TEXT:  
   
  FROM  THE  ASHES 
  2D6 OGL DEATH AND TECHNO-RESURRECTION 
  BY OMER GOLAN-JOEL 
  2ND EDITION 
  
  FROM THE ASHES 2ND EDITION 
   
  1 
   
   
  FROM   THE ASHES 
  CREDITS
  COVER ART 
  Bradley K McDevitt 
  INTERIOR ART 
  NesaCera 
  www.fotosearch.com 
  Stock 
  Photography 
  rolffimages www.fotosearch.com Stock 
  Photography 
  AUTHOR 
  Omer Golan-Joel 
  EDITOR 
  Richard Hazlewood 
  INTERIOR DESIGN & LAYOUT 
  Kathy Hazlewood and Omer Golan-Joel 
   
   
   
   
  This Product is derived from the Traveller System Reference Document and other Open Gaming Content 
  made available by the Open Gaming License, and does not contain closed content from products 
  published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with 
  either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any 
  trademarks held by either entity. The use of the Traveller System Reference Document does not convey 
  the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product 
  of either of their product lines. 
  Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Stellagama 
  Publishing is not affiliated with Jason "Flynn" Kemp or Samardan Press™. 
  The cover artwork is copyright (C)2006 Bradley K McDevitt.  You can use this image in commercial or fan 
  projects, however you may not publish it as clip art.  Any company that uses images from 'Clip Art 
  Critters' is required to place the artist's name amongst the credits. For more artwork or to contact this 
  artist 
  please 
  visit... 
  www.bradleykmcdevitt.net 
  Sold 
  by 
  Postmortem 
  Studios...
   www.postmort.demon.co.uk  Roleplaying games to DIE for. 
   
  
  FROM THE ASHES 2ND EDITION 
   
  2 
   
  TABLE OF CONTENTS 
   
  Contents 
   
  From the Brink of Death ..................................................................................................... 4 
  Trauma Surgery ................................................................................................................ 4 
  Lasting Injuries ................................................................................................................. 5 
  Brutal Injury in Character Creation ..................................................................................... 7 
  Personnel Critical Hits ......................................................................................................... 8 
  The Future Prometheus ...................................................................................................... 9 
  Cyborg Conversion ......................................................................................................... 10 
  Your Flesh Renewed.......................................................................................................... 12 
  Bio Reconstruction ......................................................................................................... 13 
  Open Game License v1.0A ................................................................................................ 15 
   
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  3 
   
  INTRODUCTION 
  Death lurks among the stars, forever 
  waiting for the unwary Player Character. 
  From laser beams and bullets to the teeth 
  of alien predators to the vacuum of space 
  travel itself, death is 
  unfortunately 
  common in the far reaches of the cosmos. 
  However, human (and alien) ingenuity 
  pushes back at death and injury, with the 
  constant progress of medicine. 
  At high tech levels, deadly wounds and 
  even death itself are no longer absolute: 
  medicine can repair a broken body, 
  replacing dead flesh and bone with plastic 
  and steel, or alternatively re-growing 
  dead tissues with advanced bio-medicine. 
  This 
  booklet 
  details 
  advanced 
  technologies, from trauma medicine and 
  trauma surgery available even at lower 
  tech levels, to cyborg conversion replacing 
  body parts with bio-mechanical systems 
  and defying death, to advanced bio 
  regeneration capable of bringing the 
  death back from the very maw of death. 
  REQUIRED MATERIALS 
  To use this supplement, you will need a 
  copy of the Cepheus Engine System 
  Reference Document, available from 
  Samardan Press™. 
  Alternatively, you may use any other 
  variant of the 2D6 Science Fiction SRD 
  such as the base System Reference 
  Document (SRD), itself freely and legally 
  available at http://www.travellersrd.com. 
  Also, to get the most from this book you 
  will need at least two six-sided dice and 
  some pens/pencils and paper or a 
  computer. 
  REFERENCES TO OTHER BOOKS 
  • Cepheus 
  Engine 
  System 
  Reference Document: CE 
  ABOUT THE AUTHOR 
  Omer Golan-Joel is a 35 years old 
  freelance 
  English-Hebrew-English 
  translator and an avid sci-fi and fantasy 
  gamer from the town of Yavne, Israel. He 
  lives with his fiancée and two cats Saki 
  and Chicha – the real masters of the 
  house – as well as an entourage of lizards, 
  from the gang of house geckos to the 
  large Star Agama who graces the wall of 
  his home in the warm and hot months. 
  Omer is a fan of science-fiction, fantasy 
  and history, an amateur cook, and a 
  hobbyist herpetologist. He also writes sci-
  fi 
  and 
  fantasy 
  role-playing 
  gaming 
  material, including These Stars Are Ours! 
  a full-scale campaign setting for the 
  Cepheus Engine and other OGL 2D6 sci-fi 
  games, which was published by Spica 
  Stellagama Publishing® in 2017. 
  STELLAGAMA PUBLISHING 
  Stellagama 
  Publishing 
  is 
  a 
  small, 
  independent, international role-playing 
  game publisher focused on science fiction 
  gaming founded in January 2016. We 
  publish gaming material for Cepheus 
  Engine, 2d6 Sci-Fi OGL, Stars Without 
  Number, and the White Star™ RPG based 
  on Sword & Wizardry: White Box. Our 
  interests are first and foremost to put 
  forth enjoyable, immediately playable 
  supplements, settings, and adventures for 
  these games for the enjoyment of our 
  fellow 
  players 
  and 
  referees.
  
  FROM THE ASHES 2ND EDITION 
   
  4 
   
  FROM THE BRINK OF DEATH 
  According to the core Cepheus Engine 
  rules, characters die when all three of 
  their physical characteristic are reduced 
  to zero. However, under the following 
  optional rules, the science of medicine 
  can sometimes revive a mortally wounded 
  character. This has been possible since 
  the dawn of modern medicine, but 
  becomes easier to perform at higher tech 
  levels. 
  The key in all cases is to bring the mortally 
  wounded character to a hospital or other 
  full-scale medical center within the 
  "Golden Hour" of trauma medicine – that 
  is, within one hour from injury. Even with 
  advanced first aid, critically injured 
  characters 
  whose 
  three 
  physical 
  characteristics were reduced to zero will 
  not survive without trauma care within an 
  hour of injury. 
  Ordinary medbays common on most 
  starships will not suffice – a dedicated 
  hospital, 
  whether 
  shipboard 
  or 
  planetbound, is the only facility capable of 
  such medical operations or in a high-
  grade automatic medical unit (Autodoc). If 
  no hospital can be reached within one 
  hour, the only way to preserve the 
  wounded is to place them into a "low 
  berth" or cryoberth. Note that the survival 
  Medic check upon thawing the frozen 
  character also applies here. Also note that 
  characters killed by vehicle-scale or 
  starship-scale 
  weapons 
  cannot 
  be 
  resuscitated. 
  THE FOLLOWING IS OPEN GAME CONTENT 
  Once on the operating table, the surgeon 
  treating the critically injured character 
  must make a Medic check (1D hours, EDU) 
  with difficulty based on tech level, as 
  given in the following table. 
  The result depends on the Effect of this 
  Medic check, as shown on the table on 
  the next page. 
   
  TRAUMA SURGERY DIFFICULTY 
  Tech Level 
  Difficulty 
  0-2 
  Almost Impossible (DM-8) 
  3-4 
  Formidable (DM-6) 
  5-6 
  Very Difficult (DM-4) 
  7-8 
  Difficult (DM-2) 
  9-11 
  Average (DM+0) 
  12-14 
  Routine (DM+2) 
  15+ 
  Easy (DM+4) 
   
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  5 
   
   
  TRAUMA SURGERY RESULTS 
  Effect 
  Result 
  -6 
  The Character is dead and badly mangled. They cannot be brought back to life 
  using cyborg conversion, but they can still be brought to life by bio regeneration 
  but suffering a -4 DM to the Medic roll. 
  -2 to -5 
  The Character is dead but the body remains more or less intact. They can be 
  brought to life using cyborg conversion or bio regeneration with no adverse 
  DMs. 
  -1 
  The Character is resuscitated and gains 1 point of Endurance. However, their 
  body has suffered massive damage and may require drastic surgical actions. Roll 
  1D: 1-2, Character loses a leg; 3-4, Character loses an arm; 5-6, Character loses 
  both eyes and is blinded. Further surgery and healing follow the SRD rules. 
  0 
  The Character is resuscitated and gains 1 point of Endurance. However, they are 
  still critically injured and will suffer severe lasting effects from the injury. Roll 
  1D: 1-2, Character loses a hand; 3-4, Character loses one eye; 5-6, Character 
  suffers brain damage. Further surgery and healing follow the SRD rules. 
  1 to 5 
  The Character is resuscitated and gains 1 point of Endurance but suffers minor 
  lasting damage. Roll 1D: 1-2, Character is badly scarred; 3-4, Character loses 1D3 
  fingers; 5-6, Character loses most teeth. Further surgery and healing follow the 
  SRD rules. 
  6 or more 
  The Character is resuscitated with no special ill effects and gains 1 point of 
  Endurance. Further surgery and healing follow the SRD rules. 
  DMs: -2 if the character is critically wounded by an area-affecting weapon; +1 if a 
  character with at least Medic-1 administered first aid to the character within 10 minutes 
  of injury; -1 if a character with Medic-0 or less administered first aid within 10 minutes 
  of injury; -2 with no first aid within 10 minutes of injury; character will die if no first aid 
  given within 30 minutes of injury. 
  LASTING INJURIES 
  Here is a list the effects of the various 
  inflictions caused by the above table. 
   Blinded: The character loses both eyes 
  to injury and is blind. The character 
  suffers DM -4 to all checks and other rolls 
  requiring sight and is otherwise impaired 
  at the Referee's discretion. At TL12+, a 
  pair of cybernetic or vat-grown eyes 
  costing Cr15,000 restores normal vision. 
   Brain Damage: The character's brain 
  suffers a lasting injury, either to cognitive 
  or memory functions. Roll 1D: 1-3, halve 
  the 
  character's 
  Intelligence 
  score, 
  rounding down, to a minimum of 1; 1-3, 
  halve the character's Education score, 
  rounding down, to a minimum of 1. At 
  TL12+, extensive cybernetic repair work 
  can restore the character to normal 
  functioning (and characteristics) at a cost 
  of 
  Cr5,000 
  per 
  characteristic 
  point 
  restored. 
   
  
  FROM THE ASHES 2ND EDITION 
   
  6 
   
   Lost Arm: One of the character's arms 
  must be amputated to save their life. The 
  character obviously cannot use this arm 
  for any purpose. At TL7+, a modern 
  mechanical prosthetic costing Cr7,500 
  restores almost normal functionality, 
  though any actions performed using the 
  stricken hand suffer from DM -2 due to 
  the arm's ungainly mechanical nature. At 
  TL11+, a cybernetic or vat-grown arm 
  costing 
  Cr200,000 
  restores 
  perfect 
  functionality. 
  Lost Fingers: The character loses a 
  number of fingers to injury. He or she 
  suffers from DM -2 to all checks related to 
  that specific hand, and DM -1 to all checks 
  involving both hands. At TL11+, cybernetic 
  or vat-grown fingers cost Cr10,000 each 
  and – once all fingers are replaced – 
  restore normal functionality. 
  Lost Hand: One of the character's hands 
  must be amputated as part of medical 
  care, though surgery saves most of the 
  arm. The character loses all uses of the 
  hand. At TL3+, a hook hand allowing basic 
  griping and little else is available for 
  Cr500. At TL8, an advanced prosthetic 
  costing Cr10,000 can restore almost 
  perfect functionality, albeit at DM -2 to all 
  actions performed with the mechanical 
  hand. At TL11+, a cybernetic of vat-grown 
  hand costing Cr100,000 restores full 
  functionality. 
  Lost Leg: One of the character's legs must 
  be amputated to save his or her life. The 
  character cannot move unaided other 
  than by crawling. Using a crotch or a 
  wheelchair, the character may move 1 
  meter per minor action and cannot using 
  at least one hand while doing so. Using a 
  TL3+ peg leg costing Cr1,000, the 
  character may move 1 meter per minor 
  action but has both hands free. At TL 7+, 
  using a simple mechanical prosthetic 
  costing Cr10,000, the character may move 
  up to 3 meters per minor action. At TL8+, 
  using a high-end mechanical prosthetic 
  leg, or a cybernetic (or vat-grown) leg, 
  costing Cr250,000, the character may 
  move at the full movement rate of 6 
  meters per minor action. 
  Lost One Eye: The character is blinded in 
  one eye but retains the other, losing 
  depth vision and drastically reducing his 
  or her field of view. The character retains 
  vision but suffers DM -2 to all actions 
  requiring depth of vision, such as 
  attacking in combat, as well as to any 
  check related to having a normal field of 
  vision, such as noticing someone sneaking 
  up to the character. At TL12+, a 
  cybernetic or vat-grown eye costing 
  Cr7,500 restore normal vision. Firing a 
  weapon with a TL7 or better electronic 
  scope negates any penalty incurred by 
  losing one eye.  
  Lost Teeth: Most of the characters' teeth 
  are knocked out, making eating difficult 
  causing DM -4 to all checks involving 
  speech. TL7+ dentistry can restore all 
  teeth at a total cost of Cr10,000. 
  Scarring: The character suffers extensive 
  and lasting scars or burn marks from his 
  or her injury. The character is easily 
  recognizable and suffers a -2 DM to all 
  social checks, except for intimidation in 
  which he or she enjoys DM +2. 
  OPEN GAME CONTENT ENDS HERE 
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  7 
   
  BRUTAL INJURY IN CHARACTER CREATION 
  The Injury Table in the SRD provides 
  several options of injury during character 
  generation. This table, however, does not 
  account for the character's Endurance, 
  nor does it detail the nature of lasting 
  injury behind general suggestions. The 
  table below is an optional replacement of 
  the standard Injury Table. 
  THE FOLLOWING IS OPEN GAME CONTENT 
  For more detailed results, make a Difficult 
  (-2) (END) check and look for the Effect of 
  that roll on the following table. The 
  results of injury and the cost of correcting 
  them (as Medical Debt in this case) are as 
  given in the previous chapter, From the 
  Brink of Death, except for characteristic 
  damage which heals according to the SRD 
  Medical Care rules. Note that if you desire 
  a particularly brutal feel to injuries in 
  Traveller character generation, including a 
  real risk of death, use the Trauma Surgery 
  given in the previous chapter assuming 
  first aid by a medic with Medic-1, and 
  surgery by a surgeon with Medic-3 and 
  DEX 8. 
   
  Revised Injury Table 
  Effect 
  Result 
  -6 or less 
  Character critically injured with severe lasting implications. Roll 1D: 1-2, 
  character loses a leg; 3-4, character loses an arm; 5-6, character loses both eyes 
  and is blinded. 
  -5 to -2 
  Character severely injured with lasting implications. Roll 1D: 1-2, character loses 
  a hand; 3-4, character loses one eye; 5-6, character suffers brain damage. 
  -1 
  Character is injured and heals badly, though all limbs and organs function more 
  or less normally. Reduce one physical characteristic by 1D and the two others by 
  2 each. 
  0 
  Character is injured and does not heal completely, though all limbs and organs 
  function more or less normally. Reduce any one physical characteristic by 2. 
  1 to 5 
  Character injured and suffers mild lasting injuries. Roll 1D: 1-2, character is badly 
  scarred; 3-4, character loses 1D3 fingers; 5-6, character loses most teeth. 
  6 or more 
  Lightly injured. No permanent effects. 
  DMs: -2 if in combat or deep exploration service; -1 if in a support branch of the military; 
  +0 if civilian. 
  OPEN GAME CONTENT ENDS HERE 
   
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  8 
   
  PERSONNEL CRITICAL HITS 
  For a more lethal game, you may wish to 
  include critical hits on personnel (human, 
  alien, animal or robot) similar to the way 
  they occur in vehicle combat. On an 
  attack roll against a person, robot or 
  animal with an Effect of 6 or higher will 
  cause maximal damage, provided that the 
  attack can damage the target at all; 
  though armor will still apply as normal. 
  For example, a weapon with a damage 
  value of 3D will cause 18 points of 
  damage 
  on 
  a 
  critical 
  hit. 
  When 
  considering this rule, you should take into 
  account the fact that the characters will 
  suffer from such hits in addition to their 
  opposition, so this will increase the 
  lethality of your game. 
  THE FOLLOWING IS OPEN GAME CONTENT 
  OPTIONAL RULE: CRITICAL HITS AND ARMOR 
  Under this optional rule, an attack roll 
  with an Effect of 6 or higher, rather than 
  causing a minimum of 1 damage point 
  regardless of armor – will completely 
  bypass and ignore armor, causing normal  
  damage even to an armored target. This 
  represents landing a strike or drilling a 
  shot at a weapon point of the target's 
  armor, thus bypassing its protection.
  OPTIONAL RULE: HEADSHOT! 
  Under this optional rule, an attack roll 
  with an Effect of 6 or higher, rather than 
  causing a minimum of 1 damage point 
  regardless of armor – will completely 
  bypass and ignore armor, and cause 
  maximal damage to the target. This 
  represents striking the target at a 
  vulnerable spot through its armor. Note 
  that this will significantly increase the 
  lethality of your game. 
  OPTIONAL RULE: CARNAGE! 
  Under this optional rule, any attack with 
  an Effect of 6 or more will force the target 
  to roll on the Revised Injury Table (p. 8). 
  Note that this will make for a particularly 
  brutal game – use this optional rule with 
  extreme caution.  
  OPEN GAME CONTENT ENDS HERE 
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  9 
   
  THE FUTURE PROMETHEUS 
  Beginning at TL12, advanced technology 
  can repair even a broken body, replacing 
  dead tissues with chromium and steel. 
  Highly invasive cybernetics can bring a 
  dead or dying person back to life, 
  provided that his or her brain remains 
  relatively intact and that the body is not 
  overly mangled. This procedure is typically 
  available 
  only 
  on 
  advanced, 
  well-
  industrialized worlds. Only the best 
  hospitals offer this treatment, typically 
  requiring a large number of physicians, 
  nurses and technicians to perform. 
  THE FOLLOWING IS OPEN GAME CONTENT 
  As part of this operation, which by itself 
  costs MCr6, any Augment of cybernetic 
  nature may be installed at 75% as the 
  massive 
  cyber-surgery 
  makes 
  such 
  installation easier. Note that dead bodies 
  decompose 
  with 
  time 
  and 
  cyborg 
  conversion cannot restore a person dead 
  for over a month; a "low berth" or 
  cryoberth can, however, preserve a body 
  indefinitely while "freezing" its state, so to 
  speak. 
  When 
  performing 
  cyborg 
  conversion, the head surgeon makes a 
  Very Difficult (-4) Medic check (1D hours, 
  EDU). The end result depends on the 
  Effect of this Medic check, as shown on 
  the table on the next page. 
   
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  10 
   
  CYBORG CONVERSION RESULTS 
  Effect 
  Result 
  -6 
  The character cannot be revived even with advanced cybernetics and will stay 
  dead. No further attempts may be made to bring the character back to life. 
  -5 
  The cyborg arises from the dead, but is violently and irreparably insane due to 
  faulty wiring and programming. The character awakens with full characteristic 
  values as they had in life, and attacks everyone next to them with murderous 
  rage. The character cannot be calmed down or repaired and will have to be put 
  down. 
  -2 to -4 
  The procedure fails. Further cyborg conversion or bio reconstruction attempts 
  may be made, but at a DM -2 and double cost. Negative DMs and cost 
  multiplication are cumulative for repeated attempts, e.g. a third attempt after 
  failing twice at this level will suffer DM -4 and will have a quadruple cost. 
  -1 
  The character is restored to life with 1 point of Endurance. However, their body 
  did not recover well from the cybernetic implantation process, causing severe 
  side effects. Roll 1D: 1-2, the character loses their memory; 3-4, the character is 
  only partially alive and suffers from cybernetic mismatch; 5-6, the character will 
  occasionally suffer from sudden and unexpected fits of murderous rage. Further 
  surgery and healing follow the SRD rules. 
  0 
  The character is restored to life with 1 point of Endurance, though still bearing 
  marks of terrible injury. Roll 1D: 1-2 the character suffers from partial memory 
  loss; 3-4, the character will have severe recurring nightmares; 5-6, the character 
  will undergo a profound personality change. Further surgery and healing follow 
  the SRD rules. 
  1 to 5 
  The character is well-restored to life as a cyborg with full Endurance and will 
  recover fully with Medical Care. However, they suffer moderate damage due to 
  imperfect cyber-implantation. Roll 1D: 1-2, the character will be sickly; 3-4, the 
  character suffers physical characteristic loss; 5-6, the character suffers from 
  shaking.  Further surgery and healing follow the SRD rules. 
  6 or more 
  The character is lucky and awakens with full Endurance and one point each in 
  Strength and Dexterity – and no perceptible side effects. Further surgery and 
  healing follow the SRD rules. 
  DMs: -2 at TL12, +0 at TLs 13-15, +2 at TL16; -2 per previous successful cyborg 
  conversion; -1 per previous successful bio reconstruction; -1 if more than 24 hours has 
  passed since the character's death; -3 if more than one week has passed since the 
  character's death; cannot perform the procedure on characters dead more than a single 
  month unless cryogenically preserved; -2 if thawed from a cryoberth or "low berth". 
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  11 
   
  CYBORG CONVERSION SIDE EFFECTS 
  Here is a list the effects of the various 
  inflictions caused by the above table. 
  Cybernetic Mismatch: The character is 
  neither alive nor dead, and teeters 
  constantly on death's door, held alive only 
  by cybernetics on one hand and suffering 
  from cybernetic rejection on the other. 
  The character suffers DM -2 to all skill and 
  characteristic throws and only has half of 
  their movement rate (in most cases, 3 
  meters per minor action). Every month, 
  the character must roll END 8+ or die 
  from cybernetic rejection. 
  Memory Loss, Full: The character suffers 
  from complete amnesia, though they will 
  retain 
  basic 
  life 
  skills 
  and 
  partial 
  adventuring skills. Halve the character's 
  EDU score, rounding down to a minimum 
  of 1. Also, for each skill, throw INT 6+ or 
  lose one level of the skill; a skill-0 reduced 
  in such manner is lost. 
  Memory Loss, Partial: The character loses 
  part of their memory but retains a general 
  idea of their identity, as well as most 
  skills. The character loses 1d3 points of 
  EDU to a minimum of 1. Also reduce one 
  of the character's skills which are at a 
  level of 1 or higher – chosen at random – 
  to Skill-0. 
  Personality Change: The character retains 
  their memories intact, but will change 
  personality in a profound manner, as 
  negotiated between player and Referee. 
  Physical 
  Characteristic 
  Loss: 
  The 
  character was not completely healed and 
  suffers from reduced abilities. Roll 1D: 1-
  2, the character loses 1d3 points of 
  Strength; 3-4, the character loses 1D3 
  points of Dexterity; 5-6, the character 
  loses 1d3 points of Endurance. The 
  Characteristics cannot go below 1. 
  Recurring Nightmares: The character 
  suffers from memories of being dead and 
  other negative visages and will invariable 
  suffer from severe recurring nightmares 
  every night, preventing healthy sleep. As a 
  result, the character will suffer from 
  severe insomnia, causing a constant DM -
  1 penalty to all skill throws. 
  Sickly: The character's body does not fully 
  recover from being dead, and their 
  metabolism is far weaker. Halve the 
  character's END score, rounding down to 
  a minimum of 1. The character also 
  suffers DM -2 to all rolls made to resist 
  disease, poison, or radiation 
  Shaking: 
  The 
  character's 
  cybernetic 
  neural wiring and servos did not calibrate 
  well, and they suffer from constantly 
  shaky hands, causing a DM -1 to skill and 
  characteristic throws and other actions 
  requiring steady hands. 
  Sudden Murderous Rage: The character 
  awakens as normal, but the cybernetic 
  system will eventually show critical and 
  dangerous glitches. At times left to the 
  Referee's discretion (recommended every 
  week or every month, depending on how 
  much the Referee is merciful), the 
  character must roll INT 8+ or END 8+ 
  (whichever is better) or fly into a 
  murderous 
  rage 
  lasting 
  2D 
  combat 
  rounds, doing their best to kill any living 
  or mechanical being in reach. After this 
  period, they will return to normal 
  functioning but will not remember any of 
  the actions under this rage. 
  OPEN GAME CONTENT ENDS HERE 
  
  FROM THE ASHES 2ND EDITION 
   
  12 
   
  YOUR FLESH RENEWED 
  Highly advanced medical technology – at 
  TL16 – can perform miracles undreamed 
  of by less advanced societies. By applying 
  cutting-edge biotechnology, an advanced 
  hospital or laboratory can grow back a 
  dead body and restore it to full 
  functioning. The only requirement is that 
  the dead character's brain must be 
  preserved in a good enough state to allow 
  scanning of its neural pathways for 
  imprinting in the new body. This is a 
  monstrously expensive process and it 
  requires an advanced and full-scale 
  hospital with access to the best scientific 
  facilities and a large crew of experts in 
  medicine and biology. Unlike cyborg 
  conversion, however, this process is far 
  less invasive and has a better chance of 
  success once the technological and 
  infrastructure requirements are met.
   
  THE FOLLOWING IS OPEN GAME CONTENT 
  The procedure costs MCr60 – as much as 
  a small starship. In most cases, a patron of 
  some sort will fund the procedure, of 
  course in return to massive favors owed 
  by the reborn subject. Note that dead 
  bodies decompose with time and even 
  this 
  advanced 
  method 
  of 
  bio 
  reconstruction cannot restore a person 
  dead for over a year; a "low berth" or 
  cryoberth can, however, preserve a body 
  indefinitely while "freezing" its state, so to 
  speak. 
  When 
  performing 
  bio 
  reconstruction, the head scientist makes a 
  Difficult (-2) Medic check (1D weeks, 
  EDU). The end result depends on the 
  Effect of this Medic check, as shown on 
  the table below. 
   
  
  FROM THE ASHES 2ND EDITION 
   
  13 
   
  BIO RECONSTRUCTION RESULTS  
  Effect 
  Result 
  -6 
  The character cannot be revived even with highly advanced technology and will 
  stay dead. No further attempts may be made to bring the character back to life. 
  -5 
  The procedure fails. Further Bio Reconstruction attempts may be made, but at 
  DM -2 and double cost. Negative DMs and cost multiplication are cumulative for 
  repeated attempts, e.g. a third attempt after failing twice at this level will suffer 
  DM -4 and will have a quadruple cost. 
  -4 to -1 
  The character is restored to life with 1 point of Endurance, but suffering 
  biological degradation – they will require 1D weeks of rest after emerging from 
  the bio-vat. Roll 1D: 1-4, the character loses their memory; 5, the character 
  suffers from an incurable malignant illness; 6, the character will suffer from 
  progressive dementia due to faulty brain reconstruction and imprinting. Further 
  surgery and healing follow the SRD rules. 
  0 
  The character is restored to life with 1 point of Endurance, though not perfectly 
  so. Roll 1D: 1-2 the character suffers from partial memory loss; 3-4, the 
  character's appearance changes radically; 5-6, the character undergoes a 
  profound personality change. Further surgery and healing follow the SRD rules. 
  1 to 5 
  The character is fully regenerated with full Endurance and will recover normally 
  with Medical Care. Roll 1D for side effects: 1-2, the character suffers from a 
  significant but non-debilitating deformity; 3-4, the character's appearance 
  changes partially; 5-6, the character undergoes physical characteristic change. 
  Further surgery and healing follow the SRD rules. 
  6 or more 
  The character is lucky and awakens with full Endurance and one point each in 
  Strength and Dexterity – and no perceptible side effects. Further surgery and 
  healing follow the SRD rules. 
  DMs: -2 per previous successful cyborg conversion; -1 per previous successful bio 
  reconstruction; -1 if more than one week has passed since the character's death; -3 if 
  more than one month has passed since the character's death; cannot perform the 
  procedure on characters dead more than one year unless cryogenically preserved; -2 if 
  thawed from a cryoberth or "low berth". 
   
   
   
  
  FROM THE ASHES 2ND EDITION 
   
  14 
   
  BIO RECONSTRUCTION SIDE EFFECTS 
  Here we list the effects of the various 
  inflictions caused by the above table. 
  Appearance 
  Change, 
  Radical: 
  The 
  character looks like a completely new 
  person and is unrecognizable by anything 
  but a genetic test. Even fingerprints 
  change. The exact effects of this are up to 
  the Referee and player. 
  Appearance 
  Change, 
  Partial: 
  The 
  character looks like their old self, but not 
  perfectly so. They may be recognized by 
  people who knows them on successful INT 
  (6+) throw. Other effects are up to the 
  Referee and player. 
  Deformity: The character is disfigured, 
  and no surgery may correct their 
  deformity. This is not debilitating, but is 
  ghastly and incurs DM -2 penalty to any 
  skill or characteristic throws related to 
  diplomacy or persuasion and but DM +2 
  to any roll related to intimidation. The 
  character is also easily recognizable. 
  Malignant 
  Illness: 
  Faulty 
  genetic 
  regeneration 
  causes 
  a 
  persistent, 
  incurable malignancy in the character's 
  body. Halve all physical characteristics 
  and round down to a minimum of 1. 
  Furthermore, each month the character 
  must throw END (8+) or die from the 
  malignancy. Bio reconstruction, cyborg 
  conversion, or any other procedure 
  cannot restore a character who died in 
  such a way. This is a good time to deal 
  with any loose ends from the character's 
  previous life during their remaining 
  borrowed time. 
  Memory Loss, Full: The character suffers 
  from complete amnesia, though they will 
  retain 
  basic 
  life 
  skills 
  and 
  partial 
  adventuring skills. Halve the character's 
  EDU score, rounding down to a minimum 
  of 1. Also, for each skill, throw INT 6+ or 
  lose one level of the skill; a skill-0 reduced 
  in such manner is lost. 
  Memory Loss, Partial: The character loses 
  part of their memory but retains a general 
  idea of their identity, as well as most 
  skills. The character loses 1d3 points of 
  EDU to a minimum of 1. Also reduce one 
  of the character's skills which are at a 
  level of 1 or higher – chosen at random – 
  to Skill-0. 
  Personality Change: The character retains 
  their memories intact, but will change 
  personality in a profound manner, as 
  negotiated between player and Referee. 
  Physical Characteristic Change: 
  The 
  character's new body grows differently 
  than the old, natural one. Roll 2D three 
  times and assign the values to the three 
  physical characteristics (STR, DEX, and 
  END) as desired. 
  Progressive Dementia:  The character's 
  brain was badly restored and will 
  deteriorate with time. Each month, the 
  character loses 1d3 points of INT and 1d3 
  points of EDU. When any of these 
  characteristics reaches zero or below, the 
  character falls into a vegetative state and 
  will die within 1D months. If both fall 
  below zero on the same month, the 
  character suffers a stroke and dies 
  immediately. 
  OPEN GAME CONTENT ENDS HERE 
  
  FROM THE ASHES 2ND EDITION 
   
  15 
   
  OPEN GAME LICENSE V1.0A 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing. 
  Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp. 
  Swords & Wizardry WhiteBox Rules by Marv Breig, Copyright © 2008-2011 Matthew J. Finch. 
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SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/Supplements/TCE - From the Ashes 2nd Edition.pdf