TEXT: TM
  
  1
  HARP Sci-Fi
  ™
  Nicholas H.M. Caldwell
  Iron Crown Enterprises
  2008
  
  2
  Copyright © 2008 by Aurigas Aldeberon LLC. All rights reserved. No reproductions without permission. Produced and
  distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St, Charlottesville, Virginia, 22902.
  Stock #3500
                 ISBN 1-55806-629-2
  ICE Staff—
  President: Heike A. Kubasch;
  CEO: Bruce Neidlinger;
  Managing Editor: Heike A. Kubasch;
  Editing, Development, & Production Staff:  Heike
  A. Kubasch, Bruce Neidlinger, Tim Dugger,
  Lori Dugger,  Sherry Robinson;
  Corporate Mascots: Gandalf T. Cat, Rajah T.
  Cat, Phoebe T. Cat, Ember T. Cat;
  Web Master: Tim Dugger;
  ICE Cheering Section & Moral Support: Karl &
  Helga Kubasch, John Seal, Claudia & Alexandra
  Aulum, Elke Lubbert, Inge Bendfeldt,  Peggy,
  Cristoph & Helen Bendfeldt, Judy & Hasmukh
  Shah, John Ross, Gavin Bennet, Bjørn Bøe, Brad
  Williams, Brent Knorr, the Guild Companion
  (www.guildcompanion.com), and all ICE fans
  everywhere: Thanks for keeping the faith!
  Designer: Nicholas H. M. Caldwell
  Cover Art: Jeff Laubenstein;
  Interior Art: Toren “MacBin” Atkinson, Peter
  Bergting, Joel Biske, John Dollar, Steven Farris,
  Alan Gutierrez, Fritz A. Haas, Craig Henderson,
  Jon M Holsten, Mike Jackson, Jeff Laubenstein,
  Pat Ann Lewis, Larry MacDougall, Kent
  McDaniel, Jennifer Meyer, Cara Mitten, Jeremy
  Mohler, Craig Mrusak, Matthew Plog, Dan Smith,
  Colin Throm, Kierston Vande Kraats, Kevin
  Wasden, Kenneth Wells;
  Editors: Heike A. Kubasch, Tim Dugger;
  Playtesters: David “Agent Hamilton” Bate, Jason
  “Reegus Raalter” Buchanan, Richard “Maelstrom”
  Buller, Quinton “Seraph” Carroll, Jonathan Dale,
  Andrew “Harry Thornhill” Davies, Matt “Karl
  Jung” Fitzgerald, Keith “Sergeant Latham”
  Grainge, Jesse Hall, Tobias “John Ainadan” Haase,
  Rick “Dutch” Hansen, Monte Iafrate, Thom “Ryan
  DeWitt” Jones, Chris Jowett, Brent Knorr, John
  Lees, Cory Magel, Allen “Phill” Maher, Bruce
  “MadMax” Meyer, Jay Moran, Olivier Morelle,
  Marian “Ansree Rimmer” Münch, Andrew
  “Gustav the Rat” Mussell, Kristoffer “The Frying
  Dutchman” Nymark, Dave “Alice Weaver” Prince,
  Timo “Tiberius Khan” Richter, Andrew Ridgway,
  Aaron Smalley, Marc “John Wu” Staubitz,
  Christoph “Thather a Hainu” Stein, Mark “Doctor
  Octavius Gribble” Southwold, Philippe “Prescott
  Harland” Vialette, Stephen “Dack” Watts
  Beta testers:  Mark D Carlson, Rodrigo Garcia
  Carmona, Mikkel Glaring, gonther, Juergen
  “Mungo” Grabenhofer, Harald Koch, Lord
  Damian, Audun Gabriel Løvlie, Mike “Lazarus”
  MacMartin, Chris Niziol, Michael Petrea, pork,
  rad42, Marc “LordMiller” Rosen, Thomas “Thos”
  Gibbs, Joni Virolainen
  Pagemaking: Sherry Robinson;
  
  3
  TABLE OF CONTENTS
   INTRODUCTION .............................. 7
  1.   THE TINTAMAR UNIVERSE .............9
  A Brief History of Tintamar ........................................ 9
  An Alien Perspective .................................................. 11
  Timeline...................................................................... 12
  The Cosmography of Tintamar ................................ 14
  Sol System................................................................... 14
  The Protectorate of Venus .................................... 14
  Earth ...................................................................... 14
  The Lunar Alliance ............................................... 15
  The Martian Republic .......................................... 15
  The Belter League ................................................. 16
  The Jovian Confederacy ....................................... 16
  The Human Sector ..................................................... 17
  Eden....................................................................... 17
  El Dorado .............................................................. 18
  Freiland ................................................................. 18
  Khayyam ............................................................... 18
  Meiji ...................................................................... 19
  Newton .................................................................. 19
  Pasteur ................................................................... 20
  Poseidon ................................................................ 20
  Shangri-La............................................................. 21
  Valhalla .................................................................. 21
  The Nexus Sector ....................................................... 22
  Coirilon Belt ......................................................... 22
  Ji’mad’ji ................................................................. 22
  Nexus..................................................................... 22
  Ranoc .................................................................... 24
  Saroulsiss ............................................................... 24
  Siva ........................................................................ 25
  Tamazek ................................................................ 25
  The Terran Federation ............................................... 26
  Political Structure ................................................. 26
  The Federation AstroNavy ................................... 27
  Starsoldier Corps .................................................. 27
  FedPol.................................................................... 28
  Organizations ............................................................. 28
  Megacorporations ................................................ 28
  Advanced Atomics ................................................ 28
  The Bank of Luna ................................................. 28
  Caduceus ............................................................... 28
  Chikaru ................................................................. 29
  Interstellar Metals ................................................. 29
  Nanotech Unlimited ............................................. 29
  O’Neill Space Industries ....................................... 29
  Solar & Galactic .................................................... 29
  Starclan Traders .................................................... 29
  Translight Survey .................................................. 29
  Virtual Robotics .................................................... 29
  Other Organizations .................................................. 30
  The Church of the Omnisentience ...................... 30
  Galaxy News.......................................................... 30
  Megacorp Mercenaries ......................................... 30
  The Order of the Transcendence ......................... 30
  The Syndicate........................................................ 31
  2.   CHARACTER CREATION OVERVIEW ... 33
  Step One: Choose a Profession .................................. 32
  Step Two: Generate Statistics ..................................... 32
  Character Creation Tip: Assigning Your Stats ..... 33
  Step Three: Choose a Species & Culture ................... 33
  Step Four: Buy Skills & Talents.................................. 33
  Step Five: Purchasing Equipment ............................. 33
  Step Six: Final Touches .............................................. 33
  3.   PROFESSIONS ........................34
  Adept .......................................................................... 34
  Dilletante .................................................................... 35
  Entertainer.................................................................. 35
  Fusion ......................................................................... 35
  Merchant .................................................................... 36
  Pilot............................................................................. 36
  Researcher .................................................................. 37
  Scout ........................................................................... 37
  Soldier......................................................................... 37
  Spy .............................................................................. 37
  Tech ............................................................................. 37
  Multiple Professions .................................................. 38
  Gaining Levels ............................................................ 38
  Level Up Check List ................................................... 38
  Player’s Tip — Character Development ................... 38
  4.   CHARACTER STATISTICS ............ 40
  Generating Stats:
  Option One .......................................................... 41
  Option Two .......................................................... 41
  Option Three ....................................................... 41
  Stat Bonuses & Development Points......................... 41
  Increasing Stats .......................................................... 42
  5.   RACES & CULTURES ................ 44
  Species Characteristics ................................................ 45
  Species Descriptions ................................................... 45
  Cerans ................................................................... 46
  Gorsiva .................................................................. 47
  Human .................................................................. 48
  Krakur ................................................................... 49
  Madji ..................................................................... 50
  Runcori ................................................................. 51
  Silth ....................................................................... 52
  Additional Character Information............................. 55
  Height & Mass ............................................................. 55
  Starting Age ................................................................. 55
  Base Movement Rate................................................... 55
  Cultures ....................................................................... 57
  Belter ..................................................................... 57
  Cosmopolitan ....................................................... 58
  Exotic..................................................................... 58
  Frontier ................................................................. 58
  Militaristic............................................................. 59
  Religious................................................................ 59
  Scientific ................................................................ 59
  Adolescent Skill Ranks ................................................ 60
  
  4
  6.   SKILLS...................................... 62
  Purchasing Skills ......................................................... 63
  Skill Rank Limitations ................................................ 63
  Skill Rank Progression ................................................ 63
  Totaling Skill Bonuses ................................................. 64
  The Master Skill List ................................................... 64
  Other Skills .................................................................. 66
  Skill Descriptions ........................................................ 66
  7.   TALENTS & OTHER OPTIONS ........ 87
  Master Talent List ....................................................... 89
  Talents ......................................................................... 89
  Training  Packages.................................................... 102
  Sample Training Packages ....................................... 102
  Outfitting Your Character........................................ 107
  8.   TECHNOLOGY & EQUIPMENT ....... 108
  Stages of Technology................................................ 109
  Tintamar Knowledge Base: The State of the Art .... 109
  Equipment Descriptions........................................... 112
  Melee Weaponry ................................................. 113
  Weapon Accessories .................................................. 116
  Medical Gear ............................................................. 120
  Personal Gear ............................................................ 122
  9.   ADVENTURING ......................135
  Dice Rolling Conventions......................................... 136
  Percentile Rolls .......................................................... 136
  Using an Untrained Skill .......................................... 136
  Using The Maneuver Table ....................................... 137
  All or Nothing Maneuvers ........................................ 137
  Stat-Based Maneuvers............................................... 137
  Percentage Results ..................................................... 137
  Bonus Results ............................................................ 138
  Skill vs. Skill ............................................................... 139
  Modifying Maneuver Rolls ....................................... 139
  Resistance Rolls (RR) ................................................ 140
  Resolution Methods .................................................. 140
  Fumbles ..................................................................... 140
  Unusual Actions & Maneuvers ................................ 144
  Attacking Objects  and Structures........................... 144
  Computer Issues ...................................................... 146
  Computers Assisted Equipment ........................ 146
  Computers & Information ................................. 146
  Diseases, Poisons and Drugs ................................... 147
  Animal Poisons ................................................... 149
  Equipment Issues ..................................................... 150
  Understanding and Using Equipment............... 150
  Breaking Equipment........................................... 150
  Repairing Equipment ......................................... 154
  Tinkering With Equipment................................ 154
  Improved Equipment ......................................... 154
  Senses and Their Limitations .................................. 155
  Light & Vision ..................................................... 155
  Sound & Hearing ................................................ 156
  Other Exotic Senses ............................................ 156
  Sensors, Scanners, and Countermeasures ............... 156
  Personal Scanners ............................................... 156
  Sensor Suites and Systems .................................. 156
  Using Scanners and Sensors ............................... 157
  Scanner and Sensor Skills ........................................ 157
  Sensor Suite and Sensor System Ranges ............ 157
  Material Shielding .............................................. 158
  Focused Scanning and Sensing .......................... 159
  Other Factors ...................................................... 159
  Putting It All Together ............................................. 159
  Sensing Vs Countermeasures .................................. 164
  Special Combat Conditions..................................... 165
  Limited Visibility ................................................ 165
  Fighting “Blind”.................................................. 166
  Fighting Underwater .......................................... 166
  Fighting on Water ............................................... 167
  Ocupational Hazards and Hostile Environments .. 167
  Gravity................................................................. 167
  High Gravity ....................................................... 167
  Encumbrance and Gravity ................................. 169
  Falling Damage and Gravity .............................. 170
  Terminal Velocity ................................................ 170
  Jumping and Gravity .......................................... 171
  Radiation............................................................. 171
  Explosive Decompression and Vacuum .................. 172
  Explosive Decompression .................................. 172
  Vacuum ............................................................... 172
  High and Low Pressure ............................................ 173
  Low Pressure ....................................................... 173
  High Pressure ...................................................... 173
  Asphyxiation ............................................................ 174
  Traps and Security ................................................... 174
  Sample Devices ........................................................ 174
  Watery Hazards ........................................................ 177
  Drowning ............................................................ 177
  Quick Sand.......................................................... 177
  Starvation & Thirst .................................................. 177
  Heat .......................................................................... 178
  Cold .......................................................................... 178
  Other Dangers .......................................................... 178
  Injury, Healing, & Death.......................................... 179
  Healing Concussion Hits and Stat Loss............. 179
  Other Damage .................................................... 179
  Technological and Psionic Healing .................... 180
  Death ................................................................... 180
  10.   COMBAT ........................... 181
  Personal Combat ...................................................... 181
  Combat Overview .................................................... 182
  The Combat Round ................................................. 182
  Breakdown of a Combat Round ............................. 182
  Determining Initiative ............................................. 183
  Initiative Modifiers .................................................. 183
  Combat Basics .......................................................... 183
  Offensive Bonus ....................................................... 183
  Defensive Bonus ....................................................... 184
  Weapons ................................................................... 184
  Armor ....................................................................... 185
  Types of Armor ........................................................ 185
  Suits of Armor vs Part Armor ................................. 186
  Assembling a Custom Set of Armor........................ 188
  Shields....................................................................... 189
  Combat Actions ....................................................... 190
  
  5
  Ranged Weapons ...................................................... 194
  Grenades and Grenade-like Attacks ........................ 196
  Missile and Ranged Weapon Use in Melee ............. 197
  Firing into Melee ...................................................... 197
  Resolving Combat .................................................... 197
  Weapon Sizes ............................................................ 197
  Damage Cap ............................................................. 197
  Fumble Table ............................................................ 198
  Reading the Critical Tables ...................................... 198
  Crush Criticals ......................................................... 199
  Puncture Criticals .................................................... 200
  Slash Criticals ........................................................... 201
  Grapple Criticals ...................................................... 202
  Martial Arts Strikes Criticals ................................... 203
  Martial Arts Sweeps/ Unbalancing Criticals ........... 203
  Large Criticals .......................................................... 204
  Huge Criticals........................................................... 204
  Heat Criticals............................................................ 205
  Cold Criticals ........................................................... 206
  Electrical Criticals .................................................... 206
  Impact Criticals ........................................................ 207
  External Poison Criticals ......................................... 207
  Internal Poison Criticals .......................................... 208
  Ballistic Impact Criticals.......................................... 209
  Ballistic PunctureCriticals ....................................... 210
  Blaster Criticals ........................................................ 211
  Large Criticals .......................................................... 212
  Neuro Criticals ......................................................... 213
  Plasma Criticals ........................................................ 214
  Shrapnel Criticals ..................................................... 215
  Radiation Criticals ................................................... 216
  Vacuum  Criticals ..................................................... 217
  11. PSIONICS ........................... 218
  SysOp’s Note: The Nature of Psi.............................. 218
  The Basics of Psionics .............................................. 219
  Latent Psychic Potential ..................................... 219
  Active Psychic Abilities ............................................ 220
  Tintamar Knowledge Base: The Power Of Psionics ..... 221
  Psi Disciplines and Tiers .......................................... 221
  Durations and Concentration ........................... 221
  Activating Psi Disciplines ........................................ 222
  Psi Discipline Maneuvers......................................... 222
  Utility Mode Activation ........................................... 223
  Attack Mode Activation ........................................... 223
  Physical Attack Mode Activation............................. 223
  Tier Modifiers........................................................... 223
  Psi Energy Cost and Extra Psi Energy ..................... 224
  Boosting Psi Activations Through
          Focused Effort ............................................. 224
  Activation Requirements.................................... 224
  Activation in Combat ......................................... 225
  Resisting Psionics ..................................................... 225
  Telepathy and Biokineis Fields versus
          Alien/Nonsentient Targets ............................... 225
  Biokineis Field Limitation ....................................... 225
  Psi Discipline Descriptions...................................... 226
  Sample Discipline .................................................... 226
  Field of Biokinesis .................................................... 227
  Psi Agility ............................................................ 227
  Psi Constitution .................................................. 227
  Psi Healing .......................................................... 227
  Psi Insight............................................................ 227
  Psi Presence ......................................................... 228
  Psi Quickness ...................................................... 228
  Psi Reasoning ...................................................... 228
  Psi Self Discipline ............................................... 228
  Psi Strength ......................................................... 228
  Psi Wounding...................................................... 228
  Field of Electrokinesis .............................................. 229
  Electrical Control ............................................... 229
  Electrical Melding............................................... 229
  Energy Absorption ............................................. 230
  Energy Bolt ......................................................... 230
  Energy Conversion ............................................. 230
  Energy Dispersal ................................................. 230
  Field of Extrasensory Perception ............................ 231
  Clairaudience ...................................................... 231
  Clairsentience ..................................................... 231
  Clairvoyance ....................................................... 231
  Precognition........................................................ 232
  Precognitive Attack ............................................. 232
  Precognitive Defense .......................................... 233
  Psychometry ....................................................... 233
  Field of Psychokinesis .............................................. 234
  Cryokinesis ......................................................... 234
  Cryokinetic Bolt ................................................. 234
  Kinetic Field ........................................................ 235
  Pyrokinesis .......................................................... 235
  Pyrokinetic Bolt .................................................. 235
  Pyrokinetic Field................................................. 236
  Telekinesis ........................................................... 236
  Telekinetic Hand ................................................. 236
  Field of Telepathy ..................................................... 237
  Attack .................................................................. 237
  Clouding ............................................................. 238
  Control ................................................................ 238
  Empathy .............................................................. 239
  Scan ..................................................................... 239
  Suggestion ........................................................... 239
  Telepathy ............................................................. 240
  Wipe .................................................................... 219
  12 SYSTEM OPERATOR’S GUIDELINES .. 219
  Customizing Your Game.......................................... 243
  Customizing the Rules........................................ 243
  Customizing Character Creation ............................ 244
  Awarding Experience Points .................................... 247
  Types of Experience Points ................................ 247
  Goal Difficulty .................................................... 247
  Determining Goal Difficulty .............................. 248
  Tintamar Campaigns ............................................... 249
  Conflict in Tintamar .......................................... 249
  The Exploration Campaign ............................... 250
  The Intrigue Campaign ...................................... 251
  The Military Campaign ...................................... 251
  Campaign and Adventure Seeds ............................. 252
  
  6
  Introduction
  Timeline...................................................................... 12
  The Fusion Table ........................................................ 36
  Table 3.1 Experience Progression .............................. 38
  Table 4.1 Development Point and Stat Bonuses ....... 42
  Table 4.2 Stat Gain Rolls ............................................ 42
  Table 5.1 Species Characteristics ............................... 44
  Table 5.2 Genetic Modifications Table ...................... 54
  Table 5.3 Species Height & Weight............................ 55
  Table 5.4 Starting Ages ............................................... 55
  Table 5.5 Base Movement Rates ................................ 56
  Table 5.6 Pace vs. Time .............................................. 56
  Table 5.7 Adolescent Skill Ranks ............................... 61
  Table 6.1 Maximum Number of Ranks per level...... 63
  Table 6.2 Skill Rank Progresssion/
                   Skill Rank Bonus Table .............................. 63
  Table 6.3 Master Skill List .......................................... 65
  Table 6.4 Jumpings ..................................................... 77
  Table 6.5 Weapon Groups.......................................... 85
  Table 7.2 Master Talent List ....................................... 90
  Table 8.1 Futuristic Melee Weapons........................ 126
  Table 8.2 Futuristic Ranged Weapoms .................... 126
  Table 8.3 Grenades ................................................... 128
  Table 8.4 Futuristic Armor ...................................... 129
  Table 8.5 Futuristic Part Armor .............................. 129
  Table 8.6 Futuristic Shields ...................................... 129
  Table 8.7 Energy Cells and Ammunition ................ 129
  Table 8.8 Weapon Accessories ................................. 129
  Table 8.9 Archaic Weapons ...................................... 130
  Table 8.10 Archaic Weapon Accessories .................. 130
  Table 8.11 Computers, Communications,
                     and Scanners .......................................... 131
  Table 8.12 Food and Lodging .................................. 131
  Table 8.13 Medical Gear .......................................... 131
  Table 8.14 Medicines................................................ 132
  Table 8.15 Drugs and Toxins ................................... 133
  Table 8.16 Personal Gear.......................................... 134
  Table 8.17 Stealth and Counter Stealth Gear .......... 134
  Table 8.18 Survival Gear .......................................... 134
  Table 9.1 Maneuver Table ........................................ 137
  Table 9.2 Fumbles..................................................... 142
  Table 9.3 Breakage Difficulties ................................ 145
  Table 9.4 Archive Types............................................ 146
  Table 9.5 Archive Modifiers ..................................... 147
  Table 9.7 Diseases ..................................................... 149
  Table 9.8 Vehicular Malfunction ............................. 152
  Table 9.9 Malfunction Severity................................ 153
  Table 9.10 Equipment Enhancement ...................... 154
  Table 9.11 Scanner Ranges....................................... 157
  Table 9.12 Sensor Ranges ......................................... 158
  Table 9.13 Material Modifiers.................................. 158
  Table 9.14 Scanner Functions .................................. 160
  Table 9.15 Sensor Functions .................................... 162
  Table 9.16 Terrain versus Combat Table ................. 165
  Table 9.17 Maritime Manuever Modifiers .............. 167
  Table 9.18 Sea Conditions Modifiers ...................... 167
  Table 9.19 Encumbrance & Gravity ........................ 170
  Table 9.20 Radiation Hazards .................................. 172
  Table 10.1 Combat Actions...................................... 182
  Table 10.2 Initiative Modifiers................................. 183
  Table 10.3 Cover ....................................................... 184
  Table 10.4 Full Sets of Armor .................................. 187
  Table 10.5 Part Armor.............................................. 188
  Table 10.6 Shields ..................................................... 189
  Table 10.7 Range Increments (Archaic) .................. 195
  Table 10.8 Range Increments (Projectile and Energy) ... 195
  Table 10.9 Weapon Sizes .......................................... 197
  Table 10.10 Condensed Fumbles ............................. 198
  Crush Criticals ......................................................... 199
  Puncture Criticals .................................................... 200
  Slash Criticals ........................................................... 201
  Grapple Criticals ...................................................... 202
  Martial Arts Strikes Criticals ................................... 203
  Martial ArtsSweeps/Unbalancing Criticals ............. 203
  Large Criticals .......................................................... 204
  Huge Criticals........................................................... 204
  Heat Criticals............................................................ 205
  Cold Criticals ........................................................... 206
  Electrical Criticals .................................................... 206
  Impact Criticals ........................................................ 207
  External Poison Criticals ......................................... 207
  Internal Poison  Criticals ......................................... 208
  Ballistic Impact Criticals.......................................... 209
  Ballistic Puncture Criticals ...................................... 210
  Blaster Criticals ........................................................ 211
  Large Criticals .......................................................... 212
  Neuro Criticals ......................................................... 213
  Plasma Criticals........................................................ 214
  Shrapnel Criticals ..................................................... 215
  Radiation Criticals ................................................... 216
  Vacuum Criticals ...................................................... 217
  11.1 Psi Standard Tier Progressions ........................ 221
  11.2 Psi Disciplines .................................................. 226
  12.1 Language Table ................................................. 245
  12.2 Knowledge Ranks ............................................. 246
  12.3 Experience ........................................................ 247
  Transit Time Table ........................................... 253-256
  TABLES
  
  7
  INTRODUCTION
  Welcome to HARP Sci-Fi (HARP SF)! This book is a
  complete science-fiction role playing game. HARP SF is all
  you need whether your game focuses on events on a single
  inhabited world in the near future or is a galaxy-spanning
  epic set millennia hence in the far future.
  HARP SF retains all the simplicity and flexibility of the
  original HARP fantasy game but expands its reach to a
  whole new universe of infinite possibilities.
  WHAT IS ROLE PLAYING?
  If you’re not familiar with role playing, the idea is
  unbelievably simple: You take on the persona of a charac-
  ter and interact with other “player characters” (or PCs),
  also portrayed by real people. The PCs undertake mis-
  sions, where they acquire experience to improve their
  capabilities, and may additionally gain wealth, knowledge
  or fame. The story is directed by one player who is called
  the “System Operator” (or SysOp). The SysOp describes
  the environment, handles any alien creatures or other
  menaces that threaten the PCs, and referees the rules that
  determine how various events turn out.
  Role playing is a form of improvisational storytelling
  with every player helping to tell the story. It is like acting
  in a movie that has no script – everyone at the table is
  making up the scenes and the dialogue as the drama
  unfolds and there is an unlimited budget for special
  effects! It is not a sequence of events that inevitably and
  inexorably lead to some predefined end. Rather every
  moment of the game is creating a new future history,
  shaped by the actions of the players. Unlike a movie where
  the end credits must roll and a sequel might be years away,
  the next installment of your story will happen at your next
  gaming session.
  WHAT IS A CHARACTER?
  When you portray a player character, you are in control.
  You describe what your character does, with dice rolls
  helping to determine the outcome of combat, skills or
  psionic abilities. Your character has statistics (or stats) -
  these measure the various abilities that define a person. A
  character’s Quickness statistic will determine his speed
  and reaction time, while a high Insight will make him
  highly intuitive. You will need to select a species for your
  character such as human, alien or sentient robot, and
  choose a culture such as cosmopolitan homeworlder,
  frontier colonial, or even spaceborn Belter.
  Introduction
  
  8
  Your character will also have a number of skills and
  talents to help him, her or it (!) succeed and survive in a
  dangerous universe. Selecting a profession, such as Adept,
  Tech or Soldier will reflect the education and training your
  character received prior to starting the game. Each has
  their own focus and unique strengths, allowing a signifi-
  cant amount of diversity in an adventuring group.
  All of these items are recorded on a character sheet. You
  can download long and short versions of the HARP SF
  character sheet for free from www.HARPHQ.com.
  WHAT IS A SYSTEM OPERATOR?
  The System Operator (or SysOp) is the “director” of the
  game, much like the director of a movie; as such, a System
  Operator should be comfortable being the center of
  attention. The System Operator knows all of the plots and
  twists that exist in the universe of the game and, from
  these plot lines, creates a flexible story that can be adjusted
  based on player character actions. In the game session, the
  System Operator portrays all of the non-player characters
  (or NPCs) that the players might encounter on their
  travels. The System Operator must know the direction of
  the story, and is responsible for officiating and adjudicat-
  ing whenever the system’s rules come into play. Players, on
  the other hand, only have to worry about what their own
  characters do. Being in charge of the game and a universe
  are the challenges faced by every SysOp, but it is all part of
  the fun of being the SysOp.
  A series of connected adventures is usually called a
  campaign. It can be set in a universe of the SysOp’s own
  devising, adapted from science-fiction novels or movies,
  or a pre-published setting such as Tintamar, Iron Crown
  Enterprises’ very own universe designed especially for
  HARP SF, which is described in the next chapter and
  elsewhere in this book.
  DESIGNER NOTES
  I would like to thank Alison Mitchell for her efforts in
  locating obscure science-fiction novels and assisting my
  research.
  This book has benefited greatly from the comments and
  critiques of my elite playtesters, most especially David
  Bate, Quinton Carroll, Jonathan Dale, Andrew Davies,
  Matt Fitzgerald, Keith Grainge, Jesse Hall, Monte Iafrate,
  Chris Jowett, Brent Knorr, John Lees, Dave Prince, Andrew
  Ridgway, Aaron Smalley, Marc Staubitz, and Stephen
  Watts. Thanks also to Dave Cheever for his excellent
  starship deck plans, to the community on the ICE forums
  for planet names, and to everyone who participated in the
  public beta playtesting and contributed feedback.
  And finally, I would like to humbly thank just a few of
  the world’s finest science fiction writers for entertaining
  and inspiring me – Poul Anderson, Isaac Asimov, Marion
  Zimmer Bradley, Sir Arthur C. Clarke, Gordon R. Dickson,
  Alan Dean Foster, Simon R. Green, Peter F. Hamilton,
  Robert A. Heinlein, Frank Herbert, Larry Niven, Jerry
  Pournelle, E.E. “Doc” Smith, Brian Stableford, Jack Vance,
  and David Weber.
  Introduction
  
  9
  THE TINTAMAR UNIVERSE
  Every RPG needs a setting to provide meaning and
  depth to the gaming experience. Tintamar is a ready-
  made setting for SysOps who don’t have time to build
  their own cosmos.
  Tintamar is our universe as it might be in the twenty-
  fifth century. It is a future of faster-than-light travel,
  interstellar exploration and colonization, starfaring alien
  races, genetically enhanced humans, cyborgs, artificial
  intelligences, robots, advanced technology, and exotic
  psionic abilities.
  A BRIEF HISTORY OF TINTAMAR
  A HUMAN PERSPECTIVE
  Historians describe the early twenty-first century as
  both a time of great hope and of great fear. Fear because
  incidents of large-scale terrorism and the ironically named
  Pacification Wars imprinted themselves into the night-
  mares of several generations. Hope because the advent of
  nuclear fusion solved the energy crisis and opened
  mankind’s road to the planets.
  By the end of the twenty-first century, exploration had
  given way to colonization with thriving settlements on the
  Moon, domed cities on Mars, outposts in the Asteroid
  Belt, and space stations around Venus. Deliberate
  cometary impacts coupled with nanotechnology and
  genetically engineered flora were beginning to terraform
  Mars, while a much slower process had been initiated in
  the thick Venusian atmosphere.
  As the twenty-second century dawned, the first space
  elevator was deployed on Earth’s equator. Thirty years
  later, the six space elevators formed the spokes of a giant
  wheel constructed in Earth’s geosynchronous orbit – this
  structure was Ring City, eventually home to a billion
  human beings and the perimeter of Earth’s planetary
  jurisdiction. The space elevator gave Earth’s teeming
  billions cheap access to space, initiating the First Exodus
  as scores of asteroids were modified into habitable
  bubble-worlds.
  An increase in population from tens of thousands to
  millions led inexorably (and mostly peacefully) to the
  foundation of the independent interplanetary governments:
  the Lunar Alliance, the Martian Republic, the Protectorate
  of Venus, and the Belter League. Ring City, the underwater
  city-states of Atlantaea and Pacifica, and the older nation-
  states elected the governing Parliament of Earth.
  Fundamental breakthroughs in unifying physical forces
  led to the magneto-gravitic drive (a reactionless drive) and
  Chapter One
  The Tintamar Universe
  
  10
  its spinoff technologies – antigravity, artificial gravity, and
  shield technology. Space technology, transportation, and
  settlement were revolutionized again. As the twenty-
  second century drew to a close, magneto-gravitic tech-
  nologies permitted permanent settlements on the Jovian
  moons within the deadly radiation belts surrounding
  Jupiter and the construction of floating enclosed cities
  among the clouds of Jupiter. The Jovian Confederacy
  joined the community of solar nations. Explorers discov-
  ered strange life forms in Jupiter’s atmosphere – their
  sentience, if any, remains a mystery to this day. The
  terraforming of Mars was largely completed.
  In 2204, experiments in the stable Lagrange points of
  Earth orbit led to the discovery of a strange effect – when
  the magneto-gravitic drive was operated in a certain
  mode, vessels sometimes disappeared. A year later, the
  physicists realized that the mode was unsafe in those
  Lagrange points. In 2206, the same experiment conducted
  in Jupiter’s Trojan points successfully demonstrated faster-
  than-light travel between the T4 and T5 regions. By 2210,
  scientific expeditions had been sent to every star within
  twenty light-years of Sol.
  In 2220, the existing governments of Sol System signed
  the Declaration of Man, forming the Terran Federation.
  Member worlds and polities were to maintain autonomy
  within their own borders, but to participate in a binding
  pact of mutual assistance and united defense and ac-
  knowledge Federation jurisdiction outside their borders.
  All colonizing expeditions were required to adhere to the
  Declaration. Membership in the Federation was compul-
  sory. Some colonial worlds were later permitted to
  undergo Interdiction, where they renounced hyperdrive
  technology and active membership in the Federation in
  favor of complete self-rule.
  Thus humanity exploded into interstellar space in the
  so-called Second Exodus, founding over a hundred
  colonies scattered throughout a rough sphere some fifty
  light-years in radius in the first wave. Some colony
  expeditions disappeared without trace. Perhaps their ships
  failed or unknown aliens destroyed them. Perhaps their
  leaders desired to be truly free of Earth and so set course
  for Earth-like suns and new homes much deeper in the
  galaxy. No one knows.
  Mankind discovered the ruins of alien civilizations on a
  number of planets. Some had been spacefaring, none
  appeared to have mastered the Lagrange Drive. Sobered by
  the evidence that intelligent cultures and species were not
  eternal, scouts quested ever outward, seeking new worlds,
  salvaging exotic technology from its long-dead masters,
  and hoping to find kindred spirits.
  The prolonged terraforming of Venus finally allowed
  the Protectorate to begin full-scale settlement of the
  surface from 2432. Venus was habitable, but barely with its
  interminably long days and nights. The Protectorate
  continue to undertake research into extracting energy
  from quantum fluctuations – their scientists hope that this
  will one day provide them with the power to spin up the
  planet transforming it into a second Eden.
  In 2451, Federation scouts discovered a large alien
  artifact orbiting the derelict planet of Methuselah. It was
  determined to be a transportation device, capable of
  sending a starship across space at an effective speed of one
  light-year per minute (rather than the one light-year per
  day of the Lagrange Drive). As the news swept across
  Federation space, new cults and conspiracy theorists
  flourished throughout the worlds, particularly on Old
  Earth, speculating on the nature of the Builders and their
  portal device.
  Three years later, first unmanned probes and then
  manned vessels were sent through the portal. They exited
  another portal (later named Nexus) some four hundred
  light-years from Sol, and quickly learned that the sector
  was home to several alien starfaring civilizations. Mistakes
  and misunderstandings led to some minor skirmishes
  with these races; war was fortunately averted. Although
  the aliens had charted the location of half a dozen portals,
  they had been unsuccessful in ascertaining their method
  of activation – peculiarly coded gravity waves.
  The first human encounter with the warlike Silth, an
  expansionist reptilian race, took place in 2458. Thereafter
  Silth raiders harassed Federation vessels much as they had
  previously attacked the ships of other species. Federation
  Starsoldiers nicknamed them the “Handbags” with due
  contempt for the Silth’s underhand tactics.
  Brilliant theorizing and systematic searching located
  eight further portals within a hundred light-years of Sol.
  One of these, much to the embarrassment of the Belter
  League, was found in Sol’s Asteroid Belt in 2464. This was
  twice the size of the other portals. The significance of this
  size difference was not realized immediately. A space
  station, Tintamar, was constructed near the portal.
  Tintamar became the natural terminus for mercantile,
  diplomatic, and exploratory missions heading into or
  returning from the Nexus sector.
  A human merchanter fleeing from a squadron of Silth
  warships made transit through the Nexus portal to Sol in
  2465. The Silth commander was so close that five of his
  vessels managed to piggy-back the merchanter’s path,
  erupting into Sol System. The merchanter was blown to its
  component atoms on arrival. The Federation watchship,
  Resolution, broadcast a system-wide distress signal and
  engaged the Silth valiantly before it, too, was destroyed. As
  their transit had been fortuitous rather than deliberate,
  the Silth headed too late towards the jump point of
  Jupiter’s Trailing Trojans. The defense fleets of the Belter
  League and the Martian Republic intercepted and, at some
  cost, eliminated the Silth threat.
  Chapter One
  The Tintamar Universe
  
  11
  Political pressure from the Belters and the Martians
  (genuinely concerned at the havoc war could wreak on
  their fragile worlds) persuaded the Federation as a whole
  to adopt a more aggressive stance against the Silth. With
  the assistance of alien allies, the Terran Federation waged a
  two-year campaign in the Nexus sector, hunting down the
  Silth raiders. A truce between the Silth and the Federation
  was negotiated by proxy in 2468.
  The significance of the larger size of the Sol portal also
  became clear in 2468. The Sol portal was a “greater portal”
  capable of transporting ships seemingly anywhere in the
  galaxy. The megacorporations demanded and gained the
  right to send volunteer expeditions through the Sol portal;
  the Belters, Martians, and other solar colonies insisted on
  a very substantial permanent military guard on the portal
  as no one knew what might come visiting from elsewhere.
  In recognition of their assistance in the Silth War,
  mankind’s alien allies were permitted to make some
  modest use of the portal for exploration.
  The year is now 2473.
  AN ALIEN PERSPECTIVE
  Approximately five thousand human years ago, the first
  Runcori seedships arrived in the region of space that
  would later become known as the Nexus Sector. Having
  escaped the destruction of their homeworlds, the Runcori
  survivors began the laborious reconstruction of their
  civilization. Planets were deemed too fragile and too static
  to serve as new homes for the species, so the Runcori
  constructed bubble worlds and huge space habitats from
  suitable asteroids. The Flowering, as Runcori historians
  styled the era, lasted some three thousand years.
  While on Earth, barbarians sacked the city of Rome, the
  Gorsivans took their first faltering flights to the stars.
  Gorsivan explorers made peaceful contact with the
  Runcori and intermittent trade followed. Most Gorsivans
  had little appetite for interstellar colonization, although
  successive ruling Wingmasters found it expedient to exile
  malcontents and defeated factionalists to a score of highly
  scattered and under-supported colony planets.
  When a Gorsivan expedition entered the Tamazek
  System, they discovered Krakuren space engineers
  building their first permanent orbital habitats. Krakuren
  scientists had already located a Builder portal in their
  system, but had been unable to unlock its secrets. Thus
  first contact with the Gorsivans was rather anticlimactic –
  as one Krakuren commentator opined, “We were expect-
  ing someone more advanced”. Nevertheless their civiliza-
  tion benefited greatly from trade with both the Gorsivans
  and the Runcori.
  As Christopher Columbus was setting sail for the
  “New World”, the first Madji clans fared outward from
  their home, Ji’mad’ji, in a wave of exploration and
  colonization that would see Madji settlements in more
  than fifty star systems in less than five human centuries.
  The light-years took their toll on the famed Madji clan
  loyalty as the daughter houses of the colonies came to
  resent the policies of the homeworld clans. Tensions
  escalated. Ji’mal’ro declared itself independent and other
  worlds followed suit. A savage war between Ji’mad’ji and
  its colonies erupted and lasted for several generations.
  When the dust had settled, the homeworld fleets were no
  more and civilization on Ji’mad’ji itself was teetering on
  the brink of a new dark age. The secessionists were little
  better off – almost all had suffered severe damage to
  their infrastructure and substantial population losses;
  some had collapsed into near savagery or been virtually
  destroyed. The sundered worlds were forced onto their
  own resources to survive or perish.
  Runcori traders entered the Silth home system at a time
  of crisis. Saroulsis was suffering from overpopulation and
  dwindling resources, still governed by feudal families
  whose unruly coalitions and shifting alliances created a
  perilous balance of power. The Runcori were captured and
  the technological secrets of magneto-gravitics and faster-
  than-light travel wrested from them. The Silth erupted
  into the Nexus Sector, exploiting and colonizing star
  system after star system, fuelled by a belief in their own
  superiority and the desires of the Great Families to rule
  their own domains within the growing Imperium.
  While mankind was celebrating the second millennium,
  and the hegemony of Ji’mad’ji was in its death throes, Silth
  war fleets invaded three Gorsivan occupied star systems
  (the Larani Trinax) on the periphery of the Imperium.
  Silth raiding squadrons attacked and destroyed Runcori
  worldlets throughout the Nexus Sector. Spurred into
  action, the Wingmasters of Siva built and dispatched their
  own fleets to protect the remaining Gorsivan worlds. A
  Silth incursion into the Tamazek system was quickly
  rebuffed but served to bring the Krakuren into the war. A
  grand alliance of Runcori, Gorsivans, and Krakuren was
  formed. Its combined might held the Silth at bay and very
  slowly began to reverse the enemy advance. A century
  later, the war had become a weary stalemate.
  The failure of the Great War of Conquest (as the Silth
  styled it) encouraged disaffection among those Great
  Families whose dominions were far from the front.
  Rivalries that had existed prior to the Imperium’s found-
  ing flared up into rebellions and the Imperium was
  engulfed in a civil war as its provinces fragmented into
  distinct realms, the Dominions. The Wingmasters of Siva
  briefly reconquered the Larani Trinax and evacuated the
  surviving Gorsivans to safety elsewhere.
  The Cerans were the last of the major races of the Nexus
  sector to achieve starflight, a mere two human centuries
  ago. Unfortunately their explorations impinged on territory
  claimed by one of the Silth Dominions, leading to a brief,
  but inconclusive, war. The continuing in-fighting among
  The Tintamar Universe
  Chapter One
  
  12
  Chapter One
  The Tintamar Universe
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  13
  the Dominions ensured Ceran freedom and gave the Cerans
  an opportunity to befriend the allied civilizations and
  become part of the greater Nexus community.
  A number of Builder portals had been located in the
  sector. One of these was a greater portal in a system whose
  only other value was its convenient location relative to
  Tamazek, Siva, and the principal Runcori habitats. The
  allied races constructed bases near the portal, ostensibly to
  research the artifact and covertly to coordinate monitoring
  of the Silth Dominions.
  Chapter One
  The Tintamar Universe
  By 2400 (of the human calendar), a new era had dawned
  for the Madji. The isolation of Ji’mad’ji ended as its clans
  once more went to the stars, seeking out their scattered
  cousins and renewing contact with the other species.
  The return of the Madji was welcomed; not so, the
  seeming resolution of the Silth civil war. A new First Family
  had ascended the throne of Saroulsis and, through persua-
  sion and coercion, imposed a fragile peace upon the Domin-
  ions. Once again, the Silth turned their attention outwards.
  Then the humans arrived through the Nexus portal and
  nothing was ever the same again.
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  14
  The Cosmography
  of Tintamar
  Humans and aliens have explored only two relatively
  small portions of the Milky Way Galaxy in any detail:
  the Human Sector and the Nexus Sector. The Human
  Sector is a very rough sphere centered on Sol and
  extending outwards up to ninety light-years currently.
  The Nexus Sector is a volume of space some hundred
  and fifty light-years in radius centered on the Nexus
  system and encompassing the home worlds and colonies
  of all the other known species. The Nexus system is 400
  light-years from Sol.
  SOL SYSTEM
  Sol System, or as it was once known the Solar System,
  is still the heart of human civilization.
  The Protectorate of Venus
  Location: Venus (Sol II)
  Diameter: 12,103km
  Gravity: 0.9 g
  Distance from sun: 0.72 au
  Year: 0.62 Earth years (224.7 Earth days)
  Rotation period: 243 Earth days
  Atmosphere: Nitrogen/oxygen (after terraforming)
  Hydrosphere: 30% shallow seas
  Climate: Warm Temperate/Tropical (day) to Cool
  Temperate (night)
  Species: Human
  Culture: Scientific and Cosmopolitan
  Language: Anglic
  Population: 18 million
  Government: Participatory democracy
  The terraforming of Venus is a triumph of human
  science and determination, nay stubbornness. There is
  much still to be done before Venus is once again a true
  twin of Earth, but a full generation of Venusians have now
  been born and matured to adulthood on the planet. The
  Protectorate’s orbital habitats that previously housed the
  population are now research stations devoted to develop-
  ing new life forms capable of surviving the long Venusian
  days and nights. Venusian cities and towns are small
  domed affairs, which allow their citizens to experience
  days and nights of standard durations. Most citizens have
  at least two homes in settlements on opposite sides of the
  world and migrate each half-year to remain in the
  daylight. The Protectorate has a directly elected Protector
  and a legislative Assembly – however, all decisions must
  be ratified or vetoed by plebiscite (conducted electroni-
  cally). Venusians are expected to be politically aware.
  Earth
  Location: Earth (Sol III)
  Diameter: 12,756km
  Gravity: 1 g
  Distance from sun: 1 au
  Year: 1 Earth years (365.24 Earth days)
  Rotation period: 24 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 70% oceans
  Climate: Temperate Mix
  Species: Human
  Culture: Cosmopolitan
  Language: Variable (Anglic spoken as second language)
  Population: 10 billion
  Government: Representative democracy
  Technological progress on multiple fronts, the safety
  valves of the First and Second Exodus, environmental
  reconstruction, and a determined effort to improve the
  common good have ensured a very high standard of living
  for most Earthmen.
  Aquaculture provided the impetus to establishing fully
  self-contained underwater cities in the oceans. Atlantaea,
  Pacifica, and Lemuria are the capitols of the marine
  arcologies scattered throughout the Atlantic, Pacific, and
  Indian Oceans. Many of their residents have been geneti-
  cally engineered for amphibious lifestyles.
  From most latitudes on Earth, anyone gazing into the
  sky can see humanity’s greatest artificial structure, Ring
  City. This is a huge hollow torus (50 km tube radius) in
  geostationary orbit, which forms the space termini for the
  six space elevators. The development of artificial gravity
  has allowed the Ring City’s environment to vary from zero
  gravity to normal Earth gravity – most segments are now
  held at a very comfortable 0.75g. Home to a billion human
  beings, Ring City is the location of the ruling Parliament
  of Earth, the executive body that eventually replaced the
  United Nations and the older nation-states.
  Chapter One
  The Tintamar Universe
  
  15
  The Lunar Alliance
  Location: The Moon (Sol IIIA), also L4 and L5 settlements
  Diameter: 3,475km
  Gravity: 0.17 g (surface), up to 1g (within settlements)
  Distance from sun: 1 au (384,400km from Earth)
  Orbital period: 27.3 Earth days
  Rotation period: Tidally locked
  Atmosphere: None
  Hydrosphere: None
  Climate: Within lunar cities, temperate mix
  Species: Human
  Culture: Corporate and Cosmopolitan
  Language: Variable (Anglic spoken as second language)
  Population: 240 million
  Government: Representative democracy
  Earth’s Moon was the location of the first permanent
  interplanetary colonies back in the twenty-first century.
  Lunar settlements remain collections of habitat domes,
  with much of their infrastructure buried deep within the
  lunar rock. The cities have populations ranging from half
  a million to three million residents. Residential areas have
  artificial gravity ranging from 0.5g to one standard Earth
  gravity; manufacturing and agricultural areas are left at
  natural lunar gravity. Lunatics (as the lunar citizenry are
  invariably nicknamed) tend to be taller and slimmer than
  their Earthly cousins and many have inherited genetic
  adaptations for low-gravity conditions. Lunatics are proud
  of their heritage, independence, and mélange of cultures;
  outsiders who describe Luna as a suburb of Earth will not
  endear themselves.
  Owing to the original colonies being founded by
  various Earth nation-states, the Lunar Alliance is a union
  of distinct city-states. City councils continue to have
  jurisdiction over purely local matters; everything else is
  handled by the Alliance in the capitol of Armstrong City.
  The Lunar Alliance also governs a number of orbital
  habitats and corporate manufacturing platforms in the
  stable Lagrange 4 and Lagrange-5 regions of the Earth-
  Moon systems. The Federation maintains its vast Luna
  Base on the lunar Farside; this is the Sol System headquar-
  ters of the AstroNavy.
  The Martian Republic
  Location: Mars (Sol IV)
  Diameter: 6,794km
  Gravity: 0.38 g
  Distance from sun: 1.52 au
  Year: 1.88 Earth years (686.9 Earth days)
  Rotation period: 24 hours 39 minutes
  Atmosphere: Nitrogen/oxygen (after terraforming)
  Hydrosphere: 20% shallow seas
  Climate: Cool Temperate
  Species: Human
  Culture: Frontier and Corporate
  Language: Anglic
  Population: 352 million
  Government: Representative democracy
  The Martian Republic is the second oldest interplan-
  etary colony and the first to declare independence from
  Earth. Despite being fully terraformed almost three
  centuries ago, Mars retains a dozen large domed settle-
  ments (the Closed Cities) where standard Earth gravity is
  maintained. Only a tenth of the Martian population
  dwells in these corporate-dominated communities;
  everyone else lives and works in the “Open Towns”, where
  a Frontier mentality holds sway. Everything, including the
  “wilderness”, on the Martian Frontier is a human creation.
  Attempts to furnish Mars with genetically engineered
  megafauna, reminiscent of those imagined in pulp sci-fi
  writings of the twentieth century, continue sporadically.
  Tensions between the Martians of the Towns and the
  Marsmen of the Cities simmer below the surface. As
  Martians typically have slender, elongated builds and low-
  gravity adaptations, rather than the Earth-normal bodies
  of Marsmen, distinguishing between Martians and
  Marsmen is relatively easy. Night-time brawls between the
  two factions are part and parcel of life in the capital,
  Lowell City, which is an Open Town physically but heavily
  influenced by the Martian megacorps politically and
  economically. The megacorps acquired their political
  power by supporting Martian independence. They
  maintain their influence through economic power. They
  deem that opening the Closed Cities would be the thin
  edge of the wedge, leading eventually to the end of the
  privileges of the corporate elite.
  Chapter One
  The Tintamar Universe
  
  16
  The Belter League
  Location: Asteroid Belt (hundreds of bubble-worlds plus
  domed colonies on Ceres, Pallas, Vesta, Juno, and Hygeia)
  Gravity: Negligible, 0.5 – 1g in bubble-worlds
  Distance from sun: 2-4 au (Ceres 2.77 au, Pallas 2.77au,
  Vesta 2.36 au, Juno 2.67 au, Hygeia 3.14 au)
  Climate: Variable (normally cool or warm temperate in
  bubble-worlds)
  Species: Human
  Culture: Belter
  Language: Varied (Anglic as second language)
  Population: 52 million
  Government: Representative democracy at League level,
  participatory democracy within states
  The Asteroid Belt is home to some of the most rugged
  individualists in the Solar System. Most Belters live inside
  the „bubble worlds“, cylindrical hollowed-out asteroids
  whose interiors have been terraformed. The majority of
  bubble worlds are spun for gravity; some newer designs
  (such as Tintamar) and the domed colonies on the largest
  asteroids rely on artificial gravity. Bubble world popula-
  tions range from tens of thousands to several hundred
  thousand inhabitants. Each bubble world is essentially a
  micro-culture with its own unique traditions, customs,
  rules and identity. To outsiders, these „small-town“
  societies can seem insular and unwelcoming to strangers.
  Belters who find life in their home worldlet limiting tend
  to emigrate to the Jovian Confederacy or to the extrasolar
  asteroid settlements.
  Each asteroid has to be self-governing due to the
  distances separating the inhabited planetoids. The Belter
  League provides a means by which the individual commu-
  nities can exert collective influence on the other worlds of
  the Solar System. The League Congress strives for consen-
  sual decision-making and so is slow to take political
  stances on system-wide or Federation-wide issues, unless
  their interests are directly threatened.
  The Jovian Confederacy
  Location: Jupiter (Sol V), its moons Io, Europa, Callisto
  and Ganymede, orbital habitats in Trojan points
  Diameter: 142,984km (Jupiter)
  Gravity: 2.14 g (Jupiter itself), 1g (habitats)
  Distance from sun: 5.2 au
  Year: 11.9 Earth years
  Rotation period: 9 hours 56 minutes (colonies keep Earth
  standard days)
  Atmosphere: Hydrogen/helium (Jupiter itself)
  Climate: Temperate mix (in habitats)
  Species: Human
  Culture: Belter and Corporate
  Language: Anglic
  Population: 27 million
  Government: Representative democracy
  The Jovian Confederacy was founded by a cartel of
  lesser megacorporations and Belter organizations,
  originally to mine Jupiter’s atmosphere for hydrogen to
  supply the energy demands of the other worlds of the
  solar system. The invention of faster-than-light travel
  provided the impetus for their expansion into the Leading
  and Trailing Trojans. Portal travel has seen the pendulum
  of power return to the shielded cloud cities such as
  Olympus, Zeus and Caelestis, floating high in the Jovian
  atmosphere, far above its biosphere where the exotic
  hydrogen-breathing “gasbag” life-forms live. The Trojan
  settlements have shifted from supporting extrasolar
  commerce to emphasizing mining and manufacturing
  industries. They are also the home ports for two-thirds of
  the Confederacy defense fleet. The four Galilean moons
  (Io, Europa, Callisto and Ganymede) are sparsely popu-
  lated and have relatively minor influence in the Confed-
  eracy. The Europan settlements are more scientific bases
  than true colonies, researching the life forms living within
  the ocean world beneath Europa’s icy surface.
  Chapter One
  The Tintamar Universe
  
  17
  The founding corporations of the Confederacy have
  remained politically active. As nearly every citizen is
  either employed by or is a shareholder in at least one
  corporation, corporate influence is undeniable in every
  aspect of Confederacy society. Belter individualism and
  the failure of any single megacorp to become preemi-
  nent have ensured that the Confederacy has not become
  a true corporate fief like some extrasolar systems (such
  as El Dorado).
  The Human Sector
  Humanity has colonized more than a hundred star
  systems during the Second Exodus. The member states of
  Earth were instrumental in funding the colonization
  program and recruiting millions of potential settlers.
  Successive Earth governments have strongly encouraged
  “streaming” of potential colonists by ethnic, national, and
  cultural traditions in an attempt to preserve the diversity
  of human societies and offset the emerging monoculture
  that has since become dominant on Earth. This has also
  been reflected in the naming conventions for new worlds,
  where legendary Earthly or heavenly locations are
  bestowed on unspoiled virgin worlds (such as the Italian-
  settled Elysium, the Swahili-speaking Mbingu or the
  Commonwealth’s New Albion), mythological names on
  worlds, which mirror some particular aspect of a deity or
  hero (such as Loki, Gilgamesh and Poseidon), and names
  commemorating historical personages of the pre-space
  eras (the American colonies of Washington, Franklin, and
  Lincoln, the British world Churchill, etc.)
  SysOp’s Note: Why These Worlds?
  The ten worlds presented in this section have been
  chosen because taken together they allow human charac-
  ters to hail from any of the possible cultural backgrounds
  and potential origins for genetically engineered characters.
  The descriptions focus on the named world in each
  case. However, any other inhabited worlds in that solar
  system are briefly described. The largest world in the
  system and any portals are also identified and located so
  that SysOps know where starships can enter and exit
  hyperspace. All references to distances are measured
  relative to the system star. Where the star does not
  currently have a constellation name, a star catalog
  identifier is given for SysOps who wish to locate it in
  published star maps.
  For reference, Elysium, Gilgamesh, Lincoln, Mbingu,
  New Albion, and Washington are predominantly Frontier
  in culture, Churchill is mixed Frontier/Aristocratic, and
  both Franklin and Loki are Frontier/Corporate.
  Eden
  Location: Henry Draper 207129 II (star type G2 V)
  Diameter: 16,450km
  Gravity: 0.95g
  Distance from sun: 1 au
  Satellites: Covenant (4,580km diameter)
  Year: 1 Earth year
  Rotation period: 25 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 42% oceans
  Climate: Temperate Mix
  Species: Human
  Culture: Religious
  Language: Various (Anglic as second language)
  Population: 147 million
  Government: Loose democratic confederation
  Although Eden is a very beautiful world, its distance
  from Sol and unfortunate location of hyperspace entry/
  exit points in Leviathan’s orbit (Henry Draper 207129 VI,
  77.2au) made it unattractive to the Bureau of Coloniza-
  tion. An inter-faith alliance of fundamentalist Christian
  churches raised the funds to buy the settlement rights and
  ever since Eden has been a haven for believers. In general,
  Edenists eschew high technology and are disinterested in
  events elsewhere in the Federation. Eden has a single
  spaceport (Promised Landing) whose reputation for
  “sinful living” and decadence is a magnet for disaffected
  Edenists seeking a way off-planet.
  There have been unconfirmed reports of illegal mining
  operations in the outer asteroid belt (36-42 au). No formal
  complaint has been made to Federation authorities; the
  Eden Conclave is more interested in maintaining harmony
  among the splinter sects and possesses no space-based
  forces of its own.
  Chapter One
  The Tintamar Universe
  
  18
  El Dorado
  Location: Hipparcos 12110 I (K dwarf)
  Diameter: 12,770km
  Gravity: 1.19g
  Distance from sun: 0.6 au
  Satellites: 2 moons (Cortés 340km, Pizarro 89km)
  Year: 0.46 Earth years
  Rotation period: 21 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 62% ocean
  Climate: Temperate Mix
  Species: Human
  Culture: Corporate
  Language: Spanish
  Population: 233 million
  Government: Corporate State
  The megacorporation, Interstellar Metals, funded the
  colonization of El Dorado, initially to ensure a long-term
  labor pool for its exploitation of the vast mineral resources
  of the El Doradan asteroid belts. Through bribery,
  economic manipulation, and careful cultivation of
  politicians, Interstellar Metals and its subsidiaries have
  become the government of the entire El Doradan system.
  The Governing Board answers to Interstellar Metals
  shareholders, who range from wealthy magnates to well-
  to-do managers and professionals, and constitute perhaps
  a tenth of El Dorado’s population. Everyone else is
  politically disenfranchised.
  Although there is some heavy industry and large
  urban centers on the planet, most of El Dorado remains
  an untouched wilderness. Even the substantial ranches
  and agricultural estates of the moneyed hidalgos have
  made little impact on the planet. El Dorado is sand-
  wiched between two dense asteroid belts (an inner belt
  0.2-0.4 au and the middle belt 0.8-1.0 au), which both
  contain dozens of mining and orbital manufacturing
  facilities. The hyperspatial points are located in the orbit
  of Isabella (a large gas giant Hipparcos 12110 II, 1.5 au).
  A third asteroid belt extends from 36au to 42au; this
  remains unexploited.
  Freiland
  Location: 20 Leonis Minoris II (G star)
  Diameter: 14,010km
  Gravity: 1.4g
  Distance from sun: 1.1 au
  Satellites: Paracelsus (15km diameter), Strauss (76km
  diameter), Freud (380km diameter)
  Year: 1.15 Earth years
  Rotation period: 23 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 54% oceans and seas
  Climate: Cool Temperate Mix
  Species: Human
  Culture: Frontier
  Language: German
  Population: 153 million
  Government: Representative democracy
  Freiland is a pastoral world settled by colonists from the
  German-speaking nations of Europe. Most Freilanders live
  in small towns and villages; the continental capitols (Neu
  Berlin, Neu Bern and Neu Wien) have populations of
  several hundred thousand, while Sternhafen (the planetary
  capitol) is the only city with more than a million inhabit-
  ants. Freilander residences build low and spread outwards
  – outlying farms are mildly fortified to thwart attacks by
  indigenous predators. The cities lack the skyscrapers that
  dominate the skylines of more urbanized planets. Admin-
  istratively, Freiland is divided into cantons by region and
  district for local issues. Planetary and system-wide issues
  are dealt with by the federal parliament.
  Freilanders have received genetic engineering (High
  Gravity (Minor) Talent) to adapt the human frame to the
  1.4g field of Freiland.
  Amadeus (20 Leonis Minoris I, 0.8 au) is the largest gas
  giant in the system. Two of its moons (Goethe and
  Schiller) are planet-sized with “reducing” atmospheres;
  both are suitable for terraforming.
  Khayyam
  Location: Alaraph (Beta Virginis) III (star type F8 V)
  Diameter: 10,540km
  Gravity: 1.05g
  Distance from sun: 1.5 au
  Satellites: Shahadah (420km diameter), Salat (370km
  diameter), Zakat (280km diameter), Sawm (190km
  diameter), Hajj (150km diameter)
  Year: 1.84 Earth years
  Rotation period: 22 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 57% oceans and seas
  Climate: Warm Temperate to Desert
  Species: Human
  Culture: Frontier, Religious and Aristocratic
  Language: Arabic
  Population: 94 million
  Government: Constitutional monarchy (Sultanate)
  The most hospitable regions of Khayyam are the coastal
  regions of the continents, particularly in the higher
  northern and southern latitudes, and human settlement
  has concentrated in these areas. The smaller hydrosphere
  relative to Earth coupled with greater solar radiation has
  turned the continental interiors into vast sandy deserts.
  Khayyam’s inhabitants have received genetic adaptation
  Chapter One
  The Tintamar Universe
  
  19
  (Heat Resistance (Minor)) for the hot climate. Khayyam is
  ruled by a hereditary Sultan and an elected council.
  Provinces and districts are likewise governed by emirs and
  sheikhs in partnership with local assemblies.
  The other inhabited world in this system is Saladin
  (Alaraph IV, 2.1 au). In terms of climate, Saladin is cooler
  and more varied. Politically Saladin is an absolute monar-
  chy (the Caliphate) and its society is a mixture of Aristo-
  cratic and Religious (conservative Islamic).
  Suleiman (Alaraph V, 3.3 au) is the only gas giant in the
  system. It has two planet-sized and terraformable moons
  (Ibn Sina and al-Rashid). Hayyan (Alaraph I, 0.9au) and
  al-Rahman (Alaraph II, 1.2au) are airless Mercury-sized
  worlds. The system has a Kuiper Belt beyond Suleiman but
  no asteroid belt.
  Meiji
  Location: Pi Orionis III (star type: F6 V)
  Diameter: 9,960 km
  Gravity: 0.92g
  Distance from sun: 2 au
  Satellites: None
  Year: 2.83 Earth years
  Rotation period: 28 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 30% small oceans
  Climate: Warm Temperate
  Species: Human
  Culture: Corporate
  Language: Japanese
  Population: 384 million
  Government: Representative democracy (nominally),
  Corporate State (reality)
  Meiji is a corporate-owned world in all but name. The
  zaibatsus of Meiji fund its political parties and the
  politicians answer to the boardrooms, not the people.
  Meiji’s cities are tour-de-forces of corporate grandeur with
  slender skyscrapers reaching for the skies. Rural Meiji
  hearkens back to the architecture of medieval Japan. Meiji
  is (in)famous for its liberal attitude to genetic engineering
  (genemods have become fashionable among the young)
  and for the decadence of Ukiyo, a floating arcology in
  Meiji’s largest ocean, where anything goes.
  Kin-kaku (Pi Orionis IV, 3.2 au) is the sole gas giant in
  the system. Its largest moon (Tokugawa) is planet-sized and
  is a possible candidate for future terraforming, as is the
  large sunward planet of Yoritomo (Pi Orionis II, 1.4 au).
  Newton
  Location: Delta Pavonis II (star type: G8 V)
  Diameter: 9,410km
  Gravity: 0.81g
  Distance from sun: 1.1 au
  Satellites: Faraday (51km diameter), Leibnitz (240km
  diameter), Hooke (58km diameter)
  Year: 1.15 Earth years
  Rotation period: 26 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 45% oceans
  Climate: Temperate Mix
  Species: Human
  Culture: Scientific
  Language: Anglic
  Population: 189 million
  Government: Technocratic democracy
  The founding fathers of Newton intended that it be a
  world where science and research would be paramount,
  and their vision has come to pass. Newton’s universities
  and academies are superior to all other colonial institu-
  tions and equal to the best of Earth. Although Newton is
  not ruled by its professors, the universities do elect their
  own representatives to the Senate and the constitution
  enshrines academic freedom as a human right. Corpo-
  rate influence, notably that of Nanotech Unlimited, is
  growing, however.
  Darwin (Delta Pavonis III, 1.4 au) is also remarkably
  Earth-like and is also inhabited. Darwin has a more
  conventional Frontier society. Researchers have discovered
  evidence of an indigenous sentient species on Darwin.
  Why they died out half a million Earth-years ago and their
  technological advancement remain mysteries.
  Einstein (Delta Pavonis I, 0.8 au) is a potential candi-
  date for future terraforming but any settlers will require
  high-gravity adaptation. Of the four gas giants,
  Archimedes (Delta Pavonis V, 3.2 au) is the largest. A lesser
  portal orbits Edison, the outermost gas giant (Delta
  Pavonis VIII, 20au).
  Chapter One
  The Tintamar Universe
  
  20
  Pasteur
  Location: Hipparcos 15774 II (star type K2 V)
  Diameter: 14,600KM
  Gravity: 0.94g
  Distance from sun: 0.7 au
  Satellites: None
  Year: 0.59 Earth years
  Rotation period: 22 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 57% oceans and seas
  Climate: Cool Temperate
  Species: Human
  Culture: Scientific and Corporate
  Language: French
  Population: 137 million
  Government: Representative democracy
  Pasteur and its sister world of Napoleon (HIC 15774 I,
  0.4 au) are the principal Francophone colonies in the
  Federation. A consortium of French corporations from
  Earth funded Pasteur’s settlement, and ever since, commer-
  cial interests have held some sway in the politics of the
  Republic. Colonization of Pasteur was relatively slow owing
  to a series of indigenous diseases that adapted themselves to
  infect humans and Earth fauna. Eliminating this threat
  spurred advances that have given Pasteur its current
  preeminence in medical science and biotechnology.
  Napoleon’s
  indigenous life
  forms have (so far)
  failed to threaten
  human expansion on
  that planet. Despite a
  population of several
  hundred million,
  Napoleon’s society
  retains a Frontier
  feel whilst still
  preserving its
  inheritance of
  French culture.
  The outermost gas
  giant, Charlemagne
  (HIC 15774 VI, 9.7
  au), is also the
  largest. There is an
  asteroid belt (at 18-
  21 au) but this has
  not been commer-
  cially exploited.
  Poseidon
  Location: 61 Virginis IIB (star type G2V)
  Diameter: 10,880km
  Gravity: 0.85g
  Distance from sun: 0.9 au
  Satellites: Forms a double planet with Demeter
  Year: 0.85 Earth years
  Rotation period: 30 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 85% ocean
  Climate: Warm Temperate/Tropical
  Species: Human
  Culture: Frontier and Aristocratic
  Language: Various (Anglic, Dutch, Indonesian, Malay,
  Sinhalese, etc.)
  Population: 199 million
  Government: Oligarchy / democracy
  Poseidon and Demeter remain unique in human
  exploration – a double planet of Earth-like worlds.
  Poseidon is a water-world – its landmasses are archipela-
  gos of large islands rather than genuine continents.
  Poseidon’s native life has yet to conquer the land. Regular
  tidal inundations (caused by Demeter’s proximity) have
  led to the characteristic „stilt“ architecture of the island
  manses of the oligarchs and deepwater arcologies. A high
  proportion of Poseidon’s citizens have been genetically
  Chapter One
  The Tintamar Universe
  
  21
  engineered for its environment (Gills, Water Vision and
  High Pressure Tolerance are common).
  Demeter (61 Virginis IIA, 0.9 au) has a much higher
  proportion of land to sea (40% ocean) and has been
  settled by colonists from the Indian subcontinent of Earth.
  Demetrian society is also a hybrid of Aristocratic and
  Frontier cultures.
  The gas giant, Cronus (61 Virginis III, 2.5 au), is the
  largest of the three jovian worlds in the system. A lesser
  portal has been discovered in the sparse asteroid belt (0.1
  au) of the system.
  Shangri-La
  Location: Hipparcos 29568 II (star type G5 V)
  Diameter: 10,440km
  Gravity: 0.75g
  Distance from sun: 1.2 au
  Satellites: Yin (74 km diameter), Yang (65 km diameter)
  Year: 1.31 Earth years
  Rotation period: 22 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 69% oceans
  Climate: Temperate Mix
  Species: Human
  Culture: Exotic
  Language: Mandarin Chinese
  Population: 119 million
  Government: Participatory democracy
  Shangri-La began as a Chinese-sponsored colony for
  believers in Buddhist, Confucian, and Taoist teachings. From
  2312 to 2333, Shangri-La placed itself under self-imposed
  interdiction, prohibiting immigration during this period.
  When Shangri-La resumed contact with the rest of the
  Federation, its lamaseries and temples were no longer just
  places of meditation and worship, they were also psionic
  training academies. The cause of the sudden rise in the
  psionically gifted on Shangri-La remains unknown. Some
  estimates place the numbers of latent and active psions on
  Shangri-La currently at several million individuals.
  The other inhabited world in the system, Xanadu
  (Hipparcos 29568 I, 0.9au), is also a Chinese-sponsored colony.
  Its development has followed a more traditional evolution as a
  Frontier culture of several hundred million people.
  The system has three gas giants (the largest is Rupa-
  Loka (Hipparcos 29568 IV at 5.4 au)) and two asteroid
  belts (at 0.5-0.7 au and 9-11 au respectively).
  Valhalla
  Location: Sigma Draconis III (star type: K0 V)
  Diameter: 13,410km
  Gravity: 1.05g
  Distance from sun: 0.7 au
  Satellites: Valkyrie (920km diameter)
  Year: 0.59 Earth years
  Rotation period: 21 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 43% oceans
  Climate: Cool Temperate to Cold
  Species: Human
  Culture: Frontier and Militaristic
  Language: Various (Anglic, Danish, Finnish, Swedish and
  Norwegian)
  Population: 175 million
  Government: Constitutional monarchy
  The colonization of Valhalla was originally sponsored
  by the Scandinavian nation-states of Earth. Indeed
  Valhalla’s landscape of abundant mountains, fertile valleys,
  fjords and snowfields is eerily familiar to that of northern
  Europe. A sizable minority of Valhallans have genetic
  adaptations to the colder climate (Cold Resistance
  (minor)). In the early twenty-fourth century, Valhalla
  offered full citizenship and generous land-grants to any
  AstroNavy or Starsoldier personnel who sought perma-
  nent residence. The descendants of these immigrants form
  almost a mini-society of military families whose members
  continue to serve with honor in the Federation and in the
  Valhallan Defense Forces.
  Xenoarchaeologists have discovered what appears to be
  evidence of an extinct technological civilization on Valhalla.
  The cause and timing of its demise has yet to be established.
  Ymir (4.9 au) is the largest of the two gas giants in the
  systems (the other is Fenris at 2.5au). Between Valhalla
  and Fenris is the Nibelungen (an asteroid belt stretching
  from 1.2 to 1.5 au). A lesser portal was discovered within
  the Nibelungen.
  Chapter One
  The Tintamar Universe
  
  22
  THE NEXUS SECTOR
  Coirilon Belt
  Location: asteroid belt of Coirilon System (star type:  G6),
  some nine hundred hollowed-out asteroids (10km to 500
  km in diameter)
  Gravity: 0.8 to 1.2 g (artificially generated in hollow
  worlds)
  Distance from sun: 0.5 to 2 au (major settlements:
  Bucdari 0.8 au, Talavi 0.9 au, Odiparon 1.2 au, Gadisaro
  1.5 au, Hendaris 1.8 au)
  Rotation period: 25 hours
  Atmosphere: Nitrogen/oxygen
  Climate: Temperate mix
  Species: Runcori
  Culture: Belter
  Language: Kuncari
  Population: 8 billion
  Government: Socialist Corporate States
  The Coirilon Belt was the first system to be settled by
  the Runcori seedships on their arrival in the Nexus Sector
  and remains one of their principal dominions. Only a
  handful of new bubble worlds have been constructed since
  the end of the Flowering. Although the habitats are in a
  continuous state of flux as Runcori engineers experiment
  and refine, the governmental structures have remained
  relatively unchanged since the early days of the Flowering.
  Each worldlet is equivalent to a corporation; the citizens
  are all “shareholders” with equal stakes in the enterprise.
  The world-corporations are very competitive against each
  other in maximizing their profits. The resulting wealth
  translates into a very high standard of living for the
  citizenry. High-ranking corporate managers can expect
  additional luxury “allotments” as bonuses.
  The Coirilon Belt does not possess a portal. The
  absence of a portal and any indigenous sophonts were key
  factors in the selection of Coirilon by the first seedships.
  The Runcori did not want to trespass in a star system that
  “belonged” to anyone else. System security is taken
  seriously, as a direct consequence of damage sustained
  from Silth raiders during the Grand Alliance War, and
  large fleets patrol both hyperspatial Lagrange Points (tied
  to a gas giant orbiting 5.5 au from the star). The guardian
  fleets and their supporting bubble-worlds are the only
  areas where all the Coirilon habitats cooperate.
  Ji’mad’ji
  Location: Ji’mar’an I (star type:  M dwarf)
  Diameter: 9,300 km
  Gravity: 1g
  Distance from sun: 0.1 au
  Satellites: None
  Year: 0.03 Earth-years (11.5 Earth-days)
  Rotation period: Tidally locked
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: Nightside – frozen ice cap, Dayside – 40%
  ocean (eternal storm at centre)
  Climate: Warm temperate mix tending to cool temperate
  as approaches night hemisphere
  Species: Madji
  Culture: Cosmopolitan
  Language: Madji’aon
  Population: 2 billion
  Government: Clan-based oligarchy
  Ji’mad’ji huddles so close to Ji’mar’an, its parent star,
  that it became tidally locked early in its planetary evolu-
  tion. Fortunately for the Madji, it maintained a viable
  atmosphere. One hemisphere is shrouded in perpetual
  night and covered by a frozen ice cap tens to hundreds of
  meters deep. The dayside is bathed in the unending
  reddish sunshine of Ji’mar’an. The Perpetual Storm (a vast
  permanent hurricane hundreds of kilometers in diameter)
  dominates the Central Sea of Ji’mad’ji’s equatorial region.
  Intensively farmed agricultural lands, interspersed with
  active volcanoes, occasional wilderness preserves and the
  squat cones of Madji towns, stretch from the coasts of the
  Central Sea to the very edge of the Ice. The bulk of any
  Madji city is constructed underground; the surface areas
  are used solely for access to the outside world. The near-
  collapse of civilization following the homeworld clans’
  defeat in the civil war ended permanently plans to build a
  global underground transit network. New industrial
  complexes and spaceport facilities have been established
  on the Ice replacing those devastated in the final year of
  the civil war. Some of the ruins are still too radioactive
  even for the Madji.
  The spacefaring clans early formed alliances with the
  minor clans of the surviving asteroidal settlements (which
  suffered greatly during the war). Much of their disposable
  resources have been invested in rebuilding the bubble
  worlds and in extrasolar ventures. The discovery of a lesser
  portal lurking in Ji’mar’an’s Kuiper Belt has compelled the
  starfaring clans to spread themselves thinly.
  Not all the Ji’mad’ji clans are convinced of the wisdom
  of returning to the stars. There is a vocal minority that
  wants nothing to do with the “rebels” or aliens. Whether
  renewed contact with the “rebel systems” will reignite a
  new civil war remains to be seen.
  Chapter One
  The Tintamar Universe
  
  23
  Nexus
  Location: Nexus II (gas giant) (star type: K2)
  Gravity: 0.8g
  Distance from sun: 0.9 au
  Satellites: 3 airless moons (IIA “Primus” 700 km diameter,
  IIB “Secondus” 400 km diameter, IIC “Tertius” 300 km
  diameter), several ring systems
  Year: 0.85 Earth years
  Rotation period: 21 hours (Nexus II)
  Climate: Variable
  Species: Cerans, Gorsiva, Krakur, Madji, Runcori, Humans
  Culture: Varies by species
  Language: Varies by species
  Population: 1 million (many transients)
  Government: Council
  The Nexus solar system comprises one Mars-sized
  planet (The Graveyard) orbiting in the biozone, a me-
  dium-sized gas giant (Nexus itself), two smaller gas giants
  and a sparse Kuiper Belt. A savage war was fought in this
  system perhaps a million years ago. The Graveyard lost its
  atmosphere, its oceans and its entire biosphere. If a
  civilization had made its home there, all signs have been
  obliterated. Elsewhere there is evidence that the conflict
  reduced a dozen or more moons into rubble. None of the
  nearby star systems show any signs of similar battles,
  increasing the mystery.
  The Grand Alliance constructed its first and only multi-
  species habitat (Centralia) on the largest remaining moon
  of Nexus, named Primus by humans. Additional smaller
  domed cities have been built with environments tailored
  to the particular needs of individual species on both
  Primus and Secondus, including the human habitat of
  Farpoint on Secondus. Farpoint was financed by a
  consortium of megacorporations. It is administered by the
  Terran Federation by an appointed governor. The fifty
  thousand human residents and transients are protected by
  a battalion of Starsoldiers, a squadron of AstroNavy
  starships, and an unknown number of FedPol Investiga-
  tors and Agents.
  Centralia itself is governed by a Council with one
  delegate per species. Leadership of the Council rotates on
  a (Nexus) yearly basis. The Terran Federation currently
  has observer status only on the Council.
  The portal itself is in a polar orbit around Nexus. Portal
  defense is currently maintained by a flotilla of starships
  and starfighter battle groups belonging to the Alliance
  founder members (Gorsivans, Krakuren, and Runcori). In
  an emergency, the Council can request reinforcements
  from the other species.
  Chapter One
  The Tintamar Universe
  
  24
  Ranoc
  Location: Maroc II (star type: G3)
  Diameter: 13,100 km
  Gravity: 1g
  Distance from sun: 0.9 au
  Satellites: Kinoc (4,000 km diameter, airless), Denoc (300
  km diameter, airless)
  Year: 0.85 Earth-years (311.6 Earth days)
  Rotation period: 20 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 33% small oceans and large seas
  Climate: Cool temperate (equatorial) tending to cold in
  higher latitudes
  Species: Ceran
  Culture: Cosmopolitan and Aristocratic
  Language: Ceranor
  Population: 5 billion
  Government: Meritocracy / Oligarchy
  Since the asteroid impact that initiated the most recent
  mass extinction, Ranoc has suffered a sequence of Ice
  Ages. This has been further exacerbated by the high
  proportion of land surface to open water. Currently Ranoc
  is in an artificially maintained post-glacial period.
  Industrialization and its associated heat pollution and
  global warming have staved off the advance of the glaciers
  for centuries now. One of the greatest controversies in
  Ceran society is whether or not the planetary engineers
  should be permitted to alter the climate permanently and
  deliberately.
  The extended family is the cornerstone of all Ceran
  communities. Inheritance is not by primogeniture,
  however. Traditionalists hark back to long-established rites
  of passage wherein the young adults were required to
  prove themselves worthy of responsibility through feats of
  skill, endurance, and courage. Modernists employ rigorous
  examination and monitoring in both education and in
  employment to fast-track meritorious candidates into
  positions of responsibility and power. The old aristocratic
  families (The Coldbloods) retain their stranglehold on
  agricultural resources and maintain their status as landed
  gentry administering the irrigation network and the
  plantations. The Coldbloods have limited influence in the
  cities or off-world, where earned (not inherited) wealth is
  the arbiter of authority.
  The Maroc portal shares the same orbit as Ranoc.
  However, this lesser portal is located on the opposite side
  of Maroc, being exactly 180 degrees away from Ranoc.
  Saroulsiss
  Diameter: 15,170 km
  Gravity: 1.1 g
  Distance from sun: 0.8 au
  Satellites: Surososs (100km diameter, airless), ring system,
  Sirosaliss (900km diameter, airless)
  Year: 0.72 Earth years (261 Earth days)
  Rotation period: 22 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 25% polar seas and large inland seas
  Climate: Hot (equatorial) tending to warm temperate mix
  (in higher latitudes)
  Species: Silth
  Culture: Aristocratic and Militaristic
  Language: Highspeech and Warspeech
  Population: 3 billion
  Government: Feudal/Monarchy
  Saroulsiss is a hot and arid world. A single vast super-
  continent dominates the planetary surface. The equatorial
  region is a world-girdling desert, which separates the more
  temperate climes of northern and southern latitudes. The
  North Polar and South Polar Seas are the largest bodies of
  open water on Saroulsiss.
  Silth cities and towns are strongholds first, and settle-
  ments second. Many of the older metropolises retain the
  stone wall defenses of pre-industrial eras in their core
  districts; magneto-gravitic shield generators are the
  protection of choice in the modern era. This militaristic
  feudalism survived the industrial and information
  revolutions not only in architecture but in governmental
  structures. Following the exodus of most of the Great
  Families to conquer new worlds, lesser Families have risen
  to power, seeking favor from the Dominators of the First
  Family through merit and intrigue. Although the other
  Great Families are (supposedly) loyal vassals of the
  Dominator, the First Family’s absolute sovereignty is
  limited to the Serasilisi system. In a break from tradition,
  all of the Dominators of the current First Family have
  been female
  There is a second habitable world in the Serasilisi
  system, Solunsiss (Serasilisi III) at 1.1 au out from the sun.
  Colonized before the Runcori Contact, the equatorial and
  tropical regions are heavily populated. Higher latitudes are
  sparsely settled and the primitive native life predominates.
  No portal of any kind has yet been located in this
  solar system.
  Siva
  Location: Reshta III (star type: G4)
  Diameter: 11,850 km
  Gravity: 0.8 g
  Distance from sun: 1.2 au
  Satellites: Meshva (300km diameter), Ashva (350km
  diameter), Luxna (100km diameter), Gensa (200km
  Chapter One
  The Tintamar Universe
  
  25
  diameter), Ursiva (3000 km diameter), Ibsa (25km
  diameter), Hensa (10km diameter)
  Year: 1.31 Earth years (480 Earth days)
  Rotation period: 26 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 55% oceans
  Climate: Cool to temperate mix
  Species: Gorsiva
  Culture: Cosmopolitan
  Language: Gorresh
  Population: 6 billion
  Government: Participatory Democracy
  At this point in its planetary evolution, Siva is a world of
  island continents separated by small oceans. The land is heavily
  forested, predominantly by the huge blossom trees (mature
  specimens are several hundred meters in height). The atmo-
  sphere is rich in oxygen and greenhouse gases, ensuring the
  climate zones range from warm temperate to merely cool.
  Gorsivan towns are not built; they are grown and are integral
  to the structure of the blossom trees. Conventional manufac-
  turing, spaceports and other industrial facilities are situated in
  areas unsuitable for the blossom forests.
  The Wingmasters are the executive branch of the Sivan
  world government, partly selected according to experience
  and responsibilities, partly elected. The Wingmasters are
  administrators acting according to the wishes of the
  Consensuality. The entire adult population of Siva forms the
  Consensuality and through electronic discussion expresses
  and determines policy. Differences of opinion are tolerated;
  prolonged dissent after consensus is reached is not and is
  considered factionalism. Since interplanetary and interstellar
  travel became practical, minorities have typically found it
  easier to emigrate rather than change the consensus, leading
  to a self-reinforcing conservatism in the Sivan Consensuality.
  Tens of millions of Gorsivans live in domed habitats on
  Ursiva. The Ursivan Consensuality is independent of Siva
  and will often take a contrary position on policy. Émigrés
  from Ursiva have founded smaller colonies on the lesser
  Sivan satellites. Their disunity prevents them from having
  any significant influence in system politics.
  The Reshta portal orbits Isehva (Reshta VI), the largest
  gas giant in the system and 6 au from Reshta. In a rare
  display of unity, the Sivan and Ursivan Consensualities
  have established a joint presence in the Isehva satellite
  system to guard the portal.
  Tamazek
  Location: Farazek III (star type: G7)
  Diameter: 11,310 km
  Gravity: 0.9 g
  Distance from sun: 1.1 au
  Satellites: None
  Year: 1.15 Earth years (421 Earth days)
  Rotation period: 19 hours
  Atmosphere: Nitrogen/oxygen
  Hydrosphere: 77% (seas and swamps)
  Climate: Warm temperate mix
  Species: Krakuren
  Culture: Scientific and Exotic
  Language: New Kraka and Old Kraka
  Population: 4.5 billion
  Government: Representative democracy
  Tamazek is a warm and very wet world. Much of its
  surface is covered in shallow seas, swamps and marshes.
  Days without rain are rare in most regions, so getting wet
  is a part of life on Tamazek. The amphibious Krakuren are
  perfectly suited to this environment. The principal
  Krakuren settlements are aquatic arcologies, constructed
  in coastal waters and lakes, combining underwater
  residential areas with surface industrial complexes. Deep-
  water arcologies focus on aquaculture and tend towards
  Exotic cultural mindsets. Tamazek is governed by a
  parliamentary democracy; each arcology elects
  Truthspeakers in proportion to population.
  In the Farazek Asteroid Belt (1.5 au to 3 au from the
  sun), over a billion Krakuren dwell in the Tentacles, huge
  cylindrical habitats. Smaller bubbleworlds have been
  created in the stable Lagrange points of the gas giant
  Valazek (Farazek IV, 5.3 au from the sun).  Krakuren from
  the Tentacles are unabashedly Belter in outlook rather
  than Scientific or Exotic. Tentacle governments have a
  more belligerent stance towards the Silth than
  homeworlders and some favor expansion beyond the
  Farazek system.
  A lesser portal orbits the airless hellworld of Delezek
  (Farazek I, 0.5 au from the sun). The military-industrial
  complexes, supporting the portal defense forces and the
  space navy, now dwarf the original scientific colony bases
  of Delezek.
  Chapter One
  The Tintamar Universe
  
  26
  SysOp’s Note: Other Alien Worlds
  Other than the Krakuren, all of the known alien
  civilizations of the Nexus Sector have settled worlds
  beyond their native star system.  Players may desire
  their characters hail from planets other than the
  species homeworld.
  Gorsivans have thriving independent Frontier cultures
  on Behnva and Takhna for instance, while their commu-
  nities on Ituvna are predominantly Scientific in outlook
  (and equally unwilling to accede to the whims of the
  Sivan Consensuality).
  The Madji clans of Ji’zel’da have embraced the Corpo-
  rate society wholeheartedly. The Frontier world of
  Ji’hadra’ji came through the civil war almost unscathed,
  whereas Ji’mal’ro remains a struggling Frontier colony
  where the memories of the war linger still and
  homeworlders remain figures of hatred.
  The Herandilon Belt is the second largest concentra-
  tion of Runcori habitats outside Coirilon. The majority
  of the Herandilon worldlets are Scientific rather than
  pure Belter societies.
  Arenac and Kyranoc are thriving Ceran Frontier
  worlds whose populations have already shown their
  strength of character in successfully resisting Silth
  incursions.  The Frontier colonists of Itanoc sell agricul-
  tural products in return for manufactured goods from
  the Belter and Corporate orbital habitats in that solar
  system’s asteroid belt.
  Society on the Silth Dominion capitol of Talansiss is
  even more Aristocratic than Saroulsiss; the Dynast of
  Talansiss has ambitions to become Dominator himself one
  day. The Militaristic world of Radisiss has leveraged its
  expertise to become independent of the Domains – its
  naval and marine academies are considered second to
  none throughout the Imperium. Dalaosiss is typical of
  many of the Silth Frontier worlds – the original ruling
  Family was dispossessed during the civil war and a cadet
  branch of the victorious Domain Great Family imported
  as the new administration. The Protectors of Dalaosiss
  have more power than their predecessors, but have yet to
  earn the respect of their subjects.
  Transit Times
  The Transit Time Table provides distances between
  forty named systems (twenty in each sector). Planets in
  bold have been fully described above and planets in bold
  italics also have a portal in their system. Distances are
  measured in light-years and the equatorial celestial
  coordinate system has been used. See pages 253-256 for
  the Transit Times tables.
  The Terran Federation
  The Terran Federation is the only interstellar govern-
  ment that can legitimately claim to represent the interests
  of all humanity. It does not claim to be the best of all
  possible regimes, and even its most ardent supporters will
  admit to its failings. However, it has maintained the peace
  and diversity of human civilization for two and a half
  centuries. The alternatives of completely independent star
  nations with interstellar war inevitable eventually or an
  empire imposing a single individual or planetary will
  upon everyone else are considered by most human beings
  to be much worse.
  Political Structure
  The Terran Federation is an alliance of semi-autono-
  mous „planetary“ governments. Each member govern-
  ment is wholly responsible for its internal affairs and may
  freely make agreements with other Federation govern-
  ments. Foreign policy, defense against hostile aliens,
  threats to humanity, and the resolution of inter-govern-
  mental conflict are reserved matters for the Council of the
  Federation, which convenes in Antarctica City.
  Any self-governing polity with a population of over one
  million has the right to voting representation on the
  Council. Outside the Solar System, this means that
  secondary colonies (such as asteroidal settlements) form
  part of the jurisdiction of the principal colony world of
  the system. With the exception of Earth, each member
  government is permitted one Councilor. (Earth has twenty
  Councilors in recognition of its vaster relative popula-
  tion). Councilors may be directly elected or (more
  frequently) may be selected for the role by their govern-
  ment. Council decisions are by supermajority voting of
  the delegates in that at least two-thirds of the Councilors
  must vote in favor of any proposal for it to be ratified.
  Membership in the Federation is mandatory for all
  human colonies, even if they are too small to have voting
  rights, and the Council will use military might to ensure
  compliance. Although member worlds are supposed to
  have complete freedom in their own internal issues of
  governance, any government determined to be commit-
  ting crimes against humanity upon its own citizenry will
  find itself facing economic sanctions at a minimum,
  militant opposition groups being covertly supported by
  other governments, and eventually direct military inter-
  vention by the Federation itself. Since the Declaration of
  Man, four human-occupied systems have accepted
  Interdiction, renouncing all contact with the rest of the
  universe in return for total self-rule.
  There is no such thing as Federation citizenship per se.
  However, anyone in Federation service (e.g. the AstroNavy,
  the Starsoldiers, FedPol, etc.) is required to renounce their
  birth citizenship for the duration of their service.
  Chapter One
  The Tintamar Universe
  
  27
  The Federation AstroNavy
  The goals of the AstroNavy have always been to
  preserve the unity and peace of mankind and defend
  against all enemies foreign and domestic. Only in the last
  few years has defending humanity against aliens become a
  real concern for the navy. The Silth War and the require-
  ments of portal travel have substantially altered strategic
  thinking and naval construction. In strategic terms, very
  large ships (such as dreadnoughts and
  superdreadnoughts) as well as
  orbital weapons platforms now
  guard the entry and exit
  zones of portals in Federa-
  tion space. Rapid
  reaction forces
  comprised of
  squadrons of
  lesser line-of-
  battle craft
  (cruisers,
  destroyers, and
  frigates) are held
  in readiness in
  portal systems to
  be dispatched
  whenever and
  wherever the
  alarm is raised.
  The AstroNavy
  relies on
  scoutships,
  corvettes, and
  hosts of courier
  drones to relay
  information
  around the Federa-
  tion. In addition to
  concentrating
  construction on
  smaller craft at the
  expense of larger
  battleships, the
  AstroNavy is experiment-
  ing with new designs such
  as portal-compatible
  starfighter carriers and troop
  transports.
  Unlike most other space navies and its wet-navy
  ancestors, the AstroNavy’s ships are crewed by officers and
  trainee officers – there are no enlisted men. Cadets who
  graduate become Sublieutenants, and, in due course are
  promoted through the ranks of Lieutenant, Lieutenant-
  Commander (responsible for a section such as engineer-
  ing, comms/sensors, gunnery, etc.), and eventually to the
  command positions of Commander (executive officer on
  larger ships) and Captain. Squadrons and fleets are
  commanded by flag officers (Rear Admirals, Vice Admi-
  rals, or Admirals). Commodore is an appointment in the
  AstroNavy enabling junior captains to command small
  task forces without risk of seniority conflicts with other,
  more experienced captains. All junior officers are expected
  to have one primary section specialty and one secondary
  specialty.
  As with all Federation
  organizations, the
  AstroNavy is funded
  through taxes levied on
  the member govern-
  ments, who dislike
  paying taxes just as
  much as their
  citizens. This has
  limited the size of
  the AstroNavy
  and prevents it
  from establish-
  ing permanent
  guard squad-
  rons in all
  Federation
  systems. That
  the AstroNavy
  might become
  an instrument of
  imperial conquest
  isn’t a widely held
  fear, but it is an
  issue on some
  worlds. Any voting
  political entity of
  the Federation is
  permitted to possess
  its own system
  defense fleet and the
  richer colonies have
  invested in such forces.
  These colonial units are
  not permitted to operate
  beyond their own jurisdic-
  tion save in exceptional circumstances.
  Starsoldier Corps
  The Starsoldier Corps are the ground forces of the
  Federation. Their roles include base security for Federa-
  tion installations, providing „marine“ complements (at
  platoon and company strength) for the AstroNavy,
  peacekeeping missions, planet-based defense, and assault
  Chapter One
  The Tintamar Universe
  
  28
  forces to take enemy territory. Starsoldiers are intensively
  trained and equipped for combat in terrestrial, non-
  terrestrial, and space-based environments. Transporting
  large numbers of troops, support staff and combat
  vehicles across interstellar distances (by conventional FTL
  means or the portals) is a difficult proposition. Starsoldier
  doctrine emphasizes flexibility of response and effective
  use of small units to deliver precision attacks. Every
  Starsoldier counts in the Corps.
  Starsoldier assault forces make extensive use of
  gravtanks and gravcarriers. Gravplanes, assault helicop-
  ters, and occasionally combat hydrofoils and subma-
  rines also play a role in planet-side operations. Devel-
  opment is underway for a new generation of
  multimodal military vehicles. For actual insertion into
  a combat zone, Starsoldiers will be deployed from orbit
  via waves of AstroNavy assault shuttles screened by
  starfighter squadrons.
  The smallest Starsoldier tactical unit is the platoon of
  25 enlisted men and women, commanded by a Lieutenant.
  Four combat platoons plus officers and technical support
  specialists form a company. The officer in charge of a
  company is a Commander with a Subcommander as
  second-in-command. The company is the smallest unit
  capable of independent operation. Four companies
  constitute a battalion commanded by a Major with a
  Submajor as second-in-command. A regiment is com-
  prised of four battalions and is commanded by a full
  Colonel supported by a Lieutenant Colonel. Generals and
  Brigadiers will head military operations requiring multiple
  regiments. The rationale behind having distinct secondary
  commanding officers for units of company strength and
  above is to provide redundancy in combat – for example,
  if a company Commander is killed or incapacitated,
  responsibility devolves immediately to someone who is
  also fully up to speed on the tactical situation of the entire
  company (i.e. the Subcommander), rather than a more
  junior officer who has been fully engaged with the needs
  of his own tactical unit.
  FedPol
  The Federation Police, or FedPol, are the sole law
  enforcement organization in the Terran Federation that
  has jurisdiction beyond the borders of any single
  member government. If a criminal or suspect flees a
  particular planetary jurisdiction, local law enforcement
  will typically inform FedPol, who will pass the details on
  to other agencies as well as putting the individual on
  FedPol’s own wanted list.
  FedPol is responsible for investigating all crimes that
  occur in space, all serious crimes against aliens, and
  felonies committed by humans outside human space.
  FedPol also investigates technological crime, such as illegal
  bioengineering experiments, prohibited nanotech and
  cybertech development, and scientific research with clear
  weapons potential (i.e. antimatter production). Illegal
  exploitation of peoples or worlds by megacorporations
  and malfeasance by governments fall within its reach,
  although this normally involves undercover and covert
  operations. Responsibility for detecting and/or preventing
  smuggling, piracy, espionage and treason is shared with
  the AstroNavy and AstroNavy Intelligence.
  Each world has one or more FedPol offices, each
  administered by a Director or Assistant Director. Within
  an office, Inspectors and Chief Inspectors are responsible
  for teams of Investigators dedicated to detecting
  particular types of crime, e.g. Prohibited Research,
  Xenocide, Internal Affairs, etc. Undercover work is
  performed by FedPol Agents, who may report directly to
  an officer at Director level.
  ORGANIZATIONS
  Megacorporations
  By the twenty-first century, there were numerous
  multinational and transnational companies whose
  turnovers and sometimes profits rivaled or surpassed
  the gross national products of nation-states. This
  process continued unabated into the interstellar era as
  the megacorporations expanded with the rest of
  humanity into space. The megacorps have always
  chafed at restrictions imposed by governments, and in
  the past century, have funded their own colonization
  projects. These colonies have matured into the so-called
  Corporate Worlds where the megacorps are the de facto
  or de jure governments.
  Advanced Atomics
  Headquartered on Venus, Advanced Atomics is the
  premier fabricator of microfusion and electrical genera-
  tion equipment in the Federation. Its products are
  extremely reliable, if no longer at the bleeding edge of
  technological development. Advanced Atomics is widely
  believed to be concentrating its research efforts into
  vacuum energy.
  The Bank of Luna
  Established in the twenty-second century by a consor-
  tium of Swiss merchant banks, the Bank of Luna quickly
  established itself as the secure financial institution for off-
  world commercial and private clients alike. The „Gnomes
  of Aristarchus“ offer „total security and confidentiality“ to
  all their clients. They have used their influence with
  successive Lunar Alliance administrations to ensure the
  privacy of the deposit vaults are guaranteed in law.
  Caduceus
  Well-known for their humanitarian sponsorship,
  Caduceus is a not-for-profit megacorporation specializing
  in the design, development, and sale of medical equip-
  ment for hospital use. The regeneration tank is merely
  Chapter One
  The Tintamar Universe
  
  29
  their premier product; they also sell top-notch arterial
  fixers, life support units, skeletal healers and tissue healers.
  These and many other products were developed at their
  research hospitals on the French-speaking corporate and
  scientific colony world of Pasteur. Anyone with sufficient
  credits will be treated in those hospitals, total discretion
  assured. Caduceus maintains dual headquarters in Marie-
  Curie (on Pasteur) and in Paris, on Earth.
  Chikaru
  Chikaru is a biotechnology megacorporation, specializ-
  ing in genetic engineering of plants, animals, and humans.
  Their expertise in genetic re-engineering of adult humans
  is second-to-none; rumors that they have a germ warfare
  division are almost certainly a smear campaign orches-
  trated by corporate rivals. Although the Japanese-speaking
  world of Meiji had significant commercial funding in its
  founding, the dominance of Chikaru and the other
  zaibatsu-class companies in its politics has only been
  apparent in the last thirty years. Chikaru has used its
  influence to ensure a complete deregulation of biotech
  research and deployment.
  Interstellar Metals
  Interstellar Metals is one of the wealthiest megacorps in
  the Federation. They were also the first megacorp to
  become a government through their colonization of the
  Spanish-speaking world of El Dorado, whose solar system
  boasts three asteroid belts rich in metallic and carbon-
  aceous worldlets. Interstellar Metals has mineral exploita-
  tion agreements with over a dozen colonial systems where
  it leases ore-bearing asteroids and minor moons from
  those governments. The associated mining habitats are
  treated as El Doradan territory for the duration of the
  leases – workers have few rights and managers seek only to
  maximize profits.
  Nanotech Unlimited
  Originally formed as a spin-off company from the
  University of New Cambridge on the scientific colony of
  Newton, Nanotech Unlimited is now the leader in nanite
  design, development and programming. It is a major
  shareholder in most of the other corporations on
  Newton and has an aggressive policy regarding patent
  acquisition and exploitation. Many spacers owe their
  lives to the self-repairing spacesuits that were Nanotech’s
  first commercial offering.
  O’Neill Space Industries
  Named in honor of the twentieth-century scientist and
  futurist, Gerard K. O’Neill, OSI was one of the first
  companies to exploit zero-gravity and low-gravity
  environments for manufacturing consumer goods way
  back in the twenty-first century. They were also heavily
  involved in the construction of bubble-worlds in the
  Asteroid Belt during the First Exodus. The Belter League
  eventually paid off all the money owed to OSI for those
  early habitats generations later. OSI built and then leased
  Tintamar to the Terran Federation; they still hold the
  maintenance contracts for almost all of Tintamar. OSI has
  been exploring a strategic partnership with Interstellar
  Metals to build space habitats for the latter’s mining
  operations, and may transfer their principal headquarters
  from Ceres in Sol System to El Dorado.
  Solar & Galactic
  Until the discovery of the portals, Solar & Galactic was
  the largest shipping company in the Federation. Their
  fleet of medium and heavy freighters dominated bulk
  cargo haulage, while their cruise liners were (and still
  are) a by-word for luxurious travel. Portals revolution-
  ized the transport business and allowed smaller corpora-
  tions and independents to seize a large chunk of the
  freight market. Solar & Galactic’s headquarters is in Ring
  City, but it maintains large branch offices on Tintamar
  and in the Jovian Confederacy, and smaller offices
  elsewhere in human space.
  Starclan Traders
  Starclan Traders is the Anglic translation of Mahari
  Ji’sanol, an extended super-clan of Madji clans from
  Ji’mad’ji that is approximately equivalent in human
  terms to a megacorporation. They are interstellar
  merchants who will buy and sell anything, but are
  particularly interested in artifacts and technologies that
  will benefit Ji’mad’ji or its erstwhile colonies. Unique
  among the Madji trading houses, they welcome humans
  and other aliens as clan members. Non-Madji must earn
  their status and are expected to show even more loyalty
  to the clan than native Madji.
  Translight Survey
  It was a Translight Survey expedition that discovered
  the Methuselah portal, and Translight Survey who
  sponsored the first commercial exploration of the Nexus
  Sector. They currently rely on robotic probes to identify
  systems of interest and follow up with manned expedi-
  tions. Translight Survey employs a number of aliens
  among its teams, valuing their nonhuman perspective.
  Survey teams are expected to take risks, but they are also
  expected to get all of the information back to headquar-
  ters. Translight Survey has its corporate headquarters in
  Lowell City, Mars.
  Virtual Robotics
  Created by the merger of Virtual Minds (specializing in
  AI software systems) and Universal Robotics (a robot
  manufacturer), Virtual Robotics is the market leader in
  specialist robot designs, particularly Explorer, Medical,
  Repair, and Security models, for the corporate market. Its
  subsidiary, Silicon Friends, is a minor player in the
  Companion and Tutor Android markets. As an Earth-
  based corporation, Virtual Robotics is not allowed to
  create or sell Combat or Espionage models on Earth.
  Chapter One
  The Tintamar Universe
  
  30
  eventual transfer to GN headquarters on Earth, where the
  reports are edited and then transmitted by courier drone
  across the Federation as syndicated holovid and sensable
  documentaries. GN has a deserved reputation for objec-
  tive and in-depth journalism. Censorship of its broadcasts
  is not uncommon on the Corporate Worlds.
  Megacorp Mercenaries
  Private security forces have long been the answer to
  defending corporate property and personnel from theft,
  sabotage and assault. Local security guards and night
  watchmen simply don’t have the requisite training,
  organization, or numbers to protect megacorporations. To
  satisfy this need, entrepreneurs and ex-military officers
  have formed mercenary companies that can provide first-
  class security to megacorp clients. Moreover, these
  mercenary units can and do act as quasi-military forces,
  defending facilities and taking offensive action against
  insurgents, pirates, alien raiders, and even corporate rivals.
  Mercenary ground units range in size from single compa-
  nies up to complete regiments (maximum permitted by
  Federation law); most are battalion-sized. Mercenary naval
  units are limited to squadrons of up to five cruisers (or
  smaller vessels), although there are no restrictions on the
  number of starfighters allowed. Megacorps who require
  larger military forces must contract with multiple merce-
  nary companies. Mercenary contracts are very detailed
  about what orders may be issued, how units may be
  deployed, who they are willing to fight against, and the
  treatment of fellow mercenary prisoners. Mercenaries have
  been regularly deployed to maintain government author-
  ity (particularly on corporate and frontier worlds) for
  decades. More recently, corporate rivalries have escalated
  into small-scale skirmishes and disguised raids against
  isolated facilities. Merc commanders have been careful to
  avoid civilian or high-profile targets so far, rightly fearing
  Federation intervention.
  The Order of the Transcendence
  The Order of the Transcendence is the professional
  body for the psionically gifted throughout most of the
  Federation, and was founded in 2052. Its headquarters is
  in Tibet on Old Earth, but it has chapter houses on
  nearly every major Federation planet, which provide
  training to suitably qualified candidates and assistance to
  members of the Order in “good standing”. The Order is
  registered as a not-for-profit corporation and receives
  10% of any fees its members receive for commercial
  services. The Order is proactive in helping its members
  find consultancy and contract employment. It is less
  OTHER ORGANIZATIONS
  The Church of the Omnisentience
  A generation after the discovery of the portals, the
  Church of the Omnisentience boasts several million
  adherents, mostly in the Sol System and on the Corporate
  Worlds. Church members believe that the Builders were a
  highly spiritual race and that the portals mark a turning
  point in the spiritual enlightenment of the human species.
  The principal tenets of the faith are the universal brother-
  hood of all sentients, the nurturing of civilization in secret
  by the Builders, and a hope that the Builders will return
  when the time is right. As humanity was the first known
  species to unlock the portals, the Church considers that
  mankind has a special role to play in uplifting galactic
  culture. The Church is still loosely organized – its mission-
  aries and preachers (known as Followers) spread the faith
  and lead congregations in prayer and discussion. The
  Church follows closely any and all research into Builder
  artifacts and xenoarchaeology, and has funded some
  studies. Church members also have a strong interest in
  cryptohistory and historical conspiracy theory, as they
  believe that the evidence of Builder influence on human
  cultures is hidden in the past.
  The Cosmographical Society
  The Cosmographical Society is a philanthropic foundation
  that seeks to promote an understanding of the inter-
  relationships among species, civilizations and worlds. They
  fund expeditions to discover and explore new worlds as well
  as archaeological, anthropological and xenological studies.
  Although the Society receives a steady income from member-
  ship dues, a steady stream of multimedia magazines, holovid
  documentaries, and sensable shows generates most of its
  revenue. The Society does not yet insist that all funded
  researchers wear sensory recorders when in the field, as long
  as investigators are willing to ensure they maximize data
  collection by other means. Its headquarters is in New York.
  Galaxy News
  24/7 real-time news is not possible on an interplanetary,
  let alone interstellar, scale. Galaxy News (GN) has sta-
  tioned journalists and their support teams throughout
  Federation space (and even has a few “foreign correspon-
  dents” in the Nexus sector). News teams collate the
  significant events of a planet on a daily or weekly basis
  from local news outlets, send reporters to the scenes of
  major events, and undertake investigative journalism as
  and when merited. Drones and occasionally courier
  vessels carry the news to the nearest portal system for
  Chapter One
  The Tintamar Universe
  
  31
  Chapter One
  The Tintamar Universe
  supportive of those who take up
  permanent posts within
  megacorporations, some of
  which have established their own
  psionic divisions staffed by
  disaffected Adepts. Order Adepts
  entering Federation service are
  cautioned that their loyalties must
  be to the Federation. The hierarchical
  structure of the Order and its tradi-
  tional secrecy have led many conspiracy
  theorists to make comparisons with
  other “secret societies” (e.g. Freemasonry,
  the Bavarian Illuminati, the Knights
  Templar, etc.) and suggest that it must have
  sinister intentions. The Order categorically
  denies all such claims.
  The Syndicate
  Even in the twenty-fifth century, crime
  pays. The Syndicate is just one of the
  underworld organizations whose members
  prosper on the wrong side of the law. The
  Syndicate is heavily involved in
  cybercrime (information and identity
  theft), smuggling, drug running, and
  contract crime (such as thefts to
  order). For the right price (100,000
  credits plus), Syndicate bosses will
  arrange assassinations. The
  Syndicate is largely uninterested in
  street crimes such as
  pickpocketing, robbery, and
  domestic burglary – it simply does
  not pay enough. The Syndicate
  has branches on many worlds.
  Consequently when a gang
  member is under too much
  scrutiny from local law enforce-
  ment, off-world transfers can be
  arranged. It is generally believed
  that the Syndicate runs its own
  back-street clinics for unregis-
  tered biosculpting, genetic re-
  engineering and cybertech surgery.
  
  32
  CHARACTER CREATION OVERVIEW
  Creating a HARP SF character is easy! By following the
  six painless steps described below, your character will be
  ready for action very quickly. You will need a pair of ten-
  sided dice, pencils, scratch paper, and a copy of the HARP
  character sheet. You can photocopy the sheet at the back
  of this book or download several free versions of the sheet
  at the HARP website, which can be found at:
  www.HARPHQ.com.
  The character sheet is used to record all of your
  character’s important information. The image below is an
  example of the two-page version of the HARP SF charac-
  ter sheet.
  Step One: Choose a Profession
  HARP SF includes eleven professions to choose from:
  Adept, Dilettante, Entertainer, Fusion, Merchant, Pilot,
  Researcher, Scout, Soldier, Spy, and Tech. Each of these
  professions starts out with a unique set of abilities and
  favored skill categories that help shape the budding hero,
  but all skills are available to any profession. Each of the
  Favored Skill Categories for your chosen profession
  grants a number of free skill ranks in that category.
  Record your Favored Skill Categories and the number of
  free ranks on your character sheet/scratch paper some-
  where for reference when we get to buying skills in
  Chapter 3/Step 4 later.
  Step Two: Generate Statistics
  HARP SF uses eight statistics (or stats) to represent a
  character’s natural abilities: Strength, Constitution, Agility,
  Quickness, Self Discipline, Reasoning, Insight and
  Presence. The numerical value of these stats can range
  from 1 to 105. Values over 100 represent extraordinary
  stats. Select one of the options in Chapter 4 to generate
  your character’s beginning stats, and assign the eight
  numbers as you wish.
  Next, compare your starting statistical values to the
  Development Point and Stat Bonus table on p. 42. Record
  the number of Development Points and skill bonuses
  received for each stat on your character sheet.
  Example:  Jay, a Tech, has an Insight stat of 90. After
  glancing at the table, Jay’s player notes that he receives
  8 Development Points and a +8 skill bonus. This
  information is recorded on Jay’s character sheet.
  Chapter Two
  Character Creation Overview
  
  33
  After you have noted your bonuses, total the number of
  Development Points received from each stat and double
  them. At level one, characters receive twice the usual
  number of Development Points to reflect a solid start in
  life. You will use Development Points every level to learn
  new skills and improve old ones, thus expanding your
  character’s abilities.
  Character Creation Tip: Assigning Your Stats
  Professions have “key” stats, reflecting the attributes
  that are most prized to the profession. For instance, Agility
  is highly valued by Scouts. When assigning your generated
  values to your stats, it is a good idea to have already
  developed an idea of what you would like to play, and
  assign your stat values accordingly.
  Step Three: Choose a Species & Culture
  Select the species and culture that best suits your
  character.
  Harp SF Species: Ceran, Human, Gorsiva, Krakur, Madji,
  and Runcori. Some SysOps will also allow you to
  choose Silth as a species. Each of the seven species is
  distinguished by their own special characteristics,
  abilities, and advantages. For more information on
  HARP SF species refer to Chapter 5.
  Harp SF Cultures: Aristocratic (Nobles and Commoners),
  Belter, Corporate (Shareholders and Employees),
  Cosmopolitan, Exotic, Frontier, Militaristic, Religious,
  and Scientific. Each cultural group gives a character
  skills that are usually learned during an adolescent
  period. Record these skill ranks on your character sheet.
  For more information on HARP SF cultures refer to
  Chapter 5.
  Step Four: Buy Skills & Talents
  At this stage, players may spend their characters’
  starting Development Points to purchase a wide variety of
  skills and talents. All skills are purchased at either 2 or 4
  points per skill rank. A skill’s cost is based on your chosen
  Profession. Any skill in a favored category is purchased at
  2 Development Points per skill rank, and any skill located
  in a non-favored category costs 4 Development Points per
  skill rank. The total numerical value of a skill is increased
  as skill ranks are purchased. The first 10 ranks in a skill
  bestow a bonus of +5 per rank. Refer to Chapter 6 for a
  complete list of skills.
  Buying Talents: Talents represent special abilities or
  training. You can purchase as many talents as you wish.
  Refer to Chapter 7 for an exhaustive list of talents and
  their corresponding Development Point costs.
  Calculate your character’s total skill bonus: Total the
  bonus for your character’s skill ranks and add it to the
  appropriate stat bonus to determine your total skill bonus.
  Example: Dack, a Researcher, has 4 ranks in his
  Computer Operation skill, which is governed by the
  Insight and Reasoning stats. His stat values in Agility
  and Insight are both 90, which, as he notes, gives him
  a +8 skill bonus from each stat. His final total in the
  Computer Operation skill is 36 ((4 x 5 [Rank Value])
  + 8 + 8).
  Step Five: Purchasing Equipment
  Each character begins the game with 1000 credits,
  which can be used to purchase equipment. An extensive
  equipment list is located in Chapter 8.
  Step Six: Final Touches
  By this point, your character has a fine collection of
  numbers that describe his or her abilities at a wide variety
  of tasks. However, the numbers are still lifeless without the
  intangible aspect of character to back them up. Consider a
  few important details about your character. What does he
  or she or it look like? What sort of attitude do they present
  to the universe? What motivates them? Fleshing out these
  facts about your character will ultimately help bring him
  or her or it to life!
  Congratulations – you have just finished your HARP SF
  character. Now get out there and get playing!
  Player’s Note – Electronic Characters
  With HARP SF, you are not limited to playing flesh-
  and-blood characters. Characters can be “virtual persons”
  – where their minds and personalities have been recorded
  and uploaded into the global networks of the future. Such
  virtual persons can be downloaded into robotic bodies,
  buildings, and vehicles. Characters can also be Artificial
  Intelligences (AIs), pure software creations resident in
  cyberspace or inhabiting robotic forms. Players should
  check with their SysOp to see if such characters are
  permitted in the campaign. Full rules for electronic
  characters can be found in HARP SF Xtreme.
  Chapter Two
  Character Creation Overview
  
  34
  PROFESSIONS
  The first step when creating a HARP SF character is to
  choose a Profession. Much like a career, a Profession
  reflects the focus your character has given to training and
  development. A Profession also determines how difficult it
  can be for you to learn certain skills. Finally, a Profession
  can also offer insight into a character’s demeanor or
  motivation in life.
  Each Profession contains the following information:
  Name & Description: The name of the Profession and a
  short description.
  Favored Categories: This section lists a number of
  skill categories at which characters of the Profession are
  unusually proficient. Skills listed in any favored cat-
  egory are purchased at the cost of 2 Development
  Points per rank. Skills from any other category are
  purchased at the cost of 4 Development Points per
  rank. Each Profession gives a character a number of free
  skill ranks. These ranks are bestowed upon characters
  during a training period, and as such are only gained at
  the time of character creation.
  Example: Researchers have five favored skill categories:
  Artistic:
  2
  General:
  6
  Physical:
  2
  Scientific:
  8
  Technical: 2
  So when creating a Researcher, you have 2 initial skill
  ranks to assign to the Artistic category, 6 to the
  General category, 2 to the Physical category, 8 to the
  Scientific category, and 2 to the Technical category.
  Once these free skill ranks have been assigned, any
  additional skills desired in any of the five favored
  categories are purchased at 2 points per skill rank.
  Skills in categories outside of a Researcher’s favored
  categories, such as the Outdoors category, are pur-
  chased at 4 Development Points per skill rank.
  Key Stats: These stats are the ones most prized by mem-
  bers of the Profession in general. The stat values are
  used in determining any bonuses to the majority of the
  favored skills.
  Professional Abilities: Each of the Professions has at least two
  unique special abilities. The Adept profession gains access to
  either one or two Psionic Fields at 1st level; other characters
  wishing to develop psionic abilities must first gain a Psionic
  Field Talent. Psionics are detailed in Chapter 11.
  Adept
  The Adept’s training has turned inward, focusing on the
  hidden potential of the mind. The rewards for this
  dedication are paranormal abilities affecting mind and
  matter, space and time. Their powers may be inexplicable,
  but their effects are very real.
  Chapter Three
  Professions
  
  35
  Favored Categories:
  Artistic:
  2
  Influence:
  2
  Concentration:
  8
  Physical:
  2
  General:
  6
  Key Stats: Presence and Self Discipline
  Professional Abilities: At 1st level, all Adepts gain one Latent
  Psionic Field Talent and one Active Psionic Field Talent
  (same Field). They can then take either a second Active
  Psionic Field Talent (in the same Field) or a second Latent
  Psionic Field Talent (in a different Field). (The SysOp
  determines which Fields are available in the setting.)
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Adepts gain a +10 bonus to any
  one Concentration skill of their choice. No Concentration
  skill can have more than a +30 bonus from this ability.
  Dilettante
  Jack-of-all-trades and master of none, most Dilettantes
  are content with ordinary average lives as clerks, farmers,
  officials, shopkeepers and so on. However, a few Dilet-
  tantes find themselves drawn to adventure, while others
  find it thrust upon them. Their flexibility can make them
  surprisingly effective heroes.
  Favored Categories:
  General:
  6
  Physical:
  2
  Select 4 categories: 3 each
  Key Stats: None
  Professional Abilities: A Dilettante gains a +10 bonus to
  one skill of their choice from any of their Favored
  Categories (except General).
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Dilettantes gain a +10 bonus to
  any one General skill of their choice. No General skill can
  have more than a +30 bonus from this ability.
  Entertainer
  Entertainers are the ultimate performers and artists.
  Some harness their creativity through music, painting,
  sculpture, or writing. Others need the appreciation of
  audiences, large and small, and become athletes, actors,
  dancers, and holovision stars. For many Entertainers, fame
  is their only goal.
  Favored Categories:
  Artistic:
  6
  Influence:
  4
  Athletic:
  3
  Physical:
  2
  General:
  4
  Subterfuge:
  1
  Key Stats: Agility, Insight and Presence.
  Professional Abilities: Entertainers may choose one of the
  following talents: Artistic Training, Enhanced Senses,
  Extremely Nimble, Good Memory or Natural Linguist.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Entertainers gain a +10 bonus
  to any one Artistic skill of their choice. No Artistic skill
  can have more than a +30 bonus from this ability.
  Fusion
  The Fusion combines the paranormal training of an
  Adept with the skills set of another specialty, such as
  Entertainer, Merchant, Pilot, Researcher, Scout, Soldier,
  Spy or Tech. The hybrid education is extremely demand-
  ing and few have the innate ability necessary to bridge two
  areas of expertise. The Fusion is a set of eight variant
  professions rather than a single profession.
  Favored Categories:
  See The Fusion Table
  Key Stats: Presence, Self Discipline, and one or more other
  stats as specified in the Fusion Table
  Professional Abilities: At 1st level, all Fusions gain one
  Latent Psionic Field Talent. (The SysOp determines
  which Fields are available in the setting.)
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Fusions gain a +5 bonus to any
  one skill of their choice from the categories specified in
  the Fusion Table. No skill can have more than a +30 bonus
  from this ability.
  Chapter Three
  Professions
  
  36
  Merchant
  Merchants are the traders of the galaxy, buying and
  selling goods, services, information and ideas for profit
  and advantage. They excel in the many arts of persuasion
  and are equally comfortable in social interactions with
  individuals and groups.
  Favored Categories:
  General:
  6
  Scientific:
  2
  Influence:
  6
  Subterfuge:
  2
  Physical:
  2
  Vehicular:
  2
  Key Stats: Insight, Presence and Reasoning.
  Professional Abilities: Merchants may choose one of the
  following talents: Calming Voice, Judge of Value,
  Natural Linguist, Quick Calculator or Xenophile.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Merchants gain a +10 bonus to
  any one Influence skill of their choice. No Influence skill
  can have more than a +30 bonus from this ability.
  Pilot
  Pilots are the masters of speed. Lightning-fast reaction
  times, perfect hand-eye coordination and a supreme
  unconscious awareness of their environment allow Pilots
  to become one with their vehicle and succeed at daredevil
  stunts with grace and style. On planets, they drive fast
  cars, steer swift speedboats, and fly fighter jets. In space,
  they may serve as ordinary crewmembers, but will aspire
  to be Astrogator, starfighter pilots, or starship captains.
  Favored Categories:
  Athletic:
  2
  Physical:
  2
  Combat:
  3
  Technical:
  3
  General:
  3
  Vehicular:
  7
  Key Stats: Agility, Insight, and Quickness.
  Professional Abilities: Pilots may choose one of the
  following talents: Instinctive Evasion, Lightning
  Reflexes, Natural Astronaut, or Natural Gunner.
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  Chapter Three
  Professions
  
  37
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Pilots gain a +10 bonus to any
  one Vehicular skill of their choice. No Vehicular skill can
  have more than a +30 bonus from this ability.
  Researcher
  Researchers are the thinkers, theorists, and experiment-
  ers of the universe. Some Researchers seek to understand
  the mysteries of the cosmos, and apply their knowledge in
  laboratories and in the field as doctors, physicists, chem-
  ists, and biologists. Other Researchers are writers, teachers,
  and academics, favoring less technical branches of
  knowledge such as history, cultural studies, and cosmogra-
  phy. All are skilled in collating information and finding
  the unexpected synergies between isolated facts.
  Favored Categories:
  Artistic:
  2
  Scientific:
  8
  General:
  6
  Technical:
  2
  Physical:
  2
  Key Stats: Insight and Reasoning.
  Professional Abilities: Researchers may choose one of
  the following talents: Academic Specialization, Good
  Memory, Physician, Scientific Specialization, or
  Speed Reader.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Researchers gain a +10 bonus to
  any one Scientific skill of their choice. No Scientific skill
  can have more than a +30 bonus from this ability.
  Scout
  Scouts live for the frontier, seeking to discover new
  worlds, new civilizations, new races, or new resources. The
  last great outdoorsmen, Scouts are the paramount survival
  experts in hostile environments, wilderness guides in
  unknown territories, and planetary explorers.
  Favored Categories:
  Athletic:
  1
  Subterfuge:
  2
  Physical:
  2
  General:
  3
  Combat:
  4
  Vehicular:
  2
  Outdoor:
  6
  Key Stats: Agility, Constitution, Insight, and Strength.
  Professional Abilities: Scouts may choose one of the
  following talents: Alien Affinity, Enhanced Senses,
  Intuition, or Toughness.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Scouts gain a +10 bonus to any
  one Outdoors skill of their choice. No Outdoors skill can
  have more than a +30 bonus from this ability.
  Soldier
  Soldiers are the warriors of the future. Drawn to
  conflict and war, Soldiers may fight for the survival of
  their species, the honor of the corps, glory or personal
  gain. Soldiers are always found in the front-line of combat.
  As space marines, mercenaries, bodyguards, or thugs,
  there will always be a need for these combat specialists.
  Favored Categories:
  Athletic:
  2
  Physical:
  6
  Combat:
  8
  Vehicular:
  1
  General:
  3
  Key Stats: Agility, Constitution, Quickness, and Strength.
  Professional Abilities:  Soldiers may choose one of the
  following talents: Lightning Reflexes, Martial Arts
  Training, Shield Training or Speed Loader.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Soldiers gain a +10 bonus to any
  one Combat skill of their choice. No Combat skill can
  have more than a +30 bonus from this ability.
  Spy
  Spies are the masters of subterfuge and deception,
  reconnaissance and infiltration. Spies find employment as
  secret agents or pursue careers as police officers, private
  investigators, bounty hunters, con artists or criminals
  according to their personal morality and circumstances.
  Favored Categories:
  Athletic:
  3
  Influence:
  2
  Combat:
  3
  Physical:
  3
  General:
  3
  Subterfuge: 6
  Key Stats: Agility, Insight, and Strength.
  Professional Abilities: Spies may choose one of the
  following talents: Enhanced Senses, Extremely Nimble,
  Judge of Value, Manual Dexterity, or Skill Specializa-
  tion.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Spies gain a +10 bonus to any
  one Subterfuge skill of their choice. No Subterfuge skill
  can have more than a +30 bonus from this ability.
  Tech
  Techs are the consummate specialists in analyzing,
  designing, and repairing equipment, essential in any world
  with advanced technology. Some prefer working with
  gadgets; others master the virtual intricacies of software. If
  a device is broken, a Tech can fix it, if it ain’t broke, they
  can make it better!
  Favored Categories:
  General:
  4
  Technical:
  8
  Physical:
  2
  Vehicular:
  2
  Scientific:
  4
  Key Stats: Agility, Insight, and Reasoning.
  Professional Abilities: Techs may choose one of the
  following talents: Computer Wizard, Fast Fixer,
  Improvisation, Machine Affinity, or Quick Calculator.
  Beginning at first level, and then every fifth level
  thereafter (5th, 10th, etc), Techs gain a +10 bonus to any
  one Technical skill of their choice. No Technical skill can
  have more than a +30 bonus from this ability.
  Chapter Three
  Professions
  
  38
  MULTIPLE PROFESSIONS
  HARP SF allows a character the opportunity to add
  additional professions as he progresses in levels. Upon
  gaining a new level, a player may purchase the Talent
  Additional Profession (see Chapter 7), which allows him
  to add a level of another profession to his overall level. The
  character’s overall level is the sum of all levels in any
  Professions that he has acquired.
  Whenever a character obtains enough experience to
  advance his character level, he may freely choose which
  Profession to advance, or elect to add yet another new
  Profession, provided that the Additional Profession Talent
  is purchased again. A character is limited to adding only
  one new Profession each time they advance a level.
  Characters do not double their Development Points when
  adding a new profession.
  Example: Pieter is a 3rd level Adept. Upon attaining
  4th level, Pieter decides that learning about mundane
  weaponry could be useful and obtains his first level as
  a Soldier. Pieter’s player pays for the Additional
  Profession Talent and records Pieter’s current status as
  Adept (3)/Soldier (1). For the purpose of calculating
  character level, Pieter is considered 4th level overall.
  Once Pieter obtains enough experience to advance to
  5th level, he may increase his Adept level, increase his
  Soldier level or elect to add yet another new Profes-
  sion. After some thought, considering his effectiveness
  in armed combat, Pieter decides to increase his level in
  the Soldier Profession. Pieter’s player notes the change
  on his character sheet to Adept (3)/Soldier (2).
  Note: Special Professional abilities or perks are
  gained only when that particular Profession level is
  obtained. When a character has multiple professions
  the maximum bonus allowed from the combined
  professional bonuses is +30 to a single skill. If multiple
  bonuses are applied and the total is greater than +30,
  then anything above the +30 is lost.
  Example: Emilia, a Soldier (3)/Pilot (1), has just
  obtained enough experience to gain a new character
  level. Prior to gaining her new level, Emilia’s player
  peruses the Professional Abilities of the Soldier. Noting
  that she stands to gain a +10 skill bonus to any
  Combat skill of her choice upon obtaining 5th level,
  the player decides to spend her advancement on her
  Profession as a Soldier. Unfortunately for her, the GM
  interrupts her daydreaming on which Combat skill to
  develop by pointing out that her total level in Soldier
  is only 4, even though her overall level is 5. Without
  an additional level in her Soldier Profession, the
  Combat skill bonus is still out of reach. The next Silth
  raiders can expect no mercy from Emilia!
  Note: The Adept and Fusion professions give access to
  Latent and Active Psionic Field Talents as part of their
  professional abilities. This access is only available at
  first level. If a character begins his career as anything
  other than an Adept or Fusion, and then adds Adept
  or Fusion at second or higher-level, the character must
  take the level bonus ability as the professional ability
  gained through the Additional Profession Talent.
  GAINING LEVELS
  As characters journey through space, explore strange
  worlds, make contact with new cultures, and participate in
  adventures, they will come to understand more about the
  universe around them, and their place within it. This self-
  advancement is reflected numerically as the SysOp awards
  Experience Points (XP) to characters for goals they have
  accomplished or trials they have overcome. These events
  could be something as mundane as transporting a cargo
  shipment safely from one solar system to another, or as
  elaborate as successfully making peaceful contact with a
  newly discovered alien species.
  Once a character has obtained a set amount of Experi-
  ence Points his level increases. The following table details
  the degree of XP required for each new level.
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  Example: Owen, a Researcher, currently has 684
  Experience Points and is considered 2nd Level.
  After completing a particularly arduous series of
  adventures, the SysOp awards him an additional
  350 XP for extreme bravery in the face of adver-
  sity! Recalculating his character’s Experience Point
  total, Owen’s player notes that the new total is 1034
  XP, enough to obtain 3rd Level, but not quite
  enough to reach the 4th.
  Chapter Three
  Professions
  
  39
  Once a character has obtained enough XP to
  gain a level, he immediately receives his full
  complement of Development Points. These can be
  spent as the player wishes on Talents, skills, stat
  increases, Training Packages, or other options
  fully detailed below.
  Should a player decide to purchase the Additional
  Profession Talent, allowing their character the
  opportunity to add a new Profession, the
  character’s Favored Skill Categories will change as
  well to those of the new Profession.
  Note: Adding a new Profession may alter
  the Development Point cost of any skill
  rank purchased during this period.
  Make sure all cost changes are
  taken into account prior to a
  character acquiring new skill
  ranks!
  Level Up Check list
  1.
  Calculate your
  character’s Develop-
  ment Points.
  2.
  Purchase talents, skills,
  stat increases, Training
  Packages etc. Be sure to
  keep track of these
  changes on your
  character sheet.
  3.
  Recalculate any skill
  and stat bonuses that
  have changed.
  Player’s Tip – Character
  Development
  Some SysOps may allow players
  to advance characters as soon as
  enough XP has been accumulated.
  Others may prefer to have the players
  wait until their characters reach a point
  in the game where the necessary resources
  to train are available. Players should
  always check with the SysOp on specifics
  regarding character advancement.
  Chapter Three
  Professions
  
  40
  CHARACTER STATISTICS
  HARP SF characters are defined by eight “stats” that
  represent a character’s natural physical and mental
  abilities: Strength, Constitution, Agility, Insight, Quick-
  ness, Self Discipline, Reasoning and Presence. The
  numerical value of these stats can range from 1 to 105.
  Values over 100 represent extraordinary stats.
  Select one of the 3 options detailed below to generate
  your character’s starting stats. Assign the results to each
  stat as you see fit.
  Tip: Each Profession values certain stats over the rest. If
  possible, place a starting value of 90 or higher in these stats.
  Strength (St) – Not merely brute force, Strength is an
  estimation of a character’s build and muscular struc-
  ture. Characters with a high Strength are able to use
  their might to its fullest potential. This stat is favored by
  Soldiers of all types.
  Constitution (Co) – Reflecting a character’s general health
  and well-being, Constitution also helps determine
  stamina, resistance to poisons and diseases, and the
  ability to weather fatigue and wounds brought about by
  combat. Scouts value Constitution highly.
  Agility (Ag) – Characters that exhibit outstanding feats of
  manual dexterity and hand-eye coordination have a
  high Agility. This stat is favored by Entertainers, Pilots
  and Spies.
  Quickness (Qu) – A measure of reflexes and coordination,
  Quickness also determines the reaction time of a
  character. Characters with high Quickness values are
  more likely to act first in hazardous situations, have
  increased movement and are adept at dodging attacks.
  Pilots and Soldiers value Quickness the most.
  Self Discipline (SD) – Representing inner resolve,
  dedication, and stubbornness, Self Discipline also helps
  determine a character’s resistance to the machinations
  of others, and governs psionic potential. Adepts value
  Self Discipline the most.
  Reasoning (Re) – The capacity for logical, rational, and
  analytic thought is governed by a character’s Reasoning.
  Characters with high Reasoning scores seem to be
  particularly astute and are of sound sense and good
  judgment. Reasoning is prized by Researchers and
  Techs.
  Insight (In) – Covering the intuitive faculties of a charac-
  ter, Insight is the capacity to discern the true nature of a
  situation. It also expresses a character’s connection to,
  and understanding of, the universe around them.
  Entertainers, Researchers, and Techs prize Insight as the
  source of their creativity.
  Chapter Four
  Character Statistics
  
  41
  Presence (Pr) – A character’s bearing, quality of self-
  assurance, and mien are reflected in his Presence. Those
  with high Presence scores are full of charm and wit,
  with a distinct force of personality. Presence also helps
  determine a character’s ability to interact with and
  influence those around him. Entertainers and Mer-
  chants esteem Presence very highly.
  1-100 Roll (1d100) – Most of the die rolls in HARP are
  percentile rolls. To obtain a random result from 1-100, roll
  the two dice together, counting one die as the “tens” place
  and the other as the “ones” place. Make sure you designate
  before the roll! Results of 00 are counted as 100.
  GENERATING STATS
  Option One
  Make 8 percentile rolls until all results are at least 40 or
  higher. Assign the results to the stats as desired. This
  option generally produces a character with anywhere from
  32 to 61(or more) Development Points.
  Example: After purchasing a copy of HARP SF, Steve
  races home to sit down and create his first character.
  Selecting human as his Race, and Soldier as his
  Profession, he goes about generating his character’s
  statistics. On a scratch piece of paper, he records his 8
  rolls: 41, 75, 70, 97, 83, 91, 98, and 52. Noting that
  the Soldier Profession has four Key Stats (Strength,
  Constitution, Agility and Quickness), he makes sure
  to place his highest four rolls in those attributes,
  distributing the remaining values as he sees fit. His
  stats eventually end up looking like this:
  St: 91
  SD:
  52
  Co: 83
  Re:
  75
  Ag: 98
  In:
  70
  Qu:97
  Pr:
  41
  Example, Cont’d: With his stats in place, Steve
  looks his character over. Satisfied, he moves on to
  perusing the available cultures. From his stats we can
  determine that his character has excellent coordination
  and reactions, as well as being very strong and healthy.
  The character is quite smart and intuitive, but is
  lacking in self-control and is ill at ease with people.
  Option Two
  With this method, a character has 550 points to
  purchase their 8 stats. All stats start at zero, but can be
  bought up on a point-for-point basis, unless the desired
  stat value is 91 or higher. Use the table below to determine
  the cost per stat point.
  Stat Range
  Cost per Point
  1–90
  1
  91–95
  2
  96-100
  3
  101-105
  10
  Example: Dave wants his first character to be a
  Researcher. Knowing that Researchers rely upon
  Reasoning as one of their primary stats, he decides on
  a Reasoning of 96. To raise his character’s Reasoning
  from 0 to 90 costs 90 points. To raise his stat from 90
  to 95 will use up 10 more points (5 x 2 = 10). Then
  to raise it that last point to 96 will use an additional
  3 points. Overall, for his character’s Reasoning value
  of 96, Dave has spent 103 of his original 550 points.
  This method produces a solid character with Develop-
  ment Points received ranging anywhere between 32 to 42.
  Option Three
  With this method, a player has 500 plus 10d10 points to
  spend on purchasing his initial stats. This particular
  method could produce a character with 600 points
  (should a player be lucky enough to roll all 10’s), or one
  with a starting pool of only 510 points (should the dice all
  come up 1’s). Refer to the table in Option Two for the cost
  of raising stats.
  Example: Shelley is creating a Scout for a new
  campaign. With 10d10 in hand, she rolls and comes
  up with a 1, 4, 8, 9, 9, 8, 7, 1, 6, and 3. Adding them
  all, she notes that she has 558 (500 plus the 58 she
  rolled) to distribute among her character’s stats.
  Stats for Normal Characters
  The HARP SF character creation rules are intended to
  create heroes and extraordinary individuals. When
  creating more mundane Non-Player Characters, the
  SysOp should use a base stat value of 40 + 2d10 to
  represent an average, run-of-the-mill individual.
  By their very nature, Player Characters and particularly
  capable Non-Player Characters are exceptional individuals
  with stats that are much higher than those of the average
  person.
  Stat Bonuses & Development Points
  Each stat receives a bonus based upon its value. These
  bonuses, plus any other applicable stat bonuses, are used
  when calculating skills’ values or when making Resistance
  Rolls. The following table details the bonuses for each stat
  rating and notes the number of Development Points
  awarded. (Players should round up their total number of
  Development Points, e.g. if a character receives a total of
  45.75 DPs, this should be rounded up to 46 DPs.) This
  information should be recorded on your character sheet.
  Development Points are used to purchase any number
  of special options, Talents, skill ranks or stat increases each
  time a character advances one level. All Development
  Points must be spent when they are gained; any unspent
  Development Points are lost. Many talents and options
  may be purchased across multiple character levels,
  meaning a character may begin to pay for a Talent at one
  level, and then meet the remaining cost on the subsequent
  level or levels later on in their adventuring career.
  Chapter Four
  Character Statistics
  
  42
  Note: Characters gain 2x their total development points
  at first level.
  Note: Once a Talent has been chosen and partially paid
  for, you may not spend Development Points on anything
  else until that particular option is completely paid for.
  SysOp’s Choice: Zero DPs for Stats Below 51
  In the HARP (Fantasy) core rulebook, any stats with a
  value of 50 or less are awarded zero Development Points.
  SysOps who wish to maintain consistency with
  HARP Fantasy may wish to consider awarding
  zero Development Points for stats below 51. Note,
  however, this means that a character with
  completely average values (i.e. 50) in all stats will
  have no Development Points at all.
  Increasing Stats
  Some players may not be completely satisfied
  with a character’s starting stats. By spending
  Development Points, a player may increase the
  value of a stat. The following table details the DP
  cost for raising stats. A character may not spend
  more than 20 DP on stats at each level.
  Stat Range
  Cost per Point
  1 – 90
  1
  91 –95
  2
  96-100
  3
  101-105
  10
  Example: Geoff’s character has a starting Quickness
  of 80. With Development Points to burn, Geoff wants
  to raise his character’s Quickness to 100. It will cost
  him 10 points to raise his Quickness from 80 to 90
  and then another 10 points to raise it from 90 to 95.
  Overall, Geoff has spent 20 Development Points
  increasing his Quickness.  He will have to wait until
  next level to finish raising his Quickness.
  Note: When raising a stat, you should make the
  changes to the character sheet first, and then check to see
  if the increase offered a boost to the stat bonus or to
  Development Points received. Should the advancement
  increase the stat bonus, it will affect the total bonuses to
  skills and any other aspects of your character that may be
  affected by stat bonuses. If the advancement increases
  your Development Points, note the change on your
  character sheet. However, changes do not affect the
  amount of Development Points you have available for
  the current level of advancement. Increases to
  Development Points come into effect the next time the
  character gains a level.
  Characters can also use their Development Points to
  raise their stats when they go up levels. All of the rules
  above apply to stat increases at later levels.
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  Chapter Four
  Character Statistics
  
  43
  SysOp’s Choice: Stat Gain Rolls after
  First Level
  SysOps will have noticed that there is a virtuous spiral
  of improvement which can be achieved by spending
  Development Points to increase stat values and in turn
  increasing the number of future Development Points
  available to the character. In some gaming groups, this can
  lead to ever-increasing stats and for high-level characters
  to look similar in terms of their stats. One way of
  preventing this problem is to disallow spending
  Development Points on stat raising after first level. Instead
  characters make stat gain rolls at the start of each level
  (beginning at 2nd level) and these rolls determine whether
  the stats remain at their existing value or increase.
  Beginning at 2nd level, and every level thereafter, and
  before any Development Points have been expended for
  the new level, roll d100 (not open-ended) for each stat in
  turn. Compare the dice roll with the table below,
  increasing the stat by the number indicated. Once stat gain
  rolls have been made for all the stats, recalculate the
  Development Points and proceed with level advancement.
  Example: Steve’s character has reached 2nd level.
  His player begins making stat gain rolls. His Strength
  is currently at 76 so he is using the third table column
  (76-90). He rolls a 61 and reads across the 51-75 row
  to the third column, and gets the “No change” result.
  His character’s Quickness is at 91, which is in the
  fourth column (91-99). He rolls 97, so reads across
  from the 96-98 row and finds a “+1” result. His
  character’s Quickness stat is increased from 91 to 92.
  SysOp’s Choice: Fixed DPs per Level
  Some SysOps may prefer to entirely decouple stats and
  Development Points, avoiding completely issues of stat
  improvements increasing available Development Points
  and enabling characters to have the stats that fit the
  character, rather than optimizing stats for maximum
  Development Points. In this option, all characters receive
  100 Development Points at 1st level and 50 Development
  Points at each level above first, regardless of their stats.
  Chapter Four
  Character Statistics
  
  44
  RACES & CULTURES
  In HARP SF, characters can be Humans or members of
  diverse alien species. Each sentient species has a number
  of racial advantages and special abilities. In addition,
  characters may also be members of genetically engineered
  variant subspecies, which have been deliberately adapted
  to survive in hostile environments. To benefit from genetic
  modification, the player must spend Development Points
  towards purchasing the Genetic Talent(s).
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  7
  Chapter Five
  Races & Cultures
  
  45
  SPECIES CHARACTERISTICS
  Once you have selected your character’s species, record
  the information below on your character sheet. This table
  details the bonuses and features for each of the HARP SF
  species. An explanation of the items included on the table
  can also be found below.
  Species Stat Modifiers – These racial modifiers are added
  to the character’s natural stat bonuses and should be
  recorded in the proper column on the stats section of
  the character sheet.
  Endurance – Endurance is the amount of damage (or
  “concussion hits”) a character can endure. This bonus
  is added to the character’s Endurance skill when
  figuring the character’s total Concussion Hits. See
  Chapter 6 for the full description of this skill.
  Power Points –Power Point Development is used to
  calculate the number of Power Points available to a
  caster in settings where magic is real. These Power
  Points are what the caster would use to cast any spells
  that they know. This bonus adds directly to the skill and
  helps determine the character’s total number of Power
  Points. This characteristic is included for completeness.
  Psi Energy Points –Psi Energy Development is used to
  calculate the number of Psi Energy Points available to a
  character in settings where psionics are permitted.
  These Psi Energy Points are used in the activation of
  any Disciplines that the character knows. This bonus
  adds directly to the skill and helps determine the
  character’s total number of Psi Energy Points. See
  chapter 6 for the full description of this skill and
  chapter 11 for full details on psionics.
  Resistance Bonuses - Some species are naturally able to
  shrug off the effects of wounds and fatigue, weariness of
  the mind, psionics and magic more easily than others.
  These species bonuses are added to the proper Resistance
  skill (see Chapter 6) whenever a Resistance Roll is made.
  • Stamina – This species bonus helps resist the effects of
  poisons, diseases, and other physical ailments. This
  bonus is added to the Resistance: Stamina skill.
  • Will – This species bonus helps resist mental effects
  such as those caused by psionic abilities and some
  spells. This bonus is added to the Resistance: Will skill.
  • Magic – This species bonus helps resist effects that are
  magical in nature (outside of spells that affect the mind,
  as above). This bonus is added to the Resistance: Magic
  skill. It is included for completeness.
  SPECIES DESCRIPTIONS
  All species descriptions include the following information:
  Appearance: This describes the overall appearance of a
  typical member of the species.
  Biology: This provides a summary of key biological facts
  and environmental preferences relating to the species.
  Demeanor: This notes the general outlook and psychol-
  ogy of the majority of the species. Not all individuals
  will conform to this stereotype – and indeed those who
  do not are the most likely to become player-characters!
  Technology: Specific notes on any particular technology
  favored, required, or avoided by the species.
  Lifespan: The average lifespan for members of the species.
  Culture: Although a character may hail from any culture,
  each species also lists one or more default cultures.
  These listed cultures represent only the most common
  backgrounds of the race. One or more of the species’
  principal languages are also listed.
  Special Abilities: This section details any special abilities
  members of the species possess. Also, unless otherwise
  noted in this section of the racial details, all species
  require a full eight hours of rest each night.
  Species Limitations: This section details any special
  weaknesses that the species may have. Only races
  with more than three special abilities may have
  these limitations.
  DP Cost: Some species are more powerful than average
  races, because they have more than three special
  abilities but lack any Species Limitations. For such
  races, players must spend Development Points in order
  for their characters to belong to the chosen species.
  Chapter Five
  Races & Cultures
  
  46
  CERANS
  Appearance: The Cerans are large and very muscular
  reptilian bipeds. An average Ceran is well over two
  meters tall; many reach two and half meters in height. A
  Ceran has a very thick hide, which varies in color from
  light browns and greys to a rare pure white. A Ceran’s
  legs end in outsized flat feet (without toes). Cerans have
  two arms, each of which terminates in a large hand with
  three fingers and one thumb. The Ceran neck flares out
  in a large collar from the bottom of their skull reaching
  to their shouldertips at the sides and equally far
  forward and back. A Ceran has two big forward-facing
  eyes, which flank a central oval membrane that
  allows Cerans to sense heat. Two
  curved vestigial horns emerge
  from the skull above the eyes.
  Below the thermal membrane
  is a sharp protruding beak
  incorporating three nostrils
  for breathing and the sense of
  smell. The third straight
  vestigial horn grows out of
  the beak. Cerans have no
  obvious external ears –
  instead they have two small
  ear pits, one on either side of
  the head covered by thinner
  hide, which focus sound into
  their internal ears.
  Biology: Cerans are a warm-
  blooded omnivorous species
  whose evolutionary ancestors
  survived a mass extinction
  several million years ago
  caused by an asteroid impact.
  Cerans have two sexes and
  give birth to live young rather
  than laying eggs. Cerans take
  thirty years to mature to full
  adulthood. The Ceran
  birthrate is low. Single
  conceptions are normal, twins
  are rare, triplets unheard of.
  Ranoc is the Ceran
  homeworld, orbiting its G3
  sun at an average distance of 0.9
  astronomical units. Although it has
  a normal oxygen-nitrogen atmo-
  sphere, the quantity of greenhouse gases is
  lower than average rendering Ranoc susceptible to
  prolonged glaciation and making it a cold world even
  today. Cerans evolved full intelligence and developed
  civilization after the ending of Ranoc’s most recent Ice
  Age, only fifteen thousand years ago.
  Demeanor: Cerans are a proud race with a strong sense of
  territory, not only of physical space, but also of social and
  intellectual space. Individuals are frequently brash and
  confrontational, and will aggressively establish and
  maintain their rights. Much of this conflict is resolved by
  verbal disputation, but Ceran societies have developed
  elaborate formal dueling rituals to minimize mass physical
  violence. Cerans are fiercely protective of their young (and
  indeed the young of any sentient species) and the family is
  the cornerstone of all Ceran communities.
  Technology: Ceran technology is most advanced in
  information technology, cybertech, space travel, and
  practical astronomy (especially orbital tracking of
  comets and asteroids). Many Cerans receive cyber
  augmentation. Ceran governments and corpora-
  tions have become interested in planetary
  engineering, initially to construct asteroi-
  dal habitats. Recent emphasis has
  focused on techniques that might
  end the cycle of Ice Ages and
  transform Ranoc into a less
  marginal world.
  Lifespan: An average Ceran
  lifespan is 150 years.
  Culture: Ceran societies favor
  Cosmopolitan or Frontier
  cultures, but Aristocratic and
  Belter cultures are not
  uncommon. Ceranor is the
  major language.
  Special Abilities:
  Cold Resistance (minor) –
  The cold climate of their
  homeworld has given the
  Cerans a significant tolerance
  to natural cold. In game terms,
  this is equivalent to lowering
  the temperatures at which
  Stamina RRs must be made by
  20 degrees Celsius (i.e. to  –16
  and –38).
  •
  Heat Sense – Cerans
  can detect the presence of
  creatures and objects, which
  have temperatures higher or
  lower than the surround-
  ings. Range is limited to
  10m.
  Tough Hide (Minor) –
  Cerans receive a +20 bonus to DB from their tough hide
  Species Limitations:  None
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  47
  GORSIVA
  Appearance: Gorsivans appear to be one-meter tall slender
  humanoids. A closer inspection reveals their avian nature:
  pinioned feet and downy feathers in gorgeous red, green
  and golden hues covering most of their body, hollow bone
  structure and a prominent beak on the front of their
  heads. Above the beak are two forward-facing eyes. At the
  same level as the eyes are two small external ears posi-
  tioned on the opposite sides of the head. The Gorsivan
  sense of taste is located on a tongue inside their beak but
  they do not breathe through their beak. Instead Gorsivans
  breathe and smell through a set of slits located at the
  juncture of their neck and chest. Due to a flexible bone
  and cartilage structure, a Gorsivan can rotate its head
  around 360 degrees, allowing the Gorsivan to look behind
  (or up and down when flying) without turning the rest of
  its body around. Gorsivan arms are long (usually 75cm)
  and end in six-fingered hands with the two outermost
  digits functioning as opposable thumbs. Running along
  the underside of each arm are inflatable membranes. By
  inhaling deeply, a Gorsivan can expand these flaps to form
  large thin wings, giving the species the ability of flight and
  their nickname (the “Gliders”).
  Biology: Gorsivans are a warm-blooded oxygen-breathing
  species. By preference, Gorsivans are nectivores, drinking
  the nutritious nectars of the giant blossom trees of their
  homeworld. In practice, Gorsivans are pragmatic
  omnivores. Gorsivans have two sexes and reproduce by
  laying eggs. Gorsivans reach maturity in twenty years,
  but can glide effectively by the age of five. Their
  homeworld of Siva is a 0.8g world orbiting a G4 sun at
  1.2 astronomical units.
  Demeanor: Gorsivans are naturally curious. Having
  mastered their own planetary environment, Gorsivans
  have the confidence exhibited by members of any
  enduring advanced civilization. Some individuals can
  tend towards smugness, and even a touch of arrogance.
  Among their leaders, however overconfidence is a more
  common fault. Like all winged species, their favored
  pastime is to glide effortlessly on rising updrafts.
  Technology: Gorsivan expertise has concentrated on
  genetic engineering and biotechnology. They have
  altered the blossom trees so that homes, shops, and
  offices are grown directly in the tree structures, creating
  natural settlements in the forests. Instead of mining,
  they employ genetically engineered plants to extract
  desired minerals and store them in their leaves. Their
  technology is a sleek fusion of manufactured and
  naturally produced materials in harmony with the
  biosphere. Gorsivans do not build robots or augment
  themselves using cybertechnology.
  Lifespan: Gorsivans live an average of 120 years with
  suitable medical care.
  Culture: Gorsivan societies are Cosmopolitan, Scientific or
  Frontier cultures. The principal language is Gorresh.
  Special Abilities:
  •     Flight – Gorsivans can glide in environments where the
  gravity is 1g or less and the winds are favorable. Their Base
  Flight Rate (BFR) is twice their Base Movement Rate on the
  ground. Gorsivans can also fly or hover (albeit clumsily, and at
  half their BFR) in contrary winds or in the absence of a breeze.
  They may use pace multipliers if the gravity is 0.8g or less.
  Flight is tiring, so Gorsivans may only stay aloft a maximum
  number of hours equal to their total Constitution bonus. For
  each encumbrance level above Light, their BFR is reduced by
  half, and so is the amount of time they may stay aloft (i.e.
  Medium encumbrance = ½ normal BFR and time aloft. Heavy
  encumbrance = ½ BFR and time aloft). Gorsivans gain a
  bonus of +50 to the Flying/Gliding skill. Inflating the wing
  membranes takes five rounds.
  • Low Pressure Tolerance – Gorsivans can fly at
  extremely high altitudes thanks to an evolutionary
  adaptation that allows them to survive in low atmospheric
  pressure environments. A Gorsivan receives a +50 bonus
  to all Stamina RRs and CRRs against low pressure effects.
  • Telescopic Eyes - Gorsivans can enhance a feature in
  their field of vision, magnifying it several times at the
  expense of everything else in the field of view. The
  process takes a round to focus in on the target and grants
  a +20 bonus to Perception maneuvers involving the
  target. This also allows Gorsivans to perform Sniping
  attempts at 4 Range Increments from a target. While
  focused, the Gorsivan suffers a –20 modifier to Percep-
  tion maneuvers relating to other features or targets.
  Species Limitations: None
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  48
  HUMAN
  Appearance: Humans are a bipedal race, with males
  averaging 185 cm in height and females 170 cm. Body
  shape, size, skin and hair color varies widely.
  Biology: Humans are omnivorous, diurnal oxygen-
  breathers, descended from cursorial hunters. They are
  mammalian, giving birth to live young who must be
  nurtured for almost two decades before reaching
  adulthood. Earth, humanity’s homeworld, is a 1g world
  with an oxygen-nitrogen atmosphere and a range of
  climate zones.
  Demeanor: Humans are curious by nature
  and generally well-intentioned in their
  dealings with others. With an
  expansionist streak, Humans tend
  to boldly go where other species
  would tread cautiously.
  Humans easily form commu-
  nities of like-minded indi-
  viduals, but have a history of
  rivalries between such
  communities (tribes,
  nations, worlds, etc.)
  leading to conflict, even
  war.
  Technology: Humanity is
  willing to experiment
  with any form of
  technology. Humans are
  particularly well-versed
  in computer technolo-
  gies, gravity control, and
  medical sciences.
  Lifespan: With reasonable
  medical care, average
  human lifespans routinely
  exceed 100 years.
  Culture: Humans can come
  from any culture, but
  Cosmopolitan, Frontier,
  Corporate, and Belter are
  the most common origins.
  Anglic (an expanded English)
  is the principal human
  language, but many other
  languages flourish on Earth and in
  the extrasolar colonies.
  Special Abilities:
  • Bonus Skill Ranks – Humans excel in learning skills
  at a young age. Their astute nature merits a one-time
  bonus of 5 ranks, which may be spent on skills found in
  any of the character’s Favored Categories (See Chapter 3
  Professions for details on Favored Categories).
  • Profession Adaptability – Being extremely adapt-
  able, all Humans receive a 5 point discount on the
  number of Development Points necessary for a change of
  Profession, requiring only 15 points instead of the
  normal 20.
  •
  OR
  • Skill Flexibility – Being extremely
  adaptable, Humans can select any one skill
  from a non-favored category as a
  specialist interest. Ranks in the
  chosen skill may be purchased at 2
  Development Points rather than
  the normal 4 Development
  Points for skills within a non-
  favored category.
  •
  Skill Specialization –
  With minds capable of
  unwavering focus, Humans
  may select one skill during
  character generation to
  receive a +10 bonus.
  Species Limitations:
  None.
  DP Cost: None
  SysOp’s Note:
  Profession Adapt-
  ability versus Skill
  Flexibility
  Human characters must
  choose either Profession
  Adaptability or Skill Flexibil-
  ity as a special ability during
  character creation. They may
  not take both. For full
  compatibility with HARP
  Fantasy, Profession Adaptabil-
  ity should be chosen, unless
  the SysOp/GM is willing to
  introduce Skill Flexibility as an
  option in the fantasy game.
  Chapter Five
  Races & Cultures
  
  49
  KRAKUR
  Appearance: Krakuren (singular: Krakur, nicknamed
  Hexapods or “Pods”) have an ovoid main body approxi-
  mately one meter tall and fifty centimeters in diameter.
  Female Krakuren are larger (60 cm in diameter) than
  male Krakur. Four tentacles (each one meter in length)
  are connected to the bottom of the body and serve as
  “legs” for swimming and motion on land. A further pair
  of tentacles (approximately 75 cm in length) act as
  “arms” with one on each side of the body, about halfway
  up. The four suction pads on the manipulator tentacles
  are very flexible and strong, giving Krakuren a high
  degree of manual dexterity.A Krakur’s skin is partially
  transparent (so cartilage and some organs are visible to
  onlookers), but Krakuren can consciously trigger
  pigment organs close to their skin, enabling a Krakur to
  change skin color to match the surroundings, whether on
  land or underwater. The upper portion of the ovoid
  functions as the Krakur’s head with four equidistant eyes
  providing a 360-degree arc of vision, two bumps on the
  side of the head (in line with the manipulator tentacles)
  that are actually cartilaginous ears, and a large
  oval mouth orifice used for respiration,
  consuming food and communication.
  Biology: Krakuren are an invertebrate
  species – their cartilaginous
  internal structure provides a
  modicum of rigidity to protect and
  support vital organs. They are
  amphibious omnivores , able to
  breathe atmospheric oxygen or
  extract it from water. A Krakur can
  detach its tentacles at will; a separated
  tentacle can perform very simple
  actions autonomously for up to one
  minute, long enough to distract most
  predators while the Krakur makes good
  its escape. Krakuren can grow new
  tentacles.  Krakuren are a warm-blooded
  species who give birth to live young.
  Immature Krakuren require 25 years to
  reach full adulthood. Their childhood is
  mostly spent underwater. The original
  Krakur homeworld of Tamazek is a
  0.9g planet with an oxygen-nitrogen
  atmosphere, orbiting a G7 sun at 1.1
  astronomical units.
  Demeanor: The Krakuran is a highly
  inquisitive individual, interested in
  unraveling mysteries, discerning secrets,
  and poking its manipulators into places that other
  sentients would prefer remain private. Krakuren are not
  heedless of danger – they simply believe that they can
  always wriggle out of harm’s way.  Krakuren prize applied
  technology and abstract thought. The Krakuren claim to
  have a sophisticated and subtle sense of humor; their
  detractors would say that it is merely incomprehensible.
  Krakuren make fine explorers as well as engineers and
  philosophers, but they are not interested in colonization or
  conquest, preferring to recreate the environment of
  Tamazek in specially designed orbital habitats rather than
  laboriously altering planetary ecosystems to suit them.
  Technology: Space travel, space habitats and related fields have
  long been the focus of Krakuren technologists. Although
  Krakuren make significant use of information technology,
  they have little interest in artificial intelligence and
  cybertech, and these are almost unknown in Krakur society.
  Lifespan: An average Krakur can expect to live 150 years.
  Culture: Krakuren societies are towards Belter, Exotic and
  Scientific cultures. Principal languages are Old Kraka
  and New Kraka.
  Special Abilities:
  • Amphibious – Krakuren function equally well on land
  or underwater as their lungs can function in both environ-
  ments  and their body is resilient to high pressure. Their
  vision is equally good in air and water.
  •   Autonomic Limbs – A Krakur can imprint a
  tentacle with a simple action and detach it as a
  single-round action. The separated tentacle
  can wriggle around or perform a single action
  repeatedly for up to one minute after detach-
  ment. The maneuver can be no harder than
  Medium and the tentacle does not add
  any skill bonus to the roll, e.g. a
  tentacle could repeatedly squeeze
  a trigger but not aim the
  weapon. The Krakur regener-
  ates the lost tentacle naturally
  in 10 + d10 days.
  •   Multiple Eyes – Krakuren
  have four eyes spaced equidis-
  tantly around their heads.
  Krakuren characters suffer no
  penalties when attacked from
  the flank or rear.
  •   Natural Camouflage – A Krakur
  can alter the color pigments in his skin
  so that it matches the hues of the sur-
  roundings. This grants a bonus of +25 to all
  Stalking and Hiding attempts.
  Species Limitations:
  • Slow Walkers – Krakuren only have
  their full BMR when swimming, climbing or swinging
  from point to point (tree branches, climbing rails, etc.). If
  forced to “walk” on the ground, Krakuren must slither at
  one-quarter BMR.
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  50
  MADJI
  Appearance: Madji are short pudgy bipeds, averaging
  125cm in height with a half-meter long prehensile tail.
  Madji are completely hairless. Their tough smooth skin
  varies in color from bright pink through to deep red.
  Madji limbs end in paws with seven digits. On the
  handpaws, the outermost digit is a large thumb. Madji
  have relatively large heads with rounded faces. They
  have three large eyes, one on the left side of their face,
  one forward facing and one on the right side. Their eyes
  can see light wavelengths in both the human visible and
  near ultraviolet portions of the spectrum. Beneath the
  middle eye is a small mouth, under the other two eyes
  they have sets of breathing slits rather than cheeks.
  Biology: Madji are warm-blooded oxygen-breathing
  herbivores. Young Madji are born live in a neuter
  phase and take twenty-five years to reach maturity.
  Some Madji change gender at this point to become
  males or females; the rest remain neuters and become
  caretakers of the younglings. By preference, Madji live
  in large family clans. The Madji homeworld, Ji’mad’ji,
  orbits a red dwarf sun at a mere 0.1 astronomical
  units. Ji’mad’ji is a tidally locked 1g planet. Like most
  red dwarfs, Ji’mad’ji’s sun is a flare star that frequently
  emits high quantities of ultraviolet radiation. Al-
  though the Madji are resilient to radiation, their
  ancestors constructed underground burrows to escape
  its worst effects and to rest away from
  the eternal daylight.
  Demeanor: Madji are industrious and
  highly cooperative by nature. They
  commit themselves fully to achieving the
  goals of the clan (or the team). The flip
  side is that Madji expect their clan (or
  team, including non-Madji colleagues
  and friends) to support them – one for
  all and all for one.  Madji are strongly
  motivated to outdo the performance of
  rival groups. This intense rivalry can
  occasionally spill over into violent
  conflict but this is the exception rather
  than the rule. Madji would rather build
  than destroy.
  Technology: Madji technology has always
  emphasized satisfying the practical needs
  of the race. The Madji are pre-eminent in
  the arenas of advanced agriculture and
  food engineering. Planetology, physics,
  and shield technology are also highly
  advanced among the Madji as a natural
  consequence of their unusual home
  world. Although they can now shield
  their settlements from harmful radiation by technologi-
  cal means, Madji still prefer to build underground.
  Lifespan: Madji can live for 140 years.
  Culture: Madji societies are normally Cosmopolitan or
  Frontier cultures. The principal language is Madji’aon.
  Special Abilities:
  •   Extra Limb – A Madji’s prehensile tail can function
  either as an extra “leg”, improving their balance and
  granting them a +10 DB bonus versus Martial Arts
  Sweeps and Unbalancing attacks, or as an extra “arm”,
  which does not provide any extra attacks, but can allow a
  Madji to do things that others would find impossible
  (e.g. make an attack with a two-handed weapon while
  holding something with its tail.) A Madji cannot use the
  tail as both an arm and a leg in the same round.
  •   Motion Sensing – Madji have an acute ability to register
  even slight movements within his normal visible range, and
  receive a +20 bonus to Perception maneuvers against
  moving objects or people.
  • Radiation Resistance (minor) – Madji are abnor-
  mally resistant to radiation damage of all forms (includ-
  ing ultraviolet rays). All Radiation criticals against a
  Madji are reduced by one size (e.g. Medium become
  Small, Tiny are ignored). This is cumulative with anti-
  radiation medicines.
  Species Limitations: None
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  51
  RUNCORI
  Appearance: The Runcori are natural shapeshifters; all
  descriptions of the species are couched in generalities.
  The Runcori are intelligent, motile plant-like beings. An
  “adult” Runcori is about two meters tall from its crown
  to its walking tendrils. The central tree-like column is 50
  cm in diameter and contains the equivalent of a brain.
  Dozens of walking tendrils, some up to a meter long,
  emerge from the base of the column. The tendrils serve a
  second purpose in that the Runcori can extract nutrients
  and water from soil by temporarily planting itself in
  suitable ground (or sourcing food from hydroponic
  tanks). From higher up on the column, dozens of larger
  thick green “leafy” vines up to half a meter in length
  spread out to shield and conceal the column in all
  directions in a mobile network of creepers. These vines
  photosynthesize light and absorb carbon dioxide,
  releasing oxygen. Photoreceptors and chemoreceptors on
  the leaves provide the Runcori with its distributed senses
  of sight and smell. By reconfiguring the vines into
  groups, the Runcori can create temporary manipulator
  arms for itself. At the crown of the
  column, the hard “bark” gives way
  to flexible membranes enabling
  the Runcori to perceive sound
  and a set of pipelike organs
  give it a flute-like voice.
  Biology: The Runcori are
  probably plants, but not as
  encountered on most
  worlds. Runcori have
  claimed that they are an
  engineered rather than
  evolved species. Runcori have
  both male and female flower
  organs. Saplings require forty
  years from germination to reach
  adulthood. Runcori claim to have origi-
  nated on a terrestrial moon orbiting a gas giant
  which no longer exists. All Runcori communities
  encountered so far have inhabited hollowed-out
  asteroidal bubble-worlds with very simplified
  ecologies. Internal gravity has varied from
  0.8g to 1.2g.
  Demeanor: When a Runcori wants to
  be, it can be sophisticated,
  intelligent, and curious. They
  are also inveterate pranksters. A
  Runcori will use a tendril or a vine to trip someone up for
  a pratfall; if the Runcori likes the butt of its humor, it will
  catch the person before they fall. Runcori will hold
  (imaginary) conversations with salad vegetables or potted
  plants. Runcori have perpetrated elaborate scientific
  hoaxes. Shortly after their arrival on Earth, “ancient”
  artifacts were discovered that seemed to indicate humanity
  were the product of Runcori genetic engineering. They did
  admit their fraud when it became clear that too many
  humans believed. Their sense of humor is perhaps their
  way of coping when every herbivore wants to nibble on
  their foliage and other animals use them as comfort
  stations and territorial markers. Even xenodiplomats can
  become exasperated with the “Weeds”.
  Technology: The Runcori are brilliant scientists and superb
  technologists. Runcori technology is always in flux as their
  specialists reconfigure and optimize their equipment,
  starships, and habitats.
  Lifespan: Runcori can easily live for 200 years.
  Culture: Runcori societies embrace Belter and Scientific
  cultures. Their principal languages are Kuncari and Tankevi.
  Special Abilities:
  •     Distributed Senses – With the exception of their
  auditory sense, Runcori do not have their senses concen-
  trated into specific small areas of their body. Their visual
  and olfactory capability is distributed among thousands of
  receptors. A Runcori can choose to “see” and “smell” in all
  directions simultaneously (attackers do not get flank or
  rear bonuses to attacking a
  Runcori when it is in this
  mode) but the Runcori takes
  a –20 penalty to all Percep-
  tion maneuvers. A Runcori
  can concentrate in a particu-
  lar direction (no penalty to
  Perception), but then any
  flanking or rear attacks receive
  the normal bonuses.
  •     Limited Shapeshifting
  – Runcori can rearrange their
  vines and tendrils at will. A
  Runcori could choose to take a
  more humanoid form by inter-
  twining tendrils into arms and legs. All
  such changes take one hour to complete.
  •     Photovore Metabolism – Runcori are
  photovores, they breathe in carbon dioxide, extract
  water and nutrients from the soil, and use
  photosynthesis to produce carbohydrates and
  release oxygen. (A Runcori can recycle the
  carbon dioxide produced by half a dozen
  non-photovore characters.) A Runcori
  only requires one liter of water and 100
  grams of suitable nutrients per day (this
  can be obtained by “rooting” in suitable soil for one hour,
  or dipping the tendrils in a special hydroponics tank for
  ten minutes). Runcori prefer natural light but a suitably
  powerful flashlight or internal illumination will suffice.
  Species Limitations: None
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  52
  SILTH
  Appearance: The Silth are a bipedal race with both males
  and females averaging 170 cm in height. In build, they
  are usually slim or slender. They have a tough leathery
  hide, consisting of a multitude of tiny colored scales,
  which are various hues of green on their arms, legs, tail,
  and back, but shift towards red shades on their chest
  and head. Silth have no hair. The tail is slender and
  relatively flexible, extending from the base of their spine
  down to ankle height, and helps the Silth’s balance. Silth
  hands and feet have five digits, however the outer two
  digits on the hands serve as opposable thumbs. The
  other fingers sport retractable claws, which can be used
  to inject a nerve toxin into their foes. Like most
  sophonts, the Silth’s brain is located in the head,
  protected by a bony skull. The Silth have two relatively
  small ears, one on each side of the head, and a pair of
  large eyes for binocular vision. Instead of a nose, they
  have a vertical slit in the centre of their face for breath-
  ing. Below the breathing slit is a large mouth, filled with
  two rows (top and bottom) of sharp incisors. Silth
  evolution has combined the senses of taste and smell on
  their tongue – thus a Silth whose mouth is open is
  tasting the air for strange scents.
  Biology: Silth are carnivorous, diurnal oxygen-breathers.
  They are a cold-blooded reptilian race who become
  sluggish, even dormant in the absence of natural or
  artificial warmth (e.g. at night). Successful matings
  between members of the two Silth sexes produce a
  single egg, which hatches after twenty days. Both male
  and female parents take turns in protecting and raising
  the young before and after hatching. Silth younglings
  require fifteen years to reach full adulthood. Saroulsiss,
  the Silth homeworld, is a 1.1g hot and arid world with a
  thick oxygen-nitrogen atmosphere.
  Demeanor: The cornerstone of Silth society is the
  extended family with its hallowed traditions and its
  responsibilities to protect the young at any cost. For
  countless millennia, the Silth were not the foremost
  predator on their world – eventually their intelligence
  and tools raised them to the peak of the food chain but
  the conditioning to view all other species as either prey
  or threat remains. Starfaring Silth are expansionist and
  xenophobic, believing that they are the rightful rulers of
  the galaxy.
  Technology: The Silth are most interested in practical
  technologies, particularly those with military potential.
  Their natural dormancy in cold conditions and their
  warlike temperament has spurred medical develop-
  ments. The Silth have long mastered controlled
  cryogenics and regeneration technologies.
  Lifespan: With reasonable medical care, average Silth
  lifespans routinely exceed 90 years.
  Culture: The Silth normally hail from Aristocratic and
  Militaristic cultures. Highspeech and Warspeech are the
  principal languages.
  Special Abilities:
  • Heat Resistance (minor) – As a result of their origins
  on a hot world, Silth have a significant tolerance to
  natural heat. In game terms, this is equivalent to raising
  the temperatures at which Stamina RRs must be made by
  20 degrees Celsius (i.e. to 52, 63, and 74 degrees Celsius).
  • Natural Weapon - The Silth can use their retractable
  claws as a natural weapon. They can learn to use their
  claws as a Martial Arts skill.
  • Poison Sac (Nerve) (Lesser) – The Silth generate a nerve
  toxin in an organ within their body. This poison is then
  circulated to reservoirs close to their retractable claws and
  can be injected into any wound made by the claws. The
  victim must make a Stamina RR using the Poison Bonus
  method (bonus of +0) or be paralyzed for d10 rounds.
  • Tough Hide (Lesser) – Silth receive a +10 bonus to
  DB from their tough leathery skin.
  Species Limitations:
  • Cold Susceptibility – As a cold-blooded species, the
  Silth are much more vulnerable to natural cold. A –40
  modifier is applied to any Stamina CRRs or RRs against
  natural cold.
  DP Cost: None
  Chapter Five
  Races & Cultures
  
  53
  Tintamar Knowledge Base: The Silth
  The Silth are an aggressive, militaristic, xenophobic race
  who believe it is their evolutionary destiny to conquer the
  galaxy. In the final analysis, the Silth believe that all other
  sentient species must submit to the Silth empire or be
  destroyed. The Silth are a dangerous enemy who pose a
  very real threat to other civilized races, even when the Silth
  are not actually fighting them in open warfare. To humans
  especially, the Silth are a dark mirror image of what
  mankind could have been and might yet become. Both
  humans and Silth favor the same planetary real estate,
  both species are expansionist, and both can understand
  the motivations of the other. Warm-blooded mammals
  versus cold-blooded reptilians. Descendants of survivors
  of the asteroid impact that killed the dinosaurs versus a
  race that could call tyrannosaurs and velociraptors
  cousins. One war between humanity and Silth has already
  been fought, further conflict is inevitable, and the conse-
  quences may decide the future of the galaxy.
  Most SysOps running campaigns in the Tintamar
  setting should not allow Silth player-characters. SysOps
  using other settings may permit Silth PCs but should
  consider toning down the xenophobia of the Silth.
  SUBSPECIES AND GENETIC ADAPTATION
  When a sentient species leaves its homeworld to found
  new settlements on other worlds, their colonists have two
  choices – adapt their environment to suit their needs or
  adapt themselves to suit the environment, effectively
  creating new subspecies of the parent race. Some societies
  also experiment with genetic engineering, either covertly
  to create supersoldiers, superspies, and the like or openly
  in an attempt to shortcut the evolutionary process. Many
  players will therefore want to customize their characters
  through genetic modification.
  In game terms, there are two routes to represent genetic
  adaptation. Both involve the expenditure of Development
  Points and players may choose one or both.
  The first route is for the player to purchase the Genetic
  Adaptation Talent at 1st level for five Development Points.
  This allows the character to swap out one of the
  character’s species abilities and replace it with one of the
  Genetic Talents (see Table below). If the player purchases
  the Genetic Adaptation Talent twice, two of the character’s
  species abilities may be replaced. Certain Genetic Talents
  appear in multiple levels of ability, e.g. Heat Resistance
  (minor) and Heat Resistance (major). Unless a character’s
  species already has the lesser-powered version, the player
  may not select the more powerful version using the
  Genetic Adaptation Talent route.
  Example: Humans do not have Heat Resistance as
  one of their species abilities. Thus genetically
  engineered human settlers on the desert world of
  Khayyam with the Genetic Adaptation Talent may
  replace one of Profession Adaptability/Skill Flexibil-
  ity, Bonus Skill Ranks, or Skill Specialization with
  Heat Resistance (Minor) but not Heat Resistance
  (Major). The Silth do have Heat Resistance (Minor)
  so a Silth character with the Genetic Adaptation
  Talent could replace Heat Resistance (Minor) with
  Heat Resistance (Major).
  The second route does not require the character to
  sacrifice any of the species abilities. Instead the player
  simply expends the Development Points to purchase the
  desired Genetic Talent. As this purchase is made at first
  level, the normal financial cost and recovery time for
  genetic modification are waived. There are no restrictions
  (other than available Development Points limits) on
  which Genetic Talents may be chosen.
  Example: On the water-world of Poseidon, many of
  the human colonists have received extensive genetic
  engineering to enable them to live underwater.
  Characters from Poseidon will normally take Genetic
  Adaptation Talent twice to swap in the Gills and
  Water Vision Talent, expending 10 DPs and losing two
  species abilities to acquire two Talents worth 30 DPs in
  total. Some players pay 10 DPs for High Pressure
  Tolerance (minor) – players whose characters belong
  to deepsea families may consider spending 30 DPs for
  High Pressure Tolerance (major).
  Some “Genetic” Talents do arise naturally without the
  intervention of genetic engineers – these are marked with
  an asterisk in the table below
  SysOps may allow Genetic Talents to be acquired at
  second and higher levels using advanced medical tech-
  niques, similar in intent but orders of magnitude more
  sophisticated than gene therapy cures. See Chapter 7, for
  the relevant game mechanics.
  Chapter Five
  Races & Cultures
  
  54
  SysOp’s Note: Genetic Talents Game Balance
  Genetic Talents have the potential to be abused by over-
  enthusiastic players. As with all Talents, SysOps should
  consider all Genetic Talents carefully for inclusion or
  exclusion before the start of a campaign. SysOps may find
  it helpful to determine in advance which colony worlds
  have practiced genetic engineering and to what degree,
  creating a set of backgrounds and genetic packages for
  augmented characters, rather than allowing a free-for-all.
  SysOps may also wish to consider how “normal” individu-
  als and society in general treat augmented characters.
  Tintamar Knowledge Base: Genetic Engi-
  neering and Augmentation
  Genetic engineering, including re-engineering of adults,
  is feasible and relatively commonplace. Colonists hailing
  from marginal or extreme worlds and explorers are the
  recipients of the more substantial modifications. Cosmo-
  politan citizens normally limit themselves to cosmetic
  alterations to achieve the latest ideal of beauty.
  In the Terran Federation, all genetic modifications must
  be registered – this has led to a thriving black market for
  performing genetech on criminals, secret agents, merce-
  naries and the like who need an edge or a new appearance.
  Extreme genetic engineering is frowned upon by most
  human religions, and heavily augmented individuals can
  expect a certain degree of intolerance from “normal”
  humans even in secular societies.
  Chapter Five
  Races & Cultures
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  55
  ADDITIONAL CHARACTER INFO
  Once a character’s stats have been generated and a
  Species has been selected, the player should determine
  other details about the character, such as height, weight,
  and Base Movement Rate.
  Height & Mass
  The following table details the base (or average) Height
  and Mass for each species. Individual members of almost
  all species can be taller or shorter than the average, and
  this in turn can modify a character’s mass. Players should
  feel free to adjust both height and mass to their liking. The
  following guidelines are presented purely as an aid to
  those players who would like some randomness in these
  character aspects.
  Simple adjustments may be made by rolling 1d10 twice.
  For determining random Height adjustments, subtract if
  the first roll is odd, and add if the roll is even. Multiply the
  result of the second die roll by the Height Modifier (in
  centimeters) and add or subtract this (as per the first roll)
  to or from the base Height.
  Simple adjustments may also be made for beginning
  mass values. Follow the same rules above, but multiply the
  second die roll’s result by the Mass Modifier (in kg) found
  on the table below to determine the final adjustment.
  Starting Age
  Each sentient species ages at a different rate. The
  following table indicates the age at which members of a
  given species are considered to have reached adulthood
  and act as free agents.
  Species – This is the character’s species.
  • Adulthood – This is the age that characters of a given
  species are considered to have reached adulthood. It is
  also generally the starting age for a 1st level character.
  • Lifespan – This is the average lifespan for a character
  of this species.
  • Increment – Should a character ever begin the
  game above first level, this value represents the
  recommended number of years to be added to the
  starting age of the character for each level he has
  obtained beyond the first.
  Base Movement Rate
  The next step in the character creation process is
  to record your character’s Base Movement Rate on
  your character sheet. A character’s Base Movement
  Rate determines how far he or she can move in a
  two-second round. This rate represents a character’s
  normal speed (usually for walking, but occasionally
  for swimming and more unusual modes of locomo-
  tion), and is based on a character’s Height. Quick-
  ness can either add to, or penalize, a character’s
  stride. None of the modifications found on the
  table below may reduce a character’s BMR below
  0.5m per round.
  To determine a character’s Base Movement Rate,
  locate their Height and paired BMR on the table
  below. Add or subtract any modifiers due to their
  Quickness stat.
  Example: Avaseho, a Gorsivan Pilot, is 114cm tall,
  giving her a BMR of 1.6m per round. Her Quickness
  stat value is a 96, adding an additional 0.9m per
  round to her BMR. Avaseho’s final Base Movement
  Rate is 2.5m (1.6 + 0.9) per round. When gliding,
  Avaseho can move 5m per round.
  Chapter Five
  Races & Cultures
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  Record your character’s Height and Mass on your
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  56
  Pace
  Pace
  Normal Maneuver
  Multiplier
  Difficulty
  Walk
  x1
  Medium
  Run
  x2
  Hard
  Fast Run
  x3
  Very Hard
  Sprint
  x4
  Extremely Hard
  Dash
  x5
  Sheer Folly
  Characters are limited in how long they may continue
  moving at any given Pace. The following table provides
  some guidelines as to how long a character can keep
  moving without rest.
  Once a character stops moving, he must rest for a given
  amount of time based upon how many full time incre-
  ments he spent moving, ignoring any partial time incre-
  ments. For each full time increment spent moving, the
  character must rest a number of rounds equal to ((20 –
  Con Bonus; minimum of 1) x Pace Multiplier). If the
  character begins moving again before becoming fully
  rested, then all actions performed while moving are
  increased one level in difficulty.
  Chapter Five
  Races & Cultures
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  The Base Movement Rate represents a character’s
  normal stride. If moving at a faster pace, his Base
  Movement Rate is modified according to the table below.
  The table also lists any resulting maneuver difficulties
  associated with actions performed while progressing at the
  given pace. (After all, the faster you move, the trickier it is
  doing things.)
  The Pace Multiplier values are only suggestions, and
  SysOps should note other difficulties brought about by
  surrounding terrain or environmental factors, which can
  raise the level of the difficulty modifier.  Unobstructed or
  routine movement under ordinary conditions should
  never require a Maneuver Roll.
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  57
  CULTURES
  Players should choose a Culture that best suits their
  character’s background. While each race has details
  regarding their preferred Culture(s), a player may elect to
  hail from a different Culture, unless their SysOp objects.
  Selecting a Culture is a one-time choice and cannot be
  altered. The chosen Culture determines a character’s
  Adolescent Skill ranks, starting languages, attitudes,
  common motivations, and outlook on life.
  This section describes each of the available Cultures,
  followed by the Adolescent Skill ranks gained by electing
  to be a member of that community.
  In the descriptions below, the starting languages are given
  using the following notation: Anglic (S 5/W 5), indicating 5
  skill ranks in Speaking the language, and 5 ranks in Writing
  the language. This should be noted in the proper section of
  the character sheet. The reference “Racial Tongue” refers to
  the most commonly used language of the specific species, i.e.
  Highspeech for Silth, Anglic for Humans, etc.
  Aristocratic
  Aristocratic cultures, where one hereditary caste exercises
  much greater political and economic power than other
  segments of the community, exist on human colony worlds
  and among alien races where familial kinship remains the
  foundation of organization and government. Some aristocratic
  cultures ensure their continued success by co-opting excep-
  tional members of other social classes into the nobility through
  marriage, adoption, or ennoblement. Others prohibit upward
  social mobility - their ruling classes ignore their responsibilities
  and spend their lives in the pursuit of pleasure.   (Note: the
  aristocrats in this culture use the Noble skill set; everyone else
  uses the Commoner skill set.)
  Preferred Locations: This type of society is normally
  found on colony worlds where a select few have had the
  opportunity to transform themselves into a self-
  perpetuating elite. On human worlds, the nobility are
  normally descendants of the founding families (or the
  colony ship’s crew).
  Clothing & Decoration: The aristocracy sometimes affect
  clothing, decorations, or hairstyles that are odd, even
  bizarre, so that their status is clear to all. Retainers of the
  nobility normally wear attire with heraldic symbols to
  denote their loyalty to a specific family. Non-noble
  members of these communities wear clothing appropriate
  to their financial circumstances and employment.
  Demeanor: Aristocratic individuals are usually very self-
  confident and accustomed to being obeyed – many are
  insufferably arrogant. Their retainers can be
  extraordinarily steadfast and loyal. In stagnant
  aristocracies, commoners may be rebels against the
  status quo, in thought if not in deed.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  Belter
  Belters (sometimes called Spacers) belong to techno-
  logically advanced cultures who have chosen to make their
  homes on airless moons and asteroids. The archetypal
  Belter is a spacefaring prospector who mines metals and
  other resources from asteroids and comets for months at a
  time, and then spends his gains in a drunken debauch
  lasting days on one of the major asteroids. Space is both
  the Belters’ home and their implacable enemy. Habitation
  domes can be breached by meteor strikes, air recyclers can
  break down threatening death by suffocation, radiation
  from solar storms can bring slow doom to insufficiently
  shielded habitats, and so on. Belter communities rely on
  their technology and are extremely safety conscious. When
  an accident can endanger the lives of everyone, Belters are
  intolerant of ignorance and harsh with anyone who
  commits malicious damage.
  Preferred Locations:  Belter societies are found on orbital
  habitats and on (and beneath) the surfaces of moons
  and asteroids.
  Clothing & Decoration: Belter clothing favors hard-
  wearing synthetic materials and functionality over
  aesthetics. Many Belters wear skintight “semisuits” at all
  times. In an emergency, the Belter can grab the nearest
  oxygen helmet and join it with the suit’s neck seal,
  giving him a temporary spacesuit. A full-blown
  spacesuit is the most valued possession of any true
  Belter – indeed for some, it is their only real home.
  Demeanor: Belters are rugged individualists, yet have a
  genuine respect for the welfare of their communities.
  They are cautiously bold – they assess the risks, weigh
  up the potential gains, and then act decisively. Belters
  can be contemptuous of the citizens of normal planets,
  believing them to be “soft” and a danger to everyone
  around them in space. As the rock rats say,
  “Groundhogs should stick to the ground”.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  Corporate
  Money underpins and permeates every aspect of life on
  the worlds of the Corporate cultures. From factory
  workers and office clerks through the managers and
  entrepreneurs to the unimaginably rich Board Directors,
  status, wealth and influence depends upon membership
  and position within the industrial and mercantile con-
  glomerates. Those who are neither employees nor share-
  holders are marginalized from society and may suffer
  extreme hardship. Competition is fierce among the
  corporations and many executives will justify any means
  to maximize profits (and their personal bonuses).  (Note:
  the wealthiest shareholders use the Shareholder skill set;
  everyone else uses the Employee skill set.)
  Chapter Five
  Races & Cultures
  
  58
  Preferred Locations: Corporate cultures thrive in heavily
  industrialized worlds, but intensively farmed
  agricultural and mining worlds are just as ripe for
  exploitation. On asteroids, airless moons, and other
  closed habitats governed by Corporate cultures, the
  company can be an absolute tyranny with its
  “employees” little better than slaves – the employees are
  paid for their labor but in turn must buy air, water,
  food, and shelter from the company. Few will ever earn
  enough to escape off-world.
  Clothing & Decoration: Managers and above dress in the
  racial equivalent of sharp business suits when at work, and
  in elegant casual attire outside working hours. Ordinary
  employees wear neat clean company uniforms at work.
  Conformity with the accepted fashion is the norm.
  Demeanor: Individuals from a Corporate culture are
  usually highly competitive. Greed is a frequent failing.
  Jealousy of others’ successes may spur the Corporate
  citizen to greater efforts to eclipse their rivals.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  Cosmopolitan
  Cosmopolitan societies blend the best (and/or worst) of
  racial prespaceflight and galactic cultures into a giant
  melting pot. The diversity of previous cultures coalesces
  into a single gestalt where divergent traditions become
  simply local color, which pass in and out of fashion.
  Global communications and transportation are efficient
  and readily available. The average citizen of a Cosmopoli-
  tan culture has a very high standard of living and enjoys
  all the benefits of high technology. Many spend more time
  in leisure pursuits of every kind than in employment.
  Anything and everything is possible and available on their
  worlds. Cosmopolitan societies are self-confident and
  stable, usually peaceful, and sometimes decadent.
  Preferred Locations: The Cosmopolitan cultures are
  normally found on the original home worlds and oldest
  colonies of a particular species.
  Clothing & Decoration: Cosmopolitan attire varies
  immensely as each wave of fashion sweeps the world.
  Frequently antique clothing styles are resurrected with
  modern “improvements” that would have baffled or
  appalled the original wearers.
  Demeanor: Cosmopolitan citizens seek out novelty to
  satiate their jaded appetites. Some crave excitement and
  danger in their lives; others have become so cocooned
  in their safe comfortable lives that they cannot cope
  with real peril. Members of other cultures can find
  Cosmopolitans overly uninhibited in their behavior
  and be morally outraged.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  Exotic
  Few in number, Exotic cultures are undoubtedly the
  most mysterious in the galaxy. Exotic communities devote
  themselves to artistic and philosophical pursuits. They
  usually isolate themselves from the mainstream of galactic
  affairs, eschewing distractions in favor of their search for
  truth. Exotics use technology judiciously and unobtru-
  sively to maintain the balance on their worlds and ensure a
  comfortable standard of living for all. Some Exotic worlds
  follow particular religions – these faiths emphasis enlight-
  enment through contemplation and do not proselytize.
  With their focus on the mind, psionic powers are not
  uncommon among the Exotics.
  Preferred Locations: The Exotics are found on virgin
  planets, untouched by heavy industry. Their spacious
  towns and cities blend into their natural surroundings,
  enabling the Exotics to be one with the natural world.
  Exotics can be equally at home on idyllic garden
  paradises as in untamed wildernesses.
  Clothing & Decoration: Exotics dress simply without
  ostentation, normally favoring one or two subdued
  tones rather than a riot of bright colors.
  Demeanor: Exotics are calm and measured in word and
  deed. Although knowledgeable on many subjects,
  Exotics are frequently detached from worldly matters.
  Their seeming passivity can madden more active
  individuals who mistake control for indifference. A
  penchant for enigmatic utterances and gnomic parables
  can be likewise infuriating.
  Starting Languages: Other racial language (S 6/W 6),
  Racial Tongue (S 4/W 3)
  Frontier
  For most starfaring races, exploration of new worlds is
  followed by colonization of the most promising planets.
  Whether motivated by a sense of “manifest destiny”, a
  desire to build a new life, or to preserve ethnic traditions,
  colonists emigrate to the new worlds, build homesteads,
  raise families, and make a new home for themselves under
  alien skies. Natural disasters, inimical alien ecologies,
  difficulties experienced in adapting vital foodstuffs to a
  wholly new environment, among other problems, make a
  colonist’s life a daily challenge of survival. Understanding
  and taming the new world may take generations as the
  Frontier culture gradually expands from its first outposts
  and defensible farmsteads into thriving settlements.
  Frontier cultures mix high technology, usually extremely
  durable equipment brought by the first colonists, and
  easily replaceable low technology such as domesticated
  riding beasts. As a Frontier culture becomes better
  established and the planet’s unique resources are deter-
  mined, it will use these to trade for the goods that cannot
  be manufactured by its own people.
  Chapter Five
  Races & Cultures
  
  59
  Preferred Locations: Frontier societies are found on
  habitable planets and moons throughout the galaxy.
  Dependent on the starfaring species’ sphere of
  influence, tolerance to new environments, and need for
  colonies, Frontier worlds may range from marginal to
  perfect matches in terms of suitability. Frontier cultures
  that seek to preserve a regional subculture of the
  homeworld will favor planets with similar physical
  environments.
  Clothing & Decoration: Early Frontier cultures will favor
  high-quality durable synthetic materials. As they master
  their new world, available natural materials will become
  the norm, varying in style according to the climate.
  Clothes may be hand-crafted rather than mass-
  produced.
  Demeanor: Life on the Frontier breeds survivors.
  Determination and independence can be seen as
  stubbornness. They are proud of themselves, of their
  traditions, and of their culture, and will not take lightly
  any aspersions cast on such matters by ignorant off-
  worlders.
  Starting Languages: Other racial language (S 6/W 6),
  Racial Tongue (S 4/W 3)
  Militaristic
  The potential for conflict always exists in the galaxy.
  When force must be used, a society needs warriors.
  Among some species, Militaristic cultures have developed
  on relatively impoverished colonies where the virtues of
  the warrior are celebrated. These societies are not military
  dictatorships, rather tradition, courage and honor are the
  foundation and hallmark of the people. The Militaristic
  culture trades the services of its people as elite mercenaries
  in return for off-world items and services.
  A few species are so dominated by their (corrupted)
  Militaristic culture, that combat has become a way of life
  and the soldiers rule. The victors deserve the spoils of war,
  and it is the true warriors who will conquer the universe.
  Preferred Locations: Militaristic cultures are normally
  found on colony worlds where the environment has
  forced some evolutionary adaptation upon the settlers,
  giving them an advantage over normal members of
  their species in combat situations.
  Clothing & Decoration: Civilian clothing and decoration
  on Militaristic worlds runs the entire gamut of styles
  from the simple homespun fabrics of the frontier to
  local analogues of the latest galactic fashion. Observers
  will note the high percentage of citizens wearing
  military uniform in population centers.
  Demeanor: Courage in battle, protection of the innocent,
  a belief in personal honor and steadfast loyalty to one’s
  comrades and cause are found in most individuals of
  this culture.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  Religious
  Perceived (or real) persecutions and abhorrence of the
  values of the secular cultures have driven the more zealous
  adherents of religions and sects to found new communi-
  ties among the stars. Even sects fanatically opposed to
  scientific progress have used starships on their exodus to
  new worlds, renouncing the technology upon their arrival
  for a more primitive lifestyle. Religious cultures seem to
  thrive despite or because of adversity as their faith makes
  them strong. Heretics and unbelievers are ostracized or
  worse. Zealously sure of their righteousness, Religious
  cultures are highly isolationist, desiring no contamination
  from off-world. Even where the planetary government is
  not a theocracy, preachers and the like will be the greatest
  influence on the citizenry.
  Preferred Locations: Typically, Religious cultures are
  established on worlds that are only marginally habitable
  by members of the colonizing species. Enduring the
  inevitable hardships is considered essential in ensuring
  that the believers remain true to their faith.
  Clothing & Decoration: Clothing on Religious worlds
  varies according to the climate and available native
  resources, but is almost always handmade and
  conforms to any dress rules laid down by the religion.
  Decoration, especially jewelry, is rare, with the
  exception of symbols of the faith.
  Demeanor: Individuals from Religious cultures divide in
  two categories: the true believers and the “lapsed”. The
  former are steadfast in their faith, adhering to all its
  teachings, scorning temptation, and stern with the
  godless and the morally lax. The latter have renounced
  some or all of their faith, preferring the pleasures of
  modern galactic life. Denounced as sinners by the
  zealots, the prodigals pursue a hedonistic existence in
  (self-imposed) exile from their home world.
  Starting Languages: Other racial language (S 6/W 6),
  Racial Tongue (S 4/W 3)
  Scientific
  The pursuit of truth through science and ever-increas-
  ing progress through technological achievements domi-
  nate the thinking of the Scientific cultures of the galaxy.
  Some Scientific cultures specialize in particular fields such
  as cybernetics or genetic engineering; more populous
  worlds may strive for preeminence in multiple areas.
  Logic, rationality, and the scientific method are prized
  above all else. Experimentation may not be constrained by
  ethical judgments on some worlds.
  Chapter Five
  Races & Cultures
  
  60
  The Scientific cultures possess the most advanced
  technology (in their specialties) in the galaxy, with the
  latest inventions from the laboratories quickly finding
  their way into everyday life.
  Preferred Locations: Scientific cultures sometimes appear
  on colony worlds where advanced terraforming has
  been necessary to render them habitable or where long-
  term research bases (either on a planetary surface or in
  space) have been established to study a planetary
  biosphere, an astronomical phenomenon, etc.
  Clothing & Decoration: Clothing tends toward function
  rather than aesthetics with fashions changing slowly.
  Devices integrated into the clothing and the latest
  miniature gadgets are commonplace, however.
  Demeanor: Unquenchable curiosity and a desire for
  knowledge are the defining characteristics of the
  stereotypical Scientific citizen. Some have an affected (or
  real) disdain for art, philosophy, religion, and superstition.
  Starting Languages: Racial Tongue (S 6/W 6), other racial
  language (S 4/W 3)
  ADOLESCENT SKILL RANKS
  The following table lists any skills obtained during a
  character’s youth, having grown up within a particular
  culture. Record the number of skill ranks gained in the
  appropriate column of the skills section on the character
  sheet. Totaling a character’s skill bonuses is covered in
  Chapter 6.
  Chapter Five
  Races & Cultures
  
  61
  Chapter Five
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  62
  SKILLS
  Your character’s skills define much of what your
  character can do, but they by no means encompass all of
  your character’s abilities. Skills are a reflection of your
  character’s interests, education, and training. Unless you’re
  creating a truly unusual character, HARP assumes that all
  characters come with certain basic skills i.e. walking,
  talking, hopping on one foot, ordering a meal in a
  spaceport bar, buying clothes in a shop—in other words
  the basics a character would need to function in society.
  Characters use skills to perform maneuvers and actions.
  Characters use their Development Points to purchase
  ranks in the various skills. Each rank grants a bonus that
  applies when using the skill. These bonuses, combined
  with the bonuses for the two stats that are important for
  using the skill plus any other modifiers from talents, items,
  or other sources all add up to give the character his total
  skill bonus for a given skill.
  To use a skill, the player rolls open-ended percentile
  dice and adds his total bonus and any situational modifi-
  ers to get a total skill roll. This total is then compared
  against the column of the Maneuver Table for the resolu-
  tion method being used to see if the attempted action was
  successful or not. See Chapter 9 for more information on
  the Maneuver Table and skill resolution methods.
  Maneuvers in HARP SF are always assigned a difficulty
  level; these levels determine the negative modifier that is
  applied to the skill roll.
  Mundane–No roll is necessary.
  Routine–(+60) Anyone could complete a maneuver of
  this type, given time and a bit of luck.
  Easy–(+40) A trainee can complete the maneuver with
  little difficulty.
  Light– (+20) Given enough time, a trainee could
  complete the maneuver.
  Medium–(+0) The average difficulty inherent in any
  situation.
  Hard–(-20) This difficulty level requires a character
  with expertise to accomplish this maneuver.
  Very Hard–(40) Even an expert needs time to success-
  fully complete these types of maneuvers.
  Extremely Hard–(-60) Only an expert of unparalleled
  skill, or someone with incredible luck would be able to
  accomplish maneuvers of this difficulty.
  Sheer Folly–(-80) Maneuvers at this level teeter on the
  very edge of natural human capability.
  Absurd–(-100) These maneuvers are a step above the
  normal possibilities of most humans.
  Chapter Six
  Skills
  
  63
  SYSOP’S CHOICE: DRUNKARD’S RULE
  In order to cut down on the amount of possible math
  to be used during the game, a SysOp may decide to always
  round various numbers (skill bonuses, rolls, results, etc.)
  to the nearest 5 before adding or subtracting them.
  Purchasing Skills
  Each time a character goes up a level, he gains a
  number of Development Points based upon his stats. One
  of the uses for these Development Points is the purchasing
  of skill ranks. Skills in a profession’s favored categories
  cost 2 points to buy an increase and skills in non-favored
  categories cost 4 points to buy an increase.
  If a character has two or more professions, then his
  costs for purchasing skill ranks are based on the profession
  that he is actually advancing that level.
  In addition to purchasing skills individually, characters
  may also purchase Training Packages, a collection of
  related skills purchased at a discount.  See Chapter 7 for
  more details on Training Packages.
  Skill Rank Limitations
  Characters are limited in how many ranks they may
  have in a skill at any given level. This limit is based upon
  the level of the character and can be determined by using
  the following formula:
  Maximum Skill Ranks = (3 x Level) + 3
  When purchasing skill ranks, the character may
  purchase as many ranks as desired as long as the maxi-
  mum number allowed per level is not exceeded.
  The following table shows how many ranks are allowed
  in a given skill according to the character’s overall level.
  SKILL RANK PROGRESSION
  A “skill rank” represents an incremental increase in a
  skill and a bonus for using a particular skill.
  This bonus per rank decreases as the number of ranks
  in the skill increases. The standard skill rank bonus
  progression is:
  -25•5•2•1
  -25 for Zero Ranks – This modification represents the
  subtraction a character receives for trying to use a skill
  in which he or she has no skill ranks. Stat bonuses and
  any other bonuses apply normally when attempting
  such skills. A character cannot attempt to use a Psionic
  Discipline in which he or she has no ranks. While
  characters can attempt to use most skills they have no
  ranks in, psionic powers are the exception to this rule.
  +5 for 1-10 Ranks – For each of the first ten ranks
  that a character has, he receives a +5 per rank to his
  skill bonus.
  +2 for 11-20 Ranks – For each of the ranks between 11
  and 20, the character receives a +2 per rank to his
  skill bonus.
  +1 for 21+ Ranks – For each of the ranks numbering 21
  or above, the character receives a +1 per rank to his
  skill bonus.
  Chapter Six
  Skills
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  64
  Learning Just a Sub-Skill
  There are times when a character may want to learn just
  a sub-skill and not the parent skill associated with it (for
  example, a space pilot might only be interested in the
  Astrogation sub-skill, but not the Navigation parent skill.)
  In such cases, the SysOp may allow the sub-skill and the
  parent skill to be swapped, so that the sub-skill is now the
  parent skill, and what was the parent skill may now be
  used with the modifier that the previous sub-skill used to
  have. See Skill Descriptions.
  Mandatory Subskills
  Some skills encompass distinct sets of expertise within
  a common framework. For instance, driving a wheeled
  vehicle is both similar and different to driving a tracked
  vehicle or a hovercraft. Rather than having multiple skills
  with overlapping knowledge, these skills are presented as
  singular skills with multiple subskills. When a character
  learns one of these skills, the character chooses one of the
  subskills to be the primary subskill, e.g. Karl learns
  Driving and chooses Wheeled as his primary subskill. The
  primary subskill may be used without any subskill
  penalties; all other subskills must be used with the listed
  modifier. Karl has a Driving skill of 24 – he may drive any
  wheeled vehicle with his full skill bonus of 24. If he is
  required to drive a tracked vehicle such as a twenty-first
  century tank, the –20 subskill modifier associated with
  tracked vehicles is applied to his Driving skill, giving him
  an effective skill bonus of 4 (24 –20). The Multiple
  Subskill Proficiency Talent may be used to
  reduce or eliminate subskill penalties.
  This rule applies to the Air Pilot, Animal
  Handling, Beastmastery, Driving, Foraging/
  Survival, Machine Operation, Marine Pilot,
  Riding, Signaling, and Space Pilot skills.
  Note that in HARP Fantasy, Animal
  Handling, Beastmastery, Foraging/Survival,
  Riding, and Signaling must be learned
  multiple times for each distinct specialization.
  SysOps should choose whether to apply the
  rules in this book or those in HARP Fantasy
  when running science-fantasy and other
  crossover campaigns.
  TOTALING SKILL BONUSES
  Your character’s Total Skill Bonus is the sum of:
  •
  Skill Rank Bonus – This is the total bonus from the
  number of ranks the character has in a skill.
  •
  Stat Bonus – You add the stat bonus from both
  stats listed to the Total Skill Bonus. Some skills use only a
  single stat, so add it twice.
  •
  MQ (Magical/Quality) – This is anything from a
  high quality item, or (in settings blending magic and
  science) a magical item that gives a bonus to this skill.
  You may add bonuses from both quality items and
  magical items.
  •
  Special – This is any bonus received that does not
  fall within one of the other bonus categories.
  Example: Emilia has 4 ranks in First Aid, giving her a
  bonus of +20. She also has a stat bonus of +7 in her
  Insight stat, and a +8 in Reasoning and a high quality
  (+10 non-magical) medical kit. This gives Emilia a
  total bonus of 45 (20 + 7 + 8 + 10).
  THE MASTER SKILL LIST
  The table to the right gives a master list of all the skills
  available, sorted by category. Each skill also lists the stat
  bonuses that apply to the skill and the most commonly
  used skill resolution method.
  In the column for stats, some entries list one stat and an
  asterisk. In such cases, the second stat to use will be listed
  in the description of the sub-skills for that particular skill.
  Chapter Six
  Skills
  
  65
  Chapter Six
  Skills
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  † = A skill that may be learned multiple times for a different specialization each time it is learned.
  
  66
  PLAYER’S TIP: MUST-HAVE SKILLS
  Although there are many fun skills to choose from,
  there are several that you will really want to get as they
  affect important aspects of your character.  They are as
  follows:
  Endurance – This determines your concussion hits.
  Perception – This determines what you notice and find.
  The better you are at this skill, the better your chances
  of avoiding danger and trouble, as well as finding those
  hidden things.
  Resistance – You want to be able to resist stun results (a
  frequent injury received in combat), diseases, poisons,
  psionic powers, electromagnetic hazards (if you are a
  cyborg, robot or AI) and (in some settings) spells. You
  will want to take at least a bare minimum of one rank
  in all the versions of this skill that are applicable to your
  character.
  Weapon Skills – You want to be able to defend yourself.
  You should learn one ranged weapon group (such as
  lasers, firearms, etc.) and one hand-to-hand weapon
  group.
  Some other useful skills that you may want to gain
  ranks in, depending upon your profession and the
  campaign are:
  Armor, Climbing, Computer Operation (to err is
  human, to really foul up you need a computer), Driving,
  Engineering (Magneto-gravitic) (to fine-tune shields),
  First Aid (to deal with injuries when there isn’t a doctor
  within a light-year!), Jumping, Machine Operation
  (scanners), Mundane Lore Cosmography (knowing who
  claims which star system can prevent embarrassment),
  Mundane Lore Xeno Lore (you don’t need to be a scientist
  to be able to identify alien species), Signaling (for elec-
  tronic warfare and shipboard sensors), Stalking & Hiding,
  Swimming, and Zero-G Maneuvering (because you don’t
  want to feel ill in a spacesuit).
  OTHER SKILLS
  The skills presented in this book are intended for use in
  modern-day and futuristic settings. However, this book
  does not cover skills that would be appropriate to settings
  that include magic. SysOps who want to run modern
  occult horror or science-fantasy should consult High
  Adventure Role Playing for the core rules on magic and
  spells, as well as the details of the magical skills of the
  Mystical Arts category.
  More cinematic martial arts can also be found in High
  Adventure Role Playing – the four Chi skills are replaced
  in this work by similar Psi Disciplines.
  In the General category, the fantasy skill of Healing
  (which covers all degrees of medicine) is replaced by First
  Aid, representing emergency medical treatment, which
  non-professionals can perform with training and equip-
  ment, and the Medical Practice (Scientific category) skill,
  which represents highly specialized medical training. The
  fantasy skill of Herbcraft, which enables its possessors to
  locate, identify, and harvest herbs, is most useful in
  settings where magical herbs exist. Knowledge of mun-
  dane plant properties can be variously found in the
  Scientific skills of Biology and Medical Science; harvesting
  can be accomplished using Horticulture or Foraging.
  Hence Herbcraft is excluded from this book.
  The Combat Style & Maneuver: Aerial Combat has
  been folded into Flying/Gliding in this work.
  SKILL DESCRIPTIONS
  This section gives you detailed descriptions of each of
  the skills. Each skill contains a basic description. Some
  skills also contain sub-skill descriptions. Sub-skills are
  often more difficult versions or specializations of the
  parent skill. Each sub-skill is listed under its parent skill
  and comes with a base modifier to the total skill bonus
  when a character attempts to use that sub-skill. Each skill
  description is followed by its category, stat modifiers and
  resolution method in bold face.
  Acrobatics/Tumbling
  When a character needs to show off, to swing from the
  chandeliers or dive off a roof before the guards catch him,
  he needs Acrobatics. This is a character’s bonus for
  horizontal dives, rolling, vaulting maneuvers, swinging on
  stationary objects, or for in-air maneuvers (i.e. flying or
  levitation). It is also used to decrease the damage from a
  fall. A character could fall safely up to 1m per 3 skill ranks
  (round down) with no roll required. By making a Very
  Hard maneuver, the character may safely fall a distance
  equal to 1m per skill rank, so long as the character is
  within 3m of a wall or other surface during the fall. In
  either case, the safe falling distance is removed from
  longer falls.
  Acrobatics represents a character’s training and talent at
  difficult movements. It comes in handy in many ways.
  A medium Acrobatics maneuver can also be used to
  dodge attacks by using the Bonus resolution method. The
  result is added to the character’s Defensive Bonus (DB) for
  that one round. The character may also move up to his
  Base Movement Rate with a bonus to his DB using this
  method. In other words, a character with a decent
  Acrobatics skill can dodge and dive and roll, and get out of
  the way of oncoming sharp objects, bullets, and energy
  blasts. In the case of bullets and bolts, the character’s
  movements are proactive dodging to present a rapidly
  moving target rather than reactive responses. When using
  the Bonus resolution, you only add positive results.
  Negative results can be ignored. The character doesn’t
  Chapter Six
  Skills
  
  67
  fumble; he just doesn’t manage to make his maneuver.
  Acrobatics can also allow a character to more easily
  disengage and withdrawal from melee. This skill allows
  your character to dodge attacks and move up to Base
  Movement Rate (BMR) at the same time as a Medium
  maneuver. Used in this manner, it will allow a character to
  move away from his foe, or even past his foe, in such a way
  that his opponent cannot attack him. By increasing the
  difficulty of this maneuver one step for each increase in
  the Pace, the character can increase the distance moved
  while dodging his foe. Thus, a Hard maneuver would
  allow the character to move 2 x his BMR, and a Very Hard
  maneuver would allow him to move 3 x his BMR, etc.
  (Athletic – Ag/SD – All-or-nothing)
  Acting
  When a character needs to pretend to be someone else,
  he requires Acting. This is a character’s bonus for simulat-
  ing the actions or reactions of others. This is normally
  used in dramatic or theatrical performances, devising new
  identities, impersonating known individuals (this will not
  make you look or sound like an individual, only move and
  react like him), etc. Those with a high score in this skill are
  master actors (or master spies). Failure when using this
  skill results in the character’s performance not being
  believed. Failure can also mean being booed off the stage,
  harsh reviews from entertainment critics, and impaired
  future career prospects.
  (Artistic – Pr/In – All-or-nothing)
  Air Pilot
  This skill is used in the piloting of atmospheric craft,
  such as helicopters and airplanes, or multimodal vehicles
  in flight. It must also be used when piloting other vessels
  such as shuttles and spacecraft in atmosphere. When first
  developed, a character must choose one of the following
  vehicle classes as the primary subskill:
  Airplane (-40):  conventional planes
  Gravitic (-40):  gravplanes, aircars (in gravplane mode),
  spacecraft in atmosphere
  Helicopter (-40): conventional helicopters
  (Vehicular – Ag/In – All-or-nothing)
  Ambush
  Ambush is the measure of a character’s prowess at
  sneaking up on, killing and escaping from a foe, stealthily.
  To use this skill, the character must approach his foe
  undetected, and be able to strike before the foe can react.
  If the character makes a successful Maneuver Roll for
  Ambush, he attacks his foe and gains surprise and any
  additional positional modifiers.  If the attack is successful,
  the character gets to add a number equal to his number of
  ranks in this skill to the Adjusted Attack Roll when
  determining how much damage was done. See Chapter 10,
  Combat for more details on making an attack. This is an
  all or nothing adjustment, meaning that the character
  must use the entire Ambush modifier (i.e. a number equal
  to his skill ranks in Ambush) or none of it. If the roll fails,
  the enemy becomes aware of the character; he’s waiting for
  trouble now and cannot be ambushed again. Successful
  use of this skill also negates all damage caps for the attack
  that it is used with.
  (Subterfuge – SD/Ag – All-or-nothing)
  Animal Handling
  This skill provides a bonus for the care and feeding of
  animals, including bedding, hobbling, etc.  When first
  developed, the character must choose which type of
  animal (e.g. horses, hunting birds, dogs, alien riding
  beasts, etc.) will be considered as the primary subskill for
  this subskill. Other animal types should be considered as
  distinct subskills with a –20 modifier. This skill is nor-
  mally used on one animal at a time.
  Note: All uses of this skill suffer a –20 penalty if
  employed on alien animals (from the perspective of the
  character.)
  Animal Healing (-20):  This is a character’s bonus
  for administering medical aid to injured animals. It
  allows a character to stabilize or treat light wounds and
  mild illnesses with a medium maneuver. More serious
  injuries or illnesses would require more difficult
  Maneuver Rolls.
  Animal Training (-30):  This is a character’s bonus
  for training an animal to perform certain actions on
  command. The process of training an animal normally
  ends up taming it.
  (Outdoor – Pr/In – All-or-nothing)
  Appraisal
  You raid a supposedly secure bank, liberate the contents
  of the safety deposit boxes, and make your getaway. But
  was it worth the risk? Appraisal is a character’s bonus for
  estimating the value of objects or goods. The character
  may take this as a general skill, or he may specialize in
  specific types of items or objects, such as alien artifacts,
  antiques, equipment such as weapons or computers,
  gemstones, metals, animals, etc.
  If the character specializes, then a successful Maneuver
  Roll will allow him to determine the value of the item to
  within 5% to 10% of its actual value. If taken as a general-
  ized skill, then a successful maneuver will allow the
  character to determine the value to within 15% to 25% of
  its actual value.
  Different items will have different values within
  different cultures. This, along with the general fluctuations
  associated with the buying and selling of items, is what
  causes this skill to produce such nebulous results. Failure
  when using this skill most often results in the character
  being unable to determine a value or determining an
  incorrect value.
  (General – Re/In – Percentage)
  Chapter Six
  Skills
  
  68
  Archaeology
  Archaeology is the study of the past, through the
  discovery and analysis of the surviving traces of past
  cultures and civilizations. From painstaking surveys of
  ruined buildings, fragments of tools and possessions, and
  the discarded detritus of everyday life, scholarly Archae-
  ologists can piece together the reality of past ages. Others
  seek fame and fortune by locating precious valuables
  forgotten by time or uncovering mysterious alien artifacts
  in the hopes of unlocking new technologies.
  (Scientific – Re/In – All-or-nothing)
  Armor
  Armor is heavy, and fighting with it on, no matter how light,
  is tricky. So you need to practice. Hence this skill. This skill is
  used to offset the penalties accrued from the wearing of armor
  and bulky protective clothing (such as spacesuits, “hazmat”
  gear, and environment suits). Each piece or suit of armor
  supplies a maneuver penalty to all Agility and Quickness-based
  skills and abilities. This skill will allow the character to negate
  some or all of those penalties. However, it cannot reduce a
  penalty below its minimum. This skill automatically reduces
  the penalties – no Maneuver Roll is required.
  (Physical – St/Ag – Special)
  Astronomy
  Astronomy is the scientific study of space, stars and
  galaxies. Astronomers are trained in the location and
  observation of stellar and planetary bodies using tele-
  scopes (employing visible light, radio waves, etc.) and
  other instrumentation. Given sufficient data, astronomers
  can infer the presence of celestial bodies and calculate
  their orbits, determining current and future positions.
  (Scientific – Re/In – All-or-nothing)
  Audiovisual Recording
  A picture can be worth a thousand words. Experts in
  Audiovisual Recording can capture the poignancy of a
  moment in a still photograph, video events as they
  happen, or create cinematographic masterpieces. This skill
  encompasses all aspects of visual and sound recording,
  and where appropriate, other sensory stimuli (such as
  smell, taste, or touch) as well.
  (Artistic – In/Re – All-or-nothing)
  Beastmastery
  Beastmastery is the lost art of animal communication; the
  knack of understanding creatures so well that you know their
  moods and their personalities. This is the skill used when
  breaking in a wild animal or husbanding the herds. When this
  skill is mastered, an animal will obey all simple and reasonable
  commands of the character, so long as the command does not
  put the animal in danger. The Special Modifiers table contains
  a number of cumulative modifiers for this skill based upon the
  animal that the character is attempting to master.
  When first developed, the character must choose which
  type or group of animal (e.g. birds, canines, equines,
  simians, Thalassan waveriders, the forest decapods of
  Xanadu, etc.) are to be considered the primary subskill for
  thei skill. All other types are considered distinct subskills
  with a –20 modifier. The animals controlled by the use of
  this skill do not have to be tame or trained. An animal will
  remain tame for a number of minutes equal to the
  character’s ranks in this skill. At the end of that time, the
  character must start again, and make another roll. This
  secondary roll gains a +20 bonus for this particular animal.
  Failure on the initial roll often means that the particular
  animal cannot be mastered or that it turns overtly hostile to
  the character depending upon the amount of the failure.
  Special Modifiers
  -20
   Animal belongs to a different biosphere than
  character
  -30
  Carnivore
   +0
  Omnivore
  +30
  Herbivore
  -20
  Wild/untamed
  +30
  Befriended since birth
  -20
  Low intelligence (small birds, small reptiles,
  snakes, etc.)
  +0
  Moderate intelligence, e.g, horses, rodents, many
  mammals
  +50
  High intelligence (e.g. apes, gorillas, monkeys,
  dolphins, etc.)
  -10
  Solitary or stubborn animals (e.g. domestic cats)
  +10
  Pack animals (e.g. dogs, wolves, etc.)
  (Outdoor – In/Pr – All-or-nothing)
  Biology
  Biology is the scientific study of living organisms. It
  includes anatomy (the physical structure of plants and
  animals), biochemistry (the basic chemistry of living
  creatures), botany (the study of individual plants and
  flora), ecology (the study of how living organisms interact
  with each other and their environment), genetics (the
  study of how life evolves) and zoology (the branch of
  biology focusing on animals and fauna).
  (Scientific – Re/In – All-or-nothing)
  Brawling
  Brawling is no-holds-barred hand-to-hand fighting and
  untrained street fighting. Brawling can use improvised
  weapons such as chair legs and broken bottles. The use of
  mainstream weapons such as firearms are forbidden in a
  brawl (to pull a gun in a brawl is a major breach of street
  etiquette), though small knives and blackjacks are usually
  permitted. Standard brawling moves include: kicking,
  biting, punching, eye-poking, throwing people and
  objects, and other sundry bad habits your parents worked
  so hard to break you out of. Brawling attacks normally use
  a Tiny or Small attack size, with the critical type being
  determined by the actual attack used (see the critical tables
  in Chapter 11). Untrained Boxing will do Tiny Martial
  Chapter Six
  Skills
  
  69
  Arts Strikes Criticals; untrained Wrestling will do Tiny
  Grapple Criticals. Failure indicates a miss while a fumble
  is rolled on the appropriate Fumble Table. Brawling
  attacks have a Fumble Range of 01-02. This skill is ill
  suited to the battlefield – but it has certain uses.
  (Combat – St/Ag – Combat)
  Camouflage
  This is a character’s skill for concealing an item or another
  person using the properties of the surrounding environment,
  such as hiding them in ditches or hollows in the ground,
  covering them with fallen foliage, daubing them with suitably
  colored paints in natural patterns, and so forth.
  (Subterfuge – In/Ag – All-or-nothing)
  Chemistry
  Chemistry is the science concerned with the properties
  of substances and their combinations and reactions. It can
  be divided into inorganic chemistry dealing with nonliving
  substances, organic chemistry dealing with substances
  derived from or potentially forming constituents of life, and
  metallurgy focusing on metals and alloys. This skill can also
  be used in the identification and analysis of these sub-
  stances, and where appropriate, in the refinement, creation
  and production of materials and synthetic substitutes.
  (Scientific – Re/In – All-or-nothing)
  Climbing
  The climbing skill is used for anything from climbing
  ladders to scaling the sheer face of a cliff. The normal rate of
  movement for climbing up a wall with adequate handholds
  is one half (rounded up) of the character’s Base Movement
  Rate per round. Characters using this skill should make one
  Maneuver Roll for every 15m climbed where adequate
  handholds are present. Less ideal (in other words, slippery
  or even just awkward) surfaces will increase both the
  difficulty and the frequency of the required rolls. For each
  difficulty level above medium, subtract 3m from the
  distance where a Maneuver Roll is required (to a minimum
  of 3m). The following list provides some sample difficulty
  ratings for climbing different surfaces.
  Routine:
  Climbing stairs in combat
  Easy:
  Climbing a ladder or knotted rope
  Light:
  Climbing a rope
  Medium:
  Climbing a tree with low hanging
  branches
  Hard:
  Climbing a stone wall (with frequent
  hand-holds)
  Very Hard:
  Climbing a rough wall (like a cliff face)
  or tree trunk
  Ext. Hard:
  Climbing a smooth wall (designed with
  few hand-holds)
  Sheer Folly:
  Climbing a surface with greater than a 90
  degree angle
  Absurd:
  Climbing upside down on a stone surface
  (Athletic – Ag/St – All-or-nothing)
  Combat Styles & Maneuvers
  Sometimes combat is simply a matter of getting under
  cover and blazing away at an enemy with your favorite
  weapon. Sometimes life is more complicated – perhaps
  you want to drive a car at high speeds while the local
  hoodlums are laying down a hail of bullets, shoot a
  weapon out of a foe’s hands, or blaze away with a sidearm
  in each hand. Such things must be learned as skills.
  The skill represents a character’s bonus for attacking
  using a special style of combat or maneuver, such as Two
  Gun Combo or Disarm Foe. Each style/maneuver provides
  its own special options or bonuses to combat and must be
  learned separately. A character may decide to use a specific
  style only at the beginning of his turn during the round,
  and that style may not be changed until the beginning of
  the character’s turn in the next round, or in any subse-
  quent round. (In other words, having decided that this
  round you are wearing the “white hat” and want to disarm
  the enemy trooper, you cannot change your mind half way
  through and blast him down with both laser pistols, just
  because you’ve now realized that the trooper’s weapon is a
  cybernetic extension of his arm.)
  When using a style or maneuver, the character must use
  the lesser of either his style’s skill bonus, or his weapon
  bonus as his Offensive Bonus (OB) for all attacks using the
  style, unless otherwise stated. Any other uses of the style
  will use only the style’s total bonus.
  Chapter Six
  Skills
  
  70
  Blindfighting - When a character cannot see, he
  receives a -100 to all actions. By using Blindfighting,
  this modifier is reduced by his bonus with this style
  automatically without a Maneuver Roll. (i.e. a total skill
  bonus of 80 means that the -100 modifier is reduced to
  -20 (-100 +80)). This skill can only reduce the -100
  penalty for being blind to zero. The SysOp may
  determine that conditions are not optimum for use of
  this skill and require that a difficulty modifier be
  applied against the skill. (E.g. a lot of confusing noises
  in the area may make Blindfighting a Very Hard task, so
  the SysOp assigns the Very Hard modifier (-40) to the
  use of this skill. This means that this skill bonus has the
  -40 applied to it prior to the skill bonus being applied
  to the -100 for being blind.)
  (Combat—In/Re – Special)
  Combat Driving/Piloting – This is the ability to
  keep one’s head while driving or piloting a vehicle in
  the heat of combat. It must be learned separately for
  land, marine, air and space vehicles. Attempting to
  drive or pilot a vehicle in combat normally incurs a
  penalty of -50. By using Combat Driving/Piloting
  training, this modifier is reduced by the character’s
  bonus with this style automatically without a Maneuver
  Roll; (i.e. a total skill bonus of 50 means that the -50
  modifier is reduced to -0).
  It is possible to increase your Combat Driving/
  Piloting skill beyond what is necessary to reduce the
  penalty and receive a bonus for vehicle maneuvers in
  combat.  If the penalty has been reduced to zero, than
  one-half the skill bonus beyond that may be used as a
  bonus to offensive piloting, defensive piloting or flying
  while shooting.  For example, if a character’s Combat
  Driving/Piloting skill bonus is 76, they would receive a
  +13 bonus on their maneuver  ((76 – 50) / 2 = 13).
  (Combat – In/Ag – Special)
  Disarm Foe - In order to attempt to disarm a foe, the
  character must make a Maneuver Roll in place of his
  attack, using this skill bonus as a modifier to his roll,
  and reading the result on the RR column of the
  Maneuver Table. His target must then roll higher than
  that number using his OB. If the foe fails, he loses his
  weapon as it goes flying up to three meters in any
  direction desired by the character performing the
  disarm. (Note: this may be used in place of one of the
  attacks gained through Two Weapon Combo). If this
  maneuver fails, treat it as a miss or fumble for a normal
  attack as appropriate. This maneuver must be learned
  separately for each weapon group. This version of the
  skill is only used with melee weapons, not thrown,
  missile or ranged weapons.
  Example: Marc is trying to disarm a knife-wielding
  gangster using his trusty vibroknife. His skill bonus
  with disarm foe is 50, and his player rolls a 71, for a
  total of 121 on the Maneuver Table. This means that
  the gangster must make a roll adding in her OB, and
  that the total must be equal to or higher than 105 or
  else she has been disarmed.
  (Combat—St/Ag – RR)
  Mounted Combat - The ability to attack from
  horseback (or other mounts) must be learned sepa-
  rately for each different type of mount and weapon
  category. Attempting to attack while on a mount
  normally incurs a penalty of  -80. By using Mounted
  Combat training, this modifier is reduced by the
  character’s bonus with this style automatically without
  a Maneuver Roll; (i.e. a total skill bonus of 80 means
  that the -80 modifier is reduced to -0). Flying mounts
  incur double this base penalty.
  It is possible to increase your Mounted Combat skill
  beyond what is necessary to reduce the penalty and
  receive a bonus for attacking from a mount.  If the
  penalty has been reduced to zero, than one-half the skill
  bonus (rounded down) beyond that may be used as an
  OB bonus.  For example, if a character’s Mounted
  Combat skill bonus is 94, they would receive a +7 OB
  bonus on their attack  ((94 – 80) / 2 = 7).
  (Combat - St/Ag – Special)
  Ranged Disarm – Using this skill, a character can
  attempt to shoot a weapon out of a foe’s hand. The
  character must make a Maneuver Roll in place of her
  attack, using this skill bonus as a modifier to her roll,
  applying a –40 modifier (because of the intrinsic
  difficulty of the maneuver) and reading the result on the
  RR column of the Maneuver Table. Her target must then
  roll higher than that number using his OB. If the foe fails,
  he loses his weapon as it goes flying up to three meters in
  any direction desired by the character performing the
  disarm. (Note: this maneuver may not be used in place of
  one of the attacks gained through Two Gun Combo).
  The SysOp may require a malfunction roll for the
  weapon. If this maneuver fails, treat it as a miss or
  fumble for a normal attack as appropriate. This maneu-
  ver must be learned separately for each weapon category.
  This version of the skill is only used with modern ranged
  weapons (1-handed and 2-handed projectile and
  energy), not melee, thrown, or archaic missile weapons.
  Example: Marc is now trying to disarm a shotgun-
  toting colonial using his pistol. His skill bonus with
  ranged disarm is 60, the penalty is –40 and his player
  rolls a 63, for a total of 83 on the Maneuver Table.
  This means that the colonist must make a roll adding
  in his OB, and that the total must be equal to or
  higher than 100 or the colonist can whistle as his
  shotgun goes flying.
  (Combat—Qu/Ag – RR)
  Chapter Six
  Skills
  
  71
  Two Gun Combo - This style allows a character to
  use two different weapons in conjunction with each
  other for ranged attacks. The weapons must be one-
  handed projectile or energy weapons (see Chapter 10
  for definitions), not thrown or archaic missile weapons.
  The character’s OB for both attacks is equal to the skill
  bonus in the Two Gun combo skill, plus stat bonuses,
  special bonuses and weapon bonuses. The character can
  make two separate attacks, one with each weapon, each
  round. If the character decides to use Dodging Fire (See
  Chapter 10 for details on Dodging Fire), his OB for
  both attacks is reduced by the amount that he wishes to
  transfer to DB (on the 2-for-1 ratio), as this represents
  the defensive maneuvering he is performing. The
  weapon in the character’s off-hand receives a –20
  modifier. This style must be learned separately for every
  weapon combination. The character also receives +5 for
  determining his initiative when using this style. The
  character may not however use the Well-aimed Shot
  Combat Action in combination with this combat style,
  but may use both Aimed and Spread Burst Combat
  Actions. The character must have a number of skill
  ranks in each weapon equal to or greater than the
  number of ranks in Two Gun Combo.  Each weapon
  must also be the primary weapon for its group (see
  Weapon Skills, this chapter).
  Example:  Sergeant Latham has the Two Gun Combo
  (TGC) style with a bonus of 75. Her base OB for using
  TGC would be 75 with her main weapon (a laser
  pistol) and 55 with the weapon in her off hand (a
  flame pistol). If she decided to use Dodging Fire, and
  add 20 to her DB (costing 40 points of OB), then her
  OBs would be 35 with her laser pistol and 15 with the
  flame pistol in her off hand.
  (Combat - St/Ag –Special)
  Two Weapon Combo - This style allows a character
  to use two different weapons in conjunction with each
  other for melee attacks. The character’s OB for both
  attacks is equal to the skill bonus in the Two Weapon
  combo skill, plus stat bonuses, special bonuses and
  weapon bonuses. The character can make two separate
  attacks, one with each weapon, each round. If the
  character decides to Parry (See Chapter 10 for details
  on Parrying), his OB for both attacks is reduced by the
  amount that he wishes to parry with, as this represents
  the defensive stance he has taken. The weapon in the
  character’s off-hand receives a –20 modifier. This style
  must be learned separately for every weapon combina-
  tion. The character also receives +5 for determining his
  initiative when using this style. The character must have
  a number of skill ranks in each weapon equal to or
  greater than the number of ranks in Two Weapon
  Combo.  Each weapon must also be the primary
  weapon for its group (see Weapon Skills, this chapter).
  Example: Jorg has the Two Weapon Combo (TWC)
  style with a bonus of 70. His base OB for using TWC
  would be 70 with his main melee weapon and 50 with
  the melee weapon in his off hand. If he decided to
  parry, and add 30 to his DB, then his OBs would be 40
  main weapon and 20 with the weapon in his off hand.
  (Combat - St/Ag –Special)
  Computer Hacking
  This is the ability to covertly observe computer com-
  munications and to infiltrate computer systems undetec-
  ted. Successful uses of this skill can allow its practitioners
  to monitor, insert, delete, or modify information in
  computer systems.
  (Subterfuge – Re/In – All-or-nothing)
  Computer Operation
  This skill covers all aspects of using a computer from
  switching it on to running software applications to switch-
  ing the computer off. This skill encompasses the ability to
  organize and store information by computer, and more
  importantly, how to retrieve specific information.
  (General – Re/In – Bonus)
  Computer Programming
  This skill is used in the analysis, design, implementation
  and maintenance of software, whether it is a humble word
  processor, a complex mathematical simulation of
  hyperdrive engines, or the latest artificial intelligence
  construct.
  (Technical – Re/In – All-or-nothing)
  Contortions
  When your character is tied up or has to squeeze
  through prison bars, Contortions can be very helpful.
  Characters with the Contortions skill can manipulate their
  bodies to move through small openings or to aid in
  escaping bonds of various types.
  (Athletic – Ag/SD – All-or-nothing)
  Chapter Six
  Skills
  
  72
  Crafts
  This skill represents a character’s ability to work a craft.
  This skill must be learned separately for each craft. Each
  Craft skill contains all the knowledge and manual skill
  required for the character to perform that craft. The
  following list contains a sampling of possible crafts, and
  should by no means be considered complete. Crafts are
  normally low technology skills, most commonly associ-
  ated with colony worlds and primitive cultures, but
  occasionally with professionals providing handcrafted
  and/or replica items.
  Armorer:  Making of archaic iron or steel armor.
  Blacksmith:  Making of small iron wares; such as
  horseshoes, nails, etc.
  Bowyer:  Making bows and crossbows.
  Fisherman:  Capture of fish by means of hook and line,
  spear or net.
  Fletcher:  The making of arrows and bolts.
  Goldsmith:  Working of gold into ornamental and
  functional items.
  Jeweler:  Cutting and setting of stones and gems.
  Stonecutter:  Cutting and shaping large stones from a quarry.
  Weapon Smith:  Making of archaic iron or steel weapons.
  (General – Re/Ag – All-or-nothing)
  Cyber Control
  This skill represents training in the effective use of
  cybernetic implants. A separate skill must be learned for
  each class of cybernetic implants (i.e. cybersenses,
  cyberarms, cyberlegs, etc.). The character must develop a
  specific number of skill ranks in order to use an implant
  with extra skill ranks needed for additional functionality.
  (Concentration – SD/Re – Special)
  Dancing
  This skill provides a bonus when trying to perform a previously
  witnessed dance or while trying to create a new dance.
  (Artistic – Ag/Pr – All-or-nothing)
  Demolitions
  This skill is used when trying to set explosives.
  The default difficulty degree for setting explosives is
  Medium. However, characters may wish to devise bombs
  and explosives that are much harder to defuse safely. The
  player must decide upon the difficulty degree for the
  disarming process and his character must succeed at an
  All-or-Nothing Demolitions maneuver at that difficulty
  degree in order to set the explosive or bomb. If the
  maneuver is unsuccessful, the explosive will only partially
  detonate, fail to detonate, or explode later than expected
  or in response to different stimuli (SysOp’s choice). If the
  maneuver is fumbled, the explosive blows up in the
  character’s face.
  Example: Hamilton needs to rig up a dead man’s switch
  on a captured pirate vessel. He decides that he’ll obfuscate
  the detonation system for his explosives in order to
  prevent anyone else disabling his insurance policy. His
  player decides that a Very Hard difficulty degree should
  suffice and Hamilton fortunately makes a Very Hard
  Demolitions maneuver. If any of the pirates want to
  disarm the bombs, they’ll now need to succeed at a Very
  Hard Disarm Demolitions maneuver.
  Disarm Demolitions (-20): This subskill covers the
  even trickier business of disarming explosives. The
  difficulty degree for disarming explosives is determined
  by the complexity of the bomb as described above. It
  will usually be at least Medium. Note that the disarm
  maneuver also incurs the –20 subskill penalty. Fum-
  bling a Disarm Demolitions maneuver when attempt-
  ing to disarm a bomb will usually detonate it. Failing a
  Demolitions maneuver may cause a partial or complete
  explosion (SysOp’s choice).
  Try not to fumble when using this skill – the conse-
  quences will be unpleasant for your character.
  (Combat – Ag/SD – All-or-nothing)
  Chapter Six
  Skills
  
  73
  Dirty Fighting
  Experienced fighters and brawlers know all sorts of
  dirty tricks to catch their opponent off-guard. Sometimes
  the one who knows the most tricks wins. This skill is used
  in conjunction with Brawling and melee combat of all
  sorts. It can be performed during a combat with the foe
  being aware of you. However, once this skill has been used
  against a foe, it may be impossible to catch him off-guard
  again during that particular fight.
  If the character makes a successful maneuver roll for
  Dirty Fighting, he attacks his foe normally and on a
  successful hit, the character gets to add a number equal to
  his number of ranks in this skill to the Adjusted Attack Roll
  when determining how much damage was done. This is an
  all or nothing adjustment, meaning that the character must
  use the entire Dirty Fighting modifier (i.e. a number equal
  to his skill ranks in Dirty Fighting) or none of it. Attacks
  made using the Dirty Fighting style ignore the damage caps.
  (Subterfuge – Ag/In – All-or-nothing)
  Disguise
  Deception is sometimes necessary during an adventurer’s
  career. When your photograph is on “Most Wanted” posters
  across a city, it’s time to change how you look with a good
  disguise. Disguise lets your character alter his or her
  appearance, but not his or her actual physical size or weight,
  by the application of cosmetics and/or other props. More
  permanent and substantial alterations require surgery. The
  disguised person cannot imitate the mannerisms of a
  specific person, nor sound like him.
  (Subterfuge – Pr/SD – All-or-nothing)
  Driving
  This skill is used in the driving of ground vehicles, such
  as motorcycles, cars, tanks, armored fighting vehicles,
  personnel carriers, etc., or multimodal vehicles on land.
  When first developed, one of the classes below must be
  chosen as the primary subskill.
  Conventional (-20):  groundcar, motorbike, truck,
  van, aircar (in wheeled mode)
  Gravitic (-20): gravcarrier, gravtank, gravitic bike,
  gravitic car, gravitic chair, gravitic truck, gravitic van,
  aircar (in gravcar mode), gravwalker (in grav mode),
  seacar (in gravcar mode)
  Ground Effect (-20): GEM car, GEM van
  Tracked (-20): tank, armored personnel carriers
  Walker (-40): gravwalker (in walker mode)
  (Vehicular – Ag/In – All-or-nothing)
  Duping
  Some prefer to call this skill the gentle art of persua-
  sion, or verbal sleight of hand. Then again, the more
  truthful members of society call it lying. There are times
  when your character will need to convince a Non-Player-
  Character to do something that he or she might not
  ordinarily do, and the use of force is out of the question.
  By speaking quickly, convincingly, and confusingly,
  adventurers have been known to dupe hapless victims into
  doing them “favors”. Likewise ambassadors and merchants
  can use Duping for diplomatic negotiations (Culture Lore,
  Psychology, Xenology or Xeno Lore may be used to boost
  the chances of a successful Duping).  The Duping skill
  may be used on a number of individuals equal to the
  character’s number of ranks in this skill divided by five
  and rounded down. The targets of this skill receive a Will-
  based Resistance Roll with a +20 modifier.
  (Influence – Pr/In – RR)
  Electronic Bypass
  Whereas the Locks & Traps skill provides its practitioners
  with the ability to pick mechanical locks and disarm
  mechanical traps, Electronic Bypass concentrates on the
  disabling of electrical devices such as alarms, motion, sound
  and thermal sensors, surveillance equipment, and security
  cameras as well as cracking safes. Electronic Bypass can also
  be used to jam electronic communications.
  Cracking a safe or bypassing an electrical or electronic
  device takes at least one round per difficulty level of the
  device. Thus a Routine safe would take 1 round to open
  while a Medium difficulty sensor would take 4 rounds to
  disable and an Absurd difficulty alarm would take 9
  rounds at minimum.
  Option: If the result of the maneuver to bypass the
  device was within 20 points of succeeding, the SysOp may
  determine that the character is having a little difficulty and
  requires a little more time for the character to open it. In
  such cases, the character makes a second roll and if
  successful, the use of the skill takes only one round longer
  than normal. Failure results in the character being unable
  to work the device, and he may not attempt that particular
  device again until he has increased this skill.
  (Subterfuge – In/Re – All-or-nothing)
  Endurance
  A character’s Endurance skill bonus is, simply put, his
  Concussion Hits, a measure of how much damage he can
  take before passing out. This skill’s total is comprised of
  the skill rank bonus, the stat bonuses listed for this skill,
  and the Racial Endurance Bonus listed on the Racial
  Characteristics Table.
  Example: Emilia, a human, with a Endurance bonus of
  +30 has 12 ranks in Endurance, a Self Discipline of 86
  which gives her a bonus of +8 and a Constitution of 92
  which gives her a bonus of +9. Emilia has a Concussion
  Hit total of 101 ((10 ranks * 5 = 50) + (2 ranks * 2 = 4) +
  (Co bonus 9 + SD bonus 8 = 17) + (30 Racial Endurance
  Bonus) = 101). This means that Emilia can take 101 hits of
  damage prior to falling unconscious.
  (Physical – Co/SD - Special)
  Chapter Six
  Skills
  
  74
  Engineering
  Technology is the bedrock of civilization in the worlds
  of the future. Engineering is the skill necessary to
  maintain existing technology and develop new inven-
  tions. Engineering is used in the design, construction,
  and repair of devices from humble calculators to faster-
  than-light starships. Characters can use Engineering to
  discern how an unknown device should be operated.
  Each branch of Engineering must be learned as a
  separate skill, and the SysOp is the final arbiter as to
  which engineering specialties are available in the setting.
  Some devices will require knowledge of multiple
  Engineering skills to design and build them. The Engi-
  neering skills (in the Tintamar setting) are as follows
  (SysOps may add others at their discretion):
  Civil/Habitat – This is used for the construction of
  public works such as bridges, buildings, canals, power
  plants, railways, roads, etc., as well as environmental
  control and life support systems (for buildings, space-
  ships, underwater cities, lunar bases).
  Computers/Cybernetics – This skill concentrates on
  the development of computer hardware and the
  creation of robots, androids, and cybernetic enhance-
  ments for implantation into living beings.
  Electrical/Commuications  – This encompasses
  communication devices, sensors, electrical devices and
  electronics of all varieties (except cybernetics).
  Magnetogravitic – Covers all aspects of technology
  relating to the application of magneto-gravitational
  theory, including the Lagrange Drive and the Shield.
  Mechanical – Covers the design and manufacture of
  devices with mechanical parts.
  Power  – Covers all aspects of power generation and
  distribution.
  Transport – Development of all forms of vehicles
  and associated propulsion systems (except magneto-
  gravitics).
  Weapons – Covers all forms of weaponry (personal
  or otherwise) and defensive measures (including
  armor)
  (Technical – Re/In – All-or-nothing)
  First Aid
  This is a character’s skill in performing emergency
  medical treatment and using appropriate rapid-acting
  medications. First Aid can be used to stop bleeding, relieve
  pain, set broken bones, and stabilize patients who have
  suffered fatal injuries.
  A character with First Aid, and the proper tools, such
  as bandages, may reduce the number of Hits per round
  that he himself or somebody else is bleeding per round
  with a Medium maneuver. Failure in using First Aid
  means that the character was unable to stop any of the
  bleeding, while a fumble could mean that the would-be
  paramedic has actually increased the damage to the
  patient.
  Bleeding Severity
  Maneuver Difficulty
  Light (1 – 3 Hits)
  Medium
  Moderate (4 – 6 Hits)
  Hard
  Severe (7 – 9 Hits)
  Very Hard
  Dire (10+ Hits)
  Extremely Hard
  Note that the success level of the roll determines how
  much bleeding has been reduced.
  Example: After a particularly fierce gun battle, Pieter
  attempts to perform emergency first aid upon Emilia,
  who is bleeding at a total of 8 Hits per round. Pieter’s
  player makes a First Aid maneuver, achieving 104
  total. This is barely enough for a Medium maneuver,
  so Pieter has staunched 3 points of bleeding, reducing
  Emilia’s bleeding loss from 8 to 5 points per round.
  The following round, Pieter’s player can only manage
  60. Through gritted teeth, Emilia orders Pieter to hand
  over the medical kit fast – she does not have time for
  well-meaning amateurs.
  First Aid can also stabilize a patient who has received a
  wound or wounds that will kill him in a specific number
  of rounds. Doing so is considered an Extremely Hard
  maneuver at the very least, and may be even more difficult
  depending upon how severe the damage actually is.
  Successful First Aid will not heal any of that damage, but
  will prevent the character from sliding over into death
  until the damage can be healed using other methods such
  as Medical Practice.
  First Aid can also be used to set bones (by placing the
  limb in a crude splint or brace) and treat other injuries
  such as burns, frostbite, shock,  etc. In game terms, this is
  resolved as a First Aid maneuver where the success level of
  the roll determines by how much the associated maneuver
  penalty is reduced. The injury must still heal so the splint,
  cast, bandage, etc., must remain in place (to reduce the
  penalty) until that happens.
  Maneuver Success Difficulty
  Penalty Reduction
  Medium
  Reduce penalty by 5
  Hard
  Reduce penalty by 10
  Very Hard
  Reduce penalty by 15
  Extremely Hard
  Reduce penalty by 20
  Sheer Folly
  Reduce penalty by 25
  Absurd
  Reduce penalty by 30
  Note that high-tech medical equipment such as
  Instantsplints and Catalysis Bandages is much easier to use
  and effective than primitive or improvised gear.
  (General – Re/In – All-or-nothing)
  Chapter Six
  Skills
  
  75
  Flying/Gliding
  This skill provides the basic knowledge for the use of
  natural or artificial wings (e.g. feathered wings, para-
  chutes, hang gliders, etc.) and individual antigravity belts
  (which do not exist in the Tintamar universe), etc.  All
  types of non-combat maneuvers performed while flying/
  gliding suffer a natural -75 penalty. Attempting to fight
  while flying or gliding incurs a natural –80 penalty. This
  skill is used to offset this penalty and automatically
  reduces the penalty (no roll required).
  It is possible to increase the Flying/Gliding skill beyond
  what is necessary to reduce the penalty and receive a
  bonus to maneuvers or attacks. If the penalty has been
  reduced to zero, then half the skill bonus (rounded down)
  beyond that may be used as a maneuver bonus. For
  example, if a character’s Flying/Gliding skill bonus is 96,
  they would receive a +10 bonus on non-combat flying
  maneuvers ((96 –75) / 2 = 10).
  (Athletic – Ag/SD – Special)
  Foraging/Survival
  Exploring strange new worlds is a dangerous business.
  It requires explorers to endure privations, to give up warm
  beds in air-conditioned cabins for tents in all weathers,
  and to swap gourmet meals for basic survival rations.
  Sometimes the tents are lost, sometimes the rations run
  out. Then explorers must hunt native animals for their
  lunch (without becoming a meal for the local predators),
  and forage for berries, roots, wild vegetables and other
  plants that will provide nutrition to the desperate. This is
  a character’s bonus for finding water, food, shelter, fire
  starting (under less than optimal conditions), and other
  basic survival tasks required when living in the wilderness.
  Some environments are so different from an explorer’s
  native habitat that “foraging” is impossible and even
  survival may be limited to living in an environment suit
  and ensuring that no damage occurs to that suit, e.g. the
  aquatic environment for humans who’ve not been
  genetically adapted to breathe underwater.
  When first developed, one of the environments
  subskills below should be chosen as the primary subskill.
  (SysOps may add more environments at their discretion):
  Terrestrial:
  Arctic (-20): including tundra, glaciers, snowfields,
  alpine mountains, etc.
  Desert (-20): including sandy deserts, rocky deserts,
  arid plains, badlands, etc.
  Forest (-20): including cool and temperate woodlands
  and rainforests, etc.
  Grassland (-20): including plains, prairies, savannahs,
  steppes, and marshlands, etc.
  Jungle (-20): including subtropical and tropical
  rainforests, jungles, mangrove swamps, etc.
  Extreme:
  Aquatic (-20): including seas and oceans, specifically
  underwater habitats
  Gasworld (-20): surviving in the atmosphere of a gas
  giant such as Jupiter or Saturn
  Hellworld (-20): worlds where temperatures exceed 100
  degrees Celsius, such as Venus prior to terraforming
  Iceworld (-20): worlds where temperatures are rou-
  tinely colder than –150 degrees Celsius, such as Titan
  Space (-20): airless worlds and the vacuum of space
  itself
  Subterranean (-20): underground habitats, extended
  cave systems, etc.
  (Outdoor – In/Re – All-or-nothing)
  Forensics
  This skill is used to collect evidence (such as finger-
  prints, body fragments such as blood or hairs that might
  yield DNA, spent ammunition, and so forth) from the
  scene of a crime. This skill can also be used to remove and
  dispose of such evidence in order to conceal a crime or
  obscure the methods and identity of the perpetrator.
  (Subterfuge – SD/In – Percentage)
  Chapter Six
  Skills
  
  76
  Frenzy
  The character may attempt to work himself into a killing
  frenzy.  While the character is working himself into a frenzy,
  no other actions are allowed. The character focuses on a
  single target while attempting to frenzy, and once frenzied,
  killing this target is the only goal of the character.
  Each round the character attempts to go into frenzy, he
  makes a maneuver roll on the Percentage column of the
  Maneuver Table.  This result is recorded each round and
  added to the previous results. This is done until the frenzy
  total reaches 200% or above.  At this point the character
  has succeeded in working himself into the frenzy. Begin-
  ning on the following round, he gains a number of
  benefits from this mighty rage.
  • The character’s mind is reduced to be little more
  than that of an animal. He will have no thoughts other
  than attacking the nearest target, and is unable to tell
  friend from foe.
  • Mind influencing psionic disciplines and spells (Psi
  Disciplines and Attack spells requiring a Will RR) automati-
  cally fail when targeted or cast on the berserk character.
  • Character cannot use Psi Disciplines, cast spells or
  activate magic items.  Magic items that are persistent (i.e.
  weapon bonuses, ring of regeneration, etc.) are still in effect.
  • Characters cannot parry or use any combat skills or
  talents except weapon or brawling skills.  No custom
  combat styles may be used.
  • Characters using ranged weapons may use the
  Aimed Burst, Spread Burst, Suppression Fire, and Well
  Aimed Shot combat actions. They may not use Careful
  Aim, Dodging Fire, Escape Blast, Minimize Exposure, or
  Sudden Dive combat actions.
  • If using melee weapons, the character will move in
  the most direct path to his target and fight that target
  until they are dead  If using ranged weapons, the charac-
  ter will move such that he has a clear line of sight to the
  target and start shooting. The character is cognizant
  enough to go around obstacles. NPCs, fellow player-
  characters, and other living things are not obstacles, they
  are foes, and they will be attacked by the character if they
  do not get out of his way.
  • After killing their target, the character (if armed with
  a melee weapon) will move to the next closest target in a
  direct manner and attack it. If armed with ranged
  weapons, the character will start shooting at the next
  closest target.
  • The character receives a +10 to his initiative roll.
  • The character receives a +10 bonus to all attack rolls.
  • The character receives a +10 bonus to his Adjusted
  Attack Roll (added to weapon size modifier).
  • The character ignores all Damage Caps.
  • The character receives a bonus of +20 against all
  Stuns while frenzied.
  • The only DB bonus the character receives is for
  armor, shield and magical items (if they exist) (i.e. no Qu
  modifier, no skill modifier, etc.) Characters will not
  deliberately use cover (but may benefit from it if there is
  cover available.)
  • The character is not unconscious once he reaches 0
  Hits. He will continue to fight on until he is dead.
  • The character will ignore all damage until the frenzy
  is over.
  • The character will stay in a berserker rage for a
  number of rounds equal to his Constitution modifier.
  During that time, frenzied characters will attack anything
  in front of them, friend or foe.  Once this time is up, the
  character will collapse in a state of total exhaustion and
  be unable to move for a number of rounds equal to the
  amount of time spent in the frenzy. They are then at -20
  to all actions for another hour until they have regained
  their strength.
  Breaking the Frenzy: Once the character has entered
  frenzy, there is only one way to get him to come out of it
  early. That is by stunning him. Should the character
  receive a critical that indicates that he receives one or
  more rounds of stun, and fails his RR against that stun, he
  immediately drops out of the frenzy. Frenzied characters
  with Stunblocker neuralware options can be unstoppable.
  [Concentration – SD/Co – Special]
  Example: Silth guards have attacked Corporal
  Maximilian’s comrades. Maximilian rages with anger
  and begins to work himself into a berserker frenzy. On
  the first round he makes a Frenzy percentage results
  maneuver roll which results in a 75 (Roll of 35 plus
  skill of 40).  This shows a 70% completion, which is
  recorded in the berserk pool.  On round two, he rolls
  again and gets a result of 90%, which is added to the
  pool giving a running total of 160%.  On round three,
  the result is a 80% which brings the grand total to
  240%.  Maximilian is now berserk for round four.
  The chief Silth guard will never know what hit him.
  Hopefully his comrades will be able to drop to the
  ground and roll out of his way, before Maximilian
  turns on them in his uncontrollable fury. Maximilian
  will remain in this frenzied state for 9 rounds due to
  his constitution modifier of +9.
  Chapter Six
  Skills
  
  77
  Gunnery
  Gunnery covers the use of weapon systems such as
  cannon (archaic and laser), mortars, missiles, and all
  varieties of vehicle-mounted weaponry. (Weapon Skills
  encompass personal melee and ranged combat.) Each
  weapon system type must be learned separately and a list
  of suggested specializations follows:
  Archaic Ballistae: ballistae, bolt throwers, and other
  mechanical direct-fire weapons, etc.
  Archaic Catapults: catapults and other mechanical
  indirect-fire weapons, etc.
  Blackpowder Cannons:  antique cannons, (demi-
  )culverins, carronades, and other gunpowder direct-fire
  weapons, etc.
  Blackpowder Mortars: bombards, primitive mor-
  tars, and other gunpowder indirect-fire weapons, etc.
  Modern Direct-fire Systems: autocannon, laser
  cannon, modern cannon, particle beam cannon, plasma
  cannon, etc.
  Modern Indirect-fire Systems: howitzers, mortars, etc.
  Modern Missiles: space missiles, standard missiles,
  surface-to-air missiles, dropping bombs from aircraft, etc.
  (Combat – Qu/In – Combat)
  Horticulture
  “The Sergeant always said that when the war was over,
  he was going home to Freiland and live out his days on his
  own farm. So during the False Peace, home he went.
  Shortly after, the Silth struck Freiland hard. Never heard
  again from the Sergeant, but I reckon the Silth would not
  have taken his farm without a real fight.”
  This skill provides a bonus for the identification and
  care of plants. It allows knowledge of farming and other
  plant-raising techniques.
  (Outdoor – Re/In – All-or-nothing)
  Interrogation
  This skill is used to obtain information from an intelligent
  creature, with or (more usually) without its cooperation.
  Interrogation can involve word and mind games to catch the
  victim in an unguarded admission, the use of drugs to reduce
  inhibitions, sensory deprivation, and threatening or inflicting
  induced or actual pain. Skilful interrogators are adept at
  focusing the ramblings of drugged victims into fruitful
  answers and sifting truth from lies and omissions. Fanatic
  inquisitors won’t stop until the unfortunate prisoner admits
  what they want to hear, true or not.
  (Influence – Pr/In – RR)
  Jumping
  This skill defines a character’s ability to leap over,
  through, above, or past obstacles. The jump can be from a
  running or standing start. See the table below to calculate
  how hard the jump will be in standard Earth gravity –
  divide the distances by number of “gees” for alternate
  gravities, see also Jumping and Gravity, Adventuring.
  Pole Vaulting (-10) - This skill provides a bonus for
  using a pole to increase your jumping distance. You must
  have a running start for doing this.
  (Physical – St/Ag – All-or-nothing)
  Linguistics
  This is a character’s skill in using languages. You must
  learn each language separately, and also learn how to read/
  write the language separately from how to speak it. Each
  rank in either Spoken or Written for a language gives you
  a better ability in that language; ranging from total
  incomprehension to a complete understanding of the local
  idiom and inferences, as well as understanding archaic and
  unusual dialects of the language. Refer to the Chapter 12
  Language Table for more detail on the level of
  understanding given by each rank. You may, with SysOp
  approval, be able to understand related languages at one
  half of your skill rank for a language that you already
  know, although this may require you to make a Maneuver
  Roll for this skill.
  (General – Re/In - Special)
  Chapter Six
  Skills
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  78
  Locks & Traps
  Difficult locks and traps are the bane of many
  adventurers and burglars. This skill enables a character to
  identify and disable mechanical traps, and open locks and
  similar devices. This does not provide any bonuses to
  finding traps. Opening a lock or disarming a trap takes
  one round per difficulty level of the device. Thus a
  Routine lock would take 1 round to open while a Medium
  difficulty lock would take 4 rounds and an Absurd
  difficulty lock would take 9 rounds at minimum.
  Option: If the result of the maneuver to open a lock
  or disarm a trap was within 20 points of succeeding, the
  SysOp may determine that the character is having a
  little difficulty and requires a little more time for the
  character to open it. In such cases, the character makes
  a second roll and if successful, the use of the skill takes
  only one round longer than normal. Failure results in
  the character being unable to work the device, and he
  may not attempt that particular device again until he
  has increased this skill.
  (Subterfuge – In/Ag – All-or-nothing)
  Machine Operation
  This skill is used to safely and successfully operate high-
  technology tools and complex pieces of machinery, such as
  laser cutters/drills, semi- automated factory equipment,
  handheld scanners and scientific instruments (such as
  electron microscopes). This can be used to give a bonus to
  operating machinery. Here is a selection of possible
  specializations – characters should choose one of these as
  the primary subskill:
  Communications (-20) – headset communicators,
  personal communicators, radio communicators, etc.
  Instruments (-20) – mini-microscopes, etc.
  Multimedia (-20) – holoprojectors, sensable
  projectors, etc.
  Scanners (-20) – bioscanners, chemanalyzers, DNA
  scanners, poison sniffers, etc., but not medical scanners
  Tools (-20) – laser torch, etc.
  (General – Re/Ag – All-or-nothing)
  Marine Pilot
  This skill is used in the piloting of powered marine and
  submarine craft, such as boats, ships, and submarines, or
  multimodal vehicles above or below water (or other
  liquids). When first developed, one of the following
  vehicle classes should be chosen as the primary subskill:
  Hydrofoil (-20): hydrofoils, seacar (in hydrofoil
  mode), etc.
  Surface (-20):  speedboats, etc.
  Underwater (-30): submarines, seacar (in
  submersible mode), etc
  (Vehicular – Ag/In – All-or-nothing)
  Martial Arts Strikes
  This is a character’s skill at making unarmed attacks
  using various martial arts attacks using kicks and punches.
  Attacks made using this skill are Small attacks on the
  Martial Arts Strikes Attack Chart.  Trained Boxing is
  treated as a form of Martial Arts Strikes. Martial Arts
  Strikes has a Fumble Range of 01-02.
  (Combat – St/Ag – Combat)
  Martial Arts Sweeps
  This skill provides a bonus to various unarmed Martial
  Arts attacks using soft attacks made by grappling,
  sweeping and/or throwing an opponent.  Attacks made
  using this skill are treated as a Small attack on the Martial
  Arts Sweeps Attack Table.  Trained Wrestling can be
  treated as an alternate form of Martial Arts Sweeps;
  wrestling attacks are resolved as Small attacks on the
  Grapple Attack Table. Martial Arts Sweeps has a Fumble
  Range of 01-03.
  (Combat – St/Ag – Combat)
  Mathematics
  Mathematics is the science of number, of quantity, of
  shape and space. It is the language of science, engineering,
  and technology. HARP SF assumes a character is
  proficient at counting and performing the major
  mathematical functions (addition, subtraction,
  multiplication, division, etc.) Mathematics gives its user
  proficiency in geometry, algebra, calculus, differential
  equations, statistics, probability, tensors, combinatorics,
  relativity, etc.
  (Scientific – Re/In – All-or-nothing)
  Medical Practice
  Medical Practice is the diagnosis, study, and treatment
  of illnesses, injuries, poisons and diseases. It includes the
  ability to accurately prescribe suitable medications in
  proper doses to treat physical and psychological
  conditions – failures in drug therapies can lead to
  addiction, harmful side-effects, or even death in some
  extreme circumstances.
  Medical Practice also covers surgical procedures, both
  therapeutic and elective (e.g. cosmetic). A successful use of
  this skill in these cases can reduce the healing time
  required for recovering from such procedures by allowing
  the patient to add the Bonus result of this maneuver to his
  roll to determine his recovery time.
  (Scientific – Re/Ag – All-or-nothing)
  Medical Science
  Medical Science is the skill used to undertake research
  into new treatments and therapies for illnesses, diseases,
  and injuries. This includes pharmaceuticals to develop
  new drugs, gene therapy, and epidemiology to study
  diseases themselves.
  (Scientific – Re/In – All-or-nothing)
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  Mental Focus
  This skill enhances a character’s concentration to aid in
  a mental effort, be it remembering something specific or
  to aid in the activation of a Psi Discipline, defusing a
  bomb, operating temperamental machinery, etc.
  Successful maneuvers using this skill allow the Bonus
  result to be added to any mental effort.
  (Concentration – SD/SD – Bonus)
  Mimicry
  This is a character’s skill in imitating various sounds, up
  to and including voices.
  Simple sounds (one note/tone)
  +20
  Multi-tone sounds (birds trilling, etc…)
  -10
  Very complex (comprehensive words)
  -20
  Imitate another’s vocal patterns
  -30
  Multisided conversations
  -40
  (Artistic – Pr/SD – All-or-nothing)
  Mundane Lore
  “Lore” is what you know about. The better the score,
  the more you actually know. Each lore skill is learned as a
  separate skill, which may be as broad or as specific as the
  character desires, subject to SysOp approval. The broader
  the lore skill, the less specific the information obtained
  when the skill is used. Broad lore knowledge will never
  reveal any specific information except in extraordinary
  circumstances. The following list gives you a sample of
  some of the possibilities for the different specialties that
  could be learned using this skill. Certain Lore skills, at
  SysOp’s discretion, may be attempted using the Bonus
  resolution method when a successful result can be used to
  aid another skill; (i.e. Lock Lore could be used to help with
  the skill, Locks & Traps).
  Celebrity Lore – knowledge about famous present-
  day individuals (and their lives as exposed through the
  gossip columns)
  Cosmography – knowledge about the political and
  physical stellar geography (e.g. who has colonies where)
  of the major known starfaring species
  Culture Lore – knowledge about the local customs
  and practices of a specific society
  Fauna Lore – knowledge about animals in a given
  region
  Flora Lore – knowledge of plants in a given region
  Geography – knowledge about the physical features,
  climate, and political boundaries of a given planet
  Lock Lore – knowledge of various types of locks
  History – general knowledge of local history of a
  specific species, planet, or region
  Heraldry – knowledge of different coats of arms and
  their significance
  Religion – knowledge of a given religion and its practices
  Sports – knowledge of the rules, famous games,
  sportsmen, and incidents associated with a particular sport
  Tactics – knowledge about appropriate and effective
  military strategies for particular situations, e.g. Air (for
  air combat), Battlefield (for archaic artillery, infantry
  and cavalry operations), Guerilla (for sabotage and
  small unit operations), Land (for modern ground
  warfare), Naval (for marine warfare) and Space.
  Xeno Lore – general knowledge about the
  appearance, habits, customs, and outlook of a
  particular species
  (General – Re/Re – All-or-nothing)
  Navigation
  This skill provides a bonus for determining direction
  and/or distance when used in conjunction with various aids
  such as maps, landmarks, a compass, satellite navigation
  systems, or the stars. This skill includes the concept of
  orienteering and is applicable on land, water, and air.
  Astrogation (-20):  This subskill enables a character
  to plot courses in three-dimensional space for
  interplanetary and interstellar travel.
  (Outdoor – Re/In – All-or-nothing)
  Painting
  This skill is used in the creation and design of visual art
  and graphics. It includes pen and pencil sketches and
  actual painting in watercolors and oil pigments, as well as
  computer graphics and holographic images.
  (Artistic – In/In – All-or-nothing)
  Perception
  Perception determines how much information and how
  many clues a character may gain through observation.
  Unlike the normal method of skill resolution, the SysOp
  should use the Percentage results of any maneuver to
  determine how much information a character would
  notice. A SysOp may not always reveal every modifier
  being applied to this maneuver, as doing so may actually
  reveal more to the players than they could find out
  through the results of the maneuver.
  In situations where the character is looking for
  something specific, the character gains a bonus of +20 to
  locating the object of his search, but he also suffers a -20
  towards spotting other things while searching for that
  specific object. Some samples of the specific things that a
  character might be looking for include secret doors, traps,
  hidden compartments, ambushes, etc.
  This skill covers all of a character’s senses, but it is
  important to note that certain conditions or situations
  may indicate only a single sense be used (e.g. sight,
  hearing, smell, etc.), and there are certain talents which
  will also give a bonus to only one sense.
  (General – In/SD – Percentage)
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  Physics
  Physics is the science of energy, of matter, and of forces.
  It has many branches ranging from Astrophysics (the
  study of the processes of the formation, life and death of
  stars and galaxies) at one extreme to Particle Physics and
  Quantum Physics at the submicroscopic level.
  (Scientific – Re/In – All-or-nothing)
  Pick Pockets
  This is your character’s skill in relieving others of their
  valuables without their knowledge. Or, in other words,
  swiping stuff out of their pockets and not getting caught.
  Upon a character performing this maneuver, the target is
  allowed to make a Perception roll, modified by the
  character’s skill bonus to determine if they notice the
  attempt or not. If the target fails this perception roll, then
  the attempt was unnoticed.
  (Subterfuge – Ag/Qu – All-or-nothing)
  Planetology
  Planetology is the study of planets, moons, and other
  natural worlds. It has three principal branches – geology
  (the science of the planetary crust, rocks, etc.),
  meteorology (the study of atmospheres, climate and
  weather), and oceanography (the study of hydrodynamics,
  seas, and oceans).
  (Scientific – Re/In – All-or-nothing)
  Play Instrument
  This is your character’s skill at playing an instrument.
  Each instrument must be learned separately. You may use
  the same skill bonus at the discretion of the SysOp, with a
  modifier of -10 to the skill, for similar instruments. The
  better the overall roll, the better the performance. The
  better the performance, the greater the rewards in fame
  and fortune.
  (Artistic – Pr/Ag – All-or-nothing)
  Poisoning
  Need to solve the small problem of someone’s
  existence? Prevented by circumstances from simply
  blowing your foe away in a hail of bullets? You need some
  training in the uses and abuses of poisons! This is a
  character’s bonus for preparing, storing, and removing
  poisons safely and effectively. It encompasses the
  character’s knowledge of poisons as well as his ability to
  work with them safely. Hint: Never use a poison you don’t
  have an antidote for! If using a poisoned weapon in
  combat, keep that antidote handy. Why? Don’t worry.
  You’ll figure it out. If you survive.
  (Subterfuge – Re/SD – All-or-nothing)
  Psi Discipline
  Each Psi Discipline is learned as a separate skill. A
  character cannot activate a Psi Discipline in which he or
  she has no skill ranks. Further, characters may only learn
  Psi Disciplines that lie within the character’s active Psionic
  Fields. The more ranks a character has in a Psi Discipline,
  the easier it will be to activate that Discipline or to achieve
  more potent effects.
  See chapter 12 for full rules relating to psionics.
  (Concentration – SD/Pr – Special)
  Psi Energy Development
  Psi Energy Points (PEPs) represent how much mental
  energy your character has available to activate psi abilities.
  The more Psi Energy Points, the greater the energy
  reserves. The total skill bonus is the number of Psi Energy
  Points that a character has available. Your Psi Energy
  Points equals your total skill bonus, which is comprised of
  your skill rank bonus, your stat bonuses, and your Psi
  Energy Bonus from the Racial Characteristics Table.
  Example: Humans have a PEP bonus of 10, so if a
  Human has a Self Discipline stat of 90, a Presence stat
  of 90 and +2 racial stat bonuses in each stat, then
  with a single rank of Psi Energy Development, he
  would have 35 Psi Energy Points (5 [rank bonus] +
  10[SD stat bonus] + 10 [Pr stat bonus] + 10 [racial
  bonus] = 35), since Psi Energy Development uses SD/
  Pr for its stats.
  Psi Energy Points are expended in the process of
  activating Psi Disciplines, covered in Chapter 11. When
  psionic characters expend their Psi Energy Points they will
  need to recover them as detailed below.
  Psi Energy Point Recovery – Characters will regain
  expended Psi Energy Points over the course of time. A
  character will regain one quarter of his Psi Energy
  Points for every two hours of complete rest. Complete
  rest can consist of sleep, meditation, or
  unconsciousness.
  (Concentration – SD/Pr – Special)
  Psychology
  Psychology is the science of the mind, whether human
  or alien. It can be used to study individual and group
  behavior, providing the possibility of predicting future
  behavior. Psychology can be employed to diagnose and
  treat (without drugs) mental disorders and illnesses.
  (Scientific – Re/In – All-or-nothing)
  Public Speaking
  Need to embarrass your best friend at his wedding?
  Need to convince a skeptical crowd that your policies will
  protect the world from the fearsome Silth? To do this, you
  need some practice at public speaking. This is a character’s
  skill in impressing, entertaining, and manipulating large
  groups or crowds of people. Use of this skill cannot make
  a group do something that they do not want to do, but it
  can get them to do something that the group has wanted
  to do. For example, a character could use Public Speaking
  to turn an angry group into a lynch mob, or to entertain a
  group using nothing more than snappy patter and banter.
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  How well the group responds to the manipulations of the
  character depends on the general disposition of the crowd
  to begin with, as well as the goal of the character using this
  skill.  Failure can result in this skill having the opposite
  effect the character wanted.
  The SysOp may allow a Culture Lore, Psychology,
  Xenology or Xeno Lore maneuver roll (resolved using the
  Bonus method) to support a Public Speaking maneuver.
  (Influence – Pr/In – All-or-nothing)
  Resistance
  This skill must be learned separately for the four
  different types of Resistance Rolls; Electronic, Stamina,
  Will, & Magic. Each version of this skill has a different set
  of stats that are used. Resistance: Electronic (which
  protects AIs, virtual persons, robots, and cyborgs from
  electromagnetic pulses and radiation) uses Co/Pr,
  Resistance: Stamina (which protects your character from
  poisons and diseases as well as from being stunned in
  combat) uses Co/Co, Resistance: Will (which protects your
  character against psionics) uses SD/SD, and Resistance:
  Magic uses In/In. Your total bonus for this skill includes
  your skill rank bonus, your stats, and the appropriate RR
  Bonus from the Racial Characteristics Table. The total skill
  bonus is then used as the modifier for any Resistance Rolls
  that the character has to make. Hint: Every character
  should have at least one rank in Resistance: Will.
  Biological characters should have at least one rank in
  Resistance: Stamina in order to have any chance of
  resisting stun injuries. In campaigns where magic is real,
  get a rank in Resistance: Magic. AIs, virtual persons, and
  robots may develop Resistance: Electronic; cyborgs who
  have the correct neuralware implant option (EMP
  Biofeedback) may also develop this skill (see Chapter 11).
  (General – varies/varies – Special)
  Riding
  “First time I got on a horse, damn thing bucked and I
  landed on my ass. Second time I got on a horse, damn
  thing bit me first, then bucked and I landed on my ass and
  I was bruised for weeks. Third time I decided to listen to
  what the trainer fellow had to say.”
  “Riding” represents a character’s skill at riding and
  controlling a mount. For obvious reasons, a character
  must choose one general type of mount (Riding Dogs,
  Horses, Camels, etc.) as the primary subskill. All other
  mount types are considered distinct subskills with –20
  modifiers. A single rank in this skill is enough to keep a
  character from falling off the mount being ridden while
  more ranks gift him with greater control of the mount.
  The more ranks a character has, the higher the skill bonus,
  and the better chance he has of retaining control of the
  mount when it is startled, scared, or hostile. It also helps
  the character assert mastery and gain control of a mount
  that he is unfamiliar with.
  Note: All uses of this skill suffer a –20 penalty if
  employed on alien animals (from the perspective of
  the character.)
  (Outdoor – Ag/SD – All-or-nothing)
  Rope Mastery
  The Rope Mastery skill encompasses knot recognition,
  knot-tying, braiding, and splicing ropes, or throwing a
  rope or other flexible line (throwing a lasso). This skill
  may also be used for performing maneuvers not covered
  by other skills (acrobatics/tumbling, climbing, etc.) when
  suspended from a rope or similar flexible line.
  (General – Re/Ag – All-or-nothing)
  Sailing
  The Sailing skill covers the handling of all oar-powered
  and sail-powered boats and ships. It includes the skills
  required to control and guide these crafts as well as
  perform routine maintenance. Powered marine and
  submarine craft are covered by the Marine Pilot skill.
  (Outdoor – Ag/Re – All-or-nothing)
  Sculpting
  This skill is used in forming (by carving, etching,
  molding etc.) three-dimensional figures and shapes in
  relief (projections from the surface) or in solid materials.
  This skill does not give its possessor the ability to work
  materials without appropriate tools.
  (Artistic – In/Ag – All-or-nothing)
  Signaling
  Signaling is the skill for sending and receiving
  information between two parties, using some form of
  non-verbal communication. It covers receiving
  information (e.g. through detecting power emanations,
  intercepting radio signals, etc.) using passive and active
  sensors that was not intended for the character and
  sending deliberately confusing information (i.e. electronic
  countermeasures) to interfere with someone else’s passive
  and active sensors. Characters attempting to communicate
  with each other must know the same form of signaling
  being used in order for complete messages to be passed
  without error. Signaling can be divided into the following
  speciality subskills – one of which must be chosen as the
  primary subskill:
  Mathematical Encoding (-40): RSA public-key
  cryptography, DES cryptography, one-time pads, etc.
  Physical Encodings (-40): includes sign language
  and lip reading, etc.
  Sensors & Countermeasures (-40): use of passive
  and active sensors for detection and electronic warfare
  Substitution Encoding (-40): includes Morse code,
  use of flags such as semaphore, substitution ciphers, etc.
  (General – Re/In – All-or-nothing)
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  Singing
  The art of Singing covers a character’s skill in vocally
  reproducing musical tones and/or words. Note that
  although a character may perform a song in a language
  that they do not know, it does not allow them to gain any
  understanding of the language used in the song.
  (Artistic – Pr/In – All-or-nothing)
  Sniping
  “Sniping” is the ability to make very precise attacks
  using thrown or missile weapons, including primitive
  weapons such as bows and slings as well as certain types
  of modern ranged weapons (i.e. only the  1-Handed
  Energy, 1-Handed Projectile, 2-Handed Energy and 2-
  Handed Projectile weapon groups). To use this skill, the
  character must approach his foe undetected, and be able
  to strike before the foe can react. The character may not
  be more than two Range Increments from his target in
  order to use this skill. (This range limit is raised for
  characters with the Telescopic Eyes Talent, scopes fitted
  to their weapon, or Telescopic Focusing cyberware or
  cybertech.) If the character makes a successful Maneuver
  Roll for Sniping, he attacks his foe and gains surprise and
  any additional positional modifiers.  If the attack itself is
  successful, the character gets to add a number equal to
  his number of ranks in Sniping to the Adjusted Attack
  Roll when determining how much damage was done. See
  Chapter 10, Combat for more details on making an
  attack. This is an all or nothing adjustment, meaning
  that the character must use the entire Sniping bonus (i.e.
  a number equal to his skill ranks in Sniping) or none of
  it. He is not allowed to use only a portion of this
  modifier; he must use the whole thing. Failure results in
  the foe knowing that the character is there, removing any
  further opportunity of the use of this skill at this time.
  Successful use of this skill also negates all damage caps
  for the attack that it is used with.
  (Subterfuge – SD/Ag – All-or-nothing)
  Space Pilot
  This skill is used in the piloting of spacecraft, from
  escape pods and shuttles to starships of any size, when in
  space or hyperspace (but not in atmosphere). Air Pilot
  must be learned for atmospheric travel. When first
  developed, one of the following vehicle classes must be
  chosen as the primary subskill:
  Pod (-20): escape pods, maintenance pods, eva suits
  Starfighter (-40):  single and 2-person starfighters,
  etc.
  Starship (-40): corvettes, cruisers, destroyers,
  frigates, freighters, scoutships, shuttles, etc.
  (Vehicular – Ag/In – All-or-nothing)
  Sports
  This skill encompasses individual and team games, such
  as tennis, golf, soccer, baseball, competitive running,
  skiing, etc. Each sport must be developed as a separate
  skill and includes knowledge of the rules and techniques.
  (Athletic – Ag/Co – All-or-nothing)
  Stalking & Hiding
  This is a character’s skill for using silence, camouflage,
  and shadows to conceal his presence. Stalking is the ability
  to do this while moving at no more than one half a
  character’s Base Movement Rate, and Hiding is the same
  skill used when stationary.
  (Subterfuge – SD/Ag – All-or-nothing)
  Story Telling
  “So there I was…, stop me if you have heard this one
  before…”  This skill provides a bonus for telling
  interesting and exciting stories and tales. It encompasses
  knowledge on pacing the story and on how to build
  suspense on the part of the listener or reader.
  (Artistic – Pr/In – All-or-nothing)
  Streetwise
  This skill represents a character’s awareness of events in
  the underworld society of your location. It also includes
  the ability to make contacts with those who run and live in
  the underworld society.
  (Subterfuge – Pr/In – All-or-nothing)
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  Swimming
  This skill provides a bonus for staying afloat and moving
  while in water.  A minimum of one rank will keep a character
  from drowning in water over his head. Further ranks will aid
  him in making headway against currents, to stay afloat for
  longer periods of time without touching ground, to swim
  longer distances, to move faster in the water, and to perform
  other maneuvers while swimming. With a successful
  Maneuver Roll, a character can move up to one half of his
  Base Movement Rate each round when swimming.
  Wearing armor while swimming is very difficult.  If the
  character is wearing archaic armor, then increase the
  difficulty of the maneuver by 1 step for each base type of
  armor worn (soft leather=+1 difficulty severity increase,
  rigid leather=+2, chain=+3, plate/chain=+4, plate=+5).  If
  the character has Armor by the Piece, then use the nearest
  equivalent to the above types before making difficulty
  severity modifications. If the character is wearing modern
  or futuristic armor, then apply a –10 penalty for every 20
  points of Maximum Maneuver Penalty (round up)
  allocated to the armor (e.g. Mature Light Body Armor has
  a Maximum Maneuver Penalty of –45, yielding a –30
  penalty to the maneuver.)
  All swimming maneuvers are also modified by triple
  the maneuver penalties of the armor (after the Armor skill
  is applied) worn by the character.
  (Physical – St/Ag – All-or-nothing)
  Tracking
  This skill provides a bonus for identifying, and
  following tracks and trails. A trail can consist of
  footprints, broken branches, crushed grass, hanging pieces
  of cloth, etc. Detailed information can be obtained
  through a successful Maneuver Roll, such as the type of
  creatures who left the trail, the number of them, the
  weight of the creature, how fast it is moving, etc.,
  depending on the nature of the tracks. Such things as the
  age of the trails, terrain, and weather conditions between
  the time the trail was made and the time the character is
  attempting to follow it can make a trail more difficult to
  follow. When tracking a person or creature, the SysOp
  should require periodic Maneuver Rolls to see whether or
  not the character has lost the trail or gone astray, or gained
  even more information from the trail.
  (Outdoor – SD/In – All-or-nothing)
  Trading
  This skill provides a bonus for any maneuvers
  involving bargained transactions that include an
  exchange of information, money, goods and/or services.
  This skill is just as applicable to corporate and
  government trade negotiations as it is to haggling with a
  dealer in starship spare parts. The better the Maneuver
  Roll, the better the deal the character gets. This skill uses
  the trading skill of the other person as a negative
  modifier for the skill of the character. Subtract 100 from
  the percentage result to determine how much of a
  discount the character received, or how much
  extra he paid (if the adjusted result is
  negative) for his trade items.
  The SysOp may allow a Culture
  Lore, Psychology, Xenology or
  Xeno Lore maneuver roll (resolved
  using the Bonus method) to
  support the Trading maneuver.
  (Influence – Pr/In - Percentage)
  Trickery
  This skill provides a bonus for
  performing confusing sight tricks,
  mind games, chicanery and sleight-
  of-hand in order to distract a person
  or persons from what you are
  actually doing. The target of this skill
  is allowed to make a Resistance Roll
  (RR) versus the use of this skill,
  using his Perception skill as a bonus
  to the Resistance Roll.
  (Subterfuge – Pr/SD - RR)
  Vocation
  This set of skills encompasses the
  training and specialist knowledge
  gained by people through study and
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  84
  on-the-job experience in everyday occupations. Each
  Vocation is a separate skill – a number of possible
  Vocations are described below:
  Administration – This covers record-keeping and
  bureaucratic procedures
  Crewmember – This covers the workings of a
  spacecraft (military or civilian), particularly safety
  regulations, damage control procedures, basic
  maintenance, and shipboard etiquette.
  Soldiering – This covers knowledge relating to
  military organization and military etiquette.
  (General – In/Re – All-or-nothing)
  Weapon Skills
  This skill provides a bonus for wielding weapons in
  combat. Weapon Skills are divided into seven weapon
  classes (1 Handed Concussion, 1 Handed Edged, Missile,
  Modern Ranged, Pole Arms, Thrown, Two Handed). Each
  of those weapon classes is further divided into a number
  of individual weapon groups. Those groups, in turn, are
  broken into the list of individual weapons. SysOps will
  find a much more complete list of archaic weapons (i.e.
  from the 1 Handed Concussion, 1 Handed Edged, Missile,
  Pole Arms, Thrown, and Two Handed classes) in HARP –
  the list presented here is only a representative sample.
  Learning Weapon Skills: Weapon skills are learned in
  weapon groups (Short Blades, 1-Handed Energy, 2-
  Handed Energy, Spread Weapons, etc.). When your
  character learns a particular weapon group, your character
  selects one weapon from that group to be the default
  weapon.  Your character receives his or her full bonus
  when using this weapon. All other weapons in the group
  are used with a -10 modifier.
  Example: Dack learns the 1-Handed Energy weapon
  group and chooses Laser Pistol to be his default
  weapon. His skill in the 1-Handed Energy weapon
  group is +29, so +29 is his skill with the laser pistol.
  He can also use other weapons from the 1-Handed
  Energy weapon group, i.e. Blaster Pistols,
  Electrostunners, Laser Dazzlers, Miniblasters,
  Minilasers, and Sonic Stunners with a skill of +19 (29
  – 10).
  To change the default weapon, the character must
  spend one week training with the weapon that he wishes
  to become the new default weapon for the group. Once
  that week is up, only the new default weapon may be used
  at the full bonus.
  The 1-Handed Edged, 1-Handed Concussion and
  Modern Ranged weapon classes are special in that the
  weapon groups which comprise them have many
  similarities in how the specific weapons are used/operated.
  Firing a laser pistol (1-Handed Energy) is very much like
  firing a firearm such as a revolver (1-Handed Projectile),
  for instance.  Consequently having some skill in one of the
  weapon groups in these weapon classes translates into a
  lesser degree of skill with the other weapon groups in the
  same weapon class. Specifically, other weapon groups
  within the same class may be used with one quarter of
  your character’s skill bonus for any known group within
  that class.
  Example: Dack’s skill with 1-Handed Energy weapons
  is 29, 15 from skill rank bonus (a whole three ranks!)
  and +14 from stats.  One-quarter of his skill bonus is
  +7 (29 / 4 rounded down), which serves as his skill
  bonus with any weapon in the other weapon groups of
  the Modern Ranged weapon class. If Dack is forced to
  resort to using a revolver or a hunting rifle, he can
  claim +7 as his skill.
  Note: For the other classes (Missile, Pole Arms, Thrown
  and Two Handed), no bonus is given to other groups
  within the same class, but the modifier for different
  weapons within a given group still applies.
  Note: Pole Arms are unique in that they may be used
  equally well either one-handed or two-handed.  If used
  one-handed, they do a maximum of a Medium critical.  If
  used two-handed, they do a maximum of a Large critical.
  Note: Two weapons are listed that may be used either
  one handed or two handed, namely the Katana and
  Nunchaku. If a character has skill in using either of these
  weapons one-handed, he may use it two-handed with a –
  20 modifier (and vice versa), without having to learn the
  other weapon group separately.
  Example: If a character wields a Katana one handed
  using his Long Blades skill bonus of +50, he may use
  the Katana two handed with a bonus of +30 (50 – 20
  = 30) without having to have the Great Blades skill. If
  he happens to have the Great Blades skill, then the
  character has the choice of using either the Great
  Blades skill bonus, or the Long Blades skill bonus with
  a -20 modifier.
  The following list contains the different weapon skill
  groups and categories, and the weapons that can be used
  within each of the individual categories. The equipment
  lists (See Chapter 8 Equipment Lists) contain the attack
  size and type for each individual weapon.
  (Combat – St/Ag - Combat)
  Skills
  Chapter Six
  
  85
  Chapter Six
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  86
  SysOp’s Choice: Energy Weapons
  Some SysOps may consider Strength an inappropriate
  stat for 1-Handed Energy and 2-Handed Energy Weapons,
  owing to their lack of recoil and relative mass. For added
  realism, SysOps may choose to use Ag/Ag for these
  weapon groups.
  Writing
  This skill is used by any character who wishes to
  compose poetry, short stories, novels, or other works of
  fiction. Writing also covers journalistic writing where
  the emphasis is on accurate and concise reporting of
  factual information.
  (Artistic – In/Re – All-or-nothing)
  Xenology
  Xenology is the study of the societies, customs, habits,
  outlook, and trends (cultural, linguistic, technological,
  etc.) in intelligent species and their cultures. It can include
  aspects of how biology, evolution, and environment shape
  the behavior and development of a species.
  (Scientific – Re/In – All-or-nothing)
  Zero-G Maneuvering
  In zero-gravity and micro-gravity conditions in space,
  in orbital habitats and on comets, moonlets, and many
  asteroids, astronauts experience “weightlessness”. Objects
  no longer fall to the floor but float or drift in the air. A
  misjudged leap can catapult an explorer into orbit around
  a tiny worldlet, and all movement is in slow motion.
  Reactions, which rely on the equivalence of weight and
  mass/inertia, betray their possessor. All physical maneu-
  vers and actions (except melee, missile and ranged
  projectile combat) attempted in zero-gravity and micro-
  gravity conditions suffer a natural –75 penalty. Melee,
  archaic missile, and modern ranged combat using
  projectile weapons suffer a natural –100 penalty. To
  combat this problem, spacers can resort to artificial
  gravity or learn this skill. The Zero-G Maneuvering skill is
  used to offset these penalties and automatically reduces
  the penalties (no roll required).
  It is possible to increase the Zero-G Maneuvering skill
  beyond what is necessary to reduce the penalty and receive
  a bonus to maneuvers. If the penalty has been reduced to
  zero, then half the skill bonus (rounded down) beyond
  that may be used as a maneuver bonus. For example, if a
  character’s Zero-G Maneuvering skill bonus is 88, they
  would receive a +5 bonus on non-combat zero-g and
  micro-gravity maneuvers ((86 –75) / 2 = 5).
  (Physical – Ag/SD – Special)
  Skills
  Chapter Six
  
  87
  TALENTS AND OTHER OPTIONS
  Heroes (and Villains Too!) often have extraordinary
  abilities, exotic genetic heritages, or secret, special knowl-
  edge. Collectively, these are referred to as Talents. Talents
  are purchased with Development Points.
  Certain Talents may only be purchased during charac-
  ter creation, like the Latent Psionic Talents, but most may
  be learned any time a character goes up a level. Players are
  urged to provide the System Operator (SysOp) with
  plausible reasons for allowing a character to purchase the
  selected Talent. To simplify this process, most of the Talent
  entries only contain descriptions of the effects of the
  Talents. The player should work with the SysOp to find a
  way of describing how the talent works so that it fits
  within the SysOp’s setting.
  While a player is not limited in the number of talents he
  may purchase, he should always check with his SysOp for
  approval of a Talent as certain Talents may be inappropri-
  ate for the SysOp’s setting or may be too powerful for the
  SysOp’s intended campaign power level.
  Unless otherwise stated in the description of the talent,
  a character may normally acquire a talent only once. In
  particular, when a character already possesses a Talent as
  an evolutionary adaptation peculiar to his species, e.g.
  Lightning Reflexes or Enhanced Senses, the character may
  not take that Talent as a professional ability. Instead, the
  player should choose another Talent from the set available
  for the chosen profession.
  Additionally, there are a couple of talents that have
  different costs for differing levels of ability. The character
  may gain the lower level, or the higher level without
  purchasing the lower powered version, but if he has the
  lower powered version and decides to later acquire the
  higher powered version, he must still pay the full cost for
  the higher powered version.
  Example: Alison decides to purchase the Talent,
  Regeneration, for her character. She does not have
  enough DPs to gain the Major version, so only
  purchases the Minor version. She later wants to
  increase that to the Major version, therefore she must
  pay the full cost of Regeneration (Major) to increase
  the ability from healing one concussion hit per minute
  to healing two concussion hits per minute. Her
  character does not gain the ability to regenerate at 3
  concussion hits per minute.
  Player’s Note: When purchasing talents after the start
  of play, the Player may have to wait until the SysOp can
  work into the game the background story provided by the
  player. To speed things up, the player should try to create a
  background story for the talent that can happen during
  the time they spend training.
  SysOp’s Note: When working in the background stories
  for talents, the SysOp should do this as soon as is appro-
  priate, and well before the characters gain enough
  experience to go up another level. Sometimes acquiring a
  new Talent may require a short adventure of its own.
  Talents and Other OPtions
  Chapter Seven
  
  88
  Example: Alison’s character has gone up a level and
  now has the Development Points necessary to pur-
  chase the Regeneration (Major) Talent. Alison’s
  character does not want the authorities to know that
  she is about to be augmented, so this means calling in
  underworld favors in order to find a discreet medical
  facility and physicians who won’t ask questions. The
  SysOp likes the idea as it provides him with an
  opportunity to introduce the whole party to the crime
  bosses of El Dorado. Some of the other players are now
  also interested in bio-augmentation of their charac-
  ters. The rest of the session is spent contacting and
  negotiating with the crime gangs, before all the
  characters are prepared for enhancement. The other
  characters who are not involved in such substantial
  augmentation have some time off to train and catch
  up with personal matters. Meanwhile the extended
  downtime allows the SysOp to advance the timeline
  for the latest Silth threat, so that the Silth will be ready
  when the characters are.
  SysOp’s Choice: Genetic Augmentation of
  Adult Characters
  One principal technique of gene therapy is that a
  tailored virus is deliberately injected into the cells of a
  patient. The virus then infects the cells replacing damaged
  or missing DNA (or RNA) with healthy DNA (or RNA).
  This option takes gene therapy a stage further – tailored
  viruses alter the DNA of the recipients genetically
  reengineering an adult individual while medical nanites
  and cloned stem cells (with the new DNA) construct the
  new portions of the patient’s body.
  Characters who wish to be genetically augmented in
  adulthood (i.e. at second level or higher) must be admit-
  ted to a suitable medical facility and be approved for
  augmentation. (Characters with criminal leanings or who
  wish to avoid their new details being registered with
  governments should find more discreet hospitals and
  physicians.)
  Augmentation is an expensive process in terms of time
  and money. Reengineering the body, recovering fitness
  and health, and adjusting to the altered body can take
  weeks of time. Some of this time is spent in a suitable
  regeneration tank in an induced coma, but even during
  the later convalescence phases of the treatment, characters
  may be effectively out of action.
  The exact amount of time for augmentation is given by
  the following formulae:
  • 1 week per Development Point of the Genetic Talent
  for Early augmentation technology;
  • 3 days per Development Point of the Genetic Talent
  for Mature augmentation technology;
  • 1 day per Development Point of the Genetic Talent
  for Advanced augmentation technology.
  Some characters will be unwilling to endure enforced
  bedrest. After the first quarter (round up) of the augmen-
  tation period is complete, patients can be up and about,
  albeit at a penalty to all maneuvers equal to the DP cost of
  the Genetic Talent. Patients can receive additional medical
  treatment to reduce this penalty to zero – this requires a
  successful All-or-Nothing Medical Practice with a negative
  modifier equal to the Talent’s DP cost and must be made
  each day to eliminate the penalties until the full augmen-
  tation period is over. (Note: Some SysOps may choose to
  reduce the penalty gradually).
  The financial cost (including regeneration tank time,
  medical supervision, convalescence supervision and
  retraining) is as follows:
  •
  20,000 credits per Development Point of the Genetic
  Talent for Early augmentation technology;
  •
  10,000 credits per Development Point of the Genetic
  Talent for Mature augmentation technology;
  •
  5,000 credits per Development Point of the Genetic
  Talent for Advanced augmentation technology.
  The player must also expend the requisite Develop-
  ment Points as normal for the character to actually gain
  the Talent.
  Example: Marc has volunteered to join an expedi-
  tion to explore the frozen world of Poliahu. To
  increase his chances of survival, he has consented to
  genetic augmentation in order to acquire the Cold
  Resistance (Major) Talent. This Talent costs 20 DPs.
  The procedure will take 60 days (20 DPs x 3 days)
  to complete and cost 200,000 credits (20 DPs x
  10,000) at a Mature technology stage. Fortunately
  for Marc, Translight Survey megacorporation is
  footing the medical bill. After 15 days, Marc is out
  of the regen tanks and can leave the hospital wing.
  He will be at a penalty of –20 to all maneuvers for
  the next 45 days. On any day when his physician
  succeeds at an All-or-Nothing Medical Practice
  maneuver (with –20 penalty), Marc’s penalty is
  reduced to zero for that day.
  In the unlikely event that a character wants a genetic
  augmentation reversed, the time taken and financial cost
  to remove it are identical to the time and cost to make
  the original change. However, the character does not
  need to expend Development Points to return to normal
  – but the Development Points spent on the former
  Genetic Talent are forfeited.
  Enterprising player-characters with medical training,
  access to at least one regeneration tank, and the appropri-
  ate DNA encodings for Genetic Talents (doubtless
  acquired illegally from a medical database) might want to
  save or make some credits by performing augmentation
  procedures themselves. If so, halve the financial cost of the
  augmentation. DP cost and time taken remain the same.
  Talents and Other OPtions
  Chapter Seven
  
  89
  In addition, the PC physician must make an Extremely
  Hard (-60) Medical Practice maneuver for each full week
  taken by the procedure. Any failed maneuvers will add two
  extra weeks to the procedure. Any fumble will mean the
  process must be restarted from scratch.
  MASTER TALENT LIST
  SysOp’s Note:  The SysOp should examine the list of
  talents closely to determine if any talents are unsuitable
  for his or her campaign setting.
  TALENTS
  Academic Specialization
  The character has concentrated his efforts in a
  particular area of academic study, and gains a +20 bonus
  in one chosen Mundane Lore. This Talent may be taken
  multiple times, but must be for a different Mundane
  Lore each time.
  Cost: 10
  Accelerated Healing
  The character heals extremely fast. For him, all natural
  recovery times are halved. The amount of time required by
  psionic or magical healing (if any) is not halved.
  Cost: 10
  Active Psionic Field
  The character has unlocked his potential to use Psi
  Disciplines from a chosen Psionic Field
  with Tier 1 effects. The character must have
  already purchased the corresponding Latent
  Psionic Field for that Field and must still
  develop the necessary Psi Discipline skills.
  Players who wish their characters to create
  higher Tier effects must purchase Active
  Psionic Field multiple times. Each Tier for
  the same Field has a different cost: Tier 1
  costs 10 DPs, Tier 2 15 DPs, Tier 3 20 DPs,
  Tier 4 25 DPs and Tier 5 30 DPs. Each
  distinct Psionic Field must be developed
  separately.
  Cost: 10, 15, 20, 25 or 30
  Additional Profession
  A character must be at least second
  level to choose this Talent. This Talent
  allows a character to add one additional
  profession to those that he already has,
  each time this Talent is purchased. The
  character gains the Favored Categories
  of the new profession, replacing those of
  his old profession. The character may
  select and gain one professional ability
  from his new profession. This is the only
  professional ability that he gains from
  adding the new profession.
  Upon gaining a new level, the character must decide
  which profession he wishes to advance.
  Example: Stephen has decided that his Researcher is
  going to pick up a level of Soldier and has purchased
  the Additional Profession talent. Now he must select
  which professional ability he wants for his character.
  His choices are: Lightning Reflexes, Martial Arts
  Training, Speed Loader, or the +10 bonus to a Combat
  skill of his choice.
  Note: This talent must be purchased first, before
  anything else, if it is purchased during the level that it
  is gained.
  Cost: 20
  Agile Defense
  This Talent allows a character to add 2 x his Agility
  Bonus to his DB in addition to the bonus gained from
  Quickness. However, the character only gains this bonus if
  he is not wearing any armor heavier than Reinforced
  Ballistic Armor or Soft Leather, not carrying a shield larger
  than a Buckler and not wielding a 2 handed weapon.
  Cost: 25
  Alien Affinity
  The character does not suffer the normal –20 modifier
  when using Animal Handling, Beastmastery, or Riding
  skills on alien creatures.
  Cost: 10
  Talents and Other OPtions
  Chapter Seven
  
  90
  Talents and Other OPtions
  T
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  Chapter Seven
  
  91
  Talents and Other OPtions
  Chapter Seven
  
  92
  Ambidexterity
  The character may use either hand equally well, and
  receives no penalty for using a weapon in the off hand.
  Cost: 20
  Artistic
  The character gains +10 to all artistic skills.
  Cost: 10
  Artistic Training
  The character has received specialist training in a
  particular art form, and gains five skill ranks in one
  chosen Artistic skill. This Talent may not increase the
  character’s skill ranks above the normal maximum for his
  level.
  Cost: 10
  Athletic
  The character gains +10 to all athletic skills.
  Cost: 15
  Bane
  The character may select one type of creature (or race)
  against which he gets a bonus of +20 when determining
  damage. This bonus is used only in determining damage
  (i.e. the critical) and does not apply to determining
  whether or not the character actually hits.  The full bonus
  must always be used.  This allows the attack to ignore
  damage caps.
  Cost: 25
  Biosculpted Body
  This Talent represents a cosmetic alteration to the
  character’s body shape, size, hair color, skin color, etc.,
  using genetic augmentation techniques to achieve the
  change at the DNA level. As this can include altering
  retinal patterns and fingerprints (in addition to the
  modified DNA), this procedure is normally Restricted.
  The Development Point cost is 2 DPs for small-scale
  changes (facial alterations, hand modifications, etc.) and 5
  DPs for full body transformations.
  Cost: 2 or 5
  Blazing Speed
  The character’s Base Movement Rate is increased by
  2m.
  Cost: 15
  Calming Voice
  The character gains +10 to all Influence skills when
  used to calm down one or more individuals.
  Cost: 10
  Cold Resistance (minor)
  The character has a significant tolerance to natural
  cold. In game terms, this is equivalent to lowering the
  temperatures at which Stamina RRs must be made by 20
  degrees Celsius (i.e. to  –16 and –38).
  Cost: 10
  Cold Resistance (major)
  The character has a substantial tolerance to natural
  cold. In game terms, this is equivalent to lowering the
  temperatures at which Stamina RRs must be made by 50
  degrees Celsius (i.e. to  –46 and –68).
  Cost: 20
  Combat Awareness
  Characters with this talent are extremely aware of their
  surroundings during a battle. Normally, a character may
  make a Perception maneuver as a free action with a modifier
  of –50; this is called Combat Perception. Using this talent,
  they may still do the same, but the modifier is only a -30.
  Cost: 20
  Computer Wizard
  The character gains +10 to all computer-related skills,
  i.e. Computer Operation, Computer Hacking, and
  Computer Programming.
  Cost: 10
  Cyber Compatibility (Greater)
  The character’s body does not reject cyber implants, so
  the character may be augmented using any available
  cybernetic technology. Cyber Compatibility is covered in
  more detail in HARP SF Xtreme.
  Cost: 10
  Cyber Compatibility (Lesser)
  The character’s body does not reject cyber implants, so
  the character may be augmented using cybernetic technol-
  ogy. The range of implants is limited to cosmetic modifi-
  cation, datajacks, and neuralware.
  Cost: 5
  Dark Vision (Greater)
  The character is able to see up to 6m in total darkness.
  With at least some illumination (candle, torch, lantern,
  etc.), he is able to see up to twice as far as the illumination
  provides.
  Cost: 30
  Dark Vision (Lesser)
  The character is able to see up to 3m in total darkness. With
  at least some illumination (candle, torch, lantern, etc.), he is
  able to see up to twice as far as the illumination provides.
  Cost: 15
  Dense Musculature
  The character’s body is denser and heavier than normal.
  As a result, the character adds 9 to his or her racial weight
  modifier when determining their weight. The character
  gains a special +5 to both his OB and DB. However, due to
  this increased density, the character suffers a  -25 to all
  swimming maneuvers.
  Example: A human with a base weight of 80 kg
  taking this talent would weigh 94 kg, 80 + (5 weight
  modifier + 9= 14) = 94.
  Cost: 25
  Talents and Other OPtions
  Chapter Seven
  
  93
  Download Form
  This Talent represents the mental adjustments and
  physical proficiencies that must be learned by a Virtual
  persona or Pure AI character in shifting from a cyberspace
  existence into a physical body such as a vehicle or a
  biological construct. This Talent must be purchased
  separately for each different physical form. It must be
  taken prior to downloading or immediately after the
  download is complete. This Talent is not required when
  downloading into a robot body. Download Form is
  covered in more detail in HARP SF Xtreme.
  Cost: 20
  Electrical Sense
  The character can perceive electricity, whether it is the
  electrical fields generated by equipment or the electrical
  impulses in living creatures, and can  “see” the patterns
  of the fields and impulses. Characters with this ability
  receive a +10 bonus to any maneuvers where direct
  observation of the electrical field would be useful (e.g.
  Engineering to repair electrical devices, Electronic
  Bypass, Demolitions for spotting the live wires, etc.) and
  may make Perception maneuvers to locate hidden
  individuals or objects by spotting their electrical fields.
  Range is normally limited to 5m.
  Cost: 15
  Enhanced Scent
  The character has an extremely sensitive sense of smell.
  He can smell odors up to 30m upwind, 600m downwind,
  and up to 150m in still air, depending upon the strength
  of the odor. If he can pick up the scent of a specific target,
  he can gain a +50 bonus to his tracking attempt.
  Cost: 30
  Enhanced Senses
  The character has very acute senses, and gains a special
  bonus of +10 to all Perception rolls.
  Cost: 10
  Extra Limbs
  The character has one or more extra limbs (arms or
  legs). If legs, these do not increase Base Movement Rate,
  but do provide a +10 bonus per limb to DB against
  Martial Arts Sweeps or Unbalancing attacks. If arms, they
  do not provide any extra attacks, but may allow the
  character to do things that others would find impossible
  (e.g. make an attack with a two-handed weapon while
  holding something in the third hand.)
  Cost: 5 per limb
  Extremely Nimble
  The character is very nimble and light on his feet. He
  gains a special bonus of +10 to any Stalking and Acro-
  batic/Tumbling maneuvers.
  Cost: 10
  Fast Fixer
  The character can make repairs in half the normal
  time required, i.e. the base time for all repairs is halved
  for this character.
  Cost: 10
  Flight
  Anyone with suitable wings and this ability can fly (or
  glide).  Their Base Flight Rate (BFR) is twice their Base
  Movement Rate and Pace Modifiers Apply normally. Flight
  is extremely tiring, so characters may only stay aloft a
  maximum number of hours equal to their total Constitu-
  tion bonus. For each encumbrance level above Light, their
  BFR is reduced by half, and so is the amount of time they
  may stay aloft (i.e. Medium encumbrance = _ normal BFR
  and time aloft. Heavy encumbrance = _ BFR and time
  aloft). Characters with this Talent gain a bonus of +50 to
  the Flying/Gliding skill. Note that flight will be limited by
  the environment’s gravity.
  Cost: 20
  Gadgeteer
  The character gains +10 to all Engineering skills.
  Cost: 15
  Genetic Adaptation
  The character has been genetically engineered to
  survive in a particular environment. One of the character’s
  racial abilities may be swapped for an appropriate Talent
  from the Genetic Modifications Table , subject to SysOp
  approval. This Talent may be taken twice, allowing two
  racial abilities to be swapped out, but may only be
  purchased at first level.
  Cost: 5
  Genetic Health
  The character has been genetically engineered to
  eliminate all known genetic diseases from his DNA.
  Humans with this Talent are born without an appendix.
  Cost: 10
  Giantism
  The character is 50% taller and weighs twice as much as
  the normal height and weight for somebody of his race.
  He gains a special +5 bonus to his strength bonus.
  Cost: 25
  Gills
  The character can breathe underwater.
  Cost: 10
  Good Memory
  The character can accurately recall any conversations
  heard and describe any places, items, or individuals seen
  within 24 hours. Thereafter, his memory fades normally.
  Cost: 10
  Talents and Other OPtions
  Chapter Seven
  
  94
  Great Arm
  The character is extremely skilled and powerful when it
  comes to thrown weapons. He has double the normal
  Range Increment for all thrown weapons.
  Cost: 30
  Greater Resistance (Stamina)
  The character has a special +20 bonus to all Stamina-
  based Resistance Rolls. This does not stack with the Lesser
  Resistance (Stamina) Talent.
  Cost: 40
  Greater Resistance (Will)
  The character has a special +20 bonus to all Will-based
  Resistance Rolls. This does not stack with the Lesser
  Resistance (Will) Talent.
  Cost: 40
  Heat Resistance (minor)
  The character has a significant tolerance to natural heat.
  In game terms, this is equivalent to raising the tempera-
  tures at which Stamina RRs must be made by 20 degrees
  Celsius (i.e. to 52, 63, and 74 degrees Celsius).
  Cost: 10
  Heat Resistance (major)
  The character has a substantial tolerance to natural heat.
  In game terms, this is
  equivalent to raising the
  temperatures at which
  Stamina RRs must be made
  by 50 degrees Celsius (i.e. to
  82, 93, and 104 degrees
  Celsius).
  Cost: 20
  Heat Sense
  The character can detect
  the presence of creatures and
  objects, which have tempera-
  tures higher or lower than
  the surroundings. Range is
  limited to up to 10m.
  Cost: 15
  Heat Vision
  The character can see the
  world as a mosaic of hot and
  cold regions, identifying
  anything that is even a
  fraction of a degree above or
  below ambient temperature.
  Cost: 25
  High Gravity (minor)
  The character is adapted to a high-gravity environment
  (from 1.25g to 2g). Character receives a +4 stat bonus to
  Strength, +4 stat bonus to Quickness, and a +4 stat bonus
  to Constitution from increased muscle and bone strength
  and heightened reflexes, but suffers a –2 stat bonus
  modifier to Agility and a –2 stat bonus modifier to
  Presence from increased bone density and squat body
  shape. This Talent cannot be taken in addition to Low
  Gravity (Minor or Major) or Zero-Gravity Adaptation.
  Cost: 20
  High Gravity (major)
  The character is adapted to a high-gravity environment
  (from 2.01g to 3g). Character receives a +8 stat bonus to
  Strength, +8 stat bonus to Quickness, and a +8 stat bonus
  to Constitution from increased muscle and bone strength
  and heightened reflexes, but suffers a –4 stat bonus
  modifier to Agility and a –4 stat bonus modifier to
  Presence from increased bone density and squat body
  shape. This Talent cannot be taken in addition to Low
  Gravity (Minor or Major) or Zero-Gravity Adaptation.
  Cost: 40
  High Gravity Training
  The character has acclimatized to perfoming actions in
  higher gravities than his native
  gravity. This Talent reduces the
  penalties from high-gravity by
  5. It cannot reduce the penalties
  below zero. This Talent can be
  taken up to five times, allowing
  up to –25 points of gravity
  penalties to be eliminated.
  Cost: 5
  High Pressure
  Tolerance (minor)
  The character’s body
  (particularly lungs and
  surrounding skeleton) is
  adapted to withstanding high
  atmospheric pressure
  environments (up to 10x
  Earth’s atmospheric pressure).
  Cost: 10
  High Pressure
  Tolerance (major)
  The character’s body
  (particularly lungs and
  surrounding skeleton) is
  adapted to withstanding high
  atmospheric pressure
  environments (up to 100x
  Earth’s atmospheric pressure).
  Cost: 30
  Talents and Other OPtions
  Chapter Seven
  
  95
  Hotshot Pilot
  The character gains +10 to all Vehicular skills.
  Cost: 20
  Improvisation
  The character can jury-rig equipment and the equip-
  ment will function normally without any increase in its
  malfunction chance.
  Cost: 10
  Infrasound Hearing (air)
  Character can perceive the different sounds caused by
  air movement over the land and sea, and can convert this
  information into auditory “maps” of the terrain, granting
  them a +20 bonus to Navigation.
  Cost: 10
  Infrasound Hearing (water)
  Character can send and hear infrasound frequencies
  enabling them to communicate over hundreds of kilome-
  ters underwater.
  Cost: 15
  Instinctive Defense
  The character gains a special bonus of +20 to his DB for
  all attacks he is aware of. If he is unaware of an incoming
  attack, he still receives a special bonus of +10 to his DB.
  Cost: 30
  Instinctive Evasion
  The character gains a special bonus of +20 to the DB of
  the vehicle he is driving, piloting, etc. for all attacks he is
  aware of. If he is unaware of an incoming attack, the
  vehicle still receives a special bonus of +10 to its DB.
  Cost: 20
  Intuition
  The character is extremely sensitive to his environment.
  He may make a Combat Perception maneuver (a free
  action, with a -50 modifier to the maneuver) at any time
  (not just in combat) to notice that something is wrong.
  This ability will only allow him to detect things that are
  noticeable with a normal perception roll. The Talent,
  Combat Awareness, will affect the rolls allowed by this
  Talent as well. Some characters think of Intuition as their
  “danger sense”.
  Cost: 20
  Judge of Value
  The character gains +10 to all Appraisal skills.
  Cost: 10
  Latent Psionic Field
  The character has the latent ability to use Psi Disci-
  plines from one chosen Psionic Field. This Talent may
  only be purchased at first level during character creation.
  This Talent may be purchased multiple times, for a
  different Psionic Field each time. The cost of this Talent
  increases for each additional Field, starting at 5 DPs for
  the 1st Field, 15 DPs for the 2nd Field, 30 DPs for the 3rd
  Field, 50 DPs for the 4th Field, and 75 DPs for the 5th
  Field.
  Cost: 5, 15, 30, 50 or 75.
  Lesser Resistance (Stamina)
  The character has a special +10 bonus to all Stamina-
  based Resistance Rolls. This does not stack with the
  Greater Resistance (Stamina) Talent.
  Cost: 20
  Lesser Resistance (Will)
  The character has a special +10 bonus to all Will-based
  Resistance Rolls. This does not stack with the Greater
  Resistance (Will) Talent.
  Cost: 20
  Lightning Reflexes
  The character has extremely fast reflexes. This grants
  him a +5 bonus to his initiative roll.
  Cost: 10
  Logical Mind
  The character gains +10 to all Scientific skills.
  Cost: 20
  Low Gravity (minor)
  The character is adapted to a low-gravity environment
  (from 0.31g to 0.75g). Character receives a +4 stat bonus
  to Agility, but suffers a –1 stat bonus modifier to Strength
  and a –1 stat bonus modifier to Constitution. This Talent
  cannot be taken in addition to High Gravity (Minor or
  Major) or Zero-Gravity Talents.
  Cost: 10
  Low Gravity (major)
  The character is adapted to a low-gravity environment
  (from 0.06g to 0.3g). Character receives a +8 stat bonus to
  Agility, but suffers a –2 stat bonus modifier to Strength
  and a –2 stat bonus modifier to Constitution. This Talent
  cannot be taken in addition to High Gravity (Minor or
  Major) or Zero-Gravity Talents.
  Cost: 15
  Low Pressure Tolerance
  The character’s body is adapted to surviving in low
  atmospheric pressure environments. The character
  receives a +50 bonus to all Stamina RRs and CRRs against
  low pressure effects.
  Cost: 10
  Lung Capacity
  The character’s lungs have much greater capacity than
  normal, enabling him to hold his breath for a number of
  rounds equal to ten times the sum of his Constitution stat
  and Constitution bonus. In combat, the character can
  hold his breath for 15 rounds per positive Constitution
  modifier point.
  Cost: 10
  Talents and Other OPtions
  Chapter Seven
  
  96
  Machine Affinity
  The character gains +10 to all Machine Operation
  skills.
  Cost: 15
  Magnetic Sense
  The character can detect magnetic fields. Magnetic
  Sense gives a +20 bonus to Navigation on worlds with a
  magnetic field.
  Cost: 10
  Manual Dexterity
  The character gains +10 to Locks & Traps, Pick Pockets
  and Trickery.
  Cost: 10
  Martial Arts Training
  Any Martial Arts attacks made by the character are
  Medium rather than Small attacks.
  Cost: 10
  Master Craftsman
  The character has a gift for making and building things,
  and receives a +10 bonus to all Crafts skills.
  Cost: 15
  Mental Resolve
  The character has an unusual single-mindedness of will
  and mental focus, and receives a +10 bonus on all his
  Concentration skills.
  Cost: 20
  Motion Sensing
  The character has an acute ability to register even slight
  movements within his normal visible range, and receives a
  +20 bonus to Perception maneuvers against moving
  objects or people.
  Cost: 10
  Multiple Eyes
  The character literally has “eyes in the back of his head”
  (or appropriate body part!). Character does not suffer
  penalties from being attacked from the flank or rear.
  Cost: 20
  Multiple Subskill Proficiency
  This talent reduces the subskill penalty for a specific
  subskill by 10 for skills with mandatory subskills (Air
  Pilot, Animal Handling, Beastmastery, Driving, Foraging/
  Survival, Marine Pilot, Riding, Signaling and Space Pilot).
  It may be taken multiple times for the same subskill but
  cannot reduce the subskill penalty below zero. Without
  this talent only the primary subskill gets full bonus. This
  talent may also be taken multiple times for a different
  subskill.
  Cost: 5
  Multiple Weapon Proficiency
  This talent allows a character to use his full bonus for
  one additional weapon in a weapon group.  Without this
  talent only one weapon of each group gets full bonus. This
  talent may be taken multiple times for a different weapon
  each time.
  Cost: 5
  Natural Astronaut
  The character gains a +10 bonus to Zero-G Maneuver-
  ing and penalties to maneuvers performed under high
  acceleration (or high gravity) are halved.
  Cost: 10
  Natural
  Camouflage
  The surface of
  the character’s
  body (e.g. skin,
  scales, hide, etc.)
  can alter its hue
  to match the
  surroundings.
  This camouflage
  grants a bonus of
  +25 to all
  Stalking/Hiding
  attempts.
  Cost: 20
  Natural Gunner
  The character gains +10 to all Gunnery skills.
  Cost: 10
  Natural Linguist
  The character is able to understand (both listening and
  reading) related languages at one half of his skill ranks for
  a language that he already knows. A Maneuver roll (All-
  orNothing or Percentage at SysOp’s discretion) will be
  required for any speaking or writing in the related
  language (again at half skill ranks).
  Cost: 10
  Natural Weapons
  This ability represents a natural weapon such as claws,
  hooves, or a stinger that the possessor can learn to use as if
  they were learning a Martial Arts skill.
  Cost: 10
  Talents and Other OPtions
  Chapter Seven
  
  97
  Neutral Odor
  The character’s body has the peculiar ability to mask
  the scent of any odor within 2m of it, nor will he leave an
  odor for any animals to find.
  Cost: 15
  Night Vision
  The character can clearly see up to 30m easily on a
  starlit night, and by the light of a full moon, he can see up
  to 150m as if it were daylight out. In total darkness he is as
  blind as the majority of the races. In an interior setting,
  artificial illumination allows him to see twice as far as the
  illumination provides.
  Cost: 25
  Null Mind
  The character’s brain has an exotic makeup that makes
  it very difficult for telepaths to probe or manipulate his
  mind using any Discipline from the Telepathic Field. The
  character receives a special bonus of +50 to all RRs versus
  any Psi Disciplines from the Telepathy Field, but is also
  unable to develop any Telepathic Disciplines himself.
  Cost: 30
  Outdoorsman
  The character receives a bonus of +15 to all Outdoor
  skills.
  Cost: 20
  People Person
  The character gains +10 to all Influence skills.
  Cost: 15
  Physician
  The character has a gift for healing, and receives a +10
  bonus on all his healing & medical skills, i.e. First Aid,
  Medical Practice, and Medical Science.
  Cost: 10
  Poison Sac (Nerve)
  The character has a natural ability to generate a nerve
  poison within his body. When the poison is delivered by a
  suitable natural weapon (stinger, bite, claw, etc.), targets
  must make a Stamina RR or be paralyzed. The Poison
  Bonus and the duration of the paralysis vary according to
  the degree of this Talent.
  Poison Sac (Nerve) (Lesser) – The toxin has a Poison
  Bonus of +0 and the paralysis lasts d10 rounds. [Lesser,
  10]
  Poison Sac (Nerve) (Minor) – The toxin has a
  Poison Bonus of +20 and the paralysis lasts 2d10
  rounds. [Minor, 15]
  Poison Sac (Nerve) (Major) – The toxin has a Poison
  Bonus of +20 and the paralysis lasts d10 minutes.
  [Major, 20]
  Poison Sac (Nerve) (Greater) – The toxin has a
  Poison Bonus of +40 and the paralysis lasts 2d10
  minutes. [Greater, 25]
  SysOps may choose to vary the effects and resolution
  method.
  Cost: 10, 15, 20, 25
  Portage Skills
  Those with this ability are able to carry triple the
  normal mass allowed for each Encumbrance level.
  Cost: 10
  Psionic Reach
  This Talent doubles the range of any one Psi Discipline
  that has a range greater than Touch, i.e. a Tier 2 effect of
  1m per rank becomes 2m per rank. This talent may be
  purchased multiple times, for a different Psi Discipline
  each time.
  Cost: 20
  Quick Calculator
  The character gains a +20 bonus to Mathematics. The
  character can also perform even complex calculations
  accurately in his head, without the need for tools such as
  electronic calculators.
  Cost: 10
  Quiet Mind
  The character has a peculiar mind, which is hard to
  detect by psychics using the Clairsentience Discipline. The
  character receives a special bonus of +50 to all RRs versus
  Clairsentience attempts.
  Cost: 20
  Quiet Stride
  The character is naturally light on his feet, giving him a
  bonus of +25 to Stalking maneuvers.
  Cost: 20
  Radiation Resistance (minor)
  The character is abnormally resistant to radiation
  damage. All Radiation criticals against the character are
  reduced by one step (e.g. Medium become Small, Tiny are
  ignored). This is cumulative with anti-radiation medi-
  cines.
  Cost: 20
  Radiation Resistance (major)
  The character is very resistant to radiation damage. All
  Radiation criticals against the character are reduced by
  two stepa (e.g. Medium become Tiny, Small and Tiny
  effects are ignored). This is cumulative with anti-radiation
  medicines.
  Cost: 40
  Reduced Sleep Requirement
  The character requires less sleep than normal. Four
  hours of sleep are the equivalent of eight hours of sleep for
  him.
  Cost: 15
  Talents and Other OPtions
  Chapter Seven
  
  98
  Regeneration
  Regeneration (Minor) — The character has the
  ability to regenerate damage from all but fatal wounds.
  His body automatically regenerates 1 Concussion Hit
  each minute. His recovery rate for non-fatal injuries is
  halved. [Minor, 15]
  Regeneration (Major) — As the Minor talent, except
  the character recovers 2 Concussion Hits per minute.
  [Major, 30]
  Regeneration (Greater) — As the Minor talent,
  except the character recovers 3 Concussion Hits per
  minute. [Greater, 45]
  Cost: 15, 30, 45
  Scholar
  The character has an insatiable appetite for knowledge
  and a fantastic ability to recall information. He gains a
  special +10 bonus to all Lore skills.
  Cost: 10
  Scientific Specialization
  The character has concentrated his efforts in a particu-
  lar area of scientific study, and gains five skill ranks in one
  chosen skill from the Scientific category. This Talent may
  not increase the character’s skill ranks above the normal
  maximum for his level.
  Cost: 10
  Shield Training
  The character has been trained to use shields to their
  fullest capabilities. When wielding a shield, he may now
  use the Trained bonus for the shield.
  Cost: 10
  Skill Specialization
  The character is capable of great focus in learning. This
  is reflected in him gaining a one-time +10 bonus to a
  single skill. This Talent may be taken no more than three
  times, for a different skill each time.
  Cost: 10
  Space Adaptation
  The character’s body is designed to ignore all of the
  adverse medical effects of low gravity and zero-gravity.
  Cost: 40
  Spatial Boost (radius)
  Any one Psi Discipline with a radius area of effect has
  its normal radius doubled when you activate it. Thus a
  Tier 1 effect would be doubled from 1m radius to 2m
  radius. The Psi Discipline must be chosen when this Talent
  is purchased. This Talent may be purchased multiple
  times, for a different Discipline each time.
  Cost: 15
  Spatial Boost (targets)
  Any one Psi Discipline with an area of effect of 1 (or
  more) target(s) is automatically doubled to twice as many
  targets, i.e. a Tier 2 effect is doubled from 1 target per ten
  ranks to 2 targets per ten ranks. The Discipline must be
  chosen when this Talent is purchased. The targets must be
  different, and the same roll is used for all targets. This
  Talent may be purchased multiple times, for a different Psi
  Discipline each time.
  Cost: 25
  Speed Loader
  The character is extraordinarily fast when it comes to
  reloading ranged weapons
  Bows – may reload and fire every other round.
  Slings – may reload and fire every other round.
  Crossbows – reload time is reduced by one half
  (round up).
  Modern Ranged Weapons – reload time is reduced
  by one half (round up).
  This Talent may be purchased multiple times for a
  different type of ranged weapon (Modern Ranged, Bows,
  Crossbows, or Slings) each time.
  Cost: 10
  Speed Reader
  The character can read at three times normal speed, i.e.
  the character can read three pages or three full-size display
  screens per minute.
  Cost: 10
  Split Concentration
  The possessor can concentrate on two already active Psi
  Disciplines simultaneously, i.e. a character with this Talent
  could use Clairvoyance and Clairaudience at the same
  time to see and hear at a remote location, or the Scan and
  Wipe Disciplines to erase memories at the same time as
  reading them in a target’s mind. The possessor cannot
  concentrate on one discipline and activate another
  discipline at the same time using this Talent.
  Cost: 20
  Subconscious Discipline
  The character’s subconscious mind is capable of
  sustaining Psi Disciplines even after the conscious mind
  has ceased to maintain them. The Psi Discipline will
  remain active for an amount of time equal to the duration
  of the concentration upon it. Note this only affects
  activations where the duration has been chosen to be
  Concentration.
  Cost: 10
  Subtle
  The character is naturally discreet and subtle, and
  receives a +10 bonus on all his subterfuge skills.
  Cost: 20
  Sureshot
  Characters with this talent are an excellent shot with
  modern ranged weapons (such as firearms, energy
  Talents and Other OPtions
  Chapter Seven
  
  99
  weapons, etc.), bows, crossbows or other missile weapons.
  They have an amazingly acute sense of distance and a
  smooth and easy aim and release. All modifiers are
  reduced to -5 per Range Increment instead of the normal -
  10. This Talent may be taken multiple times, once for each
  type of ranged weapon, including thrown weapons. All
  Modern Ranged Weapons are counted as a single type for
  this Talent; each weapon group of the Thrown and Missile
  weapon classes is considered a distinct weapon type.
  Cost: 25
  Temporal Boost
  The duration of any one Psi Discipline is doubled, e.g. a
  Tier 2 duration of 2 rounds per rank would become 4
  rounds per rank. This does not affect any Disciplines
  where the duration is Concentration or Instant. This
  talent may be purchased multiple times, for a different
  Discipline each time.
  Cost: 20
  Telescopic Eyes
  The character can enhance a feature in their field of
  vision, magnifying it several times at the expense of
  everything else in the field of view. The process takes a
  round to focus in on the target and grants a +20 bonus to
  Perception maneuvers involving the target. This also
  allows the character to perform Sniping attempts at 4
  Range Increments from a target. While focused, the
  character suffers a –20 modifier to Perception maneuvers
  relating to other features or targets.
  Cost: 20
  Tough Hide (Lesser)
  This ability grants a +10 to DB from extremely tough
  hides or heavy coarse fur.
  Cost: 15
  Tough Hide (Minor)
  This ability grants a +20 to DB from extremely tough
  hides or heavy coarse fur.
  Cost: 30
  Tough Hide (Major)
  This ability grants a +40 to DB from extremely tough
  hides or extremely leathery or scaly skin.
  Cost: 60
  Tough Hide (Greater)
  This ability grants a +60 to DB from extremely tough
  hides or from many hard plates or large tough scales.
  Cost: 90
  Toughness
  The character is extremely tough. He gains a special
  +10 bonus to his Endurance skill.
  Cost: 15
  Ultrasound Echolocation
  The character can send ultrasound pulses and detect the
  reflected pulses as they bounce off surfaces. The pulses have
  a range of 0.5 km in air and 1 km in water. The character’s
  brain interprets the pulses as a three-dimensional image.
  Cost: 20
  Vacuum Adaptation
  The character’s body is designed to survive in vacuum.
  It may have some form of exterior scaling to protect
  against the pressure differential, have surface organs to
  close or cover orifices, and some organ for recycling
  exhaled air into breathable air.
  Cost: 40
  Virtuality
  This Talent represents the shift in mental perspective
  required by a biological character whose personality and
  memories have been copied to a Virtual persona. This
  Talent must be purchased either by the biological version
  of the character prior to personality recording or by the
  Virtual character immediately after upload.Virtuality is
  covered in more detail in HARP SF Xtreme.
  Cost: 20
  Water Vision
  Characters with this ability can see normally underwa-
  ter, but may have difficulties distinguishing colors above
  the water and limited range due to the intensity of light on
  land (unless anti-glare goggles are worn).
  Cost: 20
  Xenophile
  The character gains +10 to all skills relating to one
  specific alien race. This Talent may be purchased multiple
  times for a different alien race each time.
  Cost: 10
  Talents and Other OPtions
  Chapter Seven
  
  100
  Zero Gravity
  The character is adapted to a micro-gravity environ-
  ment (from 0g to 0.05g). Character receives a +12 stat
  bonus to Agility, but suffers a –4 stat bonus modifier to
  Strength and a –4 stat bonus modifier to Constitution.
  The character is unaffected by space sickness.  The
  character gains a +50 bonus to the Zero-G Maneuvering
  skill. This Talent cannot be taken in addition to High
  Gravity (Minor or Major) or Low Gravity (Minor or
  Major) Talents.
  Cost: 25
  Special Starting Items and Status
  During character creation only, the Player may also
  spend the character’s Development Points on the acquisi-
  tion of certain special starting items and on status. The
  following list gives the most common types of items and
  their Development Point costs.
  Item/Status
  Cost
  Bonus Item I
  5
  Bonus Item II
  10
  Loyal Domesticated Animal
  5
  Loyal Unusual Creature
  15
  Planetary Vehicle
  10
  Interplanetary Shuttle
  20
  FTL-capable Vessel
  50
  Law Enforcement Ability
  20
  Magnate
  20
  Military Rank
  5 per rank
  Nobility
  20
  Patron
  10 / 20
  Reputation
  15
  Bonus Item I – The character has an item with a quality
  bonus of +5. This bonus applies to any skill or actions
  suited to the normal operation of the item. For ex-
  ample, a bonus item that was a set of lock picks would
  provide a +5 bonus to the character’s skill in picking
  locks.
  Bonus Item II – The character has an item with a quality
  bonus of +10. This bonus applies to any skill or actions
  suited to the normal operation of the item. For ex-
  ample, a bonus item that was an emergency medical kit
  would provide a +10 bonus to the character’s skill in
  First Aid.
  Loyal Domesticated Animal – The character has a
  common animal that is completely loyal to him, (i.e.
  dog, wolf, horse, etc.). The normal animal is subject to
  SysOp approval based upon the campaign setting.
  Loyal Unusual Creature – As above, except that the
  animal is not common in any way (i.e. a flying snake, an
  alien symbiot, etc.). The unusual creature is subject to
  SysOp approval based upon the campaign setting.
  Planetary Vehicle – The character owns a vehicle, such as
  a sports car, small speedboat, or small aircraft.
  Interplanetary Shuttle – The character owns an unarmed
  interplanetary shuttle, capable of atmospheric and
  space flight. This should be a mini-shuttle or equiva-
  lent. It is incapable of faster-than-light travel.
  FTL-capable Vessel – The character owns a small un-
  armed spaceship. It is capable of both slower-than-light
  and faster-than-light.
  Law Enforcement Ability – The character has been
  granted the right to enforce the law in a specific area.
  The actual benefits of this will vary depending upon the
  local laws, and this ability extends to no more than a
  single planet. SysOps may restrict this further to a
  smaller region of a world. He will be recognized by the
  local citizenry as an officer of the law, unless working
  undercover, and (if in uniform) may be called upon by
  them to perform various legal tasks.
  Magnate – The character is a member of one of the ultra-
  rich families that have substantial holdings in the
  interstellar megacorporations. The character begins
  play with ten times the normal starting credit.
  Talents and Other OPtions
  Chapter Seven
  
  101
  Military Rank – The character has been or is serving in
  the military forces of his homeworld or species confed-
  eration. For meritorious service, he has been promoted
  one or more times (5 DPs per promotion). SysOps
  should normally limit beginning characters to com-
  pany-size and small ship commands.
  Nobility – The character is a member of the nobility, or
  aristocratic ruling class of his culture. He may have
  been awarded nobility, or been born into it. Pseudo-
  feudalism has developed on a number of human
  colonies and is practiced among other species. The
  Player and the System Operator should determine the
  character’s title and the extent of his powers and rights
  as a noble.
  Patron (minor, 10) – The character has a patron who can
  provide him with the bare necessities of life (food,
  shelter, etc.) whenever needed. The patron is an
  individual whose influence is limited to a single planet.
  Patron (major, 20) – The character has a patron who can
  provide him with almost any normal items or resources
  (SysOp discretion). The patron is an individual whose
  influence is limited to a single planet.
  Reputation – The character is famous or perhaps infa-
  mous, e.g. the character may have written a bestselling
  novel, been the first person to ascend a particular
  mountain, be notorious in the scandal sheets for affairs
  with holovision stars, etc. The character’s notoriety is
  limited to a single world or to a particular group of
  people (e.g. mountaineers, scoutship pilots, etc.).
  Multiple Professions
  HARP SF allows a character to add additional profes-
  sions as he progresses in levels. Upon going up a level, the
  player may purchase the Talent, Additional Profession,
  which allows him to add a level of another profession to
  his overall level. The character’s overall level is the sum of
  all levels in all professions that he has acquired.
  Once a character has two or more professions, when-
  ever he goes up a level, he may freely select which one to
  advance, or he may add yet another profession to the mix,
  by purchasing the Additional Profession Talent again.  A
  character is limited to adding only one new profession
  each time he advances a level.
  Example: Choyen is a 3rd level Scout. Upon reaching
  4th level, Choyen decides to join the Federation
  Intelligence Service and becomes a Spy. Choyen’s
  player pays for the Additional Profession Talent and
  Choyen is now a Scout(3)/Spy(1), which is a 4th level
  character overall. Once Choyen reaches 5th level, he
  may increase his Scout level, increase his Spy level or
  add yet another profession. Choyen elects to increase
  his Spy level making him a Scout(3)/Spy(2).
  Note:
  In science-fantasy campaigns, characters may be
  allowed to take spell-using professions. A character with
  multiple professions may only purchase ranks in spells
  belonging to a specific Sphere of magic when advancing a
  level in the profession to which that Sphere is associated.
  Fate Points
  Sometimes the character needs an extra edge, just that
  little push to give him what he needs to succeed in a
  maneuver, or perhaps an extra bit of luck to minimize that
  critical he received that would otherwise kill him outright.
  Fate Points are a mechanism by which the Player can give
  additional aid to their character.
  • Every character starts off with 3 Fate Points and has
  the chance to purchase more. For a cost of 5 Develop-
  ment Points, you can purchase one Fate Point for your
  character, up to a maximum of 5 Fate Points total. The
  SysOp may also award your character a Fate Point for a
  spectacular maneuver, or an idea that greatly aided the
  accomplishment of the goal of the party.
  • Fate Points may only be used for certain effects, as
  listed below.
  • For 1 Fate Point, the player may add a special modi-
  fier of +50 to any one roll that he makes for his character.
  • For 2 Fate Points, the player may add a special
  modifier of +100 to any one roll that he makes for his
  character.
  • For 1 Fate Point, the player may add a special modi-
  fier of +50 to his Defensive Bonus for one round.
  • For 2 Fate Points, the player may add a special
  modifier of +100 to his Defensive Bonus for one round.
  • For 1 Fate Point, the player may have 25 subtracted
  from any one critical his character receives.
  • For 2 Fate Points, the player may have 50 subtracted
  from any one critical his character receives.
  • For 1 Fate Point, the player may have 25 subtracted
  from any one critical a vehicle (in which he is travelling)
  receives.
  • For 2 Fate Points, the player may have 50 subtracted
  from any one critical a vehicle (in which he is travelling)
  receives.
  Fate Points may only be used in situations where
  success or failure will have an immediate and important
  impact on the character such as during a confrontation of
  some sort; they may not be used for something as mun-
  dane as the crafting of an item or other non-stressful
  situations.
  Once a Fate Point is used, it is used up. To get Fate
  Points back, the character must spend Development
  Points or be awarded extraordinary Fate Points by the
  SysOp.
  Talents and Other OPtions
  Chapter Seven
  
  102
  TRAINING PACKAGES
  A Training Package is a group of related skills that are
  learned together, and then purchased at a discount. These
  packages reflect special teaching and training offered by
  organizations, or a special “curriculum” designed by a
  player that reflects his character’s special interests and
  goals. Organizations that might offer training packages
  include military academies, universities,
  megacorporations, secret societies, and the criminal
  underworld.
  How to Use Training Packages
  Both players and SysOps may create Training Packages
  (TPs). The SysOp can use them to introduce new and
  exciting organizations that are part of the campaign
  universe to his players, especially if his players wish to join
  such organizations. By offering his players various TPs, the
  SysOp gives his players the opportunity to become more
  involved with the campaign setting.
  Players can also create their own TPs. When doing so,
  they should collaborate with the SysOp on creating a
  background story for the TP so that the SysOp may work
  it into the campaign universe with as little trouble as
  possible. When a player creates a TP, the SysOp must
  always approve it before the character may actually
  purchase it. This also allows the player to be more involved
  in the campaign universe without permitting rules abuses.
  Training Packages are normally gained only when a
  character goes up in level, but sometimes during the
  course of play, a character may have the opportunity to
  gain training of a specialized nature through role-playing.
  In such cases, only the SysOp may authorize a character to
  gain the TP. When this happens, the points for the cost of
  the TP are removed from the character’s Development
  Points the next time he goes up in level. This mid-level TP
  also counts against the character’s one TP per level limit.
  Example: A group of characters are stranded on a
  harsh frontier world and have to assist the colonists in
  establishing their settlement as a means of obtaining
  enough credit to buy passage off-world. The SysOp
  may create a Pioneer Training Package for the
  characters to reflect this specialized training and
  experience. The next time that the characters go up in
  level, they automatically lose a number of Develop-
  ment Points for that level equal to the cost of the
  Pioneer TP, and they are not allowed to take any other
  Training Packages that level.
  Here are a few guidelines for the acquisition of Training
  Packages:
  1.
  Characters are limited to learning no more than 1
  Training Package each level.
  2.
  If the skill ranks gained from a TP would give a
  character more skill ranks than the skill ranks per level
  limit, then those extra ranks are lost.
  Training Packages should not be purchased across
  multiple levels without the SysOp’s express permission. If
  a Training Package is too expensive to purchase in one
  level, then perhaps it is too large and needs to be rede-
  signed, or broken into multiple smaller Training Packages.
  Designing Training Packages
  Here are the rules for designing a training package:
  • A TP should never contain more than 20 skill ranks total.
  • A TP should never have less than 2 ranks in any given skill.
  • A TP should never have more than 5 ranks in any given skill.
  All skills in the TP should reflect the nature of the TP
  and group for which it is created.
  Training Package Cost:  Training Packages are pur-
  chased at a 25% discount. The cost of the skills in a
  Training Package depends on a character’s favored and
  nonfavored categories. Total the cost for the entire
  Training Package and then apply the discount to get the
  final cost of the package. So a Training Package with a
  total cost of 20 points would have a final cost of 15 points.
  SAMPLE TRAINING PACKAGES
  This section provides a number of sample Training
  Packages to illustrate how they can be used in your game.
  The names and places detailed in these samples are
  featured in the Tintamar universe. SysOps are free to
  change the names to suit their own universes.
  Combat Engineer
  Space Marines and meagcorp mercenaries rely on their
  weapons, equipment and planetary vehicles. Combat
  Engineers ensure those vital gadgets don’t break down
  when the going gets tough and put the kit back together
  after a battle in preparation for the next assault.
  Skill
  Ranks
  Computer Operation
  2
  Computer Programming
  2
  Engineering: Transport
  4
  Engineering: Weapons
  4
  Engineering: A
  2
  Engineering: B
  2
  Machine Operation
  2
  Weapon Skill or Gunnery
  2
  (SysOp’s Note: Combat Engineers must choose two
  other distinct Engineering skills for their skill ranks in
  “Engineering: A” and “Engineering: B”.)
  Criminal Gangmember
  Anyone can break the law – the trick is not being
  caught. Successful criminals need skill, cunning and
  resources to evade detection. Organized crime gangs can
  provide those resources – alibis, crooked lawyers, bribes,
  knowledge of potential opportunities, specialist gear,
  markets for stolen goods, and the like – in return for a
  hefty cut. Would-be members will have to prove them-
  Talents and Other OPtions
  Chapter Seven
  
  103
  selves to earn their membership, and if their loyalty to the
  underworld bosses is ever in doubt, they should expect
  severe repercussions.
  Skill
  Ranks
  Dirty Fighting
  2
  Duping
  2
  Electronic Bypass
  3
  Locks & Traps
  2
  Perception
  2
  Pick Pockets
  2
  Stalking & Hiding
  2
  Streetwise
  3
  Doctor
  Graduates of the galaxy’s finest medical schools,
  Doctors are licensed to practice medicine and surgery.
  Those who are dissatisfied with treating common ailments
  can pursue more fulfilling careers in the medical branches
  of the military, join interstellar expeditions, or undertake
  bioscience research for the megacorporations.
  Skill
  Ranks
  Biology
  3
  First Aid
  4
  Medical Practice
  5
  Medical Science
  3
  Psychology or
  Xenology
  3
  Entrepreneur
  “Next year, I’ll be a billionaire.” Contact with alien races
  has spawned a generation of entrepreneurs hoping to
  strike it rich by licensing alien technology, discovering the
  next must-have spice, liquor, art form, etc. Entrepreneurs
  usually begin their careers as troubleshooters and factors
  of independent merchants, before becoming partners in
  the firm or branching out on their own. They cannot
  compete against the resources of a megacorporation, so
  must be shrewd and swift in seizing any opportunities.
  Skill
  Ranks
  Appraisal
  5
  Duping
  2
  Linguistics
  4
  Mundane Lore:
  Cosmography
  2
  Xeno Lore
  2
  Trading
  5
  Federation Police Investigator
  Crime is no respecter of planetary boundaries. Criminals
  commit their crimes on one world before fleeing to another.
  Ordinary police are limited in their jurisdiction to a single
  planet; FedPol Investigators can pursue suspects to the stars.
  Elite FedPol detectives are tasked with investigating crimes
  against the Federation and humanity, including secessionist
  conspiracies, outlawed bioengineering experiments,
  smuggling to interdicted worlds, illegal exploitation of
  peoples or worlds by megacorporations, and malfeasance by
  governments.
  Skill
  Ranks
  Computer Operation
  2
  Forensics
  4
  Interrogation
  4
  Mundane Lore:
  Cosmography
  2
  Law
  2
  Perception
  2
  Streetwise
  2
  Weapon Skill
  2
  Follower of the Omnisentience
  The discovery of the portal device orbiting Methuselah
  and the mystery of the apparently vanished Builders
  spawned a thousand cults in human space, most of which
  quickly dwindled to a handful of believers. The Church of
  the Omnisentience were an exception. A proselytizing
  faith, they preach a universal brotherhood among all
  sentient races, that the Builders have influenced the
  development of the younger races, and await the return of
  the Builders when the new civilizations have proven their
  worth. The Church has many adherents on Earth, in the
  older solar colonies, and on the corporate dominated
  worlds, and even boast a few alien converts.
  Skill
  Ranks
  Duping
  3
  Mundane Lore:
  Cosmography
  2
  History
  2
  Religion
  5
  Xeno Lore
  2
  Public Speaking
  4
  Talents and Other OPtions
  Chapter Seven
  
  104
  Initiate of the Transcendence
  In an earlier age on Earth, proven psychics would have
  been burned at the stake as witches. Even now, many
  “normal” humans distrust Adepts and Fusions – few are
  comfortable with the idea that complete strangers can
  probe the hidden recesses of their minds. Initiates of the
  Transcendence are formally trained Adepts and Fusions
  whose code of behavior forbids unwanted mental contact
  and limits unnecessary exhibition of more dramatic
  powers. Initiates must pay a percentage (about 10%) of
  any fees they receive for commercial services to the Order.
  The organization trains Adepts, regulates their profes-
  sional behavior and seeks to promote understanding
  between the psychically gifted and the rest of humanity.
  Conspiracy theorists have different perspectives on the
  goals of the Masters of the Transcendence.
  Skill
  Ranks
  Mental Focus
  3
  Psi Discipline A
  4
  Psi Discipline B
  3
  Psi Discipline C
  2
  Psi Energy Development
  3
  Resistance (Will)
  3
  (SysOp’s Note: Initiates must spread their skill ranks in
  Psi Disciplines across three distinct Disciplines.)
  MegaCorp Mercenary
  It takes money to make more money, and the
  megacorporations don’t like rivals of any kind taking a cut
  of their profits. Ordinary police have civic responsibilities;
  FedPol Investigators and the military are too curious for
  nervous company executives. The solution: Mercenaries –
  private security and quasi-military forces who will protect
  company headquarters, research facilities, and interstellar
  trading outposts. They will even crew corporate warships
  in hostile unexplored space. MegaCorp Mercenaries are
  usually ruthless, efficient, and loyal to their paymasters as
  long as the credits keep flowing and the employers don’t
  demand the impossible or suicidal. Satisfaction
  guaranteed or your money back.
  Skill
  Ranks
  Armor
  3
  Endurance
  3
  First Aid
  2
  Gunnery
  2
  Sniping
  2
  Stalking & Hiding
  2
  Weapon Skill
  4
  Navy Officer
  Join the AstroNavy and see the universe say the
  recruiting posters. Planetary defense, sentry duty on key
  Lagrange points and active portals, and escorting convoys
  are the principal roles of most navies in the civilized
  regions of space. Battles with smugglers, pirates and
  raiders will test the mettle of naval officers. In unknown
  space, naval officers must be scientists, explorers or
  diplomats as much as they are warriors.
  SysOp’s Note: The skill set in this package represents a
  general training in space skills. SysOps may wish to
  consider specialized versions of this package for specific
  naval roles (navigation, engineering, gunnery,
  communications, etc.)
  Skill
  Ranks
  Computer Operation
  2
  Engineering:
  Magneto-gravitic
  2
  Gunnery
  2
  Mundane Lore:
  Cosmography
  2
  Navigation
  2
  Signaling
  2
  Space Pilot
  2
  Vocation:
  Crewmember
  2
  Weapon Skill
  2
  Zero-G Maneuvering
  2
  Netrunner
  Cyberspace is an electronic universe populated by
  advanced software systems, artificial intelligences, and
  virtual people. For Netrunners, it is a playground of the
  mind. Probing confidential archives to plunder their
  secrets, foiling electronic countermeasures,
  reprogramming the constructs of cyberspace,
  confounding rival Netrunners – all in a day’s work. Life in
  cyberspace is more real for many Netrunners than the
  physical universe and transcendence into the immortality
  of the virtual state is their ultimate goal.
  Skill
  Ranks
  Computer Hacking
  5
  Computer Operation
  5
  Computer Programming
  5
  Cyber Control
  3
  Planetary Explorer
  Habitable worlds are complex in their ecosphere, their
  geography, their geology and their meteorology. Even
  those with extreme environments boast a rich diversity of
  life. Each new world has its own surprises, pleasant and
  perilous alike, for visitors and potential colonists.
  Planetary Explorers are the first to land on a new world –
  their dangerous job is to map it, to catalogue its life forms,
  and to discover its secrets before a world can be declared
  safe for colonization or exploitation.
  Talents and Other OPtions
  Chapter Seven
  
  105
  Skill
  Ranks
  Air Pilot or Marine Pilot
  2
  Climbing
  2
  First Aid
  2
  Foraging/Survival
  2
  Machine Operation
  2
  Navigation
  2
  Perception
  2
  Planetology
  2
  Swimming
  2
  Weapon Skill
  2
  Prospector
  Hard-bitten miners, Prospectors are rugged individuals
  who spend most of their working life hunting through the
  asteroid and comet swarms of solar systems, hoping to
  strike it rich by finding an asteroid with heavy
  concentrations of valuable minerals. They may mine
  smaller lodes themselves; for larger deposits, they’ll
  register a claim with the local authorities who will license
  a corporation to exploit the resources. Competition for
  new finds can become intense, so Prospectors are cautious
  in trusting people from outside their own team.
  Skill
  Ranks
  Computer Operation
  2
  Demolitions
  2
  Machine Operation
  5
  Mundane Lore:
  Cosmography
  2
  Signaling
  2
  Space Pilot
  2
  Vocation: Crewmember
  2
  Zero-G Maneuvering
  3
  Scientist
  Graduates from universities and academies, Scientists
  strive to understand the mysteries of the universe. For
  some, scientific progress is an end in itself and one where
  any means of advancing knowledge is perfectly justifiable.
  Skill
  Ranks
  Computer Operation
  4
  Scientific Skill A
  5
  Scientific Skill B
  4
  Scientific Skill C
  3
  Writing
  2
  SysOp’s Note: Scientists must spread their skill ranks in
  Scientific Skills across three distinct skills. Medical
  Practice and Medical Science may not be chosen.
  Secret Agent
  Everyone has secrets; governments and
  megacorporations have important secrets. Secret agents
  excel at infiltrating organizations, developing a counterfeit
  persona that enables them to pose as bona-fide members
  of the targeted group, for however long it takes to locate
  and retrieve the required intelligence.
  Skill
  Ranks
  Acting
  3
  Computer Hacking
  2
  Disguise
  3
  Duping
  2
  Electronic Bypass
  2
  Machine Operation
  2
  Perception
  2
  Stalking & Hiding
  2
  Weapon Skill
  2
  Space Engineer
  Space Engineers have to know something about every
  flavor of Engineering. When you are stranded light-years
  from anywhere civilized in a disabled starship, a skilled Space
  Engineer might be able to achieve a miracle and get you
  home. It’s amazing what can be done with some spare parts, a
  great deal of clever jury-rigging, and a lot of determination.
  Skill
  Ranks
  Computer Operation
  2
  Computer Programming
  2
  Engineering:
  Civil/Habitat
  2
  Magnetogravitic
  3
  Transport
  3
  Weapons
  2
  Engineering: other skill
  2
  Machine Operation
  2
  Zero-G Maneuvering
  2
  SysOp’s Note: Space Engineers must spend the skill
  ranks given through “Engineering: other skill” in another
  Engineering skill of their choice other than Habitat,
  Magnetogravitic Transport, or Weapons.
  Starfighter Pilot
  Ace pilots and exceptional gunners, Starfighter Pilots
  are the crème de la crème of any space navy. In single-
  person or two-person fighters, they fly into battle ahead of
  the main force to destroy enemy fighters and challenge
  larger vessels. Starfighter Pilots are the heroic knights of
  space and their duels are the stuff of epic holovision
  dramas. Glamorous their career may be, but the lifespan
  of a Starfighter Pilot can be exceedingly short. Seize the
  day is their motto for the next dogfight may be the last.
  Skill
  Ranks
  Combat Style & Maneuver:
  Combat Piloting
  2
  Gunnery
  2
  Navigation
  3
  Signaling
  2
  Space Pilot
  3
  Vocation:
  Crewmember
  2
  Weapon Skill
  2
  Zero-G Maneuvering
  3
  Talents and Other OPtions
  Chapter Seven
  
  106
  Starsoldier
  A planet can be conquered from space and coerced into
  submission by the threat of saturation bombardment,
  even if its cities are sheltered by magneto-gravitic shields.
  But to truly control a world, soldiers are needed to take
  and hold the territory. Starsoldiers are the combat troops
  of the future – trained and equipped to fight in any
  environment from the vacuum of space to the virgin
  paradises of colony worlds, and everything in between. For
  Starsoldiers, martial traditions and esprit de corps
  distinguish them from the paid hirelings of the
  megacorporations.
  Skill
  Ranks
  Armor
  3
  Endurance
  3
  Gunnery
  2
  Mundane Lore:
  Tactics
  2
  Sniping
  2
  Vocation:
  Soldiering
  2
  Weapon Skill
  3
  Zero-G Maneuvering
  3
  XenoArchaeologist
  Countless civilizations have arisen, flourished, and
  faded since the galaxy was young. The relics of extinct
  species are scattered on many worlds. Xenoarchaeologists
  explore such ruins, seeking to understand the precursor
  cultures and their ultimate fates. Every Xenoarchaeologist
  dreams of discovering working artifacts built by extremely
  advanced races that might permit centuries of
  technological development to be leapfrogged and gain the
  finder unimaginable wealth.
  Skill
  Ranks
  Archaeology
  4
  Audiovisual Recording
  2
  Computer Operation
  2
  Electronic Bypass or Locks & Traps
  2
  Linguistics
  2
  Mundane Lore:
  History
  4
  Perception
  2
  Xenology
  2
  Xenodiplomat
  Xenodiplomats are the masters of negotiation, skillfully
  applying the subtle arts of persuasion and discernment to
  achieve agreements in matters of trade and policy between
  governments and organizations. Xenodiplomats are
  trained to understand the motivations and psychology of
  alien races, to “read” the expressions and moods of their
  representatives. Such experience is equally useful when
  dealing with isolated colonial cultures that have drifted far
  from homeworld norms.
  Skill
  Ranks
  Duping
  4
  Linguistics
  4
  Mundane Lore:
  Cosmography
  2
  Public Speaking
  2
  Psychology
  2
  Trading
  2
  Xenology
  4
  Chapter Seven
  Talents and Other OPtions
  
  107
  OUTFITTING YOUR CHARACTER
  Characters begin the game with five changes of
  clothing, a set of sturdy footwear, and an overcoat. The
  nature of the clothes depends on the character’s species,
  culture and homeworld.
  In addition, every character normally begins play with
  1000 interstellar credits (or 1000 sols if a human character in
  the Tintamar setting). Characters with the Magnate starting
  option begin play with 10000 interstellar credits (or sols).
  This money represents family inheritances, personal
  savings, and back pay from previous work. Characters will
  need to purchase weapons, spacesuits, armor, personal
  gear, etc. using this wealth, so spend it wisely.
  In some campaigns, player-characters begin play as
  members of military forces or employees of
  megacorporations. SysOps may choose to supply the
  characters with military or corporate gear as a result
  instead of awarding the normal starting money.
  Monetary Units
  HARP SF uses a standardized system of currency. On
  the civilized worlds, this takes the form of “electronic
  cash”, with characters carrying cards (much like today’s
  credit or debit cards), which can only be used by their
  owner to make purchases or transfer funds. (These almost
  unforgeable cards contain fingerprint, retinal, and in some
  cases, DNA scans of their owners to combat fraud.) On
  arrival on a new world, travelers need to register their
  cards in the local planetary banking system to establish a
  credit balance. Lightspeed delays means that reconciling
  accounts across known space can take weeks.
  The primary unit of currency is the interstellar credit
  (usually called the “cred”). In human space in the
  Tintamar setting, the primary unit is the solarius (almost
  always called the “sol”.) Both creds and sols have smaller
  denominations, known as “cents”, with 100 cents to both
  the sol and the cred. Colonial worlds sometimes have their
  own local currencies, even using metal coins as a means of
  exchange – starfarers should beware of moneychangers
  eager to fleece outworlders at ruinous rates of exchange.
  Encumbrance
  As a character acquires more and more items, he will
  start carrying them around with him all the time unless he
  has someplace absolutely safe to store them, or he sells
  them for additional money. As he has more to carry
  around, he will begin to be encumbered, meaning that he
  is just carrying more weight than is comfortable in order
  to move easily.
  Characters receive a penalty to all Agility and Quickness
  based maneuvers when they start carrying too much stuff
  around.  How much a character can carry depends upon
  his Strength stat bonus. When figuring out the Encum-
  brance for a character, never include their armor as it has
  its own maneuverability issues and penalties.
  The table lists the base weight ranges and encumbrance
  penalties along with a few other items of information. A
  character’s Strength bonus will adjust the base weight
  ranges for that character. Just add the Strength bonus
  divided by 2 (rounding down) to the Weight Ranges to
  determine the character’s adjusted encumbrance ranges.
  If the character is carrying more weight than the
  maximum allowed for a heavy load, then double the
  Encumbrance Modifier for every additional 15 kg, plus
  strength bonus that is carried.
  Weight Ranges
  Encumbrance Modifier
  Max Pace
  0 kg – 15 kg
  None
  +0
  Dash
  16 kg – 30 kg
  Light
  -10
  Sprint
  31 kg – 45 kg
  Medium
  -20
  Fast Run
  46 kg – 60 kg
  Heavy
  -30
  Run
  Example: Andrew is very strong and has a Strength
  rating of 92, giving him a Strength bonus of +9.
  Therefore his weight ranges are as follows: None = 0 kg
  – 19 kgs; Light = 20 kg – 34 kg; Medium = 35 kg - 49
  kg; Heavy = 50 kg – 64 kg. If he is carrying more than
  64 kg, but less than 79 kg, then his modifier is -60.
  Chapter Seven
  Talents and Other OPtions
  
  108
  TECHNOLOGY & EQUIPMENT
   Through science, we begin to understand the universe.
  By applying science as technology, we can reshape our
  everyday lives and our societies. The printing press, the
  steam engine, the telephone, the jet engine, and the
  computer have all revolutionized human cultures.
  Technological advances continue at a furious pace
  with genetic engineering and nanotechnology promis-
  ing new breakthroughs in medicine and manufacturing
  in our lifetimes.
  The available technology can define what is possible
  and what is impossible in a science-fiction role-playing
  game. Faster-than-light travel provides the opportunity
  for rapid interstellar exploration, the potential to meet
  alien races on their own worlds, the possibility of govern-
  ments spanning multiple solar systems, and the perils of
  galaxy-wide conflict among star nations. The absence of
  faster-than-light communication except by messages
  carried by starships imposes isolation upon scattered
  colonies, emphasizes self-reliance among settlers, and
  promotes cultural individualism.
  In a game, technology can become too advanced.
  Imagine a future of superintelligent computers and
  sophisticated nanomachines that can create any object to
  order. In this brave new world, machines do all the work
  and all the thinking while humans enjoy lives of luxurious
  leisure. Perhaps a pleasant future to live in, but not an
  exciting one to game in.
  A single technological advance can have a major impact
  on the variety of games that are possible. Once upon a
  time, there was a subgenre of murder mystery fiction
  involving isolated residences where the detective was
  effectively locked in with potential victims, suspects and
  the killer – and the story was a race to unmask the
  murderer before he killed again. Today, somebody would
  use their cell phone to call for help. Or again, who
  wouldn’t fire up their favorite search engine to find the
  facts on any given subject? The temptation to use comput-
  ers as infinite memory banks of knowledge is a seductive
  one for player-characters in science-fiction games.
  Unless there is a sound setting reason, such as a recent
  apocalyptic event leading to the collapse of civilization, we
  expect technological marvels in our futures and gamers
  will feel cheated without their spaceships, their blasters,
  their clever robotic companions, and all the other trap-
  pings of the genre.
  HARP SF seeks to strike a balance between plausible
  scientific and technological advances that open up new
  Chapter Eight
  Technology & Equipment
  
  109
  possibilities for gaming without the same very break-
  throughs eliminating all the challenges of the universe.
  This is not a game where one technological gizmo will
  solve every problem. It is first and foremost a game where
  the characters matter and their efforts can save or destroy
  the future.
  STAGES OF TECHNOLOGY
  A single frame of technological development would
  limit the SysOp’s ability to create unique settings and
  make it difficult to depict encounters with both less and
  more advanced civilizations.
  Hence technological advances are divided into six
  broad stages of development: Unavailable, Prototype,
  Early, Mature, Advanced, and Obsolescent.
  An Unavailable technology is one that has yet to be
  invented. Scientists may have theorized its possibilities,
  but no one has managed to create a working prototype. In
  some cases, the prevailing scientific wisdom may claim
  that the technology is not just unavailable, but unobtain-
  able – an impossibility according to the natural laws.
  With a Prototype technology, the scientific break-
  throughs have been made and dedicated engineers have
  laboriously developed the first alpha versions. The
  prototype works in the hands of its creators, but only their
  constant care and attention keeps it working. Catastrophic
  breakdowns are possible – sometimes with lethal side
  effects. Technical characters might invent them, fearless
  characters might test them, but they won’t be buying them
  off-the-shelf at the spaceport supply store. For rules on
  designing new equipment, see SysOp’s Guide.
  An Early technology is still at the cutting edge of
  progress, but it is now sufficiently stable that individuals
  other than the original design team can use it with relative
  safety. Mass production is now possible and characters can
  become early adopters. Early technology is far from
  perfect – it may be power intensive, bulky, purely func-
  tional, difficult to integrate with allied devices, and so
  forth, but it works most of the time.
  A Mature technology is an accepted technology in
  society and industry. Mass-produced and very reliable, the
  early disadvantages have been eliminated as implementers
  design for greater usability and performance rather than
  just achieving functionality.
  Once a technology has become Advanced, its applica-
  tion in society is ubiquitous. It has become part of the
  fabric of normal life and almost unremarkable. Compared
  to its predecessors, it is smaller, faster, more efficient, more
  reliable, and/or cheaper.
  An Obsolescent technology is one that is no longer
  used. The knowledge to build, repair and even use
  Obsolescent devices may be limited to a handful of
  hobbyists (or completely lost), while working examples
  may only exist in museums. For rules on Obsolescent
  equipment, see SysOp’s Guide.
  Tintamar Knowledge Base: Technology
  The default stage of development in human space for
  all technologies in the Tintamar universe is Mature. All
  equipment lists use Mature as the standard for defining
  performance to make the SysOp’s life easier.
  Availability of Technology
  Players may be interested in the generalities of the
  technologies that underpin the societies of the future, but
  they reserve their real excitement for the specific instances
  of equipment that their characters can buy, borrow, or steal.
  Equipment can be categorized in terms of its availabil-
  ity as Unrestricted or Restricted.
  Unrestricted Equipment is available to anyone who can find
  a seller and can afford the asking price. There are no legal
  restrictions on ownership and specialist training isn’t necessary
  to use it safely – although some skill won’t go amiss.
  Restricted Equipment is not available to the general
  population. It may be advanced surgical equipment that can
  only be safely used by trained clinicians. It may be patent-
  able technology fresh from the labs and currently reserved
  by the megacorporations for their own employees. It may
  be weapons and armor systems issued to planetary or
  interstellar police forces and military. Governments will not
  want such devices in the possession of criminals, terrorist,
  or even well intentioned citizens. Restricted Equipment may
  be available under strict licenses or completely illegal unless
  the character is a serving member of the military, loyal
  employee, or whatever.
  What is Unrestricted and Restricted will vary according
  to the setting and the campaign – the designations in this
  book are merely suggestions.
  TINTAMAR KNOWLEDGE BASE:
  THE STATE OF THE ART
  In this book, we have chosen the technologies available
  in the Tintamar universe to be the default reference set.
  Agriculture
  Farming of crops and livestock remains the preeminent
  means of feeding population on many worlds. Aquacul-
  ture – farming rather than merely fishing the seas and
  oceans – is important on many waterworlds. Closed
  habitats make extensive use of hydroponics tanks where
  plants are grown in water and nutrients without the need
  for soil. Genetic engineering has improved the yield,
  nutritional value, and disease resistance of plants and
  animals, as well as enabling them to flourish on colony
  worlds. Food synthesizers employing genetically tailored
  organisms and nanites to replicate “real food” are available
  but extremely expensive.
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  Technology & Equipment
  
  110
  Arms and Armor
  Personal weapons, lethal and otherwise, proliferate in the
  future. Firearms are preferred on less advanced worlds for
  personal defense and hunting applications. Energy weapons
  predominate among military forces. The portable laser has
  become practical. The typical laser fires two beams – a
  pencil-thin visible light beam for targeting and an invisible
  beam of microwave radiation that burns the victim.
  Flamers firing superheated streams of plasma are even
  deadlier at short ranges. An application of quantum
  entanglement has led to the creation of the blaster, which
  has a firing chamber, a control chamber and a particle
  reservoir. Particles are quantum enatangled and the pairs
  split into the two chambers. The firing chamber propels
  particles out of the barrel; the control chamber keeps the
  particles coherent and energized for a short period, which
  ends with the bolt either exploding at the target or dissipat-
  ing. Blasters are necessarily short-range weapons.
  Civilian police forces favor non-lethal weapons such as
  sonic stunners, needlers, pacifiers, and electrostunners.
  Sonic stunners project sound to induce stun and uncon-
  sciousness in targets. Needle weapons fire slender darts
  carrying an anesthetic or toxic chemical payload. Civilians
  more commonly use pacifiers as self-defense weapons –
  they spray their target with an incapacitating chemical.
  Electrostunners use electromagnetic radiation to scramble
  a target’s nervous system inducing paralysis – the stunclub
  and neurowhip are melee versions of this weapon.
  After centuries of lagging in defensive capability,
  various forms of armor can now provide substantial
  protection against all or specific attacks. Para-aramid
  fibers, advanced composites, extremely durable plastics,
  and superhard alloys are all used singly or in combination
  to create the base armors such as ballistic, body, and
  combat armor, which provide overall defense. Using
  nanotech, armor can be modified to absorb even more of
  the kinetic energy from high-velocity projectiles. Armor
  can also be coated in an ablative polymer, which absorbs
  energy-based attacks by subliming off as a vapor cloud.
  Communications and Computing
  Geosynchronous satellites ensuring instant communi-
  cations on a global scale ring civilized worlds, while fiber
  optics and wireless services support more localized
  networks. In space, radio and message lasers provide a
  steady flow of information within solar systems. The speed
  of light is still the limiting factor on communication
  transfer – courier craft and automated message drones
  carry information between the stars.
  Extreme miniaturization, massive parallelism, nanites
  as independent processors, all have played their part in
  improving the performance of computers despite the
  lightspeed barrier. The real advances have been in the
  realm of software with the creation of true artificial
  intelligence and the capability to copy and download the
  full personality and memories of an individual into a
  machine. Neural interfaces allow cybernetic implants and
  prosthetics to be controlled as instinctively as their organic
  originals. The fully immersive virtual reality of the
  “sensable” can (re)create any sensory or memory experi-
  ence by direct neural stimulation and connect the partici-
  pant to the electronic communities of the SenseNet, and
  competes as a form of entertainment with more passive
  media such as holovision (three-dimensional television).
  Energy
  Ultrasafe miniature nuclear fusion reactors supply
  cheap, plentiful energy. Their hydrogen fuel is mined from
  ocean water or from the atmospheres of gas giant worlds.
  Electricity generated by fusion is used to charge compact
  high-capacity batteries and fuel cells for machines and
  vehicles. Solar energy can be captured by microscopically
  thin collection panels at extremely high efficiency, and is a
  backup energy supply in space and on certain colony
  worlds. Electricity generation by more antiquated meth-
  ods such as burning fossil fuels (coal, oil, and natural gas)
  or nuclear fission is limited to less advanced civilizations.
  Tapping the fluctuations in the quantum field (so-called
  vacuum energy) is an active research area.
  Industry
  Corporate orbital space stations gave industry the zero
  gravity and micro-gravity environments necessary to
  develop new alloys and composite materials. Such
  materials were used in the construction of the space
  elevators that ascend from Earth’s equator into geosyn-
  chronous orbit to form the spokes of the giant wheel that
  is Ring City. Nanotechnology provided nanites (micro-
  scopic machines), which could be programmed to
  rearrange matter at molecular and atomic scales, revolu-
  tionizing manufacturing. Nanotech itself is now ubiqui-
  tous with nanomaterials used to improve the resilience of
  objects and even make many self-cleaning with dirt-
  repelling surfaces as a standard feature.
  Law and Order
  Improved security and surveillance systems lead to
  more effective crime detection, while the forensic sciences
  are the premier means of successful crime detection. Some
  races and cultures prescribe psychological treatments
  (involving medications, therapy, and neural controls) to
  “cure” criminals.
  In tandem with improved law enforcement, the best
  criminals and spies employ the latest electronic countermea-
  sures and stealth gear (such as holographic chameleon suits)
  to bypass security systems and to minimize their forensic
  traces. Where once a smart criminal was one who wore gloves
  to avoid leaving fingerprints, clever crooks use decontamina-
  tion sprays to destroy DNA evidence. Incompetent thieves
  only commit one crime before they are caught.
  Technology & Equipment
  Chapter Eight
  
  111
  Medicine
  An understanding of the human and other genomes
  has led to the creation of gene therapy cures for most
  diseases, antiviral treatments to counter viral infections,
  and therapies to heal radiation damage. Genetic manipu-
  lation has created new species of animals and plants; some
  races have used it to improve their own species or adapt
  colonists for otherwise inhospitable environments.
  Biological weapons such as artificial plagues and viruses
  targeted at specific individuals represent the dark side of
  medical progress.
  Medical scanners can diagnose many illnesses and most
  types of trauma. Emergency medical treatment can
  remedy many forms of trauma and quicken the body’s
  natural healing processes. A trained doctor with access to
  the right hospital equipment can use techniques combin-
  ing medical nanites and the patient’s own stem cells to
  stimulate healing from massive trauma, regrowing tissue,
  organs, and even entire limbs in the regeneration tanks.
  Research into prostheses has created artificial organs and
  limbs equal or superior to the organic counterparts and
  neurally linked to the patient’s brain.
  Transport
  Fundamental breakthroughs in science, most notably
  the unifying of the physical forces, led in due course to the
  reactionless magneto-gravitational drive. Further research
  led to spin-off technologies such as artificial gravity,
  antigravity, and shield technology. For humanity, mag-
  neto-gravitational discoveries opened the solar system to
  full-scale colonization, and later work created the
  Lagrange Drive, which when activated in either of the two
  stable Lagrange points formed by the two most massive
  bodies in a solar system enabled ships to enter a hyper-
  space dimension and travel at faster-than-light velocities
  (one light-year per day) to similar regions in other star
  systems. Shield technology also gave mankind an effective
  (if imperfect) defense against nuclear bombardment.
  The recent discovery of the alien space portals (which
  permit faster-than-light travel between selected points at a
  velocity of one light-year per minute) has encouraged the
  design of smaller starships (as the entry and exit apertures
  of the portals are limited in size.) Interlock technologies
  have allowed non-hyperdrive starfighters and shuttles to
  be mated to the sides of larger ships for portal transit.
  Mercantile consortia are experimenting with sectioned
  ships, which are disassembled at a portal entry, sent
  through individually by minimal automatics, and then
  reassembled into the full ship at the portal exit.
  New modal technologies have produced multi-purpose
  planetary vehicles, capable of functioning equally well in
  different environments through automatic
  reconfiguration. Like traditional vehicles (such as civilian
  aircars and groundcars), these use electric batteries and
  fuel cells with ranges in the thousands of kilometers
  between recharges. Advances in holography also allow
  ships to camouflage themselves from visual observation.
  Vehicles are covered in more detail in HARP SF Xtreme.
  Combining Equipment
  Multi-purpose devices are incredibly useful – why have
  a separate personal communicator, holocamera, and
  handheld computer when all three can be combined into a
  single unit? Rather than list all the possible combinations,
  the equipment descriptions are written in terms of
  individual devices and associated functions. The cost of a
  combined device is the cost of the individual devices, plus
  25% of the most costly part. The total mass of the
  combined device is the 80% of the sum of the individual
  devices’ masses (savings from only needing one outer case,
  etc.). The SysOp must approve all combined devices.
  Example: Alice is interested in a combination
  handheld computer with personal communicator and
  holocamera. The individual prices are 100 sols
  (handheld computer), 50 (personal communicator)
  and 200 (holocamera), the integration cost is 25% of
  200 or 50 sols, yielding a total price of 400 sols (100 +
  50 + 200 +50). The total mass is 1.28 kilos (0.5
  handheld computer + 0.1 personal communicator + 1
  holocamera = 1.6 x 0.8 = 1.28 kg).
  Miniaturizing Equipment
  Smaller is smarter when it comes to equipment. It
  takes up less space, requires less effort to carry, and is
  easier to conceal. Not all types of equipment can be
  made smaller and still work – weapons, armor and the
  like have to be full-size to be effective. Most electronic
  gear can be built smaller without compromising func-
  tionality for a price.  As the size/mass decreases, the cost
  multiplier increases as follows:
  x2 cost for 1/2 mass/size
  x3 cost for 1/3 mass/size
  x4 cost for 1/4 mass/size
  x5 cost for 1/5 mass/size.
  Example: Alice thinks her new toy is too heavy. While
  visiting her family on Newton, she browses the local
  electronics stores and finds a holocamera that is one-
  fifth the size of a standard camera. Its price is 1000
  sols (200 x5 for size). Alice persuades the storekeeper
  to put in a special order for a new combination
  handheld computer with personal communicator and
  miniature holocamera. The price for this will be 1400
  sols (100 sols for handheld computer, 50 sols for
  personal communicator, 1000 sols for miniature
  holocamera, plus 250 sols for integration). Its total
  mass will only be 0.64 kilos (0.5 for computer, 0.1 for
  communicator and a mere 0.2 for the miniature
  holocamera component, which is 0.8 x 0.8 = 0.64)
  The SysOp has the final say on what can be miniaturized.
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  112
  EQUIPMENT DESCRIPTIONS
  Armor and other Protective Gear
  For armor and other protective suits, differences in
  technological development are represented by differences
  in maneuver penalties. Early has the most severe penalties
  which are reduced as the armor progresses first to Mature
  and later Advanced. For specific penalties, see the tables in
  Combat, Chapter 10. Power cells are described in the
  energy cells and ammunition section.
  Ablative Enhancement: This is a polymer-based coating,
  which is applied to the surface of suits of armor. When
  an energy blast strikes the ablative layer, the polymer
  absorbs the energy and sublimes off the armor as a
  cloud of vapor. The intense heat from the bolt is
  therefore transferred away from the wearer. Each
  absorbed blast burns off one ablative layer, requiring
  the armor to be regularly recoated. A typical coating has
  ten layers and can be purchased in a small canister for
  spraying on to armor. Ablative Enhancement only
  protects against Energy attacks.
  Ballistic Armor: This is a light armored cloth, made from
  para-aramid fibers or similar materials. An extension of
  the original bullet-proof vest, it can be concealed
  underneath ordinary coats.
  Chameleon Suit: This full body suit traps the wearer’s
  body heat inside, so that the temperature of the outer
  surface equals the environment, rendering the wearer
  invisible to infrared detection (+100 to Hiding maneu-
  vers versus infrared sensors). The suit also shifts visible
  color to match the surroundings. The wearer receives a
  +20 bonus to Stalking and Hiding maneuvers and DB.
  The suit uses a Utility Power Cell and can only be worn
  for a maximum of one hour before the heat must be
  vented. If the suit isn’t vented or removed, there is a 1%
  chance every round (25% chance every minute) that
  the wearer will suffer a Small Heat critical as the heat
  energy is released. A controlled vent takes one minute
  to complete.
  Combat Armor: This is the preferred armor of military
  professionals. It is a fused amalgam shell of advanced
  composites, ultra-hard ceramics, extremely durable
  plastics and novel alloys. Combat armor is almost
  always worn as a complete suit covering all of the body.
  Dazzle Neutralizer: This device consists of a special light
  detector and a set of polarizing filters. It must be
  integrated into the visors or faceplates of helmets. It
  detects the light patterns emitted by Laser Dazzlers and
  alters the visor’s opacity to prevent the patterns
  traveling through to reach the individual’s eyes and
  optic nerve. As the Laser Dazzler’s effect travels at the
  speed of light, the Neutralizer must continuously
  distort the outer surface of the visor, imposing a –10
  penalty to all visual Perception maneuvers while the
  Neutralizer is active. A person protected by a Dazzle
  Neutralizer is immune to the effects of a Laser Dazzler.
  Desert Suit: Specialized form of the environment suit,
  which has a builtin refrigeration unit (using a Utility
  Power Cell) and water reclamation unit (capable of
  recycling all moisture from respiration, perspiration, or
  excretion).
  Environment Suit: Full body suit designed to protect the
  wearer against a specific hostile environment. Coldsuit
  versions are designed for arctic conditions and have a
  built-in heating system (using a Utility Power Cell) as
  well as superb insulation.
  Hazmat Suit: Designed to protect against “hazardous
  materials” (hence “hazmat”), this is a lightweight,
  environmentally sealed, full-body suit. The material is
  highly resistant to punctures and easily cleaned. A
  hazmat suit incorporates a helmet and breathing
  apparatus to fully isolate its wearer from noxious
  substances in the environment. They are not designed
  for use in hard vacuum. Hazmat suits may be inte-
  grated into other forms of armor.
  Heavy Body Armor: This is a stronger version of Light
  Body Armor, which has additional layers in its
  weave, and has embedded metal plates to reinforce
  critical areas.
  Kinetic Enhancement: This nanotech modification
  enables a suit of armor to absorb the kinetic energy of
  high-velocity projectiles – the armor goes completely
  rigid on an impact. This add-on has two disadvantages
  – it only provides its extra protection against Projectile
  attacks, and it takes a round for the armor to lose its
  rigidity after being struck. During this recovery round,
  the wearer forfeits his Quickness bonus (if any) to
  Defensive Bonus and cannot change facing.
  Light Body Armor: This pliable armor is a multi-layered
  weave of para-aramid fibers, advanced composites, and
  extremely durable plastics. The ensemble is effective at
  resisting bullet impact and absorbing energy blasts.
  Multi-environment Suits: These full-body suits enable
  their wearers to function in extreme environments such
  as toxic planetary atmospheres, the crushing pressures
  of oceanic depths, extreme heat or cold, and vacuum.
  They have the full life-support apparatus of a spacesuit,
  built-in temperature and pressure regulation and a shell
  made from advanced materials designed to resist the
  effects of hostile environments.
  Reinforced Ballistic: Similar to Ballistic Armor, this is a
  heavier cloth that incorporates a number of lightweight
  metal plates for extra resilience. It can be concealed
  under coats, albeit with difficulty.
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  Chapter Eight
  
  113
  Sonic Neutralizer: This device consists of a sound
  detector, a sound generator and a set of earplugs, and
  may be integrated into helmets. It counters the stun-
  ning and paralyzing effects of Sonic Stunners and Sonic
  Stunrifles by detecting their special harmonics and
  setting up a counterharmonic to destructively interfere
  with them. A person protected by a Sonic Neutralizer is
  immune to sonic stun weaponry.
  Spacesuit: Designed for use in the hard vacuum of space,
  this a lightweight, completely sealed, full-body suit. The
  spacesuit incorporates a helmet, breathing apparatus,
  emergency water and nutrient tubes, and the necessary
  plumbing to handle bodily functions. Spacesuits may be
  integrated into other forms of armor.
  Shields
  Shields in the Tintamar universe are physical objects –
  no one has yet developed a personal force shield using
  magneto-gravitic technologies.
  Blast Shield - This shield is typically rectangular or oval in
  shape and may be up to 2m tall, depending on the size
  of the person using it. It is designed to be rested on the
  ground or on top of a boot and completely cover the
  defender. This shield may be designed to lock directly
  into an armored arm – otherwise it may be gripped
  with a forearm strip and a long bar running the shield’s
  width. It is normally made from a combination of
  alloys and advanced composites.
  Riot Shield - This shield is normally oval or rectangular in
  shape. Typically the shield covers the defender from the
  shoulder to just above the ankle, and is up to 1.5m tall
  and 1m wide. The defender grips this shield by a single
  handle and a forearm strap. Riot shields are normally
  made from advanced composites and fiberglass-like
  materials – many are transparent so as not to hinder the
  defender’s vision.
  Ablative Add-on – This is an ablative layer that can be
  added to either blast or riot shields to increase their
  protection against Energy attacks. The layer will
  degrade completely after taking ten blasts, and must be
  replenished.
  Kinetic Add-on – This is a nanotech enhancement that
  can be added to either blast or riot shields to increase
  their protection against Projectile attacks.
  MELEE WEAPONRY
  For futuristic melee weaponry, changes in technological
  development are represented by alterations in the weapon’s
  fumble range. Early versions add 1 to the fumble range;
  Advanced versions subtract 1 from the fumble range.
  Example: A Mature-class Vibroknife has a fumble
  range of 01-02; an Early version would have a fumble
  range of 01-03; an Advanced Vibroknife has a fumble
  range of 01.
  Note: Power cells are described in the energy cells and
  ammunition section.
  Neurowhip: This is an advanced whip that delivers a jolt
  of electromagnetic radiation on contact with the target
  causing temporary pain, stunning, and paralysis. It
  requires a Weapon Power Minicell for operation.
  Stunclub: An advanced version of the police nightstick or
  baton, this club delivers a jolt of electromagnetic
  radiation on contact with the target causing temporary
  pain, stunning, and paralysis. It requires a Weapon
  Power Minicell for operation.
  Vibroknife: The size of an ordinary knife, the blade of a
  vibroknife is made from a monofilament composite,
  which is kept straight by minute high-frequency
  vibrations. Vibroknives will slice through almost
  anything, and require a Weapon Power Minicell.
  Vibrosword: This is a larger version of the vibroknife with
  a one-meter blade. It requires a Weapon Power
  Minicell.
  Ranged Weaponry
  For futuristic ranged weaponry, changes in technologi-
  cal development are represented by alterations in the
  weapon’s fumble range. Early versions add 1 to the fumble
  range; Advanced versions subtract 1 from the fumble
  range.
  Example: A Mature-class Flame Pistol has a fumble
  range of 01-04; an Early version would have a fumble
  range of 01-05; an Advanced Flame Pistol has a
  fumble range of 01-03.
  Note: Power cells, powerpacks and plasmapacks are
  described in the energy cells and ammunition section.
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  114
  Assault Blaster: This two-handed energy weapon projects
  a coherent bolt of energized particles at the target,
  which release their energy explosively on impact. It is
  capable of burst fire, and requires a Medium Blaster
  Powerpack.  An assault blaster can be made to overload
  explosively using an Easy Engineering: Weapons or
  Medium Machine Operation: Tools maneuver. Treat as
  a Mark III concussion grenade with a Primary Blast
  Bonus of +50 and a Secondary Blast Bonus of +25,
  delivering Medium Blaster criticals.
  Assault Laser: This two-handed energy weapon has
  excellent range and effectiveness. It projects two beams
  – a pencil-thin visible light beam used for targeting and
  a thicker beam of microwave radiation, which burns the
  target. It is capable of burst fire, and uses a Weapon
  Power Cell.
  Assault Rifle: This is a modified two-handed rifle, which
  is capable of burst fire. Magazine can take 100 rounds.
  Recoilless versions also exist.
  Autoshotgun: This version of the shotgun has an auto-
  matic reloading mechanism and a large magazine
  capacity (50 rounds).
  Blaster Pistol: This one-handed energy weapon is the pistol
  version of the Assault Blaster.  It is capable of burst fire,
  and requires a Medium Blaster Powerpack. A blaster
  pistol can be made to overload explosively using an Easy
  Engineering: Weapons or Medium Machine Operation:
  Tools maneuver. Treat as a Mark II concussion grenade
  with a Primary Blast Bonus of +50 and a Secondary Blast
  Bonus of +25, delivering Small Blaster criticals.
  Concussion Grenade (Mark I-V): The concussion
  grenade is a handheld explosive, which when hurled or
  launched at a spot, detonates on impact. Its principal
  damage is the blast wave of the explosion. Concussion
  grenades are rated in lethality by Mark numbers.
  Multiply the Mark number (I to V) by 2 to give the
  primary blast zone radius in meters and by 3 to give the
  secondary blast zone radius in meters – anyone within
  the blast zones suffers damage. Concussion grenades
  have a Primary Blast Bonus of +50 and a Secondary
  Blast Bonus of +25.
  Electrorifle: This two-handed energy weapon directs a
  beam of electromagnetic energy at the target, disrupt-
  ing nerve signals and inducing temporary pain, stun
  and unconsciousness. It is capable of burst fire, and
  uses a Weapon Power Cell.
  Electrostunner: This one-handed energy weapon is the
  pistol version of the Electrorifle. It is capable of burst
  fire, and uses a Weapon Power Minicell.
  Flame Pistol: This one-handed energy weapon fires a stream
  of superheated gas (or plasma) at a target. It is incapable of
  burst fire, and requires a Small Plasmapack.
  Flame Repeater: This heavy two-handed version of
  the flame pistol is capable of burst fire. It uses
  Medium Plasmapacks.
  Flame Rifle: This is a two-handed version of the flame
  pistol. Although it is more lethal and has a better
  range, it is incapable of burst fire, and requires a
  Medium Plasmapacks
  Fragmentation Grenade (Mark I-V): The fragmentation
  grenade is a handheld explosive, which when hurled or
  launched at a spot, detonates on impact unleashing a
  blast of shrapnel. Fragmentation grenades are rated in
  lethality by Mark numbers. Multiply the Mark number
  (I to V) by 2 to give the primary blast zone radius in
  meters and by 3 to give the secondary blast zone radius
  in meters – anyone within the blast zones suffers
  damage. Fragmentation grenades have a Primary Blast
  Bonus of +75 and a Secondary Blast Bonus of +50.
  Gas Grenade (Mark I-V): When detonated, the gas
  grenade unleashes a minor concussive blast (which
  effects anyone within 3 meters of the impact point with
  a Primary Blast Bonus of +25) and releases a cloud of
  chemical gas. This may be anesthetic or toxic depending
  on the grenade type. Gas grenades are rated by Mark
  Numbers. Multiply the Mark number (I to V) by 2 to
  give the radius of the gas cloud in meters – anyone
  within the cloud radius is at risk from the gas. Gas
  grenades do not have a secondary blast zone. Gas
  grenades are useless in vacuum.
  Grenade Launcher: This two-handed weapon can propel
  grenades (of any type) at speed and over significant
  distances. One grenade can be launched each round; up
  to five can be loaded into the launcher at any one time.
  Grenade Launcher Attachment: The attachment is a
  specialized form of the grenade launcher, which must
  be fitted onto a suitable weapon (any 2-Handed
  Projectile or 2-Handed Energy weapon) prior to firing.
  Only one grenade of any type can be loaded into the
  attachment at any time. Fitting or removing the
  attachment requires three rounds.
  Holdout Gun: This one-handed firearm is a smaller-
  sized version of a pistol or revolver (incapable of
  burst fire), which can be easily concealed. This is a
  single-shot weapon.
  Hunting Blaster: This two-handed energy weapon
  sacrifices burst capability for better range.  It requires a
  Medium Blaster Powerpack. A hunting blaster can be
  made to overload explosively using an Easy Engineer-
  ing: Weapons or Medium Machine Operation: Tools
  maneuver. Treat as a Mark III concussion grenade with
  a Primary Blast Bonus of +50 and a Secondary Blast
  Bonus of +25, delivering Medium Blaster criticals.
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  115
  Hunting Laser: This two-handed energy weapon has
  excellent range. It is incapable of burst fire and requires
  a Weapon Power Cell.
  Hunting Rifle: This two-handed firearm has a very long
  range (excellent for big game hunting), but is incapable
  of burst fire. Its magazine can hold ten rounds.
  Incendiary Grenade (Mark I-V): The incendiary grenade
  is a handheld explosive which, when hurled or
  launched at a spot, detonates on impact unleashing a
  mini-fireball that will even burn underwater. Incendi-
  ary grenades are rated in lethality by Mark numbers.
  Multiply the Mark number (I to V) by 2 to give the
  primary blast zone radius in meters and by 3 to give the
  secondary blast zone radius in meters – anyone within
  the blast zones suffers damage. Incendiary grenades
  have a Primary Blast Bonus of +75 and a Secondary
  Blast Bonus of +50. Treat Molotov cocktails as Mark I
  incendiary grenades that must be manually thrown.
  Laser Dazzler: This one-handed energy weapon projects
  a visible light beam encoded with species-specific
  patterns that will induce paralysis or unconsciousness
  when seen by their target. It has no effect on robots. It
  is incapable of burst fire, but only uses a Weapon
  Power Minicell.
  Laser Pistol: This one-handed energy weapon projects
  two beams – a pencil-thin visible light beam used for
  targeting and a thicker beam of microwave radiation,
  which burns the target. It is capable of burst fire and
  requires a Weapon Power Cell.
  Machine Gun: These firearms are very heavy. They can
  only be fired in burst mode and their magazines can
  hold 1000 rounds. Three types of machine gun exist –
  light machine guns, which must be fired from a bipod
  or tripod, medium machine guns, which must be fired
  from a supporting tripod, and heavy machine guns,
  which are normally vehicle mounted antipersonnel
  weaponry or fixed gun emplacements. (Attempting to
  fire these weapons without using bipods, tripods, etc.,
  will incur the full recoil penalties.)
  Miniblaster: This is a reduced size version of the blaster
  pistol, designed for easy concealment.  It is incapable
  of burst fire. It requires a Small Blaster Powerpack. A
  miniblaster can be made to overload explosively
  using an Easy Engineering: Weapons or Medium
  Machine Operation: Tools maneuver. Treat as a Mark
  I concussion grenade with a Primary Blast Bonus of
  +25 and a Secondary Blast Bonus of +10, delivering
  Tiny Blaster criticals.
  Minilaser: This is a reduced size version of the laser
  pistol, designed to be more easily concealable. It is
  incapable of burst fire, but only requires a Weapon
  Power Minicell.
  Needle Pistol: This one-handed projectile weapon uses
  electromagnetism to fire extremely slender flechette
  rounds at the target. The effectiveness of this weapon is
  not in the puncture wound made by the flechette but in
  the chemical payload, which it delivers on impact into
  the target’s bloodstream. Its magazine can store 20
  flechettes. It requires a Weapon Power Minicell,
  flechettes, and is capable of burst fire.
  Needle Rifle: This is a two handed version of the needle
  pistol with a longer range. Its magazine can store 40
  flechettes. It requires a Weapon Power Cell and is
  capable of burst fire.
  Pacifier Pistol: This one-handed pistol-like weapon
  shoots a fine chemical spray over a short distance. The
  chemicals affect their target through inhalation and/or
  contact with exposed skin (i.e. if the shot “hits”, resolve
  as a Resistance Roll rather than looking up a critical
  table result). Its magazine can hold five pressurized
  payload containers. It is incapable of burst fire and is
  ineffective in a vacuum.
  Pistol: This one-handed firearm is a semiautomatic
  weapon capable of burst fire and with a 10-round
  capacity magazine. Recoilless versions also exist.
  Pulse Grenade (Mark I-V): The pulse grenade is a
  handheld explosive, which when hurled or launched
  at a spot, detonates on impact. Anyone within 3
  meters of the impact point suffers a minor concus-
  sive blast with a Primary Blast Bonus of +25. How-
  ever, its principal damage is an electromagnetic pulse
  that can scramble electronic devices and harm
  virtual, AI, and robotic characters. Pulse grenades are
  rated in lethality by Mark numbers. Multiply the
  Mark number (I to V) by 2 to give the primary blast
  zone radius in meters and by 3 to give the secondary
  blast zone radius in meters – anyone within the blast
  zones suffers damage. The target numbers for
  Electronic CRRs to resist the pulse are Mark I: 75,
  Mark II: 100, Mark III: 125, Mark IV: 150, and Mark
  V: 175 in the primary blast zone. For the secondary
  blast zone, the RR targets are: Mark I: 50, Mark II:
  75, Mark III: 100, Mark IV: 125, and Mark V: 150.
  Revolver: This one-handed firearm has a revolving
  chamber holding usually six bullets, which is spun to
  move the next round in as the revolver is fired.
  SAM Missile Launcher: This is a portable launcher
  capable of firing a Mark I Surface-to-Air Missile
  Launcher. It is loaded in an upright manner (re-
  quires ten rounds) but normally rested on the
  shoulder for firing. Anyone up to 5m away in a 60-
  degree arc behind the weapon will suffer a +100
  Medium Heat attack from the backblast when the
  missile is launched.
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  116
  Tankbuster Missile Launcher: This is a combined
  launcher and missile. It takes five rounds to prepare for
  launching and can be rested on the shoulder for firing.
  Anyone up to 5m away in a 60-degree arc behind the
  weapon will suffer a +100 Medium Heat attack from
  the backblast when the missile is launched. It has a
  maximum range of one kilometer.
  Shotgun: This two-handed firearm fires metal pellets or
  up to two cartridges.
  Smoke Grenade (Mark I-V): When detonated, the smoke
  grenade unleashes a minor concussive blast (which
  effects anyone within 3 meters of the impact point with
  a Primary Blast Bonus of +25) and releases a cloud of
  obscuring smoke. This imposes a –50 penalty on all
  visual Perception maneuvers and may be used as Hard
  cover against laser energy weapons (until the cloud is
  dispersed). Smoke grenades are rated by Mark Num-
  bers. Multiply the Mark number (I to V) by 2 to give
  the radius of the smoke cloud in meters – anyone
  within this radius will have their vision impaired.
  Smoke grenades do not have a secondary blast radius.
  Smoke grenades are useless in vacuum.
  Sonic Stunner: This one-handed energy weapon uses
  beamed sound to induce stun or unconsciousness in
  the target. It is not usable in a vacuum and has no effect
  on robots. It requires a Weapon Power Minicell and is
  capable of burst fire.
  Sonic Stunrifle: This two-handed energy weapon is a
  rifle version of the sonic stunner with a greater range.
  It is not usable in a vacuum and has no effect on
  robots. It requires a Weapon Power Cell and is capable
  of burst fire.
  Submachine Gun: This two-handed firearm is a cut-down
  version of the machine gun, and is capable of burst fire.
  Its magazine can hold 100 rounds.
  Support Blaster: These bulky and heavy systems are the
  support versions of the assault blaster. They can only
  be fired in burst mode. They use Large Blaster
  Powerpacks. Three types of support blaster exist –
  light support blasters, which must be fired from a
  bipod or tripod, medium support blasters, which must
  be fired from a supporting tripod, and heavy support
  blasters, which are normally vehicle mounted antiper-
  sonnel weaponry or fixed gun emplacements. A
  Support Blaster can be made to overload explosively
  using an Easy Engineering: Weapons or Medium
  Machine Operation: Tools maneuver. Treat as a
  concussion grenade (Light: Mark IV, Primary Blast
  Bonus +75, Secondary Blast Bonus +25, Large Blaster
  criticals; Medium: Mark IV, Primary Blast Bonus
  +100, Secondary Blast Bonus +50, Large Blaster
  criticals; Heavy: Mark V, Primary Blast Bonus +100,
  Secondary Blast Bonus +50, Huge Blaster criticals).
  Support Laser: These bulky and heavy systems are the
  support versions of the assault laser. They can only be
  fired in burst mode. They require five Weapon Power
  Cells to be fully loaded. Three types of support laser
  exist – light support lasers, which must be fired from a
  bipod or tripod, medium support lasers, which must be
  fired from a supporting tripod, and heavy support
  lasers, which are normally vehicle mounted antiperson-
  nel weaponry or fixed gun emplacements.
  Weapon Accessories
  Flash Suppressor: When added to a firearm, the suppressor
  reduces the flash as rounds are fired. This prevents the
  shooter from losing his night vision but does not conceal
  the shooter’s position. If a shooter uses a projectile
  firearm without a flash suppressor, the shooter suffers a –
  50 penalty (moonlight, starlight, darkness) to all Attack
  Rolls and all Maneuver Rolls (requiring vision) for the
  round immediately after firing.
  Holographic Sight: When added to a ranged weapon,
  these sights place a visible dot on the target to assist
  with targeting (Early: +5 to OB, Mature: +10, Ad-
  vanced: +15). This holographic dot is only visible to the
  shooter. It requires a Utility Power Minicell.
  Laser Sight: When added to any weapon (including
  lasers!), this projects a slender beam of visible light to
  assist with targeting (Early: +5 to OB, Mature: +10,
  Advanced: +15). However, anyone who spots the
  targeting dot will count as aware against Sniping
  attempts. It requires a Utility Power Minicell.
  Silencer: If added to a firearm, this reduces the sound
  made by gunshots, imposing a –60 penalty on all
  hearing-based Perception maneuvers to hear the
  shot(s). Early versions yield a –40 penalty; Advanced
  versions have a –80 penalty.
  Weapon Holster: Designed to carry one-handed projectile
  and energy weapons conveniently.
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  117
  Weapon Scope: This targeting accessory can be added to
  any ranged weapon. It reduces penalties due to Range
  Increments by 20 for attacks made with Sniping
  maneuvers and Well-aimed Shot Combat Actions.
  (Early: reduce penalty by 10; Advanced: reduce penalty
  by 30). Range penalties cannot be reduced below zero.
  It also increases the number of Range Increments at
  which Sniping may be attempted (Early: +3 to 5 RIs,
  Mature: +4 to 6 RIs, Advanced: +5 to 7 RIs) – non-
  cumulative with any other technology but can be
  combined with Telescopic Eyes Talent.
  Weapon Bipod: Burst-capable and support weapons can
  be supported on bipods, allowing the firer to ignore
  recoil penalties. It takes five rounds to set up a bipod
  and mount a weapon on it; likewise it takes five rounds
  to fully dismantle the system.
  Weapon Tripod: Burst-capable and support weapons can
  be supported on tripods, allowing the firer to ignore
  recoil penalties. It takes seven rounds to set up a tripod
  and mount a weapon on it; likewise it takes seven
  rounds to fully dismantle the system.
  Energy Cells and Ammunition
  For items in this section, the cost should be doubled for
  Early versions and halved for Advanced versions. Specific
  modifications are noted in the item descriptions.
  Example: A Mature small plasma cartridge costs 50
  sols, whereas an Early version retails at 100 credits
  and an Advanced version is a bargain at 25 sols.
  Note: Power Cells do not recharge themselves – they
  need to be recharged from a microfusion generator or
  “mains supply”.
  Assault Rifle Ammunition: Box of 100 rounds.
  Holdout Ammunition: Box of 100 rounds.
  Hunting Rifle Ammunition: Box of 100 rounds.
  Machine Gun Ammunition: Box of 1000 rounds.
  Pistol Ammunition: Box of 100 rounds.
  Revolver Ammunition: Box of 100 rounds.
  Shotgun Ammunition: Box of 100 cartridges.
  Submachine Gun Ammunition: Box of 100 rounds.
  Armor Piercing Ammunition: This special ammunition is
  designed to drill though armor (+10 to OB, -10 to
  damage). It can be made in any firearm caliber.
  Hollowpoint Ammunition: This special ammunition is
  designed to deform on impact, causing maximum
  damage inside the target’s body (-10 to OB, +10 to
  damage). It can be made in any firearm caliber.
  Payload Ammunition: This hollow ammunition is
  designed to shatter on impact (-20 to damage), releas-
  ing its chemical payload (a ball of paint, toxic chemical,
  bioweapon, etc.). It can be made in any firearm caliber.
  Tracer Ammunition: These rounds glow en route to their
  target (providing a +5 OB bonus to all attacks made
  using Aimed Burst or Spread Burst actions, but with a –
  5 penalty to damage.)
  Flechettes (toxic): Box of 20 slender slivers made from
  glass and advanced composites. Chemical payload
  can be any of a number of possible poisons (often
  variants of Agonilin). Flechettes may be used in all
  needler weapons.
  Flechettes (tranquilizer): Box of 20 slender slivers made
  from advanced composites and plastics (to minimize
  injury to the target). Attacks made using these flechettes
  are made using the Puncture Critical Table to determine
  if they hit but no damage is taken from this critical
  table. Chemical payload is an anesthetic tailored to a
  particular species or biosphere (typically a variant of
  Dormilene). Flechettes may be used in all needler
  weapons.
  Pacifier Spray (toxic): Pressurised container holding a
  dose of a chemical payload, normally a poison tailored
  to a particular species or biosphere, (typically a variant
  of Agonilin or Synamort). Used in pacifier pistols. Use
  Puncture Critical Table to determine if spray makes
  contact and then resolve poison effect as per toxin
  description. Sold in boxes of 10.
  Pacifier Spray (tranquilizer): Pressurised container
  holding a dose of a chemical payload, normally an
  anesthetic tailored to a particular species or biosphere,
  (typically a variant of Dormilene). Used in pacifier
  pistols. Use Puncture Critical Table to determine if
  spray makes contact and then resolve tranquilizer effect
  as per toxin description. Sold in boxes of 10.
  Large Blaster Powerpack: These cartridges combine a
  reusable canister holding sufficent gas particles under
  high pressure for 500 shots (Early: 250, Advanced:
  1000) from a support blaster with an array of five
  Weapon Power Cells.  The canister may be refilled while
  the power cells are recharged.
  Medium Blaster Powerpack: These cartridges combine a
  reusable canister holding sufficent gas particles under
  high pressure for 100 shots (Early: 50, Advanced: 200)
  from an assault blaster, hunting blaster or blaster pistol
  with a builtin Weapon Power Cell. The canister may be
  refilled while the power cell is recharged.
  Small Blaster Powerpack: These cartridges combine a
  reusable canister holding sufficent gas particles under
  high pressure for 20 shots (Early: 10, Advanced: 40) from
  a miniblaster with a builtin Weapon Power Minicell. The
  canister may be refilled while the power cell is recharged.
  Medium Plasmapack: These cartridges contain a canister
  with sufficient flammable gas under high pressure for
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  118
  20 shots of a flame rifle or flame repeater and a builtin
  Weapon Power Cell
  Small Plasmapack: These cartridges contain a canister, with
  sufficient flammable gas under high pressure for 10 shots
  of a flame pistol, and a builtin Weapon Power Minicell.
  Deuterium canister: This contains hydrogen deuterium
  (the fuel of choice for nuclear fusion). 75% of the price
  is for the canister itself.
  Microfusion generator: This is a non-portable generator,
  which uses very small-scale nuclear fusion to produce
  electricity. A single generator can supply 10000 energy
  units per hour for 10 hours on a single canister of
  hydrogen deuterium – the total energy output is
  100,000 energy units. (Early versions can supply 5000
  units per hour and are twice as massive; Advanced
  versions are half the size of their Mature counterparts.)
  Generators capable of supplying energy at faster rates
  exist – models capable of 20,000 energy units per hour
  output cost four times as much as standard generators,
  while 30,000 energy units per hour output costs nine
  times as much. These rapid generators are used in
  certain vehicles where there isn’t room for multiple
  standard generators. All generators are very safe and
  extremely tamper-proof.
  Utility Power Cell: This is a relatively large battery (10 cm
  cube) designed to power large devices and machines. It
  can store up to 200 energy units and may be fully re-
  charged in one hour from a suitable generator. One energy
  unit will normally power a device for one day. (Early
  versions store 100 units and take two hours to recharge;
  Advanced versions have 400 energy unit capacities.)
  Utility Power Minicell: This is a small battery (2 cm cube)
  designed to power handheld and similar small devices.
  It can store up to 20 energy units and may be fully
  recharged in two hours from a suitable generator. One
  energy unit will normally power a device for one day.
  (Early versions store 10 units and take four hours to
  recharge; Advanced versions have 40 energy unit
  capacities and take one hour to recharge.)
  Vehicle Power Pack: This is a bulky battery (40 cm cube)
  for use with vehicles (such as groundcars etc.) that are
  too small to mount their own microfusion generator.
  The power pack holds 2000 energy units and takes five
  hours to fully recharge. (Early versions store 1000 units,
  and take ten hours to recharge; Advanced versions have
  4000 energy unit capacities.)
  Weapon Power Cell: This is a medium-sized battery (5 cm
  cube) capable of providing short intense bursts of
  power for use with energy weapons. It can provide 100
  energy units (or shots) before requiring one hour to
  fully recharge. For weapons, which don’t use power for
  shots, one energy unit will keep the device operational
  for one day. (Early versions store 50 units and take two
  hours to recharge; Advanced versions have 200 energy
  unit capacities.)
  Weapon Power Minicell: This is a smaller version (a 2 cm
  cube) of the weapons-grade power cell. It can provide 20
  energy units (or shots) before requiring one hour to fully
  recharge. For weapons, which don’t use power for shots, one
  energy unit will keep the device operational for one day.
  (Early versions store 10 units and take two hours to
  recharge; Advanced versions have 40 energy unit capacities.)
  Computers, Communications, and Scanners
  Note: Unless otherwise stated, all the devices in this
  group require a Utility Power Minicell or must be
  “plugged into the wall” for mains electricity. Early versions
  will cost double and have twice the mass of their Mature
  counterparts. Advanced versions will be half the cost of
  their Mature analogues. The most appropriate skill for the
  equipment is listed in italics after the description where
  sensible. Scanner ranges and the mechanics of how to
  resolve their use is fully detailed in the Adventuring
  chapter, Scanners, Sensors and Countermeasures section.
  Example: A Mature Holocamera has a mass of 1kg
  and a cost of 200 sols. An Early Holocamera has a
  mass of 2kg and a price of 400 sols. An Advanced
  version has a mass of 1kg but a cost of 100 sols.
  Audiovisual Recorder: This is an ultrahigh resolution
  digital video camera, which can record onto removable
  storage disks or transmit to suitable receivers. Audiovi-
  sual Recording
  Bioscanner: This handheld device can detect life forms
  (wholly new categories of life won’t be recognized),
  identify them (if the life form is listed in the scanner’s
  database) and provide specific information on the life
  form’s physiology. It requires five rounds to complete a
  scan. Machine Operation: Scanners
  Cashcard Scanner: This portable device scans cashcards
  for authenticity and handles cash transfers in retail
  transactions. It requires one round to scan a cashcard.
  Machine Operation: Scanners
  Chemanalyzer: This handheld device can perform an
  elemental analysis on a few grams of a substance and
  identify it using an internal database or via network
  connection to external databases (for obscure propri-
  etary chemical compounds). It requires five rounds to
  complete an analysis. Machine Operation: Scanners
  Computer – Handheld: This is a portable computer small
  enough to be held in one hand. Computer Operation
  Computer – Personal: This computer is an order of
  magnitude more computationally powerful than a
  handheld computer. Personal computers are laptop
  computers for easy mobility. Computer Operation
  Computer – Mainframe: This computer is three orders of
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  119
  magnitude more computationally powerful than a
  personal computer. A mainframe is not portable and is
  powered by a mains supply with one or more Utility
  Power Cells as emergency backup. Computer Operation
  DNA Scanner: This handheld device can perform a DNA
  analysis on any suitable biological sample for matching
  with its internal databases or later external identifica-
  tion. The analysis requires five rounds. Machine
  Operation: Scanners
  Electronic Cashcard: Credit/debit cards used instead of
  coins and banknotes. These usually contain fingerprint,
  retinal, and in some cases, DNA scans of their owners
  to combat fraud.
  Headset Communicator: Consisting of an earpiece, a
  sensitive microphone, and a miniature radio communi-
  cator, this unobtrusive device (-20 penalty to Percep-
  tion to spot it) has an effective range of 1 km. Machine
  Operation: Communications
  Heads Up Display: This can be integrated into helmets,
  goggles, or lenses, or be manufactured as special-
  purpose spectacles. The inner surface of the spectacles,
  helmet visor, etc., can be transformed into a miniature
  monitor to display information.
  Holocamera: This is an ultrahigh resolution digital video
  camera capable of recording its surroundings as three-
  dimensional holographic data. Audiovisual Recording
  Holoprojector: This device can be used to display holo-
  grams. It comes in a portable form and a television-style
  unit for home use. Machine Operation: Multimedia
  Mini-microscope: This is a portable optical and electron
  microscope for examining specimens down to nanom-
  eter scale (in electron mode). It will fit in a suitcase, but
  requires a Utility Power Cell or mains electricity for
  operation. Machine Operation: Instruments
  Palm Print Analyzer: This portable device can record the
  skin patterns associated with fingerprints and palms of
  any hand that is placed on it. Police detectives use these
  devices to record fingerprints left at crime scenes. The
  recording process takes five rounds. To identify indi-
  viduals, the analyzer must be networked to a suitable
  database. Machine Operation: Scanners
  Personal Communicator: This is the mobile (cell) phone,
  and comes in many shapes and sizes. Its maximum range
  to a signal relay is 20 km. The personal communicator is
  most useful on worlds with a high communications
  infrastructure. Machine Operation: Communications
  Poison Sniffer: A specialized chemical analyzer, the poison
  sniffer samples the air for the presence of biological and
  chemical toxins. Its probes can also test liquids and
  foodstuffs (simply place the probe within 1 cm of the
  suspect substance.) On detecting a toxin, the sniffer will
  trigger an alarm (audible or otherwise) and provide a
  readout on the poison. The sniffer is only as good as its
  internal database and is vulnerable to new or unknown
  toxins. It requires one round to detect a toxin. Machine
  Operation: Scanners
  Radiation Detector: This portable device registers the
  type and severity of all electromagnetic radiation in the
  surroundings. It requires two rounds to categorize
  initial readings. Thereafter it updates continuously.
  Machine Operation: Scanners
  Radio Communicator: Handheld communicators have a
  range of 100 km, while “portable” communicators
  (about the size of a backpack) have a range of 1000 km.
  Portable communicators use Utility Power Cells. Radios
  with much greater ranges exist but they are not
  portable. Machine Operation: Communications
  Removable Storage Disk: These nonvolatile rewritable
  disks are the ubiquitous standard for all forms of data
  storage. Each is the size of a modern credit card.
  Retinal Scanner: This pen-sized device can scan the retinal
  patterns of an individual in one round, and subject to a
  suitable database connection, can uniquely identify the
  scanned person. Machine Operation: Scanners
  Satellite Communicator: This is a relatively bulky version
  of the mobile phone, which uses orbiting satellites (in
  geosynchronous orbit) to relay signals. The satellite
  communicator only functions on worlds with estab-
  lished communications networks but is very useful
  when exploring the wilderness regions of those worlds
  where normal cell phones have no coverage. Requires a
  Utility Power Cell. Machine Operation: Communications
  Satellite Navigator: This handheld device receives
  information from global positioning systems and
  integrates it with terrain and urban maps. Location can
  be accurately determined using civilian systems to
  within ten meters (Early: 20m, Advanced: 5m) Military
  systems (Restricted) are accurate to within one meter
  and cost twice as much as civilian equipment. Both
  versions must be calibrated to a specific world (requir-
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  120
  ing proper data and 30 minutes), and uses a Utility
  Power Minicell. The world must have a series of
  navigation satellites already in situ. Navigation or
  Machine Operations: Scanners.
  Sensable Projector: Early sensable projectors required the
  individual to wear a full bodysuit, which allowed the
  experiences from a sensable recording to be sensed by
  the wearer. Later sensable projectors beam the sensory
  information directly into the watcher’s brain using a
  neural interface. Both use Utility Power Cells. Machine
  Operation: Multimedia
  Sensable Recorder: Early sensable recorders were full
  bodysuits where a multitude of sensors recorded what
  the wearer experienced and the wearer’s bodily re-
  sponses. Later recorders use neural interfaces to tap the
  sensory stimuli directly from the brain. Both use Utility
  Power Cells. Audiovisual Recording
  Tactical Scanner: This handheld unit employs motion
  detection and thermal imaging to scan for life forms
  within its scan radius. Military versions can also
  receive short-wave radio bursts so that friendly life
  forms have a mechanism of identifying themselves to
  the scanner. Building schematics and maps can be
  downloaded into the scanner so that these can be
  overlaid on scan results for the complete situational
  representation. This device can be blocked by shield-
  ing, really thick walls, etc, and requires five rounds for
  the initial scan – thereafter it updates its readings
  every second.  Machine Operation: Scanners
  Techscanner: This large portable device can scan for
  power emanations, trace circuits, and perform basic
  chemical analyses. In combination with a database of
  detailed schematics, it can assist with the speedy
  diagnosis of equipment failures. It uses a Utility Power
  Cell and requires between five rounds (portable device)
  and one minute (large piece of machinery) to complete
  a scan. Machine Operation: Scanners
  Medical Gear
  For medical gear, Early versions will cost twice as
  much and be twice as massive as their Mature descen-
  dants, e.g. an Early Blood Mill is 4000 credits and 100
  kg whereas a Mature version is 2000 credits and 50 kg.
  Early versions also double the required healing time
  (e.g. an Early Arterial Fixer only heals 1 concussion hit
  every two rounds.) Advanced versions can either halve
  the required healing time or be used to treat patients
  from several intelligent species – this option is decided
  when the device is manufactured and so is the SysOp’s
  choice. For medicines, drugs and toxins, Early versions
  will cost twice as much as the listed price, while
  Advanced versions will cost half the listed price. All
  Advanced drugs and toxins increase their RR, PB or
  CRR levels by 20 points, e.g. Advanced Placidin is
  RR(150). Note that all medicines, drugs and toxins are
  species-specific.
  Arterial Fixer: This device uses a combination of biochemicals,
  nanites, and cloned stem cells to repair damage to arteries
  and veins at a rate of 1 concussion hit of damage (or 1 point
  of bleeding per round) per round. The patient must
  continue to receive treatment from the Fixer for ten minutes
  after all damage is cured to ensure the healing is permanent.
  Arterial Fixers are not portable and draw on mains
  electricity. They require either Hard First Aid or Medium
  Medical Practice maneuvers to operate correctly.
  Blood Mill: Using a sample of the patient’s blood and a
  batch of suitable biomaterials, the Blood Mill can
  generate artificial blood that is identical to the patient’s
  own blood, except that the replacement blood is disease-
  free. Initial blood analysis and manufacture requires ten
  minutes. Blood Mills are excellent for transfusions and
  supporting surgical procedures. They require a Medium
  Medical Practice maneuver for correct operation.
  Catalysis Bandage (anesthetic): When placed over a
  surface wound, this will deliver a carefully administered
  dose of local anesthetics, regeneration chemicals and
  medical nanites, reducing any associated maneuver
  penalties by 20. This reduction is permanent after one
  hour and the bandage can then be removed. The
  bandage requires a Light First Aid maneuver to apply.
  Catalysis Bandage (coagulant): When placed over a
  bleeding injury, this bandage will release a series of
  chemicals that will catalyze the natural properties of
  blood to coagulate (clot and stop bleeding). This
  bandage will reduce bleeding at a rate of 1 hit per
  round, e.g. an injury bleeding at 3 hits per round will be
  reduced to 2 hits after 1 round, 1 hit after 2 rounds, and
  will stop completely after 3 rounds. The bandage must
  remain worn (and undamaged) for one hour or the
  wound may reopen and start bleeding again. The
  bandage requires a Light First Aid maneuver to apply.
  Catalysis Bandage (skin regen): When placed over an area
  of damaged skin (from a burn, frostbite, etc.), this
  bandage will release regenerative chemicals and medical
  nanites to stimulate healing. The patient will recover up
  to 10 hits per hour (from surface injuries only) while
  wearing this bandage. The bandage requires a Light
  First Aid maneuver to apply.
  Cryogenic Tank: This tank is the shape and size of a
  coffin. A patient in the tank can be placed in a state of
  suspended animation using a combination of special
  chemicals, medical nanites, and extreme cooling to
  “freeze” the patient. All being well, the patient can be
  revived safely at a later date. Both suspension and
  revival are Very Hard Medical Practice maneuvers.
  Cryogenic tanks use mains electricity and multiple
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  121
  Utility Power Cells as backups – power failures are fatal,
  as the patient will “melt” in an uncontrolled fashion,
  leading to massive cellular destruction.
  Decontamination Spray: Sold in one-kilo pressurized
  canisters, doctors use this nanite spray to destroy organic
  and microbial contamination. One canister can cleanse up
  to one hundred square meters of surfaces. Criminals use
  this to destroy DNA trace evidence at crime scenes.
  Dermal Regenerator: This device uses regenerative
  chemicals, medical nanites and the patient’s own body
  to cure surface damage to skin (such as burns, frostbite,
  etc.) and close open wounds. The Regenerator will heal
  damage at a rate of one concussion hit per minute. The
  patient will require twice as much food and sleep in the
  next 24 hours after receiving this treatment. Dermal
  Regenerators are not portable. They require Hard
  Medical Practice maneuvers to operate correctly.
  Hypodermic Spray: Used to inject medications without
  the pain of needles.
  Instant Cast: This thin sleeve is placed around the body area
  where a bone has been broken. A release tab will cause it to
  harden within one round, reducing any associated
  maneuver penalties by half (round down) while it is worn.
  It requires a Light First Aid maneuver to use.
  Instant Splint: This thin sleeve can be placed around any
  broken limb, whereupon it can be activated to harden
  within one round, reducing any associated maneuver
  penalties by half (round down) while it is worn. It
  requires a Light First Aid maneuver to use.
  Laser Scalpel: More hygienic than its metal predecessors,
  the laser scalpel can burn away dead tissue. It is unsuit-
  able as a weapon – its range is only 1 cm and it is limited
  to Tiny Laser attacks. It uses a Utility Power Minicell.
  Life Support Unit: This device is the size of a backpack
  and boasts an astonishing array of probes, tubes, and
  attachments. When placed on a patient who has
  suffered a mortal injury (i.e. a critical which includes a
  “dies in a number of rounds” component), the life
  support unit will prevent death by taking over the
  failing bodily functions (respiration, circulation, etc.),
  and can resuscitate a patient who has died very recently.
  This unit requires an Extremely Hard First Aid maneu-
  ver to use safely, and can only keep a patient alive for an
  hour. It uses a Utility Power Cell.
  Medical Scanner: This portable handheld device is
  designed to scan for vital signs and abnormalities
  from the norm (such as external or internal dam-
  age.) It can detect injuries (such as bone fractures)
  and viral infections, but cannot prescribe treat-
  ments and takes up to one minute to perform a full
  body scan. It relies on a medical and anatomical
  database that is specific to one species, and uses a
  Utility Power Minicell. It requires either a Hard
  First Aid or a Medium Medical Practice maneuver
  to operate correctly.
  Medical Supplies (biochemicals): A single canister of
  biochemicals will be sufficient for 20 uses of an Arterial
  Sealer, 10 uses of a Blood Mill, 20 uses of a Dermal
  Regenerator, 10 uses of a Skeletal Healer or Tissue
  Healer, or 4 uses of a Regeneration Tank.
  Medical Supplies (nanites): A single canister of medical
  nanites will be sufficient for 20 uses of an Arterial
  Sealer, 10 uses of a Blood Mill, 20 uses of a Dermal
  Regenerator, 10 uses of a Skeletal Healer or Tissue
  Healer, or 4 uses of a Regeneration Tank.
  Medicines: Prices are per dose. Mass is negligible. Note the
  table also includes illicit drugs and toxins.
  Regeneration Tank: For severe injuries such as lost
  limbs or damaged/destroyed organs, immersion in a
  full-body regeneration chamber is the prelude to
  organ and body reconstruction. A combination of
  medical nanites, stem cells cloned from the patient’s
  own body and stimulated to differentiate, and
  chemicals are employed to heal the patient, regrow-
  ing new tissue, bones, organs, and limbs. Regenera-
  tion Tanks combine all the features of Arterial Fixers,
  Blood Mills, Dermal Regenerators, Skeletal Healers,
  and Tissue Healers, and have the same healing time
  for specific injuries, but can heal multiple injuries in
  parallel. Regrowing appendages, limbs, destroyed
  organs, etc., takes 1d10 days depending on the extent
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  122
  of the destruction. Regeneration tanks are infirmary
  equipment and require Very Hard Medical Practice
  maneuvers for safe operation.
  Scannerbed: This is a hospital version of the Medical
  Scanner where the patient lies down on the “bed” and a
  full body scan is performed in five rounds. It also relies
  on medical and anatomical databases, and uses a Utility
  Power Cell. It requires either a Hard First Aid or a
  Medium Medical Practice maneuver to operate correctly.
  Skeletal Healer: This device injects biochemicals and
  medical nanites into damaged cartilage and fractured
  bones and joints to stimulate healing. The Skeletal
  Healer requires 1 hour to heal a sprain or cartilage
  damage, 3 hours to heal a simple broken bone or joint,
  6 hours to heal a compound bone or joint fracture, and
  12 hours to heal a shattered bone or joint. All associated
  maneuver penalties are eliminated. It cannot restore a
  completely destroyed bone or joint, and works on one
  injury at a time. The patient is held stationary during
  the process (and is frequently anesthetized). Afterwards
  the patient must rest for one full day and will require
  three times normal sustenance. The Skeletal Healer is a
  piece of infirmary equipment and is not normally
  portable. It requires a Very Hard Medical Practice
  maneuver for safe operation.
  Suture Pen: This pen-sized device delivers glue that both
  catalyzes coagulation and seals the wound. It takes one
  round per point of bleeding to close a wound using the
  suture pen. Successful use requires a Medium First Aid
  maneuver.
  Tissue Healer: This device injects biochemicals and
  medical nanites into damaged tissue and organs to
  stimulate healing. The Tissue Healer requires 1 hour to
  heal muscle or tendon damage and 3 hours to heal
  nerve or organ damage (not the brain), and works on
  one injury at a time. All associated maneuver penalties
  are eliminated. The Tissue Healer cannot repair
  completely destroyed muscles, tendons, nerves, or
  organs. The patient is held stationary during the
  process (and is frequently anesthetized). Afterwards the
  patient must rest for one full day and will require two
  times normal sustenance. The Tissue Healer is a piece
  of infirmary equipment and is not normally portable.
  It requires a Very Hard Medical Practice maneuver for
  safe operation.
  Personal Gear
  Adhesive Spray (semipermanent): This semipermanent
  glue will bond any two surfaces (spray on both). It can
  be removed using a specific debonding agent without
  causing damage to the surfaces. Adhesive and
  debonding agents are sold together (in separate
  aerosols).
  Adhesive Spray (temporary): This firm safe glue will
  prevent the glued surfaces from sliding across each
  other. It can be pulled off relatively easily and then
  biodegrades quickly. Can be used on all surfaces safely
  (including skin) so useful for avoiding embarrassing
  moments when wearing infeasibly skimpy costumes.
  Chronometer: For humans, typically a digital wristwatch,
  normally self-programmable to adapt to the differing
  day lengths of human worlds. Double cost for Early
  versions; halve it for Advanced.
  Clothing – business: A full set of clothing appropriate for
  wearing during work hours in an office, factory, or
  other civilian equivalent.
  Clothing – dress: A fashionable suit of clothes appropriate
  to formal occasions.
  Clothing – leisure: A full set of clothing appropriate for
  leisure and sports activities.
  Clothing – uniform: A full suit of clothes of a distinct
  pattern and style required to be worn during work
  hours by employees of certain corporations, govern-
  ment agencies, and the military.
  Fire Extinguisher: A canister containing fire suppressant
  foam. One canister is sufficient to douse up to ten
  square meters. Double cost and mass for Early versions;
  halve cost for Advanced.
  Flashlight: A handheld torch providing up to 10 meters of
  directed illumination, operating on a Utility Power
  Minicell. Double cost for Early versions; halve it for
  Advanced.
  Footwear – business: Smart, but relatively comfortable,
  shoes, boots or equivalents.
  Footwear – dress: Fashionable, often uncomfortable,
  footwear for formal occasions.
  Footwear – leisure: Comfortable and usually rugged shoes
  suitable for sporting and leisure pursuits.
  Footwear – uniform: Regulation footwear required by
  certain organizations and the military.
  Laser Torch: This portable but bulky tool uses a laser to
  cut and weld the toughest alloys. Don’t fumble this. It
  draws upon a Utility Power Cell. It is relatively useless
  as a weapon (range 1m, attacks as Medium Laser) but it
  can cut through rock and metal at a rate of 1 cm per
  round. Double cost and mass for Early versions; halve
  cost for Advanced. Use requires Machine Operation:
  Tools
  Lenses – Anti-Glare: Contact lenses (or lenses fitted into
  spectacles, goggles, etc.), which darken in response to
  bright light. Customized for the user. Double cost for
  Early versions; halve it for Advanced.
  Lenses – Infrared: Contact lenses (or lenses fitted into
  spectacles, goggles, etc.), which can see in infrared and
  Technology & Equipment
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  123
  display the infrared view to the wearer. May have simple
  neural interface to switch on/off. Double cost for Early
  versions; halve it for Advanced.
  Lenses – LowLight: Contact lenses (or lenses fitted into
  spectacles, goggles, etc.), which can amplify scenes that
  are poorly illuminated (in visible light) and display the
  improved view to the wearer. May have simple neural
  interface to switch on/off. Double cost for Early
  versions; halve it for Advanced.
  Lenses – Multifunction: Contact lenses (or lenses fitted
  into spectacles, goggles, etc.), which can function as
  Anti-Glare, Infrared, LowLight, and Telescopic lenses.
  May have simple neural interface to switch on/off and
  between modes. Double cost for Early versions; halve it
  for Advanced.
  Lenses – Telescopic: Contact lenses (or lenses fitted into
  spectacles, goggles, etc.), which can magnify viewed
  scenes by up to 1,000x. May have simple neural
  interface to switch on/off and to control zoom. Double
  cost for Early versions; halve it for Advanced.
  Magnetic Boots: These have magnetic layers in their soles
  Craft or Engineering skill. Double cost for Early
  versions; halve it for Advanced.
  Utility Belt: This belt has multiple fasteners, hooks,
  clips, and holes to hang multiple items from it.
  Stealth and Counter Stealth Gear
  For stealth gear, Early versions will cost double and
  have twice the mass of their Mature counterparts. Ad-
  vanced versions will be half the cost of their Mature
  analogues. The most appropriate skill for the equipment is
  listed in italics after the description where sensible.
  Example: A Mature disguise kit costs 500 sols and masses
  4kg; an Early version costs 1000 sols and masses 8kg; an
  Advanced disguise kit costs 250 sols but masses 4kg.
  Contact Microphone: This flat disk, containing a power-
  ful directional microphone, can be placed against a wall
  to detect sounds made on the other side (through up to
  ten meters’ thickness). The sounds are then played
  through the system’s speaker. Extremely useful for
  cracking mechanical safes. Locks & Traps
  Disguise Kit: Wigs, dyes, colored contact lenses, cheek
  pads, makeup, artificial skin, etc., for disguising oneself
  as a different member of the same species. Disguise
  Electronic Bypass Kit: Electronic equivalent of lock picks
  for opening and/or disarming electronic locks, security
  cameras, etc. Electronic Bypass
  Electronic Countermeasures Kit: A set of tools to adjust
  equipment so that true readings are masked and false
  signals are received by scanning devices. Machine
  Operation: Tools or Engineering.
  enabling their wearer to adhere to metal surfaces – most
  useful in zero gravity and microgravity environments.
  Double cost for Early versions; halve it for Advanced.
  Notepad: A traditional pad of paper. No batteries required.
  Pen: Yes, a pen. You write with it, remember?
  Personal Kit: A small bag for toiletries, eating utensils, and
  other essentials.
  Suitcase: Collapsible, rugged luggage container.
  Toolkit: A set of portable tools appropriate for a particular
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  124
  Electronic Surveillance Device: Extremely compact
  device (1 cm cubed), which may record audio and/or
  visual information and transmit this up to one kilome-
  ter away. Machine Operation: Communications
  Electronic Surveillance Detector: Handheld device which
  can scan an area for the electronic emanations from
  surveillance devices (either from their power cells or
  their transmissions). It takes 1 round to scan a cubic
  meter. Machine Operation: Scanners
  Electronic Surveillance Neutralizer: Compact device
  (easily carried in a human palm), which transmits
  electronic white noise scrambling any surveillance
  devices within five meters. This will also scramble radio
  or mobile phone transmissions. Observers will know
  that a neutralizer is operational. Machine Operation:
  Communications
  Electronic Tracker: Extremely compact device (1 cm
  cubed, alternate shapes available) that can transmit
  coded radio pulses, which may be detected up to one
  kilometer away. The Tracker may be activated remotely
  at up to one hundred meters and/or on a time delay.
  Machine Operation: Communications
  Explosive Detonator: Used to delay the detonation of an
  explosive material until a set time. Precision of timing
  can be accurate to one second. Demolitions.
  Forensic Kit: Miniature tools and hermetically sealed
  containers for collecting and storing evidence such as
  fingerprints, hairs, blood, etc. Forensics
  Laser Listener: These handheld devices bounce lasers off
  solid surfaces (such as windows) and convert the
  detected vibrations (from sounds made in a room say)
  into sounds audible/recordable at the device. Line of
  sight is required. Machine Operation: Communications.
  Lock Pick Set: A set of mechanical lock picks and “skel-
  eton keys” for opening mechanical locks. Locks & Traps.
  Plastic Explosive: 100g of plastic explosive will deliver 1
  Structural Hit (Mature; 200g required for Early, 50g for
  Advanced). Sold in blocks of 1 kg. May be detonated by
  wetting with a suitable chemical (supplied) in which
  case explosion occurs 5 rounds after contact or using
  some form of time-delay trigger (see Explosive Detona-
  tor, above). Demolitions.
  Vibration Countermeasure: This small disc can be placed
  on a solid surface whereupon it will vibrate that surface
  confounding attempts to read natural vibrations using
  a laser listener or a contact microphone. Machine
  Operation: Communications
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  125
  Survival Gear
  For survival gear, Early examples will cost double and
  have twice the mass of their Mature analogues. Advanced
  versions will be half the cost of their Mature counterparts.
  Example: An Early All-weather Tent costs 400 credits
  and has a mass of 8 kg. A Mature All-weather Tent costs
  200 credits and has a mass of 4 kg. An Advanced All-
  weather Tent costs 100 credits and has a mass of 4 kg.
  Air Mattress: An inflatable mattress with built-in pump,
  pillow and blanket. Collapses into a 10cm cube.
  Air Tank: Sealed canister containing breathable air for use
  with other apparatus. Air tanks come in 1 hour (2kg), 4
  hour (8 kg), and 24 hour (40 kg) sizes.
  All-weather Bag: Sleeping bag usable in temperatures
  from –10 degrees Celsius to 50 degrees Celsius. Can be
  folded and rolled up into a cylinder 10 cm long and 5
  cm in diameter.
  All-weather Tent: Collapsible tent made of highly
  insulating material and able to fit four individuals.
  When dismantled, folds down to a 20 cm cube.
  Backpack: Multi-purpose weather-proof bag with many
  compartments.
  Breath Mask: Facemask covering mouth, nose and eyes
  and supplied by oxygen from an air tank or filter. They
  are only usable in atmospheres with sufficient pressure
  and no toxic components.
  Camouflage Netting: Available in multiple sizes, this
  material incorporates nanomaterials which can be
  simply configured into a range of colors and tones to
  provide a +20 Camouflage bonus (Early: +10, Ad-
  vanced: +30) to anything that it covers. Netting uses a
  Utility Power Minicell during reconfiguration. Price is
  per square meter.
  Collapsible Furniture: Lightweight, collapsible chairs and
  tables. Price per piece.
  Compass – Inertial: Handheld device that measures
  location in terms of movement from a specific starting
  point. This must be calibrated to a specific world
  (requiring proper data and 30 minutes), and uses a
  Utility Power Minicell.
  Compass – Magnetic: Handheld device that points the
  direction of magnetic north, but only usable on worlds
  with a discernible magnetic field.
  Coolpack: This can be attached to up to six beverage cans
  to lower/raise them to a specific temperature and
  maintain them at that point. It uses a Utility Power
  Minicell.
  Environment Tent: This version of the all-weather tent
  can be sealed against vacuum and can be used in
  environments of up to 10 atmospheres. It includes a
  pump and can be connected to up to four air tanks. It
  collapses down to a 40 cm cube.
  Filter – Air: This can be fitted to breath masks and respira-
  tors to filter out impurities. Chemically based filters may
  be used for 1 day before requiring replacement.
  Nanotech filters may be used for 1 month before the
  nanites need reenergizing – multiply the listed cost by 20.
  Filter – Liquid: This device can be fitted to canteens and
  the like to filter out impurities, kill microbes, and
  remove chemicals. Chemically based filters may be used
  to filter up to 100 liters before requiring replacement.
  Nanotech filters may be used to filter 1000 liters before
  the nanites need reenergizing - – multiply the listed cost
  by 10.
  Firelighter: This device (about the size of a cigarette
  lighter) can light a fire in almost any conditions given
  sufficient oxygen.
  Foodpack: Vacuum-sealed food container (packaged as
  8cm cube) providing a full meal once water is added.
  Most can be eaten hot or cold.
  Gill Pack: This is a 2cm diameter cylinder 12cm long with
  a mouthpiece situated halfway along the tube. The gill
  pack is a combined filter and electrolysis system,
  enabling the user to breathe air in water. It requires a
  Utility Power Minicell.
  Ladder (collapsible): This 50 cm by 50 cm frame can
  be extended into a 10 meter ladder capable of
  supporting one person.
  Microwave Oven: Miniature microwave oven (30cm x
  30cm x 30 cm), suitable for field use.
  Piton Gun: Can fire a climbing piton into solid rock
  (range 5 meters). Additional pitons can be purchased in
  sets of ten.
  Portable Shower / Sanitation Unit: For those who believe
  that “roughing it” has its limits.
  Purifier: This portable box uses nanites to recycle air,
  removing impurities and breaking down carbon dioxide.
  It can be attached to air tanks, multiplying their lifetime
  by twenty times. It uses a Utility Power Minicell.
  Ration Tube: Plastic container (6 cm long cylinder with 3
  cm diameter) providing highly concentrated (and
  virtually tasteless) food with sufficient nutrition for one
  full day.
  Respirator: This breath mask includes an air compressor so
  that the wearer can use it in thin atmospheres (down to one
  quarter of the wearer’s preferred atmospheric pressure).
  Riding gear: Saddle and harness for draft animals. Each
  species of riding animal requires a different set of gear.
  Rope: 50 meters of extremely lightweight synthetic rope
  (can support 10 tons).
  Spade: Never underestimate the utility of a shovel.
  Wet Suit: Full body suit for insulating divers underwater.
  Requires a breath mask and air tanks or a gill pack.
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  ”lio
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  ”
  *
  Technology & Equipment
  Chapter Eight
  
  127
  T
  E
  L
  B
  A
  2
  .
  8
  F
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  .sse
  n
  iklu
  b
  re
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  h
  s
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  h
  t
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  e
  u
  d
  si
  sresa
  L
  d
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  a
  sretsal
  B
  tr
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  S
  r
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  ytla
  n
  e
  p
  ”lio
  c
  e
  R
  ”
  *
  Technology & Equipment
  Chapter Eight
  
  128
  T
  E
  L
  B
  A
  3
  .
  8
  G
  S
  E
  D
  A
  N
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  P
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  Technology & Equipment
  Chapter Eight
  
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  Chapter Eight
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  0
  Technology & Equipment
  Chapter Eight
  
  131
  Technology & Equipment
  Chapter Eight
  T
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  Technology & Equipment
  Chapter Eight
  
  133
  Technology & Equipment
  Chapter Eight
  T
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  5
  1.
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  134
  Technology & Equipment
  Chapter Eight
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  135
  ADVENTURING
  Your character has loaded his weapons, checked his
  spacesuit, and packed his traveling bag. It is time to head
  to the starport and catch the next ship heading off-planet.
  A life of adventure among the stars beckons. Will you find
  fame and fortune, discover new civilizations, or defend
  your world from alien invaders?
  So how does your character actually “do” anything in
  HARP, from finding the ruins of an extinct civilization, to
  hacking a corporate mainframe, piloting a starship, or
  shooting a Silth trooper? Your character’s skills are central
  to determining what your character can do, but they are
  not all of your character’s abilities. Unless you’ve created a
  truly unusual character, the HARP rules assume that all
  characters have mastered certain basic skills, such as
  walking, talking, ordering a meal in a restaurant, and
  haggling over spare parts with a stingy merchant. The
  examples are only a few of the basics any character would
  need to function in society. Your character can even
  attempt actions in HARP requiring skills that he hasn’t
  learned. For example, he could try to land a gravplane
  even though he does not have the Air Pilot skill, and with
  a lot of luck bring it down safely.
  Skill checks in HARP are simple: a player rolls the dice
  as a Maneuver Roll. The result is compared to the diffi-
  culty of the task. This does not mean that you are required
  to roll every time you take an action, or even every time
  you want to use a skill.
  For instance, if your character is calling his sentry
  robot, he does not have to make a Maneuver Roll to yell
  “Robbie, I need you” (The SysOp may roll, however, to
  see if Robbie hears and obeys.) If Robbie doesn’t heed
  your call, but left a clear set of impressions in the mud
  for your character to follow, you could use your
  Tracking skill to pursue the absent robot without
  requiring a roll of the dice.
  Simply put, dice should only be rolled when in dra-
  matic, adventurous situations. For instance, when failure
  could result in injury or death, arrest, discovery, or have a
  significant effect on game events, dice should be rolled.
  Examples of actions that require Maneuver Rolls:
  • Climbing up a ladder while being blasted by laser bolts.
  • Clinging onto the underside of a windowsill while
  curious guards peer out above you.
  • Trying to avoid being sucked out into vacuum when
  the starship’s hull has been breached.
  • Restarting your aircar’s engine when it cuts out 5,000
  meters up.
  Adventuring
  Chapter Nine
  
  136
  • Performing a database search to identify whether the
  alien parasite that has latched onto your leg is a deadly
  threat or just being friendly.
  • Convincing a patrol of Federation Marines that these
  are not the robots they are looking for.
  • Performing a sensor analysis of the atmosphere of a
  newly discovered planet to determine if there are any toxic
  trace gases present.
  Maneuver: Any time a PC takes an action that involves
  a risk, requires concentration, or grace under pressure, it is
  considered a maneuver and thus requires a Maneuver Roll.
  A Maneuver Roll is an open-ended percentile roll made
  to determine the success or failure of an action. The result
  of the dice roll is then added to the total skill bonus
  (adding or subtracting any situational modifiers) to
  determine the total skill roll. The final result is checked on
  the appropriate column on the Maneuver Table, which
  will then determine if the action attempted was successful
  or not. Any final results of 101 or greater usually indicate
  complete success.
  Example: While trying to escape from an Interstellar
  Metals facility, Hamilton, a Spy, took a wrong
  turning, finding himself in a sealed chamber. To
  make matters worse, a malodorous green gas is being
  injected into the room through the ventilation
  system. Fortunately Hamilton has 12 ranks in
  Electronic Bypass, granting him a bonus of 54 to his
  maneuver roll. He has a stat bonus of +8 from his
  Insight stat and a +6 from his Reasoning stat, and is
  equipped with a set of high-quality (+10 design)
  electronic bypass kit. Hamilton’s total bonus is 78 (54
  + 8 + 6 +10) to releasing the door lock.
  The SysOp (smiling evilly) decides that the perilous
  situation calls for additional modifiers. After some quick
  thought, she takes the following into account:
  *Interstellar Metals has not skimped on the quality
  of their security and the electronic lock is no exception,
  so bypassing it will be a Hard Maneuver for Hamilton,
  inflicting a -20 penalty to his roll.
  *The green gas is entering the room rapidly and
  Hamilton is trying very hard not to inhale. Since this
  situation places significant pressure on Hamilton, the
  SysOp penalizes him with a -10 modifier.
  With the situational modifiers in place, Hamilton
  receives a -30 (-20 + -10) to his roll, which is added
  to his total skill bonus of 78. Hamilton’s final skill
  bonus is 48.
  The SysOp decides that this is an “All or Nothing
  Maneuver”; Hamilton will either successfully bypass the
  security system or succumb to the gas! In game terms,
  Hamilton must make a Maneuver Roll that totals 101 or
  higher to succeed.
  With dice in hand, David (Hamilton’s player) holds his
  breath in sympathy with his character and rolls the dice,
  resulting in a 53! Adding that to his skill total of 48, he
  finishes with a 101, just hitting the target. The chamber
  opens suddenly and Hamilton staggers out in a green haze
  into the corridor and a waiting semicircle of armed
  corporate security guards.
  DICE ROLLING CONVENTIONS
  Virtually all the game mechanics in HARP can be
  resolved with a roll of two simple ten-sided dice. Used
  together, the combination is usually referred to as a
  “percentile roll.” This section details the specific dice
  rolling conventions and terms found throughout HARP.
  PERCENTILE ROLLS
  1-100 Roll (1d100) – Most of the die rolls in HARP are
  percentile rolls. To obtain a random result from 1-100,
  roll the two dice together, counting one die as the
  “tens” place and the other as the “ones” place. Make
  sure you designate before the roll! Results of 00 are
  counted as 100.
  Example: A player makes a 1-100 roll. The die
  designated as the “ten” reveals a 4 while the “ones” die
  is a 2. The result of the die roll is a 42.
  In addition to the basic rule above, there is a special
  type of percentile roll that will come up during play:
  open-ended.
  Open-Ended Roll – If the result of the percentile roll is
  96-00, the dice are rolled again and the result is added
  to the first roll. If the second roll is 96-00, then a third
  roll is made and added, and so on until the dice roll is
  not 96-00. The sum of these rolls is the result of the
  high open-ended roll. Open-ended high rolls allow the
  chance of success for particularly spectacular feats!
  Note:  All attack and skill maneuver rolls made are
  open-ended.
  Example: Latham has taken cover in some jungle
  underbrush while awaiting an opportunity to launch
  a diversionary attack on a small Silth encampment.
  The SysOp asks Latham’s player to make an open-
  ended Hiding skill maneuver. With dice in hand,
  Latham’s player rolls a 98! She is allowed a second roll
  – which is a 72. The final result is a 170 before adding
  in Latham’s skill! The Silth will have a hard time
  spotting Latham. The SysOp notes “It’s green in here”.
  Using an Untrained Skill
  In the example above, Hamilton could have attempted
  to bypass the door lock even if he had had no ranks in the
  Electronic Bypass skill. He would simply have been
  penalized by an additional -25 to the Maneuver, the
  standard modifier for using an untrained skill.
  Chapter Nine
  Adventuring
  
  137
  SysOp’s Option: Drunkard’s Rule
  In order to cut down on the amount of calculations made
  during the game, a SysOp may elect to round various
  numbers (skill bonuses, rolls, results, etc.) to the nearest
  value of 5 before adding or subtracting.
  USING THE MANEUVER TABLE
  The Maneuver Table below is used to resolve the
  following in HARP:
  •
  All Maneuver Rolls that are not All-or-Nothing.
  •
  All Resistance Rolls including psionics, poison,
  and disease.
  •
  Psionics.
  Tip: Photocopy this table and keep it handy.
  Since maneuvers cover a wide variety of game
  situations, HARP provides several ways in which players
  and SysOps can resolve their actions. Whichever method
  you choose, you will use the percentage column, the bonus
  column, or the RR column on the Maneuver Table.
  All or Nothing Maneuvers
  The most straightforward of the resolution methods,
  “All or Nothing Maneuvers” require an open-ended roll
  that is then modified by any bonuses received from skills,
  items, situational adjustments, or penalties inherent in the
  difficulty of the task. A character is successful with rolls
  totaling 101 or higher.
  Examples of All or Nothing Maneuvers include picking
  a simple lock, leaping between roof tops, somersaulting
  onto the back of a Thalassan waverider, or applying a
  suture pen to close a bleeding wound.
  SysOp’s Choice: The Near Miss
  Sometimes a character performing an All or Nothing
  maneuver may come close to succeeding, but not quite. In
  such cases, the SysOp has the option of allowing the
  character to make another try the next round, with a +20
  bonus to his attempt. If used, this option only applies if
  the player’s result misses succeeding by 10 points or less
  (i.e. a result of 91 or better).
  Example: David is having his character Hamilton
  attempt to pick the lock of his cell. His roll, plus
  modifiers gives a result of 98. Not enough to succeed.
  The SysOp (in a fit of unexpected generosity) rules
  that this is a Near Miss and that Hamilton may try
  again the following round with a +20 bonus.
  Stat-Based Maneuvers
  Stat-Based Maneuvers are “All or Nothing Maneuvers”
  that are modified by a specific stat bonus. These rolls are
  always modified by the stat bonus times two. For example,
  an unfortunate explorer finds himself waist-deep in quick
  sand, sinking quickly. The GM asks the player to make a
  “Medium” Strength maneuver, having the player roll,
  adding the Strength stat bonus twice. A character is
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  Percentage Results
  This method is best reserved for complex or
  particularly lengthy maneuvers. Accordingly, the values
  listed in the column are often used to determine the
  Adventuring
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  Chapter Nine
  
  138
  percentage of activity accomplished rather than the
  success of the skill used. These values can also be used to
  determine other percentages, such as the price received
  (versus the actual value) when selling an item, or the
  percentage of a manufacturing task completed.
  The player makes an open-ended percentile roll taking
  into account any possible modifiers. Consult the
  Percentage column of the table to determine the
  percentage (from none, to partial, to complete) of the
  action accomplished. For instance, a roll of 60 indicates
  the attempted maneuver is only 50% complete. If at any
  point a fumble or a failure is rolled, the entire process
  would have to be started from scratch.
  Example 1: The scramble alarm sounds in the mess
  hall. The cadets of Red and Blue Squadron must don
  their spacesuits and race to their starfighter bays.
  Whichever squadron is ready first will earn valuable
  shore leave points. Normally putting on a spacesuit
  and sprinting don’t require any rolls, but the duration
  of their shore leave is at stake, so the SysOp decides to
  use the Percentage column of the maneuver table.
  In the first round, Seraph’s player rolls a 53; comparing
  that result to the table, her player notes that she is 50% of
  the way there. A neighboring cadet has a result of 27;
  unfortunately for him, he is only 20% through the process
  of suiting up. The next round, quickness (and a little bit of
  luck) results in a 40 for Seraph’s roll (another 30%
  complete); the other cadet only comes up with a 02,
  forcing him to start over as he becomes entangled in his
  suit. With 80% of her suiting complete, Seraph will soon
  be ready for a dash to the starfighter bays.
  Example 2: The explorer Jung tries to sell a Pavonian
  heavy crossbow, acquired after a violent encounter
  with the natives, to a merchant specializing in alien
  curios. The crossbow is worth 250 sols, but the
  collector is only prepared to offer a mere 100 sols.
  Jung’s player decides to use Jung’s Trading skill to get a
  better deal. The roll is 58, or 60% from the Percentage
  column. The businessman concedes that the crossbow
  is a fine example and makes a final offer of 60% of its
  value. Jung takes the 150 sols gladly.
  Example 3: Dack’s latest project is to repair a robot
  that he and his comrades liberated from suspected
  Builder ruins on the planet Methuselah. Dack spends
  perhaps an hour a day fiddling with the robot. The
  repair modifier is –100 (Absurd) as the robot’s
  construction is wholly alien. Dack’s total bonus
  (including skill, stat, and equipment bonuses) is 60.
  On the first day, Dack’s player rolls a 53, for a final
  result of 13 (53 + 60 – 100). Dack’s player notes that
  10% of the work is complete. Dack may be busy for
  some time.
  SysOp’s Choice: Beware the 66
  The number 66 has special significance. It means that
  something unusual has happened to the character. This
  could be either good or bad, depending on whether the
  character succeeds or fails in the maneuver that he was
  trying to perform. The results of such an occurrence are
  left up to the SysOp to determine.
  If a player should happen to roll an unmodified 66 on
  their dice, and if the maneuver that it is rolled for fails,
  then something bad has happened. Examples could
  include a groundcar stalling, or the character blowing the
  fuses in his electronic bypass kit. An Adept’s eyes might
  become completely black or she might start hearing voices
  in her head for an hour or so.  The results should be
  something irritating and annoying but nothing that is
  permanent or seriously debilitating.
  If the player should happen to roll an unmodified 66 on
  their dice, and if the maneuver that it is rolled for
  succeeds, then they have succeeded in an unusual and
  possibly spectacular manner. Examples could include a
  database query revealing the existence of anti-hacking
  measures (without actually triggering them because the
  searcher has inadvertently found a back door into the
  system) or a dazzler beam reflecting off a mirror and then
  striking an opponent as intended. As above, the result
  should be something interesting, and of short term
  benefit, but not overly so.
  Bonus Results
  This method is primarily used to resolve Maneuvers
  that involve complementary skills (such as “Culture Lore”
  and “Disguise”). For these particular maneuvers, the
  player should make an open-ended roll, taking into
  account any modifiers. The result on the Bonus column is
  then used as a modifier to the primary maneuver.
  Example: Hamilton is preparing to disguise himself as
  a Belter in preparation for a dangerous mission on
  Ceres. Before applying the disguise, Hamilton reviews
  his knowledge of Belter culture. His player decides to
  use his modest Culture Lore (Belter) skill – a skill
  value of 22 and a roll of 63, his total is 85. Cross-
  indexing this result on the Bonus column, he sighs as
  he notes a penalty to the Disguise roll of –10. It
  seemed a good idea at the time.
  Fortunately for Hamilton, his comrade Seraph actually
  is a Belter, and her player decides to give Hamilton a few
  much-needed fashion tips.
  The SysOp asks Seraph’s player to make a Maneuver
  Roll to determine just how current she is with trends in
  Belter society. Seraph has a skill of 60. Seraph’s player rolls
  a 68, resulting in a total of 128 (68 + 60). Checking the
  Bonus column of the maneuver table, Seraph’s knowledge
  will give Hamilton a +10 bonus (counteracting his –10
  penalty) to his Disguise maneuver.
  Chapter Nine
  Adventuring
  
  139
  Skill vs. Skill
  Whenever skills are used in opposition to one another,
  the HARP mechanic that resolves the contest is called a
  Resistance Roll. For example, the combat style Disarm Foe
  focuses on the defender using his weapon skill as the
  bonus to resist being disarmed by an opponent. Other
  examples include the maneuver Stalk & Hide, which is
  almost always opposed by a Perception roll, and the use of
  driving and piloting skills to evade pursuit in a chase,
  where the drivers oppose each other’s skills. Also, Duping
  and Interrogation are examples of skills that are opposed
  by Will-based Resistance Rolls.
  Example: Sergeant Latham has received the signal to
  attack the Silth outpost. She has already decided that
  she wants to seize the Silth’s gravwalker for her
  getaway. Latham attempts to sneak into the camp. The
  SysOp requires Latham’s player to make an open-
  ended percentile roll, adding Latham’s Stalk & Hide
  skill bonus. Latham’s total is 148, which is a result of
  140 on the Resistance Roll column. The SysOp makes
  a series of opposing Perception rolls for the Silth
  guards and gets totals of 99, 125, and 146. One of the
  guards sees the flicker of movement and raises the
  alarm. Latham abandons stealth for speed, as she
  dives for the cover of the gravwalker, firing her weapon
  blindly as she somersaults to relative safety.
  Modifying Maneuver Rolls
  Certain circumstances can affect either the simplicity or
  difficulty of a maneuver. An action, such as walking, is
  normally considered Routine. However, when the path
  suddenly becomes a four-inch wide walkway suspended at
  a great height, the maneuver suddenly becomes Extremely
  Hard. Such a maneuver could be made even more difficult
  when trying to maintain one’s balance and ward off an
  enemy’s attacks at the same time! Maneuver Rolls are only
  necessary when a character’s success or failure will have an
  immediate impact on the situation. Routine and Mundane
  actions normally do not require rolls of any sort.
  Adventuring
  Chapter Nine
  
  140
  The following list offers a manner to gauge various
  difficulty levels. As mentioned above, certain circumstances
  can alter the normal difficulty rating. For instance, some
  skills are easier to accomplish if the character takes more
  time, or has high-quality equipment at their disposal. The
  SysOp always has the option to add positive modifiers to a
  Maneuver Roll should it be appropriate.
  Mundane – This difficulty level is reserved for
  actions that do not require a roll. Normal conversation
  and walking are good examples.
  Routine – An untrained individual could complete
  this maneuver, given time and a bit of luck.
  Easy – A trainee could complete the maneuver with
  little difficulty.
  Light – A trainee could complete the maneuver given
  ample time.
  Medium – This level represents the average difficulty
  inherent in any situation. As such, many skill difficulties
  default to this level.
  Hard – Skill difficulties at this level require a
  character with a level of expertise to accomplish these
  maneuvers.
  Very Hard – Even an expert would require ample
  time to successfully complete these types of maneuvers.
  Extremely Hard – Only an expert of unparalleled
  skill, or someone with incredible luck would be able to
  accomplish maneuvers of this difficulty.
  Sheer Folly – Skills and maneuvers at this level teeter
  on the very edge of natural human capability. Refer to
  any book of world records for successful examples.
  Absurd – Maneuvers of this difficulty are a step
  above the normal possibilities of most humans. Success
  while attempting a maneuver of this type denotes a
  character with extraordinary skill, ability and/or luck.
  Resistance Rolls (RR)
  The universe can be very hostile to fragile sentients.
  Poisons, diseases, psionic abilities, and (in some settings)
  spells of all kinds can slay or incapacitate characters
  swiftly and mercilessly. There are five different base types
  of Resistance Rolls, and these five types may use any one
  of three resolution methods.  The five types of Resistance
  Rolls are as follows:
  Electronic – This type of RR is used for electromagnetic
  pulses and radiation that can affect the circuitry and
  programming of AI, virtual and robotic characters and
  the cyberware of cyborg characters. It is only needed by
  these types of characters, not ordinary characters.
  When making this type of RR, the player adds in his
  character’s skill bonus for Resistance: Electronic. More
  on electronics can be found in HARP SF Xtreme.
  Stamina – This type of RR is used for things that affect the
  body or health of the character, usually poisons and
  diseases. When making this type of RR, the player adds
  in his character’s skill bonus for Resistance: Stamina.
  Will – This type of RR is used for things that affect the
  mind of the character, usually psionics with mental
  effects and influence spells. When making this type of
  RR, the player adds in his character’s skill bonus for
  Resistance:Will.
  Magic – This type of RR covers magical effects that do not
  fall cleanly into either the Stamina or Will type of RRs.
  When making this type of RR, the player adds in his
  character’s skill bonus for Resistance: Magic.
  Skill vs. Skill – This type of RR covers situations where
  one skill is opposed by the skill of another character. In
  such cases, the character performing a maneuver is
  considered to have the “attacking skill.”
  Resolution Methods
  Resolving a Resistance Roll is a two step process. The
  first step is to determine the “target number.” The second
  step is for the defending character to attempt to resist. The
  defender makes an open-ended percentile roll, adding the
  appropriate stat bonus plus any ranks in his or her
  resistance skill, for a total Resistance Roll. If the potential
  victim gets a total that is equal to or higher than the target
  number, the poison, disease, or spell is ineffective.
  The three resolution methods mentioned above refer to
  the three possible methods that can be used to determine
  the “target number.” They are as follows:
  Variable – First, the attacking character, creature, poison,
  psionic ability, spell, disease, or item must make an
  open-ended percentile roll, taking into account any
  modifiers. Bonuses added to this roll will vary from
  effect to effect. To resist the effects, the target must meet
  or exceed the value (or “target number”) found on the
  RR column of the maneuver table as the result of the
  attack roll. This is the most common, especially when
  Chapter Nine
  Adventuring
  
  141
  dealing with opposed skills, psionic abilities and spells.
  Static – This is the easiest to determine as there is no roll
  to determine the target number. This resolution
  method uses the notation RR(xx) where the xx stands
  for the “target number” that the defender must meet or
  beat.
  Cascading – This type of RR is used mostly for poisons. It
  gives a number of static levels that can be resisted. The
  lower the defender’s roll, the more severe the effects
  received from the attacker. For complete details on how
  Cascading Resistance Rolls work, see the section on
  Diseases and Poisons later in this chapter.
  FUMBLES
  Three of the four columns of the Maneuver Table have
  results that indicate a fumble. A fumble is the result of an
  extremely unlucky occurrence that prevents a character
  from accomplishing the performed maneuver. With the
  exception of attacks with a weapon, fumbles occur on
  unmodified die rolls between 01 and 05. As for weapon
  attacks, each weapon has its own fumble range.
  Should a roll’s result indicate a fumble (whether skill,
  maneuver, psionic ability or attack), a non-open-ended
  roll on the Fumble Table is required. There are thirteen
  types of fumbles:
  Combat (Melee): Use these rows to resolve all fumbles as a
  result of melee combat and archaic ranged combat.
  Combat (Ranged): Use these rows to resolve all fumbles as
  a result of ranged combat using personal weapons.
  Combat (Vehicle): Use these rows to resolve all fumbles as
  a result of vehicle combat.
  Computer: Use these rows to resolve all fumbles relating
  to computer skills.
  Engineering: Use these rows to resolve all fumbles made
  while attempting engineering skills.
  Influence: Use these rows to resolve all fumbles involving
  influence and artistic skills, including musical and other
  performance feats.
  Mental:  Use these rows to resolve all fumbles involving
  knowledge or scientific skills.
  Moving:  Use these rows to resolve all fumbles involving
  climbing, swimming, riding or other active skills.
  Physical: Use these rows to resolve all fumbles involving
  physical actions that do not require strenuous
  movement (such as Electronic Bypass, Locks & Traps,
  Machine Operation or Craft skills).
  Psionic: Use these rows to resolve all fumbles made while
  activating psionic abilities.
  Vehicle (Air/Space): Use these rows to resolve all fumbles
  made while attempting piloting maneuvers in
  atmosphere or space.
  Vehicle (Hyperspace): Use these rows to resolve all
  fumbles made while attempting to enter hyperspace.
  Vehicle (Land/Marine): Use these rows to resolve all
  fumbles made while attempting vehicular maneuvers
  on land or at sea.
  Example: Much against her better judgment, Alice
  Weaver has been persuaded to ascend the outside of
  the skyscraper headquarters of Interstellar Metals.
  She’s 300m up when her player rolls a moving fumble.
  This particular fumble does not mean an instant
  plunge to the ground.
  • If the player rolls a 25 or below on the fumble:
  • The SysOp rules that Weaver loses her grip on a
  handhold and slides a few feet before catching herself.
  The character is bruised and shaken, but otherwise okay.
  • If the player rolls a 26-50 on the fumble:
  • Weaver slips and slides 20m below her original
  location. Due to her situation, the SysOp has the player
  roll d10 in damage for assorted cuts and bruises
  sustained in the fall.
  • If the player rolls a 51-75 on the fumble:
  • This time, Weaver slips some 50m and is thoroughly
  battered by the fall. The GM has the player roll 2d10+10
  on the Crush critical table for bouncing off the wall a few
  times. The resulting Crush critical results in some
  concussion hits but no fractures.
  • If the player rolls a 76-100 on the fumble:
  • The rope prevents Weaver from falling to her death.
  However, the SysOp requires a d100 roll on the Crush
  critical for bouncing off the wall followed by a d100 roll
  on the Puncture critical table as she accidentally smashes
  her way in through a window on a lower floor.
  • Maybe next time her comrades will listen to Alice
  and try going in through the front door.
  Adventuring
  Chapter Nine
  
  142
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  143
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  tI
  Adventuring
  Chapter Nine
  
  144
  UNUSUAL ACTIONS & MANEUVERS
  Sometimes a character may want to make an unusual
  action or maneuver that is not covered by the rules.
  Such actions or maneuvers should be adjudicated by
  the SysOp. There are three simple steps to follow to resolve
  such actions, if a skill roll is needed.
  1.  Determine if there is a skill that applies either wholly
  or partially. If the skill applies wholly, then let the character
  use it. If it applies partially, then allow the character to use
  one half of the total bonus for that skill. If no skill applies,
  determine which two stats apply to the maneuver. Note that
  the same stat can apply twice in this circumstance.
  2.  Determine the difficulty of the action or maneuver.
  3.  Have the player make the roll adding all the modifiers.
  By following the three steps above, the SysOp can
  resolve just about any actions that the players wish to
  perform without too much trouble.
  Attacking Objects
  And Structures
  Subtlety and finesse must sometimes give way to brute
  force and ignorance. When you lack keys or lockpicks,
  battering down a door or smashing open a lock may be
  the only recourse. The exact resolution method depends
  upon the target and the attacking mechanism.
  Attacks (using the body or inadequate tools) on objects
  that are human sized or smaller may be resolved using the
  Percentage column of the Maneuver Table.
  The attacking character makes a normal Maneuver Roll,
  adding a value equal to twice their Strength bonus. The
  result is compared to the Percentage column of the
  Maneuver Table. The value from the table determines the
  amount of damage the object has received. Results equal
  to, or above, 100% thoroughly destroy the object. Results
  less than or equal to zero represent an inability to damage
  the item. Difficulty modifiers should be applied to this roll
  based upon the consistency of the object (see below), as
  well as its shape or design.
  In the case of a character trying to force open a door by
  shoulder charging or kicking it down, the same rules are
  applied with one exception: The character is required to
  get a result of 100 or better in a single roll.
  Note: If a character is using a weaker item (such as a
  hammer against granite) in their attempt to shatter or
  disable a particularly sturdy object, any result in breakage
  will always be of the inferior item.
  Example: A group of alien aborigines have captured
  Jung. One conservative alien has started to smash up
  Jung’s equipment with some handy rocks. The SysOp
  rolls on behalf of the alien, getting 35 on the dice, plus 16
  for twice a +8 Strength bonus, but minus 20 for the
  ruggedness of Jung’s assault laser. The total is 31 (35 +16
  –20), or 30% on the Percentage column. These Stone Age
  primitives may not be able to destroy Jung’s rifle per se,
  but it won’t be usable once they’ve finished with it.
  Example: Jung decides that he’d rather not be on the
  receiving end of those rocks, so decides to break down
  the wooden door of his improvised prison cell. Psyching
  himself up, Jung gives the door the old college try with a
  solid shoulder charge. Jung’s player rolls 52, adds 14 for
  double Strength bonus, and a further 20 for the
  flimsiness of the door (the SysOp rules this ought to be a
  Light maneuver), totaling 86. Not enough.
  Attacks on objects using proper tools (such as laser
  cutters, power drills, etc.) are also resolved using the
  Percentage column of the Maneuver Table. In these
  circumstances, the attacking character makes a Machine
  Operation skill maneuver roll, modified according to the
  object’s material, shape, or design. The result is compared
  to the Percentage column of the Maneuver Table, with
  results equal to or greater than 100% achieving the desired
  effect (alteration, penetration, or outright destruction).
  Results of less than or equal to zero may represent user
  incompetence or just slow progress on extremely tough
  materials according to circumstances.
  Example: It has proven impossible to open the airlock
  of a derelict spacecraft normally as it has vacuum
  welded. The crew of the Faffin’ Around have maneu-
  vered a boarding hatch into place, so that they can cut
  their way through with laser torches. Dack’s player rolls
  41 on the dice plus 55 (Machine Operation skill). The
  SysOp rules that the airlock alloy is very durable, so this
  will be a Sheer Folly (-80) maneuver. The total is 16 (41
  + 55 – 80), for 10% on the Percentage column. This
  could take a while – let’s hope it really is a derelict.
  Attacks on objects using personal or vehicle weapons will
  normally result in the destruction of the object. The
  attacking character makes an attack roll using their weapon
  skill (or Demolitions if using explosives) as normal. The
  attack is modified according to the size of the target object
  (shooting out a lock is harder than spraying a console with
  burst fire) and its material strength. (Ignore size modifiers if
  the character has the time to accurately place an explosive
  charge). The result is looked up on either the Vehicle
  Piercing or Vehicle Energy critical tables. (Attacks made by
  personal weapons are resolved according to the rules for
  personal weapon attacks against vehicles). More on vehicles
  can be found in HARP SF Xtreme. Explosives either deliver
  a set amount of damage or require a look up of their result
  on the Warhead Critical Table. If the attack delivers any
  Structural Hits, the object is destroyed.
  Example: Hamilton finds himself confronted with a
  locked door and no lock picks. He does, however, have
  his trusty pistol. Hamilton shoots at the lock, rolling
  45 on the dice, adding 75 for skill and 10 for point
  blank. The lock is a very small target, so the SysOp
  Chapter Nine
  Adventuring
  
  145
  rules this is Extremely Hard (-60), but that
  the lock is not especially strong. The Total
  Attack Roll is 70 (45 + 75 + 10 –60). Pistols
  are Small personal weapons and so are
  converted to Tiny-30 “vehicle” size attacks,
  so the Adjusted Attack Roll is 20 (70 –50),
  which is 5 Structural Hits from the Vehicle
  Piercing critical table, more than enough to
  blow the lock out.
  Objects can also be destroyed by a careful
  application of the Demolitions skill. The
  character places an explosive device on or near
  the target object, arms the device, and then
  gets out of harm’s way at speed! In game
  mechanics, this is an All-or-Nothing Demoli-
  tions maneuver, normally at Medium difficulty
  level. If the maneuver is successful, then the
  explosive detonates and the desired effect
  occurs. If the maneuver is unsuccessful, the
  explosive only partially detonates, fails to
  detonate, or explodes later than expected
  (SysOp’s choice). If the maneuver is fumbled,
  the explosive blows up in the character’s face.
  Explosive charges will either do a set amount
  of Structural Hit damage or require a separate
  roll on the Warhead critical table.
  Example: If he had more time, Hamilton
  could have used a strip of plastic explo-
  sive to destroy the lock. In this case,
  Hamilton would have added 60 for his
  Demolitions skill to his roll of 45 to get a
  total of 105. Just enough for a safe
  controlled explosion delivering 2 Struc-
  tural Hits and destroying the lock.
  The following list details the various Diffi-
  culty ratings and then offers examples for each.
  Some of the listed items are followed by a
  number in parentheses – this is a measure of
  their material strength and should be used as an
  “armor” modifier against weapon attacks. While
  some objects may be broken by nearly any
  weapon, certain objects are unaffected by
  certain types of attacks. For instance, bashing a
  rope will not break it. SysOps should apply
  common sense in these situations.
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  M
  Adventuring
  Chapter Nine
  
  146
  Sometimes characters will have to forcibly breach or
  destroy structures such as environmental domes, bunkers,
  military fortifications, and buildings. Unless characters are
  comic-book superheroes, they won’t be able to kick down
  brick walls. However, they can use proper tools (such as
  power drills, laser cutters, plastic explosives etc.) to open
  human-sized holes in such structures. Use the rules
  described above for destroying objects using proper tools.
  Personal weapons simply don’t deliver their damage
  over a large enough area to destroy a building, although
  they can punch holes through most materials. To destroy a
  building or similar structure, you need vehicle weaponry
  or industrial-strength explosives. Resolve these attacks
  using the normal vehicle combat rules  or using the
  Demolitions skill (for bombs). Use the “armor” modifiers
  listed above as the structure’s Armor Rating.
  Structures have Structural Hits  according to their
  volume and material. Calculate the approximate volume
  in cubic meters and multiply by the factors listed below to
  obtain the number of Structural Hits.
  Wood: x1
  Brick, fiberglass, soft stone: x2
  Hard stone: x3
  Iron, steel: x4
  Reinforced/armor plated steels, hullmetal, superhard
  alloys: x5
  Example: A proverbial brick outhouse has dimensions
  of 2m by 1m by 2m, or 4 cubic meters. Multiplying 4
  cubic meters by x2 for brick gives it 8 Structural Hits.
  Computer Issues
  Computers are omnipresent in
  almost every high technology civiliza-
  tion. Specialist software and hardware is
  integrated into virtually every piece of
  electronic equipment, either to control
  it outright or to assist in its use.
  Computers are responsible for storing,
  managing, processing, and retrieving
  the ever-increasing information
  generated by individuals, organizations
  and other computers.
  Computer Assisted Equipment
  Equipment, such as scanners, microscopes, weapons
  systems, etc., can be improved in terms of their usability,
  accuracy, or performance through the incorporation of
  specialist knowledge bases and reasoning software. These
  integrated tools provide a bonus to one relevant skill to
  the tool user. The bonus varies from +5 to +50, with Early
  software capped at +10, Mature software having a maxi-
  mum of +30, and Advanced packages reaching their limit
  at +50. Such software enhancement comes at a price –
  multiply the normal cost of the item by the bonus, e.g. a
  +20 medical scanner costs 20000 credits, x20 the price of
  an ordinary medical scanner (1000 credits).
  Computers & Information
  With potentially the entire accumulated knowledge of a
  civilization available through computer access, some
  players and SysOps may question the value of any charac-
  ter learning any knowledge-related skill other than
  Computer Operation. While Computer Operation is very
  beneficial in retrieving potentially useful information, it
  does not provide the context for assessing that informa-
  tion for relevance or accuracy. The “Garbage in, garbage
  out” principle applies no matter how sophisticated the
  information management and retrieval system. In contrast
  to Computer Operation, the specialist knowledge and
  technical skills provide the techniques and methodologies
  for applying the information, deducing conclusions on the
  basis of the evidence, and making associations with other
  information. Finally the specialist skills don’t need access
  to a computer and recalling a key fact is normally much
  faster than devising a suitable knowledge base query to
  obtain it from an archive.
  Information is stored in “Archives”, complex
  knowledge bases whose quality varies according to the
  storage capacity, processing power, and reasoning
  ability of its computer host. Archives are rated as
  Limited, Concise, Comprehensive or Total in increas-
  ing order of coverage. Each Archive contains informa-
  tion specific to one particular skill. The number and
  rating of Archives depends on the type and technology
  stage of the host computer:
  Under normal circumstances, a character should always
  use the most complete (set of) archive(s) accessible to
  them. However, network communications may be
  unavailable, unreliable, or insecure, and so characters will
  be restricted to locally available resources.
  Accessing an Archive is a Computer Operation
  maneuver resolved on the Bonus column of the maneuver
  table. This difficulty and minimum time taken by the
  maneuver is given in the tables below and depends on the
  Archive’s rating and technology stage. The result of the
  Computer Operation maneuver is applied as a modifier to
  the specialist skill.
  T
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  Chapter Nine
  Adventuring
  
  147
  which reproduce by fission – some are
  positively helpful, others are lethal. Viruses
  are submicroscopic organisms, which
  reproduce by inserting themselves into the
  cells of other living creatures and subverting
  those cells into producing new viruses. Prions
  are infectious rogue proteins, even smaller
  than viruses, which can cause degenerative
  nerve and brain conditions. Many infectious
  diseases are contagious in that one sufferer
  can pass the disease onto another through contact. As a
  rule of thumb, any world that possesses native life forms
  (plant or animal), which can provide nutrition for off-
  world colonists, will also harbor microscopic organisms
  that can cross billions of years of parallel evolution to
  infect alien invaders.
  Psychiatric diseases are mental illnesses such as
  obsessions, phobias, manias, paranoia, etc. Some are the
  result of early trauma and environmental conditions;
  others are genetic in origin.
  In the Tintamar universe, most genetic diseases can be
  cured using gene therapies, which introduce healthy genes
  to replace defective genes in the patient’s body. Antivirals
  and antibiotics to counter specific infectious agents are
  widely available on most civilized worlds. Drug and
  psychological therapies exist for most psychiatric diseases.
  Poisons are noxious substances that have adverse effects
  on living creatures. They are divided into two
  classifications, Internal and External. Internal poisons
  must be ingested, injected, or inhaled into their target to
  take effect. On alien worlds, poisons can be as simple as
  contaminants such as heavy metals in the atmosphere,
  water, or soil. What is meat and drink for one alien race
  can be poison for another species. External poisons have
  caustic effects upon contact with the skin of a living
  creature and include such things as acids, itching powders,
  and contact poisons.
  Drugs are chemicals, which are not normally deadly in
  the short-term, but can have adverse effects and are
  frequently addictive. They are effectively poisons for the
  purposes of these rules.
  Diseases and poisons can affect characters in different
  ways; some poisons can kill instantly, some diseases have
  sudden onsets and run a lethal course in a matter of days,
  while other poisons and diseases have variable effects
  depending on a character’s resistance to the disease or
  poison, the strength of the dosage for poisons, and the
  virulence of a disease-causing agent. To reflect these
  unpredictable effects, HARP poisons and diseases use
  three types of resistance rolls: Static, Variable and
  Cascading Resistance Rolls. In addition, some poisons
  inflict poison criticals.
  The times above are for retrieving and analyzing
  significant chunks of information, e.g. “Give me a
  summary of the history of Armstrong Base”. For much
  more concise queries, e.g. “Are the Silth a carnivorous
  species?”, divide the times given by five. For open-ended
  research, increase all times from rounds to minutes, e.g.
  consulting a Mature Comprehensive Archive on a research
  issue takes 20 minutes, rather than 20 rounds.
  Example: On an exploratory mission deep in the
  southern tundra of Tantallon, the crew of the Faffin’
  Around (now in their assault shuttle) fly over a herd
  of quadruped animals. Dack consults the shuttle’s
  onboard Concise Archive on Fauna (Tantallon). Steve
  makes a Computer Operation maneuver, rolling 79,
  adding 80 for Computer Operation, for a total of 159,
  which equates to a +30 bonus. Steve now rolls 41,
  subtracts 5 (-25 for no skill in Fauna Lore (Tantallon),
  but +20 for stats), adds the +30 bonus, for a total of
  66. Dack starts reeling off random facts about
  Snowshaggies. Matt, playing the scout Jung, rolls 89,
  adds 38 for Fauna Lore (Tantallon), for a total of 127.
  Jung interrupts saying that Snowshaggies are harmless
  lichen eaters, but to watch out for Snowcats as they are
  never far from a Snowshaggy herd.
  Diseases, Poisons and Drugs
  Characters afflicted with a disease suffer discomfort or
  dysfunction either in localized regions of their bodies or
  in their whole body. Diseases can be the result of genetic
  abnormalities, infection, or can be psychiatric in nature.
  Genetic diseases are frequently inherited – some are
  non-life-threatening conditions (such as most allergies
  or color blindness), others represent susceptibility to
  fatal conditions.
  Bacteria, viruses, or prions can cause infections.
  Bacteria are mostly unicellular microscopic organisms,
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  Adventuring
  Chapter Nine
  
  148
  Static – Diseases and poisons using this method give the
  target number that the character needs to roll equal to
  or higher than when making a Resistance Roll (RR)
  against them. These diseases and poisons use the
  notation of RR (xx) in their description where the xx is
  the number that the RR must equal or beat. They work
  exactly the same on everybody, and they will either
  affect the character or not. The poison Placidin, for
  example, has an RR of 130; which means that a
  character must roll 130 or better on a Stamina
  Resistance Roll to resist its effects.
  Variable – Diseases and poisons using this method follow
  the normal rules for determining the number that the
  character must equal or beat with his Stamina RR. The
  attacking substance or disease agent rolls on the RR
  column of the Maneuver Table. The result is the
  number that the character’s RR must defeat. Poisons of
  this type use the notation of PB (xx), where PB stands
  for Poison Bonus, and the xx is the bonus that the
  poison uses on the Maneuver Table roll. Similarly
  diseases in this category use the notation of AB (xx),
  where AB stands for Agent Bonus, and the xx is the
  bonus that the disease uses on the Maneuver Table roll.
  Diseases and poisons using this method are highly
  variable in their potency. They have an all-or-nothing
  type of effect that either happens or doesn’t. So to use a
  poison such as Agonilin, which has a PB of +10, roll
  d100 open-ended and add 10 to the result. Then look
  on the RR column of the Maneuver Table. The number
  listed is what the target of the poison or disease must
  meet or beat in order to successfully resist.
  Cascading Resistance Roll (CRR) – These are the most
  dangerous poisons and diseases as they have effects
  based upon how well the affected character makes his
  RR against them. These diseases and poisons list a
  number of different values similar to those used in the
  Static method above. The target makes his RR and then
  applies the result for the highest CRR passed. Poisons of
  this type will almost always use the Poison Critical
  Tables (see Chapter 10).
  The following is an example of what a CRR type of
  poison will look like:
  • CRR (120) – No Effect
  • CRR (100) – 1d100 -20 Internal Poison Critical
  Table
  • CRR (80) – 1d100 Internal Poison Critical Table
  • CRR (60) – 1d100 +20 Internal Poison Critical Table
  • Failure – Death in 1d10 rounds
  Example: Those pesky Stone Age aliens shoot Jung
  with a dart coated with the poison described in the
  CRR example above. His player makes an open-ended
  d100 roll and gets a result of 56. Jung has a Stamina
  RR bonus of +40 giving a total of 96 for the RR. This
  is high enough to pass the CRR (80) level. Jung now
  receives a 1d100 roll on the Internal Poison Critical
  Table. If Jung had rolled an 80 or above, he would not
  have been affected by the poison at all.
  Succumbing to the immediate effects of a drug is only
  the beginning of the slippery slope for a character. The
  longer-term danger is that of addiction. Any character
  who fails a Stamina RR against an addictive drug must
  make a Will RR within one day. This will always be
  resolved using the Poison Bonus method and the exact
  PB will be listed in the drug’s description. If the
  character fails this Will RR, they have become addicted to
  the drug and must have one dose of the drug per day or
  suffer withdrawal symptoms (a –10 penalty to all actions
  from a combination of moodiness, distraction, feeling
  unwell, nervous shakes, etc.) until they take the drug. For
  every day that a character denies himself (or is denied)
  the drug, the severity of the withdrawal symptoms
  increases at a rate of –10 per day, e.g. on the first day, the
  penalty is –10, on the second day it is –20, the third –30,
  etc. Note these penalties do not apply to the Will RR – as
  RRs are not actions.
  A character who wants to break the addiction is allowed
  to make another Will RR on each day of forced
  withdrawal. As soon as the character succeeds in making
  this RR, the addiction is broken.
  Example: Hamilton is investigating suspicious
  happenings in the mines of the corporate planet of
  Hades. Unfortunately for Hamilton, the mining
  combine have been lacing the rations with a designer
  drug that mixes the euphoric nature of Paradisium
  and the will reduction properties of Zombi. This drug
  has a Stamina RR (100) and is noted as highly
  addictive with a Will PB (50). Hamilton fails both his
  Stamina RR and his initial Will RR, so has his will
  sapped and becomes addicted to the rations. The next
  day, Hamilton wakes up with a craving for breakfast,
  and realizes just why the miners of Hades are so
  content and placid. He resolves to break the habit
  immediately and so arranges to find other food for the
  rest of the day. His player notes the –10 penalty
  philosophically and is informed by the SysOp that he
  can make his Will RR at the end of the shift. The
  SysOp rolls for the poison, getting 94 + 50 for a total
  of 144, which is a RR target of 140. Hamilton’s roll is a
  total of 105, so the craving remains. The next day,
  Hamilton will be at –20 to all actions and he still
  needs to locate more uncontaminated food.
  Chapter Nine
  Adventuring
  
  149
  Animal Poisons
  Animals that use poison such as snakes, scorpions etc., must first make a successful attack that inflicts damage on the
  target. Then the poison is automatically injected into the character’s system. At this point, the SysOp must determine
  what type of Resistance Roll is required for the poison.
  If the poison uses one of the critical tables, then use the following Cascading Resistance Roll (CRR) table to determine
  the effects of the poison on the character. The creature’s description will determine which table to use (Internal or
  External).
  • CRR (120) – No Effect
  • CRR (110) – 1d100-20 on indicated critical table
  • CRR (100) – 1d100-10 on indicated critical table
  • CRR (90) – 1d100 on indicated critical table
  • CRR (80) – 1d100+10 on indicated critical table
  • CRR (70) – 1d100+20 on indicated critical table
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  Adventuring
  Chapter Nine
  
  150
  • Failure – Character receives maximum result from
  critical table
  Some poisons from creatures will have only one type
  of effect. Those creatures will be given a Poison Bonus
  so that the poison may be resolved using normal
  Resistance Roll methods on the Maneuver Table. In
  these cases, the effect of the poison will be described in
  the creature’s description.
  EQUIPMENT ISSUES
  Understanding and Using Equipment
  Situations will arise where characters will acquire items
  of alien technology. This could be the result of a fruitful
  archaeological expedition, an encounter with interstellar
  merchants, or even the careful sifting through the wreck-
  age of a hostile enemy craft. Such devices may be the
  products of divergent but comparable technological
  development, interesting in terms of an alien approach to
  problems, but unlikely to initiate a scientific revolution.
  Other artifacts may be the flotsam and jetsam of extremely
  advanced precursor civilizations – characters will count
  themselves fortunate if they can make the artifacts
  function once and survive the experience. Yet others will
  be time-ravaged junk or curios from cultures more
  primitive than the characters.
  Finding out what an unknown device can do, if
  anything, requires a careful examination using appropriate
  scanners, a grasp of the relevant engineering skills, and
  time. Suitable tools will be a techscanner at the minimum,
  with chemanalyzers, mini-microscopes and screwdrivers
  all having their place.
  The SysOp must decide which Engineering skills are
  relevant to the construction and operation of the device.
  Sometimes more than one skill may be relevant – for
  instance understanding an alien version of the Lagrange
  Drive will require Engineering (Magneto-gravitic). If the
  alien ship also has an unusual overall design, an Engineer-
  ing (Transport) maneuver might be necessary to deter-
  mine if their drive has implications for the rest of the
  ship’s design.
  Characters must then succeed in one All-or-Nothing
  Engineering maneuver for each required Engineering skill.
  The following modifiers are applied (all are cumulative):
  • -20: device was designed by members of an alien species
  • -20: device was intended for use by members of an
  alien species
  • +0: device was designed by members of own species
  • +0: device intended for use by members of own
  species
  • +0: device is of comparable technological develop-
  ment to investigator
  • -20: device is from a much lower technological era
  than investigator
  • -60: device is much more advanced than investigator
  (possibly utilizing scientific principles unknown to
  investigator)
  • +20: investigator has witnessed the device being used
  • -20: investigator has no access to the correct tools to
  probe the device
  • -20: device has no labels or other markings
  • +60: investigator reads the manual
  • Routine (+60): Character spends one month examin-
  ing the device
  • Easy (+40): Character spends two weeks examining
  the device
  • Light (+20): Character spends one week examining
  the device
  • Medium (+0): Character spends one day examining
  the device
  • Hard (-20): Character spends four hours examining
  the device
  • Very Hard (-40): Character spends two hours
  examining the device
  • Extremely Hard (-60): Character spends one hour
  examining the device
  • Sheer Folly (-80): Character spends ten minutes
  examining the device
  • Absurd (-100): Character spends one minute examin-
  ing the device
  • If the character fumbles any of these maneuvers, then
  the device may be irreparably damaged (see fumble
  table) at SysOp’s discretion.
  • If the character succeeds in all the requisite maneuver
  rolls, then the character understands how to operate the
  device. (The character may learn an appropriate Machine
  Operation skill if required by the SysOp.)
  • If the device is from a comparable or lower technol-
  ogy stage to the character, then the character also
  understands the engineering principles of how it works,
  rather than simply what it does.
  • If the device is from a much higher technology
  stage than the character’s (e.g. a twentieth century
  engineer confronted with a magneto-gravitic drive),
  then the character does not automatically understand
  its principles.
  • Understanding a higher tech device requires a second
  series of Engineering maneuvers, applying all the
  germane modifiers above and a special –50 modifier
  (SysOps may raise this further at their discretion.) If any
  of the rolls are failed, then the character must start over
  from scratch. If any of the rolls are fumbled, then the
  character will never be able to glean the underlying
  principles from just this device.
  Breaking Equipment
  Even the best designed and well made equipment is
  subject to wear and tear through normal usage. However,
  the kit of adventuring PCs is particularly prone to misuse
  Chapter Nine
  Adventuring
  
  151
  (through fumbled maneuvers) and abuse (being dropped
  from a great height, dowsed with acid, set on fire, electro-
  cuted, etc.)
  Any time that a character fumbles a maneuver roll using
  a piece of equipment (not a weapon, vehicle or software
  package), a malfunction roll must be made. This is a d100
  (not open-ended) roll. On a roll of 01-05, a malfunction has
  occurred and a separate d100 (not open-ended) roll must
  be made on the Malfunction Table below.
  Any time that a piece of equipment (including weap-
  ons, but not vehicles or software) suffers physical damage
  (exposure to corrosive gases or acids, extremes of heat and
  cold, sudden impacts, electrical surges, etc.) a d100 (not
  open-ended) malfunction roll must be made. On a roll of
  01-05, a malfunction has occurred and a roll must be
  made on the Malfunction Table. The severity of the
  malfunction will depend on the damage severity. Map
  damage expressed as criticals as follows:
  Tiny: d100-20 roll on the Malfunction Table
  Small: d100-10 roll on the Malfunction Table
  Medium: d100 roll on the Malfunction Table
  Large: d100+10 roll on the Malfunction Table
  Huge: d100+20 roll on the Malfunction Table.
  Other damage should require a d100 roll with no modifiers.
  Specific damage to vehicles through combat, crashes,
  fumbles, and physical damage is covered by the relevant
  critical and fumble tables. Unless properly maintained,
  there is a chance that vehicle subsystems will fail during
  normal use. To avoid this risk, an engineer must spend
  one hour each day in preventative maintenance. If this is
  not done, the SysOp makes a malfunction roll for each
  major system (Control, Crew Module, Motive, Power, and
  Weapons) once per month. Any roll of 01-05 indicates a
  malfunction in that system, and requires a d100 (not
  open-ended) roll on the Malfunction Table – SysOps may
  Adventuring
  Chapter Nine
  
  152
  adjust this roll by a –20 to +20 modifier according to how well the vehicle is normally maintained, degree of hard usage,
  etc. SysOps may choose a particular subsystem to malfunction or roll on the table below. More on vehicles can be found
  in HARP SF Xtreme.
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  1
  Chapter Nine
  Adventuring
  
  153
  Entries in the Malfunction Table indicate the
  degree of unit failure, the performance penalty,
  the base time to repair, and the cost to repair.
  •
  Units can be temporarily non-functional
  (transient glitch), damaged, disabled, or
  effectively destroyed. Disabled units may not
  normally be used, but occasionally a SysOp
  may allow them to provide a minimal effect.
  This is represented in the table entries as a –
  100 maneuver modifier and a 5%
  performance factor.
  •
  The performance penalty is given both as a
  negative modifier to maneuvers and as a
  percentage of maximum capability, e.g. an
  artificial gravity unit (for a Federation
  scoutcraft) operating at 50% capability could
  only compensate for 300g acceleration instead
  of its maximum 600g.
  •
  The base time to repair is given in
  person-hours.
  •
  The cost to repair is defined as a
  percentage of the unit’s price, e.g. a 10% repair
  of an assault laser costing 900 sols requires 90
  sols worth of spare parts. The second
  percentage (in parentheses) is the cost to repair
  a vehicle subsystem as a percentage of the
  entire vehicle’s cost.
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  Adventuring
  Chapter Nine
  
  154
  Repairing Equipment
  If it ain’t broke, don’t fix it. When it is broken, it’s time
  for the Tech to roll up the metaphorical sleeves and
  attempt a proper repair or a jury-rig solution. A proper
  repair uses the correct spare parts, and if accomplished,
  leaves the device as good as new. A jury-rig repair is a
  temporary solution when the engineer lacks the correct
  spare parts, and has to improvise by fixing the damaged
  components or cannibalizing parts from other devices.
  Jury-rigged devices are more prone to malfunctions.
  Repairing a device requires one (or sometimes more)
  successful All-or-Nothing Hard (-20) Engineering
  maneuvers.  The SysOp chooses which field of engineering
  is most relevant to the device and requires an Engineering
  maneuver roll for that field. Sometimes a repair may span
  multiple subsystems with different engineering fields in
  which case an Engineering maneuver will be required for
  each separate field. Failing any one of these maneuvers
  requires the job to be started over again from the beginning,
  but the engineer only loses the time spent on the botched
  repair. Fumbling will trigger a roll on the Engineering
  Fumble Table.
  The modifiers to the repair
  maneuvers are as follows:
  • +20: unit has suffered a
  transient failure
  • +0: unit is damaged
  • +0: unit is being completely
  replaced
  • -20: unit is disabled
  • +20: character takes twice the base time to make repair
  • -10/hour: character attempts repair in less than base
  time (can reduce base time to a minimum of one hour)
  • -10: character attempts to complete a one-hour task
  in 30 minutes
  • -10: character attempts to complete a thirty-minute
  task in 10 minutes
  • -100: character attempting to “repair” a device
  without understanding its engineering principles
  • -20: jury-rig solution: only using half the necessary
  spare parts (halve cost to repair)
  • -40: jury-rig solution: recycling all required parts (0%
  cost to repair)
  Note: Multiple characters can cooperate on a repair
  task, reducing the base time to complete the fix by sharing
  out the person-hours of work. For instance, two engineers
  could complete a repair in three hours, while the same job
  would take one engineer six hours. However, both
  engineers have to make their Engineering Maneuvers.
  Note: Repairing 1 Structural Point of damage to a vehicle
  takes one hour normally, costs 0.1% of the vehicle cost, and
  requires successful Engineering (Transport) maneuvers.
  Once a device has been repaired using a jury-rig
  solution, it will break down on a roll of 01-25 on the
  malfunction roll.
  Tinkering with Equipment
  A skilled engineer can improve, albeit temporarily, the
  performance of equipment with some judicious tinkering.
  The greater the performance enhancement, the more skill
  and time it takes to achieve it. This performance will
  either take the form of a bonus to maneuvers attempted
  using the item or a percentage boost to some capability of
  the item (e.g. range, energy capacity, field strength, etc.)
  The enhancement will only last 24 hours. To maintain the
  enhancement for further periods of 24 hours, the engineer
  must adjust the device each day. If the character does not
  spend the requisite time in daily tinkering, the unit will
  resume its normal unenhanced operation.
  The difficulty degree for Engineering maneuvers for initial
  tinkering, bonus or boost, time required to complete the
  tinkering, and the time needed for daily adjustment are
  given in the table below. All daily adjustments require a
  successful All-or-Nothing Medium Engineering maneuver.
  Improved Equipment
  For more permanent benefits than can be obtained
  through fiddling with a screwdriver, characters will need
  to purchase equipment that is simply better by design or
  by better manufacture and materials. Item bonuses for
  both design and manufacture/materials range from +5 to
  +25 in increments of +5. However devices at an Early
  technological stage can only have a +5 maximum bonus in
  either bonus category, while Mature devices have a
  maximum of a +15 bonus. At the SysOp’s discretion, some
  items of equipment may have both a design and a
  manufacture bonus, e.g. a Stunclub could have a +5 bonus
  from manufacture/material and a +10 bonus from
  improved design for a total bonus of +15 to OB, whereas a
  Medical Scanner is only likely to have a design bonus (but
  could be computer assisted.) The price of such improved
  equipment is their normal cost multiplied by the total
  bonus, e.g. the +15 Stunclub is 3000 credits (15 x 200).
  SysOp’s Note: Too Many Bonuses
  SysOps should be careful that characters do not accrue
  too many cumulative bonuses to the same skill from
  multiple items of improved equipment. It is very easy for
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  2
  Chapter Nine
  Adventuring
  
  155
  the total skill bonuses to get out of hand. One easy way of
  avoiding this issue is simply to disallow improved versions
  of equipment that by their nature provide numerical
  bonuses, e.g. weapon accessories such as laser sights,
  camouflage netting, ablative and kinetic armor
  enhancements, etc.
  SENSES AND THEIR LIMITATIONS
  Light & Vision
  Sight is the most important sense for many sentient
  species. It can be characterized by such factors as eye type,
  eye placement, and the range of the spectrum of light that
  is perceived by the eye. Evolution produces a visual sense
  that is adapted for a species’ ecological niche. Technology
  gives civilized races the ability to augment natural vision
  with external devices and genetic modification.
  Characters generally four separate types of vision:
  Normal, Night, Dark, and Water. Some races may also
  have “Telescopic Eyes” or “Motion Sensing”.
  Normal Vision:  With normal vision, characters can see
  clearly during the day. On a starlit night, a character can
  see up to 10m clearly. With nothing more than the
  ambient light of a full moon (at least half the size of
  Earth’s Moon), the character can see up to 50m. In an
  interior setting, using artificial illumination (such as a
  flashlight), a character can see clearly within the limits
  of the lighting, and is able to see dimly (-40 to Percep-
  tion rolls) to a distance equal to one half of the illumi-
  nated radius or cone beyond the lit zone.
  For instance, if a character is using a flashlight that
  illuminates up to 10m, the character can see clearly up
  to 10m away. They also have the ability (with the -40
  modifier) to see up to, but not beyond, 15m away.
  Night Vision:  With Night Vision, characters can see
  clearly up to 30m on a starlit night and up to 150m
  from the light of a full moon. In an interior setting,
  with artificial illumination, the character can see clearly
  up to double the normal radius of the lighting. Charac-
  ters can also see dimly (-40 to Perception rolls) an
  additional distance equal to the illumination of the
  light source. Their color vision may be impaired in
  poor illumination.
       For instance, if a character is using a flashlight that
  illuminates a 10m distance, the character can see clearly
  up to 20m away. He also has the ability to (with the -40
  modifier) to see up to, but not beyond, 30m away.
  Dark Vision:  With Dark Vision, characters can see clearly
  up to 15m on a starlit night and up to 60m from the
  light of a full moon. Also, characters with Dark Vision
  can see a limited distance in complete darkness, but
  unfortunately cannot distinguish between colors;
  instead, everything is seen in varying shades of grey. In
  an interior setting, using artificial illumination, the
  character can see clearly up to the normal radius of the
  illumination. A character using Dark Vision can also see
  clearly up to his normal range beyond the radius of
  illumination as well. If the illumination is equal to or
  greater than the range of the character’s Dark Vision,
  they can see dimly (-40 to Perception rolls) an addi-
  tional distance equal to the original radius of illumina-
  tion of the light source.
  Thus, if a character is using a flashlight that illuminates
  a 10m distance, and the character has dark vision up to
  6m, the character can see clearly up to 16m. They also
  have the ability (with the -40 modifier) to see up to, but
  not beyond, 26m away.
  Characters who don’t have Water Vision can see 30m
  underwater (15m in freshwater) during daylight, and 10m
  (5m freshwater) at night.  For every 3m of depth, the
  range of Normal Vision is reduced by 3m. For every 6m of
  depth, the visual range for characters with Night Vision
  and Dark Vision is reduced by 3m.
  With Water Vision, the pigments in the character’s eyes
  are adapted to the available light spectrum, namely blue
  wavelengths in the sea and oceans, but green and/or
  brown wavelengths in rivers and lakes because of vegeta-
  tion and algae. Some species can alter their color bias.
  Characters with Water Vision can see normally underwa-
  ter, but may have difficulties distinguishing colors above
  the water and limited range due to the intensity of light on
  land (unless anti-glare goggles are worn). On land,
  characters can see up to 10m on starlit nights and up to
  50m on moonlit nights. In an interior setting, using
  artificial illumination (such as a flashlight), a character
  can see clearly within the limits of the lighting, and is able
  to see dimly (-40 to Perception rolls) to a distance equal to
  one half of the illuminated radius or cone.
  For instance, if a character is using a flashlight that
  illuminates up to 10m, the character can see clearly up to
  10m away. They also have the ability (with the -40
  modifier) to see up to, but not beyond, 15m away.
  Characters with Telescopic Eyes, like those possessed by
  many birds of prey on Earth, can enhance a feature in
  their field of vision, magnifying it several times (much like
  a camera’s telephoto lens) at the expense of everything else
  in the field of view. The process takes a round to focus in
  on the target and grants a +20 bonus to Perception
  maneuvers involving the target. While focused, the
  character suffers a –20 modifier to Perception maneuvers
  relating to other features or targets.
  Characters with Motion Sensing have an acute ability to
  register even slight movements within their normal visible
  range. Characters receive a +20 bonus to Perception
  maneuvers against moving objects or people.
  Adventuring
  Chapter Nine
  
  156
  Sound and Hearing
  Hearing is perhaps the second most important sense for
  intelligent species. Humans can only hear sounds in a
  limited range of frequencies; human ears are very poor at
  picking up and distinguishing sounds underwater. Some
  races have much more sensitive auditory senses, such as
  Infrasound Hearing and Ultrasound Echolocation. Sound
  does not travel in a vacuum.
  Infrasound Hearing detects sounds at very low frequen-
  cies that are far below human hearing. For avian races,
  Infrasound Hearing enables them to hear the different
  sounds caused by air movement over the land and sea.
  Their brains convert this information into auditory
  “maps” of the terrain, granting them a +20 bonus to
  Navigation. For aquatic races, the ability to send and hear
  infrasound frequencies enables them to communicate over
  hundreds of kilometers underwater. Infrasound can be
  detected and interfered with by special equipment.
  Ultrasound Echolocation is the ability to send ultra-
  sound pulses (very high frequencies above human
  hearing) and detect the reflected pulses as they bounce off
  surfaces. This is the process used by terrestrial bats and
  dolphins for hunting and navigation. Characters with
  Ultrasound Echolocation have a range of 0.5 km in air and
  1 km in water. Their brains interpret the pulses as a three-
  dimensional image. Note that ultrasound pulses can be
  detected and interfered with by special equipment.
  Other Exotic Senses
  While humans have smell, taste, and touch to complete
  their repertoire of senses, other races have developed more
  exotic senses such as Heat Sense, Heat Vision, Magnetic
  Sense, and Electrical Sense.
  Characters with Heat Sense are able to detect the
  presence of creatures and objects, which have tempera-
  tures higher or lower than the surroundings. Range is
  limited to up to 10m.
  Characters with Heat Vision have more effective “heat
  pits” (like terrestrial pit vipers but better) or even eyes
  tuned to infrared wavelengths. They can see the world as a
  mosaic of hot and cold regions, identifying anything that
  is even a fraction of a degree above or below ambient
  temperature.
  Characters with Magnetic Sense are able to detect
  magnetic fields. Some species (such as terrestrial birds)
  can use this as an internal compass to orient themselves
  on the sun. Magnetic Sense gives a +20 bonus to Naviga-
  tion on worlds with a magnetic field.
  Electrical Sense allows characters to perceive electricity,
  whether it is the electrical fields generated by equipment
  or the electrical impulses in living creatures. These
  characters can “see” the patterns of the fields and im-
  pulses. This ability provides a +10 bonus to any maneu-
  vers where direct observation of the electrical field would
  be useful (e.g. Engineering to repair electrical devices,
  Electronic Bypass, Demolitions for spotting the live wires,
  etc.) and may make Perception maneuvers to locate
  hidden individuals or objects by spotting their electrical
  fields. Range is normally limited to 5m.
  SENSORS, SCANNERS
  AND COUNTERMEASURES
  Personal Scanners
  Information can be vital to the survival of adventure-
  some PCs, and a variety of devices exist to obtain and
  analyze data on their behalf. Utilizing the same principles
  as the sensor suites that serve as automatic sentries in the
  homes and premises of the wealthy, personal scanners
  have the advantage of being handheld portable devices.
  Bioscanners, Chemanalyzers, DNA Scanners, Medical
  Scanners, Palm Print Analyzers, Poison Sniffers, Radiation
  Detectors, Retinal Scanners, Tactical Scanners, and
  Techscanners all have their place. Descriptions of what
  information each item can provide, their ranges, and the
  time to complete a scan are given in the respective entries
  of the Equipment chapter. The mechanics of using them
  will be explained later in this section.
  Sensor Suites and Systems
  Planetary vehicles, particularly military and scientific
  craft, need sensors with a greater range than handheld
  scanners. Compared to starships and space stations, most
  planet-based vehicles are relatively small and lack the
  volume required for large Sensor Systems. Instead they are
  equipped with Sensor Suites whose ranges are limited by
  line-of-sight obstructions, atmospheric disturbances and
  planetary curvature.
  Starships, space stations, orbital habitats and the
  ground-based installations of the military and
  megacorporations boast complex sensor arrays, capable of
  detecting electromagnetic radiation in most or all por-
  tions of the spectrum, gravity waves, and other phenom-
  ena at great distances. The lightspeed limit means that the
  sensors perform as passive detectors except at very close
  ranges. Active sensing, where signals are emitted towards a
  target and the reflected patterns and/or particles are later
  retrieved, is reserved for ranges on the order of a few light-
  seconds (300,000km) and for automated sensing arrays
  providing long-term data for patient scientists. Within the
  confines of a planetary atmosphere or when landed on a
  world, Sensor Systems are considered “planetbound”,
  where their effective range is essentially line of-sight to the
  horizon and depends on planetary curvature and the
  elevation of the sensor array above sea level.
  Sensor Suites and Sensor Systems can perform a variety
  of detection tasks, which can be grouped according to the
  targets sensed. Sensor Suites can be used for Biological
  and Construct Analysis. Sensor Systems can be used for
  Chapter Nine
  Adventuring
  
  157
  Biological, Construct, Planetary and Stellar Analysis.
  Biological Sensor Systems and Sensor Suites can
  perform Biological Analysis to detect the presence of life,
  determine approximate populations of large or wide-
  spread creatures, and obtain very general information on
  identified species. More specific information (i.e. Body
  Structure, Health, and Diet) requires the use of handheld
  bioscanners or medical scanners.
  Construct Analysis (by Construct Sensor Suites and
  Systems) is used to detect natural and artificial structures,
  such as vehicles and buildings. Power emanations,
  electromagnetic radiation, construct components (weap-
  ons systems, drives, etc.), and the physical structure can all
  be collected or identified. World-sized constructs such as
  asteroidal bubbleworlds, Ring City around Earth, Ring-
  worlds, and Dyson Spheres can also be found by Stellar
  Analysis.
  Planetary Analysis provides gross detail on the atmo-
  sphere, geology, oceanography and geography of a studied
  planet. Planetary Analysis normally requires at least one
  complete orbit of the world under scrutiny and so takes
  much longer than the usual one minute for other tasks.
  Stellar Analysis is the observation of stars and the
  location of associated planets, moons, and asteroids. It
  is also used to locate the major Lagrange Points and
  gravity waves.
  Sensor analysis tasks usually require one minute to
  complete.
  Using Scanners and Sensors
  Successfully using a scanner or sensor suite/system
  requires a maneuver roll by the character. The appropriate
  skill depends on the type of scanner or sensor. The
  distance between the scanning device and the target will
  impose range penalties; likewise intervening barriers (such
  as a brick wall or a layer of lead) will shield the target, also
  represented as penalties to the maneuver. Narrowing the
  scan either in terms of information sought or area
  scanned will give a bonus to the maneuver. If the maneu-
  ver roll is a success (i.e. a result of 101 or more), then basic
  information will be obtained. If the roll succeeds by more
  than the minimum, further information may be obtained.
  SCANNER AND SENSOR SKILLS
  Using a medical scanner is resolved as a Hard First Aid
  or Medium Medical Practice All-or-Nothing skill maneu-
  ver for Medical Scanners (owing to the specialist knowl-
  edge required to interpret their results).
  All other scanners require a Medium All-or-Nothing
  Machine Operation: Scanners maneuver is required.
  All Sensor Suites and Sensor Systems require a Medium
  All-or-Nothing Signaling: Scanners and Countermeasures
  maneuver.
  Personal Scanner Ranges
  Personal scanners have relatively limited ranges at
  which they are fully effective. Beyond this, their efficacy
  degrades quickly. Each scanner has a characteristic Range
  Increment (RI). For each full Range Increment that the
  target is from the scanner, the scanning maneuver is
  modified by –10 up to five range increments. For each
  range increment beyond the fifth, the penalty is doubled.
  A Range Increment of Touch means that the scanner must
  actually be touching the target to be scanned or be used
  within a few centimetres of the target.
  Example: Using a Mature Electronic Surveillance
  Detector (with a Range Increment of 10m), Inspector
  Thornhill has the following modifiers due to range on
  his scanning maneuvers:
  0m-10m:
  +0 (RI 0)
  11m-20m:
  -10 (RI 1)
  21m-30m:
  -20 (RI 2)
  31m-40m:
  -30 (RI 3)
  41m-50m:
  -40 (RI 4)
  51m-60m:
  -50 (RI 5)
  61m-70m:
  -100 (RI 6)
  71m-80m:
  -200 (RI 7)
  Sensor Suite and Sensor System Ranges
  Sensor Suites and Sensor Systems are effective over
  much longer ranges. Each suite and system has a charac-
  teristic Range Increment (RI). For each full Range
  Increment that the target is from the sensor, the sensing
  maneuver is modified by –10 up to five range increments.
  For each range increment beyond the fifth, the penalty is
  doubled.  The Range Increments for different technologi-
  cal stages are given in the table below (1 light second =
  300,000 km, 1 astronomical unit (au) = 150,000,000 km
  or 500 light seconds).
  T
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  4
  Adventuring
  Chapter Nine
  
  158
  When one of these suites or systems is “planetbound”,
  i.e. landed on the surface of a world or in an atmosphere,
  the maximum range will be the distance to the horizon,
  which can be determined by the following equation:
  where d is the distance to the horizon, R is the radius of
  the planet and h is the elevation of the observer (person’s
  eyes, sensor suite, etc.) above “sea level”. If the elevation is
  small compared to the planetary radius, then the h
  squared term can be ignored. If you are computing the
  “horizon” for an orbiting satellite or the world is a small
  asteroid, then use the h squared term.
  Example: An observation station
  has been established on a mountain
  on a newly discovered world. The
  radius of the planet is 7,000 km. The
  observation station is at an elevation
  of 5 km above sea level. This is tiny
  compared to the planetary radius, so
  the distance to horizon is the square
  root of 70,000 (2 x 7,000 x 5), or
  264.5 km.
  Material Shielding
  Intervening barriers between a
  scanner or sensor and its target may
  partially or completely prevent
  information being acquired about the
  target.  The degree of obscuration
  depends both on the sensor type and
  the nature of the barrier. For instance,
  an optical telescope camera mounted
  on an orbiting reconnaissance satellite
  will be unable to see inside buildings
  when using visible light and may not
  even be able to see the buildings at all
  if there is sufficient cloud cover. Using infrared imaging
  and thermal imaging, the same spy satellite will be able to
  penetrate the cloud cover and possibly detect isolated hot
  spots that might be generators, moving vehicles, even
  √ (2Rh+h2)
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  such as ground-penetrating radar can project microwave
  pulses into the ground, producing an image of the
  subsurface revealing buried objects, voids, and changes in
  material. Perversely such radar is better at seeing through
  concrete than it is through moist and clay soils.
  SysOps will need to apply common sense when
  considering the effect of barriers on scanning tasks. Visible
  light scans will be blocked by anything that isn’t transpar-
  ent or translucent. For other portions of the electromag-
  netic spectrum (infrared, microwave, X-ray), the following
  table of suggested penalties for intervening materials
  versus scanners and sensor suites may be used:
  For Early technology, halve the material thickness
  required to incur the listed penalty. For Advanced
  technology, double the material thickness required to
  incur the listed penalty. Note the Planetary Atmosphere
  penalty is applied when using a Sensor System to scan for
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  Chapter Nine
  Adventuring
  
  159
  something through an entire planetary atmosphere – use –
  40 for an Earthlike atmosphere, -20 for a more rarified
  atmosphere (like preterraformed Mars) and –60 for
  denser or more exotic atmospheres (such as
  preterraformed Venus).
  Example: Inspector Thornhill is trying to determine if
  there are any hidden recording devices on a playboy’s
  yacht. The yacht is made of fiberglass with partitions
  and internal hull structures up to 10 cm thick in
  places. Thornhill’s scans will suffer a –15 shielding
  penalty to detecting listening devices hidden by the
  fiberglass supports.
  Focused Scanning and Sensing
  A character can choose to narrow his scanning or
  sensing attempts in order to focus his efforts on a much
  smaller area, e.g. Inspector Thornhill could choose to only
  scan part of the playboy’s cabin.  The character receives a
  +20 bonus to the maneuver roll. The downside is that if
  the information is to be found elsewhere, e.g. the listening
  devices were fitted to the cabin door and the Inspector
  only checked the light fittings, then a successful maneuver
  won’t reveal that information.
  Similarly a character can choose to only look for one
  type of information, e.g. a physician might perform a
  medical scan purely to find out if a patient was afflicted
  with a particular disease and not be interested in checking
  for broken bones or other injuries. A character who
  narrows the search this way also receives a +20 bonus to
  the maneuver roll. The disadvantage is that even if the
  maneuver is successful, the character will only find out the
  particular information that he was specifically looking for,
  instead of other facts that are easier for a scan to discern.
  Other Factors
  The SysOp may choose to apply other bonuses or
  penalties according to circumstances. DNA evidence may
  be degraded over time, biological samples may be
  contaminated by exposure to nonsterile environments,
  devices may be deliberately constructed to emit minimal
  electromagnetic radiation, etc.
  PUTTING IT ALL TOGETHER
  The resolution of the scanning maneuver is as follows:
  d100 (open-ended roll)
  • + one of Machine Operation: scanners, Medical
  Practice, First Aid, or Signaling skill bonus
  -
  degree difficulty (this is –20 if using First Aid,
  otherwise 0)
  -
  range penalty
  -
  material shielding penalty
  • + 20 (if scan is focused in a particular area/volume)
  • + 20 (if scan is limited to one specific type of
  information/signal)
  -
  any miscellaneous factors
  As with all All-or-Nothing skill maneuvers, a final result
  after all modifications of 101 or more constitutes a
  success. If the character achieves a higher final result, the
  scan may produce additional information. Consult the
  appropriate table below for the scanning device and match
  the maneuver result with the target numbers. If the
  maneuver result is equal to or exceeds the target number,
  then the character obtains the all the listed information.
  The only exception to this is if a character has chosen to
  limit a scan to a particular type of information or signal –
  in this case, the character obtains only that information
  and only if the maneuver result equals or exceeds the
  specific target number.
  Adventuring
  Chapter Nine
  
  160
  T
  E
  L
  B
  A
  4
  1.
  9
  S
  R
  E
  N
  N
  A
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  R
  Chapter Nine
  Adventuring
  
  161
  T
  E
  L
  B
  A
  4
  1.
  9
  S
  R
  E
  N
  N
  A
  C
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  C
  Adventuring
  Chapter Nine
  
  162
  T
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  A
  5
  1.
  9
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  Chapter Nine
  Adventuring
  
  163
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  Adventuring
  Chapter Nine
  
  164
  Example: The crew of the Faffin’ Around have
  captured Carlos Vicenza, a megacorp boss suspected of
  being responsible for supplying warships to space
  pirates. They have reason to believe that Vicenza may
  have unusual cyberware or other augmentation. Dack
  decides that he will perform a medical scan on
  Vicenza, looking only for deviations from human
  norms (giving a +20 bonus). Dack has a Medical
  Practice skill of 68. Dack’s player rolls 51. As Dack
  conducts his scan within touching distance of Vicenza,
  there are no range penalties and no intervening
  barriers, so no shielding penalties. The result is 51
  (roll) + 68 (Medical Practice) + 0 (no range penalties)
  + 0 (no shielding penalties) +20 (limited scan) equals
  139. The SysOp consults the Handheld Scanners table
  for Medical Scanners. 139 exceeds the 101 target for
  external abnormalities. It is 2 short of the 141 target
  for internal differences from human norms. Although
  139 is also enough to beat the targets for external
  injuries, skeletal damage, and genetic issues, the
  scanner won’t report on these because the scan was
  focused on abnormalities only. The SysOp informs
  Dack’s player that Vicenza has a subdermal pouch
  whose opening is masquerading as a appendectomy
  scar, but the scanner has not detected any cyberware.
  Example: Mungo is exploring the tunnels of a ruined
  Madji city. He has a combined Bioscanner/Tactical
  Scanner, which he is currently running in Tactical
  mode. He runs a tactical scan of the area, attempting a
  40-meter radius sweep. Tactical scanners have a 20m
  Range Increment, so 40m is Range Increment 1, so –10
  penalty. The SysOp rules that there are multiple
  intervening brick walls (-15 for 10cm of brick), so the
  SysOp rules this will constitute a –30 penalty. Mungo
  isn’t focusing or limiting his scan, so no bonuses.
  Mungo’s player rolls the dice getting 72, plus 75
  (Machine Operation: scanners) – 10 (range) –30
  (shielding), yielding 107. That’s greater than 101, so
  his scanner displays his position, his teammates’s
  positions, and the location of several unknown
  medium-sized creatures approaching slowly from a
  side tunnel. Mungo switches to Bioscanner mode and
  makes a focused scan in the area of the creatures. The
  new result is 80, plus 75 (Machine Operation:
  scanners) – 10 (range) –30 (shielding) + 20 (focused
  scan), yielding 131. That’s more than enough to exceed
  both the 101, 111, and 121 target numbers, and just
  enough to hit the 131 target. Beating the 101 target
  means that the scanner picks up the medium-sized
  creatures previously detected and that they are
  animals. Beating the 111 target reveals their body
  temperature and a reasonable image of their body
  shape. Beating the 121 target means that the scanner
  also picks up the presence of several smaller specimens,
  identifies their chemical base, and the (exo)skeletal
  body structure of all the larger animals. Meeting the
  131 target reveals that the smaller lifeforms have the
  same body shape and temperature as their larger
  counterparts. Mungo’s player decides to make a quick
  Biology maneuver, succeeds and positively identifies
  the creatures as shadowcrawlers, an indigenous species
  of aggressive omnivorous scavengers that look like
  giant armored centipedes. He signals to his team to
  ready their blasters.
  Sensing Vs Countermeasures
  The actual mechanics of making a sensor scan depends
  on whether anyone or anything is attempting to counter
  the scan.
  Unopposed Scanning: If there are neither active nor
  passive countermeasures in use, the rules as presented
  above are used to resolve the scanning attempt.
  Passive Defense: Spacecraft, in particular, are often
  designed with electronic warfare countermeasures. If
  operated in the passive mode, the Electronic Warfare
  Rating is applied as an additional negative modifier to
  the scanning maneuver.
  Example: The Faffin’ Around is pursuing an uniden-
  tified ship at a distance of 800,000 km (or 2.66 Light
  Seconds). The crew decides to scan the other craft to
  identify it by its silhouette. Weaver’s player makes a
  Signaling maneuver, rolling 83 on the dice, adding 60
  for skill, subtracting 20 for being at Range Increment
  2, subtracting 40 because the other ship has its
  magneto-gravitic shield up, a further 20 (as the other
  ship is using passive countermeasures and has a EW
  Rating of 20), but adding 20 for focusing only on the
  detected ship and a further +20 for limiting the scan
  to silhouette only. The total is 103, 83(toll) +60 (skill)
  –20 (range) –40 (shielding) –20 (EW Rating) +20
  (focus) +20 (limited), just enough to succeed by
  beating the target number of 101. An image of the
  Silhouette is captured and quickly identified as that of
  a Silth gunboat.
  Active Defense: The traditional alternative to passive
  defense is to use active electronic countermeasures,
  deliberately generating high intensity signals to
  interfere with scans and mask the actual signature. This
  technique is not subtle – anyone with an antenna
  pointing in the right general direction will know that
  something is there. However, it should be difficult to
  pinpoint the source or derive any information about it.
  This method is resolved as follows: The communica-
  tions officer of the vessel that wishes to avoid being
  scanned makes a Signaling maneuver, adding the vehicle’s
  EW Rating, and looks up the result on the Bonus column
  Chapter Nine
  Adventuring
  
  165
  of the Maneuver Table. The result is then applied as a
  negative penalty to the scanner’s maneuver (in place of the
  passive EW Rating). Note that if the result from the Bonus
  column is actually a negative number, then this becomes a
  bonus to the scanning maneuver.
  Example: The Silth gunboat has fled the Faffin’
  Around and is about to enter hyperspace. Their
  communications officer uses active countermeasures to
  obscure their gravitational wake and prevent the
  Faffin’ Around identifying their destination. The
  SysOp rolls a miserable 8, adds 50 for skill and 20 for
  EW Rating, for a total of 78. Consulting the Bonus
  column, this is a result of –15, which means Weaver
  will receive a +15 bonus to her scanning maneuver.
  Weaver attempts to analyze the gunboat’s gravity
  distortion, focusing solely on that vessel (+20 bonus)
  and limiting her scan to gravity distortions (+20
  bonus). Range is now a million kilometers, which is
  well within Range Increment 0 for Stellar Analysis (so
  +0) and the gunboat still has shields up (-40). The roll
  is 92 + 60 (skill) +0 (range) –40 (shielding) +15
  (messed up active defense) + 20 (focus) +20 (limited)
  = 167. The target number is 201, so 167 is not enough
  to identify where the gunboat plans to exit hyperspace.
  The Silth gunboat enters hyperspace and escapes.
  Silent Running: Another method of avoiding detection is
  enter “silent running” mode. This involves switching off
  engines and powering down all
  nonessential systems, like weapons,
  shields, and artificial gravity (-60
  penalty to all scanning attempts).
  In extremis, some crews will climb
  into their spacesuits and shut down
  life support (-100 penalty to all
  scanning attempts). This makes it
  much harder to locate, but it is not
  foolproof as an optical telescope
  might spot a vessel (painting the
  hull black actually hinders you if
  your ship is blocking off light from
  well-known stars.) If discovered, a
  powered down starship is in
  obvious trouble.
  Holographic Camouflage: This technology enables ships
  to generate a holographic field to conceal them from
  visual identification on the surface of a world by
  disguising the ship as a typical terrain feature, such as a
  hillock, sand dune, rocky atoll, etc., or even “invisible”.
  This gives a –100 modifier to all Perception and visual
  observations to spot the camouflaged vehicle. Holo-
  graphic camouflage is unusable when a craft is moving
  and members of advanced civilizations will have
  equipment to detect power emanations.
  Magneto-gravitic Cloaking: The magneto-gravitic shield
  can protect against physical and energy attacks. In
  normal operation, the frequencies of the shield are
  cycled so that the spaceship can send and receive signals
  without perceptible diminishment of quality. The shield
  can be operated in a total mode where all electromag-
  netic radiation is simply absorbed. Nothing passes in,
  nothing passes out. It is almost the perfect cloaking
  mechanism. An active shield does use magneto-gravitic
  principles and its presence can be deduced from the
  gravity waves generated. Any craft wrapped in a
  magneto-gravitic cloak has its Shield Rating doubled,
  and can only be detected gravitationally (increase the
  shielding penalty from -40 to -80), but any piloting is at
  –100 (because it really is blind) and it is unable to
  communicate with or scan beyond the shield. Some
  starship crew have likened raising the cloak to climbing
  into a private black hole and hoping the universe will
  go away while you wait.
  SPECIAL COMBAT CONDITIONS
  Combat is a chaotic environment. Weather, visibility,
  terrain, and random events all have an effect on the
  outcome of any battle. It is impossible to anticipate every
  possible variable condition that can occur during a
  combat, but the following section explains how to handle
  the most common situations.
  Limited Visibility
  Combats do not always take place with adequate
  visibility. Darkness, fog, rain, and the like can make it
  difficult to attack opponents and defend yourself. Combat
  modifiers are cumulative, so if your character is fighting in
  moderate rain with light fog, the effects for each are
  combined.  The following condition descriptions give
  vision ranges based upon normal vision.
  Full to half moon:  A –5 OB to all attacks.  Visibility is
  reduced to 50m and any shots fired at a greater distance
  are considered blind fire.
  * While crossing water or snow this deep, a character will not be able to
  perform Martial Arts Sweeps, kicks, or any maneuvers that require low
  attacks or use of the legs.
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  Adventuring
  Chapter Nine
  
  166
  Less than half full:  A –10 OB to all attacks.  Visibility is
  reduced to 25m and any shots fired at a greater distance
  are considered blind fire.
  Starlight, new moon, or heavy clouds blocking moon-
  light: A -20 OB to all attacks.  Visibility is reduced to
  10m. All ranged attacks at targets beyond 10m are
  considered blind fire.
  Light fog: Visibility up to 15m. A -5 OB to ranged
  weapons.
  Moderate fog:  Visibility up to 8m. A -10 OB to ranged
  weapons.
  Heavy fog: Visibility to 3m. All ranged attacks beyond 3m
  considered blind fire.
  Light rain: A -5 modifier to all Maneuver Rolls and
  Attack Rolls.
  Moderate rain:  A -10 modifier to all Maneuver Rolls and
  Attack Rolls. All fumble ranges are increased by 2 points
  (i.e. fumble range of 01-04 is now 01-06). Visibility is
  restricted to 50m or less.  All ranged attacks beyond that
  are considered blind fire.
  Heavy rain: A -20 modifier to all Maneuver Rolls and
  Attack Rolls. Fumble ranges are increased by 3 points
  (i.e. fumble range of 01-04 is now 01-07).  Visibility is
  restricted to 25m or less. All ranged attacks beyond that
  are considered blind fire.
  Light snow or flurries:  A -5 modifier to all Maneuver
  Rolls and Attack Rolls.
  Moderate snow: A -10 modifier to all Maneuver Rolls and
  Attack Rolls. All fumble ranges are increased by 2
  points. Visibility is restricted to 25m. All ranged attacks
  beyond that are considered blind fire.
  Heavy snow: A -20 modifier to all Maneuver Rolls and
  Attack Rolls. Fumble ranges are increased by 3 points.
  Visibility is restricted to 10m or less.  All ranged attacks
  beyond that are considered blind fire.
  Gun flashes: If a shooter uses a projectile firearm without
  a flash suppressor, the shooter suffers a –50 penalty
  (moonlight, starlight, darkness) to all Attack Rolls and
  all Maneuver Rolls (requiring vision) for the round
  immediately after firing.
  Example: Aaron has hidden himself in the branches
  of a sargassan tree. It is nighttime (full moon) and
  there is heavy rain and a light fog. These three factors
  are combined for the following effects:  Light fog
  restricts the visibility to 15m (you can’t combine
  visibility distances, so you use the more severe effect).
  Ranged attacks have a -30 OB modifier (-20 for rain,
  -5 for fog, -5 for moonlight) and any missile fire
  beyond 25m is considered blind fire. Melee attacks are
  at -25 (-20 for rain, -5 for moonlight) and the fumble
  range is increased by 3 points.
  Fighting “Blind”
  As visibility decreases, the situation often arises that
  attacks are considered “blind fire.” When a character cannot
  see his target, he receives a -100 to all attacks. This modifier
  can be offset with the use of the skill Blindfighting. By using
  the Blindfighting skill, this modifier is reduced by his bonus
  with this style automatically without a Maneuver Roll. (i.e. a
  total skill bonus of 80 means that the -100 modifier is
  reduced to -20 (-100 +80)). This skill can only reduce the -
  100 penalty for being blind to zero. The SysOp may
  determine that conditions are not optimum for use of this
  skill and require that a difficulty modifier be applied against
  the skill. (i.e. a many confusing noises in the area may make
  Blindfighting a Very Hard task, so the SysOp assigns the
  Very Hard modifier (-40) to the use of this skill. This means
  that this skill bonus has the -40 applied to it prior to the
  skill bonus being applied to the -100 for being blind.)
  Fighting Underwater
  Fighting underwater is a difficult business as water
  impedes easy movement and renders many weapons
  ineffective, the lighting conditions are poor, and the
  battlefield is a three-dimensional arena. Characters who
  aren’t adapted to breathe water or failed to equip them-
  selves with breathing gear will have to fight and hold their
  breath simultaneously.
  Holding One’s Breath: Characters can hold their
  breath underwater during combat for 3 rounds per
  positive Constitution modifier point, i.e. a character
  with a +2 Co stat bonus can hold their breath for six
  rounds (+2 x 3). Characters with negative Constitution
  bonuses can hold their breath in underwater combat
  for 1 round; those with a zero Constitution bonus can
  manage 2 rounds. Any character still underwater must
  then make Stamina Resistance Rolls as described in the
  subsection on Drowning  or drown.
  Chapter Nine
  Adventuring
  
  167
  Combat Modifiers: In terms of melee combat, only
  piercing weapons (those using the Puncture Table) and
  nets can be used effectively, but they still suffer a –20
  modifier. All other melee weapons suffer a –50 modi-
  fier. Archaic missile weapons, electroguns, lasers,
  flamers, and firearms do not function underwater. In
  particular, lasers and flamers simply boil the water
  closest to the firer. Sonic weapons and needle weapons
  function normally, if designed for total immersion in
  water (x2 cost).
  When parrying with a melee weapon, the character
  only receives half the normal Defensive Bonus (i.e. a
  character who parries with 50 points of OB only gains 25
  to DB.) The Defensive Bonus from shields is halved due to
  difficulty of moving them. All Defensive Bonuses from
  other sources, e.g. Quickness bonuses, armor design or
  material, etc. is also halved.
  Movement and Initiative: Characters moving
  underwater have to swim, so their Initiative is reduced
  by –10 and they forfeit any Quickness bonuses to DB.
  Dodge, Sudden Dive, and Sudden Dodge Combat
  Actions all suffer –20 modifiers to their respective
  maneuvers. Characters evolved for aquatic environ-
  ments do not suffer these penalties.
  Fighting on Water
  Combat on board marine craft is significantly easier
  than fighting underwater. Characters on powered vessels
  such as hydrofoils and speedboats are more insulated from
  the constant motion of the water than those on sail-
  powered or oar-powered craft. Larger vessels of either
  kind are more stable. The tables below gives modifiers to
  maneuvers based on ship size, ship type and sea condi-
  tions. These modifiers affect all Quickness and Agility-
  based maneuvers and are cumulative.
  Example: Jung is exploring an inland sea on a newly
  discovered world in the comparative safety of his
  speedboat. The speedboat is 12m long (resulting in
  Hard maneuver difficulty, -20) and the waves are
  only 1m high (-10), leading to a total maneuver
  modifier of –30.
  OCUPATIONAL HAZARDS AND
  HOSTILE ENVIRONMENTS
  Life is fragile even in the most benign environments.
  Adventurers faring out into the high frontier must pit
  their wits and their lives against unknown perils on new
  worlds and the unforgiving laws of nature. This section
  details a number of hazards that might be encountered,
  along with rules for handling them.
  Gravity
  Gravity is a force of mutual attraction between every
  particle and body with mass in the universe. It keeps the
  stars and the planets in their orbits. Gravity prevents Earth
  losing all of its atmosphere and people from floating off
  into space. Gravity is responsible for weight, the force
  exerted upon an object or person by being in a gravita-
  tional field. The mass of an object or person is constant;
  the weight varies in proportion to the strength of the
  gravitational field. Prolonged stays in stronger gravita-
  tional fields (higher gravity) than a character’s native
  gravity can be life threatening; the dangers of low gravity
  are more insidious but equally injurious.
  For the purposes of HARP SF, Earth’s gravity of one
  “gee” (g) is taken as the standard gravitational field and
  the default for all game mechanics that are affected by
  gravity. In the Tintamar universe, the magneto-gravitic
  drive and related technologies have given the starfaring
  races the ability to nullify gravity (“antigravity”) and
  create it (“artificial gravity”) in localized areas.
  High Gravity
  There are worlds where gravity is higher than on
  Earth. Many of these worlds are massive gas giants,
  such as Jupiter and Saturn in the Solar System.
  Elsewhere there may be rocky worlds, like Earth, but
  smaller and denser. Gravitational forces or “gee”
  forces are also exerted on rapidly accelerating
  objects – thus astronauts on twentieth-century
  rockets effectively experienced high gravity condi-
  tions as their spacecraft ascended into space.
  In high gravity conditions, everything weighs
  more. For living beings, this means that their hearts must
  work harder to circulate blood around their bodies. This
  stress can cause damage to the cardiovascular system,
  potentially leading to heart attacks. In very high gravity,
  the inability to force enough blood to the brain can cause
  loss of consciousness. Carrying objects is harder because
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  Adventuring
  Chapter Nine
  
  168
  they weigh more. Objects fall faster and falling is more
  likely to result in serious injury.
  Negative modifiers are applied to any character (unless
  in an appropriate acceleration couch or gravitic chair)
  who attempts any maneuver in high-gravity as follows: -5
  for every 0.1g (-50 per 1g) greater than the character’s
  native gravity.
  Example: A normal Earth human, whose native
  gravity is 1g, boards a Silth raider, where the artificial
  gravity is maintained at a steady 1.1g. The difference
  is 0.1, so the Earthling is at –5 to all maneuvers. The
  Silth troopers are just fine.
  If the character is strapped into an acceleration couch
  (designed to alleviate the gee forces and assist in blood
  circulation), then the penalty to any maneuver attempted
  in high gravity is –2 per every 0.1g (-20 per 1g) greater
  than the character’s native gravity. The character will be
  extremely limited in terms of physical maneuvers that can
  be undertaken in an acceleration couch – characters with
  neuralware implants (see Cyberware chapter) may be able
  to remotely control devices. Cyberware will be covered in
  more detail in HARP SF Xtreme.
  If the character is seated in a gravitic chair (designed to
  partially counter gravity) then the penalty to any maneu-
  ver attempted in high gravity is –1 per every 0.1g (-10 per
  1g) greater than the character’s native gravity. Of course,
  there are limits to the actions that can be performed while
  in a gravitic chair.
  Example: If our Terran explorer entered the Silth ship
  in his gravitic chair, then he would only be at a –1
  penalty to all maneuvers. He would be a sitting duck
  for trigger-happy Silth, however.
  At high gravity, there is a possibility that a character will
  fall unconscious. In game terms, this can happen when-
  ever the gravitational penalty is greater than –200 (i.e.
  more than 4 extra g for someone moving around, more
  than 10 extra g in an acceleration couch, more than 20g in
  a gravitic chair). The character must make a Stamina RR
  (100) every round or fall unconscious. Any penalty above
  –200 is applied to the Stamina RR. Once unconscious,
  treat the character as if he was being asphyxiated.
  Example: The Silth turn on their ultragrav trap once
  enough Terrans have boarded the raider. They raise the
  artificial gravity field to 10g. Any Terran trying to walk
  in that gravity is at –450, 10g – 1g = 9 extra g, which is
  –50 x 9. –450 is way more than –200, so a –250
  modifier is applied to the Stamina RRs of the Terrans
  every round. Our Terran in his gravitic chair is at a
  mere –90, but does not need to make Stamina RRs.
  Note that the Natural Astronaut and High Gravity
  Training Talents can reduce the severity of these penalties.
  Where a character has both Talents, halve the penalties
  using Natural Astronaut first and then reduce whatever
  remains using the High Gravity Training.
  Living and working in a high-gravity environment also
  takes its toll. For game purposes, only gravity that is at
  least 0.25g higher than a character’s native gravity will
  have a long-term adverse effect.
  For every week (or part of a week) spent in a high-
  gravity environment (at least 0.25g above native gravity) a
  Stamina CRR must be made.
  • CRR(100): No damage
  • CRR(75): Lose 1 Constitution stat point temporarily
  • CRR(50): Lose 1 Constitution stat point permanently
  • CRR(25): Lose 2 Constitution stat points permanently
  • Failure: Lose 5 Constitution stat points permanently
  For every 0.25g above native gravity, apply a –10
  modifier. For taking cardiac assistance drugs (e.g.
  Cardiatine), apply a +20 modifier. For spending the time in
  a gravitic chair and/or resting in bed, apply a +30 modifier.
  Temporary Constitution damage will recover naturally
  once the character has returned to his native gravity field.
  See the subsections below on Encumbrance, Falling,
  and Jumping, for other issues related to high gravity.
  Low Gravity
  On many worlds, such as Mars and Earth’s Moon, the
  gravitational field is weaker than on Earth. Here objects
  fall slower, objects can be thrown further and higher, and
  everything weighs less.
  Characters from a stronger native gravity have an edge
  in low gravity because their muscles have evolved to
  counter a greater gravitational field. In game terms, this
  translates as a +5 bonus to all Strength maneuvers and
  skills, which use the Strength stat, for every full 0.5g
  difference between the low gravity field and the character’s
  native gravity.
  Example: Martian gravity is one-third that of Earth,
  approximately 0.33g. Thus native Earth humans
  would have a +5 bonus to all Strength-based maneu-
  vers, notably Climbing, most Combat skills, and
  almost all Physical skills.
  Example: A character from a much higher gravity
  world, say a 2.5g world like Jupiter, would have a +20
  bonus. (2.5 – 0.33 = 2.17g difference.)
  The problem with low gravity is muscle mass loss and
  bone mass loss. With less gravity to fight against, muscles
  will be exercised less, and will gradually lose tone, strength,
  and size. Likewise the reduced load on the skeleton leads to
  changes in bone density and loss of calcium. Bones become
  weaker and more susceptible to fracture.
  Chapter Nine
  Adventuring
  
  169
  For game purposes, only gravity that is at least 0.25g
  lower than a character’s native gravity will have a long-
  term adverse effect. Note that zero-gravity (0 to 0.05g) has
  more severe effects, see below.
  For every week (or part of a week) spent in a low-
  gravity environment a Stamina CRR must be made.
  • CRR(100): No damage
  • CRR(75): Lose 1 Strength and 1 Constitution stat
  point temporarily
  • CRR(50): Lose 2 Strength and 2 Constitution stat
  point temporarily
  • CRR(25): Lose 1 Strength and 1 Constitution stat
  points permanently
  • Failure: Lose 2 Strength and 2 Constitution stat
  points permanently
  For every 0.25g below native gravity, apply a –10 modifier.
  For taking gravity assistance drugs (e.g. Contrazeegee), apply
  a +20 modifier. For undertaking vigorous exercise (at least
  one hour per day), apply a +30 modifier.
  Temporary Strength and Constitution damage will
  recover naturally once the character has returned to his
  native gravity field.
  Characters with the Space Adaptation Talent do not
  suffer from the adverse effects of low gravity as their bones
  and muscles have evolved (or been reengineered) not to
  change density or lose mass.
  See the subsections below on Encumbrance, Falling,
  and Jumping, for other issues related to low gravity.
  Zero and Micro Gravity
  Zero gravity, or more correctly micro-gravity, is an
  extreme form of low gravity. It can be experienced on
  comets, moonlets, and the smaller asteroids, and in orbital
  habitats and space itself. In a zero gravity environment,
  everyone experiences “weightlessness”, while objects float
  or drift rather than fall to the surface. Mass and inertia
  remain, however.
  For game purposes, micro-gravity is any gravitational
  field less than 0.05g. Zero gravity is considered to be 0g.
  Any character, who wishes to attempt any physical
  maneuver in micro-gravity or zero-gravity suffers a –75
  penalty to the action or skill. This penalty may be reduced
  by training in the Zero-G Maneuvering skill.
  Characters from a stronger native gravity have an edge
  in zero or micro-gravity because their muscles have
  evolved to counter a greater gravitational field. In game
  terms, this translates as a +5 bonus to all Strength maneu-
  vers and skills, which use the Strength stat, for every full
  0.5g difference between the micro-gravity field and the
  character’s native gravity.
  Micro-gravity has all of the long-term dangers associ-
  ated with low gravity, except these effects occur much
  faster. Micro-gravity also has the short-term risk of space
  adaptation sickness, which induces disorientation,
  malaise, irritability, drowsiness, loss of motivation and
  infrequent bouts of sudden vomiting.
  On entering a micro-gravity environment, any charac-
  ter who does not have the Zero-Gravity Talent or at least
  one skill rank in Zero-G Maneuvering must make a
  Stamina CRR:
  • CRR(200): Character is unaffected by space sickness.
  • CRR(150): Character suffers brief bout of mild space
  sickness and is at –20 for d10 hours.
  • CRR(100): Character suffers brief bout of moderate
  space sickness and is at –40 for d10 hours.
  • Failure: Character suffers prolonged bout of severe
  space sickness and is at –60 for d10 days.
  As with low gravity, a Stamina CRR must be made to
  determine if Strength or Constitution damage occurs
  during prolonged stays in micro-gravity. However, this
  CRR must be made each day or part of a day that the
  character is in a micro-gravity field.
  Characters with the Space Adaptation Talent do not suffer
  from the adverse effects of zero gravity and micro-gravity.
  Encumbrance and Gravity
  In Chapter 7, “weight” ranges and associated encum-
  brance penalties are given. The ranges are for standard
  Earth gravity. High gravity makes carrying objects harder,
  reducing the amount of mass that can be lifted. Low
  gravity makes carrying easier.
  To determine the gravitational effect on encumbrance
  ranges, divide the entries given in the table by the gravita-
  tional effect in gees. Thus for lunar gravity (0.17g), the
  Adventuring
  Chapter Nine
  
  170
  Height of Fall
  Critical Size
  0m – 6m
  Tiny
  7m – 16m
  Small
  17m – 33m
  Medium
  34m – 66m
  Large
  67m+
  Huge
  Terminal Velocity
  In atmosphere, falling objects are subject to the
  gravitational force pulling them down and air resis-
  tance, or drag, which acts to counter the gravitational
  force. As the object accelerates, the drag increases in
  proportion to the velocity until eventually the two
  forces cancel each other out and the object falls at a
  constant velocity, known as terminal velocity. For
  simplicity, this factor is ignored in calculating falling
  damage. However, SysOps may find it useful to know
  how long it takes an object or person to fall, particu-
  larly in low gravity or very long falls, as there may be
  sufficient time for a character to escape his predica-
  ment, e.g. by releasing a parachute.
  In Earth’s atmosphere and at 1g, terminal velocity is
  around 70m/s and is reached in 7 seconds (just under 4
  rounds.) To calculate an approximation to the terminal
  velocity for other worlds, multiply the terminal velocity
  of Earth by the square root of their gravity and divide by
  the square root of their atmospheric pressure. This
  approximation ignores factors such as atmosphere
  temperature and density.
  Example: An unterraformed Mars has a surface
  gravity of 0.33g and an atmospheric pressure of 1%
  of Earth’s. Martian terminal velocity is 70 x 0.58
  (square root of 0.33) / 0.1 (square root of 0.01),
  which is 406m/s.
  Example: Inside a lunar base with gravity of
  0.17g, but at Earth standard pressure, terminal
  velocity inside the dome is 70 x 0.4 (square root of
  0.17), or 28 m/s.
  base ranges are (with some rounding):
  Note: In a zero gravity or micro-gravity environment,
  inertia and momentum serve as a limit on how much
  mass can be moved by a character. For game purposes,
  treat any gravity field of less than 0.05g as 0.05g.
  Note: For simplicity, the normal increases to encum-
  brance ranges (+1 kg per +2 bonus) are applied without
  adjustment for gravity.
  Falling Damage and Gravity
  Pits can open up beneath characters; floors in old
  buildings can give way; accidents can happen while
  climbing. Characters can fall and suffer injury. The
  amount of damage depends on the distance fallen and the
  strength of the gravitational field. Note that in a true zero-
  gravity environment, falls don’t happen, and they pose
  limited risks in micro-gravity.
  To calculate the damage, multiply the distance fallen in
  meters by three times the strength of the gravitational field
  in gees, and use the result (rounded down) as the Offen-
  sive Bonus for an “attack” roll using the Crush Critical
  Table in Chapter 10.
  Example: On Earth with its 1g gravity, a 15m fall
  produces a +45 bonus (15m x 3 x1). On Jupiter where
  the gravity is 2.5g, the bonus would be +112 (15m x 3
  x2.5). On Earth’s Moon where the gravity is 0.17g, the
  bonus would be +7 (15m x 3 x 0.17).
  Falling characters do not receive any non-magical
  Defensive Bonuses (DB) from armor or shields. They also do
  not receive their Quickness bonus. Instead, the character
  receives their Agility bonus plus any magical Defensive
  Bonuses against the fall. Characters with Acrobatics/Tum-
  bling may attempt a maneuver, using the Bonus column,
  adding the result to their Defensive Bonus against the fall.
  The distance of the fall determines the size and severity
  of the critical received upon impact. Use the following
  Table to determine the size of the critical.
  Terminal Velocity = 70 x (
  �gravity
  �pressure)
  To calculate the time in seconds needed to reach
  terminal velocity, divide the terminal velocity (in meters
  per second) by ten times the surface gravity (in gees).
  Chapter Nine
  Adventuring
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  171
  Example: On an unterraformed Mars, terminal
  velocity is 406 m/s and the gravity is 0.33g. Time to
  reach terminal velocity is 406 / (10 * 0.33) = 123
  seconds or just over 61 rounds.
  Example: Inside the lunar base where terminal
  velocity is 28m/s and gravity is 0.17g, the time to
  reach terminal velocity is 28 / (10 * 0.17) = 1.65
  seconds or just under a round.
  Jumping and Gravity
  In Chapter 6, the Jumping skill has an associated table
  for determining the difficulty of broad jumps from
  standing or running starts and of pole vaults. These
  figures are for standard Earth gravity. High gravity makes
  jumping harder; low gravity assists jumps and pole vaults.
  To determine the gravitational effect on a jump or pole
  vault, divide the entries given in the table by the gravita-
  tional effect in gees.
  Example: On Earth (1g), a running jump of Body
  Length x 2.0 is considered a Light maneuver. On
  Jupiter (2.5g), dividing 2.0 by 2.5 gives 0.8, so a
  running jump of Body Length x 0.8 would be a Light
  maneuver on Jupiter. An Absurd jumping maneuver is
  needed to jump twice one’s body length on Jupiter
  (Body Length x5 / 2.5).
  Note: In a zero gravity or micro-gravity environment,
  jumping per se is impractical as there is insufficient
  gravity to pull the jumper down to the surface in any
  reasonable timeframe.
  SysOp’s Choice
  Some SysOps may find gravity calculations and
  associated medical effects to be a distraction from the
  natural flow of gaming. For modest changes in gravity, i.e.
  from 0.75g to 1.25g, SysOps can simply ignore these rules.
  In the Tintamar setting, gravity control means that many
  locations that would otherwise be low-gravity or high-
  gravity environments can be deemed to be at or near
  Earth gravity. Characters can also eliminate the problems
  of lower gravities by the Space Adaptation Talent. Thus
  SysOps should be able to ignore gravity most of the time,
  if they so choose.
  SysOp’s Note
  SysOps should note that all other effects described in
  this chapter assume a standard one gravity environment.
  SysOps who are using the gravity effects will need to
  adjust maneuver rolls etc. as appropriate for lower and
  higher gravity.
  Radiation
  Radiation comes from many sources, both natural and
  artificial. Natural sources include cosmic rays – charged
  particles traveling at velocities close to lightspeed, gamma
  rays released from radioactive minerals, and radioactive
  isotopes occurring in food, water, and air. Artificial
  sources include X-ray from X-ray examinations, emissions
  from fission nuclear power plants, and nuclear fallout.
  Radiation can be classified as either fast-moving
  particles or electromagnetic rays traveling at lightspeed.
  Radiation poses a danger when these particles and rays
  strike atoms in a living organism, causing the removal of
  electrons from those atoms and hence the disruption of
  biological processes and possible mutation of DNA.
  Under normal circumstances such as everyday life on a
  terrestrial planet such as Earth, the annual dose of
  radiation is negligible and living organisms are usually
  able to repair any damage caused. The Van Allen radiation
  belts surrounding the Earth (and many other worlds)
  prevent most solar and cosmic radiation from reaching
  the Earth itself.
  For player-characters who travel into space or
  whose activities bring them into close contact with
  nuclear facilities, radiation is a serious hazard. Fortu-
  nately it is possible to shield against radiation. Ten
  centimeters of water or high-density plastics (such as
  polyethylene) can block almost all particle radiation.
  Blocking X-ray and gamma radiation requires many
  centimeters of lead or concrete.
  One of the spinoffs of magneto-gravitic technology is
  the magneto-gravitic shield. Any structure or vehicle that
  has a functional magneto-gravitic shield is protected
  against both particle and wave radiation. Shielded
  spacecraft can travel without harm to their crew through
  planetary Van Allen Belts or during solar storms.
  Radiation damage can be caused by receiving large
  doses of radiation over a short period of time or through
  receiving smaller doses over a prolonged period. In game
  terms, unprotected characters must make a Stamina
  Cascading Resistance Roll. The target number will vary
  according to the radiation source. Effects will be deter-
  mined by rolls on the Radiation Critical Table (Chapter
  10). The Stamina CRR has the following levels:
  •
  CRR(Target): No effect
  •
  CRR(Target - 25): 1d100–20 on the Radiation
  Critical Table
  •
  CRR(Target - 50): 1d100–10 on the Radiation
  Critical Table
  •
  CRR(Target - 75): 1d100 on the Radiation
  Critical Table
  •
  CRR(Target - 100): 1d100+10 on the Radiation
  Critical Table
  •
  Failure: 1d100+20 on the Radiation Critical Table
  The following table gives the target numbers and
  frequency of CRRs that must be made in the presence of
  events and environments that pose radiation hazards.
  Adventuring
  Chapter Nine
  
  172
  hole. All characters who are
  not secured must make Very
  Hard Agility maneuvers to
  maintain their position. Raise
  all maneuvers by one degree
  of difficulty if a character
  wishes to attempt to move
  against the escaping wind.
  Depending on the flying
  items, the SysOp may make
  an attack roll (d100 open-
  ended with no OB bonus) on
  the Impact Critical Table
  (capped at Tiny size) on
  characters in their path to
  represent buffeting. If the hole is big enough, characters
  may be sucked out.
  The reducing pressure and any temperature fall will
  cause water vapor from the atmosphere to form as fog.
  Treat as moderate fog for visibility purposes.
  If the external environment is colder than the inside (as
  is the case with space usually), then the temperature will
  plummet as well. Characters without suitable clothing or
  armor will take a Tiny Cold Critical (roll d100-20).
  The loss of pressure can cause damage to any character
  with obstructed air ways as internal pressure builds up
  quickly in their lungs and causes them to distend and
  rupture, injecting bubbles into the circulatory system,
  which transports them into vital organs such as brain and
  heart. Breathing via an oxygen mask does not constitute
  an obstructed air way, but holding one’s breath does.
  Characters without breathing apparatus must make a Will
  RR (100) – success means that they can choose to exhale,
  failure means panic and an instinctive reaction of holding
  one’s breath. Characters without breathing apparatus
  must then make a Stamina CRR with a +50 modifier if
  they exhaled:
  • CRR(150): No effect
  • CRR(100): Diaphragm suffers some distension from
  stomach gases. –20 penalty and 5 Hits
  • CRR(50): Damage to lungs from their expansion in
  chest cavity. –40 penalty and 20 Hits.
  • Failure: Lungs rupture, air bubbles propagate into
  circulatory system. –60 penalty, 3 hits per round of
  internal bleeding, and 30 Hits.
  Vacuum
  After an explosive decompression event in space, the
  next threat to character survival is vacuum itself.
  • Every round that a character is in vacuum without
  breathing apparatus, he must make a Stamina Resistance
  Roll and achieve 100 or more. Failure to do so means that
  the character has fallen unconscious.
  • Once unconscious, the character’s body will swell up
  hour while the flare lasts and the shield is down. If the
  players can beat 150 with their rolls, then their
  characters will suffer no ill effects. Rolls of 125-149
  will require a d100 –20 roll on the Radiation Critical
  Table (equivalent to a Tiny crit). Rolls of less than 50
  (i.e. Failure results) will necessitate d100+20 rolls on
  the Radiation Critical Table (Huge Radiation crits).
  Now did anyone remember to purchase some supplies
  of Antirad medicine?
  Explosive Decompression and Vacuum
  Space is empty, cold, and unforgiving. Starfarers are
  protected from its harsh hostility to life only by the thin
  skins of environmental domes and spacecraft. A breach in
  a starship hull or a puncture through a dome wall can
  spell disaster as precious atmosphere vents to vacuum.
  Even small holes threaten survival as left unchecked all of
  the atmosphere will flow outwards into space. Spacecraft
  and colony domes are designed with sensors to detect
  punctures by abnormal air movement and pressure drop,
  and emergency bulkheads to seal off compromised areas
  until repairs can be made by sealing the hole(s).
   Explosive Decompression
  When a spacecraft hull or environment dome is
  ruptured by a meteoroid strike or other puncture, the
  affected area will suffer an explosive decompression event.
  This will have the following effects:
  There will be a loud bang as air at different pressures meet.
  Air will start streaming out of the hole at the speed of
  sound. Unsecured objects will be sucked out through the
  Example: The Faffin’ Around’s magneto-gravitic
  shielding has temporarily failed. Unfortunately this
  technical hitch has coincided with a massive solar
  flare. Looking at the table, the SysOp notes that the
  target number for solar flares is 150. Although the
  ship’s hull is relatively thick, this flare is really big, so
  the SysOp decides that the target number is appropri-
  ate. All the crew must make a Stamina CRR every
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  Chapter Nine
  Adventuring
  
  173
  to twice its normal size. His body will cool with ice
  forming on nose, mouth and eyeballs. Circulation will
  slow down eventually causing the heart to stop in d10
  rounds + Constitution stat bonus.
  • If the character is repressurized before the heart stops,
  then the character will regain consciousness. Blindness
  from frozen eye fluid will disappear in d10 minutes.
  • Once a character’s heart has stopped in vacuum, the
  character is dead. However, even a dead character can be
  resuscitated with a Sheer Folly (-80) First Aid maneuver.
  SysOp’s Choice: Alternative Vacuum Effects
  The normal vacuum effect rules are consistent with
  actual experience of explosive decompression and vacuum
  exposure. Some SysOps may hearken to more cinematic
  effects such as blood boiling and bodies blowing up in
  vacuum. To simulate these results, characters exposed to
  vacuum must make a Stamina CRR each round and
  applying the effects from the Vacuum Critical Table. The
  CRR is as follows:
  •
  CRR(150): No effect
  •
  CRR(100): Roll d100-20 on the Vacuum Critical Table.
  •
  CRR(75): Roll d100-10 on the Vacuum Critical Table.
  •
  CRR(50): Roll d100 on the Vacuum Critical Table.
  •
  CRR(25): Roll d100+10 on the Vacuum Critical Table.
  •
  Failure: Roll d100+20 on the Vacuum Critical Table.
   High and Low Pressure
  Many creatures have evolved for particular atmospheric
  pressures. Humans, for instance, suffer from altitude
  sickness in the reduced pressure of airy mountain skies.
  This is partly due to the lessened oxygen content in the air
  and partly due to the hemoglobin in the blood being less
  effective at combining with oxygen. Likewise the human
  body, as with most land-based animals, is ill equipped to
  handle the extra pressure underwater.
  Low Pressure
  The severity of the problems arising in low-pressure
  environments depends inversely on the atmospheric
  pressure. The lower the pressure (or the higher the
  altitude), the more severe the effects. Even relatively
  modest drops in pressure will cause reduced night vision,
  a false sense of euphoria, and poor judgment. Further
  reductions in pressure will induce mountain or altitude
  sickness, which has various symptoms including vertigo,
  nausea, weakness, loss of coordination, slowed thinking,
  and dimmed vision. As the pressure falls further, too little
  oxygen will reach the brain and the character will pass out
  and possibly die.
  Characters with access to breathing gear such as a
  respirator and purified oxygen can ignore the effects of
  reduced pressure (within reason!) Otherwise, characters
  must make Stamina RRs with the effects varying according
  to pressure or altitude. Once a resistance roll is failed, the
  effects will persist until the character is returned to normal
  pressure or receives pure oxygen. Where the resistance roll is
  a cascading RR, fresh rolls must be made at the set dura-
  tions – the character’s condition can worsen.
  At altitudes of between 1500m and 3000m (pressure
  between 0.81 and 0.66 atmospheres), characters must
  make a Stamina RR(100) or suffer a –40 modifier to
  Perception and a –20 modifier to all other maneuvers. The
  character will be euphoric. A roll must be made every
  hour that the character is in this environment.
  At altitudes up to 5000m, (pressures of 0.5 atmospheres
  or more), characters must make a Stamina CRR every
  thirty minutes.
  • CRR(200): No effect
  • CRR(150): Characters have a -40 modifier to Percep-
  tion and a –20 modifier to all other maneuvers, and are
  euphoric.
  • CRR(100): Characters will suffer a -40 modifier to
  Perception and a –30 modifier to all maneuvers, and are
  euphoric.
  • Failure: Characters will exhibit symptoms of moun-
  tain sickness, including nausea and vertigo (if appropri-
  ate). Characters will be at –40 to all actions and will feel
  euphoric.
  At altitudes from 5000m to 8000m (pressures down to
  0.33 atmospheres), characters must make a Stamina CRR
  every ten minutes in this environment. Apply a –10
  modifier for every 1000m above 5000m (-10 for every 0.05
  atmosphere below 0.5 atmospheres). The roll must be
  made every minute at altitudes above 8000m and atmo-
  spheric pressures below 0.33 atmospheres.
  • CRR(150): Character is at –30 to all actions and is
  gripped by a sense of euphoria.
  • CRR(100): Character is at –50 to all actions and feels
  euphoric, belligerent, and/or disoriented.
  • Failure: Character lapses into unconsciousness.
  • Any character who falls unconscious due to low
  pressure is considered to be “dying” and only has a number
  of rounds equal to his Constitution stat plus 5 to live.
  High Pressure
  Landbound species, particularly humans, are poorly
  adapted to increases in atmospheric pressure. This is
  especially noticeable underwater where a column of water
  ten meters tall generates a pressure equivalent to one
  atmosphere –human lungs are incapable of inhaling air
  through a snorkel at that depth underwater. Any character
  who tries to breathe in an environment where the pressure
  is one full atmosphere pressure or more above their
  normal pressure (e.g. 2 atmospheres for humans) will
  asphyxiate (see Asphyxiation, below).
  Instead, human divers rely on self-contained underwater
  breathing apparatus and pressurized oxygen in combina-
  tion with other gases such as nitrogen or helium. This
  Adventuring
  Chapter Nine
  
  174
  allows trained human divers to reach depths of 60m  (7x
  atmospheric pressure.) Similar equipment allows explorers
  to investigate the surfaces of worlds where the atmospheric
  pressure is up to 7x Earth’s. Nonhuman characters may use
  similar equipment at up to 7x their native atmospheric
  pressure. For greater depths and pressures, explorers must
  use environment suits, which keep their wearer inside at
  normal pressure, or submersibles.
  For humans and other species not evolved or enhanced
  to cope with high pressure, the pressurized gas mixes are
  absorbed into the body at a faster rate than normal.
  Secondly as the diver ascends or the explorer returns to
  normal pressure, these gases exit body tissues and form
  micro bubbles in the blood. If the ascent or pressure
  restoration is sufficiently slow, then the bubbles will be
  safely passed out through the lungs. If not, decompression
  sickness is likely. This has symptoms ranging from skin
  rashes, extreme fatigue, joint pain (such as in knees or
  elbows), visual and balance disturbances, breathing
  difficulties, lack of strength, numbness, paralysis, to
  unconsciousness and death.
  To avoid decompression sickness, characters must
  reduce pressure at a rate no faster than 1 atmosphere per
  minute (ascend 10m per minute). Otherwise characters
  must make a Stamina CRR, with a –10 modifier for every
  full hour spent at high pressure.
  • CRR(150): Character has a skin rash and is extremely
  fatigued (so will require 50% more rest in next 24 hours.
  • CRR(125): As CRR(150), but character also experi-
  ences joint pain (-10 for next 24 hours).
  • CRR(100): As CRR(125), but character also suffers –
  10 penalty to visual Perception and a total penalty of –20
  to all Strength, Agility, and Quickness maneuvers for 24
  hours.
  • CRR(75): As CRR(100), but character has difficulty
  breathing and has a total penalty of –40 to all Strength,
  Agility, and Quickness maneuvers for 24 hours.
  • CRR(50): As CRR(75), but character is paralyzed for
  24 hours.
  • Failure: Character lapses into unconsciousness and is
  considered to be “dying” and only has a number of
  rounds equal to his Constitution stat plus 5 to live.
  Decompression sickness can be treated by
  recompressing the patient or through specific medications
  (e.g. Repressurine).
  Asphyxiation
  A further issue for explorers in alien environments is
  the need for breathable air. For humans, this means
  oxygen, preferably in combination with nitrogen and
  small amounts of water vapor.
  When characters run out of breathable air, they are in
  danger of unconsciousness and death. A character can
  hold his breath for a number of rounds equal to two times
  the sum of his Constitution stat and Constitution bonus.
  Once this time has expired, the character must begin
  making Stamina Resistance Rolls every round. This
  Resistance Roll requires the character to obtain a total
  equal to or greater than 100. However, once a roll is failed,
  the character immediately falls unconscious.
  Once a character falls unconscious from lack of
  breathable air, the character is considered to be “dying”
  and only has a number of rounds equal to his Constitu-
  tion stat plus 5 to live.
  Traps and Security
  Traps are artificial hazards created to capture or kill a
  target, and come in two distinct types where resolution is
  concerned: OB (Offensive Bonus) and RR traps. On high-
  tech worlds, the emphasis is on detecting and forestalling
  crime before it happens using a panoply of surveillance
  cameras, automatic sensors, and identity scanners. However,
  lethal traps are occasionally employed on “civilized” worlds.
  OB traps, when sprung, “attack” the unfortunate target.
  Examples include such things as primitive projectile
  hazards (that fire an arrow, spear, or bolts), concealed
  energy weapons (firing a beam at where an interloper is
  standing) as well as traps that use swinging blades to
  surprise and wound their targets. Traps that shoot jets of
  acid at their victims, electrified surfaces, and snares also
  fall into this category.
  RR traps are those that, when sprung, require the target
  to make a Resistance Roll or a Maneuver Roll in order to
  avoid the damaging effects. Poison-based traps, pit traps,
  pressure-sensitive antipersonnel mines, and ultragrav are
  examples of this category.
  In the sample traps below, each is given a difficulty
  rating for successfully detecting and disarming it. The
  difficulty ratings included are for when a character is
  actively searching for traps. Characters not actively
  searching have the difficulty increased by one level (e.g. a
  Hard detection maneuver becomes Very Hard, etc.).
  Once a trap is detected, it may then be disarmed nor-
  mally (taking into account the difficulty rating listed),
  using either the Locks & Traps skill for mechanical traps
  or the Electronic Bypass skill for electrical devices. The
  SysOp should vary the difficulty of locating and disarm-
  ing these sample traps according to the situation and
  skill of the designers.
  Sample Devices
  Arrow Trap: This primitive mechanical trap fires a
  projectile (such as an arrow or crossbow bolt) at a
  target. The attack has an OB of +75. Locating the trap is
  a Hard Maneuver for any character actively searching. It
  is Very Hard to disarm it if the trap is triggered by the
  opening of a door, or a trip wire outdoors.
  Crushing Room Trap: A modern improvement on the
  Falling Block trap (see below). When triggered, this trap
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  normally seals the room and then either the ceiling
  lowers or the walls move inwards to crush everyone and
  everything inside to a pulp. It takes d10 rounds before
  the walls or ceiling is close enough to cause injury.
  Thereafter they do +50 Huge Crush criticals every round
  until the trap is reset. It is Extremely Hard to detect and
  disarm this style of trap – it may require help from
  outside to override the controlling mechanism.
  Dart Storm Trap: Used by many primitive cultures, this
  mechanical trap ejects a barrage of several hundred
  darts within a 2m radius of the trigger. Characters
  unfortunate enough to be within this area take 2d10
  Tiny Puncture attacks from the darts. Often these darts
  are also coated in poison, so characters will have to
  resist against poison as well. Dart storm traps have a
  Medium difficulty to detect, but are Extremely Hard to
  disarm in most cases.
  Electrified Surface Trap: Frequently found in the form of
  electric fences, anyone who is not fully insulated and
  who touches any part of the trap becomes a conductor
  of electricity and is electrocuted. Damage varies, but an
  “attack” roll of +75 OB as a Medium Electrical critical
  every round of contact is average. If the trap is part of
  some nondescript surface, detecting it is Very Hard and
  requires a scanner or similar equipment to identify the
  power emanations. The easiest way to disarm one of
  these is to shut down the power. Anyone who is totally
  insulated can try cutting the wires on an electric fence
  to open a safe gap; alternatively drive a large enough
  creature to short out the fence and then clamber over
  the animal. All of these methods may attract attention.
  Energy Beam Trap: This is the technological equivalent of
  the Arrow Trap. When triggered, an energy beam
  (normally a +75 Medium Laser) is fired at the target.
  Sometimes these are fired from the ceiling; other
  designers prefer firing horizontally to slice the target in
  half. Truly lethal designs may incorporate multiple or
  larger beams. Detecting this trap is Hard (characters
  may spot the weapon aperture(s)). Disarming can be
  Very Hard or worse as these traps are often triggered by
  opening doors, stepping on concealed pressure plates,
  or being registered by sensors.
  Falling Block Trap: A huge stone block drops from the
  ceiling in this trap, attacking all (in a 2m radius)
  beneath it when triggered. The heavy block has an OB
  of +100 and does a Huge Crush critical, and can often
  be reset using a chain and winch attached to the top of
  the block to raise it back into position.  It is Extremely
  Hard to detect and disarm this style of trap.
  Identity Scanner Device: In themselves, these security
  devices are not traps per se, but failure to satisfy the
  scanner with a permitted identity may trigger alarms
  and worse. These scanners may check fingerprint,
  retinal, or DNA patterns. “Disarming” them requires
  presenting the appropriate biometric pattern (fingertip
  films imprinted with false fingerprints, special contact
  lenses, etc.), or an Extremely Hard Electronic Bypass of
  the device itself, or an Extremely Hard Computer
  Hacking maneuver to subvert the communications
  channel between device and its database or to falsify
  data in the database.
  Laser Lattice Trap: This trap consists of one or more
  invisible laser light beams, usually guarding an object or
  area of a room. Anything that passes through a beam
  breaks the transmission of the beam interrupting its
  receipt at a contact point and setting off an alarm
  (audible or silent). Unless a character’s eyes are natu-
  rally tuned to the beam’s frequency or the intrepid
  burglar has a suitable scanner or aerosol to reveal the
  beams, detecting the contact points is Extremely Hard.
  “Disarming” this trap requires hacking the software
  controls (Very Hard or worse) or powering it off
  completely. Alternatively contortionist thieves may be
  able to twist their way through the lattice.
  Minefield Trap: This trap involves seeding an outdoor area
  with pressure-sensitive mines placed a little way under the
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  ground. When a person or object with sufficient mass
  stands on the area above the mine, the mine explodes.
  Anti-personnel mines may be treated as +100 Medium
  Ballistic Shrapnel attacks; see Chapter 8 for anti-vehicle
  mines. Primitive mines are armed when seeded and
  cannot be “switched off” – they can remain lethal for
  years. Mines can be radio-controlled, allowing them to be
  remotely armed and disarmed. Detecting a mine or mines
  is Very Hard; some designs have little metal content
  concealing them against metal detectors. Scanners capable
  of functioning as ground penetrating radar will be useful
  here. Disarming a mine manually is Very Hard; disarming
  radio-controlled mines by subverting their communica-
  tions frequency is also Very Hard but much safer. An old-
  fashioned method is to drive a flock of sheep across the
  field to clear the mines by detonating them. Sheep are
  expensive on colony worlds.
  Pit Trap: The bane of many interstellar explorers, a pit
  trap is a simple hole, normally covered outdoors with
  foliage and a false floor indoors to prevent easy discov-
  ery. These traps use normal falling rules to resolve, with
  the OB of the “attack” being equal to the distance fallen.
  Upon being triggered, characters standing above the pit
  may make a Hard Acrobatics/Tumbling roll in order to
  avoid plummeting. Characters without the skill may
  make a stat-based Maneuver Roll (with the difficulty
  increasing one severity level), adding in both their
  Agility and Quickness bonuses. Pit traps can also
  hinder wheeled vehicles – normally the trap gives way
  beneath a single wheel, entangling the vehicle and
  requiring a Hard Driving maneuver for successful
  extrication. Occasionally pit traps are sufficiently large
  that small vehicles can fall into them and digging a
  ramp out or getting a crane is the usual solution.
  Detecting pit traps, while actively searching, is a
  Medium maneuver, and an Extremely Hard maneuver
  when not. Disarming a trap of this nature is often an
  Extremely Hard maneuver and usually involves falling
  in the pit. As such, it is much easier to just avoid the
  trap entirely.
  Poison Gas Trap: A jet of poison gas (or a cloud of
  powdered External Poison) is released from an aperture
  when this trap is triggered. The poison is usually
  enough to fill a 2m radius, affecting all caught within,
  with Resistance Roll difficulties determined by the type
  of poison used. Some designs use ventilation systems to
  flood an entire chamber with poison gas, particularly if
  the room can be sealed. This type of trap is Extremely
  Hard to detect and Very Hard to disarm.
  Poison Needle Trap: Often hidden around locks and on
  chests and other valuables, this old-fashioned mechani-
  cal trap is sprung when careless characters attempt to
  open or unlock such items hastily or incorrectly. Once
  triggered, the trap shoots a poisoned needle into the
  character. Characters may make a Resistance Roll to
  shake off the effects of the poison, with the difficulty
  determined by the poison used. Detecting a poisoned
  needle trap is a Very Hard maneuver, while disarming it
  is a Hard maneuver.
  Sensor Device: A family of security devices that are not
  themselves traps, but can trigger alarms or traps. Sensors
  include pressure pads to detect the weight of intruders,
  motion detectors, thermal detectors to pick up heat from
  living beings, air samplers to identify exhaled carbon
  dioxide or equivalent exhalations from nonhumans,
  audio pickups, and the old standby of surveillance
  cameras. Detecting such sensors can range from Medium
  to Sheer Folly depending on the degree of concealment.
  Shooting out a sensor might make you feel good, but the
  best ways of “disarming” them is not to provide them
  with the information that they are designed to detect and
  to subvert the communications channel between the
  sensors and the control software or security guard, by
  providing it with a loop of information indicating no
  intrusion. Such loopbacks can be detected by their very
  repetitiveness by alert observers.
  Scything Blade Trap: Found mostly on lower technology
  worlds or in the anachronistic fortresses of aristocratic
  families, this deadly trap has a murderously sharp blade
  that swings down out of the ceiling or out of the wall to
  slice the unfortunate soul that triggers the trap. The
  swinging blade has an OB of +120, and causes a Large
  Slash critical. This trap requires a Very Hard maneuver
  to detect and is Hard to disarm.
  Spear Trap: This mechanical trap launches a spear (with an
  OB of +100) at the target that triggers it. This trap is often
  triggered in a similar fashion to the Arrow Trap above.
  Spiked Pit: This particular trap differs from the ordinary
  pit trap in that its floor is peppered with sharpened
  spikes. Refer to the description of the Pit Trap for
  details on handling or avoiding the fall. Characters
  unfortunate enough to fall in not only take normal
  falling damage, but also take 1d10 Small Puncture
  attacks as they are impaled upon the spikes. The OB for
  the spike attacks is equal to twice the distance fallen.
  For instance, a 10m deep pit would have a +30 falling
  attack and 1d10 +60 Small Puncture attack. Discover-
  ing and disarming this type of trap is the same as for
  the Pit Trap, above.
  Ultragrav Trap: This subtle trap is often deployed to repel
  boarding attempts on starships and orbital habitats.
  When enough invaders have entered a particular
  section, the artificial gravity field is suddenly increased
  to five, ten or even more gees. Anyone caught in the
  area needs to make a Sheer Folly Acrobatics/Tumbling
  maneuver (increase difficulty to Absurd for ten gees
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  plus) to prevent themselves falling to the ground and
  breaking bones. Success means that they have stabilized
  their position (probably a prone one if they are in heavy
  battle armor.) With the boarders pinned, automatic
  weapons or defenders outside the field can pick them
  off. Impossible to “detect” as such, ultragrav can only be
  disarmed by switching off the field, and the off switch is
  probably in a very safe, very distant control room.
  Watery Hazards
  If your character is in a boat or cruising above the surface
  in an aircar, then rivers and lakes are interesting scenery.
  When your character is on foot, then they can represent
  delay and even danger when they must be crossed.
  Characters may freely wade through water that is not
  above their heads at a speed of one quarter their Base
  Movement Rate without being required to make a
  Maneuver.  Should the water level actually be higher than
  the head of the character, the Swimming skill is required.
  Swimming across a slow stream or river is a Light maneu-
  ver while swimming across rapids is a Sheer Folly maneu-
  ver, as this can easily force the character far downstream.
  Even keeping one’s head above water in churning rapids is
  considered a Very Hard maneuver.
  If the character is wearing archaic armor, the difficulty
  for swimming increases one level for each armor base
  worn (soft leather is +1 difficulty level, while studded
  leather is +2 difficulty levels, etc.). If the character is
  wearing futuristic armor, then the penalty is –10 for every
  20 points of Maximum Maneuver Penalty possessed by the
  armor (rounding up.)
  Drowning
  A character is able to hold his breath for a number of
  rounds equal to two times the sum of his Constitution stat
  and Constitution bonus. (Note holding one’s breath in
  combat is much harder) Once this time has expired, the
  character must begin making Stamina Resistance Rolls
  every round. This Resistance Roll requires the character to
  obtain a total equal to or greater than 100. However, once
  a roll is failed, the character immediately falls uncon-
  scious. The round following unconsciousness begins the
  drowning process with death coming in 1d10 rounds. A
  character can drown in substances other than water,
  including quick sand, fine dust, sand, or even a silo full of
  grain, so aquatic characters can still “drown”.
  Quick Sand
  The bane of many wilderness explorers, quicksand can
  be found in locations where sand and water mix daily -
  jungles, deserts, coasts and sandy stream beds. Its depth
  can range from ten centimeters to meters. Quicksand
  behaves like water; anyone stepping into quicksand
  immediately begins to sink as if slipping under water.
  Characters caught in shallow quicksand can leave by
  retracing their steps. They do not have to make a Maneu-
  ver Roll to exit an area of shallow quicksand.
  Characters immersed in deeper quick sand can float, and
  may gently and carefully “dog paddle” to firmer terrain.
  Swimming through quick sand is a Medium maneuver
  (either “All or Nothing” or Percentage, depending on the
  situation). Even if an immersed character sinks to the
  bottom, they may not drown if they are standing upright -
  the quicksand may simply not be deep enough. Characters
  that panic and begin thrashing around are, however, likely
  to drown. Panicked characters will sink at the rate of 5cm
  per round, and once below the surface will drown using the
  Drowning rules found above. With nearby shrubbery,
  characters may attempt to pull themselves out. This act
  requires a Medium Strength-based Maneuver – characters
  may only add their Strength stat bonus once, not twice as
  normal owing to their lack of stability.
  Characters trapped in quick sand may also be aided by
  nearby companions with rope or equipment sufficiently
  long enough to reach. This act of rescue is a Medium
  Strength based Maneuver; however, characters helping to
  pull out the sinking character may add twice their
  Strength bonus to the roll as normal. Characters may also
  attach a rope to a vehicle and tow their unfortunate
  comrade to safety – this will require a Light vehicular
  maneuver. Drivers should be careful not to land their
  vehicles into another patch of quicksand!
  Starvation & Thirst
  In a moderate climate on a terrestrial world, a character
  needs the equivalent of approximately three liters of water
  and half a kilogram of food each day. For every day that a
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  character goes without food or water, a Stamina Resistance
  Roll against RR (100) is required. Failure results in a -10
  modifier to all actions (but not to RRs). Two RRs are
  required if the character is deprived of both food and
  water. This means that one day without food or water
  gives a total modifier of –20, if both rolls are failed. Once a
  character reaches a total modifier of -100, they will pass
  out and will be unable to wake, with death arriving 2d10 +
  Constitution bonus hours later.
  Only the process of eating and drinking can save the
  character; if a character is unconscious, it will probably be
  necessary to hydrate and feed the character intravenously.
  Attaching the necessary tubes and ensuring correct
  nutrition and hydration is a Hard First Aid maneuver.
  Once the starving character has obtained food and
  water, the modifiers will be reduced at a rate of -5 per
  hour until they are fully gone.
  Some species may be so alien that they don’t require
  water. However all races require sustenance of some form.
  Even photovores, creatures that are nourished by photo-
  synthesis of sunlight, need their daily quota of light and,
  in some cases, trace elements.
  Heat
  On terrestrial worlds, the extreme heat of the desert
  daytime and the tropics can be deadly. On worlds closer
  to their suns or orbiting hotter stars, even mad dogs
  and Englishmen will think twice about going outside at
  noon. The habitable regions may be confined to the
  poles on such planets. Characters genetically adapted or
  whose species has evolved on hot worlds will be able to
  ignore the extreme heat; normal characters are poten-
  tially in big trouble.
   When exposed to temperatures higher than 32
  degrees Celsius (90 degrees Fahrenheit), a normal
  character is required to make a Stamina Resistance
  Roll against RR (80) once every hour or receive a -5
  modifier to all actions. If the temperature is above 43
  degrees Celsius (110 degrees Fahrenheit), the Stamina
  RR must be made once every ten minutes. The modifi-
  ers will remain until the character can cool off by
  locating shade, immersing himself in water, or until
  night falls. If the character is wearing heavy clothing
  or armor (but is not wearing a desert suit or other
  suitable environment suit), the Resistance Roll target
  number increases by a value of 10 for each archaic
  armor base worn (Soft Leather requiring a RR (90);
  Studded Leather requiring a RR (100), etc.), and by 10
  points per every 20 points (round up) of Maximum
  Maneuver Penalty for modern/futuristic armors (e.g.
  Mature Light Body Armor has a Maximum Maneuver
  Penalty of –45, so requires a RR (110)).
  If the temperature is above 54 degrees Celsius (130
  degrees Fahrenheit), a character receives a Heat Critical
  every 10 minutes. Roll 2d10+20 to determine this critical.
  If the character is encased in metal archaic armor, heavy
  body armor, or combat armor, the critical receives an
  additional modifier of +50.
  Note:  Proper attire, such as loose robes and head
  coverings, offers a bonus of +20 to all Resistance Rolls.
  Characters with functioning desert suits or the correct type
  of environment or multi-environment suits may ignore the
  effects of heat. Note also that desert suits and environment
  suits can be integrated into suits of battle armor.
  Cold
  On an iceworld, characters can suffer from hypother-
  mia and frostbite, and can literally freeze to death.
  Wrapping up tightly in furs can stave off the cold, but
  nothing beats a working coldsuit or a multi-environ-
  ment suit for ignoring the icy elements. Some races
  have evolved in the frozen wastes, and are almost
  immune to natural cold.
  If the temperature is below 4 degrees Celsius (40
  degrees Fahrenheit), a normal character is required to
  make a Stamina Resistance Roll against RR (80) once
  every hour or receive a -5 modifier. If the temperature
  drops to below -18 degrees Celsius (0 degrees Fahrenheit),
  the Stamina Resistance Roll of RR (100) must be made
  once every ten minutes or characters receive a -5 modifier
  to all actions. The modifiers are cumulative and can only
  be negated by locating cover and warmth. The negative
  modifier is reduced at a rate of -1 for every minute the
  character enjoys the effects of warmth.
  Should a character reach -100, a Stamina Resistance
  Roll against RR (100) is required. Failure results in the
  character falling asleep, with them freezing to death over
  the next 1d10 + Constitution bonus hours.
  Other Dangers
  Sadly the dangers described above are not the only
  threats to characters’ lives.
  Landslides/Avalanches: Whether of rocks or snow,
  landslides are always deadly. Characters on foot caught
  on the outskirts may attempt an Extremely Hard
  Acrobatics/Tumbling maneuver to try and escape the
  effects. Characters caught in the middle will take a +150
  Crush attack every round until it passes. The hapless
  adventurer may attempt an Absurd Acrobatics/Tum-
  bling maneuver to leap out of danger’s path. Characters
  in vehicles may attempt to drive out of the way, if
  physically possible, by making a Very Hard Driving
  maneuver. Alternatively, they can attempt to outrun the
  landslide by making an Extremely Hard Driving
  maneuver. Vehicles, which fail to evade the landslide,
  will suffer a +50 Small Vehicle Crash attack every round
  until it passes.
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  Storms: Heavy winds will prevent archaic missile fire,
  disrupt thrown attacks, and impose a –1 modifier per
  km/hour on firearms, needlers and flamer weaponry.
  (Note: SysOps should ignore the effects of windage in
  anything less than a howling gale or a storm.) As long as
  the firer is braced, windage is ignored for laser, sonic, and
  electrical weapons. Storms can also bring thick sheets of
  rain that reduce the distance a character can see clearly,
  sometimes down to a handful of meters. In rain or
  electrical storms, there is a chance of being struck by
  lightning, or drowning (also with sand storms), or even
  freezing to death in a blizzard. Strong winds from a
  tornado may even lift a character from the ground.
  Characters are best advised to wait out really inclement
  weather and take cover immediately if possible.
  Cave-ins: Sometimes the interesting areas of a world are
  underground. Ceilings of caves and tunnels, natural
  and artificial, can be unstable and prone to sudden
  collapse under the right stimuli. Grenades, explosives,
  and reckless use of energy weapons can produce cave-
  ins. Characters unfortunate enough to be caught in a
  cave-in are treated as if they are caught in a landslide,
  though the area is usually much smaller and the
  collapse does not take as long.
  Lava: This is liquid rock, so hot that even characters
  adapted to extreme heat will treat it with caution.
  Exposure to lava (being hit by it or touching it) causes
  both a Heat critical and an External Poison critical.
  Characters that happen to fall into or be immersed in
  lava, receive both criticals each round with a bonus of
  +50 to each critical roll.
  Smoke:  Smoke can obscure vision and cause breathing
  problems for characters. An area filled with smoke
  causes all Perception rolls to increase from 1 to 5
  difficulty levels, depending on the volume of smoke.
  For every round that a character must breathe the
  polluted air, they receive a -5 modifier to all actions.
  This modifier is reduced at a rate of -1 per minute once
  the character is no longer exposed to the smoke.
  Acid: There are several varieties of acids that a character
  can encounter. All acids use the External Poison critical
  table (see Chapter 10), but vary depending on the
  strength of the acid. Very weak acids might only require
  a roll of 2d10+20, while extremely strong acids will
  require a roll of 1d100+20.
  INJURY, HEALING, & DEATH
  During the course of the game, your character is going
  to get hurt. Damage is classified into three severities, based
  upon the total amount of damage a character has received
  from all wounds. This means that any and all damage
  from Criticals are added together to determine the severity
  of damage that the character has taken. It is the overall
  severity of damage that determines how long it will take a
  character to heal from his wounds naturally. The following
  list defines the three different severities.
  Light – Any injury or injuries with a total penalty of –25
  or less. Bleeding wounds totaling 5 Hits per round or
  less also fall into the Light severity. The character has
  taken less than 25% of his total Hits in damage.
  Medium – Any injury or injuries with a total modifier
  between –26 and –50, a bleeding wound between 6 and
  10 points per round, or any fractured bones all consti-
  tute medium severity. The character has taken more
  than 25%, but less than 50% of his total Hits in
  damage. Medium damage can also include injured
  muscles, tendons, and organs.
  Severe – Any wounds with modifiers totaling greater
  than –51, bleeding more than 10 Hits per round, any
  shattered bones, or destroyed muscles, tendons, nerves
  or organs all make up severe damage. The character
  has taken more than 50% of his total Hits in damage.
  Injuries can also include damaged muscles, tendons
  and nerves.
  Healing Concussion Hits and Stat Loss
  All characters will heal naturally over the course of
  time. If the character has a Constitution bonus of 1 or
  greater, he will heal a number of Concussion Hits equal to
  his Constitution bonus plus 1 for every full eight hours of
  rest that he gets. If the character has a Constitution bonus
  of zero or below, he will still heal at least one Concussion
  Hit for every 8 hours of rest.
  Bleeding injuries must first have the bleeding stopped
  through the use of the First Aid skill before the damage
  caused by the bleeding can heal.
  Stat losses may be regained at a rate of one point per
  stat for each full day of rest.
  Other Damage
  All damage, except Concussion Hits and stat loss, uses
  the following table to determine how fast the injuries heal,
  based upon the severity of the damage. Multiple wounds
  have their damage combined prior to consulting this table.
  To determine how long it will take a character to heal, roll
  d100 and add the character’s Constitution bonus to the
  roll. If another character is using, or has used the First Aid
  or Medical Practice skill on the patient, then add in the
  Bonus Result of that maneuver as well.
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  The SysOp may require that the character wait until the
  full time has elapsed before any maneuver or other
  penalties are gone. Alternatively, he may reduce the
  penalties by an amount equal to the total penalty divided
  by the number of days required for it to heal (rounded
  down) each day.
  Technological and Psionic Healing
  Advances in medicine and technology have led to the
  development of devices that can substantially speed up the
  healing process. Specific examples are listed in the
  Equipment chapter, with notes on recuperation times and
  the skills (either First Aid and/or Medical Practice)
  required to use them safely.
  Some characters with psionic abilities can also heal.
  These abilities will heal injuries as noted in the descriptions
  of the psionic disciplines, see the Psionics chapter.
  Death
  Death is part and parcel of the adventuring life. While
  PCs hope that untimely ends overtake their enemies, death
  can strike them down too. There are several primary
  causes for the death of an adventurer. These include
  overwhelming specific wounds (criticals), massive shock
  (Concussion Hit damage), the draining of vitality
  (Constitution stat deterioration), poisons, diseases,
  radiation, prolonged exposure to vacuum, and certain
  psionic effects. Only rarely does this ever involve a natural
  cause as mundane as old age, and medical scientists intend
  to eliminate that one day as well.
  Critical damage is one of the most common methods of
  character death. Criticals can provide massive amounts of
  damage in a single blow, including the loss of limbs,
  impairment of movement, death in a number of rounds,
  and occasionally instant death.
  Using an Extremely Hard First Aid maneuver, a medical
  practitioner can stabilize a patient who has suffered a
  critical result indicating death in xx rounds. Success in this
  maneuver will stabilize the patient for a number of
  minutes equal to the original number of rounds that the
  character still had to live. Unless the patient is placed in a
  Life Support Unit or a Regeneration Tank or all of the
  patient’s injuries are treated, the patient will die at the end
  of the stabilization period.
  If the patient can be placed in a Life Support Unit, the
  character will remain alive for up to an hour. During this
  time, it is necessary to treat the patient’s injuries. By
  successfully treating any part of the injuries (hit loss or
  bleeding or penalties, etc.), the patient will “come off the
  critical list” and continue in a stable state until all of the
  damage can be healed. However, the patient must remain
  in the Life Support Unit (or be transferred into a
  Regeneration Tank) until all of the damage is healed.
  If the patient is placed in a Regeneration Tank, then the tank
  will keep the character alive until all the damage is healed.
  A character is unconscious when his Concussion Hits
  reach zero or below. So long as his Hits do not fall below a
  negative number equal to the character’s Constitution stat
  (not the stat bonus, but the stat itself), the character will
  heal naturally. The character will wake up once his
  Concussion Hits have risen above zero. If the character’s
  Hits fall below a negative number equal to his
  Constitution stat, he is then near death and dying.
  The character then has only a short time left to live (a
  number of rounds equal to his Constitution stat plus 5). At
  the end of the last round, he will die. Religious characters
  say that this is the moment when the soul or spirit leaves the
  body. First Aid (made as an Extremely Hard maneuver) and
  the psionic Healing disciplines can stabilize dying
  characters. Once stabilized, the character remains
  unconscious and in a coma until the damage (Hits or
  critical damage) that put him below zero Concussion Hits
  are repaired, and is once again above zero.
  With advanced technology (i.e., with the character in a Life
  Support Unit and, depending on the cause of death, a
  Regeneration Tank), great skill, and a lot of luck, it is possible to
  resuscitate a dead character. For characters who have suffered a
  single trauma, such as a heart attack, a Sheer Folly (-80) First
  Aid maneuver is required. For multiple traumas, an Absurd (-
  100) First Aid maneuver is necessary. Such extreme medical
  procedures may only be carried out in the first minute after
  death – each attempt requires five rounds. (SysOps may allow
  doctors with access to even more advanced technology to
  attempt such revivals up to ten minutes after death.) Psionic
  healing may be used to bring characters back to life at any
  point during the first ten minutes.
  In most settings, the only chance for a character to be
  brought back from the dead once the ten-minute mark is
  reached would be to place the patient in cryogenic
  suspension and hope that doctors centuries or even
  millennia further in the future can supply a miracle cure.
  Ten minutes of game time after the death of a character
  (i.e. after the soul leaves the body), the character’s stats
  will start deteriorating. Every minute after the ten minutes
  have lapsed, one of the character’s stats will lose 1 point
  (determine which stat randomly). Once any stat reaches
  zero, the character cannot be revived even if the damage
  has all been healed, until his stat is restored to be above
  zero. Characters who reach this state can only be saved in
  settings where magic or miracles are possible.
  Chapter Nine
  Adventuring
  
  181
  COMBAT
  Science fiction, and space opera in particular, can
  involve frequent and intense action. Your HARP SF
  character is bound to face a combat situation. Whether a
  spaceport tavern brawl, leading an assault on a hostile
  alien installation, or a deadly space fighter battle in an
  unexplored solar system, effective preparation may save
  your character’s life.
  In HARP SF, combat can be very personal. Characters
  can slug it out with their foes with fists and knives,
  attempt to subdue them with sonic stunners, or attack
  them with deadly force using firearms, lasers and blasters.
  In HARP SF, characters can also fight their battles in
  armored speedsters, fighter jets, or starships. In vehicular
  combat, seat-of-the-pants driving and hotshot piloting is
  crucial in evading devastating damage. The best defense is
  an effective offense – gunners lock onto their targets with
  hunter-seeker missiles and gigawatt lasers.
  This chapter will explain the rules for both Personal
  Combat and Vehicular Combat. Vehicles will be covered in
  more detail in HARP SF Xtreme.
  The universe is a dangerous place. Fame, wealth, and
  sometimes even simple survival can hinge on the success
  of a combat. To the victor go the spoils of war. The
  vanquished may suffer loss of possessions, imprisonment,
  severe injury, and death. Your character can die in any
  battle. Combat should not be undertaken lightly –
  firearms and energy weapons are designed to kill.
  Included below are some combat tips from experienced
  players that are useful in HARP SF:
  1.
  Don’t fight if you don’t have to.
  2.
  Good role playing and clever planning can often
  achieve your objective.
  If you have to fight:
  1.
  Think ahead. Combat is often unexpected, but
  that doesn’t mean you can’t be ready for it!
  2.
  Weapons, extra ammunition, weapon cells,
  personal armor, medical kits, and anything else you might
  need in combat should be easily accessible. Always take
  your best weapon, your best armor, your best equipment
  into battle – it is no use to your character gathering dust
  in the starship armory.
  3.
  Use the surrounding terrain to your advantage.
  Locate the best places to take cover and get into cover
  before the bullets and the energy blasts fill the air.
  4.
  Any warrior character needs to be skilled with at
  least one ranged weapon attack such as a firearm or an
  energy weapon.
  5.
  Practice teamwork and coordinate your attacks
  with fellow adventurers. Know what your comrades will
  do, don’t get in their line of fire, and don’t shoot them by
  mistake. Friendly fire isn’t.
  Combat
  Chapter Ten
  
  182
  Combat Overview
  The basics of making an attack in HARP SF are simple.
  Whenever you want to make an attack, do the following:
  1)
  Make an attack roll. This is an open-ended
  percentile roll.
  2)
  If the initial roll is within the fumble range for
  the weapon, the attack stops and you roll on the fumble
  table. If the initial roll is within the open-ended range (96-
  100), you roll again and add the two rolls together. If the
  second or any other subsequent roll is between 96-100,
  you roll again and add it to the previous total.
  3)
  Add your character’s OB (Offensive Bonus) to
  the final die result.
  4)
  Subtract your foe’s DB (Defensive Bonus) from
  the adjusted die total. This is your Total Attack Roll.
  5)
  If the Total Attack Roll is 1 or higher, then you
  have hit your foe. Now that you have determined that you
  have hit, adjust your Total Attack Roll by adding or
  subtracting the size modifier for the weapon that your
  character is using. This is your Adjusted Attack Roll.
  6)
  Look up your Adjusted Attack Roll on the proper
  Critical Table, as determined by the Attack Type for the
  weapon that you are using. This is the damage that you
  have done to the foe. All damage is applied immediately.
  ARMOR – What the character is wearing. HARP SF contains
  both a number of full sets of armor as well as enhance-
  ment add-ons that provide extra protection against
  hostile environments and specific attacks.
  ATTACK TYPE – This is what determines the critical table to
  use in resolving the attack. There are 30 critical tables
  available in HARP SF. These cover both physical
  attacks, high-tech weaponry, and psionic energy attacks.
  CONCUSSION HITS  (HITS) – This is the most common type
  of damage inflicted by a critical table. Every character
  has a number of Concussion Hits. This reflects how
  resilient a character is, representing his toughness and
  endurance. When a character reaches zero Hits, he is
  unconscious. A starting fighter-type character may
  begin with over 50 Hits. Characters can die from
  Concussion Hit loss, but this is uncommon.
  CRITICAL – The tables used to determine damage are
  known as Critical Tables. These provide the SysOp with
  an easy way to determine what damage has been done
  to or by a character.
  DEFENSIVE BONUS (DB) – Basically, this is any factor that
  keeps a character from being hit and/or hurt. Many
  factors can contribute to DB: a character’s quickness,
  armor bonuses, shield, special items, skills, maneuvers,
  cover, even a character’s position.
  OFFENSIVE BONUS (OB) – This is a measure of the
  character’s offensive ability. Character OB is not always
  just the character’s skill bonus with his weapon. It can
  include other factors such as stat bonuses, bonuses
  from other skills (combat styles) instead of weapon
  skill, special bonuses from weapons or other equip-
  ment, and sheer, dumb luck!
  WEAPON SIZE –Weapon size does not influence whether or
  not a character can hit a foe; instead it modifies how
  much damage is done by a hit.
  The Combat Round
  A HARP SF combat is divided into “rounds,” each being
  equal to two seconds. Characters can usually only perform
  one action each round, with complex or unusual actions
  requiring multiple rounds to complete. The list below
  includes examples of a variety of actions available to
  characters and the length of time necessary to accomplish
  them. Should a character wish to perform an action not
  included in the following list, simply estimate the length
  of performance time (in seconds) and divide the estima-
  tion by 2. The result will determine the number of
  required rounds. Combat Actions  details a number of
  special maneuvers/actions that characters may perform in
  lieu of a normal attack.
  Breakdown of a Combat Round
  A combat round generally proceeds as follows:
  1.
  All players and the SysOp announce actions for
  the coming round. Each player is responsible for his/her
  character and any NPCs he/she may be controlling. The
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  Chapter Ten
  Combat
  
  183
  SysOp controls the NPCs and creatures opposing the
  group, while also determining the actions of any innocent
  bystanders or NPCs caught in the crossfire.
  2.
  Roll and record Initiative. Initiative determines
  the order in which characters and monsters act in the
  coming round. For more on Initiative, see below.
  3.
  Resolve actions, psionic activations, maneuvers
  and combat in the order of initiative. Record the results of
  all injuries.
  Determining Initiative
  In a combat round lasting only two seconds, most
  actions occur very close together. HARP SF makes use of
  an Initiative system to assist the SysOp in keeping track of
  the order in which actions are taken by the Player Charac-
  ters, creatures, and/or NPCs during the combat round.
  All players must declare their actions for the round before
  rolling Initiative, and then roll to determine who actually gets
  to act first. Each player rolls a single ten-sided die adding in
  their character’s Quickness and Insight bonuses, taking into
  account any situational modifiers. The character with the
  highest total acts first, then the second highest, and so on,
  until everyone has had the opportunity to act.
  The SysOp must also roll Initiative for any monsters or
  other foes as well, adding their Initiative bonus to the result.
  With this system, players are required to roll Initiative
  each round due to changing conditions, such as combat-
  ants entering or leaving the fray, wounds received, or even
  psionic effects. These uncontrollable instances can easily
  alter when characters will be able to take action.
  Initiative Modifiers
  Circumstances and situations (sometimes even those
  beyond their control) can modify a character’s Initiative.
  The table below provides Initiative modifiers for a number
  of common situations.
  Surprised – When two or more groups come upon each
  other unexpectedly, the SysOp must determine if either is
  surprised. The Player Character with the best Perception
  skill makes a Maneuver Roll, while the SysOp rolls for the
  opposing group. The highest roll wins; the losing party
  suffers a -20 penalty to their Initiative value. A tie results
  in both groups being equally surprised, with neither side
  receiving the modifier. Should one group be aware of the
  other (but not vice versa), they will not be penalized by
  the Initiative modifier even if they fail the Surprise check.
  The second group would receive the modifier as usual
  should they fail the roll.
  SysOp’s Tip: Tracking Initiative
  Keeping (and remembering) a firm order of Initiative
  can sometimes be confusing. As such, index cards can be
  an invaluable resource. Maintain one card for each player
  and one for each additional combatant in the melee. As
  Initiative is rolled, simply place the cards out in front of
  you in order from highest to lowest.
  Cycle through the cards, one at a time, requesting each
  player to announce their actions, placing it on the bottom
  of the stack once their action is complete. When the first
  card in the stack is on top again, a new round has begun!
  COMBAT BASICS
  Offensive Bonus
  A character’s Offensive Bonus (OB) is added to attack
  rolls against another character, an NPC, or a creature.
  However, a character’s Offensive Bonus may also come
  from actions or skills not related to whichever weapon a
  character is currently wielding. For instance, a character
  may take the opportunity to use a combat style. With all
  combat styles, a character must always use the lesser of
  the two bonuses, whether combat style or actual skill with
  a particular weapon, unless otherwise stated.
  The character’s total OB consists of the following components:
  Skill Rank Bonus – The skill rank bonus for the weapon
  skill or the combat style skill being used.
  Stat Bonus – The character’s combined Agility and
  Strength bonus.
  Talent Bonuses – Any bonus received from a particular Talent.
  Weapon Bonus – Any possible high-quality bonuses from
  superior materials, manufacture or technology received
  from the weapon being used. In some settings, this may
  include magical bonuses.
  Positional Bonuses - Any bonus received for having
  an advantage in location over your foe (such as
  higher ground).
  Range Modifiers – For ranged weapons only (e.g. primi-
  tive missile weapons such as bows, thrown weapons,
  energy weapons, and firearms), bonuses for being very
  close to the target and penalties for being distant from
  the target. (See Ranged Weapons for full details, p.194)
  Special Modifiers – Any other modifiers to the character’s
  OB, such as penalties from damage received or from
  psionic effects, or special combat actions that would
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  Combat
  Chapter Ten
  
  184
  otherwise alter the OB. In science-fantasy settings, these
  may include spell effects.
  All of the factors listed above are combined to calculate
  the character’s total OB when making an attack. Most of
  the bonuses and modifiers are generally applied ahead of
  time (prior to rolling), with only Positional Modifiers,
  Range Modifiers and Special Modifiers being determined
  during the flow of combat.
  The following table lists a number of possible Positional and
  Special Modifiers that may affect your OB during combat:
  OB Modifier
  • +10 Height (attacking foe from higher ground, foe
  may parry)
  • +15 Flank (attacking from the side, foe may parry)
  • +20 Rear (attacking from behind foe, foe may not
  parry normally)
  • +20 Foe unaware of attack (foe may not parry)
  • +20 Foe Stunned *
  • +40 Foe Downed (melee attacks or point-blank
  ranged attacks only) *
  *Only one may be applied at a time; all other modifiers
  are cumulative.
  Defensive Bonus
  Characters also have a Defensive Bonus (DB). This bonus is
  automatically subtracted from attacks made against the
  character. A character’s DB consists of several factors, most of
  which will not change during the course of combat. The
  individual elements below are combined to give a total
  Defensive Bonus, and include the following list of possibilities:
  Quickness Bonus x2 – The value of a character’s Quickness bonus
  doubled. This number can be reduced to zero, but never below,
  based upon the maneuver penalty of the armor worn.
  Armor Bonus – The bonus gained from donning armor.
  Primitive societies may still use historical types of armor
  such as chain mail. Futuristic armor is much lighter, easier
  to maneuver in, and provides greater protection overall. It
  may also be enhanced against specific weaponry. Each type
  of armor affords the character different bonuses.
  Shield Bonus – The bonus gained from using a shield. The
  particular shield used and whether or not the character
  has been trained in its use determines the actual bonus.
  See Shields for more details.
  Talent Bonuses – Any bonus received from a particular Talent.
  Cover Bonus – Any bonus a character might receive from taking
  advantage of cover. Classified as Soft, Hard or Reinforced,
  cover is also either Half or Full. In firefights, characters should
  always try to reach cover. See the table below for details.
  Maneuver Bonuses – The bonus gained from special
  maneuvers or combat actions like Parry or Dodge. See
  Combat Actions for more details.
  Quality Bonus – Possible high-quality bonuses (from
  superior materials, manufacture, or design) from the
  armor worn or shields carried. In some settings, this
  can include magical bonuses.
  Special Bonuses – Any other modifiers to the character’s
  DB, such as penalties from damage received or from
  psionic effects, or special combat actions that would
  otherwise alter the DB.
  All of these items listed above are combined to calculate
  the character’s total DB. Note that it is possible to have
  multiple bonuses from a number of categories. Most of
  the bonuses to a character’s DB are calculated ahead of
  time, with only the Cover, Maneuver, and Special bonuses
  being determined during the flow of combat.
  A character may take advantage of a Cover bonus only
  when an appropriate item or terrain feature is present. Half
  cover covers approximately 50% of a character’s body, and
  full cover covers 80% or more of the characters body. Soft
  cover is defined as something that hinders an attack, but not
  well enough to fully absorb the blow (such as a bush or a
  sheet hanging on a line to dry). Hard cover is defined as being
  so sturdy that most damaging effects cannot get through it
  immediately (such as a low wall, over-turned table, or full
  walls). Prolonged or concentrated burst fire from advanced
  weapons can degrade Hard Cover into Soft Cover. Reinforced
  cover is defined as being specifically hardened against attacks
  (such as blast doors, closed habitat domes, or starship hulls).
  While it is not impenetrable, even advanced personal
  weaponry will take a long time to reduce its efficacy.
  The table below gives the bonuses for the type of cover
  being used:
  \Weapons
  In HARP SF, there are three broad categories of
  weapons and weapons-like attacks, namely Physical,
  Projectile, and Energy.
  Physical weapons and weapons-like attacks include all
  animal attacks, melee attacks using archaic weapons such as
  swords and maces or modern blackjacks and knives, martial
  arts and other unarmed attacks, thrown weapons such as
  javelins and spears, and missile weapons such as slings,
  crossbows and longbows. Physical attacks also include Heat,
  Cold, Impact, and Electricity damage, whether from the
  environment, psionic abilities, or even magical effects.
  Chapter Ten
  Combat
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  185
  Projectile weapons are firearms and similar weapons,
  which fire one or more high-velocity physical projectiles at
  the chosen target. These include revolvers, pistols,
  submachine guns, machine guns, and rifles. Projectile
  attacks also include grenade attacks (whether thrown or
  fired using a launcher), needlers, and pacifier pistols.
  Futuristic armor and shields can receive kinetic enhance-
  ments that give greater defense against these attacks.
  Energy weapons are advanced weapons, which direct
  electromagnetic radiation, superheated plasma, coherent particle
  bolts, or sound at their targets. Energy weapons include
  minilasers, laser pistols, blasters, flame pistols, electrostunners, and
  sonic stunners. Futuristic armor and shields can be specially
  enhanced against these attacks using ablative armor coatings and
  specialist neutralization accessories.
  Armor
  Characters who frequently enter personal combat will
  find that armor is the cornerstone of their defense. Armor
  and shields protect their wearer by deflecting blows and by
  reducing the deadliness of blows that do land. The armor of
  the future is equally effective at absorbing the impact of
  bullets and energy blasts. Futuristic armor can be integrated
  into spacesuits and multi-environment suits, adding
  protection against biological weapons, poisonous atmo-
  spheres, or the hard vacuum of space.
  Choosing the right armor is a compromise between
  maneuverability and protection. Despite advanced lighter
  materials, suits of armor are still relatively heavy – the
  better they protect, the heavier they are and the more they
  restrict movement. Soldiers can perform acrobatic feats in
  combat armor, but they won’t be as agile as someone
  wearing ballistic armor, or as quiet, or as inconspicuous.
  In science-fantasy settings where magic exists, heavier,
  more protective armors have higher spell casting penalties.
  As with other forms of technology, armor effects
  depend on its stage of technological development (Early,
  Mature, or Advanced). More highly developed armor has
  better maneuverability.
  Types of Armor
  There are five categories of futuristic armor in HARP
  SF, as well as six types of protective suits and four armor
  enhancements. Each category represents a set Defensive
  Bonus, Casting Penalty, Bonus Increment, and Maneuver
  Penalty. The armor types are as follows:
  Ballistic
  Ablative Enhancement – This is a polymer-based coating,
  which is applied to the surface of suits of armor. When
  an energy blast strikes the ablative layer, the polymer
  absorbs the energy and sublimes off the armor as a
  cloud of vapor. The intense heat from the bolt is
  therefore transferred away from the wearer. Each
  absorbed blast burns off one ablative layer, requiring
  the armor to be regularly recoated. A typical coating has
  ten layers. Ablative Enhancement only protects against
  Energy attacks.
  Ballistic – This is a light armored cloth, made from para-
  aramid fibers or similar materials. An extension of the
  original bullet-proof vest, it can be concealed under-
  neath ordinary coats.
  Chameleon Suit: This full body suit traps the wearer’s
  body heat inside, so that the temperature of the outer
  surface equals the environment, rendering the wearer
  invisible to infrared detection. The suit also shifts
  visible color to match the surroundings. The wearer
  receives a +20 bonus to Stalking and Hiding maneuvers
  and DB from these masking capabilities.
  Reinforced Ballistic
  Light Body
  Heavy Body
  Combat
  Chameleon Suit
  Desert Suit
  Environment Suit
  Hazmat Suit
  Spacesuit
  Multi-environment Suit
  Kinetic Enhancement – Minor,
  Lesser and Greater
  Ablative Enhancement – Minor,
  Lesser and Greater
  Dazzle Neutralizer
  Sonic Neutralizer
  Combat
  Chapter Ten
  
  186
  Combat – This is the preferred armor of military profes-
  sionals. It is a fused amalgam shell of advanced com-
  posites, ultra-hard ceramics, extremely durable plastics
  and alloys. Combat armor is almost always worn as a
  complete suit covering all of the body.
  Dazzle Neutralizer – This device consists of a special light
  detector and a set of polarizing filters. It must be
  integrated into the visors or faceplates of helmets. It
  detects the light patterns emitted by Laser Dazzlers and
  alters the visor’s opacity to prevent the patterns
  traveling through to reach the individual’s eyes and
  optic nerve. As the Laser Dazzler’s effect travels at
  lightspeed, the Neutralizer must continuously distort
  the outer surface of the visor, imposing a –10 penalty to
  all visual Perception maneuvers while the Neutralizer is
  active. A person protected by a Dazzle Neutralizer is
  immune to the effects of a Laser Dazzler.
  Desert Suit: Specialized form of the environment suit,
  which has a builtin refrigeration unit and water
  reclamation unit (capable of recycling all moisture
  from respiration, perspiration, or excretion). These may
  be integrated into other forms of armor.
  Environment Suit: Full body suit designed to protect the
  wearer against a specific hostile environment. Coldsuit
  versions are designed for arctic conditions and have a
  built-in heating system as well as superb insulation.
  These may be integrated into other forms of armor.
  Hazmat Suit – Designed to protect against “hazardous
  materials” (hence “hazmat”), this is a lightweight,
  environmentally sealed, full-body suit. The material is
  highly resistant to punctures and easily cleaned. A
  hazmat suit incorporates a helmet and breathing
  apparatus to fully isolate its wearer from noxious
  substances in the environment. They are not designed
  for use in hard vacuum. Hazmat suits may be inte-
  grated into other forms of armor.
  Heavy Body – This is a stronger version of Light Body
  Armor, which has additional layers in its weave, and has
  embedded metal plates to reinforce critical areas.
  Kinetic Enhancement – This nanotech modification
  enables a suit of armor to absorb the kinetic energy of
  high-velocity projectiles – the armor goes completely
  rigid on an impact. This add-on has two disadvantages
  – it only provides its extra protection against Projectile
  attacks, and it takes a round for the armor to lose its
  rigidity after being struck. During this recovery round,
  the wearer forfeits his Quickness bonus (if any) to
  Defensive Bonus and cannot change facing.
  Light Body – This pliable armor is a multi-layered weave
  of para-aramid fibers, advanced composites, and
  extremely durable plastics. The ensemble is effective at
  resisting bullet impact and absorbing energy blasts.
  Multi-environment Suits – These full-body suits enable
  their wearers to function in extreme environments such
  as toxic planetary atmospheres, the pressure of oceanic
  depths, extreme heat or cold, and vacuum. They have
  the full life-support apparatus of a spacesuit, built-in
  temperature and pressure regulation and a shell made
  from advanced materials designed to resist the effects of
  hostile environments. These may be integrated into
  light body, heavy body, and combat armor
  Reinforced Ballistic – Similar to Ballistic Armor, this is a
  heavier cloth that incorporates a number of lightweight
  metal plates for extra resilience. It can be concealed
  under coats, albeit with difficulty.
  Sonic Neutralizer – This device consists of a sound
  detector, a sound generator and a set of earplugs, and
  may be integrated into helmets. It counters the stun-
  ning and paralyzing effects of Sonic Stunners and Sonic
  Stunrifles by detecting their special harmonics and
  setting up a counterharmonic to destructively interfere
  with them. A person protected by a Sonic Neutralizer is
  immune to sonic stun weaponry.
  Spacesuit – Designed for use in the hard vacuum of space,
  this is a lightweight, completely sealed, full-body suit.
  The spacesuit incorporates a helmet, breathing appara-
  tus, emergency water and nutrient tubes, and the
  necessary plumbing to handle bodily functions.
  Spacesuits may be integrated into other forms of armor.
  Suits of Armor vs Part Armor
  High-tech armor is normally manufactured as complete
  suits, custom-made for an individual. Characters wearing
  unfitted armor suffer a substantial movement penalty
  above the normal armor penalties. Even if characters of
  similar height and build exchange pieces of armor, the
  armor is automatically treated as unfitted armor. Charac-
  ters may have unfitted armor fitted by paying 10% of the
  value of the armor, plus the cost of any additional re-
  quired material.  Additional material is required when the
  armor to be fitted is smaller than the person it is being
  fitted to.
  Sometimes characters may just wish to wear an
  armored vest (protecting their torso – front and back,
  abdomen and groin) and/or a helmet (to protect the
  head). Both the level of protection and restrictions on
  maneuverability are reduced.
  Chapter Ten
  Combat
  Chapter Ten
  Combat
  
  187
  DB – The suit’s total Defensive Bonus, which is added to a
  character’s DB. Note that Kinetic and Ablative add-ons,
  only add their DB against Projectile and Energy attacks
  respectively.
  UF MaxMP – The maximum movement and penalty
  maneuver representing restriction of movement and
  weight of the unfitted armor piece. The penalty is
  applied to all skills with Agility or Quickness as one of
  the modifying stats. Note this unfitted penalty is not
  reduced by improvements in technology.
  UF MinMP – The minimum movement and maneuver
  penalty representing restriction of movement and
  weight of the unfitted armor piece. The penalty is
  applied to all skills with Agility or Quickness as one of
  the modifying stats. Even utilizing the character’s Armor
  Skill, a character cannot reduce the penalties for the
  armor worn below this value. Note this unfitted penalty
  is not reduced by improvements in technology.
  Maximum Maneuver Penalty (MxMP) – The penalty
  representing restriction of movement and weight of the
  armor worn. The character’s Armor Skill can reduce this
  penalty. The Maximum Maneuver Penalty is applied to
  all skills with Agility or Quickness as one of the modify-
  ing stats, and also modifies any DB gained from the
  * Kinetic Enhancement’s DB is only applicable versus Projectile attacks
  ** Ablative Enhancement’s DB is only applicable versus Energy attacks
  Quickness stat bonus. However, this penalty cannot
  reduce the bonus gained from the Quickness stat below
  zero. For modern armor types, the Maximum Maneu-
  ver Penalty varies according to the stage of technologi-
  cal development (first number is Early, second is
  Mature, third is Advanced).
  Minimum Maneuver Penalty (MnMP) – The penalty
  applied to all skills with Agility or Quickness as one of
  the modifying stats. Even utilizing the character’s Armor
  Skill, a character cannot reduce the penalties for the
  armor worn below this value. For modern armor types,
  the Minimum Maneuver Penalty varies according to the
  stage of technological development (first number is
  Early, second is Mature, third is Advanced).
  Casting Penalty (CP) – Armor of all kinds interferes with
  manipulating the energy used to fuel spells. This special
  penalty requires a caster to spend more Power Points
  per spell while encased in armor.
  Increment Value  (IV) – All manufacture, material and
  magical (if any) item bonuses are measured in incre-
  ments. The Increment Value of armor sets and indi-
  vidual pieces of armor is used to calculate the addi-
  tional bonuses of superior armor. The Manufacture or
  Material Bonus is multiplied by the Increment Value to
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  Combat
  Chapter Ten
  Combat
  Chapter Ten
  
  188
  determine the additional bonus of the armor. For
  example, a set of superior combat armor with a
  Manufacture Bonus of 2 would have the total following
  DB: 2x5 +60=70.
  Armor Skill Refresher:  Emilia begins her career in the
  planetary defense forces of Celeste, equipped with the
  standard military-issue heavy body armor. Consulting
  the table above, Emilia’s player notes that the max
  maneuver penalty (at Mature tech development) for
  heavy body armor is -50, while the minimum penalty is
  -5. So to maneuver effectively in heavy body armor, the
  player will need to invest 9 ranks in Emilia’s Armor Skill
  to reduce the penalty to -5 (50-5=45), assuming that
  Emilia had +0 in both Strength and Agility bonuses.
  Later in her career, Emilia becomes a marine in the
  service of the Terran Federation, where combat armor
  is the norm. At Mature technology development,
  combat armor has a max maneuver penalty of -70 and
  a min maneuver penalty of -10, which would require 15
  ranks in the Armor Skill to wear effectively (70-10=60).
  Since Emilia has already invested 9 ranks in the Armor
  Skill to wear her heavy body armor, she only needs to
  add 6 ranks to her Armor skill to reduce the penalty of
  wearing heavy body armor to -10.
  * Kinetic Enhancement’s DB is only applicable versus Projectile attacks
  ** Ablative Enhancement’s DB is only applicable versus Energy attacks
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  5.1
  Assembling a Custom Set of Armor
  To create a custom set of armor (such as armor with an
  integrated spacesuit), decide whether the armor will be
  fitted or unfitted, and then total the following: the DB,
  Maximum and Minimum Maneuver penalties, cost, and
  Casting Penalty of each armor component.
  Example: Later in Emilia’s career with the Federation,
  she becomes a pilot and is issued with a fitted set of
  combat armor with an integrated spacesuit and a lesser
  kinetic enhancement. This gives her a DB of 100 (90
  from combat armor and 10 from the spacesuit) against
  Physical and Energy attacks and a DB of 140 (40 from
  the Lesser Kinetic Enhancement) against Projectile
  attacks. The combo has a MaxMP of –110 (-70-15-25)
  and a MinMP of –10 (-10-0-0) thanks to the
  Federation’s Mature technology. If magic existed in the
  Tintamar setting, she would have a casting penalty of 14.
  Note: When dealing with part armor, all decimals of .5
  Chapter Ten
  Combat
  Chapter Ten
  Combat
  
  189
  are rounded up to the nearest whole number, and all
  decimals of .4 and below are rounded down to the nearest
  whole number. In addition, when totaling Maneuver
  Penalties always round up to the nearest 5 or 10’s digit for
  the purpose of calculating how many armor ranks are
  required to reduce the Maneuver penalty.
  SHIELDS
  Blast Shield - This military-grade shield is typically
  rectangular or oval in shape and may be up to 2m tall,
  depending on the size of the person using it. It is
  designed to be rested on the ground or on top of a boot
  and completely cover the defender. Regardless of the
  species of the wielder, the blast shield gives the same
  Defensive Bonus. This shield may be designed to lock
  directly into an armored arm – otherwise it may be
  gripped with a forearm strip and a long bar running the
  shield’s width. It is normally made from a combination
  of alloys and advanced composites.
  Riot Shield - This shield is normally oval or rectangular in
  shape, and is commonly used by police forces in riot
  situations. Typically the shield covers the defender from
  the shoulder to just above the ankle, and is up to 1.5m
  tall and 1m wide. The defender grips this shield by a
  single handle and a forearm strap. Riot shields are
  normally made from advanced composites and
  fiberglass-like materials – many are transparent so as
  not to hinder the defender’s vision.
  Ablative Add-on – This is an ablative layer that can be
  added to either blast or riot shields to increase their
  protection against Energy attacks. The layer will
  degrade completely after taking ten blasts, and must be
  replenished.
  Kinetic Add-on – This is a nanotech enhancement that
  can be added to either blast or riot shields to increase
  their protection against Projectile attacks.
  SysOp’s Choice: Hit Locations
  Characters may perform a “called shot,” hitting a
  specific part of the body. This can easily be accomplished,
  using the following option.
  In determining the area of the body struck, consult the
  “ones” die from the attack roll. If the result is open-ended,
  then use the ones result of the final roll.
  For example, a roll of 37 would be read as a 7 on the
  following Hit Location Table.
  1
  Foot/Calf
  2
  Knee
  3
  Thigh
  4
  Groin
  5
  Abdomen/Lower Back
  6
  Chest/Upper Back
  7
  Neck
  8
  Face/Skull
  9
  Shoulder/Upper Arm
  10
  Forearm/Hand
  * An odd value on the “tens” results in a hit to the side
  of the body wielding the weapon; an even value strikes the
  off-hand side.
  ** In melee combat, if a character attacks a foe two or
  more sizes larger than the PC, subtract 5 from the total of
  the one’s die (to a minimum result of 1).
  Called Shots:  Characters making called shots must
  subtract 10 from their OB in order to adjust the location
  amount by +/-1 point. A character may reduce their OB
  by increments of 10 to gain a maximum of +/-5 points to
  strike the desired location.
  SysOp’s Choice: Armor Options for
  Extra Realism
  Kinetic enhancements to armor cause the impact of a
  projectile to be spread over a large area rather than
  punching a hole through the target’s body. SysOps may
  wish to represent this by allowing Ballistic Puncture
  attacks from firearms to be resolved as Ballistic Impact
  criticals instead. Likewise, kinetic enhancement armor will
  protect against Shrapnel attacks – the SysOp can allow
  these to be resolved as Impact critical attacks instead.
  Ablative enhancements to armor soak up much of the
  energy from an energy weapon. Some may still reach the
  target, but the effects are more likely to be a surface burn
  rather than the internal injuries or deep tissue burns of
  lasers and plasma weaponry. To simulate this, SysOps can
  resolve Laser and Plasma attacks against targets wearing
  ablative armor as Heat critical attacks.
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  Combat
  Chapter Ten
  Combat
  Chapter Ten
  
  190
  COMBAT ACTIONS
  In the chaos of combat, characters are usually
  concerned only with dealing out damage to their foe.
  There are, however, a variety of other actions that a
  character may perform during combat. Called Combat
  Actions, the list below describes some of the most
  common and useful actions a character may attempt to
  perform. Each example also includes advice on the best
  resolution method for the situation. Some of these actions
  are most suited to close melee engagements; others are
  appropriate to ranged attacks.
  Note: Combat Actions may be used in conjunction with
  individual attacks and with Combat Styles.  However,
  many Combat Actions will replace the attack(s) gained by
  the style with those of the Combat Action.  These Combat
  Actions are marked by an asterisk next to their names.
  Note: Certain combat actions can permit normal
  weapon attack sizes to be increased. These are Aimed
  Burst, Power Strike, and Well-aimed Shot. Successful uses
  of the Ambush, Dirty Fighting, and Sniping skills allow all
  damage cap limits to be ignored.
  Aimed Burst*: This action requires a projectile or energy
  weapon capable of burst fire. When fired in burst mode,
  the weapon attack size is increased by 1 step and the firer
  receives an OB bonus equal to the weapon’s Burst Bonus
  minus the weapon’s Recoil Penalty (if any). If the weapon
  is supported on a tripod or otherwise braced against
  recoil, the Recoil Penalty is ignored. Only one attack roll
  is made. This Combat Action requires a full round.
  Careful Aim: If the character carefully aims a ranged
  weapon (modern or archaic) at a specific target, this
  Combat Action reduces any range penalties incurred by
  the character by 5 per full consecutive round of aiming.
  All rounds of aiming must be consecutive (no
  interruptions or breaks from Aiming), the target may
  not be moving faster than 5 meters per round, and the
  shooter must be able to maintain visual line-of-sight on
  the target at all times. Range penalties cannot be
  reduced below zero using this Combat Action.
  Combat Crawl: Using this Combat Action, a character
  may move by rapid crawling at half Base Movement
  Rate (but treat as Run in terms of exhaustion) and
  retain the benefits of any cover or terrain. If there is no
  suitable cover, the character still receives a +10 bonus to
  Defensive Bonus due to reduced target area. It requires
  a full round to get into position to perform a Combat
  Crawl, unless the character has already used the
  Minimize Exposure Combat Action, in which case the
  character is already suitably positioned to begin a
  Combat Crawl.
  Charging*:  This special maneuver combines movement
  with a melee attack, with powerful results. Characters
  performing a Charging Combat Action do not receive
  the normal penalty to their attack as they would for an
  attack made while moving. The character must declare
  the Charge and must be able to move in a straight line
  towards the foe. If the character’s movement for the
  Charge involves turns or weaving around obstacles, then
  count only the movement distance after the last turn. A
  Charge requires that the character move at least a
  minimum of 3m during the dash towards the opponent.
  Every meter moved during the Charge gives the character
  a +5 modifier to their Offensive Bonus (OB) and a -5
  modifier to their Defensive Bonus (DB). The character is
  limited to moving no faster than a Run (2x Base
  Chapter Ten
  Combat
  
  191
  Movement Rate), and the bonus from the Charge cannot
  exceed +50 OB/-50 DB. A Charge always ends with the
  character adjacent to the opponent charged.
  Note: If the target of the charge is wielding a projectile
  weapon, an energy weapon, pole arm or spear and is aware
  of the charge, they may make one attack against the
  charging attacker before the maneuver is resolved.
  Delay Action: Characters can choose to delay taking their
  action to a later point in the round, which can be useful
  for situations where their actions depends on the actions
  of another person. For example, a cop has just shouted
  “Stop or I’ll shoot!” at a criminal. The cop’s Initiative is
  higher than the criminal’s, but the cop does not want to
  shoot unless the criminal fails to stop. The cop uses Delay
  Action to wait until the criminal starts acting – if the
  criminal reaches for a gun, the cop can shoot him at that
  point in the round, if the criminal puts his hands up, the
  cop can then move in for an arrest.
  Disarm Foe*:  Instead of attacking with a melee weapon, a
  character may try to disarm an opponent by making a
  Maneuver Roll, adding his Agility bonus and a value
  equal to the number of skill ranks with the weapon
  wielded. The foe is required to make a Resistance Roll
  (modified by his melee weapon skill bonus, plus an
  additional +10 modifier) against the value found on the
  RR column of the Maneuver Table. If the foe is wielding
  a firearm or an energy weapon, the foe is required to
  make a Resistance Roll (plus an additional +10
  modifier but without adding in his melee weapon skill
  bonus) against the value found on the RR column of
  the Maneuver Table. A failed roll results in the foe’s
  weapon landing 1-3 meters away in a random direction.
  Note:  A Combat Style & Maneuver exists with the same
  name. The action described above, however, is one that
  may be performed by any character, but is often less
  successful than when performed by a character with the
  appropriate skill.
  Disengage from Melee*: This Combat Action is used by a
  character to withdraw from a melee combat without
  being open to a melee attack. It takes 2 rounds to
  perform. During the first round, the character cannot
  attack and must Parry with 50% of his OB (treat as a
  Full Parry for resolution). If he does not take damage
  from his foe during this round, the character will
  automatically get initiative on the next round and be
  able to make a Full Move away from foe (cannot use
  this to move past foe) without the foe being able to
  attack.  The character may not purposely attack foe
  when performing this Combat Action.
  Note: This is not the only way to disengage from
  melee.  Other methods and/or skills may be used to
  accomplish the same effect.
  Dodge:  Any character may attempt to Dodge during their
  turn, using 2x their Agility bonus (or Acrobatics/
  Tumbling skill bonus, whichever is higher). The
  character makes a Maneuver Roll and then receives a
  +50 (modified by the Bonus result of the Maneuver
  roll) to their DB against one attack. The bonus received
  from a Dodge can never be lower than 50 (unless the
  character fumbles in which case the bonus is 0); ignore
  any negative results on the Maneuver Table. This
  Combat Action takes a full round to perform.
  Dodging Fire:  This Combat Action requires the character
  to have a full-sized shield (riot or blast shield), hard
  cover, or reinforced cover to duck behind. It simulates a
  character quickly moving (part of) his head and his
  weapon hand out of cover, snapping off a shot (not an
  aimed or spread burst), and then ducking behind the
  cover fast. The character may increase their Defensive
  Bonus against ranged attacks (including Projectile and
  Energy attacks) by allocating any amount of their OB to
  their DB. For every two points of OB transferred, the
  character gains 1 point of DB.
  Escape Blast: This Combat Action is usable at any time
  when a character needs to escape the blast radius of a
  grenade, bomb, or similar device. The character must
  be aware that a blast is about to take place, normally by
  succeeding at a Combat Perception maneuver. If the
  character has not taken his action for the round, he may
  change that action from what has been declared to the
  Escape Blast action. If he has already taken his action
  for the round, he may still elect to perform the Escape
  Blast Combat Action. The character makes a Medium
  All-or-Nothing maneuver roll, adding 2x his Agility
  bonus (or Acrobatics/Tumbling skill bonus, whichever
  is higher), and a special bonus of +20 if he has not yet
  acted in this round. If the character succeeds, he can
  leap or dive up to 2x his Base Movement Rate away
  from his current location. If this is enough to take the
  character outside the blast radius, he will suffer no
  harm. If the character fails or the blast radius is too
  large, then the character suffers the ill effects of the
  blast. After attempting this action, the character must
  spend the following round reorienting himself and may
  take no offensive action.
  Full Parry*:  This full defensive maneuver places the total
  value of a character’s OB (using a melee weapon or
  unarmed attack) towards their DB with an additional
  +10 bonus to the overall DB against all melee attacks
  from a single foe. (See also Parry below.) To successfully
  use a Full Parry, make a d100 roll. If the result falls
  within the fumble range of the wielded weapon, a
  fumble has occurred and the character does not gain
  the Parry or the special bonus. If the result is within the
  Open-Ended High range, another roll is made. The
  Combat
  Chapter Ten
  
  192
  total of both rolls is treated as an attack against a foe
  with no OB (i.e. perhaps the foe impaled himself on
  your weapon). In this particular instance the benefits of
  the Parry are still gained, but a sudden twist of fate ends
  with an unintentional attack against the foe!
  Hold at Bay:  There may be times when a character simply
  wishes to impede the progress of a foe rather than
  damage him. A character cannot be locked in melee
  combat with the foe and must have a melee weapon of
  greater length than the one wielded by the foe. Spears
  and pole arms receive an automatic +20 modifier to
  this Maneuver. The character must make a Maneuver
  Roll, adding his skill bonus with the weapon as a
  modifier to the roll, and consulting the RR column to
  determine the value the foe must resist.
  The foe then has three options to select from:
  Beat aside the weapon and attack – The foe makes a
  Maneuver Roll using some or all of their OB as the
  modifier in an attempt to surpass the RR column value
  of the Maneuver Table. A successful roll allows the foe
  to attack the character normally, using any remainder
  of his original OB.
  Bypass the character – The foe uses either the sum of his
  Quickness and Agility bonuses, or his Acrobatics/
  Tumbling skill bonus (whichever is higher), in an
  attempt to surpass the RR value from the Maneuver
  Table. A successful roll results in the foe bypassing the
  character and continuing on his way.
  Tumbling Attack – For this Maneuver, the foe uses either
  half the total bonus of his Quickness and Agility
  bonuses, or half of his Acrobatics/Tumbling skill bonus
  (whichever is higher), in an attempt to beat the
  Resistance Roll. A successful roll allows the foe to attack
  the character with half of his OB.
  Knockdown* – A character can make a Maneuver Roll,
  using the combined stat bonuses from Strength, Agility,
  and Quickness for this attack. If the Percentage result is
  100 (or higher), the foe is forced to make a RR (adding
  2x his Agility bonus) versus the result gained from the
  RR column of the Maneuver table. A failure results in
  the foe being knocked prone (treat as Foe Downed).
  Minimize Exposure – A character can reduce his exposure
  to ranged weapon fire by hunkering down into a prone
  position, even without the benefit of cover or terrain.
  Getting into this position takes a full round (unless the
  character has just finished a Combat Crawl), but gives
  the character a +20 bonus to Defensive Bonus for as
  long as the character can maintain this position.  If the
  character has just completed a Combat Crawl, he may
  adopt the Minimize Exposure pose without a
  preparation round. This Combat Action should not be
  used in melee combat.
  Move & Attack* – This Combat Action allows the
  character to move and attack in the same round. The
  character receives a -5 modifier to his OB for every 1m
  or portion of 1m that is moved. If the character moves
  5m and attacks, he receives a -25 to his OB for moving
  three increments (5m = -25). If the character is moving
  at a pace faster than a run, he receives another -10 for
  each Pace above a Run. If the character is moving at a
  Sprint (that is, 2 Paces above a run) he receives an
  additional -20 to his OB, in addition to the -25 for
  moving 5m.
  Multiple Parry – This Combat Action may be used with
  any melee weapon. The character may divide his OB
  among multiple parries against melee or unarmed
  attacks. He may parry up to one attacker for every 10
  ranks (or portion thereof) he has in his weapon skill.
  When making multiple parries, the character may not
  also attack in the same round. For each parry the
  character must assign a portion of his OB, which gets
  added to his DB against that one attacker. The character
  must make an unmodified roll for each parry. If the roll
  falls within the Fumble Range for the weapon, then the
  character has fumbled and may not make any more
  parries that round in addition to receiving the results of
  the fumble. If the roll is a 99 or 100, then treat it as
  open-ended, and make a second roll and use the total of
  both rolls as an unmodified attack against the person
  being parried. This also means that the character may
  not make any more parries for the round.
  Parry – A character may increase their Defensive Bonus
  against melee attacks by allocating any amount of their
  OB to their DB. Characters transferring their entire OB
  are said to be attempting a Full Parry (as listed above).
  A character’s Parry total is applied to all melee attacks
  directed at them from a single foe.  Parrying characters
  need an (improvised) melee weapon or be using
  unarmed combat skills to parry.
  Press & Melee – This combat action allows the character
  to move up to 2m and still make a melee attack. This
  attack is made with a -5 modifier.
  Power Strike* – This Combat Action may be used with
  any melee weapon. The character gets a -20 to his attack
  for the round and if the attack is successful, he gets to
  add an additional +10 to the modification for weapon
  size. This modification may allow the critical result to
  exceed the normal damage cap for the weapon.
  Shield Bash – A character bearing a shield can, in dire
  straits, use it as a weapon, making an attack roll using
  the DB value of the shield as the OB for the attack. (Do
  not count any Ablative Add-on or Kinetic Add-on
  bonus to the shield’s DB.) Unfortunately, performing
  this sort of action negates the DB bonus for the shield
  for that round. This particular action may only be
  Chapter Ten
  Combat
  
  193
  performed by characters with the Shield Training
  Talent. The Shield Bash attack replaces a character’s
  normal attack action for that round.  Riot and Blast
  Shield Bashes do Medium Martial Arts Sweeps/
  Unbalancing criticals.
  Spread Burst – This action requires a projectile or energy
  weapon capable of burst fire. When fired in the spread
  burst pattern, the wielder may shoot at multiple targets
  within a 15 degree arc. Targets must be adjacent (with
  no one else between them). There must be no more
  than one target per three shots/bolts in the burst. A –30
  OB penalty is incurred for each additional target (after
  the first). However, the firer receives an OB bonus equal
  to the weapon’s Burst Bonus minus the weapon’s Recoil
  Penalty (if any). If the weapon is supported on a tripod
  or otherwise braced against recoil, the Recoil Penalty is
  ignored. The weapon attack size is not increased in
  Spread Burst fire. Only one attack roll is made. This
  Combat Action requires a full round.
  Subdual – At times, characters may wish to strike a foe
  using a melee weapon without utilizing their entire
  force for the blow, in an effort to disable or subdue a
  target. This action receives a -20 modifier to the attack
  roll. Should the attack still result in severe damaging
  effects, the character may adjust the result to any other
  lesser critical on the same table at their leisure.
  Sudden Dive – This Combat Action is usable at any time
  whenever there is an object or terrain that a character
  may use as cover. The cover must be within 2x the
  character’s Base Movement Rate. If the character has not
  taken his action for the round, he may change that
  action from what has been declared to this action. If he
  has already taken his action for the round, he may still
  elect to perform a Sudden Dive for cover. The character
  makes a maneuver roll, adding 2x his Agility bonus (or
  Acrobatics/Tumbling skill bonus, whichever is higher),
  and a special bonus of +20 if he has not yet acted in this
  round, looking up the result on the Percentage column
  of the Maneuver Table. The Percentage result is the
  fraction of the cover DB that the character may claim
  that round, e.g. Pieter gets 70% on an attempt to dive
  for half hard cover and can claim 70% of its +50 bonus
  or +35. Results over 100% are counted as 100%. The
  character must spend the next round reorienting
  himself in his cover after a successful use of this Combat
  Action. Fail or Fumble results represent a failure to
  reach the cover in time.
  Sudden Dodge – This Combat Action is usable at any time.
  If the character has not taken his action for the round,
  he may change that action from what has been declared
  to this action. If he has already taken his action for the
  round, he may still elect to perform a Sudden Dodge.
  However in doing so, he is also committed to perform-
  ing a Sudden Dodge on the following round as well,
  giving up all other actions.  Once a Sudden Dodge has
  been declared, the character makes a Maneuver Roll
  using 2 x his Agility Bonus (or Acrobatics/Tumbling
  skill, whichever is higher). The character then receives
  25 plus the result from the Bonus column of the
  Maneuver Table to their DB. Treat all negative results
  from the bonus column as if they gave a bonus of zero.
  Suppression Fire* – This action requires a projectile or
  energy weapon capable of burst fire, and can only be
  used at distances of up to two range increments.
  • At point-blank range, a 45-degree arc is covered
  • At up to 1 range increment, a 30-degree arc is covered
  • At up to 2 range increments, a 15-degree arc is
  covered
  The character makes a Suppression Fire maneuver
  using the weapon skill on the Bonus column of the
  Combat
  Chapter Ten
  
  194
  Maneuver Table. Anyone in the target area suffers an
  attack where the Bonus result is the OB (added to a
  standard attack roll).
  This Combat Action requires a full round.
  Well-aimed Shot* – This Combat Action may be used
  with any ranged weapon. It represents the character
  trying to hit a more vulnerable part of the target. The
  character gets a -20 to his attack for the round and if
  the attack is successful, he gets to add an additional +10
  to the modification for weapon size. This modification
  may allow the critical result to exceed the normal
  damage cap for the weapon.
  Player’s Tip: Staying Alive in Melee!
  Two of the most useful Combat Actions for melee
  combat in HARP SF are Parry, and Full Parry. Decreas-
  ing your OB while increasing your DB can easily be the
  difference between the life and death of a PC! The
  HARP SF rules assume that all PCs Parry to one degree
  or another.
  Player’s Tip: Staying Alive in a Firefight!
  In a firefight, parrying does not work. Instead if there’s
  cover available, use it. If the firefight has already begun,
  use the Sudden Dive action and reach that cover.
  If you can’t reach cover but you have a riot shield or a
  blast shield, get behind that shield and return their fire
  using the Dodging Fire Combat Action. That will encour-
  age your opponents to be mindful of their own cover,
  while you find a better position.
  If you can’t reach cover and you don’t have a shield,
  then use the Minimize Exposure Combat Action. Hope-
  fully your character has a robust suit of armor. If you have
  a weapon capable of burst fire, use the Aimed Burst or
  Spread Burst Combat Actions – you might not hit your
  opponent(s) but you will discourage them from going all-
  out to attack you. If you don’t have a burst-capable
  weapon, the Well-aimed Shot Combat Action might still
  eliminate one opponent.
  If you have reached cover, you can either use the
  Minimize Exposure Combat Action (particularly if you
  have a burst-capable weapon or want to use Well-Aimed
  Shot) or Dodging Fire.
  The battlefield is fluid. Positional advantages can ebb
  and flow. Cover can be degraded by sufficient firepower.
  Use the Combat Crawl action to move in and around a
  combat zone. Remember cover doubles as concealment,
  but concealment is not necessarily cover. Use your Combat
  Perception to be aware of what is happening and to locate
  your allies and your enemies.
  Getting every scrap of possible Defensive Bonus can be
  vital to staying alive in a firefight, but it is only half the
  story. A good defense is a stout offense. Hit hard, hit low,
  and hit first. Use Aimed Burst, use Spread Burst, and use
  Well-aimed Shot to hit hard. Use Sniping to hit low. Use
  genetic, cyber, or psionic enhancements if you have any to
  boost your Initiative and shoot first. Use Careful Aim to
  make that first shot perfect (in combination with Sniping)
  if you have the advantage of a prepared position, time and
  an unsuspecting target. A dead opponent can’t return fire;
  an injured foe may be at severe penalties.
  Ranged Weapons
  In the future as today, ranged weapons will be the
  decisive instrument in personal combat. HARP SF
  includes a variety of ranged weapons, such as archaic
  missile weapons, projectile weapons, and energy
  weapons, which characters may use in combat.
  Among the defining characteristics of these ranged
  weapons is their Range Increment (RI), which determines
  the distance modifier for the weapon. For each full Range
  Increment that a target is from the attacker, the attack roll
  is modified by -10, up to a maximum of five range
  increments. For each range increment beyond the fifth, the
  penalty is doubled.
  The following table lists a number of ranged weapons
  and their Range Increments, as well as their Point Blank
  (PB) bonus. A Point Blank ranged attack is one directed at
  a target that is equal to or less than one half of a Range
  Increment from the attacking character. The last column
  lists the various ranges of a Point Blank attack.
  For a missile attack (using an archaic weapon such as a
  longbow or crossbow) to be effective, the shooter must be
  standing at least 25% of the Point Blank distance from the
  target. Otherwise the attack has no effect. For a ranged
  attack using a projectile weapon such as a firearm or using
  an energy weapon, there is no minimum distance, i.e. the
  weapon muzzle can be touching the target.
  Example: Using a Hunting Laser (with a Range
  Increment of 30m), Pieter has the following modifiers
  due to range.
  0m-15m
  +20 to attack (Point Blank)
  16m-30m
   +0 to attack (RI 0)
  31m-60m
  -10 to attack (RI 1)
  61m-90m
  -20 to attack (RI 2)
  91m-120m
  -30 to attack (RI 3)
  121m-150m
  -40 to attack (RI 4)
  151m-180m
  -50 to attack (RI 5)
  181m-210m
  -100 to attack (RI 6)
  210m-240m  -200 to attack (RI 7)
  Chapter Ten
  Combat
  
  195
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  3
  Combat
  Chapter Ten
  
  196
  Grenades and Grenade-like Attacks
  Hurling a grenade into a tight formation of enemies
  can be an effective method of reducing their numbers.
  Chucking a grenade from around a corner and letting it
  explode is a sensible precaution, when you don’t know
  how many enemies are round that corner and you don’t
  want to poke your precious head around to have a look.
  When thrown, grenades and other grenade like objects
  have a Range Increment of 3m with no point blank bonus.
  When fired using a handheld launcher, the Range Incre-
  ment is determined by the launcher. These items affect at
  least a 2m radius from the point of impact – some
  grenades have a larger radius of effect.
  Certain grenades have two concentric volumes of effect –
  an inner “primary” blast zone, which suffers the greatest
  damage and an outer “secondary” blast zone, which suffers a
  reduced degree of damage.  The Mark number of a grenade
  gives both the radius of the primary blast zone and of its
  secondary blast zone (if any). Multiply the Mark number by 2
  to give the primary blast radius and multiply the Mark
  number by 3 to determine the secondary blast radius.  The
  primary blast zone is counted outwards from the point at
  which the grenade detonates. The secondary blast zone is
  counted from the end of the primary blast zone outwards.
  Both zones are spherical volumes for grenades.
  Example: A Mark III fragmentation grenade has a
  primary blast zone of six meters radius (III times 2 = 6)
  and a secondary blast zone of nine meters radius (III times
  3). When it explodes, anyone within 6m of the detonation
  point is in the primary blast zone. Anyone who is between
  6m and 15m is within the secondary blast zone.
  The type of damage done to the targets within that area
  depends on the item.
  To make a grenade attack, use the following procedure:
  Make an open-ended attack roll adding the character’s
  skill in the Thrown Projectiles weapon class or the
  Handheld Launchers weapon class (as appropriate). Apply
  all the normal modifiers to OBs especially range modifiers.
  If the result is 101 or more (equivalent to a Medium
  All-or-Nothing maneuver success), then the grenade
  strikes the intended target. Go to Step 5.
  If the result is 100 or less (but not a fumble), then the
  grenade is off-target. Roll 1d10 to determine the direction
  of the miss and roll 1d10 to determine by how many
  meters the attack missed. If the roll for distance results in a
  10, then roll a second time and add the two together. (Do
  not reroll any 10 result on the second roll.) Add 1m per
  every full 20 points by which the result missed the 101
  target number. Use the diagram to the right to determine
  the direction of the miss . Go to Step 5.
  If the original attack roll is a fumble, the grenade
  explodes in the character’s hand. Go to Step 5.
  The grenade explodes and everyone remaining within
  the primary blast radius is at risk of suffering the effects.
  Make an open-ended roll (remember this value) and add
  the grenade’s Primary Blast Bonus, for the grenade’s
  attack. Characters may claim their normal DB against
  critical damage (such as Shrapnel damage), subtracting
  their DB from the result of the grenade’s attack roll.
  Characters may claim any cover between them and the
  grenade detonation point. Look up the results on the
  appropriate critical table, remembering to adjust for attack
  size according to grenade Mark rating. For grenades
  requiring RRs, resolve the RRs as normal.
  If the grenade has a secondary blast radius, everyone
  within the secondary blast radius is at risk of suffering the
  secondary effects.  Add the grenade’s Secondary Blast
  Bonus to the value of the open-ended roll from the
  previous step to yield the secondary attack.  Characters
  may claim their normal DB against critical damage,
  subtracting their total DB from the result of the secondary
  attack, including any DB from cover between them and
  the detonation point. Look up the results on the appropri-
  ate critical table, remembering to adjust for attack size
  according to grenade Mark rating. For grenades requiring
  RRs, the targets receive a bonus of +50 to their RRs.
  Example: The Silth have invaded the colony world of
  Tantallon and there are desperate firefights between
  Silth troopers and the citizens in the streets of Mitchell
  Base. In an attempt to slow the advance of one Silth
  squad, Karl Jung lobs a Mark IV fragmentation
  grenade around a street corner, hoping to disrupt their
  formation. Karl’s player rolls a 06 (just missing a
  fumble!) and adds his Thrown Projectiles skill of 28
  minus 20 for range penalties, giving 14, which is
  nowhere near 101, so the grenade misses. Karl’s player
  rolls d10 for direction of the miss (6, so short) and d10
  for distance missed (roll of 1, plus 4m for missing by
  more than 80 points, so 5m short). The good news is
  that the street will channel the explosion, so Karl is safe
  from being caught by his own grenade. A Mark IV
  fragmentation grenade has a primary blast zone of 8m
  radius (IV times 2) and a secondary blast zone radius of
  12m (IV times 3). One of the Silth troopers is 7m away
  from the detonation point and fails to spot the grenade
  in time, so is caught in the primary blast zone. Karl’s
  player rolls 70 for the grenade’s attack, plus 75 for the
  Primary Blast Bonus, giving 145. The Silth on point has
  Chapter Ten
  Combat
  1-2
  3
  4
  5
  6-7
  8
  9
  10
  Long
  Short
  
  197
  a DB of 60 but no cover. 145 –60 = 85, plus +10 from
  attack size (Mark IVs do Large Shrapnel), giving 95 to
  look up on the Shrapnel Critical Table (30 hits, bleeding
  at 6 per round, -20 penalty and stunned 3 rounds, arm
  disabled). Anyone within 8m to 20m of the explosion is
  within the secondary blast zone. Several Silth troopers
  qualify. The rearmost succeeds in an Escape Blast
  Combat Action so is unharmed, the second succeeds in
  a Sudden Dive towards a doorway and gets an extra
  +20 DB from partial cover, the third fails his Combat
  Perception maneuver. The secondary attack is 120
  (preceding roll of 70 + 50 Secondary Blast Bonus). The
  Silth in the doorway has a total DB of 80 (60+ 20 from
  cover), so 120 – 80 = 40 plus 10 (attack size of Large),
  so look up 50 on the Shrapnel Critical Table (11 hits,
  bleeding at 1 per round). The Silth without cover has
  just 60 DB, so 120 – 60 = 60 plus 10 (attack size) yields
  70 (or 15 hits, bleeding at 2 per round, -10 penalty).
  The best way to survive a grenade attack is to be outside
  the blast radius! Any character who succeeds at a Combat
  Perception maneuver will spot the incoming grenade and
  may choose to make an Escape Blast Combat Action. If
  this action succeeds, then the character has dived out of
  harm’s way. If not, the character must suffer the effects of
  the grenade blast. The character could also choose to make
  a Sudden Dive Combat Action if there is reachable cover
  inside or outside the blast radius – failing or fumbling this
  action will leave the character within the blast radius and
  without the benefit of the cover.
  Missile and Ranged Weapon Use in Melee
  Characters using missile weapons while in melee
  combat are at a distinct disadvantage. Their foes may
  attempt to disrupt the shot, by grabbing the weapon,
  striking a blow, or shoving the character’s firing hand.
  Being attacked while firing an archaic missile weapon
  results in a -100 modifier to the missile attack, even if the
  attack misses. Being attacked while firing a projectile or
  energy weapon results in a –50 modifier to the ranged
  attack, even if the attack misses. (Most modern weapons
  can be fired with a simple trigger squeeze and have no
  minimum range, so a foe trying to disrupt such fire is at a
  much greater risk of losing their arm.) Characters must be
  within melee range to disrupt a foe’s ranged attack, and
  must be able to act (i.e. have a higher Initiative value)
  before the foe can fire.
  Trying to deliberately disrupt a ranged attack without
  making an attack against the shooter is a Light Maneuver
  Roll (using the skill value of the weapon, if used, or the
  Strength and Agility bonuses if unarmed). The result is
  resolved on the Percentage column of the Maneuver Table.
  The value from the table is then used as the negative
  modifier to the OB of the character attempting to fire the
  ranged weapon.
  Firing into Melee
  Firing any form of ranged weapon (ancient or futuristic)
  into a melee is a risky practice at best. Characters missing their
  targets must roll a separate attack against the next potential
  target in the missile’s (or energy blast’s) path. A potential target
  is defined as any character, friend or foe, who is within 2m
  (within the weapon’s line of fire) from the intended target.
  RESOLVING COMBAT
  Combat resolution is similar to skill resolution.
  Attacking characters roll open-ended, adding their
  Offensive Bonus (OB), and then subtracting the target’s
  Defensive Bonus (DB) from the total value. Results of zero
  or below are considered missed attacks, or ones without
  enough force to actually cause harm. Positive results are
  considered successful hits; the same value is then modified
  by the weapon’s size value and then applied to the proper
  critical table to determine the damage caused.
  The effects of all attacks take effect immediately. Thus if
  a character with the initiative manages to instant kill or
  incapacitate a foe, the target loses his or her attack.
  Weapon Sizes
  Each weapon is given a specific size, ranging from Tiny to
  Large (see the equipment listings, Chapter 8 for more
  information). The size of the weapon will modify critical
  results from a successful attack. This modifier is only applied
  after an attack has succeeded, however. This modifier is never
  applied to the attack roll. It only influences the damage done
  – not the chances of success of an attack.
  The following table determines the modifier for a
  weapon’s size.
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  A weapon’s size also determines the maximum damage
  that it can normally inflict. These are called Damage Caps.
  If an attack’s result is above the Damage Cap for the
  weapon’s size, then the Adjusted Attack Roll is reduced to
  the maximum allowed for the weapon’s size.
  If the player, when making an attack, rolls an unmodified
  99 or 100 on the dice, then that particular attack is allowed
  to ignore the Damage Caps. Certain skills (i.e. Ambush and
  Sniping) and/or Combat Actions (Aimed Burst, Power
  Strike and Well-aimed Shot) may also allow an attack to
  exceed the maximums set by the Damage Caps.
  Combat
  Chapter Ten
  
  198
  FUMBLE TABLE
  Use the condensed Fumble Table on the facing page to
  resolve all attack fumbles.
  Reading the Critical Tables
  Each entry on the critical tables has two parts: the
  description of the attack, and its effects.
  The description is included purely for dramatic flavor,
  and SysOps should feel free to modify the result to reflect
  the actual situation. For example, if a foe happens to be a
  giant alien insect, and the description mentions the foe’s
  shield arm breaking, the result should instead be interpreted
  as one of the beast’s legs shattering. Common sense should
  prevail, but have fun elaborating on the descriptions!
  The second part of the attack description describes its
  effect. Attacks can have any of the following results:
  Hits – This is damage that is subtracted from the target’s
  total Concussion Hits. This represents minor damage,
  nicks, bruises, flesh wounds and the exertion of combat.
  You will notice that if the description describes an
  instant death, it still lists an amount of concussion hit
  damage. This damage represents the damage from the
  wound, and damage that must be healed should the
  individual be raised from the dead.
  Example: You roll a critical result of 110 on the Crush
  Critical table with the hit location of the Head and
  Neck. The result reads as follows:  Side of foe’s head is
  completely crushed making him almost 2 dimensional.
  Foe stands motionless for 2 rounds then dies. 25 Hits.
  If your target is a giant amoeba and has no head to
  crush, the amoeba would still be dead, merely crushed
  into an unappetizing goo.
  Stunned – If a target is stunned, they may not attack,
  although they may still parry melee attacks using up to
  one half of their Offen-
  sive Bonus. This parry is
  resolved in the same
  manner that a Full Parry
  is resolved. Any other
  action requiring a
  Maneuver roll receives a
  modifier of -50. Actions
  that do not require
  Maneuver rolls, such as
  swallowing medication,
  do not suffer penalties.
  Movement is limited to
  one-half BMR, maxi-
  mum Pace of Run. When
  a character receives a
  result that says that they
  are Stunned for one or
  more rounds, the
  character will make a
  Stamina-based Resis-
  tance Roll. They must
  equal or beat a RR of 100
  or they are stunned. If
  there is more than one round of Stun, the number to
  beat is raised by 10 for every round past the first.
  Example: If the character receives a critical that gives
  three rounds of Stun, then the character immediately
  makes a Stamina RR(120) or he is stunned for 3
  rounds. (base of 100 + 10 for each round beyond the
  first = 120 total).
  Bleeding – This represents serious ongoing damage to the
  character. Such ongoing damage need not actually be
  bleeding or even visible damage, such as internal
  wounds. Up to 5 Hits per round of bleeding is consid-
  ered a Light wound. Between 5 and 10 Hits per round is
  considered a Medium wound, and more than 10 Hits
  per round is considered a Severe wound.
  Penalties – These are penalties on all Strength, Agility and
  Quickness Maneuvers (including OB). These penalties
  may reduce a character’s DB, but only their Quickness
  bonus to their DB, not Defensive Bonuses received from
  other sources. These penalties cannot reduce a
  character’s Quickness bonus below zero. These negative
  modifiers are the result of the damage, shock, and pain
  of the wounds. If a character is stunned, combine the
  penalties from the stun with the penalties given
  separately. Once the Stun has worn off, its penalty (-50)
  is removed from those applied to all actions.
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  Chapter Ten
  Combat
  
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  201
  Combat
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  Chapter Ten
  Combat
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  203
  Combat
  Chapter Ten
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  205
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  206
  Chapter Ten
  Combat
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  —
  
  208
  Chapter Ten
  Combat
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  209
  Combat
  Chapter Ten
  B
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  210
  Chapter Ten
  Combat
  B
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  211
  Combat
  Chapter Ten
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  212
  Chapter Ten
  Combat
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  b
  
  213
  Combat
  Chapter Ten
  N
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  214
  Chapter Ten
  Combat
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  215
  Combat
  Chapter Ten
  S
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  216
  Chapter Ten
  Combat
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  2
  
  217
  Combat
  Chapter Ten
  V
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  218
  PSIONICS
  Artificial intelligence, faster than light travel, genetic
  engineering, gravity control, and nanotechnology are all
  wondrous inventions, but they are marvels that can be
  understood if characters are prepared to expend the effort.
  Psionic abilities, such as telepathy, telekinesis, and
  clairvoyance, are equally extraordinary capabilities, but
  their true operating mechanism remains unknown. The
  effects of these enigmatic mental powers can be observed,
  and certain pharmaceutical substances and specialized
  pieces of equipment can detect, enhance, or inhibit them.
  For many psionic characters, maintaining the mystery of
  psi has become a goal in itself.
  SYSOP’S NOTE: THE NATURE OF PSI
  HARP SF does not insist on a single explanation for
  psionic abilities. However SysOps may find the following
  model based (very loosely) on quantum mechanics helpful.
  Elementary particles must sometimes be considered as
  particles and sometimes as waves. The properties of a
  particle, namely its precise velocity and its precise
  position, are indefinite until a measurement is made. The
  particle fluctuates over a range of positions (or velocities)
  simultaneously. An everyday analogy is to stand in the
  doorway of a house with one foot inside and one foot
  outside – you are both inside and outside the house at the
  same time.
  Particles are thus said to be “fuzzy” and are
  mathematically described in quantum mechanics by “wave
  functions”, which give the probabilities for the range of
  velocities (or positions) available to the particle. When a
  measurement is made of the particle, the most likely result
  is an average value, but extreme results are possible. When
  the measurement is made, the range of values is
  transformed into a single outcome, or to use the scientific
  terminology, “the wave function has collapsed”. The
  observer has affected the event being observed.
  In certain situations, measuring one particle causes the
  wave function of another particle to be collapsed. The
  distance between the particles is irrelevant – in some
  scenarios, time is irrelevant as well.
  Moving from accepted notions of quantum mechanics
  requires a few bold assumptions that only a handful of
  physicists are willing to countenance.
  The first assumption is that the physical brain interacts
  with a physically unmeasurable consciousness, the elusive
  mind. There are many random and quasi-random
  processes in the brain’s synapses and neurons. The mind
  produces effects on the brain by collapsing the wave
  function of the neural processes.
  Secondly the mind is in some fashion coupled to
  the act of observation with information flowing from
  the observation.
  Chapter Eleven
  Psionics
  
  219
  Thirdly, the mind can affect what is being observed and
  the mechanism performing the measurement as well as
  the brain itself.
  Combining these three assumptions, it is conjectured
  that a conscious mind can influence random events both
  inside and outside the body by affecting the collapse of
  wave functions.
  For abilities such as telekinesis, significant energy may
  be required to accomplish the desired effects. The
  assumptions here are that the psionic character is
  somehow able to tap the energy of quantum fluctuations
  and that the character’s mind acts as a catalyst to effect the
  alteration in reality without being directly involved (and
  so avoiding the reactive forces required by Newton’s Third
  Law being inflicted on the character’s brain and body!)
  Psionics in HARP SF is thus a means by which reality
  may be consciously altered by affecting matter and
  energy at a quantum level. Effects at the quantum level
  ripple upwards to create effects on the macroscopic scale
  of people and objects. Characters with psionic abilities
  can predict or effect these changes using (still
  undiscovered) regions of the brain in conjunction with
  the conscious mind.
  THE BASICS OF PSIONICS
  There are many possible psionic abilities. Each
  individual psionic ability is known as a Psi Discipline.
  Related Psi Disciplines are grouped together into five
  categories known as the Psionic Fields.
  • The Field of Biokinesis represents powers that can
  manipulate biological systems, in terms of enhancing
  natural characteristics and in both healing and causing
  injuries.
  • The Field of Electrokinesis covers abilities relating to
  the direct manipulation of electricity and energy.
  • The Field of Extrasensory Perception includes
  esoteric disciplines associated with observing at a
  distance in space and/or time.
  • The Field of Psychokinesis relates to the
  manipulation of matter at both microscopic and
  macroscopic scales.
  • The Field of Telepathy encompasses all abilities
  affecting the minds of others, such as sensing the
  thoughts of others and controlling their actions.
  Psychic potential arises as a consequence of genetic
  peculiarities in the brain. Characters cannot train to
  become psionic users – they are either born with or
  without the potential.  In game terms, this means that
  players who wish their characters to have this potential
  must purchase appropriate Talents for their characters at
  character creation, i.e. 1st level. Each Psionic Field is the
  result of different physiological abnormalities, so distinct
  Talents must be purchased for each Field. Psychic
  potential may be latent or active. Latent psychic potential
  merely exists – until it is unlocked, i.e. it becomes active, a
  character cannot learn to use any Psi Discipline in the
  associated Field. Unlocking a latent potential requires the
  characters to take an Active Psionic Field Talent.
  Active psychic potentials vary in degree of potency.
  These degrees are known as Tiers and begin with Tier 1
  (the least powerful) and end with Tier 5 (the most
  powerful). Each increasing Tier is qualitatively and/or
  quantitatively more powerful than the Tier(s) beneath it,
  e.g. a Tier 1 Telepath can only affect members of his own
  species, whereas a Tier 2 Telepath can target members of
  other sentient species. Reaching higher Tiers requires
  further Active Psionic Field Talents, which become
  increasingly expensive.
  Characters with active psychic potentials can train in
  the Psi Disciplines. Each Psi Discipline is a separate skill in
  the Concentration category. This category is Favored for
  members of the Adept and Fusion professions; for all
  other professions, it is not favored.
  The use of Psi Disciplines requires mental energy. This
  is represented in game terms by Psi Energy Points. Most
  species have a modest amount of innate psionic energy.
  Characters can also develop greater reserves by training in
  the Psi Energy Development skill.
  PSIONIC FIELDS
  Latent Psychic Potential
  Psychic potential is an innate characteristic of an
  individual and depends upon the specific neural “wiring”
  of the brain. In most sentient species, psychic potential is
  an abnormal conditions produced by accidental mutations
  or very skilled genetic engineering.
  This is represented in game terms by the character
  possessing one or more Latent Psionic Field Talents. Each
  Psionic Field (Biokinesis, Electrokinesis, Extrasensory
  Perception, Psychokinesis, and Telepathy) requires a
  separate Latent Psionic Field Talent. These Talents may
  normally only be taken at 1st level.
  The cost of Latent Psionic Field Talents depends on
  how many Fields the character is interested in having the
  potential to use:
  1st Latent Psionic Field: 5 DPs
  2nd Latent Psionic Field: 15 DPs
  3rd Latent Psionic Field: 30 DPs
  4th Latent Psionic Field: 50 DPs
  5th Latent Psionic Field: 75 DPs
  Example: John is designing a new character, which
  will not be a member of the Adept profession at 1st
  level. He wants the character to have the psychic
  potential for the Electrokinetic, Psychokinetic and
  Telepathic Fields. This will cost his character 50 DPs
  (5 DPs for Latent Psionic (Electrokinesis), 15 DPs for
  Psionics
  Chapter Eleven
  
  220
  Latent Psionic (Psychokinetic) and 30 DPs for Latent
  Psionic (Telepathy)). His character won’t have many
  DPs left for skills.
  An Adept automatically gains a Latent Psionic Field
  Talent in one Field and one Active Psionic Field Talent
  for that Field. The Adept can choose to concentrate in
  that Field by taking a second Active Psionic Field Talent.
  Alternatively the Adept can take a second Latent Psionic
  Field Talent in a different Field. Adepts (or indeed
  Fusions) who wish to have the latent potential for
  additional Fields must expend the Development Points
  as normal.
  Example: On reflection, John decides that his
  character should be an Adept after all. He decides to
  take the Latent Psionic Field Talent for Electrokinesis.
  He now has two choices with regard to the Adept’s
  professional abilities.
  He can choose to take Active Psionic Field Talent twice
  for the Electrokinesis Field. He’ll have to spend 15 DPs to
  get Psychokinesis as a Latent Psionic Field (second field)
  and 30 DPs for Telepathy as a Latent Psionic Field (third
  field). Total expenditure is 45 DPs, not much of a saving.
  Alternatively, he can choose to take the Active Psionic
  Field Talent once, say for Electrokinesis, and take Latent
  Psionic Field (Psychokinesis) as the second part of his
  professional abilities. Assuming he still wants telepathic
  potential, this will require buying Latent Psionic Field
  (Telepathy) as a third Field for 30 DPs, saving 20 DPs.
  ACTIVE PSYCHIC ABILITIES
  Latent psychic potential must be unlocked if characters
  wish to learn psionic abilities. In game terms, this is
  represented by the Active Psionic Field Talents. These
  Talents may be taken at any level, not just first level.
  A single purchase of an Active Psionic Field for a
  specific Field will unlock the character’s psychic potential
  for that Field only and allow the character to create Tier 1
  effects. Tier 2 effects require the character to purchase
  Active Psionic Field a second time. Similarly Tier 3
  requires three purchases of the Talent, Tier 4 four
  purchases, and Tier 5 requires that the character have
  bought the Talent five times. The cost of Active Psionic
  Field Talents rises for higher Tiers.
  • Active Psionic Field (Tier 1): 10 DPs.
  • Active Psionic Field (Tier 2): 15 DPs.
  • Active Psionic Field (Tier 3): 20 DPs.
  • Active Psionic Field (Tier 4): 25 DPs.
  • Active Psionic Field (Tier 5): 30 DPs.
  Each Field must be developed separately and only one
  Psionic Field may be unlocked or improved per level.
  Example: John’s Adept character reaches 2nd level.
  John could spend 15 DPs to purchase Tier 2 for the
  Electrokinesis Field. Alternatively he could spend 10
  DPs to buy Active Psionic Field (Psychokinesis) or spend
  10 DPs on Active Psionic Field (Telepathy) to unlock
  one of them for Tier 1 effects. He cannot unlock both
  Psychokinesis and Telepathy, nor can he improve his
  Electrokinesis and unlock one or both of the
  Psychokinetic and Telepathic Fields. If he was feeling
  particularly profligate with DPs, he could spend 35 DPs
  to buy Active Psionic Field (Tier 2 and Tier 3) for
  Electrokinesis (15 DPs for Tier 2 and 20 DPs for Tier 3).
  SysOp’s Choice: Gaining Psychic Potential
  After 1st Level
  Normally SysOps should only allow characters to take
  the Latent Psionic Field Talents at first level. This rule, in
  combination with the progressive costing scheme for
  additional Fields, is partly to forestall characters gaining
  access to all the Fields and partly because the psionic rules
  assume that psychic potential is something that a
  character is born with.
  In some situations, SysOps may wish to allow
  characters to develop the Talent after first level. Plausible
  in-game explanations could be that the potential is the
  result of mutations caused by exposure to radiation,
  abnormal healing of the brain following serious head
  trauma, or even deliberate reengineering of a character’s
  brain by an advanced civilization.
  SysOp’s Choice: Customizing Psionic Fields,
  Disciplines & Tiers
  SysOps may consider some Psionic Fields to be
  inappropriate for their setting. SysOps may choose to
  disallow one or more Fields at their discretion.
  Alternatively SysOps may make all five Fields available
  in their game, but decide that specific Disciplines
  should be disallowed.
  The Extrasensory Perception Field and, in particular,
  the Precognition and Psychometry Disciplines, can
  provide enterprising characters with far too much
  information in certain types of games, so disallowing
  them may be necessary. They have been included because
  they exist in many published science-fiction universes and
  so are necessary powers for those settings.
  Likewise, although the rules assume that all five Tiers
  can be attained in every Field, SysOps may want to reduce
  the potency of psionics in their settings. This can be easily
  done by reducing the maximum Tier permitted from Tier
  5 to a lower Tier, such as Tier 3 for example.
  Further customisation is possible on a per-species level
  – perhaps Humans are capable of reaching Tier 5 in the
  Telepathy Field, but are limited to Tier 3 in the Biokinetic
  and Psychokinetic Fields, and may not gain access to the
  Extrasensory Perception and Electrokinetic Fields at all.
  SysOps should make such decisions before any
  characters are created and make any limitations clear to
  players to avoid later disappointment.
  Chapter Eleven
  Psionics
  
  221
  SysOps should note that limiting psionic abilities too
  severely could mean that any Adept or Fusion characters
  will quickly reach their maximum capabilities in terms of
  Fields and Tiers. This may have the undesirable effect of
  making all Adept and Fusion characters similar in terms of
  their psionic powers.
  Tintamar Knowledge Base:
  The Power Of Psionics
  All Fields and Disciplines are available to all known
  species. Adepts and Fusions can reach Tier 5 in all Fields.
  Among humans, psionic ability remains an uncommon
  talent. Most normal humans are jealous, even fearful, of
  the psionically gifted. Nevertheless Adepts and Fusions can
  easily find employment with the Federation itself,
  megacorporations and most
  governments. Headquartered
  in Tibet on Old Earth, the
  Order of the Transcendence
  trains Adepts and Fusions
  throughout almost all human
  space and is the largest
  independent psionic
  organization. Its members act
  as consultants to
  megacorporations and their
  behaviour is regulated by the
  Order. Outside the Solar
  System, the planets of
  Shangri-La and Athena are
  renowned for their psi
  training academies; the Transcendence has been forbidden
  to establish chapter houses on those worlds.
  Psionics is rare among the Cerans. Their Adepts and
  Fusions are almost always in government service and are
  trained from an early age to be more diplomatic and les
  confrontational. Silth Adepts and Fusions are equally rare
  and are compulsorily recruited into the intelligence
  agencies and special forces of the Silth Empire. The Silth
  leaders use the psionically gifted but do not trust them.
  Psionics in the Madji follows clan bloodlines; some
  clans have it, most do not. Adepts and Fusions are
  considered key clan assets and receive respect in
  proportion to their duties to the clan. A Madji Adept
  would never use its abilities without permission on a
  fellow clan member.
  The Runcori most esteem Adepts and Fusions who do
  not take themselves seriously, but neither favor nor
  discriminate against the gifted.
  In both Gorsivan and Krakuren societies, psionic
  potential is comparatively common and completely
  accepted in society. Gorsivans approach psi from a
  scientific and rational perspective; the Krakuren favor
  more mystical traditions.
  PSI DISCIPLINES AND TIERS
  Each Psi Discipline is described by three standard
  parameters, namely range, area of effect, and duration, and
  one or more parameters specific to the discipline. Examples
  of the latter include the mass that can be moved by
  telekinesis, the severity of criticals delivered by pyrokinetic
  attacks, or the degree of control exerted by a telepath.
  The exact effect of a psionic activation depends on
  two factors: the Tier chosen for each parameter (each
  may be set independently) and the number of skill ranks
  known by the character in the relevant Psi Discipline.
  Unless otherwise stated in the description of the Psi
  Discipline, all standard parameters adhere to the
  following standard progressions:
  Note: For the Tier 2, 3 and 4 Areas of Effect, round up
  the number of targets, e.g. 4 skill ranks at Tier 3 allows
  one target to be affected, 6 skill ranks allows two targets.
  Thus a character with Active Psionic Field
  (Telepathy) at Tier 3 and 3 skill ranks in the Empathy
  Psi Discipline could activate the Empathy Discipline at
  Tier 2 for duration and be able to sense emotions for 6
  rounds (2 rounds per rank x 3 ranks). Alternatively the
  character could activate the discipline at Tier 3 for
  duration and be able to sense emotions for 15 rounds
  (5 rounds per rank x 3 ranks).
  Each parameter of a Psi Discipline may be set at a
  desired Tier independently of the others. Hence our
  budding empath could use Tier 2 for duration and for
  range, but only use Tier 1 for area of effect.
  Durations and Concentration
  At Tier 1, the duration of an activation is either
  Instant (the effect simply happens once),
  Concentration, or lasts 1 round per skill rank. For
  some Disciplines, the duration is specified; in others,
  it will be at the discretion of the character at the start
  of the activation. The advantage of a set duration
  Psionics
  Chapter Eleven
  T
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  222
  (rounds per rank) is that the character can take other
  actions within the duration making use of the psionic
  effects as and when desired. For example, a character
  employing Precognitive Maneuvering to assist his
  Space Pilot skill could spend a round or two using
  some other skill and then return to piloting his
  spacecraft. The advantage of Concentration is that the
  activation may last longer, but the character cannot
  stop using the discipline without ending it. Our
  psionically gifted pilot would not be able to change to
  Gunnery or Signaling without ending the activation.
  An active character (moving around, flying
  a spacecraft, etc,) can concentrate on a Psi
  Discipline activation for one minute
  (30 rounds). At the end of this
  time, the character must
  succeed at a Medium
  All-or-Nothing
  Mental Focus
  maneuver to
  maintain the
  activation for
  another minute.
  After each
  successful
  Mental Focus
  maneuver, the
  difficulty level
  increases by one
  step, so at 2
  minutes of
  concentration
  (counting from the
  beginning of the
  activation), the Mental
  Focus maneuver is now Hard
  [-20]. At the three minute point,
  it will be Very Hard [-40], and so
  on.
  A passive character (in a meditative
  trance, sitting quietly, etc.) can concentrate for much
  longer and need only make Mental Focus maneuvers
  every five minutes.
  ACTIVATING PSI DISCIPLINES
  The actual process of using a Psi Discipline is known as
  activating the discipline. A psionic character chooses a specific
  discipline, decides upon the target(s) and selects the Tiers for
  each relevant parameter. The character focuses his will upon
  the target(s) and attempts to influence (or predict) reality. On
  behalf of the activating character (“activator”), the controlling
  player makes an appropriate maneuver roll or attack, applying
  modifiers for higher Tier effects, extra psi energy expended,
  and concentration. If the maneuver or attack succeeds, then
  reality is altered (or correctly predicted). Regardless of
  success or failure, the psionic energy is used.
  Psi Discipline Maneuvers
  Psi Disciplines are
  resolved by three
  different methods
  according to their
  specific nature and
  the
  cooperativeness
  of the target. The
  three methods
  are Utility,
  Attack, and
  Physical Attack.
  The Utility
  method is only
  used when the
  target(s) of the
  Discipline is a
  willing recipient of
  the effect. For player-
  characters, the player
  always decides on behalf of
  the character whether the
  character is willing or not,
  regardless of the physical condition
  of the character – conscious, unconscious,
  dying, or even dead.
  The Attack method is used when the target(s) of the
  Discipline wish to resist the psionic effect. Normally this is due
  to the effect being actively harmful to the target, but some
  individuals will resist even beneficial effects such as healing.
  The Physical Attack method is used when a Psi
  Discipline manipulates energy and/or matter to make a
  directed physical attack on a target – such as creating a
  bolt of flame and firing it at an enemy.
  Chapter Eleven
  Psionics
  
  223
  UTILITY MODE ACTIVATION
  Players attempting a Psi Discipline in Utility mode make
  an open-ended percentile roll, adding their skill bonus in
  the Psi Discipline and applying all Tier modifiers, energy
  bonuses, and focus bonuses. The player then consults the
  Utility column of the Maneuver Table to determine the
  result. These results may range from Fumble through
  Failure and Normal to extreme successes where some
  parameters of the Discipline activation (range, duration,
  area of effect, etc.) are multiplied without an increase in the
  expenditure of Psi Energy Points:
  Utility Mode Results
  Fumble – Roll on the Psionic Fumble Table. This is a non-
  open-ended percentile roll modified by the mode
  used. (Utility = +0)
  Fail – The Discipline activation fails. The Psi Energy
  Points used are lost with no additional adverse
  effects.
  Normal – The Psi Discipline functions normally.
  Double – One Discipline parameter of the activator’s
  choice is doubled at no cost to the character.
  Double x2 – As Double, with the exception that 2 different
  Discipline parameters of the activator’s choice are
  doubled.
  Triple – One Discipline parameter of the activator’s choice
  is tripled at no cost to the character.
  Note: Parameters refer to the range, duration, area of
  effect, or number of targets of the Discipline. Some
  Discipline parameter values, i.e. range of Self, range of
  Touch, area of effect of Self, duration of Instant, and a
  duration of Concentration, cannot be doubled or
  tripled, so may not be selected. Quantitative Discipline-
  specific parameters, such as mass and speed, may be
  doubled or tripled.
  Attack Mode Activation
  Activating a Psi Discipline in the attack mode is a two-
  step process:
  • The psionic character makes an open-ended
  percentile roll, adding the skill bonus for the specific
  Discipline, and applying all Tier modifiers, energy
  bonuses, and focus bonuses. The player then consults
  the RR column of the Maneuver Table to determine
  the result.
  • A Fumble result requires a roll on the Psionic
  Fumble Table. This is a non-open-ended percentile roll
  modified by the mode used. (Attack = +10).
  • A Fail result means that the maneuver has failed
  and the activator forfeits the Psi Energy Points.
  • All other results determine the “target number” for
  resisting the Psi Discipline.
  • The target of the attack is required to make a
  Resistance Roll. This is a standard open-ended percentile
  roll where the target adds their relevant Resistance skill
  bonus. (For psionic effects, this will usually be a Will
  Resistance Roll.) If the result of the Resistance Roll is
  equal to or higher than the “target number” from the
  table, the effect has been resisted.
  Physical Attack Mode Activation
  Psi Disciplines using the Physical Attack Mode
  manipulate matter and/or energy and then use it to attack
  a target. The psionic character’s roll to successfully activate
  the Discipline and his attack roll are the same roll. The
  activator makes an open-ended percentile roll, adding the
  skill bonus for the specific Discipline, and applying all Tier
  modifiers, energy bonuses, and focus bonuses.
  If the roll itself is in the range 01 to 05, then the
  activation is fumbled, and a roll on the Psionic Fumble
  Table must be made. This is a non-open-ended percentile
  roll modified by the mode used. (Physical Attack = +20).
  If the roll is not fumbled, then the result is treated as an
  attack on the appropriate Critical Table (Heat, Cold, or
  Electricity; Chapter 10), and handled just like a normal
  attack (the targets may dodge, claim cover, soak up the
  damage with their armor, etc.). In particular, a successful
  activation in the Physical Attack does not mean an
  automatic connection and delivery of damage – the
  psychic may miss, the target may dodge, etc.
  TIER MODIFIERS
  The more significant the alteration to (or prediction of)
  reality, the more difficult it is for a psionic character to be
  successful in activating a Psi Discipline. Tier effects above
  Tier 1, therefore, impose penalties to the maneuver, and
  each parameter contributes to the negative modifier.
  The penalties are as follows:
  Tier 1:
  +0
  Tier 2:
  -10
  Tier 3:
  20
  Tier 4:
  -30
  Tier 5:
  -40
  Example: Alice Weaver wishes to read the surface
  thoughts of a captured Silth. She can touch the Silth,
  so her Tier for range is only 1. The area of effect for
  this Discipline is always 1 target, so her Tier for area
  of effect is 1. However, Alice is human, so she needs to
  use Tier 2 in order to scan an alien mind, and she
  wants to maximize the duration, so this will also be
  Tier 2. The total modifier to her maneuver is –20 (+0
  from range, +0 from area of effect, –10 from duration
  and –10 from the Discipline-specific parameter). Alice
  would like to perceive the reasoning and thought
  patterns behind the surface thoughts, but that would
  be a Tier 3 effect, and she only possesses Active Psionic
  Field (Telepathy) at Tier 2.
  Psionics
  Chapter Eleven
  
  224
  PSI ENERGY COST AND EXTRA
  PSI ENERGY
  Activating Psi Disciplines costs a character Psi
  Energy Points (PEPs). The overall Psi Energy Point cost
  for an activation is determined by the highest Tier
  parameter effect.
  Maximum Tier in Activation Minimum PEP Cost:
  Tier 1: 1 PEP
  Tier 2: 2 PEPs
  Tier 3: 3 PEPs
  Tier 4: 4 PEPs
  Tier 5: 5 PEPs
  Example: Alice’s attempt to scan the prisoner’s mind
  will cost her 2 Psi Energy Points. The Tiers for range
  and area of effect are both 1, but she is using Tier 2 for
  both duration and to scan an alien mind, so her
  maximum Tier effect is 2.
  Characters may opt to boost their chances of
  succeeding with an activation maneuver or attack by
  expending extra psionic energy to eliminate Tier penalties.
  For every Psi Energy Point above the minimum required,
  the activator can reduce the cumulative Tier penalty by 5
  (to a minimum of zero). There are three other limits:
  characters cannot expend more psionic energy than they
  currently possess, characters may not use more extra Psi
  Energy Points to boost an activation than they have skill
  ranks in the Discipline, and characters cannot combine
  using extra Psi Energy Points with the use of Mental Focus
  (see below). In the event an activation using extra Psi
  Energy Points is fumbled, add the number of extra PEPs
  used to the roll on the fumble.
  Example: Alice’s scan will cost her 2 PEPs, but she will
  be at –20 to the maneuver. If Alice expends 4 extra PEPs,
  she will be able to cancel out the Tier penalty (4 x +5) but
  will have to add +4 to any roll on the fumble table if the
  activation maneuver is fumbled.
  Boosting Psi Activations Through
  Focused Effort
  As psionic abilities represent a marshalling of one’s will,
  clearing the mind of distractions so that the consciousness
  is focused on the task at hand can be very beneficial.
  Characters can therefore make a Mental Focus
  maneuver and look up the result on the Bonus column of
  the Maneuver Table, applying this result to the psionic
  activation maneuver roll or attack.
  The time required for the Mental Focus maneuver is
  proportional to the maximum Tier involved in the
  intended Discipline activation, i.e. a Tier 1 maximum
  requires 1 round, an activation with a Tier 2 maximum
  requires 2 rounds, and so on to Tier 5 activations, which
  require 5 rounds to complete.
  The Psi Discipline must be activated the round
  immediately following the completion of the Mental
  Focus maneuver, or the bonus is lost.
  Activation Requirements
  There are a number of prerequisites that must be met
  before a character can activate any Psi Discipline.
  •
  The character must have the relevant Active Psionic
  Field Talent for the Psi Discipline and must possess this
  at the correct Tier.
  •
  The character must have at least one skill rank in the
  Psi Discipline.
  •
  The character must have enough Psi Energy
  Points necessary to meet the minimum PEP cost of
  the activation.
  •
  The character must be conscious and not stunned at
  the time of activation.
  •
  The character requires one round to activate a
  Psi Discipline.
  •
  If the Psi Discipline activation has a specific target
  or targets for its effects, the character must know the
  location of (all) the target(s). The psionic character
  must either be able to perceive the target(s) (using
  sight, hearing, etc.) directly, have identified the
  location using the Clairsentience Psi Discipline, or
  have determined the location by technological means
  (e.g. a tactical scanner, etc.).
  •
  If the Psi Discipline uses the Physical Attack
  mode (e.g. psychokinetic bolts), the attacking
  character must have an unobstructed line of sight to
  the target(s), e.g. you can’t blast an enemy who is
  inside a tank from the outside.
  Chapter Eleven
  Psionics
  
  225
  Activation in Combat
  If a psionic character is in the middle of activating a Psi
  Discipline and suffers injury from an attack, then the
  character can complete the activation as normal.
  Resisting Psionics
  Affecting inanimate matter or raw energy is a triumph
  of will in itself. Affecting sentient creatures is a much more
  difficult task as their minds are determined to maintain
  the status quo of their own wave function. Adherents of
  the quantum model of psionics conjecture that the
  consciousness of the target detects any attempt by another
  will to alter wave functions. They further speculate that
  the consciousness can determine if a psionic activation is
  harmful and that this determination may even ignore the
  constraints of time somehow. Regardless of the process,
  the consciousness can trigger an instinctive survival reflex
  to resist the effect. This reflex can even be triggered by the
  minds of unconscious characters. Some characters have
  learned to improve this reflex (in game terms, have
  increased their Resistance skills).
  The SysOp should decide whether a NPC wishes to
  resist a psionic effect or not. For player-characters, the
  player always has the final say on whether his character
  wishes to resist or not, regardless of the physical condition
  of his character. In both cases, the declaration must be
  made before any maneuver rolls are made.
  The activator of a psionic discipline always knows
  whether the activation has been successful. In particular,
  users of the more subtle disciplines of the Telepathy Field
  (i.e. Clouding, Control, Wipe, etc.) know whether their
  target(s) have successfully resisted or succumbed to the
  psionic effect.
  Targets who have no psionic ability (latent or active)
  will not automatically know when they have been the
  victim(s) of a psionic activation, whether they
  successfully resist the effects or not. Likewise targets with
  psionic ability (latent or active) who fail their RR will
  also not know that they have been suffered a psi effect.
  However, even targets who fail their RR may draw their
  own conclusions if a telepath does something blatantly
  obvious (e.g. disappears from sight in front of them) or
  makes a crushing motion with one hand whilst saying
  “Do not fail me again” (say as emphasis for Attack or Psi
  Wounding activations).
  If a character with latent psionic abilities or a
  character with active psionic ability (but in a different
  Field from the psi activation) resists a psionic effect, then
  the targeted character will be aware that he was the
  subject of a psionic activation, but will not automatically
  know the identity of the attacker and will not know the
  nature of the attempted attack.
  If a character who has active psionic abilityin the
  same Field as the attacking activation succeeds in the
  RR, then the character will be aware that he was the
  subject of a psi attack and will be able to identify the
  nature of the attack, but will not automatically know
  the identity of the attacker.
  Telepathy and Biokineis Fields versus Alien/
  Nonsentient Targets
  When using Disciplines from the Telepathy Field or the
  Biokinesis Field, it is easier to effect members of one’s own
  species than members of alien races. To reflect this, add 1
  to the Tier number of the Discipline-specific Effects when
  determining which Tier is required. This means that Tier 5
  effects cannot be achieved against alien targets (as Tier 5
  +1 would require Tier 6 which does not exist.) No
  modification to Tier number is required when targeting
  individuals of a nonsentient species.
  Example: To send a one-way message to a fellow
  telepath of one’s own species is a Tier 1 effect. To send
  a one-way message to a telepathic being of an alien
  species is Tier 2 (Tier 1 + 1 for alien target).
  Biokineis Field Limitation
  Only one of Psi Agility, Psi Constitution, Psi Insight, Psi
  Presence, Psi Quickness, Psi Reasoning, Psi Self Discipline
  and Psi Strength may normally be active on the same
  target at any one time. If a biokinetic wishes to activate
  two of these Disciplines on the same target at the same
  time, add 1 to the Tier number of the Discipline-specific
  Effects when determining which Tier is required. Two is
  the suggested maximum of these Disciplines that may be
  simultaneously active on the same target.
  Example:  Latham activates a Tier 3 Psi Quickness on
  herself for a +15 bonus to Quickness. Next round, she
  can attempt to increase her Strength by +15, but this
  will be at Tier 4 (3 +1) because the Psi Quickness is
  still active.
  Psi Discipline Descriptions
  This section details all of the Psi Disciplines listed in the
  table below. The Fields are listed in alphabetical order with
  the Psi Disciplines also in alphabetical order. All the
  Disciplines follow the same format, also given below.
  Sample Discipline
  Range: This is the Discipline’s range. This will either be
  “Standard” for Disciplines whose ranges follow the standard
  progression or a single range applicable to all Tiers.
  Area of Effect: This is the Discipline’s area of effect. This
  will either be “Standard (Radius)” for Disciplines
  whose area of effect follows the standard progression
  for volume (i.e. 1m radius, 5m radius, etc.), or be
  Psionics
  Chapter Eleven
  
  226
  “Standard (Targets)” for Disciplines whose area of
  effect follows the standard progression for number of
  targets (Self or Target, etc.), or be a single area of
  effect applicable to all Tiers.
  Duration: This is the Discipline’s duration. This will
  either be “Standard” for Disciplines whose durations
  adhere to the standard progression or a single duration
  applicable to all Tiers.
  Type: Utility or Attack or Physical Attack.
  RR: If used in the Attack mode, this will indicate what the
  Resistance Roll will be based on (usually Will, but rarely
  Stamina or Electronic).
  Field: This indicates to which Field the Discipline belongs.
  Description: This is the description of the actual effects of
  the Discipline.
  Tiers: This gives the Discipline-specific effects at the
  five Tiers.
  Chapter Eleven
  Psionics
  T
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  227
  FIELD OF BIOKINESIS
  Psi Agility
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their Agility
  stat bonus for the duration of the activation of this
  Discipline.
  Tiers:
  Tier 1: +5 bonus to Agility
  Tier 2: +10 bonus to Agility
  Tier 3: +15 bonus to Agility
  Psi Constitution
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their
  Constitution stat bonus for the duration of the
  activation of this Discipline.
  Tiers:
  Tier 1: +5 bonus to Constitution
  Tier 2: +10 bonus to Constitution
  Tier 3: +15 bonus to Constitution
  Psi Healing
  Field: Biokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Instant at all Tiers
  Type: Utility or Attack
  RR: Will
  Description: The activator can heal damage to a single
  target. This Discipline has two sets of specific Tiering
  options: the Injury options, which covers the types of
  wounds that may be healed, and the Recovery options,
  which cover how long it takes serious Injuries (Tier 2
  and above) to be fully heal.
  Tiers:
  Injury
  Tier 1: Activator can cure 2 concussion hits per skill rank
  or reduce bleeding by 1 point per skill rank or reduce a
  maneuver penalty by 1 point per skill rank or stabilize a
  character who has received a death in xxx rounds
  critical for one extra round per skill rank.
  Tier 2: Activator can cure one area of frostbite or burn
  damage per skill rank or one injured muscle or tendon
  per skill rank or stabilize a character who has received a
  death in xxx rounds critical for one extra minute per
  skill rank.
  Tier 3: Activator can cure one damaged muscle or
  tendon per skill rank or one fractured bone per skill
  rank or one injured organ per skill rank or stabilize a
  dying character.
  Tier 4: Activator can cure one destroyed muscle or tendon
  per skill rank or one shattered bone per skill rank or
  one damaged nerve per skill rank or one damaged
  organ per skill rank or resuscitate a character who has
  died less than one round per skill rank ago.
  Tier 5: Activator can cure one destroyed bone per skill
  rank or one destroyed nerve per skill rank or one
  destroyed organ per skill rank or resuscitate a character
  who has died less than one minute per skill rank ago (to
  a maximum of ten minutes).
  Recovery (for all frostbite, burn, muscle, tendon, bone,
  nerve, or organ injuries)
  Tier 1: Twenty-four hours
  Tier 2: Twelve hours.
  Tier 3: Four hours.
  Tier 4: One hour.
  Tier 5: Ten minutes.
  Psi Insight
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their Insight
  stat bonus for the duration of the activation of this
  Discipline.
  Tiers:
  Tier 1: +5 bonus to Insight
  Tier 2: +10 bonus to Insight
  Tier 3: +15 bonus to Insight
  Psionics
  Chapter Eleven
  
  228
  Psi Presence
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their
  Presence stat bonus for the duration of the activation of
  this Discipline.
  Tiers:
  Tier 1: +5 bonus to Presence
  Tier 2: +10 bonus to Presence
  Tier 3: +15 bonus to Presence
  Psi Quickness
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their
  Quickness stat bonus for the duration of the activation
  of this Discipline.
  Tiers:
  Tier 1: +5 bonus to Quickness
  Tier 2: +10 bonus to Quickness
  Tier 3: +15 bonus to Quickness
  Psi Reasoning
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their
  Reasoning stat bonus for the duration of the activation
  of this Discipline.
  Tiers:
  Tier 1: +5 bonus to Reasoning
  Tier 2: +10 bonus to Reasoning
  Tier 3: +15 bonus to Reasoning
  Psi Self Discipline
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their Self
  Discipline stat bonus for the duration of the activation
  of this Discipline.
  Tiers:
  Tier 1: +5 bonus to Self Discipline
  Tier 2: +10 bonus to Self Discipline
  Tier 3: +15 bonus to Self Discipline
  Psi Strength
  Field: Biokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: Target(s) receive an increase to their
  Strength stat bonus for the duration of the activation of
  this Discipline.
  Tiers:
  Tier 1: +5 bonus to Strength
  Tier 2: +10 bonus to Strength
  Tier 3: +15 bonus to Strength
  Tier 4: +20 bonus to Strength
  Tier 5: +25 bonus to Strength
  Psi Wounding
  Field: Biokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Instant at all Tiers
  Type: Attack
  RR: Will
  Description: The activator can create injuries on a target
  using this Discipline. The targets are allowed a Will RR.
  If they fail, they suffer the effects of a critical (activator’s
  choice of Slash, Puncture, or Crush), which is rolled
  separately. The attack size is determined by the Tiering.
  All injuries are permanent and must be healed
  normally.
  Tiers:
  Tier 1: Tiny Critical (roll d100-20)
  Tier 2: Small Critical (roll d100-10)
  Tier 3: Medium Critical (roll d100)
  Tier 4: Large Critical (roll d100+10)
  Tier 5: Huge Critical (roll d100+20)
  Chapter Eleven
  Psionics
  
  229
  FIELD OF ELECTROKINESIS
  Electrical Control
  Field: Electrokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility
  RR: Electronic
  Description: The psionic can manipulate electrical currents
  and voltages in the target device. This Discipline can be
  used in conjunction with an Engineering maneuver (and/
  or circuit schematics) to keep a device functioning that
  would otherwise be broken for the activation’s duration or
  to interfere non-destructively with a device’s functioning
  (useful for dealing with anti-burglary sensors) or to
  provoke a malfunction in the device. The activation’s Tier
  gives the severity of an induced malfunction.
  Tiers:
  Interference:
  Tier 1: Suppress all input to a device.
  Tier 2: Suppress all output from a device.
  Tier 3: Selectively manipulate the input processed by a
  device (can add, remove, or alter input values)
  Tier 4: Selectively manipulate the output produced by a
  device (can add, remove, or alter output signals).
  Tier 5: Complete control of all input and output of a device.
  Malfunction:
  Tier 1: d100-20 roll on the Malfunction Table
  Tier 2: d100-10 roll on the Malfunction Table
  Tier 3: d100 roll on the Malfunction Table
  Tier 4: d100+10 roll on the Malfunction Table
  Tier 5: d100+20 roll on the Malfunction Table.
  Operation:
  Tier 1: Activator enables a portable device, cyberware unit
  or robot subsystem that has suffered a transient failure
  to function normally for the activation duration.
  Tier 2: Activator enables a portable device, cyberware unit or
  robot subsystem that has been damaged to function. Reduce
  any malfunction penalty by the number of skill ranks
  possessed in this Discipline for the activation duration.
  Tier 3: Activator enables a portable device, cyberware unit or
  robot subsystem that has been disabled to function as if
  damaged at a –50 penalty (50% performance).
  Alternatively activator can enable a non-portable machine
  or vehicle subsystem that has suffered a transient failure to
  function normally for the activation duration.
  Tier 4: Activator enables  a non-portable machine or vehicle
  subsystem that has been damaged to function. Reduce any
  malfunction penalty by the number of skill ranks possessed
  in this Discipline for the activation duration.
  Tier 5: Activator enables a non-portable machine or
  vehicle subsystem that has been disabled to function as
  if damaged at a –50 penalty (50% performance).
  Electrical Melding
  Field: Electrokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: The adept can telepathically meld with a
  computer system (software, Archive, AI, etc.). The adept
  uses the lower of this skill and one of Computer Operation,
  Computer Programming, and Computer Hacking
  (whichever is appropriate) in manipulating the system each
  round. Higher Tiers allow greater control over the system.
  AIs and virtual individuals may resist this Discipline.
  Tiers:
  Tier 1: Activator can operate the system through the
  psychic interface.
  Tier 2: Activator can observe the system’s actions (e.g.
  observe data retrieval searches performed for other
  users, monitor network activity, etc.)
  Tier 3: Activator can independently probe the system’s
  databases (without initiating a normal retrieval query).
  Tier 4: Activator can control the system’s operation for
  the duration (long-term and core programming
  cannot be affected.)
  Tier 5: Activator can control all of the system’s
  programming (including “rewriting” core and long-
  term programming, thus making permanent changes to
  the system).
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  Energy Absorption
  Field: Electrokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: This Discipline allows the adept to drain the
  energy from a power cell or device. It may be used in
  conjunction with the Energy Conversion Discipline to
  transfer energy from one item to another.
  Tiers:
  Tier 1: Drain one energy unit per skill rank per round.
  Tier 2: Drain two energy units per skill rank per round.
  Tier 3: Drain three energy units per skill rank per round.
  Tier 4: Drain four energy units per skill rank per round.
  Tier 5: Drain five energy units per skill rank per round.
  Energy Bolt
  Field: Electrokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Instant at all Tiers
  Type: Physical Attack
  RR: Not Applicable
  Description: Creates an arc of electrical energy that a
  psychic can direct at one or more chosen targets. This is
  treated as a physical attack resolved on the Electrical
  Critical Table. The attack size is given by the Discipline-
  specific Tiering and all normal combat rules, including
  damage caps, apply.
  Tiers:
  Tier 1: Tiny Electrical Critical
  Tier 2: Small Electrical Critical
  Tier 3: Medium Electrical Critical
  Tier 4: Large Electrical Critical
  Tier 5: Huge Electrical Critical
  Energy Conversion
  Field: Electrokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: The adept can either convert his own Psi
  Energy Points into energy units and transfer them into
  a device or power cell or use this Discipline in
  conjunction with the Energy Absorption Discipline to
  transfer energy from one device to another.
  Tiers:
  Psi Conversion
  Tier 1: Convert 1 Psi Energy Point to 1 energy unit each
  round and transfer them to a device.
  Tier 2: Convert 1 Psi Energy Point to 2 energy units each
  round and transfer them to a device.
  Tier 3: Convert 1 Psi Energy Point to 3 energy units each
  round and transfer them to a device.
  Tier 4: Convert 1 Psi Energy Point to 4 energy units each
  round and transfer them to a device.
  Tier 5: Convert 1 Psi Energy Point to 5 energy units each
  round and transfer them to a device.
  Energy Transfer (via Absorption)
  Tier 1: Transfer 1 energy unit per skill rank per round.
  Tier 2: Transfer 2 energy units per skill rank per round.
  Tier 3: Transfer 3 energy units per skill rank per round.
  Tier 4: Transfer 4 energy units per skill rank per round.
  Tier 5: Transfer 5 energy units per skill rank per round.
  Energy Dispersal
  Field: Electrokinesis
  Range: Standard
  Area of Effect: Standard (Radius)
  Duration: Standard
  Type: Utility or Attack.
  RR: Will
  Description: The activator can generate a field, which
  protects anyone inside it against electrically-based
  attacks entering the field, Such attacks include energy
  bolts (not lasers or blasters), electroweapons, and any
  other attack resolved on the Electrical or Neuro
  Critical Tables. If the center point of the field is the
  activator, then the field moves with the activator,
  otherwise it is immobile.
  Tiers:
  Tier 1: Bonus of +10 to DB versus energy attacks
  Tier 2: Bonus of +20 to DB versus energy attacks
  Tier 3: Bonus of +30 to DB versus energy attacks
  Tier 4: Bonus of +40 to DB versus energy attacks
  Tier 5: Bonus of +50 to DB versus energy attacks
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  FIELD OF EXTRASENSORY PERCEPTION
  Clairaudience
  Range: Standard
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Field: Extrasensory Perception
  Description: The activator can shift his point of hearing
  to any location within range. At the lowest Tier, the
  point of hearing is immobile and may not be moved
  through barriers (a closed door or wall is a barrier, a pit
  is not). These restrictions are lifted at higher Tiers. The
  activator must make Perception maneuvers as normal.
  Tiers:
  Tier 1: Point of hearing is immobile (but can be rotated).
  One non-metallic physical barrier (e.g. wood, organics,
  rock, plastic) may be between activator and point of
  hearing.
  Tier 2: Point of hearing may be moved at one meter per
  skill rank per round. One physical barrier (but not an
  energy barrier) may be between activator and the initial
  point of hearing. May not be moved through barriers.
  Tier 3: As Tier 2, but the point of hearing may be shifted
  or moved through multiple non-metallic physical
  barriers (e.g. wood, organics, rock, plastic).
  Tier 4: As Tier 2, but the point of hearing may be shifted
  or moved through any physical barriers (but not energy
  barriers).
  Tier 5: As Tier 2, but the point of hearing may be shifted
  or moved through any barriers (including magneto-
  gravitic shields).
  Clairsentience
  Field: Extrasensory Perception
  Range: Standard
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: The adept can sense the presence of sentient
  minds, including number and approximate location,
  within the range of the activation. At the lowest Tier,
  the adept cannot discern species or sense through
  barriers (a closed door or wall is a barrier, a pit is not).
  These restrictions are lifted at higher Tiers. The
  Cloaking Discipline can completely shield targets from
  Clairsentience – targets within the range may also resist
  this Discipline, with success meaning that they have not
  been detected.
  Tiers:
  Tier 1: Sense all sentient minds (number and location)
  within range. May not sense through barriers.
  Tier 2: As Tier 1, except the adept can discern the species
  of sensed minds and identify known individuals.
  Tier 3: As Tier 2, except the adept’s sense can extend
  through non-metallic physical barriers (e.g. wood,
  organics, rock, plastic). The activator can identify any
  mind actively using psionic abilities and determine
  which ability/abilities are being used.
  Tier 4: As Tier 2, except the adept’s sense can extend
  through any physical barriers (but not energy barriers).
  The activator can identify any mind that has Active (not
  Latent) Psionic Field abilities and determine which
  Fields (but not Disciplines known).
  Tier 5: As Tier 2, except the adept’s sense can extend
  through any barriers (including energy barriers).  The
  activator can identify any mind that has Active or
  Latent Psionic Field abilities and determine which
  Fields (but not Disciplines known).
  Clairvoyance
  Field: Extrasensory Perception
  Range: Standard
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: The activator can shift his point of vision to
  any location within range. At the lowest Tier, the point
  of vision is immobile and may not be moved through
  barriers (a closed door or wall is a barrier, a pit is not).
  These restrictions are lifted at higher Tiers. The
  activator must make Perception maneuvers as normal.
  Tiers:
  Tier 1: Point of vision is immobile (but can be rotated). One
  non-metallic physical barrier (e.g. wood, organics, rock,
  plastic) may be between activator and point of vision.
  Tier 2: Point of vision may be moved at one meter per
  skill rank per round. One physical barrier (but not an
  energy barrier) may be between activator and the initial
  point of vision. May not be moved through barriers.
  Tier 3: As Tier 2, but the point of vision may be shifted or
  moved through multiple non-metallic physical barriers
  (e.g. wood, organics, rock, plastic).
  Tier 4: As Tier 2, but the point of vision may be shifted
  or moved through any physical barriers (but not
  energy barriers).
  Tier 5: As Tier 2, point of vision may be shifted or
  moved through any barriers (including magneto-
  gravitic shields).
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  Precognition
  Field: Extrasensory Perception
  Range: Touch at all Tiers
  Area of Effect: Self at all Tiers
  Duration: Concentration at all Tiers
  Type: Utility or Attack
  RR: Will
  Description: By touching an object or individual, the
  adept gains a vision of a significant event that may
  occur to the object or individual in the future.  The
  “vision” may be an image, sounds, or even just a “bad
  feeling” about something or someone, as the SysOp
  feels appropriate. Higher Tiers allow for glimpses
  further into the future. Sentient targets of this
  Discipline may choose to resist. SysOps and players
  should note that the vision is of a possible future – it
  may or may not happen. SysOps may require adepts to
  make Perception maneuvers to glean key information
  from the vision.
  Tiers:
  Tier 1: Vision may be of an event up to one minute per
  skill rank into the future.
  Tier 2: Vision may be of an event up to one hour per skill
  rank into the future.
  Tier 3: Vision may be of an event up to one day per skill
  rank into the future.
  Tier 4: Vision may be of an event up to one month per
  skill rank into the future.
  Tier 5: Vision may be of an event up to one year per skill
  rank into the future.
  Precognitive Attack
  Field: Extrasensory Perception
  Range: Self at all Tiers
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: This Discipline utilizes limited precognition
  to guide the character’s subconscious, enabling the
  activator to make more deadly attacks. The bonus
  granted by this Discipline may be applied to a single
  skill from the Combat category (chosen at Discipline
  activation) for the duration of the activation.
  Tiers:
  Bonus:
  Tier 1: Bonus of +10 to OB
  Tier 2: Bonus of +15 to OB
  Tier 3: Bonus of +20 to OB
  Tier 4: Bonus of +25 to OB
  Tier 5: Bonus of +30 to OB
  Skills:
  Tier 1: Bonus may be applied to any one Combat skill
  Tier 2: Bonus may be applied to any two Combat skills
  Tier 3: Bonus may be applied to any three Combat skills
  Tier 4: Bonus may be applied to any four Combat skills
  Tier 5: Bonus may be applied to any five Combat skills
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  Precognitive Defense
  Field: Extrasensory Perception
  Range: Self at all Tiers
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: This Discipline utilizes limited
  precognition to warn the character’s subconscious of
  threats, enabling the activator to pre-emptively
  defend against attacks. The activator need not be
  consciously aware of the danger while this Discipline
  is active to be protected.
  Tiers:
  Tier 1: Bonus of +10 to DB against all attacks
  Tier 2: Bonus of +15 to DB against all attacks
  Tier 3: Bonus of +20 to DB against all attacks
  Tier 4: Bonus of +25 to DB against all attacks
  Tier 5: Bonus of +30 to DB against all attacks
  Precognitive Maneuvering
  Field: Extrasensory Perception
  Range: Self at all Tiers
  Area of Effect: Self at all Tiers
  Duration: Standard
  Type: Utility
  RR: Not Applicable
  Description: This Discipline utilizes limited precognition
  to guide the character’s actions, enabling the activator
  to perform more precise and effective maneuvers. The
  bonus granted by this Discipline may be applied to a
  single allowable skill (chosen at Discipline activation)
  for the duration of the activation. The bonus may not
  be applied to any skill from the Combat category, any
  skill from the Concentration category, any Resistance
  skill, Armor or Endurance.
  Tiers:
  Bonus:
  Tier 1: Bonus of +10 to chosen allowed skill
  Tier 2: Bonus of +15 to chosen allowed skill
  Tier 3: Bonus of +20 to chosen allowed skill
  Tier 4: Bonus of +25 to chosen allowed skill
  Tier 5: Bonus of +30 to chosen allowed skill
  Skills:
  Tier 1: Bonus may be applied to any one allowed skill
  Tier 2: Bonus may be applied to any two allowed skills
  Tier 3: Bonus may be applied to any three allowed skills
  Tier 4: Bonus may be applied to any four allowed skills
  Tier 5: Bonus may be applied to any five allowed skills
  Psychometry
  Field: Extrasensory Perception
  Range: Touch at all Tiers
  Area of Effect: Self at all Tiers
  Duration: Concentration at all Tiers
  Type: Utility or Attack
  RR: Will
  Description: By touching an object or individual, the
  psionic gains a vision of a significant event that
  happened to the object or individual in the past. Higher
  Tiers allow for glimpses deeper into the past. Sentient
  targets of this Discipline may choose to resist. SysOps
  may require adepts to make Perception maneuvers to
  glean key information from the vision.
  Tiers:
  Tier 1: Vision may be of an event up to one minute per
  skill rank into the past.
  Tier 2: Vision may be of an event up to one hour per skill
  rank into the past.
  Tier 3: Vision may be of an event up to one day per skill
  rank into the past.
  Tier 4: Vision may be of an event up to one month per
  skill rank into the past.
  Tier 5: Vision may be of an event up to one year per skill
  rank into the past.
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  FIELD OF PSYCHOKINESIS
  Cryokinesis
  Field: Psychokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility
  RR: Will
  Description: Using this Discipline, the adept may lower
  the temperature of any inanimate material (solid,
  liquid, or gas) at a rate of 10 degrees Celsius per round
  down to a minimum temperature twenty degrees below
  the ambient temperature (to a minimum of –273.15
  degrees Celsius or absolute zero). The activator must
  concentrate in order to lower the temperature,
  otherwise it will remain constant. Dependent on
  material, this spell may cause it to change state (usually
  freeze). In the case of metal objects, this freezing
  process may make them brittle. Every time a frozen
  metallic object is used, it must make a malfunction roll.
  Persisting in carrying or wearing an extremely cold item
  may result in Tiny Cold criticals (SysOp discretion on
  severity). Once the Discipline’s duration ends, the
  material will heat up normally to the ambient
  temperature at the same rate it was cooled. This
  Discipline cannot be used in a vacuum.
  Tiers:
  Mass:
  Tier 1: Object can be up to 1 kg per skill rank in mass.
  Tier 2: Object can be up to 5 kg per skill rank in mass.
  Tier 3: Object can be up to 10 kg per skill rank in mass.
  Tier 4: Object can be up to 20 kg per skill rank in mass.
  Tier 5: Object can be up to 100 kg per skill rank in mass.
  Minimum Temperature:
  Tier 1: Temperature falls at 10 degrees per round to a
  minimum of 20 degrees Celsius below the ambient
  temperature.
  Tier 2: Temperature falls at 10 degrees per round to a
  minimum of 50 degrees Celsius below the ambient
  temperature.
  Tier 3: Temperature falls at 10 degrees per round to a
  minimum of 100 degrees Celsius below the ambient
  temperature.
  Tier 4: Temperature falls at 10 degrees per round to a
  minimum of 200 degrees Celsius below the ambient
  temperature.
  Tier 5: Temperature falls at 10 degrees per round to a
  minimum of 300 degrees Celsius below the ambient
  temperature.
  Cryokinetic Bolt
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Instant at all Tiers
  Type: Physical Attack
  RR: Not Applicable
  Description: Creates a burst of intense cold that a psychic
  can direct at one or more chosen targets. This is treated
  as a physical attack resolved on the Cold Critical Table.
  The attack size is given by the Discipline-specific
  Tiering and all normal combat rules, including damage
  caps, apply.
  Tiers:
  Tier 1: Tiny Cold Critical
  Tier 2: Small Cold Critical
  Tier 3: Medium Cold Critical
  Tier 4: Large Cold Critical
  Tier 5: Huge Cold Critical
  Cryokinetic Field
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard (Radius)
  Duration: Standard
  Type: Utility
  RR: Will
  Description: The activator can generate a field that
  protects against natural and artificial cold. At higher
  Tiers, this Discipline provides a DB bonus to all cold-
  based attacks, including cryokinetic bolts. If the center
  point of the field is the activator, then the field moves
  with the activator, otherwise it is immobile.
  Tiers:
  Tier 1: All within the Field are protected against all natural
  cold.
  Tier 2: As Tier 1, but all within the Field receive a modifier
  of +10 to their DB versus cold-based attacks.
  Tier 3: As Tier 1, but all within the Field receive a modifier
  of +20 to their DB versus cold-based attacks.
  Tier 4: As Tier 1, but all within the Field receive a modifier
  of +30 to their DB versus cold-based attacks.
  Tier 5: As Tier 1, but all within the Field receive a modifier
  of +40 to their DB versus cold-based attacks.
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  Kinetic Field
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard (Radius)
  Duration: Standard
  Type: Utility
  RR: Will
  Description: The activator can generate a field, which protects
  against kinetic energy attacks entering the field. Such attacks
  include archaic thrown and missile weapons, blasters,
  firearms, needlers, flamers, sonic weapons and grenades.
  The field does not protect from melee attacks or ranged
  weapons attacks made by anyone already inside the field. If
  the center point of the field is the activator, then the field
  moves with the activator, otherwise it is immobile.
  Tiers:
  Tier 1: Bonus of +10 to DB versus kinetic energy attacks
  Tier 2: Bonus of +20 to DB versus kinetic energy attacks
  Tier 3: Bonus of +30 to DB versus kinetic energy attacks
  Tier 4: Bonus of +40 to DB versus kinetic energy attacks
  Tier 5: Bonus of +50 to DB versus kinetic energy attacks
  Pyrokinesis
  Field: Psychokinesis
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Utility
  RR: Will
  Description: Using this Discipline the activator may raise
  the temperature of any inanimate material (solid, liquid,
  or gas) at a rate of 10 degrees Celsius per round up to a
  maximum temperature of 40 degrees Celsius above the
  ambient temperature. The activator must concentrate in
  order to raise the temperature, otherwise it will remain
  constant. Dependent on material, this Discipline may
  cause it to change state or even burst into flames, and the
  SysOp may require malfunction rolls for items that have
  been heated to extreme temperatures. Persisting in
  carrying or wearing a very hot item may result in Tiny
  Heat criticals (SysOp discretion on severity). Once the
  Discipline’s duration finishes, the material will cool
  normally to the ambient temperature at the same rate it
  was heated. This Discipline cannot be used in a vacuum.
  Tiers:
  Mass:
  Tier 1: Object can be up to 1 kg per skill rank in mass.
  Tier 2: Object can be up to 5 kg per skill rank in mass.
  Tier 3: Object can be up to 10 kg per skill rank in mass.
  Tier 4: Object can be up to 20 kg per skill rank in mass.
  Tier 5: Object can be up to 100 kg per skill rank in mass.
  Maximum Temperature:
  Tier 1: Temperature rises at 10 degrees per round to a
  maximum of 40 degrees Celsius above the ambient
  temperature.
  Tier 2: Temperature rises at 10 degrees per round to a
  maximum of 100 degrees Celsius above the ambient
  temperature.
  Tier 3: Temperature rises at 10 degrees per round to a
  maximum of 200 degrees Celsius above the ambient
  temperature.
  Tier 4: Temperature rises at 20 degrees per round to a
  maximum of 400 degrees Celsius above the ambient
  temperature.
  Tier 5: Temperature rises at 20 degrees per round to a
  maximum of 600 degrees Celsius above the ambient
  temperature.
  Pyrokinetic Bolt
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Instant at all Tiers
  Type: Physical Attack.
  RR: Not Applicable
  Description: Creates a burst of intense heat (which may
  appear as a bolt of fire) that a psionic can direct at one
  or more chosen targets. This is treated as a physical
  attack resolved on the Heat Critical Table. The attack
  size is given by the Discipline-specific Tiering and all
  normal combat rules, including damage caps, apply.
  Tiers:
  Tier 1: Tiny Heat Critical
  Tier 2: Small Heat Critical
  Tier 3: Medium Heat Critical
  Tier 4: Large Heat Critical
  Tier 5: Huge Heat Critical
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  Pyrokinetic Field
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard (Radius)
  Duration: Standard
  Type: Utility
  RR: Will
  Description: The activator can generate a field that
  protects against natural and artificial heat and fire. At
  higher Tiers, this Discipline provides a DB bonus to all
  heat-based attacks, including pyrokinetic bolts, lasers
  (because they harm by heating), blasters, and flamers. If
  the center point of the field is the activator, then the
  field moves with the activator, otherwise it is immobile.
  Tiers:
  Tier 1: All within the Field are protected against all natural
  heat and fire.
  Tier 2: As Tier 1, but all within the Field receive a modifier
  of +10 to their DB versus heat-based attacks.
  Tier 3: As Tier 1, but all within the Field receive a modifier
  of +20 to their DB versus heat-based attacks.
  Tier 4: As Tier 1, but all within the Field receive a modifier
  of +30 to their DB versus heat-based attacks.
  Tier 5: As Tier 1, but all within the Field receive a modifier
  of +40 to their DB versus heat-based attacks.
  Telekinesis
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard
  Duration: Standard
  Type: Utility or Physical Attack
  RR: Will
  Description: This Discipline allows the activator to
  move or lift an object with the power of the mind.
  Higher Tiers permit more massive objects to be
  moved and at greater velocities. Using the Hurled
  Attack Tier-specific and Mass abilities, the adept can
  hurl one object telekinetically at a target per round,
  making a Physical Attack using the skill bonus in this
  Discipline as the OB on the Crush or Impact Critical
  Tables (SysOp’s discretion). The psionic character
  must concentrate in order to make telekinetic attacks,
  the target of the attacks must be within range of the
  Discipline, and the objects to be hurled must also be
  within range of the Discipline.
  Tiers:
  Hurled Attack:
  Tier 1: May make a Tiny Crush or Impact critical.
  Requires a minimum mass of 2 kg.
  Tier 2: May make a Small Crush or Impact critical.
  Requires a minimum mass of 10 kg.
  Tier 3: May make a Medium Crush or Impact critical.
  Requires a minimum mass of 20 kg.
  Tier 4: May make a Large Crush or Impact critical.
  Requires a minimum mass of 40 kg.
  Tier 5: May make a Huge Crush or Impact critical.
  Requires a minimum mass of 200 kg.
  Mass:
  Tier 1: Total mass of objects can be up to 1 kg per skill rank.
  Tier 2: Total mass of objects can be up to 5 kg per skill rank.
  Tier 3: Total mass of objects can be up to 10 kg per skill rank.
  Tier 4: Total mass of objects can be up to 20 kg per skill rank.
  Tier 5: Total mass of objects can be up to 100 kg per skill rank.
  Velocity:
  Tier 1: Objects can be moved at up to 1 meter per skill
  rank per round.
  Tier 2: Objects can be moved at up to 2 meters per skill
  rank per round.
  Tier 3: Objects can be moved at up to 5 meters per skill
  rank per round.
  Tier 4: Objects can be moved at up to 10 meters per skill
  rank per round.
  Tier 5: Objects can be moved at up to 20 meters per skill
  rank per round.
  Telekinetic Hand
  Field: Psychokinesis
  Range: Standard
  Area of Effect: Standard
  Duration: Concentration at all Tiers
  Type: Utility or Physical Attack
  RR: Will
  Description: This Discipline allows the activator to
  perform fine manipulations of objects with the power
  of the mind – as if the activator had an invisible remote
  hand. The activator can use tools, fire weapons, operate
  the controls of machinery, attack someone at a distance,
  etc. The activator uses the lower of the relevant skill and
  his skill bonus in this Discipline, with a further
  modifier according to Tier level. Direct attacks made
  using this power “using the invisible hand” may be
  made using the Grapple, Martial Arts Strikes, or Martial
  Arts Sweeps Critical Tables – the target must be within
  range. Inner Hand options must abide by the mass
  limits on objects – thus to crush a target’s windpipe, the
  mass of the target must be within the chosen Mass Tier
  and skill ranks known.
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  Tiers:
  Attack Size:
  Tier 1: Tiny Critical
  Tier 2: Small Critical
  Tier 3: Medium Critical
  Tier 4: Large Critical
  Tier 5: Huge Critical
  Feedback:
  Tier 1: No feedback.
  Tier 2: Activator can “feel” the simple presence or absence
  of something solid but no fine detail.
  Tier 3: Activator can perceive the presence and density of
  fluids and discern large surface details.
  Tier 4: Activator can discern aspects of fluids such as
  pressure and flow, and solid surface textures.
  Tier 5: Activator can discern microscopic details.
  Finesse
  Tier 1: -40 penalty to all telekinetic maneuvers.
  Tier 2: -30 penalty to all telekinetic maneuvers.
  Tier 3: -20 penalty to all telekinetic maneuvers.
  Tier 4: -10 penalty to all telekinetic maneuvers.
  Tier 5: No penalty to all telekinetic maneuvers.
  Inner Hand
  Tier 1: Telekinetic Hand is blocked by a barrier (i.e.
  cannot reach through materials or inside objects).
  Tier 2: As Tier 1, except Telekinetic Hand can reach
  through (but not inside) non-living non-metallic
  materials.
  Tier 3: As Tier 2, except Telekinetic Hand can reach
  through (but not inside) non-living metallic materials.
  Tier 4: As Tier 3, except Telekinetic Hand can manipulate
  through and inside any non-living materials.
  Tier 5: As Tier 4, except Telekinetic Hand can manipulate
  through and inside living materials (e.g. skin, bone,
  etc.), but living beings may make a Will RR which if
  successful terminates the activation.
  Mass:
  Tier 1: Total mass of objects can be up to 1 kg per skill rank
  Tier 2: Total mass of objects can be up to 5 kg per skill rank.
  Tier 3: Total mass of objects can be up to 10 kg per skill rank.
  Tier 4: Total mass of objects can be up to 20 kg per skill rank.
  Tier 5: Total mass of objects can be up to 100 kg per skill rank.
  FIELD OF TELEPATHY
  Attack
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Attack
  RR: Will
  Description: This Discipline disrupts the target(s)’ mental
  control over their body. This interference ranges from a
  mild penalty to all maneuvers to complete
  unconsciousness for the duration of the activation. The
  activator should choose (at time of activation) whether
  the effect is based on painful disruption or a soporific
  suppression.
  Tiers:
  Tier 1: Target(s) suffer a –20 penalty to all maneuvers.
  Tier 2: Target(s) suffer a –40 penalty to all maneuvers.
  Tier 3: Target(s) are stunned.
  Tier 4: Target(s) are unable to act physically.
  Tier 5: Target(s) are completely unconscious.
  Cloaking
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: The target(s) of this Discipline are
  completely shielded from mental detection using the
  Clairsentience Discipline and psionic detection devices.
  Tiers:
  No Discipline-specific Tiering.
  Psionics
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  Clouding
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Concentration at all Tiers
  Type: Utility or Attack.
  RR: Will
  Description: This Discipline allows the activator to
  manipulate what is perceived by the target(s). At lower
  Tiers, the activator is able to partially or completely
  disrupt any sensory input from one or more senses, e.g.
  a victim can be made effectively blind or deaf. At higher
  Tiers, the activator can selectively “edit out” persons or
  objects from the target(s)’ senses, e.g. the sentry is
  unable to see the black-clad ninja clambering over the
  wall, or create sensory hallucinations, e.g. the sentry
  “sees” an imaginary gravtank hurtling towards him. If
  used on multiple targets, the activator must edit out or
  project the same sensory stimuli to all targets.
  Tiers:
  Disruption:
  Tier 1: Activator can partially disrupt one sense (chosen at
  activation time) of the target(s). Target(s) suffer a –20
  penalty to all Perception maneuvers and any other
  actions relying on this sense.
  Tier 2: Activator can severely disrupt one sense (chosen at
  activation time) of the target(s). Target(s) suffer a –50
  penalty to all Perception maneuvers and any other
  actions relying on this sense.
  Tier 3: Activator can completely disrupt one sense (chosen
  at activation time) of the target(s). Target(s) suffer a –
  100 penalty to all Perception maneuvers and any other
  actions relying on this sense.
  Tier 4: The activator can selectively create or remove one
  element (a thing or group of very similar things) from
  one sense (chosen at activation time) of the target.
  Tier 5: The activator can selectively create multiple
  elements and/or remove any elements using one sense
  (chosen at activation time) of the target.
  Senses:
  Tier 1: The activator can affect one sense.
  Tier 2: The activator can affect two senses.
  Tier 3: The activator can affect three senses.
  Tier 4: The activator can affect four senses.
  Tier 5: The activator can affect five senses.
  Control
  Field: Telepathy
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Attack
  RR: Will
  Description: Allows the activator to control the body of the
  target. The commands are relayed mentally to the victim.
  The victim will follow a command for the duration of the
  activation or until a new command is issued, whichever
  comes sooner. Issuing a new command requires the adept
  to concentrate for a full round. Any command that places
  the target in danger, involves obvious self-harm, or is alien
  to the target will allow the target to make a new RR.
  Tiers:
  Tier 1: (Limited basic motor control) The activator has
  partial control over one part of the target’s body (e.g.
  hand, pair of legs, head, etc.) and can make the target
  perform simple actions using that part (fire (but not
  aim) a gun, walk jerkily, etc.) or prevent the target
  taking actions (stop him speaking, etc.). No maneuver
  more difficult than Medium may be performed by the
  controlled body part and the activator must use his
  own skill bonuses at a –50 penalty.
  Tier 2: (Limited advanced motor control) As Tier 1, except
  the activator has full control over the chosen body part
  and maneuvers of any difficulty degree may be
  performed by the controlled body part. The activator
  must use his own skill bonuses at a –20 penalty.
  Activator can make target speak at this Tier.
  Tier 3: (Complete basic motor control) As Tier 1, except
  the activator has partial control over the target’s entire
  body. No maneuvers more difficult than Medium may
  be performed, and the activator must use his own skill
  bonuses at a –50 penalty.
  Tier 4: (Complete advanced motor control) As Tier 2, except
  the activator has full control over the target’s entire body,
  and there are no limits on maneuver difficulty. The
  activator must use his own skill bonuses at a –20 penalty.
  Defense
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: This Discipline improves the target’s
  resistance against all psionic Disciplines using the
  Utility or Attack modes.
  Chapter Eleven
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  Tiers:
  Tier 1: Bonus of +10 to all RRs versus psionic effects
  Tier 2: Bonus of +20 to all RRs versus psionic effects
  Tier 3: Bonus of +30 to all RRs versus psionic effects
  Tier 4: Bonus of +40 to all RRs versus psionic effects
  Tier 5: Bonus of +50 to all RRs versus psionic effects
  Empathy
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: This Discipline allows the activator to sense
  and manipulate emotions in the target(s). The activator
  can only sense the emotions of one target in any given
  round. Changing to a new target (whether a willing
  target or one who failed the original RR) takes one
  round. All potential targets must be designated at
  activation time. Activators can project the same
  emotion into multiple targets simultaneously. Projected
  emotion must be chosen at activation time and may
  only be changed for Tier 5 effects.
  Tiers:
  Tier 1: Activator can sense strong emotions of the
  target(s).
  Tier 2: The activator can sense all emotions in the
  target(s).
  Tier 3: The activator can project a mild emotional
  response in the target(s).
  Tier 4: The activator can project a strong emotional
  response in the target(s).
  Tier 5: The activator can play target(s)’ emotions like a
  harp, i.e. can project a varying emotional response of
  any strength in the target(s).
  Scan
  Field: Telepathy
  Range: Standard
  Area of Effect: 1 target at all tiers
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: This Discipline allows a psionic character to
  read the thoughts of the target.
  Tiers:
  Scan Depth:
  Tier 1: Activator can read the surface thoughts of target or
  what they perceive through one sense (chosen at time
  of activation)
  Tier 2: As Tier 1 plus activator can perceive the reasoning
  and thought patterns behind surface thoughts.
  Tier 3: As Tier 2 plus the activator can also scan target’s
  conscious memories at a rate of 1 scene per round.
  Tier 4: As Tier 3 plus the activator can also scan target’s
  subconscious memories at a rate of 1 scene per round.
  Senses:
  Tier 1: The activator can share one sense of the target.
  Tier 2: The activator can share two senses of the target.
  Tier 3: The activator can share three senses of the target.
  Tier 4: The activator can share four senses of the target.
  Tier 5: The activator can share five senses of the target.
  Suggestion
  Field: Telepathy
  Range: Standard
  Area of Effect: 1 target at all Tiers
  Duration: Standard
  Type: Attack
  RR: Will
  Description: This Discipline allows the activator to use
  the power of suggestion to persuade the target to act or
  fail to act as the activator desires. At each Tier, the
  activator can influence one decision the target makes,
  or persuade the target to undertake (or not undertake)
  one action, but the degree of influence varies. The
  activator must be able to speak to the target in a
  mutually comprehensible language. Once the duration
  of the activation is over, the target will not
  automatically question his actions unless there are
  obvious side effects, or he is otherwise prompted to
  think about it.
  Tiers:
  Suggestive Potency:
  Tier 1: The influence is only powerful enough to persuade
  in situations that don’t matter greatly to the target, or to
  tip the balance, or provide the benefit of the doubt, in
  situations that are a fairly close call. The target won’t do
  something that they would not normally do. Where
  contrary evidence is obvious, this level of suggestion
  will fail.
  Tier 2: The influence is sufficiently strong to make the
  target do things they wouldn’t normally do, and make
  decisions that are obviously wrong. If following the
  suggestion would have serious consequences (i.e. being
  fired, this level of suggestion will fail.
  Tier 3: The influence is powerful and can make the target
  do things alien to them. If following the suggestion
  would place them in physical danger, this level of
  suggestion will fail.
  Psionics
  Chapter Eleven
  
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  Tier 4: The influence is puissant and can make the target
  enter dangerous situations. If following the suggestion
  would place the target at grave risk of dying, this level
  of suggestion will fail.
  Tier 5: The influence is total and the target will perform
  the given instructions to the best of their ability.
  Delayed Trigger:
  Tier 1: The suggestion can be implanted in the target’s
  subconscious and will attempt to take effect when a
  specific trigger happens. The trigger must occur within
  ten rounds per skill rank of the initial activation or the
  effect is wasted.
  Tier 2: As Tier 1, but the trigger can happen up to one
  minute per skill rank after initial activation
  Tier 3: As Tier 1, but the trigger can happen up to ten
  minutes per skill rank after initial activation
  Tier 4: As Tier 1, but the trigger can happen up to one
  hour per skill rank after initial activation
  Tier 5: As Tier 1, but the trigger can happen up to one day
  per skill rank after initial activation
  Telepathy
  Field: Telepathy
  Range: Standard
  Area of Effect: Standard (Targets)
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: The activator can communicate mentally
  with the target. If the activator and the target(s) share a
  common language, then the communication can be in
  the form of words intelligible to both sides.
  Alternatively the activator and targets may send
  “images” to each other at a rate of one image per round.
  A “telepath” is defined (for the purposes of this
  Discipline) as any individual with one or more skill
  ranks in this Discipline.
  Tiers:
  Tier 1: Activator can send a one-way message to
  another telepath.
  Tier 2: The activator can establish two-way
  communication with another telepath target.
  Tier 3: The activator can send a one-way message to a
  non-telepath target.
  Tier 4: The activator can establish two-way
  communications with a non-telepath target.
  Wipe
  Field: Telepathy
  Range: Standard
  Area of Effect: 1 target at all tiers
  Duration: Standard
  Type: Utility or Attack
  RR: Will
  Description: This Discipline permits its possessors to
  erase memories. At lower Tiers, recent memory is
  simply deleted and the victim, should he try to recall
  the affected memory, will be aware that he is suffering
  from “missing time”. At Tiers 3 and 4, this discipline can
  be used with the Scan discipline to remove longer-term
  memory. At Tier 5 any memory can be selectively
  edited, e.g. an adept could edit out all instances of
  himself in a sentry’s memory, but the sentry would
  “remember” that she never saw the character.
  Tiers:
  Tier 1: For the duration of the activation, the target’s short-
  term memory is disrupted. This prevents the target from
  attempting any supporting maneuvers, multi-round
  maneuvers (such as ambush, computer operation,
  mental focus, reloading weapons, etc.), and multi-round
  combat actions (such as aiming, etc.). The target can still
  attempt single-round maneuvers and simple combat
  actions (SysOp’s discretion) at a -10 penalty.
  Tier 2: Target will forget everything that happened up
  to ten minutes per rank prior to the activation and
  anything that happens thereafter while this
  Discipline is active.
  Tier 3: Target will forget everything that happened up to
  one hour per rank prior to the activation and anything
  that happens thereafter while this Discipline is active or
  (in conjunction with the Scan discipline), the activator
  can remove the target’s conscious memories at a rate of
  1 scene per round.
  Tier 4: Target will forget everything that happened up to
  one day per rank prior to the activation and anything
  that happens thereafter while this Discipline is active or
  (in conjunction with the Scan discipline), the activator
  can remove the target’s subconscious memories at a rate
  of 1 scene per round.
  Tier 5: Target will forget everything that happened up
  to one week per rank prior to the activation and anything
  that happens thereafter while this Discipline is active or
  (in conjunction with the Scan discipline), the activator
  can selectively remove or edit the target’s conscious or
  subconscious memories at a rate of 1 scene per round.
  Chapter Eleven
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  241
  SYSTEM OPERATOR’S GUIDELINES
  This final chapter concentrates on key information and
  rules needed by the System Operator (SysOp) when
  running a game. It focuses on a handful of key topics. It is
  intended to aid the SysOp in the running of HARP SF and
  in providing campaign examples for using HARP SF in the
  Tintamar universe.
  SysOp Tips
  Most SysOps learn how to run games by trial and error.
  Sometimes a beginning SysOp can learn by playing in
  other SysOps’ games and observing what works and what
  does not. This section will provide simple tips and tricks to
  help the SysOp.
  Have Fun:  Remember this is just a game. It is not a
  battle between the SysOp and the players to kill off PCs or
  NPCs. Everyone is meant to have fun with this game.
  Know the rules:  The SysOp should know the HARP SF
  rules. There’s an old adage in science-fiction that a writer
  should either know the science or know someone who
  does. You may not be able to remember all the rules (even
  the author has to check the details sometimes!), but as
  long as you can find the rules quickly when needed, you
  will be fine.  Remember that this is only a game system. It
  cannot cover every situation. Sometimes you will have to
  make up rulings on the fly to cover circumstances that the
  author or his playtesters or his editors didn’t imagine. The
  Maneuver Table offers several different resolution meth-
  ods – by applying one of them, you should be able to cope
  with those unexpected situations.
  The rules are not etched into starship hull metal:  They
  are guidelines on how to run certain aspects of the game. If
  a rule doesn’t fit your game’s style, change it. Do tell your
  players when you change a rule so that they are not running
  their characters under the assumption that something
  works according to the published rules when you have
  changed it to work differently under your house rules.
  Don’t change rules in the middle of a session:  Unless
  you find that a rule is really destructive to the game, it is
  always best to wait until between sessions to institute rule
  changes. You should always be cautious about making
  rules alterations that require players to rework their
  characters. Such modifications tend to annoy players.
  Be consistent:  Players prefer and enjoy consistency.
  Once you make a ruling or interpret the rules in one way,
  then you should stick with the ruling or the interpretation.
  You should not change your mind on the spur of the
  moment, unless you discover that you have made a
  terrible mistake. If you have made a mistake in a ruling
  and you need to change it, talk to your players. They will
  normally accept an apology and help you to sort things
  out. They want to have fun and they want you to have fun.
  System Operator’s Guidelines
  Chapter Twelve
  
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  No SysOp’s plan survives contact with the players:  This
  is an old maxim, but it holds true in all games. Players will
  always have their characters do something unexpected, or
  go off in a direction that the SysOp didn’t foresee. The
  SysOp should be prepared. You don’t need to have details
  on every star system in the known universe prepared, but
  you need to know something about likely destinations.
  Be prepared:  You cannot realistically have a plan for
  everything that players might do. What you can do is have
  backup incidents that you can bring into play when they
  do something very unexpected. On a planet, this might be
  a “random” encounter with the local fauna or criminals. In
  space, it might be a malfunction with the ship, unexpected
  solar storm, space debris, pirates, or a naval patrol.
  Be organized:  Modest amounts of organization can do
  wonders in terms of smooth running games and avoiding
  embarrassment. Knowing where to find your important
  campaign information (i.e. planet descriptions, NPC
  names, any player handouts, etc.) can save a lot of time
  and prevent consistency errors where one session a planet
  is a hot desert, the next it has become an ice world.
  Know what the players want:  Ask the players what
  they want from the game. In particular, ask them to give
  you a list of their characters’ goals. Then you can work
  these goals into the stories and plot lines of the campaign
  so that the characters have a chance to accomplish them.
  Don’t overshadow the characters:  Occasionally a SysOp
  will fall into the trap of becoming overly attached to a
  particular non-player character (NPC) who then is always
  coming to the rescue of the party or is always doing things
  better than the player-characters. Players will quickly
  conclude that the game is the NPC’s story and become
  disenchanted. The PCs should always be the protagonists in
  the story; the NPCs are the supporting cast.
  Be flexible:  Do not become imprisoned by a single idea
  or concept. The unexpected can and will happen. You
  might want to set up a particular alien starship captain to
  be the party’s recurring nemesis, but the characters get
  lucky and blow his ship to atoms the first time they meet.
  Don’t despair – simply create a new enemy. It might be a
  kinsman of the first alien or a protégé. Use the unexpected
  to your advantage as a springboard to new ideas.
  Don’t railroad the characters:  The SysOp should not
  compel the characters to follow a predefined plot and
  planned adventures. Players do not like this. By using plot
  hooks (such as rumors, newscasts, etc.), by relying on
  character goals, and by playing to characters’ greed, sense
  of honor, or simple self-preservation, the players will
  convince themselves that following the plot was their own
  idea and the right decision. If they take the occasional
  detour, they will probably get themselves back to the main
  plot in due course. If they seem happy going off on a
  tangent permanently, gently adapt the plot to suit the new
  direction. Nothing a SysOp prepares is ever wasted.
  Keep the game moving:  Players will often get bored if
  things slow down too much, or if there are long periods of
  inactivity. Long periods of time in hyperspace can be
  glossed over if nothing is going to happen during that
  period. Ask the players what their characters are doing –
  they might be training in new skills, reading up on the
  destination, recuperating from injuries, etc. Let the players
  use the opportunity to make plans.
  Don’t let the dice rule the game:  This issue is more one
  of style than anything else. Some SysOps make all dice
  rolls in front of the players while others do not. This
  applies mostly to those SysOps who do not make every
  roll in front of the players. Part of a role playing game is
  telling a story, and sometimes a roll of the dice can have an
  adverse effect upon the story. If this happens, then feel free
  to change the result to one more suited to the situation.
  Don’t fudge dice rolls and get caught:  If you fudge
  dice rolls, don’t do it often, or let the players catch you
  doing it. If the characters are never at any risk because the
  players know that you fudge the dice rolls, then much of
  the excitement of the game simply drains away. Invulner-
  able characters who simply breeze through every challenge
  are much less fun than those who struggle against the
  odds and win by the skin of their teeth. So fudge dice rolls
  sparingly, say to prevent a character being killed acciden-
  tally by a bad roll at just the wrong time.
  Don’t kill characters needlessly:  If a character does
  something really stupid that will get him killed, especially
  if you ask the player “are you sure?” before letting him go
  ahead, then let the dice fall where they may. But in other
  situations where random chance would kill the character,
  you might want to provide a way out for the character.
  Don’t obstruct the emergency exits:  Ships can be
  completely destroyed in vehicle combat. Blowing up the
  party’s spaceship can potentially kill all the characters and
  end the campaign abruptly. In the event that the party’s
  vehicle takes damage that would lead to sudden destruc-
  tion, give the characters time to get out of the vehicle
  regardless of what the critical result says in terms of how
  long the vehicle has left in this universe.
  If things are too easy, don’t pile on more opponents:
  If the characters gun down the first wave of enemy
  soldiers without taking a scratch, don’t have the next wave
  appear immediately. It threatens the players’ suspension of
  disbelief. If an encounter ends up being too easy, then
  simply reduce the Experience Points gained.
  Never kill player-characters off screen:  Player-
  characters should never be killed between game sessions
  or without a chance of the player-character surviving. If a
  player-character runs into a room alone, the character
  must have a chance to survive the encounter and the
  SysOp and the player must role-play the event. Preferably
  there should be an opportunity for other PCs to reach the
  first character in time.
  Chapter Twelve
  System Operator’s Guidelines
  
  243
  Don’t be too generous or too stingy:  It is easy to upset
  the balance of the game by giving characters too much
  money. Low-level billionaire characters can buy their way
  out of trouble. At the opposite end are games where the
  SysOp gives out too little cash. Characters in science-
  fiction settings are usually less motivated by money than
  in fantasy, but players still like to have cash so that their
  characters can buy cool gadgets and maintaining a private
  starship takes credits. Given a choice, err on the side of
  stinginess – it is always easier to give out more credits later
  than to take it away.
  Focus on the characters not the technology: It is very
  easy in a science-fiction setting with highly advanced
  technology for every problem to be solved through clever
  use (or abuse) of some aspect of that technology. Charac-
  ters should overcome challenges themselves rather than
  simply chanting technobabble, unless the game is meant
  to be about the social interactions of the characters.
  Don’t get carried away with the science and technol-
  ogy: It is easy to postulate a scientific or technological
  breakthrough, which is so useful that it is the solution to a
  whole class of problems or which has ramifications that
  forever change the types of campaigns that are possible.
  Players who know more science than the SysOp:
  Sometimes players will be more expert in a particular field
  of science than the SysOp, and sometimes they will take
  advantage of that expertise to pursue the implications of a
  SysOp decision to its logical conclusion. SysOps should
  either work in tandem with the player to avoid undesirable
  consequences of a SysOp’s limited knowledge or simply
  play down that aspect of science.
  Don’t let the characters get away with murder: In a
  science-fiction setting, many adventures may take place in
  relatively civilized locations. For some players, the
  temptation to resolve conflicts of interest through violent
  means will be very strong. In a civilized environment,
  opening fire on anyone without extremely good cause will
  bring down the wrath of the local authorities and they will
  have superior firepower, superior numbers and superior
  organization. When in civilized territory, act civilized.
  Work out the math in advance: Space-based vehicle
  combat can involve a certain amount of number-crunch-
  ing to determine when starships enter mutual firing
  ranges, how long it will take missiles to reach a target, how
  far it is to the exit Lagrange Point and how long it will take
  to get there, etc. Calculating such details can slow the
  game down. SysOps may find it useful to calculate some of
  the numbers in advance of the session or when the players
  are discussing their plans. Decide when a hostile ship will
  fire a missile salvo and where it will be relative to the
  characters’ ship. Determine the distance to the L4 and L5
  points and calculate how long it will take to get there from
  the character’s most likely starting position based on
  maximum acceleration and velocity.
  Be aware of the environment: In space, no one can hear
  you scream because sound does not travel in a vacuum.
  SysOps should remember that what is normal on Earth may
  not be true on other worlds or in space, and ensure that PC
  and NPC actions take account of those differences.
  CUSTOMIZING YOUR GAME
  Science-fiction offers infinite possibilities in terms of
  campaigns and settings. The System Operator must
  determine what will be allowed or disallowed in the
  setting and then tailor HARP SF to match the require-
  ments of the campaign universe.
  Customizing the Rules
  The principles of character creation, the mechanics of
  combat, the rules for adventuring in hazardous environ-
  ments, and many other aspects of  HARP SF will be
  common to most, if not all, science-fiction campaigns.
  They are not compulsory rules, but they are likely to be
  useful in a multitude of settings.
  HARP SF also incorporates four modular subsystems
  whose applicability to the chosen universe setting must be
  determined by the SysOp. Each of these subsystems is
  optional – the “balance” of the system will not be dis-
  turbed if all, some, or none of the subsystems are included
  in the game. The four systems are genetic adaptation
  (Chapters 5 and 7), psionics (Chapter 11), cyberware and
  nonbiological characters (the virtual persons, AIs, and
  robots) which will be covered HARP SF Xtreme .
  Genetic Adaptation: This is most appropriate in settings
  where genetic modification is used to create
  “superhumans” or to adapt colonists to alien environ-
  ments. The SysOp must determine which species (if any)
  practice genetic adaptation, and decide which Genetic
  Talents are available to which species and cultures. For
  suitably advanced civilizations, the SysOp may wish to
  allow the genetic augmentation of adult individuals.
  Humanity, in particular, has a tendency to be intolerant
  of those who are different or deem themselves “superior”
  – other races may be more (or less) enlightened.
  Psionics: Some SysOps will consider psionics to be supersti-
  tious nonsense and charlatanry that has no place in a
  hard science-fiction setting. Other SysOps deem psionics
  to be an integral and vital component of their universe.
  Include or exclude psionics in the game according to the
  requirements of the setting. SysOps should refer to
  Customizing Psionic Fields, Disciplines, and Tiers
  (Chapter 12) to fine-tune this subsystem for their needs.
  Cyberware: Computerized augmentation of humans is a
  plausible future for our own species. The opportunity to
  enhance their characters with cool built-in gadgets will
  enthuse many players. Assuming cyberware is suitable for
  the SysOp’s setting, then the SysOp should examine all the
  cyberware devices, excluding any that are inappropriate in
  nature or potency for the intended game.
  System Operator’s Guidelines
  Chapter Twelve
  
  244
  Virtual Persons, AIs, and Robots: The SysOp must choose
  firstly whether such entities exist, and if they do, can
  players take them as characters? If AIs are simply clever
  programs and robots are merely intelligent machines, but
  do not have the rights and responsibilities of “people”,
  then player-characters AIs and robots should be avoided,
  unless the player(s) are prepared to handle the unfairness
  of societies that will treat them as smart but expendable
  tools. Virtual characters, courtesy of their biological
  origin, may have different rights to biological characters,
  but will almost certainly be people and so more suitable
  for player-characters. Dependent on the nature of
  adventures in the campaign, electronic characters may
  also be disadvantaged if they reside solely in cyberspace.
  Playing the onboard AI of a starship can be fun when the
  action is mostly in space, but much less so when the
  action is planetside.
  Technology: Although not a rules subsystem per se, the
  SysOp should use the Early, Mature and Advanced
  classifications to tweak the available equipment to suit
  the game. Any piece of equipment that does not fit the
  SysOp’s vision should be excluded.
  SysOp’s Note: Multiple Temporary Stat Bonuse. SysOps
  should not allow temporary stat bonuses to the same stat
  to “stack”. Characters may gain temporary stat bonuses
  from cyberware Boosters, various Psi Disciplines from the
  Biokinetic Field, genemods, or advanced medicines. If
  more than one of these is active at the same time, apply
  the highest bonus rather than the total bonus.
  Example: Latham has a normal Quickness stat bonus of
  +11, a cyberware Speed Booster (+10 to Quickness) and
  access to Tier 4 Biokinetic Field effects. If Latham switches
  on the Speed Booster first, her Quickness bonus goes up by
  +10 from +11 to +21. If in the next round, she succeeds in
  activating Psi Quickness at Tier 4 (+20 to Quickness), then
  her Quickness bonus goes up from +11 by +20 to +31. If
  the Psi Quickness effect ends before the cyberware’s
  duration, then Latham will receive the benefit of the
  cyberware booster until its duration runs out.
  CUSTOMIZING CHARACTER CREATION
  Species: Some of the greatest classics of science-fiction
  literature only feature humans. Others take place in
  universes teeming with life, sentience and civilizations.
  The SysOp may include some or all of the alien races
  presented in Chapter 5 in a custom setting. The SysOp
  may also use the existing species as guidelines for new
  aliens of his own devising. A complete alien creation
  system will appear in the SysOp’s Guide.
  Cultures: The cultures in Chapter 5 are deliberately
  generic and are not tied to any specific setting. The
  SysOp should tailor the cultures to the setting by
  adjusting skill ranks to suit. In particular, the SysOp
  should modify the skill sets to take into account the
  prevailing environment of a culture. For example, a
  Frontier culture on a desert world has no need of
  Swimming, so diverting Swimming skill ranks into
  Foraging/Survival (desert) would be apt. Vice-versa,
  Driving is much less useful than Marine Pilot or extra
  Swimming skill ranks on a water world. The following
  list of guidelines will allow you to customize the
  cultures without unbalancing the game.
  •
  All cultures give 20 free skill ranks to a character
  raised by that culture.
  •
  No culture has more than 3 ranks in a specific skill.
  The SysOp should feel free to add or remove
  appropriate skills to a culture. However, it is strongly
  recommended that no culture should receive additional
  skill ranks in the Combat category.
  Professions: Defining professions is a difficult business.
  They must capture genuine archetypes, be sufficiently
  broadly drawn to be applicable in multiple settings, yet
  narrow enough to ensure that each has its individual
  focus, and they must sound exciting in name and
  description. A SysOp can subtly adjust the tone of the
  game by renaming the professions – perhaps Soldiers
  might be known as Mercenaries or Troopers, Spies might
  be Agents or Investigators, Scouts might be Explorers,
  Techs could be called Engineers, and Dilettantes could be
  Generalists. Simply changing the titles produces
  professions with different connotations without any
  changes to the rules. (The SysOp may need to rename
  some Training Packages to prevent name clashes,
  though) It is possible that the SysOp may find that a new
  profession seems required in the game. Before creating a
  new profession, check to see if you can achieve the
  desired effect with a Training Package instead. If a new
  profession is really needed, then use the existing
  professions as templates to create other professions.
  Training Packages: SysOps should utilize Training Packages
  as an opportunity to customize the game setting through
  creating unique packages for organizations and
  specialized educations. The acquisition of Training
  Packages can become minor or major personal goals for
  players by the addition of requirements that must be
  fulfilled for the characters to gain access to them.
  Talents: The SysOp should carefully examine the lists of
  Talents for all characters (biological and otherwise),
  remove any that he deems inappropriate for his game,
  and inform the players of the changes. The SysOp may
  also add more talents to the lists, using existing talents
  as guidelines for determining the new talents’ costs.
  The SysOp should always record any customizations
  made to the game. Documenting system changes ensures
  that both the SysOp and the players know what to expect
  when playing the game.
  Chapter Twelve
  System Operator’s Guidelines
  
  245
  Rank
  Conversational Ability
  Reading/Writing ability
  1
  Recognition of the language when spoken.
  Recognition of the written language.
  2
  The user can communicate and understand 
  very basic concepts in the form of single words 
  or very short phrases (e.g. eat, danger, room, 
  money, enemy, bathroom, pain, etc.).
  The user can read or write very simple phrases 
  and words and possibly understand the context 
  of very simple passages.
  3
  User can distinguish between major dialects, 
  and the user can communicate moderately 
  basic concepts in the form of phrases. User can 
  get the tone/context of the language when 
  spoken at a normal rate, but no more. He can 
  understand basic phrases spoken at a slow 
  pace.
  User can get an overview of simple writings, 
  but will have trouble with specific details. User 
  can write very short sentences of a simple 
  nature (i.e. at a third grade level).
  4
  User may converse on very simple subjects, 
  using whole sentences instead of broken 
  phrases. User can understand everyday 
  conversation when spoken slowly.
  Use can read moderately simple writings and 
  understand most of the details. User still has 
  trouble with subtle concepts. Basically, 
  newspaper level reading ability. User can write 
  sentences at a fifth grade level.
  5
  User can converse freely in everyday 
  conversations of an average nature (e.g. market 
  talk, peasant discussions, conversations with 
  guards, etc.). Rapid and/or sophisticated 
  speech is still troublesome.
  Reading of most everyday writings and normal 
  books. User can write on a seventh grade level.
  6
  Normal speaking level of the native population. 
  Subtle or particularly sophisticated concepts 
  still prove troublesome. User cannot 
  understand dialects archaic speech out of the 
  norm. User can converse freely on the same 
  level.
  Reading level of the average literate man. User 
  writes at the ninth grade level.
  7
  True fluency. Understanding of, and 
  conversation with, the most learned of native 
  speakers. Sophisticated folk may still brand you 
  as an outlander. Archaic or unusual concepts 
  will still prove troublesome.
  User writes at eleventh grade level and has the 
  reading ability that is of average member of 
  nobility.
  8
  Fluency plus the ability to recognize the 
  regional and cultural origin of all speech 
  (although such speech will still prove 
  troublesome to speak or understand).
  College writing level. User can read relatively 
  complex material and recognize (but not fully 
  understand) the nature of archaic or unusual 
  dialects and concepts.
  9
  Absolute fluency in chosen dialect plus simple 
  understanding and speaking ability in closely 
  related dialects.
  User can write and read very complex passages, 
  even technical books, but only in the chosen 
  dialect. Allows moderate translation of closely 
  related dialects, and simple writing ability in 
  such areas.
  10
  Absolute fluency of all the chosen languages 
  and all closely related dialects. Extremely 
  archaic and complex concepts may prove 
  troublesome.
  Reading and writing of the most complex 
  nature in the chosen language, and a strong 
  reading/writing ability in closely related 
  dialects.
  Language Table
  System Operator’s Guidelines
  Chapter Twelve
  THE LANGUAGE TABLE
  When a character learns a language, they learn a specific
  number of ranks in that language. The number of ranks he
  or she has determines how well a character may speak or
  read/write a given language. Consult the Language Table
  to determine how well one character may understand
  another or be understood by others.
  
  246
  THE KNOWLEDGE TABLE
  The Knowledge Table is used to gauge the general
  amount of information that a character may gain from a
  successful use of a Scientific or Lore skill. While the
  number of skill ranks known gives a general idea of the
  detail of knowledge available to the character from the
  skill, a very successful roll can give the character
  specialized information that is more in-depth than their
  average grasp of the subject.
  For every 20 points that their roll is above a success (i.e.
  121, 141, 161, etc.), treat the character’s effective knowledge
  skill ranks as being one row better than it actually is.
  Example:  The crew of the Faffin’ Around have landed
  on a low-lying island on the larger water world of a
  double planet. The natives have become extremely
  agitated, pointing frantically at the horizon. Dack’s
  player decides to attempt a Planetology maneuver to
  deduce what is bothering the aborigines. The SysOp
  decides that this will be a Light (+20) maneuver. Dack
  has 10 skill ranks in Planetology. Dack rolls and gets a
  modified total of 169. This is more than 60 points
  above what is needed for success (i.e. 101). The SysOp
  decides that Dack once saw a relevant holovision
  documentary. Dack’s recall and understanding is 3
  steps higher than his skill rank would suggest in this
  instance. The SysOp uses the row for 15-16 skill ranks
  rather than the row for 10 ranks that Dack actually
  possesses. Dack has a Eureka moment and yells Tides!
  The party scrambles towards their shuttle, while the
  amphibious natives seek safety in sheltered waters.
  Chapter Twelve
  System Operator’s Guidelines
  T
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  247
  AWARDING EXPERIENCE POINTS
  Types of Experience Points
  The System Operator awards experience points through
  a goal oriented experience point system. Characters can
  gain experience by accomplishing four main types of
  goals. They are:
  Major Party Goal – This includes the completion of the
  current mission. This could involve evacuating a colony
  settlement that is under attack by raiders (and possibly
  fighting the raiders in the process), or infiltrating a
  corporate headquarters to acquire confidential
  information (where any combat is likely to end the
  mission in abject failure). The SysOp decides what
  “THE” major goal is for the current adventure, and this
  will vary according to the adventure’s nature. There is
  normally only one Major Party Goal at any given time,
  unless the SysOp prefers to run multiple major story
  lines at the same time
  Minor Party Goal – This type of goal is an important
  issue that needs to be resolved in order to complete the
  adventure and the Major Party Goal. It is conceivable
  that the accomplishment of a major party goal may not
  depend on any minor party goals.
  Example: The party wants to explore some ancient
  ruins. Unfortunately the alien natives consider the site
  sacred to their gods. The Minor Party Goal is to gain
  access to the ruins. Our heroes might persuade the
  natives that they are favored by the ancestor spirits or
  attempt a covert entry. Simply shooting their way in is
  not an option – FedPol and the AstroNavy take an
  extremely dim view of explorers who slaughter
  innocent sentients.
  Random encounters should always be considered to be
  a Minor Party Goal.
  Major Personal Goal – These are the personal goals of the
  individual characters. A major personal goal is defined
  as one that can or will have a life changing effect on the
  character. For example, a major personal goal could be
  a character’s aim of joining a specific organization or
  achieving the rank of starship captain in the AstroNavy.
  Minor Personal Goal – These are the various
  important steps required to complete the major
  personal goal. As with party goals, some major
  personal goals may not require minor personal goals.
  It all depends on the goal itself.
  Example: To become a starship captain, Kathryn
  must first be accepted as an officer cadet at the
  AstroNavy Academy. This will require passing the
  rigorous entrance examinations.
  Note: Players can easily exploit Personal Goals so it is
  recommended that the SysOp only allow each character to
  have one major goal at a time. The SysOp will then
  determine what minor personal goals may be needed to
  accomplish the major personal goal. The SysOp has the
  final say on what constitutes a goal (of any type).
  Bonus Experience Points – varies. The SysOp is free to
  award bonus experience points to the characters for
  good role-playing, good ideas, or any other thing that
  the SysOp wishes to award experience points for. No
  more than 100 – 200 bonus experience points should be
  awarded at any given time.
  The game would quickly spiral out of control if every
  action that a character wished to complete were treated as
  goals. A personal goal must have a real impact on the life
  of the character. Party goals are the interim challenges and
  eventual climax of the current adventure. Normal
  everyday tasks are neither personal nor party goals.
  Goal Difficulty
  Some goals will be easy to achieve, others will be
  extremely difficult, even nearly impossible. It is the SysOp
  who decides the difficulty level of any particular goal. This
  is a significant responsibility for the SysOp, but the SysOp
  is the only person at the gaming table who really knows
  whether accomplishing a goal was a piece of cake or a
  “very close-run thing”.
  The following table lists the difficulty levels for the
  various goals and the experience point award that each
  character should get for achieving that goal.
  System Operator’s Guidelines
  Chapter Twelve
  T
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  248
  Determining Goal Difficulty
  Determining goal difficulty will probably be amongst
  the most difficult tasks of any SysOp. Practice will help,
  but players and dice rolls can throw unexpected curves
  changing the actual difficulty radically from the expected.
  Thus SysOps should always determine the final goal
  difficulty after the goal has been achieved.
  SysOps may use the following list of guidelines as an aid in
  establishing goal difficulty and adjusting that difficulty up or
  down when the time comes to award experience points.
  Combat-related Encounters/Goals: When setting the
  initial difficulty rating for foes, you should take and
  compare the average Offensive Bonuses and Defensive
  Bonuses of the characters against the average of the
  foes that the party will be fighting. For vehicular
  combat, compare vehicle statistics and relevant skills
  (such as Pilot, Gunnery, Signaling and Engineering
  (Magneto-gravitics). If they are close to being equal,
  then you should start off with a Difficulty Rating of
  Hard for the encounter.
  If the party or party’s vehicles is outnumbered, then
  raise the difficulty rating one or more levels, depending on
  how many more foes (or hostile vehicles) there are. If
  there are twice as many foes as there are members of the
  party then the Difficulty Rating for the encounter should
  be increased by at least two levels. Likewise if the party’s
  vehicle(s) is/are outnumbered three to one, then increase
  the Difficulty Rating by two levels.
  If the foes are weaker, or less in number than the
  party, then reduce the Difficulty Rating of the
  encounter a couple of levels. Similarly reduce the
  Difficulty Rating if the party’s vehicle is pitted against a
  significantly inferior craft.
  If the foe is less in number, but of significantly higher
  skill, then you may want to increase the Difficulty Rating
  accordingly. Similarly raise the Difficulty Rating if the
  characters’ vehicle is pitted against a superior vessel.
  Random encounters should always be treated as a
  Minor Party Goal, with the object of the goal being to
  stay alive.
  Non-Combat Encounters/Goals: Characters can also gain
  experience points from non-combat goals and events.
  The SysOp must gauge the general Difficulty Rating by
  identifying the tasks that must be accomplished in
  order to complete the goal. All of these goals should
  start off with a base Difficulty Rating of Medium. For
  goals that involve substantial amounts of role-playing,
  you can adjust the Difficulty Rating up or down
  according to the quality of character interaction (both
  within the party and with non-player characters) For
  goals that involve sequences of key maneuver rolls, the
  Difficulty Rating of the maneuvers may be averaged to
  provide a Difficulty Rating for the goal.
  Player Plans and Actions: The plans and actions of the
  characters in their attempts to accomplish their goals
  can also help determine the Difficulty Rating of the
  goal as well. Complex plans split a problem into
  multiple subproblems. Each subproblem may be
  individually easier to solve, but the number of failure
  points also increases. SysOps can, however, reward
  players for the portions of the plan that do succeed by
  considering each appropriate portion as a Minor Party
  Goal. Simple direct plans (“we go in all guns blazing”)
  either work well or fail catastrophically. Players should
  not try to metagame the system by employing complex
  plans simply for the sake of garnering extra experience
  points. Instead they should use simple or complex plans
  as the situation merits. SysOps should also bear in mind
  that a problem may have many possible solutions.
  Example 1: While conducting a routine survey, a
  party of heroic Federation Naval officers and Marines
  has learned that the pirates have a base on a nearby
  world. They decide that there’s no time like the present
  and proceed to the planet to overwhelm the pirates by
  a frontal assault.
  Our heroes have a straightforward plan of “hit hard, hit
  low, and hit first”. Although they have the advantage of a
  brand-new Federation frigate, the pirate base has
  substantial defenses and several armed vessels that the
  corsairs can deploy against the authorities. The SysOp
  determines that this Major Party Goal is likely to have a
  Sheer Folly (or higher) Difficulty Rating. Assuming the
  characters survive, they will each receive at least 500
  experience points.
  Example 2: Through their contacts, the crew of the
  Faffin’ Around have learned of a pirate base on a
  nearby world where a number of Federation personnel
  are being held prisoner. The party decides on a two-
  pronged attack. Firstly the Faffin’ Around will enter
  the star system covertly and equally stealthily
  approach the planet. Some of the group will then take
  a shuttle down to the planet landing hundreds of
  kilometers away from the base. This expeditionary
  force will travel overland by gravitic car, covering the
  final few kilometers on foot. Their intention is to gain
  access to the base and make their way undetected to
  the command center. Dependent on the strength of the
  opposition, they will either seize the command center
  or wreck the generators. Either way, the objective is to
  knock out the base shield and weapon systems.
  Meanwhile the Faffin’ Around will race around the
  planet from its holding orbit and launch a full-scale
  attack on the unprepared pirate ships.
  The plan works better than expected with the
  infiltration team freeing the Federation prisoners who
  provide the extra muscle necessary to take and hold the
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  System Operator’s Guidelines
  
  249
  command center. The pirate vessels are caught between
  the firepower of the Faffin’ Around and the base guns that
  have been turned against them.
  The overall goal of eliminating the pirate base is still a
  Sheer Folly Major Party goal. Entering the solar system
  and reaching the planet undetected is an Extremely Hard
  Minor Party goal. The covert landing is a Hard Minor
  Party goal as is the trek to the base itself. Infiltrating the
  base without being detected is a Very Hard Minor Party
  goal. Taking control of the command center is an
  Extremely Hard Minor Party goal. In successfully
  completing the mission, the party has accomplished one
  Sheer Folly goal (500 XP), two Extremely Hard goals (2x
  200 XP), one Very Hard goal (150 XP), and two Hard (2x
  100 XP) goals. This gives a grand total of 1250 experience
  points for each person in the party.
  Above and Beyond the Call of Duty: Usually characters
  will perform a mission to the best of their ability.
  Occasionally circumstances will give them the chance of
  going above and beyond the call of duty, to perform a
  heroic deed at extra hazard to their lives. Characters
  should be rewarded with extra experience points for
  such courage.
  Example: A Silth raider squadron has invaded an
  outlying star system. Federation fighters have engaged
  the bulk of the raiders, but several are en-route to the
  system’s exit jump point. The scoutship Jenny Allen is
  also heading at best possible speed there. The Minor
  Party Goal is to successfully jump out, dodging or
  outrunning a few salvos of Silth missiles. It’s a task that
  the party should be able to manage without too much
  difficulty. There’s a wrinkle – an unarmed civilian
  passenger liner is also flying towards the jump point. It’s
  not fast enough to reach safety ahead of the Silth. The
  party decides that they will buy the liner that time by
  staying in-system and taking on the Silth directly. Not
  necessarily the smart thing to do, but the right thing
  and the SysOp will reward the heroism accordingly.
  TINTAMAR CAMPAIGNS
  So you have read all the HARP SF rules and are
  intrigued by the Tintamar universe, now comes the
  moment of truth: how to translate all this potential into
  a living, breathing campaign. At the heart of every good
  campaign is conflict. The player-characters (or their
  employers, patrons, superiors, etc.) desire some
  particular end, which may be wealth, fame, power,
  freedom, survival or some other goal. Unfortunately
  other individuals and organizations do not want them to
  attain this goal, perhaps because they want it all for
  themselves. Resolving this conflict by clever stratagems,
  diplomacy, and (occasional) violence will drive the
  campaign onward and forward.
  Conflict in Tintamar
  There is conflict everywhere in Tintamar; some of it
  occurs in the open, more happens behind the scenes, in
  the dark of space and on the frontier where there are few
  witnesses, and yet more seethes and simmers, awaiting the
  spark that will ignite it into a conflagration to imperil
  entire planets and civilizations.
  Within human-controlled space, the tensions among
  the worlds of the Terran Federation are rising. On Old
  Earth, politicians espousing the manifest destiny of an
  Earth hegemony of space cite the Silth as a clear and
  present danger requiring a truly united human response.
  They thunder: “Mankind will never be slaves!” Others
  decry the political structure of the Federation as grossly
  unfair to Earth’s citizens – more than a third of all
  humankind calls Earth home and pay Federation taxes, yet
  the colonies have five times as many voting delegates.
  The solar colonies consider the Silth an ongoing
  menace. Even the Belter League is united in their
  determination that no bubble world die in the next Silth
  incursion. Their governments argue passionately for a full-
  scale offensive as the only credible response to flagrant
  breaches of the truce by so-called Silth “pirates”. Perhaps
  their leaders will decide to take direct action by organizing
  privateer fleets?
  Beyond the Solar System, the transformation of
  interstellar commerce by portal travel has made systems
  that lack portals jealous of those that do.
  The metamorphosis of megacorporations into
  planetary governments and their drive for maximum
  profit at any cost is inciting unrest among their
  populations and disquiet elsewhere in the Federation.
  Rivalries among the megacorporations (both human and
  alien) sometimes flare into outright violence as they
  compete to lay exclusive claims to new habitable planets,
  mineral resources and archaeological artifacts of Builder
  origin. AstroNavy ships are few and far between in the
  Nexus Sector, and rarely sent elsewhere in the galaxy.
  Other (less advanced) sentient species have been
  discovered and some of these are hostile to contact.
  Officially, Terran corporations are forbidden from
  establishing bases on primitive worlds, but greed can lead
  to the rules being broken.
  Strange societies are evolving on the four Interdicted
  worlds. Do smugglers break the blockades to traffic in high
  technology with them? Are the Interdicted merely fiercely
  independent or have they pursued directions that take them
  beyond the pale of conventional civilized behavior? Are they
  even truly human any longer? The Interdicted may not be
  willing to remain meekly at home forever.
  And somewhere out in the deep space are the hidden
  human colonies of those who chose to flout the
  Declaration of Man decades ago. It is only a matter of time
  System Operator’s Guidelines
  Chapter Twelve
  
  250
  before portal-accelerated Federation explorers stumble
  across them …
  All is not sweetness and light among the other
  civilizations of the known galaxy.
  Although grudgingly grateful for the intervention of the
  Wingmasters of Siva against the Silth, the Gorsivan colonies
  have no desire to forfeit their independence and become
  mere appendages of the Consensuality of Siva. On Siva itself,
  opinions are divided on whether or not the Consensuality
  should reassimilate the colonies. Factions are emerging and
  this issue could tear the Consensuality asunder.
  The Silth raids on their bubble worlds have not been
  forgotten or forgiven by the Krakuren who dwell in the
  Tentacles of Tamazek. Like their counterparts in Sol’s
  Asteroid Belt, they favor a preemptive strike on the Silth
  Dominions. Expansion in terms of colonies outside the
  Tamazek system could trigger the greatest territory grab in
  the Nexus Sector since the founding of the Silth Imperium
  and could fracture the Grand Alliance.
  The Madji have already experienced the horrors of an
  interstellar civil war. Recontact between the homeworld
  clans and the colonial clans has been mostly peaceful until
  now. The rivalries are still as strong as ever, however, so
  the potential remains for the old hatreds to be wakened
  from slumber. Additionally there is a minority on Ji’mad’ji
  who would renounce off-world concerns. It is conceivable
  that these clans could (forcibly) dispossess the starfaring
  clans of their planetary holdings (whose attention is
  already divided) and force the starfarers into exile.
  While competition amongst the Runcori world states
  is fierce, the Runcori are much more likely to come to
  grief as a consequence of a grand prank gone wrong. They
  claim their homeworld was destroyed and unguarded
  comments suggest that this was no cosmic misfortune,
  rather a deliberate act of war against them. If this is true,
  perhaps their old enemy searches yet for the survivors –
  will the Runcori fight or run if their enemy arrives in
  known space?
  Few non-Cerans are aware that the modernist mindset
  of space-traveling Cerans is not shared by the whole
  species. The aristocratic Coldbloods still exercise real
  power in rural Ranoc, and while the older oligarchs seem
  content with their estates and liegefolk, the younger nobles
  are dissatisfied with their exclusion from the opportunities
  of space, believing their birthright entitles them to their
  “fair” share.
  The current First Family of the Silth Imperium
  maintains its grip upon the throne and internal peace by
  focusing the aggression of the Great Families outwards. The
  “piracy” and “raiding” that the Dominions support (yet
  disclaim in diplomatic circles) probes the defenses of the
  other star nations, bleeds their commerce, and gives new
  Silth warriors real combat experience. The Silth gained
  faster-than-light travel from captured Runcori explorers;
  they have undoubtedly acquired the secrets of portal
  activation from more recent prisoners. If so, it is only a
  matter of time before they discover lesser portals (or even a
  greater portal) somewhere in their territory. The Silth have
  not renounced their dreams of galactic empire …
  The Exploration Campaign
  Together humans and aliens have explored a scant few
  thousand solar systems, an infinitesimal fraction of the
  billions of stars in the Milky Way. Robotic probes transit
  the known portals to new solar systems, identify any
  worlds of potential interest, and report back, paving the
  way for manned expeditions.
  Boldly going where no one has gone before is a staple
  of science fiction. There are strange new worlds in
  abundance to be found on the frontier of human-
  controlled space, in the Nexus Sector, and for the truly
  daring elsewhere in the galaxy. Explorers may find isolated
  colonies of the known races that have disappeared from
  the galactic community for diverse reasons or discover
  wholly new sophont species and civilizations. Even on
  worlds, which no longer harbor intelligent indigenes, there
  are opportunities for the bold to win fame and fortune
  among the ruins of vanished cultures.
  Exploration campaigns offer the greatest scope for
  multi-species adventuring groups. Most megacorporations
  are as happy to hire alien as human explorers, as long as
  they are competent in their chosen field and loyal to the
  company. Exploration teams will always include Pilots,
  Soldiers (for combat emergencies), Researchers and Techs
  (for scientific, medical and technical support), and Scouts
  (for planetside work). Entertainers and/or Merchants may
  have roles in interacting with intelligent natives for both
  cultural and trade exchanges, while suitably qualified
  Adepts, Fusions, Spies and even Dilettantes can be an asset
  to the team in unexpected situations. Exploration teams
  are on their own once they leave explored space – players
  will welcome the independence this entails. The explorers
  will be thrown onto their own resources and must solve
  problems without relying on the information resources of
  a planetary net. As almost all teams will be in the employ
  of a megacorporation or other organization, the SysOp
  will be able to prepare new systems in advance simply by
  requiring the team to explore stars according to their
  employer’s priorities.
  Space is an intrinsically hostile environment to the
  average sophont. New worlds harbor their own dangers in
  terms of terrain, oceans, weather and life forms (which
  need not be sentient to be hazardous to the unwary). Team
  members may be injured, even killed, on these missions.
  Replacing characters requires returning to base or having a
  few non-player characters as reserves who normally
  remain aboard ship. A skilful use of AI and/or organic
  NPCs also eliminates the issue of player-characters having
  to stay behind to guard the ship. (As any expedition worth
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  System Operator’s Guidelines
  
  251
  its salt will include multimodal vehicles for surface
  exploration, even Pilots have an excuse to leave the main
  ship.) A larger crew than just the player-characters also
  makes it more difficult for unscrupulous explorers to
  hijack a scoutcraft and turn pirates.
  The Intrigue Campaign
  Crime, espionage, conspiracies and political maneu-
  vering flourish throughout the known worlds. Any of
  these could singly or in combination form the basis of an
  intrigue-based campaign.
  Certain kinds of intrigue are suitable for multi-species
  adventuring groups. Megacorporations employ trouble-
  shooter teams for special security details, resolve problems
  that local administrators cannot, investigate corporate crime,
  thwart and perform industrial espionage. On corporate-
  dominated worlds, such teams can expect the full coopera-
  tion of the authorities (and may even be law enforcement);
  beyond the corporate worlds, troubleshooters must work
  within the same constraints as any other private citizen.
  Hybrid intrigue/military campaigns could involve trouble-
  shooters working alongside mercenary units in tackling
  pirates, Silth raiders, rival corporations, and malcontents.
  Other campaigns will work best if all the characters are
  members of a single species. Human characters could be
  FedPol Agents and Investigators responsible for solving
  major crimes, tracking down dangerous fugitives, stopping
  illegal research, and protecting the Federation and its
  peoples from unscrupulous megacorporations, secession-
  ists, and other threats. For a hybrid intrigue/military
  campaign, the characters could work for AstroNavy
  Intelligence instead.
  Alternatively the characters could be rebels seeking to
  free their world from a tyrannical (corporate) government
  or secessionists seeking to win independence from the
  Federation. The authorities will have more resources in
  terms of equipment, personnel, and money. Rebels who
  want the latest tech will have to steal it. Successful mis-
  sions will require careful planning and luck, while staying
  one step ahead of law enforcement will necessitate
  mobility, disguises, a network of safe houses, and justified
  paranoia, as anyone could be a double agent.
  Spies are the obvious must-have profession in intrigue
  and investigative campaigns, but Adepts, Dilettantes,
  Entertainers, Fusions and Merchants can all be effective
  team members. Soldiers (as mercenaries, bodyguards,
  tough cops, and thugs) can provide the necessary muscle.
  Depending on the campaign details, Pilots, Researchers,
  Scouts and Techs may have strong supporting roles.
  Intrigue and investigation will suit SysOps who revel in
  fleshing out a particular area in the setting and love
  convoluted plots, and player groups who enjoy solving
  mysteries, unraveling the layers of conspiracies, and strong
  social interactions between characters and NPCs.
  The Military Campaign
  A full-blown combat-oriented campaign really needs the
  heroes to be members of the military rather than say corporate
  mercenaries. Consequently, all team members should probably
  be members of a single species. An all-human (including
  human electronic characters) group is undoubtedly the easiest
  to run in this context, as players should find it easy to get into
  the mindset of protectors of mankind.
  Military campaigns need credible and engaging
  threats. The Federation routinely has to defend itself and
  its citizens against pirates, Silth raiders, and armed
  secessionist groups.  Once a group had achieved some
  victories on a small-scale against such foes, the SysOp
  could raise the stakes by escalating an existing conflict:
  rebels might stage a coup d’etat against a planetary
  government or a quarantined system might decide to end
  its Interdiction. For a full-scale interstellar war, the SysOp
  need look no further than the Silth. Assuming that the
  Federation remains on friendly terms with the Grand
  Alliance during such a conflict, the SysOp could easily
  justify nonhuman player-characters in the game – they
  could assist Federation personnel as “observers”, liaison
  officers and specialist experts on Nexus Sector matters.
  Individual adventures in a military campaign are
  relatively easy to design; the pitfall is that it is easy for
  them to become repetitive. There are only so many times
  that the heroes can be the crack special forces team sent in
  ahead of the main assault before the novelty wears off for
  the players. SysOps should therefore ensure that they vary
  their scenarios. The second problem is “chain of com-
  mand” – the military by its nature is hierarchical in its
  structure. Enlisted soldiers and junior officers have to obey
  the lawful orders of their superior officers. Within the
  team, some characters will be more senior to others; some
  players dislike their characters being subordinate to other
  player-characters. Opinionated players who happen to
  have officer characters can also take over the game
  (unintentionally or otherwise), leaving everyone else out
  of the spotlight. Some solutions include having heroes
  who aren’t in the normal chain of command, such as
  medics, scientific or technical specialists, covert operation
  experts, psi adepts, etc., relaxing military discipline when
  the heroes aren’t in the presence of superior officers, and
  persuading less vocal players to take the officer roles.
  Soldiers and Pilot are undoubtedly the essential
  professions for Starsoldier and/or AstroNavy teams.
  Adepts, Fusions, Researchers, Scouts, Spies, and Techs are
  the preferred choice for mission and support specialists;
  they can also easily be placed outside the chain of com-
  mand. Dilettantes, Entertainers and Merchants are likely
  to be unwilling combatants but could find themselves in
  the thick of it as war is no respecter of persons.
  System Operator’s Guidelines
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  252
  Master Character Table
  The Master Character Table provides some average skill
  bonuses across a range of skills for characters, based on
  profession and level. It does not factor in the species of the
  character, stat bonuses, professional abilities, or Talents.
  SysOps, therefore, need to customize the vanilla numbers by
  adding in these factors, e.g. for a Human Soldier character,
  the SysOp must add 30 to Endurance, 10 to both Resistance
  skills, decide upon the human racial stat bonuses, and add
  in bonuses to skills for stats above 50. In this case, the SysOp
  should also assign +10 skill bonuses from the Skill Special-
  ization Talent (for humans) and Combat skill level bonuses
  (for Soldiers).  Dependent on the importance or intended
  threat of a NPC, the SysOp might also allocate Talents as
  appropriate to the NPC concept.
  Campaign and Adventure Seeds
  Here is a selection of campaign and scenario ideas set
  in the Tintamar universe:
  Antimatter Asteroid: An intercepted communication
  from an underworld cartel suggests that a breakthrough
  has been made in the industrial production of antimat-
  ter – they are offering to sell antimatter weapons to the
  highest bidder. Corporate troubleshooters will be keen
  to steal the technology, FedPol Investigators will be
  equally desperate to locate the rogue base and shut it
  down, while rebels and revolutionaries will stop at
  nothing to secure the ultimate weapon.
  Apocalypse Now: Members of an obscure cult believe that
  humanity can only be purified through the downfall of
  its technological civilization. Cult members begin a
  campaign of technological sabotage and mass murder.
  The heroes must race against time to unmask the cultists
  and thwart their terrible plan to destroy Ring City!
  Down among the Dead: Ancient ruins have been found on a
  dead world and there are indications that they might be of
  Builder origin. The team is part of a xenoarchaeological
  expedition dispatched to investigate the underground
  complex. The researchers accidentally trigger the original
  internal defense systems and/or release previous invaders
  from an eons-long stasis. Will the ruins become the
  explorers’ tomb too? Can the heroes prevent the alien
  warriors from escaping the planet?
  Law and Disorder: Aliens are being systematically
  murdered on the streets of Earth (or another major
  world). Is this the work of a serial killer or a gang of
  human supremacists? If the perpetrators aren’t
  brought to justice quickly, there will be serious
  interstellar repercussions.
  Lost and Found: A hidden colony (human, Madji, etc.) has
  been located. The inhabitants are hostile to renewed
  contact with the outside universe. The colonists may be
  hiding a secret (indigenous sophonts whom they
  enslaved, anti-agathic drugs that prevent or reverse the
  aging process, etc.) or the system may boast a portal. If
  this is a human colony, the team could be tasked with
  persuading the settlers to join the Federation peacefully
  or be the forward scouts for a full-scale military invasion.
  Lucy in the Sky with Diamonds: During a routine survey
  of a newly discovered star system, an exploration team
  discovers a planet or asteroid belt that is rich in mineral
  resources. A troubleshooter team from a rival megacorp
  is also in-system and they are not willing to share. Only
  one team will leave alive.
  Message Received: When a signal is received from the
  depths of interstellar space, scientists are ecstatic about
  the possibilities of contact with a new civilization. A wave
  of mysterious glitches and malfunctions afflict vital
  software and computer-controlled devices. Then AIs start
  hunting virtual persons in cyberspace; in the real world,
  robots go berserk. Can the cybervirus be eliminated
  before it is too late? And what will arrive next?
  Scourge of the Spaceways: Piracy is on the rise again. This
  time, the pirates are attacking freighters transporting
  high-technology items to outlying colonies. Who is
  leaking shipping schedules to the pirates? Where did the
  pirates obtain their state-of-the-art cruisers and where
  are they based? Are these pirates more than they seem?
  War of the Worlds: Diplomatic efforts to resolve a dispute
  between two neighboring worlds have failed and an
  interplanetary war has commenced. Our heroes may be
  bystanders in the wrong place at the wrong time,
  mercenaries fighting for one of the belligerents, or part
  of a “peaceforcer” mission (sent by the Terran Federa-
  tion or another interstellar government) to end the war
  by defeating both sides.
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  System Operator’s Guidelines
  Chapter Twelve
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  T
  
  Iron Crown Enterprises
  112 Goodman Street
  Charlottesville, VA 22902
  Produced and distributed by:
  http://www.ironcrown.com
  http://www.harphq.com
  w w w
  .  i r o n c r o w n  .  c o m
  TM
  066298
  781558
  9
   
  1-55806-629-2
  ICE3500
  Made in USA               #3500
  What’s in your future-- HARP
  SF! A complete science-fiction role
  playing game, HARP SF is all you
  need whether your game focuses on
  events on a single inhabited world
  in the near future or is a galaxy-
  spanning epic set millennia hence
  in the far future.
  HARP SF retains all the simplicity
  and flexibility of the original
  HARP fantasy game but expands
  its reach to a whole new universe of
  infinite possibilities.
  HARP Sci-Fi includes:
  •
  11 professions
  •
  7 races
  •
  100+ Talents
  •
  80+ skills
  •
  Psionics
  Every RPG needs a setting to 
  provide meaning and depth to the
  gaming experience. That’s why we’ve
  included Tintamar, a ready-made
  setting for SysOps who don't have
  time to build their own cosmos.
  Tintamar is our universe as it might
  be in the twenty-fifth century. It is a
  future of faster-than-light travel,
  interstellar exploration and colonization,
  starfaring alien races, genetically
  enhanced humans, cyborgs, artificial
  intelligences, robots, advanced 
  technology, and exotic psionic abilities.
  500 years in the future, mankind has
  expanded out into the galaxy,
  settling dozens of worlds. Meeting
  strange new races. And then came the
  most startling discovery of all, the 
  portals. Ancient alien artifacts that
  allow distances that once took days to be
  traveled in just minutes. And it was in
  earth’s own back yard!
  This has opened up a explosion in
  exploration and trade across the galaxy!
  TM
  
SOURCE: textdata/thevault/Harp/HARP SF/HARP Sci-Fi.pdf