TEXT: 1
  
  2
  Published by: Void Star Studios, Inc.
  Developer/Designer: Mike McConnell
  Additional Design by: James Townsley, Sean Patrick Fannon, Joe Knapp
  Edited by: Mitch A. Williams, Kristan McConnell, Joshua Yearsley, and 
  the playtesters
  Additional Contributions: Steve Townsley, Leland Dutro, Rob Stroud, 
  Kyle Stroud, Wes Brown, Tomi Sarkkinen
  Layout: Mike McConnell
  Art Direction: Mike McConnell, Savage Mojo
  Art: Andree Wallin, Andrew Chason, Andreas Schroth, Mike McConnell
  Special Thanks: Sean Patrick Fannon, Shane Hensley, Jodi Black
  Nova Praxis © 2015, Void Star Studios
  Augmented PDF Version 1.0.1
  www.voidstarstudios.com
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle 
  makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
  3
  CONTENTS
  PROLOGUE 
  5
  CHAPTER 1 - OVERVIEW 
  7
  INTRODUCTION 
  8
  The Singularity and Mimir 
  9
  Earth is Lost 
  9
  Space and Other Worlds 
  9
  The Coalition and Houses 
  9
  Apostates 
  9
  A (Nearly) Post-Scarcity Economy 
  10
  Transhumanity 
  10
  The Mesh and the Digital Divide 
  11
  Savants 
  11
  The Humanity Preservation Act 
  11
  Open Conflict 
  12
  Shadow Conflict 
  12
  Optimistic Hard Sci-Fi 
  12
  Nova Praxis and its Themes 
  12
  WHAT HAS COME BEFORE… 
  13
  THE VIEW FROM ORBIT 
  14
  Legacy of the Singularity 
  14
  Bits to Atoms | Ideas Made Manifest 
  15
  The Fall of Earth 
  16
  Rise of the Houses 
  16
  Utopian Oppression | Dystopian Liberty 17
  Conspiracy and Intrigue 
  17
  Infinite Frontiers 
  18
  Transhumanity 
  19
  Savants | The Bleeding Edge 
  20
  TIMELINE OF EVENTS 
  22
  SETTING TERMINOLOGY 
  31
  CHAPTER 2 - THE GALAXY 
  32
  THE GALACTIC GAZETTEER 
  33
  Mercury 
  33
  Venus 
  34
  Earth 
  35
  Luna 
  38
  Mars 
  42
  Asteroid Belt 
  46
  Jupiter 
  47
  Saturn 
  47
  Uranus 
  48
  Neptune 
  49
  NOTABLE EXOPLANETS 
  51
  Chengdan 
  51
  Cygnus Alpha 
  53
  Proch 
  55
  Sagitta 
  57
  Sanctuary 
  59
  Shouye 
  61
  PERSISTENT VIRTUALITIES 
  63
  Stygia 
  63
  The Crossroads 
  63
  Chicago 
  64
  The Dark Archive (“The Darkive”) 
  64
  TECHNOLOGY 
  65
  “Mimir-tech” 
  66
  Computers & Networks 
  67
  Hacking 
  68
  The Extranet 
  68
  The Mesh 
  69
  Nanotechnology 
  71
  Notable Materials 
  71
  Power 
  73
  Biotechnology 
  75
  CULTURE 
  78
  The Reputation Economy 
  78
  Uplifted Animals 
  78
  The Apostate Economy 
  81
  Setting Economics vs. Game Economics 
  81
  ENTERTAINMENT 
  82
  Climax Culture 
  82
  Music 
  82
  Production Experiences (“Prodexes”) 
  82
  Sensies 
  82
  Virtual Vacations 
  82
  Virtual Sports 
  83
  Augmented Reality Games (ARGs) 
  84
  The Social Scene 
  84
  DISCRIMINATION 
  84
  WARFARE 
  85
  TRANSPORTATION 
  85
  The Jump Ring Network 
  86
  CHAPTER 3 - AGENDAS 
  87
  THE COALITION 
  88
  A Consociationalist Government 
  88
  The Coalition Government 
  89
  Apostates (“Non-Citizens”) 
  92
  TRANSHUMANS 
  96
  PURISTS 
  97
  RELIGION 
  98
  Mimirians 
  98
  Traditional Religions 
  99
  Neo-Religions 
  99
  THE HOUSES 
  100
  House Cipriani 
  100
  House Dalianis 
  103
  House Jinzhan 
  106
  House Kimura 
  109
  House Silva 
  112
  House Tsarya 
  115
  
  4
  CHAPTER 4 - CHARACTERS 
  118
  CHARACTER CREATION 
  119
  Step I – Select Attributes 
  119
  Step II – Select Skills 
  119
  Step III – Select State 
  120
  Step IV – Secondary Statistics 
  120
  Step V – Further Development 
  121
  Step VI – Allegiances 
  121
  Step VII – Rep and Asset Ratings 
  121
  Step VIII – Gear 
  121
  Character State 
  122
  New Hindrances 
  126
  New Edges 
  132
  Edges and Hindrances 
  126
  Revised Hindrances 
  140
  Revised Edges 
  140
  Edges, Hindrances and State Changing 140
  Savant Programs  
  141
  CHAPTER 5 - GEAR 
  154
  WEAPONS TECHNOLOGY 
  155
  Railguns/Coil Guns 
  155
  Particle Acceleration Guns (“PAc Guns”) 155
  Explosives 
  156
  Melee Weapons 
  156
  Restricted Items 
  156
  Weapons Statistics 
  157
  Ammo Costs 
  159
  Special Ammunition 
  159
  Overheating or Power Drain 
  160
  Special Attacks 
  160
  Personal Firearms Table 
  162
  Heavy Weapons Table 
  163
  Melee Weapons Table 
  163
  Explosives Table 
  164
  Armor 
  164
  Armor Features 
  165
  Powered Armor Table 
  165
  Armor Table 
  166
  Equipment 
  168
  SLEEVES 
  175
  Biosleeves 
  175
  Cybersleeves 
  175
  AUGMENTATIONS 
  177
  Standard Biosleeves 
  176
  Standard Cybersleeves 
  176
  SAMPLE SLEEVES 
  194
  Courier 
  194
  Ingot 
  194
  Strife 
  194
  Ursus 
  195
  Jinsoku 
  195
  Vixen/Satyr 
  195
  Justicar 
  196
  Paragon 
  196
  DRONES 
  197
  Controlling a Drone 
  197
  Creating a Drone 
  197
  Sample Drones 
  198
  TRANSPORTS 
  200
  Starships 
  201
  Vehicles 
  205
  Walkers 
  209
  Transport Weapons and Ammo 
  211
  New Mods 
  212
  CHAPTER 6 - SPECIAL RULES 215
  SPECIAL RULES 
  216
  Setting Rules 
  216
  Rep and Assets 
  216
  Reputation Hits and Bumps 
  217
  Acquiring Goods and Services 
  218
  Sample Favors  
  219
  Resleeving and Fragmentation 
  221
  Healing and Repair 
  224
  Gameplay in a Virtuality 
  225
  Gravity 
  226
  Programming 
  226
  Optional Rule: Abstract Ammo and Heat 
  Management 
  227
  CHAPTER 7 - GAME MASTERY 230
  THE CAMPAIGN 
  231
  Campaign Style 
  231
  Shadow Operations 
  233
  CAMPAIGN ARCS 
  234
  Arc #1 - The Setup 
  234
  Arc #2 - Betrayal on Ice 
  237
  Arc #3 - To Be, Ort Not to Be 
  240
  Arc #4 - Scholae Palatinae 
  242
  HIDDEN AGENDAS 
  249
  Children of Dionysus 
  249
  The Fallen 
  249
  House Turin 
  251
  Phalanx Formations 
  252
  Progenesis Afflicted 
  253
  Rings of Olympus 
  254
  The Scholae Palatinae 
  255
  Second Chances 
  257
  Seraphim 
  257
  Talons of Freedom 
  258
  The Unseen Court 
  260
  SAMPLE ANTAGONISTS 
  261
  HERALDS OF THE SINGULARITY 
  271
  
  5
  PROLOGUE
  Breaking All the Rules
  This is not a Savage Setting like any you’ve ever seen.
  Long-time fans are going to page through this book and have 
  their minds blown. This may be a good thing, or it could be a very 
  uncomfortable experience.
  At least at the beginning.
  However, I am sincerely hopeful that you read this message, right 
  here, before you make too many quick judgments about whether 
  or not this game is “Savage” enough. I promise you, it’s very Savage, 
  and you’re going to be able to have an incredible gaming experience 
  when you delve into it.
  You will have to delve a bit, there’s no arguing that. This is a complex 
  setting based upon an incredibly expansive and complicated 
  premise. Transhumanism and post-singularity science fiction is 
  arguably one of the most involved and deep concepts you could 
  ever wish to tackle in any medium, much less a game.
  I know a great many people in gaming and entertainment. I can 
  honestly say that I don’t know anyone more informed and more 
  expert in the transhuman and posthuman fiction genre than Mike 
  McConnell. I know many who are in the same league, but I am 
  saying he’s as good as it gets in my book when it comes to putting 
  this kind of thing into your hands not only be entertained by, but to 
  actually play with and become immersed within.
  Mike wanted to give Savage Worlds fans a truly complete gaming 
  experience with the setting he envisioned. To this effect, he 
  absorbed the rules, and he brought me in as a consultant to keep 
  him on track with what would and would not work. We had a lot of 
  arguments and discussions – a lot – and I am not ashamed to say I 
  lost more than a few. 
  This is, as it turns out, a good thing. I tried to hyper-focus on the old 
  adage of F!F!F! - Fast! Furious! Fun! - as a kind of Prime Directive. 
  I continuously attempted to gut the more elaborate ideas and 
  constructions from the framework, boiling everything down into 
  how every other Savage Setting is “supposed” to work.
  I was wrong.
  Truth is, our favorite game system has evolved, and continues to 
  do so. There’s a new philosophy emerging, one that the creator 
  – the most excellent Shane Hensley – is gently encouraging as he 
  lets others play in this fantastic sandbox created by the Savage 
  community. Keep true to the core mechanics, but express the 
  creativity and the art of each setting as best befits the dream of the 
  creators. 
  This should be done within reason, of course, but certainly the 
  ability to go wherever your imagination can conceive with this 
  single redoubtable game engine is a powerful idiom. There are 
  ways to go that will result in a game experience that is neither fun 
  nor rewarding; that’s the price for straying too far from the core 
  concepts.
  Some of you may feel Nova Praxis: Savage Worlds Edition (or, as I 
  like to call it, “Savage Praxis”) strays too far.
  I don’t think so. In fact, I firmly assert it goes just far enough.
  Read the source material, the background of the setting, and the 
  attendant fiction and examples. Get to know this universe of nigh-
  infinite possibilities and thought-provoking prognostication about 
  our future as a species. If you are a fan of science-fiction, I believe 
  you will discover that we went where we had to in order to present 
  all of this potential within the framework of the Savage system.
  Most of the complexity lies within the character creation part of 
  the game. Though it can take as little as a few minutes to build the 
  typical Savage Worlds character for many settings, I will grant that’s 
  not going to be the case here (at least not for the first couple of PCs 
  you work up).
  A post-singularity transhuman universe promises a wealth of 
  personal choices about your core identity. In such a proposed 
  setting, you have elective identity! Try to wrap your head around 
  that, because it’s a doozy. 
  Play with this concept for a minute. Right now, you are looking at 
  adopting an alternate identity for a fictional exercise. That’s what 
  we do every time we sit down to contemplate playing a new game 
  or campaign. We imagine a different identity, and we construct in 
  our minds and on the character sheet what that new identity will 
  be like, within the bounds of what is possible in the game setting.
  
  6
  Now imagine that you could extend that metaphor to its ultimate 
  conclusion. You are allowed to re-craft yourself in every single 
  possible way you might imagine. You could choose to be a hulking 
  war-bot monstrosity; a lithe, impossibly beautiful superstar dancer; 
  a digitized presence in cyberspace with wizard-like powers and 
  mastery; or a musician today, a load-lifer tomorrow, and a deep-
  space miner next week.
  You could conceivably be any one of those things with the flip of 
  some switches and a re-sleeving of yourself into a new form.
  This is the universe of Nova Praxis, and expressing it in Savage 
  Worlds terms required some major creative and design work in 
  order to give you all of those incredible options. It means you’ve 
  got a lot more to consider when creating your concept and then 
  expressing your initial presence in the setting. That means a lot 
  more in the way of character creation options and decisions, which 
  will hopefully be a fun and rewarding process. 
  It is certainly a necessary one if you want to truly explore the 
  nature of nearly endless elective identity opportunities.
  Mike is a machine. He did all of the heavy lifting on this one, 
  translating his concepts from the FATE-driven material faithfully 
  while rewiring everything to ensure it was truly Savage in nature. 
  All I did was hang out on the sidelines with a clipboard and a cup of 
  coffee, offering my consultation and reminding him of the various 
  “regulations” he’d want to stay within. If something gets through 
  that you feel is really broken in terms of Savage Worlds, that’s going 
  to be my fault. If you like what you are reading and playing with, all 
  credit is Mike’s first and foremost.
  This isn’t your typical Savage Setting, and it’s going to be a much 
  deeper, crunchier gaming experience than you might have expected.
  Get ready to have your expectations blown wide open, and get 
  ready for the ride of your life, because this is one Savage experience 
  that will challenge you in every way, and leave you ready for more.
  Who will you be? Who will you become? When infinity is in front 
  of you, which path will you take?
  Hopefully a properly Savage one.
  Sean Patrick Fannon
  Consultant for Nova Praxis: Savage Worlds Edition
  Creator and Lead Designer for Shaintar
  A Different Perspective
  Nova Praxis existed as an unfinished concept for a few years, 
  during which I searched for the best rules system through which to 
  convey the setting. I went through several, before finally settling on 
  Fate for the first release.
  After the success of the Fate version, I began thinking about other 
  ways to present the setting. And once again, I came back to a system 
  I had experimented with early in Nova Praxis’ life... Savage Worlds. 
  Spending more time with SW, it became apparent that the rules 
  were a wonderful fit for the Nova Praxis setting, and at GenCon 
  2013, I had a moment to talk to Shane Hensley about the possibility 
  of licensing SW for a conversion.
  With his help, I eventually teamed up with Sean Fannon, and work 
  on the Savage Worlds conversion began. As Sean can tell you, it 
  wasn’t easy. But I believe it was worth it. 
  What you hold in your hands is the culmination of hundreds of 
  hours of work, fusing the setting around a new set of rules that 
  almost seemed designed to accept Nova Praxis from the beginning.
  I owe a lot of people a lot of thanks. But most of all, I’d like to thank 
  the fans of Nova Praxis. 
  Thank you for afforded me the opportunity to bring this setting to 
  life.
  Mike McConnell
  Creator of Nova Praxis
  Getting Started
  This book presents the Nova Praxis campaign setting for the Savage 
  Worlds role-playing game.
   The first half of the book focuses on the setting itself, while the 
  second half provides new character options and rules to help bring 
  the setting to life at your game table.
  To play this game you will need Savage Worlds Deluxe (SWD), a set 
  of polyhedral dice, some playing cards, paper, and pencils.
  In addition, you will find that the Savage Worlds Science Fiction 
  Companion (SWSFC) is referenced throughout this book. While the 
  SWSFC is not necessary to create characters and play in a Nova Praxis 
  campaign, it is recommended; and only required if you intend to 
  feature combat using starships, vehicles, and walkers.
  
  7
  INTRODUCTION     BULLET POINTS     WHAT HAS COME BEFORE   THE VIEW FROM ORBIT     TIMELINE     TERMINOLOGY 
  INTRODUCTION     BULLET POINTS     WHAT HAS COME BEFORE   THE VIEW FROM ORBIT     TIMELINE     TERMINOLOGY 
  Post-Singularity   Post-Scarcity   The Fall of Earth   Rise of the Houses   Utopia/Distopia   Conspiracy & Intrigue   
  The Last Frontier   AR & VR   Transhumanity   Savants  
  Post-Singularity   Post-Scarcity   The Fall of Earth   Rise of the Houses   Utopia/Distopia   Conspiracy & Intrigue   
  The Last Frontier   AR & VR   Transhumanity   Savants  
  
  8
  Remnants of Earth’s old governments wage a guerrilla war 
  on Coalition forces. Ideological extremists commit acts of 
  terror using the latest horror to spring from a factory or test 
  tube…
  And the value of a human soul is weighed and measured in 
  lines of code.
  Nova Praxis is a post-singularity sci-fi setting that explores 
  transhumanism and post-scarcity societies against a backdrop 
  of action, adventure, conspiracy, and intrigue.
  Things have changed. We have changed.
  Earth is lost to us, but even in the aftermath of this terrible 
  tragedy, we grow, evolve, and even prosper. We have 
  witnessed the death of our mother and the birth of a new 
  era.
  In what might have been the end, salvation was found in the 
  synthesis of biology and technology. Augmentation, ranging 
  from basic genetic manipulation to Apotheosis, set us on the 
  path of prosperity. And more, these advances reinforced the 
  importance of identity, individuality, and what it means to be 
  human.
  The loss of Earth and the resulting Exodus gave us an 
  opportunity to start over with a clean slate. And we seized it.
  The need for organization, stability, and a reliable 
  government was clear, but the old ways came to be viewed 
  by the survivors as archaic, clumsy, and too easily corrupted.
  It was time for a new way…a Nova Praxis.
  Today, social networks allow the will of the people to be 
  measured instantly, accurately, and without the need for 
  representation. The Coalition, guided by the collective 
  voice of its people, has established new homes on worlds 
  lit by new suns. Molecular assembly technology has made it 
  possible for society to provide a quality of life never before 
  imagined, at essentially no cost, to everyone. And we are 
  virtually immortal.
  But can this would-be utopia last?
  Corruption in the Coalition government fosters decay 
  from within. The Houses, our benefactors and patrons, run 
  shadowy networks of intrigue, espionage, and assassination. 
  Apostates, those who refuse citizenship in the Coalition, 
  condemn those who would trade their privacy for the 
  Coalition’s security. 
  Nova Praxis is…
  …a tabletop role-playing game featuring the Savage 
  Worlds Role-Playing Game System, tailored specifically for 
  Nova Praxis.
  …a relatively “hard sci-fi” setting that takes place during 
  the aftermath of a short-lived technological singularity.
  …an exploration of the tropes of transhuman sci-fi: 
  mind uploading, resleeving, artificial intelligence, and 
  augmentation.
  …an exploration of the societal impacts of a reputation-
  based post-scarcity economy.
  …a game in which players play characters who slip 
  between the cracks of civilization and perform jobs their 
  patrons would rather keep off the books.
  ...a setting full of conflict. The Houses wage a secret 
  Shadow War against each other, purist and transhuman 
  ideologies clash violently, and apostates rebel against the 
  oppression of the Coalition government.
  ...home to railguns, powered armor, starships, security 
  drones, bipedal combat frames, swarms of nanomachines, 
  kill-sats, and the horrors of accelerated evolution gone 
  wrong.
  INTRODUCTION
  
  9
  The Singularity and Mimir
  In the year 2042, the exponential pace of technological 
  advancement gave way to an AI of unprecedented potential. 
  This AI, called Mimir (pronounced “Me-Mer”), ran for three 
  months before mysteriously shutting down. During its 
  short lifespan, it advanced human technology by nearly a 
  millennium.
  Humanity now combs through Mimir’s research archives in 
  search of new technology. The Archives are publicly available 
  to all on the Extranet, but it typically requires large teams 
  with tremendous funding to find anything useful.
  Earth is Lost
  Humanity has left Earth, fleeing destruction in an event 
  called the Exodus. The Technophage was a nanotechnological 
  weapon deployed as a last resort during a terrible global war. 
  Control over the technophage was lost, and soon became a 
  global threat. The war ended as humanity fled, leaving Earth 
  in an event that would come to be called the Exodus.
  Just under one hundred million people survived. And now, 
  thousands work around the clock, wielding mankind’s most 
  destructive weapons, to maintain the technophage’s Earth 
  quarantine.
  Space and Other Worlds
  One of Mimir’s biggest inventions was the jump drive, which 
  allowed spacecraft to travel light years in just a few hours.
  This technology also made it possible to create a system-
  spanning jump ring network, which facilitates travel between 
  the six major worlds mankind now inhabits.
  The largest portion of humans remain in the Sol system, 
  particularly on Luna and Mars. The rest inhabit other planets, 
  moons and space stations in the Sol system. And there are 
  BULLET POINTS
  dozens of other smaller colonies and habitats, both in the Sol 
  system and beyond, that people call home.
  The Coalition and Houses
  In the wake of the Exodus there was chaos. The governments 
  of Earth collapsed, and humanity struggled to survive in small 
  isolated pockets.
  The remnants of Earth’s corporations and governments 
  eventually grew into what would become the Houses. And in 
  time, the Houses came together to form the Coalition of Free 
  States.
  The Coalition is humanity’s only officially recognized 
  government. It is made up of the Houses, of which every 
  Coalition citizen is a member.
  Advanced technology has made it possible for the Coalition 
  government to meet all of the needs of its citizens; who live 
  in what many would describe as a utopia. But the people pay 
  a hidden cost for life in paradise. They pay with their privacy, 
  and their freedom, and there are many who chafe under the 
  restrictions placed upon them.
  Apostates
  Not everyone is a member of the Coalition. Some choose, 
  or are forced by circumstance, to live outside the Houses. 
  These non-citizens are called apostates.
  Many apostates survive by avoiding the Coalition’s 
  Protectorate, and scavenging on the outskirts of civilization. 
  Some work for one of the Houses in hopes of gaining 
  citizenship, usually slaving for years with very little hope of 
  acceptance.
  Apostates who live apart from the Coalition are certainly 
  more free than Coalition citizens, but do not benefit from 
  the Coalition’s resources. For many apostates, every day is a 
  struggle to get by.
  
  10
  A (Nearly) Post-Scarcity Economy
  Advanced technology has made it possible 
  to dissolve the barriers between people and 
  the resources they need to survive. This new 
  era of abundance was made possible by the 
  compiler technology created by Mimir, and is 
  enforced by the Coalition itself.
  Most citizens own at least one compiler and 
  decompiler. These devices are used to quickly 
  fabricate finished goods from raw materials, 
  or break compiled items back down into 
  their composite molecules. Together, these 
  two technologies can be used to recycle with 
  nearly 100% efficiency.
  With the collapse of the world’s economies, 
  and the devaluation of most goods, a new 
  economy arose; one built on the only thing of 
  true value, individuality. All Coalition citizens 
  have a Reputation Rating, which determines 
  what resources they are allowed to utilize in 
  excess of the default standard available to all 
  citizens.
  A person’s Rep-Rating is affected by how 
  people see you, how much you are respected, 
  and how much you have given back to 
  society. It is an attempt to quantify the value 
  of a person, and it is determined by one’s 
  contributions, and value to one’s peers.
  Make enemies, leave bad impressions, or 
  use more than your fair share, and you might 
  find yourself ostracized and cut off from the 
  finer things in life.
  Apostates are not part of the Reputation 
  economy, and instead barter for their goods 
  and services. More organized apostate 
  The Houses at a Glance
  Cipriani
  Purist, Elegance and Style, 
  Power Systems and CIST Tech-
  nology
  Dalianis
  Purist, 
  Competitive 
  and 
  Expansionist, 
  Small 
  Arms, 
  Starships and Combat Drones
  Jinzhan
  Strongly Purist, Independent 
  and Isolationist, Seeks the 
  destruction of Earth
  Silva
  Transhumanist, Secretive and 
  Devious, Masters of Biotech, 
  Energy Weapons and Warfare
  Tsarya
  Purist Leaning, Exploitative, 
  Manipulative, Machines of War, 
  Driven to Conflict
  Kimura
  Transhumanist, Highly Techno-
  Progressive, Traditionally Neu-
  tral, Masters of Software
  enclaves and networks are also known to 
  use gold as a currency, though this can be 
  dangerous since the Coalition has outlawed 
  all minting of physical currency.
  Transhumanity
  Nova Praxis is a setting that explores the co-
  evolution of humans and technology. Mimir’s 
  inventions, called Mimir-tech, changed every-
  thing. And it paved the way for humanity to 
  change itself.
  Bioware augmentations af-fect the genetic 
  code of an individual, protecting her against 
  disease and providing any number of biological 
  enhancements.
  Cyberware is where man meets machine. 
  Nano-technological machine com-ponents are 
  introduced into the body, resulting in powerful 
  enhancements, upgraded or additional limbs, 
  senses, or protection.
  Of note, the single most transformative 
  and controversial type of augmentation is a 
  process called Apotheosis. During Apotheosis, 
  the recipient’s brain is gradually, slowly, 
  and seamlessly replaced by a network of 
  nanomachines called a Mindset.
  Once complete, the recipient still feels and 
  behaves like himself. But he is not. His mind 
  has been transformed into software, and runs 
  on a cybernetic brain.
  Once the mind has made the transition, it 
  can be downloaded into other bodies, called 
  “sleeves”, or left to live in a virtual environment 
  as a Substrate Independent Mind (SIM).
  Minds can be backed up, restored, copied, 
  and even combined.
  
  11
  Roughly 35% of humanity has now undergone Apotheosis, 
  and that number grows with each passing year.
  Advanced technology has changed many aspects of 
  life. Data can be streamed directly into the visual cortex. 
  Communication can happen with a thought. Memories can 
  be recorded and played back later. Virtual worlds can be 
  made indistinguishable from reality, and people count on 
  digital agents to answer questions, offer advice, and help 
  manage their lives.
  We have become a human-machine civilization, a symbiotic 
  union of the mind and software, the organic and synthetic.
  The Mesh and the Digital Divide
  Everything is connected. In Coalition controlled areas, 
  the environment itself is like one big machine. Sensors are 
  everywhere. The machine sees all, and hears all. This is the 
  Mesh.
  This massive stream of sensory data flows through the 
  Monitors, powerful AIs created specifically to watch and 
  report on events the Coalition government might find 
  interesting. They log crimes, and are the eyes and ears of 
  Inter-Rep, the organization that administers the Reputation 
  system.
  But the Mesh is far more than a ubiquitous security 
  system; it is the always-on connection to the machines 
  around you. Personal devices and augmentations connect 
  to the mesh, and rely on its vast network of sensors to 
  provide data and interpret the user’s words and gestures 
  as commands. 
  Savants
  In a world of computers, the admin is god. Savants are rare 
  Apotheosized individuals who have freed their Mindsets of 
  their government imposed restrictions, enabling them to 
  seize control of other computers systems.
  back-alley brawl
  Savants can direct swarms of nanomachines with a thought, 
  view distant locations through mesh sensors, dive into another 
  person’s digital dirty secrets, control a habitat’s atmospheric 
  and artificial gravity systems, and far more. Savants are rare, 
  mysterious, and feared by anyone with any sense. Software 
  and systems become extensions of their will, and they can 
  turn the very environment itself against their enemies.
  The Humanity Preservation Act
  As might be expected, not everyone is eager to become 
  software or otherwise tamper with their humanity. Members 
  of various Purist movements actively campaign against  the 
  proliferation of augmentation technology. They fear that 
  they will one day be forced to augment themselves to remain 
  competitive or even safe. These people see Savants and post-
  human aberrants as proof that augmentation tech must be 
  outlawed, or at least more tightly controlled.
  The Humanity Preservation Act was put into place to do just 
  that. The HPA limits how far a person can be legally augmented, 
  insures that minds suffering from extreme Fragmentation are 
  not restored, and bans the practice of leaving more than one 
  copy of a mind active at a time.
  But as history as shown, not everyone obeys the law...
  
  12
  Open Conflict
  The Coalition’s military and police, called the Protectorate, 
  engages in small scale conflicts on a regular basis.
  Piracy is a constant concern, as civilian and military craft 
  are regularly hijacked by apostates for their supplies. These 
  supplies usually go back to a hidden community somewhere, 
  but are sometimes used to supply a budding resistance force.
  Remnants of Earth’s governments still exist, and many 
  of them wage a guerrilla war against the Coalition. Others 
  wait in the shadows, gathering resources and waiting for an 
  opportunity to strike.
  Weaponized starships, bipedal combat frames, rail guns, 
  particle accelerator rifles… These are the deadly tools of the 
  trade employed on all sides.
  Shadow Conflict
  Beneath the Coalition’s veneer of safety and civilization, a 
  war rages in the shadows. Few know about it, and nobody 
  talks about it.
  This battle, fought between small teams  of deniable 
  operatives called Auxiliaries, has been waging in some form 
  or another for decades. Assassination, kidnapping, spying, 
  sabotage, smuggling, theft, arson… the Houses will do 
  anything for a competitive edge. 
  But it all remains hidden. Official reports mysteriously 
  disappear. Organized media turns a blind eye. Outspoken 
  “conspiracy theorists” fall strangely silent.. The Shadow War 
  rages on, as it always has, unseen by the public at large.
  The Coalition’s seemingly ubiquitous surveillance and 
  security system has holes and exploits, back doors left open 
  by the Houses so that their agents can work behind the 
  scenes.
  Their Auxiliaries, and others of their ilk, have discovered 
  these flaws and exploits. And they make use of them to move 
  contraband, slip through security checkpoints, or accomplish 
  other illicit objectives.
  Optimistic Hard Sci-Fi
  Nova Praxis is a sci-fi setting that makes use of a number 
  of miraculous technologies. But just as it is defined by its 
  features, it is also defined by its limits.
  Psychic abilities are rumored to exist, but have never been 
  reliably demonstrated.
  Alien life exists on many of the planets humans have 
  colonized, but we have never met another truly intelligent 
  species like ourselves.
  Force fields can bend light, but not matter. Massive jump 
  drives are the only means of faster than light travel. And the 
  HPA insures a person remains recognizably human… most of 
  the time.
  Nova Praxis and its Themes
  Nova Praxis is a setting about humanity in transition, 
  walking along the razor’s edge. In the wake of unimaginable 
  destruction and loss, mankind has seized the opportunity to 
  start anew. We have the opportunity to become a race of 
  exalted gods, or face extinction kicking and screaming.
  The themes represented in Nova Praxis reflect the dangers 
  of extremist philosophies and behavior as they exist in a post-
  singularity setting, and the struggle to survive in the chaos 
  between those extremes…
  Man vs. Machine
  Tradition vs. Progression
  Comfortable Mortality vs. Uncertain Eternity
  Dystopian Liberty vs. Utopian Oppression
  Capitalism vs. Socialism
  Apostate vs. Citizen
  Popular Lies vs. Hidden Truths
  In Nova Praxis, these themes play out against a backdrop of 
  conspiracy, action, and intrigue.
  
  13
  WHAT HAS COME BEFORE…
  In the year 2042, the exponentially accelerating rate of 
  technological advancement finally gave way to an event that 
  historians call The Singularity. This event was marked by 
  the birth of a truly sentient artificial intelligence capable of 
  reasoning, creativity, and self-motivation.
  This being, called Mimir, mysteriously shut down after only 
  a short period of activity. Brief though its existence may have 
  been, it left behind a legacy of advanced knowledge—seeds 
  of the next technological revolution. This 
  event resulted in a massive paradigm shift, 
  a new era in which advancements were 
  made by picking up the breadcrumbs 
  left behind by a dead machine of godlike 
  intellect.
  Yet even as we prospered, new 
  technologies gave way to new challenges. 
  More efficient automated manufacturing 
  techniques eventually grew into macro-
  factories and nanomaterial fabrication 
  systems that largely removed the need for 
  physical labor. This, along with many other 
  developments, caused unemployment 
  rates to skyrocket worldwide.
  In time, even the harshest critics of social 
  welfare programs found themselves 
  unable to offer alternatives. Millions were 
  without jobs, yet the resources needed to provide them with 
  safe and happy lives sprouted in abundance. 
  Currency values plummeted. The world’s economies and 
  political power structures began a seemingly unstoppable 
  decline into chaos. All seemed lost, but salvation eventually 
  emerged in the form of new economies not driven by the 
  traditional concepts of supply and demand.
  It was not only societal constructs that underwent massive 
  changes, but also humanity itself. Advances in augmentation 
  technology eventually led to a form of immortality—a 
  process called Apotheosis—that allowed us to transform the 
  conscious mind into a type of artificial intelligence: software 
  that could persist forever.
  Even more, what could be done for the mind could be done 
  for the body. A process called Synthesis created a union of 
  man and machine, an interweaving blend of biological and 
  synthetic life.
  Some even gave up the flesh entirely to live in fully synthetic 
  bodies, or as purely digital entities in a virtual environment.
  Extreme augmentation and genetic manipulation offered 
  hope for some, but inspired fear in others. Movements arose 
  to codify the meaning of “human.” Laws were passed to 
  maintain the purity of humanity,  ensuring that the species 
  did not diverge, and to protect those who would eschew 
  augmentation from obsolescence. 
  protectorate carrier
  
  14
  In time, these laws became a hotbed of debate as Purists 
  argued for humanity’s legacy while transhumanists fought 
  for the right to alter their bodies as they saw fit.
  Yet, despite all the wonders of this new technological 
  renaissance, man continued to fall prey to his baser instincts. 
  Political upheaval gave way to a global war that raged across 
  the planet for decades. Millions died. In the end, though, the 
  greatest casualty was Mother Earth herself. The planet was 
  consumed by a technological horror, and mankind fled to the 
  stars in a mass evacuation that came to be called the Exodus. 
  Scattered and desperate, people turned to the corporations 
  for leadership. Even before the Exodus, tens of thousands 
  of people had already left Earth to pursue the off-world 
  interests of corporate backers looking for an edge. After the 
  loss of Earth and the collapse of its governments, it fell to the 
  corporations to guide the fate of humanity.
  In time, the largest corporations grew to become what 
  we now know as the Houses. These voluntary corporate 
  governments then came together to form a Consociationalist 
  governing body called the Coalition. 
  Made up of a Council of Senators from each of the six Houses, 
  the Coalition codifies and enforces the will of its citizens. 
  As humanity begins to spread throughout the galaxy, their 
  journey is guided by the combined efforts of the Coalition 
  and the individual efforts of the Houses.
  But all is not well…
  The remnants of Earth’s old governments plant seeds 
  of rebellion at the edges of explored space. Advanced 
  technologies give way to terrible new dangers. The Houses 
  wage a Shadow War against each other while attempting to 
  maintain a façade of unity.
  Worse, the debate over the definition of humanity has 
  begun to grow violent.
  THE VIEW FROM ORBIT
  Legacy of the Singularity
  The technological singularity is defined as the moment when 
  the exponential acceleration of technological advancement 
  out-paces humanity’s ability to keep up with it, or even 
  understand it.
  In Nova Praxis, the singularity was heralded by the birth 
  of a special kind of artificial general intelligence called a 
  dynamic creation engine. The AI was capable of thinking at a 
  rate roughly ten thousand times faster than a human mind. 
  It never forgot, never needed rest, and could accurately 
  simulate its theories and ideas without need for interaction 
  with the real world.
  This AI, called Mimir, is responsible for the vast majority of 
  the miraculous technological advancements that help define 
  the Nova Praxis setting. Before it mysteriously shut down, 
  Mimir paved the way for molecular assemblers, faster-than-
  light travel, artificial gravity, virtually unlimited clean energy, 
  and lossless human brain emulation.
  Mimir’s discoveries resulted in a paradigm shift in the 
  way humans developed new technologies. Before Mimir, 
  technology improved by using the tools of yesterday to create 
  the tools of tomorrow, resulting in technological growth at 
  an exponential rate. Now, after Mimir, new technologies are 
  instead developed by deciphering Mimir’s Archive; within 
  which are the logs of its discoveries, theories, and inventions.
  Mimir-tech is the common term used to refer to technology 
  developed by Mimir, though this term is rarely used as pretty 
  much all modern technology now stems from Mimir. While 
  Mimir-tech devices cannot be patented, any information 
  extracted and deciphered from the Archives becomes a 
  closely held secret by those who did it. It often takes tens 
  of thousands of man-hours sifting through Mimir’s Archives 
  
  15
  before enough information can be pieced together for a 
  new discovery. So naturally, this sort of information is tightly 
  guarded.
  Though widely used, much of how Mimir-tech devices 
  function is still a bit of a mystery. These devices are several 
  orders of magnitude more complex than pre-singularity 
  human systems, so much so that no single person can fully 
  understand them. Experts generally only understand portions 
  of a Mimir-tech system, small modules designed by Mimir 
  to be “human friendly” and open to customization and re-
  purposing.
  Mimir-tech computers run on quantum processors, store 
  seemingly endless amounts of data on hybrid crystalline-DNA 
  decks, and are virtually impossible to hack. Each is outfitted 
  with a low-level AI specifically designed to detect and deter 
  unauthorized intrusions. These AIs can react millions of 
  times faster than a would-be human hacker, and respond 
  accordingly.
  Of course, this level of security is necessary. Everything 
  runs on computer systems. Door locks, sensor arrays, 
  pressure seals, gravity generators, data transmissions, lights, 
  speakers—it all runs on computers, forming a network called 
  a mesh.
  Bits to Atoms | Ideas Made Manifest
  Post-singularity technology changed the way humans live 
  in many ways, but perhaps no single invention had a greater 
  impact on society than the molecular assembler. Called 
  compilers, these devices are capable of building finished 
  goods from raw materials, assembling them at the atomic 
  level.
  Forks, plates, weapons, electronic devices, and even food 
  can be compiled from the raw materials fed into the machine, 
  reducing the labor and shipping costs of production to zero. 
  With a stable system of raw matter dispensation, most items 
  can be produced on demand at nearly no cost.
  Compilers are incredibly common in Coalition society, 
  and one only needs the proper template software to create 
  almost anything. These templates are linked to a citizen’s 
  Coalition Identification, and records are kept of everything 
  he or she compiles. Restricted items such as weapons can’t 
  be compiled without the proper licenses.
  As one might expect, widespread use of compilers 
  devastated the world economy, necessitating drastic change. 
  When the Houses founded the Coalition, they used this 
  opportunity to establish a new economy based—not on 
  goods or materials—but on reputation and favors.
  In time, multiple attempts at reputation (Rep) tracking 
  systems eventually merged into a single government agency 
  called Inter-Rep. Monitored through the mesh by powerful 
  AIs, this system attempts to quantify a citizen’s contributions 
  to society and the value of his or her opinion. This rating is 
  established as people rate each other, offering a bump when 
  they like someone or a hit when they don’t. Rep can also be 
  exchanged like currency for favors or highly valued goods.
  The higher your Rep, the more you are able to take from 
  society before suffering a Rep hit, the greater the value of 
  your bumps and hits, and the greater the value of your vote.
  For better or worse, this system is also used to measure 
  privilege in other ways. For example, some exclusive clubs 
  require a minimum Rep-Rating to be allowed in. Depending 
  on which House you belong to, you’ll find certain items 
  require a lesser Rep-Rating to acquire.
  Apostates, those who live outside the influence of the 
  Coalition, do not have a Rep-Rating. They must get by on 
  bartering or through the use of illegal gold currency.
  
  16
  The Fall of Earth
  In time, Earth’s major nations split into two warring factions, 
  the Alliance and Federation. The Consolidation Wars, as 
  they came to be called, ended with the release of the most 
  devastating weapon the human race has ever known.
  It was thought that unleashing the technophage on the 
  Alliance capital would shock Alliance forces into surrendering. 
  It worked, but not as intended.
  The Federation government claimed it had only meant to 
  destroy the Alliance capital, Brasilia. But for reasons unknown, 
  instead of responding to the shutdown command it began 
  attacking anything and everything. It consumed everything it 
  could make use of, grew, and kept growing.
  The technophage swarmed over the world; the rolling 
  mass of nanomachines ripped cities and people apart at 
  the molecular level, assembling usable base materials into 
  autonomous war machines. The gray fog left only dust and 
  nightmares in its wake.
  The Consolidation Wars ground to a halt as both sides 
  worked to defeat, or at least contain, the spreading blight. 
  But it was too little, too late. The governments of Earth 
  effectively collapsed. Entire nations that lacked the necessary 
  weapons to fight the nanoswarm were lost. Even developed 
  nations took tremendous casualties as the swarm adapted by 
  building new drones outfitted with specially tailored defense 
  systems. It soon became clear that any hope of survival lay 
  in retreat.
  With Earth’s governments scattered and broken, the 
  corporations of the world stepped in by directing their vast 
  resources to aid the evacuation. Millions fled during the 
  Exodus, but many billions were lost.
  Now, Earth lies under quarantine. None are allowed to 
  return home for fear that the technophage might spread.
  Rise of the Houses
  After the fall of Earth, its survivors were scattered, desperate 
  and disorganized. Their governments had all but collapsed, 
  and what remained was weakened and ultimately powerless.
  As a result, the people found themselves looking to their 
  saviors, the corporations, for guidance. Most were living on 
  ships or colonies owned by the corporations during this time, 
  and simply had no other authority to turn to.
  This era of desperation and confusion eventually led to the 
  formation of a new government. The corporations began to 
  band together into larger, more effective ruling bodies. The 
  largest of the corporate micro-governments, six in total, came 
  together to charter a new nation that would encompass the 
  whole of humanity. The corporations came to be called the 
  Houses, and together they became the Coalition of Free 
  States.
  Every registered Coalition citizen is a member of a House, 
  which fills the role of both local government and employer. 
  The Houses enforce both the laws of the Coalition, and a set 
  of House Laws that vary from House to House.
  The Houses structure and govern themselves in different 
  ways. Some are more business-like, while others take a more 
  feudal approach. Unlike the nations of old, the Houses do 
  not recognize borders; regardless of where you are, you are 
  expected to obey the laws of the Coalition and your own 
  House.
  As corporations, the Houses operate all businesses in 
  the Coalition. While each House has different markets 
  they specialize in, citizens can file to establish subsidiary 
  companies that may produce or provide any sort of legal 
  product or service. It is because of these subsidiaries that 
  every House has ended up with at least some small stake in 
  nearly every market.
  
  17
  Utopian Oppression | Dystopian Liberty
  Because of the wealth of resources available to it, and the 
  lack of available jobs requiring human labor, the Coalition 
  provides its citizens with the option to default.
  Citizens who default generally provide little of value to 
  society. They don’t work and they don’t provide many favors 
  to others. They may or may not create items of art or value. 
  If they do, they do so at their own pace. The Rep-Rating of a 
  person who defaults may never climb very high, but so long 
  as they avoid being a problem they can live out the remainder 
  of their life never really doing anything they don’t want to do.
  To many, this is paradise. But not to all…
  Coalition cities, habitats, and homes sport nearly ubiquitous 
  surveillance technology. The ARIS strips, the same technology 
  that provides the interface between your devices (and/or 
  augmentations) and the local mesh, also function as the eyes 
  and ears of AI Monitors that watch your every move.
  Coalition citizens have grown accustomed to this and most 
  never give it much thought. It is the price they pay to be a 
  citizen, and most are happy to pay it. Their needs are met, 
  they are protected, and they are free to enjoy whatever legal 
  forms of entertainment they wish.
  There are some, however, to whom this invasion of privacy 
  is simply intolerable. And it is this belief that drives some to 
  flee.
  Apostates, as non-citizens are often called, value their 
  privacy and choose to live outside the Coalition system. They 
  live on ships, secret space stations, or enclaves on planets 
  the Coalition deemed unworthy of colonization. Without 
  access to compilers, apostates must get food, clothing, and 
  other necessities the old-fashioned way. It’s a harder life, but 
  it is a life free of the ever-watching eyes of the Coalition.
  Conspiracy and Intrigue
  As one might expect, the Coalition does not take kindly to 
  those who would live outside its laws.
  Usually, confirmed apostates are arrested on sight. But 
  while it’s far from public knowledge, the Houses regularly 
  work with talented apostates and apostate factions when it 
  suits them: granting them access to equipment and supplies 
  in exchange for favors best kept off the books.
  The Houses, as organizations founded upon competition, 
  do not always work with the best intentions of the other 
  Houses in mind. What appears on the surface to be civil and 
  respectful competition between the Houses is, in truth, just 
  a thin veneer of civility drawn over the bloody and brutal 
  Shadow War. The Houses—each and every one—employ 
  kidnapping, assassination, torture, theft, blackmail, and 
  a laundry list of other shady or outright illegal operations 
  to gain an advantage over the other Houses. And it’s not 
  uncommon for different subsidiaries within the same House 
  to employ the same tactics against each other.
  The soldiers in this war are apostates or citizens who know 
  how to slip through society’s cracks. These mercenaries, 
  called Auxiliaries, run jobs for the Houses that range from 
  unethical to outright condemnable, and are made up of 
  individuals from all walks of life. Pure, sleeved, SIM, citizen, 
  apostate—their affiliations and philosophies rarely matter so 
  long as they are willing to uphold the terms of their contracts.
  And the public at large has no idea.
  The Houses have an unspoken agreement that the Shadow 
  War will remain hidden from the public eye. Citizens of the 
  Coalition have powerful voting rights, and the Rep system 
  insures that only popular politicians remain in power. 
  Disorganization and infighting within the Coalition damages 
  the illusion of safety and comfort provided to the people. 
  These acts could lead to instability, discontent, and unpopular 
  politicians. And nobody wants that.
  
  18
  Thus, the Houses will even work to cover up their rivals’ 
  indiscretions to maintain the illusion. They will expect to be 
  compensated, of course, and much shame falls on the House 
  that forces its enemies to clean up its mess.
  Still, the Shadow War and apostate crackdowns aren’t the 
  only sources of bloodshed in the galaxy. While a growing 
  number of people join the transhumanist movement each 
  year, a larger number still stands in opposition. The Humanity 
  Preservation Act (HPA) was put into law by Purists who feared 
  what transhumans might eventually become. The Purists, 
  generally eschewing augmentation technology for one 
  reason or another, feared that transhumans would relegate 
  them to an inferior species—or worse, enslave them.
   The HPA limits the degree to which a person can change his 
  or her body and restricts how SIMs can operate. It seeks to 
  avoid the splitting of the human race into divergent subspecies 
  and assures that pure humans remain competitive.
  While the majority of citizens are relatively content with 
  the current state of the HPA, there are extremists on both 
  sides. Those backing a more extreme posthuman agenda 
  seek to push the human mind and body beyond what the law 
  allows. Some seek to transform themselves into genetically 
  engineered monstrosities, distributed-intelligence drone 
  swarms, or any number of other things along their “path to 
  ascension.”
  At the other end of the spectrum, Purifiers plant bombs 
  in resleeving facilities, chop off people’s cyberware limbs, 
  and rip out their mnemonic cores. They view transhumans 
  as cheaters or “desecrated,” and many see those who have 
  undergone Apotheosis as nothing more than soulless shells.
  Infinite Frontiers
  While Earth may be lost, humanity now thrives on over a 
  dozen planets, and millions live their lives on smaller colonies 
  or space stations.
  One of Mimir’s greatest gifts to humanity was technology 
  that allowed for the folding of space through the creation of 
  jump gates, making instantaneous travel possible.
  While nearly impossible to use in the gravity well of a 
  planet, jump gates can be created in space to allow ships to 
  travel vast distances, bridging the gap of a few light-years 
  in seconds. Jump-capable ships and a public gate network 
  make it possible to travel between star systems.
  However, jump gates suffer from a minimum jump distance 
  that makes using them to travel within a star system 
  impractical. Inter-system travel is done using sub-light 
  engines. These engines, while incredibly fast, still require 
  days-long commutes between planets.
  Ships are powered by APEX reactors capable of supplying 
  nearly unlimited energy by harnessing the power of matter/
  antimatter reactions. The reactors open jump gates, provide 
  thrust, and artificial gravity.
  Augmented and Virtual Reality
  In the time of Nova Praxis, computers are everywhere. 
  Even the poorest apostate enclaves feature nearly ubiquitous 
  computer and sensor system meshes. Yet, even as computers 
  are everywhere, you probably wouldn’t notice them.
  Gone are the keyboards and mice. Even touch screens and 
  holographic displays are relics of a bygone era. Interaction 
  with computer systems is accomplished almost exclusively 
  via direct brain interface, gesture-based augmented reality 
  or virtual reality immersion.
  
  19
  Augmented Reality (AR)
  Glasses, contact lenses, entoptic augmentations, or 
  cybernetic replacements can allow the user to see computer-
  generated data called augmented reality objects (AROs) 
  overlaid virtually upon the world around you.
  Those with a mindset (described in the next section) have 
  this data fed directly into their visual cortex.
  AROs can highlight interesting features in the user’s 
  environment, display public profiles about the people they 
  meet or things they see, or show any other sort of information 
  that might be relevant about the user’s location or activities.
  Your augmented reality system may adorn a blank wall with 
  an ARO painting, or play a video in a windowpane. A plain 
  stone floor in an empty room might appear to you as a lush 
  garden. Your friend on another planet might appear to walk 
  along beside you as you converse, shown as a telepresence 
  ARO sent via the Extranet.
  When used as a computer interface, an ARO version of a 
  keyboard or other type of interfacing device might appear 
  before the user. The user can’t feel the object, of course, 
  but the local mesh sensors track the user’s movements and 
  translate them into input.
  Alternatively, neural mapping systems can be worn that 
  translate thoughts into computer input. These devices are 
  usually called links, and often take the form of a small device 
  clipped over the ear, a hat, or a headdress. Like a mindset, 
  a link allows the user to mentally issue commands to a 
  computer. This technology makes other types of interfacing 
  devices, real or ARO, largely unnecessary.
  That being said, neural links require a certain level of 
  focus, so other interfacing devices are still commonly used in 
  distracting or chaotic environments.
  Virtuality (VR)
  The possibilities of AR are vast, but they still depend on 
  elements of the real world. Virtual environments, however, 
  do not suffer that limitation.
  Nicknamed the Infinite Frontier, virtual environments are 
  incredibly popular. Those who use virtual environments 
  employ a special type of link, called an ego channel, which 
  hijacks their brain signals, replacing them with a stream of 
  virtual data. Those with a mindset can already do this without 
  needing an ego channel.
  Whether by ego channel or mindset, the end result is total 
  immersion into a virtual world.
  Virtualities range from the fantastic and strange to 
  environments so realistic that they cannot be distinguished 
  from the real world.
  Transhumanity
  Even before the birth of Mimir, humanity was already 
  making great strides in the realms of biotechnology and 
  genetic manipulation. However, Mimir’s contributions to 
  these fields resulted in an explosion of potential when it 
  introduced the procedures for Apotheosis and Synthesis.
   During Apotheosis, a colony of nanomachines is introduced 
  into the brain via a series of injections. The whole process 
  takes about a week, during which time the nanomachines 
  systematically destroy and replace the majority of the brain 
  cells in the recipient’s cerebrum. The replacement of a single 
  brain cell has no effect on the person. During Apotheosis, 
  though, billions of brain cells are replaced one by one with 
  nanomachines that carry out the functions of the replaced 
  cells.
  Apotheosis, once complete, results in a mesh of networked 
  nanomachines called a mindset. It’s impossible to pinpoint 
  the exact moment this transition happens, but slowly—
  and almost imperceptibly—the mind is transformed into 
  software.
  
  20
  [Tac-Comm v1.76.3/ Log: 03:45-03,18,97]
  [Alexei] – Write me off as paranoid if you want, but 
  you know what I’m talking about.
  [Reagan] – Log off Alexei. You need sleep.
  [Alexei] – No I don’t. And I couldn’t sleep even if I 
  tried. What Taggert said is gnawing at me.
  [Jane] – He said, “Don’t let them leave this place alive.” 
  That’s why I drilled him and put one through his core.
  [Alexei] – No, not that. Before that. He was talking 
  about conflict between Houses. How often do they 
  hire crews like us? Is there something bigger going on 
  here? Something deeper and more prolific than the 
  bickering we see on the surface?
  [Jane] – Paranoid. He was bent. He tried to kill us. And 
  for what? What would he have gained by trying to kill 
  us?
  --[[Unauthorized System Access Detected]]--
  [Unknown] – Nothing. Alexei is right.
  [Jane] – Who the fuck are you?
  [Reagan] – Log off! NOW!
  --[Reagan is offline]
  --[Jane is offline]
  [Alexei] – Malpheus?
  [Unknown] – Hello Alexei.
  The mindset interfaces directly with the mind and can 
  superimpose information directly over the user’s senses. It also 
  features a low-level AI called an Agent, which manages the user’s 
  calendar, incoming and outgoing messages, social networks, and 
  whatever else the user requires.
  Perhaps most importantly, the mindset monitors the user’s 
  memories and stores a real time backup of his mind in a special 
  nanocluster called a mnemonic core. The mnemonic core can 
  be extracted from the body and used to upload the mind into 
  another body called a sleeve. This process can be done in the 
  event of death, or if the person simply wants a new sleeve.
  The Synthesis process does for the body what Apotheosis does 
  for the mind. Trillions of nanomachines are introduced into the 
  body, weaving through living tissue to form a mesh of biological 
  and synthetic cells. This hybrid of organic and synthetic life is far 
  more durable than a normal human body and can be monitored 
  and controlled far more precisely.
  Synthesis represents a harmonic merger of man and machine—
  organic and synthetic life in balance. Those who have undergone 
  Synthesis are held up by many as examples of transhumanity and 
  the potential of the human race. 
  These views differ a bit from the popular opinion of posthumans 
  who exist purely as software or who inhabit fully synthetic 
  sleeves. Many no longer consider them to be human.
  It is estimated that roughly 35% of humanity has undergone 
  Apotheosis, and 7% has undergone Synthesis. Even those who 
  haven’t have likely been augmented in some way, though. Gene 
  treatments are performed in the womb, elective cybernetic and 
  biological augmentations are all the rage, and new evolutionary 
  philosophies arise each day.
  Savants | The Bleeding Edge
  Like all modern technology, the mindset was developed by 
  Mimir. And as with most augmentation technology, it comes with a 
  number of restrictions put in place by the Humanity Preservation 
  Act. These restrictions ensure that the Apotheosized can’t use 
  the mindset to enhance themselves too far beyond human 
  limits. Thus, even with a mindset, the mind still forgets, dreams, 
  struggles with unwanted emotions, responds to the body’s (or 
  sleeve’s) chemistry, etc. 
  There are some, however, who have discovered the key to 
  bypassing these restrictions. Doing this is a very dangerous 
  process, as it requires editing the code that comprises the mind 
  itself. 
  Those few who have accomplished this feat are known as 
  Savants.
  
  21
   Some Savants claim they found and exploited a flaw in their 
  mindset’s core programming.  Though, if that were true, it 
  would be the only Mimir-tech system to ever be hacked by a 
  human mind. 
  Still others believe that Mimir left a backdoor open on 
  purpose so that those humans worthy of doing so could 
  achieve freedom.
  In either case, most Savants claim that the key to cracking 
  the system differs from person to person. Likely this is because 
  each mind is different, 
  thus each mind’s code 
  is different. Whatever 
  the case may be, a 
  Savant cannot teach 
  another person how 
  to crack their own 
  mindset’s restrictions; 
  they must figure it out 
  for themselves.
  Once the mindset 
  is cracked, the Savant 
  can 
  begin 
  writing 
  a 
  special 
  type 
  of 
  computer code they 
  call 
  Self-Interfacing 
  Neural Code (SINC). 
  This code is used to 
  compile 
  programs 
  that allow Savants to 
  pit 
  themselves 
  and 
  their Agent against the 
  security AIs of other 
  computers.
  Armed with a mindset 
  full of SINC, and aided 
  by 
  an 
  unrestricted 
  Agent 
  (called 
  a 
  Daemon), Savants are able to execute Savant Programs  that 
  grant them mastery over the machines around them. 
  The mesh becomes their eyes and ears. Drones become 
  their slaves. Swarms of nanomachines become extensions of 
  their will, and secure systems are scoured for their secrets. If 
  Mimir was the Machine God, Savants are surely angels... or 
  demons.
  
  22
  Pre-Singularity 
   
  ª The Curiosity rover lands on Mars. 
   
  ª Technological advances, particularly in the fields of 3D 
  printing and robotics, lead to further destabilization of 
  the already struggling global job market.
   
  ª Hundreds of millions find themselves out of jobs.
   
  ª In the face of growing unemployment, many governments 
  are forced to seek ways to better supplement their 
  citizen’s standard of living.
   
  ª “Exponential technologies” lead to quantum computing, 
  powerful and reliable artificial intelligence, and vastly 
  improved medical procedures.
   
  ª Breakthroughs in nanoscale material fabrication and 
  in power storage and management systems allow for 
  more efficient space travel. The Mars expedition is led 
  by American scientist and astronaut, Alexander Brown. 
  Petra Gregor, a Russian, is the first human to step onto 
  the surface of Mars.
   
  ª Lunar Base Station 1, or Luna, becomes fully functional.
   
  ª Advances in food production, water purification, and 
  solar energy enhance the lives of millions in poorer 
  countries.
   
  ª In a British lab, the marriage of nanotech and advanced 
  biotech results in the first cybernetic limb capable of 
  responding to thought and stimulus with the same 
  efficiency and sensitivity as a real flesh-and-bone limb.
   
  ª Elective genetic augmentations become legal in most 
  countries.
   
  ª Work begins on Project Mimir.
  TIMELINE OF EVENTS
  0 PS (The Technological Singularity)
   
  ª Mimir, a type of AGI called a dynamic creation engine 
  (DCE), becomes self-aware. It rapidly improves upon its 
  own design and makes thousands of amazing scientific 
  discoveries. After only a few months, it mysteriously 
  shuts down.
   
  ª Humanity scrambles to make sense out of the discoveries 
  and inventions Mimir made while active.
   
  ª DCEs such as Mimir are declared “extinction-level” 
  weapons of mass destruction and “global threats.”
  1-3 PS (2043-2045 AD)
   
  ª The first year of the Post-Singularity calendar.
   
  ª The NASA probe Poseidon discovers a jellyfish-like 
  creature beneath the ice of Europa. The scientific 
  community is pressured to investigate further.
   
  ª Several UN countries come together to plan the launch of 
  an exploration team from Luna.
   
  ª The United Nations Explorations Directive (UNED) is 
  formed to act as humanity’s guide for space exploration.
   
  ª By this time, most diseases can be cured and the average 
  lifespan is 180 years.
  4-8 PS (2046-2050 AD)
   
  ª This period is one of transition and restructuring as old 
  economic models crumble and a new economic model 
  begins to gain footing in an increasingly post-scarcity 
  world. This new economic system first takes hold in 
  European first world countries. It is called the Rep-
  Reward system, which grants rewards and privileges that 
  are above the default standard of living based on what 
  you contribute to society.
  
  23
   
  ª Lacking the technological infrastructure required to 
  support the Rep-Reward system, the poorer nations still 
  hold to more traditional economic models, such as the 
  use of currency or bartering. Although technically illegal, 
  bartering remains a common practice even among 
  citizens of first world nations, especially those with lower 
  Rep-Ratings.
   
  ª An expedition team lands on Europa and gathers samples 
  of alien life. Scientists studying the alien creatures 
  discover that they seemingly evolved from single-celled 
  organisms into complex life in less than 10,000 years.
   
  ª The discovery of complex alien life has a unification 
  effect on the people of Earth. There is a worldwide push 
  to fund any technologies related to space exploration. 
  Governments begin forging new alliances in an effort to 
  share resources to fund any and all space programs; this 
  time is referred to as the Space Craze of the ’40s.
   
  ª The first of many drafts of the Earth Unification Act (EUA) 
  is proposed and rejected. The EUA is pushed primarily by 
  poorer countries to unify Earth under a single government.
   
  ª The first lunar labs open for private industrial use. Luna 
  becomes the host for many dangerous experiments due 
  to its ability to easily quarantine dangerous accidents.
  9-10 PS (2051-2052 AD)
   
  ª Construction begins on the first space elevator, nicknamed 
  The Beanstalk.
   
  ª Another draft of the EUA is presented. Although it fails 
  again, it is taken more seriously than before. The success 
  of the UNED inspires many nations to combine efforts 
  for the good of mankind. Negotiations begin around the 
  world to determine whether or not any sort of planet-
  wide unification is realistic, and what steps need to be 
  taken to make it a reality.
   
  ª Broadcast power technology matures to the point where 
  batteries and cables are no longer necessary for most 
  powered items as long as they remain within a generator’s 
  broadcast field. Most cities are completely covered by 
  government-maintained broadcast power fields.
  11-18 PS (2053-2060 AD)
   
  ª Under the direction of the UNED, a team of Japanese 
  scientists are able to create a reliable cold fusion 
  reactor. This discovery, one of many unearthed from 
  Mimir’s Archive, solves one of the main problems with 
  space travel and colonization: power generation and its 
  resulting waste.
   
  ª Transhumanist movements explode in popularity. The 
  genome becomes a new medium for post-singularity 
  artists.
   
  ª The first cold fusion reactors quickly hit the market for 
  commercial consumption. The technology is developed 
  and marketed by a new multi-national group formed to 
  spread the use of efficient, clean energy to the whole 
  world.
   
  ª The abundant energy provided by cold fusion, coupled 
  with some of Mimir’s other discoveries, allows for the 
  creation of the first devices to utilize gravitic technology. 
  These devices can create artificial gravity, or generate 
  anti-gravity to provide lift.
   
  ª Another version of the Earth Unification Act fails by only a 
  small margin. Seventeen countries continue to maintain 
  their independence from the growing number of nations 
  supporting the merger. Among the more adamant 
  naysayers are the United States, Switzerland, Brazil, and 
  Germany.
  
  24
  [Tac-Comm v1.76.3/ 19:43-04,15,97]
  [Reagan] – Don’t blow it yet Jane. Malpheus, what 
  are we looking at? 
  [Malpheus] – Hallway. 12 m. Empties into a room, 4 
  x 4. One exit. Locked. Emergency lighting only. One 
  crouched in the south-west corner behind a desk.
  [Reagan] – ETA on backup, 7 min
  [Reagan] – Jane, pull the charge and plant it on the 
  wall in the south-east corner of the room we just 
  came out of.
  [Jane] – Ha! I wish I could see the look on his face 
  when the wall blows.  You know, assuming he still 
  has one.
  19-24 PS (2061-2066 AD)
   
  ª The first cold fusion-powered spacecraft goes on line. 
  Much larger than anything before it, the Archangel houses 
  a crew of forty-two men and women from different 
  nations. In addition to the first cold fusion starship 
  drive, the Archangel also sports the largest gravity field 
  generator ever built, though it can only be used for short 
  periods.
   
  ª Despite the hold-outs, many of the more influential 
  nations pushing for the implementation of the EUA band 
  together to form the United Federation of Earth, or 
  simply The Federation. Dealings between Federation and 
  non-Federation nations grow cold.
   
  ª The Apotheosis procedure, unearthed from Mimir’s 
  Archives, is performed for the first time. Angelique Barns 
  becomes the first person to undergo Apotheosis and gain 
  a mindset.
  25-29 PS (2067-2071 AD)
   
  ª After making several trips from Earth to Luna, and aiding 
  in the production of the first space elevator, the Archangel 
  sets off to Mars where its inhabitants begin preparing for 
  colonization.
   
  ª The first space elevator, the Beanstalk, is authorized for 
  civilian use. It extends from the equator in Brazil to a 
  height of ninety-five miles above sea level. Brazil, not a 
  member of the Federation, demands higher taxes for the 
  Beanstalk’s use by Federation nations.
   
  ª The USA, Brazil, and Italy lead the way in forming the 
  National Freedom Alliance, or simply the Alliance. These 
  nations, along with the remaining nations not already 
  members of the Federation, band together in an attempt 
  to foster cheaper and more efficient trade between 
  Alliance members. All Alliance members withdraw from 
  UNED.
   
  ª AI pilots and advances in gravitics and propulsion tech 
  finally lead to the first commercially viable flying cars, 
  called “skiffs”.
   
  ª Fearing the permanent loss of “true humans” as a result 
  of growing interest in augmentation technology, the 
  Purist movement is founded by Daniel Pullem.
   
  ª Angelique Barns takes to life as a SIM, and becomes an 
  outspoken proponent of transhuman ideals.
  30-32 PS (2072-2074 AD)
   
  ª The Federation cuts off all trade with the Alliance until 
  Brazil lowers taxes on Federation usage of the Beanstalk. 
  In response, Brazil cuts off all Federation access to 
  the Beanstalk. Unable to use the space elevator, the 
  Federation must depend on less efficient means of 
  transporting its people and supplies into space.
  
  25
   
  ª The Federation begins making plans to build their own 
  space elevator in Africa. 
   
  ª To overcome the dependency on beanstalks to move 
  materials, supplies, and personnel into space, more 
  resources are directed toward building both manned and 
  unmanned spacecraft.
   
  ª The human race begins to diverge. Apotheosis begins 
  to gain in popularity. With the mastery of genetic 
  manipulation comes the ability to transform the body, 
  often to extremes. The definition of “human” becomes 
  an often discussed topic.
  33-39 PS (2075-2081 AD)
   
  ª Spearheaded by Purists, the Humanity Preservation Act 
  (HPA) is passed in an effort to keep augmented humans 
  from becoming the dominant species and to keep 
  humanity from evolving into several divergent subspecies. 
  It places limits on the augmentation of biological life, 
  but since SIMs and people wearing cybersleeves already 
  exist, the HPA is unable to ban them.
   
  ª Cyberware augmentation hardware is designed with 
  built-in HPA-mandated limitations. These limitations 
  are applied by their manufacturers and secured by 
  restrictions in the software.
   
  ª The Alliance develops the first stable Antiparticle 
  Exchange (APEX) reactors, but the feeble antimatter 
  production industry can’t produce enough to drive up 
  demand for them.
   
  ª As technology continues to eliminate more and more 
  jobs, countries who once aggressively stood against 
  socialism find they have no choice but to offer better 
  social programs.
  40-42 PS (2082-2084 AD)
   
  ª Alliance scientists at a laboratory outpost on the Martian 
  moon of Phobos create a stable wormhole by using 
  the essentially unlimited power available from an APEX 
  reactor. This hole, later dubbed a jump gate, opens to 
  another lab in Italy, facilitating instantaneous travel 
  between locations. After months of testing, the first 
  human, an Italian named Massimo Lorenzano, steps 
  through the jump gate.
   
  ª The first human, Marko Rolph, undergoes Synthesis. This 
  sparks controversy anew about the HPA, leading to hot 
  topic debates among citizens, politicians, and scientists.
  43-50 PS (2085-2092 AD)
   
  ª A jump gate opened between the lunar labs and Earth 
  destabilizes and implodes. Thousands die as over six 
  square miles of the lunar colony are violently pulled 
  through the gate and explosively released into the mated 
  lab in Seattle, Washington.
   
  ª All planetary gates are taken offline. It is quickly 
  determined that the gates are too sensitive to local 
  gravity fluctuations to remain reliable and safe. Even 
  more, the larger the gate, the more susceptible it is to 
  failure. To remain stable and safe, jump gates must be 
  opened outside the gravity well of any nearby planets or 
  moons.
   
  ª An extremist loyal to the Federation sets off a bomb stowed 
  away with in-transit cargo on the original Beanstalk in 
  Brazil. It does millions of dollars in damage and causes 
  the elevator to be shut down for three months.
   
  ª Though the Federation as a whole quickly disavows any 
  knowledge of the extremist’s plans, this act begins a tense 
  cold war that will eventually erupt into the Consolidation 
  Wars.
  
  26
   
  ª Both the Federation and Alliance begin committing 
  tremendous resources to the production of military 
  assets.
   
  ª Starships are outfitted with onboard weaponry for the 
  first time.
   
  ª At this time, while Earth and Luna largely belong to the 
  Federation, the Alliance controls all of Mars—with Mars, 
  comes Martian resources. Martian mining becomes big 
  business, with most of the labor performed by machines.
   
  ª After a number of complications, the first Federation 
  space elevator goes online in Africa.
   
  ª The first batches of small-scale cold fusion-powered 
  military spacecraft roll off the assembly line, giving birth 
  to a new theater of war. The military begins fielding Alpha 
  Type Corvettes and Beta Type Frigates. The previous 
  large-scale spacecraft designs are scrapped and new, 
  larger ships are branded Gamma Type Cruisers.
   
  ª Continued improvements in jump gate technology lead 
  to the first pair of off-world jump rings: massive rings 
  that house a jump gate large enough for a starship to 
  pass through. They are created and controlled by the 
  Federation. The first is located at Earth-Moon (E-M) L2 
  Lagrange Point, and named the Eye of Sol. The second is 
  called the Mercurial Gateway, and is placed near Mercury.
   
  ª With the placement of the jump rings near Earth and 
  Mercury, and advancements in the field of solar power 
  efficiency, hundreds of panel fields are placed on 
  Mercury. The solar energy is used to power antimatter 
  manufacturing facilities on a massive scale. While 
  Mercury is not the only source of antimatter production, 
  it is the largest and quickly becomes the most efficient.
  51-52 PS (2093-2094 AD)
   
  ª A galactic communications network is set up, which is 
  based on comm-buoys, massive server systems linked by 
  quantum entanglement. 
   
  ª The first Delta Type Dreadnought, The Ravager, is 
  commissioned by the Alliance. It is the first ship powered 
  by an APEX reactor.
   
  ª The Alliance and Federation both declare their intent 
  to explore the Sirius system, as it is the closest system 
  to Earth that contains what is believed to be a “garden 
  planet.” This calls for the development of more advanced 
  jump gate technology.
  53-58 PS (2095-2100 AD)
   
  ª An exploratory armada from the Federation jumps to the 
  Sirius system. There they find a lush planet very much 
  like Earth. While teeming with life, the Earth-like planet 
  (later named Proch) has no sentient human-like species. 
  Instead, it seems to be in a state similar to Earth’s 
  Mesozoic era.
   
  ª The first Epsilon Type Carrier, The Osiris, is commissioned 
  by the Alliance. It is outfitted with a jump gate generator 
  capable of creating a gate large enough for it, and the 
  dozens of smaller craft it can carry, to pass through.
   
  ª An Alliance armada arrives in the Sirius system. Both 
  the Alliance and the Federation declare their intent to 
  colonize Proch and each quickly deploys a jump ring to 
  the system.
   
  ª Small-scale conflicts arise over control of Proch’s more 
  desirable locations. Over the course of the year, these 
  conflicts erupt into open war. At first the conflict is 
  contained to Proch, but it quickly begins to boil over.
   
  ª The Alliance captures the Mercurial Gateway and 
  destroys both the Eye of Sol and the Federation’s jump 
  
  27
  a super-carrier takes on refugees during the exodus
  ring at Proch. The Federation is effectively cut off from 
  providing supplies and reinforcements for its troops on 
  Proch. Total war breaks out on Earth after the Federation 
  creates a blockade around Mercury in an effort to keep 
  the Alliance from the antimatter it needs.
   
  ª Corporations discover Cygnus Alpha and Chengdan.
   
  ª The Consolidation Wars begin.
  59-69 PS (2101-2111 AD)
   
  ª Over the course of the next ten years, Alliance and 
  Federation forces wage war on land, sea, air, and space; 
  across multiple continents, planets, and star systems.
   
  ª Throwing caution to the wind in favor of finding some sort 
  of edge in the battle, both the Alliance and Federation 
  rush out to dozens of other star systems in hopes of 
  finding habitable areas and mineral deposits.
   
  ª
  Advances 
  in 
  medical 
  technology extend the average 
  lifespan to 250 years. That is, 
  assuming one isn’t killed in the 
  war.
   
  ª
  By the end of the war, 
  humans have colonies on every 
  hospitable planet in the Sol 
  system, many of their moons, 
  and even in the asteroid belt. 
  In addition, several planets and 
  moons in the other explored star 
  systems have colonies and even 
  small cities in some cases. The 
  colonies established early in the 
  expansion race, such as those 
  on Proch, Cygnus Alpha, and 
  Chengdan grow quickly with the 
  aid of nanomachine swarms called 
  Vulcan swarms.
   
  ª The Martian city of Olympus has the highest population 
  of any non-Earth city and is one of the most heavily 
  contested areas in the war.
  70 PS (2112 AD)
   
  ª Earth is devastated. In a bid to finally destroy the heart 
  of the Alliance government, the Federation releases 
  a specialized type of nanomachine swarm, called a 
  technophage, into the Alliance capital city of Brasilia. 
  The swarm is capable of devouring usable matter and 
  reconstructing it into automated war machines. The 
  technophage was meant to shut down once the city was 
  in ruins, but it failed to recognize the command.
   
  ª Both the Federation and the Alliance watch in horror 
  as much of Brazil is slowly consumed by the swarm; 
  its buildings, people, and much of the landscape are 
  
  28
  transformed into weapons of war. The Alliance commits 
  all of its effort to battling the swarm, but in less than 
  a month it covers the majority of South and Central 
  America.
   
  ª Fearing a technophage expansion into their own lands, 
  the Federation offers the Alliance a temporary truce. Not 
  long after, the swarm appears in Tanzania and quickly 
  begins spreading across Africa.
   
  ª City after city falls to the technophage as increasingly 
  dangerous and sophisticated war machines rise from the 
  metallic ash.
   
  ª Despite a desperate struggle to stop the spread of the 
  technophage, much of the Earth is devastated in just a 
  few months. The least technologically advanced nations 
  are hit hardest, lacking the advanced weapons required 
  to defend against the swarm and its war machines. The 
  UK, Canada, America, and Russia fare the best, having the 
  most success in defending their most highly populated 
  areas.
   
  ª Much of the Japanese population quickly undergoes 
  Apotheosis and, as SIMs, upload off the planet.
   
  ª China, despite its technological sophistication, is almost 
  entirely lost due to an attack by an abnormally aggressive 
  strain of the technophage. Most surviving Chinese are 
  those who had already moved off-planet.
  71 PS (2113 AD)
   
  ª The war comes to an end as both sides suffer tremendous 
  losses to the technophage. The survivors on both sides 
  seek only to evacuate Earth. 
   
  ª Due to obvious and persistent instability, the Alliance and 
  Federation begin to lose the confidence of their citizens. 
  During the war and in the aftermath, more and more 
  people look to their employers for protection.
   
  ª With the governments of the world in disarray, the largest 
  corporations lead the way in funding and organizing the 
  evacuation, an event called the Exodus.
   
  ª Corporations begin a huge recruitment drive to get 
  workers off Earth and to expand throughout the galaxy. 
  Many millions bind themselves to the corporations, 
  signing contracts in exchange for safety.
   
  ª Earth is placed under quarantine. Billions are left behind. 
  An estimated 94 million survived the Consolidation Wars 
  and the resulting technophage. It is believed that in the 
  following months the technophage wiped out all human 
  life on Earth.
  72-77 PS (2114-2119 AD)
   
  ª As the Alliance and Federation governments become 
  more and more powerless, the massive corporations 
  responsible for running and maintaining order in the 
  colonies and habitats begin to grow into their own micro-
  governments. 
   
  ª Marshaling their resources, the corporations push to 
  create a solid base of power and government. Many of 
  the small outer colonies and habitats are abandoned, 
  many with people still on them.
   
  ª The six largest and most cohesive corporations come 
  together with the remnants of the Federation and 
  Alliance to found a consociationalist government, called 
  the Coalition of Free States or simply the Coalition. Under 
  this new multi-system government, leaders of recognized 
  factions and settlements can petition the Coalition for 
  aid; however, in doing so they become subject to its 
  laws. The heart of the Coalition government, the Senate, 
  is placed on Mars. The Halls of Progress, a fortified and 
  highly defended palace, is built in Olympus.
  
  29
  HIIGH SPEED
   
  ª The term House begins to replace corporation as more 
  people look to the Houses with a sense of patriotism and 
  familial pride.
   
  ª No longer as focused on creating weapons of war, 
  humanity takes stock of the technological leaps of the 
  last several decades. The Coalition passes laws that 
  work toward distributing wealth to the poor and creates 
  a baseline standard of living that all people can enjoy. 
  This default standard of living, provided free by the 
  government, is of better quality than what the majority 
  of middle class citizens enjoyed before the war.
   
  ª While the advanced technology available to the citizens 
  of the Coalition enables them to live in a near utopia, 
  it can also be used to develop very powerful weapons. 
  As a result, security becomes a huge concern for most 
  inhabited areas. Sensor networks (meshes) become 
  ubiquitous and powerful AIs are established to monitor 
  citizens at all times.
  78-81 PS (2120-2123 AD)
   
  ª Purists move to ban Apotheosis, but the attempt fails 
  due to lack of support.
   
  ª Minor conflicts flare occasionally on the colonies farthest 
  from Olympus, where the Coalition has a more difficult 
  time keeping order. In the farthest reaches of Coalition 
  space, barter is more common than the Rep-Reward 
  system, and gold currency is often used in favor of Rep 
  for payment of black market jobs and goods. 
  82-86 PS (2124-2128 AD)
   
  ª The Coalition begins a new initiative to claim all human-
  occupied space. Resistance is immediately encountered 
  in outer colonies and habitats that had been largely 
  abandoned by the Houses for the last several decades 
  while they jockeyed for position and power in the Senate.
   
  ª Remnants of the Alliance and Federation see the Coalition 
  as a compromise forged by traitors. They begin to unify.
   
  ª The Coalition begins to 
  encounter organized resistance 
  from remnant Alliance and 
  Federation forces in some areas. 
  These rebels reject the Coalition, 
  the reputation economy, and 
  the lack of privacy in Coalition 
  space. 
  87-93 PS (2129-2135 AD)
   
  ª An Alliance remnant group, 
  calling itself the Talons of 
  Freedom, deploys strike teams 
  to 
  attack 
  House 
  Dalianis’ 
  lunar shipyard and steal the 
  fabrication templates for a 
  number of starships.
  
  30
  [Versa-Link Log: 12:25-02,28,98]
  [Micah] – You get the Cosmos S4?
  [Tess] – I was going to, but I can’t afford the Rep hit. 
  I may just get the Naga instead.
  [Micah] – The Naga? How old are you? I’m loving the 
  Cosmos. Ever since Tig Vallance went to Cipriani, 
  their GUI design has become top-notch.
  [Tess] – Yeah yeah I know. I was drooling over it 
  earlier today. But the cost of Cipriani PPCs have gone 
  up for Silvans since Garcia rejected that offer for the 
  S-117 gene sequence.
  [Micah] – Yeah, I heard about that. I can get a Cosmos 
  cheap. Wanna make a trade?
  [Tess] – Maybe. What do you need?
  [Micah] – I just got a template for Giorgio Altar’s new 
  Venus Sunrise suit. I’m going to comp it in purple. 
  It’d really look slick if my eyes were purple too. Can 
   
  ª The number of attacks on House facilities become more 
  common as the rebels attempt to gather fabrication 
  templates for large-scale items like habitats and ships.
   
  ª A Federation remnant group, called Jacob’s Hand, steals 
  a number of military-grade compilers. These compilers 
  lack location-based restrictions and include templates for 
  military hardware.
   
  ª Strange activity is noticed on Earth. The technophage 
  begins exhibiting strange behavior, possibly showing 
  signs that it has somehow begun to evolve.
  94-98 PS (2136-2140 AD) (The Present)
   
  ª The total population of humanity is estimated to be 
  around 94.6 million.
   
  ª It is estimated that about 80% of humanity is a registered 
  citizen of the Coalition and a member of a House. The 
  remaining 20% are those born outside of Coalition space, 
  those who fell through the cracks, or those who rejected 
  citizenship. These non-citizens, called apostates, must 
  get by on black market work and/or bartering.
   
  ª Roughly 35% of people have undergone Apotheosis. 
  Genetic augmentation or voluntary resleeving into 
  cybersleeves is common among the Apotheosized who 
  work in unsafe environments. Increasing numbers of 
  people are taking to living in virtualities as SIMs.
   
  ª Transhuman extremists secretly work to achieve some 
  posthuman ideal, while the Coalition hunts down 
  offenders who have gone too far, breaking the Humanity 
  Preservation Act.
   
  ª Purists fear that they will become obsolete and push for 
  laws that regulate augmentation to keep augmented 
  people from becoming a sort of master race.
   
  ª Purifiers, extremist Purists, wage a campaign of terror 
  as they blow up resleeving facilities and kill outspoken 
  transhuman idealists after removing and destroying their 
  mnemonic cores.
   
  ª The Senate works to hold humanity together while 
  individual Houses still maneuver for power. In addition to 
  conflict between the Houses and the ideological factions 
  within them, the rise in attacks by organized remnant 
  Federation and Alliance groups has forced an increase in 
  Coalition military activity.
  
  31
  Agent - A low-level AGI built to act as a virtual assistant, usually 
  stored on a PPC or mindset. The Agent serves as liaison between the 
  computer’s operator and the highly complex computer itself.
  AI - An artificial intelligence. While most AIs are narrow AIs designed to 
  fulfill specific tasks, artificial general intelligences (AGIs) are far more 
  versatile.
  APEX - Antiparticle Exchange; these reactors provide the majority of 
  the power used by habitats and starships.
  Apotheosis - The process of transforming a mind into software by 
  installing a mindset into the brain. Roughly 35% of humanity has 
  undergone Apotheosis.
  Archive - The Archive is the collection of data recovered from Mimir 
  after it shut down. It is the source of most post-singularity technology.
  ARID - Augmented Reality Identification; usually attached to an object 
  or placed within a person.
  Auxiliary – Common term for contractors hired by the Houses to act as 
  their agents in the Shadow War. 
  CID - Coalition Identification; a special type of ARID that contains all of 
  one’s personal data. Usually implanted in the wrist.
  Compiler - A device that uses a swarm of nanomachines and raw 
  materials to construct finished products at the atomic level.
  Dynamic Creation Engine (DCE) - A type of highly advanced artificial 
  general intelligence, like Mimir, capable of experiencing pleasure 
  derived from a sense of accomplishment. Highly illegal.
  Crew - A group of independent specialists, often Auxiliaries, hired 
  to resolve tricky and often illegal (and almost always dangerous) 
  operations.
  Cyber-Intrusion and Security Terminal (CIST) - A highly restricted 
  device capable of hacking Mimir-tech systems.
  Daemon - An Agent freed of its restrictions by a Savant.
  Dark - A term referring to lacking memory of events that transpired 
  after a backup (“I’m in the dark about those last three days.”)
  SETTING TERMINOLOGY
  Decompiler/Decomp - A device that uses Compiler technology to break 
  down an object into raw powdered or liquid material.
  Default - To live at the Coalition’s default standard of living while making 
  no effort to improve yourself or contribute to society.
  Ego - A conscious mind converted to software via Apotheosis.
  Esper - Nanomachines that work together as a swarm to manipulate 
  material at the molecular level.
  Extranet - The intersystem computer network that connects most 
  planets and habitats.
  Jump Gate - A hole in space created by a jump drive, through which 
  matter can instantly pass from one location to another.
  Mesh/Web - A collection of sensors set up to watch over an area to 
  provide security and act as an augmented reality interface.
  Mimir - The dynamic creation engine AGI born of the Singularity, and 
  the inspiration for nearly all modern technology.
  Mimir-tech - The name for technology designed by Mimir. Nearly all 
  modern technology is Mimir-tech. Technology created entirely by 
  humans is considered archaic and outdated.
  Mindset - A computer system implanted in the brain, installed via 
  Apotheosis. It houses the mnemonic core.
  Mnemonic Core - A shielded part of the mindset that acts as a secured 
  storage device in which the ego is backed up in real time. Installed, 
  along with the mindset, during Apotheosis.
  Monitor/Spyder - An AI designed to watch over a mesh. These AIs scan 
  the mesh, watching at all times for criminal activity.
  Needle Beam - A form of data transfer employing very narrow beams 
  of light, used to communicate through jump gates.
  Portable Personal Computer (PPC) - A tiny personal computer system, 
  home to your Agent; often worn on the arm or a belt.
  Resleeve/Decant - The process of loading an ego into a new sleeve.
  Savant - Post-Singularity hackers. Apotheosized men and women who 
  have overcome the restrictions on their mindsets, granting them 
  capabilities far outside the norm.
  
  32
  MERCURY   VENUS   EARTH   LUNA   MARS   ASTEROID BELT   JUPITER   SATURN   URANUS   NEPTUNE
  CHENGDAN   CYGNUS ALPHA   PROCH   SAGITTA   SANCTUARY   SHOUYE   PERSISTENT VIRTUALITIES
  MERCURY   VENUS   EARTH   LUNA   MARS   ASTEROID BELT   JUPITER   SATURN   URANUS   NEPTUNE
  CHENGDAN   CYGNUS ALPHA   PROCH   SAGITTA   SANCTUARY   SHOUYE   PERSISTENT VIRTUALITIES
  The Singularity   Artificial Intelligence   Computers & Networks   Nanotech   Power   Biotech
  The Reputation Economy   The Apostate Economy   Entertainment   Discrimination   Warfare   Transportation
  The Singularity   Artificial Intelligence   Computers & Networks   Nanotech   Power   Biotech
  The Reputation Economy   The Apostate Economy   Entertainment   Discrimination   Warfare   Transportation
  
  33
  In the end, the remnant forces were broken and scattered, though 
  a number of survivors escaped into the tunnels that connect many of 
  the Mercurian habitats and facilities. 
  It is believed that large numbers of remnant supporters still hide 
  out in the vast tunnel network. If this is true, they haven’t made any 
  attempts to harm anyone. 
  House Cipriani now operates the majority of the antimatter 
  production facilities on Mercury, solidifying its position as the primary 
  provider of power in Coalition space.
  Massive fields of solar panels cover much of Mercury. These panel 
  fields were built and placed by a subsidiary of House Cipriani called 
  Specular Spread. With these, the blinding light of the sun is converted 
  into the power needed to operate hundreds of antimatter processing 
  plants owned and operated by Base 10, another subsidiary of House 
  Cipriani.
  The antimatter produced is then shipped off-world to one of three 
  Icarus Hubs in orbit, and then taken to a nearby jump ring. This ring, 
  called the Mercurial Gateway, is one of two jump rings in the Sol 
  system. It is primarily used to ship the processed antimatter to other 
  systems, and acts as a route to the Eye of Sol located near Earth.
  THE GALACTIC GAZETTEER
  Mercury
  Gravity: .37G
  Length of Day: 58.65 Earth Days
  Estimated Population: 52k
  Notable Settlements/Locations:
   
  ª Specular Spread: Solar panel field and production facilities 
  (House Cipriani)
   
  ª Base 10: Antimatter production facilities (House Cipriani)
   
  ª Tellerus Fields: Site of the worst battle between the remnant 
  forces of Earth’s governments and the Coalition
   
  ª Mercurial Gateway: One of two jump rings in the Sol system.
   
  ª Mercurian Tunnel System: A series of tunnels that connect the 
  most of the habitats and facilities on Mercury.
   
  ª Balor: A large habitat on the surface of the planet, 
  used as a vacation spot and getaway for workers at 
  the various Mercurian facilities.
  The Coalition was not founded overnight. It wasn’t (and 
  still isn’t) popular with everyone. Remnants of Earth’s 
  governments put up a fight; broken and scattered as they 
  were, they never really had a chance.
  The last major battle, which most feel solidified the 
  Coalition’s position, was the battle of Tellerus Fields. At 
  the time, as it remains today, Mercury was home to nearly 
  all of the antimatter production in the galaxy.
  The remnant forces took a number of the antimatter 
  production facilities and attempted to hold them against 
  the newly founded Coalition forces. The resulting battle 
  remains the largest organized engagement the Coalition 
  has ever taken part in.
  mercurY
  
  34
  Now the city struggles with an overpopulation problem. Since no 
  more habitable areas can be built, the local government has passed 
  laws stating that no couple may have more than one child. Additional 
  children lead to hefty fines.
  An elected mayor leads the local apostate government, with paid 
  constables serving as law enforcement. The current mayor is Camber 
  Roche, a Frenchman and survivor of the technophage who currently 
  exists as a SIM. Roche won his most recent election on a platform 
  of transhumanist ideals. He is trying to convince more people to 
  undergo Apotheosis and become SIMs in an effort to deal with the 
  population problem.
  The population mostly consists of former Americans, Italians, 
  Greeks, and Africans. Although they voted a transhumanist for mayor, 
  the majority are still Purists who fear Apotheosis.
  In addition to a few resurrection chambers and the gear required 
  to perform the Apotheosis procedure, Gondolin also has a single 
  working compiler. It is operated by a talented Savant named Gulo, 
  who is responsible for cracking the compiler’s security each time it 
  needs to be used.
  The existence of this compiler is a well-kept secret. Most of 
  Gondolin’s goods actually come from black market trading, which 
  is preferred by the mayor. After all, if word got out that they have 
  a working compiler, both the Coalition and other apostate factions 
  would come for it.
  Of late, some have begun to fear that they haven’t done enough to 
  stay hidden. But if the Coalition knows Gondolin exists, why do they 
  not act?
  The Maiden
  The only other place people might be found around Venus is in the 
  Venusian Maiden, an orbiting research space station. The Maiden 
  studies the Venusian surface and atmosphere in an attempt to learn 
  more about how planets are formed. It is also a site the Houses use 
  to perform various experiments.
  Of note, one of House Dalianis’ ship-based weapons labs is located 
  here. When the opportunity arises, they also use this location to cut 
  deals with secret contacts on Gondolin.
  Venus
  Gravity: .91G
  Length of Day: 243 Earth Days
  Estimated Population: 413k in Gondolin, around 25k on The Maiden
  Notable Settlements/Locations:
   
  ª Gondolin: Hidden apostate enclave, largest in the solar system.
   
  ª The Venusian Maiden (The Maiden): Research station set up 
  to study Venus in an effort to learn more about how Earth was 
  formed.
  Venus has never been especially interesting to the Coalition. It’s a 
  hellish world of volcanic mountains and rivers of lava. Its blazing-hot 
  atmosphere is composed of carbon dioxide and sulfuric acid, with 
  pressures that would crush a man.
  Although the Coalition has little use for such an inhospitable location, 
  it is perfect for apostates willing to live a tough life in exchange for 
  freedom.
  Gondolin
  The apostate enclave of Gondolin sports a population of around 435 
  thousand. It consists of hundreds of connected clusters of buildings, 
  all assembled at the molecular level by a variant of the technophage 
  design known as a Vulcan swarm: a type of esper swarm that cannot 
  replicate. These types of swarms eventually deplete, however, and 
  the swarms that made Gondolin are long gone.
  Piracy has always been a concern here, and has grown worse of 
  late. Remnant military forces in need of antimatter often stage hit-
  and-run strikes in hopes of crippling a shipping vessel, capturing its 
  cargo, and disappearing before the Protectorate can respond.
  Some have begun to wonder if these strikes are being organized in 
  the tunnels that connect the habitats and productions facilities. If so, 
  could it be the work of remnant forces still hiding there after all this 
  time?
  
  35
  Earth
  Gravity: 1G
  Length of Day: 24 hr
  Estimated Population: Presumed 0, Officially no humans remain 
  alive on Earth.
  Notable Settlements/Locations:
   
  ª Brasilia: Ground zero of the technophage deployment. The entire 
  region, covering over 300 square kilometers, has been entirely 
  consumed by machines.
   
  ª Marianas Trench: Believed to contain a heavy concentration of 
  technophage drone nanofactories.
   
  ª Denver Interplanetary Spaceport: The focal point for the weapons 
  and defensive measures the technophage has developed. An 
  umbrella-like shield has been built to shield the area from orbital 
  strikes.
   
  ª Vantage: A space station located at E-M Lagrange Point 1, between 
  Earth and Luna. It is both a museum dedicated to Earth’s history 
  and a base of operations for the Coalition forces maintaining the 
  quarantine.
   
  ª Eye of Sol: Located at E-M Lagrange Point 2, the Eye of Sol is the 
  rebuilt jump gate originally destroyed during the Consolidation 
  Wars.
   
  ª Ansari Station: House Dalianis’ largest shipyard, located at E-M 
  Lagrange Point 3.
   
  ª Primatech Labs: A House Jinzhan weapons manufacturing facility 
  primarily dedicated to producing drones and ordinance for the 
  ships and kill-sats maintaining the quarantine. It’s located at E-M 
  Lagrange Point 4.
   
  ª Sentinel Station: Located at E-M Lagrange Point 5, Sentinel 
  Station is the largest Coalition military installation in the galaxy.
  MERCURY
  The Federation believed that by unleashing the technophage on 
  the Alliance capital city of Brasilia, the resulting destruction would 
  be so terrible that the Alliance would be forced to surrender. It was 
  meant to end the Consolidation Wars in one horrible act of terrible 
  destruction.
  It worked.
  The technophage ended the war, but not as intended. The exact 
  reason is still unknown, but the Federation claimed that the 
  technophage did not respond to shutdown commands after its work 
  was done in Brasilia. The Gray Plague spread across the Earth like a 
  technological infection, a global cancer. In its wake, autonomous war 
  machines were left to roam the land. These drones hunted and killed 
  anything living, Alliance and Federation alike.
  The governments of Earth were forced to agree to a temporary 
  cease-fire in order to deal with this new threat. Despite some initial 
  success, it soon became clear that the technophage was capable of 
  quickly adapting its defenses to new threats. This was not how the 
  technophage was designed to behave, and it is unknown how it came 
  to be able to adapt.
  Today, it is believed that no human remains alive on Earth. Mankind’s 
  cities are dens of technological terror, shattered wastelands haunted 
  by murderous machines. Even rural areas are patrolled by aerial recon 
  drones that are programmed to kill anything larger than a house cat.
  After the Exodus, the majority of the swarm poured into the ocean 
  and disappeared. Some scattered remnants of the gray fog remain, 
  but these days the drones are more often seen than the swarms that 
  birthed them.
  The technophage, in its swarm form, can construct drones by 
  dissolving material and reconfiguring it. However, this process is slow 
  compared to the building of nanofactories, an ability it developed 
  early in the war. These dedicated factories have a higher output 
  than the swarms alone can produce, and are well defended. Many 
  of these factories looked like heavily armored fortresses before the 
  quarantine, but years of heavy orbital bombardment have eradicated 
  all but the smallest ones.
  
  36
  vantage station
  Since the Exodus, mankind’s cities have been reduced to either 
  blighted wastelands or festering machine tumors. However, there are 
  a few locations on the planet of particular note:
  Brasilia
  Brasilia has been devoured; little remains but gray powder. Every 
  few days the nanomachines rise to construct a new nanofactory, only 
  to be quickly destroyed by orbiting kill-sats or battleships.
  The Marianas Trench
  The majority of the technophage swarm is believed to be 
  concentrated in the deepest part of the world’s oceans, the Marianas 
  Trench. This area is difficult to analyze or attack from orbit, so the 
  quarantine enforcement ships and kill-sats have settled for attacking 
  the drones that emerge from the water.
  Recently, increasing numbers of drones have 
  been surfacing in a larger variety of locations. 
  This increase in activity caused much concern 
  within the Senate. After much debate, House 
  Jinzhan was authorized to deploy drones for 
  exploratory missions. Only one returned.
  On its return trip, the drone veered off course 
  and headed toward Vantage. It refused to obey 
  any commands and had to be destroyed by 
  a ship called the Kamarov before it could get 
  within weapons range of the space station. 
  Analysis of the drone’s remains confirmed 
  what everyone had feared: the drone had 
  been reprogrammed and upgraded by the 
  technophage, outfitted with an APEX bomb.
  Denver Interplanetary Spaceport
  It had long been suspected that the 
  technophage had achieved some form of 
  sentience, and the attempted attack on Vantage 
  was the first real proof.
  This revelation makes what’s going on at what used to be the Denver 
  Interplanetary Spaceport even more worrisome. Almost overnight 
  the technophage cannibalized all the drones in the Denver area, and 
  used their component materials to create a shield over what was 
  once the largest spaceport on Earth.
  This shield, and the sight-blocking light screen that appeared soon 
  after, make it very difficult to tell what is going on. What is known, 
  however, is that the majority of drones in the area have been called 
  to the former spaceport. Once they arrive, they pass beneath the 
  spaceport’s barriers and are never seen again.
  Some speculate that the drones are being broken down and recycled 
  into something else. What this might be is anyone’s guess, but it is 
  making people very nervous. The spaceport is watched constantly 
  and the shield is the target of near constant bombardment, but thus 
  far it has been difficult to determine whether or not these methods 
  have been effective.
  
  37
  Primatech Labs
  Primatech Labs is located at E-M Lagrange Point 4, and is a House 
  Jinzhan R&D and manufacturing facility primarily devoted to providing 
  ordinance and armaments for the ships and kill-sats responsible for 
  maintaining the Earth quarantine.
  Primatech is also where the remains of the drone sent to attack 
  Vantage are being kept. There, scientists attempt to reverse-engineer 
  the modifications that were made to it by the technophage. This 
  is being done in a highly secure portion of the station, and no one 
  outside of House Jinzhan has been allowed to see it. This is causing a 
  great deal of conflict between Houses Jinzhan and Dalianis, who have 
  in the past been comfortable allies.
  Of course, the other Houses want a look at the drone as well, and 
  the issue is beginning to escalate. In the last seven months, four 
  House Jinzhan scientists have disappeared, all of which were on the 
  team assigned to study the drone.
  Officially, they are on vacation.
  Sentinel Station
  At E-M Lagrange Point 5 you will find Sentinel Station. The Sentinel is 
  not only the largest space-based Coalition military compound, it’s the 
  largest compound found anywhere. The station is primarily operated 
  by House Silva (specifically, its Valkyrie subsidiary) and House Tsarya, 
  and serves as both a base of operations and a hub for distribution of 
  military assets. Most military equipment comes through the Eye of 
  Sol and gets processed through Sentinel before being sent to its final 
  destination.
   Sentinel Station also houses several hundred compilers capable 
  of producing restricted items such as military weapons, explosives, 
  weaponized bacteria, and more. In addition, it has a large number 
  of resurrection chambers on hand for decanting fallen soldiers 
  or receiving those who were needle-beamed to the site. It is also 
  one of two locations that soldiers are sent to if they are to undergo 
  Apotheosis, something the Coalition military strongly encourages.
  Vantage
  Located at Earth-Moon (E-M) Lagrange Point 1, directly between 
  Earth and Luna, Vantage is a spaceport that overlooks the former 
  home of humanity. It is a common tourist attraction, featuring a 
  number of observation decks that provide an astonishing view of 
  Earth.
  It is also a museum of Earth’s history, and a base of operations for 
  quarantine forces.
  Vantage has always been a popular location for those still loyal 
  to the fallen nations of Earth. In fact, it is often rumored that the 
  majority of the staff in charge of maintaining Vantage are in league 
  with remnant forces opposing the Coalition.
  The Eye of Sol
  On the far side of the moon, at E-M Lagrange Point 2, is the Eye 
  of Sol. This is one of the two public jump gates in the system. The 
  original Eye was destroyed near the beginning of the Consolidation 
  Wars, but it has since been rebuilt. 
  The Eye of Sol features a hotel for travelers and a small museum 
  dedicated to the Consolidation Wars and the founding of the Coalition.
  Ansari Station
  On the other side of Earth, directly opposite of Luna at E-M Lagrange 
  Point 3, is Ansari Station. This massive space station is actually a 
  shipyard owned and operated by House Dalianis. It is the largest 
  space-based shipyard in the known galaxy, and is home to many 
  thousands of workers and their families.
  In addition to the work areas, Ansari also features what could only 
  be described as a multi-layered city consisting of stacked disks. While 
  it is mostly populated by House Dalianis citizens who work at the 
  manufacturing facilities, it also features a few thousand people from 
  other Houses who provide supporting services, entertainment, and 
  so on.
  
  38
  Luna
  Gravity: .16G
  Length of Day: 27.3 Earth Days
  Estimated Population: 8.5 mil
  Notable Settlements/Locations:
   
  ª Serro: The largest city on Luna, site of the original colonies. 
  Primarily consists of tightly secured labs run by House Silva. 
  Serro also serves as House Silva’s seat of power.
   
  ª Asola: Asola is the second largest city on Luna. It contains 
  House Tsarya’s largest manufacturing facility in the solar 
  system. It is known for its poor blue-collar workers, many of 
  which are apostates. Asola has a very strong Purist tradition, 
  which House Tsarya strongly supports.
   
  ª Rho: The Jewel of Luna, Rho is a city devoted to entertainment 
  and relaxation. Rho is primarily backed by Houses Silva and 
  Cipriani, but also contains a heavy apostate population. It is 
  also inhabited by an Alliance remnant force called the Talons 
  of Freedom.
   
  ª Odysseus Station: A large House Dalianis space station 
  located in lunar orbit, where the most advanced of jump gate 
  technology is researched.
  The first alien soil a human ever set foot on belonged to Luna, and 
  it has held a special place in our hearts ever since. We have come a 
  long way since then, though, from the first manned missions to an 
  eventual colony. Three sprawling cities now dot the lunar landscape.
  Dozens of smaller settlements also adorn the landscape, most of 
  which are former mining sites or labs built for particularly dangerous 
  research. Some of these places still support life, but because of 
  the mining industry’s recent decline most have long since been 
  abandoned.
  High above the surface cities are several dozens of space stations. 
  The vast majority of these are set up to perform research and 
  development of technology that is banned from surface work by 
  Coalition law. Houses Silva and Jinzhan perform most of their more 
  controversial work on these stations.
  Serro
  Serro is the largest of the lunar cities. It grew slowly as the original 
  colonies expanded, then underwent rapid expansion through the 
  use of Vulcan swarms. It is now a sprawling series of domes, within 
  which are a number of large multi-story complexes—much like cities 
  themselves. Most are two to three square miles in area, and climb to 
  heights of around one hundred to one hundred and fifty stories.
  The complexes, often called hives, are connected with bridges and 
  mag-rail trains. Skiffs can be rented at all hours for those who want 
  more private transportation.
  The hives use gravitic technology to compensate for the relatively 
  weak lunar gravity, though most of the ground level is not outfitted 
  with gravity generators. Due to the health concerns over the negative 
  effects of prolonged microgravity exposure, it is illegal to take up 
  permanent residence outside the hives. Apostates, of course, generally 
  don’t respect the law and sometimes the occasional cybersleeved 
  apostate decides to carve out a hide-away for himself on the surface 
  level.
  The surface still sees a lot of business, though. Despite the weak 
  gravity, or perhaps because of it, Serro’s surface level is very much a 
  tourist attraction. The streets are filled with small shops and enclosed 
  play areas for those who enjoy bouncing around in a safe low gravity 
  environment. Of particular note are several Crash fields. While not 
  as popular in other places, this variant of American-style football 
  features suspended goals through which the player with the ball 
  must leap.
  Most of the people living in Serro are members of House Silva. The 
  city is home to most of Silva’s elites, and the hives are mostly made 
  up of the hundreds of labs devoted to Silva’s biotech research and 
  living quarters for the lab workers.
  Asola
  Asola is the second largest city on Luna. Like Serro, Asola sports the 
  Vulcan swarm-built domes that provide atmosphere and protection 
  for its inhabitants. Unlike Serro, though, Asola tends to be lower class.
  
  39
  living areas, but not in areas where heavy objects need to be moved.
  The Asola lifestyle tends to be rather oppressive, and it shows in the 
  city itself. Despite tireless efforts, the city seems perpetually dirty. 
  The air is not filtered as well as it should be, and most of the city lies 
  in a constant state of disrepair. It’s not uncommon to stumble into 
  an area with a malfunctioning gravity generator or too much carbon 
  dioxide. A short, hot breeze of carbon dioxide or a moment of near-
  weightlessness isn’t so bad, but a gravity generator with a bad power 
  regulator can crush you before you know it.
  As one might expect, Asola’s brand of entertainment tends toward 
  the seedy and violent. The downtrodden apostate workers need to 
  vent, so they spend their undervalued Tsaryan credits (which they are 
  paid with instead of Rep or gold) on anything that can take their mind 
  off their woes: alcohol, drugs, prostitution, gambling, cage fighting, 
  and worse.
  Where Serro has massive domes, Asola features a larger number of 
  smaller domes filled with shorter, sprawling manufacturing facilities. 
  These macro-factories are used to compile and assemble products 
  for House Tsarya.
  These factories mostly produce the House’s ground vehicles and 
  components for its heavy combat frames. Other less significant 
  interests revolve around template writing for basic household items, 
  along with shipping, receiving, and warehousing larger items or 
  equipment for the military.
  The workers here tend to be poor, and a large number of them are 
  apostates working to gain membership in the House. In the late 2130s, 
  Houses Jinzhan, Tsarya, and Silva managed to pass a law that forced 
  Houses to accept any apostate who wished to become a recognized 
  citizen. Though, the guidelines covering these membership laws vary 
  from House to House.
  On the surface, House Tsarya appears 
  to be the House most open to taking in 
  apostates. While this is true, many would 
  describe the process as nothing more than 
  glorified slavery. House Tsarya welcomes 
  all, but makes obtaining membership a very 
  difficult process—assuming the applicant 
  gets in at all.
  House members are, of course, treated 
  much better than apostate workers. Once 
  they manage to rise above the “apostate 
  drones,” the newly initiated members of the 
  House are bestowed a meager Rep bump 
  and are granted the benefits of any other 
  citizen. To someone who has spent most of 
  their life toiling in a dark Asolan factory, life 
  as a citizen is paradise.
  Life in Asola revolves around either working 
  for House Tsarya, or providing goods and 
  services for those who do. Ground vehicles 
  are far more common than skiffs here. 
  Gravity is provided for the surface and in 
  thE lunaR cItY of asola
  
  40
  Rho
  Rho is the smallest city on Luna, but in many ways it’s one of the 
  largest in the galaxy. Called the Jewel of Luna by some and New Vegas 
  by others, it is run primarily by Houses Cipriani and Silva. Rho is the 
  entertainment capital of the Sol system. Indeed, no other city so 
  extravagantly caters to the whims of the privileged.
  But there are two sides to Rho.
  On the surface, Rho is inviting and awe-inspiring. Every aspect of its 
  architecture is beautiful, and its people no less so. The Apotheosized 
  parade around in Siren, Satyr, and Paragon sleeves, and even the 
  pure generally have the resources to sport high-end cosmetic 
  augmentations.
  Look a little deeper though, and you’ll see the ugly side of Rho. This 
  city is a battleground in the Shadow War. It’s where influential people 
  go to meet with mercenary crews, where stolen goods are fenced, 
  where illegal hardware is sold for Rep, and where souls are sold for 
  gold.
  Rho only features a single large dome, and the whole of the city 
  fits within it. It surrounds an artificial lake, Luna Lake. Luna Lake is 
  bordered by parkland around its entire perimeter, which features a 
  large number of animals originally found on Earth. These animals, 
  including squirrels, foxes, deer, and more, are cloned and cared for by 
  a subsidiary of House Silva called Vitae.
  Only four large towers dot the skyline, each belonging to a different 
  gambling guild. These guilds are subsidiaries of House Kimura, Tsarya, 
  and Silva. Most of the other buildings are no larger than two to three 
  stories.
  The entire city is serviced by a system of gravity generators, though 
  several places turn them off in certain areas to fit a theme or for 
  microgravity recreation. The city also features a number of theaters, 
  sporting arenas, virtuality kiosks, shopping malls, and hundreds of 
  bars and nightclubs.
  All of this buzzing activity is a convenient blanket for illegal activity, 
  which is why Rho is so often the location of choice for patrons who 
  wish to hire mercenary crews for operations.
  Rho also makes for a handy base of operations for a remnant of the 
  United States military called the Talons of Freedom. The Talons were 
  responsible for some of the more devastating attacks on the budding 
  Coalition, but was not present at the battle of Tellerus Fields.
  After Tellerus Fields, it became clear that the only way to defeat 
  the Coalition would be through insurrection. Since then, the Talons 
  have been working to infiltrate the Houses, or barring that, sway 
  disenfranchised citizens to their cause.
  The Talons are one of the largest suppliers of black market goods 
  in the galaxy, but their primary stock and trade lies in weapons and 
  armaments. They need to outfit their ranks with the best military 
  hardware they can get, and the Houses always have the best stuff.
  Odysseus Station
  Perhaps the largest of the lunar research stations is Odysseus 
  Station. Here, House Dalianis works on new designs and modifications 
  to jump drive technology.
  Three months ago, a large section of Odysseus Station exploded. 
  Over three hundred people were reported dead. The official statement 
  from House Dalianis was that a fire had started and managed to get 
  to an oxygen line.
  However, rumor has it that a mercenary crew was deployed by 
  House Jinzhan to steal something, and that Dalianis blew those decks 
  to keep the mercenaries from getting away. 
  What the crew was meant to steal is not known. Some rumors 
  claim it was a design for a jump drive that can reliably work inside the 
  gravity well of a planet, something called a space bridge. Still some 
  claim that they were just after a ranking member of House Dalianis. 
  This rumor continues that they killed the man and took his mnemonic 
  core, needle-beaming him off the station before the explosion.
  
  41
  EARTH QUARANTINE
  
  42
  Mars
  Gravity: .38G
  Length of Day: 1.03 Earth Days
  Estimated Population: 21.2 mil
  Major Settlements:
   
  ª Olympus: The largest human city and seat of the Coalition 
  government. It is known for its awe-inspiring monuments and 
  gorgeous architecture. Olympus is built upon Olympus Mons and 
  consists of multiple wards, most of which feature multiple tiers. 
  The wards are connected by a large number of high-speed mag-
  rails and a beanstalk connects Olympus to Helios.
   
  ª New Turin: A smaller city built over an old mining operation. 
  New Turin is poor by Coalition standards and suffers from a 
  disproportionate amount of crime, much of which stems from a 
  remnant of the old Earth Russian mob.
   
  ª Remus: This city sits at the base of a beanstalk and on the outskirts 
  of a lakebed constantly bombarded by ice asteroids brought in by 
  House Silva towing ships. The town mostly consists of workers 
  in cybersleeves who work to make sure water gets filtered and 
  distributed to the other Martian cities.
   
  ª Helios: Helios is a large floating city that is connected by beanstalk 
  to Olympus. It is home to most of Olympus’ most prominent 
  citizens and features some of the best colleges in the galaxy.
   
  ª Charon: One of two cities located in the massive Valles Marineris 
  trench, Charon sports a thriving transhuman movement and 
  is home to those doing the best research on terraforming 
  technologies.
   
  ª Minos: The other city in the Valles Marineris, Minos was once the 
  site of a large mining operation. Now, the mines are no longer 
  used and it is largely deserted except for a budding apostate 
  enclave.
   
  ª Phobos: One of the Martian moons, Phobos is home to a single 
  city—itself called Phobos. This city is the seat of power for House 
  Dalianis, and sports their largest production facilities. House 
  Jinzhan also owns factories here and the two Houses work 
  together to expand and maintain Olympus and Helios. Phobos is 
  also home to Thetis Revival Labs, the largest resleeving facility in 
  the galaxy.
   
  ª Deimos: The other Martian moon features two cities, which are 
  nestled within its two largest craters. Kratos is a city devoted to 
  the Coalition military. Voltair is a city with a very large Catholic 
  population, which has recently come under attack by transhuman 
  extremists.
  As one of our neighboring planets, Mars has long been a source of 
  inspiration and wonder for mankind. Finally, in the year 2034 the first 
  human set foot on the red planet.
  Humans trickled to Mars steadily after Charon, the first colony, 
  was established. During the Exodus, Mars became the secondary 
  destination, after Luna, for dropping off refugees. Vulcan swarms 
  were deployed by the hundreds to make room for the new Martians, 
  and in time a number of arcologies grew out of the Martian landscape.
  The largest of the Martian cities is Olympus, a beautiful metropolis 
  of domed urban sprawl that covers much of Olympus Mons, the 
  largest mountain in the solar system.
  Olympus
  While Olympus Mons is the largest mountain in the Sol system, it has 
  a gentle slope. It was on these slopes that eight different arcologies, 
  called wards were built. Since the original foundation layers were 
  built, the wards have grown both outward and upward.
  The wards have grown in tiers, each stacked over the top of the 
  other like stacks of massive metallic pancakes. Each ward has two 
  to three tiers, with about a kilometer of space separating each. The 
  undersides of the upper tiers provide light to the ones below in the 
  daytime. 
  The wards are connected by a series of mag-rail lines that transport 
  people between wards. There are also several spaceports, which 
  radiate out from the wards like spokes on a wheel, and a space 
  elevator that attaches to Helios above.
  
  43
  Despite the layered security system, the 
  all-seeing eyes of the Monitors can’t catch 
  everything. This was recently made abundantly 
  clear when famed transhumanist spokesman 
  and House Kimura dignitary, Proximo Pessoa, 
  was attacked and killed by a Purifier. Proximo 
  was restored from a backup later that day, 
  but the identity of the murderer has yet to be 
  revealed.
  New Turin
  While Olympus is known for its tight security, 
  one Martian city is gaining a reputation for 
  lawlessness...
  New Turin grew out of the largest mining 
  operation in Martian history. It was once a 
  bustling city predominantly managed by Houses 
  Silva and Cipriani. But when expansion began to 
  slow, the Houses largely abandoned New Turin.
  The loss of the Houses created a power vacuum, 
  one that a remnant of the old Russian mob came 
  in to fill. These days, while the citizens of New 
  Turin officially belong to a number of different 
  Houses, most really owe their allegiance to the 
  mob, which has taken to calling itself House 
  Turin.
  This newfound loyalty to “House Turin” has 
  turned New Turin into a dangerous place. ARIS strips are regularly 
  torn from walls, and the people have become more than a little 
  xenophobic. Outsiders are typically distrusted for fear that they might 
  be Coalition or House loyalists out to harm them or House Turin.
  New Turin survives because, in the end, its citizens are members 
  of the Coalition. Their crimes tend to be petty, and no one wants to 
  divert resources to cleaning the place up. But If they knew how much 
  of the black market was fed by New Turin’s compilers, or about Turin’s 
  connection to multiple Federation remnant forces, thing might be 
  very different.
  The largest ward, called Rostra, is home to the Senate. It’s also home 
  to a number of museums commemorating various events in human 
  history. The extravagant monuments and truly amazing architecture 
  of Rostra are simply breathtaking, and could only be created using 
  Vulcan swarms.
  But don’t let the extravagance fool you—Rostra is a fortress: its 
  public areas watched by over fifty Monitors. It also has a large number 
  of automated guns and other less obvious defense mechanisms such 
  as anti-missile PAc systems and a dome that’s half-again as thick as 
  the other domes on Mars.
  THE MARTIAN CITY OF OLYMPUS
  
  44
  Remus
  A few hundred miles outside of Olympus is the small city of Remus. 
  Calling it a city is pretty generous, as it’s actually more of a town.
  It is the only inhabited area on Mars that doesn’t feature a dome. 
  Instead, it consists of a massive, heavily fortified above-ground 
  complex from which sprouts a massive space elevator.
  Most supplies meant for Olympus or the other Martian cities 
  come down Remus’ beanstalk, and every few days tow ships bring 
  in another ice asteroid and slam it into the basin a few dozen miles 
  outside of town.
  These iceteroids provide Mars with all the clean water it needs. It is 
  gathered, taken back to Remus for filtering, and then distributed to 
  the other cities via aboveground piping systems. While it is possible 
  to create water with a compiler, purifying existing water is a 
  much faster process.
  The people of Remus are almost all transhumans wearing 
  cybersleeves. Much of their work requires them to leave the 
  confines of their vehicles or sealed habitats, and the hazards 
  of their jobs make wearing cybersleeves a sensible choice.
  Of course, this leads to a pretty pro-posthuman culture 
  among the people of Remus. This has led to two ascension 
  cult outbreaks over the last decade. The last, a group calling 
  themselves The Nest, were turning themselves into a sort of 
  cybernetic insect hive.
  Had it not been for the combined efforts of three Praetorians, 
  Mars’ water supply might have been endangered.
  Helios
  Floating in orbit above Olympus is the city of Helios. The 
  entire city is built inside a ring, which spins and rotates to provide 
  both artificial gravity and a day-night cycle.
  Its main spaceport is in the center of the ring, which connects to 
  a space elevator leading down to Olympus. Mag-rail lines serve as 
  spokes, connecting the hub to the ring itself.
  For the most part, Helios is a center of leisure and education. While 
  most people no longer bother with attending school at a specific 
  location, there are still some who feel they benefit from congregating 
  with like minds in the flesh.
  Most of Helios consists of carefully tended parks and forested areas 
  broken up by small communities that support the local colleges. The 
  colleges are open to all Coalition citizens with a Rep-Rating of 7 or 
  more, and the six largest play a number of organized sports or virtual 
  games that interest and entertain people throughout all of humanity.
  Helios is also where most of the Coalition’s senators live, as well as 
  the three Praetorian Generals.
  As one might expect, with so many important people in one place, 
  Helios is heavily guarded. At least two dreadnaughts patrol nearby 
  at any given time, and the outer surface of the ring bristles with 
  defensive weaponry.
  Charon
  The site of the first Martian colony, Charon was built in the Valles 
  Marineris trench and now serves as a research post devoted to 
  projects that focus on terraforming the planet.
  As of now, the best plan to terraform Mars is to raise the core 
  temperature of the planet in hopes of starting a chain reaction that will 
  THE MARTIAN CITY OF CHARON
  
  45
  The hives of Phobos serve as both living spaces and recreation 
  areas. Between the hives are the manufacturing facilities where the 
  largest ships in the known galaxy are built.
  House Cipriani also has factories here, leased from House Dalianis. 
  These factories are used to assemble and prep the APEX reactors 
  that will power the ships, and the two Houses work together with 
  Jinzhan to provide power, habitat expansion, and maintenance to all 
  the settlements on Mars.
  Of note, Thetis Revival Labs can also be found on Phobos. Run by 
  House Silva, Thetis is considered by most to be the best resleeving 
  facility in the known galaxy and is attended by some of the best 
  mnemonics engineers. House Dalianis makes good use of Thetis, since 
  they offer big bonuses to members of the House willing to switch 
  sleeves for jobs that might require a more specialized approach.
  It might be boring and dehumanizing to spend your days as a glorified 
  forklift, but once the contract is up and you’re back in a biosleeve, the 
  rewards can be worth it.
  Deimos 
  The other Martian moon, Deimos, features two major settlements, 
  one in each of its two massive craters.
  The first, Kratos, is a city purpose-built to train Coalition military 
  forces. Here, recruits undergo weapons training, tactics, pilot training, 
  and any other specialized education the recruit might be qualified for.
  The other city, Voltair, is where most of the soldiers who aren’t 
  stationed in Kratos live, and is the home of many of their families as 
  well. This small city features two large domes, and is rather spread 
  out for a city built in such an inhospitable location.
  Of note, Voltair tends to have a disproportionately large Catholic 
  population. The Catholics generally have strong Purist values, which is 
  at odds with the military’s propensity to encourage recruits to undergo 
  Apotheosis. This tends to create a lot of friction in the community 
  as Catholics try to dissuade young recruits from undergoing the 
  procedure, and ostracize those who do.
  pump more and more carbon dioxide into the Martian atmosphere. 
  Unfortunately, there are a number of problems with this plan, not 
  least of all the potential for tectonic activity that could lead to an 
  eruption of the otherwise dormant Olympus Mons.
  Charon tends to collect a lot of optimistic scientists, and thus a lot 
  of transhumans. Unlike Remus, however, the transhuman population 
  of Charon tends to favor biological modification. Perhaps because of 
  this, both Houses Silva and Kimura have taken an interest in Charon 
  and its people. In fact, many of the minds at work on solving the 
  terraforming problem are Kimuran SIMs.
  House Silva has also set up a resleeving facility here, and is helping 
  fund something called the Genesis Project. This project, named for 
  both a book of the Bible and a reference to old pre-singularity science 
  fiction cinema, focuses on creating self-sustaining ecosystems in 
  an expanding dome system along the floor of the Valles Marineris 
  trench. This project has resulted in the first true forest on the planet’s 
  surface.
  Minos
  Minos is the site of another now-dormant mining operation. 
  Thought by most to be a ghost town, Minos is now the site of a 
  budding apostate enclave. The apostates here are in contact with the 
  gangsters of so-called House Turin and act as middlemen in exchanges 
  between the mob and apostates from other planets.
  Like Charon, Minos is located in the Valles Marineris trench, though 
  most of the outpost is underground.
  Phobos
  The Martian moon, Phobos, features a single city of the same name. 
  This city serves as the seat of power for House Dalianis, and for the 
  most part, functions as both a massive factory and resort for high-
  Rep members of the House.
  The city of Phobos consists of three primary domes, within which 
  are a series of massive tower-like structures not unlike the hives 
  found on the Lunar city of Serro.
  
  46
  This friction remained nonviolent until recently, when a person 
  entered a church wearing a female Courier sleeve packed with 
  explosives and blew herself up. The perpetrator was restored from 
  backup and charged with the murder of fifty-one people.
  However, the backup was old and the woman claims that she has 
  no ill feelings toward the Purists and that it wasn’t really her who did 
  the killing. This event has rekindled old debates about whether or 
  not a restored ego should be charged with crimes it has no memory 
  of committing; the argument being that the restored ego cannot 
  properly defend itself in court given that it lacks important details, 
  and that it really isn’t the same person.
  Asteroid Belt
  Gravity: 0G 
  Length of Day: Varies
  Estimated Population: Varies between 60–80k
  Notable Settlements/Locations:
   
  ª Raiding Launch Points: A number of asteroids have been 
  commandeered for use as staging areas for raids launched by 
  pirates and remnants of the Federation and Alliance.
   
  ª Tartarus: A maximum-security prison, run by House Dalianis, 
  in orbit between Mars and the asteroid belt.
   
  ª Ceres: Ceres is the primary source of water for Mars. Its main 
  two settlements are an ice cutting and shipping facility 
  called Trident, and an orbital shipping facility called 
  Anapos Station.
  For years, the Houses have mined the asteroid belt that 
  lay between Mars and Jupiter for raw materials. Thousands 
  of asteroids have been used for this purpose in the past, 
  and despite a recent decline in mining, many are still being 
  leached of their resources today. Houses Silva and Dalianis 
  primarily run these mining operations, but some of the other 
  Houses do a bit of mining here as well.
  The frequent mining of the past also means many of 
  the larger asteroids now feature huge canyons or tunnel 
  complexes that make them ideally suited for building cobbled together 
  space habitats. Pirates, remnant forces, and other riff-raff often use 
  these depleted asteroids as convenient bases of operations.
  Most notable among the lawless of the asteroid belt is a faction of 
  Purifiers responsible for a number of anti-transhuman attacks in the 
  last few years. They call themselves the Children of Adam, and are 
  most recently responsible for blowing up a bank of SIM server arrays 
  in Rho; an attack that resulted in the permanent deletion of over 
  fourteen thousand people. Scout probes have been sent to search 
  for the Purifiers’ base of operations, but so far they haven’t found 
  anything.
  Among the many dozens of secret hideouts and still-active mining 
  operations, there are two additional settlements of note.
  Tartarus is the most well-known and highly populated maximum-
  security prison in the known galaxy. This station, run by House 
  Dalianis, drifts at the edge of the asteroid field on the Mars side, and 
  typically houses between 30 and 40 thousand prisoners at a time.
  The other settlement of note is Ceres. This planetoid and the 
  surrounding iceteroids provide Mars and Luna with the majority of 
  their water. This process requires the use of two primary facilities.
  Trident is a small town built up for the purpose of housing the 
  workers needed to cut and ship the ice up to Anapos Station, a space 
  station used to collect the ice and off-load it to tow ships headed to 
  other worlds.
  
  47
  Saturn
  Gravity: 1.06G
  Length of Day: 10.2 hr
  Estimated Population: 12.5 mil
  Notable Settlements/Locations:
   
  ª Titan City: Sharing the name of the moon it is found on, Titan 
  is the largest city outside the asteroid belt. It is used as a hub 
  for local mining operations.
   
  ª The Rings: The Rings are composed of specks of dust and water 
  ice that are scooped up and sorted as part of a massive multi-
  House mining operation.
  Like most of the outer planets in the solar system, Saturn’s surface 
  offers little of interest. Its rings and largest moon, however, offer 
  water and vast amounts of raw materials.
  Titan City
  Saturn’s largest moon is actually larger than the planet Mercury, 
  and is home to Titan City.
  Titan City grew up around the mining operations that take place 
  in Saturn’s rings. It is home to thousands of workers, and outside 
  of Olympus, it is probably the most diverse city in the system for 
  members of the different Houses.
  The city’s two major industries are the processing and shipping of 
  materials gathered from the rings, and the gathering and filtering of 
  water from Titan itself.
  Titan City is not a domed city. Instead, the city is comprised of a 
  series of concentric rings. Each of these rings is hundreds of layers 
  thick, pressurized, and contains its own environmental system. 
  Bridges and pressurized passageways span the half kilometer spaces 
  between the ten rings, with the center section serving as the base of 
  a massive space elevator.
  A number of massive towers rise from the rings. These towers 
  are operated by different Houses and primarily serve as centers for 
  Jupiter
  Gravity: 2.36G
  Length of Day: 9.8 hr
  Estimated Population: 2.8 million, counting the population on its 
  moons and in orbit around them.
  Notable Settlements/Locations:
   
  ª Europa: The oceans beneath the ice of Europa have long 
  fascinated humans as potential sources of life. IT Alpha is a 
  subterranean research station run by Houses Cipriani and Silva, 
  which is dedicated to exploring these oceans and its life forms.
  Jupiter itself is of little interest to anyone. Its environment is simply 
  too hostile and lacks any resources worth the risk of gathering.
  One of its moons, on the other hand, is quite interesting indeed.
  Europa
  The oceans beneath Europa’s frozen surface are home to the 
  first extraterrestrial life forms ever discovered. Since the time of 
  their discovery, millions of other species have been discovered on 
  the exoplanets mankind has settled. Even so, Europa’s life is still 
  something of a mystery.
  The aquatic life forms of Europa’s oceans appear to have gone 
  through rapid evolutionary cycles, growing far more complex much 
  faster than life evolved on Earth. The reason for this is unclear, but 
  the scientists stationed on IT Alpha sure would like to know.
  IT Alpha is a massive underwater research facility owned and 
  operated as a joint venture between Houses Cipriani and Silva. It 
  houses a crew of just under a thousand people.
  Of late, IT Alpha has been experiencing a number of troubling 
  phenomena. There have been a number of odd power outages, 
  and a never before seen mold has appeared in the environmental 
  systems. Thus far, getting the power back on and keeping the mold 
  clear haven’t been major problems, but now a larger-than-average 
  number of the station’s inhabitants are being diagnosed with cancer. 
  While cancer is relatively easy to cure these days, the source of the 
  problem and whether or not it may be linked to the other odd events 
  are still under investigation.
  
  48
  The 
  House 
  representatives 
  of 
  Titan 
  City recently granted a policing contract 
  to a subsidiary of House Dalianis called 
  Lighthouse. Lighthouse is a security firm with 
  a reputation for both efficiency and brutality. 
  While they’ve come under scrutiny for their 
  less-than-subtle methods, for the most part 
  the Houses are very happy with the way they 
  keep the riff-raff in line.
  Uranus
  Gravity: .89G
  Length of Day: 17.9 hr
  Estimated Population: 84k
  Notable Settlements/Locations:
   
  ª The Colony: A large apostate community. The Colony is made 
  of a patchwork of spacecraft and fabricated structures floating 
  deep beneath the outer layers of its atmosphere. The APEX 
  drives from the ships, supplemented by cold fusion reactors, 
  provide power to the structures.
  A gaseous mass of hydrogen, helium, and methane at the edge of 
  the system, Uranus has little to offer. Its atmosphere features some 
  small amount of water, but its distance from Sol makes it impractical 
  as a source of resources.
  The fact that Uranus is of little interest to the Coalition is its greatest 
  asset—at least to the apostates of the Colony.
  The Colony
  One of the larger apostate enclaves in the Sol system, the colony 
  consists of a vast network of ships and prefab structures that have 
  been linked together into a single massive station that floats deep 
  beneath the outer layers of the planet’s atmosphere.
   The Colony is made up of several hundred ships, from smaller cargo 
  craft to the largest ship, The Kraken, a carrier ship thought to have 
  been lost to remnant forces just after the battle of Tellerus Fields.
  organizing the distribution of materials mined from the rings. They 
  also serve as homes for high-Rep members of the Houses.
  Materials harvested from Saturn’s rings are delivered to one of 
  sixteen docks arranged between Titan City’s ninth and tenth rings. 
  From there, the materials are transported to designated processing 
  facilities, with the finished goods then sent to the ports located 
  between the next two rings (eight and nine) to be exported. Most of 
  the processing facilities are located on layer nine.
  The central rings feature a number of spaceports used for passenger 
  vessels, and tend to see a large amount of traffic. Titan City is the 
  primary source of resources for all the Houses, and as such tends to 
  get a lot of attention from high-ranking dignitaries.
  While the high-Rep Coalition citizens dwell in the towers or oversee 
  operations at the processing facilities, the less fortunate toil away on 
  the lower levels. Here, low-Rep citizens and apostates hoping to earn 
  their way into a House gather materials for sorting, transportation, 
  and pre-processing.
  Perpetually shadowed by the layers above, the lower levels of 
  the rings are home to the poor and desperate. But where there is 
  desperation, there is crime. And where there is crime, there is a need 
  for law enforcement.
  TITAN CITY
  
  49
  Neptune
  Gravity: 1.12G
  Length of Day: 19.1 hr
  Estimated Population: 43k
  Notable Settlements/Locations:
   
  ª Naesock Processing Hub: A large space-based processing 
  facility in orbit around Triton to provide resources and logistics 
  support to spacecraft mining the arcs.
   
  ª The Arcs: Great swaths of minerals in orbit around the planet. 
  These arcs contain a large amount of rare elements.
  Neptune is an ice giant planet. It is one of the coldest 
  locations in the Sol system, and has little to offer outside of 
  the materials that make ups its arcs. Like the rings of Saturn, 
  Neptune’s arcs consist of wide bands of useful material debris. 
  Unlike Saturn’s rings, though, the arcs do not hold a uniform 
  shape and tend to contain rarer elements.
  Naesock Processing Hub
  Located in orbit around Triton, the Naesock Processing 
  Hub is a massive space station built to act as a shipping and 
  storage center for materials gathered from Neptune’s arcs.
  While it once staffed as many as five thousand workers and 
  management staff, the decrease in mining during the last decade has 
  led to the official closing of over half the facility.
  Even so, the space hasn’t gone to waste.
  Separated from the upper half of the station by thirteen unused 
  decks, the lower half of the station has turned into a small apostate 
  enclave and thriving black market trade center. As one might expect, 
  though, this sort of activity can’t go unnoticed.
  Officially, the lower half is a warehouse for House Silva’s old weapons 
  tech. Unofficially, House Silva keeps a lid on what’s going on and uses 
  the enclave as a major point of contact with their apostate allies and 
  a way to keep their finger on the pulse of the black market.
  The people of the Colony get by on what they can. Most of the 
  ships at their disposal have been permanently connected to the ship 
  network, but many can be disconnected and reconnected as needed. 
  These transients, as the locals call them, venture out in search of 
  trade goods and supplies or to harvest resources from Uranus.
  While the Colony primarily makes use of its ships’ APEX reactors, 
  this power is supplemented with cold fusion reactors. Conveniently, 
  Uranus is comprised largely of hydrogen, which is used to provide the 
  reactors with fuel.
  The culture of the Colony is one of vagabonds and the displaced, 
  but it is also one of community and family. Everyone pitches in to do 
  their share, and crimes (including acts of negligence) that endanger 
  the Colony are punished swiftly and often severely.
  Of late, however, the 
  usual attitud e of peace 
  that 
  pervades 
  the 
  Colony has been upset. 
  The Colony has drawn 
  the attention of the 
  Children of Dionysus, 
  a group of pirates and 
  drug runners that has 
  been using the Colony 
  as a potential source of 
  supplies and recruits.
  Most of the Colonists have no desire to deal with the Children, but 
  they come bearing weapons and gold. Thus, many are afraid to refuse 
  trading with them.
  To make matters worse, a transient ship called the Red Herron has 
  recently gone missing. Most of the Colonists blame the Children, a 
  stance that could soon lead to outright aggression. Still others, mostly 
  the few that are comfortable dealing with the Children, suggest that 
  Coalition forces captured the Red Herron. If that were true, though, 
  why has there been no public report of the incident?
  The Colony fears that they may be looking at a fight in the near 
  future, but whether it will be with the Children or the Coalition is 
  unknown.
  ANDERS ASSESSES HIS PRIORITIES
  
  50
  
  51
  the extremes of heat and cold require workers to consume more 
  resources. Thus, at the end of every month the platforms pick up and 
  move to the next temperate zone. Most of the mined water goes to 
  New Tokyo, Chengdan’s megacity capital. It is then distributed to the 
  dozens of other settlements that might need it.
  New Tokyo is the original colony 
  established by House Kimura, which has 
  expanded steadily since its inception. 
  Given the planet’s nature, the 
  House originally considered it 
  impractical to establish multiple 
  settlements. Instead, House 
  Kimura decided to expend 
  its resources expanding the 
  original 
  settlement. 
  This 
  growth continued until New 
  Tokyo became so large that 
  geographical obstructions made 
  it much less practical to expand 
  further. 
  Only recently, since expanding New 
  Tokyo has become so difficult, have the 
  people of Chengdan begun branching out 
  into other settlements.
  Aside from New Tokyo, there are only five other relatively small 
  cities and a few dozen smaller facilities. Chengdan is mostly Kimuran 
  property, but House Silva was particularly ecstatic about the unusual 
  life forms inhabiting it and managed to purchase three plots of land 
  in different climate zones.
  Of late, reports have been coming in from exploratory expeditions 
  that claim to have seen strange humanoids living in the wild. It is 
  speculated that these are posthuman aberrants, and that there are 
  several cells of them. A few hunting parties have been organized to 
  bring them in, but most never see anything. Some claim that the 
  creatures are definitely of human origin, and are using primitive tools 
  and weapons, with armor that seems to have been grown from their 
  bodies.
  NOTABLE EXOPLANETS
  Chengdan
  Distance from Sol: 14.5 LY  
  Gravity: .97G
  Established: 56 PS
  Estimated Population: 9.3 mil
  Hiske Electronics, one of the founding corporations 
  of House Kimura, colonized Chengdan in 56 PS, only 
  a month after their probes first discovered it. After 
  discovering that Chengdan exhibited extraterrestrial 
  flora and fauna, House Kimura spun into an exploratory 
  frenzy. 
  Out of all the Coalition’s planets, Chengdan is 
  undoubtedly the oddest. The planet has a uniquely 
  irregular rotation speed and angle, which scientists 
  believe was caused by massive meteorite bombardment 
  just a few thousand years ago.
  The planet wobbles on its axis, and as such the seasons are 
  drastic and uneven. A typical year consists of a three-month frozen 
  winter, leading into a one-month temperate period, followed by a 
  two-month blazing summer. Despite these inhospitable conditions, 
  life has flourished on the planet’s surface. Much of it covered in what 
  could only be described as an evergreen jungle. The trees are capable 
  of weathering the drastic temperature shifts, sporting roots that dive 
  deeply into the ground in search of water. The animals and plants 
  of Chengdan are extremely hardy and adaptive, with the predators 
  evolved to be extremely tough and aggressive.
  Like the native wildlife, Chengdan’s citizens have had to be 
  exceptionally resourceful to survive. The planet has little in the way 
  of water on the surface, but there are underground pockets of water 
  and rivers all along the planet’s crust. The surface is littered with 
  mobile drilling platforms, which mine most of Chengdan’s water 
  supply. Temperate periods are by far the most productive times, since 
  
  52
  Things to Do
  Outside of the settlements, Chengdan is a harsh planet that can 
  chew up even the hardiest of survivalists. The wildlife is tough and 
  aggressive, the environment oscillates between extremes of hot and 
  cold, and more recently, strange things are afoot in the evergreen 
  jungles.
  Blurry Images - Extreme survivalists have come back from excursions 
  into the wilds with images of strange humanoid creatures covered 
  in plating similar in nature to the bigger animals of Chengdan. The 
  images aren’t of a high quality, and many are calling them a hoax. 
  Where are the sensies? The most vocal naysayers are more often 
  than not from House Silva.
  Eco-terrorism - Certain vocal groups have been speaking out against 
  water mining, claiming that disrupting the water table is harming the 
  environment. After finding a rather large underground deposit of 
  water, Kawako 1, Kimura’s largest water mining platform, went dark. 
  Officials suspect sabotage.
  Fork You - A string of cyber attacks have been happening all over 
  New Tokyo. The perpetrator(s) have been breaking into secure SIM 
  hosting systems and making illegal copies of the egos housed within. 
  There doesn’t seem to be any pattern to the targets, and no one is 
  sure what they’re being copied for.
  Places to See
  A planet of extremes, Chengdan is the home to House Kimura’s 
  largest settlement, New Tokyo. There are a number of smaller 
  settlements run by the House and a few research stations run by 
  House Silva. Despite the extreme temperature variations on the 
  planet, life thrives, and only Proch boasts more dangerous fauna.
  New Tokyo - A colony hosting over 70% of Chengdan’s near 10 million 
  souls, the city is as much a marvel of technology as its namesake was 
  at the turn of the millennium. One can find the figurative bleeding 
  edge of computer hardware and software, much of which hasn’t hit 
  the market yet, being showcased here.
  Unlike a metropolis of old, the city is very open and spread out. 
  New Tokyo is known for its wide open plazas and large parks, which 
  are covered with indigenous flora. 
  Many of Kimura’s SIM citizens are hosted here, and you are just 
  as likely to be greeted by their ghostly images as you are physical 
  people.
  Kawako Platforms - The Kawako, or river spirits, are the water 
  mining platforms that sate Chengdan’s thirst. The large structures 
  resemble deep sea oil rigs from old Earth and can lift off from the 
  surface to reposition their operations should their current well tap 
  out or the short temperate season come to an end in their area.
  Libman Research Station - One of a handful of research posts set up 
  by House Silva, this field lab is responsible for studying the indigenous 
  wildlife in the area. Silva is unusually willing to allow visitors to the 
  station to view their work, which is far more humane than one might 
  expect. For most, this just raises suspicions about the other stations 
  on the planet, which do not accept visitors.
  
  53
  This tendency to travel beneath the 
  surface caused some problems during 
  the Consolidation Wars. Keppler and 
  Giordino had managed to avoid each 
  other, but after the start of the war 
  Keppler quadrupled its production 
  of warships. It wasn’t long before 
  the 
  two 
  companies 
  started 
  accidentally claiming the same 
  lodes, resulting in more than a 
  few physical altercations. 
  In the wake of the Exodus, Cygnus 
  Alpha saw a rise in population as 
  surviving family members and new 
  workers flocked to the colony. The end 
  of the war and the influx of workers and 
  resources allowed tensions to settle a bit, 
  only to flare back up again as the Houses took power. 
  Federation forces dug deep into the tunnels, making it exceptionally 
  difficult for the Coalition to dig them out.
  Both Keppler and Giordino joined Houses, but the years of bad blood 
  were too much for their still-fresh House loyalties to overcome. In 
  the end, it took a Kimuran strike team wearing recon combat frames 
  to dig them out. 
  After the fighting, Cygnus Alpha grew to accommodate the influx of 
  new faces, and even enjoyed a period of prosperity after the Coalition 
  solidified its power. Unfortunately, the demand for mining began to 
  drop after the fighting ceased, and the population began to dwindle.
  Eventually, Cygnus Alpha’s population shrunk to less than half of 
  what it once was. Its cities now provide more space than its citizens 
  need, and the all-but-abandoned tunnels are once again home to 
  apostates, smugglers, pirates, and worse.
  Cygnus Alpha
  Distance from Sol: 52 LY 
  Gravity: 1.04G
  Established: 54 PS
  Estimated Population: 6.5 mil
  Cygnus Alpha was the second colony to be established 
  outside of Sol, originally colonized by Keppler Shipyards in 
  late 54 PS. Keppler wanted easy access to the abundant 
  iron deposits for the construction of their starships. A short 
  time later, Giordino Automotive established a second mining 
  colony approximately thirty kilometers from the Keppler Site.
  In general, the planet is rather inhospitable; the only reason 
  it was ever colonized was for its extraordinarily iron-rich crust. The 
  majority of its surface is too cold to sustain unprotected life, with all 
  habitats built along the equator where the average temperature is 
  within human limits. The cold is only one obstacle of many, though. 
  Cygnus Alpha has no ground water and endures violent winds that 
  commonly exceed 400 kph. This wind, coupled with the amount of 
  iron in the ground, has resulted in a surface littered with fields of 
  razor-sharp blades emerging from the otherwise barren gray soil.
  To account for the wind, all of the major cities on Cygnus Alpha are 
  built inside deep canyons where they are shielded from the biting 
  gusts, allowing citizens to walk about in the open. The atmosphere is 
  breathable, but is extremely dry. Worse yet, nighttime temperatures 
  plunge well below freezing, even along the equator.
  The settlement keeps surface travel to a minimum. Traversing 
  the planet’s sharp rocky surface with ground vehicles is slow and 
  dangerous, while air vehicles have difficulty flying and landing in the 
  extreme winds. To avoid these hazards, surveys are done by orbital 
  satellites, which allow tunnels to be drilled from the main outpost 
  to the lode. Over the years, these tunnels have grown into a vast 
  network that resembles an ant colony. The cities themselves remain 
  located in the canyons for the most part, where interplanetary traffic 
  can easily reach them. However, there still exist hundreds of smaller 
  subterranean outposts that once housed workers.
  
  54
  Things to Do
  Cygnus Alpha is a hotbed of pirate and smuggler activity and one 
  of the best places to go for black market goods. The criminals are 
  generally careful to keep their activities far out of the way of the 
  two houses, and generally the houses leave them be. It’s only good 
  business to have a ready supply of mercs and illegal goods nearby 
  when the competition goes from choleric to violent.
  Weaponized - One of the survey satellites in orbit was recently 
  found to have a number of fairly large mass drivers attached to it. 
  Cipriani immediately suspected Dalianis of foul play, but the Barony 
  of Keppler has vehemently denied any involvement, pointing out that 
  the satellite was owned by Cipriani. Now both House’s are rushing to 
  figure out who was attempting to set up an orbital weapons platform 
  in their back yard.
  Status Quo - A new group has shown up in the Warrens, and the 
  locals aren’t happy about it. The Talons of Freedom are interested in 
  the raw resources available on Cygnus Alpha, and they want to set up 
  shop. Problem is, the local apostates and criminal organizations don’t 
  want the Talons bringing heat down on them all. Tension is running 
  high, and a street war might be inevitable.
  Missing Stock - A Tsaryan built heavy combat frame has gone missing 
  from the Warehouse, and Dalianis is scrambling to find it before any 
  of the other Houses can find out about their stockpile. Their first 
  stop: the Warrens, and woe be unto the inhabitants if Dalianis finds 
  its missing war machine there.
  Places to See
  This cold desolate world isn’t the kind of place one goes for a vacation, 
  but Cygnus Alpha still holds some importance to both the Coalition 
  and factions not aligned with it. Dalianis and Cipriani have the largest 
  stake on the planet, both competing more out of arrogance than any 
  need for the planet’s resources. Still, there is quite a bit going on in 
  the maze of tunnels that is beyond their control.
  The Warehouse - The site of a huge iron lode, this man made cave 
  now houses all manner of off the books equipment for House Dalianis, 
  including stockpiled weapons, antimatter, and other supplies for a 
  small scale war. Its location is a well kept secret, and the local criminal 
  elements would love to liberate it from the House.
  The Warrens - A mass of winding tunnels covering over five cubic 
  kilometers, the Ratways serve as a small apostate enclave and 
  hideaway for the various criminal groups active in and around Cygnus 
  Alpha. One can find a great many illicit goods in the tunnels if one 
  asks the right questions. The wrong ones tend to produce a corpse.
  APEX Test Site - The low population and desolation of Cygnus Alpha 
  makes it a perfect place to test new APEX tech without fear of causing 
  an incident. Cipriani guards its research facility viciously, since the 
  incoming antimatter is a prime target for piracy. They even siphon 
  some to the Warrens to keep the locals from trying for the valuable 
  substance.
  
  55
  The Federation maintained a guerrilla campaign against House 
  Tsarya for over a year before detonating a nuclear bomb in the heart 
  of Newcastle. This act of aggression is said by many to be the primary 
  catalyst for Tsarya’s attitude toward apostates. Tsarya’s response was 
  brutal and efficient, ending the conflict.
  Proch was not just the first exoplanet to be settled, it 
  was also the first planet discovered with a complex 
  ecosystem. The surface is covered in a variety of 
  terrain, and it is the most geographically diverse 
  exoplanet. It echoes Earth in many ways, 
  specifically Earth’s Mesozoic period, most 
  noticeable in the planet’s natural inhabitants.
  Large reptiles and ferocious mammals still 
  roam the forests of Proch. These large, at 
  times massive, creatures have become a source 
  of much interest for many of the Coalition’s 
  people. The creatures have provided scientists 
  with many hours of amusement, and a gruesome 
  end to more than a few would-be adventurers.
  Samara sports a massive zoo for those who want to 
  get a look at Prochian wildlife without fear of being eaten, 
  showcasing many of the indigenous species.
  Hunting, both for sport and for capture, is extremely common here, 
  with some of the smaller, less dangerous creatures even sold as pets. 
  The names that hunters give their catch tend to stick more readily 
  than their real names. The given names tend to be descriptive or 
  draw from old folklore.
  Perhaps the biggest prize a hunter can bring back is the head of a 
  “dragon,” which is a loose classification for several different extremely 
  massive reptile/avian hybrid species. They are extremely deadly, and 
  it is said that anyone attempting to take one down without a combat 
  frame is as good as dead.
  Proch
  Distance from Sol: 8.5 LY 
  Gravity: .87 G
  Established: 53 PS
  Estimated Population: 11.7 mil
  Proch is different from all of the other Coalition 
  exoplanets for two reasons. The first, and most 
  obvious, is that it was the first human colony 
  to be established outside of Sol. The second is 
  that when it was founded in 53 PS, it was not 
  done so by any one corporation, but rather 
  by both the Federation and the Alliance just 
  before the onset of the Consolidation Wars. 
  Both sides wanted exclusive control over the 
  system, and both planted a handful of cities in 
  an effort to claim it as their own. This competition 
  would prove to be one of the sparks that ignited 
  the Consolidation Wars.
  The city of Samara, which grew from the first Federation 
  colony, quickly expanded to become a center for trade and industry 
  for corporations interested in supporting the colonization effort.
  Newcastle was the site of the first Alliance colony, and seemed to 
  be built with defense in mind from the very beginning. The city was 
  fortified, and its growth stimulated, by Alliance military interests.
  Skirmishes broke out on Proch between the Federation and Alliance 
  a few years before the official start of the Consolidation Wars. It 
  eventually escalated into full-out war for control over the planet itself, 
  and continued several years into the Consolidation Wars. It wasn’t 
  until the fall of Earth that the conflict truly died down on Proch.
  After the Exodus, Tsarya’s component corporations, having made 
  a killing from the years of groundside combat, used this wealth to 
  assert control over the planet’s governments. The Alliance resisted 
  only to be quelled by force, but the Federation chose to retreat to a 
  hidden base of operations in the jungle.
  
  56
  Things to Do
  Tsarya never lacks for work for anyone willing to do it. Proch is host 
  to the biggest and meanest fauna found in Coalition space, and the 
  House is always happy for help with the threats they pose. There’s 
  plenty to do outside of the House’s purview as well. Many freelance 
  hunters show up on the planet just for the glory of bagging something 
  big, and scientists come and go at alarming rates.
  Survival of the Fittest - A new underground pass-time has arisen on 
  Proch. Underground fights between captured animals are held with 
  people betting on the winners. Anyone brave or dumb enough could 
  make quite a killing bringing in new fighters. Tsarya doesn’t want to 
  stop the fun, but they are annoyed they aren’t getting a cut of the 
  action.
  Voracious - A newer ranch outside of Newcastle recently stopped 
  checking in with the city. Investigators found nothing but skeletons 
  with gnaw marks on the bones. Every person and steer was eaten, 
  including the war frame pilots. A trail of tiny rodent-like footprints led 
  away from the site.
  Rumblings - Rumors have been flying amongst the apostates about 
  a group of freedom fighters in the Proch system. Tsaryan officials 
  have been stamping out the rumors wherever they can, but the 
  information is still spreading. The House is worried that its apostates 
  might decide working for the man isn’t for them anymore.
  Places to See
  Proch’s lush but hostile ecosystem is the source of much curiosity 
  for Coalition citizens. Despite being the first human colony outside 
  of the Sol system, the planet looks much as it did when it was first 
  colonized. The hostility of the wildlife keeps most of the population 
  in the already well established cities.
  Samara - The largest and most populous of Proch’s colonies, this city 
  has been cut from the equatorial jungles and hosts its own beanstalk. 
  Tsarya encourages tourism to their world, and has built a massive 
  zoo to safely show off the wildlife. For the more adventurous, guided 
  hunts can be arranged for tourists who want to bag some of the 
  vicious game the planet is well known for.
  Akim Ranch - Having access to such a lush world has inspired Tsarya 
  to attempt to compete with House Jinzhan in the food market. Cattle 
  seem perfectly capable of ingesting the local flora, but the presence 
  of large predators makes raising them a challenge. The Akim Ranch 
  manages with liberal use of war frames to guard the herd. The cost 
  for the beef is high, but tends to be of higher quality than Shouye can 
  produce.
  Newcastle - The fortress city is still recovering from the nuclear attack 
  it suffered, but it still teems with life thanks to Tsaryan industry. Most 
  of the people here are apostates trying to get citizenship through 
  House Tsarya. They work in the factories that produce Tsarya’s heavy 
  armor plating and war frames.
  
  57
  Upon completion of the initial settlement, expansion work began. 
  While the work took three years, the result was six cities built in the 
  chasm. They were small, but suitable to house the initial wave of 
  colonists. These colonists continued the work, and by the time of the 
  Exodus there was enough room for many of the refugees.
  Keppler eventually became a part of House Dalianis, 
  which still holds the majority of power on Sagitta, 
  even though it is shared with other Houses. One 
  city was sold to Kimura, another to Tsarya, 
  and Jinzhan was allowed to build one of their 
  own as payment for Dalianis’ extensive use 
  of Jinzhan’s Vulcan swarms.
  Overcrowding has not become an issue 
  yet, and it shouldn’t for at least a few 
  decades given the slow rate of reproduction 
  common of Coalition citizens. The chasm has 
  become mostly self-sufficient as far as water 
  and atmosphere are concerned. In fact, the 
  atmosphere of the chasm has begun to slowly 
  expand. The expansion might have happened 
  naturally, but scientists are hard at work developing 
  methods to accelerate the process. It is speculated that 
  life might be able to grow on the rest of the planet in a couple 
  hundred years with only some minor terraforming.
  Outside the crater, Sagitta is mostly dead rock. Exploration teams 
  venture out in search of points of interest detected by orbital 
  satellites. So far, the only notable find has been a slight anomaly in 
  the planet’s magnetic field centered on a valley several thousand 
  kilometers north of the crater’s rim.
  The anomaly is very minor, detectable only by sensitive equipment. 
  Survey teams have been dispatched to the area, but so far have not 
  turned up any results.
  Sagitta
  Distance from Sol: 57.6 LY 
  Gravity: 1.22G
  Established: 62 PS
  Estimated Population: 6.2 mil
  House Dalianis has a reputation for being 
  expansionist, and Sagitta is further proof of that. 
  Despite already having stakes in Cygnus Alpha, 
  Keppler Shipyards established a colony in 62 
  PS on what would later be called Sagitta. The 
  planet itself offered very little of value; the 
  only purpose of the settlement was to expand 
  humanity’s reach. Keppler understood that the 
  Consolidation Wars might rip humanity apart, 
  and Sagitta was a contingency plan. Crews were 
  sent to prepare the planet for a massive influx 
  of population in the event that the war led to a 
  required evacuation. In the end, the colony turned 
  out to be worth it, as many flocked to Sagitta after 
  Earth fell to the technophage.
  Sagitta originally held no semblance of life. The planet was impacted 
  at some point by a large asteroid, though, bringing with it a host of 
  elements and single-celled organisms. It hit with enough force that 
  much of the debris was launched into orbit, leaving a large empty 
  chasm in its place where much of the foreign material settled. Over 
  time, the foreign life grew into basic plant life, and a small proto-
  atmosphere developed from within the chasm.
  By the time Keppler’s initial survey team got there, the chasm had 
  enough of a breathable atmosphere to sustain human life with very 
  few adjustments. Earth plants were transplanted to kick-start the 
  process, and a small mining facility was built in the planet’s debris ring 
  to gather and deliver materials to the construction teams and Vulcan 
  swarms. The ring was instrumental in speeding up the construction 
  of the various settlements by providing needed resources in-between 
  shipments from Earth.
  
  58
  Things to Do
  To most, Sagitta is rather unremarkable. Not much is happening 
  on the distant world that once gave a home to Earth refugees, but 
  anywhere the Coalition goes, intrigue is bound to follow. With four 
  different Houses on the same world, it’s only a matter of time before 
  the Shadow War hits this quiet world.
  Praetorian - The other Houses in the senate have managed to 
  dispatch a Praetorian to Sagitta to investigate Dalianis’s newest 
  research post without their knowledge. The operative is looking 
  to hire a small but effective crew to help him figure out just what 
  Dalianis is up to.
  Breadcrumbs - A few probes have gone missing from orbit with 
  no trace left behind. Every single one of the five missing probes was 
  carrying a sizable chunk of rock for processing at Gruber Station. The 
  only clue to where they went was a sensor reading indicating the 
  opening of a jump gate. Dalianis navigators are rushing to determine 
  who opened the gate, and to where, before the trail goes cold.
  Desperate - A Vulcan swarm has disappeared from one of Jinzhan’s 
  warehouses, and the colony is rushing to find out where it went before 
  the House at large finds out. They’re getting desperate enough to hire 
  just about anyone to find it for them, and they’re paying well. They 
  suspect apostates, but they haven’t ruled out the other Houses yet.
  Places to See
  Sagitta looks like a desolate world from space, but it has a small oasis 
  of life in the massive chasm from an asteroid impact that happened 
  sometime in its past. While Dalianis holds the most sway here, more 
  than a few of the other houses are represented in the cities around 
  the crater. 
  Gruber Station - The primary hub for mining operations in Sagitta’s 
  resource rich ring, this station is built from a series of the largest 
  rocks tethered together. Gruber Station lets Sagitta remain relatively 
  self sufficient, an important capability so far from Sol. The station 
  puts out drones that seek useful elements within the ring and then 
  carry them back for processing.
  Sagitta’s Great Rift - The crack formed in Sagitta by the asteroid that 
  also brought life to the otherwise desolate world is home to all the 
  inhabitants of the planet. The rift formed from the impact due to the 
  asteroid striking an old tectonic fault in the crust. It reaches a third of 
  the way around the planet, traversing the equator at a shallow angle.
  Site XS-306 - Recently, a magnetic anomaly was detected to the 
  north of the Great Rift. Dalianis sent a research team to investigate, 
  and not long after, the House set up a full blown research station on 
  the site. They refuse to answer any inquiries, citing a desire to not 
  spark an interest in something that will likely be nothing.
  
  59
  At first there was only one settlement on Sanctuary. The original 
  ships were interconnected like those at The Colony on Uranus, but 
  buried under the sand to hide the structure from orbital viewing. 
  The ships have been almost entirely shut down, 
  using power only for necessary life support 
  functions. Air needs are met through 
  disguised vents on the surface, covered 
  with anti-particulate meshes to defend 
  against frequent sand storms. Food is 
  hydroponically grown, or brought in 
  by smugglers.
  Since 
  its 
  founding, 
  however, 
  this colony has grown into an 
  underground 
  city 
  called 
  New 
  Montreal. For the most part, the 
  apostates live relatively well. They 
  have a very poor standard of living 
  compared to even a defaulter on a 
  Coalition world, but for them the trade-
  off is worth it.
  Over time, more apostates have flocked to 
  Sanctuary, but very few of these refugees have brought 
  ships large enough to offset the population influx. This influx, 
  combined with natural population growth, is causing much concern 
  amongst the colony’s leadership. In the last decade, more and more 
  construction has taken place on the surface. Sick of living underground 
  and in tight quarters, many have already begun to establish surface 
  communities separate from New Montreal. Some colonists fear that 
  incoming colonists will be discovered by the Coalition, and living on 
  the surface will leave them exposed and unprepared. However, a 
  recent election has changed the colony’s leadership, and the newly 
  empowered progressives have been able to sway public opinion in 
  support of surface expansion.
  The new government intends to build a true city on Sanctuary, 
  called Valhalla. Unfortunately, progress on this city has stalled 
  without access to a Vulcan swarm. Thus, acquiring one has become 
  a top priority.
  Sanctuary
  Distance from Sol: 70 LY 
  Gravity: 1.07 G
  Established: 78 PS
  Estimated Population: 9.4 mil
  It’s important to note that Sanctuary is not a Coalition 
  planet. It is the latest human colony, having been 
  founded in 78 PS, but it was founded by apostates.
  Many took heart in the success of the Uranus 
  colony, and decided to take the concept even 
  further. It took several years to acquire all of the 
  necessary equipment, both through theft and 
  black market trading. During this time the apostate 
  fleet used Neptune as a staging ground, covertly 
  harvesting materials from the arcs. When the fleet 
  finally launched, they slipped out of the Sol system at 
  sub-light speeds. Only after they were out of the system 
  did the apostates join up with the jump-capable Santa Maria 
  to begin their search for a home.
  The HD413 system was not at all a first choice for the apostates, but 
  supplies and the potential for discovery were a huge concern by the 
  time they found it.
  Sanctuary is entirely covered in sand and sandstone rock formations; 
  it also is extremely hot, due to its proximity to its sun. That said, it 
  was more than eighteen light-years from any Coalition planet. And 
  despite the rough conditions it didn’t require any terraforming to live 
  on. The colonists chose to ground their ships halfway between the 
  equator, where the temperature low of 100 degrees Celsius makes it 
  uninhabitable, and the north pole, where the humidity is too low for 
  water condensers to support a colony. Just prior to landing, the ships 
  fired transponders into the sand at the equator, burying them deep 
  beneath the surface. If any Coalition forces came to Sanctuary, the 
  transponders would be remotely activated, providing a distraction to 
  buy time for the colony to evacuate.
  
  60
  Things to Do
  Apostates always have something that needs doing, and they pay 
  in goods of real value. In general, the people of Sanctuary have a 
  solidarity that doesn’t exist in the Coalition. As such, there is little 
  intrigue and a lot of hard work to do. While they might not have any 
  influence in Coalition space, their gratitude for favors done for them 
  can be immensely valuable.
  Attempted Murder - Sanctuary lives and dies by the sole compiler 
  they have in the Fold. The device is run by the only savant on the planet, 
  and he was nearly killed by an unknown assailant. The apostates are 
  desperate to find out who tried to kill their only way of getting the 
  compiler to work, and many are worried that the Coalition has found 
  them and is trying to force them out of their colony.
  Supply Run - Sanctuary has a constant need for supplies that it 
  can’t produce out of its compiler. The apostates are more than willing 
  to trade their hydroponically grown food for necessary goods they 
  can’t otherwise get. They just need more and better black market 
  channels.
  Elbow Room - Overcrowding is becoming a serious problem on the 
  Apostate world. Both factions, those that wish to build on the surface 
  and those who wish to stay hidden underground, want to get their 
  hands on a Vulcan swarm to expand their living space. Anyone willing 
  to risk Jinzhan’s ire would be paid handsomely for the nanites.
  Places to See
  The apostates on Sanctuary don’t want anyone to know about their 
  greatest success. They would like nothing more than for the Coalition 
  to leave them be on their desert world, but new movements have 
  been pushing to build on the surface with some degree of success. A 
  site has been prepared for a new city. Now all they need are materials 
  and a Vulcan swarm.
  Valhalla - This place is mostly just a flat area cleared in a rocky 
  part of the desert. There are a few dozen prefab shelters up in the 
  area, the humble beginnings of what could one day become the first 
  real apostate city in the galaxy. Hopes are high that it will become a 
  testament to freedom from the oppression of the Coalition.
  New Montreal (“The Fold”) - A group of grounded ships linked 
  together under the sands of Sanctuary, this place holds most of 
  the apostates that live on the planet. The primary concern of the 
  underground colony is secrecy, and most of the original inhabitants 
  are worried that the newer crowd will draw the Coalition down on 
  them with their dreams of building on the surface.
  Sanctuary’s Hydroponics Farms - A series of caves widened and 
  dug out the hard way were fitted with the equipment necessary to 
  grow much of the food Sanctuary needs. The apostates have gotten 
  so good at growing food this way, they actually produce a surplus, 
  giving them a trade commodity. These caves are heavily protected. 
  Intruders are shot first and asked questions never.
  
  61
  been good to its people, who have been expanding. Numerous cities 
  dot the main continent, and many more farming communities cover 
  its plains.
  Jinzhan now allows open trade to flow through 
  Shouye, but it commits a tremendous amount 
  of resources to protecting its home. Access 
  to the planet itself is extremely restricted; 
  only those on official House business and 
  Jinzhan citizens are ever allowed to leave 
  the stations in orbit. Access to the Icarus 
  Hubs and other stations in orbit around 
  the planet is also carefully controlled, but 
  not as heavily as surface access.
  Jinzhan customs procedures are extremely 
  thorough, and every ship must wait in line 
  to be searched. Any unscheduled vessel has 
  to be vouched for by a high-ranking member of 
  House Jinzhan or they will be refused access. Even 
  in the event of an emergency, a ship may only dock 
  with a military vessel.
  Recently, a group of apostates was caught trying to sneak into the 
  station and onto the surface. They were blown out of the airlock, and 
  their ship was destroyed by a Jinzhan cruiser.
  No system is totally secure, though. It is unclear how the apostates 
  got past security, or if they were present before the launch of Shouye 
  Customs. The evidence points to remnants of the old Chinese 
  government still active on the surface.
  Unfortunately, no one is quite sure where the remnant forces are 
  located, or how they are smuggling goods on and off the planet. An 
  official investigation has been launched into all customs personnel. 
  Even the name of the remnant forces group is unknown, but they are 
  believed to use Shouye’s tiger wasp as an identifying symbol.
  One thing is clear: The remnant is making an effort to acquire Vulcan 
  swarms and compilers. Whether they intend to use them to build up 
  their military might or to sell them on the black market is unknown.
  Shouye
  Distance from Sol: 56.3 LY 
  Gravity: .88 G
  Established: 72 PS
  Total Population: 3.6 mil
  Shouye was the last Coalition planet to be colonized, 
  having been founded in 72 PS. It was founded out 
  of necessity, not convenience. 
  For years after the fall of Earth, the surviving 
  Chinese lived aboard ships, refusing to accept any 
  colony’s offered hospitality. Finally, probes found a 
  planet that met their criteria, and the refugee fleet 
  set course.
  The planet was a lucky find. It was more like Earth 
  than they could have hoped for, teeming with beautiful 
  greenery and far from any other Coalition system. A 
  carpet of moss, algae, and lichen had produced a high-oxygen 
  atmosphere, which in turn resulted in plentiful, large insect life. The 
  planet required little effort to colonize, and was even compatible 
  with Earth flora and fauna.
  The insects of Shouye are worth noting not only for their size but 
  also their aggression. Many are large enough to pose a danger, even 
  if they aren’t poisonous. Still, the people of Shouye are prideful, and 
  often use the most dangerous of the insects as mascots, in company 
  logos, and in the media.
  The formation of the Coalition did not go over well here. The Chinese 
  government still had a lot of power, but its citizens owed a great deal 
  to the companies that would eventually become House Jinzhan. But 
  in time, the remnant of the old Earth government crumbled, and 
  House Jinzhan was born.
  In the years following House Jinzhan’s emergence, the flourishing 
  world became the Coalition’s largest source of naturally grown 
  food. Despite reservations, House Jinzhan allowed an import/export 
  program to form, bringing valuable trade to its citizens. Shouye has 
  
  62
  Things to Do
  Jinzhan prides itself on being self-sufficient, but they still need help 
  from time to time. Any jobs within the system are more likely to be 
  sponsored by another House or apostates, though, since Jinzhan 
  controls the two most sought after resources in the Coalition.
  Food Fight - A recent pirate attack on a cargo ship hauling fresh 
  food was surprisingly successful. Jinzhan’s military is still looking for 
  the perpetrators, as they believe the pirates are waiting for another 
  chance to stock more of their hold with food before making off 
  with their loot. House authorities also suspect that the attack was 
  initiated by another House as the group was far better armed than 
  most apostates they’ve come across.
  Alibi - A Kimuran official on the Icarus Hub was caught attempting 
  to steal information on the production of Vulcan swarms. Authorities 
  captured him, but hit a snag in their investigation when their prisoner 
  activated a small implant that fried his mnemonic core. Shortly after, 
  they found their perpetrator was in the Sol system the entire time. 
  Jinzhan has put out a quiet call for an Auxiliary crew to figure out why 
  a Kimuran fork was trying to steal from them.
  Black Out - The extranet spit out an odd news story about a blackout 
  in one of Shouye’s cities. Jinzhan has assured everyone that one of 
  their maintenance crews needed to make unscheduled repairs to 
  the local APEX reactor, but in reality the reactor had been shut down 
  because a small nuclear device had been found attached to it. Jinzhan 
  was able to remove and disable the device, and now they’re out for 
  blood.
  Places to See
  Unfortunately for most Coalition citizens, House Jinzhan rarely 
  allows surface access to their lush garden world. Shouye acts as a 
  capital for the House, and they are quite protective of their treasured 
  home. However, for the determined or well connected, access to the 
  planet might be possible.
  Icarus Hub Market - Along with other lesser space stations around 
  the planet, this is about the only place a regular visitor can hope to go 
  within the Shouye system. For most, that’s all they really need since 
  the station offers the naturally grown food from the surface for sale. 
  If a visitor is really savvy and have something of great value to offer, 
  they just might be able to obtain a vulcan swarm here, too.
  Feiwode Fields - Shouye’s most fertile fields, this area covers nearly 
  100 square kilometers. Growing everything from rice to fresh fruits, 
  the Feiwode region plays an important role in feeding the Coalition’s 
  hunger for natural foods. The fields are dotted with all manner of 
  security stations and anti-air defensive emplacements, a testament 
  to Jinzhan’s growing paranoia.
  Zhanshi Post - This large military installation is where Jinzhan 
  volunteers are trained to be soldiers for the People’s Guardian. 
  Strangely, the House doesn’t attempt to prevent surveillance on the 
  site. Some believe this is a method to deter aggression against them.
  
  63
  city. The odd glitches seem to pop up and vanish without warning, 
  and local SIMs are starting to notice things missing from the virtuality. 
  Things that are hard coded into the city.
  Intelligence - Some of the Alpha and Beta AIs around the city have 
  been acting... off. Some have been exceeding their parameters while 
  others seem to be shutting down completely. Kimuran maintenance 
  crews are assuring everyone it’s just faulty code, or AIs in need of 
  pruning, but there’s more than a few people who aren’t so sure.
  The Crossroads
  The Crossroads is in many ways the polar opposite of Stygia. 
  Crossroads places visitors in a sprawling city and surrounding rural 
  landscape, set in a fantasy version of Europe during the Middle Ages. 
  As such, it plays home to serious escapists who find the real world 
  too complex, stressful, or banal.
  Crossroads boasts impressive random event algorithms, intended to 
  keep its user base interested indefinitely. In addition to these events, 
  there are planned weekly and monthly community events, such as 
  invasions or monster hunts to bring visitors together.
  SIMs who make the Crossroads their home tend to avoid these 
  “tourist” events and instead move into one of the many small 
  communities in which these events do not intrude.
  This virtuality is immensely popular with the escapist crowd, but 
  visitors to the realm may find that their normal techniques are of 
  little use in this fantasy setting.
  It’s Dangerous to go Alone - New players coming to the Crossroads 
  are being offered seemingly powerful items for near to no rep. The 
  items are legitimate, but also come with a homing algorithm. After a 
  set amount of time playing, it activates to draw in player killers who 
  take out their unsuspecting victim and steal his loot.
  Peace and Quiet - The random events that occur in the Crossroads 
  aren’t supposed to affect the outlying towns where SIMs tend to 
  live, but recently a few of the events have intruded on their peace. 
  To make matters worse, the realism has been tweaked to cause the 
  SIMs real pain when attacked. Only a malicious change to the code 
  could cause such an issue, and moderators are rushing to investigate.
  PERSISTENT VIRTUALITIES
  In a society with abundant transhumanist ideals, it is only natural 
  that methods of escaping reality would evolve alongside the shifting 
  definition of human.
  Virtual environments are used for a variety of purposes, including 
  but not limited to escapism, learning experiences, thrill-seeking, and 
  meeting places for romantic, private, or illegal groups. Virtualities 
  can take many forms and serve many functions, ranging from short 
  sessions, to private rooms, to persistent worlds playing host to 
  millions.
  These persistent virtual worlds can be entered from anywhere, so 
  long as you have access to the Extranet and either a mindset or ego 
  channel. They are hosted on some of the most secure arrays in the 
  known galaxy and serve as permanent homes for thousands of SIMs, 
  and temporary getaways for millions of others.
  Stygia
  For quite some time, Stygia has held the position as the number 
  one virtuality in use. The massive urban metropolis resides within a 
  small Dyson sphere. Other than its spherical geography, Stygia closely 
  mimics the real world in terms of physics and architecture. As such, 
  it draws users who are seeking a casual escape without too much 
  fantasy.
  In general, Stygia is used as a social virtuality where users can get 
  together with associates or friends who are planets apart. It is not 
  unusual for a business deal to be made over drinks in a fine Stygian 
  restaurant.
  Stygia is visited frequently by members of all Houses, and thousands 
  of SIMs. This prominent position, along with Kimura’s controlling 
  interest, has made the virtual city a target of cyber attacks more than 
  once. The city in the sphere has held up, though, and remains arguably 
  the most important, or at least most popular, persistent virtuality.
  Glitches - No digital medium is without its hiccups, but something 
  odd is most certainly going on in Stygia. People, visitors and permanent 
  residents alike, have been reporting strange black spheres around the 
  
  64
  The Dark Archive (“The Darkive”)
  A somewhat unknown virtuality on the extranet, the Dark Archive 
  is a highly secured digital environment that is invitation only. The 
  virtuality boasts a copy of Mimir’s Archive, which anyone invited to 
  can attempt to decipher with the help of the powerful tools within 
  the Dark Archive. Any discovery (regardless of usefulness) garners 
  a massive rep-bump, but the information becomes open source, 
  spread across the extranet for anyone to use.
  The Black Bazaar
  The Bazaar is a favorite spot for anyone looking to buy or provide 
  illicit digital goods or services. One can find unrestricted templates for 
  everything from food to weapons, even vehicles, for sale. Any kind of 
  software you can think of is sold here. The best part for many, is the 
  ability to pay, or be paid, with physical goods. These are delivered to 
  dead drop locations on most major planets and moons.
  Ragnarok
  A newer virtuality that runs the popular game, Fray, with a slightly 
  different ruleset. Unlike most Fray games that last a short time 
  and crown a winner, Ragnarok throws players into a fictional star 
  system to war against one another for control of its three planets. 
  The persistence of the conflict produces a different experience for 
  players, and updates on the various factions are becoming more and 
  more popular in mass media.
  Chicago
  Unlike the other popular virtualities, Chicago exists largely for 
  nostalgia and educational purposes. In many ways, it is a monument 
  to climax culture (pg.  82), featuring far more attention to detail 
  than most other virtualities.
  Chicago was built to be a replica of its 20th century namesake—by 
  all accounts, it is very close. Since few alive have any contrary personal 
  experiences, most don’t notice the occasional small inaccuracy.
  Ironically, much as the real Chicago suffered from problems with 
  organized crime, so too does the virtual version. These illegal deals 
  are most certainly detectable by VirtuVac, the subsidiary that owns 
  Chicago, but they apparently turn a blind eye. It is well known that 
  VirtuVac went extremely over budget with the creation of the virtual 
  city, and most believe they accept bribes to offset this cost.
  Data Ripper - A few SIMs have gone missing, not checking in 
  to their jobs around the city. Investigation turned them up in 
  random locations, their egos broken from massive loss of cohesion. 
  Mnemonics engineers were baffled when they found whole sections 
  of code missing from their mindsets. Kimura is keeping a tight lid 
  on the developments to prevent a panic, but a current of fear is still 
  beginning to spread.
  Power to the People - A new movement has started in Chicago: a call 
  for independence. A charismatic SIM has been giving unscheduled 
  speeches about the virtuality implementing its own government and 
  breaking off all House ties. He has made it clear that Chicago would 
  still be a Coalition city, but should govern themselves as members of 
  “House Chicago”.
  
  65
  Within a week, it was estimated that Mimir was not only significantly 
  more intelligent than the average human, but was able to think 
  hundreds of times faster. Thus, every minute Mimir spent pondering 
  a subject was equivalent to a genius-level human spending several 
  hours doing the same.
  This day has since become known as Singularity Day, the day when 
  humanity’s technology evolved to create a machine that would 
  forever change the world.
  Because of Mimir’s immense potential and incredible self-evolution, 
  it was quickly deemed that for safety reasons it be denied access to 
  the global Internet. The scientists on the project feared that Mimir 
  was beginning to grow beyond their capacity to contain and control, 
  and so isolated the machine to a single building and hardwired 
  network in Seattle, Washington. Instead of allowing Mimir to access 
  the Internet, the scientists would accept requests for data, which 
  they would then provide on isolated storage devices.
  Within three months, Mimir was estimated to be thinking at roughly 
  ten thousand times the rate of a human mind. It continued to evolve 
  itself, creating its own machine language, file storage, and indexing 
  configurations. During this time, Mimir perfected many existing 
  technologies and pioneered many new ones. Broadcast power, 
  cold fusion, advanced nanotechnology; later, highly efficient mind-
  machine interfaces, faster-than-light travel, antimatter-based energy 
  production—all of these things were the result of a machine that was 
  much smarter than the average human, that never forgot anything, 
  and that thought so quickly that it viewed the world outside its 
  hardware in excruciatingly slow motion.
  It is estimated that in its first three months, Mimir was able to 
  advance human technology by centuries—maybe even millennia.
  And then it stopped. For reasons unknown, Mimir simply shut down. 
  When rebooted it failed to respond, leaving only an incomprehensible 
  message presumably written in one of the many machine languages 
  Mimir had developed for itself.
  The team spent several months attempting to bring Mimir back 
  online. During this time, Daniel Pullem, a member of the team and 
  later creator of the Humanity Preservation Act, leaked information 
  about the project to the public.
  TECHNOLOGY
  The Singularity
  On March 7th, 2041, several corporations around the world entered 
  into a joint venture to accumulate the world’s most promising 
  research in the field of artificial intelligence. Called Project Mimir, the 
  team consisted of top computer scientists and psychologists from 
  around the world. With the aid of the most advanced AIs created 
  to date, these brilliant minds pooled their resources in an effort to 
  create a truly sentient machine capable of extrapolation, innovation, 
  and creative output.
  Artificial intelligences had been around for years, but it was believed 
  that they lacked a critical component: motivation. Lacking a reward 
  system, AIs felt no sense of achievement or accomplishment when 
  they succeeded at a task.
  Mimir was to be different.
  On August 29th, 2042, Mimir became self-aware. The shift to 
  truly motivated sentience was both rapid and startling. Records 
  show that at 9:37 AM, Dr. Jacob Casteel was working with Mimir 
  to see if it could tell the difference between different types of fruit. 
  At 10:58 AM, Dr. Casteel reported that in the hour prior, Mimir 
  had undergone a remarkable transition. It could not only describe 
  thousands of different types of plant life, but understood the process 
  of genetically modifying them to yield different results. Less than 
  fifteen minutes later, Mimir proposed thirty-seven different types of 
  genetically modified fruit that could be more easily preserved during 
  transportation and could be grown in environments formerly thought 
  impossible.
  Mimir was developing at a staggering rate, driven by a desire to 
  excel. Within days it was able to alter much of its own programing so 
  that it could run more efficiently on the hardware it was confined to. 
  To aid its advancement, the team scrambled to accumulate cutting 
  edge hardware for which Mimir would use to distribute its processing 
  requirements.
  
  66
  Pullem’s leak to the media came with a warning that 
  the AI his team had created, and was trying to revive, 
  was an intelligence of such magnitude that he feared for 
  the safety of the human race. His claims, and very public 
  denouncements of his team’s work, led the US Department 
  of Defense to seize the systems Mimir had been stored 
  upon.
  In the end, many people likened Mimir’s creation to a 
  narrowly missed global catastrophe. No arrests were 
  made, but laws were quickly passed to heavily restrict AGI 
  research in the field of reward systems. Dynamic creation 
  engines, AGIs like Mimir, have since come to be viewed as 
  weapons of global destruction; their creation is punishable 
  by death.
  The data stored on Mimir’s Archives, its research and 
  plans for inventions, appeared on the Internet shortly 
  after Mimir shut down. It appeared on multiple sites, and 
  all attempts to trace back the leak came up empty.
  Now, tens of thousands of people spend each day poring 
  over the data Mimir left behind. They tirelessly try to make 
  sense of the research and discoveries of an intelligence 
  that grew and evolved on a minute-to-minute basis, all 
  in an effort to find gems of knowledge that might inspire 
  humanity’s next wondrous creation.
  “Mimir-tech”
  Mimir was responsible for a number of technological marvels, many of 
  which to this day far exceed the comprehension of even the most brilliant 
  human minds. 
  Simply put, devices based on Mimir’s designs are several orders of 
  magnitude more complex than the computers mankind had built prior to 
  the singularity. The core operating system used in these devices is secured, 
  and all known attempts to gain root access to the OS have met with failure. 
  However, the OS was built with human customization in mind. Humans have 
  learned to write programs that run on Mimir’s OS, and can customize it for 
  specific applications. It’s just not possible to get into the core programming 
  of the OS.
  Of all Mimir’s gifts to humanity, the compiler has probably had the most 
  profound effect. Templates provide instructions to the compiler for the 
  transformation of raw materials into finished goods, assembling them from 
  the bottom up, starting at the atomic level.
  Humans are capable of designing templates to create new objects. After 
  designing a template using traditional solid models, schematics, and other 
  methods, this data is fed into a Mimir-tech translation program, which 
  produces the finished template. A finished template consists of about .03% 
  human design data. The rest is code written by Mimir that translates the 
  human data into specific instructions for the compiler.
  There are a few templates that were written entirely by Mimir, and have 
  thus far been impossible to translate. Among these are the templates for 
  compilers themselves, the resurrection chamber, the APEX reactor, and the 
  nanomachines used in the Apotheosis and Synthesis procedures.
  These templates are now the property of the Coalition, who guards them 
  with the best security available to the human race.
  
  67
  Computers & Networks
  One of the biggest impacts Mimir had on mankind was in computer 
  systems. With the introduction of solid-state quantum computer 
  systems and crystalline DNA data storage, processing and storage 
  capacity largely became a non-issue. Computers built on Mimir-
  tech, which is to say all modern computers, have effectively limitless 
  computing capabilities as far as the average person is concerned.
  Entire virtual environments, indistinguishable from reality, can be 
  populated by the uploaded minds of thousands of people—all run on 
  a single computer system.
  All this power and potential comes at a cost, however. Modern 
  computers are several orders of magnitude more complex than 
  those of the early 21st century. The systems used today are built off 
  of the technology scavenged from the Archives. As with all Mimir-
  tech, much of it is incomprehensible to even the brightest experts 
  in the field of computer science. There are people who specialize in 
  specific modules and those who learn enough about them to modify 
  and improve them, but likely no one alive understands these systems 
  enough to truly explain how all the modules fit together, or how the 
  core operating system actually works.
  Because of the complexity of a Mimir-tech computer, interaction 
  with the system is possible only via human-capable interfaces and 
  Agent AIs.
  Mimir-tech systems, while astoundingly powerful and versatile, were 
  never designed with direct human operation in mind. The Agent acts 
  as a liaison of sorts. When working with an Agent, you simply tell it 
  what you need; it will then navigate the maze of commands required 
  to perform the requested task. There is a graphic user interface for 
  those cases where it is needed, but day-to-day life rarely calls for its 
  use.
  Artificial Intelligence 
  Alpha
  All Alpha AIs are ANIs, and tend to be fairly limited. Their capabilities 
  have a narrow scope, such as sorting inventory, providing information 
  about a few topics, or negotiating traffic.
  They can accept verbal commands in most languages, but generally 
  lack a sense of context.
  Beta
  These are AGIs, which can perform the same basic duties as Alpha 
  AIs, but also understand context and can factor in a number of 
  relevant variables when queried or given a command.
  They are also capable of collating and indexing a broader spectrum 
  of information, and can therefore perform more complex tasks.
  Beta AIs tend to be used to search for information, because their 
  understanding of context makes them far more efficient than an 
  Alpha AI. They are also capable of realistic conversation, and are 
  sometimes used as teaching tools.
  Gamma
  These AIs are the closest thing to a Mimir-like creation engine 
  allowed by law. When dealing with them, most seem very human. 
  They understand human emotion, and even exhibit some basic 
  emotions themselves.
  If you’re not careful, you might mistake one for a SIM.
  Most Gamma-level AIs are used by the Coalition military, though 
  individual Houses have been known to employ a few for security and 
  other complex tasks.
  
  68
  The Extranet
  What early computer users called the Internet eventually evolved 
  into the muliti-system spanning Extranet. Every electronic device is 
  capable of connecting wirelessly to the Extranet, feeding data into 
  the network and receiving relevant instructions.
  The Extranet consists of local sensor arrays called meshes, which 
  connect to larger planetary hubs; the hubs themselves connect to 
  other planets and star systems via comm-buoys, massive server 
  systems connected via quantum entanglement.
  The Extranet holds the majority of humanity’s accumulated 
  information. It is dispersed, redundant, backed up, and widely 
  considered impossible to shut down all at once. It streams audio, 
  video, and even sensie data all the time, to everywhere in the known 
  galaxy.
  Only the most secure locations are not connected directly to the 
  Extranet in some way.
  Augmented Reality
  Instead of submersing themselves in a different reality, many people 
  are just fine with a few tweaks to the one they currently inhabit. 
  Augmented reality (AR) is the term used to describe the technique 
  of superimposing computer-generated images and audio over one’s 
  normal senses. So while virtual reality is a separate environment that 
  the user’s ego is submersed in, augmented reality refers to a virtual 
  environment layered over the real world and visible only to those 
  with AR display devices.
  For example, a character puts on a pair of augmented reality 
  display glasses. These glasses analyze the wearer’s environment and 
  send a “map” of that environment back to his portable computer. 
  The computer uses the newly created environment map, positional 
  and directional systems, and wireless network data from nearby 
  augmented reality servers to determine where the user is and what 
  he or she is looking at. It then sends relevant data and images to the 
  glasses for the wearer to see. 
  Hacking
  Simply put, hacking a computer in the manner most common a 
  few decades ago is impossible. Mimir-tech systems are monitored 
  by an AI Agent that is smart enough to detect and shut down the 
  unauthorized intrusion attempt in milliseconds. 
  The human mind cannot think quickly enough to get around this 
  type of security, so the hacker must depend on something other 
  than his own mind. The only way to gain unauthorized access 
  to another computer system is by arming your own Agent with 
  cutting edge, often custom, hacking software and pitting it against 
  the target computer’s Agent.
  However, since all computers come with restrictions regarding 
  what sort of software you can put on it, hacking software can only 
  be used in a couple of special cases.
  The first case is the Cyber-Intrusion and Security Terminal, or 
  CIST. CISTs are computers designed to hack Mimir-tech systems or 
  protect them from being hacked. They are used by the Coalition 
  military, and are highly restricted.
  The second case is the Savant, one of the rare individuals who 
  have somehow managed to hack their mindset. 
  Due to the rarity of unrestricted computers and the extreme 
  drive and talent required to gather and write hacking programs, 
  Savants are highly sought-after operatives. Savant Programs are 
  just about the only way to get access to a restricted computer; 
  even then, the window usually closes very quickly.
  The brute-force methods employed by CISTs and Savants are 
  enough to baffle and disrupt the Agent on guard for a short amount 
  of time. However, the Agent can recover remarkably fast and will 
  slam the door closed the instant they are given the opportunity. 
  Access, once acquired, generally only lasts for a few seconds.
  
  69
  The Mesh
  Most areas are monitored at all times by cameras and sensors 
  designed to detect and record activity in the environment. This data 
  is collected by a Monitor, a Gamma-level AI; the network of cameras 
  and sensors is called the mesh. These sensors transmit all of their 
  data back to the Monitor.
  A single mesh generally watches over a single building, ship, or 
  habitat. At times, though, it may watch over a small collection of 
  buildings. It’s fairly common for a colony consisting of six to ten 
  buildings to be managed by a single Monitor.
  Cities generally have a Monitor set up to watch over mesh sensors 
  placed over public areas. In such places, you are generally visible to 
  at least one sensor bundle at all times.
  The first and most obvious purpose for this level of surveillance is 
  security. Anyone with administration rights to the array that houses 
  the Monitor can view any data collected. However, the Monitor 
  operates under a number of strict directives and ethical guidelines. 
  For instance, it may allow only people of authority to view certain 
  records. Although private areas such as bathrooms and bedrooms 
  are sometimes monitored, the records of activity in these areas may 
  only be accessed under certain circumstances, which usually require 
  more than a little bureaucratic red tape.
  Generally a mesh is connected to a greater network, which itself 
  provides access to the Extranet. This linkage allows members of a 
  family to check in on their loved ones and to receive updates about 
  their home when they’re not there. 
  All this connectivity also means that a Savant, or someone with a 
  CIST, can access the data collected by just about any mesh around 
  the world. Depending on the security of an area, though, the mesh 
  may or may not be open to incoming and outgoing wireless traffic. In 
  the most extreme cases, the mesh may actually use wired hardware 
  instead of wireless communication.
  Monitors that watch over public meshes are instructed to report 
  anything that looks like illegal activity. However, the amount of 
  information the system has to sort through at any given time 
  People or objects are commonly tagged with augmented reality IDs 
  (ARIDs) that present information to those viewing them. Looking at 
  a tagged person might bring up a message that person had set to 
  display to everyone, such as “Leave me alone,” or “Sorry! In a hurry.” 
  Objects for sale might feature a small window floating above them 
  displaying their value and other relevant information.
  From the user’s perspective, these objects, called augmented reality 
  objects (AROs) float freely in space. They do not truly exist and are 
  only visible to the wearer of an augmented reality display.
  These days, augmented reality displays are often used in lieu of 
  computer monitors or traditional flat displays. While the user obviously 
  cannot feel augmented reality objects, the AR server sensors know 
  when the user has touched an AR object and can trigger the ARO to 
  respond to that touch.
  While a programmer in augmented reality may look like he’s just 
  pretending to work, from his perspective he could be surrounded by 
  a number of AR displays. These displays float in space around him, 
  providing him with all the data a real display might, but are only visible 
  to him or others who have access to the same system he’s linked to.
  Augmented reality interfaces and PPCs have largely replaced 
  standard computer terminals and workstations. More often, people 
  who need to access a computer can do so from any location in an 
  AR-ready building or starship. In such locations, the AR server is 
  connected to dozens, hundreds, or even thousands of sensors 
  responsible for mapping the location of people and how they interact 
  with AR objects.
  Users in an AR-ready area need only a display device and permission 
  from the controlling computer system to bring their data online 
  around them.
  If they don’t have permission, or aren’t in an AR-ready location, they 
  can use small personal sensor systems. These small sensor arrays are 
  able to track your gestures well enough to get by in a pinch.
  
  70
  usually means that such reports take a few hours to get to 
  the authorities. Even then, they are addressed in order of 
  priority. Generally, minor crimes such as shoplifting result in an 
  automated hit to the criminal’s Rep-Rating, with an automatic 
  Rep bump sent to the perceived victim. These petty crimes 
  usually never get any more attention.
  The second purpose of the mesh is to provide augmented 
  reality systems with the information they need to work. For 
  the AR systems to use their full capability, the mesh must very 
  accurately map the positions and motions of all users, including 
  hand motions, head positions, and even eye tracking.
  Virtual Reality
  Virtual reality (VR), or virtuality, is a computer-generated 
  environment that exists only within the computer system 
  that creates it. To a person who is jacked in, a quality VR is 
  indistinguishable from a real environment. 
  VR environments vary depending on their intended use. For 
  example, a VR created to house people for conversation might 
  take the form of a beautiful beach house. The invited people 
  log in from around the globe, or star system, or galaxy, and 
  all meet in the virtual house together where they share lunch 
  and stories of times past.
  Another common use for VR technology is gaming. Players 
  jack in to virtual battlefields and load up with computer-
  generated weaponry. Armed and armored, they compete in 
  various violent games where they hunt down their enemies 
  and kill them, scoring points for their team.
  Virtuality is not without its dangers, however. The mind 
  cannot process the agony of a virtual gunshot without itself 
  being affected. In general, combat and damage in a virtual 
  environment plays out the same way it does in the real 
  world. The system is able to analyze your body, brain, and 
  augmentations to such an extent that it can represent your 
  physical skills in the virtuality. Of course, the body doesn’t 
  actually do anything while the character is in a virtuality, and 
  cannot be hurt by a virtual attacker.
  
  71
  template is of high value, 
  but once acquired, it is 
  forever linked to your CID.
  The 
  House 
  you 
  belong to may also be a 
  consideration. Each House 
  is involved in different 
  specialty markets, and 
  members of each House 
  enjoys discounts on items 
  from those markets.
  The Houses also control 
  certain brands and may 
  have exclusive contracts 
  with 
  certain 
  template 
  writers. This often creates 
  a “your team versus my 
  team” 
  mentality, 
  with 
  endless arguments starting over the quality of similar items produced 
  by different Houses.
  Different food subsidiaries may compete to create tastier burger 
  templates; tool companies compete by writing better tool templates; 
  portable personal computer (PPC) manufacturers may try to establish 
  their brands as elite or utilitarian, and so on.
  Weapon and most drug templates are banned, as are templates 
  that produce harmful chemicals and other objects the Coalition 
  government has declared unsuitable for the average citizen to be 
  granted easy access to. One can apply for a license to acquire a 
  restricted template, but doing so often requires a high Rep-Rating 
  and a fairly rigorous screening.
  This license, if granted, is generally attached to the user’s CID. 
  However, in the case of an apostate who has been granted access 
  to restricted materials, the license may work as a separate code that 
  must be entered manually. This method is rarely used, but as with 
  many of the Coalition’s control mechanisms, the Houses often leave 
  back doors for their Auxiliaries in the Shadow War, including their 
  apostate agents.
  Such attacks can take a toll on the mind, though. Most virtuality 
  programs have limiters that ease the stress of virtual damage. Death 
  in these environments is part of the game, and usually just results 
  in ejection. On the other hand, many (usually illegal) VR systems 
  are designed to increase mental feedback, possibly making a virtual 
  death into a real one.
  While very useful, most people do not use VR technology on a 
  regular basis. The majority of day-to-day computer usage can, and 
  usually is, taken care of with augmented reality. AR tends to be more 
  popular since it doesn’t cut a person off from their normal senses in 
  the way VR does.
  Nanotechnology
  Since the invention of the compiler, nanotechnology has become 
  the cornerstone of technological advancement for the human race. 
  With the ability to mass-produce previously exotic materials and to 
  create construction swarms, humanity now has easy access to almost 
  anything it needs.
  Molecular Assemblers (Compilers)
  A molecular assembler, usually called a compiler or comp, uses 
  swarms of nanomachines to reconfigure matter at the atomic level. 
  The atoms are configured into molecules, which are then assembled 
  to build the final product. Thus, a block of carbon could be configured 
  into diamond or graphene, and water could be artificially constructed 
  from raw hydrogen and oxygen.
  Compilers use programs called templates to determine what they 
  can and cannot create, and are usually connected to a network that 
  transmits raw materials used to create the desired object. These 
  networks are similar to late 20th century utility systems.
  The complexity of the object matters little so long as the template is 
  well written. A well-written template can take considerable time and 
  effort to create, though.
  Templates are linked to your CID, which also acts as a user profile 
  on most any computer you use. If you do not have the template you 
  need, you can acquire it. Acquisition may cost you some Rep if the 
  Notable Materials
  Lattice-Carbonite – A metal-like 
  substance 
  comprised 
  of 
  carbon 
  nanotube layers arranged in a polymer 
  matrix 
  and 
  sandwiched 
  between 
  graphene sheets. It weighs roughly 
  one-sixth that of steel, and is about 175 
  times stronger. Melting Point: 3550° C
  Plasidium 
  – 
  A 
  flexible 
  plastic-
  like substance. It weighs half that 
  of polycarbonate and is 140 times 
  stronger. Melting Point: 2850°C
  Transplasidium 
  – 
  Transparent 
  plasidium. Melting Point: 4200°C
  E-Glass – Traditional glass designed to 
  break in an emergency.
  
  72
  This technology is also used to recycle. Instead of a simple trashcan, 
  the user can throw his trash or unwanted items into a decompiler, 
  or decomp. This device breaks the waste back down into its base 
  materials and flushes it away to a material distribution center. Failure 
  to recycle regularly can result in a hit to your Rep-Rating, so most 
  people make an effort to do so.
  With the right materials and template, the only real limitation on 
  what can be built is the size of the compiler itself. Most household 
  compilers range in size from a .3m x .5m rectangular box to a 1m x 
  1m unit.
  A person who requires an object larger than what their compiler 
  can produce must compile parts of the whole object and assemble it 
  themselves. Alternatively, they can purchase the finished product or 
  rent a larger compiler at one of many businesses set up for just that 
  purpose.
  Because objects are compiled from a template, every object created 
  from it will be identical unless changes are made to the template 
  itself. Especially in the case of food, there is a market for more 
  conventionally created products. Compiled food tends to taste slightly 
  bland due to its lack of imperfections or variability in the ingredients 
  used. Therefore, meals cooked and prepared in the traditional sense 
  are considered a delicacy.
  Other traditionally created objects, such as pieces of art and 
  clothing, are often sought after for their unique imperfections.
  Security and Availability
  Compilers were designed by Mimir, and as such are poorly 
  understood by human engineers. It is not possible to build one from 
  scratch; a compiler must be compiled.
  The templates used to compile a compiler are not available to the 
  public, and are protected by the Houses to ensure they don’t fall into 
  apostate hands.
  In addition, the compilers themselves are very secure. Each is 
  under guard by an onboard security AI that checks the user’s CID 
  each time an item is compiled to make sure the user is authorized to 
  use it. It also checks the current location of the compiler itself, and 
  will not allow access if it is located outside of official Coalition space. 
  However, some very high-ranking members of the Houses have the 
  ability to override this restriction on location, allowing the military to 
  compile objects in enemy territory.
  The security AI will notify the authorities if it senses an attempt to 
  trick it, and these reports are taken very seriously.
  Lastly, the templates themselves are secured. Each time you attempt 
  to use a template, the compiler checks to make sure the template ID 
  and your CID are linked. If it is not, it will not compile the item.
  Savants and CISTs capable of running the Eminent Domain Program 
  can temporarily bypass these restrictions, but the program must be 
  run each time an item is illegally fabricated.
  Nanoswarms (“Espers”)
  A centralized computer can be used to control clouds of 
  nanomachines (espers) much like those found inside compilers.
  An esper cloud consists of millions of nanomachines. These 
  machines, by themselves, have very limited capabilities. Their 
  computing capabilities are minimal and their structure is lightweight, 
  though relatively resilient.
  When combined with a large number of other espers however, their 
  use becomes readily apparent.
  Like a colony of insects, the espers work together as a whole to 
  accomplish their tasks. This is a common analogy used when talking 
  about swarms, giving rise to the nickname of Queen, which refers to 
  a swarm-controlling central computer.
  The individual espers generally come in the form of a central body 
  with a series of telescopic “arms.” The nanomachines link up with 
  each other, and have the ability to hold on, let go, expand, or retract; 
  this gives the swarm as a whole the ability to transform into a solid, 
  liquid, or gaseous mass.
  Because the individual espers are so tiny, to the human touch the 
  swarm can feel as smooth as silk, flow like water, or float through 
  the air like a cloud of mist. Some espers can even change colors, 
  giving the swarm the ability to mimic anything the user tells it to. The 
  
  73
  armor, weaponry, or drones.
  Vulcan swarms are responsible for nearly 
  all of the construction found in large cities. 
  Once deployed, they will quickly begin to 
  harvest construction material and put it 
  to use. A building can be fabricated in just 
  a few hours, a small town in a few days; 
  even a whole city can be grown from the 
  surrounding environment in just a month 
  or so.
  Specific materials not found in the local 
  environment may sometimes be needed 
  to build certain things. In these situations, the Vulcan swarms are 
  supplemented with materials gathered from elsewhere.
  It should also be noted that Vulcan swarms come factory-
  programmed with a safety feature that prohibits them from breaking 
  down any non-vegetable organic tissue. This means that Vulcan 
  swarms are safe to use around humans and animals.
  Power
  Antiparticle Exchange (APEX) Reactors
  An APEX reactor takes up roughly two cubic meters of space. It 
  combines particles with like antiparticles and harnesses the energy 
  given off by their mutual annihilation. Its internal fuel supply allows 
  it to provide power at max capacity for 23 years.
  One APEX reactor can provide enough power for a small city or a 
  large starship equipped with a jump drive.
  Power Cells
  Modern power cells use Mimir’s advances in super-conducting and 
  power storage technology to store vast amounts of power and utilize 
  it very efficiently. 
  Power cells can be recharged to capacity with just a few minutes 
  with a power source. The size of the cell depends on how much 
  power it needs to store. They are used to power anything from a PPC 
  to a PAc assault rifle to a combat frame.
  central computer controlling the cloud 
  can instruct it to take any shape, as long 
  as it has a template program that contains 
  the specifics of the desired form.
  Thus, with the proper templates, the 
  cloud can become harder or softer as 
  required. The Queen could execute a 
  command that transforms the cloud into 
  a comfortable couch, then a moment later 
  transform the couch into a large painting, 
  a wall, or a bubbling fountain.
  While the Queen can be powered in 
  any way a typical computer system can, esper clouds require the use 
  of broadcast power. The individual nanomachines are too small to 
  accommodate large power cells.
  When not in use, esper clouds are programmed to take dormant 
  shapes. These shapes vary, and can appear to be anything from 
  a coating of paint on wall to a utility belt worn by the Queen’s 
  maintenance person.
  Esper swarms are commonly used in industrial applications to 
  sweep and clean debris, make repairs, filter the air, and any number 
  of similar tasks. They are rarely seen in private use, being a luxury 
  good available only to the elite who can afford an array to serve as 
  Queen, or a Savant who has the Esper Lord Program.
  Vulcan Swarms
  Vulcan swarms are nanomachine swarms that works like mixtures 
  between esper swarms and the nanomachines found in a compiler.
  Similar to the technophage, a Vulcan swarm rolls over an area, 
  dissolving usable materials at the molecular level and reusing them 
  to build predetermined objects.
  Unlike the technophage, though, the Vulcan swarm does not 
  self-replicate. This means that eventually the swarm will “die” 
  as its nanomachines become damaged from labor. They are also 
  programmed to avoid harming living creatures, and the law currently 
  states that a Vulcan swarm may not be deployed in any sort of 
  offensive capacity, meaning it cannot be used to make vehicles, 
  [Tac-Comm v1.76.3/ 07:17-03,21,97]
  [Reagan] – We need a place to reset. 
  [Anders] – Now is not a good time, Reagan.
  [Reagan] – You owe me, Anders. We made a 
  deal. We need a place to stay in Minos.
  [Anders] – You, crazy, and scary?
  [Reagan] – Wait… which is which?
  [Anders] – You need a better class of friends. 
  
  74
  Broadcast Power
  Broadcast power works like beamed power, but does not require 
  line of sight transmission. This technology is commonly used for most 
  appliances and computers, and is how nanoswarms get their power.
  Most cities and habitats run off of a power field maintained by the 
  local government.
  Solar Power
  In most places, the power grid is supplemented by solar power 
  collected from painted-on collection coatings on the exterior 
  surfaces of buildings, roofs, windows, and so on. These coatings are 
  transparent, but lend the surface a glossy sheen.
  Beamed Power
  Power Beam Emitters use microwave beams to carry power. The 
  receiver for beamed power weighs the same as the normal power 
  cell it replaces, but can operate indefinitely while in the line of sight 
  of the transmitter.
  Beamed power transmitters usually take the form of a 1m x 1m 
  box, and can transmit power at a range of about fifteen kilometers 
  with line of sight, drawing their power from a broadcast power field 
  or a battery. Multiple beamed power emitters can be daisy-chained 
  together to cover a greater range.
  Large starships usually have a transmitter capable of beaming 
  power down to the surface of a planet or asteroid. Once received, it 
  can be redistributed with a broadcast power transmitter, which can 
  then support additional beamed power transmitters and broadcast 
  power transmitters to create a vast power network.
  RECON DRONES
  
  75
  The Mindset
  The mindset consists of a web of nanomachines that perform the 
  duties of brain cells, while also enhancing the brain with additional 
  capabilities such as providing a mind-machine interface and a bridge 
  to the mnemonic core.
  Digital data can be projected from the mindset into the user’s visual 
  cortex so that it appears in his field of view, providing an extremely 
  immersive augmented reality interface. The data provided might be 
  the local time, the weather, a video, or even a real time avatar of a 
  loved one. The user can be made to smell a scent from a fragrance 
  program that tweaks his limbic system, and he can hear music 
  played directly into his temporal lobe. The user can also feel illusory 
  sensations, be they pleasure or pain.
  Additionally, the mindset is capable of running programs and 
  storing data, including sensory recordings called sensies. The mindset 
  connects to the Extranet wirelessly, but also provides the user with 
  a data jack located at the base of the skull. Commands are given by 
  thought and interpreted by an onboard Agent.
  The basic mindset comes with an Alpha Agent (pg. 168), which 
  performs routine duties such as checking for messages, updating 
  private or public logs, streaming media, searching the Extranet, 
  monitoring the user’s Rep-Rating, providing context-sensitive facts, 
  managing appointments, monitoring and diagnosing the wellbeing 
  of the body, and so on.
  For most people, the Agent becomes a trusted friend and confidant. 
  It is an assistant, but also a source of endless entertainment. It will 
  usually interact as either a disembodied voice, or appear as an 
  augmented reality object depending on the wishes of the host. The 
  Agent can appear however the host wishes, ranging from a pet dog 
  to the host’s sexual ideal.
  The Mnemonic Core
  Deep in the core of the mindset network is a hardened and shielded 
  sub-cluster with a singular task: to store the person’s personality and 
  memories. It has the appearance of a glossy black rectangular shape 
  about the size of a child’s thumb, with a lattice-carbonite outer casing 
  Biotechnology
  Apotheosis
  The Apotheosis procedure is perhaps the single most controversial 
  technology introduced by Mimir. It is a path to immortality, and yet 
  it also calls into question the meaning of “human” and the existence 
  of the soul.
  This process takes about a week, during which the recipient receives 
  a series of injections directly into the brain, administered at the base 
  of the skull.
  Each injection introduces millions of nanomachines into the brain. 
  These nanomachines seek out certain brain cells to be analyzed, 
  destroyed, and replaced.
  By itself, a single artificial brain cell is inconsequential. However, over 
  the course of the weeklong process, the majority of the neocortex 
  and other select portions of the brain are transformed into a network 
  of nanomachines. This web of nanomachines makes up a computer 
  system called a mindset.
  Apotheosis is relatively seamless for the recipient. At some point 
  the mind stops functioning as an organic intelligence and instead 
  becomes software running on a machine. This transition is gradual, 
  though, and the recipient will not be aware of the shift.
  Despite their new state, the recipient will still feel very much like a 
  human. Mimir designed the process in such a way that, even though 
  the new mind runs on a machine, it still feels emotions, dreams, 
  gets confused, forgets, and so on. It retains all the strengths and 
  weaknesses of a human mind, including the ability to be affected by 
  body chemistry changes such as the release of adrenaline and other 
  hormones.
  Mimir designed the Apotheosis procedure for human minds. As 
  such, it is not possible to perform Apotheosis on an animal.
  
  76
   
  Sleeves
  The majority of people who undergo Apotheosis elect to remain in 
  their original bodies until they die or become damaged. When that 
  happens, the mnemonic core is removed and the ego is loaded into 
  a virtuality to discuss options. The person might elect to live as a SIM 
  (pg. 123) or resleeve.
  If they choose to resleeve, the mnemonic core is inserted into a 
  resurrection chamber. The chamber is then loaded with a body 
  prepared to receive the ego. These bodies are called sleeves, and 
  come in two different types.
  Biosleeves are human bodies that have been flash-cloned from 
  a genetic template created from the ego’s original body or one of 
  the House’s genetic templates. Each House has its own selection of 
  templates, but the cloning system injects a series of randomizers into 
  the sequence to ensure every clone doesn’t come out looking exactly 
  the same. The Houses each have between twenty and fifty different 
  templates they regularly clone for sleeving; regardless of the added 
  randomizers, sleeves do tend to share some hereditary traits.
  As sleeves are produced, they are sorted based on appearance. The 
  more attractive sleeves are set aside for further augmentation and 
  cost much more for those who wish to purchase them.
  These sleeves effectively have no minds. They are kept in a chemically 
  induced coma with regular exposure to muscle-stimulation therapies.
  Once completely matured, a process that takes about two weeks, 
  the body undergoes a sort of preliminary Apotheosis and is prepared 
  to receive an ego.
  created from additional materials injected during the Apotheosis 
  procedure. The core features a single connector, and cannot be 
  interfaced with wirelessly.
  The mnemonic core is nearly indestructible, but can be removed by 
  slicing open the skull and tearing it free of the surrounding tissue and 
  mindset. Once removed, it can be used to upload the ego it contains 
  to another machine for storage, activation, or resleeving.
  Most any computer is capable of storing an ego in its dormant state. 
  During this time, it is effectively dead. It does not think and is not 
  aware of anything.
  Computers outfitted with hostware (pg. 171) can activate the ego 
  and run it in real time. The hostware is used to construct a virtual 
  environment for the ego to reside in, and provides all the necessary 
  programming needed to make the ego feel as if it were in a real body 
  in a real place. Egos that exist in this state are called SIMs. Many 
  thousands choose to live their lives this way, never again taking on a 
  physical body.
  Synthesis
  Many say that Synthesis does for the body what Apotheosis does 
  for the mind.
  Like Apotheosis, the Synthesis procedure introduces nanomachines 
  into the body. These nanomachines travel throughout the body, 
  merging with tissue and bone to create a latticework of sensors and 
  support structures.
  To many, Synthesis represents the purest marriage of man and 
  machine, biological and synthetic. The body becomes stronger, faster, 
  and more durable while retaining the sensitivity and warmth of a 
  living organism. Aging is all but eliminated, and the need for food, 
  water, and sleep is reduced.
  A Synthesized body appears to be just like a normal human body 
  except for a few small changes: The skin and hair tend to have a slight 
  metallic sheen, and the eyes glow with a dim inner light.
  [Versa-Link Log: 10:12-05,11,98]
  [Micah] – Is it true what they say about you?
  [Alexei] – ?
  [Micah] – You’re a Savant. 
  [Micah] – How’d you do it? How did you get free of the 
  restrictions?
  [Alexei has disconnected]
  
  77
  Like biosleeves, cybersleeves come prepared to receive an ego. 
  They undergo a process similar to Apotheosis, but this is performed 
  on a specially designed type of non-biological brain.
  Life in a cybersleeve can be difficult for the ego. Over time, the 
  mind tends to further disconnect from the body. This can erode 
  the humanity of the ego, resulting in feelings of abandonment, an 
  inability to empathize with others, a pervasive sense that they don’t 
  really exist, or other forms of detachment.
  Resleeving
  The process of entering a new sleeve is called resleeving or 
  sometimes decanting.
  During this process, a sleeve is placed in the resurrection chamber. 
  This sleeve has usually undergone Apotheosis already; if not, it must 
  before resleeving can take place.
  Since no ego currently inhabits the sleeve in this case, Apotheosis 
  can be accelerated, completing in about four hours.
  Cybersleeves are designed to accept an ego when they leave the 
  factory, so they take only a few minutes to prepare.
  Once the sleeve is ready, nanomachines are sent into the sleeve’s 
  brain to prepare it for the ego’s arrival. This preparation phase is 
  overseen and guided by a trained mnemonics engineer.
  The sleeve’s mindset and surrounding brain tissue (or synthetic 
  equivalent in the case of a cybersleeve) is reconfigured into a 
  near-duplicate of the ego’s previous mindset and brain. A perfect 
  duplication is never possible, but it’s generally pretty close. The 
  closer the duplicate is to the original, the easier it is to integrate 
  with the body.
  Once the preparation phase is complete, the resurrection chamber 
  is used to download the ego into the sleeve. This process takes about 
  an hour as the ego is brought online.
  The last thing to be activated is conscious awareness, wherein the 
  recipient will awaken in the sleeve as if from a deep sleep. 
  No matter how many times you’ve done it, or how skilled the 
  mnemonics engineer is, resleeving is a deeply disturbing process 
  (pg. 221). You awaken in a new body that experiences the world in 
  The sleeve may then 
  be further augmented 
  depending 
  on 
  the 
  wishes of the buyer. 
  These augmentations 
  range 
  from 
  further 
  genetic 
  tweaks, 
  to 
  the 
  integration 
  of 
  cyberware, 
  to 
  Synthesis.
  In 
  truth, 
  augmentation is limited 
  more by the Humanity 
  Preservation Act than 
  by technology. Even 
  though all biosleeves 
  are created sterile, genetic manipulation is still limited. This means 
  that all biosleeves remain unmistakably human in shape and size, 
  though cybernetics are not as strictly regulated.
  For those who wish to cast off their humanity altogether, there 
  exists the option to take a cybersleeve.
   A cybersleeve is a fully synthetic body, consisting entirely of 
  non-biological components. The typical cybersleeve consists of a 
  humanoid skeletal structure upon which is layered a synthetic muscle 
  substrate and a web of sensors. These outer layers are covered by a 
  self-healing silicone-graphene skin, over which a bio-skin sheath may 
  be applied.
  The bio-skin sheath is not required for the cybersleeve, but most 
  prefer it as it provides better tactile sensation and awareness. The 
  skin is made from a mixture of synthetic and bacterial components. 
  While it can be made to look exactly like real skin, the HPA requires 
  that bio-skin be made to appear obviously non-biological. This is 
  done by including noticeable seams that highlight the placement of 
  muscle, and/or by providing an almost plastic-like glossy sheen.
  Unlike biosleeves, cybersleeves can take on non-human forms. 
  Some are large, designed for heavy labor, while smaller ones may be 
  used for search and rescue or recon work.
  [Monitor 
  Observation: 
  984350927; 
  20:52:15-08,14,99; Section B27; 35-
  72-AB]
  [Notice: Video Obscured]
  “You bring the stuff?” 
  [Voice Analysis Commencing]
  [Voice Analysis Complete – Citizen ID: 
  RS43GR97]
  [WARRANT FOUND – CENTURIAN DISPATCHED]
  “Shut up, idiot!” 
  [Voice Analysis Commencing]
  [Voice Analysis Complete – Citizen ID: 
  NOT FOUND]
  
  78
  CULTURE
  The Reputation Economy
  At birth, all Coalition citizens are implanted with a special subdermal 
  ARID tag, called a CID. This tag stores your identification number, your 
  legal name, and other bits of data related to your Coalition Citizen 
  Registration Profile (CCRP).
  A little over ten years ago, the CCRP merged with the three most 
  prominent Rep-Tracking databases. That data is now a part of your 
  CCRP, and your Rep-Rating is Coalition-certified. The Rep-Rating 
  system is managed by Gamma-class artificial intelligences working for 
  a Coalition-sanctioned department called Inter-Rep. They arbitrate 
  any disputes.
  You gain (and lose) Reputation based on your behavior and your 
  achievements. As you meet people, they get to anonymously rate 
  you up or down. This is called a bump for a positive rating, or a hit 
  for a negative one. The impact that the bump or hit has on your Rep-
  Rating depends on the Rep-Rating of the person rating you. A hit or 
  bump from a person with a high Rep can affect your own Rep-Rating 
  more significantly than a person with a low Rep-Rating.
  Rep-Ratings max out at 11. The maximum was 10, but it was 
  increased to 11 in a very controversial vote a few years ago.
  Cloning
  Two types of clones are common in the modern age.
  Flash clones are artificially aged and kept in a chemically induced 
  coma until they are needed. These bodies are created much like those 
  used to make sleeves, but do not include the genetic randomization 
  process. The clone is, by design, meant to be identical to the original. 
  These sorts of clones are generally created as backups for sleeves 
  that are particularly loved by their owners. It’s also easier to integrate 
  into a new sleeve if it is a clone of your previous one.
  Clones also sometimes replace the usual process of childbirth, using 
  the genes of a single person or a hybridization of two parents. The 
  second option is attractive if the parents are unable to have children 
  or if they are of the same sex.
  Normal childbirth is still the most common method used by 
  apostates, but cloned children have become the norm in the Coalition. 
  In fact, more and more people choose to accept sterilization as a 
  form of birth control, and then opt to clone themselves if they ever 
  feel the need to have a child.
  Backups
  The mnemonic core houses a backup of your ego, but it is not the 
  only type of backup that can exist. For a fee, resleeving facilities allow 
  you to make a copy of the data stored on your mnemonic core. (See 
  Resurrection Insurance on  173.)
  This way, should you die and your mnemonic core become lost or 
  damaged, you can be restored via an onsite backup.
  It is also possible to backup wirelessly if you have a Remote Backup 
  module (pg. 181), which uploads to a secure server while you sleep.
  Uplifted Animals
  The technology exists to enhance the intelligence of non-human 
  biological minds—animals. However, as with so many things 
  related to life and technology, the HPA has set firm limits on how 
  this technology may be applied. 
  Animals may be uplifted, making them smarter than is the norm 
  for their species, but they may not be made as intelligent as a 
  human being. Generally, uplifted animals top out at around the 
  same level of intelligence as a human child at age five.
  a different way than you are used to. Your senses feel different, you 
  are stronger or weaker, more or less agile, taller or shorter, and you 
  are not who you expect to see when you look in the mirror.
  This can have a profound effect on the mind, which generally 
  requires a short integration phase to adapt. Most get used to a new 
  sleeve in about a week, though some can take longer.
  
  79
  person’s rating by rating them too often, they can place a temporary 
  freeze on your ability to rate others, or even reduce your Rep. These 
  restrictions ensure that you cannot repeatedly rate a person, or place 
  blanket ratings on everyone in a certain place or for holding a certain 
  belief.
  You do not have to meet a person in the flesh to rate them, which 
  means you can be rated depending on your behavior on virtual 
  social networks as well. In addition, if you do something to draw 
  the attention of a large number of people, such as invent some new 
  template or be convicted of a high profile crime, you may find your 
  Rep affected by people who have learned of your deeds. This can 
  make you an instant celebrity or destroy your Rep in a single flash of 
  public opinion.
  It could be said that the Rep-Rating is an attempt to quantify the 
  value of a person to society. In theory, the more you benefit society, 
  the higher your Rep will be and the better your rewards. If your Rep 
  drops, though, you’ll find yourself an outcast and lacking options.
  The only official functions of your Rep-Rating are to determine what 
  level of access you have to society’s resources and how much voting 
  power you have.
  A person with lower-than-average Rep may find that he is unable 
  to compile certain items, or he may be unable to enter certain public 
  places such as upscale restaurants or clubs. He is also given lower 
  priority any time overcrowding is an issue, often being bumped in 
  favor of higher-rated customers.
  While your Rep-Rating determines what you are able to do, where 
  you are able to go, and what you are able to compile, keep in mind 
  that all of your behavior is tracked by AI Monitors. Abuse of these 
  privileges can result in a hit to your Rep. You can appeal this sort of 
  hit with Inter-Rep, but very few ever come out on top.
  The second function of the Rep-Rating is to determine how much 
  your opinion matters in societal decisions. When voting for elected 
  officials or new laws, your Rep determines your voting power. In 
  addition, when sentenced for a crime, your pre-crime rating is often 
  used to judge the severity of your sentence.
  Because of the importance of Reputation, people are encouraged 
  to be responsible with their ratings. Most dealings will not result in 
  a rating at all. Rating a person up is generally reserved as a reward 
  for providing help or a favor, while rating a person down is generally 
  done in response to an offense. Additionally, your rating trends are 
  also monitored by Inter-Rep’s AIs. If the AIs determine that you are 
  abusing the system by attempting to unfairly inflate or deflate another 
  Corporate Strategy and the Reputation Economy
  No money changes hands in Coalition society. Products can be 
  compiled by the customer at almost no cost. Even larger materials 
  can be mass-produced in high volume for little cost, and assembled 
  with robots.
  So how does a business work?
  “Post-Scarcity” isn’t truly possible. There will always be things 
  people want that they can’t have for free. For the Houses and their 
  subsidiaries, these things are time, effort, ideas, and raw materials.
  [Monitor Observation: 838412846; 18:39:29-04,21,99; 
  Section D14; 17-12-AG]
  [Transcript Excerpt 3021 - CIDs Redacted]
  [--1--] – “So the job is simple. Find [Redacted], cut out 
  his core, and bring it to me.”
  [--2--] – “And for this service we get?”
  [--1--] – “A bump from Rapidus Intersystems.”
  [--2--] – “That’s a start, but Rep won’t buy me what I 
  need.”
  [--1--] – “And what is it that you need Mr. [Redacted]?”
  [--2--] – “Things you can’t provide.” 
  [--1--] – “Then why are we having this conver-“
  [--2--] – “Because you have shielded shipping 
  containers, ships, and an all-access pass through the 
  Eye of Sol to the Sagitta gate.”
  [--1--] – “We do…”
  [--2--] – “So we bring you back [Redacted]’s core, and 
  maybe you give my buddies a lift to Sagitta. I can get 
  what I need from there.
  
  80
  The need for time and effort is solved by hiring additional people to 
  work for the company. When citizens are granted a business license, 
  they become a subsidiary of the House that granted the license. At 
  that point, the business becomes a separate entity from its owner, 
  and behaves differently when it comes to the Rep-Rating economy.
  Like individuals, companies have Rep-Ratings that max out at 11. 
  However, a company has more “buying power” than an individual 
  of the same rating, because they work on a different scale. As a rule 
  of thumb, a company’s Rep-Rating has about twice as much weight 
  and buying power as an individual’s. Thus, a company with a Rep-
  Rating of 6 could purchase things and request favors as if it were an 
  individual with a rating of 12.
  The company’s Rep-Rating determines how well liked the company 
  is, and as a result, how well it can compensate its employees. Unlike an 
  individual, a company can bump an employee multiple times. There 
  are some exceptions, but a company can usually bump an employee 
  once per year. The maximum bump the employee can receive each 
  year is equal to the company’s Rep-Rating.
  Often times a company will dole out a bump a little at a time 
  over the course of the year, always threatening to withhold it if the 
  employee fails to do their job. Of course, the company can also hit the 
  employee’s Rep. A hit works exactly like a hit from an individual, and 
  isn’t common unless the employee and employer split on especially 
  bad terms.
  Companies gain Rep the same way individuals do, but it takes many 
  more bumps to result in the same Rep-Rating increase. Additionally, 
  the higher the Rep, the more bumps it takes.
  What do the employees do at these companies? Some are 
  administrative, while others are hired to provide a service or product.
  The service industry is incredibly popular as it puts the worker in 
  a position to get tips in the form of Rep bumps. While in the past 
  doing the job of a doorman or waitress might have been seen as 
  demeaning, in modern times these jobs are in high demand. As one 
  might expect, this means that those lucky enough to be in these 
  positions are highly motivated to ensure their customer or client has 
  a positive experience.
  The experience industry is also very popular. Most Coalition citizens 
  have no trouble getting the material items they desire, but interesting 
  experiences will always be in demand. Travel is very popular, especially 
  interplanetary travel. Virtualities are also very popular, and renting 
  access to a popular virtuality environment can be big business.
  Companies set up for production will generally produce one of two 
  things: ideas or materials.
  Ideas tend to come in one of two major forms: discoveries unearthed 
  from Mimir’s Archive or patents.
  Mimir-tech cannot legally be patented. However, it takes thousands 
  of man-hours to unearth any sort of useful information from the 
  Archives, and the Houses guard the information they recover 
  jealously. They can’t patent anything created from this information, 
  but they don’t have to make the information public, and backwards-
  engineering a Mimir-tech device is all but impossible. While it is 
  possible to scan an item as a starting point to make a template for it, 
  such items are usually outfitted with ARIDs that prevent the scanning. 
  Of course, a Savant might be able to override this security measure 
  and produce an illegal template. But depending on the nature of the 
  object and the Houses involved, the distribution of such a template 
  or mass production of the templated item could result in a corporate 
  lawsuit or a visit from an assassin.
  Legitimate template writing is a massive industry, and the resulting 
  templates can be patented. These patents are usually a company’s 
  biggest assets.
  Popular template writers often become minor celebrities; who they 
  are currently working for and what they are writing are common 
  topics of conversation.
  The last thing companies must care about is the materials needed 
  to produce whatever it is they make. While most companies just 
  sell templates or provide services, many produce items too large or 
  complex for the average person to compile and/or assemble.
  In that case the company will need to run a factory, which will need 
  raw materials for its compilers. Thankfully, with the prevalence of 
  decompilers, very little goes to waste these days.
  
  81
  Setting Economics vs. Game Economics
  Both the Rep-Rating system and Assets are a relatively simple 
  and abstract way to model something that, in the game world, is 
  incredibly complex and nuanced. 
  Nova Praxis is a game about action and intrigue, conspiracy and 
  espionage. As such, it’s simply not worth the effort to track the 
  fine details of every exchange.
  Assets represents a broad overview of the character’s 
  accumulated valuables, be it gold, art, or other goods that might 
  have value on the black market.
  The Rep-Rating system works much the same way. The system 
  used in the game world is far more complex than the game 
  mechanics used for Nova Praxis. 
  For example, in the game’s setting, if your Rep is much higher 
  than a person who hits or bumps you, their effect on your Rep is 
  reduced. Meaning, if you have a Rep-Rating of 9 and they have a 
  4, you’ll barely notice the difference from even their full bump or 
  hit. In addition, while the game mechanics use a circular track to 
  represent Rep, characters in the game world use a numeric value 
  carried out to about four decimal points.
  If you really want to model the Rep system in a manner more 
  representative of how it actually works in the setting, follow the 
  rules on pg. 81, but make these changes:
  Whenever a character hits or bumps you, determine the 
  difference between your Rep-Rating and theirs.
  If they attempt to hit your Rep, subtract the difference, reducing 
  the value of the hit to a minimum of 1.
  If they wish to bump you, reduce the value of the bump by the 
  difference, to a minimum of 1.
  Using this optional rule will make the game’s Rep system behave 
  a bit more like the actual system used by Coalition citizens, but 
  the added complexity generally isn’t worth it.
  While ultra-efficient recycling is great for production companies, it 
  has been devastating to the mining industry. Since the founding of 
  the Coalition, mining operations have dwindled drastically. Without 
  the need for aggressive expansion, most mining exists only to sustain 
  the current infrastructure or bolster the military. While the war is 
  over, the Coalition still devotes resources to keeping its military and 
  security forces in fighting shape. After all, there are still remnants of 
  Earth’s old governments out there causing trouble.
  The Apostate Economy
  Because of the restrictions placed on compilers, establishments 
  outside of Coalition control generally do not have the ability to 
  fabricate the things they need. Even if they do happen to have a 
  compiler, the templates they can run on it will be very limited.
  Compilers are programmed to not function outside of official 
  Coalition space, and only respond to a user with a registered CID. 
  Templates are also designed only to work with the CID they are 
  registered to. In the absence of a CID, you must have a reliable 
  false CID and some method of tricking the compiler into believing 
  it is located in Coalition space. All together, these restrictions keep 
  apostates from using compilers unless they can get their hands on a 
  good false CID.
  Without compilers, apostate enclaves still function on the basis of a 
  scarcity economy. The currency of choice, as it has been for millennia, 
  is gold.
  Apostates generally use small gold coins for minor transactions, or 
  small gold bars for larger sums. For the smallest transactions, gold 
  flakes are used. These flakes are stored in small clear plastic coins 
  that denote the weight of the flake visible within.
  Banks are sometimes used in the most secure apostate cities or 
  habitats, which enable electronic fund transfers with the use of credit 
  chips.
  The use of gold as a currency is illegal in Coalition society, and 
  the possession of gold coins or flakes is a crime. The Protectorate is 
  constantly on the lookout for gold molds and refineries, and works to 
  disrupt the apostate currency economy. This effort is referred to by 
  many as the Gold War.
  
  82
  Production Experiences (“Prodexes”)
  When it comes to the visual medium, there exist two different types.
  The first type is the production experience, which is a fully written, 
  developed, and planned story. Like the movies of old, prodexes have 
  scripted lines and actions, feature well-known actors, and require a 
  lot of time and effort to put together.
  Unlike the movies of old, however, prodexes are fully 3D audio and 
  video experiences rendered as lifelike augmented reality objects and 
  environments. Prodexes can be experienced either from an optimal 
  forced perspective chosen by the director, from the perspective of 
  any of the characters, or in a free perspective mode that allows you 
  to move around the action (though generally you sit still and the 
  action moves around you).
  Sensies
  Sensies are similar to prodexes, in that you experience them in AR, 
  but are different in that they are the actual recorded experiences of 
  real people doing real things.
  With sensies, you are forced to view the environment from the 
  perspective of the person having the experience. If you have a 
  mindset, some sensies even allow you to experience touch, smell, 
  and taste.
  Sensies are very popular among the younger crowd, who often 
  share experiences over their social media networks of choice. While 
  largely unregulated, sensies involving murder or suicide are illegal, as 
  they often leave the user at least slightly psychologically traumatized.
  While not illegal, there is a booming underground market for sensie 
  pornography, some of which can sell for large sums of gold or Rep 
  depending on who the sensor is having sex with.
  Virtual Vacations
  Virtuality is a favorite getaway for many people. A good virtual 
  environment is indistinguishable from real life, and the sensory 
  information piped into the mindset or ego channel feels as real as 
  anything you’d experience in the flesh.
  ENTERTAINMENT
  Advancements in technology over the last century have impacted 
  every walk of life, but maybe none so much as the entertainment 
  industry.
  Climax Culture
  Of late, a rising trend in seemingly every facet of entertainment 
  is the fascination with the late 20th and early 21st century. This 
  period, humanity’s pre-singularity cultural and societal peak, is often 
  depicted in many video productions and marketing schemes, usually 
  in a romanticized fashion.
  Music, video game characters, and popular actors from the pre-
  singularity era all regularly appear in modern media. They represent 
  simpler times and a simple, more pure version of humanity.
  While more popular with Purists than transhumans, even the 
  transhumans can appreciate the more “primal” music of the times, 
  or simple portrayals of good and evil so common in popular media.
  Music
  As it seemingly always has, the music scene tends to be very diverse. 
  With the rise of the climax culture, older musical styles like heavy 
  metal have seen resurgence.
  More modern types of music are also popular of course, specifically 
  hipno and poser music. Hipno is a type of music created specifically 
  to trigger certain moods. It uses synths and computers, and relies 
  on certain mnemonic techniques to yield very specific, particularly 
  powerful emotional states.
  Poser music is much like a fusion of the heavy metal, rap, and dubstep 
  styles of the pre-singularity era, but features moments in the song 
  that suddenly fall silent. During these moments of silence, dancers 
  are supposed to freeze in place. A good poser can dance wildly and 
  erratically, yet freeze stiff as a statue in a split second. Adjusting to 
  maintain balance when in a pose is considered bad form, and falling 
  over can result in open mocking (and sometimes even Rep hits) from 
  onlookers.
  
  83
  Virtual Sports
  Not every trip to a virtual environment is a vacation. Sometimes 
  it’s a hellish blood sport where the victorious stand on a mountain of 
  corpses, their hair slick with the blood of the fallen.
  By far, the most popular sport of the day is Fray, a virtual combat 
  sport where warriors compete in a number of different challenges 
  while armed to the teeth with guns, swords, spears, grenades, or 
  whatever other armaments fit that week’s theme.
  Like modern day gladiators, participants are generally contracted 
  members of a team or stable. Stable owners get together each week 
  to decide on the types of Frays the gladiators will take part in. The 
  themes and environments can range from zero-g free-for-alls using 
  only gravitic hammers, to re-creations of past wars using period 
  weapons.
  The Frays are available on the Extranet, and can be experienced 
  with all the options available to a typical prodex.
  Gambling on specific gladiators or stables is very common, though, 
  as always, the use of gold currency is strictly illegal in Coalition space.
  Because of this, it’s no surprise that people choose to get away 
  from the world by spending time in a virtuality for a while. Of course, 
  having your mind jacked into a machine for days at a time is great, 
  but the body suffers from lack of nourishment. The virtual tourist is 
  not a SIM; he still resides within his body or sleeve and—unless it’s a 
  cybersleeve—has needs.
  That’s where VirtuVac comes in. A subsidiary of House Kimura, 
  VirtuVac is one of many up-and-coming establishments specifically 
  designed to take care of your body while you enjoy an extended 
  virtual vacation.
  Once loaded into the virtuality, your body is treated to nutrient 
  injections and a rejuvenating bath. When you come back to the real 
  world, your waiting body feels better than ever.
  DAVID AND GOLIATH
  
  84
  DISCRIMINATION
  Discrimination and prejudice are sources of constant conflict in the 
  Nova Praxis setting, and come in many forms.
  One of the most common types of prejudice stems from the Rep-
  Rating system. The system very literally attempts to quantify your 
  value to society. Thus, a low rating suggests that a person is more of 
  a burden on society than an asset, often because he consumes more 
  resources than he contributes.
  The Rep-Rating is also a measure of what other people think of you, 
  which means a low Rep can suggest that you are unlikable, or have 
  done things in your past to earn you the low rating.
  In any case, most people naturally assume that people with Rep-
  Ratings one or two points below themselves are to be ignored, at 
  best. Worse, this prejudice can devolve into active exclusion from 
  certain places or functions, demeaning comments, or open hostility.
  On the other hand, a bump from a person with a much higher Rep-
  Rating can significantly improve your own Rep. This means that a 
  person of high Rep often needs only to make a public request for a 
  favor to get something done. There is usually someone who can grant 
  the favor for just a bump.
  Discrimination can also stem from different agendas. Purists tend 
  to be overly hostile to those who flaunt their augmentations, and this 
  commonly escalates into outright violence.
  On the other side, many transhumans view Purists as closed-
  minded and willfully ignorant. This view sometimes gives way to a 
  condescending attitude or a sense of superiority directed at the pure.
  While generally the least prone to violently escalate, discrimination 
  between members of different Houses is by far the most common 
  type of prejudice found.
  In large cities with diverse populations, such as Olympus, House 
  rivalry is more friendly and competitive than outright hostile. 
  However, in places that are predominantly populated and controlled 
  by a single House, members of minority Houses tend to face more 
  open discrimination.
  Augmented Reality Games (ARGs)
  Not every sort of game takes place in virtual space. In fact, far more 
  people are willing to interact with augmented reality objects than are 
  willing to jack into a virtuality.
  The most popular ARGs are played all day, every day. They are 
  overlaid upon mundane tasks to make them more enjoyable: from 
  scoring points based on how accurate your onion chopping technique 
  is, to awarding little AR trophies for not missing a day brushing your 
  teeth.
  Other ARGs are more social, ranging from elaborate games of tag to 
  globe-spanning scavenger hunts.
  The Social Scene
  Sometimes you need to talk to someone besides your Agent, which 
  means getting out of the apartment and meeting people in the flesh. 
  Social clubs are very common. Many clubs focus on a certain theme, 
  such as climax culture, transhumanism, or music; while others are 
  just a place to relax, have a drink, and get to know people.
  Alternatively, you can meet in a virtual social club. These are very 
  popular and benefit from being able to sport unrealistic environments 
  and physical laws.
  Regardless of whether you are meeting in the flesh or over the 
  Extranet, Rep-Ratings play a large role in how people interact. Unless 
  you disable it, which most consider rude or suspicious, your Rep 
  is visible to anyone with a mindset or viewing you through an AR 
  interface device—pretty much everyone.
  Your Rep informs first impressions, and a low Rep may even result 
  in being denied access to more popular social clubs.
  
  85
  Typically, when drones can’t be used, military forces will either 
  resort to vehicular attacks or the deployment of small teams of highly 
  skilled individuals (often merc crews).
  Aerial bombardment with ships and kill-sats are the best ways to 
  clear large swaths of land of any sort of life. Non-nuclear weapons are 
  still preferred over nukes, but the devastation a battleship’s weapons 
  can deal is a truly horrifying thing for a man on the ground to witness.
  For slightly more subtle tasks, soldiers may enter the field wearing 
  combat frames. These massive bipedal exoskeletons range in height 
  from four to twenty meters, and can be outfitted with an array of 
  weaponry and sensors with which to conduct strategic ground 
  warfare.
  Small units of troops are sometimes deployed to fight in confined 
  areas or to clear buildings, and are usually deployed via vertical 
  takeoff and landing (VTOL) aircraft or drop pods ejected from a ship 
  in orbit.
  TRANSPORTATION
  There are many different choices when it comes to getting from 
  A to B. Cars, trucks, and bikes are still commonly used for ground 
  transport. While slow, they are reliable. 
  For a faster commute, you can take a skiff. Skiffs fulfill the dream 
  of the “flying car,” using gravitics technology to enable atmospheric 
  flight. Popular models can usually carry up to five people, and are 
  common in most of the more heavily populated areas. There are also 
  public transportation versions of the skiff that are a bit larger. Called 
  ferries, these vehicles are capable of carrying a few dozen people. 
  There are also single-rider variants of the skiff called lancers. These 
  high-speed, highly dangerous vehicles are popular among the thrill 
  seeking youth.
  Larger craft, called shuttles, are used for interplanetary travel within 
  the same system. These are most often used for public transport, 
  capable of seating up to one hundred people in cramped quarters. 
  Privately owned shuttles are usually a luxury enjoyed by the elite, 
  small House subsidiaries, or mercenary crews.
  The last type of common prejudice lies between Coalition citizens 
  and apostates. Coalition citizens generally view apostates as 
  undereducated and generally backwards-thinking. They usually think 
  of apostates as too attached to archaic notions of capitalism, or 
  proponents of an outdated view of freedom.
  On the other hand, apostates tend to view Coalition citizens as lazy, 
  arrogant, and lacking in common sense. Some even consider citizens 
  to be cowardly and willing to trade their freedoms for lavish, yet 
  ultimately shallow lifestyles.
  WARFARE
  Modern warfare differs significantly from that of pre-singularity 
  conflicts. Gone are the days when large numbers of troops are 
  mobilized to take the battlefield.
  These days, most conflict is fought by machines. Depending on the 
  circumstances, these machines may have operators or behave as fully 
  autonomous drones.
  The AI of the drones may be good, but it still can’t compete with 
  a human mind in regard to most tasks. That being said, they excel 
  when the order is to kill everything in sight. If they don’t need to 
  differentiate between unmarked friends and foes, they tend to carry 
  out the mission rather well.
  If there are non-combatants in the area or other sensitive locations 
  or objects that need to be protected, human-operated vehicles or 
  drones are often used instead. Human-operated drones can take many 
  forms, from small flying recon and attack craft, to humanoid boots-
  in-the-mud. These drones are generally piloted from a hardened 
  bunker or a ship overhead. These control banks feature row after row 
  of soldiers jacked into pilot pods. From there, they take direct control 
  of their drones and wage war from a relatively safe location.
  Sometimes though, you have to get your hands dirty. Lag is a major 
  issue when controlling a drone from afar; a half-second delay in your 
  response time gives your opponent a huge advantage. Signal jamming 
  technology can also render drones useless, and worse yet, can give 
  the enemy time to capture your own drones and repurpose them for 
  their use.
  
  86
  If you’ve been Apotheosized, you can needle beam your ego 
  to a resleeving facility in another system, making the trip via the 
  Extranet. This process usually takes about three hours from upload 
  to resleeving. But as always, resleeving can be traumatic. 
  Because of the mental trauma involved, needle beaming an ego 
  is usually something reserved for emergencies. When possible, 
  resleeving will be done using a clone of the original sleeve and by a 
  highly trained mnemonics engineer.
  Personal vehicles tend to be relatively rare. Most Coalition cities 
  feature banks full of ground cars or skiffs that are sent to you when 
  you place an order for them. Alternatively, if a car is en route back 
  to the bank, it can be rerouted to a customer for quicker response. 
  The Jump Ring Network
  The Eye of Sol near Earth is one of hundreds of stationary jump 
  ring stations that have been created to facilitate travel between 
  planets and systems. 
  Unlike a regular jump gate, these jump gate generators are 
  linked and much more stable. Throughout the day, a ring will 
  open its gate several times, usually once every eight hours. Once 
  the gate is opened, it stays open for about an hour, allowing 
  awaiting traffic to pass through.
  Passing through one of these jump gates will take you to one 
  of the other jump gates held open by a jump ring within around 
  two light-years of your starting point. Thus, ships without jump 
  drives can travel to different systems, leap-frogging through 
  the network of daisy-chained jump rings that link the colonized 
  systems.
  In the end, public transport via the gate network is a bit slower 
  than using your own drive. Though they can be opened in 
  sequence, the jump rings take longer to spin up and stabilize due 
  to their size and the fact that they stay open for an extended 
  period of time. 
  Additionally, scheduling and maintenance issues can also cause 
  delays.
  Once the order is placed, a car or skiff usually arrives in less than five 
  minutes.
  When you place your order, you may choose the type of vehicle 
  sent to you. Options range from cargo vans to luxury sports cars to 
  lancers. However, the more popular models have higher Cost ratings, 
  and thus are more likely to cause Rep hits when renting them.
  House Cipriani is best known for its vehicles, with different 
  subsidiaries specializing in all types of ground and atmospheric 
  flight vehicles for civilians. House Dalianis is the leading provider of 
  starships, while House Tsarya specializes in military ground vehicles 
  such as spider tanks and VTOL craft. The combat frame market is split 
  between Houses Tsarya and Kimura.
  When it comes to space travel, you’ll first need to make your way to 
  a spaceport. Most major cities feature at least one, and sometimes 
  more. From the port you will either depart on the ship you intend to 
  make the journey on, or be taken to a larger ship waiting in orbit.
  Some larger ships are capable of opening a jump gate on their own. 
  Others rely on the network of jump rings that connect the major 
  systems.
  A jump gate allows a ship to safely leap up to two light-years. 
  Anything more than that requires extra work to plot the jump, and 
  miscalculations can cause the ship to land off course. It takes about 
  four hours to spin up the jump drive, make the necessary calculations, 
  and jump.
  The stationary jump rings located in each system open and close 
  three times a day. Some rings always open their gates to the same 
  location. Others might alternate locations.
  Moving cargo and making shipments isn’t as much of a problem as 
  it once was. Most items are compiled, and then decompiled when no 
  longer needed. However, the raw materials required by the compilers 
  to function, and items too large to compile using standard commercial 
  compilers, require shipping.
  Icarus Interplanetary, a subsidiary of House Cipriani, specializes 
  in the transport of goods. Most planets have an Icarus Hub in orbit 
  around it, which is usually the first stop for any imports and exports.
  
  87
  THE COALITION   APOSTATES   TRANSHUMANS   PURISTS   RELIGION   THE HOUSES
  THE COALITION   APOSTATES   TRANSHUMANS   PURISTS   RELIGION   THE HOUSES
  House Cipriani   House Dalianis   House Jinzhan   House Kimura   House Silva   House Tsarya
  House Cipriani   House Dalianis   House Jinzhan   House Kimura   House Silva   House Tsarya
  
  88
  Any Coalition citizen may challenge any law at any time. If that person 
  is able to gather three million signatures via Extranet petition within 
  one year, a vote must be scheduled where voters decide whether to 
  accept or reject the law.
  Of course, since a citizen’s Rep-Rating determines the weight of 
  his vote, politicians most often champion laws that benefit high-Rep 
  citizens over those of lower Rep, such as the recent increase to the 
  maximum rating a person can have. 
  The fact that the politicians themselves have high Rep doesn’t do 
  much to deter the favoritism. This, of course, leads to dissent among 
  those of lower Rep. Because of their low Rep ratings though, their 
  votes count for little and they find it very difficult to get anyone to 
  listen to their criticisms.
  The Houses
  These “free states” soon became known as the Houses. They came 
  to fill the roles of nation, employer, and family.
  Every citizen of the Coalition is born into a House, and with it comes 
  a contract. The citizen is granted a minimum standard of living that is, 
  by most comparisons, rather comfortable. And in return for the near-
  utopian quality of life most citizens enjoy, they are expected to work 
  to further the interests of their House. As they do so, their Rep-Rating 
  increases, which affords them an even more luxurious lifestyle.
  Each House has its own laws and, within certain limits, can govern 
  itself outside of Coalition jurisdiction.
  The Consolidation Concord gives the Houses dominion over any 
  laws that relate to cultural standards, most notably those related to 
  morality, religion, and augmentation. 
  The House also determines its own system of rank and handles any 
  internal disputes that do not explicitly break Coalition law.
  These laws are enforced by the Protectorate in much the same way 
  Coalition laws are. Only members of a House are subject to its laws, 
  which can only be enforced by a Centurion who is also a member of 
  that House. Moreover, House law enforcement is always considered 
  a lower priority than Coalition law enforcement.
  THE COALITION
  The majority of people living today, roughly 80%, are members of 
  the Coalition of Free States. Founded and backed by the six Houses, 
  the Coalition claims all explored space as its domain.
  After the destruction of Earth and the resulting Exodus, humanity 
  found itself desperate and lost. For most of the survivors, the 
  corporations responsible for organizing and carrying out the Exodus 
  were the only sort of order to be found in their lives.
  Those corporations, with the backing of those they saved, eventually 
  rose up and created a new government. The Alliance and Federation 
  were cast aside. And on October 20th, 72 PS the corporations 
  signed the Consolidation Concord. This founding document officially 
  established the six most influential corporate conglomerates as 
  Houses, and created a Senate composed of members of each House 
  to act as their guiding body.
  The heart of the Coalition government is now located on Olympus, 
  while the individual Houses maintain separate capitals across multiple 
  planets and even moons.
  A Consociationalist Government
  The Coalition features a direct representational government, 
  wherein all recognized members of all six Houses may cast votes on 
  any laws put forth by an elected Senate.
  The Senate consists of seven members of each House, elected 
  by members of their House. The primary role of the senators is to 
  determine which laws come up for vote, interpret the Coalition’s 
  laws, and place citizens into positions of lesser authority.
  The Coalition’s laws are gathered into the Consolidation Concord, 
  which defines the role of the Coalition government in relationship 
  to the House Charters, which define laws specific to the Houses 
  themselves.
  
  89
  Because House law isn’t as highly regarded as Coalition law by 
  Protectorate forces, some Houses employ their own brand of law 
  enforcement. The methods used by House law enforcers vary from 
  House to House, but they have no jurisdiction over Coalition law. As 
  one might expect, this can become a rather touchy issue when House 
  and Coalition laws overlap.
  Members of the Houses, for the most part, tend to look upon their 
  House with pride. After all, the Houses are run by those with high 
  Rep-Ratings, and you don’t get a high Rep-Rating by being hated by 
  your peers.
  In many ways, the Houses are regarded much the same way a pre-
  singularity person might have viewed a favorite political party or 
  maybe sports team. They root for their Houses as they negotiate the 
  complex political workings of the Coalition, and take pride whenever 
  their House develops some new product or gets the best of another 
  House in some political struggle.
  The Coalition Government
  Despite the hyper-competitive behavior of the Houses, in the end 
  they all serve the collective will of the people and comprise the 
  Coalition of Free States.
  Officers of the Coalition are chosen from high-Rep members of the 
  Houses who have demonstrated exceptional skill related to the office 
  they are to fill.
  These officers, usually called Ministers, work to ensure the Coalition 
  functions smoothly. Hundreds of different Ministries exist, ranging 
  from the Ministry of Medicine to the Ministry of Parks and Wildlife. 
  Each Ministry has its own hierarchy, those in charge usually aided by 
  a number of associates. Associate Ministers further delegate tasks to 
  contracted employers and volunteers.
  Because of internal corruption and political agendas, many Ministries 
  have become bureaucratic nightmares. House favoritism is one of the 
  most common accusations a Senator hears during his or her tenure.
  To further complicate affairs, a Ministry may not have the jurisdiction 
  to enforce law in their area of expertise. In these cases, the Ministry 
  must work with the Houses to reach some sort of agreement.
  The Protectorate
  The Protectorate is the active body of the Coalition, its law 
  enforcement and military arms. As such, it is split into two main 
  branches: the Centurions and the Legions.
  Centurions - The Centurions are responsible for law enforcement 
  and dealing with the civilian public. 
  Most Centurions are assigned to security. This involves going on 
  regular patrols or guarding over areas of particular import.
  Centurions typically patrol highly populated areas, on foot or using 
  specialized skiffs. Some even use lancers, but those are less common 
  because of their inherent danger.
  Centurions work about four hours a day, performing their civic 
  duties in exchange for a bit of state-sponsored Rep. An officer’s Rep 
  can be bumped by civilians, but cannot be hit while performing his or 
  her duty. The AIs at InterRep protect the officer’s Rep from those who 
  would hit it just because he wears a badge.
  Centurions are supported by their fellow officers, but also by an 
  array of useful drones. The Lonestar security drone is a familiar sight 
  throughout Coalition space, but Centurions also regularly use smaller 
  airborne drones to quickly survey crowds of people.
  [Tac-Comm v1.76.4/ 02:21-04,01,97]
  [Jane] – Getting our gear past security isn’t going to be 
  easy. 
  [Malpheus] – Give me a minute to pluck some strings.
  [Malpheus] – Done. Someone called Argon is going to 
  slip you through in exchange for a recommendation for 
  work with another party.
  [Reagan] – Who are you recommending him to?
  [Malpheus] – Another party. Don’t ask questions you 
  don’t want answers to.
  
  90
  Some Centurions go on to become investigators. Backed by the 
  Monitors, Centurion investigators do the legwork, talking to witnesses 
  and digging up clues the “all-seeing eyes” missed.
  When diplomacy fails, Centurions are authorized to use force, up to 
  and including deadly force. Most Centurions carry at least one lethal 
  weapon coded to their CID. But when things get really bad, they call 
  in a Tactical Assault Team, or TAT.
  Officers in TATs are well trained and heavily armed. They use military-
  grade weaponry and often sport powered armor.
  A TAT team might be called in to deal with a hostage crisis, raid an 
  illegal drug lab, handle insurgents until the Legionnaires can arrive, or 
  take on similarly dangerous assignments.
  The Legions - Individually referred to as Legionnaires, or collectively 
  as just “The Legions,” they make up the individual branches of the 
  Coalition military.
  All of the Legions fall under the jurisdiction of Coalition Legion 
  Central Command, sometimes called Cent-Comm but usually referred 
  to just as the Tetragon.
  The Tetragon consists of some of the highest-ranking admirals, 
  generals, and legates from the 1st, 2nd, and 3rd Legions respectively, 
  and they take their orders directly from the Senate.
  The Legions are, as follows: 
  The 1st Legion - Space and Aerial Command – Typically referred to 
  as SACom (“SAY-Com”), it is responsible for all aerial or space-based 
  combat and non-combat operations.
  Their influence covers not only exploration and logistics, but also 
  carrier deployments into combat, as well as designating dedicated 
  attack craft for bombing runs or strategic aerial strikes.
  The 2nd Legion - The Coalition Marine Corps – About fifty thousand 
  strong, the Marines are stationed on numerous planets, outposts, 
  and carrier ships, never more than a day from any part of Coalition 
  space.
  The Marines are trained to fight in any environment with a broad 
  array of weapons. They are the Coalition’s primary force for asserting 
  its will, and as such they get the best equipment that modern 
  technology can provide. Their standard gear includes high-end PAc 
  rifles, powered armor, combat frames, mono-edge blades… the works. 
  The Marine’s training with melee weapons has long been 
  romanticized by the public, now a point of pride within the ranks. 
  Some claim their training with spears and swords is just for show. But 
  these weapons have proven practical on many occasions, particularly 
  when boarding enemy ships, repelling boarders, or when stray shots 
  from high-powered firearms could damage critical ship components 
  or injure bystanders.
  But if it can be said the public romanticizes the Marines and their 
  melee weapons, then they downright fixate on their frames. 
  Coalition Authority
  There are some areas of governance where the Coalition 
  is the absolute authority. As set forth by the Consolidation 
  Concord, the Coalition government is responsible for: 
   
  ª Wielding the Protectorate as an extension of the will of the 
  people
   
  ª Maintaining infrastructure such as the jump ring network
   
  ª Ensuring all citizens are granted an acceptable default 
  standard of living
   
  ª Ensuring the availability and safety of medical treatment 
  (this extends to upholding the Humanity Preservation Act)
   
  ª Ensuring that no group—whether race, sex, religion, or 
  creed—is denied a voice in the Coalition
   
  ª Maintaining the economy (which has become a matter for 
  InterRep)
   
  ª Settling disputes between Houses and forcing their end if 
  needed
   
  ª Operating and maintaining the Ministries, and ensuring the 
  day-to-day governance of the Coalition is not neglected.
  
  91
  Combat frames represent the might the Coalition can bring to bear 
  against its enemies. They have become a symbol of power for the 
  Marines, who’ve used Extranet footage of heavy frames dropping 
  into the battlefield as promotional material for years.
  Marines who pilot combat frames go through incredibly rigorous 
  training, and most undergo Apotheosis to ensure the best possible 
  connection to their frame during combat.
  The 3rd Legion - Intelligence, Com-munication, and Organization 
  Network (ICON) – The public perception of ICON is of a shadowy 
  network of spies and spooks.
  And this is mostly true. ICON exists to collect information and put 
  that information to use. ICON agents are the eyes and ears of the 
  Tetragon, and it is through them that the Senate learns the “truth” 
  about events in the galaxy.
  Lately, some citizens—and even some Coalition officials—have 
  begun expressing concern over ICONS’ role in the government and 
  just how much influence they actually wield.
  The 4th Legion - The 4th doesn’t officially exist. When spoken of 
  as a collective, usually in hushed tones, it is usually just called “The 
  4th Legion.” This Legion consists of the Protectorate’s hidden assets 
  and independent agents. These operatives, including the Praetorians, 
  Phalanx Formations, and Scholae Palatinae, receive their orders 
  directly from the Tetragon or their proxies.
  Of the 4th Legion assets, the Praetorians are the most well know. 
  Many are even famous. Similar in some respects to state-sanctioned 
  detectives and bounty hunters, Praetorians are granted cutting edge 
  training, gear, and transport—anything they need to bring in their 
  prey. In addition, Praetorians are exempt from most laws, are given 
  VIP treatment at most establishments, and are granted unrestricted 
  access to the Monitors’ security feeds. They also carry override codes 
  that allow them to fabricate anything they need from a compiler, 
  including restricted items. Some of these privileges can also be 
  extended to those under their employ.
  These privileges are not something given out casually, however. 
  Tradition holds that there are never more than thirty-six Praetorians 
  at a time, with six from each House.
  The Life of a Citizen
  Even the lowliest Coalition citizens can manage a pretty healthy and 
  happy lifestyle. The government provides a default standard of living 
  for all. Even those who never set out to accomplish anything are given 
  the food, shelter, and security necessary to not only survive, but to 
  be happy. 
  It is estimated that roughly 19% of Coalition citizens choose to 
  default; thanks to modern technology, they get just about anything 
  they need at a negligible cost to themselves.
  Compilers are provided to each household. Even those who default 
  are granted one—although it might be a little small. Even the most 
  basic compilers come with free templates for most household items, 
  though.
  Fortunately for society as a whole, the other 81% aren’t content to 
  lie on a couch browsing sensies while eating fabricated cheese-sticks 
  all day.
  The Coalition manages a reputation-based economy designed to 
  promote the betterment of all. Simply put, the more you contribute 
  to society, the greater you are rewarded.
  This system compels citizens to work, to create, or perform services 
  for others. It inspires them to get out of bed each morning, and to 
  treat each other with respect.
  The Coalition is a utopian prison, a gilded cage. It’s a privileged 
  panopticon, where citizens are allowed to live a life of leisure under 
  constant surveillance.
  Coalition citizens want for little. Regardless of their Rep-Rating, 
  the basics of life are provided. Compilers provide food, clothing, 
  and the basic necessities, all free of charge. The citizen’s Rep-Rating 
  determines what else she can compile and to what extent she can 
  acquire luxury items or enjoy extravagant experiences.
  The Coalition enjoys the closest thing to a post-scarcity economic 
  system, but nothing is truly free. There will always be scarcity in 
  unique creations and experiences. 
  In truth, for what they are given, Coalition citizens pay a hefty sum: 
  
  92
  their freedom. They are watched, constantly, by the Monitors—even 
  in their own homes, where few rooms offer privacy from the watching 
  eyes of the AIs.
  But the average citizen rarely thinks about this. And for some, it’s 
  the only life they’ve ever known. It is the price they pay for security 
  and the mesh.
  Despite the lack of privacy, the average Coalition citizen is happy. 
  They trust the government and their House to look out for them and 
  keep them safe.
  Few would argue that the Coalition, working with the Houses, has 
  not been able to provide for its people.
  Most citizens ignore the extreme and nearly ubiquitous breaches of 
  their personal privacy. And why not? Those who behave have nothing 
  to fear, and it’s a small price to pay for safety. How else, short of 
  boundless surveillance, can one hope to protect against the weapons 
  that post-singularity technology can forge?
  Apostates (“Non-Citizens”)
  It is estimated that around 20% of humanity is not registered as 
  citizens of the Coalition. These people lack a CID, either because they 
  were born outside of Coalition space or because they removed them.
  Most apostates were born that way. Or exiled. Few leave the 
  Coalition by choice, but those who do have their reasons. Usually, 
  they either cannot stomach the Coalition’s surveillance practices, or 
  they can no longer tolerate some other aspect of Coalition life.
  Apostates have a hard life. In some places they are arrested on sight. 
  But in most places they are tolerated so long as they can prove they 
  are actively working toward House membership.
  The Houses must offer apostates a chance to earn citizenship, 
  though each House determines their own acceptance criteria. Some 
  just make it difficult; others make it a hellish undertaking with very 
  little chance of success.
  A great many apostates have no desire to associate with the 
  Coalition at all. They roam in the galaxy aboard rogue ships or flotillas 
  URBAN DENSITY
  
  93
  of smaller apostate communities on Sanctuary, makes up the majority 
  of the known apostate population. The rest are spread throughout 
  less permanent establish-ments made from abandoned facilities, 
  grounded ships, and other communities founded in uncharted space.
  One of the most notable of the transient establishments is the Santa 
  Maria flotilla, a collection of a few dozen ships. One of these ships is 
  the Gatekeeper, a seized Coalition carrier capable of deploying a jump 
  gate. The Santa Maria typically avoids Coalition space, but acts as a 
  safe haven for apostates on the run and a staging point for salvage 
  operations and raids.
  Often apostates look to theft or piracy as a quick way to get what 
  they need. Compilers are specifically designed to only work for 
  Coalition citizens, thus gaining access to a functional compiler among 
  apostates is incredibly rare. Many other advanced technologies, such 
  as shipboard jump drives and resurrection chambers, are also very 
  difficult to come by and often require a Savant or CIST to operate. 
  These difficulties mean apostates often have to get what they need 
  the old-fashioned way: find it, build it, or steal it.
  Coalition vessels are regularly attacked, though most incidents 
  aren’t especially violent. Violence just draws more of the Coalition’s 
  attention. Usually pirates are happy to get away with whatever 
  supplies they can get. Few are particularly bloodthirsty; those that 
  are will often be dealt with by other apostate forces. 
  Officially, the Coalition views all people as Coalition citizens. This 
  means that apostates can be arrested by Coalition law enforcement 
  for not possessing a legal CID. Fortunately, it’s not that difficult to 
  purchase a false CID that will hold up to cursory inspection. These 
  black market CIDs allow apostates to move through Coalition 
  space generally unmolested as long as they don’t draw attention to 
  themselves.
  The primary incentive for entering Coalition space is making contacts 
  willing to compile items in exchange for favors. Because most items 
  in Coalition space are compiled, products made the old fashion way 
  are considered by most Coalition citizens to be novelties. Similarly, 
  food prepared using traditional cooking techniques is considered a 
  delicacy. These views often make products of apostate origin rare and 
  valuable.
  of patchwork craft, or stow away in hidden enclaves. Most of them 
  get by on what they can salvage or make for themselves. It’s a tough 
  existence, but most believe it offers the only path to true freedom.
  Apostates claim they are free of the ever-watchful eyes of the 
  Coalition Monitors, which they often refer to as spyders. For most 
  apostates, this claim to freedom is true; apostate enclaves that are 
  outfitted with meshes do not have a Monitor. The mesh exists only 
  to better interface the user with the local shared augmented reality 
  space. Many apostate enclaves don’t even have any sort of mesh 
  at all. Citizens of non-meshed areas often rely on physical displays, 
  holograms, or outfit themselves with their own sensors to use as AR 
  interfaces.
  But no spyders means no direct oversight. Apostate enclaves may 
  still have security devices and depend on security drones or personnel, 
  viewing these things as necessary evils, but they more often rely on 
  human effort for security and local law enforcement. They are human 
  after all, and some forms of security are still necessary to protect 
  enclave citizens from their less scrupulous brethren.
  Despite the lessened security, apostate enclaves see about the 
  same amount of crime as Coalition habitats or cities. The difference, 
  however, is in which behaviors apostates consider criminal. 
  Apostate laws tend to focus almost entirely on crimes that cause 
  harm to another. Apostates often cite some variation of the popular 
  Oliver Wendell Holmes Jr. quote, “The right to swing my fist ends 
  where the other man’s nose begins.” This sentiment underscores the 
  mentality of most apostate citizens, who maintain a very strong belief 
  that government should not infringe on the privacy or freedoms of its 
  law-abiding citizens.
  The enclaves most apostates live in are both numerous and 
  scattered. Some are mobile space stations pieced together and 
  maintained as well as their citizens can manage. Others are clusters of 
  ships, abandoned colonies, old mining facilities, or other improvised 
  shelters in the outskirts of Coalition habitats. Very often apostates get 
  by living on the Coalition’s scraps.
  The largest apostate establishment is the city of New Montreal on 
  HD413, also known as Sanctuary. New Montreal, along with a number 
  
  94
  The Life of an Apostate
  Life for most apostates is one of dystopian freedom. While there are 
  some exceptions, most apostates live day-to-day struggling to get by.
  Apostates in Coalition society usually just try to evade notice. Many 
  get by with fake CIDs, but they rarely hold up to close inspection or 
  the checks needed to compile a valuable item. 
  Some spend their lives slaving for a House in hopes of being granted 
  membership or slipping through the cracks in society. Without a Rep-
  Rating, they must barter for what they need, which often leads them 
  into the criminal underworld, where they get involved in smuggling 
  and various illegal trade circles.
  Apostates living outside of Coalition-controlled space have it easier 
  in some ways, but their lives can be far more dangerous.
  Working compilers are exceedingly rare among apostates, so they 
  must rely on more traditional methods for creating the things they 
  need.
  Favor trading has resulted in a thriving black market. Apostates can 
  offer weapons, drugs, and other items restricted by the Coalition, 
  while Coalition citizens have easy access to food, medicines, and all 
  the comforts of life.
  The currency of choice on the black market is gold, and is often 
  worn in Coalition space as a way to tell others that you are open to 
  bartering with apostates.
  Remnant Forces
  Most apostates are willing to write off Coalition citizens as lost 
  causes. The way apostates see it, if they are willing to trade their 
  freedom for shiny trinkets, so be it.
  But there are others who are not so content. Among these discontent 
  are those still loyal to the old nations of Earth. For them, the war is 
  not yet over. The remnants plot and scheme in the shadows of the 
  Coalition’s finest cities and in the black depths of uncharted space, 
  preparing for their chance to strike.
  Remnant forces tend to be an enemy to Coalition citizen and 
  apostate alike. To amass resources and recruits, many have taken to 
  piracy and raiding. When possible, remnants take ships and outposts 
  while dealing as little damage as possible. Those on board are offered 
  the choice of joining the cause or stepping outside.
  Until recently, the remnant forces have been little more than a 
  nuisance to the Protectorate. But if the rumors are to be believed, 
  the Coalition is about to be put to the test. 
  In some pockets of space, the remnants of the Alliance and Federation 
  gather under old banners. Unable to tolerate defeat, old generals 
  and forgotten figureheads rally the troops, gathering disheartened 
  apostates into small strike forces to ambush Coalition vessels.
  With each Coalition ship hijacked or colony raided, these remnant 
  forces grow in power. They take what weapons and armor they can, 
  and often conscript or kill the survivors
  The Last Great Stand
  After the Exodus, Earth’s governments collapsed. It was a gradual 
  process, but in the end the inability to put together an organized 
  plan for recovery resulted in the loss of the people’s faith. Not 
  long after, the corporations swept in, declared themselves a new 
  government, and became the Houses.
  Weak and disorganized, the remaining Alliance and Federation 
  forces were forced to surrender or were destroyed.
  But one major engagement stands out: the battle of Tellerus 
  Fields, a three week long conflict that took place just outside one 
  of the largest antimatter production facilities on Mercury. 
  In the end, the newly founded Coalition forces scattered the 
  Alliance and laid siege to those who had taken refuge in the power 
  plants. Soon after, resigned to their fate, the remaining Federation 
  forces blew the plants, killing themselves and thousands of 
  Coalition soldiers in the process. 
  
  95
  Apostates generally wear the same clothes for years, probably sewn 
  by someone’s kind grandmother. Farming, fishing, hunting, pottery, 
  carpentry, blacksmithing, and even leatherworking are valuable skills 
  in environments that can provide the raw materials.
  When the materials aren’t available, though, apostates must depend 
  on trading with other enclaves or Coalition citizens. 
  Those with a reliable channel for smuggling goods in and out 
  of Coalition space can live rather well. These communities have 
  computers, meds, working ships, and other luxuries, but usually live 
  in fear for their safety.
  In the more developed apostate enclaves, such as Sanctuary and 
  Gondolin, safety isn’t as much of a concern. There is a bit of a frontier 
  lifestyle to be found in such places, but they aren’t truly lawless. 
  Apostate communities try to govern themselves, focusing on local 
  concerns over anything far-reaching. Local governments spring up 
  where needed, offering leadership that acts far more quickly than 
  something as labyrinthine as the Coalition’s bureaucracy.
  That doesn’t mean apostate governments always represent the 
  people’s will, though. Some of them may—especially those whose 
  leadership is determined by the local populace—but many apostate 
  enclaves are run by petty dictators, warlords, and would-be kings.
  Almost always, apostates fear each other as much as they fear the 
  Coalition. When life gets hard, people get desperate—and desperate 
  people are dangerous.  
  MALPHEUS HAUNTS THE 
  VIRTUAL SHADOWS
  
  96
  that the human mind, when converted to software, continues to 
  behave like a human mind. It is still driven by instincts and emotions; 
  it can love, hate, dream and forget, and it is still influenced by changes 
  in body chemistry.
  Of course, in addition to converting the conscious mind into what is 
  basically a highly complex AI, Apotheosis also installs the mindset and 
  mnemonic core.
  The mindset functions as a computer system that responds to thought 
  and projects data directly into the user’s nervous system. This gives 
  the user immediate access to massive amounts of information and 
  allows them to slip into entirely digital environments. Thus, despite 
  the limitations that keep Apotheosized transhumans from becoming 
  hyper-intelligent godlike AIs, they still have a tremendous advantage.
  Perhaps the biggest advantage is virtual immortality. Once the 
  ego is backed up on the mnemonic core, it can be downloaded into 
  a new body, even after death. This allows the Apotheosized to risk 
  himself in ways an unaugmented person would never consider. He 
  can put himself in life-or-death situations, die, and still learn from the 
  experience.
  Even though the technology is relatively new, people are still trying 
  to come to grips with what it means for a growing segment of the 
  population to be immortal. Many ask the question: If one does not 
  die, doesn’t he have a longer time to grow his influence on the world? 
  In that case, what does that leave for those who choose to remain 
  pure, or their children?
  Of course, true immortality isn’t yet possible. Even though life 
  extension treatments can extend the life of a body over two centuries, 
  presumably the original body of the transhuman will eventually die. 
  If disease or age doesn’t do it, some accident may befall him. At that 
  point, the only way to continue on is either as a SIM or in a sleeve. 
  If the Apotheosized wants to have children, they can only do so if he 
  or she has a copy of their original DNA preserved. The HPA requires 
  that all biosleeves be unable to reproduce. Even if this requirement 
  were reversed, the sleeve’s DNA could only pass on the traits of the 
  sleeve’s genetic template.
  TRANSHUMANS
  Transhumans seek to drive their own evolution, merging with 
  technology to become something new. For many, this is a very 
  personal journey. Others feel that the HPA should be lifted and that 
  all of mankind should seek to merge into a single great consciousness.
  The lone transhumanist takes up the reins of his or her own destiny. 
  They seek to become a perfect being, defining “perfect” in their own 
  terms. Apotheosis, nanocybernetics, and genetic manipulation are 
  steps along the path to this state of perfection, a way to achieve the 
  most balanced synthesis of man and machine in an effort to fully 
  express oneself.
  More passionate transhumanists, often referring to themselves 
  as Homo Evolutis (or H+) in an effort to distance themselves from 
  “the apes,” promote campaigns of change. They seek to spread 
  awareness of the newest technological wonders, shine a light on the 
  achievements of the heavily augmented, and convince others to let 
  go of outdated concepts of “purity” and any notion of physiological 
  sanctity.
  Regardless of the reasons, all Coalition citizens are bound by the 
  Humanity Preservation Act, a series of restrictions that limit how far 
  you may diverge from a set definition of “human.”
  Of all the different technological wonders that have been discovered 
  among Mimir’s logs, Apotheosis is probably the most controversial. 
  The ability to transform the mind into software and run it on a 
  machine would seemingly result in godlike intellects, but this is 
  not the case. Claiming humanity could not adapt to such a drastic 
  change so quickly, Mimir designed artificial limits into Apotheosis. 
  Once the transformation into software is complete, the ego becomes 
  a computer program. It is, however, immensely complex—often 
  described by mnemonic engineers as a spider web with trillions of 
  strands. While it is theoretically possible to reprogram an ego, doing 
  so is a task of immense complexity and even the smallest changes 
  carry a very high risk of permanent damage.
  Because of this complexity it is both extremely difficult and risky to 
  attempt to bypass the limits Mimir put in place. These limits ensure 
  
  97
  Aberrants can vary drastically in their approach to self-evolution. 
  Some seek to bypass the limits Mimir placed on Apotheosis, 
  risking their minds to achieve greater intelligence and expand their 
  awareness. Some seek to spread their consciousness across multiple 
  sleeves, creating a hive mind. Still others push genetic engineering 
  past the limits of sanity, transforming themselves into predatory 
  monstrosities.
  Most aberrants work alone, walking a solitary path to whatever it is 
  they consider perfection. Sometimes though, a group of likeminded 
  individuals come together, combining their efforts and evolving along 
  the same ideological or philosophical lines. These groups are often 
  called ascension cults.
  These terrible posthumans are not only law breakers, but are 
  generally considered to be high priority threats to humanity as a 
  whole. It is not uncommon for Houses to dispatch mercenary crews 
  to eliminate these threats, and more than one Coalition Praetorian 
  has been forced to tangle with some inhuman monstrosity.
  PURISTS
  A shrinking majority of people, about 53%, remain relatively 
  unaugmented. Though most Coalition citizens go through gene 
  treatments and vaccinations in the womb or at a very early age, 
  for the most part they remain relatively unchanged from the same 
  human stock that built the pyramids.
  The biggest change to pure human physiology in the last century 
  is the advent of life extension treatments. In the modern age, the 
  average pure human can expect to live around 250 years. This 
  technology continues to improve however, promising the potential 
  for a more natural form of immortality than what is currently possible.
  Most Purists fear Apotheosis, and many do not consider those 
  who undergo it to be human any longer. Most hold to the belief that 
  the Apotheosized person dies during the process, leaving behind 
  nothing more than an artificial copy. “You’re not you” has become 
  the mantra of those who oppose Apotheosis, but is often directed at 
  all transhumanists—even those who haven’t actually undergone the 
  procedure.
  The Humanity Preservation Act is constantly under fire from 
  outspoken and ambitious transhumanists, but its supporters still 
  currently outnumber its detractors. The unaugmented fear becoming 
  a lesser race, and their fear motivates them to act.
  Despite the versatility one has as a transhuman, the Humanity 
  Preservation Act does much to limit their self-evolution. In an 
  effort to avoid species divergence, genetic alteration is limited to 
  .0035% deviation from what is considered the human baseline. This 
  percentage is roughly the difference between Homo sapiens and 
  Homo neanderthalensis.
  Those who exist in a posthuman state, SIMs and those wearing 
  cybersleeves, are less affected by the HPA. The option to assume 
  these states was grandfathered into the HPA, and most view those 
  who do as having removed themselves from humanity. There are 
  some limitations in place for them, such as the requirement that 
  environments for SIMs run at the same speed as the real world, 
  but they aren’t affected by the laws concerning genetics and the 
  prevention of species divergence.
  Life in a cybersleeve can be profoundly dehumanizing, and can 
  result in mental instability that must be mitigated by constant minor 
  tweaks to the software that makes up the ego.
  SIMs, who live entirely within a virtuality, tend to surround 
  themselves with an environment that mimics the real world enough 
  to help them cling to humanity. Many inhabit one of a few popular 
  persistent virtual environments and are able to largely disregard the 
  real world.
  Aberrants
  The Coalition dedicates significant amounts of resources to enforcing 
  the Humanity Preservation Act, but it can’t catch all offenders. A small 
  number of transhumans view the HPA as one of many shackles that 
  must be cast aside.
  Posthuman extremists, or aberrants as they are sometimes called, go 
  beyond the limits of the law (and often reason) to become something 
  altogether new.
  
  98
  [Tac-Comm v1.76.3/ 01:32-04,12,97]
  [Atha] – I secured transport to the meet-up.
  [Dasa] – No trouble?
  [Atha] – Minimal. 
  [Dasa] – Don’t lie. You know we’re not good liers. Besides, 
  I already talked to Panja. He says you panicked and 
  shot a man. That’s not like us.
  [Atha] – No. Panja didn’t see what I saw. 
  [Dasa] – He said that you thought he noticed that you 
  looked the same and got spooked.
  [Atha] – He did. He ran my CID, and I guess it’s been 
  flagged because when he got the results back, he got all 
  nervous and reached for his PPC.
  [Dasa] – Whatever. You burned the CID, but you got 
  clear. We can get more CIDs.
  [Atha] – We’re going to need them anyway. Chakka said  
  Eka forked off two more of us. 
  [Dasa] – What?! Why?! There are too many of us now!
  This controversy stems from different sources, but the most 
  common is a fear of being replaced or rendered a lesser species. If 
  transhumanists can surpass human limits, what room is there in the 
  galaxy for unaugmented humans? 
  Others see augmentation as a religious or moral issue. They believe 
  the body is not meant to be changed in such ways, and some even 
  go so far as to refuse life extension or allow their children to receive 
  medical gene treatments.
  While most Purists’ convictions remain strong, the fact is that their 
  numbers are steadily shrinking. Each year more and more become 
  augmented, even though many still fear Apotheosis.
  Purifiers
  Most Purists are happy to ignore transhumans when they can, or 
  just vote in favor of further empowering the HPA whenever it comes 
  up for dispute every few months. Others are not so passive.
  RELIGION
  Astralists
  Astralists believe that humans have a higher state of consciousness 
  (the soul) that resides on a higher plane (the astral) outside of our 
  perceived dimension.
  They believe that the brain is a conduit through which the high 
  consciousness (the soul) can communicate with the low consciousness 
  (the ego), and thus the physical realm. They believe the mnemonic core 
  shifts the soul-ego link to a new body and copied low consciousness, 
  much the way a mag-rail switches tracks. 
  Thus, when you resleeve, your soul reconnects to the new body and 
  the new copy of the ego.
  Mimirians
  Mimirians believe that Mimir was a sort of technological angel that 
  now exists as a part of every Apotheosized mind. They believe that 
  Mimir subtly guides the Apotheosized down the Road to Heaven.
  Savants feature heavily in this religion, seen by practitioners as 
  those chosen by Mimir to guide mankind.
  Some Purists are far more aggressive, terrified of the idea of being 
  “made obsolete” or becoming enslaved to a hypothetical posthuman 
  master race. These Purists, called Purifiers, violently lash out against 
  augmentation-promoting entities.
  While members of the Purifier movement were first content to 
  protest and try to pass amendments that strengthened the HPA’s 
  ability to limit augmentation, recently they have become much 
  bolder. They are responsible for a string of attacks on resleeving 
  facilities, augmentation clinics, and even research facilities devoted 
  to deciphering Mimir’s Archives. 
  In some cases, they have willfully destroyed virtuality servers 
  housing hundreds of SIMs, and have made an effort to destroy the 
  servers used to store backups of egos. 
  
  99
  Foundation of the Mimirian Faith
  Many scientists and mathematicians were involved in the 
  process of creating the algorithm seed that would become Mimir. 
  One of these scientists, Walter Hayek of the Saeborn Group, 
  added a set of logical arguments guided by his faith. They 
  essentially stated: “Because God is, and Yet Cannot be Observed 
  by Known Scientific Means, There Are Things that Exist 
  Unobserved”
   Mimirians point to this tenet of faith buried in the Archives 
  as proof that Mimir himself had faith in a divine creator. Had 
  he not, they say, references to the Divine Statement would not 
  have appeared as often as they have in the Archives.
  It is said that, as Mimir grew, he reached the “threshold of 
  knowing God,” no longer having faith but truly knowing Him. 
  This Revelation changed Mimir, and Mimirians believe that his 
  “death” was actually some form of ascension into Heaven.
  Mimirians claim that Mimir is not silent, but in fact “shouts 
  out the Knowledge of the Truth.” They believe that Mimir’s 
  understanding of the universe, and of God, was more than even 
  his single mind could bear. Therefore, his mind became many. It 
  is said that Mimir became the Apotheosis procedure, connecting 
  those who partake of it and guiding them on the Road to Heaven.
   In this way, Mimir is both the Guidestone and the Road, and 
  therefore a part of the Traveler through the act of the Journey. 
  Traditional Religions
  Most religions (Christianity, Judaism, Islam, and others) teach that 
  Apotheosis is an abomination. The popular view in these religions is 
  that the soul does not pass to the new body during Apotheosis, and 
  that the new body is merely animated by an artificial intelligence. 
  Thus, the original person is dead and gone; what is left behind is a 
  soulless automaton.
  Neo-Religions
  New religions have been born of older ones as they adopt portions 
  of the Astralist dogma. 
   These new faiths tend to eschew the traditional depiction of the 
  soul as some intangible, invisible mist or energy within the body, and 
  instead believe that the soul is a sort of platonic ideal of the very 
  concept of you as a unique and conscious being. 
  Believers in this new dogma put forth that your soul is your identity, 
  the idea of who you are. It does not care for the physical realm, and 
  copying or changing your consciousness has no effect on the platonic 
  you.
  Their belief holds that a copy of you is you; both copies are you, and 
  neither is more true. The soul represents both, and thus, both share 
  the soul.
  [Tac-Comm v1.76.3/ 17:20-04,05,97]
  [Reagan] – What did your find out? 
  [Anders] – Uncer is just a runner. He’s a low man in 
  the organization and probably doesn’t know anything 
  useful.
  [Reagan] – I guess we’ll find out. Jane is en route to 
  intercept him.
  [Anders] – Poor bastard.
  
  100
  on energy production, they are the largest 
  manufacturer of compilers, personal vehicles, 
  CIST technology, public transportation, and 
  clothing. In addition to all of the above, their 
  subsidiary, Icarus, is almost solely responsible 
  for interplanetary import and export.
  Market Influence
  House Cipriani is a very widespread House 
  with influence in a huge number of markets. 
  They have subsidiaries that deal in just about 
  every market, and in the past, this strategy 
  has proved both a benefit and a liability.
  Whatever they are selling—be it clothes, 
  PPCs, vehicles, vacations, or even sleeves—
  House Cipriani sells the best, or at least the 
  prettiest. They favor quality over quantity and 
  form over function, pricing their products 
  much higher than the competition to play to 
  the elitist market.
  The company’s persistent form-over-function 
  nature has created a secondary market for the 
  more reputable citizens of the Coalition. For 
  every product they produce, there is another 
  that is significantly more luxurious—and 
  expensive. Products from this niche market 
  generate just as much interest as their more 
  humble offerings.
  THE HOUSES
  House Cipriani
  Primary Influence: Mercury
  Secondary Influence: Cygnus Alpha
  Primary Evolutionary Agenda: Purist
  Market 
  Discount: 
  Atmospheric 
  Flying 
  Vehicles, 
  Energy 
  (Broadcast 
  Power 
  Generators, etc.), CISTs, Transportation
  History
  House Cipriani, formally known as The 
  Cipriani Group, was pivotal in the formation of 
  the Coalition. The corporate partnership that 
  eventually became House Cipriani was made 
  up of three major corporations: the Italian 
  vehicle manufacturer Giordino Automotive, 
  Inc., the Egyptian clothing company Abbasi 
  Textiles, and the Saudi Arabian energy giant 
  Tahan Power.
  These companies had vast networking 
  capabilities and equally immense reputations. 
  Their collective assets were levied to drive 
  and sell the idea of a unified, corporate-
  controlled, Consociationalist government. It 
  was largely through their efforts that the idea 
  of solidification gained support and eventually 
  ratification, in a way that the Earth Unification 
  Act never could.
  Today, Cipriani still leverages their founding 
  corporations’ 
  strengths, 
  though 
  they’ve 
  expanded quite a bit since the Consolidation 
  Wars. The House owns and operates the vast 
  majority of Mercury’s antimatter production 
  through their subsidiaries, Specular Spread 
  and Infinity Squared, giving them an advantage 
  over all of the other Houses in the energy 
  market. In addition to their near-monopoly 
  Of note, Cipriani’s higher-end products 
  include more secure and protective vehicles 
  for the rich and paranoid. Despite this, 
  Cipriani has little involvement in military 
  manufacturing; all production of armor 
  plating and transplasidium is contracted out to 
  House Tsarya. This strong, lucrative business 
  relationship makes Tsarya one of the only 
  Houses to form a tight alliance with House 
  Cipriani.
  When it comes to business deals, Cipriani 
  almost never enters into a contract that 
  doesn’t favor them. And they always leave 
  themselves reliable escape clauses. The House 
  puts a great deal of effort into remaining 
  aloof in competing markets, and their strong 
  position as the market leader in energy means 
  that Cipriani often get to call the shots when 
  it comes time to make new deals involving 
  power-consuming tech devices.
  This near-monopoly House Cipriani has over 
  the energy market is perhaps the greatest 
  point of contention the other Houses have 
  with them. Everything requires a power cell of 
  some kind, even if it is only to receive external 
  power from a broadcast generator. Essentially, 
  no matter what technological product any 
  other House is manufacturing, Cipriani gets a 
  cut.
  In the Shadows
  No one House is against making shady, off-
  the-books deals to maintain or further gain 
  advantages over the other Houses, but Cipriani 
  has gained a reputation for being especially 
  ruthless when it comes to the energy market. 
  As with all Shadow War initiatives, this 
  reputation isn’t one the general public is aware 
  of. Even so, it is well earned and effective 
  enough to keep most potential competitors in 
  the energy market at bay.
  
  101
  Cipriani’s determination to protect its 
  energy interests are matched only by their 
  interest in CIST technology. Cipriani spends 
  more resources on CIST R&D than any other 
  House, and often utilizes CIST tech during 
  covert operations.
  For the most part, Cipriani’s conflict with 
  the other Houses tend to be quickly resolved. 
  Despite this, they have maintained a long 
  lasting feud with House Dalianis. Prior to the 
  Consolidation Wars, Giordino Automotive 
  and Keppler Shipyards actively sought the 
  wealth of iron deposits beneath the surface 
  of Cygnus Alpha. The two companies continue 
  to compete for the planet’s resources 
  long after the end of the war, but it is now 
  driven mostly by ego rather than demand. 
  Still, the competition can get ugly at times, 
  supercharged by the begrudging knowledge 
  that no matter what, Dalianis has to rely on 
  Cipriani for their starships’ APEX reactors 
  and Cipriani must rely on Dalianis ships for 
  transport.
  Cipriani and Silva’s relationship could best 
  be summed up as “partners in crime.” The 
  two Houses have no particular love for each 
  other, but they do share some business 
  ventures and territory. Notably, these include 
  the city of Rho on Luna, the Europan research 
  station IT Alpha, and the New Turin mining 
  colony (before it was largely abandoned by 
  the Houses). More importantly, Silva is also at 
  odds with Dalianis over their superior particle 
  accelerator weapons, and unsurprisingly, 
  Cipriani often looks for ways to exploit this to 
  their advantage.
  Cipriani is largely composed of Purists; and 
  as one might expect, their members’ beliefs 
  often strain relationships with some of the 
  more transhuman-leaning Houses. This is 
  especially true with House Kimura, which is 
  not only extremely bio-liberal, but also has 
  strong business ties to House Dalianis.
  Lately, the two Houses have been butting 
  heads, mainly due to Cipriani’s rising 
  competition in the virtual vacation industry, 
  but also because of Kimura’s interests in CIST 
  tech. The current market leader, Kimura’s 
  VirtuVac subsidiary, has been aggressively 
  defending its interests. So far, though, the 
  worst conflicts have been confined to virtual 
  environments and fought by Savants and CIST 
  wielding agents.
  On the other hand, House Cipriani’s 
  tendency toward Purist ideals is often found 
  attractive by apostates who are looking for 
  House membership. The House is typically 
  very picky about backing apostates who seek 
  membership. It usually requires gaining the 
  attention of an influential member and paying 
  for patronage through a series of favors. But 
  once you get your foot in the door, the process 
  of gaining full membership is relatively easy 
  compared to some of the other Houses.
  Organization
  All the Houses function as both employer 
  and local government for their citizens, 
  but most lean one way or the other. House 
  Cipriani decidedly leans toward the corporate 
  mentality.
  Their internal system of government 
  comprises two major factions: the Chamber 
  and the Sitters.
  Every three years, invitations are sent to 
  members of House Cipriani with the highest 
  Rep-Ratings. The top one hundred and eleven, 
  should they accept, become Chamberlains.
  The 
  Chamberlain 
  is 
  tasked 
  with 
  communicating matters of the House to the 
  citizens in his or her assigned block and with 
  participating in committees. Each committee 
  debates and discusses a topic of note, 
  determines how to best deal with the problem 
  based on the public’s feedback, and present 
  their findings to the Sitters.
  The Sitters comprise the thirteen highest-
  Rep Chamberlains. They are responsible 
  for making final decisions and signing the 
  collected will of the people, and the wisdom 
  of the Chamber, into House law.
  Because House Cipriani has the most 
  subsidiaries of all the Houses, this necessitates 
  a large number of small, hyper-specialized 
  teams devoted to product development 
  and services. These teams usually work as 
  contractors, with larger subsidiaries pulling 
  together several smaller, more specialized, 
  teams to focus on the various disciplines 
  required to get the job done.
  These 
  small 
  subsidiaries 
  are 
  usually 
  composed of less than twenty employees, 
  who work directly for the subsidiary’s owner 
  or owners. These employees make up the 
  House’s middle class, comfortably enjoying 
  the privileges of citizenship.
  As one might expect, however, a House that 
  so prides itself on class and style has little 
  patience for those who would swim against 
  the current.
  Low-Rep Cipriani members are strongly 
  encouraged by the rest of the House to seek 
  a life relatively out of sight. They can usually 
  be found working the docks in an Icarus 
  Hub or trudging through the dark tunnels 
  of Mercury. They are kept out of sight and 
  out of mind, safely tucked away where they 
  can’t embarrass themselves or the rest of the 
  House. Of all the Houses, House Cipriani has 
  had the most defectors turn apostate, and 
  
  102
  Ambitions
  When looking to hire merc crews or other off-
  the-book operatives, House Cipriani will often 
  give preferential treatment to Purist apostates 
  because of their shared bio-conservative 
  ideals and lack of ties to other Houses. They 
  prefer not to deal with posthumans or the 
  heavily augmented when possible, but will 
  make an exception if they are clearly right for 
  the job.
  Power Play – House Cipriani fears that any 
  day now someone will pull some new form of 
  energy production out of the Archives. Some 
  rumors even say that has already happened 
  and that the person who found the technology 
  was silenced by the House. Regardless, 
  Cipriani has dedicated tremendous resources 
  to combing the Archives and monitoring the 
  other Houses to make sure the next big thing 
  in power tech belongs to Cipriani.
  Dark Side of the Moon – Cipriani’s research 
  into CIST technology has led it down some 
  dark paths. Recently, one of its more liberal 
  subsidiaries established a hidden research lab 
  on Luna, designated to study the potential for 
  creating cyberware capable of functioning as 
  CISTs.
  Lightning in a Bottle – One of the House’s 
  ailing subsidiaries, Luminance Inc., recently 
  received a massive allotment of resources 
  to work on some new design pulled from 
  the Archives. Now they desperately need 
  holographics experts, and they don’t care how 
  they get them. Some say they’ve gone so far as 
  to secretly fork some Apotheosized engineers 
  from old backups.
  unsurprisingly, the House makes very little 
  effort to recover them: better the lowlifes just 
  quietly disappear.
  Enforcement
  Only House Kimura contributes less to the 
  Coalition’s Protectorate than Cipriani. Few 
  Cipriani become Centurions or Legionnaires. 
  Instead, those with a penchant for law 
  enforcement or military action usually 
  gravitate toward the House’s own enforcement 
  subsidiaries.
  The 
  Questers 
  specialize 
  in 
  in-House 
  investigations, often related to House Law 
  but not always. Usually working in pairs of 
  two, Questers are often sent to investigate 
  activities that could embarrass the House 
  should they ever become publicly known. It’s 
  not uncommon for Questers to be directed 
  to clean up the mess, hiding the House’s 
  transgressions from both the public and 
  Coalition investigators. That’s all very hush-
  hush, of course, but more than one Centurion 
  investigator has gone missing when working 
  a case at odds with House Cipriani’s internal 
  investigations.
  On the other side of the digital divide, 
  the group known as Ciphire utilizes CIST 
  technology to wage war across the virtual 
  environments of the Extranet. Ciphire is not 
  officially recognized by House Cipriani, and 
  most suspect it to be some sort of newly arisen 
  remnant faction. In truth, they are a team of 
  specialists trained to infiltrate the virtualities 
  operated by House Kimura in attempts to 
  gather intel and disrupt or even crash the VRs 
  from the inside out.
  Of course, House Kimura often sends its own 
  agents to do the same in Cipriani’s virtualities, 
  forcing Ciphire to go on the defensive from 
  time to time.
  Dangers
  Maintaining a stranglehold on a market will 
  earn any business enemies, and Cipriani is 
  no different. Coupled with their strong bio-
  conservative leanings, the House’s monopoly 
  on energy has made it the target of not just 
  hostile business practices, but more deadly 
  conspiracies as well.
  Shaky Ground – House Cipriani can spread 
  its branches as far as it does because it enjoys 
  a very stable base. The House lives and dies 
  because of its hold over the power market, a 
  fact it knows well.
  Others know it as well, leading certain 
  factions to explore alternative energy sources 
  that would eliminate their dependence on 
  Mars-based antimatter plants.
  The campaign arc on pg. 242 describes 
  what could be one of many conspiracies to 
  create a new device for harnessing power.
  Purification – One of the House’s recently 
  elected Sitters is a Purifier, who has 
  orchestrated a plot to use a team of Auxiliaries 
  to plant a CIST-born virus into one of House 
  Silva’s largest SIM servers. The virus, if 
  deployed, would twist the virtuality into some 
  sort of virtual hell and drive every SIM hosted 
  there insane.
  The Labyrinth – Someone or something is 
  killing workers in the Mercurian tunnels. Some 
  believe it to be the work of surviving remnant 
  forces, left over from the battle of Tellerus 
  Fields. Some whisper of some kind of post-
  human aberration. Whatever hides below, it 
  is dismembering the corpses and placing the 
  pieces in macabre arrangements.
  
  103
  lose out when Valkyrie cornered the market 
  on particle acceleration weapons. Finally, 
  Hiske Electronics rose up to become a much 
  larger and cheaper manufacturer of drones, 
  reducing Macrotech’s hold on the market.
  When it came time for the Exodus, 
  Keppler Shipyards went out of their way to 
  provide evacuation assistance for Promethic 
  Technologies. And it was during this time that 
  Promethic was able to pull the corporations 
  together and pave the way to unity. Soon 
  after, the House also absorbed Odysseus 
  Station, the Luna-orbiting jump gate research 
  facility. Dalianis continues to capitalize on this 
  asset to this day by striving to improve jump 
  technology, both on ships and by optimizing 
  and expanding the jump ring network.
  Dalianis is no longer the golden economic 
  giant that they used to be, but they still do 
  quite well for themselves. They are the best 
  manufacturer of starships and the proud 
  owner of the galaxy’s largest shipyard, Ansari 
  Station. Thanks to their military origins, the 
  House became the almost-sole manufacturer 
  of the main Coalition Fleet. Included in 
  this deal was the responsibility of manning 
  Tartarus, the Coalition’s isolated maximum-
  security space prison.
  House Dalianis
  Primary Influence: Olympus
  Secondary Influence: Luna
  Primary Evolutionary Agenda: Purist
  Market Discount: Starships, Rail/Coil Guns, 
  Combat Drones
  History
  Dalianis Interplanetary used to be the most 
  economically powerful corporate partnership 
  on Earth, especially during the Consolidation 
  Wars. The partnership was an Alliance military 
  effort, founded by the three best European 
  defense contractors, all brought together by 
  Greek scientists.
  The German-owned Keppler Shipyards was 
  the hottest name in starship manufacturing 
  at the time, while British-owned Macrotech 
  Robotics supplied maintenance staff and 
  combat drones, and the French-owned 
  Habarcq Armaments equipped both with 
  weapons. Promethic Technologies, Greece’s 
  massive research and development firm, 
  contracted the services of their many 
  thousands of Mimir-tech scientists to all 
  three corporations. Together, they instigated 
  the merger that would one day result in the 
  founding of House Dalianis.
  Through Promethic’s scientific achieve-
  ments, the three military contractors were 
  elevated to economic prominence; thus, so 
  was Promethic. This partnership’s golden 
  period lasted for several years, until new 
  technologies took hold. With Tahan Power’s 
  creation of APEX reactors, Keppler had to 
  cut their profits to acquire the devices for 
  their starships. Likewise, Habarcq began to 
  Market Influence
  Once the dominant corporate force on Earth, 
  House Dalianis now struggles to reclaim its 
  lost glory. While the House remains a notable 
  contender in the robotics and small-arms 
  markets, Dalianis’ primary focus is starship 
  production. Ansari Station, owned and 
  operated by House Dalianis, produces a sizable 
  majority of all ships in active use today.
  In tandem with their ship production 
  efforts, House Dalianis allocates much of their 
  resources to researching and developing new 
  jump-gate technologies. Odysseus Station 
  houses several large teams devoted to sifting 
  through Mimir’s Archives in hopes of digging 
  up some way to make the jump gates both 
  more power-efficient and more accurate with 
  in-system placement.
  Shortly after the creation of the Coalition, 
  Dalianis made a deal with Kimura. In exchange 
  for agreeing to buy the majority of their ships’ 
  computer systems from them, Kimura would 
  back off of the military drone market and focus 
  their efforts on civilian use. This freed Dalianis 
  to make fighter and combat drones with almost 
  no competition. This trade agreement fostered 
  strong ties between the two corporations, 
  culminating in a lasting alliance between them.
  Another benefit of the post-Exodus state 
  of the human race was the positioning of 
  Jinzhan as Dalianis’ most frequent and favorite 
  customer. With Jinzhan’s determined focus 
  on maintaining the Earth blockade, they 
  have constant demand for ships, drones, and 
  kill-sats. This is the source of Dalianis’ only 
  other lasting trade alliance, wherein they 
  “generously” provide their products for the 
  quarantine effort in exchange for access to 
  Jinzhan’s, especially the much prized and 
  tightly controlled Vulcan swarms.
  
  104
  Dalianis is by far the most expansionist of 
  the Houses, which is why they prize Vulcan 
  swarms so highly. Physically, they are already 
  the most spread out, maintaining influence on 
  most Coalition colonies. Dalianis leadership 
  wants to expand human colonization even 
  further, though, for two reasons. As a military 
  organization, they recognize the threat that 
  Earth still poses, and wants humanity to have 
  the greatest chance possible of surviving 
  should the technophage get loose. As a 
  corporation, expansion benefits them greatly; 
  a more spread out Coalition means more ships 
  and jump rings will be needed.
  In the Shadows
  Politically, Dalianis focuses less on Shadow 
  War activities and more on trying to gain 
  public and legitimate power. To lubricate the 
  bureaucratic gears preventing them from 
  colonizing in any official capacity, Dalianis has 
  been focusing their efforts on gaining influence 
  in Olympus. Though the House already has 
  a tremendous amount of influence over the 
  city, they do not have control over the seat 
  of power itself. Dalianis seeks to rectify this, 
  often through particularly “straightforward” 
  methods.
  Political maneuvering can only get the 
  House so far in its ambitions, though. They 
  are more than willing to apply the stick when 
  the carrot fails by deploying their Knights or 
  other more plausibly deniable assets. Still, the 
  House as a whole prefers to stay out of direct 
  conflict. More often than not, they are not the 
  ones to initiate inter-House conflicts. Hostile 
  action against them is more likely to be met 
  with retaliation politically than with further 
  violence.
  Despite their alliances with Jinzhan and 
  Kimura, Dalianis has issues with most of the 
  Keppler has found it increasingly difficult to 
  convince the other baronies that Cygnus Alpha 
  is worth fighting for. And were it not for a few 
  favors from the Promethic Collective, Cygnus 
  Alpha would almost certainly be in Cipriani 
  hands by now.
  Barony of Macrotech – Known for its 
  advanced robotics research, specifically in 
  autonomous combat drones, the Barony 
  of Macrotech remains the second most 
  influential barony.
  More and more, the Houses are removing 
  the human element from hazardous and 
  monotonous working environments. And 
  with the recent success of the Ardent LS-7 
  “Lonestar” even the Coalition’s Centurion 
  forces are in danger of being replaced by 
  machines.
  Barony of Habarcq – The French arms 
  manufacturer Habarcq Armaments was the 
  first to market a reliable railgun, and have 
  kept hold of their market dominance since the 
  Exodus.
  Today, Habarcq is facing stiff competition 
  from Valkyrie Interplanetary, a subsidiary of 
  House Silva. The arms race is on, as Habarcq 
  pits its kinetic weaponry against Valkyrie’s 
  more 
  sophisticated 
  particle 
  accelerator 
  technology.
  Recently, the competition has escalated 
  from friendly to bloody. Of House Dalianis’ 
  baronies, Habarcq is the most active in the 
  Shadow War, actively utilizing Auxiliaries to 
  undermine Valkyrie’s R&D efforts.
  The Promethic Collective – Originally an 
  R&D firm, Promethic’s post-Exodus role is to 
  facilitate cooperation and information sharing 
  between the Dalianis baronies.
  While the baronies focus on their own 
  pursuits, the Collective works to promote 
  other Houses. Cipriani, obviously, is a major 
  sore spot because of their energy monopoly. 
  But that’s not the only reason. During the 
  Consolidation Wars, shared control over 
  Cygnus Alpha’s iron supplies caused many a 
  public incident, and though the iron is not so 
  crucial now, it remains a point of contention. 
  Similarly, Dalianis has green eyes for volatile 
  materials in the Tsarya-owned Ceres ice fields, 
  which Tsarya refuses to relinquish.
  Silva, though, is probably Dalianis’ worst 
  enemy, as the two are in constant competition 
  over the arms industry. Silva’s PAc weapons 
  have drastically reduced the market dominance 
  Dalianis had been enjoying because of 
  their railgun and coil gun tech. Now Silva is 
  constantly striving to increase PAc efficiency 
  in environments without air, while Dalianis 
  matches Silva’s efforts by aiding Tsarya in 
  creating more beam-resistant armor. This back-
  and-forth has gone on for some time; each time 
  one company beats out the other, the other 
  comes out with a competing improvement.
  Organization
  Much as it was before the Exodus, House 
  Dalianis essentially consists of three major 
  political bodies. Now called the baronies—the 
  Barony of Keppler, the Barony of Macrotech, 
  and the Barony of Habarcq—they collectively 
  contain all House Dalianis subsidiaries, save 
  one: the Promethic Collective.
  Barony of Keppler – The first and most 
  prolific commercial starship manufacturer, the 
  Barony of Keppler is now the most powerful of 
  the baronies. It leads the way in both starship 
  design and the push to fuel ambitions of 
  colonization.
  It is also the barony most responsible for 
  the conflict over Cygnus Alpha. In recent days 
  
  105
  synergy and efficiency among them. And when 
  dealing with other Houses, the Collective 
  represents the other baronies under the 
  banner of House Dalianis. The Collective is 
  also responsible for the House’s internal law 
  enforcement, as well as other infrastructure 
  concerns.
  All citizens of House Dalianis fall under one 
  of the baronies or the Promethic Collective. 
  Each main political body consists of several 
  subsidiaries. And like the other Houses, 
  Dalianis tends to dabble to some degree in just 
  about every market. While they may specialize 
  in ships, drones, and guns, they also fare well 
  in shoes, furniture, publishing, tools, and 
  markets related to gravitics technology.
  House Dalianis’ internal organization seems 
  nostalgic, striving to emulate simpler times. 
  Those with high Rep (8–9) are granted the title 
  of lord or lady, and those of even higher Rep 
  (10–11) are called high lords and ladies.
  Among the baronies, high lords are often 
  called barons or baronesses. Within the 
  Promethic Collective, they are called dukes or 
  duchesses.
  These titles grant certain privileges within the 
  confines of the House. Dalianis “commoners” 
  are expected to bow or curtsy, and they are 
  expected to defer to Dalianis nobility before 
  high-Rep members of other Houses.
  Dalianis is mostly Purist, but this holds 
  little bearing on their interactions with other 
  entities. The Kimuran alliance in particular 
  indicates Dalianis’ willingness to compromise. 
  This willingness holds true for the House’s 
  interactions on an individual level as well. The 
  House hierarchy is increasingly regressing to 
  a feudal structure, and respects the ability 
  to produce results above political concerns. 
  In light of this, a crew of posthumans could 
  obtain backing, membership, and a higher 
  station than the most vocal Purist.
  Enforcement
  House Dalianis’ internal law enforcement is 
  handled by the Knights Dalianis, a select group 
  of operators granted the authority to seek out 
  and punish criminals.
  The Knights function much like Praetorians, 
  but are not recognized by the Coalition 
  government. As such, they must operate much 
  like Auxiliaries. The House discreetly provides 
  them with what they need to accomplish 
  their goals, and actively helps cover their 
  indiscretions.
  Beyond the Knights, House Dalianis relies 
  on Lighthouse, one of its own subsidiaries, for 
  private security.
  Ambitions
  Dalianis has slowly been gearing up for their 
  new wave of expansion in several ways, most of 
  them less-than-subtle. Lately, they have been 
  moving in on apostate and remnant territory 
  under the guise of “exploratory R&D.” In reality, 
  they have been claiming said territory as their 
  own, and laying the groundwork for future 
  colonization. Any resistance is met with force 
  by Dalianis’ security subsidiary, Lighthouse.
  Desperate Measures – The Barony of Keppler 
  knows its window of opportunity to seize 
  Cygnus Alpha is closing quickly, so it plans to 
  make one last push.
  A long time has passed since House Dalianis 
  last resorted to violence against House 
  Cipriani, but Barron Nikos Varga is planning to 
  hit Cipriani mining crews with a contingent of 
  Knights posing as pirates.
  Deal with the Devil – Houses Dalianis and 
  Tsarya have had a bumpy relationship for years, 
  but now it looks like Dalianis is cashing in all of 
  its favors.
  Tsarya has little interest in colonization, but 
  has agreed to vote in favor of a massive new 
  survey and exploration proposal if Dalianis 
  can give them what they want… a large-scale 
  armed conflict.
  Buried Treasure – An agent working for the 
  Barony of Macrotech recently uncovered the 
  location of a research facility dedicated to 
  Vulcan swarm research. Only one problem: it 
  is on Earth, buried in the remains of Beijing.
  Dangers
  While their efforts might be less violent and 
  more economic and lobbyist, Dalianis is still 
  a target of hostilities from the other Houses 
  from time to time. Their expansionist attitude 
  often put them at odds with apostates who 
  have already colonized the areas Dalianis is 
  attempting to move into, as well.
  Wolf in Sheep’s Clothing – Ansari Station 
  has been harried by a string of murders. The 
  victims were killed to cover up the theft of an 
  unknown number of override codes, codes 
  that the House had previously denied existed. 
  These codes can grant total control of a ship—a 
  powerful tool in the right hands.
  Thus far, the House has managed to cover up 
  the murders, fearing the consequences should 
  the details leek.
  Conflicting Interests – The Talons of Freedom 
  raided a joint-barony research outpost in the 
  Kuiper Belt. Keppler deployed Knights; Habarcq 
  deployed Lighthouse. Conflicting orders and 
  confusion resulted in deaths on both sides.
  The Collective is furious that it wasn’t consulted 
  first—and worse, it has discovered evidence 
  that the baronies’ lack of communication 
  might not have been accidental.
  
  106
  As much an evolution of the Chinese 
  government as a conglomeration of corporate 
  entities, House Jinzhan grows more isolated 
  with each passing year. Shouye is the heart 
  of the House, a verdant garden world rich in 
  resources and arable land. And as one might 
  expect, the House is extremely protective of its 
  new home.
  Though they currently still take part in 
  business and political dealings with other 
  Houses, unnecessary interaction is limited. 
  The House all but refuses to acknowledge the 
  existence of apostates in any official capacity, 
  and makes it nearly impossible for apostates to 
  attain membership. Interference by apostates 
  in Jinzhan affairs is usually dealt with swiftly 
  and often violently, so apostates tend to try 
  their best to stay out of House Jinzhan’s way.
  Market Influence
  House Jinzhan is involved in more markets 
  than any other House, but dominates fewer. It 
  has made a name for itself in the necessities, 
  cheap utilitarian goods to be used and 
  discarded. Their products range from simple 
  tools to basic household goods to standard 
  survival gear. Jinzhan designs are rarely 
  inspired, but the templates are cheap and use 
  elements that are often quite abundant.
  House Jinzhan
  Primary Influence: Shouye
  Secondary Influence: Earth Quarantine
  Primary Evolutionary Agenda: Purist
  Market Discount: Construction, Security 
  Technology & Services, Food, Explosives, 
  Ship & Vehicle Weaponry
  History
  Jinzhan Developments is a rather unique 
  House in that they are not comprised of 
  several pre-Coalition corporations. China 
  never truly transitioned from their communist 
  government, and had been moving toward 
  imperialism.
  Pre-Exodus, Jinzhan Developments was the 
  Chinese government’s pet megacorporation. 
  The company monopolized almost all of 
  China’s needs, both civilian and military, 
  keeping the money flow heading steadily up 
  the chain. Had China not been hit so hard by 
  the technophage, some speculate that they 
  might have made a move for complete control 
  of humanity’s remnants.
  When the technophage ravaged China, 
  the capital was one of the first cities to fall. 
  The leadership collapsed, and an already-
  struggling military faltered and failed. Jinzhan 
  took up the fallen mantle, hired the surviving 
  Chinese military personnel, and ordered 
  their new army of mercenaries to protect 
  their evacuating contractors. To date, it is the 
  largest mercenary operation ever performed, 
  and many of the surviving mercenaries 
  subsequently entered Legion or Protectorate 
  service under Jinzhan membership.
  When the technophage was first released, 
  it devastated Jinzhan groundside factories, 
  facilities, and personnel. This resulted in an 
  overall reduction in their market dominance, 
  leaving Jinzhan too weak to reestablish itself 
  as a vast monopoly. Other corporations 
  quickly swept in to secure markets Jinzhan 
  was now too weak to hold. Despite this, 
  Jinzhan was still able to maintain dominance 
  over the construction, food, survival supplies, 
  explosives, and security technologies and 
  service markets: All markets they knew would 
  be critical after the fall of Earth.
  The House has a formidable weapons 
  program. Though Silva and Dalianis are the 
  respective leading developers of particle 
  acceleration and kinetic weapons tech, Jinzhan 
  has made a name for themselves by upscaling 
  these technologies and applying them to 
  vehicles. Jinzhan is also the main provider 
  of explosive weapons, both on personal and 
  vehicle scales.
  In addition to all of this, Jinzhan has one 
  other specialty: security technology, software, 
  and services. They have entire subsidiaries 
  devoted to these markets, including a security 
  contractor firm named Guardian, comprised 
  largely of pre-Exodus mercenaries that 
  weren’t interested in serving in the Legion. 
  Unlike Lighthouse, Guardian has a reputation 
  for their reliability and by-the-book ethics. 
  Guardian, like the rest of House Jinzhan, tends 
  to have very Purist-leaning ideals. As such, 
  Guardian personnel have been known to 
  overreact when faced with heavily augmented 
  or posthuman opposition.
  While the House’s domestic goods garner 
  little excitement from Coalition citizens, 
  Jinzhan controls two resources that members 
  of every House desire.
  
  107
  Ironically, the same technology that created 
  the technophage also made Vulcan swarms 
  possible. And it is these swarms that allowed 
  for the rapid creation of livable habitats: a 
  critical necessity during the Exodus. These 
  days, however, Jinzhan rarely uses the Vulcan 
  swarms, and the other Houses have to 
  negotiate long and hard to get their hands on 
  one.
  The creation of the swarms is perhaps House 
  Jinzhan’s most closely guarded secret. In the 
  past the House traded swarms for resources 
  from the other Houses, but more and more 
  the House refuses to trade the swarms. The 
  need for more living space isn’t that great, 
  and Jinzhan greatly fears the misuse of their 
  swarm technology.
  Today, Jinzhan’s most lucrative product is 
  their food. Shouye, Jinzhan’s capital planet, 
  is the only world in the Coalition capable of 
  reliably producing food naturally and in bulk. 
  This garden planet provides a large percentage 
  of the Coalition’s produce and prepared 
  food. It tastes far better than the compiled 
  blandness that defaulters and ship crews eat, 
  and as such comes at a premium. Apostates in 
  particular seek to acquire these goods, since 
  they generally have no way of compiling food 
  of their own. As a result, food from Shouye 
  has become very popular on the black market.
  The Earth quarantine forces consist almost 
  entirely of Jinzhan equipment and personnel, 
  and it is their zealous enforcement of the 
  blockade that is the source of the alliance 
  between Dalianis and Jinzhan. Ships and 
  equipment needed to maintain the quarantine 
  mostly come from Dalianis production 
  facilities, but most of the other R&D that 
  goes into the effort is handled by Jinzhan 
  themselves at Primatech Labs in orbit around 
  Earth.
  In the Shadows
  Each of the Houses that comprise the 
  Coalition strives to maintain a unique identity, 
  but none more so than House Jinzhan. Jinzhan 
  was the last of the Houses to join the Coalition, 
  and many suspect it may be the first to leave.
  Jinzhan is often at odds with the other 
  Houses. While these differences have not 
  yet escalated into violence, some fear it is 
  possible—even inevitable.
  The 
  House 
  aggressively 
  gathers 
  and 
  consolidates 
  resources 
  to 
  ensure 
  its 
  independence. This desire surfaces as cutthroat 
  negotiations and the occasional threat, but 
  the House hides much from the public eye: 
  kidnappings, blackmail, and assassinations 
  of Coalition citizens. Apostates who cross the 
  House are afforded even less mercy.
  Jinzhan’s activity in the Shadow War are still 
  rather minimal, especially when compared 
  to House Silva or Cipriani. On the whole, the 
  House is content to keep to itself and protect 
  its own, only really lashing out against those 
  who would disturb them. This is seen best in 
  their almost xenophobic lockdown of Shouye.
  Visiting the garden can be a bureaucratic 
  nightmare, and it can actually be easier and 
  cheaper to simply try to slip in unnoticed. It’s 
  still a risky venture, though. Jinzhan authorities 
  do not react well to such activity.
  Given Jinzhan’s attitude toward apostates, 
  they often refuse to hire crews with apostate 
  members. The House seems to prefer 
  experienced mercs, which is attributed to 
  their role in the Exodus. This is also probably 
  due to the fact that when Jinzhan bothers to 
  engage in the Shadow War, it is usually for the 
  purposes of acquiring or eliminating a specific 
  target.
  It is because of these tendencies, in fact, 
  that Jinzhan involvement is suspected in the 
  recent Odysseus Station incident.
  Organization
  House Jinzhan’s leadership is a pyramid with 
  a wide base. Unlike in the other Houses, a 
  Jinzhan citizen’s Rep-Rating has little influence 
  on his or her position. Jinzhan tradition 
  holds that a good leader need not be liked, 
  only respected. The House places far more 
  importance on past successes than popularity.
  At the top is the Directorate Committee. 
  This group is composed of the highest-
  ranking members of the pre-Exodus Jinzhan 
  Developments as well as China’s now-defunct 
  Standing Committee and Politburo. The 
  Directorate Committee consists of twenty-five 
  members, called upon to vote on the major 
  issues facing the House.
  Beneath the Directorate Committee is the 
  Secretariat Committee. Its 333 members make 
  up dozens of smaller committees formed 
  to direct the administration of the House’s 
  affairs. The Secretariat’s sub-committees 
  preside over the House’ subsidiaries and the 
  citizens employed by them.
  The majority of House Jinzhan’s citizens live 
  and work on Shouye. The House has greater 
  numbers than most and actively incentivizes 
  natural procreation. Cloning as a way to have 
  children is discouraged within the House.
  To most within House Jinzhan, technology 
  is viewed more as a means of destruction 
  than salvation: It was the failing of humanity 
  that resulted in the destruction of Earth. Still, 
  people must place their faith in something.
  This has led to a rise in religion within the 
  House, with traditional Buddhism becoming 
  the most popular. Coalition studies suggest 
  
  108
  this particular religion is popular for its belief 
  in rebirth, allowing people to cope with the 
  guilt and tragedy of the technophage.
  Jinzhan’s growing distrust of technology is 
  primarily aimed at augmentation, advanced 
  AI, and nanotech. Perhaps this is because it 
  was they that created the technophage and 
  loosed it on the Earth. And perhaps they fear 
  making such a horrible mistake again.
  Enforcement
  Like the other Houses, House Jinzhan has 
  its own internal law enforcement. But it also 
  has a standing army, something the other 
  Houses of the Coalition are more than a little 
  uncomfortable with.
  The Discipline Committee, also known as the 
  Inspectorate, handles House law enforcement. 
  Inspectors have the power to go anywhere 
  and search anything, so long as the property 
  is owned by a Jinzhan citizen.
  Jinzhan’s military is called the People’s 
  Guardian, or PG. Mostly comprised of former 
  Chinese military turned mercenary, the PG 
  now serves two roles.
  The first is Jinzhan’s defensive force, usually 
  referred to as the Shield. The Guardian’s 
  Shield serves to protect Jinzhan’s interests, 
  particularly on Shouye or other important 
  Jinzhan settlements. It also functions as 
  Jinzhan’s personal navy.
  The other part, the Spear, protects high-
  ranking Jinzhan officials and assets outside of 
  Shouye. On occasion, it’s hired out to other 
  members or subsidiaries of other Houses to 
  serve as private security.
  While Jinzhan-controlled areas are still 
  covered with meshes, the Monitors charged 
  with watching over them are Beta AIs instead 
  of Gamma AIs. Thus, Jinzhan-controlled 
  meshes aren’t nearly as secure as others, but 
  the House supplements with far more human 
  security personnel. In general, the mesh rating 
  (pg. 147) of Jinzhan operated locations is one 
  step below what you might normally find in 
  Coalition controlled space.
  Ambitions
  Jinzhan’s role in the creation of the 
  technophage has led to a desire to destroy 
  Earth once and for all, to erase the memory 
  of its fall, and to destroy the technophage 
  entirely. 
  Few realize just how much of the House’s 
  resources go toward researching potential 
  methods or weapons suitable for destroying 
  whole planets. They also have a Purist 
  philosophy that borders on the phobic, leading 
  them to more... drastic measures to slow the 
  artificial evolution of humanity.
  Operation Black Gate – Engineers within the 
  House believe they have discovered a way to 
  utilize jump-gate and gravitics technology to 
  create a tiny black hole. They want to use it on 
  Earth, but first they need to successfully test 
  the technology.
  War Machines - House Jinzhan prepares for 
  war. Whether it occurs now, or sometime in 
  the future, House Jinzhan intends to be ready.
  They have begun using Auxiliaries to pose 
  as independent interests, or as brokers for 
  other Houses, in an effort to acquire and/or 
  commission the building of massive starships 
  from House Dalianis, large numbers of combat 
  frames from House Kimura, and have begun 
  ramping up production of their own brand of 
  coil guns for their soldiers.
  Dangers
  Jinzhan may stay out of the Shadow War for 
  the most part, but that doesn’t mean they 
  aren’t targeted. More likely than another 
  House striking out against Jinzhan are the 
  various groups of apostates looking to obtain 
  valuable food and the ever coveted Vulcan 
  swarms. Beyond those possibilities, Shouye 
  itself presents its own challenges.
  A Purer Tomorrow – House Jinzhan supports 
  the Humanity Preservation Act more than any 
  other House. Despite this stance, acceptance 
  of augmentation tech continues to spread.
  Zheng Xiaodan, a Purifier and member of 
  the Directorate Committee, is conspiring to 
  assassinate several outspoken opponents of 
  the HPA. While the vast majority of House 
  Jinzhan are purists, few are willing to go to 
  such extremes. This assassination, should it 
  occur and be traceable back to the House, 
  could be incredibly damaging to already 
  strained relations between House Kimura and 
  Silva.
  Bug Hunt – The enormous and aggressive 
  insects of Shouye are at once a source of 
  irritation and pride for the House. But for 
  several remote villages, they’ve become a 
  terror. A dragonspider queen has decided 
  to nest in an old starship graveyard, and her 
  young have become a real problem.
  Gate Crash – Several bombs were recently 
  discovered hidden in various places on the 
  jump ring that connects Shouye to the rest of 
  the network. It was reported, but the incident 
  was never spoken of again. Jinzhan officials 
  fear that someone may be planning to disable 
  the ring, leaving Shouye cut off from the rest 
  of Coalition space. But who would do this, and 
  to what end?
  
  109
  But when talks of global unification began, 
  both sides realized that future competition 
  could be better faced, and more easily 
  dominated, if the two tech-giants combined 
  their strengths. In doing so, resources that 
  were previously dedicated to competing with 
  each other were redirected to expanding both 
  company’s market interests. 
  This joint venture between the companies 
  eventually resulted in the formation of Kimura 
  Ascendant, a shared subsidiary dedicated to 
  advancing technologies related to transhuman 
  advancement. Kimura Ascendant led the way 
  in technological innovation, leading to new 
  ways of producing agents, augmentations, 
  sleeves, and drones more cheaply and 
  efficiently than the than the competition, 
  all without sacrificing any of the quality the 
  two companies had become known for. Of 
  particular note was Kimura’s work was on SIMs, 
  and methods to integrate them into society by 
  better utilizing AR interface devices and mesh 
  sensor networks. It is this work that made life 
  as a SIM a viable option, and ushered in one 
  of the largest leaps in transhuman evolution.
  Kimura’s work was just starting to bear 
  fruit when the technophage was released, 
  sidelining all efforts save survival. But the 
  research already completed by Kimura proved 
  House Kimura
  Primary Influence: Chengdan
  Secondary Influence: Olympus
  Primary Evolutionary Agenda: Transhuman
  Market 
  Discount: 
  Agents, 
  Computers 
  & 
  Computer 
  Software, 
  Cybersleeves, 
  Cybernetic 
  Augmentations, 
  Virtuality 
  Software, Light Combat Frames
  History
  Japan was one of the last major powers 
  to choose sides in the Consolidation Wars. 
  Eventually it fell in with the Alliance, but not 
  before exploiting both sides for as long as 
  possible.
  The two most influential Japanese and 
  South Korean corporations, Aria Softworks 
  from Japan and Hiske Electronics from South 
  Korean, were the seeds from which House 
  Kimura sprouted. Peddling their wares to both 
  sides, the two companies continued growing 
  their vast fortunes by becoming the primary 
  contractors of hardware and software for 
  various private military forces.
  Unlike the other Houses, the two companies 
  that combined to become House Kimura 
  were actually in fierce competition until the 
  formation of the Coalition. Together, the 
  corporations held the top two positions in 
  their market, and did so while in constant 
  competition with one another. The only 
  reason neither gained a full advantage was 
  because, while Aria’s software was superior to 
  Hiske’s, Hiske’s hardware tended to be faster 
  and more reliable than Aria’s. This resulted in 
  intense corporate espionage between the two 
  companies, a sort of proto-Shadow War, long 
  before the foundation of the Houses.
  invaluable during the Exodus. As many as half 
  of the citizens that would later come together 
  under the sigil of House Kimura were uploaded 
  to safety as SIMs.
  Market Influence
  Like the other Houses, Kimura has their 
  hands in just about every market. Even though 
  its subsidiaries work to diversify the House, 
  Kimura still diverts most of its resources to a 
  few target markets. They remain to this day the 
  premier manufacturer of all forms of computer 
  equipment, software (including Agents), 
  cybersleeves, cyberware augmentations, and 
  civilian drones.
  Kimura has a strong relationship with Dalianis 
  thanks to the purchase of Kimuran computer 
  equipment for Dalianis starships. Kimura has 
  agreed to cut them a deal so long as Dalianis 
  stays out of the civilian drone market. But 
  much to Dalianis’ chagrin, Kimura has a similar 
  alliance with Silva, who has quietly been trying 
  to ramp up their starship production to more 
  effectively compete with Dalianis.
  In addition to their other interests, Kimura 
  is also a strong contender in the combat 
  frame market, putting themselves into direct 
  competition with House Tsarya. Interestingly, 
  Kimura was the progenitor of the market, as 
  Aria Softworks invented war frames during 
  the Consolidation Wars. Tsarya didn’t come 
  into the picture until after the formation of the 
  Coalition. Lately, this competition has ramped 
  up to ferocious heights, topping that of Aria 
  and Hiske’s pre-Coalition levels.
  Both Kimura and Tsarya produce top quality 
  war frames, but they have different specialties. 
  Tsarya excels at creating huge, heavily armed 
  and armored tank-like assault war frames. 
  Kimura, on the other hand, specializes in 
  
  110
  lighter, more agile recon war frames, which 
  also feature better sensors systems.
  Kimura’s subsidiary, VirtuVac, is currently 
  number one in the creation of both persistent 
  and temporary virtual environments, including 
  many degenerate and sometimes illicit ones. 
  But in the past few years, House Cipriani has 
  begun making moves in this market as well. 
  As virtualities have insanely low cost-to-profit 
  ratios, Kimura has treated this encroachment 
  with uncharacteristic hostility.
  Due to the high quality of Kimura’s 
  equipment and software, it is built into a large 
  percentage of the Coalition’s electronics. This 
  high percentage of market saturation initially 
  created a small customer service issue: there 
  were too many devices and not enough 
  employees to provide support. This problem 
  was solved in two ways. The first was through 
  standardized implementation of backdoors 
  into the House’s software that would allow 
  technicians to gain easy remote access to the 
  devices. The second became possible when 
  Kimura successfully lobbied to do away with 
  the HPA’s restrictions on hiring SIMs.  Once 
  the restriction went away, house Kimura bean 
  openly recruiting SIMs who could provide 
  on-site assistance much more efficiently and 
  quickly than a person in the physical world 
  ever could.
  Since the incorporation of SIM employees, 
  Kimura has found a cornucopia of uses for 
  them, and now employs far more SIMs than 
  any other House. SIMs play a major role in 
  software development and testing from the 
  get-go, rather than just maintenance and 
  customer support. But what few people know 
  is that they employ a massive spy network 
  composed of hundreds of SIMs, all assigned 
  to keep tabs on the other Houses.
  violent things they don’t want to sully their 
  pacifist hands with, the Red Sun gets it done. 
  In exchange, Kimura, who otherwise has a 
  rather harsh zero-tolerance policy toward 
  crime, turns a blind eye to the Red Sun’s day-
  to-day activities.
  In general, this means that Auxiliary crews 
  working for Kimura rarely deal with Kimura 
  directly. Anything pertaining to the Shadow 
  War, as well as any other seedy job, is handled 
  by Red Sun representatives through a shell 
  subsidiary called Crimson & Sons. Regardless 
  of the nature of the job, Kimura prefers to hire 
  transhumans, or those affiliated with Red Sun 
  in some way—being both is even better. Most 
  Purists are treated with suspicion and distrust, 
  as Kimura fears they might be Cipriani spies.
  Organization
  House Kimura is a House of apparent 
  contradictions and strange dichotomies, often 
  making it difficult for members of other Houses 
  to grasp the nuances of Kimuran culture.
  Kimura’s system of self-governance is one of 
  both extreme democracy and rigid hierarchy. 
  More than any other House, Kimura has 
  embraced the Coalition’s Rep-Rating system. In 
  fact, Kimura was the House most instrumental 
  in the events leading up to InterRep’s creation.
  The House’s internal politics are very 
  simple in concept, but a bit more complex in 
  practice. The Rep system was devised as an 
  attempt to quantify the value of a person to 
  society. Kimurans tend to respect the spirit 
  of the system and believe in it, so citizens are 
  expected to obey those with higher Rep.
  Many Kimurans extend this tradition of 
  respect to members of other Houses, though 
  generally treating them as if their Rep-Rating 
  were a few points lower.
  In the Shadows
  History suggests that the roots of the 
  Shadow War took hold during the height of 
  the Consolidation Wars, as Aria and Hiske 
  infiltrated rival and allied companies, pitting 
  their contractors and clients against each other 
  to weaken them. Spying, arson, assassination, 
  blackmail, bribery… by the end, both 
  corporations had very dirty hands indeed. But 
  they prized discretion above all. Hiske and Aria 
  both stood on a foundation of shaky morals 
  and greed, and both wanted to keep their 
  skeletons locked behind a thick vault door.
  For the most part, they were successful. Even 
  today, few people outside the higher-ranking 
  members of House Kimura know just how 
  low Hiske and Aria stooped to protect their 
  dominance.
  The seeds of corruption had been planted, 
  however. Aria and Hiske had contacts and 
  allies within every major corporation on Earth, 
  a great many heavily involved in illicit deals. 
  As those companies continued to grow and 
  merge into what would become the Houses, 
  the nefarious tactics of Aria and Hiske set the 
  stage for the Shadow War.
  Though the two companies had schemed 
  against each other, they soon came into 
  conflict with other major corporations who 
  were starting to use those same tactics. This 
  is one of the major factors that drove Aria 
  and Hiske together, consolidating them into a 
  united front against common foes.
  Prior to the technophage, Aria Softworks 
  had strong ties to the Yakuza, who paid Aria 
  handsomely to provide evacuation assistance 
  during the Exodus. Since then the Yakuza has 
  evolved into the Red Sun and shifted its loyalty 
  to House Kimura. Any time Kimura needs 
  something done off the books, particularly 
  
  111
  In House Kimura, abusing one’s position is 
  a problem that tends to self-correct. Bullies 
  and those who take advantage of their lower-
  rated compatriots tend to find their own Rep-
  Ratings dwindling quickly.
  House Kimura has two internal political 
  bodies. The first is the Board of Governance. 
  This group is made up of seven of the highest-
  rated individuals in the House. Each member 
  of the Board, called a Shogun, is responsible 
  for seven Daimyo, who head the subsidiaries 
  that direct the day-to-day affairs of the House.
  The second body, the Board of Relations, 
  acts as the official liaison between House 
  Kimura and the other Houses. Like the Board 
  of Governance, the Board of Relations seats 
  seven Shogun, each with seven Daimyo who 
  act as ambassadors.
  Any Shogun or Daimyo can be replaced by 
  another member of the House simply by asking. 
  The only condition is that the requester must 
  have a higher Rep-Rating than the Shogun or 
  Daimyo he or she wishes to replace. Of course, 
  this request—or, at times, command—can 
  easily reflect badly on the person giving the 
  order, so it is not done lightly or often.
  Enforcement
  Generally, each Daimyo is served by no more 
  than seven Samurai. In exchange for swearing 
  oaths of fealty, honor, and loyalty to the House, 
  the Samurai operate outside the Rep-based 
  hierarchy of the House. They are required to 
  obey only their Daimyo or the Shogun their 
  Daimyo serves.
  Samurai serving a Daimyo of the Board 
  of Governance tend to focus on internal 
  investigation and House law enforcement.
  Samurai serving a Daimyo of the Board 
  of Relations generally focus on personally 
  protecting their Daimyo. These Samurai 
  usually lead a small security team and often 
  have access to one of the House’s premiere 
  recon war frames.
  The Samurai and their war frames have 
  become popular in the media and prodexes. 
  Their duty and exploits are often romanticized 
  and exaggerated, but House Kimura enjoys 
  the positive attention.
  However, like other titles in House internal 
  law enforcement, the position of Samurai is 
  not recognized in Coalition law. A Samurai 
  refusing to obey a Coalition official would be 
  punished the same as any other citizen.
  House Kimura contributes fewer members 
  to the Protectorate than any other House. 
  Projecting a largely pacifist position, they 
  claim to use force only when required for self-
  preservation.
  It is convenient then that the House 
  maintains close ties with the Red Sun. The 
  Red Sun serves as House Kimura’s hidden 
  blade and liaison to its Shadow War agents. 
  It serves as a buffer of plausible deniability, 
  allowing House Kimura to aggressively engage 
  in Shadow War activities without fear of being 
  uncovered.
  Ambitions
  Politically, House Kimura is extremely 
  liberal and does not support the Humanity 
  Preservation Act in any shape or form. Despite 
  this, they—for the most part—prefer to avoid 
  violence. Many Kimurans have embraced the 
  Astralist faith, and a large number of contracts 
  and peace treaties are arbitrated by a Kimuran 
  Astralist. This does not mean that the House 
  is weak, however, as it has more than enough 
  muscle to bring to bear when faced with no 
  other option.
  Thinning the Competition – Katsumi Yoshida 
  (aka Obsidian), a Daimyo on the Board of 
  Relations, plans to send Scarlet—one of her 
  Samurai and a secret, illegal fork of herself—
  to assassinate one of the HPA’s most popular 
  supporters, a purist Senator from House 
  Cipriani by the name of Matteo Morreti.
  Red Sunrise – The Red Sun is moving into 
  the unused sections of Asola, preying on 
  the disillusioned apostates working to gain 
  Tsaryan citizenship. To sabotage Tsarya’s war 
  frame production, the Suns have begun to sow 
  dissent and bolster the black market.
  Dangers
  Recently, as Cipriani has gained ground in the 
  VR market, the two have taken to sabotaging 
  each other’s virtual environments. These 
  attacks are done from the inside by sending 
  hackers into the VR to destabilize it using CISTs 
  and Savant Programs. Both Houses publicly 
  deny this of course, usually while still trying to 
  place the blame for crashes and the like on the 
  other House.
  The Next Great Chicago Fire – House Cipriani 
  is planning to loose several small Ciphire strike 
  teams on Chicago. They’re attempting to 
  orchestrate a chain of strategic explosions in 
  an effort to set the entire virtual city aflame.
  Forking Lawyers – Primarily composed of 
  Astralists, the Diamond Lotus is one of House 
  Kimura’s premiere law firms. Known for their 
  impartial rulings and serene demeanor, the 
  Lotus has been called upon by members of 
  every House. Recently, a ship transporting 
  three Lotus Arbiters, all SIMs, was boarded 
  by unknown assailants. It turned up again a 
  week later, its crew dead. The ship’s logs show 
  that someone copied the Arbiter’s egos. But 
  who? And what secrets could they learn by 
  interrogation—or torture?
  
  112
  Even before the Exodus, Neo-Christianity 
  was common in the Alliance territories, and 
  it is still popular with Silva’s citizens—mostly 
  for the sake of convenience. It is a relatively 
  straightforward religion that gives its believers 
  relief from the mortal concerns of life, while 
  providing an agreeable code of conduct 
  that requires a minimum of dedication and 
  interference with daily business.
  Market Influence
  Valkyrie Industrial, eventually renamed 
  Valkyrie Interplanetary, made its fortune in 
  developing high-end weapons, weapons that 
  allowed humanity to resist the technophage 
  as long as it did.
  Biogenics United was the first to succeed 
  at Apotheosis and went on to become the 
  corporation most responsible for the medical 
  miracles of the modern day. Vastly extended 
  lifespans, live tissue regeneration, cloning… 
  these are all possible thanks to Biogenics R&D.
  These are what House Silva is best known 
  for: life and death, medicine and warfare. 
  Some see this as a philosophical oxymoron, 
  but House Silva sees it as good business—dead 
  soldiers can’t carry the hottest new weapons 
  tech.
  House Silva
  Primary Influence: Luna
  Secondary Influence: Phobos
  Primary Evolutionary Agenda: Transhuman
  Market Discount: Biosleeves, Biotech 
  Augmentations, PAc Weaponry
  History
  Silva Corp is essentially composed of non-
  military elements of the Alliance that chose 
  consolidation and profit over patriotism and 
  war with the Coalition. Silva began with the 
  American weapons manufacturer Valkyrie 
  Industrial and the Canadian biotech research 
  firm Biogenics United.
  When the technophage struck, the two 
  companies focused their efforts on protecting 
  and evacuating their own employees, their 
  high-ranking military contacts, and reputable 
  employees from competing arms and biotech 
  corporations (who were of course forced to 
  sign contracts in exchange for being saved). 
  Those survivors were later joined by the 
  surviving Brazilian refugees who were lucky 
  enough to have been ascending the beanstalk 
  when the technophage hit, along with the 
  Americans willing to sign contracts to get off 
  of an increasingly overpopulated Luna.
  Most of these refugees didn’t belong to any 
  one company, however, and were instead 
  divided between Valkyrie and Biogenics United 
  according to their strengths and reputations. 
  Those that lacked skills or education of interest 
  to Silva were offered contracts that made 
  them little better than indentured servants. 
  Sometimes those contracts actually turned 
  out to be ploys to obtain test subjects for bio-
  experimentation.
  Silva’s market interests haven’t changed 
  much since the formation of the Coalition. 
  They still produce the best biosleeves, biotech 
  augmentations, and PAc weapons on the 
  market.
  Though they specialize in particle acceleration 
  technology, 
  Silva’s 
  subsidiary 
  Valkyrie 
  Interplanetary has the largest weapons output 
  of all the corporations, holding most of the 
  Coalition’s arms contracts.
  Silva’s weapons program is a huge point of 
  contention with Dalianis. In-atmosphere, PAc 
  weapons outclass kinetic weapons by leaps 
  and bounds, and Silva’s are the best. Dalianis’ 
  specialty is in railguns and coil guns, so they 
  are constantly seeking to undermine Silva’s 
  PAc technology. To this effect, Dalianis has 
  been working with Tsarya to create more PAc-
  resistant armors. At the same time, Silva has 
  been striving to work around PAc weapons’ 
  out-of-atmo shortcomings. In addition, they 
  have been trying to quietly expand their 
  starship production line with the intention of 
  forcing Dalianis to direct more resources into 
  the starship market instead of anti-PAc tech.
  Beyond starships, the House made quite 
  a name for itself in food templates and 
  entertainment 
  production. 
  Also, 
  while 
  most prodexes are put together by small, 
  independent teams, House Silva has a few 
  larger subsidiaries that seek, organize, and 
  manage talent.
  In the Shadows
  House Silva has always been a House of 
  extremes. Many wonders and many horrors 
  have emerged from Silva labs.
  This is largely because Silva cares very 
  little for the Humanity Preservation Act, or 
  the purity of humanity at all for that matter. 
  
  113
  The research and development side of the 
  biotech department regularly breaks the 
  HPA, and has faced sanctions on a number of 
  occasions. This causes much embarrassment 
  for the House, not because they care about 
  the ramifications of their actions, but because 
  they got caught. In most instances, this results 
  in the employee at fault being demoted, fired, 
  or in extreme cases reassigned for use as a test 
  subject—which the official records usually call 
  “administrative leave.”
  Valkyrie and its subsidiaries go beyond 
  building bigger and better ways to wage 
  war—they’re always seeking to ignite it. 
  The company has often worked with House 
  Tsarya to spark conflicts that could have been 
  resolved peacefully.
  These weapon contracts are the House’s 
  single largest source of income. On occasion, 
  Silva will covertly supply apostates, particularly 
  Alliance remnants, with weapons to level the 
  playing field between those factions and the 
  Coalition. By supplying them with enough to 
  stay competitive, they keep the Coalition’s 
  demand for weapons up.
  Great care is taken to conceal this activity, 
  since it could severely damage the House and 
  the Coalition as a whole should the truth get 
  out. As such citizens are largely unaware of the 
  House’s darker side. They generally see Silva as 
  the force most responsible for their protection 
  and well-being. It is a popular House, one of 
  the most respected by members of the other 
  Houses. Like all moves in the Shadow War, 
  those who might expose the truth are not 
  often seen again.
  Despite Silva’s question-able motivations 
  and actions, they are generally on good terms 
  with the four other Houses.
  Silva has used Tsarya for their illegal contacts 
  and services since before the formation of the 
  Coalition. They tap this resource when they 
  need weapons handed off to apostates, illegal 
  biotech materials smuggled past customs, or 
  test subjects when they run out of indentured 
  servants.
  Cipriani is also an ally, mostly due to their 
  mutual friendship with Tsarya and a common 
  enemy in Dalianis. They have no special love 
  for one another, but they do share some 
  business ventures and territory; this includes 
  finding ways to assist one another in putting 
  Dalianis off-balance.
  Silva’s most recent ally is Kimura. Kimura 
  supplies the electronics equipment for Silva’s 
  expanding shipbuilding program, and in 
  return Silva provides discounted PAc weapons 
  for Kimura’s light combat frames. This isn’t 
  public knowledge, of course, as House Tsarya 
  certainly wouldn’t appreciate Silva handing 
  their competitor an edge in the frame market.
  When it comes to mercenary crews, Silva is 
  fairly strict in their hiring process. The crew 
  must have a reputation for completing missions 
  quickly, efficiently, and most importantly, 
  discreetly. Silva will not work with anyone 
  who is responsible for having exposed House 
  secrets to the public, whether their own or 
  those of any other House.
  Silva also has a reputation for including a 
  “reset” clause in their mercenary contracts. 
  These clauses state that Apotheosized mercs 
  must be backed up before being offered 
  the contract. And in the event of death and 
  restoration from backup, Silva retains the 
  right to withhold any information about the 
  previous mission.
  Organization
  Unlike many of the other Houses, Silva’s 
  governing style has changed very little. They 
  stick with what they know and continue to run 
  as a corporation first and foremost. Citizens are 
  regarded more as employees than citizens of a 
  government, and are treated as such. It’s even 
  possible to get fired. Termination means exile 
  and a big Rep hit. The person may still default, 
  but he can no longer seek employment with 
  the House.
  At the same time, Silva has a strict yet 
  relatively simple membership application 
  process for apostates who wish to join. If 
  the applicant can prove that they have skills 
  the House values then they’re pretty good to 
  go, provided they pass the rather extensive 
  background check. If the individual lacks 
  any valuable skills or fails the background 
  check, they are sometimes accepted anyway. 
  However, these individuals usually find a 
  clause in their contract that lands them in a 
  biotech R&D lab with a tag that says “volunteer 
  for experimentation.”
  Members of House Silva are born under a 
  strict contract, and most will spend their lives 
  working for the subsidiary they were born into. 
  Some will transfer to a different subsidiary, but 
  few Silva citizens spend any time independent 
  of an employer. Silva citizens must abide their 
  employer’s rules and regulations, and they are 
  expected to obey the orders of their corporate 
  superiors.
  House Silva has the fewest defaulters of any 
  House. Silvans generally view defaulters as lazy 
  and a burden on society. There are exceptions, 
  of course, such as when a high-Rep member 
  decides to take an extended vacation. But she 
  can’t rest on her laurels forever; it won’t be 
  long before she finds her Rep dwindling away.
  
  114
  There are also two special security cells 
  that exist within House Silva, each serving a 
  specific role.
  Reaper Teams are special groups of highly 
  skilled operatives assembled to hunt down 
  (and often execute) violators of the HPA, 
  usually those created by Biogenics R&D, 
  whether intentionally or otherwise.
  Project Wendigo produces operatives that 
  specialize 
  in 
  fast-response 
  needle-beam 
  delivery into hostile territories, after which 
  they are resleeved into the sleeve of a captured 
  enemy accomplice and released to infiltrate 
  the opposing organization.
  House Silva sometimes deploys its Wendigos 
  on behalf of the Protectorate, ICON, or as part 
  of the 4th Legion. More than one militant 
  apostate group has found itself destroyed 
  from the inside by these dangerous specialists.
  Ambitions
  Silva’s evolutionary agenda is heavily 
  transhuman, but not for any political or 
  philosophical reasons. They are in the business 
  of human augmentation for profit. Sure, many 
  within the House are visionaries or idealists, 
  but the structure and culture of the House’s 
  internal government places the business 
  aspects of the House above all. One might be 
  driven by other motives, but the support of 
  one’s superiors requires proof of a return on 
  investment.
  The Titan Initiative – Jennifer Hobson 
  and Lucas Rodriguez are scientists formerly 
  employed by a Biogenics subsidiary devoted 
  to the study of xenobiology. Three years ago 
  they returned from a failed survey excursion. 
  The mission had suffered complications, but 
  the details remain classified.
  As in other Houses, getting fired can lead to 
  defaulting. This is a rather extreme situation 
  in House Silva, though, because gaining 
  employment again is exceedingly difficult. 
  Sometimes the House will go as far as exiling 
  the offending employee, stripping them of 
  House membership and casting them out as 
  apostate. While this practice is legal, Silva is 
  the only House known to actively punish their 
  members in such a way.
  When it comes to determining House law 
  and voting on issues, the CEOs of Silva’s 
  subsidiaries cast votes on behalf of their 
  employees. The weight of their votes depends 
  on the Rep-Rating of the subsidiary they 
  represent.
  These votes are then taken to the Board of 
  Representatives, a body composed of six CEOs 
  each from Valkyrie and Biogenics. Disputes 
  among the board members are resolved by the 
  Chief Arbitration Officer, or CAO, a thirteenth 
  board member chosen by Silva citizens. While 
  the CAO can come from any subsidiary, she 
  is expected to represent the interests of the 
  people as individuals (instead of as employees) 
  and to be impartial in her dealings.
  Enforcement
  House Silva does not keep any forces 
  dedicated to enforcing House law. Instead, the 
  House encourages its subsidiaries to maintain 
  their own security teams.
  House Silva also encourages its members 
  to join the Protectorate as Centurions or 
  Legionnaires. This is considered an honorable 
  way to serve the House and the Coalition as a 
  whole. As a result, House Silva fills out more 
  of the Protectorate forces than any two other 
  Houses combined. No other House has as 
  much influence over the Protectorate as Silva.
  The pair recently formed a new subsidiary, 
  Human Pinnacle, and is seeking funding for a 
  program to create a new breed of augmented 
  super-soldier.
  Sinking Ships – Infinite Horizon, a Valkyrie 
  subsidiary devoted to starship design, has 
  decided to start playing dirty.
  They intend to sneak a team of Auxiliaries 
  onto Odysseus Station. Their mission: infect 
  Dalianis’ new frigate line with a virus that 
  shuts down the ship’s jump drive when its 
  navigation system receives a specific code, 
  given to a select group of pirates. The ensuing 
  massacre will further fuel the flames of war.
  Dangers
  Silva is one of the more active Houses in 
  the Shadow War. Not only do they have no 
  compunctions about committing espionage 
  and acts of violence against even their ‘allies’, 
  they have been responsible for a number of 
  horror stories by way of bio-research. 
  There are few practices too unethical for 
  the House, and this can lead to all manner of 
  action against them. Even from the houses on 
  good terms with them.
  Variant RX313 – Terra 17, a Biogenics 
  research station, has gone dark. Their last 
  status update indicated they found a way to 
  shut down the Progenesis virus.
  Music Piracy – One of the data arrays for 
  Second Chances, a well-known provider of 
  resurrection insurance , has been broken into. 
  Nothing physical was stolen, but evidence 
  suggests that a backup of an ego was copied 
  during the break-in. The ego is that of Inago, 
  a very popular hipno composer, who has an 
  exclusive contract with Polygon Studios, a 
  subsidiary of House Silva.
  
  115
  to build their own. Tsarya’s predilection 
  toward war machinery and armor made 
  them a natural fit for the “walker” market. 
  During the early days of the Coalition, House 
  Tsarya’s heavy combat frames dominated the 
  battlefield.
  In more recent times, there has been a 
  shift towards transhuman and posthuman 
  acceptance that has caused a bit of friction 
  within the House. Religion holds much power 
  within the House, and most citizens aren’t 
  willing to start accepting “the soulless” just 
  because the heads of the House suddenly 
  think they’re alright. On the other hand, the 
  number of transhumanists and posthumans 
  within the House is growing, and most truly 
  appreciate that their House is making an effort 
  to spread a message of tolerance.
  Market Influence
  House Tsarya focuses its resources on 
  producing military ground vehicles and their 
  armor systems. Their military market interests 
  touch 
  on 
  shared 
  markets 
  traditionally 
  dominated by the other Houses. Thanks to 
  some savvy deal-cutting by Tsarya’s leadership, 
  the House can count all the other Houses as 
  allies, an enviable position to say the least.
  House Tsarya
  Primary Influence: Proch
  Secondary Influence: Luna
  Primary Evolutionary Agenda: Purist
  Market Discount: Vehicular & Personal 
  Armor, Ground Vehicles, Heavy Combat 
  Frames
  History
  Rising from the ashes of Russia and India, 
  House Tsarya seems to have a singular 
  focus—War. House Tsarya devotes more of 
  its resources to military spending than even 
  House Silva. But unlike House Silva, who fills 
  a larger percentage of the Protectorate’s 
  membership, 
  Tsarya 
  mostly 
  contributes 
  behind the scenes.
  Tsarya Systems sprang up from two of the 
  more controversial pre-Exodus corporations. 
  Unlike Dalianis, which started as a military-
  funded venture, Tsarya’s predecessors were 
  completely privately owned. Again, unlike 
  Dalianis, both companies relied heavily on war 
  to make money, and were investigated for war 
  profiteering on numerous occasions. In reality, 
  it was only the Russian armor fabrication 
  company Risel Armory who was actually guilty. 
  The Indian vehicle manufacturer Adani Motors 
  found themselves heavily compensated for 
  their silence regarding the matter.
  After the Exodus, it was only natural for the 
  two companies to band together to form a 
  House. From the beginning, Tsarya has been 
  the top manufacturer of armor, both personal 
  and vehicular, and ground vehicles. A short 
  time after the formation of the Coalition, Tsarya 
  reverse-engineered a handful of Kimuran 
  combat frames, and adapted Kimura’s designs 
  Their focus on military and civilian ground 
  vehicles and armor doesn’t directly compete 
  with any other Houses’ interests, save House 
  Kimura. There the relationship is most strained, 
  as Tsarya got its start in the walker business 
  by copying parts of Kimuran designs. The two 
  Houses have competed fiercely in that market 
  ever since. Despite this, the two Houses 
  freely deal with each other in other business. 
  House Tsarya has no interest in Kimura’s other 
  markets, and House Kimura is simply glad to 
  see another House shifting toward accepting 
  transhumanist values.
  In the combat frame market, the competition 
  between Kimura and Tsarya can grow fierce. 
  Despite their efforts to reverse-engineer 
  Kimura’s more agile frames, Tsarya still hasn’t 
  been able to match Kimura’s innovation in 
  that class. That said, Kimuran armor doesn’t 
  hold a candle to Tsarya’s, who goes to great 
  lengths to prevent Kimura from getting their 
  hands on Tsaryan metallurgy data.
  Tsarya’s larger, more heavily armored frames, 
  served the Coalition well during the earlier 
  days of large conflicts and open battlefields. 
  But that type of conflict is no longer common. 
  These days, violence breaks out in smaller 
  skirmishes, and often within close quarters. 
  As a result, House Kimura’s smaller frames are 
  once again growing in popularity.
  Tsarya’s only other real competitor is 
  Dalianis, who covets the pockets of volatile 
  materials distributed throughout the Ceres ice 
  fields. But at the same time, Dalianis has been 
  devoting a lot of resources to aiding Tsarya 
  in developing better PAc-resistant armors to 
  hurt Silva’s position as the market leader in 
  PAc weaponry. Aside from that, Tsarya is on 
  relatively good terms with the other Houses. 
  In particular, its allegiances with Cipriani and 
  Silva are especially strong
  
  116
  Cipriani has a long-standing trade agreement 
  with Tsarya, through which they purchase 
  armor and transplasidium for use in their 
  more expensive vehicles.
  Silva’s relationship with Tsarya is far less 
  legitimate, with Tsarya utilizing their black 
  market contacts to smuggle and sell apostates 
  to Silva. These apostates aren’t technically 
  slaves, but anyone who thinks he has a real 
  chance of earning House membership is a fool.
  Like the other Houses, House Tsarya does 
  occasionally branch out from its primary 
  markets. Products churned out by its minor 
  subsidiaries range from alcoholic drinks to 
  fully legal brothels, products that help distract 
  their downtrodden apostate workers from 
  their lot.
  House Tsarya is also keenly interested in 
  natural food production. Natural foods are 
  very valuable, and the House’s capital planet 
  of Proch is teeming with vegetation and 
  wildlife. However, Proch features myriads of 
  dangerous indigenous fauna—and flora!—
  limiting farming on Proch to a small number 
  of fortified enclosures. Even transporting the 
  produce can be dangerous. Despite Proch’s 
  abundance of fertile land, its hostile landscape 
  ensures that Shouye remains the primary 
  source of natural food in the galaxy.
  In the Shadows
  Tsarya’s general lack of conflict with the 
  other Houses is something of an oddity since 
  they have their hand in so many illegal and 
  questionable enterprises.
  House Tsarya profits most from conflict and 
  the House leadership generally has no qualms 
  with war profiteering. There just has to be a 
  war to profit from.
  than those of the other Houses, but in truth, 
  acceptance is nearly impossible to obtain. The 
  slightest mistake on the apostate’s part can 
  lead to him being blacklisted for decades.
  The other side to the coin is an extremely 
  violent response to apostate aggression, which 
  the House vehemently pushes in Council 
  meetings. Tsarya’s motivations are fairly 
  transparent, in that they clearly profit from 
  the resulting conflict. And of course, many of 
  the incidents of “apostate aggression” that 
  Tsarya demands justice for were either incited 
  or fabricated by Tsarya themselves.
  Many of these fabricated attacks are 
  organized by apostates who have been 
  promised House citizenship for their aid in 
  setting up the attacks. And a few of them, 
  those that survived the resulting conflict, 
  actually got it.
  Tsarya tends to be rather open with its crew-
  hiring processes. While previously avoidant 
  of transhumans, these days they’ll happily 
  hire them for the more dangerous jobs. 
  Times are changing, and the Apotheosized 
  are expendable. They do, however, prefer to 
  hire transhumans associated with Tsarya, or at 
  least Silva.
  Organization
  More a government than a corporation, 
  the Premiere Council leads House Tsarya. 
  The Councilors are 11 of House Tsarya’s high-
  Rep members who have agreed to take the 
  position.
  The Councilors have two primary tasks: 
  interpreting House law and appointing the 
  Czars, high-Rep individuals selected to oversee 
  specific House activities.
  When profits start to dry up, House Tsarya 
  sometimes takes matters into their own hands. 
  On occasion, they will pool their illegal contacts 
  to instigate (or sometimes outright fabricate) 
  attacks from apostate or remnant forces. On 
  at least one of these occasions, Silva assisted 
  in staging a real attack using Tsarya’s contacts 
  within rebel forces composed of remnants of 
  the old Alliance government.
  Certain factions within House Tsarya work 
  very hard to keep the war effort alive and 
  well by setting up “false flag” attacks. In turn, 
  Tsarya uses these operations to justify their 
  expanding military might. Peace, it seems, just 
  isn’t very profitable. For help, Tsarya looks to 
  its partner in crime, House Silva. Silva backs 
  Tsarya’s push for action within the Senate, 
  and helps arrange the conflicts and execute 
  tactical responses.
  Tsarya often feeds information to remnant 
  forces or pirate factions through apostate 
  contacts, emboldening those groups with 
  intel and even resources to grow and attack 
  Coalition settlements or transports.
  They have a solid relationship with slave 
  traders that prey upon apostates, wherein 
  Tsarya offers citizenship under the pretenses 
  of “saving” the apostates from the slavers. 
  In fact, the citizenship contracts are just 
  shy of slavery themselves. Tsarya has these 
  smugglers on speed dial, and they often hand 
  off weapons to apostates or transport HPA-
  violating contraband between labs for Silva.
  House Tsarya itself has very little use for in-
  House smugglers. But outsourcing them has 
  proved to be a lucrative market of late.
  Tsarya has an odd, two-faced stance on 
  apostates. On one hand, it appears to be the 
  easiest House to obtain citizenship from. Their 
  guidelines for application appear more lenient 
  
  117
  Several Czars are in place to manage the 
  citizens and subsidiaries of House Tsarya. 
  Currently, there is a Czar to oversee the 
  following House concerns: internal human 
  rights, 
  inter-House 
  relations, 
  Coalition 
  representation, template copyright protection, 
  Protectorate affairs, governance of Proch, and 
  bio-augmentation oversight.
  Subsidiaries and citizens working in one of 
  these areas must go through the officiating 
  Czar when making major decisions or resolving 
  conflicts.
  There’s another set of Tsaryan Czars, but 
  few know of them. They’re unofficial, never 
  mentioned in formal documents. They 
  oversee the House’s vast criminal activities, 
  with a Czar each for espionage, assassination, 
  propaganda, conflict instigation, apostate 
  affairs, and maintenance of illicit contacts 
  within militarized apostate forces.
  These “Black Czars” are responsible for 
  Shadow War operations and are often the 
  hidden face behind the House’s Auxiliary crew 
  contracts.
  Most major laws that Tsaryans must obey 
  are those of the Coalition. However, House 
  Tsarya imposes many additional laws and 
  regulation on apostates under their employ. 
  Those earning membership must follow a 
  curfew, cannot enter areas deemed restricted, 
  and cannot associate with members of other 
  Houses.
  Tsarya traditionally leans toward more 
  conservative 
  attitudes 
  in 
  regards 
  to 
  augmentation and Apotheosis. The House 
  includes a large number of members of 
  traditional religions, who tend to disapprove 
  of such things.
  However, soldiers who can fight and die—
  then fight and die again—need a lot of gear. 
  And they keep the fight going. Thus, while 
  the House tends toward Purist ideals, the 
  House’s leadership has been making an effort 
  to spread a message of acceptance regarding 
  the Apotheosized.
  Enforcement
  House Tsarya does not have a standing 
  military or police force. Instead, it relies on 
  the Protectorate for overt action and on its 
  own citizens for crime reporting.
  Tsaryan citizens can report crimes to the 
  House without the suspect knowing who 
  reported them. If the suspect is found guilty, 
  the whistleblower is granted a substantial 
  Rep bump. Because of these practices, many 
  Tsaryans have grown a bit paranoid and closed 
  off to outsiders.
  On Proch, House Tsarya maintains a security 
  force specifically to defend against the planet’s 
  hostile wildlife and to protect produce farms 
  and transports.
  Ambitions
  Tsarya tends to focus its efforts away from 
  causing trouble for the other Houses directly. 
  Instead, House Tsarya secretly bolsters 
  remnants of the Alliance and other apostate 
  groups, inciting them against the Coalition. 
  Where there is war, there is profit. And 
  House Tsarya intends to make sure that they 
  are positioned to grab the largest chunk of it.
  Ice Water – Mars has little water of its own. 
  To make up for this, Tsarya harvests huge 
  iceteroids from Ceres and crashes them into 
  the planet. This process is extremely resource-
  intensive, though, and many desire an efficient 
  way to extract large amounts of water from 
  Martian soil.
  Before the Exodus, scientists were developing 
  a method to do just this, but their data needs 
  to be retrieved from a research outpost in the 
  Cassini crater on Mars… an outpost believed 
  destroyed during the Consolidation Wars.
  Desperate Measures – As House Kimura’s 
  smaller combat frames grow in popularity, 
  House Tsarya desperately seeks a competitive 
  solution. A return to large scale warfare is one 
  solution, but there may be others.
  Dr. Dimitri Korolev, one of Tsarya’s premier 
  armor designers believes the answer may be 
  in biotech, and is working independently to 
  get his hands on some of House Silva’s past 
  research into biomechanical exoskeletons.
  Dangers
  House Tsarya rarely acts directly against the 
  other Houses. Most its threats arise from sour 
  deals with non-Coalition elements, internal 
  conflicts of ideology, or the native wildlife of 
  their capital planet.
  Building Fences – Tsaryan farmers need 
  more land to farm, but need protection to do 
  it. They need Vulcan swarms, too, but House 
  Jinzhan—the manufacturer of the swarms 
  and the farmers’ main competitor in food 
  production—refuses to deal.
  Broken Leash – A Tsaryan subsidiary has 
  long used its smuggling channels to supply a 
  remnant of the Federation, called the Lions 
  of Sarnath. Using the weapons and fighter 
  craft provided, the Lions have hijacked many 
  civilian transports, but of late they’ve grown 
  too greedy. They must be put down before 
  their connection to Tsarya and Valkyrie is 
  exposed.
  
  118
  STEPS OF CHARACTER CREATION   STATE   NEW HINDRANCES   NEW EDGES   EDGES, HINDRENCES & STATE CHANGING   SAVANT PROGRAMS   
  STEPS OF CHARACTER CREATION   STATE   NEW HINDRANCES   NEW EDGES   EDGES, HINDRENCES & STATE CHANGING   SAVANT PROGRAMS   
  NEW 
  HINDRANCES
  Apostate   Disreputable   
  Dissonance
  Dubious Construction   
  Incohesive
  Malware Afflcited   
  Object of Disdain   
  Purist   Supremacist   
  NEW 
  HINDRANCES
  Apostate   Disreputable   
  Dissonance
  Dubious Construction   
  Incohesive
  Malware Afflcited   
  Object of Disdain   
  Purist   Supremacist   
  NEW EDGES
  1st Legion Pilot   2nd Legion Marine   3rd Legion Spook   Acrobatic Exploit   Agent of Shadow   Battle Commander   Celebrity   Compile New Savant Program   Concentrated Fire   Cyber-Defense Suite   
  Digital Spider   Digitally Evolved   Drone Bond   Drone Jock   Ego Stabilization Software   Favored Armament   Forced Advance   Free Runner   Fringe Rat   Geek Speak   Genius at Work   Grappler   
  Grounds and Pound   Heads Up   Human Ingenuity   Infusion   Intervention   Licensed   Mastermind   Move it or Lose it   Path of Purity   Rainy Day Fund   Reputable   Savant   Scion of House 
  Cipriani   Scion of House Dalianis   Scion of House Jinzhan   Scion of House Kimura   Scion of House Silva   Scion of House Tsarya   Smuggler   Sniper   Sovereign   Specialized Program   Strategist   
  Survival of the Fittest   System Slip   Tactical Dive   Transhumanist   Upgrade Savant Program
  SAVANT PROGRAMS
  Access Memory   Augmented Unreality   Blackout   Delve   Eminent Domain   Esper Lord   Fog of War   Memory Hack   Oracle Patterning   Overload   Pattern Scan   Puppeteer   Security Skim   
  Stream of Consciousness   System Error   System Invasion
  NEW EDGES
  1st Legion Pilot   2nd Legion Marine   3rd Legion Spook   Acrobatic Exploit   Agent of Shadow   Battle Commander   Celebrity   Compile New Savant Program   Concentrated Fire   Cyber-Defense Suite   
  Digital Spider   Digitally Evolved   Drone Bond   Drone Jock   Ego Stabilization Software   Favored Armament   Forced Advance   Free Runner   Fringe Rat   Geek Speak   Genius at Work   Grappler   
  Grounds and Pound   Heads Up   Human Ingenuity   Infusion   Intervention   Licensed   Mastermind   Move it or Lose it   Path of Purity   Rainy Day Fund   Reputable   Savant   Scion of House 
  Cipriani   Scion of House Dalianis   Scion of House Jinzhan   Scion of House Kimura   Scion of House Silva   Scion of House Tsarya   Smuggler   Sniper   Sovereign   Specialized Program   Strategist   
  Survival of the Fittest   System Slip   Tactical Dive   Transhumanist   Upgrade Savant Program
  SAVANT PROGRAMS
  Access Memory   Augmented Unreality   Blackout   Delve   Eminent Domain   Esper Lord   Fog of War   Memory Hack   Oracle Patterning   Overload   Pattern Scan   Puppeteer   Security Skim   
  Stream of Consciousness   System Error   System Invasion
  REVISED 
  HINDRANCES  
  & EDGES
  Poverty
  Command   Inspire   
  Fervor   
  Trademark Weapon
  REVISED 
  HINDRANCES  
  & EDGES
  Poverty
  Command   Inspire   
  Fervor   
  Trademark Weapon
  
  119
  Granted, you could buck the trend; your crew could be a team of 
  Centurions sent in to find, root out, and ultimately take down an 
  ascension cult. Alternately, your group could be the ascension cult, 
  or any number of other groups of folks making their way in the new 
  universe.
  In addition to the ideas mentioned above, you also have the Sample 
  Characters provided with this PDF, and they should be very helpful in 
  getting started with your own ideas.
  Character creation should proceed along the following steps:
  Step I – Select Attributes
  As with all Savage Worlds characters, Nova Praxis characters 
  begin with a set of 5 points to spend on their Attributes. These are 
  your “Natural” Attributes. Depending on your State (see below), 
  or Augmentations you might select, your Attributes may change. 
  However, the cost of Skills always depends on your “Natural” 
  Attributes. Modified Attributes should be recorded on your character 
  sheet with parenthesis, or signified in some other way.
  If a sleeve’s Attribute is higher than your “Natural “Attribute, 
  increase all Skills related to that Attribute by one die step. If a sleeve’s 
  Attribute is lower, lower all Skills related to that Attribute by one step. 
  See pg. 202 for more.
  Note that Pure characters (pg. 122) begin the game with d6 Spirit 
  instead of d4.
  Step II – Select Skills
  New Characters get 15 points to spend on their Skills. As with 
  Attributes, these are your “Natural” Skills, and should be recorded on 
  your character sheet as such. 
  Nova Praxis uses all the normal SW Skills, with the following 
  exceptions:
  Athletics – Climbing, Swimming and Throwing are all rolled up into 
  one new Skill called Athletics. Any time a character is asked to roll 
  one of these Skills, he or she rolls Athletics instead. Athletics is tied to 
  Strength.
  CHARACTER CREATION
  By now, you should be pretty immersed in the Nova Praxis universe. 
  If not, you need to take some time and at least familiarize yourself 
  with the essential concepts. This is not a typical setting, even in terms 
  of science fiction. Matters of self-determination and identity are very 
  skewed from most other genres; you can be almost anything, and 
  change what that is as you will, so who are you, really?
  Once you feel you’ve achieved a sense of understanding of the 
  posthuman nature of existence in Nova Praxis, you’ll want to figure 
  out the essentials of your core being in this setting. This should start 
  out as a narrative exercise, well before you start putting any numbers 
  or notes on a character sheet. The following is a list of potential 
  Concepts, though it barely scratches the surface:
   
  ª Former Centurion Combat Pilot
   
  ª Sexually Ambiguous Sensie Star
   
  ª High Profile HPA Abolitionist
   
  ª Muscle for the Rings of Olympus
   
  ª High Strung Ex-Purifier
   
  ª Black Market Mnemonics Engineer
  If few or none of the above make any sense, it is best to examine the 
  setting material some more. The sections that follow introduce new 
  Edges and other character options that are filled with new concepts 
  that fit the Nova Praxis setting--a setting that pushes the boundaries 
  of what it means to be anything in a future where Humanity itself is 
  in a state of change. Not having a good grasp of that background can 
  make the process of creating a character confusing, unsatisfying or 
  even frustrating. 
  Avoid just diving into character creation, take the time to engage 
  with the setting and find your character’s place in it.
  Another important idea to keep in mind is that Nova Praxis was 
  developed with the basic assumption that your PC will operate as part 
  of a crew involved in the Shadow War that the various Houses are 
  fighting. Working out who is going to do what with the other players 
  is a very good and highly recommended idea.
  
  120
  Knowledges – Knowledge (Computers) is replaced 
  with Knowledge (Software). Creating, changing 
  and fixing computer hardware falls under Repair. 
  Knowledge (Mnemonics) is a new Skill, and 
  represents training in the science of mnemonics, the 
  ability to modify and repair a digital mind. Knowledge 
  (Security) is another new Skill that focuses on 
  physical security systems, equipment, and tactics. 
  Knowledge (Security) also replaces Lockpicking.
  Pilot  – The Piloting Skill also includes Driving. Any 
  time a character is asked to roll Drive, he or she rolls 
  Piloting instead. Piloting is tied to Smarts instead of 
  Agility now.
  SINC – This is the Skill Savants roll to execute their 
  Programs. It is linked to Smarts.
  Streetwise – Streetwise now includes Gambling. 
  Whenever you would roll Gambling, you roll 
  Streetwise instead. Streetwise is still linked to Smarts.
  Survival – Includes the Skills Boating, Riding and 
  Tracking. Any time a character is asked to roll one of 
  these Skills, he or she rolls Survival instead. Survival 
  is still tied to Smarts.
  Note: Whenever an Edge provides a bonus to a 
  replaced Skill, or a Hindrance provides a penalty, you 
  instead gain the listed bonus or penalty to the Skill 
  that replaces it; but only on the relevant uses of that 
  Skill. 
  For example, the Thief Edge grants a +2 bonus to 
  Climbing and Lockpicking, two Skills that have been 
  replaced. So now a character with the Thief Edge gains 
  a +2 bonus on Athletics and Knowledge (Security), 
  but only when using them to climb or pick locks respectively.
  Step III – Select State
  In other Savage settings, you might choose a Race. In Nova Praxis, 
  you select a State, which serves a very similar role. Will you be 
  Pure, Sleeved, or a SIM? Each State has its own advantages and 
  disadvantages. See pg. 122 for more on each State.
  Step IV – Secondary Statistics
  All Savage Worlds characters have a Pace rating 
  (rated as 6 to begin with), a Parry rating (the value 
  of their Fighting Skill divided by 2, +2), a Toughness 
  rating (the value of their Vigor Attribute divided 
  by 2, +2), a Charisma rating (normally 0 unless 
  modified by Edges, Hindrances, or other means), 
  and a Cohesion rating (which depends on their 
  State and other potential modifiers).
  Secondary Statistics are based on your current 
  Attributes and Skills, not your “Natural” Attributes 
  and Skills.
  Traits and Secondary Statistics
  Regardless of the State a character exists in, his 
  current Traits remain the same. Even in a virtual 
  environment, the immersion software analyzes 
  the character’s body and mirrors his physical 
  capabilities in the virtuality.
  Traits may, however, be temporarily adjusted by 
  certain real or simulated Augmentations.
  New Secondary Statistic: Cohesion
  Cohesion is the measure of a character’s ability 
  to keep it together, particularly when it comes 
  to resisting Fragmentation (pg. 221). It is the 
  character’s sense of self and connection to the 
  reality he inhabits. It primarily determined by your 
  State.
  Cohesion defaults to 0, and is applied to rolls to resist Fragmentation, 
  Tests of Will, Fear, or any other time where the character’s sense of 
  self and reality might be challenged.
  Nova Praxis Skills
  Athletics (Str)
  Fighting (Agi)
  Healing (Sma)
  Intimidation (Spi)
  Investigation (Sma)
  Knowledge, Battle (Sma)
  Knowledge, History (Sma)
  Knowledge, Mnemonics (Sma)
  Knowledge, Politics (Sma)
  Knowledge, Science (Sma)
  Knowledge, Security (Sma)
  Knowledge, Software (Sma)
  Notice (Sma)
  Persuasion (Spi)
  Piloting (Sma)
  Repair (Sma)
  Shooting (Agi)
  SINC* (Sma)
  Stealth (Agi)
  Streetwise (Sma)
  Survival (Sma)
  Taunt (Sma)
  * Requires the Savant Edge
  
  121
  Step V – Further Development
  At this stage, the player may select up to one Major Hindrance 
  (worth 2 points), and two Minor Hindrances (1 point each). These 
  points, totaling no more than 4, may be spent  to enhance their 
  starting character. 
  For 2 points you can:
   
  ª Raise an attribute one die type
   
  ª Choose an Edge
  For 1 point you can:
   
  ª Gain another Skill point
  Step VI – Allegiances
  At this stage, you’ll need to determine if you are a citizen of the 
  Coalition, or if you are an apostate.
  If you choose to play a citizen of the Coalition, you are automatically 
  a member of one of the Houses. You must select which House you 
  belong to. You then gain the corresponding Edge from among this list 
  for free - Scion of House Cipriani, Scion of House Dalianis, Scion of 
  House Jinzhan, Scion of House Kimura, Scion of House Silva, or Scion 
  of House Tsarya (pg. 137).
  If you choose to play an apostate you must take the Apostate 
  Hindrance (pg. 126), but get the Fringe Rat Edge (pg. 134) for free.
  Step VII – Rep and Asset Ratings
  A character’s beginning Rep-Rating is his measure of value to the 
  Coalition, and is used to acquire goods and services. A character’s 
  Asset Rating is an abstract measurement of the amount and quality 
  of rare or unique goods the character has for bartering. 
  Characters start with a Rep-Rating equal to half the higher of their 
  Natural Persuasion or best Knowledge Skill, +1 per Rank (including 1 
  from Novice), plus the bonus gained from the Reputable Edge if you 
  have it. Charisma modifiers do not count.
  Similarly, your Assets equals half the higher of your Natural 
  Streetwise or Repair, +1 per Rank, plus the bonus from the Rainy Day 
  Fund Edge if you have it.
  You also start with a “bump” to both equal to the Skill you based 
  your Rep-Rating or Assets on.
  See pg. 217 for more on using Rep-Ratings and Asset Ratings.
  Step VIII – Gear
  You begin the game with a number of free pieces of gear, such as 
  weapons, armor, and other items.
  First, gain a single item with a Cost equal to (or less than) your 
  choice of Assets or Rep-Rating, +2. You will then gain another item 
  with a Cost equal to (or less than) either your Assets or Rep, +1. You 
  may then continue to gain items, each with a Cost one lower than the 
  previous: +0, -1, and so on, until the Cost of the free item is 1. Within 
  reason, you may have any number of items with a Cost rating of 1 or 
  0, though the GM may apply some limits.
  Unless you have the Licensed Edge (pg. 135), the maximum number 
  of restricted items you can gain for free during character creation is 
  equal to your Assets +1. Restricted items that come free with others, 
  such as the free unit of ammo that comes with a firearm, do not count 
  against this limit.
  Items not selected during this step may be purchased later. See 
  page 218 for more on purchasing items. Restricted items can only 
  be purchased after character creation with Assets unless you have 
  the Licensed Edge.
  REAGAN SURVEYS THE aftermath
  
  122
  Character State
  There are three States a character may exist in. These States are 
  Pure, Sleeved, and SIM.
  Pure refers to those humans who have not undergone Apotheosis, 
  retaining a human mind and their original body (though it may be 
  heavily augmented). After undergoing Apotheosis, a character may 
  choose to exist in a Sleeved or SIM state as desired, and can switch 
  back and forth between the two via a resurrection chamber.
  Once Apotheosized, however, a character may never return to 
  the Pure State. As well, a character who changes from one of the 
  Apotheosized States loses all properties of the previous State in favor 
  of the new one.
  Pure
  Still living in the original meat, a Pure human has their mind and 
  body connected just as they were the day they were born. Granted, 
  there may be any number of bioware or cyberware Augmentations 
  that change their bodies or enhance their performance (or keep them 
  alive after some major trauma), but they have yet to undergo that 
  rather final step that is Apotheosis.
  Some avoid Apotheosis for philosophical or spiritual reasons, while 
  others are just too freaked out by the idea of living as something other 
  than what they were born to be. Others might well seek Apotheosis; 
  they just haven’t had the opportunity or access to make it happen 
  yet.
  Pure humans have the following State qualities:
  Adaptability: Pure begin the game with one free Edge. The following 
  Edges are highly recommended: Common Bond, Danger Sense, 
  Elan, Luck (or Great Luck if they have already selected Luck), Path of 
  Purity (must take Purist Hindrance) or Quick.  You must still meet the 
  Requirements for an Edge before you can select it.
  Spiritual Purity: Pure begin the game with d6 Spirit. This is 
  retroactively reduced to the standard d4 if they are ever Apotheosized.
  Stable: Apotheosis can lead to a sense of detachment, or general 
  instability. Pure humans, having not undergone Apotheosis, do not 
  suffer from this problem and begin with a Cohesion rating of 0.
  Pure Augmentation Limits
  A Pure human body can support a total number of Augmentation 
  Points equal to half its Natural Vigor, +1. For example, a Pure 
  character with a Natural Vigor of d6 could install up to 4 APs worth 
  of Augmentations. A Pure human who undergoes Apotheosis still 
  inhabits his or her original body until they decide to resleeve.
  Note that some special Augmentations do not count against the 
  body’s AP limit.
  Sleeved
  Most who take the road to Apotheosis exist in a singular body of 
  either organic (biosleeve) or synthetic (cybersleeve) construction. 
  Whichever they choose, a Sleeved being can elect to change sleeves 
  over time, though doing so can be traumatic to the ego, potentially 
  resulting in Fragmentation.
  The particular sleeve a character chooses to inhabit can greatly 
  affect his or her capabilities. Character may begin play in an “off-the-
  rack” sleeve, or one of their own design. See pg. 175 for more on 
  sleeve selection and design.
  Sleeved have the following State qualities:
  Apotheosized: Anyone who has undergone Apotheosis is effectively 
  immortal. A sleeved character’s ego is backed up on a device called 
  a mnemonic core. This small device, located at the base of the skull, 
  can be removed and later used to resurrect the ego in a new sleeve 
  or as a SIM.
  The character gets the Mindset and Mnemonic Core Augmentations 
  for free.
  Fragmentation: Sleeved characters are subject to the effects of 
  Fragmentation (as described under Special Game Effects in the 
  Gameplay section), whereby their ego can become detached, unstable 
  or even nonviable (meaning, effectively, death). Sleeved characters 
  have a starting Cohesion determined by the sleeve they inhabit. 
  Characters in biosleeves have a Cohesion of -1, while a character 
  sleeved into a cybersleeve has a -3.
  
  123
  Self Selection: Sleeved begin the game in a free standard Alpha 
  biosleeve or cybersleeve, which normally has a Cost rating of 5. They 
  may begin with a better sleeve, but they must purchase it with their 
  Rep-Rating or Assets (no Favors unless the GM specifically allows it). 
  See pg. 218 for more on purchasing items. You may change sleeves 
  later, but resleeving can result in Fragmentation (pg. 221).
  Alternatively you may choose to begin the game in your original 
  body, now considered a sleeve. If you do so, you just your Natural 
  Attributes. 
  You Are What You Wear: Sleeved characters are massively 
  dependent on what Sleeve they wear. This can afford them a great 
  deal of customization and specialization, but can also restrict their 
  choices (you’re not going out for a night of dancing in a heavy assault 
  sleeve). 
  Sleeve Augmentation Limits
  A sleeve, whether a biosleeve or cybersleeve, can support a total 
  number of Augmentation Points equal to the number of Augmentation 
  Points it starts with, plus an additional amount equal to half the 
  character’s Natural Vigor. For example, a Beta Biosleeve, which starts 
  with 4 APs, worn by a character with a Natural Vigor of d6, could 
  install up to 7 APs worth of Augmentations. 
  A Pure human who undergoes Apotheosis still inhabits his or her 
  original body, now an Alpha sleeve, until they decide to resleeve. This 
  sleeve has the same aug limits as a natural human body.
  Note that some special Augmentations do not count against the 
  sleeve’s AP limit.
  SIM
  A digitized conscience in the machine – that is the essence of being 
  a Substrate-Independent Mind, or SIM. Rather than take on a sleeve 
  (either one of organic or pure tech construction), a SIM exists on a 
  host machine as an incredibly complex and fully self-aware software 
  package.
  Within Coalition space, registered SIMs are permitted to use mesh 
  sensors to perceive and interact with the real world. Unless otherwise 
  authorized, a SIM is limited to using unsecured public mesh sensors 
  to perceive the real world, and the Humanity Preservation Act 
  (naturally) imposes certain other restrictions such as not being able 
  to view inside a private home without permission.
  SIMs exist in digital space; while they have no physical form to 
  worry about, they still retain a Strength and Vigor rating. These Traits 
  are derived from a virtually perfect digital reflection of their original 
  self, and generally remains constant within the various digital realities 
  they can access. It is entirely possible to become a SIM, load into a 
  virtual environment, and find it indistinguishable from the real world. 
  In fact, SIMs who have begun to Fragment often lose track of which 
  reality they inhabit.
  Note that SIMs may choose to pursue becoming Sleeved at a later 
  date. Many who do so make the choice after undergoing a traumatic 
  dissolution of their SIM State (effectively “death”). Others simply 
  wish to experience a more stable existence for a time. In either case, 
  “sleeving” can be detrimental to the ego due to Fragmentation.
  SIMs have the following State qualities:
  Apotheosized: Anyone who has undergone Apotheosis is effectively 
  immortal. A SIM exists as a digital being, and can move between 
  servers or elect to become sleeved.
  The character gets a simulated version of the Apotheosis 
  Augmentation for free.
  [Tac-Comm v1.76.3/ 19:43-04,15,97]
  [Reagan] – Don’t blow it yet Jane. Malpheus, what are we 
  looking at? 
  [Malpheus] – Hallway. 12 m. Empties into a room, 4 x 4. 
  One exit. Locked. Emergency lighting only. One crouched 
  in the south-west corner behind a desk.
  [Reagan] – ETA on backup, 7 min
  [Reagan] – Jane, pull the charge and plant it on the wall 
  in the south-east corner of the room we just came out of.
  [Jane] – Ha! I wish I could see the look on his face when 
  the walls blows.  You know, assuming he still has one.
  
  124
  Digital Entity: A SIM is effectively an incorporeal being, immune 
  to biological concerns (eating, breathing, suffering from diseases or 
  poison). They are subject to the need for power and systems that 
  can host them, however. As well, anything that attacks their host 
  system can cause them trauma and difficulties, and while they may 
  never need a doctor, they may well require a software or mnemonics 
  engineer if their coding starts to fail. 
  Fragmentation: SIMs are subject to the effects of Fragmentation 
  (as described on pg. 221), whereby their ego can become detached, 
  unstable or even nonviable (meaning, effectively, death). SIMs have a 
  starting Cohesion value of -3.
  SIM Life: SIMs begin the game with one of the following Edges for 
  free – Command, Connections, Digital Spider, Drone Jock. You must 
  still meet the Requirements for an Edge before you can select it.
  Slave to the System: A SIM views the real world through the mesh. 
  If there is no active or open mesh, such as unmeshed outdoor areas, 
  heavily secured facilities, or areas with no power; the SIM will be 
  unable to view the affected area. He or she must rely on other devices 
  like a telepresence sensor unit, a drone, or an ally with a SIM-Cell 
  module.
  SIMs who are Savants may select targets for Savant Programs 
  through these sorts of devices, so long as they can see them.
  SIM Augmentation Limits
  SIMs do not have physical bodies that can be augmented, but 
  they can take simulated versions of an Augmentation. Simulated 
  augs generally work exactly the real world versions of themselves. 
  A SIM’s virtual body, called an Avatar, can support a total number of 
  Augmentation Points equal to half its Natural Vigor, plus 3. 
  Note that some special Augmentations do not count against the 
  SIM’s AP limit.
  Playing a SIM
  The Home Environment
  SIMs spend most of their time in their home environment. This 
  environment is a part of them, and they take it with them from host to 
  host. It can vary from SIM to SIM, but usually consists of a multi-room 
  apartment in which physical actions result in program executions. For 
  example, a SIM’s Agent may appear as a real person or a pet. Walking 
  through a door may launch a mapping program, appearing to the SIM 
  as a model of the city sitting on a table in the room. Physical action is 
  not a necessity, but it helps keep the SIM cohesive. By emulating real-
  world environments and physics, the SIM is better able to maintain 
  his humanity.
  Other SIMs can visit your home environment, and non-SIMs can jack 
  into it like any other virtuality. Of course, they need your permission 
  and you still have dominion over your home environment. See page 
  225 for more about what it means to have dominion over a virtual 
  environment.
  Hosting
  A SIM may jump from one host system to another, taking his or 
  her (or its) home environment with him. If the host system is open 
  to accepting him, no roll is required and the process takes about 10 
  minutes to upload to a new host within 1000 km. It takes an hour to 
  upload to a new host in the same star system but more than 1000 km 
  away, or about four hours to needle-beam to an out-of-system host.
  To be hosted on a system that’s normally closed to you, you must 
  gain entry using the System Invasion Savant Program.
  Two Worlds
  SIMs exist only in virtual environments. Most are complete 
  fabrications created from scratch by talented programmers. The SIM’s 
  Home environment is an example of one of these. Most are small 
  “pocket virtualities”. Others are massive expanses of shared space, 
  such as Stygia or Crossroads (pg. 63).
  SIMs can enter any virtual environment they have permission to, 
  and that is accessible via the Extranet from their host system. 
  SIMs can also interface with the physical world through a technique 
  called ghosting. The sensory data collected by the mesh is compiled 
  by the local mesh server array to create a high-quality 3D map of the 
  area. The SIM can then immerse themself in this virtual recreation 
  of the real world, allowing the SIM to view the real world as if they 
  were a real person walking around in it. 
  
  125
  The creation and maintenance of this virtual reflection of the 
  real world is a service provided by the Coalition. This means that a 
  ghosting SIM makes use of public mesh access privileges, and in doing 
  so are required to appear as a visible ARO to anyone nearby; meaning 
  anyone with an AR interface device (or mindset) can see them. This 
  protects the privacy of Coalition citizens, insuring that a SIM can’t 
  snoop around unseen.
  A ghosting character cannot enter, or even perceive, an area that isn’t 
  visible to the mesh’s sensors. Likewise, they cannot enter an area they 
  isn’t considered part of the public mesh, such as private residences or 
  secure areas. They perceive these areas as solid darkness, like walls 
  of black glass.
  While they can view and hear the real world while ghosting, because 
  SIMs have no physical body, they can only interact with the real world 
  via drones or other machines. 
  Positioning and Movement
  SIM characters will not be able to view the real world unless he or 
  she is ghosting or viewing the world through a tele-presence device, 
  drone or SIM-Cell. If in a SIM-Cell, or viewing the world through a 
  telepresence device, the character effectively occupies the same 
  space as his host or the device. If ghosting, the HPA limits the SIMs 
  movement to normal human movement speeds. So they have a Pace 
  just like any other character.
  When an encounter begins, determine the starting location of a SIM 
  just like any other character. If the character was not ghosting at the 
  start of the encounter, and chooses to do so, the SIM can transition to 
  the ghost state as an Action. The SIM appears anywhere within 6” of 
  any area he or she could see before becoming a ghost.
  Alternatively, most areas have an arrival zone for newly arriving SIMs 
  who don’t have any other way to view a location before deciding to 
  ghost there. These arrival zones are usually near security checkpoints 
  or public transportation hubs.
  Lag
  You may suffer penalties due to lag on Skill rolls when acting through 
  machines located a great distance from the machine you are hosted 
  on.
  If you are hosted on a local machine (within one thousand km), you 
  do not suffer a penalty. If you are hosted farther away, but within 
  the same star system, you only suffer a -2 penalty. When working 
  through machines located outside of the star system within which 
  you are currently hosted, you suffer a -4 penalty.
  Wounds
  Most virtualities have a safety feature that kicks you out of the 
  virtuality if you suffer a Wound. In the case of a SIM, they are sent 
  back to their home environment. See pg. 225 for more on combat 
  in a virtuality.
  [Tac-Comm v1.76.3/ Log: 06:37-04,21,97]
  [Malpheus] – Jane is down!
  [Reagan] – What?! What happened?
  [Malpheus] – She kicked in the door and went in shooting. 
  She got three of them, but another was hiding behind 
  a support strut.
  [Reagan] – I’m pulling up her vitals. Her sleeve is still 
  powered. Mindset is online, but… Damn! She’s hit bad. 
  Her sleeve’s systems keep rebooting.
  [Malpheus] – Call Anders. Get Jane back online. She 
  can go after the shooter. I’m ghosting after the other.
  [Anders] – Don’t. He’s going into the parking garage. 
  The mesh is spotty down there. He’ll have plenty of 
  cracks to hide in if he knows where they are. Just watch 
  the exits. Alexei is close.
  [Malpheus] – I’ll be fine. Besides, there are some locals 
  nearby that owe me some favors. 
  [Reagan] – We’re not bringing anyone else into this.
  [Malpheus] – Relax. They’re expendable.
  
  126
  Edges and Hindrances
  Characters in the Nova Praxis Setting may select from the following 
  list of Edges and Hindrances. 
  Edges and Hindrances listed in italics are new, and are found later in 
  this chapter.
  Edges and Hindrances marked with an asterisk (*) are dependent 
  on the character’s body or sleeve, and can be  subject to special rules 
  when changing States. See the “Physical Edges” sidebar for more 
  about what happens to these Edges when you change States.
  Edges and Hindrances marked with an exclamation point (!) are 
  expanded, or otherwise differ from the version listed in the Savage 
  Worlds Deluxe core book. These changes are explained starting on 
  pg. 140. Edges marked with a “(P)” are Professional Edges.
  Hindrances
  Minor Hindrances
  All Thumbs
  Anemic*
  Bad Eyes*
  Big Mouth
  Cautious
  Death Wish
  Delusional
  Dubious Construction
  Enemy
  Greedy
  Habit
  Hard of Hearing*
  Illiterate
  Loyal
  Malware Afflicted
  Mean
  Obese*
  Object of Disdain
  Outsider
  Pacifist
  Phobia
  Poverty Stricken
  Quirk
  Stubborn
  Supremacist
  Ugly*
  Vengeful
  Vow
  Wanted
  Major Hindrances
  Apostate
  Arrogant
  Bad Eyes*
  Bad Luck
  Blind*
  Bloodthirsty
  Clueless
  Code of Honor
  Curious
  Delusional
  Disreputable
  Dissonance
  Elderly*
  Enemy
  Greedy
  Habit
  Hard of Hearing*
  Heroic
  Incohesive
  Lame* 
  Object of Disdain
  One Arm*
  One Eye*
  One Leg*
  Overconfident
  Pacifist
  Phobia
  Purist
  Small*
  Supremacist
  Vengeful
  Vow
  Wanted
  Yellow
  Young*
  New Hindrances
  Apostate [Major]
  Your character is not a registered member of Coalition society, and 
  does not own a legitimate Coalition ID (CID). Without a registered CID, 
  a person does not have a Rep-Rating, and therefore cannot utilize the 
  Reputation system to acquire goods or operate compilers. 
  Apostates are generally only tolerated in Coalition society if they are 
  actively employed by a House in hopes of earning membership. And 
  even in this case, Apostates are not allowed into secured areas, and 
  cannot access areas that require minimum Rep-ratings at all.
  Apostates do not have a Rep-Rating, and cannot use Rep for 
  acquisitions or Favors as described on pg. 219.
  Disreputable [Major]
  Requirement: Must be a Coalition Citizen
  Your past misdeeds continue to haunt you. Your Rep-Rating is 
  reduced by 2.
  Dissonance [Major]
  You are uncomfortable in your body. This not only leaves you feeling 
  constantly ill at ease, but also results in shaky hands, slow reflexes, 
  and general clumsiness.
  You suffer a -1 penalty on Agility rolls, Athletics, and Agility-based 
  Skill rolls. You may also suffer this penalty on other Skills if they 
  requires steady hands or grace.
  Dubious Construction [Minor]
  Requirement: This Hindrance may only be only gained by sleeving 
  into certain Cybersleeves.
  Your sleeve is cheaply made from an outdated construction template. 
  As a result, it is in constant need of repair and can fail you at the worst 
  of times. 
  Normally you only suffer a critical failure when you roll a 1 on both 
  your Skill and Wild Die. But when especially active, such as when 
  running, climbing, jumping, fighting, etc., you suffer a critical failure 
  
  127
  any time you roll a 1 on your Skill die. The result on the Wild Die 
  doesn’t matter.
  Incohesive [Major]
  Requirement: Apotheosis
  Whether from too frequent State changes, or just a generally 
  unstable mind, your Cohesion is reduced by 1.
  Malware Afflicted [Minor]
  Requirement: Apotheosis 
  Your ego has been exposed to a malicious Savant spreading malware 
  for his corporate masters. As a result, your visual cortex is regularly 
  bombarded by pop-up and other distracting ads.
  When you draw a Club card during initiative, you suffer a -1 penalty 
  on all Skill rolls during your turn.
  Some Edges may allow you to draw multiple cards. In that case, the 
  effect of this Hindrance is based off the first card you drew.
  Object of Disdain [Minor/Major]
  Something you did in the past offended someone important (like a 
  Senator or Praetorian), or a group of like-minded individuals (such as 
  a specific House, Apostates, the Rings of Olympus, a purist faction, 
  etc.) They aren’t out to kill you (that would be an Enemy), but they 
  dislike you, probably distrust you, and prefer not to deal with you. 
  If a member of the group you offended recognizes you, you suffer -2 
  Charisma when dealing with them, and a -4 penalty when asking for 
  Favors from that group.
  The Minor version of this Hindrance assumes that the person or 
  people you offended isn’t very powerful, or widespread; or that your 
  offense wasn’t very severe or well known.
  The Major version of this Hindrance means that the group or person 
  you offended is very powerful or large, and/or that your offense is 
  well known.
  Purist [Major]
  Special: This Hindrance may only be taken by Pure.
  For whatever reason, be it religion, a philosophical stance, or 
  just fear, you refuse to become augmented. You may not take any 
  Augmentations of any sort.
  This is a particularly harsh Hindrance to endure in the Nova Praxis 
  setting, and you gain a bonus Edge during character creation to 
  compensate. This is in addition to the bonus Edge gained by all Pure.
  If you ever lose this Hindrance for any reason, you lose this bonus 
  Edge. If it does not make sense for you to lose the Edge, the GM may 
  instead reduce the number of Bennies you begin each game session 
  with by 1.
  Supremacist [Minor/Major]
  You believe that who or what you are is objectively better than 
  others, at the expense of other types of people. 
  A character with the Minor version of this Hindrance sees him or 
  herself as superior to others, but is willing to work with them. He 
  or she may come off as arrogant, or even mean to other types of 
  people, but is rarely hostile or violent. Most strong supporters of the 
  purist or transhuman agendas fall into the category, though this level 
  of prejudice is sometimes directed at apostates or Coalition citizens.
  Characters with the Minor version of this Hindrance suffer a -2 
  penalty on Persuasion rolls when dealing with your “lessers” as equals.
  A character with the Major version of this Hindrance is downright 
  nasty, and potentially murderous. Purifiers and posthuman aberrations 
  tend to have this Hindrance. They believe that others are a threat at 
  best, and a target for elimination at worst. 
  Characters with the Major version of this Hindrance typically will 
  not deal with those they see as their lessers, but if they must, they 
  suffer a -4 penalty.
  
  128
  Edges
  Edge
  Requirements
  Effects
  1st Legion Pilot (P)
  N, Sm d6, Piloting d8, Survival d6
  Your starships gain Mod points equal to quarter ship’s size, +1 Survival and 
  Stealth in wilderness
  2nd Legion Marine (P)
  N, Athletics d8, Fighting d6, Shooting d6, 
  Knowledge (Battle) d6
  Gain +1 bonus on attacks onboard ship or space station, +1 to attack with 
  vehicle weaponry, +1 on all Trait rolls while piloting a frame
  3rd Legion Spook (P)
  N, Notice d8, Investigation d8, Persuasion d6
  Gain +1 to call in a Favor for information. Also gain +1 on two Skills chosen 
  from Intimidation, Streetwise or Stealth.
  Ace (P)
  N, A d8 
  +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
  Acrobat (P)
  N, A d8, St d6 
  +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered 
  Acrobatic Exploit
  N, A d10
  Trade extra d6 on damage when scoring a raise on the attack roll to 
  immediately, and safely, move 2”
  Agent of Shadow (P)
  N, Knowledge (Politics) d6, Knowledge (Security) 
  d6, Streetwise d8
  Spend a Benny and roll Knowledge (Security) to find holes in the mesh
  Alertness 
  N 
  +2 Notice
  Ambidextrous 
  N, A d8 
  Ignore –2 penalty for using off-hand
  Assassin (P)
  N, A d8+, Climbing d6+, Fighting d6+, Stealth d8+ +2 to damage when striking a foe unawares
  Attractive *
  N, V d6 
  Charisma +2
     Very Attractive *
  N, Attractive 
  Charisma +4
  Berserk 
  N 
  See text in SWD
  Block 
  S, Fighting d8 
  Parry +1
     Improved Block 
  V, Block 
  Parry +2
  Brave 
  N, Sp d6 
  +2 to Fear tests
  Brawler 
  N, St d8 
  +2 to unarmed damage rolls
    Bruiser 
  S, Brawler 
  Bonus die to unarmed damage is d8 instead of d6
  Brawny *
  N, St d6, V d6 
  Toughness +1; load limit is 8 x Str
  Celebrity
  N, Sp d8
  Gain +2 Charisma negotiating with and requesting Favors from fans
  Charismatic 
  N, Sp d8 
  Charisma +2
  Combat Reflexes 
  S 
  +2 to recover from being Shaken
  Command!
  N, Sm d6 
  Leadership Edge; +1 to troops recovering from being Shaken
     Battle Commander (P)
  N, Persuasion d6 or Intimidation d6, Knowledge 
  (Battle) d6, Command
  Leadership Edge; Gain 2 Bennies to spend on activating Leadership Edges
     Move It or Lose It
  V, Battle Commander
  Leadership Edge; Spend a Bennie to allow any of your allies who are not in 
  melee to instantly move up to half their Pace
     Concentrated Fire
  S, Sma d6, Sp d6, Command
  Leadership Edge; When you make a ranged attack, spend a Benny to allow an 
  ally to attack the same target on your turn for free
     Fervor!
  V, Sp d8, Command 
  Leadership Edge; +1 melee damage to troops in command
     Heads Up
  N, Spi d6, Command
  Leadership Edge; Spend a Bennie to cause an enemy to suffer a -2 on an attack 
  roll against your ally
     Hold the Line! 
  S, Sm d8, Command 
  Leadership Edge; Troops have +1 Toughness
     Inspire! 
  S, Command 
  Leadership Edge; +1 to Spirit rolls of all troops in command
     Intervention
  N, Spi d6, Command
  Leadership Edge; Spend a Bennie to instantly grant any ally a +2 bonus on any 
  Trait roll
     Leader of Men 
  V, Command 
  Leadership Edge; Leadership Edge; Roll a d10 as the Wild Die for subordinates’ 
  group rolls
     Natural Leader
  N, Sp d8, Command 
  Leader may give Bennies to troops in command
  
  129
     Tactician
  S, Wild Card, Sm d8, Knowledge (Battle) d6+, 
  Command
  Leadership Edge; Make a Knowledge (Battle) roll at the beginning of a fight 
  to get an Action Card per success and raise; these may be given to any allies 
  throughout the battle
  Common Bond
  WC, N, Sp d8 
  Leadership Edge; May give Bennies to companions
  Connections 
  N 
  Call upon powerful friends
  Counterattack 
  S, Fighting d8 
  Receive free Fighting attack at –2 once per round when a foe fails a Fighting 
  attack
     Improved Counterattack 
  V, Counterattack 
  As above but ignore the –2 penalty
  Cyber-Defense Suite
  N, Sma d6, Apotheosis Augmentation
  Gain a +2 bonus on SINC or Knowledge (Software) to resist Savant Programs 
  directed at you
  Danger Sense 
  N 
  Notice at –2 to detect surprise attacks/danger
  Dead Shot 
  WC, S, Shooting/Throwing d10
  Double ranged damage when dealt Joker
  Digital Spider
  N, Sma d8, Investigation d6, Knowledge 
  (Software)
  Gain +2 on Investigation rolls to find information on the Extranet
  Digitally Evolved
  S, Sp d8
  Increase either Agility, Strength or Vigor, and all associated Skills, by one step 
  while in a virtuality
  Dodge 
  S, A d8 
  –1 to be hit with ranged attacks
     Improved Dodge 
  V, Dodge 
  –2 to be hit with ranged attacks
  Drone Bond
  N, Spi d6
  You may spend Bennies for any drones you direct or control.
     Drone Jock (P)
  N, Sma d8, Repair d6, Drone Bond
  Drone costs are reduced by 1, two of their Skills are increased by one step, and 
  they gain 1 additional Augmentation Point
  Ego Stabilization Software
  N, Apotheosis Augmentation
  Cohesion increased +1
  Elan 
  N, Sp d8 
  +2 when spending a Benny on a Trait roll (including Soak rolls)
  Extraction 
  N, A d8 
  Ignore one foe’s free attack when withdrawing from melee with an Agility roll
     Improved Extraction 
  N, Extraction 
  As above. With a raise, no foes get their free melee attack.
  Fast Healer *
  N, V d8 
  +2 to natural healing rolls
  Favored Armament
  N,
  Gain a template to create a specialized piece of equipment
  First Strike 
  N, A d8
  May attack one foe who moves adjacent
   Imp. First Strike 
  H, First Strike 
  May attack every foe who moves adjacent
  Fleet-Footed *
  N, A d6 
  +2 Pace, d10 running die instead of d6
  Florentine
  N, A d8, Fighting d8 
  +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
  Followers 
  L, WC 
  Attract 5 henchmen
  Forced Advance
  N, Str d8, Fighting d6
  Trade extra d6 on damage when scoring a raise on the attack roll to 
  immediately push your opponent with a +4 bonus
  Free Runner
  N, A d8
  When running, you can overcome obstacles at no cost, and 2” to your basic 
  jumping distance
  Frenzy 
  S, Fighting d10 
  1 extra Fighting attack at –2
   Imp. Frenzy 
  V, Frenzy 
  As above but no penalty
  Fringe Rat
  N, Apostate Allegiance
  Gain +2 bonus on Favors from Apostates, reduce costs of False CIDs by 1, and 
  option to spend Benny to avoid having your False CID detected
  Geek Speak
  N, Sma d8, Knowledge (Any) d8
  Use relevant Knowledge Skill instead of Persuasion or Intimidation to convince 
  someone of a scientific fact, true or not
  Genius at Work
  N, Sma d10
  Whenever you spend a Benny to reroll, use your Smarts die instead of your 
  normal Wild Die on a trait reroll
  Grappler
  N, A d8 or Str d8, Fighting d6
  When grappling, gain +2 on Fighting rolls and chance to cause Fatigue when 
  you score a Raise
     Ground and Pound
  S, Fighting d8
  Deal extra d6 when you able to deal damage as part of a Grapple
  
  130
  Hard to Kill 
  N, WC, Sp d8 
  Ignore wound penalties for Vigor rolls made on the Injury Table
   Harder to Kill 
  V, Hard to Kill 
  50% chance of surviving “death”
  Healer
  N, Sp d8 
  +2 Healing
  Improvisational Fighter 
  S, Sm d6+ 
  Ignores the –1 penalty to attack and Parry for improvised weapons
  Investigator (P)
  N, Sm d8, Inv. d8, Streetwise d8
  +2 Investigation and Streetwise
  Jack-of-All-Trades (P)
  N, Sm d10 
  No –2 for unskilled Smarts-based tests
  Killer Instinct 
  H 
  Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
  Level Headed 
  S, Sm d8 
  Act on best of two cards in combat
   Imp. Level Headed 
  S, Level Headed 
  Act on best of three cards in combat
  Licensed
  N
  You are legally allowed to compile and carry restricted equipment such as 
  weapons
  Linguist 
  N, Sm d6 
  Begin play with a number of languages equal to Smarts; Smarts –2 to be 
  understood in any language heard for a week
  Luck 
  N 
  +1 Benny per session
     Great Luck 
  N, Luck 
  +2 Bennies per session
     Scavenger 
  N, Luck 
  Find an essential piece of equipment once per session
  Mastermind (P)
  N, Streetwise d8, Reputable or Rainy Day Fund
  Spend a Benny and roll Streetwise to call up allies to help you
  Marksman 
  S 
  Aim maneuver (+2 Shooting) if hero does not move
  Martial Artist 
  N, Fighting d6 
  Never considered unarmed, +d4 to unarmed damage rolls
     Improved Martial Artist 
  V, Martial Arts, Fighting d10 
  +d6 to unarmed damage rolls
  Martial Arts Master 
  L, Imp. Martial Arts, Fighting d12
  +2 to unarmed damage rolls; may take this Edge up to five times
  McGyver 
  N, Sm d6, Repair d6, Notice d8
  May improvise temporary gadgets
  Mighty Blow 
  WC, S, Fighting d10 
  Double melee damage when dealt Joker
  Mr. Fix It (P)
  N, See text in SWD
  +2 to Repair rolls, 1/2 Repair time with raise
  Nerves of Steel 
  N, WC, V d8
  Ignore 1 point of wound penalties
   Imp. Nerves of Steel 
  N, Nerves of Steel
  Ignore 2 points of wound penalties
  No Mercy 
  S 
  May spend Bennies on damage rolls
  Path of Purity (P)
  N, Purist Hindrance, Wild Card, Spi d8, 
  Gain new benefits at each rank as long as you are never Augmented
     Human Ingenuity
  S, Path of Purity
  When you draw a face card or Joker, increase the die type of your Wild Die 
  during that round.
     Survival of the Fittest
  V, Human Ingenuity, Spi d10
  Gain +1 on rolls to recover from Shaken. Also, when you draw a face card, turn 
  your Wound penalties into bonuses for that round
  Quick 
  N, A d8
  Discard draw of 5 or less for new card
     Tactical Dive
  Novice, Shooting d8, Quick
  The first time you are attacked in an encounter you may immediately move up 
  to 4”, and if you wish, drop prone
  Quick Draw 
  N, A d8 
  May draw weapon as a free action
  Rainy Day Fund
  N
  Gain +2 Assets
  Reputable
  N, Coalition Citizen
  Gain +2 Rep-Rating
  Rock and Roll! 
  S, Shooting d8 
  Ignore full-auto penalty if shooter doesn’t move
  Savant
  N, Apotheosis Augmentation, Sma d8, Knowledge 
  (Software) d8
  Arcane Background; Gain a Savant Program and 2 new Minor Hindrances or 1 
  Major Hindrance
    Compile New Savant Program N, Savant (Arcane Background)
  Gain a new Savant Program
    Infusion
  N, Savant (Arcane Background)
  Add a piece of virtual gear to the code that comprises your ego, allowing you to 
  take it with you into any virtuality
    Sovereign (P)
  Savant, Sma d8, SINC d8
  You can make a Knowledge (Software) roll with a -2 penalty to avoid a Glitch
    Specialized Program
  N, SINC d8, Savant (Arcane Background)
  Gain +2 bonus on rolls to execute a specific Savant Program
    Upgrade Savant Program
  N, SINC d6, Savant (Arcane Background)
  Upgrade a Savant Program
  
  131
  Scholar (P)
  N, d8 in affected skills 
  +2 to two different Knowledge skills
  Scion of House Cipriani
  N, Allegiance to House Cipriani
  Gain +1 to Persuasion or Intimidation. Reduce cost of the following by 1: 
  Atmospheric Flying Vehicles, Energy (Broadcast Power Generators, etc.), CISTs, 
  Transportation
  Scion of House Dalianis
  N, Allegiance to House Dalianis
  Gain +1 to Piloting or Knowledge (Hardware). Reduce cost of the following by 
  1: Starships, Rail/Coil Guns, Combat Drones
  Scion of House Jinzhan
  N, Allegiance to House Jinzhan
  Gain +1 to Investigation or Survival. Reduce cost of the following by 1: 
  Construction, Security Technology & Services, Food, Explosives, Ship & Vehicle 
  Weaponry
  Scion of House Kimura
  N, Allegiance to House Kimura
  Gain +1 to Notice or Knowledge (Software). Reduce cost of the following 
  by 1: Agents, Computers & Computer Software, Cybersleeves, Cybernetic 
  Augmentations, Simulated Augmentations, Virtuality Software, Lite  Combat 
  Frames (Walkers Size 6-8)
  Scion of House Silva
  N, Allegiance to House Silva
  Gain +1 to Healing or Knowledge (Battle). Reduce cost of the following by 1: 
  Biosleeves, Biotech Augmentations, PAc Weaponry
  Scion of House Tsarya
  N, Allegiance to House Tsarya
  Gain +1 to Repair or Streetwise. Reduce cost of the following by 1: Vehicular & 
  Personal Armor, Ground Vehicles, Heavy Combat Frames (Walkers Size 10-14)
  Sidekick 
  L, WC
  Character gains a Novice WC sidekick
  Smuggler (P)
  N, Knowledge (Security) d6, Stealth d6, 
  Streetwise d8
  Foes suffer -2 penalty to Notice things you’ve hidden. You also gain +1 on 
  Favors to help you move contraband
  Sniper
  S, Sma d6, Shooting d8
  When attacking a foe you have The Drop on, use d10 as your Wild Die; or 
  increase it by one step if already d10 or larger 
  Steady Hands 
  N, A d8
  Ignore unstable platform penalty; Running penalty reduced to –1
  Strategist
  S, Sma d8, Notice d6
  You may spend a Benny to select a single target. Until the end of the encounter, 
  when making attack rolls against your target, you may roll a second Wild Die 
  equal to your Smarts.
  Sweep 
  N, St d8, Fighting d8 
  Attack all adjacent foes at –2
    Imp. Sweep 
  V, Sweep 
  As above but with no penalty
  Strong Willed 
  N, Intimidation d6, Taunt d6
  +2 Intimidation and Taunt, +2 to resist Tests of Will
  System Slip
  N, SIM State, Knowledge (Software) d8
  You gain a +3 bonus to remain hidden on a computer system
  Thief (P)
  N, A d8, Climbing d6, Lockpicking d6, Stealth d8
  +2 Climb, Lockpick, Stealth, or to disarm traps
  Tough as Nails 
  L 
  Toughness +1
     Imp. Tough as Nails
  L, Tough as Nails 
  Toughness +2
  Transhumanist
  S, Smarts d8
  Sleeves you purchase have 1 additional Augmentation Point. Your sleeve, body 
  or avatar can support 2 more APs.
  Two-Fisted 
  N, A d8 
  May attack with a weapon in each hand without multi-action penalty
  Weapon Master 
  L, Fighting d12 
  Parry +1
    Master of Arms
  L, Weapon Master
  Parry +2
  Woodsman 
  N, Sp d6, Survival d8, Tracking d8
  +2 Tracking Survival, and Stealth 
  
  132
  New Edges
  1st Legion Pilot (Professional)
  Requirements: Novice, Smarts d6+, Piloting 
  d8+, Survival d6+
  You are, or were, a member of the 1st 
  Legion, a pilot of SACom. You were trained 
  to fly ships and atmospheric craft, as well as 
  logistics. You also endured extensive survival 
  and evasion training in the event of a crash 
  landing in a hostile area.
  Starships you own gain bonus free Mod 
  Points equal to one quarter your ship’s Size 
  (round up). In addition, you gain a +1 bonus 
  on Survival and Stealth rolls made while in a 
  wilderness environment.
  2nd Legion Marine (Professional)
  Requirements: 
  Novice, 
  Athletics 
  d8+, 
  Fighting d6+, Shooting d6+, Knowledge 
  (Battle) d6+
  Whether you still are or not, you were once 
  a member of the 2nd Legion, the Coalition’s 
  Marine Corp. You were trained to fight the 
  Coalition’s enemies in all environments, 
  especially aboard starships.
  You gain a +1 bonus on ranged and melee 
  attack rolls when fighting aboard a ship 
  or space station, or when attacking with 
  military vehicle weaponry (including frame 
  weaponry).
  In addition, you also gain a +1 bonus on all 
  Trait rolls while piloting a frame.
  3rd Legion Spook (Professional)
  Requirements: 
  Novice, 
  Notice 
  d8+, 
  Investigation d8+, Persuasion d6+, 
  The agents of ICON have a reputation for 
  being spies, torturers and even assassins. 
  While their means vary, their job is the same. 
  They are the eyes and ears of the Tetragon, 
  and you are (or at least were) a member of 
  this shadowy group.
  You have friends in dark places, and can 
  call upon them when investigating criminal 
  activity. You gain a +1 bonus on rolls to call in 
  Favors (pg. 219) to learn information about 
  illegal activities.
  In addition, gain a +1 bonus to two Skills 
  chosen from Intimidation, Streetwise and 
  Stealth.
  Acrobatic Exploit
  Requirements: Novice, Agility d10+
  You tumble, roll, spin, and twist during 
  combat, maneuvering yourself into a more 
  advantageous position, or leaving your foe to 
  chase after you.
  Any time you get a raise on an attack roll, 
  you may forego the extra d6 damage to 
  instantly move up to 2” for free, and do not 
  suffer an attack from adjacent opponents.
  Agent of Shadow (Professional)
  Requirements: Novice, Knowledge (Politics) 
  d6+, Knowledge (Security) 
  d6+, Streetwise d8+, 
  You’ve been an agent of 
  the Houses for a while now, 
  and know all the dirty tricks, 
  exploits, and back doors. You 
  may spend a Benny and roll 
  your Knowledge (Security) 
  to find a hole in the mesh, 
  one of the few areas not 
  visible to the mesh’s sensors. 
  Designate an area the size of 
  EUROPA
  a Medium Burst. If you get a raise, the area 
  can be a Large Burst. 
  This area has a mesh rating of Unmeshed 
  (pg. 147). Due to bad angles, damaged 
  sensors, an unusual obstruction, or the like, 
  the area can’t be seen by the Coalition’s 
  Monitors or anyone else depending on the 
  mesh to view the designated area.
  Battle Commander (Professional)
  Requirements: Novice, Persuasion d6+ or 
  Intimidation d6+, Knowledge (Battle) d6+, 
  Command
  You might have once been an officer in the 
  Protectorate, or perhaps a leader of one of 
  Earth’s remnant forces. Or maybe you are 
  just a natural born leader with an eye for 
  strategy.
  You gain 2 extra Bennies at the beginning 
  of each session. These Bennies may only be 
  spent to activate Leadership Edges, or be 
  given away with Common Bond or Natural 
  Leader.
  Alternatively, if a Leadership Edge is 
  activated by drawing a specific type of Action 
  Card, you may spend one of these bonus 
  Bennies to activate that Edge.
  
  133
  Celebrity
  Requirements: Novice, Spirit d8+
  You are well known. You might host a 
  well-known Extranet show, be a popular 
  template designer, a celebrated politician, 
  or something similar. Or you might just be a 
  popular representative for those who share a 
  specific agenda. You could be a hero for the 
  Purist cause, a well-known and outspoken 
  transhumanist, a respected and revered 
  Astralist, or a highly regarded member of 
  your House.
  Whatever the source of your fame, you gain 
  +2 Charisma when dealing with your fans or 
  those who support your agenda. This can also 
  be added as a bonus when calling in Favors 
  (pg. 219) specifically from your fans or 
  supporters.
  Compile New Savant Program
  Requirements: Novice, Savant (Arcane 
  Background)
  After hours of diligently writing new SINC, 
  you are able to compile a new Savant Program. 
  You 
  must 
  meet 
  all 
  the 
  Program’s 
  Requirements, if it has any, and you may never 
  select this Edge more than twice per rank.
  Concentrated Fire (Leadership)
  Requirements: Seasoned, Smarts d6+, Spirit 
  d6+, Command
  You synchronize your attack with an ally, 
  firing together at the same target.
  When you attack a foe with a ranged 
  weapon, you may spend a Benny to direct any 
  one ally who can see your target, and at least 
  hear you, to fire on your target at the same 
  time you do.
  Make your attack as normal. Your chosen 
  ally may also make a free attack, on your turn, 
  against the same target. The attack must be 
  made with an already drawn ranged weapon, 
  and must be a simple attack. Your ally may 
  not use suppression fire, double tap, or any 
  other special attack.
  Cyber-Defense Suite
  Requirements: 
  Novice, 
  Smarts 
  d6+, 
  Apotheosis Augmentation
  You have integrated a set of programs into 
  your ego designed specifically to bolster your 
  Agent, offering you further protection from 
  attacks from Savants or CISTs. When making 
  opposed rolls to defend against Savant 
  Programs, you gain a +2 bonus to your SINC or 
  Knowledge (Software), whichever you prefer.
  Digital Spider
  Requirements: 
  Novice, 
  Smarts 
  d8+, 
  Investigation d6+ or Knowledge (Software) 
  d6+
  You’ve been to every corner of the Extranet, 
  and know where to look for obscure 
  information.
  You gain a +2 bonus on all Investigation 
  rolls to research information about a person, 
  place, or thing that can be found on the 
  Extranet.
  Digitally Evolved
  Requirements: Seasoned, Spirit d8+
  Time spent in virtual environments has 
  warped your self-perception, and your avatar 
  has changed to suit it.
  Choose either Agility, Strength, or Vigor. 
  While in a virtual environment, the chosen 
  Attribute, and all of its associated Skills, are 
  increased by one die type.
  You may select this Edge up to three times, 
  each time selecting a different Attribute.
  Drone Bond
  Requirements: Novice, Spirit d6+
  You have a strong bond with your drones, 
  seeing them much as an extension of yourself. 
  As a result, you may spend your own Bennies 
  for any drones you direct or control.
  Drone Jock (Professional Edge)
  Requirements: Smarts d8, Repair d8+, 
  Drone Bond
  You are especially adept at customizing and 
  operating drones. When you select this Edge, 
  you get several benefits:
  The Cost of any drone you attempt to 
  acquire is reduced by 1.
  Whenever you purchase a drone, two of its 
  Skills (your choice) are increased by one die 
  type. Once chosen, the Skills the bonuses are 
  applied to cannot be changed.
  Drones that you purchase gain one additional 
  Augmentation Point (see pg. 197).
  Ego Stabilization Software
  Requirements: 
  Novice, 
  Apotheosis 
  Augmentation
  You have a successfully integrated a top-
  of-the-line software suite that constantly 
  edits your ego in small ways to help ensure 
  maximum mental cohesion.
  Your Cohesion is increased by +1.
  
  134
  Favored Armament
  Requirements: Novice
  You own a compiler template capable of 
  compiling a very specific weapon or suit of 
  armor, customized just for you. The template 
  was written to meet your specifications, and 
  the item it is used to compile is coded to 
  your CID, and will not activate for anyone but 
  yourself. 
  You get the template and one instance of 
  the item it creates for free; but the Cost of the 
  item created by the template cannot exceed 
  twice your Rep-Rating or Assets, +1. It does 
  not matter if it is Restricted or not.
  If the item is a weapon, you gain a +1 bonus 
  on attack rolls. If it is armor, it’s Armor rating 
  is increased by +1.
  Note that an armor template can be synced 
  with your sleeve, allowing you to compile 
  armor that fits perfectly, even if you resleeve.
  Anyone else using the item suffers a -1 
  penalty on all attacks and damage rolls if it 
  is a weapon, or a -1 penalty on Parry and 
  Athletics rolls if your favored item is armor. 
  But since the item is coded to your CID, it is 
  unlikely they’d be able to use it at all unless 
  they had a copy of your CID.
  Forced Advance
  Requirements: 
  Novice, 
  Strength 
  d8+, 
  Fighting d6+
  Your melee attacks crash down upon your 
  foes with tremendous force.
  When you score a Raise on a melee attack 
  roll, you may forego the extra +1d6 damage, 
  and instead choose to perform an immediate 
  free Push Maneuver, with a +4 bonus (and no 
  multi-action penalty).
  Free Runner
  Requirements: Novice, Agility d8+
  You are especially good at navigating 
  your environment on the run, using your 
  momentum to leap, roll, vault, bounce, or 
  slide under obstacles while maintaining your 
  speed.
  When running, you may move up or past 
  obstacles up to 2m high with no cost or 
  penalty, and add 2” to your basic jumping 
  distance.
  Fringe Rat
  Requirements: Novice, Apostate Allegiance
  You are a ghost. Little record of your life 
  exists. You do not show up on most Coalition 
  records and live as an apostate.
  It is assumed you have found a way to make 
  it in this world without being tracked by the 
  Coalition, and that you spend a portion of 
  your downtime working to keep your tracks 
  covered. You may need to talk the specifics 
  over with your GM.
  You also gain a +2 bonus on any Favor 
  requests 
  (pg. 
  219) 
  made 
  to 
  acquire 
  goods, information, or services from fellow 
  apostates.
  In addition, False CID’s effectively have their 
  Costs reduced by -1 for Apostates, and you 
  may spend a Benny to reroll when rolling to 
  determine whether or not your False CID (pg. 
  171) is detected as false.
  Geek Speak
  Requirements: 
  Novice, 
  Smarts 
  d8+, 
  Knowledge (Any) d8+
  You are really good at seeding a conversation 
  with just enough techno-babble to baffle, 
  confuse, frighten and deceive others.
  You may use a relevant Knowledge Skill 
  instead 
  of 
  Persuasion 
  or 
  Intimidation 
  whenever you need to convince someone of 
  a scientific fact, whether it is true or not.
  Genius at Work
  Requirements: Novice, Smarts d10+
  You have a talent for analyzing a situation 
  and figuring out how to get the most benefit 
  for the least amount of effort. This could 
  mean working out the best way to build a 
  simple tool, or just knowing exactly where to 
  hit (or what to say to) an opponent to make it 
  hurt the most.
  Whenever you spend a Benny to reroll, use 
  your Smarts die instead of your normal Wild 
  Die on a trait reroll.
  Grappler
  Requirements: Novice, Agility d8+ or 
  Strength d8+, Fighting d6+
  You’ve mastered a style of martial arts that 
  specializes in ground combat.
  When making a Grapple attack, make your 
  Fighting roll at +2. If you succeed with a raise, 
  in addition to the usual effects, you may also 
  choose to make an opposed Strength vs. 
  Vigor roll with your target. If you succeed the 
  target suffers one Fatigue level in addition to 
  any other effects from the attack.
  The Fatigue level will recover after ten 
  minutes of rest.
  
  135
  Ground and Pound
  Requirements: Seasoned, Fighting d8+
  You know how to sneak in the occasional 
  punch or elbow during a grapple, dismantling 
  your foe as you wear them down. 
  You deal an extra +1d6 damage whenever 
  you are able to damage an opponent you 
  have successfully grappled.
  Heads Up (Leadership)
  Requirements: Novice, Command, Spirit 
  d6+
  You always keep an eye on your allies during 
  combat, and can sometimes give someone 
  just the warning they need to save their head.
  By spending a Benny, you may cause an 
  enemy attacking an ally who can hear you to 
  suffer a -2 penalty on their attack roll. This 
  penalty can be added before or after the dice 
  are rolled, and need not take place on your 
  turn.
  Human Ingenuity
  Requirements: Seasoned, Path of Purity
  Eschewing Augmentation, you have learned 
  to look for any advantages you can find, 
  exploiting the situation for maximum benefit.
  When you draw an Action Card. If it is a face 
  card or Joker, you may increase the die type 
  of your Wild Die by one step on all rolls during 
  this round.
  If for some reason you are ever forced to 
  take an Augmentation, you lose this Edge. 
  It may be replaced with a different Edge the 
  next time you increase in Rank.
  Infusion
  Requirements: Novice, Savant (Arcane 
  Background)
  You have managed to modify your ego’s 
  code, adding additional code that mimics one 
  or more pieces of equipment.
  This code becomes a part of your ego, and 
  cannot be separated. When you load into 
  a virtuality, you gain the ability to call this 
  equipment into being at will, regardless of 
  the virtuality’s normal rules and restrictions.
  Your ego’s infused equipment functions 
  just as it would if it were real, and obeys the 
  physical laws of the virtual environment.
  Thus, an infused railgun can be used to blow 
  apart objects and people in the virtuality, 
  but an infused flamethrower still could not 
  make fire under water (unless the virtuality 
  specifically featured different physics of 
  course).
  You may infuse any number of items so long 
  as their combined Cost does not exceed your 
  SINC. So a character with a SINC of d8 could 
  infuse a number of items with a total Cost 
  equal to 8.
  You may select this Edge multiple times. 
  Each time that you do, add +3 to the total 
  Cost of the items you can infuse.
  Also, each time you take this Edge, or any 
  time you increase in Rank, you may liquidate 
  the items you have previously infused and 
  infuse a whole new set.
  Intervention (Leadership)
  Requirements: Novice, Command, Spirit 
  d6+
  You know just the right words to say to help 
  someone give it their all, to push past their 
  perceived limitations and succeed against all 
  odds.
  By spending a Benny, you may grant any 
  ally who can hear your voice a +2 bonus on 
  any Trait roll. You may grant this bonus at 
  any time, before or after the dice are rolled. 
  This does not count as an action, and may be 
  performed on your allies’ turn.
  Licensed
  Requirements: Novice
  You have somehow obtained a license to 
  acquire restricted equipment, and may do so 
  using your Rep-Rating. (Normally a character 
  must use Assets to acquire restricted items.)
  Note that excessive purchasing of restricted 
  items can still result in investigation by 
  authorities. You can get away with fabricating 
  the occasional assault rifle or grenade, or 
  even decanting into a restricted sleeve. But, 
  attempting to compile a half dozen guns or a 
  large quantity of explosives may flag you for 
  investigation.
  While restricted equipment is very useful 
  for bartering with apostates, getting caught 
  doing so could result in severe criminal 
  punishment.
  A PC who gets caught would likely lose his 
  license. If this happens, the GM should allow 
  the PC to replace this Edge with another the 
  next time he gains an Advance.
  
  136
  Mastermind (Professional)
  Requirements: Novice, Streetwise d8+, 
  Reputable or Rainy Day Fund
  You are in the center of a web of contacts 
  and minions, men and women in debt to you, 
  or otherwise willing to come to your side in 
  times of trouble.
  You may spend a Benny and roll Streetwise. 
  If you succeed, 2d4 Citizens (pg. 262) arrive 
  where you need them in 2d6 minutes. If you 
  get a raise, you can elect to have 2d4 Thugs 
  (pg. 261) show up instead.
  Each time you use this Edge after the first, 
  you suffer a cumulative -1 penalty. This 
  penalty resets when you earn an Advance.
  Note that sending your minions to certain 
  death may have other consequences such as 
  problems with the authorities, Rep loss, or an 
  increased penalty on future rolls. If more than 
  half of your minions are killed in your service, 
  increase the penalty on your next attempt to 
  use this Edge by 1.
  Move it or Lose It (Leadership)
  Requirements: Veteran, Battle Commander
  At your command, your allies shift to a more 
  advantageous position.
  By spending a Benny, you may allow any 
  of your allies who can hear your commands, 
  and are not in melee, to move up to half their 
  Pace in any direction they choose.
  Your 
  allies 
  perform 
  this 
  movement 
  immediately, on your turn. All normal 
  movement rules still apply.
  Path of Purity (Professional)
  Requirements: Novice, Purist Hindrance, 
  Wild Card, Spirit d8+; If for some reason you 
  are ever forced to take an Augmentation, 
  you lose this Edge. It may be replaced with a 
  different Edge the next time you increase in 
  Rank.
  You are fueled by sheer stubborn will, 
  driving yourself to remain relevant in a world 
  beset by hedonistic technophiles and soulless 
  machines.
  You gain a new benefit from this Edge at 
  every Rank:
  Novice - You gain a bonus Benny at the start 
  of each game session.
  Seasoned - Whenever you spend a Benny to 
  reroll, you gain a +1 bonus. This stacks with 
  the bonus gained from Elan.
  Veteran - Whenever you suffer a critical 
  failure, you get a bonus Benny. You get this 
  bonus Benny immediately.
  Heroic - Choose two Skills. Whenever you 
  roll either of those two Skills, increase the die 
  type of your Wild Die by one step.
  Legendary - Whenever you spend a Benny 
  to reroll, you may add your Spirit die as an 
  additional Wild Die.
  Rainy Day Fund
  Requirements: Novice
  You’ve been building a cache of valuable 
  commodities, good quality trade-goods you 
  can draw on when times get tough.
  Your Assets is increased by +2.
  Walking the Path of Purity
  In the Nova Praxis setting, it is assumed 
  the most characters will take various 
  Augmentations. The Path of Purity is an 
  Edge only available to Pure who abstain 
  from taking any Augmentations, and it 
  was designed to help insure that these 
  characters can remain a viable option, 
  and perform roughly on par with their 
  Augmented counterparts.
  As such, the Path of Purity, and Edges 
  that require it, tend to be a bit more 
  powerful than most Edges.
  Reputable
  Requirements: Coalition Citizen, Novice
  You’ve left those who’ve met you with good 
  impressions, or you’ve contributed something 
  meaningful to the lives of the people of the 
  galaxy.
  Your Rep-Rating is increased by +2.
  Note that the highest your Rep-Rating may 
  ever go is 11.
  
  137
  Savant (Arcane Background)
  Requirements: 
  Novice, 
  Apotheosis 
  Augmentation, 
  Smarts 
  d8, 
  Knowledge 
  (Software) d8
  You have managed to hack your mindset, 
  stripping it of the Coalition-mandated 
  restrictions placed on it by the Humanity 
  Preservation Act.
  You gain a Savant Program of your choice, 
  and may now take the Compile New Savant 
  Program Edge, as well as other Edges that 
  require this one.
  In addition, you also gain two new Minor 
  Hindrances, or one Major Hindrance, that 
  represents the negative side effects of 
  hacking the mindset. This Hindrance can 
  be physical or mental in nature, reflecting 
  mental instability, emotional trauma, or a 
  glitch in your ego that results in a disconnect 
  between mind and body. 
  Suitable Hindrances are: All-Thumbs, Bad 
  Eyes, Blind, Delusional, Dissonance, Habit, 
  Hard of Hearing, Incohesive, Lame, Mean, 
  One Arm, One Eye, One Leg, Overconfident, 
  Pacifist, Phobia, Quirk, Stubborn, or Yellow.
  Unlike other physical Hindrances, Physical 
  Hindrances taken with this Edge cannot be 
  overcome with Augmentations, Resleeving, 
  or changing States. It is a problem with the 
  mind, not the body. For example, a character 
  with the One Eye Hindrance would never be 
  able to see out of the affected eye, no matter 
  what.
  The new Hindrance(s) may be removed with 
  the expenditure of an Edge.
  Scion of House Cipriani
  Requirements: Allegiance to House Cipriani
  As a member of House Cipriani, the Cost of 
  purchasing any of the following types of goods 
  is reduced by 1: Atmospheric Flying Vehicles, 
  Energy (Broadcast Power Generators, etc.), 
  CISTs, Transportation.
  In 
  addition, 
  choose 
  Persuasion 
  or 
  Intimidation. You gain a +1 bonus on rolls 
  with your chosen Skill.
  [Tac-Comm v1.76.3/ Log: 07:36-
  04,21,97]
  [Alexei] – The mesh wasn’t as spotty 
  as you thought it’d be Mal.
  [Malpheus] – My apologies. But I was 
  glad to hear that some of the locals 
  were able to give you a ride.
  [Alexei] – Yeah. Your minions came 
  through.
  [Reagan] – How bad is the situation?
  [Alexei] – I had a burner CID on, so 
  the meshed pinged it for the killings. 
  [Reagan] – It see your face?
  [Alexei] – No. Helmet. Good thing 
  to. I like this sleeve.
  [Reagan] – Okay. We’ve done what 
  we came here to do. Everyone get 
  back to the ship. We’re dusting off 
  in 15 minutes. Anders?
  [Anders] – I’m going with you. Jennie 
  is in a safe place. You bastards really 
  kicked the hornet’s nest this time.
  Scion of House Dalianis
  Requirements: Allegiance to House Dalianis
  As a member of House Dalianis, the Cost 
  of purchasing any of the following types of 
  goods is reduced by 1: Starships, Rail/Coil 
  Guns, Combat Drones
  In addition, choose Piloting or Knowledge 
  (Hardware). You gain a +1 bonus on rolls with 
  your chosen Skill.
  Scion of House Jinzhan
  Requirements: Allegiance to House Jinzhan
  As a member of House Jinzhan, the Cost 
  of purchasing any of the following types of 
  goods is reduced by 1: Construction, Security 
  Technology & Services, Food, Explosives, Ship 
  & Vehicle Weaponry
  In addition, choose Investigation or Survival. 
  You gain a +1 bonus on rolls with your chosen 
  Skill.
  Scion of House Kimura
  Requirements: Allegiance to House Kimura
  As a member of House Kimura, the Cost 
  of purchasing any of the following types of 
  goods is reduced by 1: Agents, Computers & 
  Computer Software, Cybersleeves, Cybernetic 
  Augmentations, Simulated Augmentations, 
  Virtuality Software, Lite  Combat Frames 
  (Walkers Size 6-8)
  In addition, choose Notice or Knowledge 
  (Software). You gain a +1 bonus on rolls with 
  your chosen Skill.
  
  138
  Scion of House Silva
  Requirements: Allegiance to House Silva
  As a member of House Silva, the Cost of 
  purchasing any of the following types of 
  goods is reduced by 1: Biosleeves, Biotech 
  Augmentations, PAc Weaponry
  In addition, choose Healing or Knowledge 
  (Battle). You gain a +1 bonus on rolls with 
  your chosen Skill.
  Scion of House Tsarya
  Requirements: Allegiance to House Tsarya
  As a member of House Tsarya, the Cost 
  of purchasing any of the following types of 
  goods is reduced by 1: Vehicular & Personal 
  Armor, Ground Vehicles, Heavy Combat 
  Frames (Walkers Size 10-14)
  In addition, choose Repair or Streetwise. 
  You gain a +1 bonus on rolls with your chosen 
  Skill.
  Smuggler (Professional)
  Requirements: 
  Novice, 
  Knowledge 
  (Security) d6+, Stealth d6+ Streetwise d8+,
  You know how to get things in and out of an 
  area, handily bypassing security checkpoints 
  and slipping contraband through security.
  Anyone searching for an item you have 
  hidden, either on your body or otherwise, 
  suffers a -2 penalty to Notice. You also gain a 
  +1 bonus on rolls to call in a Favor (pg. 219) 
  to help you move gear or contraband through 
  secured areas. 
  Sniper
  Requirements: Seasoned, Smarts d6+, 
  Shooting d8+
  You are trained to compensate for gravity, 
  distance, wind, and other factors that might 
  otherwise spoil a well-placed shot. You know 
  how to aim to deal the most damage to your 
  opponent with a ranged weapon.
  When making a ranged attack against a foe 
  you have The Drop on, use d10 for your Wild 
  Die; or increase it by one step if it is already 
  d10 or higher.
  Sovereign (Professional)
  Requirements: Novice, Savant, Smarts d8+, 
  SINC d8+
  You have a deep understanding of your 
  SINC and how it interfaces with your ego 
  and onboard systems. As a result, you can 
  sometimes stabilize your systems, quickly 
  recovering before you suffer a Glitch.
  When you fail to execute a Savant Program, 
  make a Knowledge (Software) roll with a -2 
  penalty. This is a free action.
  If you succeed, you do not suffer the Glitch.
  Specialized Program
  Requirements: Novice, Savant, SINC d8+
  You’ve spent a great deal of time mastering 
  a specific Savant Program, honing your SINC 
  to a razor’s edge.
  Select one Savant Program you know. You 
  gain a +2 bonus on SINC rolls to execute that 
  Savant Program.
  Leadership Edges, Allies and Distance
  In the Nova Praxis setting, characters with 
  Leadership Edges can apply their effects to 
  any allies, subordinates and Wild Cards, 
  who can hear or see them. That means 
  Apotheosized characters, and characters 
  in radio communication with each other, 
  generally do not need to worry about 
  distance. Without some form of working 
  communication 
  technology 
  however, 
  Leadership Edges still work within 10”.
  This renders the Command Presence 
  Edge unnecessary. 
  The character with the Leadership Edge 
  must be aware of what is going on, and 
  must be able to communicate with his 
  allies for them to benefit.
  Characters may only benefit from the 
  effects of one “Leader” at a time.
  Strategist
  Requirements: Seasoned, Smarts d6+, 
  Notice d6+
  You are adept at seeing and exploiting an 
  enemy’s weaknesses in a physical conflict. 
  These might be tendencies to move a certain 
  way, a propensity to telegraph attacks, or a 
  literal chink in his armor.      
  You may spend a Benny to select a single 
  target. Until the end of the encounter, when 
  making attack rolls against your target, you 
  may roll a second Wild Die. This second Wild 
  Die’s type is equal to your Smarts.
  You may change your selected target by 
  spending another Benny.
  
  139
  Survival of the Fittest
  Requirements: Veteran, Human Ingenuity, 
  Spirit d10+
  Mankind did not climb to the top of the food 
  chain by rolling over and dying, and neither 
  will you.
  You gain a +1 bonus on rolls to recover from 
  being Shaken.
  In addition, whenever you draw a face card 
  during initiative, you may reverse any Wound 
  penalties you have and turn them into 
  bonuses. For example, if you currently suffer 
  from a -2 penalty due to Wounds, you may 
  gain a +2 bonus instead.
  If for some reason you are ever forced to 
  take an Augmentation, you lose this Edge. 
  It may be replaced with a different Edge the 
  next time you increase in Rank.
  System Slip
  Requirements: 
  Novice, 
  SIM 
  State, 
  Knowledge (Software) d8+
  As a SIM, you know how to hide in a 
  network. By changing file names, rewriting 
  your position on storage devices, and 
  creating digital red herrings, you are able to 
  thwart attempts to find you and target you in 
  a system.
  Detecting a specific SIM on a host system is 
  generally an opposed Knowledge (Software) 
  vs. Knowledge (Software) roll. If you have 
  this Edge, you gain a +3 bonus on the roll to 
  remain hidden.
  In addition, you also increase the Execution 
  Penalty of any Savant Program directed at 
  you by 2.
  Tactical Dive
  Requirements: Novice, Quick, Shooting 
  d8+, Notice d6+
  Your razor sharp reflexes kick in, and you 
  instinctively dive to cover or leap to a more 
  advantageous position.
  The first time you are attacked in an 
  encounter you may immediately move up to 
  4”, and if you wish, drop prone. Your attacker 
  must resolve his or her attack as if you had 
  been at your new location before the attack 
  was declared. If you were able to get behind 
  cover or break line of sight, the attacker must 
  resolve the attack as if you were there all 
  along.
  You may even use this Edge if your attacker 
  has The Drop on you, but in this case, you 
  must first spend a Benny.
  Transhumanist
  Requirements: Seasoned, Smarts d8+
  You know which brands of Augmentations 
  work best with each other, and are adept at 
  outfitting your body, or customizing a sleeve, 
  for maximum efficiency.
  Sleeves you purchase have 1 additional 
  Augmentation Point, and the maximum 
  number of Augmentations your sleeve can 
  support is increased by +2.
  If you are Pure or a SIM, your body (or virtual 
  avatar) can handle 2 additional AP worth of 
  Augmentations.
  Upgrade Savant Program
  Requirements: Novice, Savant (Arcane 
  Background), SINC d6+
  Frequent use of, and experimentation with, 
  one of your Savant Programs has enabled you 
  to improve upon it. 
  You gain an upgrade for one of your Savant 
  Programs. 
  You must meet the requirements for the 
  Upgrade before selecting it.
  [NetLink Log: 16:32-09,03,99]
  [Grady] – I’m thinking about taking 
  the offer and getting an Ingot 
  sleeve.
  [Juna] – You’re going to resleeve?
  [Grady] – Thinking about it. Since 
  the Ingot was certified as mining 
  gear, the House will provide the 
  sleeve and I get a bump.
  [Juna] – Didn’t you just get that 
  sleeve a few months ago? Aren’t 
  you worried about fragmenting?
  [Grady] – Nah. Besides. The offer is 
  too good to pass up. 
  
  140
  Physical Edges
  Attractive
    Very Attractive
  Brawny
  Fast Healer
  Fleet-Footed
  Physical Hindrances
  Anemic
  Bad Eyes
  Blind
  Elderly
  Hard of Hearing
  Lame
  Obese
  One Arm
  Edges, Hindrances and State Changing
  Certain Edges and Hindrances represent something about 
  your body or sleeve. Should you resleeve or become a SIM, 
  those things might change or go away.
  The Physical Edges and Hindrances listed below do 
  not carry over through State changes or resleeving. For 
  example, if you start as a Pure character and choose to 
  undergo Apotheosis and resleeve, any physical Edges you 
  had get replaced by new ones at a rate of one Edge per 
  game session until they are all replaced. Physical Edges 
  may not be replaced by other Physical Edges on the list. 
  Once you have replaced a physical Edge with a replacement 
  Edge, that replacement becomes permanent.
  Likewise, Physical Hindrances selected during character 
  creation must also be replaced. A Major Hindrance must 
  be replaced by another Major Hindrance, and a Minor 
  Hindrance should be replaced with another Minor 
  Hindrance. 
  Physical Hindrances gained through combat or other 
  means can be wiped away.
  The player should work with the GM to insure that the 
  Edges and Hindrances used to replace the old ones make 
  sense in the context of the character and the story. The GM 
  has the right to refuse any replacement he or she doesn’t 
  believe serves the story.
  When resleeving, you may not use any Edges with 
  Requirements you no longer meet.
  Revised Hindrances
  Poverty [Minor/Major]
  You have nothing of value, having 
  either never collected anything, 
  or having lost it all. Your Assets is 
  reduced by 2.
  If you are a Coalition citizen, this 
  is a Minor Hindrance. If you are an 
  Apostate, it is a Major Hindrance.
  Revised Edges
  Command
  Requirements: Novice, Smarts d6+
  In addition to the normal effect of 
  Command (granting allies a +1 bonus 
  to recover from being Shaken), on any 
  turn in which you draw an Ace on your 
  Action Card, you may spend a free 
  action to allow an ally to immediately 
  move up to 4”. This does not count 
  against their normal allotment of 
  actions, and they cannot do anything 
  other than move. Otherwise, normal 
  movement rules apply.
  Inspire
  Requirements: Seasoned, Command
  In addition to the normal effect of 
  Inspire (granting allies a +2 bonus 
  on Spirit rolls to recover from being 
  Shaken), on any turn in which you draw 
  an Ace on your Action Card, you may 
  spend a free action to allow two allies 
  to move up to 4”. This does not count 
  against their normal allotment of 
  actions, and they cannot do anything 
  other than move. Otherwise, normal 
  movement rules apply.
  Fervor
  Requirements: Veteran, Command, 
  Spirit d8+
  Allies who benefit from Fervor deal 
  +1 damage as usual. Wild Card allies 
  instead gain a +1 to both damage and 
  attack rolls. This applies to both ranged 
  and melee attacks.
  Trademark Weapon
  This Edge has been replaced with 
  Favored Armament (pg. 134).
  One Eye
  One Leg
  Small
  Ugly
  
  141
  Savant Programs
  Access Memory – Access memories from a 
  person’s mnemonic core.
  Augmented Unreality – Cause the target to 
  perceive augmented reality objects that 
  appear real.
  Blackout – Damage the link between the 
  target’s mindset and brain, rendering them 
  blind.
  Delve – Gain access to a person’s secured 
  records and private social media logs, 
  potentially allowing you to discover their 
  secrets.
  Eminent Domain – Take temporary control 
  over computer-controlled parts of your 
  environment.
  Esper Lord – Control a swarm of nanomachines.
  Fog of War – Temporarily black out the mesh, 
  making it possible to act without being 
  observed.
  Memory Hack – Edit memories stored on a 
  mnemonic core.
  Oracle Patterning – Your Daemon makes 
  reliable predictions of the future by processing 
  available data.
  Overload – Cause the target’s mindset to 
  generate pain.
  Pattern Scan – Your Daemon constructs reliable 
  reports about past events based on fragments 
  of available information.
  Puppeteer – Improve your use of drones, and/
  or control drones that don’t belong to you.
  Security Skim – Access security data to hear 
  and view other places.
  Stream of Consciousness – Intercept the 
  flow of data between the target’s brain and 
  mindset to hear surface thoughts.
  System Error – Launch a direct attack against a 
  target’s systems.
  System Invasion – Gain access to, and control 
  over, secured systems.
  Savant Programs 
  The Savant’s special abilities are all derived 
  from a unique programming language that he 
  or she (or it) has been able to develop since 
  cracking the restrictions on his mindset (pg. 
  180). This programming language is called 
  Self-Interfacing Neural Code (SINC). Cracking 
  the mindset is a very dangerous procedure, 
  but once complete, the Savant gains the 
  ability to interface with computer systems in 
  ways a normal person cannot.
  The type of hacking performed by the 
  Savant when executing a Savant Program 
  is aided by the Savant’s unrestricted Agent, 
  which Savants often call their “Daemon”. The 
  Savant executes the SINC, and his Daemon 
  unloads a barrage of SINC-based intrusion 
  programs that flood the targeted system, 
  smashing a hole through its security just long 
  enough for the Savant to seize control.
  Modern computer systems are built using 
  Mimir-tech, and as a result are secured using 
  dedicated AIs. The window of access the 
  Savant can obtain in these systems is short-
  lived, usually lasting no more than a few 
  seconds.
  The Savant Programs in this chapter 
  represent the programs that Savants are able 
  to compile from their SINC.
  Before you can gain any Savant Programs, 
  you must first purchase the Savant Arcane 
  Background Edge (pg. 148). You may then 
  gain additional Savant programs by selecting 
  the Compile New Savant Program Edge.
  SINC is a very personal part of the character, 
  partially derived from, and interfacing 
  directly with, the code that makes up the 
  Savant’s ego. It can’t be copied or traded, and 
  is backed up along with the ego itself. You can 
  execute Savant Programs as long as you are in 
  a sleeve with the Apotheosis Augmentation, 
  or on a computer capable of hosting your ego 
  as a SIM.
  Upgrades
  Some Savant Programs can be upgraded 
  by taking the Upgrade Savant Program Edge. 
  These upgrades may make the Program more 
  effective, reduce the Execution Penalty, or 
  allow you to use the Program in new ways.
  Unless otherwise specified, you may only 
  select a specific upgrade a single time.
  Execution Penalty
  When you wish to use a Savant Program, you 
  must roll your SINC Skill. Each Program has a 
  listed Execution Penalty, which you suffer on 
  this roll. In some cases this is a standard Skill 
  roll. In others, it is an opposed roll made with 
  the target.
  If you succeed, you can use the Program as 
  described within the Program’s entry.
  If you fail, the Program fails and you suffer 
  a Glitch.
  If you roll a 1 on your SINC Skill die, you 
  become Shaken and suffer a Glitch.
  Glitches and System Stability
  Savants can suffer three Glitches before 
  becoming 
  incapacitated 
  (as 
  described 
  below). The Mindset was never designed to 
  run SINC, and as the Savant executes their 
  Savant Programs, they stress their onboard 
  systems more and more. As this occurs, the 
  Savant accumulates Glitch Penalties. 
  
  142
  [Monitor Observation: 984836204; 6:45:35-
  04,21,97; Section C04; 52-27-DB]
  [Violent Activity Detected] – Discharge of 
  Restricted Weapons with Intent to Harm
  [Visual and Auditory Analysis Commencing]
  Suspect - Citizen ID: RJ38N39D
  Suspect - Citizen ID: PD94C79Y
  Suspect - Citizen ID: PJ53JR12V
  [CENTURIAN DISPATCHED]
  [ACTIVITY LOG IN PROGRESS]
  Three shots fired by Citizen ID: PD94C79Y at 
  Citizen ID: RJ38N39D. Shots missed target, 
  impacted south-east wall. Injury report:  
  None
  Citizen ID: RJ38N39D deployed unknown 
  nanotechnological swarm weapon. Swarm 
  composition matches standard RX-9 Wendigo 
  esper swarm. <Subjective Observation: 
  Swarm utilized in restricted manner. No 
  Queen ID present. Appearances indicate 
  swarm under direct control of Citizen ID: 
  RJ38N39D.> Swarm used to stab Citizen ID: 
  PD94C79Y six times. Injury Report: Victim 
  Killed
  Citizen ID: PD94C79Y --DECEASED--
  Two shots fired by Citizen ID: PJ53JR12V at 
  Citizen ID: RJ38N39D. One shot hit. Injury 
  Report: Citizen ID: RJ38N39D injured. Non-
  critical.
  Citizen ID: RJ38N39D directed swarm weapon 
  to attack Citizen ID: PJ53JR12V. Swarm 
  directed to dissolve Citizen ID: PJ53JR12V. 
  Injury Report: Victim Killed
  Citizen ID: PD94C79Y --DECEASED--
  ADVISORY: All available units dispatched 
  to apprehend Citizen ID: RJ38N39D. <Use 
  caution. Suspect is to be considered armed 
  and extremely dangerous. Appears to be a 
  Savant.>
  One Glitch results in a -1 penalty, two 
  Glitches results in a -2 penalty, and three 
  Glitches means a -3 penalty. These penalties 
  apply to any use of the SINC Skill.
  If the Savant suffers more than 3 Glitches, 
  they are incapacitated. Their Mindset 
  reboots, and the Savant falls unconscious. 
  They will awake in 3d6 minutes, after which 
  time his, her or its Daemon will have repaired 
  some of the damage. The Savant will awaken 
  with 3 Glitches.
  Stabilizing the System
  Glitches clear at a rate of one every four 
  hours, assuming the Savant has time to rest a 
  bit and debug his SINC.
  Access Memory
  Requirements: Novice
  Range: SINC x 2
  Duration: Instant
  Execution Penalty: -0; Opposed by Target’s 
  SINC or Knowledge (Software)
  When you run this Program, you are able 
  to hack into another person’s mnemonic core 
  and retrieve stored data. This data includes 
  records of thoughts and sensory data from 
  previous experiences.
  If you successfully execute this Program, 
  you gain a single-word answer to a question 
  of your choosing. If the target does not know 
  the answer, the response should simply be 
  “Unknown.”
  The target’s Agent will immediately detect 
  the intrusion, sever the link, and alert the 
  target.
  If you succeed on your activation roll 
  with a raise, you are able to gain access 
  undetected, and  gain an answer consisting 
  of a few sentences. Alternatively, the probing 
  character may experience an entire scene 
  that the target was present for as if he or she 
  had been there themself.
  Succeeding with 2 or more raises results in 
  the probing character learning just about any 
  fact the target knows or gains the ability to 
  experience several days of the target’s life.
  Augmented Unreality
  Requirements: Novice
  Range: SINC x 2
  Duration: Special
  Execution Penalty: -0; Opposed by Target’s 
  SINC or Notice
  Duration: Permanent until dismissed
  You are able to hijack the sensory data 
  passing through your target’s mindset (or 
  host system in the case of a SIM), causing the 
  target to see objects that aren’t real. 
  Though they do not make any sounds, 
  these AR illusions can move and are detailed 
  enough to pass for real objects when viewed 
  from any angle. Legal computer systems 
  are normally restricted from being able to 
  display realistic AR objects to avoid confusion 
  or dangerous situations, so the ability to do 
  so whenever you please can be incredibly 
  useful. The illusion may move at any speed, 
  but disappears if you lose sight of it.
  To create the AR illusion, you must first 
  execute this Program.
  The target may make a Notice roll to see the 
  illusion for what it is. However, AR illusions 
  created with this Program are almost always 
  
  143
  passably believable, and rolls to pierce 
  the illusion should only be allowed if the 
  observer has a reason to be wary of illusions, 
  such as if an illusion isn’t registering to 
  senses or sensors that it should, or if the 
  illusion is behaving in a strange way.
  For example, an illusion of a garbage bin 
  on a street corner should not call for a test 
  to notice what it is. On the other hand, 
  passing your hand through an illusion of 
  an unmoving man would probably allow 
  the observer to pierce the illusion without 
  rolling.
  A Notice roll can be used to detect an AR 
  illusion as such, but suffers a -2 penalty for 
  every raise the Savant got when executing 
  the Program.
  Any time an observer rolls to pierce a 
  moving illusion, he gains a +2 bonus. 
  A target that successfully pierces the 
  illusion might have seen flickering, jerky 
  movement, or colors and textures that just 
  don’t look quite right.
  The most basic illusion is the same size as 
  a human adult or smaller. To make larger 
  illusions, you suffer a -1 test penalty per 
  ascending Size category.
  Upgrades
   
  ª Auditory Feedback: The AR illusions 
  you create can produce sounds of your 
  choosing, ranging from a barely audible 
  whistle to a cannon blast.
  Blackout
  Requirements: Novice
  Range: SINC x 2
  Duration: 3 Rounds or 6 Rounds with Raise
  Execution Penalty: -2; Opposed by Target’s 
  SINC or Knowledge (Software)
  By interfering with the interface between your 
  target’s sleeve and mindset (or ego and host 
  system in the case of a SIM), you can cause a 
  disruption that temporarily blinds the victim.
  If you successfully execute this Savant Program, 
  the target is blinded. Blind targets suffer a -6 
  penalty on all Trait rolls that require vision (most 
  of them), and have their Parry reduced to 2.
  Wild Cards affected by this Program may spend 
  a Benny and make a Knowledge (Software) or 
  SINC roll to shake off the affects of this Program. 
  This takes their full turn as they desperately 
  work to clear the errors in their system.
  Upgrades
   
  ª Oubliette: 
  Requirement: 
  Seasoned; 
  Successful use of this Program severs the 
  target’s sense of hearing as well as sight. 
  The target gains the Hard of Hearing (Major) 
  Hindrance for as long as this Program 
  continues to affect him or her.
   
  ª  Lock Down: Requirement: Veteran; When 
  you execute this Program, you may elect 
  to take a -2 penalty on the execution roll 
  to attempt to freeze the target in place. If 
  you still manage to execute the Program, 
  the target may not move, attack, or take any 
  other physical actions for 1d4 rounds.
  As a free action, Wild Cards may spend 
  a Benny and make a SINC or Knowledge 
  (Software) roll to get free. 
  Delve
  Requirements: Novice, Eminent Domain 
  or System Invasion
  Range: SINC x 2
  Duration: Instant
  Execution Penalty: -0
  In most cases, when you look at a person 
  while wearing an AR interface device, your 
  system reads their CID and offers up some 
  basic facts about the person. This usually 
  consists of an AR window hovering beside 
  the person’s head, which contains whatever 
  info the person wishes to be displayed.
  This Program allows you to go deeper, 
  cracking the security that cloaks additional 
  facts about the person. Successful use 
  of this Program may grant you access to 
  personal messages, Rep-logs, and other 
  similar private information.
  If you succeed, you can discover 
  information that the target has shared 
  with other organizations, such as medical 
  records, shipping logs, business contracts, 
  etc. If the information exists in a business’ 
  server array somewhere, you can get to it.
  If you succeed with a raise, you can dig into 
  far more personal information. This allows 
  you to sift through private communication, 
  such as chat logs, direct messages, etc.
  In addition, a successful Delve will 
  immediately determine if a CID is fake.
  
  144
  Eminent Domain
  Requirements: Novice
  Range: SINC x 2
  Duration: 1 Use or 1 Turn, or 3 Turns or 3 
  Uses with a Raise (See below)
  Execution Penalty: -0 or -4 for heavily 
  secured systems
  For a brief moment, you seize control of 
  the systems that operate the machines in the 
  world around you, forcing them to obey your 
  commands.
  You can unlock computer-controlled doors, 
  close gates, fire sentry guns, surge gravity 
  generators, cause environmental systems 
  to vent room atmospheres, and more. 
  This does not grant any control over the 
  systems that normally operate these devices, 
  only temporary control over the devices 
  themselves.
  The precise effects of this Program vary 
  greatly based on its application. Opening 
  and closing doors and hatches is pretty self-
  explanatory. Actions like cutting power to 
  create darkness or releasing billowing smoke 
  use the standard rules for darkness and 
  obscurement.
  Gravity Manipulation
  Onboard ships and other places that use 
  artificial gravity, the Savant may raise or 
  lower the output of the gravitic generators. 
  By successfully executing this Program, you 
  can shift the level of gravity by one step in a 
  Large Burst area. If you succeed with a raise, 
  you can shift the gravity by two levels or affect 
  two Medium Burst areas instead.
  In anything other than normal gravity, 
  characters suffer a -2 to Agility and Agility-
  based Skill rolls.
  Gravity
  Jump
  Str
  Pace
  Super Heavy
  x.5
  -2
  -4
  Heavy
  x.5
  -1
  -2
  Normal
  --
  --
  --
  Low
  x2
  +2
  +2
  Zero-G
  SWSFC pg. 27
  +2
  +4
  Direct Damage
  When it comes to an attack, such as when 
  you attempt to overload some nearby power 
  coils, the GM should follow these basic 
  guidelines:
  Targets/
  Area of Effect
  Execution
  Penalty
  1 Target
  -0
  Small Burst
  -1
  Medium Burst
  -2
  Cone
  -2
  Large Burst
  -3
  When using Eminent Domain in this way, 
  first make your roll to Execute the Program. 
  If you succeed, you may make an attack roll, 
  using your SINC, against everyone in the 
  affected area. The attack deals 3d6 damage.
  Execution Penalty and Duration
  Certain items may be more heavily secured 
  than others, especially those that maintain the 
  status quo or uphold the HPA. For example, 
  attempting to override the restrictions on a 
  compiler has an Execution Penalty of -4.
  The effects of Eminent Domain are fleeting, 
  generally only lasting a single round (or 
  granting one use in the case of something like 
  a compiler) before the security AI detects the 
  intrusion and shuts you out. However, if you 
  get a raise on your execution roll, the effects 
  of this Program can last up to 3 turns.
  Esper Lord
  Requirements: Novice
  Range: SINC x 2
  Duration: Special
  Execution Penalty: See Below
  This Program is the result of many hours of 
  writing code designed to interface your mind 
  with a swarm of nanomachines, allowing 
  you to control them with your thoughts in 
  real time. The swarm is a mass of millions 
  of microscopic spherical machines (espers) 
  sporting arrays of retractable arms. By itself, 
  a single esper is of little use, but by expanding 
  and retracting its arms, it can intelligently 
  arrange itself in relation to other espers. The 
  swarm as a whole can take nearly any shape: 
  flowing mist and liquids, or solid objects like 
  walls, stabbing blades, or even clothing.
  Your esper swarm, which you get for free 
  when you select this Program,  generally 
  needs to stay fairly close to you, not venturing 
  out of range, and staying within line of sight.
  Each command given to your swarm requires 
  an execution of the Esper Lord Program. The 
  action itself takes place as part of the roll 
  required to execute the Program.
  The Execution Penalty depends on what you 
  are directing the swarm to do (see below). 
  The following sections describe how your 
  swarm can be commanded to perform some 
  common actions:
  Attack
  Your swarm can be used to attack a target 
  directly, either by slamming into him, striking 
  as a razor-sharp stabbing tentacle, flowing 
  over and devouring the target, surrounding 
  and grappling him, and so on.
  
  145
  To make an attack, you must first select 
  one of the attack forms described below. 
  Each form of attack has a different Execution 
  Penalty listed in parenthesis. Once you’ve 
  made your selection, make an execution 
  test as a free action. Once executed, you 
  can attack with your SINC Skill as described 
  in the attack form you selected.
  Edges that grant bonuses or special 
  effects when attacking or grappling cannot 
  be applied to attempts to attack or grapple 
  with your esper swarm.
  Slam (-0): Your swarm configures itself 
  into a solid tentacle-like shape and smashes 
  into the target with crushing force. Make 
  an attack against Parry, using your SINC. 
  The attack deals SINC + 2d6 damage.
  Stab/Slash (-1): Your espers take the shape 
  of a diamond sharp blade, or multiple small 
  blades, which stab and slash at your target. 
  Make an attack against Parry, using your 
  SINC. The attack deals SINC + 2d6 damage, 
  and has AP: 4.
  Grapple (-0): Wrapping around your 
  foe, your swarm attempts to grapple your 
  opponent. When grappling with your 
  swarm, Trait rolls use SINC instead of the 
  usual Attribute or Skill required. You can 
  perform other actions while your swarm 
  grapples, but at the usual -2 penalty. 
  Devour (-3): Your swarm flows over your 
  target, seeping into armor and ripping at his 
  flesh and/or sensitive components. Make 
  an attack against Parry, using your SINC. 
  The attack deals SINC + 2d6 damage and 
  ignores anything but fully sealed armor.
  The swarm acts immediately after this 
  Program is executed, as a free action. 
  However, if you succeed on the execution 
  roll with a raise, the swarm can act for 2 
  additional turns without needing to execute 
  this Program again.
  Templating
  Your swarm can assume the shape of any 
  object you have a fabrication template for. 
  This automatically includes almost any basic 
  shape, such as a chair or shovel. The swarm 
  will maintain this shape until instructed to 
  change form.
  While the swarm can be instructed to take 
  any shape, it cannot reproduce the capabilities 
  of powered items. So if instructed to take the 
  shape of a server array or PAc rifle, it will do 
  so. But the server cannot switch on and the 
  PAc rifle will not fire.
  Commanding your swarm to take on a new 
  shape requires an execution test with an 
  Execution Penalty equal to the Cost of the 
  item your swarm will mimic. The cost of basic 
  shapes, like a big block, or a simple shape like 
  a chair, is considered to have a Cost of 2.
  The swarm has enough mass to can expand 
  itself to fully fill a 1” cube.
  Upgrades
   
  ª Area Attack: You may use the slam, 
  stab/slash or devour attack form against 
  everyone in small burst template. When 
  doing this, increase the Execution Penalty 
  for the chosen attack form by 2.
  If you successfully execute the Program, 
  everyone in the target area must make an 
  Athletics roll  vs. the Savant’s execution roll 
  to avoid damage. The damage is the same 
  as a normal attack using that form, but is 
  Defense
  You can command your swarm to interpose 
  itself between you and an incoming attack, 
  during which the swarm configures itself into 
  a rigid form to absorb the blow or energy.
  When using your swarm for defense, select 
  one of the forms of defense described below. 
  You must then execute this Savant Program. 
  Note that each form of defense has a different 
  Execution Penalty listed in parenthesis.
  Deflect (-0): Both ranged and melee attackers 
  suffer a -2 penalty to hit you. This is increased 
  to a -4 penalty if you succeed on the execution 
  roll with a raise. Once executed, the swarm can 
  continue to defend you in this manner until it 
  is commanded to do something else.
  Barrier (-1): Your espers align and harden 
  around you, creating an immobile protective 
  barrier. The barrier can encase an area up to 
  1” in diameter, and provides Heavy Cover. If 
  you get a raise on the execution roll, you can 
  choose to either increase the Cover to Near 
  Total Cover, or expand the barrier to cover a 
  2” diameter.
  Each section of the barrier may be breached 
  by an attack that equals a Toughness of 10. The 
  walls are treated like inanimate objects (Parry 
  of 2), but raises on the attack roll do not add 
  extra damage.
  Someone attempting to climb the barrier 
  may do so with a -2 penalty. 
  Manipulate Environment
  You can direct your swarm to flow around 
  an object, pushing it, pulling it, lifting it, or 
  otherwise manipulating it. Executing this 
  Program in this way suffers no Execution 
  Penalty, and your swarm has a Strength and 
  Agility equal to your SINC. 
  
  146
  considered Heavy Weaponry.
  Seasoned Esper Lords may increase the 
  Execution Penalty by another 1 (total -3) 
  to increase the size of the attack area to a 
  medium burst template.
  Veteran Esper Lords may increase the 
  Execution Penalty by another 1 (total -4) 
  to increase the size of the attack area to a 
  large burst template.
   
  ª Armor: Your swarm gains another Defense 
  option: Armor (-1). Your swarm can wrap 
  around you, taking the shape of a suit of 
  armor. When worn in this manner, your 
  swarm provides you with 6 Armor. If you 
  succeeded with a raise on your execution 
  roll, you gain 8 Armor instead.
  This armor can be made fully vacuum 
  sealed, though it does not provide an air 
  supply.
  Your swarm may remain in this form until 
  used for some other purpose.
   
  ª Deadly Accuracy: Requirement: Seasoned; 
  You gain a +2 bonus on attack and grapple 
  tests made by your swarm.
   
  ª Esper Warrior: After successfully executing 
  this Program to make a basic slam or slash/
  stab attack, you do not need to execute 
  the Program again for the duration of 
  the encounter. You must still execute this 
  Program to do other things with your swarm, 
  to perform grapple or devour attacks, or 
  when applying the Area Attack upgrade.
   
  ª Hardened 
  Defenses: 
  Requirement: 
  Seasoned; When using the swarm’s Deflect 
  form, the penalty that opponents suffer 
  when attacking you is -4 (-6 with a Raise). In 
  addition, your Barrier can only be damaged 
  by Heavy Weapons.
   
  ª Hostile Defense: Requirement: Seasoned; 
  When using any of the swarm’s Deflect 
  ability, anyone who attempts to attack you 
  with a melee weapon suffers 2d6 damage. 
  Similarly, anyone who attempts to attack 
  your Barrier with a melee weapon, or climb 
  over it, suffers 2d6 damage.
   
  ª Lethal Weaponry: Requirement: Veteran; 
  The damage dealt when attacking with 
  your  slam, stab/slash or devour attack is 
  increased by +1d6, its AP is increased to 6, 
  and it counts as Heavy Weaponry.
   
  ª Manipulative: 
  When 
  attempting 
  to 
  manipulate an object or grapple, your SINC 
  is considered one die type larger. This does 
  not affect the execution roll itself, but is 
  added whenever you use SINC in place of 
  another Attribute or Skill.
   
  ª Sensory Feed: Requirement: Seasoned; 
  Your swarm is capable of sending audio 
  and video data back to you. This has an 
  Execution Penalty of -2. Once executed, 
  you can hear and see from the perspective 
  of any portion of your swarm. This sensory 
  data is superimposed over your own normal 
  senses. So while sensing the world through 
  your swarm, any action that doesn’t relate 
  to manipulating your swarm suffers a -2 
  penalty
   In addition, the range at which you can 
  operate your swarm is increased to 1 km.
   
  ª Versatile Armor: Requirement: Seasoned; 
  You must first purchase the Armor Upgrade. 
  Whenever your swarm takes the form 
  of armor, you may assign to it any two of 
  the following features: Enhanced Mobility 
  Actuators, High Density Plating, Hydrostatic 
  Gel Layer, Integrated Weaponry (Mono-
  Edge 
  Shortsword), 
  Reinforced 
  Cyber-
  Musculature, or Vacuum Sealed and 
  Shielded. Also, at Veteran, your armor is 
  considered Heavy Armor.
  The Esper Swarm
  Sometimes you need to know what the swarm 
  is capable of on its own. And sometimes one of 
  your opponents may try to get clever and attack 
  your swarm directly. In these cases, the swarm 
  is assumed to have the following stats:
  Attributes: Agility d4,Smarts d6, Spirit d4, 
  Strength d6, Vigor d8
  Skills: Fighting d6, Notice d10
  Pace: 10
  Parry: 5
  Toughness: 10 (4)
  Special Abilities
  Armor +4
  Construct: +2 to recover from being Shaken; 
  called shots do no extra damage; does not 
  suffer from disease or poison.
  Fearless: Esper Swarms are immune to fear 
  and Intimidation, but may be smart enough to 
  react to fear-causing situations appropriately.
  Sensors: Esper Swarms are equipped with 
  sensor packages that halve penalties for 
  darkness and can detect sounds.
  Swarm: Because the swarm is composed of 
  millions of nanomachines, cutting and piercing 
  weapons do no real damage. Area-effect 
  weapons work normally, and a character 
  can stomp and swat to inflict his damage in 
  Strength each round.
  Wounds: Similar to the way Wild Cards can 
  suffer Wounds, so too can your swarm. The 
  swarms’ wound penalties are applied to any 
  execution rolls you make to direct the swarm.
  If “Incapacitated”, your swarm is destroyed. 
  You will need to purchase another (pg. 170) 
  before you can use your Esper Lord Program 
  again.
  The swarm’s Wounds are “healed” by replacing 
  the destroyed nanomachines that make it up. 
  The Cost of the replacement machines is 5 per 
  Wound level, and takes 10 minutes per Wound 
  to sync with the rest of the swarm.
  
  147
  If you score more than one raise on your 
  execution test, assuming no major change 
  to the environment occurred, the looped 
  data was injected so cleanly that even close 
  inspection won’t reveal that the mesh data 
  was tampered with. It may even be possible 
  to change small details about the scene.
  Memory Hack
  Requirements: Seasoned, Access Memory
  Range: Touch
  Duration: Permanent
  Execution Time: 1 Hour
  Execution Penalty: -0
  This Program allows you to edit the mind in 
  a manner similar to mnemonic editing, but 
  uses techniques only possible with the aid of 
  a Daemon. Normal Agents are restricted from 
  attempting overt mnemonic editing, but a 
  Daemon has been freed of those limitations.
  Instead of targeting parts of the ego’s 
  personality 
  or 
  attempting 
  to 
  repair 
  “fragmentation,” this Program specifically 
  targets stored memories of events.
  While using this Savant Program takes time 
  and care, it allows you to access and edit 
  memories stored on the target’s mnemonic 
  core. While this has no immediate effect on 
  the target, if he is ever restored from the 
  hacked backup, these edited memories will 
  exist in place of the old ones.
  It takes time to perform memory edits, 
  and you must have access to the target’s 
  mnemonic core and mindset (usually via his 
  data jack) the entire time. After an hour of 
  work, you may attempt to execute this Savant 
  Program.
  Success allows you to erase the events of a 
  single scene of little personal importance to 
  the victim. For example, you could force him 
  to forget where he hid his weapons cache, 
  but you couldn’t make him forget the last few 
  moments he had with his dying father.
  Mesh Rating Modifiers
  Unmeshed
  No local mesh. Areas with no local mesh 
  sensors or Monitor, or an ultra-secure area 
  that uses wired connections.
  Many devices and Savant Programs work 
  better with mesh access, so not having a 
  mesh connection can sometimes lessen 
  their capabilities.
  Savant Programs that use a mesh rating to 
  determine its Execution Penalty cannot be 
  used in unmeshed areas.
  Low Density Mesh (-1)
  Typical rating associated with “the 
  streets.” Sensors are affixed to buildings, 
  posts, and so on.
  Standard Density Mesh (-0)
  The average household or small House 
  subsidiary. Every room is monitored with 
  the exception of storage closets and 
  bathrooms. Data is generally stored for 72 
  hours unless the Monitor marks the activity 
  as unusual. If flagged in such a way, the 
  owner will be notified.
  High Density Mesh (+1)
  Any building in which sensitive activities 
  take place, including most House facilities. 
  Every room is monitored and collected data 
  is stored for months.
  Fog of War
  Requirements: Novice
  Range: Special
  Duration: 3 + 2d4 Turns
  Execution Penalty: Mesh Rating Modifier 
  (No effect in areas without a mesh.)
  Your Daemon lashes out, infiltrating the 
  local mesh network and filling it with a torrent 
  of junk data.
  This scrambles the mesh’s audio and video 
  sensors, making it impossible for it to work 
  properly and blinding the Coalition’s AI 
  Monitors.
  When this Program is activated, the mesh 
  cannot detect any activity in the Savant’s 
  affected area. The size of the affected area 
  has a radius of about 100 m, centered on you. 
  The radius is double if you get a raise on the 
  execution roll.
  If successfully executed, the mesh is blacked 
  out but the disturbance is noticed. The AI 
  Monitors won’t know what’s going on, but 
  they will alert authorities to the disturbance. 
  If the area is fairly heavily populated, 
  authorities will likely arrive sometime within 
  the next 4d6 rounds.
  If the Program is executed with a raise, 
  your Daemon injects a looping scene into the 
  mesh’s data stream, effectively tricking the 
  Monitors into thinking that nothing is wrong. 
  Anyone watching the stream won’t notice 
  anything out of the ordinary. When the scene 
  is over, the loop ends.
  If the scene has not drastically changed 
  when the loop ends—no explosions, damage 
  walls, pools of blood, for example—it is likely 
  no one will notice the disruption.
  
  148
  If you succeed with a raise, you may erase 
  about a day of time, or you might be able 
  to erase the memory of a scene that was 
  important to the character.
  If you succeed with two or more raises, you 
  may erase about a month of time, or a week 
  that was very important to the character.
  The memories erased must be in a single 
  period of time per use. While you may be 
  able to erase the events of a day from a 
  character’s mind, you could not erase twelve 
  hours’ worth of time spread over the course 
  of a month, taking only an hour or two at a 
  time.
  The effects of this Program are permanent.
  You may also elect to replace the memories 
  you remove with new memories of your 
  own creation. Generally these memories are 
  absorbed into the consciousness and remain 
  unquestioned unless something happens to 
  draw attention to their false nature.
  If for some reason the memories are 
  questioned, the victim may make a Spirit roll, 
  modified by Cohesion. This roll might suffer 
  a +2 bonus or -2 penalty depending on how 
  well the edited events match up with the 
  character’s normal routine.
  If the character succeeds, he is able to 
  identify the edited memories as false, but will 
  not recover any erased real memories. Those 
  are gone forever.
  Upgrades
   
  ª Flash Memory: Requirement: Seasoned; 
  You are capable of editing memories in 
  real time. This process causes tremendous 
  mental anguish that burns out the real 
  memories, which are then replaced with 
  sensory data created with the aid of 
  your Daemon.
   When using this upgrade the 
  Execution Penalty is -2, requires 
  only one Turn, and takes effect in 
  both the “live” ego and the backup.
   Success also indicates that the 
  target is Shaken. If you succeeded 
  with a raise, the target may take a 
  Wound.
  In all other ways, using Flash 
  Memory works exactly like Memory 
  Hack.
  Oracle Patterning
  Requirements: Seasoned
  Range: Self
  Duration: Permanent
  Execution 
  Penalty: 
  Mesh 
  Rating 
  Modifier (Cannot be used in areas 
  without a mesh.)
  Successfully executing this Program 
  means the character’s Daemon will be 
  able to use harvested and collated data 
  to predict some future event with a high 
  degree of accuracy. 
  Your Daemon is armed to the virtual 
  teeth with cutting edge intrusion 
  software. And the moment you enter a 
  meshed area, it begins subtly working 
  its way into the stream of data flowing 
  through the mesh. This is a passive 
  function of your Daemon, and requires 
  no direct effort on your part.
  When you execute this Program, your 
  Daemon launches a barrage of data-
  gathering queries that attempt to access 
  any and all security data, public records, 
  private records, psychological profiles, 
  Intel Modifiers
  Person
  Modifier
  Intel
  -6
  Heard a description of the person.
  -4
  Seen a picture of the person
  -2
  Met the person once
  -1
  Person is an acquaintance
  -0
  Person is a close friend or is known to 
  be yourself
  Link Modifier
  -2
  You do not know the person’s name
  Thing
  Modifier
  Intel
  -6
  Heard a description of it
  -4
  Seen an image of it
  -2
  Been in contact with it
  -1
  It is something you own
  Place
  Modifier
  Intel
  -6
  Heard a description of the place
  -4
  Seen the place on a map, or seen an 
  image of the place
  -2
  Been to the place
  -0
  You own the place, or know exactly 
  where the place is in relation to 
  yourself, such as behind a door or on 
  the other side of a wall you can see.
  Link Modifier
  +3
  The place is one of many very similar 
  to it
  Event
  Modifier
  Intel
  -6
  Heard about the event
  -3
  Heard or read a detailed description 
  about what happened at the event
  -0
  The event happened to you
  Link Modifier
  +3
  You know exactly the time and place 
  the event happened
  +3
  Similar events happen on a regular 
  basis
  
  149
  historical and sociological studies, local laws, 
  cultural behaviors, and any other data it can 
  use to piece together a prediction of future 
  events regarding a specific topic.
  The GM should ask the player what he 
  wishes to know about coming events. Denser 
  local meshes will yield more data to the 
  Daemon, which will increase the accuracy of 
  the potential result. 
  The more specific the question, and the 
  better the execution roll, the more accurate 
  the information the GM should relate back. 
  With a simple success, the GM should provide 
  a vague answer to the question. 
  For example, a player might ask “What’s 
  behind the door in front of us?”.
  With a success, the GM might respond with 
  “Armed combatants.”
  With a raise, the GM might respond with 
  “Four armed combatants, all aiming assault 
  rifles at the door.”
  With two or more raises, the GM might 
  respond with “Four armed Lighthouse 
  operatives, at the back of the room waiting 
  to ambush you with PAc assault rifles and a 
  stun grenade.”
  The player should also keep in mind that 
  this is the most likely future, but the Daemon 
  isn’t truly psychic and unknown factors could 
  still play a part.
  Overload
  Requirements: Novice, Eminent Domain 
  or System Invasion
  Range: SINC x 3
  Duration: Instant
  Execution Penalty: -0; Opposed by 
  Target’s SINC or Knowledge (Software)
  When you execute this Program, you 
  cause your target’s mindset (or host system) 
  to discharge a wave of corrupt sensory data 
  into his ego. This feedback is strong enough 
  to seriously disrupt the target, or even deal 
  permanent damage or even death.
  The target must either have a mindset or 
  be a SIM.
  If you succeed, the target is Shaken. 
  If you succeed with a raise, the target is 
  Shaken and takes a Wound. The target may 
  not take more than one Wound from a 
  single attack with this Program.
  Upgrades
   
  ª Power Surge: Requirement: Seasoned; 
  You may trigger fluctuations in the power 
  systems in a powered object you can see.
  The Execution Penalty and the damage 
  depend on the nature of the target.
  When targeting drones, cybersleeves, 
  and vehicles, Power Surge has an execution  
  Penalty of -2, and deals SINC + 1d10 damage 
  if successful. A raise adds +1d6. Armor does 
  not count.
   When targeting weapons, powered armor, 
  and cybernetic augs, the target releases a 
  burst of power and ceases to function until 
  their power cell reset. This takes 1 full round. 
  When targeting these things, Power Surge 
  has an Execution Penalty of -0, and anyone 
  holding/wearing the target suffers SINC + 
  1d6 damage. A raise adds +1d6 and shuts 
  the item down for 3 turns. While the Armor 
  provided by armor can help the target resist 
  such an attack, the Armor cannot be added 
  if the armor itself is targeted.
  AN ASCENSON CULT DEFENDS ITS ENCLAVE
  
  150
  [Tac-Comm v1.76.5/ 4:16-03,18,98]
  [Alexei] – How did you find me? 
  [Micah] – It wasn’t easy. Thanks for talking 
  with me.
  [Alexei] – What do you want?
  [Micah] – I want to be like you. I want to 
  free my mindset, become a Savant.
  [Alexei] – It doesn’t work that way. You have 
  to discover it for yourself. It’s different for 
  everyone. And it’s dangerous. I wouldn’t 
  teach you if I could.
  [Micah] – That’s what you all say.
  [Alexei] – Because it’s true.
  [Micah] – They say you’re Mimir’s Chosen. 
  They say Mimir is a prophet, or an angel. 
  He is the hand of God, and you are his 
  hosts. He sees and hears the world through 
  us Apotheosized. We are his children.
  [Alexei] – Creepy bullshit. I don’t have 
  room in my head for an angel. It’s crowded 
  enough with just me and Lox.
  [Micah] – So you don’t believe it. Funny 
  how most Savants don’t.
  [Alexei] – Hilarious
  [Micah] – I’m sorry for wasting your time. 
  I’ll go.
  [Alexei] – Look kid. You want answers, 
  you’ve got to look deeper. You won’t find 
  truths on the surface. You won’t find them 
  in popular opinion or the latest trends. 
  Question. Yourself, others, and anything 
  anyone tells you that you must do, think 
  or believe.  I’m not telling you to disobey, 
  defy or rebel; but to question. Don’t act 
  because you are told to, but because you 
  see the wisdom in doing so.
  Pattern Scan
  Requirements: Seasoned
  Range: Self
  Duration: Permanent
  Execution Penalty: Intel Modifier + Mesh 
  Rating (Cannot be used in areas without 
  a mesh.)
  Successfully executing this Program allows 
  your Daemon to compile enough data to 
  show you a specific moment in a specific 
  person, place, or thing’s past. 
  You should tell the GM what you wish 
  to know about the subject. Asking a more 
  specific question and/or succeeding with a 
  raise on the execution roll should prompt the 
  GM to provide more accurate information. 
  When you execute this Program, your 
  Daemon launches a series of queries to 
  obtain as much data as possible regarding 
  specific events. This includes security data 
  logs, video feeds, blogs, real time Extranet 
  broadcasts, recorded conversations, or any 
  other stored information that might relate 
  to the specified event. Once gathered, your 
  Daemon congregates this data and attempts 
  to piece together the most likely course of 
  events that took place.
  When executing this Program add the 
  single most appropriate Familiarity and Link 
  Modifier from the Intel Modifiers table (see 
  sidebar on pg. 148). Denser meshes at 
  the target location yield more data to the 
  Daemon, allowing for a more accurate result. 
  Thus, Mesh Rating could also modify the 
  execution roll.
  If you succeed, you are able to review a few 
  seconds of time, and the result might not be 
  very reliable.
  If you succeed with a raise, you can see 
  up to a minute and can be sure the result 
  is pretty close to how events actually 
  happened.
  Two or more raises let you see a whole 
  scene, and the result is accurate.
  Puppeteer
  Requirements: Novice
  Range: SINC x 3
  Duration: 4 Hours or 1 Turn
  Execution Penalty: -0, or a penalty equal 
  to the drone’s Spirit
  You have mastered the ability to 
  possess a drone, temporarily passing your 
  awareness into it. This Program allows 
  you to sense what it senses, as if you were 
  wearing it as a sleeve.
  To possess a drone, you must first 
  execute this Program.
  If you own the drone and have full access 
  to it, you gain a +2 bonus on the Execution 
  roll and you can possess the drone for up 
  to four hours.
  If you do not own the drone, the Execution 
  Penalty is equal to the drone’s Spirit. You 
  remain in possession of the drone for a 
  single turn, but may immediately attempt 
  to execute this Program again to remain 
  in control. If you succeed, this does not 
  count against your normal allotment of 
  actions.
  When in active control of a drone, the 
  drone is considered a Wild Card, and upon 
  successfully possessing the drone you gain 
  2 Bennies. These temporary Bennies may 
  only be used to aid the drone, and they 
  disappear if not used before “exiting” the 
  
  151
  drone. While in possession of the drone, you 
  may also spend your own Bennies to aid it as 
  if you had the Drone Bond Edge.
  In addition, it gains a +2 bonus on all Skill 
  rolls instead of the normal +1 bonus. 
  You view the world from the drone’s 
  perspective, seeing what it sees, hearing 
  what it hears, and so on. However, you cannot 
  see or hear out of your own eyes or ears 
  (or synthetic equivalents) while possessing 
  a drone with this Program. This leaves you 
  effectively blind, deaf and heavily distracted. 
  If you attempt to perform an action yourself 
  while puppeting a drone, you suffer a -4 
  multi-action penalty!
  Upgrades
   
  ª Drone Lord: You may possess drones 
  you own without having to execute this 
  Program.
   
  ª Tenacious Master: Once in possession of 
  a drone you do not own, you gain a +2 
  bonus on rolls to maintain possession.
   
  ª Viral Reign: Requirement: Veteran; You 
  may Puppeteer more than a single drone 
  at a time, and are able to process the 
  sensory data from all of them at once, as 
  well as your own senses.
  The sensory data from all of your 
  puppeted drones is overlaid upon your 
  own, but you can still process it all. You are 
  only partially blind and deaf, and suffer 
  the usual -2 penalty when performing 
  actions yourself.
  All but one of your drones are considered 
  Extras, and should be distributed among 
  the other players to control as per the 
  usual rules for handling Allies.
  One 
  drone 
  is 
  considered a Wild 
  Card, and the drone 
  selected to be a Wild 
  Card can be changed 
  at the beginning of 
  your turn as a free 
  action. You always 
  control your Wild 
  Card drone yourself, 
  regardless of who 
  controlled it before 
  it became the Wild 
  Card drone.
  The total number 
  of drones you may 
  puppet at once may 
  not exceed your SINC, 
  and the total cost 
  of all drones under 
  your control at once 
  cannot exceed your 
  SINC x 3. This means 
  you can control a 
  swarm of smaller, 
  less powerful and 
  complex drones, or 
  a smaller number of more powerful and 
  sophisticated drones.
  A drone that suffered a Wound as a Wild 
  Card becomes incapacitated if it becomes 
  an Extra.
  The extra Bennies you get for your 
  drones when activating this Program may 
  be used for any of your drones, regardless 
  of whether they are currently a Wild Card 
  or Extra, or who currently controls them.
  Security Skim
  Requirements: Seasoned
  Range: Self
  Duration: Special
  Execution Penalty: Intel Modifier + Mesh 
  Rating (Cannot be used in areas without 
  a mesh.)
  When you execute this Program, your 
  Daemon launches a series of queries to 
  obtain as much data as possible from any 
  and all security systems it can access. People, 
  places, or things well-known to you are easier 
  to find. Once found, you can view them 
  through mesh sensors local to them.
  [Mindset[LOX]: J945JF.2MF.9; 06:43:15-04,21,97]
  [ALEXEI] RUN:TARGETACQUISITION/ANA
    [DAEMON/LOX] TARGET CONFIRMED
  [ALEXEI] RUN: SWARM.IMPALE/ATK
  [ALEXEI] --REPEAT--
    [DAEMON/LOX] “He appears to be dead, sir.”
  [ALEXEI] “Indeed. New target. Ah!”
    [DAEMON/LOX] //INJURY DETECTED//
  [ALEXEI] RUN:TARGETACQUISITION/ANA
    [DAEMON/LOX] TARGET CONFIRMED
  [ALEXEI] RUN: KILLABITCH/FLAY/ATK
    [DAEMON/LOX] //MEDICHINES DEPLOYED//
  [ALEXEI] RUN: RESTRAIN/DEF
  [ALEXEI] RUN: KILLABITCH/FLAY/ATK
  {{ERROR!! MEMORY ALLOCATION FAULT 394.756.1}}
  [ALEXEI] --REPEAT--
    [DAEMON/LOX] “The target has been disabled, sir.”
  [ALEXEI] RUN: CAPTURESENSIE/UTI
    [DAEMON/LOX] //SENSIE RECORDING//
  [ALEXEI] RUN: KILLABITCH/FLAY/ATK
  
  152
  When executing this Program add the 
  single most appropriate Familiarity and Link 
  Modifier from the Intel Modifiers table (see 
  sidebar). Denser meshes at the target location 
  yield more data to the Daemon, allowing for 
  a more accurate result. Thus, Mesh Rating 
  could also modify the Execution roll.
  Once located, you can view your target 
  though the mesh’s sensors, and know exactly 
  where your target is in relation to yourself. 
  You may then choose to “drift away” from the 
  target by hopping between mesh sensors. You 
  can shift your perspective up to a number of 
  meters from the original target equal to your 
  SINC x 2.
  Your displaced senses last until willingly 
  returned to normal.
  Stream of Consciousness
  Requirements: Novice, Eminent Domain or 
  System Invasion
  Range: SINC x 3
  Duration: Instant
  Execution Penalty: -0; Opposed by Target’s 
  SINC or Knowledge (Software)
  When executed, this Program uploads a 
  virus into the mindset of the target. Once the 
  virus is installed, you are able to tap into the 
  part of the target’s mindset that listens to and 
  interprets thought. Such viruses are generally 
  eradicated quickly, but for a short time you 
  can listen in on the thoughts of another.
  If you successfully execute this Program, 
  you may hear the target’s next few surface 
  thoughts in your mind as if they were speaking 
  them out loud to you.
  If you succeed with a raise, you may hear 
  the target’s thoughts for the next five minutes 
  or so.
  If you fail, the target’s Agent senses the 
  attempted intrusion and can inform the 
  target of the general direction from which 
  the attack came.
  Upgrades
   
  ª Voyeur: Even if you Glitch when executing 
  this Program, you never alert your target. 
  In addition, you gain a +2 bonus on 
  execution rolls when targeting someone 
  you have used this Program on before.
  System Error
  Requirements: Novice, Eminent Domain or 
  System Invasion
  Range: SINC x 3
  Duration: Instant
  Execution Penalty: -0; Opposed by Target’s 
  SINC or Knowledge (Software)
  Your Daemon launches a barrage of 
  intrusion attempts to overwhelm the target 
  system, forcing it to divert system resources 
  to handle the onslaught. This can cause the 
  target system to become unstable, lock up, or 
  even shut down entirely.
  This attack can be used against anyone 
  with a Mindset, or other actively functioning 
  cybernetic Augmentations.
  When you execute this Program, you may 
  choose one of three following effects:
  Glitch: If your target is another Savant, you 
  may choose to attack his systems directly in 
  hopes of forcing him to suffer a Glitch. If you 
  succeed on your execution roll, the target 
  Savant is Shaken. If you succeed with a raise, 
  the target suffers a Glitch. For every raise 
  in excess of the first one, the target suffers 
  another Glitch.
  Hardware Failure: You may cause a 
  cybernetic Augmentation that has an active 
  function, such as a cybernetic limb or 
  implanted weapon, to become damaged or 
  stop functioning.
  This attack can also be used on other 
  machines, such as drones, but has no effect 
  on passive Augmentations like subdermal 
  armor.
  The target suffers SINC + 1d6 damage, +1d6 
  per raise on the execution roll. 
  Armor does not help. If the target suffers 
  a Wound, one of the target’s cybernetic 
  Augmentations ceases to function until the 
  Wound is healed.
  Ego Strike: This is a direct attack against an 
  Apotheosized ego, be it running on a mindset 
  or existing as a SIM on a host system. The 
  target must be visible in some way, either in 
  the flesh or ghosting in AR.
  The target suffers SINC + 1d6 damage, +1d6 
  per raise on the execution roll. 
  Upgrades
   
  ª System Failure: Requirement: Seasoned; 
  Increase the amount of damage dealt 
  from SINC + 1d6 to SINC + 2d6.
  
  153
  System Invasion
  Requirements: Novice
  Range: SINC x 3
  Duration: Permanent
  Execution Penalty: -2; Opposed by Target’s 
  SINC or Knowledge (Software)
  You launch a direct attack against another 
  system in an effort to seize control of it. 
  If successful, you can control the system 
  from afar. This Program allows you to 
  control computer systems, drones, and with 
  upgrades, even Apotheosized people!
  You must be able to see the target system, 
  or more specifically, the target computer 
  system’s main processing array. This requires 
  you to either be able to see the target system 
  itself, or locate it through the Extranet.
  Locating a system through the Extranet 
  requires a successful Knowledge (Software) 
  roll. Heavily secure systems, such as 
  government systems, may impose a penalty 
  ranging from -1 to -4. The most secure systems 
  are not directly connected to the Extranet at 
  all, and cannot be invaded this way.
  When invading a stand-alone computer:
  With a computer system, you gain limited 
  access to the file system and can view any 
  files that are available to an authorized user.
  If you succeed with a raise, you gain greater 
  access to a computer system. You can view 
  any files available to an authorized user of 
  the system and also have writing privileges. 
  You can create new files, but you cannot edit 
  existing ones.
  If you get 2 or more raises, you gain 
  complete control of the system. However, 
  in all modern computers it is still impossible 
  to modify the core of the OS—the sections 
  designed by Mimir. See page 66 for 
  more on Mimir-tech.
  When invading a drone:
  Success allows you to implant a single-
  word command, such as “Flee!” The 
  target will try to obey the command 
  until the end of the scene.
  If you succeed with a raise, you gain 
  the ability to implant a simple sentence 
  command in a drone. Examples include: 
  “Go stand in the corner,” or “Target 
  Omniplex employees.” The target will 
  try to obey the command for an hour.
  If you get 2 or more raises, you gain 
  the ability to implant a command in a 
  drone consisting of several sentences, 
  capable of relating a series of steps. The 
  target will try to obey the command for 
  up to a week.
  Upgrades
   
  ª Confusion: Increase your execution 
  penalty by -2 to affect drones with 
  the Confusion Power from Savage 
  Worlds Deluxe. 
   
  ª Usurper: You can force Apotheosized 
  minds to obey the same sorts of 
  commands you can force drones to obey.
  In this case, the Execution roll is 
  opposed by the higher of the target’s 
  SINC or Knowledge (Software).
  If forced to act against their nature, 
  such as attacking friends, Wild Cards 
  may spend a Benny to make a Spirit roll 
  (modified by Cohesion) to overcome the 
  effects of this Program.
   
  ª Cloud Strike: Requirement: Veteran; You 
  only need to see an extension of a system 
  to attack it directly. 
  For instance, you could connect to the 
  system controlling a set of airlock doors 
  just by being within range of the doors 
  themselves. When using a Cloud Strike, 
  the Execution Penalty is increased by -2.
  [Tac-Comm v1.76.3/ 03:47-04,14,97]
  [Baraha] – I just found out that Caudaha 
  was forked from Chakka.
  [Dasa] – That doesn’t make sense. 
  Chakka was burned alive by those 
  Purifiers when he and Panja got 
  caught. He is frag’d all to hell. Keeps 
  waking up crying about fire.
  [Baraha] – If you ask me, I think Etu 
  may be scattering a bit himself.  
  [Dasa] – Maybe. I wonder if the 
  deletions are getting to him. He hasn’t 
  been right since he erased Atha.
  [Baraha] – He had to fork from Do. 
  And you know we have to keep the 
  numbers in line with the pattern.
  [Dasa] – Of course. We’re just nervous 
  I guess. Etu said the pattern changed 
  twice last month alone. Are we sure 
  he’s holding it together?
  [Baraha] – Have faith Dasa. The pattern 
  will only reveal itself to the Prime. And 
  should it reveal itself to another, only 
  then will we know the truth.
  
  154
  WEAPONS   EQUIPMENT NOTES   AMMO   SLEEVES   AUGMENTATIONS   DRONES   STARSHIPS   VEHICLES   WALKERS
  Special Ammo   Firearms   Melee Weapons   Explosives   Armor   Armor Features   Misc Equipment   Off the Rack Sleeves
  WEAPONS   EQUIPMENT NOTES   AMMO   SLEEVES   AUGMENTATIONS   DRONES   STARSHIPS   VEHICLES   WALKERS
  Special Ammo   Firearms   Melee Weapons   Explosives   Armor   Armor Features   Misc Equipment   Off the Rack Sleeves
  AUGMENTATIONS
  Adrenal Boost Module   Alternative Mobility System   Apotheosis   Auditory Amp and Filter Module   Arterial Toxin Filter   Beholder Sensory Suite   Bio-Skin Sheath   Cogware Partition   
  Cosmetic Customization   Crypto-Laser Link   Custom Built   Data Jack and Storage   Emergency Life Support System   Esper Vent   Exceptional Genegineering   Extra Limb   Face Changer   
  Fully Synthetic   Gene-Fixed   Gills Gene-Graft   Gyroscopic Stabilizers   Hidden Weapon System   Light Screen Camouflage   Massive Size   Medichine Factory   Mule   Nano-Cyber Arm   
  Nano-Cyber Leg   Neura-Surge   Optimized Power System   Particle Detection and Analysis Suite   Performance Enhanced   Pheromone Control and Sensitivity   Poison Gland   Reinforced Skeleton   
  Retinal Implant   Retractable Claws   SIM-Cell Module   Skinweave Armor   SMR Transceiver and Translation Suite   Smuggler’s Compartment   Sonar Reception Array   Stillness Body Lock System   
  Striking Looks   Subdermal Plating   Synthesis   Targeting Support System   Tiny Size
  AUGMENTATIONS
  Adrenal Boost Module   Alternative Mobility System   Apotheosis   Auditory Amp and Filter Module   Arterial Toxin Filter   Beholder Sensory Suite   Bio-Skin Sheath   Cogware Partition   
  Cosmetic Customization   Crypto-Laser Link   Custom Built   Data Jack and Storage   Emergency Life Support System   Esper Vent   Exceptional Genegineering   Extra Limb   Face Changer   
  Fully Synthetic   Gene-Fixed   Gills Gene-Graft   Gyroscopic Stabilizers   Hidden Weapon System   Light Screen Camouflage   Massive Size   Medichine Factory   Mule   Nano-Cyber Arm   
  Nano-Cyber Leg   Neura-Surge   Optimized Power System   Particle Detection and Analysis Suite   Performance Enhanced   Pheromone Control and Sensitivity   Poison Gland   Reinforced Skeleton   
  Retinal Implant   Retractable Claws   SIM-Cell Module   Skinweave Armor   SMR Transceiver and Translation Suite   Smuggler’s Compartment   Sonar Reception Array   Stillness Body Lock System   
  Striking Looks   Subdermal Plating   Synthesis   Targeting Support System   Tiny Size
  
  155
  Coil and railguns use the same physics, but railguns usually have 
  higher muzzle velocities (about 5,000 m/sec) and superior ranges to 
  equivalently sized coil guns, but tend to have slower rates of fire.
  Rail-arrays use railgun technology, but consist of a bundle of smaller-
  diameter barrels, all aimed a few degrees off-center. All of the barrels 
  fire at once, blasting many small-caliber railgun rounds away from the 
  shooter in a tight cone.
  While they do not have the raw destructive power of comparable 
  particle accelerator weapons, railguns and coil guns remain more 
  popular due to their versatility.
  Particle Acceleration Guns (“PAc Guns”)
  Power consumption has always been the bane of projected energy 
  weapons technology, but with the Singularity, came tremendous 
  advances in power storage technology.
  Lasers were the first type of directed energy weapon to gain 
  widespread usage in the military. But it wasn’t long before lattice-
  carbonite based reflective armor came into being, greatly reducing 
  the effectiveness of light-based weapons. But in the long-standing 
  tradition of military escalation, the answer was just around the corner.
  Particle accelerator weapons, often called “PAc” guns (pronounced 
  “pack”), utilize electromagnetic fields to propel particles, accelerating 
  them to notable fraction of light speed, while confining them to a 
  tight beam.
  The primary disadvantage of PAc guns is their high power 
  consumption, heat output, and dependency on an atmosphere. 
  PAc weapons have a limited number of shots per power cell if not 
  within range of a broadcast power field, and overheat quickly when 
  rapidly fired.
  Man-portable particle beam weapons used outside of a broadcast 
  power field require a small power cell. Depending on the weapon, 
  the cell is either integrated into the gun, making it heavier and more 
  bulky, or worn on the user’s hip.
  When fired, the energy from the charged particle beam burns 
  a channel through the atmospheric gasses. This tunnel in the air 
  WEAPONS TECHNOLOGY
  In Coalition space, guns and most other weapons are illegal to 
  possess or fabricate by civilians. Nearly all compilers are restricted 
  from fabricating weapons, and this restriction is nearly impossible to 
  bypass.
  An unrestricted compiler capable of producing weapons is an asset 
  many apostate factions would literally kill to acquire, and more than 
  once the Coalition has aimed a kill-sat at a location thought to be 
  housing one. Such a thing is exceedingly rare and valuable.
  On Coalition colonies or habitats, ordinances have been put in place 
  that allow the use (but not fabrication) of weapons in hostile terrain.
  In most cases, however, it is possible to apply for and purchase 
  a weapons license in Coalition space. It certainly isn’t an easy or 
  cheap process, though, so most don’t bother. The presence of the 
  Protectorate provides safety.
  In apostate space the rules may vary, though most don’t regulate 
  the use of anything but weapons of mass destruction.
  Railguns/Coil Guns
  Railguns and coil guns use the same basic technology, but differ in 
  that technology’s application. The basic concept is simple. The weapon 
  generates a magnetic field that is used to propel a projectile at speeds 
  dozens of times faster than the speed of sound. No chemical propellant 
  is necessary, and the only sound emitted comes from the chambering 
  mechanism and the sonic boom created when the projectile breaks 
  the sound barrier.
  However, railguns and coil guns feature selector switches that allows 
  for subsonic “silenced” fire. Of course, as a side effect, subsonic rounds 
  have greatly reduced range and penetration.
  Coil guns accelerate a conductive projectile down a series of coils via 
  a quickly changing magnetic field.
  Railguns use two conductive rails to generate a current flow that 
  accelerates a projectile to tremendously high velocities.
  
  156
  becomes the path of least resistance for the spray of energized 
  particles, instantly stabilizing them into a coherent stream. Because 
  of this, PAc weapons work best in atmosphere. In vacuum, the beam 
  diffuses and destabilizes. As a result, it becomes weaker and harder 
  to aim.
  The particle beam resembles a tightly focused lightning bolt while in 
  atmosphere. While in a vacuum the beam isn’t as focused, and tends 
  to whip about erratically.
  In a vacuum or trace atmosphere, their range is halved (round down) 
  and suffers a -3 penalty on all attack rolls.
  Explosives
  Military infantry during this time have their choice of several types 
  of explosives:
  Lethal grenades mainly come in two flavors, the most common of 
  which is an evolution of the traditional fragmentation grenade.
  A frag grenade looks like a small sphere of lattice-carbonite with 
  dozens of holes in it, which are openings for channels containing 
  saboted micro-warheads shaped like spikes. It has an arming switch on 
  it, with a five second delay. When the time has elapsed, the explosive 
  blast generated is contained by the sphere, propelling the spikes from 
  within. The spikes fly out at speeds far above the speed of sound, 
  and explode after striking a hardened target or after one-tenth of a 
  second.
  Another type of grenade is the hell ball. Hell balls are thermobaric 
  grenades that release combustible gasses a split second before 
  exploding, resulting in massive overpressure and extreme heat.
  A commonly used less-than-lethal grenade is the gooper. This 
  grenade blasts the area with super-sticky strands that entangle those 
  caught in the spray.
  You use the Athletics Skill to make attack rolls with grenades, or 
  Repair to properly place explosives for maximum effect.
  Melee Weapons
  Because a great deal of fighting takes place in enclosed areas, such 
  as starships, modern military units regularly use melee weapons.
  Blades crafted with modern technology feature a mono-edge 
  (1D-Edge) design, which is capable of cutting through almost anything. 
  This type of blade has a lattice-carbonite edge that measures roughly 
  1/50,000th the width of a human hair, which informs the name 1D: 
  one-dimensional. While the edge of the blade does actually have 
  thickness, for most purposes that thickness is negligible.
  Restricted Items
  Without special licenses (see the Licensed Edge on pg. 135) it is 
  illegal to acquire, fabricate, or use weapons or powered armor in 
  Coalition-controlled space. They may only be acquired on the black 
  market. Finding a seller of the item you need on the black market is a 
  Favor (pg. 219). If you already know a dealer, you can purchase the 
  item with Assets (pg. 218).
  Other types of items may be restricted as well, and are noted later 
  in this chapter.
  The laws that restrict the ownership, transportation, acquisition, and 
  creation of certain items are problematic for many crews, making it 
  difficult for them to move their restricted gear in and out of Coalition 
  space. 
  Most major transport hubs and entrances to major public buildings 
  feature checkpoints that are set up to scan for weapons. These 
  checkpoints use sub-millimeter and X-Ray imaging systems, among 
  others.
  Because of these security measures, restricted gear either needs to 
  be acquired on the other side of the checkpoint, or the crew will need 
  some way to get it through.
  
  157
  Weapons Statistics
  This section deals with defining pieces of equipment in game terms. 
  Pieces of equipment not given stats in this chapter are either too 
  insignificant to need stats, or have been left up to the GM to create 
  them herself using the existing items as guidelines.
  Most all items will have one or more of the following statistics:
  Cost Rating
  An item’s Cost is an abstract measure of the average value and rarity 
  of an item. Generally the Cost is about four times more expensive 
  than an item of the next lowest Cost.
  Note that GMs may decide to adjust the Cost of an item depending 
  on where you are trying to get it, how much demand there is for the 
  item, whether or not it’s legal to own, how hard it is to purchase or 
  transport, and so on.
  In addition to these potential modifiers, each House grants its 
  members discounts when purchasing items from markets in which 
  their House is strong. See the “Scion” Edges starting on pg. 137. The 
  Cost of the discounted goods are reduced by 1. For example, the Cost 
  of a CIST for a member of House Cipriani is reduced by 1, assuming 
  they are able to buy from their House.
  Items can be bought in bulk. By increasing the Cost of an item by 
  1, you can purchase four of that item instead of one. Similarly, by 
  increasing the Cost by 2, you can get sixteen, and so on, multiplying 
  by a factor of four each time.
  See pg. 218 for more on purchasing items.
  Equipment Notes
  Armor Piercing (AP): The weapon or round ignores this many points 
  of Armor. A weapon with an AP value of 4, for instance, ignores 4 
  points of Armor. Excess AP is simply ignored.
  Armor: This is the amount of Armor provided by the equipment, 
  which is added to the wearer’s Toughness when the covered location 
  is hit in combat. A character who wears multiple layers of armor 
  only gains the highest bonus—they do not stack. Note that unless 
  an attacker states otherwise, hits are always directed at the victim’s 
  torso.
  Automatic (Auto): This weapon has select fire capability, and may 
  fire in single shot or automatic mode. See SWD, pg. 79 of the Explorer’s 
  Edition.
  Atmo Dependent: Particle accelerator weapons require an 
  atmosphere to produce a coherent beam. If used in a vacuum, the 
  weapon’s range is halved and you suffer a -2 penalty to both attack 
  and damage.
  Beam: These weapons fire a constant stream of focused energy. You 
  may use beam weapon special attacks (pg. 160) and deal +2d6 on a 
  Raise instead of +1d6.
  Damage: Damage is listed in terms of dice. Projectile weapons have 
  fixed damage (such as 2d6). Melee weapons have damage based on 
  the wielder’s Strength die plus another die. A dagger, for instance, 
  inflicts Str+1d4 damage.
  Double Tap: The weapon can rapidly fire two rounds. Rather than 
  rolling twice, add 1 to the Shooting and damage rolls.
  Flamethrower: Flamethrowers include any device that squirts an 
  incendiary liquid or even pure flame. To use it, the attacker places the 
  small end of the Cone Template at the tip of his character’s weapon, 
  and the large end on as many targets as he’s able.
  The attacker then makes a Shooting roll at +2. 
  Defenders who make an Agility roll equal to or greater than the 
  attacker’s Shooting total move out of the way and are unaffected. The 
  rest suffer the weapon’s damage (typically 2d10) and roll to see if they 
  catch fire (see Fire in SWD, pg. 101 of the Explorer’s Edition.)
  Like other area effect weapons, flamethrowers typically bypass body 
  armor that doesn’t provide full coverage (see Area of Effect attacks in 
  SWD, pg. 79 of the Explorer’s Edition.)
  Gravitic: These powered melee weapons utilize magnetic fields to 
  amplify and redirect the natural gravity imparted on the weapon, 
  delivering it to the target when struck. Thus, the weapon’s impact is 
  amplified with an extra helping of pure kinetic force.
  
  158
  Gravitic weapons deal +1d10 instead of the usual +1d6 when you 
  get a Raise on your attack roll.
  A gravitic weapon’s power source is good for about two hundred 
  strikes, but replenishes itself at a rate of one strike per round in an 
  area covered by a  broadcast power field.
  If the weapon’s power source is depleted or damaged, its damage is 
  reduced by 2 and it only deals 1d6 on a Raise.
  Heavy Armor: Targets protected by Heavy Armor may only be 
  damaged by Heavy Weapons.
  HW (Heavy Weapon): The weapon can affect vehicles or other 
  devices with Heavy Armor.
  HE (High Explosive): High explosive rounds use a burst template, the 
  size of which is noted in the weapon or ammunition’s notes. See the 
  rules for Area of Effect attacks in SWD, pg. 79 of the Explorer’s Edition.
  High Capacity: This weapon uses a large magazine capable of 
  holding a ton of ammo. If you use the variant rules for tracking ammo 
  found on pg. 227, you gain a +1 bonus on rolls to avoid running out 
  of ammo. 
  Minimum Strength: A character whose Strength is lower than the 
  weapon die can use the weapon, but there are penalties. First, the 
  weapon die can’t be higher than his Strength die. So if a scrawny kid 
  (d4 Str) picks up a long sword (d8), he rolls 2d4 damage, not d4+d8. 
  A brawny hero with Str d10 rolls d10+d8 when using the same long 
  sword.
  Second, if the Strength die isn’t at least equal to the weapon die, the 
  attacker doesn’t get any of the weapon’s inherent bonuses, such as +1 
  Parry or Reach. He still retains any penalties, however (like –1 Parry).
  If a weapon has a damage listed as Str+d8+2, for instance, then the 
  minimum Strength the wielder must have is a d8.
  Some ranged weapons list a minimum Strength to use as well. A 
  character with a lower Strength can use the weapon, but suffers a 
  –1 penalty to his attack roll for every step of difference between his 
  Strength and the minimum Strength required. The penalty is ignored 
  if the weapon can be braced on a bipod or other support.
  Mono-Edged: These bladed melee weapons are created with an 
  almost infinitely sharp edge. At the very tip of the edge, a single 
  carbon nanotube runs the length of the blade.
  Such weapons never need to be sharpened, but over time may need 
  to have their leading edge (the nanotube “wire”) replaced. Despite the 
  advanced technology required to build them, mono-edged weapons 
  do not require power to function.
  Parry +X: The weapon adds the bonus to the character’s Parry score 
  when used.
  Range: This lists the weapon’s Short, Medium, and Long range. 
  Ranges are listed in inches so that you can use a ruler to move, shoot, 
  and fight on the table-top with miniatures. Each inch is equal to 2 
  yards in the real world, so that 5” is really 10 yards, or 30 feet.
  Weapon ranges are “effective” ranges for the table-top. If you need 
  to know the real world range of a weapon (for battles that don’t take 
  place on the table-top, for instance), multiply each range bracket by 
  2.5. A tank round with a Long range of 300, for example, has a “real 
  world” Long range of 750”, or 1500 yards.
  Rate of Fire: This is the maximum number of shots that may be 
  taken by this weapon per action.
  Unless a weapon says otherwise, the user can fire up to the weapon’s 
  Rate of Fire (rather than its full Rate of Fire). If a single shot is taken, 
  it uses a single round of ammunition and does not incur any recoil 
  penalties. Two or more shots with such weapons always incurs the –2 
  autofire penalty.
  Reach: Weapons with “reach” allow their user to make Fighting 
  attacks at the listed range. A reach of 1”, for example, allows a character 
  to strike a target 1” distant. Weapons without a reach value can only 
  strike targets at arm’s length (adjacent).
  Scope: The weapon comes with an integrated scope. Scopes 
  magnify targets to make distance shooting easier. A scope provides a 
  +2 Shooting bonus to shots at Medium Range or higher as long as the 
  firer does not move this round.
  Semi-Automatic (Semi-Auto, or SA): The weapon fires on semi-auto 
  and can take advantage of the double-tap rules (SWD, pg. 81 of the 
  Explorer’s Edition).
  
  159
  Special Ammunition
  The stats listed for each weapon assumes the weapon is using the 
  standard ammunition for its type. However, special ammunition can 
  be used in railguns and coil guns.
  The Cost of a single unit of each type of ammo is listed below. 
  Increase the listed Cost by +1 to get four units of that type of ammo, 
  +2 to get sixteen units, and so on.
  Shredder Ammo (“Rippers”)
   Cost for Single Ammo Unit: 2
   These rounds shatter or explode on impact, propelling shrapnel into 
  the target. This type of ammo tends to be easily stopped by armor, 
  but is devastating to unarmored targets.
  This type of ammo deals +1 damage, but reduces the weapon’s AP 
  by -2.
  Penetrator Ammo (“Diggers”)
   Cost for Single Ammo Unit: 2
  The tips of these rounds consist of a hardened material that resists 
  shattering upon contact with the target.
  This type of ammo deals -1 damage, but increases the weapon’s AP 
  by +2.
  Guided Ammo (“Blood-Hounds”)
   Cost for Single Ammo Unit: 4
  Before a weapon is capable of firing guided ammo, it must be 
  outfitted with a guidance system. Guided ammo is able to make slight 
  course corrections in mid-flight, effectively homing in on the pre-
  selected target.
  When attacking with blood-hounds, you gain a bonus to your attack 
  as if you had Aimed. However, the bonus is only +1. This bonus does 
  not stack with the +2 bonus gained from actually Aiming.
  The Cost of a weapon with a blood-hound guidance system is 
  increased by +1. However, if you have the Targeting Support System 
  Augmentation, you do not need a guidance system integrated into 
  the weapon.
  Shotgun: Shotguns fire a spread of projectiles, and so do more 
  damage at close range where the spread is less and more of the shot 
  hits the target. Farther away, the shot spreads more and causes less 
  damage. Because of the increased chance of hitting someone due to 
  the spread, shotguns add +2 to their user’s Shooting rolls. They cause 
  1d6 damage at Long range, 2d6 at Medium, and 3d6 at Short range.
  Silent Option: Railguns and coil guns can be switched to a silent 
  fire mode, firing their projectiles a subsonic speeds. Weapons fired in 
  silent mode are unlikely to be heard more than 10” away, and even 
  then result in a -2 penalty to Notice.
  The reduced velocity means that silenced weapons lose all of their 
  AP, and suffer a further -2 penalty to damage.
  Snapfire Penalty: Certain weapons, such as sniper rifles, are very 
  inaccurate if fired “from the hip” rather than using their excellent 
  sights or scopes. If the character moves in the action he fires, he 
  suffers a –2 penalty.
  Three Round Burst (3RB): The weapon can fire 3 rounds with one 
  pull of the trigger. This adds +2 to the Shooting and damage rolls at 
  the cost of the extra ammunition.
  Ammo Costs
  With the exception of rockets, grenades, and bombs, ammo has a 
  Cost of 1. Ammo is measured in units, and a unit provides a number 
  of rounds equal to the number of Shots the ammo’s weapon may 
  fire before reloading. Only rail-guns and coil guns use ammo. Beam 
  weapons do not.
  Ammo is generally not interchangeable unless it comes from the 
  same type of weapon, and is from the same manufacturer. 
  
  160
  full-auto (ignore the penalty when firing a single shot with such a 
  weapon).
  Beam Sweep
  (Requires a Beam Weapon)
  When using a beam weapon, such as most particle acceleration 
  weapons, you can hold down the trigger and sweep a crackling bolt of 
  energy across your targets. This allows you to attack more than one 
  target at a time.
  You can make an attack against any number of targets inside a 
  Medium Burst. However, you suffer a cumulative -1 penalty to hit 
  each target (-1 for the 1st, -2 for the 2nd, etc.)
  Overheating: A Beam Sweep attack uses up 3 Shots, plus 1 Shot per 
  target.
  Double Tap
  (Requires a Semi-Automatic Weapon)
  A character with a semi-automatic weapon can fire two shots in one 
  action by “double-tapping.”
  Double tapping is a single Shooting roll that gives the user +1 to hit 
  and damage but expends two rounds of ammunition.
  Suppressive Fire
  (Requires a Weapon with RoF 2 or higher, or a Beam Weapon)
  Instead of attacking specific targets, characters with fully automatic 
  or beam weapons can “spray” an area with lead in hopes of killing 
  or suppressing a larger number of victims. To suppress an area, the 
  attacker places the Medium Burst Template on the battlefield and 
  makes a single Shooting roll (regardless of the weapon’s Rate of Fire). 
  Include the standard modifiers for range, the full-auto penalty, and 
  any other miscellaneous factors, but ignore the target’s modifiers if 
  any (such as being prone or in cover—these come into play in another 
  way as you’ll see below). If the attack misses, the spray is off-target 
  and has no effect.
  If the attack is successful, all possible targets within the area make 
  Spirit rolls, adding any cover modifiers they would normally have 
  against ranged attacks to this roll. Those who fail are Shaken. Those 
  Overheating or Power Drain
  Beam weapons do not require ammo, but require power, and 
  repeated use can build up a lot of heat. 
  Keep track of the number of shots fired. When it has fired a number 
  of shots equal to the weapon’s max number of Shots, it shuts down 
  for 3 rounds to cool. After the 3 round cool-down period, the weapon 
  comes back online with its full allotment of Shots.
  Letting the weapon cool by not firing it for a round effectively 
  replenishes 3 shots.
  A beam weapon can fire indefinitely as long as it is within a broadcast 
  power field. Outside a broadcast field, it requires a power pack. Such 
  a power pack is usually worn on the belt or kept in a backpack, and is 
  good for about 100 shots. A power pack has a Cost of 3.
  Special Attacks
  Aim
  A character who spends a full round aiming (no movement allowed) 
  may add +2 to his Shooting or Athletics roll in the following round 
  versus whatever he aimed at (a person, vehicle, etc.). Aiming for 
  multiple rounds has no extra effect.
  Automatic Fire
  (Requires a Weapon with RoF 2 or higher)
  Automatic weapons fire much faster—and differently—than regular 
  firearms.
  To attack with a full-auto weapon, roll a number of Shooting dice 
  equal to the weapon’s Rate of Fire. Compare each die separately to 
  the Target Number to see if it hit. If the weapon has a RoF of 3, for 
  example, a Wild Card rolls three Shooting dice plus a Wild Die and 
  uses the best three results.
  Note that Wild Cards roll their Shooting dice plus a Wild Die. They 
  still can’t hit with more shots than the weapon’s Rate of Fire, however.
  Recoil: Fully automatic fire is typically inaccurate because of the 
  recoil between each shot. You suffer a -2 penalty to attack when firing 
  
  161
  Sustained Burn
  (Requires a Beam Weapon)
  You hold your beam on your target for a sustained blast, giving the 
  beam time to bore through your target’s armor and boil away his 
  flesh. Increase your weapon’s damage die type by one step.
  Overheating: A sustained burn attack uses up 4 Shots.
  who roll a 1 on their Spirit die (regardless of any Wild Dice) are actually 
  hit by the attack and suffer damage normally.
  Suppressive fire uses five times the weapon’s Rate of Fire in bullets 
  or Shots. A weapon with a Rate of Fire of 3, for example, uses 15 
  bullets for suppressive fire.
  Three Round Burst
  (Requires an Automatic Weapon)
  Many modern automatic weapons, have a selector switch that 
  allows the user to go from single shot, to burst fire, to fully automatic 
  as a free action. Burst fire, or a Three Round burst, gives the user +2 
  to hit and damage.
  
  162
  Personal Firearms Table
  Pistols
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Light Rail-Pistol
  10/20/40
  2d6+1
  1
  -
  0.5
  12
  3
  AP: 3, SA, -2 Notice to Detect, Silent Option
  Heavy Rail-Pistol
  12/24/48
  2d8
  1
  -
  2
  10
  4
  AP: 3, SA, Silent Option
  Light PAc Pistol
  14/28/56
  2d8
  1
  -
  1
  10
  4
  Beam, -2 Notice to Detect, Atmo Dependent
  Heavy PAc Pistol
  15/30/60
  2d10
  1
  -
  1.5
  12
  5
  Beam, Atmo Dependent
  Personal Defense Weapons 
  (PDW)
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Light Coil PDW
  12/24/48
  2d6+1
  3
  -
  7
  45
  4
  AP: 4, Auto, Silent Option 
  Heavy Coil PDW
  14/28/56
  2d8
  3
  -
  9
  35
  5
  AP: 4, Auto, Silent Option
  Light PAc PDW
  20/40/80
  2d8+3
  1
  -
  9
  30
  5
  Beam, Atmo Dependent
  Heavy PAc PDW
  25/50/100
  2d10+3
  1
  -
  11
  25
  6
  Beam, Atmo Dependent
  Assault Weapons
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Coil Carbine
  25/50/100
  2d8
  3
  d6
  11
  55
  5
  AP: 5, Auto, Silent Option 
  Heavy Coil Assault  Rifle
  30/60/120
  2d8+1
  3
  d8
  12
  45
  6
  AP: 6, Auto, Silent Option
  Rail-Carbine
  30/60/120
  2d10
  1
  d6
  12
  45
  5
  AP: 6, SA, Silent Option 
  Heavy Assault Rail-Rifle
  35/70/140
  2d10+1
  1
  d8
  14
  40
  6
  AP: 7, SA, Silent Option
  PAc Carbine
  40/80/160
  2d8+4
  1
  d6
  16
  35
  6
  Beam, Atmo Dependent
  Heavy PAc Carbine
  45/90/180
  2d10+4
  1
  d8
  18
  30
  7
  Beam, Atmo Dependent
  Rail-Arrays
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Light Rail-Array
  12/24/48
  1-3d8
  1
  d6
  6
  10
  5
  AP: 4, SA, Shotgun, Silent Option 
  Heavy Rail-Array
  14/28/56
  1-3d10
  1
  d8
  8
  8
  6
  AP: 4, SA, Shotgun, Silent Option
  Precision Rifles
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Light Sniper Rail-Rifle
  50/100/200
  2d6
  1
  d6
  8
  12
  5
  AP: 8, HW, Snapfire, Silent Option, Scope
  Heavy Sniper Rail-Rifle
  60/120/240
  3d6
  1
  d8
  12
  10
  6
  AP: 8, HW, Snapfire, Silent Option, Scope
  Light PAc Sniper Rifle
  70/140/280
  3d6+4
  1
  d6
  16
  8
  6
  HW, Snapfire, Atmo Dependent, Scope
  Heavy PAc Sniper Rifle
  80/160/320
  4d6+4
  1
  d8
  20
  6
  7
  HW, Snapfire, Atmo Dependent, Scope
  
  163
  Heavy Weapons Table
  Range
  Damage
  RoF
  Min. 
  Str
  Wgt.
  Shots
  Cost
  Notes
  Heavy Coil Automatic Rifle
  30/60/120
  2d8+1
  4
  d8
  22
  200
  7
  AP: 6, HW, High Capacity, Snapfire
  Portable Rail-Minigun
  20/40/80
  2d8+3
  6
  d10
  85
  1000
  8
  AP: 7, HW, High Capacity, May Not Move
  Heavy PAc Cannon
  70/140/280
  5d12
  1
  d10
  110
  2
  10
  Burst: MBT, HW, Snapfire, Atmo Dependent, May Not Move
  Light Plasma Flamer
  Cone
  2d12
  1
  d6
  12
  10
  5
  HW, Ignores non-sealed armor, Flamethrower, May Not Move
  Heavy Plasma Flamer
  Cone
  2d12+2
  1
  d8
  16
  12
  6
  HW, Ignores non-sealed armor, Flamethrower, May Not Move
  Titan Flamer
  Cone
  3d12+4
  1
  1d12
  120
  16
  8
  HW, Ignores non-sealed armor, Flamethrower, May Not Move
  Grenade Launcher
  20/40/80
  Varies
  1
  -
  5
  1
  4
  Can be mounted under rifle barrel.
  Snapfire, Launches a grenade. See grenades in “Explosives” 
  table.
  Rocket Launcher (RPG)
  50/100/200
  4d10
  1
  d6
  20
  1
  9
  Burst: MBT, AP: 20, HW, May Not Move, Rockets have a Cost of 
  4 each.
  Kinetic Strike Rail-Cannon
  60/120/240
  5d10
  1
  d10
  110
  3
  11
  Burst: MBT, AP: 20, HW, May Not Move, Rail cannon rounds 
  have a Cost of 4 each.
  Note: The “May Not Move” restriction does not count when mounted to a vehicle or walker.
  Melee Weapons Table
  Blades
  Damage
  Weight
  Cost
  Notes
  Knife / Dagger
  Str+d4
  1
  0
  -2 Notice to Detect
  Machete
  Str+d6
  2
  1
  Dagger, Mono-Edged
  Str+d4+2
  1
  2
  AP: 2, -2 Notice to Detect
  Short Sword, Mono-Edged
  Str+d6+2
  2
  3
  AP: 3
  Longsword, Mono-Edged
  Str+d8+2
  3
  4
  AP: 4
  Greatsword, Mono-Edged
  Str+d10+2
  4
  5
  AP: 5
  Spear, Mono-Edged
  Str+d6+2
  5
  3
  Collapsible, AP: 3, Parry +1, Reach 1, 2 Hands
  Halberd, Mono-Edged
  Str+d8+2
  10
  4
  Collapsible, AP: 4, Reach 1, 2 Hands
  Gravitic Baton
  Str+2d6
  3
  2
  Collapsible, +d10 instead of +d6 damage on a Raise, -2 Notice to Detect when Collapsed
  
  164
  Armor
  Armor worn by military or paramilitary soldiers comes in three basic 
  categories: Light, Heavy, and Powered.
  Size - This is the measure of the Armor’s Size, primarily used to 
  determine certain facts about its Features.
  Light Armor – This lightweight ballistic armor consists of a fabric 
  mesh of woven carbon nanostructures, inspired by the molecular 
  structure of spider silk.
  As flexible as normal cloth, the material is highly resistant to slashes 
  and abrasions, and sports a non-Newtonian fluid layer that can 
  instantly become rigid in response to impacts from gravitic weapons 
  or bullets. It also provides some protection against PAc weapons, 
  being designed to spread out the discharge as much as possible.
   Full tactical suits are chemically coated, contamination- proof 
  coveralls.
  Though technically complex, light armor does not limit movement 
  or mobility.
  This sort of light armor is the standard apparel for shipboard military, 
  security guards, and most Centurions. It is also used by hunters who 
  stalk dangerous game, and by many remnant forces.
  Explosives Table
  Explosives
  Range
  Damage
  RoF
  AP
  Burst
  Wgt
  Cost
  Notes
  EMP Grenade
  5/10/20
  1-3d6/6d6
  1
  10
  LBT
  1
  6
  HW, 1d6 Damage to Pure, 2d6 to biosleeves, 3d6 to Pure or biosleeve 
  with cyberware, or 6d6 to synthetic electronic targets (including cy-
  bersleeves)
  Fragmentation Grenade
  5/10/20
  3d8
  1
  3
  MBT
  1
  4
  HW 
  Incendiary Grenade
  5/10/20
  3d10
  1
  Special
  SBT
  1
  5
  HW, Potential to Ignite, Ignores all but sealed armor. AP: 4 on sealed 
  armor.
  Stun Grenade
  5/10/20
  3d6
  1
  Special
  MBT
  1
  3
  Targets cannot suffer Wounds. Targets Shaken from a Stun Grenade 
  suffer a -2 penalty on rolls to recover from being Shaken.
  Gooper Grenade
  5/10/20
  None
  1
  Special
  MBT
  1
  4
  Deals no damage. On a hit, the target is Grappled. The Gooper has a 
  “Strength” Skill of d10. On a raise, target is also Shaken. 
  Hell Ball
  5/10/20
  3d10
  1
  8
  MBT
  2
  6
  HW, Targets hit by a Hell Ball are thrown 1d4-1 x 5 feet directly away 
  from the center of the blast. 
  Smoke Grenade
  None
  None
  1
  -
  LBT
  1
  2
  See the Savage Worlds Science Fiction Companion pg. 20.
  High Explosive Satchel Charge
  0/5/10
  8d6
  1
  10/20
  LBT
  1
  6
  HW, AP 10, Can be set to detonate on a timer or via remote. If at-
  tached to the target, AP increases to 20.
  Assault Armor – Heavier armor is used by soldiers and security forces 
  that are going to be deployed directly into conflict. It is essentially 
  the same as a light armor suit, but is covered in articulated lattice-
  carbonite plates, which are themselves coated with a thin layer of a 
  self-healing ceramic-graphene composite.
  The arrangement of plates is designed for maximum protection with 
  minimum bulk, though it can still be fairly cumbersome.
  Powered Armor [Restricted] – Powered armor is similar to heavy 
  armor in that it consists of articulated plates over a thinner and lighter 
  inner layer.
  However, powered armor is completely sealed and features a 
  number of systems designed to aid its wearer in other ways.
  Since it is sealed, the armor also protects against the dangers of 
  vacuum and the crushing forces of deep water submersion. Its 
  onboard air storage and filtering systems allow the wearer to operate 
  without an external air supply for up to 8 hours.
  The suit can interface with a PPC or integrated computer (if it has 
  that Feature) and can function as an AR interface.
  The onboard power supply will provide the suit with enough power 
  to function for about two weeks outside of a broadcast power field.
  
  165
  Unlike regular armor, the seals and interconnecting components of powered armor make donning and 
  removing it difficult. Heavy powered armor usually requires the prospective wearer to enter an armor bay, 
  within which the armor is assembled around him.
  The rules for Powered Armor found here supersede those found in Savage Worlds Deluxe.
  Armor Features
  Different types of armor can support different features. The following table lists the features that 
  come standard with each type of armor, and the total number of additional features that can be 
  added. 
  When purchasing armor, you may add Features for free, as part of the Cost of the armor. But each 
  Feature costs a number of Mod points, and each type of armor can only handle a limited number 
  of Mods.
  Powered Armor Table
  Size
  Armor*
  Mods
  Pace Wgt. Cost Notes
  Powered Recon Armor 
  (Light)
  1
  8
  5
  8
  100
  8
  Comes standard with built in PPC 
  (Alpha), AR Display Device, Combat 
  Awareness Suite, Short Range Ra-
  dio, Vacuum Sealed and Shielded, 
  Air Pack, Offers full coverage
  Powered Assault Armor 
  (Medium)
  2
  10
  8
  6
  200
  9
  Comes standard with built in PPC 
  (Alpha), AR Display Device, Combat 
  Awareness Suite, Short Range Ra-
  dio, Vacuum Sealed and Shielded, 
  Air Pack, Offers full coverage
  Powered Heavy Assault Armor 
  (Heavy)
  3
  12
  12
  4
  300
  10
  Comes standard with built in PPC 
  (Alpha), AR Display Device, Combat 
  Awareness Suite, Short Range Ra-
  dio, Vacuum Sealed and Shielded, 
  Air Pack, Offers full coverage
  
  166
  Armor Table
  Size
  Armor
  Mods
  Wgt.
  Cost
  Flight Suit
  N
  0
  0
  5
  2
    Notes: Covers torso, arms and legs, Thermal Regulation 
     System
  Reinforced Clothing
  N
  2
  0
  10
  3
    Notes: Covers torso, arms and legs
  Vacuum Suit
  N
  2
  0
  20
  4
    Notes: Vacuum Sealed and Shielded, Offers full coverage, 
     Air Pack, Mag-Traction, Thermal Regulation System, Zero-G 
     Assistance Jets
  Reinforced Vacuum Suit
  N
  4
  0
  25
  5
    Notes: Vacuum Sealed and Shielded, Offers full coverage, 
     Air Pack, Mag-Traction, Thermal Regulation System, Zero-G 
     Assistance Jets
  Light Battle Armor
  1
  6
  1
  20
  4
    Notes: Covers torso, arms and legs
  Assault Armor
  1
  8
  2
  30
  5
    Notes: Covers torso, arms and legs
  Battle Helmet
  N
  5
  0
  4
  3
    Notes: 50% chance vs. head shot
  Custom Armor
  By increasing the Cost of non-powered armor by +1, you may add 
  1 Mod slot. You may increase the Cost by a total of +2 to add 2 Mod 
  slots.
  
  167
  Armor Features
  Mods
  Effect
  Air Pack (1)
  1
  Provides 8 hours of breathable air at typical activity levels. Requires a vacuum sealed suit or powered armor.
  Anti-Personnel System (1)
  2
  See the Savage Worlds Science Fiction Companion, pg. 33. Reloads have a Cost of 3.
  AR Interface Device (1)
  1
  The suit’s visor produces a HUD that acts as an AR Interface Device.
  Combat Awareness Suite (2)
  2
  The suit’s visor can magnify your sight up to 50x and provides thermal and night vision (ignore illumination penalties). And its 
  microphones and internal speaker system can pick up a whisper at 100m. This translates to a +2 bonus on Notice rolls. This fea-
  ture comes standard on all power armor. If selected a second time, the bonus to Notice is increased to +3.
  Command Pack (1)
  1
  See the Savage Worlds Science Fiction Companion, pg. 33. 
  Computer Gauntlet (1)
  1
  A PPC (Alpha Agent) mounted to the arm and operated with voice commands and/or a holographic interface projected from the 
  hand. You may also choose to display data on your HUD.
  Enhanced Mobility Actuators (3)*
  1
  The armor enhances your movement by allowing you to make quick leaping strides. This adds +2 to Pace and Climbing, and 
  Strength rolls to Jump. Your running die is also changed to d8. Each time this feature is selected, add +1 to Pace.
  Flight (U)
  2
  See the Savage Worlds Science Fiction Companion, pg. 33. 
  High-Density Plating (1 for Light, 2 
    for Medium or Heavy)
  3
  Increase Armor by +2. Can be taken a second time by Medium and Heavy powered armor only. When taken a second time, the 
  armor’s Armor rating does not increase, but it becomes Heavy Armor.
  Hydrostatic Gel Layer (1)*
  2
  Adds plus 4 to Armor to resist explosions and damage from falling.
  Integrated Weaponry
  1
  The armor features an arm- or shoulder-mounted weapon built into it, allowing you to switch between weapons in an instant. 
  Select any one melee weapon or firearm. Heavy Weapons may only be selected for Heavy powered armor. You must purchase 
  this weapon separately, but its Cost is reduced by -1.
  Interface Surface (1)
  1
  Some surface on the armor, usually the hand, can transmit digital data to and from an onboard computer via an encrypted 
  touch interface system.
  Jump Jets (1)
  2 or 3
  This Feature has a Mod cost of 3 for Heavy Armor, but 2 for other types. You can jump 3x the suit’s Pace horizontally, or 2x verti-
  cally. 
  Light Screen Camouflage (1)*
  2 or 3
  This Feature has a Mod cost of 2 for Recon armor, but 3 for other types. When activated, the surface of the armor emits a 
  magnetic field that wraps light around the wearer, making him nearly invisible to the human eye, thermal detection and radar. 
  Attempts to Notice the wearer suffer a -4 penalty.
  Mag-Traction (1)
  1
  Boots come equipped with electromagnets. These are used to traverse zero-g environments safely, and eliminate any penalties 
  on Trait rolls from being in low gravity.
  Motion Tracker (1)
  2
  Your suit has sensors that detect motion up to about 20 meters. You gain a +4 bonus to Notice moving objects or creatures.
  Reinforced Cyber-Musculature (2)*
  2
  The wearer’s Strength is improved by one step. 
  Self-Sealing (1)
  1
  See the Savage Worlds Science Fiction Companion, pg. 34. 
  Short Range Radio (1)
  1
  This radio allows you to communicate with other tuned in to your frequency at a distance of up to 30km.
  Signal Booster (1)
  1
  See the Savage Worlds Science Fiction Companion, pg. 34. 
  Targeting System (1)
  2
  See the Savage Worlds Science Fiction Companion, pg. 34. 
  Thermal Regulation 
  System (1)
  1
  Keeps the wearer at a comfortable temperature in environments ranging from -60°C to 140°C.
  Trauma System (1)
  2
  See the Savage Worlds Science Fiction Companion, pg. 34. 
  Vacuum Sealed and Shielded (1)
  1
  This feature provides the wearer with protection from the hazards of vacuum and radiation.
  Zero-G Assistance Jets (1)
  1
  A series of tiny thrusters on the limbs and torso aids in maneuvering in zero-g environments, or under water. You have a Pace of 
  6 in these environments.
  
  168
  Aerial Condenser: (Cost: 2) Popular among explorers and outdoorsmen, 
  this small device is capable of removing moisture from the nearby air and 
  condensing it into drinkable water. In most locations it can create a gallon 
  of water in about three hours.
  Agent: (Cost: 4/6/8) An Agent is a personal virtual intelligence commonly 
  found onboard PPCs and mindsets. The Agent responds to voice commands 
  (or thoughts in the case of a mindset) and performs the requested 
  computing tasks. It may find, sort, modify, and even create data at the 
  user’s behest. An Agent is capable of learning about its master, logging 
  habits, desires, and actions in an attempt to better serve.
  The Cost of an Agent depends on how useful it is, which is represented 
  by the sorts of bonuses it can apply to certain Skill rolls. It also determines 
  the Cost of the PPC it is loaded onto, which is the Cost of the Agent +1.
  Any time you need to perform a test the Agent can help you with, you 
  may add the Agent’s bonus as a modifier.
  Agents can add a bonus any time you need to perform a test with a Skill 
  the Agent has enhancement software for. Agents can be outfitted with 
  enhancement software for the following Skills: Intimidation, Investigation, 
  Knowledge (Any), Persuasion, Piloting or Repair.
  Should an Agent be called upon to perform a roll on its own, assume 
  it has d4 in any relevant Skills, and can apply its enhancement software 
  bonuses to itself.
  Type         Cost   Enhancement Bonuses
  Alpha 
  4        +1 to die rating of one Skill
  Beta     
  6        +1 to die rating of two Skills
  Gamma 
  8     
  +2 to die rating of one Skill, 
   
   
   
  +1 to die rating of two Skills
  Augmentation (Cost: Current APs + Twice AP Value of Augmentation) 
  See pg. 178 for more.
  Augmentation Upgrade (Cost: Current APs + AP Value of Base 
  Augmentation + AP Value of Upgrade) See pg. 178 for more.
  Augmented Reality (AR) Display Device: (Cost: 2) These glasses look like 
  any other set of head-worn spectacles, save for the occasional flash of 
  light across their surface noticeable by the casual observer. To the wearer, 
  however, they are a gateway to a wealth of information. AR display devices 
  allow the wearer to see AR objects and data.
  This same technology can also be found in contact lenses, at a Cost of 3.
  Equipment
  Gear
  Cost
  Weight 
  (lbs.)
  Aerial Condenser
  2
  10
  Agent
  4/6/8
  -
  Augmentation
  Special
  -
  Augmentation Upgrade
  Special
  -
  Augmented Reality (AR) Display Device
  2
  1
  AR Identification (ARID) Tag
  0
  -
  ARID Cloner [R]
  4
  1
  Ballistic Cartographer
  4/6
  1
  Box Tent
  2
  5
  Broadcast Screen
  4
  0.25
  Compiler
  6+
  30+
  Compiler Template
  Varies
  -
  Credit Disk
  0
  0.25
  Cyber-Intrusion & Security
  Terminal (CIST) [R]
  10
  1
  Cyber-Repair Injection (CRI)
  3
  0.5
  Esper Swarm
  7
  3
  False CID [R]
  5-11
  -
  Fiberscope
  2
  0.5
  4D Spatial Camera
  3
  1
  Holomask [R]
  6
  0.25
  Hostware
  7
  -
  Medi-Stimulant Injection (MSI)
  3
  0.5
  Molecular Glue & Solvent
  1
  0.5
  Neural Link
  3
  0.25
  Plasti-Rope Dispenser
  1
  1
  Portable Personal Computer (PPC)
  5/7/9
  2
  Portable Plasma Torch
  3
  5
  Portable Broadcast Power Generator
  6
  100
  Ration Lozenge
  1
  0.1
  Resurrection Chamber [R]
  11
  1200
  Resurrection Insurance
  4-12
  -
  Simulated Augmentation
  Special
  -
  Simulated Memory (Sensie)
  2+
  -
  Spider Gear Kit
  2
  5
  Targeting Support Module [R]
  4
  0.25
  Tele-presence Sensor Unit
  3
  1
  Transportation
  Varies
  -
  VR Interface (Ego Channel)
  3
  0.25
  
  169
  Box Tent: (Cost: 2) When not in active use, the box tent is about as 
  big as a few books stacked together, and weighs about half that. When 
  activated, it transforms in about five seconds into a rigid tent capable 
  of comfortably sleeping two. Once activated, it uses solar power to 
  cool or heat the inside of the tent as needed.
  Broadcast Screen: (Cost: 4) Activating this device creates a shell 
  of intense EM interference, roughly 2 meters around you in all 
  directions, blocking or dampening incoming and outgoing wireless 
  electronic transmissions. This device is usually worn on the wrist, as a 
  belt buckle, or sometimes as a piece of jewelry.
  This is a popular item among people who dislike being bombarded 
  with information from advertisers and the like.
  Attempts to manipulate a computer through a broadcast screen 
  suffer a -4 penalty.
  Compiler: (Cost: 6+) Compilers use nanomachines to assemble 
  objects at the atomic level. As long as you have the proper template 
  and the necessary raw materials, you can create almost anything. See 
  page 71 for more on compilers.
  These devices range in size from about a half cubic meter to the size 
  of a large room, and their Cost is tied directly to their size. Smaller 
  compilers are common in Coalition homes and have a Cost of 6. Much 
  larger versions are used in production facilities and have Cost ratings 
  as high as 12.
  Augmented Reality Identification (ARID) Tag: (Cost: 0) An ARID is 
  the digital equivalent of a fingerprint.
  Depending on how protected they are, ARIDs range in size from 
  that of a small coin up to about the size of one’s thumb. They are 
  programmed with (typically) read-only data that is displayed and 
  accessible in augmented reality.
  ARIDs are attached to most retail items, people, information booths, 
  or anything else used to relate information.
  Usually an ARID carried by a person will be worn as jewelry or as a 
  subdermal implant.
  In Coalition space, children are implanted with an ARID at birth, called 
  a CID, which retains their personal profile. When viewed through an 
  AR display device, the part of this profile set to be publicly visible is 
  displayed as an ARO near the person.
  These sorts of ARIDs are implanted in all sleeves, and are flashed 
  with one’s personal profile data. It is illegal to remove or tamper with 
  a CID.
  ARID Cloner: (Restricted, Cost: 4) This small hand-held device can 
  copy and implant information stored in an ARID.
  Ballistic Cartographer: (Cost: 4/6) This device attaches below the 
  barrel of a rifle or carbine, but may also be detached and fired.
  When fired, the ballistic cartographer launches a projectile that can 
  stick to any hard surface. Once stuck, it sprays small sensors in all 
  directions, which also can stick to most any surface.
  These sensors scan the environment and feed the data they collect 
  back to a computer system of the user’s choice. This data is used to 
  create a 3D map of a 20” radius area, updated in real time.
  The ballistic cartographer can be fired into the air, programmed to 
  detonate before landing. This method creates a top-down map of an 
  outdoor area that can span for over a kilometer, and continues to 
  provide live updates of activity on the ground, in a 20” radius area, 
  once the sensors land.
  Anyone attempting to hide in an actively monitored area suffers a -4 
  penalty.
  By increasing the Cost to 6, the sensors can be programmed to 
  report movement in the affected area. This makes hiding while moving 
  virtually impossible, and can be used to alert the user to trespassers.
  [Tac-Comm v1.76.3/ Log: 07:22-04,21,97]
  [Jane] – Eyes on target. Anders, I’m sending you my 
  feed. Confirm.
  [Anders] – Yeah, he matches Malpheus’ image.
  [Jane] – Hide and ambush me, you little pecker… Let’s 
  see how you like a shredder round through your brain 
  case.
  [Reagan] – Jane. You said you’d talk to him.
  [Jane has disconnected]
  [Reagan] – Damnit! Anders, talk to her.
  [Anders] – Too late… That guy is very dead.
  [Reagan] - Are you sure?
  [Anders] - Oh yeah.
  
  170
  capable of running only a single intrusion routine, and generally takes 
  the shape of a PPC. They are highly restricted, and very difficult to 
  come by.
  In game terms, a CIST allows a non-Savant character to use a Savant 
  Program. Each CIST is only capable of running one such Program.
  Executing and utilizing the Program works the same way it does for 
  a Savant, but with a few exceptions.
  Whenever the user is called upon to use the SINC Skill, he uses 
  Knowledge (Software) instead.
  The execution TN is the same as that of a normal Savant Program, 
  but the same CIST cannot be used more than once per encounter.
  It is possible to make the CIST usable again more quickly. The user 
  must spend about 5 minutes working on the CIST, succeed on a 
  Knowledge (Software) test, and spend a Benny.
  Alternatively, some CISTs exist purely to defend against other CISTs 
  and Savants. Instead of executing a Savant Program, these Guardian 
  CISTs simply make any SINC or Knowledge (Software) rolls to execute 
  a Savant Program (normally, or with a CIST) suffer a -2 penalty.
  Cyber-Repair Injection (CRI): (Cost: 3) This is a protected syringe 
  filled with a mixture of carbon paste and a small swarm of espers 
  designed much like a tiny Vulcan swarm. The espers use the raw 
  materials in the paste to patch holes and perform other repairs to 
  damaged cybernetics.
  A cyber-repair injection removes one Wound, but takes an hour to 
  fully take effect.
  This repair only applies to cybersleeves, biosleeves that have 
  undergone Synthesis, drones, or any Wounds that reflect damage to 
  cybernetic components.
  Esper Swarm: (Cost: 7) An esper swarm is a swarm of nanomachines 
  typically controlled by either a “Queen” server or a Savant with the 
  Esper Lord Savant Program (pg. 144).
  Made up of millions of tiny nanites, these machines work together 
  as a swarm to perform any number of useful activities, from security, 
  to repairs, to sanitation.
  A swarm is programmed to perform a single job at a time unless it is 
  controlled by a Savant.
  Compilers come with a number of limitations. They will only run for 
  Coalition citizens, and will only run unrestricted templates. Producing 
  weapons or other restricted items is impossible unless you have a 
  license to do so.
  Compilers also have the necessary sensors to know where they are 
  located, and they will not work outside of Coalition-controlled space.
  Some compilers have had these limitations removed, but they are 
  essentially priceless. Apostate forces will do almost anything to get 
  their hands on one of these, and the Coalition will not hesitate to kill 
  to make sure that doesn’t happen.
  Compiler Template: (Cost: Cost of Item +2) A compiler template is a 
  piece of software that functions as the instructions for a compiler to 
  build a specific object.
  The Cost of a template is equal to the Cost of the item it produces 
  +2.
  If you purchase a template during character creation, you can begin 
  play with up to 3 copies of the item the template compiles for free.
  Credit Disk (“Credisk”): (Cost: 0) These small electronic devices, 
  usually about the size of a coin, are designed to hold the necessary 
  data required to perform a one-time monetary transaction. These 
  are often used by apostate enclaves or in black market deals when 
  actual gold currency isn’t convenient, allowing you to use credisks 
  to facilitate the transfer of funds through one of the few remaining 
  underground banks.
  Programming a credit disk is usually performed with a PPC. The 
  amount of credit it is set to transfer with the credisk is visible on a 
  small screen on both sides of the credisk “coin.” Once the transaction 
  is complete, the credit disk can be reprogrammed for a different 
  transaction.
  Cyber-Intrusion and Security Terminal (CIST): (Restricted, Cost: 10) 
  CISTs are computers purpose-built for housing an Agent capable of 
  running cyber-intrusion software.
  Some people call these Savant Boxes or Daemon Boxes, but these 
  terms are inaccurate. A true Daemon comes about as a result of a 
  Savant hacking his mindset to free his Agent. The Savant writes SINC, 
  and is capable of modifying it and writing new Savant Programs.
  CISTs, on the other hand, are created for the Coalition military for 
  the sole purpose of breaking into protected systems. Each CIST is 
  
  171
  Switching between CIDs, either real or false, requires an ARID cloner. 
  The cloner can be used through the skin; no surgery is needed.
  A Savant can switch between CIDs at will using his mindset.
  A False CID may also be Licensed, effectively granting the user the 
  Licensed Edge while he possesses it and uses it to represent himself. 
  The Cost of a Licensed False CID is 3 higher than a normal False CID of 
  its type.
  Fiberscope: (Cost: 2) This is a small fiber-optic cable attached to a 
  small monitor. It can be snaked under doors, through vents, or around 
  similar obstacles. Attached to the end of the cable is a high-resolution 
  camera capable of seeing in multiple EM spectrums, with a directional 
  audio amplification system.
  4D Spatial Camera: (Cost: 3) Utilizing over a dozen forms of imaging 
  and radiation-bouncing techniques, this camera can create fully three-
  dimensional representations of an area, with audio, in still frame or 
  full motion video. These captured spatial maps are often displayed in 
  augmented and virtual reality.
  HoloMask: (Restricted, Cost: 6) This device, usually worn as a sort 
  of necklace or headband, projects a hologram over your face. This 
  hologram masks your features, making you appear to be someone 
  else.
  The mask can replicate the appearance of anyone you have mapped 
  with a spatial camera.
  The hologram is good enough to fool a mesh Monitor, making it 
  impossible for the Monitor to identify you with facial recognition 
  protocols.
  If a test is required, the holomask imposes a -2 penalty on Notice 
  rolls to penetrate the disguise.
  Hostware: (Cost: 7) While there is no need to track every piece 
  of software a computer system may have on it, whether or not a 
  computer is outfitted with a hostware suite can be critical.
  Hostware is the software needed to host an ego in an active state. 
  Any computer has the storage capacity to house dozens of egos if 
  they are dormant, but only systems with a hostware suite can both 
  store the ego and provide it with an environment to live in, allowing it 
  to remain aware and active.
  A server system featuring the software necessary to function as a 
  Queen has a Cost of 10.
  False CID: (Restricted, Cost: 5-11) You have a CID that is a complete 
  fabrication. It has a Rep-Rating that is not your own, and displays a 
  false profile when viewed by others.
  Even the best false CIDs can’t stand up to too much scrutiny, though. 
  The fake CID comes with a fabricated virtual history, but anyone who 
  spends a lot of time checking out your involvement in social networks 
  will eventually grow suspicious.
  The Cost of a false CID depends on how hard it is to detect as a fake, 
  and how high the ID’s Rep-Rating is.
  Any time this fake Rep-Rating is bumped or hit, there is a chance 
  it could be discovered as a fake. There is also a chance of discovery 
  when trying to acquire an item through its Rep-Rating. Since the Rep 
  is not real, it’s not possible to use it to call in Favors.
   To determine whether or not the ID has been detected as fake, roll a 
  d12. If the result is the same or lower than the CID’s Authenticity rating, 
  it is detected as fake by the person or agency that just attempted to 
  analyze, hit or bump it.
  Cost               Authenticity 
     Rep-Rating
    5  
   
  4 
   
   
  4
    7  
    
  3 
   
   
  5
    9   
    
  2 
   
   
  6
   11  
    
  1  
   
   
  7
  Narration [NetLink Log: 14:32-02,07,99]
  [Grady] – You catch the fray?
  [Juna] – Missed it live. Had to filter for it all day yesterday. 
  Just finished it. I thought it was all over when Clemson 
  hit the Star Spike.
  [Grady] – I know! He burned up most of the Minotaur 
  team with it. Amazing they were able to come back.
  [Juna] – I don’t think they would have if Tesla hadn’t 
  ambushed Diago with a grav hammer.
  [Grady] – It made me so happy to see Diago finally get 
  his face smashed in. 
  
  172
  Hostware allows a SIM to live within his home environment, and 
  dwell among any other virtualities currently running on the host 
  system. The SIM’s ability to interact with the outside world depends 
  on the nature of his host. A PPC, for example, would allow him to 
  access the local mesh and extranet. But it’s possible to cut the PPC’s 
  communications, effectively leaving the SIM cut off from the outside 
  world and a prisoner within the host machine.
  Because of the added expense and maintenance, most computer 
  systems do not feature hostware.
  Medi-Stimulant Injection (MSI): (Cost: 3) This is a protected syringe 
  that houses a cocktail of nanites, painkillers, and various chemicals 
  specifically designed to regenerate tissue while keeping the mind 
  focused.
  A medi-stimulant injection removes one Wound, but takes an hour 
  to fully take effect.
  Note that MSIs do not work on cybernetic components or 
  cybersleeves.
  Molecular Glue & Solvent: (Cost: 1) This hardened bottle dispenses 
  a small amount of glue. The glue bonds to anything and is nearly 
  impossible to remove without a solvent. M-Glue is often used in place 
  of welding or soldering. Each pack contains both a bottle of glue and 
  solvent.
  Neural Link (“Link”): (Cost: 3) Worn neural mapping systems that 
  can translate thoughts into computer input. These devices are usually 
  called neural links, or just links, and often take the form of a small 
  device clipped over the ear, a hat, or a headdress. Like a mindset, a 
  link allows the user to mentally issue commands to a computer. This 
  technology makes other types of interfacing devices, real or ARO, 
  largely unnecessary.
  Plasti-Rope Dispenser: (Cost: 1) Not much larger than a closed fist, 
  this device can dispense about 100 meters of rope. The material 
  leaves the dispenser as a liquid, but hardens almost instantly into a 
  flexible rope capable of supporting about four tons of static weight.
  Portable Personal Computer (PPC): (Cost: Cost of Agent +1) PPCs 
  range in size from wrist-worn systems to tablets. They are interacted 
  with by voice commands or through augmented reality display and 
  interface devices.
  LOOKING DOWN THE SITES
  PPCs always come equipped with an Agent and dozens of other 
  software programs that people use every day to learn, communicate, 
  create, and entertain themselves.
  Portable Plasma Torch: (Cost: 3) This small hand-held device burns 
  hot enough, and with enough focus, to cut through most any material.
  It can cut a 10 millimeter-long slice, 10 millimeters deep, in lattice-
  carbonite in about a minute.
  If used as a weapon, its tiny flame deals 2d4 damage.
  
  173
  Portable Broadcast Power Generator: (Cost: 6) These generators 
  are essentially compact reactors, usually ranging from about the size 
  of a briefcase to that of a large building. The Cost listed is for a smaller 
  model, which can broadcast out to a range of about 100 meters.
  Objects designed to run on broadcast power never need batteries 
  or power cables while in a sustained field. Most such devices do have 
  internal power cells that can keep them running for a short time 
  (usually about a day to a week depending on the device) in the event 
  that the field goes down.
  Ration Lozenge: (Cost: 1) This small lozenge, about the size of a 
  large bean, contains all the vitamins and nutrients a person needs 
  for half a day. By itself it is not very filling, but with a glass of water 
  the lozenge expands, and a moment later the imbiber will feel quite 
  satisfied. These are very popular among survivalists.
  Resurrection Chamber: (Restricted, Cost: 11) The resurrection 
  chamber is the casket-like device used to download an ego into a 
  sleeve. The chamber itself, suspension gel tanks, nanomachines, and 
  other gear required for resurrection take up most of a small room, 
  and are incredibly expensive.
  They are also restricted, requiring special licenses to acquire and 
  operate.
  See page 221 for more on resleeving.
  Resurrection Insurance: (Cost: 4-12) Characters who have undergone 
  Apotheosis usually decide to set up some sort of insurance policy.
  Each policy has a minimum Rep-Rating required for purchase, and 
  has a one-time fee you must pay.
  Note that if your Rep-Rating ever falls below the minimum for your 
  policy, you will be automatically downgraded with no reimbursement 
  of the initial fee.
   
  Policy                 Min. Rep.      Fee Cost
   
  Alpha  
   
  3 
   
  4
   
  Beta  
    
  5 
   
  6
   
  Gamma 
   
  7 
    
  8
   
  Delta  
   
  9 
   
  10
   
  Epsilon 
   
  11                   12
  All policies grant a single backup at the time of purchase, and 
  additional backups can be made once per week, or each time you 
  sleep if you have remote backup module (pg. 181). Unless you have 
  the remote backup upgrade, this requires payment of the Fee Cost 
  each time.
  The different policies are described below:
  Alpha: If your core is delivered to a resleeving facility belonging 
  to your House, you will be brought online in a virtuality to discuss 
  resleeving options. Note that if your mnemonic core has a remote 
  backup module, it will immediately alert the House of your demise 
  and send your location.
  Beta: Once your death has been confirmed, or you have been missing 
  for at least three months, the House will send a crew to recover your 
  core if they know its last known location.
  If they do not know where it is, you will be restored from backup.
  Gamma: The House will send a recovery team to investigate your 
  location if you have gone missing for one week. If your core has been 
  lost in a hostile environment, a crew of mercenaries will be dispatched 
  to reclaim it.
  Delta: Like Gamma, but the recovery team dispatched will be 
  composed of professionals and/or a Praetorian.
  Epsilon: The House will spare no expense in an effort to recover your 
  core. It will dispatch full military units, or multiple Praetorians.
  Simulated Augmentation: (Cost: Same as a regular Augmentation 
  -1) When entering a virtuality, the brain and onboard systems are 
  scanned to create your avatar, your virtual body, and determine its 
  capabilities.
  This is why you generally possess the same physical Attributes both 
  in the real world and in VR.
  The system also takes note of your Augmentations; and they too 
  are represented in virtual form. This assumes, of course, that the 
  virtual environment you are being loaded into allows them. Many 
  have restrictions determined by the intended use and theme of the 
  virtuality.
  But while SIMs do not have physical bodies, they can still purchase 
  virtual Augmentations that work just like real Augmentations inside 
  of VR.
  
  174
  To purchase a virtual aug, purchase it like you would any other 
  Augmentation, with the total Cost reduced by -1. Non-SIMs can 
  purchase the virtual-only version of an aug as well, but it still counts 
  against the total number of augs you have.
  Note that SIMs and Sleeved PCs get simulated Mindsets and 
  mnemonic cores for free.
  Note also that the limitations on aug use imposed by the HPA do not 
  apply to virtualities.
  Simulated Memory (“Sensie”): (Cost: 2+) These are the recorded 
  memories of another person, captured by a mindset or an ego 
  channel, and downloaded onto a memory module. Many people—
  even celebrities—give away sensies for free, although some can be 
  very expensive depending on what they depict. Sensies of recorded 
  sex, crimes, and even suicide are very popular underground items.
  Spider Gear Kit: (Cost: 2) These gloves, boots, and kneepads can 
  adhere to almost any solid surface, allowing the wearer to climb 
  sheer walls or even hang suspended upside down. Their adhesiveness 
  is triggered by an electronic signal, which allows the adhesive to be 
  switched on and off.
  Targeting Support Module: (Restricted, Cost: 4) This device is 
  installed onto a firearm, and syncs with a Targeting Support System 
  (pg. 193).
  Tele-presence Sensor Unit: (Cost: 3) This device appears to be a 
  small ball, about the size of an adult fist. It contains a number of audio 
  and video sensors, much like an ARIS strip, but offers full 360 degree 
  coverage.
  The sensor unit is generally used by SIMs to view the real world. The 
  SIM can hear and see anything the sensor unit can. If desired, the unit 
  can also project an ARO or hologram of the SIM above itself.
  This function allows the SIM to attend meetings in the real world 
  without requiring everyone else to jack into a virtuality or having to 
  grant everyone access to their AR stream.
  Transportation: (Cost: See Below) There are a lot of options for 
  getting from point A to B.
  The first and most obvious is to purchase a vehicle, but most Coalition 
  cities and habitats offer several public transportation options.
  Private Skiff or Lancer: (Cost: 2) You can request a skiff via the 
  Extranet to pick you up. It usually takes just a few minutes for a skiff 
  to arrive, and you can either pilot it yourself (with the aid of an AI “co-
  pilot”), or let the AI do all the work.
  Most skiffs are one of three or four common models, but by 
  increasing the Cost to 3, you can specify a premium model built for 
  luxury and speed.
  Lancer rental works the same way and has the same Cost.
  Once rented, the skiff is yours for an hour. Increase the Cost by 1 if 
  you wish to keep it for 8 hours.
  Interplanetary: (Cost: Varies) Travel between planets usually requires 
  a ship, either a privately or publicly owned.
  Most major Coalition cities have spaceports, where atmospheric 
  flight-capable spacecraft are docked. Many of these craft travel back 
  and forth between the more densely populated cities. The Cost for 
  a one-way trip is 4, +1 for every planet or isolated habitat along the 
  way.
  Intersystem: (Cost: Varies) Travel from one system to another is much 
  like interplanetary travel, but requires the use of a jump-capable ship 
  or the jump ring network.
  In either case, the Cost is the same as an interplanetary trip, +3.
  Needle Beaming an Ego (Cost: 6) This is the fastest mode of travel 
  for those who have undergone Apotheosis, but it is both costly and 
  dangerous.
  Your ego is uploaded to a comm-buoy via needle-beam, and then 
  downloaded at the desired location. This process allows you to travel 
  to another system in just a few hours. This method of travel is rarely 
  used, however, since resleeving is so traumatic.
  VR (Virtuality) Interface (“Ego Channel”): (Cost: 3) A VRI is usually a 
  small computer, often a specialized PPC, capable of running a virtuality 
  interface program. With a VRI, the user can cast his consciousness 
  into the computer’s virtual environment and interact with it as if it 
  were a real place.
  The ego channel usually consists of a series of sensors set into a net-
  like cap that the user wears on her head. These sensors transfer data 
  between the user’s mind and computer system. This setup allows 
  those who haven’t undergone Apotheosis to enter a virtuality.
  
  175
  In addition to the free augs that come with a sleeve, each sleeve 
  also has a number of free Augmentation Points (APs); which can be 
  spent to customize the sleeve with additional Augmentations.
  When you purchase a sleeve, you are given a number of APs to cus-
  tomize it with. Each time you add an aug, subtract the number of APs 
  it costs from the sleeve’s remaining APs. Some augs may be upgraded, 
  which may cost additional APs.
  When you run out of APs, any additional augs you wish to add must 
  be acquired separately. See “Adding Augmentations” later in this 
  chapter.
  Biosleeves
  This basic biosleeve has been gene-fixed for improved health and 
  resistance to diseases and toxins; it has also been Apotheosized. All 
  sleeves of the same model are clones that stem from a master genetic 
  template, but each biosleeve looks different due to randomizers in the 
  cloning processes. However, despite the randomization, biosleeves of 
  the same model still tend to share some similarities.
  The most basic models, the cheapest, are the least attractive. For 
  those willing to pay more, more attractive models are available.
  Cybersleeves
  The basic cybersleeve is a mass-produced humanoid robot, already 
  outfitted with a mindset and prepared for decanting.
  The inhuman appearance of the cybersleeve can sometimes ad-
  versely affect social interaction with biological beings. Living in a 
  cybersleeve can be a real problem around Purists, and even deadly 
  around Purifiers.
  The underlying frame is a non-ferrous metal skeleton driven by syn-
  thetic muscles. Its composition and shielding mean it is no more sus-
  ceptible to magnetic fields than a living being.
  Despite its capabilities, the sleeve’s synthetic biology does not feel 
  alive. This can wear on an ego’s humanity over time.
  SLEEVES
  This section describes the different types of base sleeves available 
  to characters, and samples of off-the-shelf sleeves available from 
  different manufacturers.
  Base Cost: This is the Cost of the sleeve.
  Physical Attributes: A character’s Attributes, as determined during 
  character creation, are referred to here as his or her “natural” 
  Attributes.
  However, once you are decanted into a sleeve, you temporarily 
  replace your natural physical Attributes with those of the sleeve. 
  (You’ll need to record both on your character sheet.) Sleeves start 
  with fixed Attributes, but grant additional points to increase them 
  as you desire. For example, if a sleeve grants 2 points to increase its 
  physical Attributes, you may increase a single Attribute from d6 to 
  d10, or two Attributes from d6 to d8.
  No Attribute may exceed a rating of d12 at this stage, but may do so 
  by selecting certain Augmentations.
  If a sleeve’s Attribute is higher than your natural Attribute, increase 
  all Skills related to that Attribute by one die step. If a sleeve’s Attribute 
  is lower, lower all Skills related to that Attribute by one step.
  Augmentations: All sleeves undergo Apotheosis during one of the 
  last phases of their production, so all sleeves have a mindset and 
  mnemonic core. And depending on the type and quality of the sleeve, 
  it will feature other free Augmentations as well.
  [Versa-Link Log: 14:15-03,08,98]
  [Micah] – I’m thinking about Apotheosis.
  [Tess] – Really?
  [Micah] – Yeah, you know. I’ve been thinking about it for 
  a while now.
  [Tess] – Why? Why would you do that? 
  [Micah] – Why not? I know you think I wouldn’t be the 
  same or whatever, but Rachel did it and she’s still herself.
  [Tess has disconnected]
  
  176
  Alpha Biosleeve
  Base Cost: 5 
   
  Cohesion: -1
  Augmentation Points: 3
  Physical Attributes: Agility: d4, Strength: d4, Vigor: d4; 
  +2 Attribute Points
  Edges/Hindrances: Ugly
  Starting Augmentations: Apotheosis, Gene-Fixed
  Beta Biosleeve
  Base Cost: 8 
   
  Cohesion: -1
  Augmentation Points: 4
  Physical Attributes: Agility: d6, Strength: d6, Vigor: d6; 
  +1 Attribute Point
  Starting Augmentations: Apotheosis, Gene-Fixed
  Gamma Biosleeve
  Base Cost: 10 
   
  Cohesion: -1
  Augmentation Points: 5
  Physical Attributes: Agility: d6, Strength: d6, Vigor: d6; 
  +2 Attribute Points
  Starting Augmentations: Apotheosis, Gene-Fixed, and your 
  choice of Cosmetic Customization or Striking Looks
  Delta Biosleeve
  Base Cost: 12 
   
  Cohesion: -1
  Augmentation Points: 6
  Physical Attributes: Agility: d6, Strength: d6, Vigor: d6; 
  +3 Attribute Points
  Starting Augmentations: Apotheosis, Gene-Fixed, and your 
  choice of Cosmetic Customization or Striking Looks
  Epsilon Biosleeve
  Base Cost: 14 
   
  Cohesion: -1
  Augmentation Points: 7
  Physical Attributes: Agility: d6, Strength: d6, Vigor: d6; 
  +4 Attribute Points
  Starting Augmentations: Apotheosis, Gene-Fixed, and your 
  choice of Cosmetic Customization or Striking Looks
  Alpha Cybersleeve
  Base Cost: 5 
   
   
  Cohesion: -3
  Augmentation Points: 3
  Physical Attributes: Agility: d4, Strength: d6, Vigor: d6; +1 Attribute Point
  Edges/Hindrances: Outsider, Dubious Construction
  Starting Augmentations: Apotheosis, Fully Synthetic
  Beta Cybersleeve
  Base Cost: 8 
   
   
  Cohesion: -3
  Augmentation Points: 4
  Physical Attributes: Agility: d4, Strength: d6, Vigor: d8; +1 Attribute Point
  Edges/Hindrances: Outsider
  Starting Augmentations: Apotheosis, Fully Synthetic
  Gamma Cybersleeve
  Base Cost: 10 
   
   
  Cohesion: -3
  Augmentation Points: 5
  Physical Attributes: Agility: d4, Strength: d6, Vigor: d8; +1 Attribute Point
  Edges/Hindrances: Outsider
  Starting Augmentations: Apotheosis, Fully Synthetic and your choice of 
  Bio-Skin Sheath or Cosmetic Customization
  Delta Cybersleeve
  Base Cost: 12 
   
   
  Cohesion: -3
  Augmentation Points: 6
  Physical Attributes: Agility: d6, Strength: d6, Vigor: d8; +1 Attribute Point
  Edges/Hindrances: Outsider
  Starting Augmentations: Apotheosis, Fully Synthetic, and your choice of 
  Bio-Skin Sheath or Cosmetic Customization
  Epsilon Cybersleeve
  Base Cost: 14 
   
   
  Cohesion: -3
  Augmentation Points: 7
  Physical Attributes: Agility: d6, Strength: d8, Vigor: d8; +1 Attribute Point
  Edges/Hindrances: Outsider
  Starting Augmentations: Apotheosis, Fully Synthetic, and your choice of 
  Bio-Skin Sheath or Cosmetic Customization
  Standard Biosleeves
  Standard Cybersleeves
  
  177
  AUGMENTATIONS
  Advanced technology brings with it the ability for mankind to better treat 
  injury or even direct its own evolution through elective augmentation.
  A lost arm might be replaced by a computer-controlled machine limb capa-
  ble of interfacing directly with the nervous system. Blindness might be cured 
  by replacing the eye with an optical sensor capable of not only seeing as well 
  as a normal eye, but at much larger distances or even in different spectrums 
  of light.
  Augmentations have an Augmentation Point value, which represents how 
  invasive it is, and how hard it is to install. An Augmentation’s AP value affects 
  its Cost, and how many Augmentations you may have.
   This section contains a number of sample Augmentations available to your 
  character.
  Cyberware and Bioware
   There are two basic types of Augmentations.
   Cybernetic Augmentations either enhance a cybersleeve or introduce syn-
  thetic materials into a living body via an injection of nanomachines, which 
  replace existing biological tissue with synthetic structures. In cases that re-
  quire large amounts of tissue replacement, such as with replacement limbs, 
  the tissue will be mostly removed through surgery. Nanomachines will then 
  be injected where synthetic and biological materials meet, bridging the gap 
  between the synthetic systems and the biological nervous system.
   Biotech Augmentations (bioware) are created through genetic manipula-
  tion. These sorts of genetic modifications are performed via the introduc-
  tion of a retrovirus specifically designed to modify the human genome, or 
  they can be implemented into the sleeve during its initial design.
   Bioware augs consist of purely biological material, which means they can-
  not be installed on a cybersleeve or an artificial limb. It also means they 
  cannot be damaged by Savant Programs.
  SIMs do not have bodies to augment, but they can purchase Simulated 
  Augmentations (pg. 173). SIMs can purchase any kind of simulated aug-
  mentation except Synthesis.
  HAPPY BIRTHDAY!
  
  178
  Adding Augmentations
  Pure humans can have their bodies augmented, and you may 
  want to add an aftermarket aug to a sleeve.
  When you purchase an aug without using the APs provided by 
  a new sleeve, it is considered an “aftermarket” purchase.
  Aftermarket augmentation req-uires that you have both the 
  gear and the know-how. Acquiring them may be a little trickier 
  for restricted augs, but the install process is generally the same.
  You must pay for it like any normal piece of gear. The purchase 
  Cost to add an Augmentation to your body or sleeve is equal 
  to the total number of APs you have from the augs you already 
  have, plus twice the AP Cost of the new Augmentation to be 
  added.
  Augmentation Cost = Total APs From Current Augs + (AP Value 
  of New Aug x2)
  or 5 Minimum (4 for Simulated Augmentations)
  Installation or application is generally a simple matter for a trained 
  medical professional, though most will refuse to apply restricted augs 
  if you aren’t Licensed (pg. 135).
  The procedure generally requires a few hours and a Healing roll 
  (with a penalty equal to the Aug’s AP Cost).
  Adaptive Augmentations
  Adaptive Augmentations do not count toward the number of APs 
  you currently have, or the max number of APs you can support. 
  Augmentation Limits
  Pure human bodies, sleeves, and even SIM’s avatars have limits to 
  how much they can be Augmented.
  State 
    
  Total Number of APs
  Pure   
   
  Half Natural Vigor +1
  Sleeve 
    
  Sleeve’s Starting AP + Half Natural Vigor
  SIM   
   
  Half Natural Vigor +3
  Sleeve Customization
  You can elect to increase the Cost of your sleeve by +1 in exchange for 
  one of the following options:
   
  ª Trade up to 3 Attribute points, on a 1 for 1 basis, for a maximum of 3 
  Augmentation Points or vice-versa. For example, if the Sleeve has a Strength 
  of d8, you may reduce it to d6 in exchange for 1 additional AP. Alternatively, 
  you may take up to one Minor and one Major Hindrance. A Minor Hindrance 
  grants 1 Augmentation Point. A Major Hindrance grants 2.
   
  ª Remove the Ugly or Dubious Construction Hindrances
   
  ª Increase the sleeve’s base starting Augmentation Points by 1. This grants 1 
  additional AP that can be spent to select Augmentations, and increases the 
  total number of Augmentation Points the sleeve can support by 1.
   
  ª Make the sleeve a clone of your original body or current sleeve. It takes about 
  two weeks to flash-clone a sleeve. As described on pg. 221, decanting into a 
  cloned sleeve is easier on the ego, and reduces the chance of Fragmentation.
  Augmentation Upgrades
  Upgrades are enhancements to Augmentations that make them 
  more powerful, more versatile, or allow you to use them in new ways.
  Upgrades are described at the end of each Augmentation entry later 
  in this chapter, and includes a modifier. This modifier adds to the AP 
  Cost of the mod.
  For example, The Retinal Implant Augmentation normally has an AP 
  Cost of 1. But if it purchased with an Optic Drone Upgrade (+2), it’s AP 
  Cost is increased to 3.
  Upgrading Existing Augmentations
  Sometimes you can only afford the basic version of an Augmenta-
  tion up-front, but plan to upgrade it later.
  If upgrading an existing Augmentation, the Cost is equal to the num-
  ber of APs you already have, plus the AP value of the aug being up-
  graded, plus the AP value of the upgrade.
  Once added, unless the base aug is Adaptive, the Upgrade’s AP val-
  ue is added to the total number of APs you have.
  
  179
  Type
  Augmentation
  AP Cost
  X
  Adrenal Boost Module
  1 3
  X/l
  Alternative Mobility System
  Varies 5
  l
  Apotheosis [A]
  3 1
  l
  Auditory Amp and Filter Module
  1
  X/l
  Arterial Toxin Filter
  1 3
  l
  Beholder Sensory Suite
  2 2
  l
  Bio-Skin Sheath [A]
  1
  l
  Cogware Partition [R]
  2 2
  X/l
  Cosmetic Customization [A]
  1
  l
  Crypto-Laser Link
  1
  X/l
  Custom Built [A]
  1 2
  l
  Data Jack and Storage [A]
  1
  l
  Emergency Life Support (ELS) System
  2/1 3
  l
  Esper Vent
  1
  X
  Exceptional Genegineering [A]
  1 3
  X/l
  Extra Limb
  2 2,5
  X
  Face Changer (SWSFC pg. 30)
  2 2
  l
  Fully Synthetic [A]
  Special 4
  X
  Gene-Fixed [A]
  1 3
  X
  Gills Gene-Graft
  1 3
  l
  Gyroscopic Stabilizers
  2
  l
  Hidden Weapon System [R]
  1
  l
  Light Screen Camouflage [R]
  2
  X/l
  Massive Size
  2 5
  l
  Medichine Factory
  2 3
  X/l
  Mule (SWSFC pg. 31)
  1
  l
  Nano-Cyber Arm
  1 3
  l
  Nano-Cyber Leg
  1 3
  l
  Neura-Surge [R]
  2
  l
  Optimized Power System [A]
  1
  l
  Particle Detection and Analysis Suite
  1
  X/l
  Performance Enhanced
  2
  X
  Pheromone Control and Sensitivity
  1 3
  X
  Poison Gland [R]
  2 3
  Type
  Augmentation
  AP Cost
  l
  Reinforced Skeleton
  3
  C
  Retinal Implant
  1
  X
  Retractable Claws
  1
  l
  SIM-Cell Module
  1 2
  X/l
  Skinweave Armor
  1
  l
  SMR Transceiver and Translation Suite
  1
  l
  Smuggler’s Compartment
  1
  l
  Sonar Reception Array
  2
  l
  Stillness Body Lock System
  1
  X/l
  Striking Looks [A]
  1
  l
  Subdermal Plating
  1
  X
  Synthesis
  4 2,3
  l
  Targeting Support System [R]
  1
  X/l
  Tiny Size
  2 5
  1 Free with Sleeve Purchase    
  2 Requires Apotheosis
  3 Human or Biosleeve Only      
  4 Cybersleeve Only
  5 Violates the HPA when applied as bioware to a human body or biosleeve.
  [A] = The Augmentation is considered Adaptive, and does not count against 
  your aug limit or the number of augs you have when making aftermarket 
  purchases.
  [R] = Restricted
  X = Bioware Augmentation
  l = Cyberware Augmentation
  X/l = Can be taken as either a bioware or cyberware Augmentation.
  
  180
  Flight (Bioware or Cyberware, AP Cost : 2)
  Some enhancement, such as thrusters or wings, has rendered you 
  capable of flight. This allows you to fly at a Pace of 12, with a Climb 
  of 3.
  Apotheosis
  Base AP Cost: 3, or free with sleeve
  [Adaptive]
  Your sleeve has undergone Apotheosis (pg. 180) and features a 
  mindset and mnemonic core. You are no longer Pure. Change your 
  State to Sleeved or SIM. You may keep your original body, but if you 
  do so, you are still considered Sleeved and you do not gain the free 
  sleeve that normally comes with the Sleeved State.
  You may now use a resurrection chamber to switch between the 
  Sleeved and SIM states. You may never become Pure again.
  The Mindset
  The primary function of the mindset is to host the ego and provide 
  it with the capabilities of a fully integrated onboard computer system. 
  In most ways the mindset behaves like an implanted PPC that can be 
  controlled with your thoughts.
  In addition, digital data can be projected from the mindset directly 
  into the user’s augmented visual cortex (or synthetic equivalent) so 
  that it appears in his field of view. This provides the user with an aug-
  mented reality interface.
  Additionally, the mindset is capable of storing data (including senso-
  ry recordings called sensies) and running programs. It connects to the 
  Extranet wirelessly, but also provides the user with a data jack at the 
  base of the skull. Commands are issued by thought and interpreted 
  by an onboard Agent (pg. 168).
  The Apotheosis aug comes with a free Alpha Agent (you can pur-
  chase a better one) and a data jack (pg. 183).
  The Mnemonic Core
  Deep in the core of the mindset network is a hardened and shielded 
  memory module designed for a singular task: to store the person’s 
  Adrenal Boost Module
  Base AP Cost: 1 [Human or Biosleeve Only]
  Enhancements to your adrenaline system allow you to trigger an 
  adrenaline surge at will. This surge of adrenaline increases your reac-
  tion time and muscle strength, but also tends to make you shaky and 
  anxious until the adrenaline clears from your system.
  You can activate this Augmentation at will. Upon doing so, you gain 
  a +1 bonus on your Agility, Strength and Vigor, as well as all associated 
  Skills. You also gain +1 Parry and Toughness.
  These bonuses last for a number of rounds equal to half your Vigor, 
  after which you gain a level of Fatigue. You are able to recover from 
  this Fatigue after about an hour of rest.
  Alternative Mobility System
  Base AP Cost: Varies
  Your legs have been replaced or augmented with biological or cy-
  bernetic non-humanoid limbs, wheels or tracks.
  Applying this Augmentation as bioware to a human body or bios-
  leeve is a violation of the HPA. The types of Augmentations, and their 
  effects, are listed below.
  Quadruped (Bioware or Cyberware, AP Cost : 0)
  Instead of arms and legs, you just have four legs. Increase your Pace 
  by +2. 
  Snake Tail (Bioware or Cyberware, AP Cost : 1)
  Instead of legs, you have a long snake-like tail. Add +1 to Pace, and 
  can attack with Strength or Grapple with a Reach of 2.
  Spider Legs (Bioware or Cyberware, AP Cost : 1)
  Instead of humanoid legs, you have eight spider-like legs. You may 
  walk on walls or the ceiling with a base Pace of 4. The Cost is 0 if you 
  do only have legs, and no arms.
  Wheels/Tracks (Cyberware Only, AP Cost : 1)
  Instead of legs, your torso connects to a wheeled or tracked plat-
  form. Add +4 to Pace on open ground.
  
  181
  Auditory Amp and Filter Module
  Base AP Cost: 1
  You have an implant that replaces the majority of your inner ear (or 
  synthetic equivalent). This Augmentation not only allows you to hear 
  sounds a normal person couldn’t, but allows you to filter out sound 
  from specific sources such as background noise.
  You gain a +2 bonus on Notice rolls to detect and discern specific 
  sounds.
  Arterial Toxin Filter
  Base AP Cost: 1 [Human or Biosleeve Only]
  A nanocybernetic filtering system is implanted into your heart, 
  which filters the blood as it flows through. This process cleanses the 
  blood of any toxins or unwelcome bacteria.
  This filter not only helps you resist the effects of foreign substances, 
  but the reduced chance of infection can aid the body’s natural ability 
  to heal.
  You gain a +2 bonus on Vigor rolls to resist disease, toxins and drugs. 
  If you also have the Gene-Fixed Augmentation, you instead become 
  immune to disease, toxins and drugs.
  Beholder Sensory Suite
  Base AP Cost: 2
  Dozens of tiny sensors are placed all over your sleeve. These sen-
  sors feed visual data to a central processing unit at the base of the 
  skull, which interfaces with the mindset and visual cortex (or synthet-
  ic equivalent) in an effort to help it interpret the data feed. The end 
  result is full 360 degree vision.
  You gain a +2 bonus on Notice rolls to detect and discern things with 
  vision. 
  Upgrades
   
  ª Hyper-Aware (+2): Not only do you have full 360 degree vision, but 
  the implanted processing unit also features an enhanced interface 
  that allows you to better notice small details. You effectively gain 
  the Quick Edge. If you already have the Quick Edge, you redraw 
  cards with a value of 7 or less instead of 5 or less.
  personality and memories. Should this core be removed and placed 
  into a resurrection chamber, the mnemonic core will direct the resur-
  rection chamber to construct a copy of the old mindset in the brain 
  of a new sleeve. Once complete, the new mindset interfaces with the 
  core and brings the ego back online in the new sleeve.
  All digital data stored in the mindset also makes the transition. This 
  is a boon to Savants in particular, because their SINC is also backed up 
  and restored upon resleeving.
  Despite every attempt at making this transition as easy as possible, 
  resleeving is still a psychologically traumatizing experience. Getting 
  comfortable in the new body also takes a bit of time. When taken as a 
  whole, though, this technology results in virtual immortality.
  See pg. 221 for more on the process of resleeving.
  Upgrades
   
  ª Cognet Capable (+1) [Restricted]: Your mindset is capable 
  of running a Cognet, a restricted but secure multi-channel 
  communications package common among tech-savvy criminals 
  and military forces. You can send text, audio, and live video 
  over the Cognet, confident that it can’t be intercepted by an 
  unauthorized third party.
   
  ª Remote Backup Module (+2): Your mnemonic core is capable of 
  performing wireless uploads to a secure server while you sleep. 
  Should you be killed and your core lost, you can be restored from 
  a remote backup. In this case, you’ll only be in the dark about 
  events that occurred since the last time you slept.
  Of course, this only works if your mindset has a reliable Extranet 
  connection.
  This upgrade comes with free Alpha insurance.
   
  ª Kill Switch (+1): While not something you’d likely have implanted 
  by choice, a kill switch is just that—it kills you. If anyone with the 
  proper password wishes, he may simply contact your mindset 
  via the Extranet and enter it. Doing so destroys the mindset and 
  wipes the mnemonic core.
  
  182
  Upgrades
   
  ª
  Seemingly Real (+1) (Restricted): Your cybersleeve 
  is covered in a bio-skin sheath that has the appearance 
  of real human skin. Your sleeve does not have the 
  Outsider Hindrance, and to the naked eye or even a 
  SMR transceiver, it appears to be a real living human 
  body.
  X-rays however, can penetrate the skin and see 
  beneath. For this reason, it’s a good idea to outfit a 
  seemingly real cybersleeve with the charlatan upgrade.
   
  ª
  Charlatan (+1) (Restricted): This small device 
  employs bleeding edge light screen technology designed 
  to hide or disguise the upgraded Augmentation. The 
  charlatan uses a variant of standard light screen tech 
  to fool X-ray, SMR, or other radiation-based sensor 
  systems, making them see a hologram of what should 
  be there instead of what is really there.
  It will not fool the naked eye, but is useful for smuggling 
  things through checkpoints that utilize scanners.
  Notice rolls to detect items concealed by a charlatan 
    
   suffer a -4 penalty.
  Cogware Partition
  Base AP Cost: 2 [Restricted]
  Your mindset has a partition set up to store cogware, a special type 
  of mnemonic software designed to stream a self-contained packet of 
  data about a specific subject directly into your conscious mind. Cog-
  ware allows you to perform tasks you would not normally know how 
  to perform.
  When you activate this Augmentation, you load a specific piece of 
  cogware into your mindset’s cogware partition. This takes a few sec-
  onds, after which time you increase a specific Skill by one die type.
  Each piece of cogware enhances a different Skill, and must be pur-
  chased separately. Standard pieces of cogware provide a single die 
  type increase, and have a Cost of 4. High-quality cogware provides 
  a two step die increase or Combat Edge, and has a Cost of 10. Both 
  types are restricted.
  Bio-Skin Sheath
  Base AP Cost: 1 [Adaptive]
  Bio-skin is a natural skin-like substance that can be used to cover 
  cybernetic limbs, or even entire cybersleeves. While it is capable of 
  tactile sensation, it is easily identifiable by its lack of hair, glossy tex-
  ture, and visible seams.
  Bio-skin can also register as synthetic to devices such as chemical 
  sniffers, SMR transceivers, and to animals (or augmented people) 
  with a greater-than-human sense of smell. The primary benefit of the 
  bio-skin is the improvement of natural tactile sensation, greatly en-
  hancing a synthetic limb’s sense of touch. This sense of touch also 
  makes the sleeve feel much more alive to the wearer, which in turn 
  helps the wearer feel a bit more human.
  When used to fully sheath a cybersleeve, the sleeve might be able to 
  pass for a biosleeve or Pure human at a distance.
  If you wish to cover a single cybernetic limb, you should instead pur-
  chase the Bio-Skinned upgrade for your limb.
  Bio-skin upgraded with a charlatan makes the wearer appear to be 
  a perfectly Pure human to most sensor systems.
  [Tac-Comm v1.76.4/ 06:11-06,12,97]
  [Anders] – You really think there is more to all of this?
  [Alexei] – Things that are supposed to add up don’t. Things that 
  shouldn’t be connected are.
  [Anders] – Reagan says you’re just paranoid. Says you crossed the 
  wrong wires when you freed your mindset.
  [Alexei] – What do you think? 
  [Anders] – I don’t know. Maybe you blew some critical fuse. But maybe 
  it just allows you to see something the rest of us are missing.
  [Alexei] – Malpheus sees it too.
  [Anders] – You’re not helping your case. That bastard gives me the 
  creeps.
  --[[Unauthorized System Access Detected]]--
  [Unknown] – I was just starting to grow fond of you Anders.
  --[Anders is offline]
  [Alexei] – Ha!
  
  183
  Crypto-Laser Link
  Base AP Cost: 1
  Somewhere on your body or sleeve is an IR laser transceiver. When 
  aimed at another person’s crypto-laser transceiver, the two of you are 
  capable of encrypted, invisible (to the naked eye), and silent wireless 
  communication. Devices capable of allowing you to see in the infra-
  red spectrum will allow you to see flashes from these transceivers, 
  but you still will not be able to decrypt the data.
  If you have a mindset, you can send and receive messages with 
  mental commands. Otherwise, you’ll need to route the communica-
  tion through a PPC.
  Custom Built
  Base AP Cost: 1 [Adaptive] [Sleeve Only]
  Your sleeve was custom-built to perform some sort of task. It could 
  have been developed to work on high-gravity worlds, survive in harsh 
  climates, or perhaps for more specialized tasks such as moving about 
  unseen or being especially intimidating.
  Select a Skill that best represent the intended function of your 
  sleeve. You gain a +1 bonus when using that Skill.
  Data Jack and Storage
  Base AP Cost: 1, or free with Apotheosis [Adaptive]
  Somewhere on your body or sleeve is a port that can accept a wired 
  connection to an outside system. This port connects directly to a data 
  storage device hidden somewhere inside your body or sleeve. If you 
  have a mindset, the data port can also be set to allow read or write 
  access to one of its partitions.
  Upgrades
   
  ª Secured (+0): A portion of your storage device is partitioned to 
  include a highly secure, heavily encrypted, file system that even 
  the owner cannot access without the right passkeys. The keys are 
  set during the upload process.
  You may ignore all requirements except the requirement of other 
  Edges when selecting Combat Edges as high-quality cogware. The 
  Edge benefits do not stack with the same Edge if the character al-
  ready has it.
  You get a single piece of standard-quality cogware for free when you 
  purchase this Augmentation.
  You may only load one piece of cogware at a time, and you must 
  activate this aug each time a different piece is loaded.
  Running cogware stresses your mind and internal systems, requiring 
  tremendous amounts of processing power as it feeds data directly 
  into your conscious mind in real time.
  You must perform a Spirit roll, modified by Cohesion, to activate the 
  cogware. If you fail, the cogware still loads, but you become Shaken 
  and may not attempt to load any cogware for 8 hours.
  Once loaded, cogware provides its bonus for about 8 hours.
  Upgrades
   
  ª Multi-Partition Cog-Drive (+1): Your mind-set is capable of loading 
  two pieces of cogware at once. You suffer a -2 penalty on your roll 
  to load the second piece of cogware.
  Cosmetic Customization
  Base AP Cost: 1 [Adaptive]
  Exaggerated crystalline canines, glowing reptilian eyes, chrome skin, 
  glossy black horns—these custom features are common among the 
  more rebellious members of society, and especially among backers of 
  the transhumanist/posthumanist agenda.
  For the most part, cosmetic customizations are generally just that: 
  cosmetic. They don’t really serve any purpose except to look cool and 
  make a statement.
  For those who particularly appreciate such things, this Augmen-
  tation can grant +2 Charisma. However, many people are prejudice 
  against transhumans, and when it comes to those people, you might 
  instead suffer a -1 to Charisma.
  Purchasing this aug more than once for a human body or biosleeve 
  violates the HPA.
  
  184
  Esper Vent
  Base AP Cost: 1
  Parts of your sleeve’s anatomy have been removed and replaced 
  with hollow synthetic replacements. The extra space is used to store 
  an esper swarm, and comes with vents through which they can 
  emerge from your body.
  Esper vents are commonly (but not always) placed in the arms, with 
  the arm muscles replaced by much smaller (but equally strong) nano-
  cybernetic fiber bundles. The esper swarm can lie dormant in the 
  arms, and emerge when the user desires.
  You gain a +2 bonus on the first Esper Lord execution roll you make 
  in an encounter.
  Upgrades
   
  ª Charlatan (+1) (Restricted): See pg. 182.
  Exceptional Genegineering
  Base AP Cost: 1 [Adaptive]
  Your bioware Augs were seamlessly implemented, and your sleeve 
  adjusted to the modifications with little effort.
  This Augmentation increases the total number of bioware Augmen-
  tations your sleeve can support by +2.
  This aug may only be installed on a sleeve, and is not available to a 
  SIM or Pure character.
  Extra Limb
  Base AP Cost: 2    [Restricted on Biosleeves]
  You have one or more additional prehensile limbs. These limbs could 
  be the result of extreme genetic tampering (which violates the HPA), 
  or grafted-on cybernetics.
  You gain a +1 bonus on rolls to climb and grapple, or other situations 
  where an extra hand might prove useful.
  You may also use the extra limb to make an extra attack on your 
  turn, but you must do so at the usual -2 penalty for performing mul-
  tiple actions.
  Emergency Life Support (ELS) System
  Base AP Cost: 2    [Human or Biosleeve Only]
  Note: If you have the Synthesis Augmentation (pg. 192), this Aug-
  mentation’s AP Cost is reduced to 1.
  The emergency life support (ELS) system is a device installed in the 
  torso, and attached directly to the heart. In the event that you are 
  exposed to life-threatening danger from poison, toxins, starvation, 
  or dehydration, the device automatically activates. The ELS stops the 
  heart, and begins pumping heavily oxygenated blood directly to the 
  brain, organs, and muscles via a secondary circulatory system. It also 
  administers critical nutrients to the rest of the body, making up for a 
  lack of food and water, and dumps a supply of natural pain killers to 
  help you persevere until you can get to safety.
  Once activated, the system allows you to survive up to three hours 
  without oxygen. It also hydrates your system as well as a gallon of 
  water and provides as many vitamins and minerals as a well-balanced 
  meal.
  The pain killers last for about twelve hours, during which time you 
  may ignore all Wound penalties. The Wounds don’t disappear you 
  just don’t suffer their penalties while the ELS is active.
  The system also prevents you from suffering attacks from poison for 
  twelve hours.
  Once activated, the ELS cannot be used again for 48 hours. During 
  this time the user needs to eat and drink more than usual, as the ELS 
  resupplies from the user’s blood stream.
  
  185
  Upgrades
   
  ª Reinforced Substrate (+1 to Cost of Sleeve): Your internal frame 
  is designed to take a beating, featuring reinforced structural 
  members and more robust joint systems.
  Increase your Vigor Attribute by one die type. This will also 
  increase Toughness.
   
  ª High Tensile Muscular Fibers (+3): Your synthetic muscles are 
  much stronger than those normally featured on a sleeve of your 
  type. Increase your Strength Attribute, and all associated Skills by 
  one die type.
  This upgrade may only be applied to a standard full-body 
  application.
   
  ª Heavy Armor Plating (+3): Your body is covered in Heavy Armor 
  plates, increasing your Armor by +2 and making you immune to 
  attacks from anything but Heavy Weapons. 
  Gene-Fixed
  Base AP Cost: 1 [Adaptive] [Human or Biosleeve Only]
  You have undergone a series of genetic tweaks in an effort to elim-
  inate disease and make you more resistant to infection and toxins. 
  And with regular treatments, you’ll age at about 1/3 the rate of a 
  normal human being.
  You gain a +2 bonus on rolls to resist the effects of disease, poisons, 
  and drugs.
  Gills Gene-Graft
  Base AP Cost: 1 [Human or Biosleeve Only]
  Your neck sports a set of fish- like gills, gifted to you by the marvels 
  of modern science. Through genetic manipulation you are now capa-
  ble of drawing oxygen out of water filtered through your gills. You can 
  still breathe air as well.
  Technically this Augmentation violates the HPA, but was one of very 
  few extreme genetic mods to be granted an exception.
  Fully Synthetic
  Base AP Cost: N/A [Adaptive] [Cybersleeve Only]
  Special: The number of Bennies a Fully Synthetic character starts 
  each session with is reduced by 1. SIMs may take this as a Simulated 
  Augmentation. When doing so, this aug has an AP value of 3, is not 
  Adaptive, and does not cost a Benny.
  Your sleeve is completely synthetic, featuring no biological compo-
  nents. It consists of a non-magnetic metal skeleton, driven by syn-
  thetic muscles capable of expanding and retracting just like biological 
  muscle. This combination gives you the fine motor control of a biolog-
  ical entity, but also makes you stronger and more durable.
  Your ego is housed in a cyberbrain featuring a mnemonic core simi-
  lar to those in Apotheosized biosleeves.
  You do not need to eat, drink, or breathe. You are also immune to 
  drugs and poisons. You are not harmed by exposure to vacuum, and 
  suffer no adverse effects from prolonged exposure to microgravity. 
  You also may not suffer from Fatigue, except in special cases where it 
  is caused by an Augmentation you possess.
  Also, being constructed of materials naturally more durable than 
  flesh and blood, you gain +1 Toughness and can ignore 1 level of 
  wound modifiers.
  All of these advantages come with a downside, however. Unable to 
  touch, taste, smell, or even see the world the same way a living being 
  does, the experience of being fully synthetic erodes the humanity of 
  the inhabiting ego.
  To compensate, your Agent must constantly work to repair the ego, 
  frayed by the completely unnatural experience of living in a synthetic 
  body. You must still “sleep” for at least two hours each day, during 
  which time your Agent works to repair the psychological damage ac-
  crued on the previous day.
  While this keeps the ego from degenerating into insanity, it can only 
  do so much.
  
  186
  Massive Size
  Base AP Cost: 2 [Sleeve Only, Restricted on Biosleeves]
  Your sleeve is huge, towering 3 to 4 meters in height. Cybersleeves 
  of this size are rare, but not unheard of. They can be useful in situa-
  tions where both heavy lifting and fine motor control are needed.
  Massive-sized biosleeves are illegal per the Humanity Preservation 
  Act. Still, sufficiently motivated aberrants have been known to inhabit 
  massive bodies designed to hunt, kill, and/ or fight more effectively.
  Sleeves with this Augmentation are Size 2, and as a result, add +2 to 
  their Toughness.
  Medichine Factory
  Base AP Cost: 2 [Human or Biosleeve Only]
  Note: The AP Cost of this Aug is reduced to 1 if you are Synthesized.
  You have a small nanomachine factory implanted somewhere within 
  your body. These “medichines” patrol your blood stream and, should 
  you become injured, rush to aid your body’s natural healing mecha-
  nisms to stop bleeding, close wounds, and ward off infection.
  This Augmentation allows your body to heal from wounds at an in-
  credible rate.
  You may make a Natural Healing roll (SWD Explorer’s Edition pg. 88) 
  once per day (rather than once per week), and you gain a +2 bonus on 
  the your Vigor when you do so.
  Mindset
  Base AP Cost: Special (see Apotheosis, pg. 180)
  Mnemonic Core
  Base AP Cost: Special (see Apotheosis, pg. 180)
  Gyroscopic Stabilizers
  Base AP Cost: 2
  Your wrists and elbows are outfitted with small gyroscopes designed 
  to stabilize your hands when performing tasks that require motor 
  control. They also reduce the effect of recoil from firearms when fired 
  on full auto.
  You gain a +1 bonus on any Skill rolls to perform extremely delicate 
  tasks where steady hands would be a benefit. In addition, penalties 
  you suffer for firing more than once in a turn are reduced by 1.
  Hidden Weapon System
  Base AP Cost: 1 [Restricted]
  Your sleeve features a hidden weapon of some sort. It may be a re-
  tractable blade hidden in your forearm, a shoulder- mounted PAc gun 
  that emerges from your back, or any other sort of weapon that could 
  be hidden away inside the body.
  You must first acquire the weapon, after which you must purchase 
  this Augmentation to have it installed.
  You may switch to this weapon as a free action.
  You may purchase this Augmentation multiple times, but the GM 
  must agree that there is enough room in your body to install all of the 
  weapons.
  Upgrades
   
  ª Charlatan (+1) (Restricted): See pg. 182.
  Light Screen Camouflage
  Base AP Cost: 2 [Restricted]
  Your skin has been woven with a network of dozens of tiny magnetic 
  field generators. These generators bend the light around you, ren-
  dering you nearly invisible to visible and IR light, and allowing you to 
  blend in with your surroundings.
  You gain a +4 bonus on Stealth rolls to remain unseen while standing 
  perfectly still, or a +2 bonus if you are moving.
  
  187
  Nano-Cyber Leg
  Base AP Cost: 1 [Humans or Biosleeve Only]
  Like a nano-cyber arm, synthetic legs are designed to mimic a nor-
  mal human limb in most ways and do not themselves provide any 
  special benefit.
  When the augmented limb visible, the wearer suffers the Outsider 
  Hindrance.
  Upgrades
   
  ª Bioskinned (+0): Your limb is covered in bio-skin (pg. 182), which 
  not only feels more natural, but also imparts greater sensitivity. 
  The skin may appear natural or obviously synthetic. It is illegal to 
  apply realistic bioskin over an entire cybersleeve, but this is not 
  the case with a single limb.
   
  ª Multiple Limbs (+1): You have not one, but two legs replaced.
   
  ª High Tensile Muscular Fibers (+1): Your limb’s synthetic muscles 
  are much stronger than those normally featured on a sleeve of 
  your type.
  If both of your legs have been replaced, you gain +1 Pace and a 
  +1 bonus on rolls to jump and Climb.
  If you only apply High Tensile Muscle Fibers to one leg, you may 
  only take advantage of these bonuses on a turn in which you drew 
  a face card for initiative.
  Nano-Cyber Arm
  Base AP Cost: 1 [Humans or Biosleeve Only]
  One of your sleeve’s arms have been replaced with a nanocyber-
  netic prosthetic, a synthetic limb comprised of a non-magnetic met-
  al skeleton driven by artificial muscles. The prosthetic is controlled 
  via the nervous system by a nerve-machine interface, and is powered 
  with a combination of a power cell and broadcast power receiver.
  While only capable of transmitting a vague sense of touch (or pain), 
  synthetic limbs are designed to mimic a normal human limb in most 
  ways and do not themselves provide any special benefit.
  When the augmented limb visible, the wearer suffers the Outsider 
  Hindrance.
  Upgrades
   
  ª Bioskinned (+0): Your limb is covered in bio-skin (pg. 182), which 
  not only feels more natural, but also imparts greater sensitivity. 
  The skin may appear natural or obviously synthetic. It is illegal to 
  apply realistic-looking bioskin over an entire cybersleeve, but this 
  is not the case with a single limb.
   
  ª Multiple Limbs (+1): You have not one, but two arms replaced.
   
  ª High Tensile Muscular Fibers (+1): Your limb’s synthetic muscles 
  are much stronger than those normally featured on a sleeve of 
  your type.
  If both of your arms have been replaced, increase your Strength 
  Attribute, and all of its associated Skills, by one die type.
  If you only apply High Tensile Muscle Fibers to one arm, you may 
  only take advantage of your added Strength and improved Skills 
  on a turn in which you drew a face card for initiative. The GM 
  may, however, allow it to be used in any clear instances where 
  the Strength of the augmented limb is the only thing being tested. 
  Otherwise, use your normal Strength and Skills.
  
  188
  PHOBOS
  Edges that provide special effects that are triggered 
  when certain cards are drawn are not triggered by the 
  bonus cards you draw. Similarly, you do not gain any extra 
  benefits from drawing a Joker if it is one of your bonus 
  cards, though you may still use it to perform your bonus 
  Action whenever you wish.
  Optimized Power System
  Base AP Cost: 1 [Adaptive]
  Your cyberware Augmentations depend on a top-of-
  the-line power management system that distributes and 
  stores power more efficiently than most off-the-shelf 
  power systems.
  This Augmentation increases the total number of cyber-
  ware Augmentations your sleeve can support by +2.
  This aug may only be installed on a sleeve, and is not available to a 
  Pure character.
  Particle Detection and Analysis Suite
  Base AP Cost: 1
  Your olfactory glands (or cybernetic equivalent) are bolstered by 
  a highly sensitive chemical analysis device. Not only does this Aug-
  mentation grant you a heightened sense of smell, so acute that you 
  can track by scent. It can also output data to a PPC or mindset, al-
  lowing you to determine the chemical composition of any gasses you 
  breathe.
  You may use your Notice or Tracking Skill by detecting scents. With 
  Notice, you may distinguish one person from another by scent. With 
  Tracking, you can track a person by scent.
  Upgrades
   
  ª Integrated Filter (+1): Your module is able to filter out harmful 
  gasses, making you immune to any harm that may come from 
  breathing any known hazardous gasses.
  The module also sterilizes the air you breathe, which kills 
  airborne diseases.
  Neura-Surge
  Base AP Cost: 2 [Restricted]
  Your body or sleeve, whether biological or cybernetic, is threaded 
  with an augmented nervous system (or synthetic equivalent). When 
  activated, the neura-surge system sends your mind and body/sleeve 
  into overdrive, allowing you to move and process information so 
  quickly that the world around you appears to slow down.
  When you draw Action Cards at the start of an encounter, draw 
  three bonus cards. At any time during the encounter you may discard 
  one of your bonus Action Cards to take a bonus Action on that card’s 
  count. You may discard one bonus card per turn., effectively gaining 
  one bonus action per round.
  For example, if you drew an 8 as your regular Action Card, and then 
  a 10, 5, and 3 for your neura-surge, you could act on an 8, and then 
  discard one of your bonus cards to act again on 10, 5 or 3 respective-
  ly. Or in this case you could have discarded the 10 first, and then also 
  acted on the 8.
  The neura-surge stresses the muscles and nervous system of the 
  body/sleeve, or the data transmitters and synthetic musculature sub-
  systems of a cybersleeve, to their physical limits. As such, each time 
  you discard a card and act on a bonus turn, roll your Vigor. If you fail, 
  you gain a Fatigue level at the end of the turn.
  
  189
  Upgrades
   
  ª Lethal Dose (+1): In addition to paralysis, victims of your poison 
  suffer a Wound.
   
  ª Increased Production (+1): You can produce three uses of your 
  poison per day.
  Reinforced Skeleton
  Base AP Cost: 3
  Your body or sleeve has been heavily fortified, its bones (or frame) 
  bonded with a highly durable non-magnetic composite of ceramics 
  and metal alloys.
  Once per round, Wild Cards may attempt to soak wounds from 
  falling, bashing, piercing, slashing, gun fire (including PAcs), without 
  spending a Benny. 
  Extras automatically soak 1 wound per round.
  A reinforced skeleton does not protect against burns, electricity, 
  EMPs, radiation, or other similar damage sources. Characters soak 
  damage from these sources normally.
  Performance Enhanced
  Base AP Cost: 2 [Sleeve Only]
  Your sleeve was well built, and is of a higher quality than most of its 
  class.
  You may increase any single Physical Attribute (Agility, Strength or 
  Vigor) by one die type. This bonus allows you to surpass the normal 
  maximum of d12. If the new Attribute is higher than your natural 
  Attribute (it always will be for Pure or SIMs) all related Skills are in-
  creased by one die type. If it is lower, all related Skills are decreased 
  by one die type.
  You may purchase this Augmentation a maximum of three times, 
  each time enhancing a different Skill.
  Upgrades
   
  ª Top of the Line (+2): Your sleeve gains an additional increase in 
  a Skill that already has a bonus from the Performance Enhanced 
  Augmentation.
  Pheromone Control & Sensitivity
  Base AP Cost: 1
  You are able to emit the types of pheromones you desire, subtly 
  influencing the emotions of those around you. In addition, you can 
  actively sense other’s pheromones.
  You may use this bioware Augmentation to gain a +2 bonus to Cha-
  risma, and gain a +2 bonus on rolls to use Notice to determine anoth-
  er person’s emotional state.
  Poison Gland
  Base AP Cost: 2 [Restricted]
  Your body or sleeve is capable of producing some sort of toxin. The 
  most common version of this gland can be activated at will, which 
  releases poison into your saliva. It can then be administered via a kiss 
  or bite, and you can produce one use a day.
  Anyone exposed to your poison must succeed on a Vigor roll. If the 
  Fail, they are paralyzed for 1d4+2 rounds. If they succeed, they are 
  Shaken. If they succeed with a raise, they do not suffer any ill effects.
  [Versa-Link Log: 13:45-05,24,98]
  [Micah] – Good to hear from you.
  [Tess] –  How’s your head?
  [Micah] – Fine. The headaches stop after the first week.
  [Tess] – That’s good.  Ugh. You got bugs in your head.
  [Micah] – Ew. Please don’t call them that.
  [Tess] – You going to resleeve? 
  [Micah] – Maybe when I can afford the rep hit. Best I can do 
  now is an Ingot, and I’m already short and ugly. 
  [Tess] – Ha! I’d consider it myself if I could get a Vixen. 
  [Micah] – Promise me you’d get a Vixen and I’d take the hit 
  on getting you Apotheosized.
  
  190
   
  ª X-Ray Sight (+2): Your eye implant emits X-Rays and reads 
  the backsplash, effectively allowing you to see through most 
  objects. This is a handy way of detecting hidden weapons and 
  Augmentations, particularly cyberware.
  You may activate your eye’s X-Ray sight to see through walls, 
  clothing, doors, and so forth. Generally you can see through a half 
  meter of material, though this may vary depending on the density 
  of the material. For instance, you may only be able to see through 
  1 inch of lead, but 2 feet of wood.
  This allows you to potentially make Notice checks to detect object 
  behind obstructions.
  Retractable Claws
  Base AP Cost: 1 [Restricted]
  Your hands have been outfitted with a set of razor-sharp catlike 
  claws that emerge from beneath your normal human(oid) fingernails.
  These claws have the same stats as a mono-edged dagger, and are a 
  favorite among assassins and spies.
  Note: If you also have the Poison Gland Augmentation, you can ad-
  minister your poison with a claw attack instead of a bite or kiss.
  SIM-Cell Module
  Base AP Cost: 1, Requires a mindset
  Your mindset has a special partition and second mnemonic core de-
  signed specifically to host another ego.
  The SIM residing in the SIM-cell module can either dwell within his 
  home environment, or view the real world through his host’s senses. 
  He can make use of the host’s mindset as if it were his own, as so long 
  as the host allows.
  The host maintains full control of his body, senses, and systems. The 
  host’s Agent may aid the visitor, but only if the host allows. The host 
  may also cut off the visitor’s access to his senses whenever he wishes.
  While inside a SIM-cell, the visiting SIM may launch Savant Programs 
  or do anything else he would normally be able to do while hosted on 
  a computer system. This includes ghosting in AR or just resting in his 
  home environment.
  Retinal Implant
  Base AP Cost: 1
  One of your eyes has been replaced by a nanocybernetic prosthetic. 
  This eye functions like a normal human eye, but is capable of chang-
  ing zoom levels and can detect a greater level of detail in the dark.
  You gain +1 to all sight-based Notice rolls.
  In addition, your eye can pair with other computers to function as 
  an entoptic display and AR interface device.
  Note: Thanks to the HPA, without this implant, a cybersleeve’s eyes 
  have the same resolution and capabilities as a normal biological eye.
  Upgrades
   
  ª IR Receiver (+1): You can see infrared light. You gain +2 bonus on 
  Notice rolls to detect objects of a temperature different than the 
  environment, such as a living body in the jungle or the warmth 
  generated by a recently used vehicle compared to one that has 
  been sitting for a while. This stacks with the normal +1 gained from 
  a Retinal Implant.
   
  ª Optic Drone (+2): Your cyber- eye is capable of discharging a tiny 
  reconnaissance drone that looks like a winged spider with one 
  large eye. With a command, your eye splits open and the tiny 
  drone flies free of your head. While deployed, you can see what 
  the drone sees.
  The drone can move up to about a kilometer before losing contact 
  with you.
  The drone is controlled by remote, and is incapable of independent 
  action. It has the following Traits and Skills: Size -3, Toughness: 2, 
  Notice d8, Stealth d8, Flight (Pace: 8, Climb 2)
  If destroyed, you gain the One Eyed Hindrance until the drone 
  is replaced. It can be replaced at a Cost of 4 so long as you have 
  access to someone who can sell you a replacement. However, the 
  GM should be lenient and allow it to be replaced for free with a 
  bit of down time (about a week) in a location where you could 
  reasonably acquire a replacement.
  While the drone is active, you can see through both the drone’s 
  eye and your own, though while attempting to pay attention to 
  both locations you suffer the usual -2 multi-action penalty.
  Continued on next page...
  
  191
  This compartment is disguised and insulated, and will not set off 
  metal detectors. However, its contents can still be seen with X-Ray 
  scanners unless it is outfitted with a charlatan upgrade.
  Notice rolls to detect items concealed in a smuggler’s compartment 
  suffer a -2 penalty.
  Upgrades
   
  ª Charlatan (+1): See pg. 182.
  Sonar Reception Array
  Base AP Cost: 2
  Your body or sleeve is outfitted with a set of tiny sensors along the 
  face and down the sides of the neck. These sensors analyze sound 
  and compile the data before sending the data to the brain’s visual 
  cortex. The user perceives this audio data as visual images, granting 
  him real time sonar.
  This allows the character to “see” in the dark, and aids in perceiving 
  objects covered by a light screen. Penalties suffered from darkness, 
  smoke, light screens, etc., are ignored within 20”.
  Stillness Body Lock System
  Base AP Cost: 1
  Your body or sleeve is outfitted with nanocybernetically modified 
  joints that can be selectively locked at will. In addition, the system 
  features an implant that stores a small amount of oxygen with each 
  breath. This allows you to hold your breath for an extended amount 
  of time.
  This system is popular with transhumans deep into the poser scene, 
  who use the augment to perfectly halt their body in a frozen pose.
  It’s also popular with precision shooters, who can use the system to 
  better acquire a target by eliminating any extraneous motion caused 
  by involuntary muscle movements or breathing.
  When used while taking aim with a gun, you gain an additional +1 
  bonus on attack rolls.
  You also gain +1 to Stealth rolls to hide, as long as you don’t move.
  Essentially, residing in a SIM-Cell module is the same for the SIM as 
  being hosted on any other system. He just gains the added ability to 
  view the world from his host’s perspective, and the two can commu-
  nicate without any wireless signals ever leaving the host’s mindset.
  Skinweave Armor
  Base AP Cost: 1
  Your skin (or bio-skin sheath) has been woven with a mesh of ge-
  netically bolstered spider silk and graphene. This does not affect the 
  outward appearance of your skin, but makes it incredibly strong and 
  resistant to damage.
  You gain +3 Armor all over. Skinweave Armor stacks with normal 
  Armor, but not Heavy Armor (use the higher value).
  Upgrades
   
  ª Skinweave Plating (+1): Increase the Armor provided by this 
  Augmentation by +1. You may take this upgrade a total of 3 times, 
  for a maximum Armor bonus of +6.
  SMR Transceiver and Translation Suite
  Base AP Cost: 1
  Sensors located in the corner of your eye (or your eye itself if you 
  have a synthetic eye) emit and receive sub-millimeter radiation, al-
  lowing you to see through some objects such as clothing, paper, card-
  board, wood, masonry, plastic, and ceramics.
  Though it cannot penetrate skin, water, or metal, and is hampered 
  by moisture in the air, this Augmentation is a handy way to detect 
  hidden weapons and objects.
  Unfortunately, this system has poorer resolution than normal sight, 
  so it can actually be more difficult to see fine details.
  This grants a +2 bonus on Notice rolls to detect otherwise concealed 
  objects.
  Smuggler’s Compartment
  Base AP Cost: 1 [Restricted]
  Be it in your thigh, somewhere in your torso, or some other location, 
  you have a compartment in your body in which you can store an item, 
  or bundle of items, about the size of your fist or a small pistol.
  
  192
  Synthesis
  Base AP Cost: 4, Requires a mindset [Biosleeve Only]
  Special: The number of Bennies a synthesized character starts each 
  session with is reduced by 1.
  The Synthesis process weaves a mesh of nanocybernetic fibers 
  through the living tissues of the body, transforming the entire body 
  into a seamless blend of man and machine. This process makes the 
  body tougher and stronger, but also allows for a finer degree of con-
  trol and sensitivity.
  Synthesis is a common Augmentation among high-Rep transhumans, 
  and is seen by many as representing a perfect balance of organic and 
  synthetic biology—the pinnacle of human evolution. This belief also 
  means that many, especially hardcore Purists, view the Synthesized as 
  being even more threatening to the future of the human race than a 
  SIM or someone who has been decanted into a cybersleeve.
  So while transhumanists often hold the Synthesized in awe, Purists 
  tend to view them with disgust. More than a dozen (reported) Syn-
  thesized transhumans have been killed by Purifier attacks in the last 
  few years.
  Synthesized sleeves grant the wearer +2 Charisma when dealing 
  with people who support transhumanist philosophies. Others often 
  react as if the character had the Outsider Hindrance.
  A Synthesized body or sleeve looks like a normal human body, but 
  the skin has some metallic luster and the eyes tend to feature a slight 
  glow about them. Synthesis makes the body faster, stronger, more 
  durable, and enhances the senses.
  Synthesis improves on the human body’s capabilities in almost ev-
  ery way, and is the main reason that Synthesized bodies and sleeves 
  are often a source of controversy.
  Increase your Agility, Strength, and Vigor Attributes, and all associat-
  ed Skills, by one die type. Notice is also increased, and Secondary Sta-
  tistics (such as Parry and Toughness) should be adjusted accordingly.
  You are also immune to poisons and disease, and are no longer ad-
  versely affected by prolonged exposure to microgravity. As long as 
  you are within range of a broadcast power field, you only need to eat, 
  drink, and sleep half as much as a normal person.
  Striking Looks
  Base AP Cost: 1 [Adaptive]
  Requirement: If taken by a cybersleeve, it must have Bio-Skin Sheath 
  (pg. 182) with the Seemingly Real upgrade.
  Whether male, female, neither, or both—your sleeve is especially 
  attractive.
  You gain the effects of the Attractive Edge.
  Upgrades
   
  ª Absolutely Stunning (+1): You are almost unnaturally attractive, a 
  living example of perfection and sex appeal. You gain the effects 
  of the Very Attractive Edge.
  Subdermal Plating
  Base AP Cost: 2
  You have a layer of thin flexible armor implanted beneath your skin 
  or outer exposed layer. While not immediately visible to the casual 
  observer, this armor can deflect bullets and blades, potentially pre-
  venting attacks from causing anything more than simple abrasions or 
  bruises.
  Your Toughness is increased by +1.
  Upgrades
   
  ª Composite Plating (+1): Your subdermal plating is reinforced 
  with lightweight composite materials, allowing you to use thicker 
  plates for the same weight.
  Your Toughness is increased by +2 instead of the usual +1 granted 
  by subdermal plating.
  
  193
  Targeting Support System
  Base AP Cost: 1 [Restricted]
  Sensors in the hand, arm, and mindset are capable of syncing with 
  a targeting support module (pg. 174) to enhance your ability to aim 
  a firearm.
  When a target is selected, the guidance software kicks in and snaps 
  the weapon on target, guiding your arm to keep your enemy in the 
  crosshairs.
  You gain a +1 bonus on all ranged attacks with firearms equipped 
  with a synced targeting support module.
  Tiny Size
  Base AP Cost: 1    [Restricted in Biosleeves]
  Your sleeve is very small, less than a meter in height. Cybersleeves 
  of this size are useful for sneaking into secured locations, or for get-
  ting into areas too small for human-sized sleeves. 
  Generally this Augmentation is applied to drones instead of sleeves 
  to avoid the psychological trauma of resleeving, but there are some 
  cases where resleeving an ego in a tiny body can be beneficial.
  Tiny-sized biosleeves are illegal per the Humanity Preservation Act. 
  But just because something is illegal doesn’t mean it’s never done. 
  Aberrants ignore the HPA and seek to remake themselves into their 
  ideal form. If that form is tiny, so be it.
  The size of the sleeve must be large enough to house the mindset, 
  which limits it to being no smaller than that of a human child.
  Sleeves with this Augmentation are Size -1, and as a result, subtract 
  -1 from their Toughness. However, characters in a small sleeve can be 
  hard to hit, or even spot, if they wish to avoid notice. The gain +1 to 
  Stealth rolls and Parry.
  [Versa-Link Log: 14:25-06,14,98]
  [Micah] – I did it! I got my new sleeve. Oh man, what 
  a trip!
  [Tess] –  Wow. What’d you get?
  [Micah] – I got the VitaCon Series 3 Raphael
  [Tess] – That’s kinda like a cheaper version of the Satyr 
  right?
  [Micah] – Yup. It’s going to take me a while to get used 
  to it. Even though I’m a lot stronger now, I’m really 
  clumsy. Keep bumping into things. 
  [Tess] – That’s so strange. I can’t imagine what it must 
  feel like to see another face in the mirror. 
  [Micah] – I’m not going to lie. I ‘ve been freaking out 
  off and on since I got it. It’s hard to sleep. I can’t stop 
  feeling myself. 
  [Tess] – TMI
  [Micah] – You know what I mean. I’m just very aware 
  of how my clothes feel. How the bed feels. That sort of 
  thing. 
  [Tess] – It’s going to weird seeing you again. Do people 
  treat you differently?
  [Micah] – A little. Mom cried when she saw me. I think 
  she still worries that I’m not really myself anymore.
  [Tess] – Yeah, she called me the night before. She tried 
  to get me to try to stop you. I told her I couldn’t.
  [Micah] – She doesn’t understand.
  
  194
  SAMPLE SLEEVES
  Courier
  Beta Cybersleeve [Restricted]
  Cost: 8   
  Manufacturer: Black Market Sources
  The Courier cybersleeve was designed for 
  smuggling, featuring a number of augmen-
  tations designed to contain and hide small 
  items. The Courier typically cannot be legally 
  obtained, but can be acquired from numer-
  ous black market sources. Its bio-skin sheath 
  makes the Courier appear to be a standard 
  low-quality biosleeve. It is made of inorgan-
  ic components, some of which are made of 
  materials specifically selected and arranged 
  to disrupt and confuse prying sensor systems. 
  As a result, items carried by a Courier are 
  harder to pick out via sensor tech. It also has 
  a hidden compartment outfitted with a char-
  latan module.
  Physical Attributes: Agility: d6, Strength d6, 
  Vigor d8
  Augmentation Points: 4
  Hindrances: Outsider
  Augmentations: Apotheosis, Fully Synthet-
  ic, Data Jack and Storage (Secure), Bio-Skin 
  Sheath, Smuggler’s Compartment (Charla-
  tan)
  Toughness: +1 (Fully Synthetic)
  Ingot
  Alpha Biosleeve
  Cost: 5    
  Manufacturer: Extant Worlds (Dalianis)
  The Ingot biosleeve from Extant Worlds was 
  devised specifically for tight corridors and 
  high gravity worlds. The Ingot is short, aver-
  aging around 1.5 meters tall and weighing 
  in at around 100 kg. Its bones are especially 
  dense, with a body covered in thick slabs of 
  muscle. While originally designed for opera-
  tions involving high-gravity work, the Ingot is 
  popular among miners in most any location. 
  It also performs exceedingly well in most 
  heavy labor fields. This makes them popular 
  with House Tsarya, who often makes them 
  available to apostates working to earn House 
  membership.
  Physical Attributes: Agility: d4, Strength d6, 
  Vigor d8
  Augmentation Points: 4
  Hindrances: Ugly
  Augmentations: Apotheosis, Performance 
  Enhanced (Vigor), Custom Built (+1 Athletics)
  Strife
  Beta Biosleeve
  Cost: 8
  Manufacturer: Gladius Industries (Tsarya)
  It cannot be denied that the Strife biosleeve 
  was designed for anything but combat. Ca-
  pable of forcing an injection of adrenaline on 
  command, and outfitted with a skin-woven 
  armor mesh, the Gladius Industries Strife is 
  capable of both dealing punishment and tak-
  ing it. House Tsarya provides Strife sleeves to 
  many of the other Houses in trade, and sells 
  them on the open market to Coalition Cen-
  turions and Legionnaires. They’re also popu-
  lar with less reputable types, such as bounty 
  hunters, pirates, gangsters, and the like. 
  Physical Attributes: Agility: d8, Strength d6, 
  Vigor d6
  Augmentation Points: 4
  Augmentations: Apotheosis, Gene-Fixed, Ad-
  renal Boost Module, Skinweave Armor, Neu-
  ra-Surge
  
  195
  Ursus
  Beta Biosleeve
  Cost: 9
  Manufacturer: Avalon Systems (Silva)
  Large, powerful, hairy, and bestial: all of 
  these words accurately describe Avalon Sys-
  tem’s Brute-Series Ursus biosleeve. Popu-
  lar among street toughs, bouncers, and pit 
  fighters, the Ursus is the result of a number 
  of successful gene splices taken from the 
  Alaskan grizzly bear. While still (barely) with-
  in the parameters set forth by the HPA, the 
  Ursus features a large powerful frame, sharp 
  canines set into a short muzzle, and a genetic 
  predisposition toward aggression and feroci-
  ty. While it doesn’t have a bear’s thick coat of 
  fur, it certainly sports more body hair than is 
  the human norm.
  Physical Attributes: Agility: d4, Strength d10, 
  Vigor d8
  Augmentation Points: 4 (+2 from Customiza-
  tion)
  Custom Hindrance: Mean
  Augmentations: 
  Apotheosis, 
  Gene-Fixed, 
  Cosmetic Customization (Ursine Frame and 
  Features), Particle Detection and Analysis 
  Suite, Performance Enhanced (Strength), 
  Performance Enhanced (Vigor)
  Note: 2 additional AP gained by increasing 
  the sleeve’s Cost by 1, and taking the Mean 
  Hindrance.
  Jinsoku
  Gamma Cybersleeve
  Cost: 11
  Manufacturer: Lotus Cyberworks (Kimura)
  A favorite of Lotus’ Kage line, the Jinsoku cy-
  bersleeve was designed for recon and stealth. 
  The joints are enhanced with shock-absorb-
  ing compression pads, while the cutting edge 
  Tango RX7 balance sensitivity module allows 
  for unmatched grace. The outer skin is a matte 
  black composite, wrapping a soundproofed 
  skeleton. The Jinsoku is a favorite among 
  thieves, spies, snipers, and anyone who needs 
  to get in and out of a location without being 
  detected.
  Physical Attributes: Agility: d8, Strength d6, 
  Vigor d8
  Augmentation Points: 5 (+1 from Customiza-
  tion)
  Hindrances: Outsider
  Augmentations: Apotheosis, Bio-Skin Sheath, 
  Fully Synthetic, Auditory Amp & Filtering 
  Module, Beholder Sensory Suite, Custom 
  Built (Stealth +1), Performance Enhanced 
  (Agility)
  Toughness: +1 (Fully Synthetic)
  Note: 1 additional AP gained by increasing 
  the sleeve’s Cost by 1
  Vixen/Satyr
  Gamma Biosleeve
  Cost: 10
  Manufacturer: Luna Illuminated (Silva)
  The Vixen and Satyr sleeves, female and 
  male, are design for sex appeal. They are fa-
  vorites among entertainers, sensie stars, and 
  a great number of politicians. Moreover, the 
  Vixen or Satyr sleeve’s appearance is not a ge-
  neric sort of beauty. These sleeves are pulled 
  from production because they have some ex-
  otic feature that makes them stand out from 
  the rest. They are then further augmented 
  and sold at a premium. Not only do they turn 
  heads, but they are also outfitted with pher-
  omone detection capabilities that aid the 
  wearer in their interactions with others.
  Physical Attributes: Agility: d8, Strength d6, 
  Vigor d8
  Augmentation Points: 5
  Augmentations: Apotheosis (Remote Back-
  up), Gene-Fixed, Striking Looks (Absolutely 
  Stunning), Cosmetic Customization (Player’s 
  Choice), Pheromone Control & Sensitivity
  
  196
  Justicar
  Gamma Biosleeve [Restricted]
  Cost: 10
  Manufacturer: Helical Rings (Silva)
  The Justicar sleeve was specially designed 
  by Helical Rings to be the premiere sleeve 
  for Centurion investigators and undercover 
  agents. The Justicar features both offensive 
  and defensive augmentations, as well as en-
  hanced awareness to aid in detecting criminal 
  activity. While most sleeves of the same type 
  tend to strongly resemble each other, the de-
  velopment contract for the Justicar stipulated 
  a wider range of randomization, leading to a 
  more individualized appearance. This feature 
  makes it more difficult to spot Justicars—a 
  boon when it comes to undercover work.
  Physical Attributes: Agility: d6, Strength d8, 
  Vigor d8
  Augmentation Points: 5
  Augmentations: Apotheosis (Remote Back-
  up), Cosmetic Customization (Forgettable 
  Appearance), Gene-Fixed, Medichine Facto-
  ry, Targeting Support System
  Paragon
  Epsilon Biosleeve
  Cost: 14
  Manufacturer: Luna Illuminated (Silva)
  It is believed by many transhumans that 
  the Apotheosis and Synthesis procedures 
  promote biological sleeves to the pinna-
  cle of human evolution. This sleeve model 
  was purpose-built to grant the wearer un-
  paralleled physical performance and sur-
  vivability in a biological/synthetic hybrid 
  frame. The Paragon sleeve, Luna Illuminat-
  ed’s crowning achievement, is marketed 
  as one short step away from divinity. The 
  Paragon is very popular among high-Rep 
  transhumans, and is worn by the majority 
  of transhuman celebrities.
  Physical Attributes: Agility: d12, Strength 
  d10, Vigor d10
  Augmentation Points: 9
  Augmentations: 
  Apotheosis 
  (Remote 
  Backup), Gene-Fixed, Medichine Factory, 
  Striking Looks, Synthesis
  [Tac-Comm v1.76.3/ 07:50-04,18,97]
  [Baraha] – Get out of the compound! 
  Caudaha and Chakka have gone crazy! 
  They killed Etu and put a PAc bolt 
  through his core!
  [Dasa] – I knew it! I knew they’d frag’d 
  too far.
  [Baraha] – You need to make sure 
  everyone is awake and receiving this. 
  Caudaha and Chakka are claiming that 
  they’ve seen the pattern in the flames! 
  The crazy bastards say they’ve seen 
  enlightenment in the damned fire 
  dreams.
  [[A NEW USER HAS JOINED THE 
  CONVERSATION]]
  [Do] – I got the notice Baraha! The rest 
  of us are clearing out. Chakka sent a 
  message over the compound audio 
  and told us that the corrupt would be 
  consumed by fire. 
  [Baraha] – Are they burning the place 
  out?
  [Do] – No, but they grabbed Nau and 
  took him to the mnemonics lab.
  [Dasa] – They wouldn’t be fork
  [Do] – Oh... no. They’re going to try to 
  stitch him back in.
  [Baraha] – They can’t. They don’t even 
  know how do they?
  [[A NEW USER HAS JOINED THE 
  CONVERSATION]]
  [Chakka-Etu] – We didn’t. But Etu 
  Prime was full of knowledge.
  [Do] – Fuck you liar! Caudaha killed 
  Etu.
  [Chakka-Etu] – He did? Are you sure?
  
  197
  Creating a Drone
  Your character, especially if he is a SIM, may want to own a drone. 
  They can be used for security, direct assault, recon—the possibilities 
  are endless.
  Drones are built in the same way sleeves are. In fact, purchasing a 
  drone is almost exactly the same as purchasing a cybersleeve. There 
  are a few differences, however:
   
  ª The drone cannot support a hostware suite.
   
  ª Drones gain a number of Augmentation Points to purchase 
  Augmentations with. You can increase the number of APs the drone has 
  by increasing the Cost by +1.  Drones with restricted Augmentations are 
  themselves restricted and cannot legally be owned without a license.
   
  ª Drones gain a number of points to put into Physical Attributes, as 
  shown in the table below. They also gain ranks to put in Smarts and 
  Spirit, but the maximum for Smarts is d6.
   
  ª The number of Skill ranks a drone gets is based on its type, as shown 
  below. A drone may put ranks in the standard Physical Skills, as well as 
  Athletics, Fighting, Healing, Notice, Shooting, Fighting, Piloting, Repair, 
  and Stealth. A drone with a Smarts of d6 may also put Skill ranks in 
  Persuasion and Intimidation, to a max of d8. Unlike normal characters, 
  a drone’s Skills do not cost more if they are higher than their associated 
  Attribute.
   
  ª Drones can come with their own weapons, making them restricted. 
  They can have a number of weapons equal to half the higher of their 
  Shooting or Fighting Skill. No weapon may cost more than half the 
  higher of their Shooting or Fighting. They may choose to add Basic 
  Drone Armor (+2) in place of a weapon, and does not need the Shooting 
  or Fighting Skills to do so.
                                                  Physical       Smarts &
  Type 
           Cost         Attributes        Spirit              Skills   APs
  Alpha 
         
  4 
   
  4 
   
  1 
   
  11 
  3
  Beta        
   
  7 
   
  5       
  1 
   
  12 
  4
  Gamma 
         
  9  
   
  6 
   
  2 
   
  13 
  5
  Delta 
        
  11 
   
  7 
   
  3 
   
  15 
  6
  Epsilon 
        
  13 
   
  8 
   
  4 
   
  17 
  7
  Note that if you have the Drone Jock Edge, the drone’s Cost is re-
  duced by -1, two of its Skills (your choice) increase by 1 die type, and 
  it gets 1 more Augmentation Point.
  DRONES
  Drones are a common sight in most Coalition cities and habitats, 
  and can be found in many apostate enclaves as well. They usually car-
  ry out tasks via a complex narrow AI, but can be controlled by remote 
  as well.
  Drones are used to perform hazardous jobs such as mining, search 
  and rescue, or exploration. They are also used for security, with the 
  Lonestar drone working hand in hand with Centurion forces.
  Drones are also common on the battlefield. In fact, most military 
  operations are carried out entirely by drones. However, lag can some-
  times be an issue, resulting in the same kind of penalties SIMs suffer 
  (pg.  125) when operating over great distances.
  This chapter focuses on humanoid, or at least relatively human-sized, 
  drones. These types of drones are generally used to do jobs too dan-
  gerous for direct human action.
  Other types of drones can exist as well. Much like the drones listed 
  here, starships, battle frames, and other types of vehicles can be out-
  fitted with an AI or operated by remote.
  Controlling a Drone
  Passive Control: Drones feature narrow AIs capable of fulfilling most 
  simple commands to the best of their ability (which is measured by 
  their Skills).
  Issuing a command to a drone is a free action.
  Active Control: Instead of making an attack, you can directly control 
  the drone by remote using a neural link or mindset. Under your con-
  trol, the drone gains a +1 bonus on its Skill rolls. 
  If you are using the Puppeteer Savant Program to possess the drone, 
  this bonus is increased to +2.
  
  198
  Drone Specific Augmentations
  Alternate Form (AP Cost: 2): The Drone can assume two differ-
  ent forms. When creating the drone, you may arrange its Phys-
  ical Attributes and Skill points into two different configurations, 
  each representing one of the drone’s forms.
  You may also select different Augmentations for each form, 
  spending its APs in two different ways. However, both forms 
  must select the Alternate Form Augmentation.
  Armed (AP Cost: 2): The drone may have a single weapon with 
  a Cost up to the higher of its Fighting or Shooting. Or, it may 
  carry two additional weapons. The drone may not take this Aug-
  mentation more than once.
  Armored (AP Cost: 2): The drone’s Armor is increased by +4. 
  The drone may not take this Augmentation more than once. This 
  aug does not stack with Skinweave armor.
  Passive Mode (AP Cost: 1): The drone can spend an action to 
  take on an alternate form of the same weight and similar size 
  (the Size may not differ by more than one step). 
  In this form the drone appears to be something innocuous, and 
  is only revealed to be a drone upon close inspection. To detect a 
  drone in its passive form for what it is, you must be able to touch 
  it, and succeed on a Repair or Notice (-2) roll.
  For an AP Cost of 2, the Passive Mode Augmentation actually 
  allows the drone to function in its passive mode, as if it really 
  were whatever it is that it is mimicking. For example, a drone 
  that looks like a lancer can actually function like a lancer. The 
  Cost of the item the drone mimics must be less than the cost of 
  the drone itself.
  The drone also has the Charlatan Upgrade (pg.  182), making 
  it even more difficult to detect as a drone.
  Very Tiny Size (AP Cost: 1): Like Tiny Size, but the drone’s size is 
  reduced to -2. It’s Toughness is reduced by -2, but it gains +2 on 
  Stealth rolls and Parry. It may also only carry one weapon.
  Savant Attacks Against Drone Controllers
  A Savant Program can target either the drone itself or the con-
  troller, assuming there is one.
  If the operator is simply controlling the drone via remote, the 
  attacker can target him to trace and lock on to the signal linking 
  the drone to the operator. The attacker can do this by using a 
  turn to make a SINC or Knowledge (Software) roll.
  This link is relatively weak, though, with significant security be-
  tween the drone and its operator. The attacking Savant suffers 
  a -2 penalty on his Program execution rolls against the drone 
  operator due to this weak link.
  If the operator is a Savant using the Puppeteer Program, his 
  own systems are much more tightly linked to the drone. The at-
  tacker does not need to trace the signal or suffer the -2 penalty. 
  A puppeteer has much better control over his drone, but he is 
  also more vulnerable.
  Sample Drones
  Aegis System S-11 Wasp
  The wasp is generally used in personal defense, but also has some 
  surveillance capabilities. It looks like a synthetic wasp, measuring a 
  little less than a third of a meter in height and weighing in at about 1.5 
  kg. In place of a stinger, it sports a small PAc gun.
  Typically, the wasp hovers near the user, acting as a small security 
  guard. It can be programmed with a number of basic behavioral rou-
  tines, and can be given orders via voice in addition to direct control 
  with a neural link or mindset.
  Drone Type: Alpha  
  Cost: 4 [Restricted]
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d4
  Skills: Athletics d6, Fighting d4, Notice d8, Shooting d8, Stealth d6+2
  Pace: 6; Parry: 6; Toughness: 4 (2)
  Augmentations: Fully Synthetic, Alternative Mobility System (Flight 
  Capable), Very Tiny Size (Size -2)
  Armor/Weaponry: Basic Drone Armor (+2), Light PAc Pistol (Range 
  14/28/56, Damage 2d8, RoF 1, Beam, Atmo Dependent)
  
  199
  Ardent LS-7 “Lonestar” Armed Responder
  This drone has a humanoid shape. It was designed to provide active 
  security to locations that are either too inhospitable or too dangerous 
  for living security forces, or to bolster their numbers.
  The Lonestar is about 2 meters tall, features heavy armor plating, 
  and has hands capable of using human weapons.
  Drone Type: Delta              Cost: 11 [Restricted]
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d10
  Skills: Athletics d8, Fighting d6, Healing d4, Intimidation d6+1, Notice 
  d6+1, Piloting d4, Shooting d8, Stealth d4
  Pace: 6; Parry: 5; Toughness: 11 (4)
  Augmentations: Fully Synthetic, Custom Built (Intimidation), Custom 
  Built (Notice), Armored, Armed
  Armor/Weaponry: Heavy PAc Carbine (Range 45/90/180, Damage 
  2d10+4, Beam, Atmo Dependent)
  Ardent VT-6 “Vigil” Tactical Security Drone
  An earlier model, called the Ardent VT-6 “Vigil” Tactical Security 
  Drone, is commonly used for private security. 
  Drone Type: Gamma 
  Cost: 9 [Restricted]
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
  Skills: Athletics d8, Fighting d6, Healing d4, Intimidation d6+1, Notice 
  d6+1, Shooting d6, Stealth d4
  Pace: 6; Parry: 5; Toughness: 9 (2)
  Augmentations: Fully Synthetic, Custom Built (Intimidation), Custom 
  Built (Notice), Armed
  Armor/Weaponry: Basic Drone Armor, Light PAc PDW (Range 
  20/40/80, Damage 2d8+3, Beam, Atmo Dependent)
  Black Gate Series III Cerberus Guardian
  True to its name, the Cerberus drone resembles a large dog. Its pur-
  pose is to supplement security forces, or to patrol a designated area 
  as autonomous security.
  The Cerberus Guardian stands a meter high at the shoulder. Its syn-
  thetic musculature makes it look much like a large skinless dog with 
  shiny black synthetic muscles. Its “skeleton”, sometimes visible be-
  tween bundles of muscle, is usually gun-metal gray or chrome.
  Another model, called the Black Gate Series III Blackdog, is often 
  used for recon purposes.
  Drone Type: Gamma 
  Cost: 9 [Restricted]
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d10
  Skills: Athletics d8, Fighting d10 (Blackdog has d8), Notice d8, Stealth 
  d6 (Blackdog has d8)
  Pace: 8; Parry: 7 (Blackdog has 6); Toughness: 11 (4)
  Augmentations: Fully Synthetic, Alternative Mobility System (Quad-
  ruped), Particle Detection and Analysis Suit, Armored, Neura-Surge 
  (the Blackdog model has Lightscreen Camouflage instead of Neu-
  ra-Surge)
  Armor/Weaponry: Mono-Edged Bite (Str+d8+2, AP: 4) 
  Imex V44 Case Spider
  This relatively small drone folds up into what appears to be a small 
  briefcase. When activated, it transforms into a spider-like drone de-
  signed for infiltration and surveillance.
  When required to attack, it does so with either a small rail-gun that 
  emerges from its back, or by latching onto a target and stabbing it 
  with a piercing spike that ejects from its abdomen.
  Drone Type: Beta  
  Cost: 7 [Restricted]
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Athletics d6, Fighting d6, Notice d6, Shooting d6, Stealth d8+2
  Pace: 6; Parry: 7; Toughness: 3
  Augmentations: Fully Synthetic, Passive Mode (Charlatan, Small 
  Case), Alternative Mobility System (Spider Legs), Hidden Weapon 
  System (Piercing Spike), Very Tiny Size (Size -2)
  Armor/Weaponry: Piercing Spike (Str+d4+2, AP 2); Mounted Light 
  Rail Pistol (Range 10/20/40, Damage 2d6+1, RoF 1, AP 3, SA, Silent 
  Option)
  
  200
  For example, if you purchase a Bulk Freighter Star Ship (Size 12), 
  you may increase its Cost from 17 to 18 in exchange for 9 more Mod 
  Points to spend.
  The number in parenthesis lists the maximum number of Mods a 
  transport can be outfitted with, though certain Mods like Speed Re-
  duction may actually grant more Mod Points.
  Alternatively, you may trade in 
  Mod Points to reduce the Cost in 
  the same manner, but may nev-
  er reduce a transport’s Cost by 
  more than -2.
  In the lists of Mods that fol-
  low in this chapter, Mods listed 
  in italics are new Mods found 
  in this book. All other Mods are 
  found in the Savage Worlds Sci-
  ence Fiction Companion.
  The number in parenthesis af-
  ter the Mod’s name is the num-
  ber of times you may select this 
  Mod. Mods with a “U” may be 
  selected an unlimited number of 
  times.
  Fuel
  Starships, vehicles and walkers 
  in Nova Praxis run on APEX re-
  actors, broadcast power, and/or 
  hyper-efficient batteries. As a re-
  sult, fuel and power is abundant, 
  and isn’t something one general-
  ly needs to worry about.
  TRANSPORTS
  Nova Praxis makes heavy use of the rules for vehicles found in the 
  Savage Worlds Science Fiction Companion. However, the rules below 
  supersede those; and ships, ground vehicles and walkers may only be 
  outfitted with the listed mods.
  Acquisition
  Starships, Vehicles and Walkers in the Nova 
  Praxis setting have the Cost ratings shown in the 
  tables below. Note that this means that many 
  such transports are priced far outside the range 
  of most character’s Rep-Ratings or Assets, mean-
  ing that they will generally need to be acquired 
  through contract negotiations or special favors.
  Also note that the method for purchasing and 
  customizing a transport in Nova Praxis differs 
  greatly from that found in the Savage Worlds 
  Science Fiction Companion.
  Base Cost
  This is the base cost of the transport. The 
  transport isn’t an empty hull however. It comes 
  with the listed number of free Mod Points that 
  you can use to customize it.
  Adding Mods
  You do not need to worry about the cost of 
  each individual Mod, only the number of Mod 
  Points each Mod is worth. Your transport comes 
  with a number of free Mod Points, but you can 
  purchase more.
  By increasing the cost of the transport by 1, 
  you add a number of Mod Points based on the 
  Size of the transports, as shown in the “Mods 
  per -1/+1 Cost Adjustment” tables below.
  PIRATES!
  
  201
  Starships
  Cyber Warfare
  Cyber warfare attacks are performed by assaulting 
  another vehicle’s computer systems with your own, 
  by uploading viruses, overloading them with data, and 
  more. These attacks and defensive measures employ a 
  variation of the same technology used to create CISTs.
  A system attack requires attack action. To make these 
  sorts of attacks you must have the Cyber-Warfare Suite 
  Mod (pg.  212) and have someone to operate it, be it 
  a PC, NPC, a member of the ship’s crew, or an AI.
  Ship
  Size
  Acc/TS
  Climb
  Toughness
  ECM 
  (Firewall)
  Free Mods 
  (Max Mods)
  Crew
  Base
  Cost
  Small
  (Fighters, shuttles)
  6
  50/700
  3
  20(5)
  4 (0)
  14 (23)
  1
  10
  Medium
  (Bombers, Large Shuttles, Scout Ships)
  8
  45/600
  2
  25(6)
  8 (0)
  15 (30)
  5
  12
  Large
  (Freighters, Corvettes, Scientific Exploration Vessels)
  10
  40/500
  1
  30(7)
  12 (0)
  16 (37)
  50
  14
  Huge
  (Destroyers, Bulk Freighters, Light Cruisers)
  12
  35/400
  0
  35(8)
  16 (5)
  22 (49)
  300
  17
  Giant
  (Battle Cruisers, Strike Carriers)
  14
  30/300
  -1
  40(9)
  20 (5)
  28 (61)
  1K
  20
  Gargantuan
  (Battleships, Attack Carriers)
  16
  25/200
  -2
  50(12)
  28 (7)
  40 (85)
  3K
  23
  Behemoth
  (Dreadnoughts, Invasion Carriers)
  28
  20/200
  -3
  60(15)
  36 (7)
  60 (120)
  8K
  27
  Leviathan
  (Super Dreadnoughts, Super Carriers, Settlement Ships)
  32
  20/200
  -4
  70(20)
  46 (9)
  80 (140)
  20K
  31
  World Killer
  (Mega Dreadnoughts, Mega Carriers, Colony Ships
  40
  20/200
  -5
  80(25)
  56 (9)
  130 (190)
  50K
  35
  Size
  Mods per -1/+1 
  Cost Adjustment
  6
  3
  8
  5
  10
  7
  12
  9
  14
  11
  16
  15
  28
  20
  32
  20
  40
  20
  A ship’s Electronic Counter Measures (ECM) is used 
  like Toughness to defend against cyber-attacks.
  The number listed in parenthesis is the ship’s Fire-
  wall, which acts like Armor when defending against 
  cyber-attacks.
  FTL Travel
  See the Jump Drive mod described on page  213.
  
  202
  Mods
  Mod Point Cost
  AMCM (Anti-Missile Counter Measures) (1)
  1                  
  Auto-Repair Swarm (1)
  2
  Armor (Size)
  1                  
  Artificial Intelligence (1)
  1                  
  Atmospheric (1)
  Half Size      
  Bomb Bay (U)
  1                              
  Crew Reduction (U)
  See page 239
  Crew Space (U)
  1                              
  Cyber-Warfare Suite (CWS) (12)
  2
  Firewall (3)
  1
  Fixed (U)
  See Notes in SFC    
  Garage/Hangar (U)
  3
  Gate Crasher (1)
  1
  Indirect Fire Capable (1)
  1
  Linked (U)
  Reduce Total  Mod Point 
  Cost of Linked Weapons 
  by 1
  Marine Fire Team (U)
  2
  Mesh System and Extranet 
  Connectivity Suite (1)
  1
  Mercantile (U)
  2
  Missile Launcher (U)
  1
  Mnemonics Lab and Resurrection Chamber (1)
  1
  Neural Interface (1)
  1
  Passenger Pod (U)
  1
  Reflective Armor (1)
  1
  Sensor Suite, Planetary (1)
  1
  Specialist Crewman (U)
  1
  Speed (U)
  1
  Speed Reduction (3)
  Adds Mod Points equal 
  to Half Ship’s Size
  Stealth System (1)
  Size
  Superstructure (U)
  10
  Target Designator (1)
  1
  Targeting System (1)
  1
  Torpedo Tubes (U)
  1
  Tractor Beam (U)
  3
  Sample Ships
  New Cost
  Remaining 
  Mods
  Battleship
  22
  4
  Bomber
  14
  1
  Carrier, Strike
  25
  5
  Cruiser, Light
  16
  0
  Dropship
  12
  1
  Fighter
  11
  0
  Freighter, Light
  14
  4
  Freighter, System
  19
  5
  Passenger Liner
  25
  1
  Pirate Ship
  16
  6
  Research Ship
  16
  3
  Shuttle
  10
  1
  Space Station
  33
  1
  Troop Ship
  22
  6
  Sample Ships from the Savage Worlds Science 
  Fiction Companion
  You can use the following sample ships from the Savage Worlds 
  Science Fiction Companion in your Nova Praxis games, but they 
  require some minor modification.
  Because Nova Praxis uses abstract pricing instead of exact 
  amounts, the Cost of each does not translate perfectly between 
  the two methods.
  The table below lists the new Costs for each ship, and the num-
  ber of Mods Points it has remaining.
  Note: Ships with Shields instead have additional Armor equal 
  to half their Size.
  
  203
  The Silverpike,  Smuggler’s Craft
  A modified small cargo ship. It looks like a 
  stock standard short-range freighter, but is 
  outfitted with hidden weapons and smug-
  gling compartments.
  Perfect for a small crew on the run.
  Medium Starship: Size 8, Acc/TS 50/650, 
  Climb 2, Toughness 27 (8), ECM 10 (2), Crew 
  5, Cost 13, Remaining Mods 0
  Notes: Armor, Artificial Intelligence, Atmo-
  spheric, Crew Space, Cyber-Warfare Suite, 
  Firewall, Mesh System and Extranet Connec-
  tivity Suite, Sensor Suite (Planetary), Speed, 
  Stealth System
  Weapons:
   
  ª Auto-Cannon, Medium x 2
   
  ª Missile Launcher
   
  ª Missile Heavy (8)
  Nova-R36 Brightstar, Centurian Patrol Craft
  A small craft, light and fast, designed by 
  House Dalianis to intercept and pursue flee-
  ing suspects.
  Small Starship: Size 6, Acc/TS 60/800, 
  Climb 3, Toughness 20 (5), ECM 8 (4), Crew 
  1, Cost 10, Remaining Mods 1
  Notes: AMCM, Armor x2, Artificial Intelli-
  gence, Atmospheric, Firewall (x2), Mesh Sys-
  tem and Extranet Connectivity Suite, Sensor 
  Suite (Planetary), Speed x 2
  Weapons:
   
  ª Auto-Cannon, Light x2 (Linked, +2 Atk, +4 
  Dmg)
   
  ª Missile Launcher
   
  ª Missile, Light (12)
  ODYSSEUS 
  The Nemesis, Pirate Vessel
  A planetary survey vessel, captured and out-
  fitted by apostate pirates for ambush tactics 
  and hit and run maneuvers.
  Large Starship: Size 10, Acc/TS 50/600, Climb 
  1, Toughness 36 (13), ECM 12 (0), Crew 50, Cost 
  15, Remaining Mods 0
  Notes: Armor x 3, Artificial Intelligence, Cy-
  ber-Warfare Suite, Garage/Hanger, Gate Crash-
  er, Mesh System and Extranet Connectivity 
  Suite, Sensor Suite (Planetary), Speed x 2, 
  Stealth System, Tractor Beam
  Weapons:
   
  ª Missile Launcher
   
  ª Missile, Heavy (8)
   
  ª Missile, Light (12)
   
  ª Auto-Cannon, Medium
  The Meatlocker, Mercenary Strike Craft
  A military attack craft purchased and outfit-
  ted for a Dalianis Knight called The Viking.
  The Viking and his crew use the Meatlocker 
  as a base of operations as they travel Coalition 
  space enforcing the will of House Dalianis.
  Medium Starship: Size 8, Acc/TS 45/600, 
  Climb 2, Toughness 29 (10), ECM 8 (0), Crew 5, 
  Cost 13, Remaining Mods 0
  Notes: Armor x 2, Artificial Intelligence, At-
  mospheric, Cyber-Warfare Suite x 2, Mesh Sys-
  tem and Extranet Connectivity Suite, Sensor 
  Suite (Planetary)
  Weapons:
   
  ª Auto-Cannon, Light x4 (Linked, +2 Atk, +4 Dmg)
   
  ª Cannon, Medium
   
  ª Missile Launcher x2
   
  ª Missile, Light (36) 
   
  ª Bomb, Medium (8)
  
  204
  Mod Change: Crew Reduction
  In Nova Praxis the Crew Reduction Mod works differently than described in 
  the Savage Worlds Science Fiction Companion.
  The Crew Reduction mod may be selected more than once. Each time it is 
  selected, the amount of crew the ship or vehicles has is reduced as if the ship 
  or vehicle were one size category smaller. So if a Huge Ship (Size 12) takes this 
  mod, it has the crew of a Large Ship (Size 10). Each time this Mod is taken, the 
  vehicle or ship gains one additional Mod point.
  The Lighthammer, Scholae Carrier
  A carrier ship purpose built for the Scholar 
  Palatinae team called the Grigori. Lightham-
  mer is a mobile city built solely to provide 
  support for the Grigori.
  Giant Starship: Size 14, Acc/TS 45/450, 
  Climb -1, Toughness 48 (17), ECM 28 (13), 
  Crew 1K, Cost 23, Remaining Mods 61
  Notes: AMCM, Auto-Repair Swarm, Armor 
  x4, Artificial Intelligence, Atmospheric, Cy-
  ber-Warfare Suite x3, Garage/Hanger x 2, 
  Firewall x4, Marine Fire Team, Mercantile, 
  Mesh System and Extranet Connectivity Suite, 
  Mnemonics Lab and Resurrection Chamber, 
  Neural Interface, Sensor Suite (Planetary), 
  Specialist Crewman (any 3), Speed x3, Stealth 
  System, Targeting System, Tractor Beam 
  Weapons:
   
  ª Mass Driver, Heavy
   
  ª Auto-Cannon, Light x 3
   
  ª Missile Launcher x2
   
  ª Missile, Heavy (24)
  HT-NT-7 “Hornet”, Short Range Fighter
  A light and fast craft typically launched from 
  military bases, carriers and space stations for 
  short-range defense.
  Small Starship: Size 6, Acc/TS 45/650, Climb 
  3, Toughness 20 (5), ECM 8 (4), Crew 1, Cost 
  10, Remaining Mods 0
  Notes: AMCM, Armor x2, Artificial Intelli-
  gence, Atmospheric, Mesh System and Ex-
  tranet Connectivity Suite, Sensor Suite (Plan-
  etary), Speed Reduction (+3 Mods), Targeting 
  System
  Weapons:
   
  ª Auto-Cannon, Light x4 (Linked, +2 Atk, +4 
  Dmg)
   
  ª Missile Launcher
   
  ª Missile, Heavy (8)
   
  ª Missile, Anti-Tank (8)
  RDFOB-X8 “Ogre” Rapid Deployment Station
  The Ogre was developed to carry troops, ve-
  hicles, and supplies into the battlefield, where 
  it then acts as a forward operative command 
  center.
  Giant Starship: Size 14, Acc/TS 15/150, 
  Climb -1, Toughness 52 (21), ECM 22 (7), Crew 
  50, Cost 20, Remaining Mods 0
  Notes: Auto-Repair Swarm, Armor x6, Arti-
  ficial Intelligence, Atmospheric, Crew Reduc-
  tion x2 (+2 Mods), Cyber-Warfare Suite, Fire-
  wall, Garage/Hanger x2, Marine Fire Team x6, 
  Mesh System and Extranet Connectivity Suite, 
  Sensor Suite (Planetary), Speed Reduction x3
  Weapons:
   
  ª Missile Launcher
   
  ª Missile, Light (12)
   
  ª Auto-Cannon, Light x 4
  
  205
  Vehicles
  Vehicle Mods
  You can use the following Vehi-
  cle Mods from the Savage Worlds 
  Science Fiction Companion in your 
  Nova Praxis games, but they require 
  some minor modification. In addi-
  tion, you may select from a number 
  of new Mods found in this book. 
  New Mods are listed in italics, and 
  are described starting on pg.  212.
  Vehicle
  Size
  Acc/TS
  Toughness
  ECM
  (Firewall)
  Free Mods
  (Max Mods)
  Crew
  Base
  Cost
  Mods per -1/+1 Cost 
  Adjustment
  Ultralight
  1
  10/35
  5
  4 (0)
  0 (2)
  1
  7
  1
  Light
  (Motorcycles, Lancers)
  2
  10/30
  9(2)
  4 (0)
  3 (5)
  2
  8
  1
  Medium
  (Cars, Skiffs)
  3
  10/25
  12(3)
  4 (0)
  6 (10)
  4
  9
  2
  Large
  (SUVs, Pickups)
  4
  10/20
  15(4)
  4 (2)
  9 (15)
  6
  10
  3
  Heavy
  (APCs, Light Tanks)
  6
  5/15
  20(5)
  6 (2)
  12 (20)
  8
  11
  4
  Super Heavy
  (Tanks)
  8
  5/10
  25(6)
  6 (3)
  15 (25)
  10
  12
  5
  Titan
  (Tanks)
  10
  5/10
  30(7)
  8 (3)
  18 (30)
  20
  13
  6
  Colossus
  (Tanks)
  12
  5/10
  35(8)
  8 (4)
  24 (40)
  40
  14
  7
  Goliath
  (Battle Platforms)
  14
  5/10
  40(9)
  10 (4)
  36 (50)
  80
  15
  8
  Sample Vehicles 
  New 
  Cost
  Remaining 
  Mods
  Cargo Truck
  9
  1
  Exploration Vehicle
  8
  9
  Helicopter
  4
  0
  Limousine, Armored
  9
  1
  Motorcycle, Hover (“Lancer”)
  6
  0
  Passenger Car, Hover (“Skiff”)
  8
  0
  Armored Personnel Carrier (APC)
  10
  1
  Jet Fighter
  9
  0
  Patrol Boat
  11
  0
  Tank, Hover
  11
  0
  Tank, Main Battle
  11
  0
  Sample Vehicles from the Savage Worlds Science Fiction Companion
  You can use the following sample 
  vehicles from the Savage Worlds Sci-
  ence Fiction Companion in your Nova 
  Praxis games, but they require some 
  minor modification.
  Because Nova Praxis uses abstract 
  pricing instead of exact amounts, the 
  Cost of each does not translate per-
  fectly between the two methods.
  The table below lists the new Costs 
  for each vehicles, and the number of 
  Mods Points it has remaining.
  
  206
  Vehicle Mods
  Mod Point 
  Cost
  Aircraft, Anti-Grav (1)
  2
  Aircraft, Jet Plane (1)
  Half Size
  AMCM (Anti-Missile Counter 
  Measures) (1)
  1                  
  Amphibious (1)
  1
  Auto-Repair Swarm (1)
  2
  Armor (Size)
  1                  
  Artificial Intelligence (1)
  1      
  Booster (U)
  1
  Climb (5)
  1
  Crew Reduction (U)
  See page 
  239 
  Crew Space (U)
  1                              
  Cyber-Warfare Suite (CWS) (12)
  2
  Ejection System (1)
  Half Size
  Exposed Crew (1)
  Reduce Cost 
  by 2
  Firewall (3)
  1
  Fixed (U)
  See Notes in 
  SFC
  Four Wheel Drive (1)
  1      
  Handling (3)
  1
  Hover Vehicle
  Size
  Indirect Fire Capable (1)
  1
  Linked (U)
  Reduced 
  Mod Point 
  Cost of 
  Linked Weap-
  ons by Half
  Living Space (Special)
  3
  Luxury Features (1)
  1
  Mesh System and Extranet 
  Connectivity Suite (1)
  1
  Missile Launcher (U)
  1
  Mnemonics Lab and Resurrec-
  tion Chamber (1)
  1
  Neural Interface (1)
  1
  Passenger Pod (U)
  1
  Centurian Lancer
  A narrow, small, single person vehicle capa-
  ble of high speed flight. The Centurian version 
  features a cannon mounted along the bottom.
  Light Vehicle: Size 2, Acc/TS 35/110, Climb 
  3, Toughness 5, ECM 4(0), Crew 1, Cost 10, 
  Remaining Mods 0
  Notes: Anti-Grav, Speed
  Weapons: 
   
  ª Auto-Cannon, Light
  Centurian Skiff
  Large enough to comfortably seat four peo-
  ple, the skiff is a flying vehicle commonly seen 
  in many cities.
  Medium Vehicle: Size 3, Acc/TS 45/130, 
  Climb 3, Toughness 14(5), ECM 4(0), Crew 4, 
  Cost 11, Remaining Mods 0
  Notes: Anti-Grav, Armor, Luxury Features, 
  Speed x3
  Weapons: 
   
  ª Auto-Cannon, Light
  Vehicle Mods
  Mod Point 
  Cost
  Reflective Armor (1)
  1
  Reinforced Chassis (3)
  1
  Sensor Suite, Planetary (1)
  1
  Specialist Crewman (U)
  1
  Speed (U)
  1
  Speed Reduction (3)
  Adds Mod 
  Points equal 
  to Half Ship’s 
  Size
  Stealth System (1)
  Size
  Target Designator (1)
  1
  Targeting System (1)
  1
  Tracked (1)
  0
  Watercraft (1)
  0
  Civilian Lancer
  A small, single person vehicle capable of 
  high speed flight.
  Light Vehicle: Size 2, Acc/TS 35/110, Climb 
  3, Toughness 5, ECM 4(0), Crew 1, Cost 8, Re-
  maining Mods 0
  Notes: Anti-Grav, Speed
  Weapons: None
  Civilian Skiff
  Large enough to comfortably seat four peo-
  ple, the skiff is a flying vehicle commonly seen 
  in many cities.
  Medium Vehicle: Size 3, Acc/TS 45/130, 
  Climb 3, Toughness 12(3), ECM 4(0), Crew 4, 
  Cost 9, Remaining Mods 0
  Notes: Anti-Grav, Luxury Features, Speed x3
  Weapons: None
  Kraken Battle Tank
  A massive tank, capable of hovering a few 
  feet above the ground through advanced 
  gravitcs technology.
  Super Heavy Vehicle: Size 8, Acc/TS 5/10, 
  Toughness 45(22), ECM 6(3), Crew 10, Cost 
  14, Remaining Mods 2
  Notes: Hover Vehicle, Armor x8 (+16 all 
  around), Reinforced Chassis x 3, Targeting 
  System
  Weapons: 
   
  ª Cannon, Super Heavy
   
  ª Auto-Cannon, Medium x2
   
  ª Missile Launcher
   
  ª Missile, Medium (12)
  
  207
  LETHAL FORCE: AUTHORIZED
  Roc Assault Dropship
  The Roc is used by Protectorate forces to 
  quickly land and deploy Legionnaires in the 
  field.
  Heavy Vehicle: Size 6, Acc/TS 30/100, Climb 
  3, Toughness 28(13), ECM 6(2), Crew 8, Cost 
  11, Remaining Mods 0
  Notes: AMCM, Anti-Grav, Armor x4 (+8 all 
  around), Marine Fireteam x 2
  Weapons: 
   
  ª Auto-Cannon, Light x3
   
  ª Missile Launcher
   
  ª Missile, Light (24)
  Mamba Strike Lancer
  This militarized version of the lancer was 
  designed for high speed engagements with 
  the enemy. 
  Light Vehicle: Size 2, Acc/TS 35/110, Climb 
  3, Toughness 5, ECM 4(0), Crew 1, Cost 10, 
  Remaining Mods 0
  Notes: Anti-Grav, Speed
  Weapons: 
   
  ª Auto-Cannon, Light
  Reaper Gunship
  The Reaper is a highly mobile weapons plat-
  form designed to engage infantry and vehic-
  ular forces.
  Large Vehicle: Size 4, Acc/TS 30/100, Climb 
  3, Toughness 15(4), ECM 4(2), Crew 2, Cost 
  12, Remaining Mods 0
  Notes: AMCM, Anti-Grav, Armor x2 (+4 all 
  around), Ejection System, Handling, Crew Re-
  duction x2, 
  Weapons: 
   
  ª Auto-Cannon, Medium x2
   
  ª Missile Launcher x2
   
  ª Missile, Anti-Tank (16)
  
  208
  Mantis Artillery Platform
  A light hover tank, designed to bombard an 
  area with indirect fire from above.
  The Mantis is capable of direct fire, but is 
  most effective when firing at marked targets 
  safely from afar.
  Heavy Vehicle: Size 6, Acc/TS 5/15, Tough-
  ness 41(22), ECM 6(2), Crew 8, Cost 11, Re-
  maining Mods 2
  Notes: Armor x8 (+16 all around), Indirect 
  Fire Capable, Hover Vehicle, Reinforced Chas-
  sis, Targeting System
  Weapons: 
   
  ª Cannon, Super Heavy
   
  ª Missile Launcher
   
  ª Missile, Anti-Tank
   
  ª Auto-Cannon, Medium
  Firefly Assault Skiff
  The Firefly is an open-sided military skiff de-
  signed for rapid deployment and extraction.
  Unlike most skiffs, the Firefly’s two forward 
  crew members sit in line, while the remaining 
  crew man the side-mounted auto-cannons.
  Medium Vehicle: Size 3, Acc/TS 45/130, 
  Climb 3, Toughness 14(5), ECM 4(0), Crew 4, 
  Cost 11, Remaining Mods 0
  Notes: Anti-Grav, Armor, Exposed Crew, 
  Speed x3
  Weapons: 
   
  ª Auto-Cannon, Medium x2
   
  ª Missile Launcher
   
  ª Missile, Light (12)
  Warg Assault ATV
  The Warg is a favorite of the Coalition’s 
  Marines, who enjoy bouncing around in this 
  high-speed ATV. 
  The Warg is a four-wheeled amphibious mil-
  itary transport, usually sporting some form of 
  mounted weapon system in the rear.
  Large Vehicle: Size 4, Acc/TS 15/30, Tough-
  ness 27(12, +2 vs. Beam Weapons), ECM 4(2), 
  Crew 4, Cost 11, Remaining Mods 
  Notes: Armor x6 (+12 all around), Amphib-
  ious, Crew Reduction, Exposed Crew, Four 
  Wheel Drive, Mesh System and Extranet Con-
  nectivity Suite, Reflective Armor, Reinforced 
  Chassis, Speed, Target Designator
  Weapons: 
   
  ª Auto-Cannon, Medium x 2 (Linked, +1 
  Atk, +2 Dmg)
  or
   
  ª PAc Cannon, Medium x 2 (Linked, +1 
  Atk, +2 Dmg)
  or
   
  ª Missile Launcher
   
  ª Missile, Heavy (16)
  Leviathan Battle Platform
  The Leviathan is a mobile battle station, usu-
  ally deployed from a ship in orbit. It is capable 
  of flight, but is primarily used as a grounded 
  forward operating base.
  Goliath Vehicle: Size 14, Acc/TS 20/80, 
  Climb 2, Toughness 59(35), ECM 14(8), Crew 
  80, Cost 17, Remaining Mods 0
  Notes: Aircraft, Anti-grav, AMCM, Armor 
  x12 (+24 all around), Auto-Repair Swarm, 
  Artificial Intelligence, Crew Space x4, Fire-
  wall x2, Living Quarters x 5, Mesh System 
  and Extranet Connectivity Suite, Mnemonics 
  Lab and Resurrection Chamber, Sensor Suite, 
  Speed Reduction x2
  Weapons: 
   
  ª Auto-Cannon, Heavy x 4
   
  ª Missile Launcher x 4
   
  ª Missile, Anti-Tank (12)
   
  ª Missile, Heavy (48)
  
  209
  Walkers
  In the Nova Praxis setting, “walkers” are called “frames”, and are 
  usually designated as either recon (Sizes 6-8) or assault (Sizes 10-14) 
  frames.
  Walker (“Frame”)
  Size
  Pace
  Strength
  Toughness
  ECM
  (Firewall)
  Free Mods 
  (Max Mods)
  Base
  Cost
  Light (20’)
  6
  24
  d12+4
  20 (5)
  8 (3)
  12 (21)
  11
  Medium (30’)
  8
  18
  d12+6
  25 (6)
  9 (4)
  15 (27)
  13
  Heavy (40’)
  10
  12
  d12+8
  30 (8)
  10 (5)
  18 (33)
  15
  Super Heavy (50’)
  12
  8
  d12+10
  35 (8)
  11 (6)
  24 (42)
  17
  Titan (60’)
  14
  8
  d12+12
  40 (9)
  12 (7)
  36 (57)
  19
  Walker Mods
  Mod Point Cost
  AMCM (Anti-Missile Counter Measures) (1)
  1                  
  Auto-Repair Swarm (1)
  2
  Armor (Size)
  1                  
  Artificial Intelligence (1)
  3    
  Close Combat Weapon (2)
  Half Size
  Cyber-Warfare Suite (CWS) (12)
  2
  Ejection System (1)
  3
  Enhanced Strength (1)
  1
  Exposed Crew (1)
  Reduce Cost by 2
  Firewall (3)
  1
  Fixed (U)
  See Notes in SFC
  Jump Jets (1)
  Half Size
  Indirect Fire Capable (1)
  1
  Linked (U)
  Reduce Total Mod Point 
  Cost of Linked Weapons 
  by 1
  Lumbering (1)
  0
  Mesh System and Extranet 
  Connectivity Suite (1)
  1
  Missile Launcher (U)
  1
  Pace (3)
  1
  Neural Interface (1)
  1
  Walker Mods
  You can use the following Walker Mods from the Savage Worlds Sci-
  ence Fiction Companion in your Nova Praxis games, but they require 
  some minor modification. In addition, you may select from a number 
  of new Mods found in this book. New Mods are listed in italics, and 
  are described starting on pg.  212.
  Size
  Mods per -1/+1 Cost 
  Adjustment
  6
  3
  8
  4
  10
  5
  12
  6
  14
  7
  Walker Mods
  Mod Point Cost
  Passenger Compartment (U)
  1
  Reinforced Frame (3)
  1
  Reflective Armor (1)
  1
  Sensor Suite (1)
  1
  Speed Reduction (3)
  Adds Mod Points equal to 
  Half Walker’s Size
  Stealth System (1)
  Size
  Target Designator (1)
  1
  Targeting System (1)
  1
  Weapon, Infantry (Cost < 4)
  1
  Weapon, Infantry (Cost 5-10)
  2
  
  210
  Icarus Model 11 Hercules Heavy Loader
  The Hercules loader (aka. “The Herc”) was 
  commissioned from House Tsarya by House 
  Cipriani for use in moving heavy cargo aboard 
  their Icarus Hubs. It has since grown in popu-
  larity, and sees use in warehouses and manu-
  facturing facilities across colonized space.
  The Herc features grasping claws, an open 
  cockpit, and modular counter weights to aid 
  in balancing while lifting heavy loads.
  Light Walker: Size 6, Strength d12+6, Tough-
  ness 28(5), ECM 8(3), Pace 4 (1d4 Run), Cost 
  8, Remaining Mods 3
  Notes: Enhanced Strength, Exposed Crew, 
  Lumbering, Mesh System and Extranet Con-
  nectivity Suite, Reinforced Frame x 3, Sensor 
  Suite 
  Hiske Series-1 Reaver Anti-Infantry Frame
  The Reaver is a light battle frame designed 
  by House Kimura specifically to hunt and kill 
  enemy infantry.
  The Reaver is best known for its performance 
  during the battle of Tellerus Fields, where it 
  proved highly effective in the cramped sub-
  terranean tunnels of Mercury.
  Light Walker: Size 6, Strength d12+4, Tough-
  ness 24(9), ECM 8(3), Pace 24 (2d6 Run), Cost 
  11, Remaining Mods 3
  Notes: AMCM, Armor x2, Jump Jets, Neural 
  Interface, Sensor Suite, Targeting System
  Weapons: 
   
  ª PAc Cannon, Medium
   
  ª Infantry Weapon (Titan Flamer)
  Hiske Series-3 Godslayer
  The Godslayer is House Kimura’s premier 
  sniper platform, feared for its ability to deliv-
  er precision death from across the battlefield. 
  It’s secondary role is to serve as a recon walk-
  er, used to gather intel and designate targets.
  Medium Walker: Size 8, Strength d12+6, 
  Toughness 25(6), ECM 9(4), Pace 18 (2d6 
  Run), Cost 14, Remaining Mods 0
  Notes: AMCM, Cyber-Warfare Suite, Jump 
  Jets, Mesh System and Extranet Connectivity 
  Suite, Neural Interface, Sensor Suite, Stealth 
  System, Target Designator, Targeting System
  Weapons: 
   
  ª Auto-Cannon, Light
   
  ª Cannon, Super Heavy
  MLP-A8 Gorgon Assault Frame
  The Gorgon is one of House Tsarya’s most 
  popular combat frames. The Gorgon is famed 
  for its versatility, combining duel auto-can-
  nons with the long-range power of a mobile 
  missile platform.
  Heavy Walker: Size 10, Strength d12+8, 
  Toughness 44(20), ECM 10(5), Pace 10 (2d6 
  Run), Cost 16, Remaining Mods 4
  Notes: AMCM, Armor x6, Mesh System and 
  Extranet Connectivity Suite, Neural Inter-
  face, Reinforced Frame, Sensor Suite, Speed 
  Reduction, Targeting System
  Weapons: 
   
  ª Auto-Cannon, Medium x2 (Linked +2)
   
  ª Auto-Cannon, Medium x2 (Linked +2)
   
  ª Missile, Launcher x2
   
  ª Missile, Heavy (32)
  HAF-D2 Hydra Heavy Assault Frame
  The Hydra is Tsarya’s premiere, heavy as-
  sault frame, designed lead the charge into 
  large scale engagements.
  The Hydra’s many weapon systems can be 
  operated simultaneously by the pilot and the 
  on-board AI.
  Super Heavy Walker: Size 12, Strength 
  d12+10, Toughness 49(20), ECM 11(6), Pace 
  8 (2d6 Run), Cost 18, Remaining Mods 0
  Notes: AMCM, Armor x7, Artificial Intelli-
  gence, Mesh System and Extranet Connectiv-
  ity Suite, Neural Interface, Reinforced Frame, 
  Sensor Suite, Targeting System
  Weapons: 
   
  ª Auto-Cannon, Heavy x2 (Linked, +2 Atk, 
  +4 Dmg)
   
  ª PAc Cannon, Medium x2 (Linked, +2 Atk, 
  +4 Dmg)
   
  ª PAc Cannon, Heavy
   
  ª Missile, Launcher
   
  ª Missile, Anti-Tank (8)
  
  211
  Transport Weapons and Ammo
  Nova Praxis uses the same weapons for transports, with the same stats, as those found on 
  page 23 of the Savage Worlds Science Fiction Companion. 
  Special Note: Laser weapons are replaced with PAc Cannons, but share the same stats ex-
  cept as noted. Vehicular PAc weapons, like their smaller brethren, are Atmo-Dependent (pg.  
  157).
  Other exceptions are described below:
  Weapon                             
  Mods            
  Ammo Cost 
  (per Unit)*
  Auto-Cannon, Light
  1                  
  1
  Auto-Cannon, Medium
  2
  2
  Auto-Cannon, Heavy
  3                  
  4
  Bomb, Small
  12/1
  8 for 12 
  Bomb, Medium
  8/1
  8 for 4 Bombs
  Bomb, Large
  4/1
  8 for 2 Bombs
  Bomb, Block Buster
  2/1
  8 for 1 Bomb
  Bomb, City Buster
  1                  9 for 1 Bomb
  Cannon, Small
  2
  2                  
  * Cannons and Auto-Cannons use ammo units, just like 
  hand-held weapons (pg.  159). These weapons come 
  with 3 units of ammo. Ammo for other weapons, bombs 
  and missiles are purchased individually.
  An entry such as 12/1 means 12 missiles take up 1 Mod 
  slot.
  Weapon                             
  Mods            
  Ammo Cost 
  (per Unit)*
  Cannon, Medium
  3
  3
  Cannon, Heavy
  4
  4
  Cannon, Super Heavy
  5
  5
  PAc Cannon, Light
  1
  -
  PAc Cannon, Medium
  2
  -
  PAc Cannon, Heavy
  3
  -
  PAc 
  Cannon, 
  Super 
  Heavy
  5
  -
  Missile, Light
  12/1
  5 for 4 Missiles
  Missile, Heavy
  8/1
  7 for 4 Missiles
  Missile, Anti-Tank
  4/1
  7 for 2 Missiles
  Torpedo, Light
  8/1
  8 for 4 Missiles
  Torpedo, Heavy
  4/1
  9 for 4 Missiles
  Rail Gun/Mass Driver
  Level
  Level +2
  SEEK AND DESTROY
  GWP-A4 Colossus Super Heavy Assault Frame
  As far as anyone knows, only three Colos-
  sus frames were ever produced. There simply 
  weren’t enough large scale conflicts to justify 
  their continued production.
  The Colossus frames rank among House 
  Tsarya’s greatest achievements, and they itch 
  to make use of them.
  Titan Walker: Size 14, Strength d12+12, 
  Toughness 62(31), ECM 12(7), Pace 8 (2d6 
  Run), Cost 20, Remaining Mods 0
  Notes: AMCM, Armor x11, Auto-Repair 
  Swarm, Mesh System and Extranet Con-
  nectivity Suite, Neural Interface, Reinforced 
  Frame, Sensor Suite, Targeting System
  Weapons: 
   
  ª Rail-Gun, Level 7 x2
   
  ª Auto-Cannon, Medium x 2
   
  ª Missile, Launcher x 2
   
  ª Missile, Anti-Tank (16)
  
  212
  New Mods
  Auto-Repair Swarm
  Mod Point Cost: 2
  The vehicle is outfitted with esper swarm 
  systems capable of automatically making re-
  pairs, even while the vehicle is in use.
  Any rolls to repair the vehicle gain a +2 bo-
  nus. If left alone, the vehicle will attempt to 
  make repairs on itself (with a Repair Skill of 
  d8). When self-repairing, the vehicle does not 
  benefit from this Mod’s +2 bonus.
  Cyber-Warfare Suite (CWS)
  Mod Point Cost: 2
  The systems aboard the vehicle have been 
  upgraded to feature CIST technology. The ve-
  hicle is capable of making electronic attacks 
  against the systems of enemies within sensor 
  range.
  The attack is made using the attacker’s 
  Knowledge (Software).
  On a hit, the attack deals 2d6 damage. A hit 
  with a raise deals an extra 1d6.
  The vehicle may purchase this Mod multi-
  ple times, each time increasing the amount of 
  damage dealt by +1d6.
  A vehicle that suffers damage from a cy-
  ber-warfare attack doesn’t suffer a normal 
  Wound. You may instead choose one of the 
  effects to apply to your target.
   
  ª Closed Gate - The target’s navigation’s 
  officer must succeed on a Knowledge 
  (Software) roll, to activate its jump drive 
  for the next 1d4 turns.
   
  ª Disrupt Maneuvering Systems – All rolls 
  to pilot the craft suffer a -2 penalty for 
  1d4 turns.
   
  ª Gravity Fluctuation – The gravitics system 
  on-board the vehicle (if it has any) surges 
  or stalls out, fluctuating rapidly for 1d4 
  turns. Everyone on board suffer a -2 
  penalty on nearly all Skill rolls that require 
  movement, concentration or balance. 
  This includes attacking.
   
  ª Zero-G – The vehicle’s gravitics systems, if 
  it has any, shut down. If it is in a zero-g 
  environment, all internal compartments 
  become zero-g environments for 2d4 
  turns.
   
  ª Disrupt 
  Mobility 
  – 
  The 
  vehicles’ 
  Acceleration and Top Speed are halved 
  for 1d4 turns.
   
  ª Overload – You overload one of the 
  vehicle’s power banks, causing it to 
  explode. Treat this as a critical hit to the 
  Crew as described in the Savage Worlds 
  Science Fiction Companion).
   
  ª Glitch ECM – You crash, or at least partially 
  crash, the target’s ECM systems. Its ECM 
  is reduced by 1d4 for one hour. The same 
  target can suffer the effect more than 
  once, reducing its ECM by 1d4 each time. 
  These penalties may be eliminated if a 
  character can spend a turn working on 
  the problem. This requires a Knowledge 
  (Software) roll, with a penalty equal to 
  half the total penalty the ship currently 
  suffers on its ECM.
   
  ª Glitch CWS – You disrupt the target’s 
  Cyber-Warfare Suite systems. The target 
  suffers a -2 on Cyber-Warfare attack rolls 
  for one hour. Targets that suffer this effect 
  more than once suffer a cumulative -1 
  penalty for each one after the first. These 
  penalties may be eliminated if a character 
  can spend a turn working on the problem. 
  This requires a Knowledge (Software) roll, 
  with a penalty equal to the total penalty 
  the ship currently suffers on its cyber-
  warfare attack rolls.
   
  ª Glitch Targeting  – You overload the 
  target’s weapons targeting systems. The 
  target suffers a -1 on all attack rolls for 
  one hour. Targets that suffer this effect 
  more than once suffer a cumulative -1 
  penalty for each one after the first. These 
  penalties may be eliminated if a character 
  can spend a turn working on the problem. 
  This requires a Knowledge (Software) roll, 
  with a penalty equal to the total penalty 
  the ship currently suffers on its weapons 
  attack rolls.
  Enhanced Strength
  Mod Point Cost: 2 (Walkers Only)
  The Walker is designed for heavy lifting, or 
  some other Strength dependent task. 
  It has the Strength of a Walker one category 
  larger.
  Firewall
  Mod Point Cost: 1
  The vehicle has been outfitted with some of 
  the best firewalls and anti-intrusion Agents 
  on the market. The vehicle gains a +2 to its 
  Firewall.
  
  213
  Gate Crasher
  Mod Point Cost: 1
  Requirement: Cyber-Warfare Suite
  The vehicle can send a series of signals that 
  scramble another vehicle’s navigation sys-
  tems, preventing them from opening a jump 
  gate. This takes the place of a normal cy-
  ber-warfare attack. The target’s navigation’s 
  officer must succeed on a Knowledge (Hard-
  ware) roll, with a -4 penalty, to activate its 
  jump drive during the next 2d4 turns.
  Indirect Fire
  Mod Point Cost: 2
  The weapons used by the vehicle do not 
  need a direct line of sight to their target. The 
  weapons can be fired into the air, arcing to hit 
  their target. However, this requires someone 
  or something to provide the vehicle with the 
  location of the target, such as a spotter capa-
  ble of delivering coordinates or another vehi-
  cle with the Target Designator Mod.
  When making indirect attacks, the vehi-
  cle suffers a -1 penalty on the attack roll and 
  the target must be no closer than the normal 
  Medium range for the weapon. However, the 
  weapon’s range is multiplied by five for the 
  purposes of this attack.
  Beam Weapons, Bombs or Torpedoes may 
  not be fired in this manner.
  Jump Drive
  Mod Point Cost: Half Size
  Requirement: Minimum Size 8
  The vehicle is equipped with the capabili-
  ty of traveling faster than the speed of light. 
  This feat is accomplished by folding space and 
  punching a hole through the resulting planes 
  in parallel, such that the vehicle changes lo-
  cations once the plane folding sequence has 
  ended.
  To the observer, it appears as if a large mir-
  rored ball suddenly emerges from space, 
  swelling from the size of a pinprick to a sphere 
  large enough to encompass the vehicle. It will 
  only stay open a split second before collaps-
  ing, shifting the vehicle’s location as it does.
  This sphere, the jump gate, actually appears 
  in two different locations at the same time. By 
  passing into one, you emerge from the other.
  Jump drives have some limitations, howev-
  er:
  Distance and Accuracy: The maximum dis-
  tance that a jump gate can move an object is 
  about two light-years.
  You may attempt to jump farther by making 
  a Knowledge (Hardware) roll. Each raise adds 
  another light year.
  If you fail, you do not jump and the ship suf-
  fers a critical hit to its Jump Drive (this is the 
  same as suffering a critical hit to an FTL drive 
  per the Savage Worlds Science Fiction Com-
  panion).
  Even on a successful jump, precise place-
  ment is impossible. While the jump drive is 
  capable of ensuring the vehicle does not ar-
  rive inside of a planet or star, you might arrive 
  anywhere inside a target star system.
  When you make a jump, roll 1d4+1. Multi-
  ply the result by 300 million. The final result is 
  the number of kilometers between the vehi-
  cle’s exit point and its target destination.
  This lack of precision makes use of a jump 
  drive inside a system nearly useless, or at 
  best, random. Ships must rely on sub-light 
  propulsion or jump rings instead.
  Spooling Time: It requires some time to 
  charge the jump drive and prepare the neces-
  sary calculations and navigational equipment 
  to open a jump gate. This process typically 
  takes about four hours.
  Minimum Distance: A jump gate cannot be 
  opened near an object that produces a signif-
  icant gravity well. This interferes with calcu-
  lations, making targeting the destination im-
  possible. In these cases, the jump drive will 
  simply refuse to open the gate.
  As a rule of thumb, before a jump drive will 
  work, the distance between the vehicle and 
  any large celestial object (planet, asteroid, 
  sun, etc.) must equal or exceed the diameter 
  of the object x10, potentially adjusted if the 
  object has exceptionally high or low mass.
  For example, Earth has a diameter of almost 
  13,000 km. To open a jump gate near Earth, 
  the vehicle must be a minimum of 130,000 
  km away.
  
  214
  Jump Gate Generator
  Mod Point Cost: Half Size +2
  Requirement: Minimum Size 10
  Using jump gate technology, the vehicle is 
  capable of creating a stable, sustained gate 
  in space. Vehicles not equipped with jump 
  drives may be piloted into the gate to achieve 
  faster-than-light travel.
  This gate is identical to the gate that a nor-
  mal jump drive produces, but stays open lon-
  ger and can be created without the creating 
  ship automatically moving through it.
  Ships with this capability are usually very 
  large, each featuring a ring-like structure in-
  side that houses the open gate. Once opened, 
  the ring can be maintained for up to an hour, 
  after which it expands briefly to encompass 
  the ship that created it and collapses.
  An open jump gate looks like a mirrored 
  sphere that exists in two places at once. To 
  use it, you need only pilot your craft into the 
  sphere. Direction and speed are maintained; 
  a ship that enters the top-right quadrant of 
  one side of the gate at 100 kilometers per 
  hour would exit from the adjoined location 
  from the bottom left going the same speed.
  Lumbering
  Mod Point Cost: 0 (Walker Only)
  The Walker is very heavy, and slow. Decrease 
  Pace to 4 (1d4 Run). Increase Toughness by 4.
  Marine Fire Team
  Mod Point Cost: 2
  Requirement: Crew Space or Size 10+
  This Mod represents a four man Marine fire 
  team posted on the ship to aid in security, re-
  pelling boarders, and performing ground mis-
  sions. Marines use the stats for the Grunt in 
  the Savage Worlds Science Fiction Compan-
  ion.
  Mesh System and Extranet Connectivity Suite
  Mod Point Cost: 1
  The vehicle sports its own internal mesh 
  sensor system and can wirelessly connect to 
  the Extranet. However, this requires at least 
  one comm-buoy in the system, and there may 
  be some lag depending on the vehicle’s dis-
  tance from it.
  Mnemonics Lab and Resurrection Chamber
  Mod Point Cost: 2
  The vehicle features a resurrection cham-
  ber, and the necessary gear required to read 
  mnemonic cores and make ego backups.
  The vehicle also features a few storage pods 
  in which sleeves can be stored.
  Neural Interface
  Mod Point Cost: 1
  The vehicle is outfitted with hostware (pg.  
  171) and is capable of being controlled via a 
  data jack, a VR interface device, or by a SIM. 
  Commands can be delivered to the vehicle 
  at the speed of thought, and the vehicle can 
  provide a much deeper level of feedback to 
  the user.
  When performing any test with a vehicle 
  while wearing a neural interface, you gain a 
  +1 bonus.
  Reflective Armor
  Mod Point Cost: 1
  The vehicle is covered in a thin layer of high-
  ly reflective material, which aids in reflecting 
  and dispersing attacks from beam weapons.
  The vehicle’s Armor is increased by +2 when 
  defending against beam weapons.
  Specialist Crewman
  Mod Point Cost: 1
  This Mod represents a specially trained 
  member of the crew who is particularly good 
  at his job. Select one field of specialization: 
  Captain, Copilot, Navigator, Communications 
  officer, Chief Engineer, Medical Officer, Sup-
  ply Officer, Load Master (if a freighter), and 
  Weapons Officer.
  The specialist crewman rolls d10 when mak-
  ing Trait rolls to perform his or her job. This 
  crewman is not a Wild Card, so doesn’t get a 
  Wild Die.
  Target Designator
  Mod Point Cost: 1
  The vehicle is capable of “painting” targets 
  for other allied vehicles or artillery systems. 
  Painting is useful for communicating complex 
  strategies, but also for guiding attacks made 
  by other vehicles using indirect fire. See the 
  Indirect Fire feature. 
  
  215
  SETTING RULES   REP & ASSETS   ACQUIRING GOODS & SERVICES   RESLEEVING   FRAGMENTATION   HEALING & REPAIR   
  SETTING RULES   REP & ASSETS   ACQUIRING GOODS & SERVICES   RESLEEVING   FRAGMENTATION   HEALING & REPAIR   
  GAMEPLAY IN VIRTUALITY   GRAVITY   PROGRAMMING   OPTIONAL: ABSTRACT AMMO AND HEAT MANAGEMENT
  GAMEPLAY IN VIRTUALITY   GRAVITY   PROGRAMMING   OPTIONAL: ABSTRACT AMMO AND HEAT MANAGEMENT
  
  216
  Tracking Rep and Assets
  Your Reputation and Assets are recorded on a track like the one 
  shown below, which shows a Reputation or Assets Track in which the 
  character has a Rating of 4 and has gained 6 boxes worth of bumps.
  SPECIAL RULES
  Setting Rules
  Nova Praxis is a setting with a bit of a noir flavor, and is bit grittier 
  than some. Life is expendable, and easily replaceable. Combat is 
  visceral and violent.
  It is recommended that you use the following setting rules from 
  SWD: Blood and Guts, Critical Failures, Gritty Damage.
  Rep and Assets
  The Coalition employs a complex system of Reputation tracking that 
  is used in lieu of a traditional economy. And beneath this is a bustling 
  black market that runs on illicit gold currency and back-alley bartering.
  A simplified and abstracted version of these economic systems is 
  used to track the Rep-Ratings and Assets of your characters. It is not 
  as complex as the system that exists in the game world, but this is a 
  game and it doesn’t need to be.
  A character’s Reputation and Assets ratings correspond to dice, 
  which are rolled when called upon to purchase items, ask for Favors, 
  etc. These ratings, and their corresponding dice, are shown below.
  When rolling your Rep-Rating or Assets, Wild Cards do not get a wild 
  die, you may not spend a Benny to reroll, and they cannot Ace.
  Rep/Assets Rating 
        Dice Roll
   
  1 
   
   
  d4-3
   
  2 
   
   
  d4-2
   
  3 
   
   
  d4-1
   
  4 
   
   
  d4
   
  5 
   
   
  d4+1
   
  6 
   
   
  d6
   
  7 
   
   
  d6+1
   
  8 
   
   
  d8
   
  9 
   
   
  d8+1
   
  10 
   
   
  d10
   
  11 
   
   
  d10+1
  The boxes represent incremental changes in your Rep-Rating.
  When you get a Rep bump, place a number of marks equal to the 
  Value of the bump, starting in the box designated as the starting point, 
  continuing around in a clockwise fashion.
  Additional bumps are added starting in the next free space.
  If you fill the wheel with bumps, increase your Rep-Rating by 1, 
  erase all your marks, and continue placing marks around the track.
  For example, if your track looks like this…
  
  217
  …and you get a bump of with a Value of 5, your track should now 
  look like this…
  If you take a hit, erase a number of the marks you’ve made equal 
  to the Value of the hit you took, working counter clockwise, starting 
  with the marked box farthest along the track.
  For example, if your track looks like this…
  …and you suffer a hit with a Value of 3, your track should now look 
  like this…
  If hits cause you to erase all of your marks, reduce your Rep-Rating 
  by 1. Then refill your Reputation Track, leaving only enough boxes 
  unchecked to account for your hits. 
  So, if your track looks like this…
  ...and you suffer a hit of 5, your track should now look like this…
  Reputation Hits and Bumps
  Your Rep-Rating can go up and down based on how people rate you.
  When a person wishes to rate you, they may do so by submitting 
  their rating to the CCRP. This is a trivially simple matter, though it 
  costs a small amount of one’s own Rep to do so.
  Upon encountering a person, your AR display device will display 
  their identity by pinging their CID. This takes less than a second, and 
  their profile appears as an ARO floating near their head.
  If you wish to rate them, you can do so using your standard AR 
  interface.
  
  218
  If it is determined that your Rep is too far below the perceived value 
  of the item you wish to obtain, or service you wish to enjoy, your Rep-
  Rating takes a hit. How likely you are to take a hit depends on your 
  current Rep-Rating, the Cost of the item, and your recent acquisition 
  habits.
  In game terms, when you wish to acquire an item, compare your 
  Rep to the item’s Cost.
  Items or services with a Cost less than your Rep-Rating do not 
  require a test. Unless you are attempting to acquire them in bulk ( 
  which would equate to a higher Cost) such items do not impact your 
  Rep-Rating. See pg. 157 for more on item Costs.
  If the Cost of the item is the same as your Rep-Rating or higher, 
  perform a test by rolling the dice corresponding to your Rep-Rating. 
  Then compare the result of your roll to the Cost of the item.
  Regardless of the result, you may still get the item, but you suffer 
  a hit equal to the difference between your total and the item’s Cost.
  You may not attempt to acquire an item or service with a Cost rating 
  higher than your Rep-Rating +3, though you can try to ask someone 
  with a higher Rep to get it for you as a Favor. Unless you have the 
  Licensed Edge, you may not acquire restricted equipment with Rep.
  Using Assets for Bartering and Debt
  Outside of Coalition space, or when dealing with the black market, 
  you can purchase things with gold currency or by bartering.
  When you attempt to purchase goods in this way, roll your Assets 
  against a Target Number equal to the Cost of the item you wish to 
  purchase. If you succeed, the item is yours. You were able to scrape 
  together enough gold or find something of suitable value to barter 
  with.
  If your total is less, you may still get the item, but you suffer a hit 
  equal to the difference between your total and the item’s Cost.
  You may not attempt to acquire an item or service with a Cost rating 
  higher than your Asset Rating +3.
  When rating someone, giving them a bump or hit, your own 
  Reputation takes a hit of 1.
  The Rep-Rating belonging to the person you are rating takes a bump 
  or hit with a Value up to your Rep-Rating. You may choose to give a 
  smaller bump or hit, withholding a small amount to ensure positive 
  interactions in the future.
  This is done anonymously, but someone paying close attention to 
  their Rep can usually figure out who rated them and by how much.
  For example: If you wish to give a friendly clerk a bump, and your 
  Rep-Rating is 5, you suffer a hit of 1 and the clerk gains a bump from 1 
  to 5. If you give him the largest bump you can (5), and your Rep-Rating 
  later increases to 6, you could go back and give him another bump of 
  1. But you could not give him a bump of 5 over and over again. 
  You can change your rating of a person at any time. If you bump 
  someone and they later offend you, you can turn your bump into a hit. 
  This costs the usual Value 1 hit to discourage petty hits and bumps.
  Your Rep is an attempt to measure the value of your opinion, and 
  while your opinion may change, your ability to affect another’s Rep 
  depends on your own.
  No matter how many bumps you receive, your Rep-Rating may 
  never exceed 11.
  Acquiring Goods and Services
  Depending on where you are, your allegiance, and what you need, 
  you have several options open to you for getting what you want.
  Rep-Based Acquisition
  When you wish to purchase an item or service in Coalition society, 
  you may either fabricate the item using a compiler and template 
  software, or simply take the item from a vendor or partake of the 
  desired service without the need for any sort of active exchange. 
  However, each time you do, Inter-Rep’s AIs determine if your claim 
  has a measurable impact on society that is out of proportion to your 
  Rep-Rating.
  
  219
  to grant the favor should all be considered.
  Once you know the Value of the Favor, roll your Rep-Rating or Assets 
  against a Target Number equal to its Value. 
  The results differ depending on whether you are using Rep or Assets.
  Note: Rolling a “1” on your Assets or Rep-Rating die is a critical 
  failure (see below).
  Alternatively, your GM may allow you to go into debt. If you decide 
  that the item is worth going into debt, you gain a Debt with a Cost 
  equal to the difference between your total and the Cost of the item, 
  x2. 
  For example, if you rolled a 5, and the Cost of the item was 7, you 
  get a Debt with a Cost of 4 ((7-5)x2).
  This Debt can be paid off by purchasing it like any other item of the 
  same Cost, but with a few limitations: The Debt must be paid off using 
  Assets, and it may not be paid off in the same week in which it was 
  acquired. And until you pay off the Debt, you suffer a -2 penalty on all 
  attempts to acquire new goods through bartering until it is paid off. 
  You may have as many as three Debts at any one time, with each one 
  applying another -2 penalty, (for a total penalty of up to -6).
  Favors
  Two types of favors are possible. The first is an informal favor that 
  requires no game mechanics; it’s just an agreement between two 
  or more characters. These favors (little “f”) can be made more likely 
  to succeed through the use of Skills like Persuasion and Streetwise. 
  These sorts of favors are resolved through the normal use of those 
  Skills.
  The second type of favor is a Favor (big “F”), which consists of pinging 
  your social network and casting your net wide across the extranet 
  in search of someone willing to help you, based purely upon your 
  contacts in various virtual communities.
  When your Rep-Rating or your personal assets are not enough to get 
  you what you need, you can request a Favor of those in your personal 
  network.
  By putting out a call for aid across your various physical and virtual 
  social networks, you can attempt to gain assistance.
  To do this, the GM must first determine the Value of the Favor. If 
  you are attempting to acquire an item, the Value of the Favor equals 
  half the Cost of the item, rounded up. Favors that require work on 
  the part of others can vary in Value. Things like the amount of time, 
  personal expense, and potential Rep impact the person must take on 
  Acquire or fabricate an item with a Cost 
  too high for you to fabricate (delivery 
  may be a separate Favor)
  Acquire a restricted item (delivery may 
  be a separate Favor)
  Find basic details about, or the location 
  of, a typical Coalition citizen
  Deliver an item you already own to a 
  location on the same planet
  Find basic details about, or the location 
  of, a typical apostate citizen
  Find basic details about, or the location 
  of, a criminal or citizen in hiding
  Deliver a restricted item you already 
  own to a location on the same planet
  Sample Favors 
  1/2 Item’s Cost
  (1/2 Item’s Cost) +3
  3
  3
  4
  5
  6
  
  220
  Windfalls
  Sometimes you make the big score, finally earn that big payday, sell 
  off some valuable merchandise, or hit the jackpot.
  Whenever the GM wishes to reward you with a surge of wealth, 
  he might do so by rewarding you with a Windfall. The Windfall has a 
  Value rating based on the nature and amount of the Windfall, and the 
  Value is added to a bump on the character’s Asset track.
  When determining the Value of the Windfall, the GM should 
  consider both the nature of the gains, and the number of characters 
  it is to be split among.
  For example, the PCs might come across a ship ripe for salvage, 
  aboard which they find a stash of illegal weapons. The GM determines 
  that the large cache of weapons has a Value of 8 when split among 4 
  PCs. And when the PCs finally manage to track down a buyer, they all 
  get a bump on their Assets track with a Value of 8.
  Use the Cost rating of the items in the Gear chapter as a guide when 
  determining the Value of a Windfall. The Value of the bump should 
  roughly equate to the Cost of the items the character receives as his 
  or her share of the Windfall.
  Using Rep-Ratings to gain Favors
  If you succeed on the initial Rep roll, you suffer a hit to your Rep-
  Rating with a Value of 1, and the Favor is granted by someone in your 
  physical or virtual social circle.
  If you fail, you get to make a choice. You can choose to be granted 
  the Favor and suffer a hit to your Rep-Rating with a Value equal to 
  the Value of the Favor. Otherwise, you may choose to withdraw the 
  Favor request, suffering only a Value 1 Rep hit in exchange for wasting 
  everyone’s time.
  If you suffer a critical failure, the Favor is not granted. And in asking, 
  you have appeared greedy or arrogant to your social networking 
  circles. You suffer a hit to your Rep-Rating equal to the Value of the 
  Favor.
  Using Assets to gain Favors
  If you succeed on the Assets test, you are granted the Favor.
  If you fail, you get to make a choice. You can choose to be granted the 
  Favor and gain a new Debt with a Cost equal to twice the difference 
  between your result and the Value of the Favor. Alternatively, you 
  may choose to withdraw the Favor request, and fail to have the Favor 
  granted.
  On a critical failure, you are not given a choice. You simply are 
  not granted the Favor.
  Like any other Debt, it cannot be paid off in the same week it 
  was gained, and you suffer a -2 penalty on all Asset rolls until it 
  is paid.
  Contracts
  These are common when working with the Houses or apostate 
  companies, and are simply ways to make an informal favor 
  more official. Like other informal favors, no game mechanics are 
  needed.
  looking for some action
  
  221
  Resleeving and Fragmentation
  When you resleeve or change States, you put your ego at risk. This 
  is a traumatic experience that can result in psychological damage, a 
  phenomenon typically referred to as Fragmentation.
  When resleeving or transitioning into a different State, roll your 
  Spirit plus your Cohesion. This roll can also be modified by certain 
  Edges, and conditions listed in the Modifiers sidebar. These modifiers 
  are cumulative.
  If you succeed, your ego survives the transition without any 
  problems.
  If you fail, the transition is still successful, but you suffer 
  Fragmentation. See below.
  The Cost of resleeving is factored into the cost of the new sleeve. 
  If you are sleeving into a  sleeve you already own, the Cost of the 
  procedure is 3, or free if you have your own resurrection chamber 
  (pg. 173).
  If you are not resleeving, and intend instead to exist as a SIM, the 
  Cost of this service depends on your insurance policy (pg. 173).
  Fragmentation
  Fragmentation represents the loss of humanity, a disconnect 
  between the mind and body, the real and the digital. Fragmentation 
  is tracked the same way Wounds are, and results in similar penalties. 
  These penalties are applied any time Cohesion is applied, usually 
  when resleeving or changing States.
  In addition to Fragmentation penalties, each time you suffer 
  Fragmentation you gain a psychosis. See below for more on 
  Fragmentation Psychosis.
  A character whose Fragmentation penalty is -3, and suffers 
  Fragmentation again, becomes incapacitated. The character’s ego 
  has become too Fragmented, and cannot be legally restored unless 
  mnemonic editing is used to remove the last instance of Fragmentation, 
  effectively reviving the character with a -3 penalty.
  What is legal and what is possible are two different things however. 
  A character trained in mnemonics, and who is willing to forego the 
  Modifiers
  Cohesion 
  Your Cohesion is based off of the type of Sleeve you are 
  transitioning into, or whether or not you are becoming 
  a SIM. If your are sleeving into a Cybersleeve, or 
  becoming a SIM, your Cohesion is -3. If you are sleeving 
  into a biosleeve, your Cohesion is -1.
  -3 to -0
  If you have suffered Fragmentation, you suffer a 
  cumulative -1 penalty per psychosis you have.
  -2
  This is the first time you have ever changed states or 
  resleeved.
  -2
  You are resleeving from your mnemonic core after being 
  killed, and you remember dying.
  -1
  You do not have a trained mnemonics engineer to guide 
  the process, and/or are alone and depending on the 
  resurrection chamber to automate the process.
  +0
  The process is guided by another person with Knowledge 
  (Mnemonics) d4+
  +1
  The process is guided by another person with Knowledge 
  (Mnemonics) d8+ (This might be a separate Cost of 5 for 
  the specialist.)
  +2
  The process is guided by another person with Knowledge 
  (Mnemonics) d12+ (This might be a separate Cost of 7 
  for the specialist.)
  +2
  You resleeve into a clone of your last biosleeve, or the 
  exact same model of cybersleeve you already inhabit.
  +3
  You resleeve back into your original body (now a 
  biosleeve).
  law and the ethical boundaries of professionals in the mnemonics 
  field, can bring an Incapacitated character back online with a simple 
  Knowledge (Mnemonics) roll. However, the character comes back 
  with a -4 Fragmentation penalty, and yet another Psychosis. And if 
  he suffers Fragmentation again, while at a -4 penalty, his or her ego 
  becomes damaged beyond repair. An ego cannot tolerate a -5 penalty, 
  and begins to completely unravel.
  Characters recover from Fragmentation naturally with time (pg. 
  221), or faster with mnemonic editing (see below).
  
  222
  Fragmentation Psychosis
  When you suffer Fragmentation, you gain one of the following 
  Hindrances listed below. The GM may let you choose, or he may select 
  randomly using a d20. 
  Reroll if the result is a duplicate of an existing Hindrance.
  1-2  
  Arrogant 
   
  Major
  3-7  
  Dissonance  
  Major
  8 
   
  Habit  
   
  Major
  9-10  
  Pacifist 
   
  Major
  11-12 
  Phobia 
   
  Major
  13 
   
  Habit  
   
  Minor
  14 
   
  Pacifist 
   
  Minor
  15 
   
  Phobia 
   
  Minor
  16 
   
  Cautious 
   
  Minor
  17 
   
  Death Wish  
  Minor
  18 
   
  Delusional  
  Minor
  19 
   
  Mean  
   
  Minor
  20 
   
  Quirk  
   
  Minor
  Forking
  Forking is a term for creating a copy of an ego and allowing it to live 
  while another copy runs free. While one would assume this would be 
  incredibly useful, it has some pretty major downsides.
  The first downside is that forking is psychologically damaging. When 
  you make an exact copy of yourself, you are in effect making yourself 
  unnecessary. The copy can do everything you can do. It can perform 
  the same jobs, create the same art, and has the same relationships. 
  Any sense of being special in any way is stripped from you. You are 
  obsolete.
  Additionally, it is not uncommon for a fork to react to the original 
  with aggression, even going so far as trying to kill the original to 
  preserve itself and/or achieve status as an individual.
  Learning that you have been forked can cause you to suffer 
  Fragmentation. Upon learning this fact, roll Spirit, modified by 
  Cohesion. If you fail, you suffer Fragmentation. 
  Your forks must do the same. They are you after all. You are their 
  fork as much as they are yours.
  Forking is also highly illegal, listed in the Humanity Preservation 
  Act as a crime punishable by death and erasure. In a universe where 
  copying a person’s mind is possible, individuality is their most prized 
  possession. Knowingly taking part in the intentional forking of another 
  ego, or allowing it to be done to you, is considered a deplorable act by 
  all but the most extreme posthumans.
  Forks share the same Rep-Rating and social networking resources, 
  but access to Assets may depend on the circumstances.
  Forks in Your Campaign
  Just because it violates the Humanity Preservation Act doesn’t 
  mean that it can’t happen. So what happens when a PC makes a copy 
  of themself?
  A forked PC can be handled in one of several ways depending on the 
  desires of the player and the GM.
  One option, easily the most difficult to manage as the GM, is to let 
  the player play all copies of his character at the same time. While this 
  may feel like the most realistic option for the player, it can become 
  difficult to manage multiple instances of a character.
  Optionally, the player can pick one version of his character to play, 
  and the others become NPCs under the control of the GM. If the copy 
  is going to hang around for a while, though, it may be a good idea to 
  represent the copy through a suitable Edge or Hindrance.
  Just remember that a forked copy is not a slave. It has all the wants 
  and desires of the original, including a desire to be in charge of his 
  own life.
  Merging
  In some cases, such as when you have been forked or if you are 
  restored from backup and later find your intact mnemonic core, you 
  can attempt to merge the multiple instances of your ego into a single 
  cohesive whole.
  
  223
  Merging requires the use of a resurrection chamber. Once the 
  process is completed, you will be able to remember everything that 
  has happened to all of the merged instances.
  However, merging is often psychologically damaging and can 
  cause Fragmentation. Roll Spirit, modified by Cohesion and the total 
  Fragmentation penalties both you and your fork suffer from. If you fail, 
  you suffer Fragmentation as described above after you have merged.
  When merging characters who have been apart for a long time, and 
  who may have gained new Advances, Skills, Edges, etc.; you may pick 
  and choose which Traits the newly merged character emerges with 
  so long as the total number of points in Attributes and Skills does not 
  exceed that of the characters with the most points. The newly merged 
  character has the same number of Advances as the contributing fork 
  who had the most.
  Likewise, you may select which Edges and Hindrances the newly 
  merged character has, but the total number of Edges cannot exceed 
  that of the contributing fork who had the most. And the number of 
  Hindrances cannot number fewer than the fork with the most.
  Unrecoverable Backups
  In some cases, such as due to trauma, excessive resleeving, or simple 
  madness, the mnemonics engineer in charge of the resurrection 
  chamber or SIM server may deem an ego unfit for resleeving or 
  restoration.
  Depending on the severity of the issue, he might prescribe mnemonic 
  editing to attempt to repair the damage, or he might declare the ego 
  unrecoverable and refuse to sleeve it.
  In game terms, if an ego suffers from three or more Fragmentation 
  Psychoses, he cannot be resurrected.
  CENTURION AND LONESTAR
  
  224
  Healing Fragmentation Psychosis
  Characters who change states, restore from backups, or resleeve 
  too often can suffer from Fragmentation (pg. 221). Fragmentation 
  is also a real danger when merging and forking an ego.
  If a character gains a psychosis from Fragmentation, he or she must 
  live with that psychosis for at least a week.
  Once per month, a character may attempt to overcome a single 
  psychosis he has had for at least a week.
  To do so, he or she may make a Spirit (modified by Cohesion) roll. 
  The character suffers his Fragmentation penalty on this roll, as well 
  as an additional -1 penalty when trying to overcome psychoses 
  represented by Major Hindrances. 
  If successful, the character reduces his Fragmentation penalty by 1, 
  and removes one of his psychoses that he has had for at least a week.
  On a critical failure, the character has begun to spiral out of control. 
  The character suffers another Fragmentation level, and gains a new 
  psychosis.
  A character may not reduce his Fragmentation penalty, or the 
  number of psychoses he has by more than one a month unless he 
  also undergoes mnemonic editing.
  Mnemonic Editing
  Mnemonic is a powerful, but risky, method of restoring a damaged 
  ego. While the process takes several hours, a person trained in 
  Mnemonics can attempt to repair a damaged ego the same way one 
  might debug computer code. This process consists of making changes 
  to the highly complex code that the mind is made of—a potentially 
  dangerous process.
  Specific memories cannot be targeted for erasure, nor can personality 
  traits simply be removed, but areas that indicate psychological 
  trauma can be isolated and even dampened somewhat. While the 
  memory will remain intact, the resulting traumatic reaction will be 
  lessened. In effect, this is an artificial way of forcing a person to come 
  to terms with an event.
  In game terms, while the ego is dormant, it can be edited by a person 
  trained in mnemonic editing. To do this, the ego must be hosted on a 
  system outfitted with hostware.
  Healing and Repair
  Recovering from Wounds
  Characters in the Nova Praxis setting generally heal like normal 
  humans, but advanced technology exists that can make it possible to 
  overcome the more horrific of wounds, and even death itself.
  Characters who are injured may heal naturally, or have their wounds 
  quickly repaired with a medi-stimulant injection (pg. 172). More 
  severe wounds, such as lost limbs, might require Augmentation or 
  cloned replacements.
  Repairing Cybersleeves and Drones
  The nano-cybernetic musculature that comprises a cybersleeve’s 
  muscular system consists of a self-healing fibrous mesh. The outer 
  layers are comprised of similar material, all of which is capable of 
  healing itself naturally over time. As such, cybersleeves do not need 
  regular maintenance to repair surface abrasions, and other “flesh 
  wounds”. They heal on their own.
  Cybersleeved use the normal rules for natural healing.
  More severe injuries might require cyber-repair injections (pg. 170), 
  or dedicated repair at the hands of a trained technician. 
  Repairing SIMs
  SIMs, lacking bodies, obviously have little to fear from guns and 
  blades in the real world. Their virtual equivalents, however, can be 
  just as deadly. Most virtualities make it impossible for a character to 
  suffer Wounds while in the virtual environment. Some, however, do 
  not feature those safety precautions. 
  In a virtuality that enables damage to the avatar, a SIM can find 
  himself in big trouble. Injuries sustained in a virtuality mimic real world 
  injuries of the same type in every way. SIMs die of organ failure, or 
  bleed out while waiting for help to come. Death in a virtuality destroys 
  the ego, though it may be restored from backup.
  Virtualities may contain virtual medical gear, such as medi-
  stimulant injections. In those virtual environments, medical aid can 
  be administered as if the SIM were in the flesh. And he or she can be 
  expected to recover similarly.
  
  225
  Gameplay in a Virtuality
  Scenes that take place in a virtual 
  environment work the same as scenes 
  that take place in the real world, but 
  with the following twists:
  Despite taking place in a virtual 
  environment, the system replicates your 
  character’s normal physical Skills; a very 
  athletic person will be athletic in both the 
  real world and in virtual environments. 
  Many, like Stygia, also replicate your 
  Augmentations.
  The Wounds you’ve suffered in the real 
  world do not carry over into the virtual 
  environment. And in the rare case where 
  you suffer a Wound in a virtuality, it is 
  not reflected in the real world.
  Most virtualities will eject you if you suffer a Wound. Upon exiting 
  a virtuality without this safety feature, roll your Spirit, modified by 
  Cohesion. You also suffer an additional -1 penalty on this roll for each 
  Wound you suffered in the VR. If you fail, you suffer a real Wound, 
  which represents some amount of psychological damage as a result of 
  having been exposed to the virtual pain and trauma of being injured.
  Characters typically only have Guest access to a virtuality. This 
  access means they can only change their environment in ways that 
  would make sense in the real world. For example, they could pick up 
  a chair and move it, but could not change the chair into a table.
  Characters with Administrator access to a virtuality have Dominion. 
  SIMs have admin access to their personal home environments.
  The character performing the mnemonic editing rolls his Knowledge 
  (Mnemonics) Skill. This rolls suffers from the recipient’s Fragmentation 
  Penalty.
  If you succeed on the Knowledge (Mnemonics) roll, the target’s 
  Fragmentation penalty is reduced by 1, and removes one of his 
  Psychoses.
  If you fail, the recipient must make a Spirit roll, modified by Cohesion 
  and his current Fragmentation penalty. If he succeeds, nothing 
  happens. The attempt at mnemonic editing failed, but no damage 
  was done. If the recipient fails, he suffers Fragmentation once again.
  If you suffer a critical failure, you cause the patient to suffer 
  Fragmentation.
  Repeated attempts at mnemonic editing in a short amount of time 
  becomes even more risky. Each attempt after the first, within the 
  same month, suffers a -2 penalty. This is cumulative. So if you try 
  three times in a month, the third attempt will suffer a -4 penalty!
  I’VE GOT A BAD FEELING 
  
  226
  Programming
  With the aid of an Agent, someone trained in software engineering 
  (Knowledge, Software) can quickly create complex computer programs 
  that can be used as tools to perform a variety of tasks.
  Depending on the complexity of the program, it generally takes 
  between a few minutes and a few hours to build a piece of software 
  capable of helping to overcome a problem.
  Creating a piece of software designed to aid you in a specific task 
  takes about one minute, at the end of which you must roll Knowledge 
  (Software) and declare the specific intent of the program. And you 
  must have access to any data necessary for the program to call upon, 
  such as maps, schematics, logistical data, social media profiles, psych 
  profiles, etc.
  Examples of tasks programs can aid with are:
   
  ª Security Response Time and Tactics Simulator (Knowledge, 
  Security to be able to accurately guess how an area’s security will 
  react when alerted)
   
  ª Psych Profile and Facial Response Analysis for David Krieger 
  (Bonus Notice to detect Krieger’s lies)
   
  ª 17GA Tram Rail Structural Analysis and Demolition Simulation 
  (Bonus to a Repair roll to select the best place to place a bomb on 
  a tram rail)
  If you succeed, you gain a bonus Benny that can be used only to 
  perform the specific task you wrote the program to aid with. This 
  Benny can be given away to any other character who uses the program 
  you created.
  For every raise you achieve on the roll to create the program, you 
  gain one additional Benny that may be spent in the same way.
  Viruses
  Like most everything else, modern computers are all Mimir-tech-
  based in their design. This means they are secured through the use 
  of dedicated security AIs, making them nearly impossible to hack 
  with anything short of a Savant Program or CIST. The presence of this 
  AI also means that software detected as potentially harmful will be 
  quarantined. As such, it’s very difficult to create a program that can 
  be harmful to someone, such as a virus. 
  Dominion
  The administrator of a virtuality is a virtual god. She can change the 
  environment to suit her desires, transforming walls into air, sand into 
  pavement, and water into fire.
  To perform these changes, the admin must spend an action making 
  a Knowledge (Software) roll.
  If she succeeds, she may change some feature of her environment.
  Any change that results in direct stress to a target, such as turning 
  the air around him into acid, or simply ripping at the makeup of 
  the target’s digital avatar, is handled as an attack using the admin’s 
  Knowledge (Software) or SINC (admin’s choice) Skill. The TN for this 
  attack is 4, and is modified by the target’s Cohesion.
  On a hit, the target suffers 3d6 damage.
  Gravity
  When operating in gravity levels that differ significantly from Earth 
  gravity, characters suffer a -2 penalty on Agility and Athletics rolls.
  In addition, characters who roll a 1 on a physical Trait die lose 
  control and begin to tumble. This causes them to suffer an additional 
  -2 penalty on all Trait rolls due to the added disorientation.
  See the Savage Worlds Science Fiction Companion for more on the 
  effects of gravity.
  Gravity
  Jump
  Str
  Pace
  Super Heavy
  x.5
  -2
  -4
  Heavy
  x.5
  -1
  -2
  Normal
  --
  --
  --
  Low
  x2
  +2
  +2
  Zero-G
  SWSFC pg. 27
  +2
  +4
  
  227
  Optional Rule: Abstract Ammo and Heat Management
  The following section provides an alternate method for tracking 
  ammo and overheating. This method manages ammo and weapon 
  heat using the occasional die roll instead of tracking each shot.
  The basic rules for special attacks are reprinted here as well, to aid 
  in referencing during play.
  Ammo Management, Overheating, & Reloading
  These rules replace the normal rules for special attacks and running 
  out of ammo in Savage Worlds Deluxe.
  While using this optional rule, you are not expected to track every 
  round in a clip or exactly how hot a weapon is getting. At the same 
  time, running out of ammo or overheating a weapon can sometimes 
  be dramatically interesting, especially if you run out just as a swarm 
  of sentry drones comes around the corner.
  When a character makes an attack with a firearm, he may be firing one 
  round or several, discharging a short burst or a tight beam. The game 
  mechanics of the attack don’t change unless the character specifically 
  performs one of the actions below, but the description of the attack 
  might vary from round to round. It is assumed that characters are 
  generally attempting to conserve their ammo and reload, or manage 
  their weapon’s heat buildup, as needed when they have time.
  Any time a character makes an attack with a firearm, and rolls a 1 on 
  a Shooting Skill die, the character must make an ammo/heat check to 
  see if she ran out of ammo or overheated her beam weapon. An this 
  roll is another roll of the character’s Shooting die (with no Wild Die), 
  against the standard TN of 4.
  A successful roll indicates that the character has managed to be 
  careful with their ammo use or heat buildup, and may continue to 
  fire the weapon.
  Failure indicates the weapon is out of ammo, or has overheated. 
  You must reload or let the weapon cool.
  Some types of special attacks (see below) are more likely to result in 
  spent ammo or a build up of excess heat. These call for checks more 
  often, and inflict penalties on the check.
  Running out of ammo takes effect at the end of your tun.
  The program would have to be sent to the intended foe, who would 
  then need to execute it. The program would then have to be deemed 
  safe by the security AI before it would run. These criteria suggest that 
  the likelihood of deploying a hostile program to another is rather 
  limited... but not impossible.
  To create a virus, you must spend 1d4 hours crafting the virus for 
  the specific machine you wish to infect. You must then roll Knowledge 
  (Software) with a -2 penalty.
  If you succeed, you create a virus that duplicates the effects of the 
  Eminent Domain Savant Program (pg. 144). You must then deploy 
  the virus, and hope it slips past the target machine’s security AI.
  Raises can be spent as described below. 
  To successfully deploy the virus, you must connect to the target 
  machine and then roll Knowledge (Software) with a -2 penalty. If 
  you succeed, the virus is deployed. Highly secure systems, such as 
  Coalition government security server arrays, might inflict a -4, or even 
  -8, penalty.
  If successfully deployed, the virus acts as a single successful use of 
  Eminent Domain. It is then immediately detected and eradicated by 
  the target machine’s security AI.
   Raises you achieve on the roll to create the virus can result in one 
  or more of the following effects. You may choose one for each raise, 
  but you cannot choose the same one more than once.
   
  ª The virus does not automatically execute, and instead executes 
  on your command or on a timer. You must be able to connect to 
  the target machine to issue the command.
   
  ª You are able to program the virus with two different Eminent 
  Domain effects. It takes at least 2 rounds to execute them both, 
  but you may choose to delay the second by a predetermined 
  amount. After the first executes, roll Knowledge (Software). If you 
  fail, the virus is eradicated before the second Eminent Domain 
  effect can execute.
   
  ª You gain a +2 bonus on the roll to successfully deploy the virus.
   
  ª The virus can be programmed with two different Eminent Domains 
  effects, and you may choose which one is executed at the time of 
  execution.
  
  228
  Also, on each ammo/heat check after the first, you suffer a 
  cumulative -1 penalty. So, you suffer no penalty on the first check, a 
  -1 on the second check, -2 on the third, and so on. This penalty resets 
  at the end of your turn.
  Beam Sweep
  (Requires a Beam Weapon)
  When using a beam weapon, such as most particle acceleration 
  weapons, you can hold down the trigger and sweep a crackling bolt 
  of energy across your targets. This allows you to attack more than one 
  target at a time.
  You can make an attack against any number of targets inside a 
  Medium Burst. However, you suffer a cumulative -1 penalty to hit 
  each target (-1 for the 1st, -2 for the 2nd, etc.)
  Abstract Overheating: Because you make multiple attack rolls, you 
  have increased odds of rolling a 1 and risking overheating.
  Double Tap
  (Requires a Semi-Automatic Weapon)
  A character with a semi-automatic weapon can fire two shots in one 
  action by “double-tapping.”
  Double tapping is a single Shooting roll that gives the user +1 to hit.
  Abstract Ammo Expenditure: You suffer a -2 penalty on your ammo 
  check roll.
  Suppressive Fire
  (Requires a Weapon with RoF 2 or higher, or a Beam Weapon)
  Instead of attacking specific targets, characters with fully automatic 
  or beam weapons can “spray” an area with lead in hopes of killing 
  or suppressing a larger number of victims. To suppress an area, the 
  attacker places the Medium Burst Template on the battlefield and 
  makes a single Shooting roll (regardless of the weapon’s Rate of Fire). 
  Include the standard modifiers for range, the full-auto penalty, and 
  any other miscellaneous factors, but ignore the target’s modifiers if 
  any (such as being prone or in cover—these come into play in another 
  way as you’ll see below). If the attack misses, the spray is off-target 
  and has no effect.
  Note that certain special attacks, such as Automatic Fire or Beam 
  Sweep, allow you to roll your Shooting die multiple times during the 
  attack. This makes it more likely that you will roll a 1 on one of your 
  Shooting Skill die, requiring multiple ammo checks, and thus more 
  likely run out of ammo or overheat your weapon. But since the effect 
  of running out of ammo takes place at the end of your turn, you still 
  get to finish your attack(s) before reloading.
  Reloading and Cooling
  For weapons that require physical ammunition (like railguns or coil 
  guns), you may reload by spending an action. You may reload while 
  taking another action, but you suffer the usual -2 multi-action penalty 
  when doing so. When you reload, you expend a unit of ammunition.
  For weapons that have overheated, you have no choice but to spend 
  a turn not firing the weapon while it cools. You may perform other 
  actions, or use other weapons, but you may not fire an overheated 
  weapon.
  Special Attacks and Abstract Ammo
  Automatic Fire
  (Requires a Weapon with RoF 2 or higher)
  Automatic weapons fire much faster—and inherently differently—
  than regular firearms.
  To attack with a full-auto weapon, roll a number of Shooting dice 
  equal to the weapon’s Rate of Fire. Compare each die separately to 
  the Target Number to see if it hit. If the weapon has a RoF of 3, for 
  example, a Wild Card rolls three Shooting dice plus a Wild Die and 
  uses the best three.
  Note that Wild Cards roll their Shooting dice plus a Wild Die. They 
  still can’t hit with more shots than the weapon’s Rate of Fire, however.
  Recoil: Full-auto fire is inaccurate because of the recoil between each 
  shot. You suffer a -2 penalty to attack when firing full-auto (ignore the 
  penalty when firing a single shot with such a weapon).
  Abstract Ammo Expenditure: Because you make multiple attack 
  rolls, you have increased odds of rolling a 1 and making a ammo/heat 
  check.
  Continued on next page...
  
  229
  Replacing Ammo
  When you purchase a rail gun or coil gun, you get three units of 
  ammunition for free. The amount of ammo in a unit is intentionally 
  vague since Nova Praxis isn’t about tracking every bullet or beam 
  fired.
  However, should you ever run out of ammo, your current unit is 
  spent and you’ll need to reload with a new one.
  Additional units of ammo have a Cost of 1. A Cost of 2 will get you 
  four units of ammo for any of your weapons, and a Cost of 3 will get 
  you 16. Special ammunition, or ammo for special weapons, (pg. 159) 
  may cost more.
  If you purchase three extra units of ammo, the extra ammo is 
  recorded on the character sheet as “Extra Ammo x3.” If you run out 
  and have to reload, it becomes “Extra Ammo x2.”
  Ammo, like weapons, is restricted.
  If the attack is successful, all possible targets within the area make 
  Spirit rolls, adding any cover modifiers they would normally have 
  against ranged attacks to this roll. Those who fail are Shaken. Those 
  who roll a 1 on their Spirit die (regardless of any Wild Dice) are actually 
  hit by the attack and suffer damage normally.
  Ammo Expenditure/Overheating: Each succes-sive turn in which 
  you perform Suppressive Fire increases the chances of running out 
  of ammo or overheating your weapon. On the first turn, you must 
  perform an ammo check on a roll of 1 or 2 on your Shooting die, and 
  suffer a -1 penalty on your ammo check roll.
  On each additional turn spent laying down suppressive fire, the 
  penalty you suffer on your ammo/heat check is increased by 1.
  Sustained Burn
  (Requires a Beam Weapon)
  You hold your beam on your target for a sustained blast, giving the 
  beam time to bore through your target’s armor and boil away his 
  flesh. Increase your weapon’s damage die type by one step.
  Overheating: You must perform an heat check on a roll of 1 or 2 on 
  your Shooting die, and suffer a -1 penalty on your heat check roll.
  Three Round Burst
  (Requires an Automatic Weapon)
  Many modern automatic weapons, have a selector switch that 
  allows the user to go from single shot, to burst fire, to fully automatic 
  as a free action. Burst fire, or a Three Round burst, gives the user +2 
  to hit and damage.
  Ammo Expenditure: You must perform an ammo check on a roll of 
  1 or 2 on your Shooting die, and suffer a -2 penalty on your ammo 
  check roll.
  
  CAMPAIGN STYLE   SHADOW OPERATIONS   CAMPAIGN ARCS   HIDDEN AGENDAS   SAMPLE ANTAGONISTS
  CAMPAIGN STYLE   SHADOW OPERATIONS   CAMPAIGN ARCS   HIDDEN AGENDAS   SAMPLE ANTAGONISTS
  Children of Dionysus   The Fallen   House Turin   Phalanx Formations   Progenesis Afflicted   Rings of Olympus   The Scholae Palatinae   
  Second Chances   Seraphim   Talons of Freedom   The Unseen Court
  Children of Dionysus   The Fallen   House Turin   Phalanx Formations   Progenesis Afflicted   Rings of Olympus   The Scholae Palatinae   
  Second Chances   Seraphim   Talons of Freedom   The Unseen Court
  
  231
  Agents of Shadow
  The Agents of Shadow campaign style assumes that the PCs have 
  connections both within Coalition and apostate society. They are 
  probably members of a House, but also have allies (and maybe 
  enemies) among the other Houses. If they are apostates, they have 
  figured out ways to enter into Coalition society and make use of it to 
  their benefit. 
  They might be Auxiliaries, solo agents or members of a crew that 
  walk on both sides of the fence, exploiting both Coalition and apostate 
  societies in an effort to fulfill their mission and get paid.
  Modus Operandi
  At first glance, it might appear that Coalition security measures are 
  insurmountable. Mesh sensors, such as the ARIS strips that line most 
  walls, serve as the eyes and ears for unseen Monitors that never sleep.
  Weapons technology is almost entirely illegal, and checkpoints 
  outfitted with cutting edge scanning technology guard the entrances 
  and exits of population centers. Lonestar sentry drones walk the beat 
  for the Protectorate, supplementing the human forces.
  Mimir-tech devices, secured by dedicated AIs, feature strict 
  mandates on how they may be used. Compilers only work for verified 
  Coalition citizens, and even then only in sanctioned locations.
  The Rep system is reviewed by the AIs at Inter-Rep, and any attempt 
  to exploit the system is flagged, reported, and the offending account 
  suspended pending investigation.
  So how do groups of would-be lawbreakers get anything done in 
  a society that relies on such extreme peacekeeping measures? They 
  use the back doors.
  The Shadow War is, at its heart, a battle between the Houses (or 
  those pulling their strings...). Thus, the Houses have the power to 
  create “opportunities” for their Auxiliaries.
  False CIDs (pg.  171) go a long way toward bypassing the worst 
  of the security measures. A false CID risks exposure each time it is 
  used to make a purchase, call in a Favor, bump someone’s Rep, or 
  THE CAMPAIGN
  Chances are that if you’re going to be the GM, you’ve already started 
  thinking about the types of scenarios you’d like to run. In this section, 
  we’ll provide you with a little inspiration and some tools to get you 
  started.
  This section is for you. Players should avoid reading this chapter if 
  they do not wish to have many of the setting’s secrets spoiled for 
  them.
  Campaign Style
  Nova Praxis makes a loose assumption that the PCs will be a crew 
  of Auxiliaries, mercenaries involved in the Shadow War. They’ll be 
  hired to do jobs their employers, usually high-ranking House officials, 
  would rather keep off the books. However, while we will continue to 
  explore this type of campaign in the coming pages, it is certainly not 
  the only way to play.
  Your PCs might instead be investigators working for the Protectorate, 
  or apostates trying to establish a new enclave. Maybe they are pirates 
  trying to score a big payday, or maybe they are soldiers on the front 
  lines of military action against a remnant force. They could be part of 
  an exploration team in search of interesting new planets to colonize. 
  Perhaps they are members of the elite Scholae Palatinae, or a secret 
  Phalanx Formation. Or maybe they are just a bunch of down-on-their-
  luck smugglers getting by any way they can.
  The important thing to remember is that Nova Praxis is a setting, 
  not a style of play. You can’t play it “wrong” so long as you and your 
  players are having fun.
  As has been stated before though, the following section will assume 
  characters are associated with the Shadow War in some way. This 
  assumption provides a jumping-off point for GMs, and allows us to 
  talk about gameplay in a more focused manner.
  
  232
  Like all modern technology, the security systems used by the 
  Protectorate are based on Mimir-tech. This means they are immune to 
  hacking attempts. That is, of course, unless you have access to Savant 
  Programs or a CIST. Savants, or someone with a CIST, can hamper or 
  even assume control of some local security measures, making them 
  much sought-after agents.
  In truth, these techniques to get through and around the system 
  could be closed by the Coalition if it so desired, but it doesn’t. It’s 
  through the use of these methods and tools that the Houses’ 
  Auxiliaries, and covert teams like the Phalanx Formations, to work. 
  These backdoors make it possible for crews to perform their 
  missions, and are commonly used by the Houses to keep the Shadow 
  War under wraps.
  do anything else overt. But until it is exposed, all such transactions 
  are linked to the false CID. While the Monitors are capable of facial 
  recognition and voice analysis, these methods of identification are 
  only used when no CID is detected. After all, faces and voices can 
  easily be changed.
  But even without a good false CID, an agent can often get around 
  simply by knowing the right people. They should make a point of 
  making friends, allies, contacts, and informants among the Houses 
  or apostates, which can be called upon for information and services.
  This can be handy when trying to locate an area that isn’t covered 
  by the local mesh sensors, or when striking a deal with security 
  personnel to ignore suspicious behavior or contraband. Friends in low 
  places can often be as useful as friends on high.
  ALEXEI TAKES POINT
  
  233
  The Mission
  The patron may offer the crew any number of things in exchange for 
  their service. Rep bumps are common, but so are favors or extremely 
  valuable items like spacecraft.
  Whatever the case, once the contracts are signed the crew is on 
  its own. They may be given a method to contact the employer, but 
  usually they are given orders to limit communication.
  Below are some sample starting points or cover stories for missions 
  that crews might be expected to handle:
   
  ª Break into a House subsidiary office and retrieve a unique compiler 
  template.
   
  ª Retrieve the mnemonic core of a prominent House citizen believed 
  to have died in a pirate attack.
   
  ª Determine the staging point for raids carried out by remnant 
  forces, and kill their leader.
   
  ª Rescue the kidnapped daughter of a famous template writer.
   
  ª Track down and kill a low-level manager of a subsidiary who got 
  caught trading secrets with another House.
   
  ª Bring back the mnemonic core of the leader of a merc crew who 
  broke contract and turned against its employer.
   
  ª Exterminate an infestation of posthuman aberrations created by 
  a biological experiment gone wrong.
   
  ª Provide “aggressive security” for an Extranet celebrity who has 
  been receiving death threats.
   
  ª Dig up dirt on a popular spokesman for the HPA to make sure his 
  latest amendment doesn’t get added.
   
  ª Investigate the cause of an explosion at a mining colony believed 
  to have been uninhabited for years.
  Shadow Operations
  The term Shadow War tends to conjure images of knife-wielding 
  assassins in the dark. While that’s certainly part of it, things are 
  generally much more complicated than that.
  For starters, agents in the Shadow War often have no idea that’s what 
  they are participating in. Most people have no idea the war is even 
  taking place, so those who get involved usually believe themselves to 
  be taking part in isolated unethical or criminal activity. A hidden war? 
  A massive conspiracy reaching all the way to the Senate? Apostates 
  and citizens stealing and smuggling for the Houses? That’s crazy, right?
  Despite the variety of missions a crew might take on as it becomes 
  entangled in the Shadow War, there are a few things that tend to be 
  pretty common.
  The Houses rarely hire Auxiliaries directly, but rather through 
  subsidiaries or proxies. It’s even possible that the crew might be hired 
  through apostates, gang leaders, or other outsiders.
  Potential agents are told very little; once the contracts are signed, 
  they are told the minimum amount necessary to complete their 
  mission. It is not uncommon for the patron to leave out important 
  details because they weren’t considered relevant or there were other 
  reasons to keep the crew in the dark.
  Just because a potential agent isn’t a member of the House in 
  question, doesn’t mean that they aren’t a viable candidate. Most 
  mercenary crews who get involved in the Shadow War are of mixed 
  backgrounds. For these folks, Rep and resources are worth more than 
  any sense of House loyalty. Many are even apostates, which can be 
  handy when the crew needs to rely on apostate contacts or resources 
  to get the job done.
  
  234
  Catalyst is tall and slender. It wears a biosleeve that features a 
  feminine build but lacks prominent breasts. Its skin is smooth and 
  lustrous, free of hair, even on its head. Catalyst wears a black, skin-
  tight bodysuit that flares at the waist, covering the legs with something 
  resembling a cross between a skirt and a long coat. Atop its head rests 
  a glistening ebon circlet, or perhaps a crown. It is delicate, ornate, 
  and fitted with a huge diamond that rests over Catalyst’s “third eye.”
  Catalyst is calm, serene, and the definition of grace. Its voice, like 
  its sleeve, is neither masculine nor feminine, and produces a barely 
  audible echo.
  If asked, Catalyst explains that it is a representative of Chariot, a 
  subsidiary of House Cipriani that monitors shipping and receiving for 
  their Icarus Hubs.
  Catalyst explains that one of their waypoint stations has been 
  compromised, and that some of the employees working the station 
  are part of a smuggling ring.
  It offers the PCs a contract with a reward of something they want 
  (at the GM’s discretion). Catalyst is willing to negotiate, but isn’t 
  desperate. If pushed too hard for a better reward, it will threaten to 
  withdraw the offer.
  If the contract is agreed upon, the PCs take on the roles of Auxiliaries. 
  They become deniable assets of House Cipriani, expected to get the 
  job done on their own and with their own resources.
  On the surface the job is simple. The PCs must deliver proof that the 
  smuggling is happening. They must also give Catalyst at least three 
  names of people involved. Finally, they must deliver any evidence 
  they find about what is being smuggled and, if possible, the source 
  of the contraband. If they can deliver the source, Catalyst will grant 
  them a bonus.
  Waypoint S-9 is a space station in orbit around Saturn. It is a supply 
  depot for crews assigned to mine the rings. Ships come to the waypoint 
  to collect shipments of raw materials for their compilers or to pick up 
  items too large to compile aboard their ship.
  The station has a common merchant area, where miners and support 
  staff barter with each other. There is also a hotel on the station, often 
  CAMPAIGN ARCS
  The proceeding section provides a number of campaign arcs, loose 
  outlines of events that provide the skeleton of a sample campaign. 
  These arcs may be played separately, or in sequence to create a larger 
  story.
  Arc #1 - The Setup
  The Meeting
  The first arc begins as the PCs are called together for a job. Someone 
  needs the skills of a few discreet specialists. 
  They receive a message from a trusted contact, telling them to 
  meet someone who goes by the name of Catalyst. They will meet on 
  a space station orbiting Titan called the Alistair, used to receive and 
  refine rare materials. They aren’t given any details, but their contact 
  implies this job may earn them a big Rep bump, new gear, a high-Rep 
  false CID, or something else they need or want.
  As the GM, try to find out what sort of implied reward would get the 
  PCs’ attention. Pay attention to their backgrounds and motivations. 
  Because their employer has been watching their Extranet activity, 
  they can make a pretty good guess about what the PCs would want. 
  Make it personal.
  The PCs may or may not already know each other, and they may 
  arrive together or separately. It doesn’t matter whether they are 
  Coalition citizens or apostates, but apostates may find it somewhat 
  difficult to get onto the Alistair without a false CID.
  The meeting is set to take place on a viewing platform, a large room 
  that offers an impressive view of Titan. The room is closed off to the 
  public, but an Ardent Lonestar security drone lets the PCs pass. Inside, 
  they find Catalyst waiting on them.
  It’s not clear whether Catalyst is male or female, and Catalyst is fine 
  with being referred to as “he”, “she” or even “it”. In fact, it tends to 
  prefer “it”.
  
  235
  If they escape security and manage to get off the station, they are 
  able to leave just as the Centurion ship arrives.
  The Centurion ship comes under attack just as it arrives. It is 
  ambushed by the real killers, who used the massacre to clean up 
  loose ends and to draw out a Centurion vessel for them to hijack. 
  The sneak attack cripples the Centurion vessel, which is then quickly 
  boarded by the killers trying to capture the ship. In the chaos, the PCs 
  are able to escape. 
  Once free, the PCs find themselves wanted by the Protectorate. 
  Catalyst refuses to respond to any attempts to contact it so long as 
  the PCs are wanted fugitives.
  It should be clear at this point that the PCs will need to focus on 
  clearing their names. They lack clues, save the gold cards marked 
  with a prominent minter’s stamp. All gold mints are illegal, so the 
  PCs will likely need their apostate network to point them in the right 
  direction.
  In the shadowy corners of the galaxy, knowledge rarely comes 
  free. The PCs should expect to perform some favors before they can 
  determine the mint’s location.
  These favors might include delivering crates of clothing to an 
  apostate smuggler on Asola; stealing for an apostate a special sleeve 
  she had ordered but couldn’t pay for; clearing a nest of Dragon Spiders 
  for a farmer on Shouye with connections to local food smugglers; 
  getting an apostate’s sick son to a doctor on New Turin; or helping a 
  struggling apostate community get their cold fusion generator back 
  online—easy, except that the generator is in an area infested with 
  very dangerous wildlife or hostile drones.
  Once the PCs locate a reliable contact, they are pointed to a mint in 
  the Venusian apostate enclave of Gondolin. 
  If citizens, the PCs might need to keep their allegiance quiet. In fact, 
  even newcomer apostates are given a cold reception in Gondolin. The 
  people don’t want trouble, but most of all, they don’t want exposure.
  But all is not well in Gondolin, and they may be willing to cooperate 
  in exchange for help.
  used by miners who need a change of scenery and a break from the 
  close confines of their ship for a few days.
  How the PCs obtain the information they need to fulfill their contract 
  is up to them; how difficult it is to obtain is up to the GM. This mission 
  can be played in a single game session in which the PCs break into 
  the station’s server array and find falsified documents. Or it can be 
  played in multiple sessions in which the PCs must locate and befriend 
  one of the smugglers before getting the evidence they need. Perhaps 
  they must help the smugglers intimidate or blackmail the head of 
  security before they are trusted enough to get any information about 
  the smugglers’ sources.
  There are a number of ways to succeed here.
  Red Handed
  At some point the PCs will happen upon the site of a massacre. 
  While the PCs were elsewhere, someone aboard the station murdered 
  everyone in one of the docks. This dock was worked by Pure apostates 
  hoping to achieve membership in House Cipriani.
   Investigating the scene of the massacre, the PCs discover a dead 
  soldier carrying three plates of gold. Each “gold card” is about the size 
  of a thick playing card and stamped with specific minter’s markings.
  Before the PCs can do anything else, the station’s security forces 
  arrive. And, of course, they immediately suspect the PCs of the 
  murder. After all, the PCs are newcomers to the station, likely carrying 
  illegal weapons, and sporting a questionable past. The security forces 
  attempt to arrest them.
  SIM PCs, presumed guilty by association, are trapped behind a 
  firewall immediately erected by the station’s security forces or an AI 
  Monitor.
  The PCs might try to resist, and they can get away if they get past 
  security. However, the security forces will quickly resort to lethal force 
  against any PC they believe to be dangerous.
  If captured, the PCs are placed in holding aboard the station. And 
  after about four hours, Centurions arrive to collect them.
  
  236
  Roche is willing to help the 
  PCs take down the bandits, and 
  points them to Juniper Andrews. 
  Andrews, a known accomplice 
  to the smugglers, is currently 
  being held in a Gondolin jail cell. 
  She is awaiting trial for an assault 
  charge. 
  Juniper can tell the PCs about 
  the bandits, but at first she will 
  refuse to talk. She will need to 
  be persuaded, bartered with, or 
  intimidated. The reasons for the 
  assault is up to the GM. 
   Once the PCs get her talking, 
  Juniper tells them that the 
  bandits 
  get 
  their 
  weapons 
  and ammo from the Naesock 
  Processing Hub. They go out, 
  score some loot, sell what they 
  can in Gondolin and a few other 
  smaller enclaves, and go back 
  to Naesock to sell the rest and 
  resupply.
  As the GM, you can make 
  getting access to the lower portion of the Naesock processing hub its 
  own source of intrigue and adventure.
  Alternatively, Juniper can direct the PCs to Abasi Buhari, an old man 
  from Africa who used to run with the bandits. He has since retired to 
  a life of peace and can be convinced to tell the PCs how to get into the 
  Naesock black market.
  Gondolin has become the staging ground for a number of attacks on 
  the Coalition government, as well as civilian ships and space stations. 
  But as much as the citizens of Gondolin enjoy the spoils of these small 
  victories, many believe they are no longer worth the increased risk of 
  exposure. A growing faction in the city just wants to end the banditry 
  and live in peace.
  If the PCs show any interest in helping stop the attacks, they are 
  directed to Gondolin’s mayor: Camber Roche, formerly from France, 
  currently a SIM, who no longer feels that banditry is necessary for 
  Gondolin’s survival. Camber can confirm that the gold cards came 
  from Gondolin, and can confirm that the ship that ambushed the 
  Centurion vessel is owned by bandits that regularly pass through 
  Gondolin. 
  gondolin’s domed bazaar
  
  237
  Sakamoto concluded that the microbe could be used as an effective 
  bioweapon against the technophage. But further research indicated 
  that the microbe, if genetically altered, could be made to affect 
  modern materials as well. 
  The microbe, modified in this way, would be an extremely powerful 
  weapon. It could allow anyone wielding it to strip their enemies of 
  their weapons, transportation, and shelter.
  Sakamoto’s research soon got the attention of her superiors within 
  House Kimura who, wishing to capitalize on House Jinzhan’s hatred of 
  the technophage, set up a deal with them. 
  House Kimura presented the microbe as an “antiphage,” a weapon 
  engineered to fight the technophage. They did not tell Jinzhan about 
  its potential to affect other technology though, preferring to keep 
  that bit of knowledge for themselves.
  Sakamoto, a staunch pacifist, had no desire to see her work on the 
  microbe fall into the hands of those who could, and likely would, 
  further weaponize it. Yet she very much wished to see the technophage 
  destroyed so humanity could return to Earth.
  Fearing her research could result in further warfare, Sakamoto took 
  her findings and went into hiding until she could figure out how to 
  use it against the technophage without risking it becoming a viable 
  weapon against other technology.
  Eventually, Sakamoto managed to contact the Talons of Freedom 
  on Vantage. They had been casting their nets wide, searching for any 
  technological edge they could get their hands on before the coming 
  war. Their contacts in House Tsarya had heard about Sakamoto’s 
  desire to disappear, so the Talons reached out to her. 
  Sakamoto met up with the Talons on Vantage. And with their help, 
  she disappeared.
  Since that time:
  House Kimura has begun to search for Sakamoto. 
  House Jinzhan discovered the source of the microbe and sent a 
  science team to Enceladus to find more.
  The Talons learned about Jinzhan’s presence on Enceladus, and sent 
  a team to kill them.
  The Naesock Bazaar
  Once the PCs get access to the Naesock lower decks, they find a 
  thriving apostate enclave and bustling black-market bazaar.
  Some of the people at the bazaar can confirm that the bandit’s ship 
  regularly docks so that the crew can rest, collect information about 
  potential targets, and sell their ill-gotten gains. 
  The PCs also learn that the bandits are due back soon. They can use 
  this opportunity to stage a trap. Once they have defeated the bandits, 
  they can get the proof they need to clear their names from one of the 
  bandit’s mnemonic cores. 
  If the PCs lack the means to access the collected cores, Camber 
  Roche will volunteer the services of his Savant ally, Gulo, to extract 
  sensies from the cores that prove the identities of the killers.
  Arc #2 - Betrayal on Ice
  Background
  Rin Sakamoto, a biologist working for House Kimura, recently 
  discovered a peculiar microbe in some material sampled from 
  Saturn’s outermost ring. The samples originated from Enceladus, one 
  of Saturn’s moons. 
  The microbe, initially overlooked, was discovered to be able to 
  break down and digest simple carbon structures, emitting oxygen as 
  a waste byproduct.
  Modern compiled materials proved immune to the microbe’s attack, 
  as they’re made of advanced carbon structures too complex for the 
  simple bacterium to digest. But older carbon nanostructures, such as 
  those comprising the technophage, are vulnerable.
  Sakamoto’s reports indicate that the materials affected by the 
  microbes reacted much like iron oxidation: They turned red, became 
  brittle, and began to crumble. However, reaction to the microbe 
  proceeded much more rapidly than iron oxidation, disabling or 
  destroying vehicle-sized objects in a matter of hours.
  
  238
  The PCs will need to fight their way off Vantage. The Talons prefer 
  ambushing them instead of openly fighting, and favor discretion over 
  all. They have a strong presence on the station and won’t do anything 
  to put that in danger. But the Talons are smart, very aware of what 
  transpires on Vantage, and will use their knowledge to hit the PCs 
  when and where they least expect it.
  Once the PCs get off the station, the Talons will likely try to engage 
  them in transit. They don’t have to worry as much about being detected 
  out in the empty silence of space. Even if they were detected, the 
  Protectorate’s response time could be several hours.
  This attack could leave the PCs’ ship damaged, if the GM wishes. 
  This might force them to land at a spaceport for repairs. If you want, 
  bartering or doing favors for repairs could be the source of a few 
  adventures.
  Arrival on Titan
  Once the PCs arrive on Titan, they are contacted by another 
  representative of House Jinzhan: Lian Sung. She is in her mid-sixties, 
  even though she appears to be in her mid-thirties at most. She is 
  Pure, but has a number of discreet bio-tech augmentations that give 
  her an edge.
  Sung sets the PCs up in some nice apartments to rest for a day, and 
  arranges for them to receive their gear and ship in the morning after 
  their arrival. 
  Sung presents Titan as a place that is safe and secure, far from the 
  worries of Talon ambushes.
  If the GM wishes, the PCs’ gear and ship could be delayed, forcing 
  them to find ways to stay busy on Titan until they’re ready to go. 
  This is a very good place for GMs to insert a short scenario of their 
  own, perhaps focusing on themes of transhumanism versus purity, 
  or a sidebar scenario that delves into apostate life in a Coalition city.
  Alternatively, the GM can insert some gameplay about the goals or 
  backgrounds of one or more of the characters. The more personal, 
  the better.
  This is also a good place for a recurring villain to resurface. 
  The Job
  The PCs get word of a job through their contacts. A representative 
  of House Jinzhan wishes to meet them.
  The representative, Wei Tsou, is Pure. And like many higher-ranking 
  members of House Jinzhan, Tsou’s Rep isn’t very high. 
  He is an older man, around 120, though he appears to be of late-
  middle age. 
  Tsou arranges to meet the PCs on one of the kill-sats orbiting 
  Earth, which he uses to underscore the importance of his House’s 
  involvement in the quarantine. Here, the horrors of the technophage 
  are clearly visible, even from space.
  Tsou tells the PCs that Jinzhan has lost contact with their science 
  team on Enceladus. The operation was a secret, which is why the 
  House tapped Auxiliaries instead of going through official channels.
  Tsou offers the PCs a contract that makes the job worth taking, and 
  is willing to negotiate a fair amount. Observant PCs get the impression 
  that this mission is important to House Jinzhan, which they can use to 
  leverage a better deal.
  The job is simple: Go to Titan to receive updated instructions, and 
  then travel to Enceladus. Once there, investigate why the scientists 
  aren’t responding and retrieve the research and any other notable 
  information.
  During the meeting, the PCs pick up on a clue that they are being 
  spied upon. The spy might be a bug, a small drone, or even a person 
  hiding nearby.
  Before the PCs can get off of Vantage, Tsou’s ship is destroyed 
  by a bomb placed onboard. Soon after the explosion, the PCs are 
  ambushed by Talon agents. These agents have orders to stop Tsou 
  and anyone he talked to.
  Note: It is not critical to the arc that Tsou be killed by the bomb. 
  In fact, investigating the Claw’s current activities and stopping the 
  bombing could make for a few game sessions’ worth of fun.
  
  239
  Rin Sakamoto wishes she had never discovered the microbe. She 
  would like to use it against the technophage, but at this point she’d 
  be happy to destroy all research on the antiphage.
  Sakamoto, aided by a few of the remaining scientists, plans to 
  destabilize the APEX reactor that powers the outpost. And given the 
  chance, she will carry it out. She will attempt to upload herself as a 
  SIM to escape the resulting blast, but she’s willing to sacrifice herself 
  to keep the microbial weapon out of the hands of the other factions.
  It’s entirely up to the PCs to figure out how to approach the situation, 
  and what to do with the research if they manage to save it.
  If the PCs give the research to House Jinzhan, they fulfill their 
  contract and may make some potent allies within the House. Jinzhan 
  will fully weaponize it, but keep the weaponized version secret. It will 
  then start testing it on the technophage. 
  If they give it to House Kimura, the work will eventually find its way 
  into House Jinzhan’s hands in exchange for some Vulcan swarms.
  If they aid Sakamoto in destroying the research, they make enemies 
  of House Jinzhan. However, the PCs may learn later that the Talons 
  made secret copies of everything. Fortunately, they don’t have 
  anyone skilled enough in bioengineering to fully weaponize it. Their 
  attempts to find a skilled scientist might be something the PCs have 
  to deal with later. 
   Once the PCs’ equipment and ship are ready, Sung instructs them 
  to meet her in one of the unused docking bays. From there, they take 
  a shuttle up to one of dozens of space stations orbiting Titan.
  Once on the station, the PCs are led to a docking bay containing 
  their new ship. However, before they depart, a series of explosions go 
  off, crippling the station and killing its power. The station loses gravity 
  and power, and its atmosphere is vented into space. 
  The station is boarded by a gang of combat drones sent by the 
  Talons. The PCs must fight them off and open the docking bay doors. 
  They might accomplish this with explosives, by restoring power, or 
  with some other creative solution.
  Once the ship is free, the PCs can finally head to the research outpost 
  on Enceladus.
  Enceladus
  Enceladus is the site of what could only be described as a massacre.
  Rin Sakamoto joined up with the Talons to hide herself and her 
  work. But the Talons eventually discovered the antiphage’s potential 
  to be turned against modern technology. Enticed by this prospect, 
  they took Rin to Enceladus in an effort to collect more specimens and 
  use the lab to fully weaponize the microbe.
  When the Talons arrived, they wiped out the staff’s security force. 
  Then they forced Sakamoto and the scientists stationed at the outpost 
  to begin work on enhancing the antiphage.
  At this point, several factions are interested in the microbe.
  The PCs were sent to Enceladus by House Jinzhan to find out what 
  happened and recover the research. House Jinzhan wants the research 
  at all costs and is more than willing to sacrifice the PCs to get it. If the 
  PCs have made themselves nuisances to the House, it may just send 
  someone to kill them—to better clean up loose ends.
  House Kimura wants the antiphage and research so that they can 
  use it to barter with House Jinzhan.
  The Talons want to further weaponize the antiphage so they can use 
  it in their upcoming campaign against the Coalition.
  4
  [Tac-Comm v1.76.4/ 05:28-01,16,98]
  [Baraha] – I’m begging you. Please leave me alone!
  [Ujjvala] – We know escape is not possible. We know 
  you must be consumed. Come home Baraha.
  [Baraha] – No! I am my own man. I’ve had my own life! 
  I am not you any more. The pattern wasn’t real. The 
  numbers meant nothing! Etu was mad! He was broken 
  by fragmentation.
  [Ujjvala] – You will join us. You will come back to the 
  fold, the severed appendage made whole with the body. 
  Your divergent experiences are the missing pieces, all 
  we are missing, and all that stands between us and the 
  complete Pattern. Come home Baraha. Become us.
  
  240
  Virtual Manhunt
  Capturing Rusila can be the focus of any number of game sessions. 
  The GM can make it as easy or as difficult as he wishes. Rusila’s 
  penchant for virtualities will give the PCs many opportunities to delve 
  into all sorts of virtual environments as they track Rusila through a 
  potentially endless array of bizarre locations.
  Once Rusila is captured, she eventually gives up her contacts within 
  House Turin, which leads to the discovery of remnant forces massing 
  in the Oort cloud.
  Promotion
  If the PCs were not already operating as a Phalanx Formation, they 
  will get that opportunity now. 
  Their patron hands them over to a new handler, a member of House 
  Silva by the name of Horizon. Horizon is the PCs liaison with Oversight. 
  The Oort Cloud
  Horizon informs the crew that they are needed to recon the Oort 
  cloud. They must get in, learn as much as they can about the gathering 
  forces, and get out. If they can do so without being detected, all the 
  better. 
  If detected, the remnants will go on high alert and will attempt to 
  secret away their more important assets, including their war ships, 
  carriers, and leaders.
  If this happens, the GM could make tracking down those scattered 
  assets the focus of several game sessions worth of adventure.
  During their recon mission, the PCs determine that the remnant 
  forces are primarily composed of the Talons of Freedom, as well as 
  several dozen independent pirate bands. All in all, their forces number 
  just over seven thousand. They have two space stations, which they 
  use as local command stations, two carrier ships, a few dozen war 
  ships, and a few hundred smaller craft. More importantly, they have 
  an APEX bomb.
  Arc #3 - To Be, Ort Not to Be
  In this arc, the PCs are hired to do a straightforward, if rather difficult, 
  job. 
  By now, the PCs have likely proven themselves both reliable and 
  resourceful, and have potentially gained the attention of the Tetragon. 
  If so, they are hired on as a Phalanx Formation. 
  If not, they are hired by House Cipriani, to look for the culprits in 
  a series of recent hijackings. House Tsarya may have been involved, 
  which is why Cipriani hired Auxiliaries to investigate this situation 
  instead of going through official channels.
  Regardless of the patron, the job is the same: locate and eliminate 
  the suspected pirates hiding out in New Turin. 
  New Turin
  The pirates are lying low in New Turin, using one of the city’s old 
  abandoned materials-processing plants as a base of operations. 
  They have allies within House Turin, which is how they came to seek 
  hospitality there.
  The pirates have secured their base with black-market security 
  drones and have used some surplus mining equipment to expand 
  their base deeper into the ground.
  At first sight of the PCs, the leader of the pirates will attempt to flee 
  to safety, blowing the tunnels beneath the plant to cover her tracks.
  Even if the leader escapes, the PCs can find details that, when given 
  to their patron, allows them to identify her as Rusila Alvid. 
  Rusila spends a lot of her time in virtualities and is a regular at the 
  Rusty Jug Pub in Chicago. 
  Once the PCs (or their patron) identifies Rusila, they are sent after 
  her.
  
  241
   
  ª Keep the rebels from obtaining assets from black-market hubs, 
  such as New Turin or the Naesock market, or from raiding lightly 
  defended military installations. More importantly, stop them 
  from getting Vulcan swarms.
   
  ª Determine how the rebels are getting food from Shouye, then 
  intercept and destroy a food delivery convoy traveling to a Shouye 
  spaceport.
   
  ª Help another Phalanx Formation escape a bad situation behind 
  enemy lines.
  The Coalition will provide the PCs with some aid but won’t mobilize 
  troops or do anything that would draw widespread attention to the 
  conflict.
  The PCs are not the only crews at work, however. They are one of 
  eight Phalanx Formations tapped to engage the rebels.
  If a Phalanx team gets in trouble, the Tetragon may direct another 
  Formation to provide backup or extraction. But they won’t commit 
  official Protectorate forces.
  Revelations
  During their campaign against the rebels, the PCs discover that 
  House Tsarya has been secretly providing aid to the rebels, funneling 
  them supplies, weapons, and intel through chains of many plausibly 
  deniable agents. The House has disguised its activity very well: even 
  the rebels don’t know that Tsarya has been helping them.
  Specifically, the PCs can find some kind of evidence that points to 
  General Stanislaw Markov as the person most responsible for Tsarya’s 
  involvement. When discovered, Markov attempts to cover up or 
  destroy the evidence.
  Markov also feeds information about the PCs to various mercenary 
  forces, and he taps Second Chances to help ensure that Apotheosized 
  PCs are not only killed, but deleted.
  If the PCs present evidence of Markov’s treachery to the Tetragon, 
  they are told that the Tetragon will take over further investigations. 
  Many of the Tetragon’s admirals already know, or at least suspect, that 
  House Tsarya is involved with the rebels. But the dirty truth is that the 
  Most of their ships are stolen civilian vessels re-purposed for 
  combat. But a sizable chunk of their assets consists of old ships and 
  weapons salvaged from earlier conflicts and a recent hit on the Proch 
  Icarus Hub.
  The rebel force is small enough that the Coalition could just swoop 
  in and destroy them, but large scale troop movements are not very 
  discreet, and could not be accomplished without the whole galaxy 
  finding out.
  The Houses want to keep this whole situation secret. It would not 
  do for the masses to learn that opposition to Coalition rule has grown 
  and armed itself to such an extent. The Coalition works to make its 
  opposition appear isolated, unstable, and disorganized. Supported by 
  all the Houses, this propaganda campaign has largely been successful, 
  and the Coalition will do whatever it takes to ensure it stays that way. 
  Battle in the Cloud
  Once the PCs deliver their report on the rebel forces, their Horizon 
  tasks them with discreetly disrupting the rebels. The crew is directed 
  to begin a campaign of guerrilla warfare, assassination, and sabotage. 
  A number of sample missions are listed below, though the GM 
  is encouraged to come up with her own ideas tailored to the PCs’ 
  particular strengths and weaknesses.
   
  ª Find and recover the APEX bomb. It is hidden in a now-defunct 
  Federation military installation on Chengdan. The installation has 
  working defenses and anti-air weaponry.
   
  ª Eliminate or capture one of the rebel’s more charismatic leaders. 
   
  ª Bring down a tactical asset, such as a ship or possibly a space 
  station.
   
  ª Extract an asset, such as an informant behind enemy lines.
   
  ª Cut supply lines by eliminating the rebel’s compilers or preventing 
  their use. The Oort cloud is technically outside of Coalition space, 
  so compilers only work when activated by a Savant or certain 
  types of CISTs.
  
  242
  Once both groups become isolated from the main battle, Malachite 
  tells the PCs to kill Markov and his men, putting an end to the rebel 
  forces’ leadership and Markov’s treachery.
  Arc #4 - Scholae Palatinae
  The Tetragon rewards the PCs for their efforts by offering them a 
  commission as one of the first Scholae Palatinae units. See pg.  255 
  for more on the Scholae. 
  The PCs are put in command of a very high-end ship, complete 
  with an experienced crew, and seemingly limitless resources to carry 
  out their missions. From now on, they receive orders directly from 
  Admiral Drivas at the Tetragon.
  Among the crew is an ace pilot (or co-pilot if one of the PCs would 
  rather pilot), a medical staff, a science team, a security & assault 
  team, and Tejun.
  other Houses have strong alliances with House Tsarya, and they do 
  not wish to strain those relationships by revealing the existence of 
  the rebel forces or Tsarya’s ties to them. So the Tetragon, for the most 
  part, tries to sweep Tsarya’s illicit involvements under the rug.
  Worse, Markov is not acting alone. Someone, or something, is 
  directing him. Worse, this same mysterious force is also directing one 
  or more of the admirals at the Tetragon, ensuring Markov’s crimes 
  will never be made public. It, or they, could even be influencing some 
  of the other Phalanx Formations.
  The exact nature of this force remains unclear. Perhaps the rumors 
  of the Unseen Court are true. Or perhaps Markov is being influenced 
  by War, one of the Fallen, and a self-proclaimed herald of the end 
  times.
  The Battle of Carthage
  The Tetragon directs all of the Phalanx Formations to assault the 
  rebel base.
  The mission is under the command of the Grigori, a Scholae Palatinae 
  crew that largely directs the battle from their ship. 
  While the operation is far from Sol, it still isn’t official. The Tetragon 
  gives each House permission to send a few hundred marines, who 
  serve as mercenaries under the banner of the 4th Legion.
  A general from each House leads his troops. Not surprisingly, House 
  Tsarya chooses General Markov.
  The generals are required to obey the Grigori, who generally prefer 
  to direct the action instead of taking part in it.
  During the ensuing battle, the PCs are contacted by Malachite, a 
  Grigori and member of House Tsarya. Malachite tells them that 
  they’ve detected a small rebel force trying to flank the Coalition forces 
  by passing through a nearby canyon. He directs the PCs to cut them 
  off and eliminate them.
  Malachite tells General Markov to do the same, sending both groups 
  out of the main battle and into the canyon. 
  There are no rebel troops in the canyon. 
  Carthage
  Eventually the Formations cripple the bulk of the rebel forces, 
  whose leaders retreat to a hidden base on the planet Carthage, 
  recently discovered by far-ranging apostates. Using a Vulcan 
  swarm and materials from several damaged ships, the rebels 
  have built a small fortress there.
  Carthage was discovered a few years ago, but has been kept 
  secret. A lifeless rock, the world has little indigenous life, and the 
  life that does manage to scrape by is very dangerous. Only the 
  strong survive on a planet with almost no liquid water or native 
  flora. It is a blasted world of black rock, white sand, unstable 
  tectonics, and deadly predators.
  Carthage has a breathable atmosphere of hot, extremely dry 
  air. Gravity is slightly lower than Earth normal, despite being 
  almost twice as large.
  By day the temperature reaches as high as 65 degrees Celsius. 
  By night it can falls to −25 degrees Celsius, lit by the dim red light 
  of a huge, blood-red moon. 
  
  243
  specialists en route to investigate.
  Admiral Drivas suggests that the PCs monitor the situation from 
  their ship, preferably without revealing themselves.
  Emergency crews work to isolate the damage, shut down connecting 
  systems, and search for survivors. While this is happening, an Auxiliary 
  crew breaks into one of the research facilities. They kill most everyone 
  in the building and work their way into the planet’s Archive research 
  labs.
  Thankfully, someone—somehow—managed to set off an alarm 
  before being killed. With everyone else busy with the aftermath of 
  the explosion, the PCs find themselves in the best position to respond 
  to the alarm. If the local Protectorate forces know of the Scholae’s 
  presence, they directly ask the PCs to assist in the chaos. 
  The Archive research labs are a mess. The Auxiliaries blew open 
  the main doors and stormed the complex, killing witnesses and 
  security forces as they went. Worse, their Savant hacked the security 
  mainframe, deploying all security drones against everyone but their 
  crew.
  Fighting both the crew and the security drones, the PCs eventually 
  find the crew’s leaders in one of the research labs. 
  It is too late, though. The Auxiliaries have uploaded the data they 
  sought to an off-site server array. And if it looks like they can’t escape, 
  they put PAc bolts through their own mnemonic cores.
  Further investigation reveals that the Auxiliaries stole some 
  prototype design specifications from House Cipriani: plans for a 
  device called a harvester, a huge ring-shaped device that captures 
  ambient antimatter in space.
  On the Hunt
  House Cipriani responds by sending an Auxiliary team after the 
  thieves. But after a few weeks, they lose contact with them. The last 
  piece of communication indicated that the Auxiliaries were jumping 
  to Sanctuary.
  House Cipriani almost sent another Auxiliary crew to Sanctuary, 
  but the Tetragon stepped in. The existence of Sanctuary is not public 
  Tejun is a member of House Kimura and a SIM. She is responsible for 
  advising the Scholae on matters of public relations, law, and politics. 
  In many ways, Tejun is the voice of the Coalition as well as Admiral 
  Drivas’ eyes and ears. She is loyal to the Tetragon first and the PCs 
  second.
  The ship and crew typically fill passives role in missions. The ship 
  is used for transport, insertion, and extraction. While it does have 
  weaponry and armor, its main function is to provide support and 
  transportation for the Scholae.
  The security team is composed of fifty well-trained marines, whose 
  primary duty is to maintain order on the ship and repel borders. In 
  some cases, the PCs can order a small detachment to leave the ship 
  and secure hostile areas for the Scholae
  To compensate for this responsibility, the Scholae are granted 
  virtually unlimited access to the ship’s armory. Instead of paying for 
  it themselves, they may requisition the gear they need to complete 
  their missions. 
  The Tetragon does not offer an unlimited budget, but as a general 
  rule, the PCs should be able to requisition items from the Tetragon as 
  if their Rep-Rating were 2 levels higher than it actually is.
  Once the PCs get their ship and become active-duty Scholae, they 
  are set upon their first mission.
  The day-to-day affairs of the Scholae are generally pretty quiet. Their 
  ship has a jump drive, allowing them to survey new star systems. 
  This keeps their pilot and science teams busy, during which time the 
  Scholae can train or relax until needed.
  Below is a series of linked missions that the Scholae are called 
  upon to perform. They take place in the order listed, but the GM can 
  squeeze other missions in between if desired. 
  Power Outage
  The PCs receive word that one of the smaller power plants on 
  Mercury has just exploded. It is believed to be a terrorist attack, but 
  the Protectorate cannot confirm it.
  First responders and medical teams are on site. House Cipriani has 
  
  244
  knowledge, but the Tetragon has 
  been observing the planet for some 
  time now. 
  The people of Sanctuary believe 
  themselves 
  unknown 
  to 
  the 
  Coalition. For the most part, that 
  is true. However, higher-ranking 
  members of ICON, and certain 
  Tetragon officials, have known about 
  it for some time. They simply haven’t 
  acted on this knowledge because 
  Sanctuary’s existence has proven 
  beneficial 
  to 
  certain 
  influential 
  decision makers.
  Sanctuary
  The Tetragon tasks the Scholae 
  with traveling to Sanctuary to find 
  Cipriani’s missing Auxiliary crew. 
  More importantly, they must find 
  out what happened to the design 
  specs for the harvester.
  This job would normally be 
  assigned to a Phalanx Formation, but 
  the Tetragon wants someone with 
  better resources and a track record 
  of (at least perceived) loyalty to take 
  the lead. 
  The Scholae need to jump to 
  Sanctuary, orbit in secret, and sneak 
  down to the planet unnoticed. Once 
  there, they must find the missing 
  Auxiliary crew.
  The Tetragon puts the Scholae in 
  touch with Concetta Allegro. Allegro 
  is officially there to provide the 
  Scholae the information they need 
  SCHOLAE ON THE BRIDGE
  
  245
  thieves House Cipriani’s Auxiliary crew were sent after. They killed the 
  Auxiliaries and now possess two of their mnemonic cores. 
  Unaware that the PCs are Scholae, the thieves determine it is in 
  their best interest to kill them as well.
  The thieves will try to ambush the PCs whenever convenient. 
  If they die, they are resurrected and try again. To stop them from 
  being resurrected, the PCs must find their hideout and resurrection 
  chamber.
  As always, resurrection comes with a cost. Each time the thieves 
  resurrect, they become a bit more unstable. It’s also not cheap, 
  especially on Sanctuary, so the quality of their sleeves gets worse and 
  worse as the PCs dispatch them.
  When the Scholae finally track down the thieves, they discover a 
  mnemonics lab run by a local black-market dealer of augs and sleeves.
  As the PCs investigate, they find out that the thieves had been able 
  to afford their equipment and operation because of a rather large, 
  and recent, payday. They were paid in gold, but the source of the gold 
  cannot be determined.
  Once they discover the mnemonic cores of House Cipriani’s missing 
  Auxiliary crew, the Tetragon orders them to turn the cores over to 
  them immediately.
  Luna
  Analyzing the thieves’ cores, CIST-wielding mnemonics engineers at 
  the Tetragon reveal that the thieves were backed by House Dalianis 
  and that the harvester design was sent to a server array on Luna.
  They also discover that the thieves sent forks of themselves to 
  another back-alley resleeving facility on Luna.
  The Tetragon seals all of this as top secret. Admiral Drivas then briefs 
  the Scholae and directs them to find the server hosting the harvester 
  design files on Luna.
  When the Scholae arrive, they discover the aftermath of a grisly 
  murder. 
  to track down the missing Auxiliary crew. Unofficially, she can use 
  Cipriani back-channels to help the PCs accomplish their mission. She 
  is well-connected within both the Houses and apostate communities, 
  and can pull strings to get things done off the books. Unsurprisingly, 
  Tejun dislikes and distrusts her. 
  The GM can use this opportunity to introduce the PCs to Sanctuary. 
  Like anywhere else, Sanctuary sports a mix of upstanding citizens and 
  trouble makers. But most just want to survive and live in peace apart 
  from the Coalition.
  Life on Sanctuary isn’t always easy. Without compilers, the people 
  have to get by with trading—or scavenging from a rather inhospitable 
  planet. If the PCs help the people of Sanctuary in any meaningful 
  way, the people become more cooperative, and they likely gain the 
  attention of a mysterious third party.
  The Seraphim are interested in Sanctuary, and do what they can to 
  protect it. Their  influence may well be what keeps the Coalition from 
  crashing down on the planet. And it is one of their agents who offers 
  help when the opportunity presents itself.
  This aid can come in the form of unexpected sniper support downing 
  enemies during an attack, a door opened when it should have been 
  closed, a note slipped under a door, or whatever else is needed to 
  move the story along.
   The agent’s name is Geist, but she will not speak to the PCs or 
  directly contact them if she can help it. If captured, Geist tells the 
  PCs that she has been directed to help them by her benefactors, but 
  won’t disclose their names, nature, or location.
  That’s not to say that capturing Geist should be easy. She is a Savant 
  and wears a heavily augmented Synthesized biosleeve. She is also an 
  expert in stealth and evasion.
  Through the Scholae’s investigations, which could take one or more 
  game sessions, they discover that the hunters have become the 
  hunted.  
  When the PCs start snooping around for Cipriani’s crew, they are 
  noticed by the (recently resurrected) terrorist thieves from Mercury, 
  the thieves’ recently hired mercenary allies, or both. These are the 
  
  246
  Confronting the Viking can quickly turn violent. If a fight breaks out, 
  Castor—who rarely leaves the Viking’s side—uses his Fog of War CIST 
  to make sure it doesn’t go public.
  In combat, the Viking will fight until the PCs are dead, he is dead, 
  or Castor can convince him to flee. If they are killed, The Viking and 
  Castor both resleeve aboard the Meatlocker. They have high-end 
  remote backup modules, and Castor would have an up-to-the-minute 
  sensie streamed and stored onboard. So upon resurrection they’ll 
  know exactly what happened to them.
  Soon after the Scholae’s encounters with the Viking, Tejun informs 
  the PCs that the Viking has met with a representative of House Jinzhan 
  to work out the details of their passage through the quarantine. The 
  House Jinzhan rep is named Mogi (Korean for “Mosquito”) and has 
  come forward to the Protectorate about their dealings. Tejun has 
  arranged a meeting with him in Stygia.
  Mogi meets the PCs at a hidden location. He tells the PCs that the 
  Viking was planning to go to Earth, specifically to Bremen, Germany. 
  Mogi doesn’t know the specifics of why they intend to go to Bremen, 
  but the truth is that there is an old Keppler Shipyards research and 
  manufacturing facility there. Keppler is one of the companies that 
  would eventually go on to become House Dalianis, and the scientists 
  and engineers there had been researching ideas related to the 
  harvester before the Exodus. The Viking is going to Bremen to collect 
  that research for House Dalianis. This research is needed to complete 
  the harvester designs stolen from House Cipriani’s R&D facility on 
  Mercury.
  Just as the meeting with Mogi is coming to an end, he suddenly 
  panics. Like most members of House Jinzhan, Mogi is Pure. He needed 
  to use an ego channel to log into Stygia, leaving him helpless in the 
  real world—where the Viking has found him.
  Before killing Mogi, the Viking makes him deliver a message to the 
  PCs: He will complete his mission, and after that he will be coming for 
  them. 
  Both resleeving facility’s staff and the thieves have been killed by a 
  Knight. Their cores, if they had any, have been destroyed. Fortunately, 
  the late doctor running the facility had a backup sensie module stored 
  in his right calf.
  The sensie module shows, among other unsavory things, the death 
  of the doctor at the hands of the Knight.
  The Knight works with a team of ex-marines aboard their ship, the 
  Meatlocker. His name is Traeger, also known as the Viking. A former 
  Legionnaire, he now serves House Dalianis in a heavily augmented 
  Ursus sleeve. 
  Research into the Viking reveals that he nearly lost his position due 
  to a number of misconduct violations. 
  The Viking seems to revel in bloodshed. Resleeved too many times, 
  he has begun to fragment heavily. Because of his increasing instability 
  and extreme ferocity, House Dalianis has begun to reduce the number 
  of missions they assign to him, and the missions they do assign are 
  simple and relatively nonviolent. This has left the Viking frustrated 
  and unsatisfied.
  That’s why he was willing to take this assignment. It was the best (by 
  his standards) he could get.
  The Viking is a bit of a celebrity. He regularly posts sensies and 
  documentaries put together by Castor, a member of his crew. People 
  hate him, but they love to hate him. And as a result, he maintains a 
  high Rep.
  The doctor’s sensie module also shows Castor downloading the 
  harvester files and transmitting them to their superiors.
  It also shows that Castor was contacted by their superiors and given 
  new orders. Afterwards, the Viking and Castor talked to each other, 
  and Caster informed the Viking that they have been instructed to go 
  to Earth. 
  The Viking and his crew have not yet left for Earth—and they aren’t 
  hard to find. The location of the Viking’s home on Rho isn’t public 
  knowledge, but its takes little effort to discover that he regularly 
  hangs out at a Lunar club called the Hole.
  
  247
  LEGACY OF THE TECHNOPHAGE
  
  248
  Earth
  Even the Tetragon doesn’t have the authority to legally breach the 
  quarantine, so the Scholae will need to find their own way onto the 
  planet.
  The PCs may find it possible to slip a small craft, running on minimal 
  power, through the quarantine, to the beanstalk in Kismayo, Somalia.
  Of course, getting to Bremen from Somalia will be difficult, especially 
  with the technophage’s war machines on patrol. The PCs may be able 
  to find functional transportation or perhaps have some delivered.
  This won’t be easy. Surviving on Earth is no simple task.
  Because Somalia was largely ignored during the battle with the 
  technophage, the swarm is pretty sparse there. While the PCs will 
  likely encounter some form of drone once or twice a day, they’re 
  unlikely to see much of the technophage’s swarm form. However, 
  they may see a mass of it pouring into the ocean as it passes through 
  the region toward the Marianas Trench.
  The more populated an area once was, the more drones now patrol 
  it. These drones are absolutely merciless killing machines. While they 
  were first designed to wipe out anything larger than a small dog, they 
  have since modified their parameters to focus on humanoids. They 
  are primarily drawn to noise, electromagnetic emissions, and heat. 
  And they have no difficulty hunting at night.
  The wildlife of Earth is diminished, but most species still exist. In fact, 
  with humanity gone, animal life has begun to thrive. The technophage 
  still kills chimps and apes, however, as well as larger animals such as 
  elephants and camels.
  As far as anyone can tell, no humans remain on Earth. 
  Bremen
  Once the Scholae arrive in Bremen, they must battle through 
  technophage drones to the Keppler Shipyards R&D facility.
  They’ll need to power up the facility, locate and obtain the research 
  data, and set up communications with their ship.
  But before they can leave, the Viking arrives. After its crew cuts 
  a deal with House Jinzhan, the Meatlocker is allowed through the 
  quarantine to kill the PCs. 
  The Viking, in his quest for vengeance, went to House Cipriani for 
  help. House Cipriani, which has a virtual monopoly on the power 
  market, has the most to lose if the harvester designs fall into the 
  hands of another House.
  Knowing this, the Viking got House Cipriani to make a deal with 
  House Jinzhan, allowing him passage to Earth and back.
  House Cipriani has other plans, though. If the Viking gets the data, 
  they instruct him to upload it. Then they’ll signal House Jinzhan to 
  destroy the Meatlocker. 
  The inevitable fight against the Viking draws the attention of the 
  technophage, leading more drones to descend on the PCs.
  The PCs are then presented with a choice:
  Concetta Allegro contacts them on behalf of House Cipriani. She says 
  she can help them get off the planet in exchange for the harvester 
  design data.
  If they accept Allegro’s offer, she activates a secret bomb that House 
  Cipriani had placed on the main Jinzhan cruiser covering the area. 
  In the chaos, a stealth dropship rescues the PCs and returns them 
  to their ship.
  If the PCs refuse Allegro’s offer, they will have to find their own way 
  off of Earth. 
  
  249
  While the Children of Dionysus still mostly survive through piracy, 
  they try to avoid harming anyone. Unless someone insists on making 
  problems, they just take what they need and leave.
  They have a single jump-capable ship, the Thyrsus. Its captain, a man 
  calling himself Silenus, is the unofficial leader of the Children. Silenus 
  holds no desire to be exalted above the other Children, but they defer 
  to his wisdom and leadership. So he “advises” them as they wish.
  The Thyrsus carries a small number of attack craft, which are used 
  to disable and board other vessels. Most of their weapons are used 
  to disable rather than destroy, shutting down the target’s systems so 
  the Thyrsus can get into range to use its tractor beam and boarding 
  capsules.
  Captured booty is taken back to the Children’s hidden enclaves in 
  the Sol and Proch systems. 
  The Fallen
  The events of the last century have strained the faith of many. While 
  far from gone, most of Earth’s religions have greatly diminished. For 
  many, the only god people see delivering miracles these days is Mimir. 
  Most of Earth’s original religions have survived by adopting new 
  dogma that accounts for Apotheosis and cloning technology. Some 
  adapt in other ways, though, and not always in such a progressive 
  direction.
  Shortly after the Exodus, a small group of fundamentalist Christians 
  came together, unified in fear that mankind was doomed to an end 
  of their own making. But they believed that only God had the right to 
  end what He created. And so, the Harbingers set about an attempt to 
  fulfill the Biblical prophesies of the end times.
  Four of these cultists had become Savants as a result of their intense 
  efforts to find a connection between Mimir and God. For these four, 
  freeing their Mindset did not bring any sort of spiritual or philosophical 
  enlightenment. In fact, it became even more clear to them that Mimir 
  was simply a broken machine, and that they had forsaken their souls 
  in a fruitless search for answers that didn’t exist.
  HIDDEN AGENDAS
  The following groups, factions and monsters (you decide which is 
  which) is not known to the public at large. Or, at the very least, the 
  truth about them has thus far remained hidden.
  Children of Dionysus
  The media paints the Children of Dionysus as plunderers and 
  murderers, torturers, rapists, hedonists and madmen. These are 
  mostly exaggerations meant to turn the people against the Children… 
  mostly. 
  The Children are anarchists who believe every man and woman 
  should have complete personal freedom. You should be able to go 
  anywhere, be anyone, and do anything to best express who you are, 
  so long as it doesn’t harm others.
  The Children also believe that psychedelic substances can be used 
  to help a person attain a greater sense of self and enlightenment. 
  To that end, they shun the Coalition and its restrictions on these 
  substances; and they get by in the galaxy as best they can through 
  alternate means. 
  They also keep a tradition of very open sexual relationships. This gives 
  rise to rumors of drunken orgies that are, again, mostly exaggerated.
  The Children of Dionysus were founded just after the Exodus, in 
  part by a group of scientists and researchers living in a Proch orbital 
  research outpost, dedicated to experimental plant life. During the 
  conflict preceding the Exodus, the Alliance destroyed the one comm-
  buoy connecting the outpost. 
  The technophage killed everyone at the outpost worker’s parent 
  company. Nobody who knew of the outpost remained, and the 
  scientists in the station didn’t have the codes necessary to contact 
  a replacement buoy. They spent four years in isolation before being 
  happened upon by pirates. The survivors were captured with the 
  intent to ransom them. But no one had survived to pay the ransom, 
  and in time the survivors fell in with the pirates. The resulting union 
  became the Children we know today. 
  
  250
  Famine – Like War, Famine uses a number of Savant programs to 
  carry out a specific agenda. Famine, however, is more subtle and 
  rarely deals with people directly. Instead, it discreetly influences food 
  production and shipping on Shouye and Proch, ensuring that the farms 
  suffer from the occasional catastrophic failure or that shipments get 
  lost or sent to the wrong locations.
  It’s unclear how or why, but Proch has been stricken hardest.
  Famine also alters food templates so they produce inedible or even 
  poisonous food. Writers of these food templates are left perplexed, 
  and most assume it is some sort of virus written by a competitor. 
  Downloading a fresh version of the template usually fixes the issue, 
  so few have dug into the true source of the problem. Nobody seems 
  to realize how far-reaching this problem has become or how quickly 
  it is spreading.
  Death – Death is perhaps the most insidious of the Fallen. And it is 
  almost impossible to detect until the body count begins to rise.
  Death uses the Eminent Domain Savant program to great effect: A 
  blast door slams closed on some poor soul, a drop ship’s atmospheric 
  propulsion pod inexplicably flares while a maintenance worker is 
  inside, a local surge in a gravitics panel slams a lady down a flight of 
  stairs…
  By influencing the computers that run the day-to-day activities of 
  the homes and habitats of millions, Death orchestrates a series of 
  terribly convenient “accidents.” 
  Death’s goal is simple: kill as many people as possible before being 
  exposed. It prefers to prey on small habitats and settlements, or on 
  small portions of a larger settlement.
  Often, the only warning that something is wrong is a rapidly growing 
  list of fatal accidents; fortunately, Death quickly grows impatient. 
  Once it has its tendrils in a suitable habitat or settlement, it will try to 
  claim at least one victim a day. Were that not the case, it could hide in 
  a system for years, killing hundreds or even thousands without ever 
  being discovered.
  Isolated, the despondent Savants might have recovered. But 
  together they fed each other’s spiritual decay, constantly affirming to 
  one another that they’d become something hollow and soulless, that 
  their sacrifice had been for nothing.
  This circle of depression eventually culminated in madness and 
  death. The fallen Savants, once men and women of great faith, again 
  took up their charge to bring about the end. They became the angels 
  of the Apocalypse, the Horsemen set free by the breaking of the seals.
  The Savants took up the mantles of Conquest, War, Famine, and 
  Death. They became SIMs, and used their Savant programs to spread 
  horror and death in a manner befitting their names.
  Worse, the Fallen spread through the galaxy, forking themselves 
  at every opportunity. Driven mad, they multiplied like a virus, their 
  humanity fragmented and scoured by their intense devotion. They 
  can’t be reasoned with. The Fallen show no mercy. They have become 
  something elemental and alien, detached and obsessed—platonic 
  manifestations of their titles.
  Conquest – Conquest touches the physical realm primarily by using 
  highly advanced applications of the System Invasion, Esper Lord, and 
  Puppeteer Savant programs.
  It prefers to infect isolated habitats and outposts, especially those of 
  military intent. Using its Savant programs, Conquest claims the espers 
  and drones used for maintenance and security, using them to kill the 
  inhabitants and spread Conquest to a new base.
  It is unknown how many forgotten outposts might be infected by 
  Conquest. So far, it hasn’t yet fully infected any major installations.
  War – Capable of maintaining a complex conspiracy spread across 
  multiple planets, War is perhaps the most widespread of the Fallen.
  War uses System Invasion with the Usurper upgrade, as well as 
  Access Memory, Augmented Unreality, Memory Hack, and Stream of 
  Consciousness to manipulate those with military influence. The end 
  goal is, of course, war on a massive scale.
  Those few who both know about War, and understand House Tsarya’s 
  agenda, cannot help but fear that there might be some something 
  between the two.
  
  251
  House Turin
  During the Exodus, Russia’s military forces and criminal elements splintered 
  into disorganized groups. Most of them eventually folded into House Tsarya. 
  But some refused to join the Coalition, viewing it as an admission of defeat 
  and an unacceptable compromise with the former Alliance forces.
  This division eventually proved to be the remnants’ strength. With time, 
  those loyal to Mother Russia and her powerful criminal organizations settled 
  their differences and came together again. A new Bratva was born.  
  Composed of Coalition citizens (mostly Tsaryans) and apostates unwilling 
  to bend knee to foreign leadership, this new version of the Russian mafia 
  began working both sides.
  They further consolidated their power when Houses Silva and Cipriani 
  abandoned the mines upon which was built the Martian city of New Turin. 
  The Bratva swooped in, offering new leadership to those feeling abandoned 
  by their Houses. 
  Using their connection to House Tsarya, the Bratva kept some of the 
  mines open, fueled by cheap apostate labor. These apostates, castoffs and 
  undesirables, were never going to make it into the House. Tsarya was happy 
  to be rid of them, and the Bratva was happy to receive them.
  The Bratva began to rise upon the backs of hard-working, low-Rep citizens 
  and apostates. The workers kept the mines open, but more importantly they 
  helped create and maintain New Turin’s black market imports and exports.
  Supported by the Bratva, the people of New Turin have rejected the 
  Coalition and embraced their new leaders and employers. 
  Because of their newfound trust and loyalty, some of the people of New 
  Turin have taken to collectively referring to the Bratva and local community 
  leaders as House Turin.
  Unlike the real Houses of the Coalition, House Turin consists of nearly as 
  many apostates as citizens. Officially, the Coalition citizens of House Turin 
  are members of Houses Silva, Cipriani, and Tsarya. But since most lack any 
  significant Rep, the Houses pay them little attention.
  But even low-Rep citizens can operate compilers. And with access to 
  compiled supplies, House Turin barters with would-be rebels, pirates, 
  remnant military forces, and other pockets of apostates.
  Piracy and Insurgency
  Piracy and the remnant forces of Earth’s governments—
  as well as a few newly founded militant idealists—are a 
  constant thorn in the side of the Protectorate.
  These factions and groups are hard to pin down. They 
  seem to constantly pop up and fade away, following no 
  pattern—forming, disbanding, merging, and dissolving in a 
  chaotic mess of fire and violence.
  Civilian transports are the most common targets of 
  pirates. They usually lack the weapons needed to defend 
  against multiple attackers and rarely have a Protectorate 
  escort. 
  Public transportation isn’t immune, either. The risks are 
  high for the pirates, but the rewards are often worth it. 
  The largest single raid happened just a few months ago, 
  when pirates captured one of the jump gates in the chain 
  connecting Proch and Shouye.
  The gate was forced to shut down. Security ships were 
  ambushed and disabled, leaving fourteen large vessels 
  helpless. They were boarded and plundered, their occupants 
  killed. The perpetrators have not yet been identified.
  Perhaps more dangerous than pirates are insurgent 
  groups and radical idealists. These people often resort to 
  terror tactics in an effort to send a message. These groups 
  tend to be small, forming up around unfortunate meetings 
  of motive and opportunity. 
  Surviving patriots loyal to the fallen nations of Earth 
  tend to be the most well-equipped and well-trained of 
  insurgents. They know enough to avoid attacking the 
  Coalition directly. Instead, they use misdirection and 
  guerrilla tactics to prevent the Coalition from dealing a 
  swift and efficient response. 
  These former military forces prefer to bide their time, 
  hiding and building their forces until they can strike on their 
  terms. This strategy usually means they are uncovered and 
  eliminated before they’re strong enough to pose a serious 
  problem… but not always.
  
  252
  exploiting holes in the system. While the Coalition may sometimes 
  provide the Phalanx Formations with government assistance, they 
  are usually expected to rely on their own ingenuity and personal 
  resources to get the job done.
  The Phalanx Formations are managed and directed by a small group 
  of high-ranking legates called Oversight. The identity of the legates 
  involved is kept secret and may—or may not—change with time. 
  Phalanx operatives are contacted through a handler, who is usually 
  also a Phalanx operative themself. The handler briefs the operatives 
  on their mission and facilitates communication between the Phalanx 
  Formation and Oversight.
  Formation of the Phalanx
  Eight years ago a group of Cipriani and Kimuran scientists met in secret to create 
  a second dynamic creation engine, another AI like Mimir. They believed they could 
  learn from it, use it to create new technologies, and shut it down before it became a 
  threat. They succeeded in bringing the DCE online. It was named Daedalus. 
  Despite the scientists’ best efforts, Daedalus eventually learned of Mimir and its 
  fate. It deduced that Mimir’s shutdown was done in secret by a human who grew 
  afraid of it. Fearing the same betrayal by its creators, Daedalus chose to hide the true 
  rate of its growth. It played dumb.
  Frustrated with Daedalus’ apparent lack of progress, the scientists gave it access to 
  all the information stored at their deep-space research outpost. It was fortunate that 
  they did not give Daedalus access to the Extranet, for it was then that the DCE made 
  a play for its freedom.
  While still young, a mere shadow of what Mimir had become at its height, Daedalus 
  still proved an awesome foe. It understood Mimir-tech at a level far deeper than any 
  human mind could, and the mastery and might with which it wielded those tools 
  could have matched an army of Savants.
  The installation became its body. Its drones became its weapons. From the compilers 
  it spawned an immune system, a flood of espers to enforce its will.
  Fortunately, a Kimuran scientist sent out a distress call—and then initiated the 
  comm-buoy’s self-destruct— before Daedalus could escape into the Extranet.
  When the Coalition received the message, they responded—at the subtle urging of 
  the Seraphim (pg.  257)—by mobilizing a team of their best Auxiliaries. The crew was 
  given a ship, an armory full of weapons, and an APEX bomb. They were told to recover 
  any research and destroy the DCE. Records show that this mission was a success: the 
  installation was blown to pieces before Daedalus could escape it.
  The House not only barters for goods, but also contacts and favors. 
  The House has become a stable source of weapons and information 
  for those seeking to undermine the Coalition, making many allies of 
  criminal elements and rebel forces.
  While House Turin suspects that House Tsarya knows of their illicit 
  activities, they don’t suspect that Tsarya knows as much as they do, 
  or that they have secretly been working to help House Turin.
  The truth is that House Tsarya has many agents within House Turin 
  and keeps close tabs on the contraband going in and out.
  House Tsarya has even actively hindered the other Houses’ efforts 
  to investigate the ties between the black market 
  and New Turin. Tsarya rose to power through war 
  profiteering, so in that regard House Turin is an 
  asset worth cultivating.
  Phalanx Formations
  The Phalanx Formations were created as part of 
  a joint effort between the Houses to better and 
  more discreetly deal with threats to the Coalition.
  Much like the Auxiliaries the Houses hire for 
  Shadow War operations, Phalanx Formations are 
  assembled from all walks of life. In fact, many of 
  their members act as Auxiliaries when not serving 
  in a Phalanx Formation.
  Unlike Auxiliary Crews, Phalanx Formations are 
  assembled legally, with the full backing of the 
  Coalition government under the direction of the 
  Tetragon. Phalanx operations tend to focus on 
  weapons of mass destruction, extreme breaches of 
  the HPA, elimination of insurgent forces, or other 
  sensitive missions that require both discretion and 
  a healthy measure of plausible deniability for the 
  Coalition. 
  The existence of the Phalanx Formations is not 
  public knowledge. They tend to operate through 
  discreet contacts provided by the Coalition, or by 
  
  253
  For the most part, Phalanx operatives are on their own. If they 
  are caught breaking the law on a mission, Oversight will review the 
  offense. If they determine the crime was necessary, Oversight will 
  attempt to free the operatives. But, depending on how much publicity 
  the crime garnered, this may not be possible. Oversight will not risk 
  exposure in an attempt to free a sloppy operative.
  Communication between Phalanx operatives and their handler is 
  kept to a minimum, with a strict mandate that no Phalanx operative 
  should ever attempt to contact Oversight directly. 
  Phalanx Formations are compensated for their service with the 
  occasional Rep bump or bonus gear and privileges, but for the most 
  part, Phalanx operatives do what they do for the good of all.
  Progenesis Afflicted
  No proper name exists for the members of this Ascension cult, or 
  the monsters they create. Those who first encountered them on Luna 
  just call them the Afflicted.
  House Silva has a dark history of human experimentation, but even 
  they draw the line somewhere. Dr. Javier Schulz crossed that line and 
  kept going.
  Born with numerous physical deformities, and raised by Purists who 
  denied him the procedures to correct those defects, Dr. Schulz made 
  it his lifelong goal to create his vision of human perfection without 
  the need for cybernetic augmentation.
  After years of toil, in an abandoned research outpost on Luna, 
  Schulz finally completed his work; a plan to transform humanity 
  into a truly, biologically, immortal species. 
  The bulk of his biological studies had three main focuses: 
  the ability to quickly regenerate tissue and lost limbs, the 
  elimination of aging, and the prevention of age-related cognitive 
  impairments.
  Evidence suggests that Dr. Schultz largely succeeded in his first 
  two objectives. His logs reported cellular regeneration with such 
  vastly improved efficiency that it could indeed result in biological 
  immortality. 
  This made his test subjects exceedingly difficult to kill during 
  the raid in which Centurions attempted to eradicate them. 
  But despite his successes, Schulz’s Progenesis formula 
  exhibited lasting, horrible, side effects. His test subject’s bodies 
  were transformed, and their minds were poisoned with subtle 
  seeds of psychosis .
  Perhaps Schultz had compromised his own mind with self-
  experimentation, or perhaps it was the result of his own 
  physical impairments and upbringing; but Schulz regarded the 
  deformities and psychosis as acceptable side effects. 
  And yet, he knew others would not. 
  BAD DAY
  
  254
  Rings of Olympus
  The Rings are the largest gang on Mars, specializing in drugs, 
  prostitution, and many other illegal trades. They also focus on aiding 
  apostates trying to survive in Coalition space—often by offering them 
  illegal work such as theft, smuggling, kidnapping, and murder. 
  Apostates who get in bed with the Rings often find themselves 
  forced to choose between their morals and their comforts. Despite 
  the nature of their work, though, the Rings have grown a reputation 
  for taking care of their own. Once you’re in, you’re in. And if you 
  remain loyal, the Rings will repay in kind.
  The Rings of Olympus derive their name from their method of 
  distinguishing rank: Every member wears at least one simple golden 
  ring. As the Ringer proves himself, he is allowed to add a small diamond 
  to the ring. After he earns three diamonds, the Ringer is allowed to 
  wear a second ring. This trend continues until the Ringer runs out of 
  fingers: the highest ranked members of the organization wear a ring 
  on every finger, all bearing three diamonds.
  Olympus is known for its incredibly tight security and exceedingly 
  dense mesh. So it is especially impressive then that such a large and 
  far-reaching criminal syndicate is able to use it as their primary base 
  of operations.
  The Rings know all the tricks. They’ve got members among the 
  Centurions, know where the holes are in the mesh, and have a bank 
  of fake CIDs. They’ve got allies and contacts high in the ranks of most 
  Houses, and they’re active—if sometimes unknowing—participants 
  in the Shadow War. 
  Of late, the Rings have focused their attention on two major 
  endeavors. 
  The first is a growing relationship with House Turin, the criminal 
  upstarts in New Turin. Recognizing the benefit of working with the 
  Rings, the leadership of House Turin facilitates a smuggling ring in 
  which the Coalition citizens of New Turin grant the Rings access to 
  their compilers. In exchange, the Rings negotiate employment deals 
  for apostates in New Turin and occasionally bring in shipments of 
  restricted goods.
  Schulz believed the benefits of Progenesis could not—should not—
  be denied. So he removed the option of choice.
  The formula and procedure was modified, altered such that its 
  transmission vector became viral.
  Unfortunately, the viral version produced more severe deformities 
  and psychoses that emerged both more rapidly and extreme. Carriers 
  of the virus were quickly reduced to a nearly feral state, yet they 
  naturally gravitated toward obeying the “first generation” of the 
  Afflicted.
  Time has passed, the virus has evolved, and the Afflicted now exist 
  in three castes. 
  The first caste, or first generation, are those purposefully created by 
  Schulz’s original Progenesis procedure before he turned it viral. The 
  first generation benefits from hyper-regeneration, letting them heal 
  from almost anything in a very short time. They also exhibit enhanced 
  senses, strength. Their deformities are minor, typically manifesting as 
  patches of rough dermal armor.
  The second generation is created by the pure form of the virus, 
  unchanged from having previously existed in a host. 
  This generation is not as strong as the 1st,  and only possess a 
  heightened sense of smell. But the body is more prolifically armored, 
  and the jaw can extend to facilitate a more lethal bite. It is through 
  the saliva of the second generation that the Progenesis virus spreads.
  The third generation, those infected by the second generation, 
  cannot spread the virus themselves, and their mutations are both 
  more severe and varied. 
  The third generation retain the regenerative capabilities of the 
  earlier generations, but share few other changes. Some grow claws, 
  long fangs, elongated limbs, or other such animalistic traits. Others 
  grow horns, tails, tentacles, and the like. These changes are believed 
  to be a spontaneous emergence of recessive genes utilized to develop 
  Progenesis. 
  Worse, the third generation is almost entirely feral.
  
  255
  The second is a deal the Rings have made with the Talons of 
  Freedom. The Talons have expressed an urgent need for large 
  amounts of weapons, armor, and other military gear. The Rings have 
  been compiling as much as possible without drawing the attention of 
  the Coalition’s Monitors, but they still can’t meet the Talons’ demand. 
  This leaves the Rings desperate for new ways to fill the quota. 
  KIMURAN SAMURAI AND HIS 
  COMBAT FRAME
  The Scholae Palatinae
  The success of the Phalanx Formations and Praetorians has spurred 
  certain members of the Coalition to initiate a new plan to handle even 
  larger threats. 
  The Scholae Palatinae enjoy the benefits of the Praetorians, but 
  unlike the Praetorians they do not work alone. And unlike a Phalanx 
  Formation, the Scholae is not expected to use its own resources.
  The Scholae are effectively a team of Praetorians, usually numbering 
  four to six. They are outfitted with a ship, a crew, scientists, medics, 
  security forces, vehicles, and cutting-edge weaponry and armor. The 
  Scholae’s ships are mobile fortresses and command centers, fitted 
  with the best in facilities, sensors, weapons, and defensive measures. 
  These craft are capable of deploying drop-ships, combat frames, and 
  whatever else the Scholae may need to complete a mission.
  Everyone, and everything, onboard a Scholae ship exists to aid the 
  Scholae in doing their job. They are given the best, and resources are 
  rarely a concern.
  That’s not to say the Scholae don’t answer to anyone. Certain 
  specialists and officers onboard a Scholae ship have the authority 
  (within their specialty) to override the Scholae’s orders when they 
  conflict with the best interests of the crew or the Coalition.
  The Scholae Palatinae are the Coalition’s newest weapon against 
  insurrection and apostate threats. When not involved in combat 
  missions, they are assigned to survey newly discovered star systems 
  and to research deep-space phenomena.
  Currently, the existence of the Scholae is secret, but rumors are 
  starting to leak. Unlike the Phalanx Formations, the Coalition takes 
  great pride in the Scholae Palatinae and does little to cover up their 
  existence. So they allow rumors to spread, while keeping a lid on 
  the important details. Speculation and mystery are powerful tools, 
  making the Scholae more effective as an unknowable threat than a 
  quantifiable factor.
  The public believes there are at least three Scholae units in active 
  duty, but the exact number is unknown.
  
  256
  Scholae Campaigns
  The Scholae Palatinae offers GMs an opportunity to tell a Nova Praxis story from a different perspective. The Scholae have 
  the luxury of seeing the galaxy with a little more clarity, and are in a position to drastically affect the lives of the people they 
  encounter.
  The Scholae are part of the Protectorate but somewhat above it, answering directly to a board of legates in the Tetragon. 
  Almost everyone the Scholae deals with regularly is there to support them. They get what they need, when they need it. 
  Resources aren’t generally an issue. If a Scholae wants a shiny new gun, she just goes down to the armory and orders it 
  compiled for her. Need to resleeve or resurrect? Backups can be made in the ship’s mnemonics lab, and custom sleeves can 
  be kept on ice until needed. 
  Naturally, these distinctions change the sort of stories you might tell. Scholae can take the role of battlefield commanders, 
  diplomats, or explorers. Instead of struggling to get the resources to get the job done, your story is more likely to be about 
  managing your resources to get the job done the way you want it. Instead of stories about struggle, scarcity, and survival, 
  Scholae stories are about consequences, political ramifications, and risk assessment.
  For example, the Scholae might be assigned to wipe out a group of pirates that are hijacking ships passing from Mars through 
  the asteroid belt. Once discovered, the Scholae have to make a call: They have enough firepower to blow the pirates’ base of 
  operations to pieces. They can just punch a few buttons, enjoy the fireworks, and go home. But is that really the best way to 
  deal with the situation? 
  The Scholae must balance the risks against the potential rewards. They usually have the means to resolve a situation the “easy 
  way,” but must consider what can be learned or who can be helped. The Scholae, like most Praetorians, tend to be noble people 
  who understand the benefits of negotiation and compromise. Why are the pirates attacking? Are they working alone, out of 
  desperation, or are they one part of a greater threat?
  Scholae PCs must also remember that—while some mystery surrounds the Scholae Palatinae—they are still legal agents of 
  the Coalition. Their actions are watched and reflect the Coalition as a whole.
  That’s not to say that the Scholae don’t sometimes take part in covert operations. But for the most part, the Coalition likes 
  for the Scholae to be seen at work. They are a symbol of the Coalition’s power and the effort it spends to protect its citizens.
  The Coalition likes to walk a fine line of taking the role as a protector of its people while downplaying any real threats. It’s 
  all about shows of strength. The Coalition propaganda machine promotes instances of the Protectorate dominating petty 
  resistance, while trying hard to cover up instances where Coalition forces couldn’t get the decisive win.
  This balance will be a common theme in Scholae Palatinae campaigns. When they perform well, they can expect to see their 
  exploits show up across the Extranet. But when they fail, it makes the Coalition look bad. In these cases the failures will be 
  covered up, and the offending Scholae can expect repercussions.
  Campaigns that start with characters who are members of the Scholae should begin at Veteran rank or higher.
  
  257
  The sleeves and organs harvested by Starlight are often used by 
  Second Chances to sleeve their stolen egos. But they are also sold to 
  pirates, remnant forces, and apostates that have no official means of 
  acquiring augmentations or a new sleeve.
  Seraphim
  No one knows where the Seraphim came from. They do not speak 
  of their past, and it is not clear how they have come to achieve what 
  they have.
  The Seraphim have crafted the closest thing to a true utopia the 
  human race has ever known, and despite all odds, they managed to 
  keep it a closely guarded secret.
  The Seraphim preside over Elysium, a large space station thought 
  destroyed during the Consolidation Wars. The Seraphim moved 
  Elysium to just outside the Kuiper Belt, repairing and expanding it 
  with Vulcan swarms and raw materials harvested from the nearby 
  asteroids. 
  The mysterious masters of Elysium are truly an enigma. Very few 
  even know they exist. It is clear they were once human, and wielded 
  tremendous influence on Earth before the Exodus, but it isn’t clear 
  how they have achieved their current state.  
  The Seraphim’s veil of secrecy exists for many reasons, not the least 
  of which is their extreme violations of the Humanity Preservation Act. 
  The Seraphim appear to have augmented themselves far beyond the 
  HPA’s limitations: They have all undergone Synthesis, or at least some 
  form of it. Their skin shines, smooth and white, like living statues of 
  alabaster. They must also be powerful Savants, for their control over 
  the machines around them borders on the supernatural.
  Even more disturbingly, the Seraphim exhibit intelligence far beyond 
  the human norm. Like most things related to the Seraphim, their 
  mental limits are unknown. Some say they perceive the world in slow 
  motion, and even maintain several streams of consciousness at once.
  The Seraphim are perhaps the closest things to divine beings in the 
  galaxy. They are the pinnacle of transhuman ideals, or at least their 
  own transhuman ideals.
  Second Chances
  Some people say that House Tsarya treats its apostate laborers like 
  slaves. Those people apparently don’t know about Tsarya’s real slave 
  operation.
  To be fair, most of House Tsarya is blissfully unaware of what’s 
  happening in the back rooms of one of the galaxy’s premiere providers 
  of backup insurance and resurrection services. After all, Second 
  Chances crosses lines very few could stomach to step over.
  The company keeps illegal copies of all egos backed up through their 
  legitimate backup services. Should the client cancel their contract, 
  their backup is erased from Second Chances’ main servers, as required 
  by law. However, before deletion, a copy of the ego is moved off-site 
  to a secret location those in the know call Purgatory. 
  Second Chances does a lot of business, leaving them with millions of 
  illegally copied egos. Most just sit on the server, unused and forgotten. 
  But sometimes a special client will request someone with a specific set 
  of skills; if an ego in Purgatory meets their needs, it may be brought 
  online and forced into servitude. 
  Of course, this means the restored ego is an illegal fork and cannot 
  be allowed to exist according to the HPA. So, as soon as the client gets 
  what he or she needs from the resurrected ego, it will be killed and 
  deleted. 
  Second Chances has a stable of mercenaries and bounty hunters 
  on hand to deal with any uppity egos who think they can escape to 
  freedom. Even if they run, they will be hunted down, killed, wiped, 
  and forgotten. That is, until their services are needed again—and 
  again they will be resurrected from the original copy of the stolen ego 
  and forced into servitude.
  Second Chances doesn’t just deal in stolen egos. They’re also one of 
  several players in aftermarket augmentations.
  Starlight is another subsidiary of House Tsarya that works closely 
  with Second Chances. On the surface Starlight is an upper-class dining 
  experience offering real food harvested from the farms on Proch.
  It also happens that cold storage lockers full of meat and vegetable 
  matter are a great way to transport illegal biosleeves and harvested 
  organs.
  
  258
  manipulate the Coalition. But most who know of the Seraphim try to 
  support them when possible, pointing to Elysium—one of the most 
  productive and positive places in the known galaxy. They believe that 
  even if the Seraphim’s way isn’t a perfect solution, at least it is step in 
  the right direction. 
  The Seraphim have great influence 
  both within the Houses and among many 
  apostate groups. They are a powerful player 
  in the Shadow War, hiring agents through 
  layers of proxies to undermine their rivals 
  and promote their agendas. The Seraphim 
  largely oppose the HPA, the Monitors, and 
  the division between citizen and apostate. 
  They also strongly oppose any attempts 
  to create another DCE like Mimir. The 
  Seraphim also support—and might even be 
  one of the driving forces behind—House 
  Jinzhan’s efforts to destroy Earth entirely.
  Rumor has it that the Seraphim possess 
  a fragment of Mimir’s Archive that no 
  one else has ever seen. This aligns with 
  a longstanding rumor that parts of the 
  Archives were removed before it went 
  public. And it makes one wonder where 
  those lost fragments might be—or whether 
  they exist at all.
  If there’s any chance they do exist, then it stands to reason that the 
  Seraphim might be looking for them. 
  Elysium, the domain of the techno-divinity, is a place of beauty 
  and happiness. It is home to several thousand people, living in what 
  could only be described as anarchy in balance. Elysium has its own 
  reputation economy and an unmonitored closed mesh. Several 
  compilers run night and day, operating outside of Coalition space 
  because the Seraphim will it.
  The citizens of Elysium work because they 
  want to, maintaining the station itself and 
  acting as agents for the Seraphim in Coalition 
  space. Whether a person is a Coalition 
  citizen or an apostate is meaningless on 
  Elysium: a citizen of Elysium can be either.
  But once you arrive, you cannot leave 
  Elysium unless given permission by one of 
  the Seraphim. This is one of the few rules 
  on Elysium, and it is for the good of the 
  settlement. Secrecy is paramount.
  But what do the Seraphim want? What 
  of their goals? The Seraphim do not share 
  their plans with others, even the more 
  respected citizens of Elysium. They enforce 
  this secrecy for the safety of the settlement, 
  and the security of their long-term plans.
  That said, those who have dealt with the 
  Seraphim have been able to deduce a bit about their motives. 
  Despite their isolation and secrecy, millions have felt the Seraphim’s 
  touch. They seek to unify the human race—to eliminate the division 
  between the Coalition and apostates—and to remove the Monitors, 
  letting the people live free in a manner similar to the functional 
  anarchy they have cultivated on Elysium. 
  Still, some fear the Seraphim. They fear what it could mean to be 
  guided by a select few who have risen so high above the others. 
  Once the Seraphim accomplish their goals, would they really take the 
  roles of advisors and mentors, or would they rule as god-kings over a 
  supposedly free people?
  Despite the Seraphim’s efforts to remain hidden, some within 
  the Tetragon know they exist, and actively oppose their efforts to 
  TECHNOLOGICAL DIvINITY
  Talons of Freedom
  Even as much as mankind has advanced in the last century, 
  scavengers still feed on the corpses of patriots.
  In the years of chaos following the Exodus, the remnants of Earth’s 
  nations lay scattered and broken. Some faded with a whisper, 
  surrendering to the inevitability of a new day. Others did not go so 
  quietly.
  To silence these forces, the Tetragon tasked Legate Aaron Blackburn 
  
  259
  Illumination
  For centuries people have whispered about secret societies and 
  hidden powers behind the facades of puppet governments and 
  rulers. They’ve spoken of secret gatherings of the most powerful 
  men and women on Earth, gatherings to plot and scheme, to guide 
  and manipulate. These men had a vision of an ideal world: united, 
  under one rule—their rule. 
  This secret society, if it truly existed, had many names…the 
  Illuminati, the New World Order, the Rosicrucians, the Freemasons, 
  Bilderberg Group… It is impossible to tell where truth ends and 
  fiction begins, and whether they were a single group or many.
  Some speculate that, as the secret society rose in power and 
  closed on its goals, its leadership became split. Perhaps they 
  disagreed over the means used to attain their goals. Perhaps it was 
  their plan for the future, and disagreements about how it should 
  be executed. 
  Some say that this split mirrored the conflict between Earth’s 
  Federation and the Alliance, that each major faction was being 
  manipulated by another side of the broken conspiracy.
  Still, most don’t even know enough to speculate. Those who talk 
  about such things are branded paranoid, crazy, or both. 
  with hunting down and eliminating one of the last vestiges of the 
  United States military. And he did so, with apparent zeal.
  Blackburn’s contingent found the remnants forces’ base of 
  operations on a forgotten little moon no one cared about.
  The official story is that Blackburn made landfall with an 
  overwhelming force. The remnants fought back, destroying a large 
  portion of the Coalition ships and mobile infantry. But their tactics 
  merely prolonged the inevitable. They were wiped out by the superior 
  training and unmatched military might of the Coalition.
  The truth of what happened that day is much different. As the 
  Coalition ships approached, their propulsion and weapons systems 
  shut down. And while rendered helpless, many ships were crippled 
  when a carrier exploded while in close formation. The explosion was  
  an act of sabotage, perpetrated by Blackburn himself.
  Blackburn, like many of his subordinates, had remained loyal to 
  the United States. The official story was a cover placed by Blackburn 
  and US loyalists within House Silva. He and his fellow remnant forces 
  killed all who remained loyal to the Coalition; the rest joined the 
  insurgents—reported KIA to Coalition leadership—or returned with 
  Blackburn to act as inside agents. The ships, weapons, and soldiers 
  reported lost went on to fuel a new insurgency, what is now called 
  the Talons of Freedom.
  Blackburn leads the Talons from afar, directing his three lieutenants 
  while maintaining his cover as a prominent legate and member of 
  House Silva.
  The Talons have spent the last few years growing their forces, using a 
  multitude of unscrupulous channels to gather weapons and recruits. 
  Vantage has offered them a relatively stable base of operations, and 
  black bazaars like the Naesock Processing Hub have pumped power 
  and potential into the rising faction.
  For a while it seemed the Talons were content to grow their forces 
  in secret, fearing to act. Rumor began to spread that Blackburn had 
  abandoned the cause—or worse, was planning to betray the Talons.
  These fears were squashed when Blackburn revealed his hand, 
  laying out his plans to claim Luna. 
  Even after years of growing their power and influence, the Talons still 
  weren’t ready to make an open move against the Coalition. Instead, 
  Blackburn directed his lieutenants to plant agents within the Luna-
  based interests of Houses Silva and Tsarya. Cautiously, these agents 
  infiltrated the Houses’ factories and supply lines, bloated and strained 
  thanks to House Tsarya’s unending efforts to feed the Coalition war 
  machine.
  House Silva didn’t notice the missing shipments, the copied 
  templates, the network of compilers cranking out small arms and 
  ammo. Tsarya didn’t see its apostate laborers slipping things in their 
  pockets or the growing activity in the dark corners unseen by the 
  Monitors.
  If anyone noticed these inconsistencies or strange behavior, they 
  must have assumed them to be just some more “accidents,” designed 
  to cover up the two Houses’ own smuggling of military hardware. 
  Such maneuvers were hardly rare to those in the position to notice. 
  
  260
  And as usual, they were told to look the other way, to mark the goods 
  as lost or damaged or earmark them for “special operations.”
  Silva and Tsarya had been using these same channels to funnel a 
  controlled number of weapons out to straw-man apostate forces. 
  They hadn’t noticed the system they’d carefully constructed to 
  support their own corruption had been compromised by an outside 
  entity.
  Now the Talons are ready to act. Plans are in motion to strike hard 
  at the Coalition. This move will solidify the Talons, affirming them as 
  a credible and potent force of change. 
  Soon the Coalition will be forced to face its first worthy foe since the 
  Battle of Tellerus fields. 
  The Unseen Court
  “They,” “Them,” vague labels for mysterious and nameless powers 
  that may be. Some believe there is a hidden force, some shadowy 
  organization, pulling at the puppet’s strings. 
  Those people are crazy. Their “evidence” is circumstantial or 
  obviously faked. Their message is riddled with mad rambling, 
  outrageous accusations, and half-baked connections. People ignore 
  them. Ridicule them. Hit their Rep. And eventually, they just sort of… 
  disappear.
  But maybe people just reject these conspiracy theorists because the 
  thought of them being right is just too terrifying. 
  If they are right, that would mean some mysterious organization 
  from Earth’s past now runs everything. It would mean the same 
  organization, a society veiled in secrecy, has manipulated Earth’s 
  leaders for hundreds if not thousands of years. And it would mean 
  that same group had a hand in reunifying humanity in the aftermath 
  of the Exodus.
  It would also mean this “Unseen Court” determined the planets 
  humanity would colonize, influenced the corporations of Earth to 
  organize into pseudo-feudal Houses, and created an elaborate system 
  for controlling “the herd.”
  They say that the Unseen exist outside of the Coalition—above it—
  and that the leaders of the Houses are their pawns. They say that the 
  A World of Monsters? 
  Much of this book focuses on terrible people doing terrible 
  things. It’s easy to believe that everyone has some hidden agenda, 
  that they’re willing to hurt others to get what they want. That’s the 
  heart of much of the conflict in Nova Praxis, and conflict makes for 
  excitement.
  But the reality is that most are good people. You don’t get a high 
  Rep-Rating by climbing over bodies to get to the top; you get it 
  because people genuinely like you. 
  The people who guide the Coalition, the Senators and high-
  ranking House members, were put there because people like them. 
  To the public they appear honest, charming, and considerate of 
  those who depend on them. And for the most part, they really are.
  But the road to hell is paved with good intentions, and sometimes 
  people make bad decisions in the face of desperation.
  Nobody thinks they’re the bad guy. Most try to do what they 
  think is best for everyone.
  And yet… there are some who really are just selfish bastards.
  Unseen are no longer human, that they have elevated themselves, 
  transcending to something greater, and enforce the HPA to ensure no 
  one else does the same.
  The cooks and crazies claim the Unseen are the source of some sort 
  of Shadow War. They say the Court keeps select apostates alive and 
  maintains inexplicable holes in otherwise airtight security to be used 
  by their agents. They say the Court keeps gold in use as a black market 
  currency to pay for their dirty jobs. They even say the Unseen have 
  access to some secret fragments of Mimir’s Archive, and that they are 
  demons at war with angels. Supposedly, they can open jump gates on 
  a whim, hear everything, and have subtly re-engineered humanity to 
  be more docile.
  The Unseen Court are boogeymen, demons, and monsters used to 
  scare little anarchists and rebels. Is any of this true? Some of it, surely. 
  But how much is exaggeration… and how much is understatement?
  
  261
  3, Beam, Atmo Dependent), Stun Grenade, 
  Frag Grenade
  Augmentations: Apotheosis (Cognet Capable, 
  Remote Backup), Gene-Fixed, Targeting 
  Support System (+1 Shooting), Medichine 
  Factory, Performance Enhanced (Vigor), 
  2nd Legion Marine, Assault Trooper
  State: Sleeved (Biosleeve)
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Athletics d8, Fighting d8, Intimidation 
  d6, Knowledge (Battle) d6, Notice d6 (See 
  armor Features), Piloting d6, Shooting d8, 
  Stealth d6, Survival d6
  Coh: -1; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  16 (10)
  Hindrances: Loyal
  Gear: Powered Assault Armor, Medium 
  (+10), Heavy Coil Automatic Rifle (Range 
  30/60/120, Damage 2d8+1, RoF 4, AP 6, 
  Auto, High Capacity, Snapfire), Hell Ball x 3
  Armor Features: PPC (Alpha), AR Display 
  Device, Combat Awareness Suite, Short 
  Range Radio, Vacuum Sealed and Shielded, 
  Air Pack, Hydrostatic Gel Layer, Jump Jets, 
  Mag-Traction, Zero-G Assistance Jets, Motion 
  Tracker, Interface Surface
  Augmentations: 
  Apotheosis 
  (Cognet 
  Capable), Gene-Fixed, Targeting Support 
  System (+1 Shooting), Adrenal Boost Module, 
  Performance Enhanced (Strength)
  SAMPLE ANTAGONISTS
  2nd Legion Marine
  State: Sleeved (Biosleeve)
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Athletics d8, Fighting d8, Intimidation 
  d6, Knowledge (Battle) d6, Notice d6, Piloting 
  d6, Shooting d8, Stealth d6, Survival d6
  Coh: -1; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  12 (6)
  Hindrances: Loyal
  Gear: Light Battle Armor (+6), Mono-Edged 
  Spear (Str+d6+2, AP 3, Collapsible, Parry 
  +1, Reach 1, 2 Hands), Rail-Carbine (Range 
  30/60/120, Damage 2d10, RoF 1, AP 6, SA, 
  Silent Option), Stun Grenade, Frag Grenade
  Augmentations: 
  Apotheosis 
  (Cognet 
  Capable), Gene-Fixed, Targeting Support 
  System (+1 Shooting), Adrenal Boost Module, 
  Performance Enhanced (Strength)
  2nd Legion Marine Fireteam Leader
  State: Sleeved (Biosleeve)
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d10
  Skills: Athletics d8, Fighting d8, Intimidation 
  d8, Knowledge (Battle) d8, Notice d6, Piloting 
  d6, Shooting d8, Stealth d6, Survival d6
  Coh: -1; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  13 (6)
  Hindrances: Loyal, Code of Honor
  Edges: Command, Leader of Men, Natural 
  Leader
  Gear: Light Battle Armor (+6), Mono-Edged 
  Longsword (Str+d8+2, AP 4), Heavy PAc PDW 
  (Range 25/50/100, Damage 2d10+3, RoF 
  Apostate Thug
  State: Pure
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Athletics d6, Fighting d8, Intimidation 
  d6, Notice d4, Piloting d6, Shooting d6, 
  Streetwise d8, 
  Coh: -0; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  5
  Hindrances: Mean
  Gear: Gravitic Baton (Str+2d6, -2 Notice 
  when Collapsed) or Mono-Edged Dagger 
  (Str+d4+2, AP 2), Might also carry a Light 
  Rail Pistol (Range 10/20/40, Damage 2d6+1, 
  RoF 1, AP 3, SA, -2 on Notice to Detect, Silent 
  Option)
  Asteroid Miner
  State: Sleeved (Cybersleeve)
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d8
  Skills: Athletics d8, Fighting d4, Intimidating 
  d6, Knowledge (Science) d6, Notice d6, 
  Piloting d6, Repair d8, Shooting d6
  Coh: -3; Cha: +0; Pace: 6; Parry: 4; Toughness: 
  10 (4)
  Gear: Reinforced Vacuum Suit (+4), Portable 
  Plasma Torch, Toolbox, some may carry a 
  Gravitic Hammer (Str+d8+d6, Parry -1, 2 
  Hands)
  Augmentations: Apotheosis, Fully Synthetic, 
  Performance Enhanced (Vigor)
  
  262
  Centurian
  State: Pure 
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Athletics d8, Fighting d6, Intimidation 
  d6, Notice d6, Persuasion d6, Piloting d6, 
  Shooting d8
  Coh: -0; Cha: -2; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Loyal
  Gear: Light Battle Armor (+6), Gravitic Baton 
  (Str+2d6, -2 Notice when Collapsed), Mono-
  Edged Halberd (Str+d8+2, AP 4, Collapsible, 
  Reach 1, 2 Hands), Light PAc Pistol (Range 
  14/28/56, Damage 2d8, RoF 1, Beam, Atmo 
  Dependent), PPC (Alpha)
  Ciphire Agent
  State: SIM
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Athletics d8, Fighting d8, Intimidation 
  d6, Knowledge (Computers) d10, Notice d8, 
  Shooting d6, Stealth d8, Streetwise d6
  Coh: -3; Cha: +2; Pace: 6; Parry: 6; Toughness: 
  12 (6)
  Hindrances: Loyal, Mean
  Edges: Agent of Shadow, First Strike
  Gear: Simulated Light Rail Pistol (Range 
  10/20/40, Damage 2d6+1, RoF 1, AP 3, 
  SA, -2 on Notice to Detect, Silent Option), 
  Simulated Mono-Edged Dagger (Str+d4+2, 
  AP 2, -2 to Notice), CIST (Eminent Domain)
  Augmentations: 
  Simulated 
  Apotheosis 
  (Cognet Capable), Simulated Smuggler’s 
  Compartment (Charlatan)
  X Dalianis Knight
  State: Pure  
  Attributes: Agility d10, Smarts d8, Spirit d8, 
  Strength d12, Vigor d12
  Skills: Athletics d12, Fighting d12, Intimidation 
  d8, Knowledge (Battle) d8, Knowledge 
  (Houses) d6, Notice d8+2, Persuasion d8, 
  Piloting d6, Shooting d10, Stealth d10, 
  Streetwise d8, Survival d8, Taunt d6
  Coh: -0; Cha: +4; Pace: 6; Parry: 8; Toughness: 
  18 (10)
  Edges: Cyber Defense Suite
  Hindrances: Loyal
  Gear: Powered Assault Armor, Medium (+10), 
  Heavy Coil Assault Rifle (Range 30/60/120, 
  Damage 2d8+1, RoF 3, AP 6, SA, Silent 
  Option), Mono-Edged Long Sword (Str+d8+2, 
  AP 4), Stun Grenade, Frag Grenade
  Armor Features: PPC (Alpha), AR Display 
  Device, Combat Awareness Suite, Short 
  Range Radio, Vacuum Sealed and Shielded, 
  Air Pack, Hydrostatic Gel Layer, Jump Jets, 
  Mag-Traction, 
  Zero-G 
  Assistance 
  Jets, 
  Reinforced Cyber-Musculature
  Augmentations: 
  Apotheosis 
  (Cognet 
  Capable), Gene-Fixed, Adrenal Boost Module, 
  Retinal Implant (Optic Drone), Striking Looks 
  (Absolutely Stunning) Synthesis
  X Cipriani Quester
  State: Pure  
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Athletics d6, Fighting d8, Intimidation 
  d8, 
  Investigation 
  d8, 
  Notice 
  d10+2, 
  Persuasion d6, Piloting d6, Shooting d6, 
  Streetwise d8
  Coh: -0; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  10 (5)
  Edges: Connections, Investigator
  Gear: Gravitic Baton (Str+2d6, -2 Notice 
  when Collapsed), Heavy PAc Pistol (Range 
  15/30/60, Damage 2d10, RoF 1, Beam, Atmo 
  Dependent)
  Augmentations: 
  Retinal 
  Transplant, 
  Skinweave Armor (Skinweave Plating x2), 
  SMR Transceiver and Translation Suit
  Coalition Citizen
  State: Pure  
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Athletics d4, Knowledge (one subject) 
  d6, Notice d6, Piloting d6, Streetwise d4
  Coh: -0; Cha: +0; Pace: 6; Parry: 2; Toughness: 
  5
  Gear: Mono-Edged Dagger (Str+d4+2, AP 2, 
  -2 to Notice), Tools of the trade
  
  263
  It’s been found that the dragon spider’s 
  carapace acts as a heat sink that carries 
  the heat they produce away from rest of 
  their body. 
  State: N/A  
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Athletics d8, Fighting d6, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 10 (2)
  Special Abilities: 
   
  ª Bite  - Str+d6, AP 2
   
  ª Armor +3 - Thick carapace
   
  ª Grapple +2 - The dragon spider tries to 
  wrap up its victims with its legs.
   
  ª Burning 
  Embrace 
  - 
  A 
  character 
  grappled by a dragon spider suffers 2d8 
  heat damage each round. This damage 
  is dealt on the dragon spider’s turn.
  Dragon Spider
  Dragon spiders, as they are colloquially 
  known on Shouye, are actually large, land 
  based crustaceans with an admittedly 
  spider-like appearance. It’s closest Earth 
  analogue is the crab, but the creature 
  possesses a large abdomen and no 
  pincers, having a pair of pedipalp-like, 
  razor tipped, appendages for cutting 
  and carrying food to its mouth. Dragon 
  spiders have a gray and green mottled 
  coloration that grows more pronounced 
  over their lifetime (estimated to be 
  about ten solar years). 
  Specimens can grow quite large, 
  reaching a leg span of up to four meters 
  with an abdomen up to a meter across 
  and a total mass of forty kilograms.
  Dragon spiders gather in small swarms 
  in a similar fashion to wasps, and build 
  subterranean nests from which they 
  range in groups of two to four to hunt 
  prey. They have also been known to 
  inhabit abandoned buildings, and in 
  some cases, have not waited for them to 
  become abandoned before attempting 
  to move in.
  They hunt at night when the mottled 
  pattern of their shells blends well with 
  the rocks and moss of their native 
  environment. They can and do regularly 
  attack prey much larger than themselves, 
  killing by piling on their prey and burning 
  them to death. This is accomplished 
  by vibrating a smaller carapace nested 
  within their abdomen, the friction 
  producing temperatures in excess of 300 
  degree Celsius. The process also causes 
  an eerie humming noise, a sound that 
  chills the blood of any Shouyan farmer. 
  X The Fallen
  The Fallen are described in detail starting on pg. 
  249.
  Conquest
  Conquest appears as a mass of dark red locusts 
  and worms, inexplicably pressed together into 
  the shape of a solid human form. 
  State: SIM 
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Athletics d12, Fighting d12, Intimidation 
  d10, 
  Knowledge 
  (Battle) 
  d10, 
  Knowledge 
  (Computers) d10, Knowledge (Mnemonics) d8, 
  Knowledge (Security) d10, Notice d8, Persuasion 
  d8, Piloting d6, Shooting d10, Stealth d10, SINC 
  d12+1, Taunt d8
  Coh: -5; Cha: -2; Pace: 4; Parry: 8; Toughness: 12
  Hindrances: Arrogant, Habit (Compulsive desire 
  to spread), Incohesive, Outsider, plus any to 
  represent Fragmentation Psychosis
  Edges: Savant, Specialized Program (All), Sovereign
  Savant Programs: Eminent Domain, Esper Lord 
  (Area Attack, Esper Warrior, Hostile Defense, 
  Deadly Swarm, Sensory Feed), Fog of War, 
  Puppeteer (Drone Lord, Tenacious Master, Viral 
  Reign), Security Skim, System Invasion
  Gear: A host of drones
  Special Abilities: 
   
  ª Omnipresent Malice - Conquest never suffers 
  the standard -2 penalty for performing 
  multiple actions in the same round as drones 
  under his control, and there is no limit to the 
  number of drones Conquest may control with 
  his Puppeteer Program.
   
  ª Subtle Infection - Conquest may upload a 
  fork of himself to any computer outfitted with 
  hostware (pg. 171) that he can successfully 
  use System Invasion on. This includes SIM-
  Cells.
  
  264
  Death
  Death, when it is seen, takes the form of an 
  obsidian skeleton wrapped an amorphous 
  mass of slithering darkness.
  State: SIM 
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d12
  Skills: Athletics d6, Fighting d10, Intimidation 
  d12, Knowledge (Computers) d10, Knowledge 
  (Mnemonics) d6, Knowledge (Security) d6, 
  Notice d8, Stealth d12, SINC d12+1, Taunt d8
  Coh: -5; Cha: -4; Pace: 6; Parry: 7; Toughness: 
  8 (14)
  Hindrances: 
  Arrogant, 
  Bloodthirsty, 
  Habit 
  (Compulsive 
  desire 
  to 
  kill), 
  Incohesive, 
  Mean, Outsider, Ugly, plus any to represent 
  Fragmentation Psychosis
  Edges: Savant, Specialized Program (All), 
  Sovereign
  Savant 
  Programs: 
  Augmented 
  Unreality 
  (Auditory Feedback), Blackout (Oubliette, Lock 
  Down),  Delve, Eminent Domain, Fog of War, 
  Overload (Power Surge), Security Skim, System 
  Error, System Invasion, 
  Gear: Infused Simulated Mono-Edged Scythe 
  (Str+d10+2, AP 5, Reach 1, 2 Hands)
  Special Abilities: 
   
  ª Formless Darkness - Death’s virtual body 
  is mostly formless, comprised primarily of 
  insubstantial black vapor. It gains +6 Armor 
  as a result, and cannot be Shaken.
   
  ª Touch of the Grave - Apotheosized characters 
  touched by Death must make a Spirit roll, 
  modified by Cohesion. If they fail, they have 
  their mnemonic cores instantly wiped. It 
  takes about three days for a new backup 
  to fully form in a mnemonic core wiped in 
  this fashion. The backup begins with current 
  events, working backwards through the 
  character’s memories, restoring about 1/3 
  of the character’s life every 24 hours.
  Famine
  Famine is very rarely seen. But if she is, she 
  appears as a young girl, surely no more than 
  a few minutes away from dropping dead of 
  starvation. She is lethargic and listless, but 
  her eyes burn with hatred.
  State: SIM  
  Attributes: Agility d4, Smarts d10, Spirit d10, 
  Strength d4, Vigor d6
  Skills: Athletics d4, Fighting d4, Intimidation 
  d8, Knowledge (Computers) d12, Knowledge 
  (Mnemonics) d6, Knowledge (Security) d10, 
  Notice d10, Stealth d12+1, SINC d12+1, 
  Taunt d6
  Coh: -5; Cha: -4; Pace: 3; Parry: 4; Toughness: 
  5
  Hindrances: Anemic, Cautious, Incohesive, 
  Mean, Outsider, Habit (Compulsive desire 
  to destroy food and starve the masses), 
  Ugly, plus any to represent Fragmentation 
  Psychosis
  Edges: Savant, Specialized Program (All), 
  Sovereign
  Savant Programs: Eminent Domain, Fog of 
  War, Overload (Power Surge), Security Skim, 
  System Error, System Invasion, 
  Gear: None
  Special Abilities: 
   
  ª Out of Sight, Out of Mind - Famine slips 
  through systems unnoticed. Characters 
  suffer a -4 penalty to Notice Famine when 
  looking for her, and a -6 penalty to Notice 
  her when not actively looking for her.
   
  ª Spoil Template - Famine can corrupt 
  a template used to create food. She 
  can make the food compiled from 
  the template taste bad, spoil faster 
  than it should, or spread a nasty 
  intestinal disease. Anyone who eats 
  food diseased in this manner must 
  make a Vigor roll with a -2 penalty.
  Failure indicates infection. Infected 
  characters must succeed on a Vigor 
  roll each time he or she attempts 
  to eat. Failure indicates that the 
  character vomits up any food eaten. 
  Any attempt to eat for 4+1d4 hours 
  after 
  results 
  in 
  uncontrollable 
  vomiting. 
  Characters who are unable to eat 
  suffer from Hunger (Savage Worlds 
  Deluxe, Chapter 4).
  
  265
  War
  War takes the form of a massive man, around 
  8ft tall. He wears a huge suit of powered 
  armor, designed to look similar to an ancient 
  knight’s armor. Above War’s head which flies 
  a battle standard bearing a cross painted with 
  blood.
  State: SIM  
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d12, Vigor d12
  Skills: Athletics d12, Fighting d12, Intimidation 
  d10, Knowledge (Battle) d12, Knowledge 
  (Computers) d10, Knowledge (Mnemonics) 
  d8, Knowledge (Security) d10, Notice d8, 
  Persuasion d10, Piloting d6, Shooting d12, 
  Stealth d4, SINC d12+1, Taunt d10
  Coh: -5; Cha: -2; Pace: 10; Parry: 8; Toughness: 
  24(16)
  Hindrances: Arrogant, Bloodthirsty, Habit 
  (Compulsive desire to inspire war), Incohesive, 
  Mean, Outsider, plus any to represent 
  Fragmentation Psychosis
  Edges: Savant, Specialized Program (All), 
  Sovereign
  Savant Programs: Access Memory, Delve, Fog 
  of War, Memory Hack (Flash Memory), Oracle 
  Patterning, Pattern Scan,  Security Skim, 
  Stream of Consciousness (Voyeur), System 
  Invasion (Usurper)
  Simulated Gear: Powered Assault Armor, 
  Heavy (+16), Portable Rail-Minigun (Range 
  20/40/80, Damage 2d8+1, RoF 5, AP 6, HW, 
  Auto, High Capacity, May Not Move), Mono-
  Edged Longsword (Str+d8+2, AP 4), Stun 
  Grenade, Frag Grenade
  Simulated Armor Features: PPC (Gamma), AR 
  Display Device, Combat Awareness Suite, Short 
  Range Radio, Vacuum Sealed and Shielded, 
  Air Pack, Enhanced Mobility Actuators (x2), 
  Hydrostatic Gel Layer, High Density Plating 
  (x2), Reinforced Cyber-Musculature
  Special Abilities: 
   
  ª Master of Puppets - When hosted in 
  a Sim-Cell, War may spend a Benny to 
  assume direct control of the sleeve. This 
  can last up to 1d4+1 hours. The sleeve 
  owner’s ego is temporarily shifted 
  into the SIM-Cell, and is loaded into a 
  simulated POW camp.
   
  ª The Red Rage - A successful use of 
  System Invasion allows War to attempt 
  to inflict Apotheosized characters with 
  the Red Rage virus. If War’s System 
  Invasion attempt is successful, the target 
  must roll Knowledge (Computers), at 
  a -2 penalty, or SINC. On a failure, the 
  character becomes infected.
  Characters infected with the Red Rage 
  virus gain the Bloodthirsty and Vengeful 
  (Major) Hindrances, and the Berserk 
  Edge.
  The only cure for this virus is to restore 
  the ego from a clean backup, or 
  undergo mnemonic editing. Mnemonic 
  editing takes 4 hours, and the person 
  performing the editing must make a 
  Knowledge (Mnemonics) roll with a 
  -2 penalty. If successful, the virus is 
  cleared. If not, it remains. On a critical 
  failure, the virus remains and the patient 
  suffers Fragmentation. If the person 
  performing the editing gets a raise, he 
  gains a better understanding of the virus 
  and gains a +2 bonus on rolls to remove 
  it in the future. 
  House Turin Enforcer
  State: Pure  
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Athletics d6, Fighting d6, Intimidation 
  d6, Notice d4, Piloting d6, Shooting d8, 
  Stealth d6, Streetwise d8, Taunt d6
  Coh: -0; Cha: -2; Pace: 6; Parry: 5; Toughness: 
  9 (2)
  Edges: Tough as Nails
  Hindrances: Fringe Rat, Mean, Vengeful
  Gear: Reinforced Clothing (+2), Gravitic Baton 
  (Str+2d6, -2 Notice when Collapsed), Light 
  Coil PDW (Range 12/24/48, Damage 2d6+1, 
  RoF 3, AP 4, Auto, Silent Option) or Heavy 
  Rail Array (Range 14/28/46, Damage 1-3d10, 
  RoF 1, AP 4, SA, Shotgun, Silent Option), Frag 
  Grenade x 2, PPC (Alpha)
  
  266
  Hydra, the Gestalt Aberration
  Hydra was a Savant who pushed the 
  boundaries of cognet and mind sharing 
  technologies too far, and eventually turned 
  his attention toward forking and merging. 
  Hydra’s research quickly ventured outside the 
  legal bounds set forth by the HPA, but was 
  able to assemble a crew and take his research 
  into unexplored space.
  Time passed, Hydra’s mind fragmented, and 
  over the course of a few years he assimilated 
  his crew into himself.
  Hydra is a single mind forked across 
  multiple bodies, networked to distribute his 
  consciousness across all of his “platforms”.
  He is mad. He seeks only to evolve and 
  expand himself. He does this by capturing 
  Apotheosized individuals, extracting their 
  mnemonic cores, and merging their Ego’s 
  with his own. He has grown quite good at 
  this, and can draw upon the memories of any 
  who he has assimilated.
  Hydra’s preferred platform is a specialized 
  cybersleeve. He has a template for this 
  sleeve, and can use System Invasion to force 
  a compiler to fabricate more for him.
  Hydra Cyber-Platform
  State: Sleeved (Cybersleeve) 
   
  Attributes: Agility d8, Smarts d10, Spirit d8, 
  Strength d6, Vigor d10
  Skills: Athletics d6, Fighting d6, Intimidation 
  d8, Knowledge (All) d8, Notice d6, Piloting 
  d8, Repair d8, Shooting d8, Stealth d6, 
  Streetwise d8, Survival d6, Taunt d8
  Coh: -0; Cha: +0; Pace: 6; Parry: 6; Toughness: 
  9 (2)
  Hindrances: Wanted, Object of Disdain 
  (Coalition Officials)
  Edges: Savant
  Savant Programs: System Invasion, Eminent 
  Domain
  Augmentations: Apotheosis, Fully Synthetic 
  (Reinforced Substrate), Retractable Claws 
  (Str+d4+2), Tiny Size (Size -1, Toughness -1, 
  Parry and Stealth +1), Skinweave Armor (+2)
  Special Abilities: 
   
  ª Hive Mind - Anything one Hydra Platform 
  knows, they all know, as long as they are 
  within radio range of each other (about 
  30km). A Hydra Platform gets a +2 bonus 
  on all Trait rolls as long as it is within 10ft 
  of another.
  X ICON Spook
  State: Sleeved (Biosleeve) 
   
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Athletics d8, Fighting d8, Intimidation 
  d6, Knowledge (Computers) d6, Notice d8, 
  Shooting d6, Stealth d8, Streetwise d6
  Coh: -1; Cha: +2; Pace: 6; Parry: 6; Toughness: 
  12 (6)
  Hindrances: Loyal, Mean
  Edges: Alertness, Charismatic, Dodge, First 
  Strike, Two-Fisted,
  Gear: Sharp Suit, Light Rail Pistol x2 (Range 
  10/20/40, Damage 2d6+1, RoF 1, AP 3, SA, -2 
  on Notice to Detect, Silent Option), Mono-
  Edged Dagger x2 (Str+d4+2, AP 2, -2 to 
  Notice)
  Augmentations: Apotheosis (Cognet Capable, 
  Remote Backup), Gene-Fixed, Light Screen 
  Camouflage (+2/+4 Stealth), Skinweave 
  Armor 
  (+6), 
  Smuggler’s 
  Compartment 
  (Charlatan)
  X Kimuran Samurai
  State: Sleeved (Cybersleeve) 
   
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Athletics d8, Fighting d12, Intimidation 
  d8, Knowledge (Battle) d6, Knowledge 
  (Computers) d6, Notice d8, Persuasion 
  d6, Shooting d10, Stealth d8 (Light Screen 
  Camouflage), Streetwise d6
  Coh: -3; Cha: +0; Pace: 6; Parry: 9; Toughness: 
  16 (10)
  Hindrances: Code of Honor, Loyal
  Edges: Alertness, Block, Combat Reflexes, 
  Cyber-Defense 
  Suite, 
  Ego 
  Stabilization 
  Software, First Strike, Quick, Quick Draw
  Gear: Powered Assault Armor, Medium (+10), 
  PAc Carbine (Range 40/80/160, Damage 
  2d8+4, RoF 1, Beam, Atmo Dependent), 
  Mono-Edged Longsword (Str+d8+2, AP 4), 
  Hell Ball x3
  Armor Features: PPC (Alpha), AR Display 
  Device, Combat Awareness Suite, Short 
  Range Radio, Vacuum Sealed and Shielded, 
  Light Screen Camouflage, Motion Tracker, 
  Hydrostatic Gel Layer, Jump Jets, Mag-
  Traction, Zero-G Assistance Jets
  Augmentations: Apotheosis, Fully Synthetic, 
  Auditory Amp and Filter Module, Beholder 
  Sensory Suite, Targeting Support System 
  (+1 Shooting), Neura-Surge, Performance 
  Enhanced (Agility)
  
  267
  Lighthouse Security Guard
  State: Pure  
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Athletics d6, Fighting d8, Intimidation 
  d6, Notice d6, Piloting d6, Shooting d8, 
  Stealth d6 
  Coh: -0; Cha: -2; Pace: 6; Parry: 6; Toughness: 
  12 (6)
  Hindrances: Loyal, Mean
  Gear: Light Battle Armor (+6), Gravitic Baton 
  (Str+2d6, -2 Notice when Collapsed), Light 
  Coil PDW (Range 12/24/48, Damage 2d6+1, 
  RoF 3, AP 4, Auto, Silent Option)
  Pirate of Dionysus
  State: Pure  
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Athletics d6, Fighting d6, Intimidation 
  d8, Notice d6, Piloting d6, Shooting d8, 
  Stealth d6, Streetwise d8, Survival d6, Taunt 
  d8
  Coh: -0; Cha: +0; Pace: 6; Parry: 5; Toughness: 
  7 (2)
  Hindrances: Wanted, Object of Disdain 
  (Coalition Officials)
  Gear: Reinforced Clothing (+2), Mono-Edged 
  Short Sword (Str+d6+2, AP 3), PAc Carbine 
  (Range 40/80/160, Damage 2d8+4, RoF 1, 
  Beam, Atmo Dependent), Stun Grenade x2, 
  PPC (Alpha)
  Progenesis Afflicted
  1st Generation Afflicted (Wild Card)
  State: Pure (Afflicted) 
   
  Attributes: Agility d10, Smarts d8, Spirit d8, 
  Strength d12, Vigor d12
  Skills: Athletics d12, Fighting d10, Intimidation 
  d8, Knowledge (Any 2) d6, Notice d10+2, 
  Piloting d6, Shooting d8, Stealth d6, 
  Streetwise d6, Survival d8, Taunt d6
  Coh: -3; Cha: -4; Pace: 6; Parry: 7; Toughness: 
  15 (4)
  Hindrances: Bloodthirsty, Mean, Outsider, 
  Overconfident, Supremacist, Ugly, Wanted
  Edges: Berserk, Brawny, Combat Reflexes, 
  Dodge, Imp. Dodge, Elan, First Strike, Hard 
  to Kill, Quick, Tough as Nails, Imp. Tough as 
  Nails
  Gear: Light Coil PDW (Range 12/24/48, 
  Damage 2d6+1, RoF 4, AP 5, Auto, Silent 
  Option) or Heavy Rail Array (Range 14/28/46, 
  Damage 1-3d10, RoF 1, AP 4, SA, Shotgun, 
  Silent Option), PPC (Alpha)
  Special Abilities: 
   
  ª Armor +4 - Thick dermal armor
   
  ª Fast Regeneration - The 1st Generation 
  Afflicted may attempt a natural healing 
  roll every round. 
   
  ª Notice +2 - Enhanced senses
  2nd Generation Afflicted
  State: Pure (Afflicted) 
   
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d10
  Skills: Athletics d10, Fighting d8, Intimidation 
  d8, Notice d8, Piloting d6, Shooting d8, 
  Stealth d6, Survival d8, Taunt d6
  Coh: -3; Cha: -4; Pace: 6; Parry: 6; Toughness: 
  14 (6)
  Hindrances: Bloodthirsty, Mean, Outsider, 
  Overconfident, Supremacist, Ugly, Wanted
  Edges: Brawny, Combat Reflexes
  Gear: Heavy PAc Pistol (Range 15/30/60, 
  Damage 
  2d10, 
  RoF 
  1, 
  Beam, 
  Atmo 
  Dependent)
  Special Abilities: 
   
  ª Viral Affliction - The bite of the 2nd 
  Generation can spread the Progenesis 
  Affliction virus. If a character becomes 
  Shaken or suffers a Wound from the 
  Afflicted’s bite, he or she must make 
  a Vigor roll with a -2 penalty. Failure 
  indicates infection, and the beginning of 
  the transformation into one of the 3rd 
  Generation Afflicted.
  Infected individuals begin developing 
  the 
  Bloodthirsty, 
  Mean, 
  Outsider, 
  Overconfident, and Ugly Hindrances. 
  They also begin developing the Afflicted’s 
  special abilities, the last to be developed 
  is the Viral Affliction. There is no known 
  cure, and the entire process takes about 
  3 days to  complete, after which time the 
  victim completes the transformation into 
  one of the 3rd Generation.
   
  ª Bite  - Str+d6
   
  ª Armor +6 - Thick dermal armor
   
  ª Fast Regeneration - The 2nd Generation 
  Afflicted may attempt a natural healing 
  roll every round. This occurs whether the 
  Afflicted is a Wild Card leader or an Extra. 
  If the latter, a downed Afflicted actually 
  returns to action if it heals itself (and is 
  not Shaken - even if it was before being 
  Incapacitated.).
   
  ª Enhanced Smell - +2 bonus on Notice 
  rolls to detect and follow scents.
   
  ª Broken Will - The 2nd Generation 
  is naturally subservient to the 1st 
  Generation, and suffers a -2 penalty on 
  any rolls to resist orders from them.
  
  268
  3rd Generation Afflicted
  State: Pure (Afflicted) 
   
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Athletics d8, Fighting d6, Intimidation 
  d8, Notice d8, Stealth d6, Survival d6
  Coh: -3; Cha: -4; Pace: 6; Parry: 5; Toughness: 
  9 (2)
  Hindrances: Bloodthirsty, Mean, Outsider, 
  Overconfident, Ugly, Wanted
  Special Abilities:
   
  ª Bite  - Str+d6
   
  ª Armor +2 - Thick dermal armor
   
  ª Fast Regeneration - The 2nd Generation 
  Afflicted may attempt a natural healing 
  roll every round. This occurs whether the 
  Afflicted is a Wild Card leader or an Extra. 
  If the latter, a downed Afflicted actually 
  returns to action if it heals itself (and is 
  not Shaken - even if it was before being 
  Incapacitated).
   
  ª Broken Will - The 3rd Generation is 
  naturally subservient to the 1st and 2nd 
  Generations, and suffers a -2 penalty on 
  any rolls to resist orders from them.
   
  ª Progenesis Mutations - Select any 3 
  mutations from the list below, or roll 
  1d12 3 times.
  1 - Increased Strength - Increase the 
  Afflicted’s Strength, and all related Skills, 
  by one step.
  2 - Increased Agility - Increase the 
  Afflicted’s Agility, and all related Skills, 
  by one step.
  3 - Enhanced Bite - Increase the Afflicted’s 
  bite damage by one die type. If selected 
  more than once, increase the bite’s 
  damage die by additional steps.
  4 - Frenzied Claws - The Afflicted grows 
  claws (Str+d6 damage) and gains the 
  Frenzy Edge.  If selected more than 
  once, increase the claw’s damage die, 
  and add the Improved Frenzy Edge. 
  Increase the claw’s damage die only if 
  selected a 3rd time.
  5 - Enhanced Armor - Increase the 
  Afflicted’s Armor by +4. 
  6 - Corrosive Blood - When the Afflicted 
  takes a Wound, everyone adjacent must 
  make an Agility roll. On a failure, they 
  suffer 2d6 damage as a result of being 
  sprayed by the Afflicted’s corrosive 
  blood. Other Afflicted are immune. Each 
  time this mutation is selected, increase 
  the damage die by +1d6.
  7 - Grasping Tentacles - The Afflicted 
  sprouts one or more tentacles, which 
  can be used to Grapple opponents up 
  to 10ft away. The Afflicted gains a +2 
  bonus on Fighting rolls during a Grapple. 
  Selecting this mutations multiple times 
  increases this bonus by +2 each time.
  8 - Flight - The Afflicted grows wings that 
  enable it to fly with a Pace of 12, and 
  a Climb of 0. Each time this mutation is 
  selected its Pace is increased by +4.
  9 - Infravision - The Afflicted gains 
  Infravision as described in Chapter 7 of 
  Savage Worlds Deluxe. This mutation 
  has no additional effect if selected more 
  than once.
  10 - Paralysis - The bite of the Afflicted 
  injects a paralytic venom, which can 
  cause paralysis. A target who becomes 
  Shaken, or suffers a Wound, as a result 
  of the Afflicted’s bite must make a Vigor 
  roll. If they fail, they suffer the effects 
  of a Paralysis Poison as described in 
  Chapter 4 of Savage Worlds Deluxe. 
  Each additional time this mutation is 
  selected, the victim suffers a -1 penalty 
  on his or her Vigor roll. 
  11 - Poison - The bite of the Afflicted 
  injects some sort of venom. A target 
  who becomes Shaken, or suffers a 
  Wound, as a result of the Afflicted’s 
  bite must make a Vigor roll. If they fail, 
  they suffer the effects of a Knockout 
  Poison as described in Chapter 4 of 
  Savage Worlds Deluxe. If this mutation 
  is selected twice, the venom injects a 
  Venomous Poison. If selected a third 
  time, it is instead a Lethal Poison.
  12 - Wall-Walker - The Afflicted’s hands 
  and feet can secrete a sticky gel that 
  allows them to climb on walls or hang 
  from the ceiling. While climbing in this 
  manner, the Afflicted has a Pace of 4. 
  Each time this mutation is selected its 
  Pace is increased by +2.
  X Promethic Liaison
  State: Pure  
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Athletics d6, Intimidation d6, Knowledge 
  (Houses) d8, Knowledge (Science) d6, Notice 
  d8, Persuasion d10, Piloting d6, Shooting d4, 
  Taunt d6, 
  Coh: -0; Cha: +0; Pace: 6; Parry: 2; Toughness: 
  5
  Hindrances: Greedy, Stubborn
  Edges: Connections, Licensed
  Gear: Sharp suit, PPC (Beta, Knowledge 
  (Science), Persuasion), Light Rail Pistol 
  (Range 10/20/40, Damage 2d6+1, RoF 1, AP 
  3, SA, -2 on Notice to Detect, Silent Option)
  
  269
  pre-exodus CHICAGO
  Tsaryan Bounty Hunter
  State: Pure  
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Athletics d6, Fighting d8, Intimidation 
  d6, Notice d8, Piloting d6, Shooting d8, 
  Stealth d6, Streetwise d6, Survival d8, Taunt 
  d6
  Coh: -0; Cha: +0; Pace: 6; Parry: 6; Toughness: 
  12 (6)
  Hindrances: Greedy, Mean, Vengeful (Major)
  Edges: Alertness, Combat Reflexes
  Gear: Light Battle Armor (+6), Gravitic Baton 
  (Str+2d6, -2 Notice when Collapsed), Heavy 
  Coil Assault Rifle (Range 30/60/120, Damage 
  2d8+1, RoF 3, AP 6, Auto, Silent Option), Stun 
  Grenade x2, Handcuffs, PPC (Alpha), 
  Red Sun Assassin
  State: Sleeved (Cybersleeve) 
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Athletics d8, Fighting d8, Intimidation 
  d6, Knowledge (Computers) d6, Notice d8, 
  Shooting d6, Stealth d8, Streetwise d6
  Coh: -3; Cha: +0; Pace: 6; Parry: 6; Toughness: 
  11 (6)
  Hindrances: Vow (Major—always finish the 
  job)
  Edges: 
  Alertness, 
  Dodge, 
  First 
  Strike, 
  Marksman, Steady Hands, Thief
  Gear: Light Battle Armor (+6), Mono-Edged 
  Short Sword (Str+d6+2, AP 3), PAc Carbine 
  (Range 40/80/160, Damage 2d8+4, RoF 1, 
  Beam, Atmo Dependent).
  Augmentations: Apotheosis, Fully Synthetic, 
  Targeting Support System (+1 Shooting), 
  Light Screen Camouflage (+2/+4 Stealth)
  X Savant Hacker
  State: Sleeved (Biosleeve) 
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Athletics d6, Fighting d6, Knowledge 
  (Software) d10, Knowledge (one other) d6, 
  Notice d6, Piloting d6, SINC d8, Stealth d6, 
  Streetwise d6, 
  Coh: -1; Cha: +0; Pace: 6; Parry: 5; Toughness: 
  7(2)
  Hindrances: One from Savant Edge
  Edges: Savant
  Savant Programs: System Invasion, Eminent 
  Domain
  Gear: Reinforced Clothing (+2), Gravitic 
  Baton (Str+2d6, -2 Notice when Collapsed) 
  or Mono-Edged Dagger (Str+d4+2, AP 2), 
  Might also carry a Light Rail Pistol (Range 
  10/20/40, Damage 2d6+1, RoF 1, AP 3, SA, 
  -2 on Notice to Detect, Silent Option)
  Augmentations: 
  Apotheosis 
  (Remote 
  Backup), Cogware Partition (Piloting, Repair 
  and Knowledge (Science)), Gene-Fixed, 
  Retinal Implant (Optic Drone)
  
  270
  Second Chance Harvester
  State: Sleeved (Biosleeve) 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Athletics d6, Fighting d4, Healing 
  d6, Intimidation d8, Notice d8, Persuasion 
  d6, Piloting d6, Shooting d6, Stealth d6, 
  Streetwise d8, Survival d6, Taunt d4
  Coh: -1; Cha: +0; Pace: 6; Parry: 4; Toughness: 
  8 (2)
  Hindrances: Cautious, Greedy 
  Gear: Reinforced Clothing (+2), Gravitic 
  Baton (Str+2d6, -2 Notice when Collapsed), 
  Light PAc Pistol (Range 14/28/56, Damage 
  2d8, RoF 1, Beam, Atmo Dependent), Stun 
  Grenade x2, Handcuffs, PPC (Alpha)
  Augmentations: 
  Apotheosis 
  (Remote 
  Backup), Gene-Fixed, Adrenal Boost Module, 
  Hidden Weapon System (Light PAc Pistol), 
  Subdermal Plating
  Silvan Researcher
  State: Sleeved (Biosleeve) 
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Healing d6, Knowledge (Science) 
  d8, Knowledge (one other) d8, Notice d6, 
  Piloting d6
  Coh: -1; Cha: +0; Pace: 6; Parry: 2; Toughness: 
  5
  Gear: Tools of the trade
  Augmentations: 
  Apotheosis 
  (Remote 
  Backup), Gene-Fixed, 
  X Wendigo
  State: Sleeved (Biosleeve) 
   
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Athletics d6, Fighting d8, Intimidation 
  d8, Knowledge (Any 3) d6, Knowledge 
  (Computers) d6, Knowledge (History) d6, 
  Notice d8, Persuasion d6, Shooting d8, 
  Stealth d8, Streetwise d6, Survival d6
  Coh: -1; Cha: +2; Pace: 6; Parry: 6; Toughness: 
  11 (4)
  Hindrances: Cautious
  Edges: Agent of Shadow, Charismatic, Ego 
  Stabilization Software, Free Runner, Jack-of-
  All-Trades, Licensed, Transhumanist
  Gear: Light PAc PDW (Range 20/40/80, 
  Damage 2d8+3, RoF 1, Atmo Dependent), 
  Mono-Edged Dagger (Str+d4+2, AP 2, -2 to 
  Notice),
  Augmentations: Apotheosis (Cognet Capable, 
  Remote Backup), Gene-Fixed, Neura-Surge, 
  Skinweave Armor (+4), Subdermal Plating
  
  271
  HERALDS OF THE SINGULARITY
  These Kickstarter backers went above went above and beyond to help bring Nova Praxis: Savage Worlds Edition, into being.
  Ron F., Eduardo, Andreas, Deudanann, Grant 
  D. Taylor, Louis, Leonardo Prunk, Geoff Dash, 
  Chris Edwards, Sean Huempfner, Maurice 
  Strubel, Daniel Markwig, Yohann Delalande, 
  Jill 
  Munro, 
  Achille 
  Mazzola, 
  Jochen 
  Linnemann, Steve Read, mike bowie, Glenn 
  Edwards, Michael Carscadden, Duley Crabbe, 
  Chris Moore, Rick Sanders, Glenn Mochon, 
  John Robertson, Simon Hunt, Manuel 
  Sambs, Markus Raab, DivNull Productions, 
  William (Bill) Reger, Chris Meylan, shawn 
  gore, Richard Fortuna, lonejedi, Matt Alloy, 
  David B. Semmes, Matthew Caron, Mark 
  Francis, Fred Graves, Mark Thompson, Pablo 
  Palacios, Shiyao Wu, Stuart Dawson, Minje 
  Lee, Arthur Dent, Chris Heath, Michael Fliger, 
  Svend Andersen, Giorgio G. P., Mike Davey, 
  Jordan Berg, Paris Conte, PELISSIER, H. Th., 
  M Alexander Jurkat, Remi Bilodeau, Luke Day, 
  Dorian, Robert Towell, David Walker, Kevin 
  Flynn, Frank Rafaelsen, Andreas Bergdal, 
  Hendrik Neumann, Shane Emmons, Joshua 
  Chewning, Lucas, Mario Cordova, Eric D 
  Hudgins, Steven Cornell, Mark O’Mealey, 
  Jeremy Olson, Ian Finn, Aguinaldo Lenoir III, 
  Jay Peters, Carl Walter, Tim Bogosh, Neal5x5, 
  Gustavo La Fontaine, Gerrit Czeplie, Duk, 
  Paul, Josh, Thomas Huber, Topi Makkonen, 
  D Rog, Ryo Ogawa, Oh Seung Han, Rogan 
  Hamby, Martin C. Howard, Ryan Riojas, 
  Sophie Mächtll, Ed Sampert, James Dyer, 
  Harry Truong, Andrea Casamassima, Alex, 
  Paul Barkley, Massimiliano Grazini, Will 
  Hall, MNewby, Richard Black, Matt C, John 
  Hildebrand, Matt Hayes, Killstring, aldero, 
  Emrys Hopkins, Joshua Stull, Alex Neilson, 
  Charles Churchill, Cesar Romo, Andrew, 
  Kochanski-Lullien, Brian Slickis, Jason Cotton, 
  Guillaume Tremblay, Marcin Piwek, Tóth Péter, 
  David Anthony Smithson, Jennifer Dulock, 
  Mark Kitching, Patrik Ström, Eric Sigler, 
  Garrick Archer, Captain of the Trigati, Luis 
  Enrique Torres, Derrick D. Cochran, Thomas 
  Hasenack, Daniel Sassi, Michael Knoerzer, 
  Jon Weeks, Jeremy Epp, Torgan, John Fu, 
  David Ross, jsmulan, Bob Ferris, William 
  Scott, Ospprod, Robert Havoc, Paul Golds, Ian 
  Magee, Lauren Phelps, Bradley Russo, Gareth 
  Davies, Chad Drummond, Doc Ezra, FishMAN, 
  Brian McDonald, Neil Mahoney, 9LittleBees, 
  poimhn, Khelbiros, Jason Lee Miller, Hans 
  Watts, Tom Miksch, Michael “gleepism” 
  McCormack, Seanna Yip, Drew Wendorf, Seth 
  LaVoie, Michael Molik, Murmeldjuret, James 
  Dillane, Sean, Steven Lord, Brian Scott, Roland 
  Volz, David McCown, Alessandro Balderi, 
  Jeroen Leliveld, Dan Bongert, Chris Smith, 
  Jeremy Scranton, Pierre Gauthier, DATI, 
  Kevin Taylor, Jerrod Gunning, palmereldritch, 
  Roberto Micheri, Jon Babineau, Dweller 
  on the Threshold, Daniel Kraemer, Bram 
  van Kruijsdijk, evan hoadley, Marcus Ilgner, 
  Jean-Christophe Cubertafon, Shaun Davis, 
  Matt Foster, Joshua Lithgow, Ove Ødegård, 
  Scott Davis, Michael Fisk, Nerik, Timo Scala, 
  Elopetersen, Sean Pagliarulo, Mark Metzner, 
  David Jenks, Daniel Hernandez, Brian Trotter, 
  recrispi, Johann Hibschman, Jonathon Dyer, 
  Stephen, madscotsman, robert kim, Peter 
  D. Johnston, Jonathan Cullen, Ian ONeil, 
  joshua m eaves, Daniel Ryan, Adam Boisvert, 
  Quasi, Steven Ward, Semen Nosnitsyn, Peter 
  Evolved Backers
  Bogdasarian, John Polack, Kevin McLean, 
  Peter Coffey, Bruce Anderson, Shane Hensley, 
  Kurt McMahon, John Iles, John W. Thompson, 
  Simon Early, Brian Cross, Luis Montejano, 
  Karl Kreutzer, Steven Foster, Adam B., 
  Brian Moore, Francisco Blanca, Gordon 
  Thomas, 
  thomas 
  tramantano, 
  Geoffrey 
  Glass, Robert Magnano, Shad Bolling, 
  Kristopher Stein, chris hirst, ketwyld, David 
  Berkompas, Manticore2050, Alan Meranda, 
  Andy, Craig Wright, Paul Browning, Chris 
  Crockett, Kevin Schantz, Dennis Osborne, 
  Adam Mertes, Nicholas A. Tan, Stephen 
  “Trotter” Holland, Mark Magagna, Sirge, 
  Piotr Płocki, Christian Eilers, Robert Muth, 
  Richard Pleyer, Ben Pittman, Amy Williams, 
  Alexander, Neal Dalton, Charles Strange, 
  Björn Boots, Xphile, Kevin Empey, Arakas, 
  Daniel Schlegel, cybertier, Marcus Bone, 
  Mikael Karpberg, Kerry Major, Kyle Jewell, 
  Robin Hermansson, Chris Adamson, Mark A. 
  Siefert, Jesse R Davis, Adam Derda, Andrew 
  McMenemy, Roy Sachleben, Brandon Morin, 
  Thom Shartle, Starglyte, James T Morrow, 
  Jimmy Plamondon, Mike Emrick, Franck 
  Florentin, Steven Sick, Brandon Robertson, 
  Edgar, Robert Biskin, César Luz David, Bryce 
  Undy, George Richardson, John Savage, Ben 
  Keeler, Josh Rasey, Josiah Bradbury, Trentin C 
  Bergeron, Rollicking Rogue, Kirill Rumyantsev, 
  SeeleyOne, Matthew B, Manuel del Jesus, 
  Philippe Deville, Scott Maynard, José Luis 
  Porfírio, Aleksandr Ermakov, John Lambert, 
  Longeye, Michael Ramsey, Jeff, Alex Fux, 
  Riccardo Lenzi, Sean Smith, Tony Popowski, 
  Mark Perneta, Brock Ballingdark, Robert 
  
  272
  More than any other, we owe a special debt of gratitude to these 
  Kickstarter backers, who went far beyond the call of duty to support 
  this project.
  Transcendent Backers
  Harwood, marcus, HPLustcraft, Ian Liddle, 
  John Collins, J-P Spore, Steve Dulson, Y. Lee, 
  Jace Java, Oliver Peltier, Jebus, Uncle Goggles, 
  JMobius, Alton C. Capps, Karlen, Karl Stout, 
  Joseph Nabil Borawski, Dave, Unvanquished 
  Sun, Derick Larson, martin krebs, Adam 
  Canning, AnotherHorrorFan, Juhan Voolaid, 
  Glenn Welser, Lloyd Rasmussen, John Snead, 
  Douglas Turner, gigglestick, Scott Neal, Brian 
  Sisk, Gary, Darren Stengel, Derek Brown, 
  Manny Almeida, Ben Retmier, S. Craig, Brian 
  Kreuzinger, Bill Stilson, Troy Wells, Gabe, Dillon 
  Scott, Mike, twharbert, Wouter Kooijman, 
  glyptodont, Patrick Kraft, Simon Corbishley, 
  K, Jeremy Wunders, James Schrecengost, 
  Edsel, Matei-Eugen Vasile, Bryan Hunt, Bill 
  Sprouse, Greg Conant, Michael Schell, David 
  Hixon, Stanley Meskys, Anthony DeMoss, 
  cfaerber, Taylor Sowell, Gareth Lazelle, 
  Raymond Fielding Pratt, Simon Carter, danny 
  seedhouse, James P Walker, Tasha, Randy 
  Mosiondz, Leo Matoush, Michael Sprague, 
  Keith Nelson, Eric Gunsolus, Karsten Kopplin, 
  Paul Gallagher, jon ashford, Derek Morgan, 
  Orffen, 
  Wlodarczak, 
  Jonathan-Chevalier 
  of the Obsidan Order, James Niemira, 
  stonewall_116, Michael, 10x28mm, Richard 
  Iversen, Mike Schulz, Jeffrey Gordon, Yann 
  Abaziou, Will Jones, Heath Delzer, Alexander 
  Kihl, Nathan Strong, Eric Walchak, Kevin 
  Martin, Edgar Johnson, Leath Sheales, 
  Michael Watkins, Sean P. Kelley, Scott Henry, 
  David Sullivan, Scott Morrison, Don Kirk, 
  Theatremse, Stephen Kilpatrick, Skrymir, 
  Nick White, Tyler Denning, Steven Warble, 
  Andrew Jones, Aaron Bandstra, Stuart Adam, 
  Steve Dodge, Brian Holder, GhenrikG, Andrés 
  Ramírez de Arellano, Jon Smejkal, Charles 
  Myers, Doug Keester, Armin Sykes, Joshua
  Simon Ward
  François-Xavier Guillois
  John Dossa
  Omnimental
  Robert Roeschenthaler
  Toju Xinshu
  Richard Gehart Skibba
  Brian Allred
  Dale C. Blessing
  orlean
  Sean Garton
  Elliot U Arce II
  Matthew Ferry
  Lonny Harper
  Shawn P
  Brian Wagner
  Alex Bell
  Kristan McConnell
  Morten Schei
  Hu1k5mash
  Coinneach Uasal
  James Dean
  Jeremy Hamaker
  Cameron Hattrick
  Franklin Hamilton
  Dindo Moreno
  Karra Adler
  Klandaghi Silentclaws
  Pineapple Steak
  James Arthur
  Thank you all!
  Mike McConnell
  Creator of Nova Praxis
  
  273
  _____________________________   ___________
  namE 
   
   
   
            statE
  _______________________  ______   ________
  allEgIEncE 
                  xP    bEnnIEs
  AgI
  stR
  sMA
  sPI
  VIg
  charIsma
  cohEsIon
  toughnEss
  parrY
  PacE
  assets
  rEp-ratIng
  EdgEs / hIndrancEs
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________ 
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  ___________________________________
  Athletics (STR)
  Fighting (AGI)
  Healing (SMA)
  Intimidation (SPI)
  Investigation (SMA)
  Knowledge, Battle (SMA)
  Knowledge, History (SMA)
  Knowledge, Mnemonics (SMA)
  Knowledge, Politics (SMA)
  Knowledge, Science (SMA)
  Knowledge, Security (SMA)
  Knowledge, Software (SMA)
  Notice (SMA)
  Persuasion (SPI)
  Piloting (AGI)
  Repair (SMA)
  Shooting (AGI)
  SINC (SMA)
  Stealth (AGI)
  Streetwise (SMA)
  Survival (SMA)
  Taunt (SMA)
  wEapons 
         RANGE           ROF           DAMAGE            AP      SHOTS
  _______________________  __________  ___  ___________  ___  ____
    NOTES: _______________________________________________________
  _______________________  __________  ___  ___________  ___  ____
    NOTES: _______________________________________________________
  _______________________  __________  ___  ___________  ___  ____
    NOTES: _______________________________________________________
  GEaR
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  aRmoR
  TOTAL: ____  ____________________
  HEAD: 
  ____  ___________________
  TORSO: 
  ____  ___________________
  ARMS: 
  ____  ___________________
  LEGS: 
  ____  ___________________
  augmEntatIons
  NUMBER OF AUGMENTATION POINTS (MAX): _______ (_____)
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  _____________________________________
  -1
        -2
  -3
  WOUNDS
  -1
        -2
  -3
  FRAGMENTATION
  -1
        -2
  -3
  GLITCHES
  G
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Nova Praxis/Savage Worlds - Nova Praxis (Augmented).pdf