another surface to suppress the natural electrical repulsion. This
  causes the two to join together — useful for “freezing” a target
  in one spot, or for moving along walls and even ceilings.
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: You may apply this power at one of two degrees of
  intensity, determined each time you manifest it.
  Immobilization: When the power is used at full strength, each
  target who fails a Reflex save is considered entangled for the power’s
  duration. She moves at half speed, cannot run or charge, and takes a
  –2 penalty on all attack rolls and a –4 penalty to Dexterity. The
  target can break free and move half her normal speed by using a full-
  round action to make a DC 20 Strength check or a DC 20 Escape
  Artist check. A target who succeeds on a Reflex save is not entangled
  but can still move at only half speed for the power’s duration.
  Adhesion: A less intense application of the power allows subjects
  to travel on vertical surfaces or even ceilings as well as a spider does.
  Each subject gains a climb speed of 20 feet, but cannot use the run
  action while climbing. The subject need not make Climb checks to
  traverse a vertical or horizontal surface (even upside down), retains
  her Dexterity bonus to Armor Class (if any) while climbing, and
  opponents get no special bonus to their attacks against her. The
  subject must use both hands and feet to climb in this manner, but can
  remain in one place with just her feet (or hands).
  Algesic Shield
  “No, no tentacles, thanks. I like me just the way I am.”
  Vitakinesis (Algesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You harness noetic energy to protect your genetic
  structure against manipulation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You gain power resistance equal to your character level
  plus Psi score against all algesis and electromanipulation powers,
  as well as catabolysis and resonant interference.
  Antitoxin
  “Time to sober up; we’ve got work to do.”
  Vitakinesis (Iatrosis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target: 
  Target: 
  Target: 
  Target: 
  Target: Creature touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You manipulate noetic energy to enhance the
  target’s genetic makeup to better resist or even ignore poisons,
  viral infections and other toxins.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You detoxify any sort of venom, poison or virus in the
  creature touched. A poisoned creature suffers no additional effects from
  the poison, and any temporary effects are ended; but the power does
  not reverse instantaneous effects, such as hit point damage, temporary
  ability damage, or effects that don’t go away on their own. The creature
  is also immune to any poison it is exposed to while the power is in effect.
  This power has no effect on diseases or parasitic infections.
  Assimilation
  “Is that a biolaser you’ve assimilated or are you just happy to
  see me?”
  Biokinesis (Psychomorphing)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display:
  Display:
  Display:
  Display:
  Display: Material
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: See text
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: Constant; see text (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description:
  Description:
  Description:
  Description:
  Description: Your flesh sculpts around a psiware device,
  bonding it to you as part of your natural physiology.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: To incorporate a piece of psiware into your body, spend the
  listed power points under Assimilation Cost on Table 12–2: Psiware
  Assimilation. You then make a Disguise check against DC 10 + the psiware’s
  tolerance rating (TR) + its size modifier (see Table 12–2). On a successful
  Disguise check, you assimilate the device completely, leaving no apparent
  evidence of its existence. Genetic manipulation detection — such as
  with detect augmentation — can detect an assimilated device.
  On a failed Disguise check, the psiware is assimilated only
  partially, with recognizable portions sticking out from your body
  in obvious (and unsightly) manners. The psiware functions as
  normal, but you suffer a –2 penalty on all checks and rolls relating
  to Charisma until the device is removed. Assimilating the device
  fully requires a separate use of the power.
  You receive the following with each separate piece of
  assimilated psiware:
  • +1 competence bonus when using the psiware (on Computer Use
  checks for a minicomp, on attack rolls for a weapon, etc.); this increases
  by an additional +1 every four character levels (maximum +4).
  • –1 to its TR when comparing total TR against your tolerance
  limit (for specifics, see “Tolerance” in Chapter Eleven: Psi).
  Each power point you spend provides a 1 hour charge for an
  assimilated device, or provides 1 new clip for an assimilated weapon.
  Assimilated psiware remains inert but does not hinder you when
  no power points are spent.
  You can assimilate 1 Medium, 4 Small, or 16 Tiny or smaller
  psiware devices at one time. To remove assimilated psiware, your
  body extracts the device within the listed manifestation time once
  you spend the assimilation cost again. Others may try to remove an
  assimilated device, but the procedure is identical in complexity to
  removing a major organ.
  
  179
  Chapter TWELVE: APTITUDES
  TRINITY
  geographic features on worlds. Sensing details requires noetic
  survey — in fact, the two powers are often used in conjunction.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Using this power requires complete concentration for
  the duration of the manifestation time; you can take no other action
  and are considered flat-footed if attacked. Once the power
  manifests, you enter a trance state where you are considered to be
  concentrating (taking a standard action that does not provoke
  attacks of opportunity), but you postpone the need to rest. You
  remain in this state until the duration ends, some outside influence
  breaks your concentration, or you end the effect. You are then
  considered exhausted.
  Scanning requires a Search check, with your Psi score applied
  as a bonus to the roll. You cannot take 10 or 20 on the roll. The DC
  depends on the scope of the scan as well as the number and size of
  significant objects in the region being scanned (see Table 12–3:
  Astrolocation Scan). Assume that scanning requires 1 day per 5
  points in the base DC. The GM may call for an initial check to confirm
  whether there is any significant stellar mass in a given region, with
  Table 12–2: Psiware Assimilation
  Size
  Size
  Size
  Size
  Size
  Manifestation
  Manifestation
  Manifestation
  Manifestation
  Manifestation
  Assimilation
  Assimilation
  Assimilation
  Assimilation
  Assimilation
  Size
  Size
  Size
  Size
  Size
  Example
  Example
  Example
  Example
  Example
  Mod.
  Mod.
  Mod.
  Mod.
  Mod.
  Time
  Time
  Time
  Time
  Time
  Cost
  Cost
  Cost
  Cost
  Cost
  Fine
  Wristwatch
  1
  1 full round
  1 pp
  Diminutive
  Biowelder
  2
  2 rounds
  1 pp
  Tiny
  Minicomp
  4
  1 minute
  2 pp
  Small
  Biocarbine
  6
  1 minute
  3 pp
  Medium
  Bioarmor suit
  10
  5 minutes
  4 pp
  You cannot assimilate psiware larger than Medium size.
  Astrolocation
  “I’m picking up multiple small masses about five light years
  distant. Trajectory is too uniform for asteroids; I’m thinking
  spacecraft.”
  Clairsentience (Psychonavigation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 10 minutes; see text
  Range:
  Range:
  Range:
  Range:
  Range: 1 light year/level
  Area:
  Area:
  Area:
  Area:
  Area: Cone-shaped emanation
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 day/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You can extend your senses over vast distances
  — across a planet or even through the reaches of space — to
  perceive the general location of significant objects, thereby
  identifying the existence of stellar masses in space and major
  
  180
  Chapter TWELVE: APTITUDES
  TRINITY
  separate rolls made to detect each individual object; alternatively,
  she may ask for a single Search check against which she compares
  each object’s DC separately.
  You cannot normally manifest a power while concentrating on
  another one; you may manifest noetic survey while concentrating
  on astrolocation, however.
  Table 12–3: Astrolocation Scan
  DC
  DC
  DC
  DC
  DC
  Scope of Scan
  Scope of Scan
  Scope of Scan
  Scope of Scan
  Scope of Scan11111
  5
  Solar system, well-known (Sol)
  10
  Solar system, somewhat known (Alpha Centauri,
  Qinjunan)
  15
  Solar system, little-known (Crab Nebula, SS1515,
  SS3819)
  20
  Solar system, unexplored
  DC
  DC
  DC
  DC
  DC
  Object
  Object
  Object
  Object
  Object11111
  –5
  Star (Sol, Betelgeuse)
  –2
  Large gas giant (Jupiter, Mgitu)
  +0
  Gas giant (Uranus)
  +3
  Terrestrial planet (Earth, Venus, Qinshui)
  +5
  Small terrestrial planet/large moon (Luna,
  Mercury)
  +8
  Small moon/asteroid (Phobos)
  +10
  Orbital station/large starship (Lulong, Leviathan-
  class jump ship)
  +13
  Small stellar mass (meteor, spacecraft)
  1 These listings are guidelines for any stellar region or object
  of equivalent size.
  Autonomic Shunt
  “Do I look dead? Wait, don’t answer that.”
  Biokinesis (Adaptation)
  Level:
  Level:
  Level:
  Level:
  Level: 5
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: N/A
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/3 levels
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: Upon mastering autonomic shunt, you become
  nearly indestructible. Your body can endure even extreme damage,
  shutting down into a kind of suspended animation while it repairs
  the damage.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, add your Psi score to Fortitude
  saves to avoid dying from massive damage. You also have a 25% chance
  each round while dying of becoming stable. Your ability to function
  without penalty increases, as do your disabled and dying categories;
  see the corresponding chart. If the power’s duration would end while
  you are unconscious, your body will automatically spend power points
  to renew the duration (you cannot burn hit points for power points
  while unconscious). If you are under the threshold of dead when the
  power ends and you have no more power points, you die.
  Character
  Character
  Character
  Character
  Character
  No
  No
  No
  No
  No
  Level
  Level
  Level
  Level
  Level
  Penalty
  Penalty
  Penalty
  Penalty
  Penalty
  Disabled
  Disabled
  Disabled
  Disabled
  Disabled
  Dying
  Dying
  Dying
  Dying
  Dying
  Dead
  Dead
  Dead
  Dead
  Dead
  13th
  0 hp
  –1 to –4 hp
  –5 to –14 hp
  –15 hp
  16th
  0 to –4 hp
  –5 to –9 hp
  –10 to –19 hp
  –20 hp
  19th
  0 to –9 hp
  –10 to –14 hp
  –15 to –24 hp
  –25 hp
  Babel Effect
  “Sorry, I only translate language — I can’t help you
  understand your teenager.”
  Telepathy (Mindshare) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 30 ft.
  Area:
  Area:
  Area:
  Area:
  Area: All creatures within a 30-ft. burst, centered on you
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: By accessing the surface thought patterns tied
  to the speech of those around you, you translate all physical
  communication, from speech to sign language.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: All targets (including yourself) understand any
  language spoken or signed physically within the area of effect while
  this power is active. The creatures speak in whatever language they
  choose, but others in the area have no difficulty comprehending
  what they say.
  Bilocality
  “Whomever said ‘you can’t be in two places at once’ wasn’t
  talking about a teleporter.”
  Teleportation (Translocation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 full round; see text
  Range:
  Range:
  Range:
  Range:
  Range: Unlimited; see text
  Target: 
  Target: 
  Target: 
  Target: 
  Target: You; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You manifest a portion of your physical and
  mental being in two separate places at once. Both “selves” look
  solid, but each form is more fragile than normal and your
  perceptions are likewise split.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You transfer a portion of your physical and mental
  being to manifest a second self at any location you can reach
  through spatial hop or any spatial jump destination of “intimate”
  familiarity.
  Your primary and secondary selves draw from the same
  individual being. In game terms, reduce the ability scores, skill
  ranks and body mass for your core self by one-third (round
  down); these reduced totals are then used by both your primary
  and secondary selves. You then divide your character levels
  between the two selves, allocating no fewer than one-third and
  no more than one-half your levels to the secondary self. Your
  base attack bonus and base saving throws adjust accordingly. Each
  self retains access to your core self’s powers, feats and special
  abilities, unless a self no longer meets a level, ability score or
  other prerequisite.
  The selves can think and act independently within the
  constraints of a power that requires concentration, but they share
  the same consciousness, with each knowing instantly everything
  that happens to the other. You may switch places of your primary
  and secondary selves as a move action.
  The two forms share a single hit point total; any damage that
  one self takes is apparent instantly upon the other. They also draw
  from the same power point pool.
  
  181
  Chapter TWELVE: APTITUDES
  TRINITY
  Any clothing and gear with your psi print is split as well.
  Technological devices become unreliable under these circumstances
  — mechanical devices function as normal but electronic and
  chemical devices (e.g., computers, lasers, radios) do not; psiware
  works 50% of the time.
  You can revert to a single self at will prior to the end of the
  power’s duration, regaining one-third of all lost hit points (round
  down) when the two selves recombine. You may recombine at either
  location, even if only one self remains conscious (drawing the other,
  unconscious self to him).
  Biosense
  “One freak behind that door, and it’s hurt bad.”
  Biokinesis
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Display:
  Display:
  Display:
  Display:
  Display: Mental
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area:
  Area:
  Area:
  Area:
  Area: 10-ft.-radius spherical emanation + 5 ft./2 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 0
  Description:
  Description:
  Description:
  Description:
  Description: You are sensitive to the genetic signature of living
  organisms — whether plant, animal, human or even psiware —
  and can perceive when they are nearby.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can detect a particular kind of living organism in a
  radius emanating out from you. You must think of the desired
  organism when using the power, but you can change the organism
  type each round. The amount of information revealed depends on
  how long you search a particular area or focus on a specific kind of
  organism (see Table 12–4: Biosense).
  Any target behind 1 foot of stone, 1 inch of metal or 3 feet of
  plastic, wood or dirt within the power’s radius may make a Hide
  check, opposed by your Spot check, to avoid registering on your
  biosense. You can use this power to conceal your own genetic
  signature from other biosense attempts regardless of whether you
  are obscured by a physical obstruction. In this circumstance, you
  each add your Psi scores to your opposing checks.
  Bioshift
  “What, you haven’t got your space legs yet?”
  Biokinesis (Psychomorphing)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display:
  Display:
  Display:
  Display:
  Display: Material
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description:
  Description:
  Description:
  Description:
  Description: You can adjust your physical frame and muscle
  tone in subtle ways. This is used most often to function without
  hindrance in different gravity environments.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You receive a +1 bonus to a single physical ability of
  your choice (Strength, Dexterity, Constitution) for each power point
  spent. You can spend a number of points equal to your Psi score
  with each use. This power can be applied to no more than two of
  your physical abilities at once; multiple uses of bioshift do not stack.
  The bonus provides the usual benefits conferred with an ability
  increase (e.g., damage, Armor Class, hit points).
  Biosynch
  “No time for you to get protective gear. I’ll shut down the
  core; just tell me how.”
  Biokinesis (Adaptation)
  Level:
  Level:
  Level:
  Level:
  Level: 4
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 1 free action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You use biosynch (short for “biosphere
  synchronization”) to modify your genetic structure to survive
  physical environment extremes such as pressure, gravity and
  temperature — even nuclear radiation or explosive decompression.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you suffer no adverse
  effects from any hazardous physical environment. You have no
  protection against attacks, however, such as some form of gravitic
  blast or a nuclear detonation.
  Body Sculpt
  “Eyes in the back of my head? That’s nothing.”
  Biokinesis (Transmogrify)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display:
  Display:
  Display:
  Display:
  Display: Material or olfactory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 full round
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/2 levels (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You can manipulate your body in extreme ways,
  creating patterned flesh, adding functional limbs, changing your
  size dramatically and creating other modifications outside the
  human norm.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power functions like transform, except that it
  enables you to assume the form of any single non-unique creature
  of the following types: animal, dragon, fey, giant, humanoid, magical
  beast, monstrous humanoid, outsider (lawful), plant, reptilian,
  vermin. Refer to the MM for details on these creatures. The size of
  the form you assume can range from Tiny to Huge; at 14th level,
  this range becomes Diminutive to Gargantuan.
  Table 12–4: Biosense
  Round
  Round
  Round
  Round
  Round
  Information
  Information
  Information
  Information
  Information
  1st
  Presence or absence of that kind of living organism
  in the area.
  2nd
  Number of targets of the specified kind in the area,
  and the condition of the healthiest specimen.
  3rd
  The condition1 and location of each target present.
  If a living organism is outside your line of effect,
  then you discern its direction but not its exact
  location.
  1 The categories of condition are listed below. If a target falls
  into more than one category, you sense the weaker of the
  two.
  Normal: Has at least 90% of full normal hit points, free of
  disease.
  Fair: 30% to 90% of full normal hit points remaining.
  Poor: Less than 30% of full normal hit points remaining,
  afflicted with a disease, or suffering from a debilitating injury.
  Weak: 0 or fewer hit points remaining, afflicted with a
  disease in the terminal stage, or crippled.
  
  182
  Chapter TWELVE: APTITUDES
  TRINITY
  Your creature type and subtype (if any) change to match the
  new form. You gain the Strength, Dexterity, and Constitution scores
  of the new form but retain your Intelligence, Wisdom, and Charisma
  scores. You also gain all of the form’s extraordinary special attacks
  and special qualities. If a creature from the MM is used, you do not
  gain any of its “supernatural” or “spell-like” abilities. The GM may
  allow you to gain psychic equivalents of these abilities or she may
  set specific traits herself.
  The genetic manipulation required for body sculpt extends in
  a kind of aura surrounding you; with a successful DC 15 Disguise
  check, you may also alter your clothing or even subsume it into
  yourself. Parts of your body or clothing do not revert to their original
  forms if separated from you.
  Unlike transform, you cannot change forms at will while body
  sculpt is in effect. Reverting to your natural form is a free action
  that ends the effect; changing to a new form requires a new use of
  the power.
  Bodywarp
  “Let me get that down for you.”
  Biokinesis (Transmogrify)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display:
  Display:
  Display:
  Display:
  Display: Material or olfactory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1; see text
  Description:
  Description:
  Description:
  Description:
  Description: You can stretch and shape your body to extend
  your reach, fit into narrow spaces, slip free of manacles and the like.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you can stretch your limbs
  up to 3 feet and/or flatten and reshape your form to fit through any
  opening as small as 6 inches in diameter. You also gain your Psi score
  as a competence bonus on any Escape Artist or Sleight of Hand
  checks; your physical ability scores and speed remain unchanged.
  For each additional power point you spend (up to your maximum
  per round), you can stretch your form an additional 3 feet or reduce
  by half the minimum diameter you can fit through (to a 3/4 inch
  minimum). If you spend at least 2 power points, you attack and
  threaten with a 10-foot reach; but you may not attack adjacent targets
  unless you have the Combat Martial Arts or Brawl feat.
  Bolster
  “Everything will be fine — once we kick its ass.”
  Vitakinesis (Mentatis) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 30 ft.
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 creature /4 levels, no two of which can be more than 10
  ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: Through subtle manipulation of neurochemical
  processes, you enhance a target’s mental fortitude — from
  increased clarity of thought and perception to great courage.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each target gains a +1 morale bonus per four character
  levels on attack rolls, saves and skill checks and is immune to fear
  effects for the duration of this power.
  
  183
  Chapter TWELVE: APTITUDES
  TRINITY
  Boost
  “I can make you better, faster, stronger.”
  Vitakinesis (Iatrosis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: Creature touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You stimulate a biochemical reaction within a
  target to increase her physiological capabilities, often to impressive
  degrees.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You may apply a +1 enhancement bonus per two
  character levels to the target’s Strength, Dexterity, Constitution
  and/or Intelligence. The target enjoys the usual benefits of the
  adjusted ability score.
  A single ability score can have a bonus no more than half its
  total (round down) — so, a score of 10 can have up to a +5 bonus
  while a score of 17 can have up to a +8 bonus. Points may not be
  shifted once they are applied, and multiple uses of this power on
  the same target do not stack.
  Brainjack
  “Say good-bye to rational thought.”
  Telepathy (Mindshare) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: All creatures in a 15-ft.-radius burst
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/2 levels
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: By interweaving the subject’s own random
  thoughts, you engender such an overwhelming sense of confusion
  that the target is unable to take effective action.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each subject takes a –2 penalty on attack rolls, saving
  throws, skill checks and ability checks due to constant mental
  confusion while the power is in effect. Further, roll on the
  corresponding table at the beginning of each subject’s turn each
  round to see what the subject does in that round.
  If a creature cannot carry out the indicated action, she does
  nothing but babble. A brainjacked character who is attacked returns
  the attack automatically on her next turn, as long as she is still
  subject to the power. A brainjacked character will not make attacks
  of opportunity.
  Catabolysis
  “One touch, and you’ll fall apart like a child’s tower of blocks.”
  Biokinesis (Psychomorphing)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Material
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target: 
  Target: 
  Target: 
  Target: 
  Target: 1 creature or organic object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude half (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You destroy the genetic makeup of another
  organic form — whether human, animal, plant or even bioware
  — breaking the very bonds that connect the target’s component
  molecules! Psychomorphing experts keep this power a secret —
  not only because of its effects, but because it is one of the few
  biokinesis powers that can be used to affect others.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful melee touch attack, the targeted creature
  or organic object takes 1d6 points of damage per character level
  (maximum 20d6). When used against an object, you destroy as much as
  one 10- foot cube of organic matter (from wood to biotech). Thus, the
  power destroys only part of any very large object or structure targeted.
  A creature or organic object that makes a successful Fortitude
  save suffers half damage. A living creature’s genetic template —
  her inherent noetic aura, if you will — resists manipulation in this
  way, conferring a second Fortitude save with a +4 resistance bonus
  to negate the actual body part loss.
  The target recovers lost hit points as normal; however, the
  power “erases” the target’s genetic template in the affected area,
  making it impossible to restore other than through advanced
  vitakinesis (see regeneration).
  Any target reduced to 0 or fewer hit points by this power is
  destroyed entirely, collapsing into a puddle of gray sludge. A destroyed
  creature’s equipment is unaffected (unless the equipment is assimilated).
  Cellular Repair
  “Sleep now. You’ll feel much better in the morning.”
  Vitakinesis (Iatrosis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 minute
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: Creature touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: See text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description: 
  Description: 
  Description: 
  Description: 
  Description: With this power, you tap into the target’s own genetic
  code to restore damage from disease, mutation or parasitic infestation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You rebuild all damaged portions of the subject’s
  cellular structure, curing her of any disease, parasite or radiation
  poisoning. This reconstruction takes a base 120 minutes – (5 x
  subject’s Constitution score) minutes. This power also restores
  ability scores reduced through ability damage or drain.
  The reconstruction does not cure the subject of congenital
  anomalies, since those are part of her normal genetic makeup.
  Similarly, since the power returns the subject to her pre-diseased
  state, it does not prevent re-infection after a new exposure to the
  same disease or infestation at a later date.
  d20
  d20
  d20
  d20
  d20
  Behavior
  Behavior
  Behavior
  Behavior
  Behavior
  1–2
  Attack you or close for attack with primary
  attack type.
  3–4
  Act normally.
  5–9
  Do nothing but babble incoherently and fidget.
  10–12
  Flee away from you at top possible speed.
  13–16
  Repeat one random simple task.
  17–20
  Attack nearest creature (excluding you).
  
  184
  Chapter TWELVE: APTITUDES
  TRINITY
  Control Illumination
  “Let’s shed some light on the situation, shall we?”
  Electrokinesis (Photokinesis)
  Level:
  Level:
  Level:
  Level:
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You may adjust the intensity of illumination in an
  area or even create a focused beam of light.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each time you use this power, declare first whether you
  are creating a beam of light or adjusting ambient illumination. This power
  gives you no special immunity to the illumination changes it creates.
  Light Beam: You cause a focused beam of light to emit from a specific
  object in range (e.g., your hand, a weapon sight, a rock). The beam is 1
  foot across at the base of projection and has an effective range of 5 feet
  per level; you may adjust it at will between a line or a cone. As a move
  action, you can move the light to a new point of projection.
  Adjust Illumination: You can adjust the intensity of light by
  one category in a 5 foot radius per level spherical emanation,
  thereby enhancing or dampening the ambient illumination.
  Further, exposed surfaces within the area become slick and
  icy, reducing all land movement within or through the area to half
  normal speed with a DC 10 Balance check. Failure means that the
  target can take only a 5-foot step in that round, while failure by 5
  or more means that the target falls (see the Balance skill for details).
  The effect cannot be moved once it manifests.
  A target reduced to negative hit points can literally be
  shattered with a sharp blow (see “Smashing an Object” in the
  Player’s Handbook, Chapter 9; assume the subject has hardness
  2). A target restored to positive hit points may suffer permanent
  ability damage and/or loss of extremities, at the GM’s discretion.
  Danger Sense
  “Something doesn’t feel quite — duck!”
  Clairsentience (Telesthesia)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 move action
  Range:
  Range:
  Range:
  Range:
  Range: See text
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: Your spatial awareness makes you alert to imminent
  physical danger, such as ambushes or structurally unsound areas.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, if the GM designates that
  you are the target of some threat within a range equal to your
  attunement radius (see Chapter Eleven) — you are about to trip a
  trap, someone points a gun at you, etc. — she may have you make
  a Sense Motive check with a bonus equal to your Psi score. The
  check is a free action; the DC depends on the severity and
  immediacy of the danger, as noted on the corresponding chart.
  With a successful result, you gain awareness of the general
  direction and nature of the threat. You are not considered flat-footed
  and may act in a surprise round before regular rounds begin (see the
  Player’s Handbook, Chapter 8: Combat, “Initiative,” Surprise).
  This power offers some degree of precognition from sensing
  the flux of the subquantum flow. You can detect danger one round
  in the future for every four character levels (up to 5 rounds in the
  future at 20th level).
  Illumination
  Illumination
  Illumination
  Illumination
  Illumination
  Effect
  Effect
  Effect
  Effect
  Effect11111
  Dark
  Pitch black; creatures are considered blind.
  Dim
  Shadowy illumination; creatures have
  concealment relative to one another.
  Normal
  Bright light; no modifiers to vision.
  Intense
  Brilliant illumination; creatures are
  considered dazzled.
  Blinding
  Overwhelming brightness; creatures are
  considered blind.
  1 Creatures not dependent upon visible light (or lack thereof)
  to perceive their surroundings — such as with sense mastery
  or spectrum sight — ignore illumination effects.
  Cryofreeze
  “You’re walking on thin ice with me.”
  Psychokinesis (Cryokinesis) [Cold]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (cold)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Area:
  Area:
  Area:
  Area:
  Area: 20-ft.-spherical-radius spread
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial (object); see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You plunge the core temperature of anything within a
  targeted area to close to absolute zero. Anything from flesh and blood to
  wood, plastic or even metal can suffer from this brittle, supercold state.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While in effect, this power deals 1d6 points of cold
  damage per three character levels (maximum 6d6) and 1d3 points
  of temporary Dexterity damage each round to all creatures within
  the targeted area. On a successful Fortitude save, a target suffers
  half damage and avoids Dexterity damage.
  DC
  DC
  DC
  DC
  DC
  Category of Danger
  Category of Danger
  Category of Danger
  Category of Danger
  Category of Danger
  13
  Imminent and severe, directed (a lethal attack
  directed at you)
  15
  Imminent and severe, general (a bomb is about
  to detonate in the area)
  18
  Imminent or severe, directed (triggering a tripwire,
  someone is moving to get a clear shot on you)
  20
  Imminent or severe, general (an earthquake
  starts, the floor may give way)
  Detect Augmentation
  “Uh, no, those aren’t real. Trust me.”
  Biokinesis (Psychomorphing)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display:
  Display:
  Display:
  Display:
  Display: Mental
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 10-ft. cone-shaped emanation + 5 ft./2 levels
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: 1 living organism + 1/3 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  
  185
  Chapter TWELVE: APTITUDES
  TRINITY
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can determine whether a target has been
  subject to biokinesis augmentation or manipulation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The amount of information revealed depends on how
  long you study a particular area or subject, as indicated on Table
  12–5: Detect Augmentation. If the subject is in line of effect, you
  can make Heal checks to determine the mode used for each. (Make
  one check per alteration; DC 15 + half character level.)
  Past Modification: Depending on the degree of alteration, the
  signs of augmentation can linger even after the subject returns to
  his normal genetic configuration (see Table 12–5).
  Each round, you can turn to sense in a new area. Any target
  behind 1 foot of stone, 1 inch of metal or 3 feet of plastic, wood or
  dirt within the power’s radius may make a Hide check, opposed by
  your Spot check, to avoid registering on detect augmentation.
  Detect Emotion
  “The aliens seem upset, Captain.”
  Telepathy (Empathy) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 sentient target/3 levels, no 2 of which can be more than
  10 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will partial; see text
  Table 12–5: Detect Augmentation
  Round
  Round
  Round
  Round
  Round
  Information
  Information
  Information
  Information
  Information
  1st
  Presence or absence of current biokinesis
  alteration.
  2nd
  Number of different current alterations and
  the presence or absence of past biokinesis
  modification.
  3rd
  The location of current alterations.
  4th
  The location of past alterations.
  Power Level
  Power Level
  Power Level
  Power Level
  Power Level
  Signs of Modification Linger for…
  Signs of Modification Linger for…
  Signs of Modification Linger for…
  Signs of Modification Linger for…
  Signs of Modification Linger for…
  1st
  1d6 rounds
  2nd
  1d6 minutes
  3rd
  1d6 x 10 minutes
  4th
  1d6 hours
  5th
  1d6 days
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can attune to a subject’s emotional state,
  even perceiving the general cause of her current mood.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You detect the current emotional state for a target
  (any conscious creature with a Wisdom score of 1 or higher). With
  sustained focus, you can discern further emotional nuances relating
  to the target. If the target succeeds at a Will save, you register
  only the current general emotion at that moment.
  
  186
  Chapter TWELVE: APTITUDES
  TRINITY
  1st Round: Presence or absence of emotion.
  2nd Round: The emotional state of each target (“She’s
  disturbed.”).
  3rd Round: Full nuance and cause of each target’s emotional
  state (“She’s aggravated because she has a cold, she’s
  uncomfortable because her shoes are one size too small, and she’s
  incensed at having to deal with someone as irrelevant as you.”).
  Each round, you can turn to detect emotion in a new area.
  The power can penetrate barriers, but any kind of energy field
  blocks it. You can perceive emotional states for targets within range
  for whom you do not have line of effect, but you cannot use this
  power to determine their location nor to target them with other
  effects.
  Sentient creatures have an instinctual emotional response
  when lying. You may also apply your Psi score as an insight bonus
  on any Sense Motive attempts to detect falsehood in others while
  this power is in effect.
  Detect Minds
  “Frankly, Xue, sometimes you’re not even a blip on my scan.”
  Vitakinesis (Mentatis) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 30 ft.
  Area:
  Area:
  Area:
  Area:
  Area: 30-ft. spherical radius spread + 10 ft./2 levels, centered on
  you
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can register the presence, general
  intelligence level and psychological condition of nearby minds.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You detect the presence of any creature with an
  Intelligence score of 1 or higher. With sustained focus, you can
  discern further details relating to the target.
  1st Round: Presence or absence of minds in the area.
  2nd Round: The number of minds and the degree of intellect
  of each (see below) in the area.
  3rd Round: The current attitude (see below) and location of
  each individual mind in the area.
  Degree of Intellect: A target’s degree of intellect is determined
  by its Intelligence score, as given on the corresponding chart.
  Int
  Int
  Int
  Int
  Int
  Degree of Intellect
  Degree of Intellect
  Degree of Intellect
  Degree of Intellect
  Degree of Intellect
  1–3
  Animal
  4–7
  Rudimentary/proto-sentient
  8–12
  Sentient, average
  13–16
  Sentient, highly intelligent
  17+
  Sentient, advanced
  Current Attitude: For purposes of this power, use the
  “Influencing NPC Attitudes” sidebar (Player’s Handbook, Chapter
  4: Skills) to determine a given mind’s attitude at the moment.
  The power can penetrate barriers, but any kind of energy
  field blocks it. You can perceive the presence of a target within
  range for whom you do not have line of effect, but you can
  determine only her direction and not her exact location. If the
  target succeeds at a Will save, you register only the target’s
  existence within range.
  Disruption
  “One more step and I’ll light you up like the Olympus power grid.”
  Electrokinesis (Electromanipulation) [Mind-Affecting]
  Level:
  Level:
  Level:
  Level:
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or olfactory (ozone)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: Up to 6 creatures, no two of which can be more than 15 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude half
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You make the target’s existing bioelectric energy
  fire at random, shorting out voluntary muscular control and causing
  excruciating pain (involuntary systems like heartbeat and breathing
  are unaffected).
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You generate one bioelectric arc for every three
  character levels (maximum 6 arcs). Each arc deals 1d8 points of
  nonlethal electrical damage +1 point per 3 character levels (+6
  maximum). You can direct the arcs to strike a single target or several
  targets (a single arc can strike only one target). You must designate
  targets before you check for power resistance or roll damage.
  Dowsing
  “Somewhere over there. Keep going… a little further….”
  Clairsentience (Psychonavigation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 50 miles + 25 miles/level
  Area:
  Area:
  Area:
  Area:
  Area: Spherical emanation, centered on you, with a radius of 50
  miles + 25 miles/level
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You search for the noetic resonance common to
  a certain kind of object or person.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You sense the direction of a clearly visualized or
  specific kind of object or creature. Make a Spot check against DC
  20, applying your Psi score as a bonus to the roll. On a successful
  check, you register each thing within the power’s range that meets
  your sensing parameters. On a failed check, you locate the nearest
  one of its kind. You maintain a sense of where the target is as long
  as it remains within range while the power is active.
  If searching for a general item or creature, you must have a
  strong sense of what you’re looking for — e.g., guns, buildings,
  sentient beings. Attempting to find a specific type of object or
  creature — e.g., model of gun, style of building, race of being —
  requires that you have seen it up close (within 30 feet) at least once.
  If the image is not close enough to the actual object or creature,
  the effect fails. The GM may call for an Intelligence check to determine
  whether your mental image is close enough to the desired object or
  creature. You cannot specify a unique item or individual.
  Electromagnetic Shield
  “Hey, watch the laser blasts. I almost felt that one!”
  Electrokinesis (Photokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  
  187
  Chapter TWELVE: APTITUDES
  TRINITY
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You harness ambient wavelengths to create an
  energy field to protect against everything from laser bolts to radiation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you gain resistance to fire,
  light and radiation (e.g., microwave, gamma, cosmic) equal to one-
  half your character level (round down). This includes all lasers. You
  also gain a bonus equal to your Psi score on any saves against such
  effects (including photokinesis effects).
  This power also inhibits radar, radio and infrared scans. You can
  make an opposed Hide check applying a bonus equal to your Psi score
  against any power or device that transmits on such wavelengths; if your
  result is higher than the opposing check, you do not register on the scan.
  The shield also disrupts holographic integrity if the two intersect directly.
  Emotional Fortress
  “You don’t scare me. Not right now, at least.”
  Telepathy (Empathy) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You subdue your own emotions, becoming cold and
  clinical. This provides a heightened ability to apply objective critical
  thought to matters, and also offers immunity to emotional manipulation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you gain your Psi score as
  an insight bonus on all Intelligence- and Wisdom-based skill checks.
  Further, you are immune to any emotional manipulation (e.g. fear
  effects), beneficial or otherwise.
  Empathic Polarization
  “Come on, we can take ‘em!”
  Telepathy (Empathy) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 50 ft.
  Area:
  Area:
  Area:
  Area:
  Area: All creatures within a 50-ft. burst, centered on you; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You enhance feelings of confidence and courage
  in your allies while simultaneously accentuating sensations of fear
  and doubt in foes.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each ally in range (including you) gains a +1 morale
  bonus per 4 character levels on attack rolls and on saving throws
  against empathy or fear effects. Each enemy affected takes a –1
  penalty per 4 character levels on attack rolls and on saving throws
  against empathy or fear effects.
  Multiple uses of this power do not stack. However, you can use it
  to counter and negate another character’s use of empathic polarization.
  Enhanced Attunement
  “I sense a disturbance in the implicate order.”
  Clairsentience
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: N/A; see text
  Range:
  Range:
  Range:
  Range:
  Range: See text
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: Constant
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 0
  Description:
  Description:
  Description:
  Description:
  Description: Your standard subquantum attunement is
  enhanced significantly.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Apply a +1 bonus to your Psi score to determine your
  practical attunement radius and attunement check (see Chapter
  Eleven: Psi, “Attunement”). The bonus increases by an additional
  +1 every three character levels. This bonus applies only to increase
  your sensing radius and when making attunement checks; your Psi
  score is not adjusted for any other factors (e.g., calculating power
  points, determining backlash effects).
  Extrusive Warp
  “I’ll twist you up like a pretzel if you don’t settle down.”
  Teleportation (Warping)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Area:
  Area:
  Area:
  Area:
  Area: 1 target no larger than 1 5-ft. cube + 1 5-ft. cube/3 levels (S)
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 round/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You can adjust a segment of spacetime —
  expanding it in all directions or compressing it to a lump — without
  inflicting any actual damage to the target. You can extrude a germ
  up to macro scale or crumple a bookshelf into a softball-sized wad.
  The change in size is effectively an optical illusion; you are
  altering the spatial relationship between the target and its
  surroundings. A target’s body remains undamaged; only the space
  it occupies is altered — turning the head, arms and legs inward
  and pushing them against the stomach. This can be handy to expose
  a subject’s internal organs, although you’d still need an internal light
  source to see detail — you don’t actually cut the target open; it
  just looks like you have.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Declare whether you expand or compress the target
  when you first manifest the power. The change in size offers no
  benefit other than what is listed for this power specifically.
  Expanding doubles a target’s size instantly per two character
  levels — e.g., at 10th level, you can expand a target to appear up
  to 32x larger than normal size; at 16th level, you can expand a target
  to appear 256x larger than normal size. This increase changes the
  target’s size category to the next larger one, applying a –1 penalty
  on attack rolls and to Armor Class. A creature whose size increases
  to Large has a space of 10 feet and a natural reach of 10 feet. This
  power does not change the target’s speed. If insufficient room is
  available for the desired growth, the target attains the maximum
  possible size and is constrained without harm by the materials
  enclosing it.
  Compressing halves a target’s size instantly per four character
  levels — e.g., at 10th level, you can compress a target down to
  one-quarter its normal size; at 16th level, you can compress a target
  down to one-sixteenth its normal size. This increase changes the
  target’s size category to the next smaller one, applying a +1 bonus
  on attack rolls and to Armor Class. A target that fails her save is
  considered paralyzed until the effect ends.
  
  188
  Chapter TWELVE: APTITUDES
  TRINITY
  Though size changes, mass does not. A germ exploded to the size of a
  table or a horse crumpled into a fist-sized ball retains its normal-sized mass.
  Fade
  “Zip security system? Not a problem.”
  Teleportation (Warping)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target: 
  Target: 
  Target: 
  Target: 
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You translate a significant portion of your physical
  form into noetic energy. Though it becomes difficult to interact
  with the physical world, you gain the ability to pass through solid
  objects and avoid the full effect of almost any attack.
  This power is disturbing to some, since you assume a translucent
  appearance — even your internal organs, circulatory system and skeleton
  are visible as vague, shadowy shapes beneath your ghostly skin.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Your body (including everything that you carry up to a
  medium load) becomes partially insubstantial. You gain damage
  reduction N/—, with N equal to your Psi score +1 per two character
  levels. Further, you have full concealment (50% miss chance) against
  all attacks except for a force or light effect. You gain a +6
  circumstance bonus on Hide and Move Silently checks. You can survive
  without harm in hostile conditions (e.g., extreme temperatures,
  underwater, vacuum) for 10 times the normal duration. You have one-
  tenth your normal mass, and your increment for falling damage
  increases to every 50 feet rather than every 10 feet.
  While in this state, you can pass through physical objects with
  some effort. Make a DC 13 Strength check for each foot of solid
  substance; on a failed roll, you make no progress. You cannot see
  when your eyes are within solid matter. Every round that you are
  within a solid object — including just passing through an
  obstruction, no matter how thin — you must succeed at a DC 15
  Fortitude save or suffer 1d6 points of damage (this bypasses the
  fade damage reduction). You leave a film of genetic residue —
  what some call ectoplasm — when you pass through solid matter.
  You cannot pass through energy barriers.
  Your Strength and Dexterity ability scores are considered 1 for
  the purposes of manipulating solid objects. You interact normally with
  anything that faded with you, although a device with any electronic
  component does not function in this state. A faded object that you
  release disperses harmlessly into subquantum wave particles.
  You use your standard ability scores and other modifiers when
  attacking while faded, but targets gain damage reduction 10/—
  against your non-psionic attacks.
  This power functions at a unique wavelength for each
  individual, so faded characters interact with one another just as
  they would with a solid object.
  Farsensing
   “Follow me. I know the way.”
  Clairsentience (Psychonavigation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 round
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 hour/2 levels; see text
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You monitor fluctuations in the subquantum stratum
  to find the shortest, most direct physical route to a specified destination.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power works with respect to locations, not objects
  or creatures at a locale. Nor is distance an issue. The locale can be
  anywhere — within a building, outdoors, even through deep space.
  If the course is not a direct line, you perceive the correct
  direction to go at each stage, sensing intuitively when to change
  course and which new direction to go. Your connection to the noetic
  flow is sensitive enough to perceive potential obstacles and how to
  bypass them — whether to move at an incremental pace to avoid
  tripping a motion sensor, or whether to take a detour to avoid an
  accident. You cannot anticipate actions before they occur or
  otherwise predict actions that others may take, however.
  The effect ends when you reach the destination or when the
  duration expires, whichever comes first.
  Feedback
  “Reboot time.”
  Electrokinesis (Electromanipulation) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or olfactory (ozone)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target:
  Target:
  Target:
  Target:
  Target: 1 creature or organic object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You send a massive dose of bioelectric energy
  surging through the target.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful ranged touch attack, the targeted
  creature or organic object takes 1d6 points of electrical damage
  per character level (maximum 20d6). A creature or organic object
  that makes a successful Fortitude save suffers half damage.
  A creature who makes her save is also sickened for 1d4 rounds.
  On a failed save, she suffers 1d4 points of Dexterity damage due to
  nerve damage. A target reduced to 0 or fewer hit points by this
  power must make an additional Fortitude save or suffer 1d3 points
  of ability drain due to nerve damage (the GM determines the
  specific ability affected depending on circumstances).
  When used against an object, add the device’s fail-safe rating
  (if any) to its Fortitude save. A piece of psiware with no ability scores
  loses one system function (as determined by the GM). Once all of a
  device’s functions are lost, the psiware is destroyed beyond repair.
  Find Flaw
  “Everything has a weakness.”
  Clairsentience (Psychometry)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display:
  Display:
  Display:
  Display:
  Display: Visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 100 ft.
  Target:
  Target:
  Target:
  Target:
  Target: One creature or object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: Subquantum energy flows through all things to
  some degree. By perceiving the variations in this flow around and
  within a given target, you can detect its flaws or weak points.
  
  189
  Chapter TWELVE: APTITUDES
  TRINITY
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: If the designated target is within line of effect and fails a Will
  save, you perceive a weakness within the creature or object. Depending on
  the nature of the target and your desire, you can try to repair the flaw or
  exploit it to your advantage, as indicated on the corresponding chart.
  Target
  Target
  Target
  Target
  Target
  Effect
  Effect
  Effect
  Effect
  Effect
  Living creature +1 insight bonus/Psi on attack rolls against
  the target.
  Physical object –1/Psi to the object’s effective hardness
  (minimum 1).
  Structure
  +1 insight bonus/Psi on checks to repair,
  modify or damage a building, bridge,
  vehicle or equivalent structure.
  System
  +1 insight bonus/Psi on checks to interact
  with or bypass a security system or program.
  Flame Immunity
  “And Mum told me I should never play with fire….”
  Psychokinesis (Pyrokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You vent excess heat to resist the worst effects
  of exposure, fire damage or even pyrokinesis effects.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is in effect, you gain resistance to
  fire equal to your Psi score plus your character level, and half this
  total (round down) as resistance to light.
  Your infrared register is reduced as well (anyone with IR-sensing
  equipment suffers a –4 penalty to pick up your signature). You cannot
  have flame immunity and thermal screen active at the same time.
  Flashback
  “Don’t remember what happened? Let’s see if I can find out.”
  Clairsentience (Psychometry)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: Target touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 hour/2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You attune to the subquantum flow within a
  target, tracing the waveform fluctuations to perceive past events
  relating to that person or area.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: To use this power, you must first touch the target; this
  may require a melee touch attack if the target is unwilling. (If the
  target is a location, you must be within its confines.) Each round of
  sustained contact reveals an increasing amount of information. You
  can sense 1 day/character level in the past.
  You witness events from a subjective vantage point. If you
  use flashback upon a living creature or an object, you view events
  
  190
  Chapter TWELVE: APTITUDES
  TRINITY
  only from that subject’s point of view. If you use this power in a
  locale, you view events only from the spot in which you stand. You
  cannot witness events that the subject was not exposed to or that
  are not apparent from your location.
  You can view events at any time in the past within the extent
  of your power, but time passes normally within the flashback once
  you determine the starting point. You can jump to a different point
  in time on a successful DC 18 Concentration check.
  Flicker
  “Now you see me, now you don’t.”
  Teleportation (Translocation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area: 
  Area: 
  Area: 
  Area: 
  Area: 5 ft.-radius/level spherical emanation
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You blink from one spot to another around the
  immediate area with seeming randomness.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you teleport once per round
  as a move action within a 5-foot-radius per level sphere. You can
  choose where you appear with a successful DC 20 Concentration
  check. On a failed check, you arrive off-target (see “Off-Target
  Arrival” under Table 12–8: Teleportation).
  The following conditions apply while this power is in affect:
  Physical attacks against you have a 50% miss chance. The
  Blind-Fight feat doesn’t help opponents, since you are vanishing
  from a location rather than merely turning invisible. Any individually
  targeted power has a 20% chance to fail against you unless the
  attacker has spatial sense.
  Your own physical attacks and individually targeted powers
  have a 20% miss chance, since you cannot always orient your facing
  precisely enough to strike with certainty.
  If you appear next to a target, you strike as an invisible
  creature (with a +2 bonus on attack rolls), denying your target any
  Dexterity bonus to AC. You take only half damage from area attacks
  and from falling.
  If you become material in a solid object (typically due to
  arriving off-target), you are shunted to the nearest open space
  and take 1d6 points of damage per 5 feet so traveled.
  Flight
  “Parachute? That’s for beginners.”
  Psychokinesis (Telekinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You use telekinetic force to propel yourself
  independent of the ground, in much the same way that you use
  remote manipulation to move around other objects.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can fly at a speed of 10 feet per Psi (reduced by
  10 feet if you carry a medium or heavy load) with good
  maneuverability. You can ascend at half speed and descend at double
  speed. Using flight requires only as much concentration as walking,
  so you can attack or manifest powers normally. You can use flight
  to charge but not run, and you cannot carry aloft more weight than
  your maximum load.
  You can hustle for long-distance movement the same as with
  moving on the ground; a forced march still requires Constitution
  checks (see the Player’s Handbook, Chapter 9, “Movement”).
  Should the power’s duration expire while you are still aloft,
  the effect dissipates slowly. You float downward 60 feet per round
  for 1d6 rounds. If you do not reach the ground in that amount of
  time, you fall the rest of the distance, taking 1d6 points of damage
  per 10 feet of fall.
  Force Barrier
  “I’ll hold them off; just get to the ship!”
  Psychokinesis (Telekinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Wall whose area is up to one 5-ft. square/level
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You create a telekinetic plane of concentrated
  force that blocks most attacks.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The force barrier is a 6-inch-thick, flat, invisible plane;
  you can bend it into up to a 30 degree curve or dome shape. It
  appears as a scintillating net to forms of detection that register
  noetic energy (such as attunement).
  The barrier provides total concealment (50% miss chance)
  against all physical ranged attacks and blocks physical passage from
  either direction. It has no influence on energy or gas attacks.
  A target may take a full-round action to push through, passing
  through with a successful DC 18 Strength or DC 18 Escape Artist
  check. If the target fails this check, she must succeed at a DC 15
  Reflex save or be caught within the TK force. The target is
  considered entangled until she makes the Strength or Escape Artist
  check to break free.
  The barrier remains in the same position relative to you once
  created, and moves with you. Changing its position or facing is a
  move action. It dissipates if you move further away than the power’s
  effect range.
  Frequency Tap
  “It’s funny what people say when they think no one is
  listening….”
  Electrokinesis (Technokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 10 miles/level
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Cone-shaped emanation
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 min./2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You can access the lower “half” of the electromagnetic
  spectrum to monitor or transmit along radio or microwave frequencies
  without need of an actual receiver or transmitter.
  
  191
  Chapter TWELVE: APTITUDES
  TRINITY
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can monitor or transmit along a particular
  electromagnetic wavelength in a cone emanating out from you in
  whatever direction you face. You must select the desired wavelength
  to scan — radio or microwaves — but you can change the
  wavelength each round.
  When scanning, the amount of information revealed depends on
  how long you search a particular area or focus on a specific wavelength.
  Each round you can turn to detect a wavelength in a new area.
  1st Round: Presence or absence in the area of that wavelength
  in greater than normal background levels.
  2nd Round: Number of different sources of the wavelength
  and the location and relative intensity of the strongest source.
  3rd Round: The specific frequency and location of each
  wavelength. Powerful emanations and/or multiple wavelength
  emissions may distort or conceal weaker emissions.
  When transmitting, you may generate a transmission along a
  desired wavelength. To create an encrypted transmission or to jam
  a targeted transmission, you make an opposed Craft (electronic)
  check against the opponent.
  Gross Manipulation
  “See, officer? No weapons.”
  Biokinesis (Transmogrify)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display:
  Display:
  Display:
  Display:
  Display: Material
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./2 levels (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can make minor physical changes to increase your
  offensive or defensive capability, or even to adjust your appearance.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each time you use this power, you must declare whether it is
  for offense, defense or appearance. You can manifest this power separately
  for each option, but multiple uses in the same option do not stack.
  Offense: You harden your hands, gaining natural weaponry that
  inflicts 1d6 + Strength modifier points of lethal damage. Damage type
  is slashing if you change your nails into claws, bludgeoning if you
  calcify your knuckles in some fashion. The base damage increases by
  +1d6 every four character levels (maximum 5d6).
  Defense: You toughen your skin, gaining a +2 natural armor
  bonus. This bonus increases by +1 every four character levels
  (maximum +6).
  Appearance: You gain a +2 circumstance bonus on Disguise
  checks while the power is active. This bonus increases by +1 every
  four character levels (maximum +6).
  Heatburn
  “Hot enough for ya?”
  Psychokinesis (Pyrokinesis) [Fire]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: Up to 6 creatures, no two of which can be more than 15 ft.
  apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Reflex half
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You launch a burst of superheated air that ripples
  in a blistering wave from you to your target. Heatburn can cause
  intense blistering and dehydration in living targets and can ruin most
  electronic equipment.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You generate one heat beam for every three character
  levels (maximum 6 beams). Each beam deals 1d8 points of nonlethal
  fire damage +1 point per 3 character levels (+6 maximum). You can
  direct the beams to strike a single target or several targets (a single
  beam can strike only one target). You must designate targets before
  you check for power resistance or roll damage.
  The GM may call for flammable objects targeted by this effect
  to make a Fortitude save or burst into flame.
  Heat Sink
  “Three hundred days and counting since the last explosion in
  the lab.”
  Psychokinesis (Cryokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (cold)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Long (400 ft. + 40 ft./level)
  Area:
  Area:
  Area:
  Area:
  Area: 5-ft.-radius spread/level
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2; see text
  Description:
  Description:
  Description:
  Description:
  Description: You can extinguish open fires with a glance,
  halting the molecular motion to cool even a red-hot ember in an
  instant.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You bleed off all intense heat and extinguish all open
  flames within the power’s area. Any fire beyond this area is
  unaffected and may sweep through the extinguished area within
  1d6 rounds if combustible materials remain.
  Heat sink is normally a reactive effect applied against existing
  fires. You may try to use it to snuff out an explosion or other sudden
  eruption of fire (including pyrokinesis effects), negating 1d6 points
  of fire damage per character level within heat sink’s area of effect.
  This requires a full-round action and doubles the power point cost.
  Heightened Reflexes
  “Let the hostage go, or I’ll drop you before your finger
  squeezes the trigger.”
  Biokinesis (Adaptation)
  Level:
  Level:
  Level:
  Level:
  Level: 3
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 1 free action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: Your reactions are lightning-quick, almost as if
  your body knows what is going to happen before it occurs.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You may use this power in combat — or in any other
  situation where actions are measured in rounds — to achieve one
  of two effects for a single round:
  Highest Initiative: You perform your action before anyone else.
  Extra Standard Action: You take one extra standard action at
  no penalty.
  You must declare which effect you wish to perform and spend
  the requisite power point before any actions are taken for that
  round.
  
  192
  Chapter TWELVE: APTITUDES
  TRINITY
  Hologram Creation
  “Need a distraction, eh? I think I can whip up a little
  something.”
  Electrokinesis (Photokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Figment that cannot extend beyond 1 20-ft. cube + 1 10-ft.
  cube/2 levels (S)
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 min./2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will disbelief (if interacted with); see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description:
  Description:
  Description:
  Description:
  Description: You use low-level visible laser energy to create
  holographic images just as a technological device would, except
  that the intersecting lasers which create the images are pinpoints
  of focused light that originate spontaneously from the air (rather
  than beams that can be traced to a point of origin).
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power creates the visual and thermal illusion of
  an object, creature or force, as visualized by you. This does not
  include sound generation; transmit must be used in tandem to create
  full audio-visual images.
  The power points spent depend on the degree of realism and
  detail you devote to the illusion created, as indicated in the
  corresponding chart. Subjects receive a +10 circumstance bonus
  on Will saves for a translucent image unless it emulates a plausible
  effect (e.g., electrical flickers, an energy field).
  PP
  PP
  PP
  PP
  PP
  Image
  Image
  Image
  Image
  Image
  1
  Translucent, static image.
  2
  Translucent, dynamic image.
  3
  Opaque, static image.
  4
  Opaque, dynamic image.
  Static: The illusion is stationary and makes no movement.
  Dynamic: The illusion involves movement to some degree.
  The GM may call for a Bluff or Perform check if you want to
  create plausible complex interactions.
  Hypothermic Blast
  “I said cool it, sparky.”
  Psychokinesis (Cryokinesis) [Cold]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (cold)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 creature or object/3 levels, no two of which can be more
  than 10 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous; see text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You create a drastic temperature drop, flash-
  freezing targets for an instant.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power deals 1d6 points of cold damage per two
  character levels (maximum 10d6) to each target affected. Further,
  each target is considered fatigued for 1d6 rounds due to the shock
  of intense cold. A target who makes a Fortitude save suffers half
  damage and avoids fatigue.
  Impulse Control
  “Sure, I can make him do what I want — but I like to ask
  nicely first.”
  Electrokinesis (Electromanipulation) [Compulsion, Mind-Affecting]
  Level:
  Level:
  Level:
  Level:
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or olfactory (ozone)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: 1 creature/4 character levels, no two of which can be more
  than 15 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You take control of another organism that has basic
  synaptic relays, from a piece of psiware to a fellow human being.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: If the target fails a Will save, she is subject to your
  control for the power’s duration. She may make a Will save to resist
  each command you issue during this time, with a bonus to her save
  depending on the command’s intensity (see Table 12–6: Control
  Commands). If successful, she resists performing the action but is
  considered dazed for the round. The target may act normally if
  you do not issue a command for a given round.
  As long as all targets are given the same order, issuing a
  command is a move action regardless of the number of targets. Issuing
  different commands for separate targets is a full-round action.
  You may attempt impulse control on one organic target for
  every four character levels (maximum 5) within range whom you
  can perceive clearly (e.g., line of sight, video monitor). Since large
  psiware devices are often composed of several smaller devices
  working in tandem, the GM should have each component be affected
  separately — so, you might control a bioVARG’s locomotive
  systems, but its weapon systems may remain unaffected.
  You need not speak your commands aloud or even know the
  same language as the target; your commands are transmitted as a
  series of nerve impulses.
  Table 12–6: Control Commands
  Save Bonus
  Save Bonus
  Save Bonus
  Save Bonus
  Save Bonus
  Command Intensity
  Command Intensity
  Command Intensity
  Command Intensity
  Command Intensity
  0
  Minor/Quirky: Blink; eat a bug; wear a
  particular suit of clothes (creature). Read or
  delete data; shut down; open/close (object).
  +2
  Major/Noteworthy: Do my chores; buy
  dinner for someone you hate (creature).
  Alter or insert data; bypass security systems;
  communicate within a network (object).
  +4
  Complex/Antithetical: Worship a foreign
  god; follow a particular set of commands
  (“Fill out this form, transmit it to Luna from
  Beijing, and after doing so, make an OpNet
  post which reads...”); attack (or refrain
  from attacking) whomever you indicate in
  combat (creature). Add or rewrite
  programming (object).
  +8
  Total Control: Commit suicide; perform any
  task, no matter how difficult or vile (creature).
  Complete system change, reprogramming for
  a function never intended (object).
  A psychic character receives an additional +2 bonus to resist
  commands.
  
  193
  Chapter TWELVE: APTITUDES
  TRINITY
  Inflame
  “That’s a nasty looking cut you’ve got there.”
  Vitakinesis (Algesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 0 ft. + 5 ft./3 levels
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: 1 living creature + 1/4 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude half
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: With this power, you exacerbate a target’s
  existing injuries to cause further damage.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful ranged or melee touch attack, you
  deal 1d6 points of damage per three character levels (maximum
  6d6) to a target that has received a minimum of 1 hit point of
  damage from another source. Multiple subjects are targeted
  separately. This power has no effect on a target that has not
  suffered any damage.
  Insight
  “Hold still; I need more details than that the man was ‘tall,
  dark and handsome.’”
  Clairsentience (Psychometry)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: Target touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can glean a psionic impression of the places
  where an object or person has been.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: To use this power, you must first touch the target; this
  may require a melee touch attack if the target is unwilling. A
  location’s significance to the subject or to you is what matters,
  rather than how long the subject was there. For instance, you would
  perceive the kiosk where the subject makes dead drops to his
  contact even if you are unaware that he is a spy. Conversely, you
  would sense whether a target had been on the subway if you are
  interested in how she traveled, even though it’s an inconsequential
  detail to her.
  This power does not convey context. You may perceive the
  kiosk, but its importance to the subject — as well as its specific
  location — is not apparent. Although you may not be familiar with
  an area, you recognize it immediately should you ever encounter
  it, even after the power’s duration expires.
  Each round of sustained contact reveals an increasing amount
  of information. You can sense up to 1 day in the past per two
  character levels.
  1st Round: General idea of places with significance to yourself
  or to the subject (e.g., a large, dirty room; a comfortably-appointed
  vehicle).
  2nd Round: Details of the location and relative time that the
  subject was there (e.g., the room visited three hours previously is
  
  194
  Chapter TWELVE: APTITUDES
  TRINITY
  a disused storage garage with only a small stack of crates in one
  corner; the vehicle used two days before is a late-model luxury
  limousine with real leather interior, with a cityscape of crumbling
  buildings passing by outside).
  3rd Round: A sense of what took place at the locale (e.g., the
  subject meets a woman in the room only long enough to hand her a
  small plastic case; the car’s interior holo broadcasts an MMI dance
  party while a handful of well-dressed people laugh and yell at one
  another, drink from glass containers, and pass around small vials
  and ingest their contents).
  Interface
  “Open sesame! Heh; I love doing that.”
  Electrokinesis (Technokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 terminal/3 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 minute/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You may interface with any device equipped with
  an electronic operating system — a security system, hovercar,
  computer, SI network or even a vending machine.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power functions the same as impulse control does
  upon psiware except that it applies to electronic devices, designated
  “terminals.” A terminal can be any electronic system — a
  minicomp, a video camera, a keycode lock, a cell phone, etc. You
  must touch a portion of the terminal; this may require a melee touch
  attack if the terminal has motive capability (e.g., a vehicle, a robot,
  in the possession of someone else).
  Kirlian Eye
  “This one’s critical; get him into surgery, stat!”
  Vitakinesis
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 10-ft. cone-shaped emanation + 5 ft./2 levels
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: 1 living organism + 1/3 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You tap into the subquantum stratum that connects
  all things to perceive a subject’s current physiological condition. This
  power is used most often to perform instant triage on a patient, but
  it can also be handy for sizing up an opponent’s condition.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The amount of information revealed about a subject’s
  condition depends on how long you study a particular subject.
  1st Round: General physical condition — critical (between 0
  and –9 hit points), near death (10% or less of total hit points),
  injured (between 11–50% of total hit points) or well (above 50%
  of total hit points).
  2nd Round: Total and current hit points and the location and
  condition of existing wounds.
  3rd Round: Presence or absence of additional ailments aside
  from damage suffered currently (e.g., ability damage or drain,
  poison, disease).
  You can target a new subject each round. The power can
  penetrate barriers, but any kind of energy field blocks it. You can
  perceive physical conditions for targets within range for whom you
  do not have line of effect, but you cannot use this power to
  determine their location nor to target them with other effects.
  Laser Generation
  “…then he shot laser beams from his eyes, just like on the vid!”
  Electrokinesis (Photokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Area: 
  Area: 
  Area: 
  Area: 
  Area: 100 ft. + 10 ft./level line
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Reflex half
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You absorb ambient electromagnetic energy and
  channel it into a focused laser beam.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You project a beam of energy that deals 1d6 points of
  fire and light damage per character level (maximum 20d6) to each
  target within its area. The beam begins within 1 foot of your body;
  each target gains a +2 circumstance bonus on the Reflex save if
  the beam does not emit from a body part that allows you to “aim”
  it (e.g. eyes, fingertips).
  The laser sets fire to combustibles and damages objects in its
  path. It can melt plastics and metals with a low melting point (e.g.,
  lead, gold, copper, silver, bronze). If the damage caused to an
  interposing barrier shatters or breaks through it, the beam may
  continue beyond the barrier if the power’s range permits.
  Liquefy
  “I hope you weren’t too attached to your car. Or your garage.”
  Psychokinesis (Pyrokinesis) [Fire]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 round; see text
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Area:
  Area:
  Area:
  Area:
  Area: 1 10-ft. cube + 1 5-ft. cube/2 levels (S)
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: See text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You excite an object’s molecular structure to such
  an intense degree that it shifts from a solid to a liquid state. The
  effect works best on materials with a low melting point; it is
  simplicity itself to liquefy cheap plastic compared to olaminium.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: A targeted object saves against this power, applying
  the save modifier listed on Table 12–7: Liquefy Parameters.
  (Unattended objects do not generally make saving throws; see
  Chapter Thirteen: Technology, “Technology and Saving Throws.)
  On a successful save, the target heats up enough to deal 2d6 points
  of fire damage to anyone who comes in contact with it for the next
  round (DC 13 Reflex for half damage).
  On a failed save, the target liquefies after the buildup time
  listed on Table 12–7. An object during its heat buildup prior to
  liquefying deals 2d6 points of fire damage the first round and 4d6
  points of fire damage each successive round (DC 13 Reflex for half
  damage) to anyone who comes in contact with it. A liquefied
  substance cools down to a solid state in its melted shape after the
  number of minutes listed on Table 12–7. During the cooldown, the
  
  195
  Chapter TWELVE: APTITUDES
  TRINITY
  object deals 2d6 points of fire damage (DC 13 Reflex for half
  damage) to anyone who comes in contact with it.
  With a successful DC 10 Spot check, observers within visual
  range can see and those within 10 feet can feel the object’s buildup
  and cooldown as it glows red-hot and gives off waves of heat.
  This power can target only nonliving matter.
  Mental Projection
  “Welcome to my nightmare.”
  Telepathy (Mindshare) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 living creature/4 levels, no two of which can be more
  than 10 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will disbelief; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You project a mental image, or phantasm, into a
  targets’ minds.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Each target makes a Will save to resist this power
  initially, with a bonus depending on its complexity (see below). If a
  target fails, she is subject to the phantasm for the power’s duration.
  Each target may make a new save if the phantasm does not react
  as she expects (e.g., a stranger treats her like an old friend), or if
  you change the complexity.
  Save Bonus
  Save Bonus
  Save Bonus
  Save Bonus
  Save Bonus Phantasm Complexity
  Phantasm Complexity
  Phantasm Complexity
  Phantasm Complexity
  Phantasm Complexity
  0
  Simple: Change appearance or nature of
  existing objects or persons; generate
  phantasms of minor objects or people where
  none exist.
  +2
  Complex: Change appearance or nature of
  important existing objects or persons; generate
  phantasms of important objects or people where
  none exist; minor changes to overall environment.
  +4
  Very Complex: Phantasm changes entirely the
  target’s environment or the people and objects
  around her.
  Metabolic Efficiency
  “Fugu? Hand me the chopsticks.”
  Biokinesis (Adaptation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 free action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: Your body neutralizes the effects of poisons or
  toxins, converting them into waste (it’s not uncommon to need to
  urinate after this power has been active). Metabolic efficiency does
  make it difficult to enjoy the effects of drugs (whether beneficial
  or otherwise) and alcohol since your body eliminates them as they
  are introduced.
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: While this power is active, drugs and poisons with save
  DCs equal to or less than (10 + Fortitude save) have no effect on
  you. Drugs and poisons whose save DCs exceed (10 + Fortitude
  save) have no effect if you make a successful save, and a reduced
  effect if you fail a save. A reduced effect is typically half the listed
  damage and/or duration; the GM determines specifics.
  You may manifest this power whenever you are exposed to a
  poison, subject to standard rules for power activation and power
  point expenditure.
  Table 12–7: Liquefy Parameters
  Save Mod.
  Save Mod.
  Save Mod.
  Save Mod.
  Save Mod.
  Substance
  Substance
  Substance
  Substance
  Substance
  Buildup
  Buildup
  Buildup
  Buildup
  Buildup
  Cooldown
  Cooldown
  Cooldown
  Cooldown
  Cooldown
  –4
  Frozen liquid1
  1 round
  1 minute
  –2
  Plastic
  1 round
  1 minute
  0
  Glass
  2 rounds
  2 minutes
  +1
  Copper
  2 rounds
  2 minutes
  +2
  Orbital steel
  3 rounds
  3 minutes
  +4
  Granite
  1 minute
  4 minutes
  +8
  Olaminium
  2 minutes
  5 minutes
  1 A frozen liquid does not inflict fire damage during buildup
  or cooldown.
  Lockout
  “Impregnable? Yeah, right; my team can crack any system.”
  Electrokinesis (Technokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: 1 electronic device
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 day/2 levels
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You can manipulate ambient electromagnetic
  energy to alter the security of an electronic device.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: If a targeted electronic device fails its save, you may
  increase or decrease its security DC by 1 point per two character levels.
  For instance, a computer with security rating 3 (exceptional) has a
  security DC of 35; if the computer fails its save, a 9th-level character
  can reduce it to DC 31 or enhance it to DC 39. You must determine
  whether to increase or decrease the security DC when you first manifest
  the power. Multiple uses of this power on the same device do not stack.
  A device with no listed security rating has a security DC of 10.
  Mend
  “You’ll be back on your feet in no time.”
  Vitakinesis (Iatrosis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 0 ft. + 5 ft./3 levels
  Target:
  Target:
  Target:
  Target:
  Target: 1 living creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You manipulate noetic energy to mend physical
  damage that a subject has suffered.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You heal 1d8 points of damage per four character levels
  (maximum 5d8) +1 point per two character levels (maximum +10).
  This may require a melee or ranged touch attack, if the target is
  unwilling for whatever reason.
  
  196
  Chapter TWELVE: APTITUDES
  TRINITY
  Microwave Burst
  “Try that again and I’ll boil your eyes out.”
  Electrokinesis (Technokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target:
  Target:
  Target:
  Target:
  Target: 1 organic creature or object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude half (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You focus an intense microwave discharge at your
  desired target, boiling the victim from the inside.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful ranged touch attack, the targeted creature
  takes 1d6 points of radiation damage per character level (maximum 20d6)
  and suffers 1d6 points of Constitution damage (also see Table 6–1: Radiation
  Poisoning). An object lacking a Constitution score reduces its hardness by
  1 point. Any target reduced to 0 or fewer hit points by this power is boiled
  alive, even to the point of literally bursting apart in gruesome fashion.
  A creature or object that makes a successful Fortitude save suffers
  half damage and is not subject to the Constitution damage or hardness
  reduction. Microwave burst affects any target with some degree of
  fluid interior physiology — e.g., organic creatures, plants, bioware.
  Mind Bomb
  “One emotional meltdown coming up right… now.”
  Telepathy (Empathy) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action; see text
  Range:
  Range:
  Range:
  Range:
  Range: 15 ft.
  Target:
  Target:
  Target:
  Target:
  Target: 1 sentient target
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: Labeled officially “emotional focal resurgence,” this power
  enables you to unleash the full, unfiltered force of a single emotion from within
  a target’s psyche — giving rise to the more blunt term of mind bomb.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: A raw emotion of your choice — e.g., fear, rage,
  ecstasy, sorrow — renders the target stunned for the power’s
  duration (drop anything held, cannot take actions, –2 penalty to
  AC, lose any Dex bonus to AC).
  If the target makes her save, she remains overwhelmed by the
  emotion to the point that she takes a –4 penalty on all attack rolls,
  saving throws, skill checks and ability checks for the power’s duration.
  With a successful DC 20 Concentration check, you may set
  this power to trigger at a later time of your choosing instead of
  immediately upon manifesting, up to 10 minutes per character level.
  Mindscan
  “Give me some time. If he’s here, I’ll find him.”
  Telepathy [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  
  197
  Chapter TWELVE: APTITUDES
  TRINITY
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 300-ft. spherical emanation/2 levels
  Target:
  Target:
  Target:
  Target:
  Target: 1 sentient creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration; see text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You “tune” your mind to discover a specific
  individual’s noetic resonance. While you do not discern the target’s
  exact location, mindscan does establish a mental connection through
  which you may use more significant psionic effects.
  This doesn’t allow you to gauge your target’s exact location or
  distance (at best, it conveys a sense of “over there a short distance”).
  However, mindscan does give you a mental connection to the subject
  through which you may use more significant psi effects.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You make a basic mental connection with a desired
  target within range. The base save DC to resist this power is
  adjusted further by your familiarity with the subject, as noted in
  the corresponding chart.
  Once connection is established, you gain a general sense of
  the target’s location (nearby, far away). Further, you may use other
  telepathy powers on the target as if you had line of effect. This
  requires your full concentration; you can take no other action and
  are considered flat-footed if attacked.
  DC Mod.
  DC Mod.
  DC Mod.
  DC Mod.
  DC Mod.
  Familiarity with Subject
  Familiarity with Subject
  Familiarity with Subject
  Familiarity with Subject
  Familiarity with Subject11111
  –2
  Intimate (good friend, close relative)
  0
  Strong (co-worker, general acquaintance)
  +2
  Casual (met once or twice, studied information)
  +4
  Vague (described only, saw briefly at a distance)
  1 You are considered intimate if you have a psi print relating
  to the target.
  Mindshield
  “He’s shielding his thoughts; I can’t pick up anything!”
  Telepathy (Psychbending) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You set up a barrier of “psi static” that diffuses
  telepathic effects into harmless waves of noetic energy.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You gain power resistance equal to your character level
  plus Psi score against all telepathy and mind-affecting powers.
  Mindspeak
  “Quit the chatter and focus, people. You’re giving me a migraine.”
  Telepathy (Mindshare) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 30 ft.; see text
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: You plus 1 willing creature per 3 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You forge a telepathic bond among a number of
  willing creatures and yourself. This effect transcends barriers of
  language and distance.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You must have line of effect (e.g., line of sight, a psi
  print) on each creature at the time the power manifests. Each
  creature included in the link must have an Intelligence score of 3 or
  higher. Each creature is linked to all the others and no special power
  or influence is established as a result — however, as the one who
  established the link, you may choose to communicate with a single
  subject. The creatures can communicate telepathically through the
  bond regardless of language. Once the link is formed, it works over
  a distance of 100 miles per character level.
  Mindstorm
  “You think I’m bluffing? One step closer, and you won’t think
  at all.”
  Telepathy (Psychbending) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target: 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You unleash all the target’s conscious and
  subconscious thoughts at once. This creates a massive psychic torrent
  that can drive even the strongest-willed individual to his knees.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power deals 1d6 points of nonlethal damage per
  two character levels (maximum 10d6) and 1d6 points each of
  Intelligence and Wisdom damage. On a successful Will save, the
  target takes only half the nonlethal damage and avoids the
  Intelligence and Wisdom damage.
  Mindwarp
  “You know this woman. You love her. You don’t know why
  you ever lost touch.”
  Telepathy (Psychbending) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: See text
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: 1 living creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Permanent
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You can alter existing memories or implant false
  ones. You cannot read the target’s thoughts; that requires
  mindspeak or pilfer thoughts.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You decide the degree of intended memory change,
  as listed on the chart below. You must then maintain line of sight
  and focus on the target for a corresponding number of rounds.
  The target makes a Will save, with a bonus depending on the degree
  of memory change. If successful, she resists the attempt; if she
  exceeds the save DC by 10 or more, she is aware that someone
  tried to affect her mind in some way. The GM may keep secret
  whether you were successful.
  You can also use mindwarp to restore a subject’s memories
  that were changed by some other use of this power, or to implant
  
  198
  Chapter TWELVE: APTITUDES
  TRINITY
  “psi coordinates” that allow teleportation to a place a character
  has never been to physically (see the Teleportation description
  under Aptitudes at the start of the chapter).
  Rounds to
  Rounds to
  Rounds to
  Rounds to
  Rounds to
  Save
  Save
  Save
  Save
  Save
  Concentrate
  Concentrate
  Concentrate
  Concentrate
  Concentrate
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Degree of Alteration
  Degree of Alteration
  Degree of Alteration
  Degree of Alteration
  Degree of Alteration
  1
  +0
  Trivial: Forget home address or
  your name.
  5
  +1
  Minor: Forget anniversary,
  change basic job facts.
  10
  +2
  Major: Change vital personal
  facts, privileged information,
  perception of relationship with a
  single individual.
  20
  +4
  Severe: Change her entire past or
  her perception of relationships
  with everyone she knows.
  Minor Flux
  “Closer, closer… too close!”
  Teleportation (Warping)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You manipulate the physical space between
  yourself and an opponent, compressing the distance at the moment
  you attack or expanding it when your foe tries to strike you.
  This power does have uses out of combat also, such as when
  you want to reach something on a high shelf.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you gain a +1 bonus per two
  character levels that you may apply to combat or to noncombat actions.
  In combat, the bonus acts as a circumstance bonus on a single
  attack action or as a dodge bonus to Armor Class against a single
  attacker. You may split the total bonus between attack and AC any
  way you like, as long as the attack bonus does not exceed your
  base attack bonus. You may reappropriate the total bonus on your
  action, before making attack rolls for a round.
  Out of combat, the bonus acts as a circumstance bonus on
  any skill check involving distance (e.g., Jump, Spot).
  Morbidity
  “You’re a dead man walking, and you don’t even know it.”
  Vitakinesis (Algesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: 1 organic creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/3 levels
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: Also called “the rot,” this disturbing power
  stimulates the bacterial and biochemical processes involved in
  decomposition — while the target is still alive.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful melee touch attack, the target suffers
  1d6 points each of Strength, Dexterity, Constitution and Charisma
  drain each round the power is in effect, and is considered sickened
  (–2 penalty on all attack rolls, weapon damage rolls, saving throws,
  skill checks and ability checks). A target who makes a successful
  Fortitude save each round suffers 1 point of drain to each ability
  above and is still sickened for that round.
  Only advanced vitakinesis may restore the points lost through
  ability drain (see cellular repair and regeneration).
  Muse
  “I have them eating from the palm of my hand.”
  Telepathy (Empathy) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: One or more creatures, no two of which can be more than
  30 ft. apart; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 hour/level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: This effect enables you to incite whatever
  feeling you wish within an audience. Deep sorrow, raging fury,
  fawning adoration and cowering fear are all at your disposal. This
  power could be used by petty dictators and politicians during
  speeches to rally their people into patriotic fervor, and by stage
  performers to generate vicarious catharsis through their
  performances.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Targeted creatures regard you as a trusted friend
  and ally (treat the target’s attitude as friendly toward you). The
  targets’ save is modified depending on the number you wish to
  affect when the power first manifests, as indicated on the
  corresponding chart.
  You cannot control creatures affected by this power as if they
  were automatons, but they perceive your words and actions in the
  most favorable way. You can give subjects orders, but the GM may
  require a Bluff, Diplomacy or Intimidate check, as appropriate, to
  convince them to do anything that they wouldn’t do ordinarily.
  (Retries are not allowed.) Affected creatures never obey suicidal
  or obviously harmful orders, but they might be convinced that
  something very dangerous is worth doing.
  Any act by you or your apparent allies that shows a clear threat
  to subjects of the power breaks the effect for those who witness
  it. You must speak the same language as the subjects to
  communicate your commands, or else be good at pantomiming.
  Save DC
  Save DC
  Save DC
  Save DC
  Save DC
  Targets Affected
  Targets Affected
  Targets Affected
  Targets Affected
  Targets Affected
  –2
  1 creature
  +0
  2–10 creatures
  +2
  11–20 creatures
  +4
  21–50 creatures
  +6
  51–200 creatures
  +8
  201–500 creatures
  +10
  501–1000 creatures
  A creature whose Hit Dice exceed your character level gains
  an additional +2 bonus on its saving throw.
  A creature under clear threat or attack by you or your allies
  gains an additional +5 bonus on its saving throw.
  
  199
  Chapter TWELVE: APTITUDES
  TRINITY
  Negation
  “Get… out… of her… mind!”
  Vitakinesis (Mentatis) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display:
  Display:
  Display:
  Display:
  Display: Material and mental
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target: 
  Target: 
  Target: 
  Target: 
  Target: One creature, or 20-ft.-radius burst
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You remove or negate compulsions or mind-
  affecting influences.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You use this power to end ongoing mind-affecting
  influences — whether mundane or psionic in origin — on or
  emitting from a creature. The effect of a power with an
  instantaneous duration can’t be negated, because the effect is over
  before negation can take effect. You use this power on a single
  target, over an area, or as a countereffect.
  Single Target: Make a negation check (1d20 + your character
  level) against the power or against each ongoing power currently in
  effect on the creature you target. The DC for this negation check is
  15 + the opposing power’s level. If you succeed on a particular check,
  that effect is negated; if you fail, that power remains in effect.
  You automatically succeed on your negation check against any
  effect that you manifested yourself.
  Area: The power affects everything within a 20-foot radius.
  For each creature within the area that is the subject of one or more
  compulsions or mind-affecting influences, you make a negation
  check against the power with the highest level. If that check fails,
  you make negation checks against progressively weaker effects
  until you negate one (which discharges your negation so far as that
  target is concerned) or until you fail all your checks.
  You may choose to automatically succeed on negation checks
  against any power that you have manifested in the area.
  Countereffect: When used in this way, the power targets a specific
  creature with the intent of disrupting the compulsion or mind-affecting
  power that opponent is manifesting. You must select an opponent as
  the target and choose the ready action to wait until your opponent
  tries to manifest a power. If the target tries to manifest a power, make
  a negation check as described above. If you are successful, the opponent
  spends power points as normal but her power does not manifest.
  Noetic Blueprint
  “Your psyche is recorded on this little crystal. Pray we don’t
  even need to use it.”
  Vitakinesis (Mentatis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Material; see text
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 hour
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: See text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description:
  Description:
  Description:
  Description:
  Description: You create a record of a target’s neurological
  processes that you can later use to repair damage the target suffers
  from psychological or neurological trauma.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: By spending 4 power points and 500 XP, you
  transcribe the essence of a target’s living mind upon a psiware
  storage crystal. The crystal has no inherent sentience of its own,
  acting merely as a storage medium for the subject’s psyche. You
  may update the blueprint with additional uses of this power; the
  power point and XP cost is applied in each instance.
  If the target dies or becomes brain dead at some later date
  and her brain is relatively intact (still attached to the body and at
  least 25% of its structure remains whole), anyone with this power
  may use the blueprint to rebuild her mind and restore her to life.
  The rebuilding process must start within a number of days equal to
  the subject’s character level; after that point, her neurological
  structure has degraded too much.
  The rebuild requires an additional use of this power, and the
  subject remains unconscious afterward for a number of days equal
  to the time her body was dead. When the target regains
  consciousness, she has all the knowledge and experiences she
  possessed when noetic blueprint was last used prior to her death.
  She also retains her abilities, but at one level lower (any level-
  dependent abilities that the character no longer meets the
  prerequisites for remain unavailable until she once again qualifies).
  Noetic Integrity
  “This is now a no-jump zone, people.”
  Teleportation (Translocation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Area:
  Area:
  Area:
  Area:
  Area: 25-ft.-radius spherical emanation + 5 ft./2 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can impede space from being warped or
  changed, thereby shielding an area from teleportation. It becomes
  more difficult to teleport in or out of that space — even aberrant
  warp abilities are inhibited.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Anyone attempting to use a teleportation power in
  the area of effect (including teleporting into the area) must defeat
  power resistance equal to your character level plus Psi score. This
  applies to any teleportation powers that you wish to use also. The
  area of effect is stationary once the power manifests.
  Noetic Survey
  “Looks like a good time for a jump; the solar flares have died down.”
  Clairsentience (Telesthesia)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 minute; see text
  Range:
  Range:
  Range:
  Range:
  Range: 1 light year/level
  Area:
  Area:
  Area:
  Area:
  Area: 500-mile-radius emanation + 250 miles/level
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 hour/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You can study vast areas up to light-years away.
  You must know the location of the targeted area prior to using the
  power (whether through visual contact or through use of farsensing,
  astrolocation or psi coordinates). Noetic survey is often used to
  scan solar systems as a prelude to jump travel.
  
  200
  Chapter TWELVE: APTITUDES
  TRINITY
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Using this power requires complete concentration for
  the duration of the manifestation time; you can take no other action
  and are considered flat-footed if attacked. Once the power
  manifests, you can concentrate to use it at any time before the
  duration ends. Once the power’s effect concludes, you are
  considered exhausted.
  Each minute of sustained scan reveals an increasing amount
  of information, as noted below. Understanding even basic
  information may require a Knowledge (physical sciences) or similar
  check, at the GM’s discretion — after all, perceiving that the Sun
  is extremely hot may not mean much if you can’t relate it in specific
  temperature terms.
  1st Minute: Basic details of the object within the area with
  the greatest stellar mass (e.g., the Sun is a yellow dwarf main
  sequence star over 100 times the size of Earth).
  2nd Minute: Comprehensive details of the object within the
  area with the greatest stellar mass (e.g., the Sun has a diameter of
  865,000 miles; its surface temperature is 9,900ºF and its core is
  about 20 millionºF).
  3rd Minute: Specific details of the object within the area with
  the greatest stellar mass (e.g., the Sun rotates at the equator more
  slowly than at the poles; its rotational axis is tilted from
  perpendicular to the ecliptic by 7.25º; a major solar flare is starting
  to form in the southern hemisphere that could extend over 8,000
  miles from the surface).
  Each minute, you can refocus this power on a new stellar object
  within the area being scanned, or you can refocus upon an entirely
  new area.
  Orientation
  “Compass? Please; I know exactly where we are.”
  Clairsentience (Psychonavigation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 50 miles + 25 miles/level
  Area:
  Area:
  Area:
  Area:
  Area: Spherical emanation, centered on you, with a radius of 50
  miles + 25 miles/level
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can establish your location almost anywhere
  by attuning your senses to perceive familiar configurations within
  the subquantum energy flow.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Make a Survival check, applying your Psi score as a
  bonus to the roll. The DC depends on the familiarity of any
  landmarks within the power’s area, as indicated on the
  corresponding chart. You cannot take 10 or 20, but you can try
  again on a subsequent round as long as the power is active.
  If you succeed, you know where you are in relation to the landmark
  by specific compass direction, distance, elevation and heading (e.g.,
  “I’m north-northwest of Sào Paulo at a distance of 300 miles, at a
  higher elevation and moving away”). If there are multiple familiar
  landmarks within the power’s area, you detect the closest in the first
  round of concentration and sense each additional landmark at increasing
  distance in each successive round of concentration.
  If you fail the check, you get only a general idea of your relative
  position and no specifics on the landmark sensed (e.g., “I’m roughly
  north and quite a ways off from a large population center”).
  If there are no familiar landmarks within the power’s area, the
  result is as if you failed the Survival check regardless of your roll.
  
  201
  Chapter TWELVE: APTITUDES
  TRINITY
  DC
  DC
  DC
  DC
  DC
  Location Familiarity
  Location Familiarity
  Location Familiarity
  Location Familiarity
  Location Familiarity
  10
  Intimate (childhood home)
  15
  Very (visited frequently and/or within the past day)
  20
  Casual (visited on occasion and/or studied through
  other means)
  25
  Vague (visited once or twice, studied somewhat)
  —
  Unfamiliar (never visited, studied once or twice, only
  heard about)
  Oxygen Absorption
  “You use the air tank; I’ll be fine.”
  Biokinesis (Adaptation)
  Level:
  Level:
  Level:
  Level:
  Level: 2
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 free action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 hour/level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can process even the slightest amount of oxygen
  to survive in hostile environments for extended periods, whether
  underwater, on an alien world or even with a plastic bag over your
  head. This efficient oxygen intake also increases your stamina.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you can breathe freely in
  any environment where at least a trace amount of oxygen present.
  You may also add your Psi score on any Constitution checks and
  Fortitude saves to resist becoming fatigued or exhausted.
  Paralysis
  “Relax, you won’t feel a thing.”
  Vitakinesis (Algesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 living creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 round/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You deaden a target’s nerve impulses, blocking
  any physical sensation and rendering her unable to move for the
  power’s duration. Paralysis is used most often in lieu of anesthetic,
  but it has an obvious combat application as well.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You render a living creature within line of effect unable to move,
  speak or take any physical action for the power’s duration. Her body goes
  limp and she loses any sense of touch (her other senses function as normal).
  The target may take purely mental actions, such as manifesting a psionic power.
  Passive Voice
  “Now is not the time to panic.”
  Vitakinesis (Mentatis) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range: 
  Range: 
  Range: 
  Range: 
  Range: Close (25 ft. + 5 ft./2 levels)
  Area:
  Area:
  Area:
  Area:
  Area: Creatures in a 20-ft.-radius spread
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 round/2 levels (D)
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You manipulate the biochemical processes of
  targets within range of this power, imposing calm upon them
  whether they feel violent rage, paralyzing fear or wild joy.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is in effect, you calm agitated
  creatures. You have no control over the affected creatures, but
  the power can stop raging creatures from fighting or joyous ones
  from reveling. Creatures so affected cannot take violent actions
  (although they can defend themselves) or do anything destructive.
  Any aggressive action against or damage dealt to a calmed creature
  immediately negates the power on all calmed creatures.
  This power suppresses (but does not dispel) any morale
  bonuses or penalties from other powers (such as empathic
  polarization), as well as negating an entertainer’s ability to inspire
  competence or courage. It also suppresses any fear effects and
  removes the confused condition from all targets. A suppressed
  effect resumes once passive voice ends (provided that its duration
  has not expired in the meantime).
  Pilfer Thoughts
  “The passkey is the first 50 digits of the Fibonacci sequence.
  He never changed the default!”
  Telepathy (Mindshare) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target:
  Target:
  Target:
  Target:
  Target: 1 sentient creature
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You may search through a subject’s memory for
  specific thoughts.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The power affects a target with Intelligence 3 or
  higher, but the creature need not be conscious. You must have line
  of effect initially, but the power is thereafter limited only by the
  listed range. The amount of information revealed depends on how
  long you study a particular subject.
  1st Round: Cursory thoughts.
  2nd Round: Unguarded thoughts/simple plans.
  3rd Round: Important thoughts/involved plans.
  4th Round: Intimate secrets/complex plans.
  5th Round: Deeply buried secrets.
  Each round that the power remains active, a conscious target
  may make a Wisdom check against DC 20. If successful, he realizes
  that he is subject to telepathic intrusion and may make a new Will
  save to resist the effect.
  Plasma Control
  “Give me a second and I’ll shape us a path right out of this
  inferno.”
  Psychokinesis (Pyrokinesis) [Fire]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Long (100 ft. + 10 ft./level)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: See text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: See text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: See text
  
  202
  Chapter TWELVE: APTITUDES
  TRINITY
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description: 
  Description: 
  Description: 
  Description: 
  Description: Your control of subquantum energies is such that
  you can control the very shape and substance of fire.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: A reasonable portion of fire must be within 10 feet
  per level for you to manifest various effects. The GM is the final
  arbiter of what is considered a “reasonable portion”; as a general
  guide, the fire should cover a 5-foot area. The effects possible
  with this power are as follows:
  Plasma Shape: You manipulate fire that fills an area up to 5
  cubic feet plus 1 cubic foot per level, altering its shape to suit your
  desire, whether geometric shapes (blocks, poles) or simple
  “sculptures” (people, flowers). You can change the fire’s shape as
  a move action for the power’s duration; the GM may call for a Craft
  check if you wish to make detailed shapes. This expression of the
  power requires 1 power point and lasts as long as you concentrate.
  Alter Intensity: You increase or decrease fire within a 10-foot
  radius per two level spherical emanation (e.g., brighten or dim light,
  increase or reduce the flames’ intensity), as indicated below. You may
  not alter your own powers, but you may adjust the powers of another
  pyrokinesis user or of any device that has a fire effect. A target whose
  powers you want to adjust may negate the influence with a successful
  Fortitude save against the effect. This expression of the power requires
  2 power points and lasts for 1 round per character level.
  Effect Type
  Effect Type
  Effect Type
  Effect Type
  Effect Type
  Result
  Result
  Result
  Result
  Result
  Non-damaging effect
  Enhance by 25%/3 Psi
  Diminish by 25%/2 Psi
  Damage effect
  Enhance by 1 die/3 Psi
  Diminish by 1 die/2 Psi
  Firestorm: You whip flames into a frenzy within a 10-foot radius
  per two level spherical spread; the area of effect is stationary once
  targeted. The flames deal 1d6 points of fire damage per three character
  levels (maximum 6d6) to each target in the area; a Reflex save reduces
  this damage by half. Each target that fails her Reflex save must make a
  Fortitude save or burst into flame. A burning target suffers an additional
  1d6 points of fire damage each subsequent round until she succeeds at
  a Fortitude save; alternately, she or someone within reach may take a
  full action to douse the flames. This expression of the power requires
  4 power points and lasts for 1 round per five character levels.
  Power Surge
  “Not very smart of them, using an electronic lock on my cell door!”
  Electrokinesis (Technokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 5 ft. + 5 ft./4 levels
  Target:
  Target:
  Target:
  Target:
  Target: Cone-shaped burst
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You overload an electronic device, rendering it
  useless temporarily.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Any electronic device within the power’s area of effect
  that fails its save is rendered inoperable for the power’s duration.
  Since large devices are often composed of several smaller systems
  working in tandem, the GM should have each component save
  separately — so a Banji Falcon’s navigation system may be
  disrupted, but its flight controls may remain unaffected.
  Premonition
  “You have a rough week ahead of you. Stay sharp.”
  Clairsentience (Psychometry)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 minute
  Range:
  Range:
  Range:
  Range:
  Range: See text
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Special
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You can tap into the subtle flow of subquantum
  energy to view probable future events.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can “read” experiences associated with a specific
  person, place or object that will occur within 1 day per character
  level. The base chance for accurate premonition is 70% + 1% per
  character level, to a maximum of 90%. If the roll fails, you could
  not gain adequate focus on the noetic flow for an accurate read.
  The impressions are clear in the immediate future and grow
  progressively more vague, subjective and surreal the further you
  scan. Conditions may change depending on the actions you take,
  making the experiences observed no longer relevant. The GM may
  apply either circumstance if the alternative would reveal the entire
  plot of the game and remove any drama and excitement.
  Psi Cloak
  “They can scan all they want, but they won’t find us.”
  Clairsentience (Psychonavigation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: 1 creature or object touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 hour/level (D)
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (harmless, object)
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes (harmless, object)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can obscure a targeted creature or object’s
  presence within the subquantum energy flow, shielding it from
  psionic detection.
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: The target becomes difficult to detect by any powers that
  register psi energy, such as attunement checks and clairsentience powers.
  Similarly, the target becomes more difficult to affect with powers that
  use psi energy as a means of targeting, such as telepathy powers.
  An opponent must succeed on a level check (1d20 + character
  level) against a DC of 11 + your character level to use any power
  that targets a cloaked subject by a means other than direct line of
  effect. If you (or an item that is in your possession currently) are
  cloaked, the DC is 15 + your character level. If the opponent fails,
  the cloaked subject simply does not register to noetic senses. This
  does mean that a cloaked subject may not register on psychometry
  powers such as insight or flashback.
  Redundancy
  “Sure, I know smoking’s bad for you. That’s why I grew a
  second set of lungs.”
  Biokinesis (Psychomorphing)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: See text
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  
  203
  Chapter TWELVE: APTITUDES
  TRINITY
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: Constant; see text (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: See text
  Description:
  Description:
  Description:
  Description:
  Description: You grow additional internal organs — a liver,
  lungs, even a heart — and develop selective nerve response to
  better weather adverse conditions or injuries.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You gain damage reduction N/—, with N equal to the
  number of power points you keep in reserve when you first manifest
  this power. It takes 1 hour to manifest each point of damage
  reduction initially; the total amount may not exceed your Psi score.
  You are also not subject to critical hits while this power is active.
  Redundancy remains active only as long as you do not spend
  the power points you keep in reserve (this applies solely to your own
  supply; you cannot use power points gained through other means).
  For each power point you spend of those held in reserve, you are
  sickened for 10 minutes and your damage reduction is reduced by 1. If
  you spend all the power points held in reserve, you are nauseated for
  1d3 hours and the power is canceled. See the Player’s Handbook
  Glossary for details on the sickened and nauseated conditions.
  Regeneration
  “Stay calm; we’ll get your legs back on just as soon as we find them.”
  Vitakinesis (Iatrosis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 minute
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: Creature touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: See text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates (harmless)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (harmless)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4; see text
  Description:
  Description:
  Description:
  Description:
  Description: You can draw upon the genetic map that a subject’s
  DNA provides to reattach or regrow damaged organs or limbs.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can reattach severed body parts (fingers, toes,
  hands, feet, arms, legs, tails) and grow back limbs or organs. A
  severed body part is nonfunctional for 10 minutes after the power
  manifests, as the subject’s body completes the restoration process.
  Regenerating a limb or organ takes (24 days – subject’s
  Constitution score) and costs a number of power points equal to the
  days required to complete the regeneration. So, regenerating the hand
  of a subject with Constitution 15 takes 9 days and costs 9 power points.
  This power also restores ability scores reduced through ability
  damage or drain (use the time frame above, but in minutes for ability
  damage). Restoring body parts destroyed by catabolysis, selective
  transmassion or simulacrum is as with regenerating a limb or organ,
  except that you and the subject must also spend 1,000 XP.
  Reattaching or regenerating a subject’s head does not return
  her to life.
  Relay Object
  “Are these the keys you’re looking for?”
  Teleportation (Transmassion)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Audio
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 1 standard action
  
  204
  Chapter TWELVE: APTITUDES
  TRINITY
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: One object you could hold in one hand, weighing up to 5
  lb./2 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None or Will negates; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can transport an inanimate object instantly
  to you or away from you. As with all psionic powers, this effect is
  more difficult if the targeted object is in another person’s
  possession — within that person’s noetic aura.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: With each use of this power, you may either call or
  send an object within range that you can see. When calling an object,
  you teleport it directly to your hand. When sending an object, you
  must be in physical contact with it initially. An opponent who holds
  the object — whether grasping it in hand or simply wearing it —
  must succeed at a Will save to retain possession.
  On a successful Reflex save (DC equal to 10 + half the
  attacker’s Hit Dice), you may use this power to “deflect” a low-
  velocity projectile (e.g., thrown knife, grenade) into your hand,
  thereby negating its momentum. You must be aware of the attack
  and must see the object clearly.
  Relay Person
  “I said, stay back!”
  Teleportation (Transmassion)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Audio
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target:
  Target:
  Target:
  Target:
  Target: One sentient target
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You may use this power much like relay object,
  to relay a living creature to or away from you.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You may either call or send a living creature within range
  that you can see. Physical contact is necessary, requiring a melee touch
  attack when sending a target and a ranged touch attack when calling a
  target. An unwilling target resists the effect with a successful Will save.
  Remote Manipulation
  “Multiple security scanners in the room? Not even an issue;
  just get me a clear view of the keypad.”
  Psychokinesis (Telekinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: See text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 round/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can use TK as if it were a second pair of
  hands to perform actions remotely that would otherwise require
  physical touch, such as picking a pocket from across the room or
  grappling a target at range.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You manifest a pair of telekinetic “hands” with
  Strength and Dexterity equal to your Psi score plus 1 point per two
  character levels. These “hands” can be applied to certain skill
  checks or combat maneuvers at range within your line of effect.
  You are considered flat-footed while using remote manipulation.
  Skill checks apply most commonly to Disable Device, Open Lock,
  Repair, Sleight of Hand and Use Rope. Other skills may be considered
  suitable at the GM’s discretion. Standard modifiers apply as with any
  skill attempt, including any requirements for using tools.
  The “hands” can wield weapons to perform melee or ranged
  attacks, and to perform a bull rush, disarm, grapple (including pin),
  or trip (see Chapter 8: Combat in the Player’s Handbook). Such
  maneuvers use your Psi score in place of your base attack bonus
  (for disarm and grapple) and do not provoke attacks of opportunity,
  but they are subject to standard modifiers for Strength and/or
  Dexterity. A failed attempt doesn’t allow the target a reactive
  attempt for special maneuvers. The target is not allowed a save
  against these attempts, but power resistance applies normally.
  The “hands” can be attacked, and will dissipate for one round
  if they suffer damage equal to your Psi score. They are considered
  invisible; an attacker with the psychic template can perceive them
  with a successful attunement check.
  Remote Sensing
  “Just need a moment to see how my grandfather is doing.”
  Clairsentience (Telesthesia)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 1,000 miles + 500 miles/level
  Target:
  Target:
  Target:
  Target:
  Target: 1 creature
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 10 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You use the psi print of a specific subject to observe
  her in her current circumstances, even over tremendous distances.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You don’t need line of effect, but you must have an
  object that holds the subject’s psi print (see Chapter Eleven). Your
  remote location is anchored to the subject, but you can rotate your
  perception in all directions. External enhancements to your senses
  (e.g., night vision goggles) do not work in the remote location.
  You do not perceive your immediate surroundings, and you may
  take only a single move action each round while your senses are remote.
  You can focus upon either your immediate physical senses or your remote
  senses at one time; switching from one to the other is a free action.
  Resonant Interference
  “… Ashes, ashes, you all fall down.”
  Psychokinesis (Telekinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display:
  Display:
  Display:
  Display:
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action; see text
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: See text
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude half (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You disrupt a target’s unique resonant frequency,
  literally shaking it apart on a molecular level.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful touch attack, you deal force damage
  to the target. The amount of damage dealt increases with the
  
  205
  Chapter TWELVE: APTITUDES
  TRINITY
  duration of contact, as listed in the corresponding chart. Damage
  reduction and object hardness apply as normal.
  Any target reduced to 0 or fewer hit points by this power is
  shaken to pieces — nonliving matter crumbles to rubble, while
  living matter bursts apart.
  A creature or object that makes a successful Fortitude save suffers
  half damage. If this damage reduces the creature or object to 0 or fewer
  hit points, it is shaken apart. Equipment for a target that is destroyed in
  this fashion must make a Fortitude save or be shattered also.
  Round
  Round
  Round
  Round
  Round
  Damage
  Damage
  Damage
  Damage
  Damage
  1
  1d8
  2–3
  2d8
  4+
  4d8
  The target is dealt a final 2d8 points of force damage if
  contact is broken before the duration ends.
  Seizure
  “Stop right there or you’ll be flopping around like a fish in
  another second.”
  Vitakinesis (Algesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 living creature/4 levels, no two of which can be more
  than 10 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/level; see text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You overload a target’s nervous system, triggering
  wracking pains and spasms.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The target is considered prone but not helpless, unable
  to take any action for the power’s duration. She also suffers 2d6
  points of Strength damage, recovered as normal. A target who
  makes a Fortitude save instead suffers a –4 penalty on attack rolls,
  skill checks and ability checks for the power’s duration.
  Selective Transmassion
  “I can bring down the whole thing if I take out the keystone.”
  Teleportation (Transmassion)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level); see text
  Target: 
  Target: 
  Target: 
  Target: 
  Target: 1 creature or object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial (object); see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: Teleporting one apple, or even a bushel of apples,
  is far easier than teleporting only half of an apple; but it can be done.
  You can use this power to teleport the power cell out of a laser carbine,
  hollow out an asteroid… or remove a person’s hand from his body!
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You use teleportation to remove matter from a targeted
  creature or object on a successful ranged touch attack, dealing 1d6
  points of damage per character level (maximum 20d6). A creature
  or object that makes a successful Fortitude save suffers half damage.
  A living creature’s genetic template — his inherent noetic
  aura, if you will — resists such manipulation, conferring a second
  Fortitude save with a +4 resistance bonus to negate the actual body
  part loss. The target recovers lost hit points as normal; however,
  the power “removes” the target’s genetic template in the affected
  area, making it impossible to restore other than through advanced
  vitakinesis (see regeneration).
  For inanimate objects, you teleport as much as one 10-foot
  cube of nonliving matter from an object in very basic shapes (e.g.,
  sphere, cube). You may teleport a specific section or component
  instead of removing large chunks. If the section can be removed
  through normal means with no damage to the object (e.g., a power
  cell, tire, door), you can teleport it with no loss of hit points to
  either portion. You can remove material from the interior of an
  object as long as you have direct exposure to or a sense memory of
  the target (e.g., a core sample from a targeted asteroid, familiarity
  with the style of ammunition clip in a targeted weapon).
  Sense Mastery
  “Something’s moving behind those crates!”
  Clairsentience (Telesthesia)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display:
  Display:
  Display:
  Display:
  Display: Visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 move action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area:
  Area:
  Area:
  Area:
  Area: 5-ft.-radius/level spherical emanation, centered on you
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can maneuver with confidence when anyone
  else would be debilitated by blindness, deafness or loss of footing.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you function as if you have
  blindsight: Using nonvisual senses, such as sensitivity to vibrations,
  keen smell, acute hearing or echolocation, you maneuver and fight
  as well as if you used normal sight. Invisibility, darkness and most
  kinds of concealment are irrelevant; you do not need to make Spot
  or Listen checks to notice a creature or object within range of this
  power, although you must have line of effect to discern the creature
  or object.
  Sensory Echo
  “You can’t tell me you’ve never seen this report before.”
  Clairsentience (Psychometry)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: Target touched
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./2 levels (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can sense who or what has come in contact
  with a specific person or object that you touch.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: To use this power, you must first touch the target; this
  may require a melee touch attack if the target is unwilling. Each
  round of sustained contact reveals an increasing amount of
  information. You can sense echoes of past contact for a number of
  hours equal to your Psi + character level.
  1st Round: Basic details of the strongest contact that occurred
  (e.g., someone sat in the chair that you are touching).
  
  206
  Chapter TWELVE: APTITUDES
  TRINITY
  2nd Round: Specific circumstances and time of the strong contact
  (e.g., nine hours ago, a woman sat in the chair for about an hour).
  3rd Round: Physical details of the strong contact (e.g., the
  woman remained tense the entire time she was in the chair; she
  was breathing heavily and was bleeding from her right side).
  4th Round: General mental state of those involved with the
  strong contact (e.g., the woman was frightened but also pleased,
  despite being in a great deal of pain).
  Starting with the 5th round, you can sense for the next
  strongest contact, repeating the degree of detailed learned as
  described above. You can continue with increasingly incidental
  contacts until the power’s duration ends or until there are no more
  contacts of note to sense.
  Sensory Projection
  “I wouldn’t go in there.”
  Clairsentience (Telesthesia)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display:
  Display:
  Display:
  Display:
  Display: Auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal; see text
  Area:
  Area:
  Area:
  Area:
  Area: Cone-shaped emanation
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You can extend your awareness beyond normal
  human limits, even to the point of using your normal senses through
  physical barriers or registering the existence of poisonous
  substances without making actual contact.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You suffer no penalties for range on any rolls or checks
  based on sight or hearing within the power’s area as long as you
  have line of effect. As a move action, you can take actions that
  require taste, touch or smell as long as you have line of effect (e.g.,
  feeling a wall’s texture, smelling for toxic fumes). As a standard
  action, you can use your senses as normal on the other side of an
  intervening barrier if you do not have line of effect.
  Conditions that exist in an area being sensed (e.g., blinding
  lights, overwhelming noise, poison gas) limit your extended senses
  as if you were present physically, but you remain unaffected if you
  are outside those conditions. So, the projected sight that this power
  grants could not pierce an area of pitch blackness, but you remain
  able to see normally. Powers such as sense mastery can be used to
  perceive through this power in such circumstances.
  This power’s range extends in a cone-shaped emanation equal
  to your attunement (see Chapter Eleven).
  Simulacrum
  “All right, guys, let’s… well, you already know what to do.”
  Biokinesis (Transmogrify)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Material or olfactory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 full round; see text
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You; see text
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 5
  Description:
  Description:
  Description:
  Description:
  Description: You can create miniature versions of yourself,
  becoming a one-person espionage team.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can create one miniature duplicate of yourself for
  every 3 points you have in Psi. Each simulacrum takes one full round
  to create and lasts until the power’s duration ends or until you
  absorb it back into yourself (requiring physical contact and one
  full round). You are considered nauseated during creation and
  absorption.
  The simulacrum is a miniature replica of you, complete with
  your personality and outlook, but it is loyal to you and is under
  your absolute command. You always know the general condition of
  your duplicate, but no true extrasensory communication exists.
  While this power does convert noetic energy into mass, you
  must infuse a significant portion of your genetic code into each
  duplicate created. Determine from where the simulacrum is drawn
  (hand, foot, back); you lose that portion of your body and 10% of
  your total hit points until you absorb the duplicate. You assimilate
  the simulacrum’s experiences and knowledge upon absorbing it.
  A duplicate that is not recombined dissolves into inert gray
  sludge as the genetic bonds that formed it break down. If you do
  not absorb a simulacrum, you recover the lost hit points but you do
  not recover that part of your genetic template removed to create
  the duplicate. It is impossible to restore these lost body parts other
  than through advanced vitakinesis (see regeneration).
  Each simulacrum has the following traits; abilities with a
  negative or positive modifier are factored from your abilities.
  • Tiny size.
  • Land speed of 15 feet.
  • 1 Hit Die for every two points you have in Psi.
  • –8 Strength (minimum 1).
  • +4 Dexterity.
  • –2 Constitution (minimum 1).
  • –4 Intelligence, Wisdom, Charisma (minimum 2).
  • +2 Armor Class.
  • +2 attack modifier.
  • 1d2 + Strength bonus (if any) unarmed strike.
  • –3 Psi (minimum 2).
  • All of your 1st-level psi powers.
  Spatial Divergence
  “His skimmer may have more power, but there’s no chance
  he’ll get away from me.”
  Teleportation (Warping)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Long (400 ft. + 40 ft./level)
  Target:
  Target:
  Target:
  Target:
  Target: 1 creature or object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 round/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Reflex negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You expand or contract spacetime to modify a
  target’s effective speed. You don’t change the target’s velocity;
  instead, you allow it to cover physical distance more quickly or
  slowly.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can adjust a single target’s effective speed by half
  — either reducing or increasing it — for every four character
  levels you possess. Determine at the time the power manifests
  whether speed is reduced or increased. Multiple uses of this power
  do not stack. The target takes actions as normal; this power affects
  only the physical distance being covered. You cannot change a
  moving target’s course.
  
  207
  Chapter TWELVE: APTITUDES
  TRINITY
  Spatial Hop
  “Hey, freak! Over here!”
  Teleportation (Translocation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Target: 
  Target: 
  Target: 
  Target: 
  Target: You; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You transfer yourself instantly from your current
  location to another spot within range for which you have line of
  effect.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can arrive anywhere within this power’s range
  regardless of intervening barriers as long as you can perceive the
  destination clearly, whether through sight or spatial sense. You can
  carry inanimate objects up to your medium load as long as they
  have your psi print (see Chapter Eleven). After using this power,
  you cannot take any other actions until your next turn.
  If you somehow attempt to transfer yourself to a location
  occupied by a solid body, the power simply fails to function.
  Spatial Jump
  “‘Place’ is just a state of mind.”
  Teleportation (Translocation)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Unlimited; see text
  Target: 
  Target: 
  Target: 
  Target: 
  Target: You; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: You transport yourself instantly to a designated
  destination. Spatial jump can reach “portable” locations (e.g., a
  spaceship cabin) and “stationary” sites (e.g., your childhood home)
  with equal ease — when it comes down to it, everything in the universe
  is in constant motion anyway, so such concepts aren’t truly relevant.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Distance is not a factor for this power, but you must
  have a sense memory of a given location to use it as a destination
  — a good description of a place you’ve never been is not sufficient.
  In general, this requires that you were at the site physically, however
  briefly. Psi coordinates relayed via psiware or mindwarp are the
  only other means to reach a destination that you’ve never been to
  physically.
  You teleport on a successful Intelligence check against DC 18
  (add your Psi score as a competence bonus). The stronger your
  sense memory of the destination, the more likely the teleportation
  works; refer to Table 12–8: Teleportation for variables to the
  Intelligence check. Areas of strong quantum or subquantum
  energies may make teleportation more hazardous or even
  impossible, at the GM’s discretion.
  You can carry inanimate objects up to your medium load as
  long as they have your psi print (see Chapter Eleven). After using
  this power, you cannot take any other actions until your next turn.
  
  208
  Chapter TWELVE: APTITUDES
  TRINITY
  Spatial Sense
  “Incoming!”
  Teleportation
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 move action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area:
  Area:
  Area:
  Area:
  Area: See text
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: Practitioners of teleportation note that the key
  is knowing your place in the universe. Spatial sense is the beginning
  of that understanding. The power enables you to sense the relative
  location, shape and even general density of everything around you
  — even through barriers. It also attunes you to the telltale signature
  of impending or recent teleportation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you function as if you have
  blindsight in a cone-shaped emanation equal to your attunement
  (see Chapter Eleven): Using nonvisual perception, you maneuver
  and fight as well as if you used normal sight. Invisibility, darkness
  and most kinds of concealment are irrelevant; you do not need to
  make Spot or Listen checks to notice a creature or object within
  range of this power.
  This perception ignores barriers and line of effect within range
  — you can perceive objects behind obstructions as clearly as you
  perceive the obstructions themselves. You register only size, general
  shape and density and location relative to your position. You cannot
  discern precise details of anything you sense.
  You also detect recent teleportation within the power’s range.
  The amount of information revealed depends on how long you
  search a particular area.
  1st Round: Presence or absence in the area of teleportation
  activity within 1 minute per character level (past or future).
  2nd Round: Number of different occurrences of teleportation,
  and the location and time frame of the strongest source.
  3rd Round: The specific location of all teleportation within
  the power’s range.
  Spectrum Sight
  “Get everyone out of here — radiation is leaking in from
  multiple sources!”
  Electrokinesis (Photokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual
  Range:
  Range:
  Range:
  Range:
  Range: Medium (100 ft. + 10 ft./level)
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Cone-shaped emanation
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can perceive electromagnetic energy
  wavelengths — whether to detect heat traces, perceive hologram
  projection sources or even register harmful radiation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can detect a particular electromagnetic wavelength
  in a cone emanating out from you in whatever direction you face.
  You must select the desired wavelength to scan — infrared, visible
  light, ultraviolet, X-rays, gamma rays, cosmic rays — but you can
  change the wavelength each round. The amount of information
  revealed depends on how long you search a particular area or focus
  on a specific wavelength. Each round you can turn to detect a
  wavelength in a new area.
  Table 12–8: Teleportation
  When using spatial jump, transmit or other teleport powers,
  determine your level of familiarity and consult the following chart
  for additional modifiers when you make your Intelligence check.
  DC Mod.
  DC Mod.
  DC Mod.
  DC Mod.
  DC Mod.
  Familiarity
  Familiarity
  Familiarity
  Familiarity
  Familiarity
  +0
  Intimate: A place you’ve been very often and
  where you feel relaxed, such as a childhood home;
  a close relative or good friend, a favorite garment.
  +2
  Strong: A destination you know well (e.g., you
  visit it frequently, you were there within the
  past day); a co-worker or general acquaintance,
  or gear used frequently for work.
  +4
  Casual: A place that you have visited on occasion
  but with which you are not very familiar; a
  person or object you’ve encountered a couple
  times or know from studied information.
  +8
  Vague: A destination that you have seen only
  once or twice, typically for no more than a
  few minutes; a person or object described only
  or seen briefly at a distance.
  N/A
  False: The place, person or object does not
  exist — whether a fake person who you’ve
  been led to believe is real, a familiar object
  that has been destroyed or a place that has
  been altered to the extent that it is no longer
  familiar. In this case, the power points are
  expended but the power simply does not work.
  A destination or target within line of sight is considered
  “intimate.” Psi coordinates or other sense memories provided
  via psiware or telepathy are considered “casual” unless
  otherwise noted in a power’s description or as modified by
  the GM. The GM is the final arbiter of how familiar you are
  with a given destination, object or individual.
  Off-Target Arrival
  An Intelligence check that fails by 4 or less means
  that the subject appears safely a random distance away
  from the destination.
  • Misdirection of Arrival: Roll 1d8; 1 is the square
  closest to the subject’s previous location and 2 through 8
  count clockwise around the intended arrival point.
  • Distance from Desired Arrival Point: Roll 1d3; this
  is the number of squares that the subject appears away
  from the intended arrival point.
  Teleporters compensate instinctively for safe arrival,
  so this method assumes only two dimensions. If the GM
  wants to include a vertical axis, determine “up” or “down”
  with a coin toss and roll another 1d3 for the number of
  squares the subject appears above or below ground level.
  Teleportation Mishap
  An Intelligence check that fails by 5 or more results
  in a mishap. The subject being teleported takes 1d10 points
  of damage (this bypasses any damage reduction or other
  defense); you then roll for an off-target arrival to see where
  the subject winds up. If the arrival point is in a solid object,
  the subject sustains another 1d10 points of damage and
  another roll is made for off-target arrival from that spot.
  
  209
  Chapter TWELVE: APTITUDES
  TRINITY
  1st Round: Presence or absence in the area of that wavelength
  in greater than normal background levels.
  2nd Round: Number of different sources of the wavelength
  and the location and relative intensity of the strongest source.
  3rd Round: The specific frequency and location of each
  wavelength. Powerful emanations and/or multiple wavelength
  emissions may distort or conceal weaker emissions.
  Instead of performing an active search, you can use ambient
  wavelengths to gain blindsense in a 5-foot cone per level emanation.
  You do not need to make Spot or Listen checks to pinpoint the location
  of a creature within range, provided that you have line of effect to
  that creature. Any opponent that you cannot see still has total
  concealment, and you have the normal miss chance when attacking
  foes that have concealment. You are denied any Dexterity bonus to
  Armor Class against attacks from creatures that you cannot sense.
  The power can penetrate barriers; but 1/2 inch of lead, 1 inch of
  common metal, 1 foot of stone, or 3 feet of plastic, wood or dirt blocks it.
  Static Burst
  “It works even better if I shuffle my feet.”
  Electrokinesis [Electricity]
  Level:
  Level:
  Level:
  Level:
  Level: 0
  Display:
  Display:
  Display:
  Display:
  Display: Visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Touch
  Target:
  Target:
  Target:
  Target:
  Target: One creature or object
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous; see text
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial (object); see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You generate a small, unfocused electrical charge
  sufficient to shock a person, or even scramble a computer’s
  operating system momentarily.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: On a successful melee touch attack, you deliver 1d4
  points of nonlethal electrical damage for every four character levels
  (maximum 5d4).
  The burst can also disrupt a localized electronic system
  temporarily (e.g., computer terminal, transmitter, maglock). If the
  object fails the Fortitude save, it is scrambled and non-functional
  for your Psi score in rounds.
  Static Shield
  “Put down that stun baton before you hurt yourself.”
  Electrokinesis (Electromanipulation) [Electricity, Mind-Affecting]
  Level:
  Level:
  Level:
  Level:
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or olfactory (ozone)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You generate a low-level field that offers protection
  against direct electrical and synaptic manipulation. Static shield sees
  regular use as a defense against electromanipulation attacks and
  tasers, and is also useful in disrupting scans made on you.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you gain resistance to
  electricity equal to your character level. You also gain a bonus equal
  to your Psi score to any saves against electricity.
  This power also inhibits all electrical scans. You can make an
  opposed Hide check applying a bonus equal to your Psi score against
  any power or device that is powered by electricity; if your result is
  higher than the opposing check, you do not register on the scan.
  Stun
  “Nobody move!”
  Electrokinesis (Electromanipulation) [Mind-Affecting]
  Level:
  Level:
  Level:
  Level:
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or olfactory (ozone)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 5 ft. + 5 ft./4 levels
  Target:
  Target:
  Target:
  Target:
  Target: Cone-shaped burst
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/2 levels
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Fortitude partial; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: This power creates a bioelectrical surge in a living
  target’s nervous system; it inflicts no damage, but can be quite
  effective at knocking the target senseless. Stun can be used against
  people, animals and even psiware.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Any organic creature within the power’s area of effect
  that fails his Fortitude save is considered stunned (drops everything
  held, cannot take actions, takes a –2 penalty to AC, and loses his
  Dexterity bonus to AC [if any]) for the effect’s duration, and must
  make a Reflex save or fall prone. If successful, he is considered
  shaken (–2 penalty on attack rolls, saving throws, skill checks and
  ability checks) for the next round.
  A psiware object that fails its save is rendered inoperable for
  the power’s duration. Since large psiware devices are often
  composed of several smaller devices working in tandem, the GM
  should have each component save separately — so a bioVARG’s
  organic laser may be disrupted, but the suit’s life-support system
  may remain unaffected.
  Temperature Control
  “Let’s cool things off a bit.”
  Psychokinesis
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 0
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area:
  Area:
  Area:
  Area:
  Area: 10-ft.-radius spherical emanation + 5 ft./2 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You may adjust the ambient temperature to
  something that you find comfortable or that reflects your current mood.
  Effect: 
  Effect: 
  Effect: 
  Effect: 
  Effect: You can raise or lower the temperature within the
  power’s area of effect by 10º Fahrenheit per 3 character levels.
  You may take a move action to alter the degree of temperature
  change while the power is in effect; multiple uses of this power by
  separate individuals do not stack. The change lasts as long as you
  concentrate, returning to normal ambient range within 1d6 minutes
  after the power’s duration ends.
  Thermal Awareness
  “Multiple heat traces behind this bulkhead. Looks like we
  found our stowaways.”
  Psychokinesis (Pyrokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  
  210
  Chapter TWELVE: APTITUDES
  TRINITY
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Area:
  Area:
  Area:
  Area:
  Area: 5-ft.-radius/level spherical emanation, centered on you
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You draw upon heat traces — or the lack thereof
  — to sense your surroundings. This sense is far more extensive
  and subtle than simply registering infrared; you can perceive your
  environment even if blindfolded or otherwise unable to see.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: Thanks to an intuitive perception of heat traces around
  you, gain blindsight while this power is active: You maneuver and
  fight as well as if you used normal sight. Invisibility, darkness, and
  most kinds of concealment are irrelevant; you do not need to make
  Spot or Listen checks to notice a creature or object within range
  of this power, although you must have line of effect to discern the
  creature or object.
  Further, on a successful DC 13 Search check, you memorize a
  specific target’s individual heat signature. You can thereafter
  recognize that target under any circumstances, even through
  disguises. The GM may call for a Sense Motive or Spot check if the
  target has undergone significant physiological change — e.g.,
  biokinesis manipulation, genetic engineering, transplants.
  The power can penetrate barriers, but 1/2 inch of lead, 1 inch of
  common metal, 1 foot of stone, or 3 feet of plastic, wood or dirt blocks it.
  Thermal Screen
  “Yeah, it’s handy in combat, plus I save a ton on my heating
  bill.”
  Psychokinesis (Cryokinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or material (heat)
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You draw in ambient heat to shield yourself from the
  worst effects of exposure, cold damage or even cryokinesis effects.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is in effect, you gain resistance to
  cold equal to your Psi score plus your character level.
  Your infrared register also increases drastically (anyone with
  IR-sensing equipment gains a +4 circumstance bonus on checks to
  pick up your signature). You cannot have thermal screen and flame
  immunity active at the same time.
  Tow
  “Gimme that!”
  Psychokinesis (Telekinesis)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual or auditory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Long (400 ft. + 40 ft./level)
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: 1 or more objects weighing a total of 25 pounds + Psi/
  level; see text
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration + 1 round/level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Reflex negates (object)
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes (object)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description: 
  Description: 
  Description: 
  Description: 
  Description: You manipulate subquantum energies to lift and
  move things without touching them physically. This power is useful
  for snatching loose weapons, opening unsecured doors from a
  distance and the like.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can move a targeted object vertically, horizontally,
  or in both directions at a speed up to 20 feet per round. The owner
  can negate the effect on an object she possesses with a successful
  Reflex save or with power resistance.
  You can manipulate telekinetically an object within the weight
  limitation as if with one hand (e.g., pull a rope or lever, turn a key,
  push a button, rotate an object). Delicate activities are not possible.
  You can manipulate up to one target per three character levels as
  long as they are within 10 feet of one another and their total weight
  does not exceed your lifting capacity. You must take a full-round
  action if you want to move multiple objects in different directions.
  Transform
  “Don’t I look like your commanding officer? Then quit gawking
  and obey my order!”
  Biokinesis (Transmogrify)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display:
  Display:
  Display:
  Display:
  Display: Material or olfactory
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration: 
  Duration: 
  Duration: 
  Duration: 
  Duration: 10 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You can change your appearance to any extreme
  within the human paradigm, whether subtle — altering eye color,
  complexion, fingerprints — or radical — changing your physique,
  voice box, even impersonating another.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You can assume the form of any creature with the
  humanoid type. Your creature type and subtype (if any) remain
  the same regardless of your new form. You can take the form of a
  creature with a template that doesn’t change the creature type or
  subtype, but you gain no benefits from that template (for example,
  you may impersonate an aberrant, but you do not gain the benefits
  of the superhuman template). The new form must be within one
  size category of your normal size. The maximum HD of an assumed
  form is equal to your character level. This power works only for
  your body; your clothes and any gear carried remain the same
  whatever the form you choose.
  Regardless of the form you assume, you retain the following
  aspects of your normal form: ability scores, class and level, hit
  points, alignment, base attack bonus, base save bonus, psychic
  special attacks and qualities (except for those requiring a body
  part that the new form does not have), extraordinary special attacks
  and qualities derived from class levels (you lose any from your
  normal form that are not derived from class levels).
  When assuming a new form, you retain your own mind but
  acquire the new form’s physical qualities — natural size, mundane
  movement capabilities (such as burrowing, climbing, walking and
  swimming, to a maximum speed of 60 feet), natural armor bonus,
  natural weapons (such as claws, bite and so on), racial skill bonuses,
  racial bonus feats, and any gross physical qualities (type of skin or
  hide, number of extremities and so forth). A body with extra limbs
  does not allow you to make more attacks (or more advantageous
  two-weapon attacks) than normal. If the new form is capable of
  speech, you can communicate normally.
  You do not gain any extraordinary special attacks or special
  qualities not noted above under physical qualities (e.g., darkvision,
  low-light vision, blindsense, blindsight, fast healing, regeneration,
  
  211
  Chapter TWELVE: APTITUDES
  TRINITY
  scent). You do not gain the form’s psychic abilities. Any part of
  your body that is separated from the whole reverts to its true form.
  You can designate basic physical qualities (e.g., height, weight,
  sex, skin color, hair color, hair texture) within the normal ranges
  for a creature of the kind you assume. If you use this power to
  create a disguise, you may add your Psi score as a bonus on your
  Disguise check.
  While the power is in effect, you can change form once each
  round as a move action. Parameters noted above apply as normal.
  Transmass Shield
  “Missed me! Ha! Missed me again!”
  Teleportation (Transmassion)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 3
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Personal
  Target:
  Target:
  Target:
  Target:
  Target: You
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 2
  Description:
  Description:
  Description:
  Description:
  Description: You create a small field that causes most attacks
  directed at you to teleport past you, thereby reducing — or even
  negating entirely — their effect.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: While this power is active, you create a near-invisible
  aura in front of you that provides damage reduction N/light, with N
  equal to your Wisdom modifier (if any) plus 1 per two character levels.
  The shield is effective only against attacks from the front, and is
  visible as a ripple in the air with a successful DC 20 Spot check.
  Transmit
  “Hold tight and I’ll have you safe and sound in London before
  you can say ‘subquantum spatial matter transference.’”
  Teleportation (Transmassion)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 4
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: See text
  Targets:
  Targets:
  Targets:
  Targets:
  Targets: One object weighing up to 50 lb./level or 1 living creature/
  2 levels, all of whom must be touching
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None or Will negates; see text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 3
  Description:
  Description:
  Description:
  Description:
  Description: Though similar to relay object and relay person,
  this power has a key difference: You need not touch — or even
  see — the target involved and may transmit it to any place for
  which you have a strong sense memory.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: You transmit an object or a willing creature with a
  successful Intelligence check against DC 18, adding your Psi score as
  a competence bonus to the roll. Familiarity — with the subject and
  with the points of departure and arrival — is key, so apply all relevant
  modifiers from Table 12–8: Teleportation to the Intelligence check.
  Teleporting the golf clubs (intimate) that your father gave you to
  your side (line of sight) remains DC 18; teleporting a new teammate
  (casual) from a mine shaft that you just passed through (vague) to
  your ship’s medical bay (strong) is DC 32. A living creature resists
  this effect with a successful Will save.
  
  212
  Chapter TWELVE: APTITUDES
  TRINITY
  If you transmit more than one living creature, you need only
  focus on the most familiar one as long as they are all in physical
  contact. You may use spatial jump to travel with the targets of
  transmit at the same time on a single successful Intelligence check;
  power points are spent for each power, however.
  Areas of strong quantum or subquantum energies may make
  teleportation more hazardous or even impossible, at the GM’s discretion.
  Transportal
  “Anyone not intending to travel to Qinshui should leave the
  transport area immediately.”
  Teleportation (Warping)
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 5
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Visual and audio
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 minute
  Range:
  Range:
  Range:
  Range:
  Range: Unlimited; see text
  Area:
  Area:
  Area:
  Area:
  Area: 25-ft.-radius spherical emanation + 25 ft./3 levels, centered on you
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Instantaneous
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: See text
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 4
  Description:
  Description:
  Description:
  Description:
  Description: You generate a shimmering, coherent noetic field
  that transports everything within instantly from one physical
  location to another.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: This power functions as per spatial jump, with the
  following distinctions.
  Manifesting a transportal requires your full concentration; you
  can take no other action and are considered flat-footed if attacked.
  If you lose concentration before the power manifests, the attempt
  fails but you must still spend the power points. Anyone may pass
  without harm through the area of effect before the power manifests;
  however, all actions performed by or upon any beings within the
  area during this time suffer a –2 penalty due to the noetic flux.
  There is no weight limitation. Instead, each creature and object
  fully within the area is transported automatically when the power
  manifests. A living being on the edge must make a Reflex save; if
  successful, she is not teleported. An object on the edge of the area is
  sliced cleanly by the power’s spherical manifestation, with whatever
  portion inside transported to the destination. This includes the earth
  beneath you if you create a transportal while standing on the ground.
  The mass displacement at both departure and arrival points
  creates a compression wave that deals 1d6 points of force damage
  per two character levels to all within 60 feet of the transportal
  sphere’s edge; the wave deals half this amount to all within an
  additional 120 feet. A Fortitude save halves the force damage.
  Each being with the psychic template whose attunement can
  detect a transportal departure or destination must make a Fortitude
  save against moderate backlash (see Chapter Eleven).
  Those within the transportal are not subject to the mass
  displacement or backlash effect. They are subject to any local conditions
  upon arrival, however — gravity or atmospheric change, unsure footing
  as transported earth falls apart on the destination surface, and so on.
  To avoid unforeseen problems with both departure and arrival,
  those with this power use it most often in vacuum or upper
  atmosphere to transport craft that fit within the power’s radius.
  Will Control
  “You’ll leave when I tell you to go.”
  Telepathy (Psychbending) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 2
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:
  Target:
  Target:
  Target:
  Target: 1 living creature/4 character levels, no two of which can
  be more than 15 ft. apart
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: Will negates
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: Yes
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You subject a sentient target’s will to your mental
  command.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: If a target fails a Will save, he is subject to your control
  for the power’s duration. He may make a Will save to resist each
  command you issue during this time, with a bonus to his save
  depending on the command’s intensity (see Table 12–6: Control
  Commands). If successful, he resists performing the action but is
  considered dazed for the round. The target may act normally if
  you do not issue a command for a given round.
  You may attempt will control on any target with Intelligence 1
  or higher within range whom you can perceive clearly (e.g., line of
  sight, video monitor). You communicate your commands
  telepathically, without need for speech (this also ignores any
  language barriers). Issuing a command to multiple targets is a move
  action regardless of the number involved, as long as you give the
  same order to each. Issuing different commands for separate targets
  is a full-round action.
  Willfinder
  “You’re correct; she’s not in her right mind.”
  Telepathy (Psychbending) [Mind-Affecting]
  Level: 
  Level: 
  Level: 
  Level: 
  Level: 1
  Display: 
  Display: 
  Display: 
  Display: 
  Display: Mental or visual
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time:
  Manifestation Time: 1 standard action
  Range:
  Range:
  Range:
  Range:
  Range: 10-ft. cone-shaped emanation + 5 ft./2 levels
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: 1 living organism + 1/3 levels
  Duration:
  Duration:
  Duration:
  Duration:
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw:
  Saving Throw: None
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance:
  Power Resistance: No
  Power Points:
  Power Points:
  Power Points:
  Power Points:
  Power Points: 1
  Description:
  Description:
  Description:
  Description:
  Description: You can determine whether a target has been
  subject to telepathy manipulation.
  Effect:
  Effect:
  Effect:
  Effect:
  Effect: The amount of information revealed depends on how
  long you study a particular area or subject. Each round, you can
  turn to sense in a new area. This power does not reveal the details
  of what any telepathic manipulation has done, but it does offer
  specifics on any power used and the degree of influence applied.
  1st Round: Presence or absence of telepathic influence.
  2nd Round: Number of different telepathic influences and
  mode used.
  3rd Round: Type of telepathic influence (specific power used,
  degree of influence upon the subject).
  
  213
  Chapter Thirteen: Technology
  TRINITY
  213
  Chapter Thirteen: Technology
  TRINITY
  CHAPTER THIRTEEN: TECHNOLOGY
  Wealth
  The Wealth bonus reflects your buying power — a
  composite of income, credit rating and savings — and serves
  as the basis of your Wealth check for purchasing equipment
  and services. Your starting Wealth bonus is +0 plus:
  • 2d4
  • Wealth bonus from starting class
  • Wealth bonus from relevant feats
  • +1 for having 1 or more ranks in the Profession skill
  The Wealth bonus fluctuates over the course of play,
  decreasing as you purchase expensive items and increasing
  as you gain levels. The bonus can never fall below +0 and
  has no upper limit (see the range below). With Wealth bonus
  +0, you cannot purchase any object or service that has
  purchase DC 10 or higher, nor can you take 10 or take 20
  on a Wealth check.
  Wealth Bonus
  Wealth Bonus
  Wealth Bonus
  Wealth Bonus
  Wealth Bonus
  Financial Condition
  Financial Condition
  Financial Condition
  Financial Condition
  Financial Condition
  +0
  Impoverished or in debt
  +1 to +4
  Struggling
  +5 to +10
  Middle class
  +11 to +15
  Affluent
  +16 to +20
  Wealthy
  +21 to +30
  Rich
  +31 or higher
  Very rich
  Making Purchases
  Make a Wealth check (1d20 + your current Wealth bonus)
  against the purchase DC of the object or service in question
  to buy it successfully. You succeed automatically if your Wealth
  bonus is at least equal to the purchase DC. Buying a less
  common object or service (at the GM’s discretion) takes a
  number of hours equal to its purchase DC, reflecting the time
  needed to locate the wanted materials and close the deal.
  On a failed roll, you can’t afford the item or service at
  the time. You can retry after spending an additional number
  of hours shopping equal to the purchase DC.
  After a successful acquisition with a purchase DC
  higher than your current Wealth bonus, or if the purchase
  DC is 15 or higher, your Wealth bonus goes down. Your
  bonus stays the same if you fail the purchase check.
  One other character who makes a successful aid another
  attempt can give you a +2 bonus on your Wealth check. That
  character then reduces his Wealth bonus by –1, however.
  Purchase DC Is…
  Purchase DC Is…
  Purchase DC Is…
  Purchase DC Is…
  Purchase DC Is…
  Wealth Bonus Decrease
  Wealth Bonus Decrease
  Wealth Bonus Decrease
  Wealth Bonus Decrease
  Wealth Bonus Decrease
  15+
  1 point
  1–10 points higher than
  current Wealth bonus
  1 point
  11–15 points higher than
  current Wealth bonus
  1d6 points
  16+ points higher than
  current Wealth bonus
  2d6 points
  Regaining Wealth
  Every time you gain a new level, make a Profession
  check (or a Wisdom check if you have no ranks in the skill);
  DC = your current Wealth bonus. On a successful result, raise
  your current Wealth bonus by 1, +1 for every 5 points by
  which the check result exceeds the DC.
  Riches found or items discovered in the course of
  gameplay that are sold increase your Wealth bonus, as
  determined by the GM.
  Selling Stuff
  To sell something, you must first determine its sale value.
  Assuming the object is undamaged and in working condition,
  its sale value equals the original purchase DC – 3.
  You gain a +1 Wealth bonus if the object goes for a sale
  value greater than your current Wealth bonus, or if the
  object’s sale value is 15 or higher. You cannot sell objects
  legally that are reported as stolen. Illegal sale often requires
  dealing with a black market, and reduces the sale value by
  an additional –3.
  Gear
  Technology in the 22nd century derives from two
  sources: physical manufacturing processes (or hard
  technology) and organic manipulation (or biotechnology).
  Although each type involves strikingly different development
  and construction techniques, many devices from each form
  of technology have similar functions. When it comes down
  to the plain facts, hardtech and biotech devices are exactly
  that — gear, equipment and commodities. They’re
  manufactured, sold and bought like any other physical
  resource, and form the backbone of much of 22nd-century
  commerce.
  Hardtech
  Humans have used “hard” technology for centuries. It’s
  still the cornerstone of 22nd-century society, from clothes
  to computers, armaments to arcologies. Biotech offers a new
  avenue of utility and commerce, but hardtech remains as
  reliable as ever.
  Orbital Manufacture
  Many hardtech devices are available in regular or orbital
  models. Both types are constructed using advanced steel or
  aluminum alloys, ceramics, or a polymer-and-aluminum
  extrusion (often called “plasteel” since it rolls off the tongue
  more easily than does, say, “polynum”). The only notable
  distinction is in their manufacture — regular models are
  manufactured terrestrially, while orbital models are made
  on Luna or on orbital stations. Most Asian companies use
  orbital manufacturing processes. Western manufacturers
  have some orbital plants, but still construct the majority of
  their products on Earth.
  Unlike terrestrial manufacture, gravity and
  environmental impurities have little influence on orbital
  manufacturing. As a result, orbital models are lighter,
  stronger and of uniformly higher quality than regular
  models… and more expensive.
  Orbital weapons provide a +1 enhancement bonus on
  attack rolls; orbital armor reduces the armor check penalty
  by –1. An item of orbital manufacture weighs one-third less
  and costs 50% more than the equivalent regular model.
  
  214
  Chapter Thirteen: Technology
  TRINITY
  To format psiware, a biotechnician uses a sample of the
  subject’s DNA to act as a genetic “key,” unlocking the device’s
  higher functions. The techie must succeed at a DC 10 Heal check
  to get the DNA sample and a DC 15 Craft (biotech) check to perform
  the necessary implantation and coding in the psiware. The
  formatting procedure requires a biotech lab; all labs must be
  licensed by the government in which the lab is situated, though
  black market biolabs are known to exist.
  Tolerance Rating
  Each piece of psiware has a tolerance rating (TR). Unless
  noted otherwise, unformatted psiware has TR 1. The TR for
  formatted psiware varies depending on the device; as a general
  rule, the greater number of higher functions it has, the higher its
  TR. Standard biotech has TR 0.
  If the total TR of all psiware that you carry is greater than your
  Psi score, you have exceeded your tolerance limit. Reduce your power
  points by the amount the TR exceeds your Psi score. Lost power
  points return only after the total TR is equal to or lower than your
  Psi score. Tolerance overload occurs if you exceed your tolerance
  limit for a number of days equal to your Psi (see Chapter Eleven).
  Weapons
  Even those with psi powers supplement their unique abilities
  with technological devices. Still, no matter how you equip yourself,
  your best weapon is always your own wits.
  Melee and Missile Weapons
  A sturdy tonfa or sharp orbital knife can be just as effective
  as a gun — sometimes moreso — when you must defend yourself.
  Table 13–1: Melee Weapons supplements the list of simple, martial
  and exotic melee and missile weapons on Table 13–5: Weapons in
  the Player’s Handbook. (Note: the Archaic Weapon Proficiency feat
  covers both simple and martial weapons.)
  • Bioclaws:
  Bioclaws:
  Bioclaws:
  Bioclaws:
  Bioclaws: These retractable claws are implanted in your
  fingertips and must be formatted to function. They grow naturally,
  and must be trimmed to remain beneath the skin’s surface when
  not in use. Bioclaws are considered light weapons and require the
  Exotic Weapon Proficiency feat to use without penalty. You gain a
  +2 competence bonus on Climb checks but suffer a –2 penalty on
  checks involving fine manipulation (bioclaws restrict motion slightly
  in the last finger joint).
  • Combat Gloves:
  Combat Gloves:
  Combat Gloves:
  Combat Gloves:
  Combat Gloves: Though they look like an ordinary pair of
  leather or polymer gloves, combat gloves have an inner plasteel
  weave that lets you deal lethal damage with unarmed strikes. The
  gloves also provide DR 1/— against attacks that target your hands.
  • “Spider” Battle Harness:
   “Spider” Battle Harness:
   “Spider” Battle Harness:
   “Spider” Battle Harness:
   “Spider” Battle Harness: The harness holds up to six
  biolaser batteries, recharging one per hour by channeling light
  and heat absorbed through its photo- and thermosynthetic outer
  membrane. (The harness nourishes itself using the same process.)
  You gain a +2 natural armor bonus while wearing the spider from
  the set of eight articulated spines that extend from the enamel
  chassis and clasp you around the shoulders and ribs for additional
  support.
  If the spider is formatted, you can control the spines to assist
  with movement or to act as weapons. You gain a +2 competence
  bonus on Balance and Climb checks and on Tumble checks that
  involve falling. The user must have an Exotic Weapon Proficiency
  feat to attack without penalty with the spines; they have a 10-foot
  reach and may also be used against adjacent foes.
  Heavy Metal
  Olaminium is a rare but useful substance that sees extensive
  use for everything from cosmic radiation shielding to tactical
  armament and defense. Its availability on the open market is limited
  severely; the GM is under no obligation to make it available.
  Weapons: Olaminium-coated rounds reduce the
  target’s armor bonus to AC by –2; pure olaminium rounds
  reduce the armor bonus to AC by –4. A target’s armor bonus
  to AC cannot be reduced below +1.
  Armor: Olaminum-coated armor gives the wearer
  damage reduction 2/— but increases the weight by one-
  half and reduces the maximum Dexterity bonus by –1. Pure
  olaminium armor gives the wearer DR 5/— but doubles the
  weight and reduces the maximum Dexterity bonus by –2.
  Cost: Olaminium coating raises the purchase DC by +4,
  while pure olaminium raises the purchase DC by +8.
  Biotechnology
  Biotechnology refers to something a bit different in the 2100’s
  than in the previous century. Biotech manufacture in the Unity Era
  is based on noetics rather than physics, and is divided into two
  categories: inert and active.
  • Biotech, Standard (Inert):
  Biotech, Standard (Inert):
  Biotech, Standard (Inert):
  Biotech, Standard (Inert):
  Biotech, Standard (Inert): This category encompasses
  ordinary consumer products (anything from a desktop to an
  automobile tire to a business suit) created through biotechnological
  processes but which are not considered alive by any definition.
  “Nonliving” biotech is by far the more common (and less expensive)
  category, and is typically referred to simply as “biotech.”
  • Biotech, Psiware (Active):
  Biotech, Psiware (Active):
  Biotech, Psiware (Active):
  Biotech, Psiware (Active):
  Biotech, Psiware (Active): Referred to as “psiware,” this
  category encompasses equipment that is alive after a fashion,
  subsisting on nutrients and/or psi energy. Only those with the
  psychic template can utilize active biotech.
  Biotech Design
  A typical biotech device has a photosynthetic outer membrane
  protected by a ceramic or polymer casing. Organic energy cells
  link to a battery that nourishes the device and provides power.
  Nutrient clips fulfill a device’s alimentary needs as necessary.
  Biotech manufacturers design with hardtech in mind. Organic pistols
  and carbines, for instance, look similar to their hardtech counterparts. If
  a biotech device looks “normal,” the average person — “Joe Hologram,”
  in 22nd-century parlance — is more inclined to use it.
  The typical individual knows little about the practical
  differences between biotech and hardware. Indeed, there’s little
  distinction — for instance, biotech weapons use organic processes
  to simulate the effects of their hardtech counterparts. A knife of
  matrix enamel cuts just as well as one made of orbital steel; a
  photosynthetic laser burns as well as one that uses solar chargers.
  Psiware Formatting
  Most psiware is unformatted — that is, not coded to a specific
  user. Formatting psiware codes the device to you specifically,
  unlocking greater capabilities.
  Anyone with the psychic template can use unformatted psiware
  weapons, vehicles and the like; they can also use the unformatted functions
  of another character’s formatted psiware. Only those formatted to a
  device can use its higher functions. A piece of psiware can have a number
  of formatted users equal to its tolerance rating (TR).
  
  215
  Chapter Thirteen: Technology
  TRINITY
  See Table 13–2: Ranged Weapons for representative firearms.
  Weapon listings include the following information.
  Damage: Unless noted otherwise, each weapon threatens a
  critical on a 20 and deals double damage on a confirmed critical.
  Range: Range increment. Attacks at less than this distance
  are not penalized for range, but each full increment applies a
  cumulative –2 penalty on the attack roll. Ranged weapons have a
  maximum of 10 range increments.
  Rate of Fire — 1: Use once per round; must then reload or replace.
  Rate of Fire — Si (Single Shot): Must operate the action to
  load a new round or recharge the power cell between each shot.
  Table 13–1: Melee Weapons
  Martial Weapon
  Martial Weapon
  Martial Weapon
  Martial Weapon
  Martial Weapon
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (M)
  Dmg (M)
  Dmg (M)
  Dmg (M)
  Dmg (M) Critical
  Critical
  Critical
  Critical
  Critical
  Range
  Range
  Range
  Range
  Range
  Weight
  Weight
  Weight
  Weight
  Weight11111
  Type
  Type
  Type
  Type
  Type
  Tech
  Tech
  Tech
  Tech
  Tech22222
  TR
  TR
  TR
  TR
  TR33333
  Cost
  Cost
  Cost
  Cost
  Cost
  Combat gloves
  1d24
  1d34
  x2
  —
  —
  Bludgeoning
  Ω
   —
  10
  Taser baton1
  1d4
  1d6
  x2
  —
  1 lb.
  Bludgeoning
  Ω/Y
  —/1
  16
  and electricity
  Exotic Weapons
  Exotic Weapons
  Exotic Weapons
  Exotic Weapons
  Exotic Weapons
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (S)
  Dmg (M)
  Dmg (M)
  Dmg (M)
  Dmg (M)
  Dmg (M) Critical
  Critical
  Critical
  Critical
  Critical
  Range
  Range
  Range
  Range
  Range
  Weight
  Weight
  Weight
  Weight
  Weight11111
  Type
  Type
  Type
  Type
  Type
  Tech
  Tech
  Tech
  Tech
  Tech22222
  TR
  TR
  TR
  TR
  TR33333
  Cost
  Cost
  Cost
  Cost
  Cost
  Bioclaws
  1d3
  1d4
  x2
  —
  —
  Slashing
  Y
  2
  19
  Spider battle harness5
  1d106
  2d66
  x3
  —
  11 lb.
  Piercing
  Y
  3
  23
  1 Weight figures are for standard model Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice
  as much. An orbital model weapon weighs one-third less than a normal weapon of its size.
  2 Technology type: “Ω” = hardtech, “Y” = biotech.
  3 Formatted tolerance rating (standard biotech has TR 0; unformatted biotech has TR 1).
  4 Use your standard unarmed strike damage, though converted to lethal damage.
  5 Reach weapon.
  6 Do not apply your Strength modifier to damage dealt.
  • Taser baton:
  Taser baton:
  Taser baton:
  Taser baton:
  Taser baton: The weapon deals the listed bludgeoning damage
  on a successful melee attack roll; in addition, the target must succeed
  on a Fortitude save (DC 10 + damage dealt) or be stunned for 1d4
  rounds. This device is available in hard- and biotech in different
  designs, from a 2-foot long club to a 4-inch extendable wand.
  Ranged Weapons
  Some cultures have strict restrictions regarding firearm ownership.
  The process can range from paying a healthy tax and filling out a short
  form (Russia), to paying a significant registration fee and submitting to a
  background check (FSA), to talking to the fellow down the street
  (Argentina), to resorting to the black market (Nippon, China, Olympus).
  
  216
  Chapter Thirteen: Technology
  TRINITY
  This allows only one shot per attack, regardless of abilities that
  might allow more than one shot per attack.
  Rate of Fire — Sa (Semiautomatic): Fires one shot per attack,
  but can make multiple shots in rapid succession if you have abilities
  that allow more than one shot per attack.
  Rate of Fire — A (Automatic): Fires a burst or stream of
  shots with a single squeeze of the trigger. Can be set on autofire or
  used with feats that take advantage of automatic fire.
  Magazine: Box magazines can be removed and reloaded separately
  from the weapon; cylinders (cyl.) and internal (int.) magazines are part
  of the weapon and must be reloaded by hand; linked magazines are
  bullets chained together with small metal clips, forming a belt.
  Size: Weapon size categories are as follows: A Small or smaller
  weapon is a light, one-handed weapon. A Medium or smaller weapon
  can be used one- or two-handed. A Large weapon requires two hands.
  A Huge weapon requires two hands and a bipod or other mount.
  Weight: The weapon’s weight when loaded.
  Tech: The weapon’s technology type, designated with a “Ω”
  for hardtech and a “Y” for biotech.
  FT: The weapon’s formatted tolerance rating (standard
  biotech has TR 0; unformatted biotech has TR 1).
  Cost: The base purchase DC to acquire the weapon.
  Personal and Advanced Firearms
  • Automatic:
  Automatic:
  Automatic:
  Automatic:
  Automatic: A clip-loaded slugthrower that combines a higher
  rate of fire than a revolver with as much as three times the ammo
  capacity. Automatic handguns typically use lighter but more accurate
  9mm ammunition, though larger calibers are common.
  function similarly — biotech weapons are even designed to accept
  traditional flechette clips. The darts are designed not to penetrate
  hard targets — a flechette shot deals half damage (round down)
  against a target wearing heavy armor or with hardness 5 or more. As
  such, needlers see widespread use in pressurized environments.
  ORGOTEK
  WASP
  L-K AVENGER
  • Carbine: 
  Carbine: 
  Carbine: 
  Carbine: 
  Carbine: Carbine slugthrowers fire high-velocity ammunition
  while lasers use focused beams; either model is capable of both
  semi-automatic and full-auto fire. These powerful weapons are
  restricted to military and special law enforcement units, but
  criminals and private owners pay premium prices to obtain them.
  • Enhancer gauntlet:
   Enhancer gauntlet:
   Enhancer gauntlet:
   Enhancer gauntlet:
   Enhancer gauntlet: This psiware device channels
  electrokinesis and psychokinesis energy into a power cell, where
  it is magnified and fired as a traditional laser beam. A gauntlet stores
  up to 10 shots and recharges after 2 hours. When the power cell is
  depleted, each power point you spend charges the power cell for 2
  more shots (up to its total capacity).
  If you have a formatted gauntlet, you are considered two
  character levels higher when using your existing electrokinesis and/
  or psychokinesis powers. If you get a natural result of 1 on an attack
  roll with an enhancer gauntlet, you burn out the power cell for 1
  hour and must make a backlash check against DC 18.
  • Flechette weapon:
  Flechette weapon:
  Flechette weapon:
  Flechette weapon:
  Flechette weapon: Also called “stingers,” “needlers” or “dart
  guns,” these projectile weapons use compressed gases to fire high-
  velocity metal or ceramic darts in controlled bursts. Organic flechette
  weapons are configured differently from hardtech models, but both
  • Laser:
  Laser:
  Laser:
  Laser:
  Laser: Firing a coherent energy pulse generated from a
  power pack, the laser is relatively quiet, accurate and clean (aside
  from the smell of ozone and seared flesh). The laser is available in
  pistol, carbine and gauntlet models. Pistols are easy to conceal,
  carbines offer more power and gauntlets are easy to use (the
  emitter is positioned to fire from the back of your hand).
  • Revolver:
  Revolver:
  Revolver:
  Revolver:
  Revolver: A simple slugthrower that stores several rounds
  in a revolving cylinder. As the trigger is pulled, the cylinder revolves
  to bring the next bullet in line with the barrel. Less flashy but easier
  to operate than an automatic.
  • Shotgun:
  Shotgun:
  Shotgun:
  Shotgun:
  Shotgun: Shotguns are common among law enforcement
  personnel, sportsmen and homeowners. They fire a spreading cone
  of lead shot that is very powerful at close range, and require little
  in the way of marksmanship.
  ORGOTEK
  SCORPION
  VOSS 63K
  BANJI TORNADO
  
  217
  Chapter Thirteen: Technology
  TRINITY
  Table 13–2: Ranged Weapons
  Weapon
  Weapon
  Weapon
  Weapon
  Weapon
  Damage
  Damage
  Damage
  Damage
  Damage
  Type
  Type
  Type
  Type
  Type
  Range
  Range
  Range
  Range
  Range
  RoF
  RoF
  RoF
  RoF
  RoF
  Magazine
  Magazine
  Magazine
  Magazine
  Magazine Size
  Size
  Size
  Size
  Size
  Weight
  Weight
  Weight
  Weight
  Weight
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Handguns
  Handguns
  Handguns
  Handguns
  Handguns (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
  Automatic, light
  2d6
  Ballistic
  40 ft.
  Sa
  Box 20
  Tiny
  2 lb.
  Ω
  —
  17
  (Banji Cyclone, L–K Defender)
  Automatic, heavy
  2d8
  Ballistic
  40 ft.
  Sa
  Box 20
  Small
  3 lb.
  Ω
  —
  18
  (L–K Avenger, Stavros Autoload)
  Flechette pistol
  2d3
  Piercing1
  20 ft.
  Sa, A
  Box 50
  Small
  2 lb.
  Ω, Y
  —/1
  16
  (Ω: Aris SureSting; Y : Alchemy Bulldog F-40, Orgotek Stinger)
  Laser pistol
  2d8
  Fire
  40 ft.
  Si
  Box 50
  Small
  2 lb.
  Ω, Y
  —/1
  17
  (Ω: Banji Spark, L–K Personal Protector; Y : Alchemy 2117-A, Orgotek Wasp II)
  Revolver, light
  2d6
  Ballistic
  30 ft.
  Sa
  Cyl. 6
  Tiny
  1.5 lb.
  Ω
  —
  16
  (Banji Bolt, L–K Holdout)
  Revolver, heavy
  2d8
  Ballistic
  30 ft.
  Sa
  Cyl. 6
  Small
  3 lb.
  Ω
  —
  16
  ( L–K Heavy Duty)
  Sonic weapon
  2d4
  Sonic
  40 ft.
  Si
  Box 20
  Small
  3 lb.
  Ω
  —
  18
  (Aris Whistler)
  Taser pistol1
  1d6
  Electricity 20 ft.
  Si
  Box 20
  Small
  2 lb.
  Y
  1
  18
  (Orgotek Electric Eel)
  Web emitter1
  Special
  —
  15 ft.
  Si
  Box 5
  Small
  6 lb.
  Ω, Y
  —/1
  17
  (Ω: L–K Netgun s5–ST; Y: Alchemy Webgun, Orgotek Spinneret)
  Longarms
  Longarms
  Longarms
  Longarms
  Longarms (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
   (Personal Firearms Proficiency feat)
  Shotgun
  2d10
  Ballistic
  30 ft.
  Si
  Varies
  Large
  9 lb.
  Ω
  —
  16
  (Banji Thunder, L–K Protector, Stavros .00 Shotgun)
  Web emitter, heavy1
  Special
  —
  25 ft.
  Si
  Box 20
  Large
  10 lb.
  Ω
  —
  19
  (L–K Netlauncher s9–MT)
  Carbines
  Carbines
  Carbines
  Carbines
  Carbines (Advanced Firearms Proficiency feat)
   (Advanced Firearms Proficiency feat)
   (Advanced Firearms Proficiency feat)
   (Advanced Firearms Proficiency feat)
   (Advanced Firearms Proficiency feat)
  Assault weapon
  2d8
  Ballistic
  80 ft.
  Sa, A
  Box 50
  Large
  11 lb.
  Ω
  —
  233
  (Banji Tornado, L–K MAC-803)
  Flechette
  2d6
  Piercing
  60 ft.
  Sa, A
  Box 90
  Large
  10 lb.
  Y
  1
  213
  (Orgotek Scorpion)
  Laser
  3d8
  Fire
  120 ft.
  Sa, A
  Box 50
  Large
  9 lb.
  Ω, Y
  —/1
  213
  (Ω: L–K Vindicator II, Voss 63K; Y : Alchemy 2118-D, Orgotek Hornet VI)
  Sonic weapon1
  2d6
  Sonic
  60 ft.
  Si
  Box 30
  Large
  8 lb.
  Ω
  —
  21
  (Aris SuperSonic)
  Gauntlets
  Gauntlets
  Gauntlets
  Gauntlets
  Gauntlets (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
  Gauntlet, light
  2d6
  Fire
  50 ft.
  Si
  Box 20
  Tiny
  1 lb.
  Y
  1
  20
  (Orgotek MiniPulse-L)
  Gauntlet, heavy
  3d8
  Fire
  100 ft.
  Sa, A
  Box 50
  Small
  4 lb.
  Y
  1
  22
  (Orgotek Pulse-L)
  Gauntlet, enhancer1
  3d6
  Fire
  80 ft.
  Sa, A
  Box 10
  Small
  4 lb.
  Y
  3
  23
  (Orgotek Iris-L II)
  Heavy Weapons
  Heavy Weapons
  Heavy Weapons
  Heavy Weapons
  Heavy Weapons (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
   (Exotic Weapon Proficiency feat)
  Coilgun, light1
  3d12
  Ballistic
  120 ft.
  Si
  Box 50
  Large
  15 lb.
  Ω
  —
  233
  (L–K Junior r3)
  Coilgun, heavy1
  4d12
  Ballistic
  200 ft.
  Si
  Box 80
  Huge
  25 lb.
  Ω
  —
  243
  (L–K Big Boy r5)
  Grenade launcher1
  Varies2
  Varies2
  70 ft.
  1
  1 Int.
  Large
  7 lb.
  Ω
  —
  203
  (L–K Hail Mary l2)
  Missile launcher1
  Varies2
  Varies2
  1000 ft.
  1
  4 Int.
  Huge
  30 lb.
  Ω
  —
  263
  (L–K Killjoy)
  Plasma thrower1
  4d10
  Fire
  30 ft.
  Si, A
  50 Int.
  Huge
  20 lb.
  Ω
  —
  253
  (Voss 88T)
  1 See the weapon description for other effects.
  2 Damage and damage type varies depending on the ammunition used.
  3 Restricted availability through law enforcement or military; add +4 to the cost if purchased through the black market.
  
  218
  Chapter Thirteen: Technology
  TRINITY
  threaten a critical on a 20 and deal double damage on a confirmed
  critical.
  Reflex DC: Any creature caught within the burst radius may
  make a Reflex save against the listed DC for half damage.
  Range Increment: Explosives with no range increment must
  be set in place before being detonated.
  • Plastique:
  Plastique:
  Plastique:
  Plastique:
  Plastique: Each additional block increases the damage by
  +2d6 (maximum 10d6) and the burst radius by 10 feet (maximum
  20 feet).
  On a successful Demolitions check (see Chapter Nine), you
  can increase the damage or the burst radius by 50% (your choice)
  by wiring together several blocks of plastique (DC 10 + 1 per block).
  Plastique can only be detonated electronically, either with a
  timed electronic detonator or a remote detonator. Timed detonators
  can be set to explode within a few seconds to as long as 24 hours.
  Remote detonators have a range of one mile.
  • Grenade, concussion:
  Grenade, concussion:
  Grenade, concussion:
  Grenade, concussion:
  Grenade, concussion: Often used for crowd control, this
  device deals nonlethal force damage to all living targets within the
  blast radius (DC 15 Reflex save halves damage).
  • Grenade, fragmentation: 
  Grenade, fragmentation: 
  Grenade, fragmentation: 
  Grenade, fragmentation: 
  Grenade, fragmentation: A small explosive device that
  detonates shrapnel within the area of effect.
  • Grenade, smoke: 
  Grenade, smoke: 
  Grenade, smoke: 
  Grenade, smoke: 
  Grenade, smoke: Smoke fills the coverage area, obscuring
  all sight and giving total concealment to anyone within. Smoke
  grenades are also used as signal devices, with smoke coming in
  various colors.
  • Grenade, tear gas: 
  Grenade, tear gas: 
  Grenade, tear gas: 
  Grenade, tear gas: 
  Grenade, tear gas: A cloud of irritant causes a target’s eyes
  to fill with tears; a DC 15 Fortitude save is required to avoid being
  nauseated. This lasts for 1d6 rounds after leaving the cloud. Even
  if successful, a save is required each round the target remains in
  the cloud. Wearing a gas mask negates the effect. A wet cloth held
  over the eyes, nose and mouth provides a +2 bonus on the Fortitude
  save.
  • Molotov cocktail:
  Molotov cocktail:
  Molotov cocktail:
  Molotov cocktail:
  Molotov cocktail: You can make this improvised weapon
  with a DC 10 Craft (chemical) check or DC 15 Intelligence check. It
  detonates in 2 rounds or on impact with a solid object, whichever
  comes first. A target that takes a direct hit suffers an additional
  1d6 points of fire damage in the following round and risks catching
  on fire.
  Armor
  Typical armor available in the Unity Era is made of lightweight
  polymer or organic carapace. Whether hard- or biotech, armor
  protects the wearer in the same way.
  While armor offers handy defense against getting hurt, it is
  impractical to wear every minute of the day and night. There are
  also social and legal implications to wearing armor in certain
  environments — you can be arrested for wearing heavy armor
  without a license on the upper levels of Luna. Not even Legionnaire
  Avengers or FSM Marines are decked out in full combat gear every
  minute of the day. Instead, most armor is donned only when
  individuals plan on encountering danger. Ultimately, the amount of
  armor that you wear doesn’t matter. If someone really wants to
  hurt you, he’ll find a way.
  See Table 13–4: Armor for representative armor. Listings
  include the following information.
  Type: The type of armor. “Light” can be concealed under —
  or designed to look like — normal clothing; “medium” offers
  reasonable protection with little restriction; “heavy” provides
  significant protection at the cost of some flexibility. Medium and
  • Sonic weapon:
  Sonic weapon:
  Sonic weapon:
  Sonic weapon:
  Sonic weapon: Also called a “screamer” or “stunner,” a
  sonic weapon is designed to subdue a target without serious injury.
  The weapon requires a ranged touch attack to hit and the damage
  listed is nonlethal. In addition, the target must succeed on a DC 15
  Fortitude save or be deafened and shaken for 1d4 rounds.
  • Taser weapon:
  Taser weapon:
  Taser weapon:
  Taser weapon:
  Taser weapon: A “zapper” emits an electrical charge that
  causes nerve disruption. The damage listed is nonlethal; in addition,
  the target must succeed on a Fortitude save (DC 10 + damage dealt)
  or be stunned for 1d4 rounds.
  • Web emitter:
  Web emitter:
  Web emitter:
  Web emitter:
  Web emitter: Also called a “webgun” or “webber,” a web
  emitter fires a viscous glob that dries instantly into a hard,
  permeable layer to immobilize the target. Hardtech webs are
  synthetic while biotech webs are organic; the two types of emitters
  are otherwise almost identical in function. A webber requires a
  ranged touch attack to hit, and each successful shot deals a
  cumulative –1d3 penalty to Dexterity. The target is immobilized
  once the total penalty equals or exceeds his Dexterity score. Hand
  web emitters are single-target weapons, while heavy webguns fire
  globular clusters that cover a 5-foot radius on a successful attack
  against AC 5.
  Heavy Weaponry
  Heavy weapons are used mostly in military situations; the GM
  may restrict heavy weapons purchases to official military or black
  market channels (if the latter, add +4 to the purchase DC).
  • Coilgun:
  Coilgun:
  Coilgun:
  Coilgun:
  Coilgun: A portable electromagnetic accelerator, the coilgun
  launches projectiles at phenomenal velocities.
  • Grenade launcher:
  Grenade launcher:
  Grenade launcher:
  Grenade launcher:
  Grenade launcher: This rifle-like device launches grenades
  much farther than they can be thrown. Make a ranged attack against
  a specific 5-foot square (instead of targeting a person or creature);
  damage depends on grenade type.
  • Missile launcher:
  Missile launcher:
  Missile launcher:
  Missile launcher:
  Missile launcher: This compact, shoulder-mounted device
  fires a miniature warhead. Make a ranged attack against a specific
  5-foot square (instead of targeting a person or creature); damage
  depends on grenade type.
  • Plasma thrower:
  Plasma thrower:
  Plasma thrower:
  Plasma thrower:
  Plasma thrower: This heavy weapon fires a stream of hot
  ionized gases not unlike a flamethrower — except an order of
  magnitude more intense. The plasma stream sprays in a cone for
  full effect up to 30 feet; damage is halved for any targets caught in
  the cone up to an additional 30 feet.
  Explosives
  Table 13–3: Explosives lists grenades and other explosives.
  These show information noted above, as well as the following
  specifications.
  Damage: The damage dealt to all within the explosive’s burst
  radius. For a Molotov cocktail, only a direct hit inflicts full damage;
  targets within the burst radius take 1 point of fire damage.
  Burst Radius: The area the explosive affects.
  Damage Type: Damage is classified according to type: energy
  (of a specific type) or slashing. All explosives but a Molotov cocktail
  ARIS
  WHISTLER
  
  219
  Chapter Thirteen: Technology
  TRINITY
  pigmentation matches your own once formatted, disguising it from
  detection by all but close examination (DC 20 Spot check). Donning
  or removing bioweave takes 3 full rounds (you must spend 1 round
  pinching the psiware at the base of your neck for it to relax for
  removal or bond to you for use); the psiware rolls into a baseball-
  sized bundle for storage. Bioweave must be formatted prior to use.
  Bioweave gets nutrients from your body through connected
  microfibrils or by soaking in a nutrient solution.
  • Carapace:
  Carapace:
  Carapace:
  Carapace:
  Carapace: Also known as a “beetle” or “bug suit,” this inert
  biotech armor is comparable in quality to a hardtech combat suit,
  though lighter and more flexible.
  • Combat Suit:
  Combat Suit:
  Combat Suit:
  Combat Suit:
  Combat Suit: Full-body, hard-shell combat gear seen most
  often on advanced tactical soldiers and police forces. Unavailable
  to commercial markets.
  • Fiberweave:
  Fiberweave:
  Fiberweave:
  Fiberweave:
  Fiberweave: A polymer or organic weave lining added to
  normal clothing. The armor adds little mass, and tough fibers offer
  moderate protection.
  • Field Suit:
  Field Suit:
  Field Suit:
  Field Suit:
  Field Suit: A lighter version of a combat suit, made of
  monofiber weave and ceramic inserts.
  • Vacsuit:
  Vacsuit:
  Vacsuit:
  Vacsuit:
  Vacsuit: The vacuum suit is a lightweight but durable full-
  body garment that sees ubiquitous use in space. Designs vary, but
  all offer a self-contained 14-hour air supply; emergency beacon;
  Table 13–3: Explosives
  Grenades and Explosives
  Grenades and Explosives
  Grenades and Explosives
  Grenades and Explosives
  Grenades and Explosives
  Damage
  Damage
  Damage
  Damage
  Damage
  Burst
  Burst
  Burst
  Burst
  Burst
  Reflex
  Reflex
  Reflex
  Reflex
  Reflex
  Range
  Range
  Range
  Range
  Range
  Weapon
  Weapon
  Weapon
  Weapon
  Weapon
  Damage
  Damage
  Damage
  Damage
  Damage
  Type
  Type
  Type
  Type
  Type
  Radius
  Radius
  Radius
  Radius
  Radius
  DC
  DC
  DC
  DC
  DC
  Increment
  Increment
  Increment
  Increment
  Increment Size
  Size
  Size
  Size
  Size
  Weight
  Weight
  Weight
  Weight
  Weight
  Cost
  Cost
  Cost
  Cost
  Cost
  Plastique
  2d6
  Force
  5 ft.
  15
  10 ft.
  Tiny
  1 lb.
  121
  Grenade, concussion
  4d62
  Force
  10 ft.
  15
  10 ft.
  Tiny
  1 lb.
  153
  Grenade, fragmentation 4d6
  Slashing
  20 ft.
  15
  10 ft.
  Tiny
  1 lb.
  153
  Grenade, smoke4
  —
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  103
  Grenade, tear gas4
  See text
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  123
  Molotov cocktail
  1d6
  Fire
  5
  —
  10 ft.
  Small
  1 lb.
  65
  1 The purchase DC is for a single 1-lb. block. Restricted availability through law enforcement or military; add +4 to the cost if
  purchased through the black market.
  2 The damage is nonlethal.
  3 The purchase DC is for a box of 6. Restricted availability through law enforcement or military; add +4 to the cost if purchased
  through the black market.
  4 A cloud fills the four squares around it on the round it is thrown. This spreads to all squares within 10 feet on the next round, and
  to all squares within 15 feet on the third round. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses it in 4
  rounds and a strong wind (21+ mph) disperses it in 1 round.
  5 The purchase DC is for the weapon’s components.
  heavy armor is too bulky to disguise as anything other than what it
  is. Armor bonuses from multiple layers do not stack.
  AC Bonus: The armor’s protective value, added as an armor
  bonus to your Armor Class.
  Nonprof. Bonus: The maximum AC bonus you can apply if
  you’re wearing armor that you’re not proficient in.
  Max. Dex Bonus: The maximum Dexterity bonus you can apply
  to your AC when wearing the armor.
  Armor Penalty: This penalty applies on checks involving
  Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Swim and
  Tumble.
  Speed: Your speed while in this armor.
  Weight: The armor’s weight.
  Tech: The armor’s technology type, designated with a “Ω”
  for hardtech and a “Y” for biotech.
  FT: The armor’s formatted tolerance rating (standard biotech
  has TR 0; unformatted biotech has TR 1).
  Cost: The base purchase DC to acquire the armor.
  • Bioweave:
  Bioweave:
  Bioweave:
  Bioweave:
  Bioweave: Created from connective tissue and modified
  spider silk, this piece of psiware fits against your body like a second
  skin — even shaping tiny holes for your hair to grow through. Its
  Table 13–4: Armor
  Armor
  Armor
  Armor
  Armor
  Armor
  Nonprof.
  Nonprof.
  Nonprof.
  Nonprof.
  Nonprof.
  Max. Dex
  Max. Dex
  Max. Dex
  Max. Dex
  Max. Dex Armor
  Armor
  Armor
  Armor
  Armor
  Name
  Name
  Name
  Name
  Name
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Bonus
  Penalty
  Penalty
  Penalty
  Penalty
  Penalty
  Speed
  Speed
  Speed
  Speed
  Speed
  Weight
  Weight
  Weight
  Weight
  Weight
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Light Armor
  Light Armor
  Light Armor
  Light Armor
  Light Armor
  Bioweave
  +5
  +2
  +6
  –0
  30 ft.
  2 lb.
  Y
  3
  25
  Fiberweave
  +1
  +1
  +7
  –0
  30 ft.
  1 lb.
  Ω/Y
  —
  8
  Vest
  +2
  +1
  +5
  –0
  30 ft.
  3 lb.
  Ω/Y
  —
  9
  Medium Armor
  Medium Armor
  Medium Armor
  Medium Armor
  Medium Armor
  Field suit
  +3
  +1
  +5
  –1
  30 ft.
  4 lb.
  Ω/Y
  —
  14
  Vacsuit
  +2
  +1
  +3
  –1
  30 ft.
  3 lb.
  Ω/Y
  —
  10
  Heavy Armor
  Heavy Armor
  Heavy Armor
  Heavy Armor
  Heavy Armor
  Carapace
  +5
  +2
  +3
  –2
  20  ft.
  6 lb.
  Y
  —
  20
  Combat suit
  +6
  +1
  +2
  –3
  20 ft.
  15 lb.
  Ω
  —
  18
  VARG
  +9
  +3
  +1
  –7
  15 ft.
  50 lb.
  Ω/Y
  —/4
  28
  
  220
  Chapter Thirteen: Technology
  TRINITY
  resistance to radiation 15; and protection against explosive
  decompression and other hazards of vacuum.
  • Vest:
  Vest:
  Vest:
  Vest:
  Vest: A monofiber vest with small ceramic plates.
  • Vacuum Assault and Reconnaissance Gear (VARG):
  Vacuum Assault and Reconnaissance Gear (VARG):
  Vacuum Assault and Reconnaissance Gear (VARG):
  Vacuum Assault and Reconnaissance Gear (VARG):
  Vacuum Assault and Reconnaissance Gear (VARG): The
  term “VARG” has come to refer to all manner of powered armor,
  from basic reinforced vacsuits to the massive deep space “mecha”
  glorified in entertainment media. The listed version is a form-fitting,
  if bulky, armor suit with an internal air tank and pressurized system
  that provides air for up to 6 hours, protects against vacuum and
  provides resistance 20 against radiation, biological and chemical
  emissions. The plating covers an integral musculature which gives
  you a +4 enhancement bonus to Strength. A small jetpack and
  maneuvering thrusters provide mobility in zero-g.
  VARGs are available in hardtech and biotech models. A
  formatted bioVARG increases the maximum Dexterity bonus to +3
  and reduces the armor penalty to –4.
  For more extensive VARG options, see d20 Future, Chapter
  9: Mecha (just substitute the term “VARG” for “mecha” where
  appropriate).
  Equipment
  The 22nd century offers all manner of equipment, from neo-
  deco clothing to ultra-sleek minicomps. You can find most anything
  you want, it just depends on how far you’re willing to travel —
  and how much you’re willing to pay — to get it. Some sample items
  are listed in Table 13–5: Psiware Enhancers, Table 13–6:
  Electronics and Table 13–7: General Equipment; refer to d20
  Modern (Chapter 4) and d20 Future (Chapter 3) for more options.
  Table 13–5: Psiware Enhancers
  Object
  Object
  Object
  Object
  Object
  Weight
  Weight
  Weight
  Weight
  Weight
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  ARES shell
  4,000 lb.
  Y
  3
  —1
  IA relay
  —
  Y
  2
  12
  MARS suit
  20 lb.
  Y
  3
  25
  MISI
  1 lb.
  Y
  3
  26
  1 Not available commercially.
  Psiware Enhancers
  Psiware covers “living” biotech that requires formatting to
  function. Also called augmentation devices, enhancers or boosters,
  this category of psiware expands the facility with which you use
  your powers — it does not endow you with new capabilities,
  however. An enhancer must be formatted to you to provide the
  listed benefits.
  • ARES shell:
  ARES shell:
  ARES shell:
  ARES shell:
  ARES shell: The Astronomical Range Enhancement Sensor
  (ARES) shell is a green, ovoid shell large enough to hold a single
  adult human. It sustains itself through photosynthesis and nutrient
  packs. The ARES works in concert with a MARS suit to enhance
  clairsentience powers for effective interstellar jump ship travel. You
  enter it wearing a MARS suit, which emits the required code to seal
  the ARES and fill its interior with an organic suspension fluid to create
  an advanced sensory deprivation tank. This links your sensory
  capabilities with that of the ship the ARES is connected to. An
  emergency override can be triggered from inside or outside the ARES
  to disgorge the occupant, although it does not open if it registers a
  hostile environment (e.g., laser fire, explosive decompression).
  
  221
  Chapter Thirteen: Technology
  TRINITY
  While wearing a MARS suit inside an ARES shell, the range
  and duration of your psychonavigation and telesthesia powers are
  multiplied by 10.
  • IA relay:
  IA relay:
  IA relay:
  IA relay:
  IA relay: An interface augmentation relay increases by 100%
  the range of all electrokinesis powers, except those with a range
  of personal or touch. The psiware is produced in variations of a
  clamshell design that clips over your ear for use. The power’s cost
  increases by 1 power point each time the relay is used.
  • MARS suit: 
  MARS suit: 
  MARS suit: 
  MARS suit: 
  MARS suit: The Magnified Attunement and Resonant
  Sensor (MARS) is a skin-tight bodysuit that forms a three-
  dimensional network of enhancement points throughout your noetic
  aura. This provides a +4 bonus to your Psi score for determining
  astrolocation, dowsing and orientation effects. A MARS also
  confers the benefits of a vacsuit.
  • MISI:
  MISI:
  MISI:
  MISI:
  MISI: The Memory Impulse Survey Instrument (MISI), more
  commonly known as a “mind scanner,” is actually a pair of black
  rings fitted with telepathic enhancement biotech. One is placed on
  the target’s head, while you wear the other. The psiware increases
  your effective character level by 3 for every additional power point
  you spend on mindshare effects applied to the target.
  Electronics
  The post-Aberrant War Crash brought the headlong
  advancement of technology to a screeching halt. As a result, many
  areas of technology in the Unity Age are scarcely more advanced
  than in our own modern times. Feel free to draw from d20 Future
  if you want to push things further than what’s listed here.
  with any Intelligence- and/or Wisdom-based skill that can be used
  untrained or with any skill in which it has a bonus, at the GM’s
  discretion (substituting its artificial Intelligence bonus for a Wisdom
  bonus as appropriate). This works the same way as if you perform
  the task yourself, except that the agent uses your minicomp (and
  any other system resources to which it might be connected, either
  directly or via the OpNet) to perform the task without your direct
  involvement. The agent can assist you in performing a task also;
  simply add the agent’s relevant skill bonus to your check result.
  Alchemy “Genie”: This advanced agent is designed to be highly
  responsive to user needs, and can adapt easily to different users.
  The Genie has no set projection; it has an image-projection
  template and tutorial that enables multiple users to design the icon
  however each prefers. Int +5; Knowledge (business) +2, Knowledge
  (Earth and life sciences: geography) +1, Knowledge (physical
  sciences) +4, Research +3, Speak Language (2 slots).
  Alpha Software “Chris”: This popular computer agent
  projects up to a full-body visual, coded to assume either gender.
  The default personality can be aggressive but it adapts to become
  quite responsive to the user’s needs. Urban legend is rife with stories
  of people falling in love with the Chris agent. Int +2; Knowledge
  (art) +1, Knowledge (business) +2, Knowledge (Earth and life
  sciences: geography) +1, Knowledge (physical sciences) +3,
  Research +2, Speak Language (3 slots).
  Apoderado “Estelle”: This popular head-only projection agent
  is also called “Evita” due to its resemblance to the historic figure.
  The agent is considered somewhat obsequious, despite an ability
  to adapt and anticipate the user’s needs. Int +1; Knowledge
  (business) +1, Knowledge (physical sciences) +3, Research +1, Speak
  Language (2 slots).
  DataWarp “Friday”: This highly responsive agent is popular
  among government functionaries but finds little acceptance on the
  open market, presumably due to its fawning yet brusque manner.
  Friday can project a full-body visual of a smartly dressed politico
  of the user’s choice. Int +3; Diplomacy +1, Knowledge (business)
  +3, Knowledge (civics) +2, Knowledge (current events) +2,
  Knowledge (Earth and life sciences: geography) +1, Knowledge
  (physical sciences) +3, Research +2, Speak Language (3 slots).
  DataWarp “Patton”: One of the first of the “new-era”
  designs, this agent still finds extensive use throughout military
  organizations. While the projection is of a 20th-century American
  general, Patton has extensive data on every major military mind
  and tactical analysis of the past three centuries. Int +2; Knowledge
  (civics) +1, Knowledge (current events) +1, Knowledge (Earth and
  life sciences: geography) +3, Knowledge (history) +4, Knowledge
  (physical sciences) +3, Knowledge (tactics) +4, Research +1, Speak
  Language (3 slots).
  Orchidware “Bill” v.5.0: An efficient businessperson’s agent,
  Bill projects as a head-only visual. The v.5.0 has a strong ability to
  anticipate information needs, but its personality remains cool and
  professional. Int +3; Knowledge (business) +4, Knowledge (physical
  sciences) +3, Research +1, Speak Language (2 slots).
  Orgotek “Hare”: This agent is designed for user ease
  foremost. Its default projection is an animated rabbit that gives a
  diverting performance of the task given (e.g., digging recklessly
  through a file cabinet for research, dashing around a globe to find
  a geographic point). This subroutine can be replaced by less
  animated processes for those who just want to get the job done.
  Int +5; Knowledge (business) +2, Knowledge (Earth and life
  sciences: geography) +3, Knowledge (physical sciences) +3,
  Research +4, Speak Language (2 slots).
  Technology and Saving Throws
  Objects are not normally allowed saving throws unless
  attended by a character (see the Player’s Handbook, Chapter
  9, “Smashing an Object”). A psiware device, being alive, is
  allowed a save, but its base save bonuses are always +0 (unless
  increased through the Devices background or some other
  extraordinary manner). Formatted psiware devices are always
  allowed a save using the owner’s save bonuses. A device with
  a security rating always gets a saving throw against
  electrokinetic intrusion or control, but not against physical
  effects. Such an object has a Fortitude, Reflex and Will save
  bonus equal to twice its security rating — so, a minicomp
  with security rating 2 (average) gains a +4 bonus on its saves.
  At the GM’s option, items made from olaminium receive
  a +2 Fortitude save bonus when allowed a save, while objects
  of orbital manufacture receive a +1 on all saves.
  Computers and Peripherals
  • Application:
  Application:
  Application:
  Application:
  Application: A software program that emulates a specific
  Intelligence- or Wisdom-based skill. The bonus is applied as a
  competence bonus on any checks made with the relevant skill.
  • Cellular service:
  Cellular service:
  Cellular service:
  Cellular service:
  Cellular service: Also called a cell link, this is required for
  connection to cellular transmission networks.
  • Computer agent:
  Computer agent:
  Computer agent:
  Computer agent:
  Computer agent: A key element of any computer is its agent,
  the interface between the user and the computer. Every computer
  agent interacts in text and voice formats, although holo or screen
  projection may be limited. An agent can be anything from a simple,
  emotionless drone to a fully intuitive, dynamic character construct.
  Each agent has an artificial Intelligence bonus which indicates
  its processing power and analytical capability, and may also have a
  bonus with certain skills. You can direct an agent to perform a task
  
  222
  Chapter Thirteen: Technology
  TRINITY
  Table 13–6: Electronics
  Object
  Object
  Object
  Object
  Object
  Weight
  Weight
  Weight
  Weight
  Weight
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Computers and Peripherals
  Application
  Basic (+1)
  —
  Ω
  —
  5
  Advanced (+2)
  —
  Ω
  —
  6
  Professional (+3)
  —
  Ω
  —
  7
  Expert (+4)
  —
  Ω
  —
  8
  Cellular service
  monthly service
  —
  Ω
  —
  17
  single call
  —
  Ω
  —
  8
  uplink installation
  —
  Ω
  —
  12
  Computer agent
  Alchemy “Genie”
  —
  Y
  —
  20
  Alpha Software “Chris”
  —
  Ω
  —
  15
  Apoderado “Estelle”
  —
  Ω
  —
  13
  DataWarp “Friday”
  —
  Ω
  —
  18
  DataWarp “Patton”
  —
  Ω
  —
  201
  Orchidware “Bill” v.5.0
  —
  Ω
  —
  13
  Orgotek “Hare”
  —
  Y
  —
  20
  Wazukana “C–Tech”
  —
  Ω
  —
  17
  Wazukana “E–Tech”
  —
  Ω
  —
  17
  Wazukana “Lt. Bushido”
  —
  Ω
  —
  191
  Wazukana personal assistant
  —
  Ω
  —
  3
  Data disk (box of 10)
  —
  Ω
  —
  3
  Datapad
  0.5 lb.
  Ω
  —
  9
  HUDset
  1 lb.
  Ω
  —
  10
  Keyboard
  0.5 lb.
  Ω
  —
  8
  Medcomp
  Wazukana MedX I Medkit
  5 lb.
  Ω
  —
  5
  Wazukana MedX II Fieldkit
  25 lb.
  Ω
  —
  20
  Wazukana Medstation
  200 lb.
  Ω
  —
  27
  Minicomp
  Alchemy BiC–20
  2 lb.
  Y
  1
  19
  Orgotek Tortoise
  3 lb.
  Y
  1
  21
  Steinhardt VirtuX
  3 lb.
  Ω
  —
  7
  Steinhardt MI–AC II
  3 lb.
  Ω
  —
  21
  Steinhardt MI–CC
  3 lb.
  Ω
  —
  22
  Steinhardt P–CC
  3 lb.
  Ω
  —
  15
  Wazukana 300E
  2 lb.
  Ω
  —
  7
  Wazukana DX70
  4 lb.
  Ω
  —
  15
  Wazukana DX70–L
  4 lb.
  Ω
  —
  21
  Sound pack
  1 lb.
  Ω
  —
  10
  Splitter
  —
  Ω
  —
  6
  Other Electronics
  A/V recording device
  —
  Ω
  —
  7
  Beacon
  —
  Ω
  —
  3
  Charger
  single cell
  1 lb.
  Y
  —
  4
  generator
  20 lb.
  Y
  —
  10
  Datatap
  —
  Ω
  —
  18
  Electronics sniffer
  0.5 lb.
  Ω
  —
  13
  Holovision set
  30 lb.
  Ω
  —
  18
  Somatic imaging system
  1,000 lb.
  Y
  —
  30
  Static generator
  0.5 lb.
  Ω
  —
  9
  Vocoder
  Basic (3 slots)
  —
  Ω
  —
  10
  Standard (5 slots)
  —
  Ω
  —
  11
  Deluxe (8 slots)
  —
  Ω
  —
  13
  Ultra (14 slots)
  —
  Ω
  —
  15
  add-on (1 language group)
  —
  Ω
  —
  6
  1 Restricted availability through law enforcement or military; add +4 to the cost if purchased through the black market.
  
  223
  Chapter Thirteen: Technology
  TRINITY
  Wazukana “C–Tech”:     This agent assists with computer
  engineering for the casual or beginning engineering student. Int
  +3; Computer Use +3, Knowledge (physical sciences) +3, Repair
  +2, Research +2, Speak Language (3 slots).
  Wazukana “E–Tech”: This agent is like the C–Tech, but
  geared toward the casual or beginning mechanic. Int +3; Craft
  (electronics) +3, Knowledge (physical sciences) +3, Repair +2,
  Research +2, Speak Language (3 slots).
  Wazukana “Lt. Bushido”: One of the most reliable law-enforcement
  agents available, Lt. Bushido is coded with standard law-enforcement
  techniques for every major nation. The agent has up to a full-body projection
  of a Nihonjin male (the uniform adjusts for the nation being referenced).
  Int +4; Knowledge (behavioral sciences) +4, Knowledge (civics) +4,
  Knowledge (current events) +1, Knowledge (Earth and life sciences:
  geography) +3, Knowledge (physical sciences) +3, Knowledge (streetwise)
  +1, Knowledge (tactics) +3, Research +1, Speak Language (4 slots).
  Wazukana Personal Assistant: The “PA” is a basic avatar
  lacking visual projection. It speaks in a male voice with a Nihonjin
  accent, no matter what language is coded into the system. Int +2;
  Knowledge (business) +1, Knowledge (physical sciences) +2,
  Research +1, Speak Language (1 slot).
  • Data disk:
  Data disk:
  Data disk:
  Data disk:
  Data disk: A disk is an orbital data crystal contained in a
  matte-white case roughly the size of a single stick of gum. Storage
  capacity is 1.3 blocs. Since data storage and retrieval uses laser
  transmission, data cannot be wiped magnetically.
  • Datapad:
  Datapad:
  Datapad:
  Datapad:
  Datapad: The d–pad is a no-frills “electronic clipboard”
  — a minicomp containing set files (questionnaires, legal or test
  forms, checklists). It has one SIO, slaved via hard line or infra-red
  beam to a minicomp or network. The information entered on a
  datapad is downloaded easily to the main system’s database.
  • HUDset:
  HUDset:
  HUDset:
  HUDset:
  HUDset: This device consists of transluscent goggles on
  which information is displayed, an earpiece and a subvocal throat
  microphone. Useful for maintaining privacy in public places or where
  normal holographic display is inappropriate.
  • Keyboard:
  Keyboard:
  Keyboard:
  Keyboard:
  Keyboard: For people who can type faster than they can
  talk. The standard keyboard unrolls from an internal storage port
  and becomes rigid for use.
  • Medcomp:
  Medcomp:
  Medcomp:
  Medcomp:
  Medcomp: A medical computer geared specifically for first
  aid and even surgical techniques. The medcomp’s on-board agent
  is programmed to make diagnosis and can support basic surgical
  procedures. Diagnosis can be performed independently, but it only
  supports actual medical or surgical tasks.
  Wazukana MedX I Portable Medical Kit (Medkit): The medkit
  is basically a minicomp with additional first-aid gear. Int +2; Craft
  (pharmaceuticals) +2, Heal +2.
  Wazukana MedX II Field Medical Kit (Fieldkit):     The fieldkit,
  roughly the size of a large suitcase, is common to ambulances, spacecraft
  and small infirmaries. The MedX II has first-aid gear, bandages and a
  small supply of drugs, as well as a specialized agent to assist in diagnosis
  and treatment. Int +4; Craft (pharmaceuticals) +4, Heal +2.
  Wazukana Medstation III: A semirobotic non-portable doctor’s
  assistant, shaped much like a big fireplug, installed in clinics, hospitals
  and on large spacecraft. The Medstation III is fully equipped with
  first-aid gear, bandages, sedatives, stimulants, manipulator arms and
  a specialized agent which can attempt treatment if no doctor is
  present (the Medstation always takes 10 or 20 if circumstances allow).
  Int +5; Craft (pharmaceuticals) +4, Heal +4; Surgery feat.
  • Minicomp:
  Minicomp:
  Minicomp:
  Minicomp:
  Minicomp: The personal computer (or “minicomp”) of the
  22nd century is truly personal in most cases — a portable device
  the size of a paperback book that is typically clipped to a user’s
  
  224
  Chapter Thirteen: Technology
  TRINITY
  belt or strapped to a forearm. It serves as a daily planner, accounting
  system, phone book, atlas, thesaurus, personal entertainment
  center and workstation.
  The minicomp has an inset microphone, a disk-reader and a
  camera in its top surface; it also has three SIO (Standard Input/
  Output) jacks with 3-foot-long, extending optical cables; a
  retractable roll-out screen for flat projection; a factory-equipped
  basic computer agent, and room for up to three additional hardware
  add-ons. It has a 50-bloc-data-storage capacity (one bloc can hold
  the entire text of a major library, or thousands of hours of video).
  The fully-interactive operating system (FIOS) takes up a third of
  this storage space, with add-on applications eating up remaining
  room with terabytes worth of programming. On a practical level,
  the enhanced holographic and interactive capability of 22nd-
  century computers is not too different from state-of-the-art
  systems in use today.
  Alchemy BiC–20: A biotech-designed computer with a
  hardtech casing, this new minicomp has proven a competitive choice
  in the market. Security rating 4.
  Orgotek Tortoise: This “biocomp” is at least as fast and
  reliable as any computer on the market, and is equipped with an
  extruded casing engineered from turtle DNA for a pleasant, pebbly
  exterior. Security rating 5.
  Steinhardt VirtuX: The VirtuX has an angular, boxlike design
  for the utilitarian-minded. It runs a close second to the 300E in
  the market. Security rating 2.
  Steinhardt MI–AC II: This minicomp has a durable shell
  (hardness 4), cellular link, locator beacon and Friday computer
  agent. It is popular among diplomats, government agents and
  corporate heads alike. Security rating 3.
  Steinhardt MI–CC: The military-issue minicomp is equipped
  with a durable ceramic-polymer shell (hardness 4), cellular link,
  locator beacon and Patton military agent. Security rating 3.
  Steinhardt P–CC: The popularity of the MI–CC gave rise to
  this civilian version, which lacks only the cell link and Patton agent.
  Security rating 2.
  Wazukana 300E: The most popular minicomp on the market,
  made in a fetching neo-deco ovoid design and available in a variety
  of colors. Security rating 1.
  Wazukana DX70: The DX70 is designed for rugged use, complete
  with an airtight plasteel shell (hardness 3). Security rating 2.
  Wazukana DX70–L: The law-enforcement version of the
  DX70 comes with an emergency beacon and the Lt. Bushido agent.
  Security rating 3.
  • Sound Pack:
  Sound Pack:
  Sound Pack:
  Sound Pack:
  Sound Pack: Includes an IR/UV laser microphone and a
  parabolic microphone.
  • Splitter:
  Splitter:
  Splitter:
  Splitter:
  Splitter: Plugged into an SIO port, this small connector gives
  3 SIO connector ports.
  Other Electronics
  Listed electronic equipment has a SIO port for computer interface,
  and runs for two years on internal batteries, given normal use.
  • A/V recording device:
  A/V recording device:
  A/V recording device:
  A/V recording device:
  A/V recording device: Also called a “bug,” this combination
  camera-microphone can be as small as a pinhead. A bug can transmit
  through a ground line or via wireless transmission — though the latter
  has the danger of detection by scanners or electrokinesis powers.
  • Beacon:
  Beacon:
  Beacon:
  Beacon:
  Beacon: The small device transmits a locator signal, used
  often for emergencies.
  • Charger:
  Charger:
  Charger:
  Charger:
  Charger: This biotech solar and thermal energy collector
  has battery ports in the base and a flowerlike “pod” at the top
  Transmissions
  “Ground” lines, whether to a phone in your apartment
  or to a local OpNet node, utilize optical cables as they have
  for a century-and-a-half. Cellular and radio transmissions,
  also known as “cell” lines, have not changed in function, but
  their availability is restricted. Service fees to start up and
  maintain a cellular link range from exorbitant to criminal,
  but it’s hard to deny the advantage that portable
  communication has over ground lines.
  Still, cell lines do have practical limitations. A
  transmission’s clarity and range may be hindered by buildings,
  hills, forests and other dense materials. A message sent into
  or across space can get lost due to the curvature of the planet,
  cosmic waves, solar flares and simply stronger transmissions.
  Then there are artificially generated barriers, such as
  frequency scrambling devices and electromagnetic pulses.
  The GM may impose transmission penalties — or even
  state flat-out that a transmission can’t get through —
  depending on the circumstances. It’s just as hard to radio
  through miles of rock and orbital steel from the bowels of
  the crowded Pit as is to communicate from some remote
  Martian canyon.
  which unfolds into energy collector panels. The energy stored can
  recharge hard- or biotech batteries, or act as a backup power
  supply. A generator can recharge up to 30 devices or 10 vehicle
  batteries at one time.
  • Datatap:
  Datatap:
  Datatap:
  Datatap:
  Datatap: The “d-tap” has the storage capacity of a data
  disk. It fits around any standard optical cable and records all data-
  traffic passing through.
  • Electronics sniffer:
  Electronics sniffer:
  Electronics sniffer:
  Electronics sniffer:
  Electronics sniffer: The favorite device of the privacy-
  conscious, this palm-sized detector alerts the user to any active
  electronic device within 90 feet.
  • Holovision set:
  Holovision set:
  Holovision set:
  Holovision set:
  Holovision set: This multimedia entertainment unit is
  designed for home use, with a large holo- and flat-image projector
  and TIE (total immersive environment) speakers.
  • Somatic imaging system:
  Somatic imaging system:
  Somatic imaging system:
  Somatic imaging system:
  Somatic imaging system: Utilizing photokinesis and
  clairsentience components, this biotech device can project a
  hologram of an organism’s scanned internal structure. The subject
  slides into the 9-foot-long device on a slab; the scan takes about a
  minute. The system’s biocomputer has a port for data disks onto
  which the holographic scan can be stored.
  • Static generator:
  Static generator:
  Static generator:
  Static generator:
  Static generator: About the size of a deck of cards, this
  antibug device creates a localized static field that blocks
  transmissions into or out of the area (transmitting through a static
  generator requires a successful DC 25 Computer Use check). The
  field can be adjusted between a 5-foot and 30-foot radius.
  • Vocoder:
  Vocoder:
  Vocoder:
  Vocoder:
  Vocoder: The vocal translator is an ear insert clip that
  contains between three and 20 language databases. Words spoken
  that match any of the languages the device stores are translated
  automatically into the wearer’s language of choice. A vocoder gives
  you artificial ranks in Speak Language for hearing only; you do not
  gain the capacity to speak other languages.
  A vocoder is programmed with the default language of your
  choice, plus additional free language groups at the time of purchase
  (2 for basic and standard, 4 for deluxe and ultra). You may install
  add-ons — additional language groups — up to the vocoder’s
  limit of slots. Note that software for the Nihonjin language isn’t
  available on the open market (+6 to cost on the black market).
  
  225
  Chapter Thirteen: Technology
  TRINITY
  • “Sticky” pad (sterile trauma compress):
  “Sticky” pad (sterile trauma compress):
  “Sticky” pad (sterile trauma compress):
  “Sticky” pad (sterile trauma compress):
  “Sticky” pad (sterile trauma compress): Each self-
  adhesive bandage is designed to improve the rate of healing and
  protect against infection. The pad enhances the recipient’s rate
  of healing by 1 hit point per day and grants a +4 resistance bonus
  on Fortitude saves against infection. The effect of multiple sticky
  pads does not stack.
  • Survival blanket:
  Survival blanket:
  Survival blanket:
  Survival blanket:
  Survival blanket: The blanket unrolls from a green ball 3 inches
  in diameter. It has a photosynthetic exterior which nourishes the
  blanket and provides the user with a comfortable regulated
  temperature inside. The blanket doubles the time between each
  Fortitude save the user must make in extreme temperatures (once
  per two hours in cold or hot weather, once per 20 minutes in severe
  cold or heat) and gives the user a +4 resistance bonus on each save.
  If formatted, a blanket within 300 feet of the user can sense
  sudden fluctuations in her biorhythms (e.g., suffering sudden severe
  trauma, falling unconscious). The blanket then unrolls itself and
  crawls 20 feet per round like a caterpillar to the user; the blanket
  enfolds the user, creating an organic stasis chamber — the user is
  stabilized but is considered comatose until she heals to positive hit
  points. The blanket can maintain stasis up to 3 days, after which it
  expires and peels away from the user. The user can open the blanket
  at will if conscious, or an outside force can do so with a successful
  DC 15 Strength check.
  A blanket that “rests” (rolled up) at least 10 hours each day
  lasts for 1 year.
  • Trauma foam canister: 
  Trauma foam canister: 
  Trauma foam canister: 
  Trauma foam canister: 
  Trauma foam canister: The size of a beer bottle, this bio-
  organic canister emits a fast-hardening foam that covers up to a 1-
  foot radius; it can secure broken limbs and seal open wounds within
  1 round. The foam immobilizes the portion of anatomy that it covers,
  stabilizing the subject immediately and doubling his rate of healing.
  The foam crumbles to inert powder after 1 day, but a new dose can
  be applied to the same area; multiple doses do not stack. A canister
  has 6 doses.
  Vehicles
  Unless noted otherwise, all vehicles produced in the 22nd
  century are equipped with on-board computers, dedicated agents,
  global-positioning systems, emergency cellular uplinks, climate
  control and anti-theft systems. More sophisticated vehicles have
  computer-supported maneuvering systems.
  Ground vehicles are powered by solar or electric batteries,
  with small solar backup batteries. A standard battery runs for up
  to 12 hours at continuous cruising speed or 4 hours at top speed
  before a recharge is required (a backup runs up to 1 hour). Recharge
  stations are as common in the Unity Age as fueling stations are in
  current times. It takes 20 minutes to bring a dead battery up to full
  charge (DC 2 Wealth check), or you can exchange a dead battery
  for a fully charged one (DC 5 Wealth check).
  Air and space vehicles are powered by hyper-fusion reactors,
  giving them virtually unlimited range and flight capability. A reactor
  requires weekly maintenance to keep it in prime working condition.
  The GM should feel free to degrade a craft’s performance if you
  don’t make an effort to keep your vehicle running properly.
  Biotech Vehicles
  Virtually all biotech vehicles use hardtech engines and
  suspension. Human-made, bio-organic power systems are still inferior
  to hyper-fusion or even to large solar batteries. Secondary systems
  and on-board computers are often bio-organic and interface with
  hardtech; the biotech systems create a more responsive vehicle
  Miscellaneous Gear
  • AquaLung:
  AquaLung:
  AquaLung:
  AquaLung:
  AquaLung: A clear biopolymer bubble fits over the user’s
  head; attached to this is a small pack that unfurls long tendrils in
  water. The tendrils extract oxygen from the water and remove
  exhaled carbon dioxide from the bubble. Slow pressure applied to
  the bubble deforms and finally penetrates it, but the bubble
  maintains a perfect seal around the penetrating object, thereby
  allowing the user to eat and drink even while underwater. The
  AquaLung must rest, unused, 10 minutes for each hour that it
  processes air, up to a maximum 8 hour processing limit.
  • Biowelder:
  Biowelder:
  Biowelder:
  Biowelder:
  Biowelder: This palm-sized device extrudes thousands of
  microscopic caterpillar-like “biobugs” that inject an organic
  polymer in fractures, effectively re-welding any cracks (+8 bonus
  on Repair checks for fixing structural damage). A biowelder cannot
  repair actual breaches (i.e., if the object falls to 0 hp). A single
  biowelder can repair structural damage in a 10-foot-radius area; it
  adheres when slapped against the targeted surface, falling off once
  all the biobugs are spent.
  • Cryogenic vial:
  Cryogenic vial:
  Cryogenic vial:
  Cryogenic vial:
  Cryogenic vial: Also called a “cryal,” this 2-inch-long vial
  is used to carry and store a biological sample. It sustains a
  refrigerated temperature for up to 6 months on a single dot battery.
  • GPN (Glucose-Protein Nutritional) or “glup” pack:
  GPN (Glucose-Protein Nutritional) or “glup” pack:
  GPN (Glucose-Protein Nutritional) or “glup” pack:
  GPN (Glucose-Protein Nutritional) or “glup” pack:
  GPN (Glucose-Protein Nutritional) or “glup” pack: The fist-
  sized packet splits open like an oyster, revealing a green
  photosynthesis array that processes ambient water, carbon dioxide
  and its own nutrients. After 6 hours of operation, it produces enough
  bland yet nutritious paste to feed 2 grown people for a day. Once
  opened, a pack can generate paste for 3 weeks (an unused packet
  can be stored up to 2 years before the bio-organisms inside expire).
  • GPN ethanol module:
  GPN ethanol module:
  GPN ethanol module:
  GPN ethanol module:
  GPN ethanol module: This attachment converts a glup pack’s
  glucose to ethanol. Fruit flavor packs are also available.
  • HemChem (HemoChemistat) chip:
  HemChem (HemoChemistat) chip:
  HemChem (HemoChemistat) chip:
  HemChem (HemoChemistat) chip:
  HemChem (HemoChemistat) chip: After being injected into
  the patient, this biochip affixes to a vein wall and monitors the
  patient’s physiological condition (in a manner equivalent to the
  Kirlian eye power). A standard medical sensor can pick up a
  HemChem’s data transmission.
  Table 13–7: General Equipment
  Object
  Object
  Object
  Object
  Object
  Weight
  Weight
  Weight
  Weight
  Weight
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Miscellaneous Gear
  AquaLung
  4 lb.
  Y
  —
  10
  Biowelder
  1 lb.
  Y
  —
  5
  Cryogenic vial
  —
  Ω
  —
  3
  (set of 3)
  GPN pack
  —
  Y
  —
  3
  GPN ethanol nodule 0.5 lb.
  Y
  —
  3
  HemChem chip
  —
  Y
  —
  10
  Sticky pad
  —
  Ω
  —
  2
  (box of 20)
  Survival blanket
  1 lb.
  Y
  1
  8
  Trauma foam
  1 lb.
  Y
  —
  3
  canister
  Clothing outfit
  Business
  3 lb.
  Ω/Y
  —
  12
  Casual
  2 lb.
  Ω/Y
  —
  8
  Formal
  3 lb.
  Ω/Y
  —
  15
  Fatigues
  3 lb.
  Ω/Y
  —
  9
  Jacket
  2 lb.
  Ω/Y
  —
  8
  Overcoat
  3 lb.
  Ω/Y
  —
  9
  Uniform
  2 lb.
  Ω/Y
  —
  9
  
  226
  Chapter Thirteen: Technology
  TRINITY
  overall than an equivalent hardtech vehicle. A biotech vehicle’s
  exterior composition (though not necessarily appearance) is much
  like that of a crab: lightweight, solid and resilient.
  Formatting a biotech vehicle integrates pilot and craft into
  seamless unity. You are connected directly with the vehicle’s
  maneuvering capability — motion, velocity, turning and orientation
  all become instinctual, granting you a +4 bonus on both initiative
  checks and Drive and Pilot checks with the formatted vehicle, in
  addition to the normal initiative and handling scores of the vehicle.
  Vehicle Types
  Vehicles have a simple set of statistics that define everything
  from how well they handle to how tough they are, as noted in Table
  13–8. General vehicle categories are covered below.
  Crew: The standard number of crew. Only one person is
  needed to drive in most cases; other crew members serve as
  gunners or copilots.
  Pas. (Passengers): The number of passengers (in addition to
  the crew) the vehicle is designed to carry. Passenger vehicles with
  unused passenger space can carry an additional 100 pounds of
  cargo per slot.
  Cargo (Cargo Capacity): The amount of cargo the vehicle is
  designed to carry. Passengers may occupy cargo space, but this is
  often a cramped, uncomfortable, and even unsafe experience. One
  additional passenger can be carried for each 250 pounds of unused
  cargo capacity.
  Init. (Initiative): The modifier added to the driver’s or pilot’s
  initiative check when operating the vehicle.
  Hand. (Handling): The modifier applied on any Drive or Pilot
  checks attempted with the vehicle.
  Speed: The distance the vehicle can move in 1 round.
  MPH: The vehicle’s cruising and maximum speed, separated
  by a slash.
  AC (Armor Class): The vehicle’s Armor Class.
  Hard. (Hardness): The vehicle’s hardness. Subtract this
  number from any damage dealt to the vehicle.
  HP (Hit Points): The vehicle’s full normal hit points.
  Size: Vehicle size categories are defined differently from the
  size categories for weapons and other objects.
  Tech: Whether the vehicle is hardtech (Ω) or biotech (Y).
  FT: The vehicle’s formatted tolerance.
  Cost: The Purchase DC to buy the vehicle.
  • Aircraft
  Aircraft
  Aircraft
  Aircraft
  Aircraft: The skies of human civilization buzz with passenger
  and cargo aircraft, ranging from helicopters to propeller and jet-
  driven aircraft, to the extremely fast suborbital hyperjets. A military
  aircraft has two slots for forward-mounted vehicle weapons and
  two missile rack slots.
  • Hover vehicle: 
  Hover vehicle: 
  Hover vehicle: 
  Hover vehicle: 
  Hover vehicle: Also called skimmers, hover vehicles are
  advanced skirtless hovercraft. An assault skimmer has a single slot
  for a turret-mounted vehicle weapon.
  • Maglev vehicle:
  Maglev vehicle:
  Maglev vehicle:
  Maglev vehicle:
  Maglev vehicle: Designed much like a skimmer, the magnetic
  levitation vehicle runs more quietly — although only along
  conductor-laced roadways (which only well-maintained urban areas
  can usually afford to install).
  
  227
  Chapter Thirteen: Technology
  TRINITY
  Table 13–8: Vehicles
  Vehicle
  Vehicle
  Vehicle
  Vehicle
  Vehicle
  Crew
  Crew
  Crew
  Crew
  Crew Pas.
  Pas.
  Pas.
  Pas.
  Pas. Cargo
  Cargo
  Cargo
  Cargo
  Cargo
  Init.
  Init.
  Init.
  Init.
  Init.
  Hand.
  Hand.
  Hand.
  Hand.
  Hand.
  Speed
  Speed
  Speed
  Speed
  Speed
  MPH
  MPH
  MPH
  MPH
  MPH
  AC
  AC
  AC
  AC
  AC
  Hard.
  Hard.
  Hard.
  Hard.
  Hard.
  HP
  HP
  HP
  HP
  HP
  Size
  Size
  Size
  Size
  Size
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Wheeled Vehicles
  Wheeled Vehicles
  Wheeled Vehicles
  Wheeled Vehicles
  Wheeled Vehicles
  Car, sedan
  1
  4
  200 lb.
  –2
  +0
  700 ft.
  80/125
  8
  5
  35
  L
  Ω
  —
  25
  (Mashindano Sentry, Porter-Andersen Zenith)
  Motorcycle
  1
  1
  100 lb.
  0
  +2
  970 ft.
  110/195
  9
  5
  20
  M
  Ω
  —
  18
  (Davidson-Wheeler American, Mashindano Scout)
  Truck,
  1
  2
  1000 lb. –3
  –1
  500 ft.
  75/120
  6
  5
  38
  L
  Ω
  —
  23
  pick-up
  (Concurso MH–1 Hauler, Porter-Anderson 420)
  Truck, panel 1
  2
  4000 lb. –4
  –4
  400 ft.
  75/100
  6
  5
  54
  H
  Ω
  —
  28
  (Mashindano Kuchuka Bronto)
  Hover Vehicles
  Hover Vehicles
  Hover Vehicles
  Hover Vehicles
  Hover Vehicles
  Skimmer,
  1
  1
  100 lb.
  +1
  +1
  600
  75/130
  9
  5
  25
  L
  Ω
  —
  30
  coupe
  (Banji Zephyr, Reed Rosen Coupe)
  Skimmer,
  1
  1
  25 lb.
  +2
  +4
  750 ft.
  85/130
  9
  5
  23
  L
  Ω/Y 2
  27
  hovercycle
  (Orgotek Hummingbird, Reed Rosen Tsunami, Shendai LightRider)
  Skimmer,
  1
  4
  300 lb.
  +0
  +1
  500
  70/120
  9/112
  5/82
  25
  L
  Ω
  —
  30/362
  sedan
  (Reed Rosen Brougham, Shendai AirFoil)
  Miscellaneous Vehicles
  Miscellaneous Vehicles
  Miscellaneous Vehicles
  Miscellaneous Vehicles
  Miscellaneous Vehicles
  Maglev, sedan 1
  3
  400 lb.
  –1
  +0
  425 ft.
  50/100
  9
  5
  32
  L
  Ω
  —
  25
  (Porter Andersen Checker)
  Track,
  1
  1
  1500 lb. –2
  –4
  175 ft.
  55/100
  8
  5
  40
  H
  Ω
  —
  20
  land rover
  (Mashindano Rover)
  Skimmer/
  2
  6
  3500 lb. 0/
  –2/
  200/
  (70/110) 8
  5
  40
  H
  Y
  2
  26
  crawler
  –23
  –43
  100 ft.3
  (60/95)3
  (Orgotek Cicada ATV)
  Crawler
  1
  1
  5000 lb. +1
  +2
  60 ft.
  30/50
  9
  6
  25
  L
  Y
  2
  20
  (Orgotek Mantis CL)
  Air Vehicles
  Air Vehicles
  Air Vehicles
  Air Vehicles
  Air Vehicles
  Airplane,
  2
  10
  2 tons
  –4
  –4
  1,500 ft.
  250/450 6
  5
  68
  G
  Ω
  —
  35
  small passenger
  (Banji Condor, L–B 27K)
  Hyperjet
  3
  200 25 tons
  –4
  –4
  2,000 ft. 3,500/
  15
  10
  70
  C
  Ω
  —
  45
  4,200
  (Banji Cirrus, L–B 878 Ionoliner)
  Military/Restricted Vehicles
  Military/Restricted Vehicles
  Military/Restricted Vehicles
  Military/Restricted Vehicles
  Military/Restricted Vehicles
  Wheeled APC 3
  20
  250 lb.
  –2
  –2
  150 ft.
  30/70
  11
  9
  45
  H
  Ω
  —
  n/a1
  (ClinTech Morris APC)
  Skimmer,
  2
  2
  100 lb.
  –2
  –4
  375 ft.
  55/105
  10
  9
  35
  H
  Ω
  —
  n/a1
  assault
  (Bisai Assault Skimmer, ClinTech Warden LAV)
  Tank, tracked 4
  4
  5oo lb.
  –3
  –8
  150 ft.
  30/70
  8
  11
  55
  G
  Ω
  —
  n/a1
  (ClinTech Osner ATV, Mashindano Class III)
  Jet,
  3
  3/43 10 tons
  –2/
  –7/
  600 ft./.
  (620/
  6
  7
  60
  G
  Ω
  —
  n/a1
  transport4
  –3
  –8
  425 ft
  750)
  (450/
  575)
  (ClinTech BC–9 “Black Cat” Military Transport)
  1 Restricted availability through law enforcement or military; add +4 to the cost if purchased through the black market.
  2 The second set of numbers are for the optional armor package.
  3 Use the second set of numbers if the crawler has a cargo attachment.
  4 The piloting frame has interchangeable cargo pod options: troop-transport, weapons, vehicle-transport, field-command, communications, cargo.
  
  228
  Chapter Thirteen: Technology
  TRINITY
  • Ship:
  Ship:
  Ship:
  Ship:
  Ship: The vast bulk of international cargo transport is still
  handled by seagoing cargo ships; tourists are known to book
  passage on cruise liners, though the practice is far less common
  than in the previous century. Cargo ships have crews twice as large
  as their passenger capacity or more, while passenger ships have
  about one crew member for every five to ten passengers.
  • Tank:
  Tank:
  Tank:
  Tank:
  Tank: The backbone of any army, the tank still sees
  significant use on the battlefields of the 22nd century. A tank has
  two slots for turret-mounted vehicle weapons (only one system
  may be active at a time), one slot for a forward-mounted vehicle
  weapon, and one missile rack slot.
  • Train:
  Train:
  Train:
  Train:
  Train: Maglev rail lines handle everything from interstate
  cargo transport on Earth to cargo and passenger routes on Luna
  and other offworld colonies.
  • Wheeled vehicle:
  Wheeled vehicle:
  Wheeled vehicle:
  Wheeled vehicle:
  Wheeled vehicle: Though 22nd-century vehicles are made
  from the latest in lightweight, durable alloys and plastics with state-
  of-the-art systems, the wheeled automobile or motorcycle is still
  based on much the same design as in centuries past.
  • Wheeled APC:
  Wheeled APC:
  Wheeled APC:
  Wheeled APC:
  Wheeled APC: This no-frills armored personnel carrier has
  a cab with room for four and bay space for one 20-man squad. It
  has one slot for a turret-mounted vehicle weapon.
  • Crawler:
  Crawler:
  Crawler:
  Crawler:
  Crawler: A common sight on off-world colonies and even
  remote regions on Earth, the crawler has a cab and leg assembly.
  The crawler’s legs propel the vehicle much like an insect, and the
  driver can even initiate “precision control” to direct individual leg
  placement when necessary.
  Larger crawlers have a turbine hoversled under the cab for
  additional power and speed, and can attach a 12-cubic-foot cargo
  pod behind the cab for hauling or even to serve as a camper.
  Spacecraft
  Certain components are vital to all spacecraft, from hybrid
  fighters to frigates to freighters.
  • Astrogation System:
  Astrogation System:
  Astrogation System:
  Astrogation System:
  Astrogation System: Even the best fighter pilot can find it
  difficult to orient himself properly in deep space without a guidance
  system to provide orientation.
  • Flight Chair:
  Flight Chair:
  Flight Chair:
  Flight Chair:
  Flight Chair: Acceleration and centripetal force are
  significant factors in flight, since both can apply an active
  gravitational force even though no external gravity source exists.
  Velocity or vector changes themselves create force. Flight chairs
  reduce the effects of this high stress. A flight chair is filled with
  shock-absorbing gel, which the pilot straps into using suspension
  webbing. Furthermore, ships have automated systems that flush
  extra oxygen into a pilot’s breathing mix to keep him from blacking
  out even as applied force crushes air from his lungs.
  • Life-Support System: 
  Life-Support System: 
  Life-Support System: 
  Life-Support System: 
  Life-Support System: A ship’s life-support system keeps
  the crew from suffering the effects of brutally cold temperatures,
  oxygen deprivation and pressure extremes. Some spacecraft have
  separate, redundant backup systems for the pilot in case the main
  life support and its backup fail.
  • MSYS:
  MSYS:
  MSYS:
  MSYS:
  MSYS: Maneuvering safety monitoring systems (MSYS) are
  standard in all crafts. The automatic measures prevent the pilot
  from overwhelming himself and his passengers with the applied
  forces of a severe maneuver.
  • Power Plant: 
  Power Plant: 
  Power Plant: 
  Power Plant: 
  Power Plant: A ship’s heart is its power plant. Hyper-fusion
  reactors power the craft’s various functions. Frigates and freighters
  are equipped with multiple fusion engines for increased power,
  backup or both. Small ships rely on solar-battery arrays for their
  backup power.
  • Thrusters:
  Thrusters:
  Thrusters:
  Thrusters:
  Thrusters: Directional miniature exhaust ports, thrusters
  allow for precision steering, whether to send the ship in a desired
  direction or avoid debris and enemy attacks. A ship with damaged
  thrusters is not simply slow, it maneuvers like a wounded cow.
  Vacuum Speed
  Listing specific rates of speed for traveling in the vastness of
  space involves a degree of detail that isn’t necessary to enjoy this
  game. To simplify play, a spacecraft’s top vacuum speed, or “VS,”
  is an abstract rating.
  Velocity in space is listed on a scale of 1 to 5. The higher the
  rating, the shorter the travel time to a destination. A ship with a
  high VS can accelerate (and decelerate) more quickly than can one
  with a low rating, thereby covering the same distance in a shorter
  period of time. A craft’s standard cruising speed in vacuum is one-
  half its VS rating (minimum 1).
  Fighters have atmospheric cruising and top speeds because
  they can travel in an atmosphere and in space.
  VS
  VS
  VS
  VS
  VS
  Average Distance Covered
  Average Distance Covered
  Average Distance Covered
  Average Distance Covered
  Average Distance Covered
  1
  Very slow; Earth to Luna in 1 day; Earth to Mars
  in 6 months.
  2
  Slow; Earth to Luna in 12 hours; Earth to Mars in
  3 months.
  3
  Average; Earth to Luna in 6 hours; Earth to Mars
  in 1 month.
  4
  Fast; Earth to Luna in 3 hours; Earth to Mars in 2 weeks.
  5
  Very fast; Earth to Luna in 1 hour, 30 minutes;
  Earth to Mars in 7 days.
  Spacecraft Types
  There are three main spacecraft designations — hybrids,
  frigates and freighters — though sizes and types can vary within
  each group. Vehicle information in Table 13–9: Spacecraft is
  consistent with that listed for ground and atmospheric vehicles (see
  above). In addition, spacecraft have advanced propulsion systems
  and onboard computers that assist in almost every aspect of
  operation. This confers superior handling — far greater than a
  craft of such significant size would have normally.
  • Spacecraft, hybrid:
  Spacecraft, hybrid:
  Spacecraft, hybrid:
  Spacecraft, hybrid:
  Spacecraft, hybrid: Also called “fighters” since the first
  air- and space-compatible craft were military in function, these
  craft use F–HVTR (Fusionjet High-Velocity Tilt Rotor) engines to
  maneuver in atmosphere and vacuum.
  Craft range in size from 30-foot-long fighters to 140-foot-
  long hybrids with space for cargo or passengers. They are designed
  to require only a single pilot, though a mid-size hybrid typically has
  a copilot as well. From small patrol fighters to luxurious passenger
  shuttles to versatile passenger/cargo hybrids, hybrids comprise the
  majority of traffic in near space.
  Hybrids are divided into assault, patrol and transport
  categories. Assault craft have two linked front-mounted vehicle
  weapon slots and two missile rack slots. Patrol craft have two front-
  mounted vehicle weapon slots (linked). Transports have one front-
  mounted vehicle weapon slot.
  • Spacecraft, frigate:
  Spacecraft, frigate:
  Spacecraft, frigate:
  Spacecraft, frigate:
  Spacecraft, frigate: These craft are designed entirely for
  operation in vacuum, using shuttles and other hybrid craft for
  planetfall. Smaller and armed more heavily than freighters,
  frigates are used primarily for patrol and travel near disputed
  territories.
  
  229
  Chapter Thirteen: Technology
  TRINITY
  Table 13–9: Spacecraft
  Vehicle
  Vehicle
  Vehicle
  Vehicle
  Vehicle
  Crew
  Crew
  Crew
  Crew
  Crew Pas.
  Pas.
  Pas.
  Pas.
  Pas. Cargo
  Cargo
  Cargo
  Cargo
  Cargo
  Init.
  Init.
  Init.
  Init.
  Init.
  Hand.
  Hand.
  Hand.
  Hand.
  Hand.
  VS
  VS
  VS
  VS
  VS
  MPH
  MPH
  MPH
  MPH
  MPH
  AC
  AC
  AC
  AC
  AC
  Hard.
  Hard.
  Hard.
  Hard.
  Hard.
  HP
  HP
  HP
  HP
  HP
  Size
  Size
  Size
  Size
  Size
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost
  Fighter/Hybrid
  Fighter/Hybrid
  Fighter/Hybrid
  Fighter/Hybrid
  Fighter/Hybrid
  Assault
  2
  0
  1,000 lb.
  +2
  +4
  4
  1600/
  5
  9
  40
  H
  Ω
  —
  n/a1
  2000
  (Bakuhatsu E-15, Banji Hyo, Nova Starcraft A–4L Guardian, Nova Starcraft A–5L Phoenix)
  Patrol
  1
  0
  2 tons
  +1
  +3
  4
  1600/
  5
  9
  45
  H
  Ω/Y –/3 44
  2000
  (Banji Owl, Orgotek Locust C)
  Transport,
  2
  10
  20 tons
  +1
  +2
  3
  775/
  3
  7
  90
  G
  Ω
  —
  40
  light
  900
  (Banji Raven II, L-B Comet OPS)
  Transport,
  2
  20
  45 tons
  –1
  +1
  3
  750/
  3
  7
  110
  G
  Ω
  —
  40
  heavy
  825
  (Bakuhatsu ACS-100, Bakhuatsu GPT-03 “Trey.” Banji Falcon, L-B MEL1)
  Frigate
  Frigate
  Frigate
  Frigate
  Frigate
  Scout
  5
  30
  1000
  –2
  +0
  5
  775/
  5
  10
  500
  G
  Ω/Y –/3 50
  tons
  900
  (Banji Peregrine, Orgotek Scarab)
  Destroyer
  100
  400 50000
  –4
  –1
  5
  —
  5
  11
  900
  C
  Ω
  —
  n/a1
  tons
  (L–B Supernova IPF-Delta)
  Cruiser
  250
  900 950000
  –7
  –3
  5
  —
  5
  13
  1,500
  C
  Ω
  —
  n/a1
  tons
  (Banji Kestrel IV, L–B Aerie IFC)
  Freighter
  Freighter,
  15
  5
  10 million
  –5
  –14
  5
  —
  2
  9
  2,300 C
  Ω
  —
  52
  cargo
  tons
  (L–B Venture B9 IFT)
  Freighter,
  160
  800 850000
  –8
  –11
  5
  —
  3
  9
  2,000 C
  Ω
  —
  56
  passenger
  tons
  (Banji Condor, L–B Starlight ICT)
  Jump ship
  20
  10
  1.5 million –4
  –122
  5
  —
  3
  10
  2,400 C
  Y
  —
  n/a1
  tons
  1 Not available commercially.
  
  230
  Chapter Thirteen: Technology
  TRINITY
  Frigates are typically between 150 and 400 feet long, with a
  docking bay which can house two escort fighters or one mid-size
  hybrid transport. Frigates are also equipped with exterior docking
  ports for up to six hybrid craft.
  A frigate has paired cabins for one third of the crew (only the captain
  has her own cabin) and bunk space for the remainder. A skeleton crew of
  one-fifth the standard crew listing can maintain a frigate’s vital functions
  (e.g., piloting, astrogation, engineering, life support), but a full crew is
  required to utilize its full maneuvering and weapons capabilities.
  Frigates are subdivided into scout, destroyer and cruiser classes.
  A scout has two sets of two linked front-mounted vehicle weapon
  slots, two aft-mounted vehicle weapon slots, and four missile rack
  slots. A destroyer has seven sets of two linked, turret-mounted vehicle
  weapon slots, two front- and two aft-mounted vehicle weapon slots,
  and ten missile rack slots. A cruiser has ten sets of two linked, turret-
  mounted vehicle weapon slots, two sets of two front- and aft-mounted
  vehicle weapon slots and thirty missile rack slots.
  • Spacecraft, freighter:
  Spacecraft, freighter:
  Spacecraft, freighter:
  Spacecraft, freighter:
  Spacecraft, freighter: The behemoth of the spaceways,
  freighters handle virtually all interstellar cargo transport. A typical
  freighter dwarfs even the largest frigate in size, but its weapons
  barely match even those of a hybrid.
  The mammoth of the spacelanes dwarfs even a frigate, ranging
  in size from 800 to 2,000 feet long with an internal docking
  platform suitable for four escort fighters or two mid-size hybrid
  transports, and exterior docking points for up to 10 hybrid ships.
  A freighter is highly automated, needing a crew of only 15 to
  20 to control the ship’s basic functions. A standard cargo freighter’s
  complement is 50 individuals, to allow for shift rotation. A luxury
  freighter (a ship outfitted for passenger travel rather than cargo
  hauling) loses 80% of its cargo space to passenger and additional
  crew cabins.
  A freighter has four turret-mounted vehicle weapon slots and
  two missile racks.
  Interstellar Jump Ships
  In the absence of the Upeo wa Macho, the remaining psi orders
  worked with the Æon Trinity to design a device that could make
  interstellar jumps. The result was the Orgotek Leviathan-Class jump
  ship, a 4,000-foot long masterpiece of bio- and hardtech integration.
  Though it combines biotech life-support and operations gear with
  hardtech propulsion systems, the Leviathan’s crowning achievement
  is the extensive psiware system, the Tesser, which enables it to
  teleport through vast reaches of space. The Tesser combines modified
  matrix biocomputers with Upeo augmentation devices and qin
  biotechnology. The device is a tantalizing mystery even to the
  scientists who designed it; the biocomp seems to be the closest thing
  to true artificial intelligence ever created by humans or qin.
  The Tesser takes up almost 70% of a Leviathan’s mass, but
  every element is vital to calculate the ship’s wavefunction that makes
  the entire mass/energy exchange involved with a jump possible.
  Still, the craft has some cargo space — four cargo bays, to be
  specific, each sufficient to hold three assault- or patrol-class
  hybrids. It also has exterior docking for up to four destroyer-class
  frigates and 12 transport-class hybrids.
  Table 13–10: Vehicle Weapons
  Vehicle weapon information is consistent with that listed for personal weapons (see above), with any distinctions noted below.
  Weapon
  Weapon
  Weapon
  Weapon
  Weapon11111
  Damage
  Damage
  Damage
  Damage
  Damage22222
  Type
  Type
  Type
  Type
  Type
  Range
  Range
  Range
  Range
  Range
  RoF
  RoF
  RoF
  RoF
  RoF
  Magazine
  Magazine
  Magazine
  Magazine
  Magazine33333
  Size
  Size
  Size
  Size
  Size44444
  Tech
  Tech
  Tech
  Tech
  Tech
  FT
  FT
  FT
  FT
  FT
  Cost
  Cost
  Cost
  Cost
  Cost55555
  Coilgun, light
  6d12 (39)
  Ballistic
  4,000 ft.
  Si
  Rack 100
  H
  Ω
  —
  34
  Coilgun, heavy
  8d12 (52)
  Ballistic
  6,000 ft.
  Si
  Rack 100
  C
  Ω
  —
  36
  Laser, light
  6d8 (27)
  Fire
  3,000 ft.
  Sa
  Plant
  H
  Ω
  —
  32
  Laser, medium
  8d8 (36)
  Fire
  4,000 ft.
  Sa
  Plant
  C
  Ω
  —
  35
  Missile, fusion
  20d8 (90)
  Energy
  —6
  Si
  Rack 6
  C
  Ω
  —
  50
  Missile, mini
  12d8 (54)
  Ballistic
  —6
  Si
  Rack 12
  H
  Ω
  —
  38
  Missile, smart
  16d8 (72)
  Energy
  —6
  Si
  Rack 2
  C
  Ω
  —
  47
  1 All vehicle weapons require Exotic Weapon Proficiency (Vehicle Weapons) to use without penalty.
  2 Vehicle weapon damage has a different threat range and critical multiplier depending on the vehicle size and the target size, as
  noted in the corresponding table. (The number in parenthesis for each weapon’s damage listing is its average damage if you want
  to avoid rolling a massive amount of dice.)
  Vehicle weapons can be linked; you make a single attack roll, but on a successful hit increase the base damage for a single weapon
  by one-half. Linked weapons must be of the same type and must point in the same direction.
  Target
  Target
  Target
  Target
  Target
        — Attacker Size —
  — Attacker Size —
  — Attacker Size —
  — Attacker Size —
  — Attacker Size —
  Size
  Size
  Size
  Size
  Size
  Large
  Large
  Large
  Large
  Large
  Huge
  Huge
  Huge
  Huge
  Huge
  Gargantuan
  Gargantuan
  Gargantuan
  Gargantuan
  Gargantuan
  Colossal
  Colossal
  Colossal
  Colossal
  Colossal
  Large or smaller
  20/x2
  19–20/x2
  10–20/x10
  10–20/x10
  Huge
  20/x2
  20/x2
  15–20/x4
  15–20/x4
  Gargantuan
  20/x2
  20/x2
  20/x2
  19–20/x2
  Colossal
  20/x2
  20/x2
  20/x2
  20/x2
  3 Plant indicates that the weapon draws power from the vehicle’s power plant, providing effectively unlimited ammunition; linked
  is a series of rounds chained together with small metal or plastic clips; rack is a series of rounds in a single magazine, each of which
  can be removed and reloaded separately from the weapon.
  4 The minimum vehicle size capable of supporting the weapon.
  5 Vehicle weapons are not available commercially; each cost listed assumes access via proper military or other licensed channels.
  Add +4 to the cost if purchased on the black market.
  6 Missiles are equipped with guidance systems that negate range increments.
  
  231
  Chapter Thirteen: Technology
  TRINITY
  The exact number of jump ships in service is confidential,
  although various sources agree that less than 20 are active
  currently.
  Performing a Jump
  A Tesser jump requires astrolocation from the clairsentient
  jump pilot, who is connected with the ship’s biocomps through an
  ARES pod (while others can steer the freighter in vacuum, only a
  clairsentient can trigger an actual jump). The psion casts out his
  perceptions to the location he wants the ship to be in. The noetic
  intermingling between Tesser and clairsentient — difficult to
  accomplish and draining to maintain — enables the Tesser to
  perceive the intended location.
  With the intended location’s sense memory stored, the Tesser
  recalculates the ship’s wavefunction, changing only one aspect: the
  location. The clairsentient then triggers the jump ship’s
  transmission from one physical place to another through access to
  and manipulation of subquantum energy.
  Some passengers claim the transit lasts only an instant, while others
  describe it as a lifetime. Tests show that jumps aren’t actually instantaneous;
  a ship remains in subquantum flux for a period of time between a day and a
  week. Though travel time has little bearing on the distance traveled, noeticists
  have not confirmed what factors do influence it.
  Jumps cause strong disturbances in psi energy — the equivalent
  of a critical backlash effect in the surrounding area (see Chapter
  Eleven, “Backlash”). To reduce the noetic impact on the surroundings,
  jumps are targeted for coordinates well away from the nearest settled
  regions of space. A Leviathan is equipped with extensive bioshielding
  to absorb the subquantum flux, further reducing the backlash for
  those in the craft. Those within a jump ship gain a +6 bonus on saves
  against any backlash that occurs outside the ship, and effects of a
  failed save are always treated as mild.
  Jumps require massive amounts of energy to perform; though
  a Leviathan can carry out normal space maneuvers after a jump, it
  requires roughly a week to recharge the Tesser and the fusion
  engines that power it sufficiently before it can jump again.
  
  232
  Chapter Fourteen: Drama
  TRINITY
  TRINITY
  CHAPTER FOURTEEN: DRAMA
  232
  Chapter Fourteen: Drama
  T
  his chapter covers additional rules to aid in playing
  adventures in the Unity Age.
  Stunt Bonus
  Few things are less exciting in a roleplaying game than
  hearing a 15-minute exchange of: “I shoot him. I got a 22.”
  “You hit; roll damage.” “Nine points.” “The guy’s still up.
  Okay, who’s next?”
  Exciting descriptions of action make the game more
  real and far more enjoyable: “I push off the ladder, twisting
  in midair to grab the lip of that drainage tube, then haul
  myself up inside.” “You can just make out the aberrant’s
  multifaceted eyes catching the light as it scans the shaft;
  you think it might have sensed something, but, seeing
  nothing on the ladder, it moves off toward the bunker.”
  Psions are action heroes, whether they are caught in
  complex investigations or battling monsters from the depths
  of space. Combats are dangerous, and should evoke the sort
  of imagery seen in near-future action movies. Players (as
  well as the GM) should describe the characters’ impact on
  the environment, and the environment’s impact on the
  combat, throughout any battle.
  To encourage these kinds of cinematic stunts and clever
  tricks in your Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity game, a GM may apply a circumstance
  bonus to reward a well-described and appropriate stunt
  performed as part of your action. This may be purely a
  dramatic maneuver — such as lunging across the cockpit to
  grab the control yoke — or it may incorporate some aspect
  of the scenery — such as bouncing a grenade around the
  corner to stun the advancing guards.
  For that action, the GM may apply between a +1 to +3
  circumstance bonus either on your attack roll or to your
  Armor Class (never both at once). The GM is never required
  to provide this bonus, and should feel free not to apply it if
  you describe the same stunt over and over or come up with a
  routine inappropriate to the scene just to get a bonus. The
  goal is to reward cleverness and contributions to the game.
  Radiation Poisoning
  Radiation is an energy type just like fire and electricity
  — it can cause damage to living creatures just as
  immediately as a flame or a jolt of current can. It is also far
  more insidious than the other energy types: it poisons those
  exposed to it, causing lingering sickness and even death.
  Some advanced technology equipment and some psi
  powers provide protection from radiation in the form of
  radiation resistance (any piece of equipment that provides
  full-spectrum energy resistance also protects against
  radiation). If even a single point of radiation damage gets
  through the protection, the individual must immediately
  make a Fortitude save against a DC determined by the
  intensity of the radiation, as found below.
  An individual who fails the Fortitude save takes the
  initial damage. Even those who resisted the initial damage
  must save again against the secondary damage. But that
  isn’t the end.
  A subject who fails either save and takes any
  temporary Constitution damage or permanent drain now
  suffers from radiation poisoning. The individual must make
  a Fortitude save against the same DC in 24 hours or suffer
  the secondary effect again. The Heal skill can be used to
  reduce the effects of radiation poisoning; until a successful
  Heal check (using the same DC as the Fortitude save) is
  made on the poisoned individual, he faces the radiation’s
  secondary damage every 24 hours. Once the individual has
  been treated, his level of radiation poisoning drops by one
  intensity level each time he succeeds at his Fortitude save,
  until he has recovered (i.e. moderate to weak, weak to
  cured). Anything reduced to 0 Constitution from radiation
  poisoning dies, and leaves behind a poisonous corpse.
  Anyone touching the corpse without protection against
  radiation must make a Fortitude save against weak radiation.
  Anything desperate enough to eat the flesh of the tainted
  corpse must make a Fortitude save against moderate
  radiation — there is no protection against this short of
  complete immunity to radiation effects.
  Table 14–1: Radiation Poisoning
  Radiation
  Radiation
  Radiation
  Radiation
  Radiation
  Fort
  Fort
  Fort
  Fort
  Fort
  Initial
  Initial
  Initial
  Initial
  Initial
  Secondary
  Secondary
  Secondary
  Secondary
  Secondary
  Intensity
  Intensity
  Intensity
  Intensity
  Intensity
  Save DC
  Save DC
  Save DC
  Save DC
  Save DC
  Damage
  Damage
  Damage
  Damage
  Damage
  Damage
  Damage
  Damage
  Damage
  Damage
  Weak
  5
  1d2 Con
  1 Con
  Moderate
  10
  1d2 Con
  1d2 Con
  Strong
  15
   1d3 Con
  1d3 Con
  Intense
  20
  1d3 Con*
  1d4 Con
  * This amount is a permanent drain.
  Dramatic Editing
  Dramatic editing is an optional rule which you can use
  to influence the story — perhaps even to save your
  character from certain defeat. This version of dramatic
  editing is pared down from Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!, a game that
  emulates the pulp setting in which surprise twists are quite
  common. If you prefer your Trinity
  Trinity
  Trinity
  Trinity
  Trinity game to be more on the
  gritty side, just ignore this section.
  To use dramatic editing, you spend power points to
  insert details specific to your character into the scene, as
  long as the GM approves of it and it does not contradict
  anything that’s been established already.
  Dramatic editing departs from the usual conventions of
  roleplaying, in which the player controls his character’s actions
  in the game but cannot dictate how his character is acted upon.
  It does not allow you to supersede the GM’s descriptions of
  the scene; instead, it lets you supplement them for purpose of
  making a more enjoyable and exciting story for everyone.
  All psychic characters, whether PCs or NPCs, may use
  dramatic editing. The GM is encouraged to have NPCs do
  so sparingly, though, since the deck is stacked in her favor
  by the nature of her role in directing the game.
  Dramatic Editing Parameters
  You spend power points each time you want to apply
  dramatic editing. How much you spend depends on what
  you want to accomplish (see “Cause and Effect,” below).
  Regardless of your specific desire, all dramatic editing
  abides by the same overall parameters.
  • Believability:
  Believability:
  Believability:
  Believability:
  Believability: The dramatic editing result must be
  something that could conceivably occur within the setting
  and the events of the story. This maintains suspension of
  
  233
  Chapter Fourteen: Drama
  TRINITY
  disbelief and encourages everyone to think of dramatic editing
  opportunities that keep the proper tone for the game. Finding a
  delicious stash of Kobe beef in the middle of a Martian wasteland
  isn’t believable. However, finding a crashed transport with sufficient
  supplies to feed the team for a few days is plausible (and could give
  rise to further plot ideas).
  • Consistency:
  Consistency:
  Consistency:
  Consistency:
  Consistency: The dramatic edit cannot contradict anything
  established previously, nor can it overrule a check result that has
  occurred already unless the dramatic editing is for the explicit
  purpose of saving a PC from certain death. If the GM stated before
  that a warehouse is empty, you cannot use dramatic editing to say,
  “Hey, look, there’s a pair of VARGs in this hanger!” However, if
  some FSM stooge blasts your 5th-level scholar with a light coilgun
  for 100 points of damage, you may use dramatic editing to declare,
  “Fortunately, the projectile struck at just the proper angle off his
  armor carapace to send him flying so he didn’t take the full brunt
  of the attack. He’s knocked unconscious, but he’s not dead! Whew!”
  Along similar lines, you cannot use dramatic editing to
  contradict or negate another person’s power point expenditure.
  This covers everything from manifesting a power to other dramatic
  editing uses, and applies equally to other PCs and to NPCs.
  • Player — Not Character — Influence:
  Player — Not Character — Influence:
  Player — Not Character — Influence:
  Player — Not Character — Influence:
  Player — Not Character — Influence: Dramatic editing is
  a function of your self motivation, not your character’s. No
  character is ever aware that dramatic editing has just occurred.
  Power points power the dramatic edit, but your character does not
  activate this capability. The points are just a convenient rules
  measurement.
  Dramatic editing is not a reality-altering power that exists
  within the Trinity Universe that characters wield. It is an out-of-
  game way to explain and facilitate the incredible surprises that
  can occur in situations within the sci-fi adventure genre.
  Characters have no awareness that dice are rolled to determine
  the results of their actions, right? Dramatic editing presents a
  similar influence.
  • GM Override:
  GM Override:
  GM Override:
  GM Override:
  GM Override: The GM is the ultimate authority in every
  game. She may deny a given dramatic edit if it will ruin the entire
  plot, seems overly powerful or intrusive, or simply doesn’t fit into
  the world of Trinity
  Trinity
  Trinity
  Trinity
  Trinity. Any ponied-up power points are not lost if
  the GM refuses an edit, since they aren’t actually spent.
  You may provide clarification if the GM isn’t clear on how a
  proposed dramatic edit could happen. To keep the pace of the game
  running smoothly, however, such modifications should be handled
  quickly and with decisive action. If the GM’s final answer is “no,”
  that’s it. End of discussion.
  Cause and Effect
  This section outlines the costs to use and degree of influence
  possible with dramatic editing. A single dramatic edit may cost
  actual power points (pp) or it may just require a dramatic editing
  check (see below). Table 14–2: Dramatic Editing Scale shows the
  range of editing possible and any associated power point costs.
  Regardless of plot complications, no dramatic editing effect can
  cost fewer than 0 power points — in other words, reducing the final
  cost of a dramatic edit to a negative doesn’t give you power points.
  Dramatic Editing Checks
  You must succeed at a dramatic editing check (1d20 + your
  character’s Psi score) whenever the proposed dramatic edit falls
  under “0 (check)” in Table 14–2. The check is against DC 12. You
  may simply spend 1 power point instead of making a check.
  Table 14–2: Dramatic Editing Scale
  pp Cost
  pp Cost
  pp Cost
  pp Cost
  pp Cost
  Dramatic Editing Effect
  Dramatic Editing Effect
  Dramatic Editing Effect
  Dramatic Editing Effect
  Dramatic Editing Effect
  0 (check)
  Minor offscreen effect; minor extension
  1
  Minor onscreen effect
  2
  Major onscreen effect
  3
  Obvious continuity violation
  Step
  Step
  Step
  Step
  Step11111
  Type of Influence
  Type of Influence
  Type of Influence
  Type of Influence
  Type of Influence
  +1
  Plot ramifications
  –1
  Plot complications
  –1
  Improved dramatic editing
  1 Step indicates how both the cost and scope may change
  depending on the specifics that you incorporate to the
  dramatic edit (see below).
  Minor Offscreen Effect (0 pp + check)
  Your edit does not have an immediate impact on the scene, but
  it will influence events within 15 minutes to an hour. That may be too
  late depending on the circumstances (like a vat filling with acid) but
  works just fine for less immediately deadly events (like a shipwreck).
  Example:
  Example:
  Example:
  Example:
  Example: A passing transport happens to pick up your distress
  beacon.
  Minor Extension (0 pp + check)
  Your edit expands on another player’s dramatic editing
  coincidence, typically to benefit both of your characters. A minor
  extension cannot get too blatant — no fair turning the piece of
  shipwreck flotsam into a functional motorboat!
  Example:
  Example:
  Example:
  Example:
  Example: The cell’s electromagnetic lock has a faulty circuit
  that cuts out intermittently; if you can just time a Strength check
  to bash it open at the moment the power fluctuates….
  Minor Onscreen Effect (1 pp)
  Your edit doesn’t offer an easy solution to your character’s
  situation all by itself, but it can provide breathing room or a fighting
  chance. A minor onscreen effect may include the unexpected arrival
  of NPCs who, while unable to rescue your character directly, can
  provide other sorts of aid. Alternatively, it may be a piece of (easily
  concealed) equipment that your character “forgot” that he’d had.
  Example:
  Example:
  Example:
  Example:
  Example: The ship’s hatch is reinforced; too tough to blast
  through — but is that a hairline crack in the cockpit’s mylex window?
  Major Onscreen Effect (2 pp)
  Your edit provides an immediate, plausible solution in your
  character’s favor to the current circumstance. A major onscreen
  effect can be just about anything that doesn’t contradict the GM’s
  summary of the situation, and may offer a benefit to your
  character’s companions as well.
  Example:
  Example:
  Example:
  Example:
  Example: There’s one emergency pod left on the orbital
  station that should get all of you to safety.
  Obvious Continuity Violation (3 pp)
  Your edit directly contradicts the GM’s description of the
  scene or is thoroughly beyond the bounds of plausibility. Applying
  an obvious continuity violation demands the GM’s scrutiny, but it
  should be possible as long as it is creative and maintains the feel of
  the game and the genre.
  Example:
  Example:
  Example:
  Example:
  Example: The mercenary about to strike the killing blow is
  actually an old friend from your college fraternity!
  
  234
  Chapter Fourteen: Drama
  TRINITY
  Plot Ramification (+1 pp)
  Your edit gives you a clue to solving a mystery that has plagued
  you, lands one of the villain’s henchmen in jail or brings any
  character in the group an unexpected benefit. This extra cost also
  applies if you choose to solve the team’s problem by making the
  life of another PC much harder (though injury, social inconvenience,
  great expense, etc.).
  A plot ramification doesn’t aid much in dealing with the immediate
  situation, but provides a useful benefit to the story afterward.
  Minor things — losing property that the subject could
  purchase again with no reduction of Wealth bonus, a loss of
  cleanliness or basic human dignity — do not qualify as plot
  ramifications. You may pile such things on, but the GM is within her
  rights to nix anything if it looks like you’re messing with another
  player’s character for out-of-game reasons (rather than to make
  the game more interesting). If both parties find the ramification
  entertaining, the GM should feel free to have it occur.
  Plot Complication (–1 pp)
  This is a circumstance that makes life harder for your
  character — he breaks his leg leaping to safety; he escapes from
  certain death only to fall under the influence of a lesser enemy;
  and so on. A plot complication is not a trivial matter. It should affect
  your character in some fashion for at least the next few encounters,
  next game session or even — always the best option — give rise
  to an ongoing subplot.
  The reduced cost applies only if your own character suffers
  the complication. Making things complicated for other PCs qualifies
  as a plot ramification, above.
  Dramatic Editing and Combat
  Dramatic editing can liven up an encounter, but it can also
  complicate things. Given the impact that it can have on combat,
  the GM may consider the following section an optional addition to
  the rest of the dramatic editing rules.
  Complication Bonuses
  You can add nearly any complication that you can think of to a
  combat scene. By describing a coincidence that benefits you or
  inconveniences your opponent, you can use dramatic editing after
  making a roll, granting a +2 circumstance bonus on your choice of
  attack, saves, or skill or attribute check, or a +2 circumstance bonus
  to AC, for that round.
  You can use a minor onscreen effect to move characters
  around, essentially providing — or forcing — a bonus 5-foot step.
  You can do this to friendly or hostile characters, but a plot
  ramification penalty applies if you put a PC in the direct line of an
  attack. Conversely, you get a plot complication bonus if you edit
  your PC into the line of danger.
  This sort of movement can be applied in one of two ways,
  pending the GM’s approval: Either you describe an event that causes
  a character to move in the designated direction, or it’s a simple
  “clarification” that hand-waves the entire affair with “oh, it turns
  out that they were farther apart than they thought.”
  Altering the Map
  In a non-combat encounter, you can use dramatic editing to make
  minor additions or changes to the landscape. Any alterations must be
  reasonable and cannot contradict something the GM has described.
  
  235
  Chapter Fourteen: Drama
  TRINITY
  As a minor onscreen effect, you can detail a 10-foot-by-10-
  foot area of the combat map that the GM has not yet drawn or
  described in detail. (This may involve using a marker or props
  suitable for the map being used.) You might add an opening to an
  alleyway, put a parked car on a street, insert a fire hydrant and the
  plate glass window behind it, and so on.
  If the map portion being modified is at least (100 ft. + 10 ft.
  per character level) distant from your character, such alterations
  are considered minor offscreen dramatic editing instead.
  Transportation
  Most of the time, transportation from spacecraft to camels
  exists to get the PCs from one locale to the next. Measure off time
  and distance, and there you are, ready for the next dramatic
  moment. Sometimes, the journey itself is the adventure, and
  sometimes the vehicle plays an important part once the characters
  get to where they’re going. The Player’s Handbook covers the
  basics of travel by horse and wagon; the following material provides
  a basic framework for vehicle travel, chases and combat.
  Space Flight — A Primer
  Maneuvering effectively in space takes skill. There are a
  number of variables involved in this process (most of which are
  handled by a craft’s navigation system), but the basic theory is
  relatively straightforward.
  All spacecraft are equipped with a main propulsion engine
  and multidirectional thrusters. The main engine is used primarily
  for atmospheric and long-range space travel. The rudders and flaps
  that are so useful in an atmosphere have no effect in space.
  Thrusters handle the majority of space maneuvering.
  When the pilot fires aft thrusters, the ship moves in a straight line
  in the direction in which the nose points (this is referred to as the ship’s
  vector of motion). As long as the pilot maintains thrust, the ship continues
  to accelerate to maximum speed. The highest speeds that ships can travel
  at are determined by engine capacity, ship structural integrity and the
  laws of physics (see Chapter Thirteen: Technology for more information
  on ships’ speeds). When the pilot cuts off the thrusters, the craft still
  maintains its previous speed and straight-line course.
  For Example:
  For Example:
  For Example:
  For Example:
  For Example: Linsey Marsden fires his Locust fighter’s aft
  engine for a few seconds until the ship reaches a velocity of 300
  mph. When Marsden releases the thruster controls, the Locust
  continues traveling straight ahead at 300 mph.
  To change speed, the pilot fires a thruster again. Activating
  the aft thruster increases the craft’s forward velocity. If thrust is
  fired in the direction exactly opposite of the ship’s vector of motion,
  the craft slows. Stopping involves expending exactly the right
  amount of thrust to counteract the ship’s velocity. Spacecraft have
  advanced navigation systems that are more than capable of
  synchronizing thrusters for these otherwise difficult maneuvers.
  For Example:
  For Example:
  For Example:
  For Example:
  For Example: Marsden hits the aft thruster again, goosing the
  craft up to 500 mph. When he nears the Legion landing platform,
  Marsden fires the forward thruster, watching the velocity indicator
  until it reads zero. The fighter floats a mile over the platform,
  drifting perhaps a few inches per hour relative to the Lunar site.
  Changing direction involves adjusting the ship’s attitude with
  multidirectional thrusters and then firing the primary engine. No
  matter what direction a craft is traveling in, when the nose is pointed
  in a different direction and the aft engine fires, the ship’s vector
  changes to the new direction. Attitude can be changed to any
  direction that a pilot desires without altering the ship’s current
  The Costs of Travel
  Maintaining a vehicle is an ongoing expense; for
  simplicity’s sake, handle it as a monthly Wealth check
  (purchase DC 7). Actual repairs — say, due to damage —
  require a Repair check once each day. The check result
  indicates the amount of damage repaired and the cost to make
  the repair. If you pay someone else to repair the vehicle, add
  +5 to the purchase DC for the Wealth check.
  Repair Check
  Repair Check
  Repair Check
  Repair Check
  Repair Check
  Damage Fixed
  Damage Fixed
  Damage Fixed
  Damage Fixed
  Damage Fixed11111
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Up to 9
  2d4 (1)
  15
  10–14
  2d6 (2)
  18
  15–19
  3d6 (3)
  21
  20–24
  4d6 (4)
  24
  25–29
  5d6 (5)
  27
  30–34
  6d6 (6)
  31
  Every +5
  +1d6 (+1)
  +5
   1 The number in parenthesis is the amount of the vehicle’s
  handling modifier repaired that day (if its handling was
  reduced by damage).
  Public transportation ranges from inexpensive to
  extremely costly, depending on where you’re going and what
  you’re taking to get there.
  Transportation
  Transportation
  Transportation
  Transportation
  Transportation
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC
  Local public (taxi, subway, bus)
  1
  Train (regional, short distance up to 100 miles)
  2
  Train (regional, maglev)
  4
  Sea passage (steerage)
  2
  Sea passage (second class)
  6
  Sea passage (first class)
  13
  Air fare (short distance up to 250 miles)
  4
  Air fare (suborbital)
  9
  Space travel (in-system)
  8
  Space travel (interstellar)
  15
  vector of motion. It’s only when aft thrusters fire at a new attitude
  that direction of travel changes.
  Since a spacecraft moves by vector motion, it doesn’t generally
  assume a curved flight path in a vacuum. The only way to achieve
  “curved” flight is to apply constant “side” and aft thrust. When the
  pilot releases the thrust controls, the ship continues in a straight line.
  A fast and efficient method of maneuvering involves firing aft
  thrusters, pivoting and firing more bursts of aft thrust. These actions
  allow for high-speed and quickly performed moves, but are limited
  by the pilot’s physical capabilities and the ship’s safety restrictions.
  For Example:
  For Example:
  For Example:
  For Example:
  For Example: Marsden could swoop down to the landing platform,
  but while a curved dive is visually elegant, it wastes time and power. Instead,
  Marsden pivots the Locust so that its nose points toward the platform,
  then fires the aft thruster. The craft shoots toward the landing site, and
  Marsden activates the forward thrusters gradually until the ship is a few
  meters above the surface. A swivel of the nose and a burst from the landing
  thrusters sets the Locust down gently on the landing pad.
  Space Combat
  Few defensive orbital platforms exist around Earth given the
  stigma they gained during the Aberrant War. The defense platforms
  of the 22nd century are manned and heavily armed craft that remain
  
  236
  Chapter Fourteen: Drama
  TRINITY
  in orbit around stations and other inhabited planets. Various
  governments’ fighters and frigates also patrol the vast intrasolar
  spacelanes routinely, alert for not only aberrants but for pirates
  and opposing government forces.
  While patrol craft are largely automated, they are still manned and
  operated by human crews. Computer systems handle most details of
  astrogation and combat, but a human presence is vital. With most craft,
  a ship’s pilot monitors systems and initiates key maneuvers (using the
  Pilot skill), while a separate gunner tracks targets and triggers missile or
  laser fire (using his base attack bonus, plus weapon specialization or other
  feats’ bonuses). Frigate- and freighter-class ships operate in essentially
  the same ways, although specific job duties are often assigned to a number
  of crew members instead of just one, as on a fighter.
  Space combat, although distinct from old atmospheric
  dogfights, is deadly. Spacecraft don’t lock onto opponents’ tails as
  atmospheric craft do. In space combat, opposing craft spin like
  tops and trace evasive geometric patterns as they trade deadly
  missile volleys and laser salvos across vast reaches of vacuum.
  Maneuvering and countermaneuvering can go on for some time
  between two craft, which is when a wingman, an allied pilot in
  another craft, is useful. Coordinating maneuvers between two allied
  craft brings an enemy ship into one of the craft’s line of fire
  relatively quickly. Only the absolute best solo pilots can hope to
  win a two-on-one fight.
  Pursuit
  Much of vehicular combat revolves around some form of
  pursuit. AEG’s Spycraft has excellent, intuitive chase rules that are
  incorporated here to make vehicle encounters in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity as dramatic
  as the rest of the game.
  Pursuit is abstract intentionally. This makes it easy to allow
  chases to erupt at any point, and leaves room for you to elaborate
  on maneuvers, successes and failures as you see fit. The rules focus
  on landbound vehicular pursuit, but you can extrapolate them for
  anything from foot chases to space pursuit.
  Starting Pursuit
  During a chase, one vehicle — the pursuer — is assumed to
  be trying to catch the other — the target. The distance between
  vehicles during pursuit is called the lead. This is measured in lengths,
  adjustable units determined by the vehicles involved in the chase.
  Unless noted otherwise, one length equals 10 feet.
  Either the pursuer or the target initiates a chase in most cases,
  which also determines the lead (see below). If there is no clear
  initiator, both sides roll initiative and the highest result is considered
  to have started pursuit.  Change the distances below from feet to
  kilometers for starship pursuit.
  Initiates Pursuit
  Initiates Pursuit
  Initiates Pursuit
  Initiates Pursuit
  Initiates Pursuit
  Initial Lead (typical)
  Initial Lead (typical)
  Initial Lead (typical)
  Initial Lead (typical)
  Initial Lead (typical)
  Pursuer
  2d6+3 (50–150 feet)
  Target
  2d6+8 (100–200 feet)
  The lead may never be less than 0 or greater than 30. If any
  maneuver result would put the lead past one of these limits, adjust
  the lead to the closest appropriate number.
  The pursuer wants to decrease the lead enough to perform a
  finishing maneuver and catch the target, while the target wants to
  increase the lead enough to get away with his own finishing move.
  Pursuit continues until either one performs a successful finishing
  maneuver, a crash occurs, or one of the vehicles is disabled.
  Pursuit Speed
  Vehicle speeds are in miles per hour (mph), determined by
  terrain at the start of pursuit (see “Terrain,” below). Speed changes
  throughout pursuit according to the maneuvers that each driver
  selects (see “Pursuit Steps,” below). Whenever the pursuit speed
  exceeds one or more vehicles’ maximum speed, those vehicles take
  2 points of damage. This damage bypasses hardness.
  Pursuit Steps
  1. Choose Maneuvers
  Each driver chooses a maneuver secretly from those available
  to him (see “Maneuvers,” below).
  2. Maneuver Checks
  Drivers reveal their maneuvers and make any resulting changes
  to the chase speed. Each then makes an opposed maneuver check
  with his respective vehicle skill, including any modifiers from vehicle
  handling, terrain speed bonus, maneuvers, feats or vehicle damage.
  If one driver succeeds, his maneuver’s effects are applied
  during the next step. If neither succeeds or if the results are a tie,
  the chase continues, ignoring all maneuver effects except for speed.
  If both drivers succeed, the GM applies the maneuver effect from
  the higher result.
  3. Resolve Maneuvers and Adjust Lead
  Apply the winning driver’s maneuver to the chase and adjust
  the number of lengths between vehicles as necessary.
  4. Obstacles
  Obstacles may crop up during a chase — washed-out road for
  ground chases, a dirigible or a fireworks display for air chases, an
  asteroid belt for space chases, a low bridge or a whale for water chases,
  or a crowd or a locked door for foot chases. Obstacles are intended as
  spice, not the main focus of pursuit, with frequency dependent on the
  terrain (see “Terrain”). The GM may decide not to apply random
  obstacle rolls if the drivers are keeping things dynamic.
  If an obstacle is encountered, the target and then the pursuer
  makes an obstacle check. This may be a Reflex save or a vehicle skill
  check, as appropriate, against the obstacle’s DC. The GM may further
  apply up to a +2 bonus or a –2 penalty depending on the circumstance.
  On a failed roll, the driver must make a crash check (see below).
  5. Other Actions
  Whether pursuit has ended due to a finishing maneuver or
  not, the drivers and passengers now perform any actions open to
  them. See “Vehicle Combat” for differences from normal combat.
  6. Resolve Damage, Make Crash Checks
  Apply any damage inflicted to each vehicle (see “Vehicle
  Damage”), and see if the driver must make a crash check (see below).
  This occurs if an unsuccessful maneuver calls for one, if the vehicle
  has suffered enough damage to require one, or if a tire bursts.
  Terrain
  Terrain falls into three basic categories: open, close and tight.
  Each applies certain conditions to a chase, including how often
  obstacles can crop up and the average DC for any checks made in
  that terrain.
  • Open Terrain:
  Open Terrain:
  Open Terrain:
  Open Terrain:
  Open Terrain: Easy to traverse, with only slight changes in
  elevation and few imposing obstacles (see examples below). A vehicle
  suffering a crash on open terrain usually overruns what it hits with
  little or no damage, unless the obstacle is too big or too solid for the
  
  237
  Chapter Fourteen: Drama
  TRINITY
  vehicle to go over or through it. Outer space is almost always open
  terrain, unless the ships are traveling through an amazingly thick asteroid
  belt, turning tight loops around the moons of a gas giant, or something
  equally cinematic.  In space, obstacles are always meteorites.
  Pursuit Speed: Begin at three-quarters of the fastest vehicle’s
  maximum mph (round down). The vehicle with highest maximum
  mph receives a +2 speed modifier on all maneuver checks. If only
  one vehicle is considered to be in open terrain (either due to two
  or more terrain types, feats or mixed vehicle types), that vehicle
  receives the +2 speed bonus.
  Obstacle Chance: 1 on a d10.
  Obstacle DC: 12.
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Open Terrain Example
  Open Terrain Example
  Open Terrain Example
  Open Terrain Example
  Open Terrain Example
  Ground
  Empty highways, racetracks, salt flats.
  Water
  Lakes, empty marinas, open seas with fair
  to excellent weather.
  Air
  Clear skies at 1,000 ft. or higher.
  Space
  Most everywhere.
  On foot
  Wide, flat plains and large paved areas with
  few structures, fences or obstructions.
  • Close Terrain:
  Close Terrain:
  Close Terrain:
  Close Terrain:
  Close Terrain: Close terrain is generally narrow and filled
  with things to run into, sideswipe and burst through (see examples
  below). Vehicles are often still going fast enough to overrun most
  obstacles in these conditions.
  Pursuit Speed: Begin at one-half of the fastest vehicle’s
  maximum mph (round down).
  Obstacle Chance: 1 on a d6.
  Obstacle DC: 18.
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Closed Terrain Example
  Closed Terrain Example
  Closed Terrain Example
  Closed Terrain Example
  Closed Terrain Example
  Ground
  City streets, winding dirt roads.
  Water
  Narrow rivers with many rocks, busy
  docks, choppy seas.
  Air
  Cloudy mountaintops, fields with occasional
  power lines, light to medium rain.
  Space
  Close to space stations, dense asteroid
  belts, near Lagrange points.
  On foot
  Narrow alleys and open areas with many
  obstructions (stairways, hospital corridors).
  • Tight Terrain:
  Tight Terrain:
  Tight Terrain:
  Tight Terrain:
  Tight Terrain: The most dangerous of all terrain, this is filled
  with sharp drops and large, dense obstacles (see examples below).
  Tight terrain is unstable; drivers should be prepared for anything.
  Pursuit Speed: Begin at one-quarter of the fastest vehicle’s
  maximum mph (round down). If pursuer and target are both in tight
  terrain, the driver whose vehicle has the highest handling gains an
  additional +1 speed bonus on all maneuver checks.
  Obstacle Chance: 1 on a d4.
  Obstacle DC: 24.
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Terrain Type
  Tight Terrain Example
  Tight Terrain Example
  Tight Terrain Example
  Tight Terrain Example
  Tight Terrain Example
  Ground
  Congested highways, steep downhill
  inclines, battlegrounds, debris-riddled
  areas.
  Water
  Whitewater rapids, crowded marinas.
  Air
  Ground level (under obstacles!), antenna
  clusters, bad weather.
  Space
  Not seen.
  On foot
  Staircases, corridors, indoor parking
  garages, hedge mazes.
  Maneuvers
  Since pursuit is left abstract, the distance covered and specific
  locations of each vehicle are left to your imagination. What’s important
  is the lead — the distance between pursuer and target at any given
  time. Many maneuvers require a certain minimum or maximum lead, so
  make sure to update the lead at the start of each round.
  Maneuvers are split into pursuer and target categories. They
  focus on ground vehicle pursuit, but apply with few changes to air,
  space, water and foot chases.
  Air Pursuit: “Driver” becomes “pilot” and maneuvers are
  based on the Pilot skill. Air collisions can easily be fatal, and most
  pursuits end with one of the vehicles being forced down by damage.
  Space Pursuit: “Driver” becomes “pilot” and maneuvers are
  based on the Pilot skill.  Crashes lead to a ship’s engines being
  disabled; a ship with disabled engines cannot accelerate or
  decelerate, so its velocity stays the same as it was before the crash
  (it does not drop to zero unless the crash occurs because the ship
  hits a large obstacle).
  Water Pursuit: Terrain depends on the weather and the room
  the boats have to maneuver; otherwise, techniques are similar to
  ground pursuit. (Underwater pursuit uses the Pilot skill in place of
  Drive for maneuvers.)
  Foot Pursuit: This may involve pedestrians or riding animals
  — for obstacle checks use Balance, Jump or Tumble as appropriate
  for the former, and Ride for the latter. Lengths are standard 5-
  foot-squares.
  Maneuver Descriptions
  Each maneuver has a general description that you can modify
  to fit the particulars of each pursuit. Refer to Table 14–3: Pursuit
  Maneuvers for maneuver modifiers. Remember that each driver
  may choose his maneuver secretly to surprise his opponent.
  Finishing: A finishing maneuver has prerequisites that must be met
  before it can be attempted, but ends the chase if performed successfully.
  Lead: The minimum or maximum distance required between
  pursuer and target to perform the maneuver.
  Speed: Some maneuvers may modify the current pursuit
  speed. If both pursuer and target choose maneuvers that alter the
  speed, only the highest modifier (positive or negative) applies.
  Success: The maneuver’s effect, applied when a driver who
  chooses it wins the opposed maneuver check for the pursuit round.
  Special: Any additional information relevant about the
  maneuver.
  Air/Space Equivalent: The term used for the maneuver in an
  air pursuit or space pursuit.
  Pursuer Maneuvers
  All pursuer maneuvers are geared toward slowing down or
  catching the target.
  Box In [Finishing]
  Box In [Finishing]
  Box In [Finishing]
  Box In [Finishing]
  Box In [Finishing]
  It takes skill to trap an opponent with minimal damage, but
  sometimes it’s essential to take the target intact.
  Lead: 5 lengths or less.
  Success: The pursuer wins the chase, forcing the target into
  a corner from which there is nowhere to run.
  
  238
  Chapter Fourteen: Drama
  TRINITY
  Jockey
  Jockey
  Jockey
  Jockey
  Jockey
  The pursuer matches the target’s movements, forcing the
  vehicles’ relative speeds down to almost zero and stabilizing the
  chase so that others in the vehicle can attack.
  Lead: 10 lengths or less.
  Success: Reduce the lead by 1 length. The driver and all
  passengers in the pursuer vehicle gain the benefit of the aid another
  maneuver for that round (see the Player’s Handbook, Chapter 8:
  Combat, “Special Attacks,” Aid Another).
  Ram [Finishing]
  Ram [Finishing]
  Ram [Finishing]
  Ram [Finishing]
  Ram [Finishing]
  The pursuer speeds up and slams into the target, forcing him
  off the road, into the ground, or onto the shore (as appropriate).
  It’s dirty, but it gets the job done faster than crowding.
  Lead: 5 lengths or less.
  Success: The pursuer wins the chase, colliding with the target.
  Both are assumed to have failed a crash check; the vehicles come to a
  stop after resolving the collision (except in space, where they continue
  at their current velocities).
  Redline
  Redline
  Redline
  Redline
  Redline
  The pursuer guns it, but then maintains the vehicle’s top speed. This
  isn’t good for the vehicle, as the engine literally burns up in the process.
  Lead: Any distance.
  Speed: Increase the pursuit speed by one-third (round down)
  this round.
  Success: Reduce the lead by a number of lengths equal to twice
  the difference between maneuver check results. The pursuer’s
  engine suffers 4 points of damage.
  Shortcut
  Shortcut
  Shortcut
  Shortcut
  Shortcut
  Though useful for catching up with the target, a shortcut often
  involves losing line of sight and can result in a nasty spill for the pursuer.
  Lead: Any distance.
  Speed: Reduce the lead by a number of lengths equal to twice
  the difference between maneuver check results. The pursuer must
  also make a crash check.
  Air/Space Equivalent: Intercept.
  Target Maneuvers
  All target maneuvers are geared toward escaping the pursuer.
  Barnstorm [Finishing]
  Barnstorm [Finishing]
  Barnstorm [Finishing]
  Barnstorm [Finishing]
  Barnstorm [Finishing]
  Though associated with planes, any vehicle may “barnstorm”
  — a car could storm a warehouse, while a boat may storm the
  wreckage of a burning oil tanker.
  Table 14–3: Pursuit Maneuvers
        Pursuer Maneuvers
        Pursuer Maneuvers
        Pursuer Maneuvers
        Pursuer Maneuvers
        Pursuer Maneuvers
  Target Maneuvers
  Target Maneuvers
  Target Maneuvers
  Target Maneuvers
  Target Maneuvers
  Box In
  Box In
  Box In
  Box In
  Box In
  Crowd
  Crowd
  Crowd
  Crowd
  Crowd
  Cut Off
  Cut Off
  Cut Off
  Cut Off
  Cut Off
  Gun It
  Gun It
  Gun It
  Gun It
  Gun It
  Herd
  Herd
  Herd
  Herd
  Herd
  Jockey
  Jockey
  Jockey
  Jockey
  Jockey
  Ram
  Ram
  Ram
  Ram
  Ram
  Redline
  Redline
  Redline
  Redline
  Redline
  Shortcut
  Shortcut
  Shortcut
  Shortcut
  Shortcut
  Barnstorm
  Barnstorm
  Barnstorm
  Barnstorm
  Barnstorm
  —
  —
  —
  –6/0
  —
  —
  —
  –8/0
  0/–6
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  0/–6
  0/–4
  –8/0
  0/–6
  0/0
  0/–2
  –4/0
  –4/0
  –6/0
  Hairpin Turn
  Hairpin Turn
  Hairpin Turn
  Hairpin Turn
  Hairpin Turn
  —
  —
  —
  0/–4
  —
  —
  —
  –2/0
  0/–4
  Lure
  Lure
  Lure
  Lure
  Lure
  0/–4
  –4/0
  0/–4
  –2/0
  –2/0
  0/0
  0/–2
  0/–2
  0/–6
  Pull Ahead
  Pull Ahead
  Pull Ahead
  Pull Ahead
  Pull Ahead
  –6/0
  0/–4
  –2/0
  0/0
  –6/0
  –2/0
  –2/0
  0/–4
  0/–4
  Set Up
  Set Up
  Set Up
  Set Up
  Set Up
  –2/0
  –4/0
  0/–4
  0/–4
  0/–2
  –2/0
  0/–4
  0/0
  –4/0
  Stunt
  Stunt
  Stunt
  Stunt
  Stunt
  —
  —
  —
  –2/0
  —
  —
  —
  –4/0
  0/–2
  Vanish
  Vanish
  Vanish
  Vanish
  Vanish
  —
  —
  —
  0/–4
  —
  —
  —
  0/–6
  –4/0
  Zig-Zag
  Zig-Zag
  Zig-Zag
  Zig-Zag
  Zig-Zag
  –2/0
  0/–6
  –2/0
  –6/0
  0/–6
  0/–2
  –4/0
  –2/0
  0/0
  Cross-reference the pursuer and target maneuvers chosen to find the modifier for each vehicle for the round. Apply the modifier
  before the slash to the pursuer’s maneuver check, and the modifier after the slash to the target’s maneuver check.
  Crowd [Finishing]
  Crowd [Finishing]
  Crowd [Finishing]
  Crowd [Finishing]
  Crowd [Finishing]
  Crowding, or “tailgating,” involves getting up against the
  target’s backside to force him into a crash. This option is safer for
  the pursuer than ramming, but is less likely to work.
  Lead: 2 lengths or less.
  Success: The pursuer wins the chase. If the pursuer’s maneuver
  check result exceeds the target’s by 5 or more, the target collides
  with an obstacle (a tree, storefront, debris). The target is assumed
  to have failed a crash check, and the pursuer comes to a safe stop.
  Air Equivalent: Force down.
  Space Equivalent: Engine nudge.
  Cut Off [Finishing]
  Cut Off [Finishing]
  Cut Off [Finishing]
  Cut Off [Finishing]
  Cut Off [Finishing]
  The pursuer surges forward and pulls in front of the target,
  with the pursuer’s own vehicle becoming a barrier to cut off the target.
  Lead: 0 lengths.
  Speed: Reduce the pursuit speed by one-third (round down)
  this round.
  Success: The pursuer wins the chase, cutting off the target. If the
  target fails his maneuver check, he collides with the pursuer’s vehicle with
  no crash check rolled (see “Vehicle Damage”). The pursuer may make a
  Jump check to leap from a stationary vehicle and avoid crash damage.
  Air/Space Equivalent: Collision.
  Gun It
  Gun It
  Gun It
  Gun It
  Gun It
  The pursuer tries to catch up in a straightforward manner by
  putting on a brief burst of speed.
  Lead: Any distance.
  Speed: Increase the pursuit speed by one-quarter (round
  down) this round.
  Success: Reduce the lead by a number of lengths equal to the
  difference between maneuver check results.
  Herd
  Herd
  Herd
  Herd
  Herd
  By keeping the pressure on and cutting off the target’s options,
  the pursuer uses strategy and brute force to drive the target into
  dangerous situations.
  Lead: 10 lengths or less.
  Success: Reduce the lead by 1 length. Each driver must make
  a crash check, but the target’s DC is increased by the difference
  between the maneuver check results.
  Special: If the pursuer’s maneuver check result exceeds the
  target’s by 5 or more, the pursuer may shift the terrain by one step
  at the end of the round (open or tight becomes close, and vice versa);
  this also reduces or increases each driver’s crash check DC by 5.
  
  239
  Chapter Fourteen: Drama
  TRINITY
  Lead: 25 lengths or more.
  Success: The target wins the chase, barreling through a
  cluttered area. Both drivers must make crash checks, and the
  target’s vehicle suffers 10 points of damage regardless of hardness.
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  Bootleg Reverse
  When the pursuer gets close, the target brakes and turns
  hard to one side to slew around — pointing suddenly in the
  opposite direction!
  Lead: 10 lengths or less.
  Speed: Reduce the pursuit speed by one-quarter (round
  down) this round.
  Success: Increase the lead by a number of lengths equal to
  twice the difference between maneuver check results. The target’s
  tires suffer 4 points of damage.
  Air Equivalent: Roll-out.
  Space Equivalent: Vector Reversal.  Halve any maneuver modifiers
  that the target suffers for performing this maneuver in space.
  Hairpin Turn [Finishing]
  Hairpin Turn [Finishing]
  Hairpin Turn [Finishing]
  Hairpin Turn [Finishing]
  Hairpin Turn [Finishing]
  The target leads the pursuer at high speed around blind curves
  until one falls out of the race. This involves longer and far sharper
  turns than the zig-zag maneuver, resulting in a greater chance of a
  crash.
  Lead: 20 lengths or more.
  Speed: Reduce the pursuit speed by one-third (round down)
  this round.
  Success: The target wins the chase, taking one or more turns that
  the pursuer can’t manage. Both drivers must also make crash checks.
  Air/Space Equivalent: Veer off.
  Lure
  Lure
  Lure
  Lure
  Lure
  The target controls the direction of pursuit, leading the
  pursuer into all kinds of trouble.
  Lead: Any distance.
  Success: Increase the lead by 1 length. Each driver must make
  a crash check, but the pursuer’s DC is increased by the difference
  between the maneuver check results.
  Special: If the target’s maneuver check result exceeds the
  pursuer’s by 4 or more, she may reverse the vehicles’ positions,
  becoming the pursuer until the end of the round (this lets the target
  use any forward-mounted weapons on the pursuer).
  If the target’s maneuver check result exceeds the pursuer’s
  by 5 or more, the target may shift the terrain by one step at the
  end of the round (open or tight becomes close, and vice versa);
  this also reduces or increases each driver’s crash check DC by 5.
  Pull Ahead
  Pull Ahead
  Pull Ahead
  Pull Ahead
  Pull Ahead
  A straightforward maneuver, where the target tries to get as
  far ahead of the pursuer as possible.
  Lead: Any distance.
  Speed: Increase the pursuit speed by one-quarter (round
  down) this round.
  Success: Increase the lead by a number of lengths equal to
  the difference between maneuver check results.
  Set Up
  Set Up
  Set Up
  Set Up
  Set Up
  Instead of running, the target leads the pursuer on a merry
  chase — usually to the tune of gunfire.
  Lead: 10 lengths or less.
  
  240
  Chapter Fourteen: Drama
  TRINITY
  Success: Increase the lead by 1 length. The driver and all
  passengers in the target vehicle gain the benefit of the aid another
  maneuver for that round (see the Player’s Handbook, Chapter 8:
  Combat, “Special Attacks,” Aid Another).
  Also, if the target’s maneuver check result exceeds the
  pursuer’s by 4 or more, she may reverse the vehicles’ positions,
  becoming the pursuer until the end of the round.
  Stunt [Finishing]
  Stunt [Finishing]
  Stunt [Finishing]
  Stunt [Finishing]
  Stunt [Finishing]
  This is a finishing maneuver that’s just short of suicidal —
  leaping a car across a rising toll bridge, skipping a boat across a
  pier, exploding a convenient line of oil drums, and the like.
  Lead: 20 lengths or more.
  Success: The target wins the chase, performing a stunt that
  the pursuer can’t manage. If the target’s maneuver check result
  exceeds the pursuer’s by 5 or more, the pursuer must make a
  crash check.
  Vanish [Finishing]
  Vanish [Finishing]
  Vanish [Finishing]
  Vanish [Finishing]
  Vanish [Finishing]
  The target leaves all pursuit choking on her dust in a display
  of driving virtuosity and pure velocity.
  Lead: 30 lengths.
  Speed: Increase the pursuit speed by one-third (round down)
  this round.
  Success: The target wins the chase.
  Zig-Zag
  Zig-Zag
  Zig-Zag
  Zig-Zag
  Zig-Zag
  The target clips obstacles, terrain and even other vehicles in
  an attempt to send them into the pursuer’s path. This also increases
  the chance that the target may actually collide with, rather than
  merely sideswipe, an obstacle.
  Lead: Any distance.
  Success: Increase the lead by a number of lengths equal to
  twice the difference between maneuver check results. The target
  must also make a crash check.
  Air Equivalent: Break right/left.
  Space Equivalent: Vector shift
  Vehicle combat differs in some ways from what’s described in
  Chapter 8 of the Player’s Handbook. Rather than list actions that
  you can or cannot perform in a vehicle, this section covers general
  modifiers and leaves specifics to your feel of what’s appropriate to
  the game. For instance, a charge doesn’t work in most instances,
  but you could make a leaping charge from the top of one careening
  panel truck to another. When in doubt, use common sense.
  • Passenger Actions:
  Passenger Actions:
  Passenger Actions:
  Passenger Actions:
  Passenger Actions: A passenger in a moving vehicle suffers
  a –2 penalty on any attack roll. Move actions are possible, but the
  GM may require a Balance check. A Jump check is required to leap
  from a moving vehicle, with a Tumble check applied as appropriate.
  • Driver Actions:
  Driver Actions:
  Driver Actions:
  Driver Actions:
  Driver Actions: In addition to the maneuver options covered
  above, the driver of a moving vehicle may take one standard action
  each round. Doing so applies a –4 penalty on his next maneuver
  check, however.
  • Vehicle Speed:
  Vehicle Speed:
  Vehicle Speed:
  Vehicle Speed:
  Vehicle Speed: The faster a vehicle goes, the harder it is to
  attack accurately. All characters suffer an additional –2 penalty on
  attack rolls for every 50 mph the vehicle is traveling (round down).
  In space, the penalty is –2 for every 200 mph of relative speed.
  • Melee Attacks in a Vehicle:
  Melee Attacks in a Vehicle:
  Melee Attacks in a Vehicle:
  Melee Attacks in a Vehicle:
  Melee Attacks in a Vehicle: You can only make a melee
  attack if the lead is 0 lengths and/or if the attacker is in or on the
  same vehicle as his target.
  • Falling From a Vehicle:
  Falling From a Vehicle:
  Falling From a Vehicle:
  Falling From a Vehicle:
  Falling From a Vehicle: Falling from a moving vehicle inflicts
  1d6 points of damage for every 10 mph of the vehicle’s current
  speed above 10 mph (round down). A successful Jump or Tumble
  check reduces this damage by 1d6.
  Attacking Vehicles
  Attacks during pursuit are assumed to hit an opposing vehicle
  unless you confirm a critical hit or the driver tries to ram bystanders
  (see below). A vehicle’s Armor Class rating is equal to its listed
  Armor Class plus the driver’s Dexterity modifier, if any. Remember
  to subtract the vehicle’s hardness from any damage applied (except
  if noted otherwise).
  Characters in vehicles may fire hand weapons — pistols,
  shotguns, etc. — in any direction. This may first require shooting
  out their own vehicle’s window, hanging onto the side of the vehicle
  or some other move.
  Most vehicle weapons fire only in a forward arc, giving the
  pursuer a distinct advantage in many cases. The target can use the
  lure or set up maneuvers to turn the tables for a round, and can
  even become the pursuer in a new chase if the original pursuer
  ever breaks off the chase.
  Critical Hits Against Vehicles
  When you confirm a critical against a vehicle, roll on the
  appropriate section of Table 14–4. The following entries note
  special results in addition to the critical hit damage rolled. Bear in
  mind that some maneuvers may apply damage to the vehicle.
  • Controls
  Controls
  Controls
  Controls
  Controls: The ship’s computer loses 2 points from its
  handling rating.
  • Engine:
  Engine:
  Engine:
  Engine:
  Engine: Do not subtract hardness from the critical hit
  damage. Also, the vehicle loses a cumulative 10% of its top speed
  with each engine critical suffered. Thus, a vehicle that suffers three
  critical hits to its engine loses 30% of its top speed.
  • Flaps:
  Flaps:
  Flaps:
  Flaps:
  Flaps: Apply the same rules as for tires, including taking
  damage from a bootleg reverse/roll-out maneuver.
  • Life Support: 
  Life Support: 
  Life Support: 
  Life Support: 
  Life Support: The ship remains intact, but has lost the ability
  to process carbon dioxide into oxygen.  A hybrid-class ship retains
  1 hour’s air; a frigate has 4 hours, and a freighter has 8 hours air
  for typical levels of crew and passengers.
  • Holed:
  Holed:
  Holed:
  Holed:
  Holed: The watercraft is damaged below the waterline and is
  taking on water. This mirrors the effects of the “steering” critical hit.
  • Hull Breach
  Hull Breach
  Hull Breach
  Hull Breach
  Hull Breach: The spacecraft has lost hull integrity; all
  spaceships can seal off breached sections, but anyone within 5–
  20 feet of the hull breach location loses all oxygen and begins
  suffering both from vacuum exposure and suffocation.
  • Steering/Maneuvering Thrusters:
  Steering/Maneuvering Thrusters:
  Steering/Maneuvering Thrusters:
  Steering/Maneuvering Thrusters:
  Steering/Maneuvering Thrusters: Every 10% of the vehicle’s
  maximum hit points that the critical hit inflicts (round down) reduces
  the vehicle’s handling by –1. So, a vehicle with 35 hit points loses 1
  point from its handling modifier for every 3 points of critical hit
  damage it suffers.
  • Tires:
  Tires:
  Tires:
  Tires:
  Tires: A normal tire can take 5 hit points of damage before
  being rendered useless. When a tire bursts, the driver must make a
  crash check. The driver suffers a –2 cumulative penalty for each
  tire that blows (if the vehicle has 9 or fewer tires), or for every
  two tires that burst (if it has 10 or more), to a maximum –10 penalty.
  If all the tires are blown, or if the vehicle has no tires, the critical
  hit strikes the steering instead.
  • Weapon:
  Weapon:
  Weapon:
  Weapon:
  Weapon: Apply damage to one of the vehicle’s mounted
  weapons (see the Player’s Handbook, Chapter 9: Adventuring,
  “Exploration,” Breaking and Entering for details on smashing an
  object). The attack may strike one of the vehicle’s
  communications or sensor systems instead, at the GM’s discretion.
  
  241
  Chapter Fourteen: Drama
  TRINITY
  Vehicle Damage
  A vehicle is in one of four conditions after suffering damage:
  Operational:
  Operational:
  Operational:
  Operational:
  Operational: A moving vehicle with at least half its maximum
  hit points operates normally.
  Crippled:
  Crippled:
  Crippled:
  Crippled:
  Crippled: A moving vehicle reduced to less than half its hit
  point total loses –5 points from its handling modifier. The driver
  must also make an immediate crash check with a +5 DC.
  Disabled:
  Disabled:
  Disabled:
  Disabled:
  Disabled: A moving vehicle reduced to 0 hit points or lower
  stalls and comes to a halt. The driver must also make an immediate
  crash check with a+10 DC.
  Destroyed:
  Destroyed:
  Destroyed:
  Destroyed:
  Destroyed: A moving vehicle that suffers more than twice its hit
  point total is destroyed. It rolls, skids or plummets to a halt and then
  explodes as per a base failed crash check. The vehicle’s occupants may
  try to escape as with a crash (DC 20 + 2 for every full 25 mph of speed).
  Crash Checks
  Crash checks are required in the following circumstances:
  • The vehicle’s tire bursts.
  • The driver makes a critical failure on a maneuver check.
  • A successful maneuver calls for a crash check.
  • The vehicle suffers damage that calls for a crash check.
  This is rolled like a maneuver check against DC 15 for ground
  and water vehicles, DC 10 for air, space and submersible vehicles.
  You make only one crash check in a round even if more than one is
  called for; just apply +5 to the DC for every additional check
  required. Other modifiers may also apply, as indicated below.
  DC Modifier
  DC Modifier
  DC Modifier
  DC Modifier
  DC Modifier Circumstance
  Circumstance
  Circumstance
  Circumstance
  Circumstance
  –5
  Open terrain
  0
  Close terrain
  +5
  Tight terrain
  +2
  Per full 25 mph of speed; in space, per every
  200 mph of relative speed
  On a failed check, the vehicle crashes into an obstacle (or the
  other vehicle, if the maneuver calls for it). The vehicle and the
  obstacle (and any occupants) suffer base crash damage of 1d6 per
  10 mph of vehicle speed, +1 for each point by which the driver
  failed his crash check. Each occupant may make a Jump or Tumble
  check to suffer half damage from the crash (DC equal to the failed
  crash check).
  An air vehicle may stall out instead if there is no hard terrain or
  other obstacle to collide with logically. The pilot may restart the
  vehicle with a single successful Repair check (DC equal to the crash
  check). Aerial crash damage is 1d10 per 30 mph of vehicle speed,
  and is considered a rough landing rather than a cataclysmic collision.
  On a critical failure of the crash check, the air vehicle comes in for a
  hard crash and suffers the standard 1d6 per 10 mph points of damage.
  A space vehicle only crashes if there is an obstacle nearby; otherwise
  it enters a tumble which requires a DC20 Pilot check to resolve – until
  that tumble is resolved, the ship may take no chase maneuvers, and any
  weapon use or other activity aboard suffers a -4 penalty.
  After the crash is resolved, roll d%. If the result is higher than the
  speed that the vehicle was traveling (in mph) at the time of the crash,
  it remains upright. The vehicle still runs as long as it has 1 hit point left.
  With a failed crash check on foot, the character takes a spill,
  collides with a wall, etc. He suffers 1d6 points of damage and has a
  –4 penalty on his next maneuver check. Double the damage for a
  character on an animal mount or bicycle.
  Table 14–4: Vehicle Critical Hit Locations
  Enclosed Ground Vehicle (auto, truck, van)
  Enclosed Ground Vehicle (auto, truck, van)
  Enclosed Ground Vehicle (auto, truck, van)
  Enclosed Ground Vehicle (auto, truck, van)
  Enclosed Ground Vehicle (auto, truck, van)
  d10
  d10
  d10
  d10
  d10
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  1
  Engine
  2–3
  Steering
  4–7
  Tires
  8–9
  Weapon
  10
  Window
  Open Ground Vehicle (motorcycle, convertible)
  Open Ground Vehicle (motorcycle, convertible)
  Open Ground Vehicle (motorcycle, convertible)
  Open Ground Vehicle (motorcycle, convertible)
  Open Ground Vehicle (motorcycle, convertible)
  d10
  d10
  d10
  d10
  d10
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  1
  Engine
  2–3
  Steering
  4–6
  Tires/Holed
  7
  Weapon
  8–10
  Window
  Water Vehicle (speedboat, submersible)
  Water Vehicle (speedboat, submersible)
  Water Vehicle (speedboat, submersible)
  Water Vehicle (speedboat, submersible)
  Water Vehicle (speedboat, submersible)
  d10
  d10
  d10
  d10
  d10
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  1–2
  Engine
  3–5
  Holed
  6–7
  Weapon
  8–10
  Window
  Air Vehicle (airplane, helicopter)
  Air Vehicle (airplane, helicopter)
  Air Vehicle (airplane, helicopter)
  Air Vehicle (airplane, helicopter)
  Air Vehicle (airplane, helicopter)
  d10
  d10
  d10
  d10
  d10
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  1–3
  Engine
  4–6
  Steering
  7
  Flaps
  8–9
  Weapon
  10
  Window
  Space Vehicle (fighter/hybrid, frigate, freighter)
  Space Vehicle (fighter/hybrid, frigate, freighter)
  Space Vehicle (fighter/hybrid, frigate, freighter)
  Space Vehicle (fighter/hybrid, frigate, freighter)
  Space Vehicle (fighter/hybrid, frigate, freighter)
  d10
  d10
  d10
  d10
  d10
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  Group/Location
  1
  Engine
  2–3
  Maneuvering thrusters
  3–5
  Hull breach
  6–7
  Controls
  8–9
  Weapon
  10
  Life support
  If the target has no mounted weapons or equipment, the critical
  hit strikes the tires instead.
  • Window:
  Window:
  Window:
  Window:
  Window: The attack smashes through a window or other
  “soft spot.” Select one of the occupants at random or determine
  the most likely target in the line of fire; that character is hit if his
  flat-footed Armor Class is less than or equal to the critical’s
  confirming result. If the attack misses, repeat the process for any
  occupants in line behind him. If there are none, the attack passes
  through the vehicle harmlessly.
  Bystanders
  The driver can use her Drive skill to attack bystanders with a
  vehicle, applying any relevant attack modifiers. On a successful
  hit, the vehicle inflicts 1d6 points of damage for every 10 mph of
  its current speed. Critical hits are applied as normal.
  Bystanders can target vehicles and their occupants as well,
  following the rules above.
  
  242
  Chapter Fifteen: Roleplaying
  TRINITY
  TRINITY
  CHAPTER FIFTEEN: ROLEPLAYING
  242
  Chapter Fifteen: Roleplaying
  T
  his chapter discusses aspects of roleplaying on both
  sides — player and GM — and offers suggestions
  that may improve your game.
  The World of Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  The Trinity
  Trinity
  Trinity
  Trinity
  Trinity setting proposes a future extrapolated
  from both our reality and the pulp and superpowered genres
  explored in Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! and Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant, respectively. It’s
  meant to be believable within a premise that allows for the
  existence of individuals with supernormal abilities, but
  without getting bogged down overmuch in pseudo-
  scientific detail.
  In the Unity Age, the societies of Earth have spread
  their influence into outer space two generations after the
  destruction of a hellish global war. While most national
  boundaries would be familiar to anyone transplanted from
  our 21st century world, the balance of global power has
  shifted from the northern and western hemispheres to the
  south and east — China, Australia, Brazil and Africa
  dominate 22nd century politics.
  Humans remain human, but the recent turbulent
  history, introduction of alien races and development of
  noetic powers and biotechnology create fundamental
  changes in the social fabric of the time.
  The psi orders and the Æon Trinity provide the other
  major social change in the Unity Age. They are transnational
  — indeed, interstellar — in scope, with great social
  influence, wealth and political power. The Prometheus
  Effect is at the core of this influence; only the orders can
  create psions, and Æon mediates and coordinates a
  significant amount of psi order activity. A segment of
  humanity voices concerns about the orders and/or Æon’s
  influence and agendas. Though records of the Nova Age
  are scattered and incomplete and few survivors remain,
  some still remember how “superpowered” types changed
  the world, and not always for the better. Throughout that
  chaotic time, Æon’s influence was felt to some degree.
  Some claim conspiracy and corrupt agendas on the
  part of the psi orders and Æon. On the whole, such claims
  are mere paranoia. These are not sinister groups out to
  subjugate the universe. The psi orders’ primary goal is to
  protect humanity from destruction — whether against
  mutated aberrants or the mysterious Coalition races or
  human despots. Psi order and Æon personnel are not all
  saints, of course — humans are far from perfect, and
  corruption can spread from even the most noble pursuits
  — but the vast majority are a force for good in the
  universe.
  As in the previous Trinity Universe settings, Æon is a
  key motivating force for the time. Æon has existed for
  almost 200 years by the Unity Age, dating back to the dawn
  of the 20th century. While it has gone through many
  changes (including a near-revolution at the peak of the
  Aberrant War) it remains a fundamentally altruistic and
  positive group, with the same goal as when Maxwell
  Anderson Mercer first established Æon in the early 1920s
  — to explore the unknown and help guide humanity to a
  brighter future. Æon has its secrets, to be certain, and the
  reasons for keeping them are not always the best. But its
  fundamental motivation is not a malevolent one.
  Echoes of the Past
  Each Trinity Universe game — the shared setting of
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!, Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant and Trinity
  Trinity
  Trinity
  Trinity
  Trinity — represents one of
  three thematic aspects, set in different points in time.
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure!, a pulp game set in the early 20th century,
  represents Hope; Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant, a super powers game set in the
  early 21st century, represents Sacrifice; and Trinity
  Trinity
  Trinity
  Trinity
  Trinity, a
  science fiction game set in the early 22nd century,
  represents Unity.
  In the “official” Trinity Universe, relations in the Nova
  Age between novas and humans worsen over time,
  culminating in the Aberrant War of 2049–2061. The world
  of Trinity
  Trinity
  Trinity
  Trinity
  Trinity assumes a present built upon the ravages of that
  time. The echoes of both the Inspiration Age and the Nova
  Age are felt even into the 22nd century, whether through
  Max Mercer’s occasional jaunts through time or the renewed
  aberrant assault on human space, led by the mysterious
  creature — or creatures — known only as the Colony.
  The Storyteller versions of the Trinity Universe have
  hundreds of thousands of words in print in addition to the
  new d20 core books. You don’t need any of it. The only thing
  you really need is this book (and the Player’s Handbook).
  Even then, don’t take any of it as biblical canon. If a GM
  reads something in Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity that just doesn’t fit with her
  conception of the game, she should take a minute and figure
  out what the implications of throwing that thing out will be.
  If doing so doesn’t appear to cause further problems, she
  should feel free to toss it. Likewise, Trinity 
  Trinity 
  Trinity 
  Trinity 
  Trinity can be played as
  a stand-alone game without need of Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! or Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant;
  or the PCs’ actions may forever alter the setting’s future to
  change (or outright ignore) the Trinity
  Trinity
  Trinity
  Trinity
  Trinity time frame. The other
  Trinity Universe games are only possible histories for Trinity
  Trinity
  Trinity
  Trinity
  Trinity.
  No GM or player should feel constrained by material found
  in those books when it comes to the PCs’ 22nd-century
  exploits.
  The Team
  It’s a dangerous universe out there; it isn’t a good
  idea to take it on alone. Both “neutral” and psi-active
  individuals band together, whether for strength in
  numbers, camaraderie, shared belief or some other need.
  Whatever the motivation, different teams are alike in one
  key area: a dedication to the team and to the individuals
  who comprise it.
  Whether you’re creeping down a corridor checking for
  aberrant infestations or arguing the regulations involved in
  “requisitioning” prototype Legion psiware, you need to
  know that your team supports you. Much like a family, the
  team may not always get along — individuals could even
  have distinctly opposing philosophies — but there remains
  a foundation of respect and reliance on one another that
  can weather almost any storm.
  Creating a Team
  The type of team the characters comprise has a
  tremendous bearing on what the series will be like. If the
  GM plans to run a series steeped in intrigue and inter-order
  politics, she should make sure the players know this before
  they create a group of combat-hungry Legionnaires. In the
  end, the story revolves around the team (and, therefore,
  
  243
  Chapter Fifteen: Roleplaying
  TRINITY
  the PCs); understanding what the team is about helps both players
  and GM to immerse themselves in the Unity Era.
  The following are a few questions that players and the GM
  alike should consider during character creation.
  • Where is the team based?
  Where is the team based?
  Where is the team based?
  Where is the team based?
  Where is the team based? This depends on where the GM
  sets her series. Knowing that the team operates out of Orgotek
  regional offices, a Legion post, a patrol craft or simply meets at
  someone’s flat gives a good basis for both GM and players.
  • How do the team members interact?
  How do the team members interact?
  How do the team members interact?
  How do the team members interact?
  How do the team members interact? A team’s internal
  dynamics can give everyone a wealth of roleplaying opportunities
  and story hooks. Are the members all close friends? Is the team a
  business venture? Are there any jealousies or rivalries among
  members? Are there any secrets kept from certain members?
  What’s the level of trust and camaraderie?
  • What are the team’s missions?
  What are the team’s missions?
  What are the team’s missions?
  What are the team’s missions?
  What are the team’s missions? This ties closely with the
  type of series the GM runs. The team may have a specific charter
  given to it by superiors (patrol the Belt for signs of aberrant
  incursion, act as emissaries to the new qin embassy on Mars), or it
  may have its own agenda (make life rough on Orgotek, help the
  elgees). The team’s focus may be on combat or intrigue, and the
  GM should be sure that missions are geared accordingly. Still, it
  helps to mix things up a bit (having a rough-and-tumble Legion
  squad escort a high-ranking UAN official to an international
  symposium can make for some interesting roleplaying).
  • Is there a team leader?
  Is there a team leader?
  Is there a team leader?
  Is there a team leader?
  Is there a team leader? Decisions must be made somehow.
  Does your team go by military rank or corporate structure? Is it a
  democratic group? Are the members well-disciplined and respectful
  of others’ suggestions, or do they tend toward petty squabbling?
  • What is the team’s allegiance?
  What is the team’s allegiance?
  What is the team’s allegiance?
  What is the team’s allegiance?
  What is the team’s allegiance? A group with the support of
  an order or government can draw upon this resource for finances,
  gear and backup — although usually at the cost of restrictions on
  the members’ freedoms and responsibilities. A team that goes it
  alone can call its own shots, but operates without a safety net.
  • Who are the team’s enemies?
  Who are the team’s enemies?
  Who are the team’s enemies?
  Who are the team’s enemies?
  Who are the team’s enemies? The team might have chosen
  to defy a specific group. Is that organization aware of the team’s
  defiance (and does it care)? Are there other agencies operating
  contrary to the team’s goals? Is the team aware of these forces?
  What do these enemies intend?
  • Why does the team exist?
  Why does the team exist?
  Why does the team exist?
  Why does the team exist?
  Why does the team exist? This is perhaps the most
  important question of all. There’s a reason why the characters got
  together and remain together. Did they have a friend in common?
  Were they assigned by the Trinity or some other group? Were they
  drawn together by similar goals or philosophies, or is it simply a
  marriage of convenience?
  The GM’s Toolkit
  The rest of this chapter has tips for the GM on running Trinity
  Trinity
  Trinity
  Trinity
  Trinity
  games. Players can read it; just know that the information is focused
  for GM use.
  Theme
  Each Trinity Universe game represents one of three thematic
  aspects. Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! represents Hope, Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant represents
  Sacrifice, and Trinity
  Trinity
  Trinity
  Trinity
  Trinity represents Unity.
  Unity offers countless possibilities. On the largest, most
  grandiose scope, Trinity
  Trinity
  Trinity
  Trinity
  Trinity suggests the dream that humanity —
  
  244
  Chapter Fifteen: Roleplaying
  TRINITY
  indeed, all sentient beings — can unite to forge a better future for
  all. At its most narrow focus, Trinity
  Trinity
  Trinity
  Trinity
  Trinity shows that every individual
  needs help at some time or another. Myriad options exist amid this
  range — the unity of a psion team forming, of extrasolar colonists
  joining forces, of psi orders or metacorps working together… and
  of antagonists like the doyen and aberrants and the Coalition uniting
  with allies and pawns for their own sinister goals.
  You can also view unity on a “meta” level. The roleplaying
  game is not a solitary experience; players and GM must unite to
  tell the story together.
  Promoting unity on a basic level — “The PCs work together
  because otherwise the plot falls apart” — gets the job done, but
  it doesn’t make for the most compelling game. Consider that the
  Unity Era is a time at once hopeful and paranoid. Humanity has
  gone through a rough century; and the return of aberrants, rise of
  psions, and emergence of alien threats — not to mention the
  constant schemes and machinations that humans have indulged in
  since time immemorial — make it hard for people to trust easily in
  one another. Still, it is perseverance through the past eras and the
  possibility of a bright future that allow many to have faith in their
  fellow men and women.
  Unity need not be altruistic in every instance. There are sure
  to be times when someone — PC or NPC or both — joins forces
  with someone else out of purely selfish reasons or ulterior motives.
  That’s simply another expression of unity.
  While most of the story’s events and characters should
  somehow relate to the story’s theme, the theme itself need not be
  emblazoned across the stars in neon. It doesn’t have to be blatant
  to provide internal consistency.
  Mood
  If a theme is an intellectual hook into the story, a mood is an
  emotional hook. The mood or tone that you want to create with a
  story largely determines the setting of events. In other words,
  your choice of location for encounters should evolve naturally
  from the tone that you want to evoke in your game. The bowels
  of a vast arcology are an appropriate setting for dark, brooding
  scenarios. Gleaming orbital stations are a fitting home for social
  and political intrigue. There should be dynamic environments and
  obstacles for action-packed stories with chases and high-
  adrenaline firefights.
  Setting
  A game that involves space travel and multiple worlds can have
  a diluted setting. It makes for a huge scope in which the PCs can be
  lost easily. A well-defined setting, in which the PCs feature
  prominently, is key to maintaining continuity in your game. Your
  story may be set in Luna’s Underworld, with all its dives, squalid
  tunnels and malfunctioning gravcrystals; it may be set on the fringe
  of known space, in a solar system where chromatics were
  encountered recently; it may be set aboard a frigate that the PCs
  know top to bottom but in a region of space that they have no clue
  about.
  Whatever the case, the PCs should be introduced to and
  allowed to become familiar with the locales and supporting cast of
  the setting before you move them along to discover new areas. If
  the story’s locales change constantly, the players have no sense of
  consistency and must scramble to understand each new area… and,
  as a result, spend little time getting to know their own characters.
  Lack of stability is distracting and undermines your story.
  Pulling Back the Veil
  Spoiler Alert!
  This section is intended for GMs only! It takes a revealing look
  This section is intended for GMs only! It takes a revealing look
  This section is intended for GMs only! It takes a revealing look
  This section is intended for GMs only! It takes a revealing look
  This section is intended for GMs only! It takes a revealing look
  behind the scenes of the Trinity Universe, exposing key plot points
  behind the scenes of the Trinity Universe, exposing key plot points
  behind the scenes of the Trinity Universe, exposing key plot points
  behind the scenes of the Trinity Universe, exposing key plot points
  behind the scenes of the Trinity Universe, exposing key plot points
  and motivations of various forces that the PCs may encounter.
  and motivations of various forces that the PCs may encounter.
  and motivations of various forces that the PCs may encounter.
  and motivations of various forces that the PCs may encounter.
  and motivations of various forces that the PCs may encounter.
  This section outlines what we’ve come to call the “metaplot,”
  the overarching storyline that runs through the Trinity Universe
  eras. The metaplot is epic in scope, but offers plenty of room to
  incorporate your own adventures into the greater story.
  As with everything else in Trinity
  Trinity
  Trinity
  Trinity
  Trinity, you’re at liberty to follow
  as much or as little of the metaplot as you like. It’s simply a tool to
  help you create challenging and entertaining stories. Feel free to
  discard anything that doesn’t match your vision of the setting. You
  (and your players) determine the ultimate fate of the Trinity
  Universe.
  In the Beginning
  Unknown to the populace at large, superhumans (“aberrants” in
  the 22nd century, “novas” in the early 21st century) and psychics
  (“psions”) sprout from the same divergent evolutionary track. Aberrancy
  in superhumans originates from the Mazarin-Rashoud node. Noetic power
  in psychics derives from key changes in the DNA. The potential to become
  superhuman or psychic arises from the same genetic potential, rare
  distinctions from the norm to the individual’s genetic structure. However,
  once the individual trips to one manifestation or other, there’s no going
  back. A character with the requisite genetic potential can become a
  superhuman or a psion, never both.
  What are the circumstances that can trip someone to become
  an aberrant versus a psion? We leave that up to you. In general,
  aberrants erupt in a single sudden circumstance of tremendous
  stress; psions develop noetic latency through a series of
  confrontations (some then evolve into “proto-psions” or naturally-
  manifesting psi users, but the majority undergo the Prometheus
  Effect). The significant thing from a setting standpoint is what
  happens after that potential triggers to superhuman or psychic.
  A superhuman manipulates quantum energy, the fundamental
  forces of the universe, the building blocks of reality. Psions
  manipulate noetic or subquantum energy, which exists “between”
  the known particles of the cosmos.
  Quantum and noetic energy function as polar opposites —
  not dissimilar to matter and anti-matter, except not as volatile (they
  disrupt one another, but don’t cause explosions). Aberrancy triggers
  more easily than psi does, but is much more rare. Theoretically,
  both potentials could develop naturally in humanity, with the race
  splitting into two sub-species over time. Reality isn’t so
  accommodating, though.
  During the Nova Age, a number of novas lose themselves in
  their tremendous abilities. They draw upon their power without care,
  not recognizing the danger until it is too late. The mutations and
  madness that result would (and does) kill a normal human. But these
  warped aberrants are sustained by the very power that taints them,
  growing ever stronger as they become more crazed… and less human.
  The Aberrant War
  Conflict erupts as those novas who maintain control of their
  abilities try to restrain their mad siblings. Human groups aid both
  sides, but millions of innocents are caught in the crossfire. Finally,
  
  245
  Chapter Fifteen: Roleplaying
  TRINITY
  important individuals in certain nova groups, in the Æon Society
  and in world government work together to find a final solution.
  The Chinese Ultimatum is the result.
  The aberrants are variously tricked, threatened, chased and dragged
  from Earth by Æon and its nova and government allies. A scant number
  of novas and aberrants remain hidden on Earth. Some novas volunteer to
  protect the solar system from aberrant incursion as the conflict continues
  in space. These dedicated few create and maintain a quantum barrier
  that bars quantum passage into and out of the solar system.
  Unable to return to Earth, aberrants and novas use their
  incredible powers to find and settle a few worlds in deep space. These
  planets serve as bases from which to launch their attacks on one
  another, and become home to many. The largest group of aberrants
  denies its fate, though, and works ceaselessly to reclaim Earth.
  This band is led by the Colony, almost unknown in the Nova
  Age but a rival in power and drive to Divis Mal himself. The Colony’s
  intensive breeding and sustained taint influence swells the ranks of
  that creature’s forces. It decides the time has come to return to
  Earth. Instead of trying to break through the quantum barrier the
  novas maintain around the solar system, the Colony strikes at the
  guardians themselves. Scores of aberrants surprise the nova
  guardians and the Colony prevails.
  The Colony learns from past mistakes, though. It wants to
  return home, but the victory won’t mean much if Earth is a cinder.
  The Colony also hopes to use its mutational ability (which it passes
  on to some of its children, including creatures that call themselves
  Kali and Yog-Death) to transform all of humanity into either full-
  fledged aberrants or sub-aberrant breeder stock.
  The Colony plans to cripple humanity’s defenses while making
  sure that novas aren’t around to help. It sends forces to harry known
  nova worlds, keeping them distracted. Back in our solar system,
  the aberrants start to draw a noose around Earth, attacking orbital
  locations and near-space colonies. Once those are subjugated or
  destroyed, the aberrants will concentrate fully on Earth without
  worrying about outside influence.
  Just who is the Colony? We never decided, on purpose. Make
  it whomever you feel is most appropriate — whether a splinter
  personality of Divis Mal, a warped Anibál Buendia from Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant,
  an evolution of the Ubiquitous Dragon from Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! or someone
  unrelated to published Trinity Universe canon.
  The Doyen
  The emergence and manipulation of quantum energy is felt by
  a race of beings composed almost entirely of noetic energy. These
  beings, called the doyen, fear the disruption between quantum and
  psi, since it seems to threaten the aliens’ very existence.
  Although powerful psi users, the doyen consider themselves
  too highly evolved to take part in direct conflict. They instead search
  for another race to act as their agents and eliminate the nova threat.
  (Put another way, the doyen are cowards who like to have others
  do their dirty work.) Pawns with the appropriate potential would
  receive the benefit of the doyens’ societal evolution — psi use
  and biotechnology.
  Some doyen suggest using humanity as the best tool against
  itself. Other doyen feel that such a course is too dangerous, since
  these same humans are the source of the quantum energy that
  threatens the doyen. The debate splits the doyen into two factions.
  One group feels that all humanity is corrupted by aberrancy and
  should be exterminated. This collection of doyen searches space
  for another race to foster.
  The remaining doyen group assumes that humans purged
  aberrants from Earth in an attempt to stay pure from the “taint” of
  aberrancy. This doyen faction searches for the most appropriate
  humans to serve as their lieutenants in the struggle. Each of these
  humans will act as a proxy for the aliens, transforming others into
  active psychics to take up the fight against corruption.
  The Proxies
  The proxy candidates are subjected to visions of the
  aberrants’ impending return and told that they are chosen as
  humanity’s defenders — all manner of subtle noetic propaganda
  to ensure their compliance. Not all of the proxy candidates respond
  to this urging, but the doyen find enough for their purposes.
  On the Moon, the doyen reveal the proxies’ roles as Earth’s
  “chosen defenders.” The aliens use vague references and intentional
  omissions to give the proxies the impression that the doyen are
  hard pressed elsewhere and can’t act directly in the impending
  struggle. The proxies must take up the banner against the aberrants.
  Those who accept undergo noetic surgery that melds doyen
  genetics into their human physiology. (Those who do not have all
  knowledge of the doyen wiped from their memories — likewise,
  those who accept lose all memories of those who did not join them.)
  The proxies become potent psychics, one step removed from
  doyen themselves. However, the aliens include a control factor in
  the transformation process, restricting each proxy’s noetic power
  to a single type of psionic aptitude. Paranoid as well as cowardly,
  the doyen want to make sure that their creations must rely on one
  another and cannot turn on their “benefactors.”
  Once the change is complete, each proxy receives a strange
  container that pulses with subquantum energy — a nascent
  Prometheus chamber. Each tank reconfigures the genetic structure
  of a human with suitable latent potential, enabling her to channel
  subquantum energy. Unlike the human-doyen hybrids that the
  proxies have become, the so-called psions are fully human, but are
  likewise restricted to using a single aptitude.
  The Æon Trinity
  By the 21st century, forces within the Æon Society
  lost sight of its goals in favor of their own interpretations
  — or ignored those goals outright to pursue personal
  agendas. The direct and public meddling, establishing nova-
  sponsored programs and trying to force society down what
  Æon viewed as the right path, changed the world forever
  — though not in ways envisioned by the organization’s
  founders. Æon couldn’t have stopped the Aberrant War even
  if it had stayed true to its original tenets, but this loss of
  focus and outright corruption made things worse than they
  might have been otherwise.
  In the wake of the Aberrant War, Æon cleaned house.
  Programs were either shut down or overhauled entirely, and
  the structure was reorganized into three key areas — a
  trinity of diplomacy, research and investigation. Though by
  no means perfect, Æon of the Unity Age again offers
  guidance to humanity rather than forcing humanity’s course.
  This focus on observation and subtle influence enables
  Æon to learn of the psi orders’ existence long before the
  groups go public. Seeing the potential in these organizations
  — and heeding past mistakes — Æon offers to help the psi
  orders’ development but does not seek to gain control of them.
  
  246
  Chapter Fifteen: Roleplaying
  TRINITY
  of chib psions escape. The order’s Prometheus chamber is
  dismantled and most of its parts are destroyed. The few remaining
  chibs go into hiding. Some meet with psions not loyal to the orders
  (or to Æon), and a few join the Norça secretly. (Proxy del Fuego
  witnesses the Chitra Bhanu fate. Though he doesn’t know the truth,
  he’s savvy enough to disguise his own order’s research into
  extinguishing taint, maintaining a cover of criminal activities to
  deflect suspicion.)
  Esperanza and the Upeo wa Macho Disappearance
  Cosmos-exploring Upeo come across Eden, a world inhabited
  by novas who fled from Earth with their followers after the Aberrant
  War. The two groups begin a dialogue. Eden’s novas are saddened
  to hear of the aberrants’ recent attacks on Earth and agree to aid
  humanity. They are reluctant to return to Earth uninvited, though,
  so the Upeo act as their liaisons.
  Bolade Atwan tells her fellow proxies about Eden. This time
  there is no manipulation from the doyen; the proxies’ own fear and
  hatred of aberrants overwhelm Atwan’s claims. Cassel and Bue
  consider the Eden encounter proof that it’s too dangerous for
  teleporters to wander the stars alone. The proxies demand that
  the Upeo place themselves under the other orders’ control.
  Fearing a repeat of the Chitra Bhanu purge, Atwan sets about
  relocating the entire Upeo Order. Cassel, Bue, Solveig Larssen and
  Matthieu Zweidler marshal their own forces to Africa. The proxies
  keep the situation under wraps — not even their troops know the
  whole truth; they are told only that the Upeo Proxy is under aberrant
  influence and that the teleporters are to be held (using psiware
  dampeners that drain noetic power) “for their own safety.”
  Through moles in the Æon Trinity, the Colony learns that the
  proxies have been embroiled in secret meetings and that all manner
  of psion combat forces are converging on the Upeo base. Believing
  that the psions are preparing a massive attack against one of the
  aberrant worlds, the Colony stages a pre-emptive strike, ordering
  an assault on Esperanza. At worst, the diversion will occupy the
  psions long enough to warn the Colony’s worlds. At best, the massive
  orbital station could crash into Africa and take out the majority of
  the psi orders.
  The Esperanza attack does surprise the psi orders — even
  the ISRAns, who sense massive subquantum flux but mistakenly
  assume it relates to the Upeo. In turn, Atwan thinks the Esperanza
  attack is a ruse staged by the proxies to trap the Upeo. She comes
  to a difficult decision: It is not in humanity’s best interests for the
  Upeo to become subjugated; they must leave now, and can plan
  later what to do about the Eden novas and the other orders’
  reactions.
  The misjudgment, fear and paranoia that the proxies and the
  psi orders express in this double catastrophe offer a grim reminder
  to all that, for all their power, psions are still very human, and very
  fallible.
  The Huang-Marr Conspiracy
  Another lesson in fallibility is seen when a collection of
  individual Æsculapians and Orgotek personnel begin covert
  research similar to that pursued by the Chitra Bhanu and the Norça.
  The Huang-Marr conspirators leave morality and conscience by
  the wayside, though, exposing psions and psiware to taint in hopes
  of creating more powerful weapons with which to fight aberrants.
  The project is exposed, but the rogue psions’ efforts cast a shadow
  over the psi orders.
  The doyen are extremely long-lived and shape plans over vast
  stretches of time. They apply a similar approach with the proxies,
  directing them to amass their forces in secret for years before going
  into action. The proxies are granted knowledge of how to create
  biotechnology, as well as psi coordinates to habitable worlds that
  surround known aberrant space. Unknown to the proxies, the doyen
  divulge only those coordinates that will enable humanity to set up a
  net around aberrant extrasolar outposts, much like the one the
  Colony is creating around Earth. These worlds are supposed to be
  developed secretly into staging points from which to launch large-
  scale strike forces.
  The psi orders soon grow impatient when aberrants start
  attacking. Psions have power, why can’t they use it? Once Solveig
  Larssen orders her troops to publicly defend Sydney Spaceport,
  the other orders emerge from the shadows as well. The doyen are
  shocked but cannot turn back time. They move with uncharacteristic
  speed to minimize the damage of exposure, urging the proxies that
  it is vital to keep the existence of the doyen a secret. The doyen
  also emit subtle telepathic influence throughout humanity,
  encouraging them to be receptive to the psions’ existence especially
  when compared with aberrants. The proxies are not made aware
  of this manipulation, but Rebecca Bue Li, Giuseppe del Fuego and
  Otha Herzog have strong suspicions.
  The Chitra Bhanu Purge
  Unknown to even the proxies, the Chitra Bhanu Order is a
  test. The doyen are masters of noetic energy, but even they can’t
  focus quantakinesis techniques. The potential is unique to — and
  exceedingly rare in — humanity. Quantakinesis uses noetic force
  to manipulate quantum forces, duplicating many nova capabilities
  — at a lower power scale but without the risk of quantum taint.
  The doyen are interested in seeing if this capability can be used to
  shut down quantum (and thereby stop taint from spreading).
  Though the human S. K. Bhurano was a latent with
  quantakinesis potential, she is not like the other proxies. A doyen’s
  essence possesses her (the same is true of Varya in the opening
  fiction of this book, as well as Robert Wei and Hampsah Cisse in
  the Storyteller sourcebooks Ascent into Light
  Ascent into Light
  Ascent into Light
  Ascent into Light
  Ascent into Light and Stellar Frontier
  Stellar Frontier
  Stellar Frontier
  Stellar Frontier
  Stellar Frontier,
  respectively). This alien poses as Bhurano to keep tabs on the
  order’s research and to monitor the other proxies. The proxies
  never know the truth… although Bolade Atwan, Rebecca Bue Li
  and Giuseppe del Fuego suspect something near the end.
  Viewing each successive breakthrough in quantakinesis,
  “Bhurano” grows ever more concerned — studies manipulate taint
  radiation, posing a grave danger of increasing the spread of
  quantum taint. The doyen within Bhurano shares its findings, and
  the faction decides that the Chitra Bhanu experiment must end.
  The aliens use telepathy to reinforce the influence among the
  populace that psions in general are forces for good — except for
  the Chitra Bhanu, who surely must be corrupted by taint. The psi
  orders are as compromised as any by the doyen manipulations. The
  proxies call for an investigation that “Bhurano” makes a show of
  resisting, forcing them to demand one backed by force. Meanwhile,
  “Bhurano” betrays her followers: The doyen possessing her
  restricts normal lines of communication, calls all chib psions in from
  the field who can be located, and insists that they welcome the
  other orders with open arms.
  When the psi orders arrive, the doyen manipulators ignite the
  existing high tension into outright conflict. The doyen-as-Bhurano
  allows the human form to be slain and slips away. This throws the
  rest of the order into panic and a massacre results. Only a handful
  
  247
  Chapter Fifteen: Roleplaying
  TRINITY
  The Aliens
  The Qin
  One of the worlds the doyen reveal to the proxies is home to
  the qin, aliens subjected recently to aberrant assaults. Aberrants
  there have nothing to do with the Colony’s forces, having stumbled
  across Qinshui by accident. Still, revealing the world to the proxies
  suits doyen purposes perfectly.
  The alien benefactors once considered the qin their front-
  line warriors, but the slug-like aliens had already evolved to their
  fullest noetic capability. Any further development would have
  required genetic modification far more involved than was possible
  with a Prometheus chamber. Each qin would require hybridization
  as was done with the human proxies — too involved an effort for
  doyen interests. Still, the qin could serve as cannon fodder.
  The qin live in a kind of caste society, split into different
  “houses” with different roles in society. One house, Lle-ji, sends
  most of its influential members to Earth to act as diplomats. Once
  the Upeo vanish, these qin are cut off from home. The power
  balance back on Qinshui experiences a dramatic shift and has just
  settled when humanity sends its jump ships to re-contact the
  extrasolar colonies. Political influence shifts yet again as the
  returning members of House Lle-ji make a play for leadership of
  all qin.
  The Chromatics
  Separate from all this is the faction of doyen who consider
  quantum taint too much of a danger to trust humans. This faction
  searches for its own warrior race. The most promising are the
  chromatics, whose lack of societal advancement makes them the
  perfect tool. The doyen lure a band of aberrants to the chromatics’
  world, then appear to the chromatics after the aberrants attack.
  Posing as the chromatics’ “gods of light,” the malevolent doyen
  recruit the race into the conflict.
  The chromatics have a potent inherent capacity for
  photokinesis, but they lack technological means to reach Earth in
  order to wage war against humanity. Doyen patrons use a human
  pawn, Hampsah Cisse, to capture Upeo teleporters and human
  biotech designs for chromatic use.
  This doyen faction works directly with its agents — more so
  than the opposing faction does with humanity. The difference is
  dramatic. The chromatics leap from a Bronze Age to a Space Age
  in a matter of years.
  The Coalition
  On the surface, the Coalition is a mix of many different aliens.
  In truth, every Coalition race springs from the same genetic source,
  with different breeds or “phyles” created to fulfill various roles.
  The aliens are ruled by a dominant phyle that has the genetic
  capacity to bond to any other race through a kind of genetic virus.
  This explains why the initial encounter with humans is “equated
  with rape.”
  The Colony learns of the Coalition’s existence through its
  network of human pawns. It sends a band of aberrants to the
  Coalition space ark shortly after the first jump ship returns to Earth
  with its remaining crew. A second human expedition to the ark is
  also destroyed, though not before sending a datapod back to Earth
  — with the disturbing revelation that aberrants and the Coalition
  are breeding! Due to the Coalition’s accelerated gestation and
  growth periods, the aberrant-Coalition crossbreeds will be a threat
  in a matter of months.
  The Future
  The Trinity Universe grows ever more turbulent. The psi
  orders show increasing resistance to doyen influence — indeed,
  some of the proxies (Giuseppe del Fuego and Solveig Larssen most
  notably) have worked in secret for some time to throw off the doyen
  shackles. They are far from a unified force, however, for they have
  destroyed one of their own orders and driven off another.
  The humans’ willfulness causes the doyen to reconsider their
  decision to create psions. Meanwhile, the malevolent doyen faction
  stops at nothing to destroy the human race. With the doyen no
  longer exerting telepathic influence on humanity, the populace
  grows increasingly concerned by rumors of psion corruption as a
  the result of the Huang-Marr conspiracy, the truth behind the Upeo
  disappearance and the details of the Chitra Bhanu purge.
  The Colony diverts its forces from distracting novas in deep
  space to make a concerted play for Earth. It is only a matter of
  time before it gathers its aberrant-Coalition crossbreeds and heads
  for our solar system intent on conquest. The qin must decide
  whether to stand with humanity or retreat to safety. Some chromatic
  tribes spurn the pretender “gods of light.” Civil war threatens to
  erupt among the still-primitive race, which must also struggle to
  decide its place in a suddenly huge universe.
  Amid all this, the Æon Trinity must learn to consider
  humanity’s needs before its own.
  
  248
  Appendix: Additional Notes
  TRINITY
  TRINITY
  APPENDIX: ADDITIONAL NOTES
  248
  Appendix: Additional Notes
  Drive +1, Investigate +3, Knowledge (art) +3,
  Knowledge (current events) +3, Knowledge
  (technology) +4, Listen +2, Sense Motive +3,
  Spot +2.
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Contacts (Well-Connected), Personal
  Firearms Proficiency, Devices (Gadget)
  Environment:
  Environment:
  Environment:
  Environment:
  Environment: Swamp (Qinshui)
  Organization:
  Organization:
  Organization:
  Organization:
  Organization: Complex modern society
  Challenge
  Challenge
  Challenge
  Challenge
  Challenge
     Rating:
     Rating:
     Rating:
     Rating:
     Rating:
  2
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Allegiance:
  Qinshui
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement: By character class. All qin have the psychic
  template, which is figured into the abilities
  listed above. A qin may take up to one
  psychic class level in the course of level
  advancement.
  Level
  Level
  Level
  Level
  Level
     Adjustment:
     Adjustment:
     Adjustment:
     Adjustment:
     Adjustment: +1 (if equipped with a biosuit)
  Description
  The qin (pronounced “chihn” or “chehn”) give the
  impression of being humanoid due to the advanced psiware
  “biosuits” that they wear for all interactions with humans. The
  qins’ true form is a 3-foot long sluglike being with a row of 6-
  inch-long, prehensile tentacles just above its underside tread.
  Combat
  Qin avoid combat where possible, since they are little able
  to defend themselves physically when outside a biosuit. The suit
  offers enhanced physical abilities and armor that gives the qin
  some skill in combat, but they nonetheless prefer diplomacy
  and subterfuge to direct conflict. (The qin do have biosuits
  designed for combat, but violence is always considered a last
  resort [the GM may equip a biosuit with additional offensive
  capability as necessary].) If conflict is unavoidable, qin use their
  noetic powers and any biotech they have to full effect.
  Psi:
  Psi:
  Psi:
  Psi:
  Psi: A qin is psi-active and aware; it is assumed to have
  the psychic template, a Psi score, and can format psiware.
  The vast majority of qin can access only telepathy powers;
  some rare few have shown auxiliary aptitude in clairsentience
  or psychokinesis.
  Mindscan:
  Mindscan:
  Mindscan:
  Mindscan:
  Mindscan: As the granted power of telepathy (see
  Chapter Four: Aptitudes).
  Babel Effect:
  Babel Effect:
  Babel Effect:
  Babel Effect:
  Babel Effect: As the 1st-level mindshare power (see
  Chapter Four: Aptitudes).
  Qin Biosuit
  The statistics listed above are for a qin within its biosuit
  (a Device usable by a qin alone). Apply the following changes
  to a qin outside of its biosuit:
  • Small size.
  • Armor Class 10 (–3 Dex, +1 size, +2 natural)
  • Melee attacks are –1 to hit and –2 to damage.
  Ranged attacks are –1 to hit. A qin deals 1d3 points of
  nonlethal damage in unarmed combat.
  • –4 to Strength and Dexterity, –6 to Charisma (when
  relating to humans).
  Qin Characters
  All qin have the psychic template but have normal
  access only to the telepathy aptitude.
  T
  he following information is included as a quick
  reference, and should not be considered a limit on any
  NPC type or on possibilities that you may explore within
  the setting.
  Other Character Races
  Alien
  Alien Humanoid Type:
  Alien Humanoid Type:
  Alien Humanoid Type:
  Alien Humanoid Type:
  Alien Humanoid Type: Alien humanoids are similar to
  humanoids, but they originate on planets other than Earth
  and have biological natures distinctly different from
  humans. Most alien humanoids rely on DNA. Some have psi
  abilities, giving them access to the psychic template.
  Features: An alien humanoid has the following
  features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Reflex and Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1)
  per Hit Die, with quadruple skill points for the first Hit Die.
  Traits: An alien humanoid possesses the following
  traits unless otherwise noted in a creature’s entry.
  • Proficient with all simple weapons and any weapons
  mentioned in its entry.
  •Proficient with whatever type of armor it is described
  as wearing, as well as all lighter types. Alien humanoids not
  described as wearing armor are not proficient with armor.
  • Alien humanoids eat, sleep and breathe, although
  their preferred food and atmosphere may be other than
  that normally found on Earth (if that is the case, the alien’s
  preferred food and atmosphere will be described in its
  entry).
  Alien Subtype:
  Alien Subtype:
  Alien Subtype:
  Alien Subtype:
  Alien Subtype: This subtype is used to represent
  creatures not native to Earth. They may have a different
  preferred atmosphere or a diet that requires amino acids
  not natively found on Earth. They may not be seen as
  potential prey by Earth-native predators and are immune
  to most Earth-native diseases.
  Qin
  Alien Humanoid
  Alien Humanoid
  Alien Humanoid
  Alien Humanoid
  Alien Humanoid
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  2d8 + 2 (11 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +0
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  30 ft. (6 squares)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  16 (+2 natural, +4 biosuit), touch 10, flat-
  footed 16
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  Base Attack
     /Grapple:
     /Grapple:
     /Grapple:
     /Grapple:
     /Grapple:
  +2/+3
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Slam +3 melee (1d6+1) or laser gauntlet +3
  ranged (2d6/19-20)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Slam +3 melee (1d6+1) or laser gauntlet +3
  ranged (2d6/19-20)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach: 5 ft./5 ft.
  Special
  Special
  Special
  Special
  Special
     Qualities:
     Qualities:
     Qualities:
     Qualities:
     Qualities:
  Psi 2, telepathy, mindscan, Babel effect
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +1, Ref +3, Will +3
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 13, Dex 10, Con 12, Int 15, Wis 12, Cha 8
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Balance +1, Bluff +1, Computer Use +4,
  Concentration +3, Diplomacy +1, Disguise +0,
  
  249
  Appendix: Additional Notes
  TRINITY
  Chromatic
  Medium Aberration
  Medium Aberration
  Medium Aberration
  Medium Aberration
  Medium Aberration
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  3d8 (14 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +1
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  40 ft. (8 squares)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  12 (+1 Dex, +1 natural), touch 11, flat-footed 11
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  Base Attack
     /Grapple:
     /Grapple:
     /Grapple:
     /Grapple:
     /Grapple:
  +2/+5
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Slam +5 melee (1d4+3) or biogun +3 ranged (2d4/
  19–20)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  4 slams +3 melee (1d4+3)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach: 5 ft./5 ft.
  Special
  Special
  Special
  Special
  Special
     Qualities:
     Qualities:
     Qualities:
     Qualities:
     Qualities:
  Psi 2, photokinesis, blending, invisibility
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +1, Ref +2, Will +1
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 16, Dex 13, Con 11, Int 8, Wis 12, Cha 9
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Balance +2, Climb +4, Hide +2, Jump +4, Move
  Silently +2, Spot +12*, Tumble +2.
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Archaic Weapon Proficiency, Dodge
  Environment:
  Environment:
  Environment:
  Environment:
  Environment: Varies (Chrome Prime)
  Organization:
  Organization:
  Organization:
  Organization:
  Organization: Primitive tribal society
  Challenge
  Challenge
  Challenge
  Challenge
  Challenge
     Rating:
     Rating:
     Rating:
     Rating:
     Rating:
  3
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement: By character class
  Level
  Level
  Level
  Level
  Level
     Adjustment:
     Adjustment:
     Adjustment:
     Adjustment:
     Adjustment: +0
  Description
   Chromatics proved to be dangerous opponents in the few
  months before the Upeo disappeared. Of course, once the
  teleporters vanished, Earth was cut off from the aliens.
  Much about the chromatics remains a mystery, even in the
  recent times since the return of the Upeo. The creatures are known
  to be cunning and vicious, but lacking a civilization as advanced as
  that of humans or qin.
  Chromatics are roughly 4 to 5 feet tall, with smooth, dry skin.
  Their colorful, mottled hide and hunched, surprisingly flexible
  frames give the aliens a vaguely reptilian appearance. Chromatics
  have long, forward-thrusting heads with two sets of eyes (only one
  set may be open at a time). One set allows binocular vision and the
  other allows wide-angle vision. The aliens have no other visible
  sensory organs. A chromatic’s mouth is a vertical slit set between
  its arms; all four limbs are long and powerful, ending in three-digit
  extremities. The alien’s stubby, vestigial tail seems to merely provide
  counterbalance for the creature’s forward-leaning frame.
  Combat
  Chromatics use their natural psi abilities with archaic weapons
  and armor. They may also utilize biotech laser pistols and laser
  carbines provided by the secretive aliens called the doyen. In the
  latter case, the chromatics gain Personal Firearms Proficiency as a
  bonus feat.
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities: Chromatics have the following special
  qualities:
  Psi: Chromatics have the psychic template and may take up to
  two psychic class levels, but they can develop only the photokinesis
  mode of the psychokinesis aptitude.
  Blending: While this ability is active, a chromatic can bend
  light to conceal itself with holographic emanations much like a
  chameleon uses pigmentation. The chromatic gains a +4
  circumstance bonus on Hide checks. Blending costs 1 power point
  and lasts for 10 minutes per level.
  Invisibility: A chromatic of 5 or more Hit Dice can bend light
  with sufficient skill that it becomes invisible (see the Glossary in
  the Players Handbook) from all forms of sight — even darkvision
  — while this power is active. The power ends if the chromatic
  attacks any creature; actions directed at unattended objects do
  not disrupt the effect. Invisibility costs 4 power points and lasts
  for 10 minutes per level.
  * Chromatics receive a +6 racial bonus on Spot checks.
  Chromatic Characters
  Chromatics can advance in any character class, though
  presently only warriors and scoundrels are found in any quantity.
  All chromatics can manipulate light — that’s how humans named
  them, after all — but their psychic ability is almost exclusively
  focused upon photokinesis. Very rare chromatics have shown
  auxiliary use of other electrokinesis modes.
  What About the Coalition?
  There are no specific Coalition statistic blocks because
  there is no single representative type of Coalition alien, and
  we just don’t have the room in this book to list the possible
  varieties. The leaders of the Coalition extract and manipulate
  genetic material of other races they come across, creating
  suitable minions to perform various tasks. This makes for
  almost countless variety. So, if you want the PCs to confront
  the Coalition, feel free to delve through the pages of the
  MM, the Creature Collection
  Creature Collection
  Creature Collection
  Creature Collection
  Creature Collection or some other monster tome
  for suitable antagonists (adjusted for a science fiction
  setting, of course). There are some truly freakish creations
  roaming the corridors of the Coalition ark, after all.
  Note, however, that no Coalition race has the psychic
  template — with the possible exception of the rumored
  aberrant/Coalition crossbreeds. (That’s a big reason they’re
  so interested in humanity, the qin and the chromatics….)
  Aberrant
  The aberrants of the Unity Age are powerful, mad beings.
  Though once human, these beings have been corrupted by
  mutation. Indeed, aberrants are all the more horrific for having
  once been human. Those aberrants who take the time to shout
  proclamations claim that they’re retaking the Earth as their
  rightful home, though only recently have they shown any
  coordination in pursuing this goal — most notably in organized
  assaults on human intrastellar outposts.
  Humanity finds two areas of small comfort when faced with
  the disturbing prospect of aberrants. First, the creatures are not
  well-organized in pursuing their proclaimed crusade to retake Earth
  as their rightful home. Second, the aberrants of the 22nd century
  are, on the whole, less powerful than their counterparts, once called
  “novas,” were in the 21st century. The consensus is that the
  Mazarin-Rashoud node that gives aberrants their power mutates
  so rapidly now that it warps the beings into stunted monstrosities
  before they have a chance to develop their full potentials.
  The listed writeups are that of representative aberrants;
  individuals vary significantly. For a more complete exploration of
  aberrant possibilities, refer to the d20 System version of Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant.
  
  250
  Appendix: Additional Notes
  TRINITY
  Aberrant Minion
  Aberrant Minion, Male or Female Human (superhuman) War2/
  Aberrant Minion, Male or Female Human (superhuman) War2/
  Aberrant Minion, Male or Female Human (superhuman) War2/
  Aberrant Minion, Male or Female Human (superhuman) War2/
  Aberrant Minion, Male or Female Human (superhuman) War2/
  Abr2: 
  Abr2: 
  Abr2: 
  Abr2: 
  Abr2: CR 4; SZ M; HD 4d10+8; hp 38; pp 23; Init +1; Spd 30 ft.;
  AC 14 (+1 Dex, +3 class), touch 14, flat-footed 10; BAB/Grap +4/
  +7; Atk +7 melee (2d6+7, claws) or by weapon; Full Atk +7 melee
  (2d6+7, claws); S/R 5 ft./5 ft.; SA claws; SQ Quantum 3, Quantum
  Leap, Adaptability, armor; SV Fort +8, Ref +2, Will +0; Str 17, Dex
  12, Con 18, Int 9, Wis 10, Cha 8.
  Skills: Climb 5, Intimidate 2, Jump 6, Knowledge (tactics) 1, Listen
  2, Spot 2, Survival 3
  Feats: Brawl, Cleave, Combat Reflexes, Dodge, Personal Firearms
  Proficiency, Power Attack, Mentor (Old Pro)
  Special Abilities/Qualities: Aberrant minions usually run in
  packs under the command of a more powerful aberrant, such as
  the aberrant freak. They are melee fighters, but they are not stupid;
  and they can use modern weaponry if they get their hands on it.
  Quantum: The aberrant minion’s Quantum functions similarly
  to a psion’s Psi. The aberrant minion can spend up to 6 power points
  per round.
  Claws: By spending 1 power point, the minion grows natural
  weapons that inflict 2d6 + 3 points of slashing damage. The claws
  last for 4 minutes before retracting.
  Quantum Leap: The aberrant minion can leap up to 100 feet
  horizontally or up to 25 feet vertically per power point spent, with
  no Jump check required. Similarly, he suffers no damage from falling
  an equivalent distance as long as it is a controlled fall (the GM may
  call for a Jump or Tumble check, depending on circumstances).
  The power point expenditure lasts for a single leap.
  Adaptability: By spending 1 power point every 24 hours, the
  minion can endure temperature extremes between –50º and 140º
  Fahrenheit without having to make a Fortitude save (as described
  in the DMG). He doesn’t need to eat, sleep or breathe (he must
  relax or rest as normal to regain spent power points). He is immune
  to most poisons, gases, diseases and drugs, and gains his Quantum
  score as a bonus on all Fortitude saves against virulent diseases or
  nova-derived poisons. By spending 1 additional power point, the
  minion can endure without harm very hostile environments — the
  vacuum of space, the bottom of the Marianas Trench, the heart of
  a volcano, the core of a nuclear facility — for 4 hours.
  Armor: By spending 2 power points, the aberrant minion
  develops a thick armored hide for 40 minutes. This grants an armor
  bonus of +4 with an additional +1 per Hit Die. The minion also suffers
  –10 feet to unencumbered speed and a –2 penalty on Balance,
  Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand
  and Tumble checks and –4 on Swim checks.
  Aberrant Freak
  Aberrant Freak, Male or Female Human (superhuman) Sup1/Sco3/
  Aberrant Freak, Male or Female Human (superhuman) Sup1/Sco3/
  Aberrant Freak, Male or Female Human (superhuman) Sup1/Sco3/
  Aberrant Freak, Male or Female Human (superhuman) Sup1/Sco3/
  Aberrant Freak, Male or Female Human (superhuman) Sup1/Sco3/
  Abr4:
  Abr4:
  Abr4:
  Abr4:
  Abr4: CR 8; SZ M; HD 5d10+3d8+8; hp 49; pp 30; Init +8; Spd
  30 ft., 40 ft. (good) fly; AC 19 (+4 Dex, +5 class), touch 14, flat-
  footed 15; BAB/Grap +7/+8; Atk +8 melee (1d4+1 slam or poison)
  or by weapon; Full Atk +8/+3 melee (1d4+1 slam or poison) or by
  weapon; S/R 5 ft./5 ft.; SA Crush, poison, quantum leech; SQ
  Quantum 4, cool customer, evasion, feeding requirement (fresh
  blood), Flexibility, flight, Hyperenhanced Hearing, invisibility,
  invulnerability, trapfinding, vulnerability (fire); SV Fort +6, Ref
  +11, Will +6; Str 13, Dex 18, Con 12, Int 11, Wis 18, Cha 8.
  Skills: Balance +9, Bluff +1, Climb +3, Concentration +3, Decipher
  Script +1, Demolitions +2, Disable Device +3, Drive +5, Escape
  Artist +6, Heal +5, Hide +9, Intimidate +1, Jump +6, Knowledge
  (behavioral sciences) +1, Knowledge (current events) +1, Knowledge
  (streetwise) +1, Knowledge (technology) +1, Listen +12, Move
  Silently +9, Open Lock +9, Repair +1, Search +1, Sense Motive +5,
  Sleight of Hand +5, Spot +7, Survival +5, Swim +2, Tumble +7.
  Feats: Brawl, Dodge, Improved Initiative, Mega-Dexterity, Mega-
  Wisdom, Mega-Strength, Mobility, Node (Second-Stage Node),
  Node (Third-Stage Node), Weapon Finesse
  Special Abilities/Qualities: The aberrant freak resembles a
  humanoid snake/bat monstrosity. She has enormous bat-ears and
  snake’s scales, as well as patagia which enable her to fly quite swiftly.
  Her face is closer to a bat’s than a snake’s, though she has a snake’s
  eyes.  The aberrant freak is a stealthy infiltrator and horror-
  inducing monster.
  Quantum: The aberrant freak’s Quantum functions similarly
  to a psion’s Psi. The aberrant minion can spend up to 10 power
  points per round.
  Cool Customer (Ex): The aberrant freak may take 10 on Hide,
  Move Silently and Listen checks even when under stress.
  Crush: By spending 1 power point and taking a full-round
  action, the aberrant freak can make a Crush attempt on her next
  attack. A successful strike inflicts lethal damage and increases her
  Strength modifier by +8 for a single unarmed strike.
  Evasion (Ex): The aberrant freak takes half damage from
  effects requiring a Reflex save; she takes no damage if she makes
  her save.
  Feeding Requirement: The aberrant freak suffers a –2 penalty
  on any attack rolls, saves, skill checks and ability checks if she has
  not consumed at least one pint of fresh blood from a live mammal
  within the past 20 hours.
  Flexibility: By spending 1 power point, the aberrant freak can
  contort and reshape her form to fit through any opening that her
  fist can pass through normally, and/or stretch its limbs up to 3 feet.
  The freak can stretch her form an additional 3 feet for each extra
  power point spent. The freak also gains her Quantum score as a
  competence bonus on any Escape Artist or Sleight of Hand checks.
  The effect lasts for 4 hours.
  Flight: The aberrant freak must spend 2 power points to fly
  for 80 minutes.
  Hyperenhanced Hearing: By spending 1 power point, the
  aberrant freak’s ranks in Listen are effectively doubled; and she
  gains infra/ultrasonic hearing and sonar for 4 rounds.
  Invisibility: For 2 power points, the aberrant freak can turn
  invisible for 8 minutes. The power ends for one round if the freak
  attacks any creature.
  Invulnerability: The aberrant freak has DR 12/— against
  piercing and ballistic attacks, and is not subject to critical hits from
  such attacks.
  Node: The aberrant freak can spend up to 10 power points
  per round and recovers 8 power points per hour.
  Quantum Leech: By spending 2 power points and making a
  successful melee touch attack, the aberrant freak can steal 4d6 power
  points from another character with the superhuman template.
  Poison: By spending 2 power points and making a successful
  melee touch attack, the aberrant freak poisons an opponent (DC 18
  Fortitude save; 1d10 Constitution primary and secondary damage).
  Trapfinding (Ex): The aberrant freak may make Search rolls
  to detect traps with a DC over 20.
  Vulnerability: The aberrant freak suffers an additional 4d6
  points of fire damage when struck by a fire-based attack.
  
  251
  Appendix: Additional Notes
  TRINITY
  Æon Trinity
  This independent organization is involved in almost every level
  of 22nd-century society. Most people on the street are familiar with
  the name, but most have no idea what the Æon Trinity is really about.
  People from all walks of life, from slummers to corporate
  executives, government officers to psion leaders, are either
  members of or are associated with the Æon Trinity. The Trinity is
  a subtle yet powerful force for change. The templates below are
  for non-psychic humans, but psions make up an increasingly large
  number of Æon’s members.
  Neptune Division
  This Æon Trinity division ensures that the organization runs
  smoothly. It maintains communications between the various
  divisions and teams, and it is the face that the public sees when
  dealing with the Trinity.
  Neptune Division Operative, Male or Female Human Ent2:
  Neptune Division Operative, Male or Female Human Ent2:
  Neptune Division Operative, Male or Female Human Ent2:
  Neptune Division Operative, Male or Female Human Ent2:
  Neptune Division Operative, Male or Female Human Ent2: CR 2;
  SZ M; HD 2d8; hp 9; Spd 30 ft.; AC 13 (+2 Dex, +1 class), touch 13,
  flat-footed 10; BAB/Grap +0/+0; Atk +0 melee (by weapon) or
  +3 ranged (by weapon); Full Atk +0 melee (by weapon) or +3 ranged
  (by weapon); S/R 5 ft./5 ft.; SQ stories from the road, inspire
  competence; SV Fort +0, Ref +5, Will +4; Str 8, Dex 14, Con 10,
  Int 13, Wis 12, Cha 15
  Skills: Bluff +8, Diplomacy +6, Gather Information +5, Intimidate
  +4, , , , , Knowledge (current events) +4, Knowledge (popular culture)
  +4, Knowledge (streetwise) +4, Listen +4, Perform +5, Profession
  (Neptune Division) +5, Sense Motive +4, Speak Language
  (Chinese).
  Feats: Persuasive, Citizenship (Open Door), Contacts (Well-
  Connected), Influence (Celebrity).
  Languages: Arabic, English, Chinese.
  Special Qualities: A Neptune operative has the following
  special qualities.
  Stories from the Road (Ex): Already know ordinary local facts
  with a check using Level + Intelligence modifier against a DC
  between 10 and 25.
  Inspire Competence (Ex): Full round action and DC 10
  Charisma check to provide 1 ally with +2 competence bonus in
  combat for 2 rounds.
  Triton Division
   This arm of the Æon Trinity follows the dictum: Those who
  ignore history are doomed to repeat it. These investigators are
  masters of uncovering facts, from archeological digs to crime
  scenes. This group also includes important scientific minds.
  Triton Division Operative, Male or Female Human Aca2:
  Triton Division Operative, Male or Female Human Aca2:
  Triton Division Operative, Male or Female Human Aca2:
  Triton Division Operative, Male or Female Human Aca2:
  Triton Division Operative, Male or Female Human Aca2: CR 2;     SZ
  M; HD 2d6+2; hp 9; Spd 30 ft.; AC 11 (+1 class), touch 11, flatfooted
  10; BAB/Grap +0/+0; Atk +0 melee (by weapon) or +1 ranged (by
  weapon); Full Atk +0 melee (by weapon) or +1 ranged (by weapon);
  S/R 5 ft./5 ft.; SV Fort +1, Ref +0, Will +5; Str 8, Dex 10, Con 13,
  Int 15, Wis 14, Cha 12.
  Skills: Computer Use +6, Concentration +2, Decipher Script +5,
  Demolitions +3, Disable Device +3, Gather Information +3,
  Investigate +5, Knowledge (art) +5, Knowledge (history) +5,
  Knowledge (technology) +5, Knowledge (streetwise) +5,
  Knowledge (behavioral sciences) +7, Profession (Triton Division)
  +5, Research +6, Search +6.
  Feats: Investigator, Citizenship (Open Door), Contacts (Well-
  Connected), Status (Company Man).
  Languages: Arabic, Chinese, English, Spanish.
  Proteus Division
   The shadowy, third arm of the Æon Trinity, this division is the
  one that “gets things done.” This may include liberating captured
  agents, assisting a nation in covert operations or dealing with a
  potential threat to the Trinity. Proteus agents also guard sensitive
  materials and information acquired by the Neptune or Triton divisions.
  Neptune Division Operative, Human Sco2:
  Neptune Division Operative, Human Sco2:
  Neptune Division Operative, Human Sco2:
  Neptune Division Operative, Human Sco2:
  Neptune Division Operative, Human Sco2: CR 2; SZ M; HD 2d6+4;
  hp 11; Spd 30 ft.; AC 14 (+2 Dex, +2 class), touch 14, flatfooted 10;
  Atk +2 melee (by weapon) or +3 ranged (by weapon); Full Atk +2
  melee (by weapon) or +3 ranged (by weapon); S/R 5 ft/5 ft; SQ
  Cool customer, trapfinding; SV Fort +X, Ref +X, Will +X; Str 12,
  Dex 15, Con 14, Int 10, Wis 13, Cha 8
  Skills: Balance +5, Bluff +2, Climb +4, Disable Device +3, Disguise
  +1, Drive +5, Escape Artist +5, Forgery +2, Gather Information +2,
  Hide +7, Jump +3, Knowledge (current events) +2, Knowledge
  (streetwise) +2, Listen +6, Move Silently +7, Open Lock +5,
  Perform +1, Profession (Proteus Division) +3, Search +3, Sleight of
  Hand +4, Spot +6, Tumble +5.
  Feats: Alertness, Personal Firearms Proficiency, Contacts (Well-
  Connected), Stealthy.
  Languages: English.
  Special Qualities: A Proteus operative has the following special
  qualities.
  Cool Customer (Ex): Take 10 on Hide, Listen, and Move Silently
  checks even when distracted or under duress.
  Trapfinding (Ex): Make Search checks even against traps with
  a DC above 20.
  The Proxies
  Although among the most influential figures in the 22nd
  century, much about this eclectic group remains a mystery.
  Bolade Atwan
  The Upeo wa Macho Proxy feels a keen sense of duty to justice and
  social order that expresses itself in a serious, almost solemn demeanor.
  Her driving desire to help the whole of humanity overshadows all other
  concerns in her life and colors every decision she makes.
  Though her goal is vast in scope and ambition, Atwan knows that
  the key is in concrete details rather than in abstractions — ensuring
  that people have sufficient food, shelter, protection from danger, and
  the like. This relentless focus on the practical often blinds her to political
  necessity, resulting in the hardest choice — and, some might say, the
  greatest mistake — she ever made. Atwan trusted that her fellow
  proxies would agree that the novas of Eden would be a potent tool
  against aberrants. She failed to reckon with almost a century worth of
  emotional and political baggage that came with all reference to aberrants
  — even so-called “good aberrants” like the novas of Eden.
  In the years that she forced the Upeo order to remain at
  their hidden retreat on Ruan’s World, Atwan had extensive time
  for reflection. She still feels that she made the right choice to
  leave Earth when the other orders advanced on the Upeo base.
  Still, she has begun to admit, if only to herself, that events might
  not have reached that crisis point if she had handled things with
  the proxies differently.
  Rebecca Bue Li
  The Ministry Proxy is the most private of all the proxies, more
  of a mystery than even del Fuego. She was a key figure in Philippine
  intelligence, so her past was sealed in intelligence records even before
  she became proxy. As China’s Minister of Noetic Affairs, she wields
  
  252
  Appendix: Additional Notes
  TRINITY
  tremendous influence, but thus far has focused her attention on
  protecting human society just as her fellow proxies do.
  Bue Li has a deep-rooted interest in protecting humanity, and
  believes just as strongly that she is justified in taking whatever direct
  action (whether overt or not) is necessary to ensure that humanity
  endures. Put another way, Bue Li agrees with the sentiment that
  making an omelet requires breaking eggs. Her religious beliefs offer
  no conflict to this view — indeed, her faith appears to do the
  opposite, giving her an inner calm to empathize with her fellow human
  beings but still make the hard choices when necessary.
  Alex Cassel
  The Orgotek “Prexy” has many layers to his personality, and
  his motives and goals sometimes interfere with those of his allies
  — and even with Cassel’s own plans, on occasion. There is a certain
  madness to his methods, but Cassel is far from insane. He simply
  sees more sides to a problem — and, therefore, a correspondingly
  greater number of possible solutions — than most people do.
  Cassel dreams of a human race prospering in every sense of
  the word: free of aberrants and other menaces, expanding through
  the universe, living long, full, satisfying lives. Cassel wants to abolish
  tyranny and poverty and everything else that keeps people from
  fulfilling their dreams. And he’s willing to do almost anything to
  make all this happen.
  Alex Cassel’s moral code revolves around these plans for
  humanity. He condones subterfuge, theft and even killing, but he is
  nonetheless an idealist. The Prexy wants to build a peaceful,
  prosperous future; he doesn’t sit in a board room and declare hits
  like a mob boss. He has heroic and humanitarian goals, but his actions
  can pose moral quandaries for his allies and followers.
  Giuseppe del Fuego
  The Norça Proxy is the most and the least human proxy. His
  life is a collection of lies, yet he struggles most to uncover universal
  truth. Each movement and expression is both calculated and sincere.
  He is gracious and apologetic when necessary, but can harden his
  heart at a moment’s notice when he feels circumstances require it.
  Pai de Norça is a hard man to impress, for he assesses the
  breaking point of each person he meets and only forms a favorable
  impression if they push themselves beyond this point without
  snapping. Those who win his increased scrutiny often find
  themselves in difficult positions, for they must exceed his
  expectations repeatedly as a matter of course or he loses interest.
  Though del Fuego is known for his myriad interlocking policies,
  he doesn’t have a direct agenda based on successive achievements
  and fallback strategies. Rather, all his plans are intertwined
  contingencies. Should hostile forces appear at any given time —
  whether aberrant or alien, government or personal — Norça are
  prepared to respond in an instant knowing exactly what to do and
  whom to save… and it all starts with saving Norça first. Plans exist
  for the order’s members to survive purges, internal coups, aberrant
  infiltration, a second Ultimatum directed at psions and even the
  death of the proxy himself. Pai de Norça is a born survivor, and he
  has taught his order well.
  Otha Herzog
  Despite reclusive tendencies, the ISRA Proxy has little to hide.
  His influence in recent decades has had a profound, though subtle,
  impact on society. Herzog could be a powerful religious figure if he
  so chose — and many have already promoted the “hidden Imam”
  to godhood. He shows no inclination to be an object of worship,
  however; indeed, his retiring nature was assumed largely to avoid
  encouraging such attitudes in others.
  Despite a distracted demeanor, Herzog is not naïve (as
  evidenced by the extensive steps he’s taken to make people think
  that the ISRA Order’s headquarters, Huruf al-Hayy, is an orbital
  station hidden somewhere in the galaxy, when it is actually secreted
  hundreds of miles beneath the lunar surface). The Old Man is willing
  to take extraordinary steps to protect individuals or courses of
  action that he feels are important to humanity’s future. He is not
  above manipulation (within reason), or playing on conscience, pride
  or glory to steer others down a course of his choice.
  Herzog’s gentle attitude keeps both enemies and supplicants off-
  base. Even so, he knows he’s not fooling everyone; he may seem distracted
  perpetually, but that’s because he engages in constant information-
  gathering. The other proxies and Æon know him well enough that they
  stay on their toes around the Man Who Sees Everything.
  Solveig Larssen
  The Legions Proxy is an earnest, honest soldier who prefers a
  stand-up fight to a battle of words. She believes that only the Legions
  have the power and skill to defend Earth. All other forces — from
  military forces to the other orders — are subordinate to the Legions.
  This comes across as mind-bogglingly arrogant to many, but there is
  little argument that someone must lead humanity’s defense, and the
  Legions Proxy has spent the last 20 years doing little else.
  After a career in the NC Army and a stint leading a mercenary
  group, Larssen’s role as proxy opened new vistas of opportunity.
  Still, the strain of coordinating so many aspects of humanity’s
  defense is starting to show. She doesn’t take vacations and she
  can’t possibly step down, retire or quit. While Larssen has a skilled
  support staff, no one can do her job as well as she can. Even she
  has begun to admit — at least off the record — that a solution
  must be found. Even her unique constitution is showing signs of
  wear, and the struggle to protect humanity doesn’t show signs of
  ending any time soon.
  Matthieu Zweidler
  The Æsculapian Proxy is a brilliant scientist but a marginal
  leader. He has keen insights regarding medicine and noetics, but
  he is often obtuse concerning other people. Zweidler views science
  and medicine as the best human endeavors — the progress of
  medical science is the progress of humanity. He attends to other
  matters only grudgingly.
  Of all the proxies, Zweidler has the most tenuous control over
  his order. He trusts in his management staff to make sure everything
  runs smoothly. This is the best policy for those individuals who are
  capable and have the order’s best interests at heart, but Zweidler
  is not always the best judge of character.
  The recent Huang-Marr conspiracy shocked Zweidler. That
  fellow psions — fellow vitakinetics! — were perverting the
  techniques that he developed was a shocking blow. He has been
  stirred to action, but he’s been out of the loop in his order for so
  long he isn’t sure what steps to take. Humbled and confused,
  Zweidler must face hard truths about himself and his order if he is
  to truly embody the role of proxy.
  
  253
  Appendix: Additional Notes
  TRINITY
  Glossary
  afoxé:
  afoxé:
  afoxé:
  afoxé:
  afoxé: African/Brazilian-mix music.
  anima:
  anima:
  anima:
  anima:
  anima: A popular music form that involves “organic” stylings. Similar to a
  variant of 20th-century mid-range alternative, mixed with trance-y goth. Fans
  are divided into two groups. One embraces an intuitive reality in which physicality
  (usually represented by hardtech) is ignored in favor of emotions and spirituality
  (signified by biotech). The other group worships the death drive and is typically
  depressed by the “terrible existential problems of being trapped in an artificial
  cyberworld.” Developed in the wake of Anima Culture (q.v.), anima music became
  very popular in Europe and Nippon.
  Anima (also “Anima Culture,” “Anima Continuum,” etc.):
  Anima (also “Anima Culture,” “Anima Continuum,” etc.):
  Anima (also “Anima Culture,” “Anima Continuum,” etc.):
  Anima (also “Anima Culture,” “Anima Continuum,” etc.):
  Anima (also “Anima Culture,” “Anima Continuum,” etc.): Influential
  “underground” or popular school of cultural criticism that seeks to predict how
  humanity will adapt to the technological advances of the 22nd century, notably
  biotech and psi. The term is also used as a descriptor of evolving aspects of culture
  that are “organic” or radically different from the “hard” cultures and political
  structures that existed before. Generally, “anima” means “decentralized,
  holographic, recursive, fluid” or “mutable.”
  Anima Music Society:
  Anima Music Society:
  Anima Music Society:
  Anima Music Society:
  Anima Music Society: A pro-Western, pro-psi democratic group in China,
  predominantly in the north where bang music (q.v.) is popular.
  Ant Farm Syndrome:
  Ant Farm Syndrome:
  Ant Farm Syndrome:
  Ant Farm Syndrome:
  Ant Farm Syndrome: A psychological disorder in which the ego disappears,
  leaving only the exoskeleton of protocol and duty behind. Caused by severe
  crowding in heavily artificial environments. Endemic to Nippon.
  asesino(s) de la moto(s):
  asesino(s) de la moto(s):
  asesino(s) de la moto(s):
  asesino(s) de la moto(s):
  asesino(s) de la moto(s): Portuguese for “motorcycle assassinations.”
  augies:
  augies:
  augies:
  augies:
  augies: Psiware augmentation devices, also known as “enhancers” or
  “boosters.”
  Aum Soto:
  Aum Soto:
  Aum Soto:
  Aum Soto:
  Aum Soto: A cryptic Nihonjin phrase that closed the “Quarantine Broadcast.”
  bandeirante(s):
  bandeirante(s):
  bandeirante(s):
  bandeirante(s):
  bandeirante(s): Portuguese for South American “cowboys.”
  bang:
  bang:
  bang:
  bang:
  bang: A popular music form, similar to rock in its driving rhythms, highly
  sexualized imagery and electronic modulation. Sounds like a worldbeat mutation
  of techno with important strains including Muzzein Bang (q.v.), Bengal Bang,
  Marrakesh Bang, Angkor Bang and Harbin Bang.
  bangboy:
  bangboy:
  bangboy:
  bangboy:
  bangboy: Fan of bang music. Nongender-specific; used as per “clubkid.”
  Bharati Commonwealth:
  Bharati Commonwealth:
  Bharati Commonwealth:
  Bharati Commonwealth:
  Bharati Commonwealth: The official name of the Indian bloc, but used rarely
  by foreigners; “India” is still preferred. Includes present-day Afghanistan, Pakistan,
  Nepal, Bhutan, Bangladesh and Sri Lanka.
  Belt, the:
  Belt, the:
  Belt, the:
  Belt, the:
  Belt, the: Spacers’ slang for the Asteroid Belt.
  bioapps:
  bioapps:
  bioapps:
  bioapps:
  bioapps: Biological appliances; biotechnological devices.
  Bumen Jibo Tingjiao:
  Bumen Jibo Tingjiao:
  Bumen Jibo Tingjiao:
  Bumen Jibo Tingjiao:
  Bumen Jibo Tingjiao: Mandarin for “Office of Semiotics.”
  Bumen Jingshen Jingcha:
  Bumen Jingshen Jingcha:
  Bumen Jingshen Jingcha:
  Bumen Jingshen Jingcha:
  Bumen Jingshen Jingcha: Mandarin for “Office of Psionic Security.”
  burrios clandestinos:
  burrios clandestinos:
  burrios clandestinos:
  burrios clandestinos:
  burrios clandestinos: Portuguese for “shantytowns.”
  buzhang:
  buzhang:
  buzhang:
  buzhang:
  buzhang: Mandarin for “minister.”
  buzio(s):
  buzio(s):
  buzio(s):
  buzio(s):
  buzio(s): Portuguese for “shell(s).”
  cafezinhos:
  cafezinhos:
  cafezinhos:
  cafezinhos:
  cafezinhos: South American “little coffees”; very thick and sweetened
  heavily.
  Caipirinha
  Caipirinha
  Caipirinha
  Caipirinha
  Caipirinha::::: A South American cocktail.
  Candomblé:
  Candomblé:
  Candomblé:
  Candomblé:
  Candomblé: Proper name of African/Brazilian-mix religion.
  canga:
  canga:
  canga:
  canga:
  canga: Portuguese for a beach-wrap skirt.
  capoeira:
  capoeira:
  capoeira:
  capoeira:
  capoeira: African/Brazilian-mix dance and martial art.
  Carioca(s):
  Carioca(s):
  Carioca(s):
  Carioca(s):
  Carioca(s): Portuguese slang for residents of Rio de Janeiro.
  Caucastan:
  Caucastan:
  Caucastan:
  Caucastan:
  Caucastan: Fierce little country sandwiched between Russia and the Turks.
  Originally known as Georgia or Armenia.
  centro(s):
  centro(s):
  centro(s):
  centro(s):
  centro(s): Portuguese for “center(s).”
  Chitra Bhanu:
  Chitra Bhanu:
  Chitra Bhanu:
  Chitra Bhanu:
  Chitra Bhanu: Originally a Vishnavi messianic term used to refer to the
  eradicated Bombay-based quantakinetic order. Spelled “Chtra Bhanu” in Hindi.
  CPO:
  CPO:
  CPO:
  CPO:
  CPO: Central processing organism, used in reference to biotech that contains
  biological computers.
  cybershinto:
  cybershinto:
  cybershinto:
  cybershinto:
  cybershinto: Slang term used by foreigners to describe the quasireligious
  protocols that regulate how the zaibatsu interact with their corporate computer
  avatars. Nihonjin have no name for such relationships.
  desechables:
  desechables:
  desechables:
  desechables:
  desechables: Portuguese for “throw away” children; street urchins, poor
  children.
  De Naturis Vibus Mentis:
  De Naturis Vibus Mentis:
  De Naturis Vibus Mentis:
  De Naturis Vibus Mentis:
  De Naturis Vibus Mentis: Official Catholic position on the psi phenomenon
  presented by the current pope, Benedict XVIII. Noteworthy for pleading for
  scientific detachment when dealing with psi. Discourages projecting saintly or
  demonic attributions to psions.
  divina:
  divina:
  divina:
  divina:
  divina: The performer/composer of Muzzein Bang who is responsible for
  both music and visuals at an event. Equivalents in 20th-century media would be
  “performance artists” or “mixmasters.” The sophistication of Muzzein requires
  that most divinas be psi-active clairsentients.
  Djakarta:
  Djakarta:
  Djakarta:
  Djakarta:
  Djakarta: The most important of the Indonesi city-states; a sort-of “happy
  man’s Tokyo”; the “Computer Crossroads of the World.” The region contains so
  much wealth that the gap has been bridged between Djava and some outlying islands
  in order to expand real estate.
  dongrenyi:
  dongrenyi:
  dongrenyi:
  dongrenyi:
  dongrenyi: Mandarin for “telepathy.”
  El Capybara:
  El Capybara:
  El Capybara:
  El Capybara:
  El Capybara: Portuguese for “the Giant Rat.”
  elgee (from L.-Gee, or lunar gravity):
  elgee (from L.-Gee, or lunar gravity):
  elgee (from L.-Gee, or lunar gravity):
  elgee (from L.-Gee, or lunar gravity):
  elgee (from L.-Gee, or lunar gravity): Lunar natives born to parents who
  are unable to leave Lunar-gravity regions.
  en Brazilia:
  en Brazilia:
  en Brazilia:
  en Brazilia:
  en Brazilia: Portuguese for “Brazil”; Brazilian.
  er:
  er:
  er:
  er:
  er: Mandarin for “two”; Chinese designation for Alpha Centauri B.
  Erthroxylon coca:
  Erthroxylon coca:
  Erthroxylon coca:
  Erthroxylon coca:
  Erthroxylon coca: Proper Latin name for the coca leaf’s active agent.
  fengming:
  fengming:
  fengming:
  fengming:
  fengming: Mandarin for “phoenix song.”
  figa:
  figa:
  figa:
  figa:
  figa: A talisman shaped like a fist with the thumb up between the second
  and third fingers; a good luck charm in most South American cultures.
  fulgee (from full gee, or full gravity):
  fulgee (from full gee, or full gravity):
  fulgee (from full gee, or full gravity):
  fulgee (from full gee, or full gravity):
  fulgee (from full gee, or full gravity): Natives of the Moon born to parents
  capable of functioning in full Earth gravity.
  Funan:
  Funan:
  Funan:
  Funan:
  Funan: “Vietnam.” A decentralized Anima Zone with no capital city. The
  name is homage to the ancient mercantile culture of the region, similar to that of
  the Phoenicians.
  Han:
  Han:
  Han:
  Han:
  Han: “Chinese,” not generally used by non-Chinese.
  Hidden Fortress:
  Hidden Fortress:
  Hidden Fortress:
  Hidden Fortress:
  Hidden Fortress: An elaborate defense screen designed to keep any aberrant
  short of Godzilla out of Japan, and designed to fry those who are stupid enough to
  try.
  holosim:
  holosim:
  holosim:
  holosim:
  holosim: Also just “sim.” A virtual-reality environment. Holosims range from
  basic headset-projection holograms to room-sized holographic environments to
  advanced playgrounds with multiple holographic projectors, live actors, computer-
  controlled gimbals and adjustable rooms.
  honglong:
  honglong:
  honglong:
  honglong:
  honglong: Mandarin for “red dragon.”
  Honshu:
  Honshu:
  Honshu:
  Honshu:
  Honshu: The largest of Nippon’s Home Islands. Every inch is paved and built
  up.
  Indonesi:
  Indonesi:
  Indonesi:
  Indonesi:
  Indonesi: “Indonesia.” Includes the old “Malaysia.” The center of New Islam.
  Ba’hai and computers predominate.
  IPETA:
  IPETA:
  IPETA:
  IPETA:
  IPETA: “Island Peoples’ Economic Treaties Alliance.” A loose economic bloc
  dominated by Nippon, including the Indonesian city-states and the various
  Polynesian groups. Singapore is a member in name only, as it relies more on China
  and Brazil.
  Israel-Judah:
  Israel-Judah:
  Israel-Judah:
  Israel-Judah:
  Israel-Judah: Messianic nation comprising the present-day states of Israel,
  Jordan, Lebanon, the Sinai peninsula, and parts of Syria. “The Promised Land.”
  jibo tingjiao
  jibo tingjiao
  jibo tingjiao
  jibo tingjiao
  jibo tingjiao::::: Mandarin for “empathy.”
  Jingshen Daxueyuan:
  Jingshen Daxueyuan:
  Jingshen Daxueyuan:
  Jingshen Daxueyuan:
  Jingshen Daxueyuan: Mandarin for “Psi Institute.”
  Jingshen Jiaobu:
  Jingshen Jiaobu:
  Jingshen Jiaobu:
  Jingshen Jiaobu:
  Jingshen Jiaobu: Mandarin for “Ministry of Noetic Affairs.”
  Joe Hologram:
  Joe Hologram:
  Joe Hologram:
  Joe Hologram:
  Joe Hologram: An everyday person; the average citizen. While the slang
  term survives, the computer agent from which it originated has long since fallen
  into obscurity.
  jogo do bicho:
  jogo do bicho:
  jogo do bicho:
  jogo do bicho:
  jogo do bicho: Portuguese for “game of the animals”; a gambling lottery.
  jogo dos buzios:
  jogo dos buzios:
  jogo dos buzios:
  jogo dos buzios:
  jogo dos buzios: Portuguese for “game of shells”; future-reading, like tarot.
  junta(s):
  junta(s):
  junta(s):
  junta(s):
  junta(s): Portuguese for “bully government.”
  justiça:
  justiça:
  justiça:
  justiça:
  justiça: Portuguese for “justice.”
  Kampuchea:
  Kampuchea:
  Kampuchea:
  Kampuchea:
  Kampuchea: “Cambodia.” The multimedia art capital of Asia. Fab anima scene.
  Kazuhito:
  Kazuhito:
  Kazuhito:
  Kazuhito:
  Kazuhito: Nippon’s quasidivine, titular leader.
  Khantze Lu Ge:
  Khantze Lu Ge:
  Khantze Lu Ge:
  Khantze Lu Ge:
  Khantze Lu Ge: “Castle in the Air”; Alpha Centauri Colony (the Chinese refer
  to it as Kongzhong Lou Ge).
  Kuala Lumpur:
  Kuala Lumpur:
  Kuala Lumpur:
  Kuala Lumpur:
  Kuala Lumpur: The last vestige of “Malaysia.” Supports terrorists all over
  the continent in hopes of restoring the “sanity” of the 20th century; ally of the
  FSA.
  kusanyiko
  kusanyiko
  kusanyiko
  kusanyiko
  kusanyiko::::: Swahili for “assembly.”
  LAO:
  LAO:
  LAO:
  LAO:
  LAO: Lunar (or Low-gravity) Aggravated Osteoporosis; a syndrome that
  consists of weakened musculature and thin, brittle bones brought on by living in a
  low-gravity environment. Both genders have shortened life spans and low quality
  of life as their internal organs compress and their bones collapse. Post-menopausal
  women are generally affected more severely than are men.
  lei:
  lei:
  lei:
  lei:
  lei: Portuguese for “law.”
  Ligua Zhixun:
  Ligua Zhixun:
  Ligua Zhixun:
  Ligua Zhixun:
  Ligua Zhixun: Advice from the Widow/Madame Bue’s Little Book.
  los magico(s):
  los magico(s):
  los magico(s):
  los magico(s):
  los magico(s): Portuguese for “the magician(s).”
  lulong:
  lulong:
  lulong:
  lulong:
  lulong: Mandarin for “green dragon.”
  macrotech:
  macrotech:
  macrotech:
  macrotech:
  macrotech: Large, obvious devices, mostly non- or minimally invasive to
  the user’s body.
  madonna:
  madonna:
  madonna:
  madonna:
  madonna: The latest fashion movement.
  mafaa:
  mafaa:
  mafaa:
  mafaa:
  mafaa: Swahili for “utility.”
  Malaya-Indonesi Islands:
  Malaya-Indonesi Islands:
  Malaya-Indonesi Islands:
  Malaya-Indonesi Islands:
  Malaya-Indonesi Islands: “Indonesia.” The name reflects a wave of ethnic
  solidarity; the Malaysians are little more than another Indonesian subculture,
  speaking the same language.
  Mao Restoration:
  Mao Restoration:
  Mao Restoration:
  Mao Restoration:
  Mao Restoration: A dangerous, underground political alliance between
  Chinese tongs and Russian extremists.
  Mashriqi:
  Mashriqi:
  Mashriqi:
  Mashriqi:
  Mashriqi: ISRA’s collective leadership. Singular “Mashriq.” From the Arabic
  term for a Ba’hai temple. Symbol is a nine-sided figure like one of Gurdjieff’s
  enneads.
  matrix:
  matrix:
  matrix:
  matrix:
  matrix: The cells used to produce biotech.
  
  254
  Appendix: Additional Notes
  TRINITY
  matrix computers:
  matrix computers:
  matrix computers:
  matrix computers:
  matrix computers: The computers that interface noetically with technicians
  to produce biotech; they also record templates for biotech.
  mestizo:
  mestizo:
  mestizo:
  mestizo:
  mestizo: Portuguese reference to a half-Native American, half-foreign
  person.
  Mianmar:
  Mianmar:
  Mianmar:
  Mianmar:
  Mianmar: “Burma.” A sleepy and anachronistic place full of those who just
  want to be left alone. They agree with China on political issues to assert how
  different they are from India.
  microtech:
  microtech:
  microtech:
  microtech:
  microtech: Tiny, biological nanotechnology that is mostly invasive to the
  user’s body.
  Mineiro(s):
  Mineiro(s):
  Mineiro(s):
  Mineiro(s):
  Mineiro(s): Portuguese slang for residents of Minas Gerais.
  moja:
  moja:
  moja:
  moja:
  moja: Swahili for “one.”
  Moskva:
  Moskva:
  Moskva:
  Moskva:
  Moskva: “Moscow.”
  mujukuu:
  mujukuu:
  mujukuu:
  mujukuu:
  mujukuu: Swahili for “grandchild.”
  muzzein bang:
  muzzein bang:
  muzzein bang:
  muzzein bang:
  muzzein bang: A strain of the bang music entertainment genre, marked by
  heavy incorporation of clairsentient imagery and propaganda; the unofficial theme
  music of 22nd-century Ba’hai. Also called “vision bang” for its reliance on symbolic
  simulation of clairsentient states and “holographic awareness.”
  mwalimu:
  mwalimu:
  mwalimu:
  mwalimu:
  mwalimu: Swahili for “teacher” (an honorific).
  Netherlands:
  Netherlands:
  Netherlands:
  Netherlands:
  Netherlands: A collection of tiny islands ravaged in the Aberrant War.
  Nippon:
  Nippon:
  Nippon:
  Nippon:
  Nippon: “Japan”; also “Nihon.” Includes the “Kuril” (Chishima) Islands.
  Nihonjin:
  Nihonjin:
  Nihonjin:
  Nihonjin:
  Nihonjin: “Japanese.” Used as both a cultural and ethnic adjective.
  Nordisto(s):
  Nordisto(s):
  Nordisto(s):
  Nordisto(s):
  Nordisto(s): Portuguese slang for residents of the northern areas.
  Nova Fôrça de Nacionales
  Nova Fôrça de Nacionales
  Nova Fôrça de Nacionales
  Nova Fôrça de Nacionales
  Nova Fôrça de Nacionales::::: The New National Force.
  olaminium:
  olaminium:
  olaminium:
  olaminium:
  olaminium: The ultradense element 114, named for the head of the research
  project on Mafaa–3, Dr. E.J. Olamina; stable, nonradioactive, used mostly for
  military applications at this point.
  Oman:
  Oman:
  Oman:
  Oman:
  Oman: A rich and decadent place of gambling and glamor; the new Riviera.
  The “depraved sultan” splinter of the Islamic world.
  Orbital China:
  Orbital China:
  Orbital China:
  Orbital China:
  Orbital China: The community of Chinese living and working in space. Treated
  like “Overseas China” was in the 20th century.
  orgone:
  orgone:
  orgone:
  orgone:
  orgone: Alex Cassel’s term for the noetic energy particular to electrokinesis
  manipulations. The Prexy claims orgone permeates all living things and carries the
  erotic drives. EKs often draw parallels between this hypothetical fluid and electric
  current.
  Orgosoft Farms:
  Orgosoft Farms:
  Orgosoft Farms:
  Orgosoft Farms:
  Orgosoft Farms: Orgotek biotech plantations.
  Orgulho de Céu:
  Orgulho de Céu:
  Orgulho de Céu:
  Orgulho de Céu:
  Orgulho de Céu: Portuguese for “Pride of the Sky.”
  Outer Manchuria:
  Outer Manchuria:
  Outer Manchuria:
  Outer Manchuria:
  Outer Manchuria: “Kamchatka.” Territories shared with Russia after the
  Collapse in a perpetual lease/resource-sharing arrangement. Chinese are
  encouraged to emigrate there in order to secure a permanent hold on the territory.
  Pai/Mae de Santo:
  Pai/Mae de Santo:
  Pai/Mae de Santo:
  Pai/Mae de Santo:
  Pai/Mae de Santo: Portuguese for “Father/Mother of the Saints.”
  paredão necessário
  paredão necessário
  paredão necessário
  paredão necessário
  paredão necessário::::: Portuguese for “necessary wall.”
  Paulista(s):
  Paulista(s):
  Paulista(s):
  Paulista(s):
  Paulista(s): Portuguese slang for residents of Sào Paulo.
  Permanent Refugee Zones:
  Permanent Refugee Zones:
  Permanent Refugee Zones:
  Permanent Refugee Zones:
  Permanent Refugee Zones: Regions of the Earth’s surface that are so badly
  damaged that they will remain uninhabitable for decades to come. Includes France,
  the Zuider Zee, Berlin, Saudi Arabia, Northern Ireland, and many others.
  Persia:
  Persia:
  Persia:
  Persia:
  Persia: “Iran.” An introspective, even mournful country where post-Old
  Jerusalem Islam has evolved into something approaching medieval Catholicism.
  plasmal matrix:
  plasmal matrix:
  plasmal matrix:
  plasmal matrix:
  plasmal matrix: Cells of single-celled eukaryotic origin, pre-distinguishing
  between flora and fauna.
  preserva:
  preserva:
  preserva:
  preserva:
  preserva: Portuguese for “(to) preserve.”
  preservação(s):
  preservação(s):
  preservação(s):
  preservação(s):
  preservação(s): Portuguese for “preservation(s).”
  Psi Nippon:
  Psi Nippon:
  Psi Nippon:
  Psi Nippon:
  Psi Nippon: The Nihonjin youth culture that embraces biotechnology, psions
  and anima culture. Most live either outside Nippon or wish they could. They’re
  considered delinquents by proper Nihonjin society, but not yet viewed as a threat
  to Nippon’s cultural stability.
  psiware:
  psiware:
  psiware:
  psiware:
  psiware: Living biotechnological devices.
  Pyongyang:
  Pyongyang:
  Pyongyang:
  Pyongyang:
  Pyongyang: The “Inner Capital” of reunited Korea.
  qigong:
  qigong:
  qigong:
  qigong:
  qigong: Mandarin for “acupuncture.”
  Qin:
  Qin:
  Qin:
  Qin:
  Qin: The Mandarin character for “elegant” or “pleasingly artificial.” Also a
  Cantonese term for the “painted” class of Chinese opera characters. Name given
  to the first alien race humans contacted.
  Qinri:
  Qinri:
  Qinri:
  Qinri:
  Qinri: Mandarin for “sun of the qin.”
  Qinshui:
  Qinshui:
  Qinshui:
  Qinshui:
  Qinshui: Mandarin for “ocean of the qin”; designation for the qin homeworld.
  Quarantine, the:
  Quarantine, the:
  Quarantine, the:
  Quarantine, the:
  Quarantine, the: Japan’s “Closed-Door Policy,” 2047–2103.
  Rock, the:
  Rock, the:
  Rock, the:
  Rock, the:
  Rock, the: Earth; orbital-station slang.
  rockwell:
  rockwell:
  rockwell:
  rockwell:
  rockwell: To analyze fashion and judge it fabulous (or atrocious).
  Russian Federation:
  Russian Federation:
  Russian Federation:
  Russian Federation:
  Russian Federation: Includes Belorussia and Ukraine; does not include
  Kazakhstan or any of Soviet Central Asia southward.
  santo(s):
  santo(s):
  santo(s):
  santo(s):
  santo(s): Portuguese for “saint(s).”
  scan that spectra:
  scan that spectra:
  scan that spectra:
  scan that spectra:
  scan that spectra: Miners’ jargon that’s comparable to “check that out!”
  shekh:
  shekh:
  shekh:
  shekh:
  shekh: From the Hindi “shekhinah.” The indwelling presence of God; “fun”
  in bangspeak. The quality that makes something good.
  Society of Jesus:
  Society of Jesus:
  Society of Jesus:
  Society of Jesus:
  Society of Jesus: A Jesuit organization. Telepath Proxy Rebecca Bue Li was
  reportedly schooled by the society years ago.
  symcause:
  symcause:
  symcause:
  symcause:
  symcause: Slang term; abbreviation for “symptom + cause” or “symbiotic
  cause.” It means by-product, holographic result or synchronistic effect.
  Taiwan:
  Taiwan:
  Taiwan:
  Taiwan:
  Taiwan: The glorious 23rd province of united China.
  Tekne Group:
  Tekne Group:
  Tekne Group:
  Tekne Group:
  Tekne Group: The hardtech and cyberkinetic research arm of Orgotek.
  Temple Judaism:
  Temple Judaism:
  Temple Judaism:
  Temple Judaism:
  Temple Judaism: A modification of modern Jewish doctrine that harkens
  back to more traditional views; the result when an expansionist Israel doesn’t have
  to share Jerusalem any longer.
  tepuis:
  tepuis:
  tepuis:
  tepuis:
  tepuis: Portuguese for “flat-topped mountain steppes” (singular and plural).
  tereiro:
  tereiro:
  tereiro:
  tereiro:
  tereiro: Candomblé house of worship.
  terra de naturale:
  terra de naturale:
  terra de naturale:
  terra de naturale:
  terra de naturale: Portuguese for “land of nature.”
  terraforming:
  terraforming:
  terraforming:
  terraforming:
  terraforming: Manipulating a planetary environment artificially to make it
  more like Earth.
  Tesser:
  Tesser:
  Tesser:
  Tesser:
  Tesser: The bio-organic computer that performs calculations for the
  Leviathan-class jump ships.
  Tibet:
  Tibet:
  Tibet:
  Tibet:
  Tibet: A nation more firmly Chinese than in previous centuries. It is not
  assimilated entirely, as suggested by the “problems” had with the choice of the
  current Dalai Lama.
  Total Allergy Syndrome:
  Total Allergy Syndrome:
  Total Allergy Syndrome:
  Total Allergy Syndrome:
  Total Allergy Syndrome: A psychogenetic disorder with which the sufferer
  becomes oversensitive to such a degree that contact with just about anything can
  be deadly. Sufferers live in plastic-bubble environments.
  Tours:
  Tours:
  Tours:
  Tours:
  Tours: Site of the Esperanza–France Memorial.
  Turkic Federation:
  Turkic Federation:
  Turkic Federation:
  Turkic Federation:
  Turkic Federation: The loose union of Turkey and the various ex-Soviet
  Central Asian republics as far east as the Chinese border (separated from Turkey
  proper by the Caspian Sea). The secularist splinter of Islam, populated by rational-
  talking sufi; a trusty supporter of ISRA. Home to some of the sanest people on
  Earth in the 22nd century.
  uitlander(s):
  uitlander(s):
  uitlander(s):
  uitlander(s):
  uitlander(s): Swahili for “foreigner(s).”
  Ulanbator:
  Ulanbator:
  Ulanbator:
  Ulanbator:
  Ulanbator: Capital of the former Mongolia, now the main staging area for
  Chinese heavy industry and military orbital activities; a major power involved with
  the Co-Development Zone. A beautiful city in the 2120s; arguably one of the
  greatest examples of 22nd-century architecture.
  Umbandist Heresy:
  Umbandist Heresy:
  Umbandist Heresy:
  Umbandist Heresy:
  Umbandist Heresy: The Orthodox Catholic term for Umbanda.
  Upeo Wa Macho:
  Upeo Wa Macho:
  Upeo Wa Macho:
  Upeo Wa Macho:
  Upeo Wa Macho: Swahili for “the horizon.”
  Vatican Reforms
  Vatican Reforms
  Vatican Reforms
  Vatican Reforms
  Vatican Reforms     (2084):
  (2084):
  (2084):
  (2084):
  (2084): The conciliatory bull that updated the Vatican to
  the 21st century. An impressive document (its main flaw is that it came as late as it
  did), the bull outlines such things as allowing women to join the priesthood, and
  instructing the clergy to take a more active role in charity work.
  vidmusic:
  vidmusic:
  vidmusic:
  vidmusic:
  vidmusic: sight/sound recordings.
  wakina sisi
  wakina sisi
  wakina sisi
  wakina sisi
  wakina sisi::::: Portuguese for “people like us.”
  Wanjing:
  Wanjing:
  Wanjing:
  Wanjing:
  Wanjing: “City of Endurance”; designation for the Chinese colony on Mars.
  WEI:
  WEI:
  WEI:
  WEI:
  WEI: The public relations/administrative arm of Orgotek.
  Xigaze:
  Xigaze:
  Xigaze:
  Xigaze:
  Xigaze: Tibetan administrative center with a small orbital launch port, used
  primarily for research and some tourism.
  Xinjiang:
  Xinjiang:
  Xinjiang:
  Xinjiang:
  Xinjiang: A desert and westernmost province of contemporary China,
  inhabited primarily by the mean-spirited Turkic descendants of Tamerlane.
  yeh:
  yeh:
  yeh:
  yeh:
  yeh: Used globally as an adjective as well as an expression of agreement.
  Means “cool,” “it’s good,” and “know what I mean?”
  yi:
  yi:
  yi:
  yi:
  yi: Mandarin for “one”; Chinese designation for Alpha Centauri A.
  Young Marxians:
  Young Marxians:
  Young Marxians:
  Young Marxians:
  Young Marxians: Idealistic young neo-Marxist types who stage
  demonstrations in Chinese universities.
  Yunnan:
  Yunnan:
  Yunnan:
  Yunnan:
  Yunnan: A backwater province in southwestern China; home to many ethnic
  minorities. The region was damaged by a supposedly malfunctioning fusion dome.
  Yutu Yinchan:
  Yutu Yinchan:
  Yutu Yinchan:
  Yutu Yinchan:
  Yutu Yinchan: “The Rabbit in the Moon”; Chinese section of Olympus.
  zaibatsu:
  zaibatsu:
  zaibatsu:
  zaibatsu:
  zaibatsu: Nihonjin for “corporation.” Rigid semihereditary organizations that
  rule Nippon in the absence of a civil government.
  zhan:
  zhan:
  zhan:
  zhan:
  zhan: Mandarin for “station” (to stand).
  Zhongguo:
  Zhongguo:
  Zhongguo:
  Zhongguo:
  Zhongguo: Mandarin term for “China.” The English “China” and “Chinese”
  are generally used in text because “Zhong Guo” isn’t as familiar to Western
  audiences as is “Nippon,” for example. Includes Taiwain, Korea and Mongolia on
  maps, as well as some indication of shared control over the southeastern region of
  Siberia.
  zikkir:
  zikkir:
  zikkir:
  zikkir:
  zikkir: An ISRA mnemonic trigger; derived from Arabic sufi terminology.
  Zizhiqu:
  Zizhiqu:
  Zizhiqu:
  Zizhiqu:
  Zizhiqu: Mandarin term for China’s Autonomous Region.
  Zurich-Geneva:
  Zurich-Geneva:
  Zurich-Geneva:
  Zurich-Geneva:
  Zurich-Geneva: The voice of Switzerland (and often the rest of the
  fragmented European Commonwealth).
  
  255
  Credits
  TRINITY
  Original Concept and Design:
  Original Concept and Design:
  Original Concept and Design:
  Original Concept and Design:
  Original Concept and Design: Andrew Bates, Ken Cliffe,
  Richard E. Dansky, Greg Fountain, Robert Hatch, Chris McDonough,
  Richard Thomas, Stephan Wieck and Fred Yelk
  Additional Content and Visual Design:
  Additional Content and Visual Design:
  Additional Content and Visual Design:
  Additional Content and Visual Design:
  Additional Content and Visual Design: Ash Arnett, Bruce
  Baugh, Robert Dixon, Jeff Holt, Leif Jones, Robert Scott Martin,
  Matt Milberger, William O’Connor, Kathleen Ryan, Mike Tinney,
  Brian Snoddy, Aaron Voss, Stewart Wieck and Jonathan Woodward
  Authors:
  Authors:
  Authors:
  Authors:
  Authors: Justin R. Achilli, Andrew Bates, Ken Cliffe, Jen
  Clodius, Richard E. Dansky, Greg Fountain, Ashwath Ganesan,
  Robert Hatch, Dawn Kahan, Robert Scott Martin, Chris McDonough,
  Judith A. McLaughlin, Ethan Skemp, Jonathan Woodward, Fred Yelk
  and Alison Young
  Original Fiction:
  Original Fiction:
  Original Fiction:
  Original Fiction:
  Original Fiction: George Alec Effinger
  Development (Fiction, Culture Database):
  Development (Fiction, Culture Database):
  Development (Fiction, Culture Database):
  Development (Fiction, Culture Database):
  Development (Fiction, Culture Database): Andrew Bates
  Editing:
  Editing:
  Editing:
  Editing:
  Editing: Ken Cliffe and Cary Goff
  Development for d20 Version (Research Database):
  Development for d20 Version (Research Database):
  Development for d20 Version (Research Database):
  Development for d20 Version (Research Database):
  Development for d20 Version (Research Database): James
  Kiley and Andrew Bates
  Design Assistance for d20 Version:
  Design Assistance for d20 Version:
  Design Assistance for d20 Version:
  Design Assistance for d20 Version:
  Design Assistance for d20 Version: Fred Yelk
  Editing for d20 Version:
  Editing for d20 Version:
  Editing for d20 Version:
  Editing for d20 Version:
  Editing for d20 Version: Ellen P. Kiley
  Managing Editor for d20 Version:
  Managing Editor for d20 Version:
  Managing Editor for d20 Version:
  Managing Editor for d20 Version:
  Managing Editor for d20 Version: Andrew Bates
  Art Director:
  Art Director:
  Art Director:
  Art Director:
  Art Director: Richard Thomas
  Cover Art:
  Cover Art:
  Cover Art:
  Cover Art:
  Cover Art: Christopher Moeller
  Front and Back Cover Design for d20 Version:
  Front and Back Cover Design for d20 Version:
  Front and Back Cover Design for d20 Version:
  Front and Back Cover Design for d20 Version:
  Front and Back Cover Design for d20 Version: Matt Milberger
  Interior Art:
  Interior Art:
  Interior Art:
  Interior Art:
  Interior Art: Andrew Bates, Robert “Shaggy” Dixon, Glenn
  Fabry, Langdon Foss, Jeff “Whitley Styles” Holt, Mark Jackson,
  Leif “Kostbaar” Jones, Matt “Jake Danger” Milberger, Christopher
  Moeller, William “Akira Van Woc” O’Connor, John Park, David
  “Dave.A.I.” Seeley, Alex Sheikman, Lawrence Snelly, Brian
  “Dazylart” Snoddy, Griffon Sykes, Richard “Safari Jack Tallon”
  Thomas, Joshua Gabriel Timbrook.
  Layout, Typesetting and Design for d20 Version:
  Layout, Typesetting and Design for d20 Version:
  Layout, Typesetting and Design for d20 Version:
  Layout, Typesetting and Design for d20 Version:
  Layout, Typesetting and Design for d20 Version: Matt
  Milberger
  Special Thanks
  Wizards of the Coast
  Wizards of the Coast
  Wizards of the Coast
  Wizards of the Coast
  Wizards of the Coast for permission to use the radiation rules
  from Gamma World, and for inclusion of assorted material from
  and references to d20 Future.
  Alderac Entertainment Group
  Alderac Entertainment Group
  Alderac Entertainment Group
  Alderac Entertainment Group
  Alderac Entertainment Group for the use of the chase rules
  from Spycraft. Always a fun, cinematic game.
  Dedication
  To Trinity Universe fans
  Trinity Universe fans
  Trinity Universe fans
  Trinity Universe fans
  Trinity Universe fans. It’s been a blast to take another spin
  around this crazy, mixed-up, muddled-up world. We hope you enjoy
  it as much as we have!
  See more Sword and Sorcery Studios products online at:
  http://www.swordsorcery.com
  Trinity © 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery
  Studios by White Wolf Publishing, Inc. This printing of Trinity is published in accordance
  with the Open Game License. See the Open Game License of this book for more information. Arthaus and its
  logo are trademarks of Arthaus Publishing, Inc. Sword and Sorcery Studios and its logo, Adventure, Aberrant, Trinity, Trinity
  Universe and its logo are trademarks or registered trademarks of White Wolf Publishing, Inc. in the U.S. and/or other countries. All rights reserved.
   “d20,” “d20 System” and the “d20 System” logo are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according
  to the terms of the d20 System License version 4.0. A copy of this license can be found at http://www.wizards.com/d20.
  Dungeons & Dragons®, Gamma World®, d20 Modern, d20 Future and Wizards of the Coast® are trademarks or registered trademarks of Wizards of
  the Coast in the U.S. and/or other countries, used with permission. The mention of or reference to any company or product in these pages is not a challenge to
  the trademark or copyright concerned.
  This book uses the 22nd century for settings, characters and themes. All criminal, political, psychic and alien elements are fiction and intended for
  entertainment purposes only.
     PRINTED IN CANADA.
  
  256
  Legal Appendix
  TRINITY
  LEGAL APPENDIX
  logos and identifying marks including trade dress; artifacts; creatures characters; stories,
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other
  visual or audio representations; names and descriptions of characters, spells, enchantments,
  personalities, teams, personas, likenesses and special abilities; places, locations, environments,
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly identified as Product identity
  by the owner of the Product Identity, and which specifically excludes the Open Game Content;
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associated products contributed to the
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute,
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice
  indicating that the Open Game Content may only be Used under and in terms of this License.
  You must affix such a notice to any Open Game Content that you use. No terms may be added
  to or subtracted from this License except as described by the License itself. No other terms
  or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By using the Open Game Content you indicate your
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material
  as Open Game Content, You represent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
  You are copying, modifying or distributing, and You must add the title, the copyright date,
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an
  indication as to compatibility, except as expressly licensed in another, independent Agreement
  with the owner of each element of that Product Identity. You agree not to indicate compatibility
  or co-adaptability with any Trademark in conjunction with a work containing Open Game
  Content except as expressly licensed in another, independent Agreement with the owner of
  such Trademark. The use of any Product Identity in Open Game Content does not constitute
  a challenge to the ownership of that Product Identity. The owner of any Product Identity
  used in Open Game Content shall retain all rights, title and interest in and to that Product
  Identity.
  8. Identification: If you distribute Open Game Content you must clearly indicate which
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions
  of this License. You may use any authorized version of this License to copy, modify and
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content
  using the name of any Contributor unless you have written permission from the Contributor
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of
  this License with respect to some or all of the Open Game Content due to statute, judicial
  order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License
  Open Game License
  Open Game License
  Open Game License
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document
  System Reference Document
  System Reference Document
  System Reference Document
  System Reference Document Copyright 2000–2004, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document 
  Modern System Reference Document 
  Modern System Reference Document 
  Modern System Reference Document 
  Modern System Reference Document Copyright 2002–2004, Wizards of the Coast,
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
  Stan!, Christopher Perkins, Rodney Thompson, based on material by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
  and JD Wiker.
  Original Spell Name Compendium 
  Original Spell Name Compendium 
  Original Spell Name Compendium 
  Original Spell Name Compendium 
  Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc.; based
  on spells from the Player’s Handbook that were renamed in the System Reference Document,
  found on the legal page of www.necromancergames.com.
  Spycraft
  Spycraft
  Spycraft
  Spycraft
  Spycraft Copyright 2002, Alderac Entertainment Group.
  Adventure!
  Adventure!
  Adventure!
  Adventure!
  Adventure! Copyright 2004, White Wolf Publishing, Inc.
  Aberrant
  Aberrant
  Aberrant
  Aberrant
  Aberrant Copyright 2004, White Wolf Publishing, Inc.
  Trinity
  Trinity
  Trinity
  Trinity
  Trinity Copyright 2004, White Wolf Publishing, Inc.
  This edition of Trinity is produced under version 1.0a, 4.0 and/or
  draft versions of the Open Game License, the d20 System Trademark
  License, d20 System Trademark Logo Guide and the System Reference
  Document by permission from Wizards of the Coast. Subsequent versions
  of this product will incorporate later versions of the license, guide and
  document.
  Designation of Product Identity:
  Designation of Product Identity:
  Designation of Product Identity:
  Designation of Product Identity:
  Designation of Product Identity: The following items are hereby
  designated as Product Identity in accordance with Section 1(e) of the
  Open Game License, version 1.0: Any and all Arthaus logos and identifying
  marks and trade dress; Sword and Sorcery Studio logos and identifying
  marks and trade dress, including all Sword and Sorcery Studio Product
  and Product Line names including but not limited to Adventure, Aberrant,
  Trinity and Trinity Universe; any specific characters, monsters, creatures,
  and places; original names of places, artifacts, characters, races, countries,
  creatures, geographic locations, historic events, eras, super-science
  devices, magic items, organizations, allegiances, feats, enhancements,
  aptitudes, powers, techniques, and abilities; any and all stories, storylines,
  plots, thematic elements and dialogue; all artwork, symbols, designs,
  depictions, illustrations, maps and cartography, likenesses, poses, logos,
  symbols or graphic designs, except such elements that already appear in
  the d20 System Reference Document and are already OGC by virtue of
  appearing there. The above Product Identity is not Open Game Content.
  Designation of Open Game Content:
  Designation of Open Game Content:
  Designation of Open Game Content:
  Designation of Open Game Content:
  Designation of Open Game Content: Subject to the Product Identity
  designation above, the following portions of     Trinity are designated as
  Open Game Content: Chapter Nine: all content under templates and class
  descriptions; Chapter Ten: all general feats and the “Prerequisite
  Prerequisite
  Prerequisite
  Prerequisite
  Prerequisite” (where
  applicable) “Benefit
  Benefit
  Benefit
  Benefit
  Benefit,” and “Special
  Special
  Special
  Special
  Special” (where applicable) of background
  feats and psychic feats; Chapter Eleven: from “Attunement
  Attunement
  Attunement
  Attunement
  Attunement” to the end
  of the chapter; Chapter Twelve: from “Level
  Level
  Level
  Level
  Level” to just before “Description
  Description
  Description
  Description
  Description”
  and all text under “Effect
  Effect
  Effect
  Effect
  Effect” for each power; Chapter Thirteen: all content
  in the chapter; Chapter Fourteen: the content from “Stunt Bonus
  Stunt Bonus
  Stunt Bonus
  Stunt Bonus
  Stunt Bonus” to just
  before “Radiation Poisoning
  Radiation Poisoning
  Radiation Poisoning
  Radiation Poisoning
  Radiation Poisoning” and from “Vehicles
  Vehicles
  Vehicles
  Vehicles
  Vehicles” to the end of the
  chapter; Appendix: the content from “Other Character Races
  Other Character Races
  Other Character Races
  Other Character Races
  Other Character Races” to just
  before “The Proxies
  The Proxies
  The Proxies
  The Proxies
  The Proxies”; and anything else contained herein that is already
  Open Game Content by virtue of appearing in the System Reference
  Document or some other OGC source.
  Some portions of this book that are delineated OGC originate from
  the System Reference Document and are ©1999–2004 Wizards of the
  Coast, Inc. The remainder of these OGC portions of this book is hereby
  added to Open Game Content, and if so used, should bear the COPYRIGHT
  NOTICE “Trinity
  Trinity
  Trinity
  Trinity
  Trinity Copyright 2004, White Wolf Publishing, Inc.”
  All contents of this book, regardless of designation, are copyrighted
  year 2004 by White Wolf Publishing, Inc. All rights reserved. Reproduction
  or use without the written permission of the publisher is expressly
  forbidden, except for the purpose of review or use of OGC consistent
  with the OGL.
  OPEN GAME LICENSE Version 1.0
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material
  including derivative works and translations (including into other computer languages), potation,
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
  or other form in which an existing work may be recast, transformed or adapted; (c)
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes
  the methods, procedures, processes and routines to the extent such content does not embody
  the Product Identity and is an enhancement over the prior art and any additional content
  clearly identified as Open Game Content by the Contributor, and means any work covered by
  this License, including translations and derivative works under copyright law, but specifically
  excludes Product Identity. (e) “Product Identity” means product and product line names,
  
  A Battle Rages Across The Stars
  In the 22nd century, humanity has ventured to the stars.
  Yet alien races, fractious colonies, contending governments,
  ruthless corporations and aberrant mutations
  all vie for supremacy amid the wonders of this new age.
  At the center of the conflict stands a new breed of humans
  — men and women with psychic powers —
  whose actions will determine humanity’s ultimate fate.
  Requires the use of the
  Dungeons & Dragons® Player’s Handbook,
  published by Wizards of the Coast®.
  This product utilizes updated material
  from the v.3.5 revision.
  Trinity is a game of science fiction adventure.
  This campaign setting contains new classes, feats and powers
  that are fully compatible with the d20 System,
  with source material on a near-future universe where interstellar travel,
  alien races and psi powers are a reality.
  Part Three of the Trinity Universe game trilogy.
  www.swordsorcery.com
  ISBN 1-58846-971-9    WW16707   $34.99 U.S.
  
SOURCE: textdata/thevault/Trinity/Trinity Corebook Revised.pdf