Valence
Valence
Valence
Roleplaying
Valence is copyright © 1993-2004 Valent Games. All rights reserved. Valence is a trademark of Valent
Games. This book is the second edition of Valence 592, also written and published by Valent Games.
Valence was created on several generations of Macintosh computers, and assembled (in this version) using
Adobe InDesign and Adobe Acrobat. Artwork was scaled and touched up with Adobe Photoshop. This book
uses the fonts Garamond and Optima. Valent Games can be found online at http://www.valentgames.com/
Credits Writer’s Notes
It started more than ten years ago, and when I look
2nd Edition at all those old computer files I tend to cringe. So many
things have changed since then, and they all needed
Writer: Colin Fredericks changing, most of them badly... and yet the seeds were
Contributors: Eric Tapley, Eric Garrison, Kate there.
Tapley, Sarah Campbell, and James Kilbride.
Editors: Dan DiTursi, Anna Tatro Valence is a labor of love for all of us. Even though
Artwork: Jennifer Meyer, Andy World, Heather most of the original design team has fallen by the
Vellante, and TauCeti Deichmann wayside, or moved on to other things, none of the old
Distributors: Valence can be found at both guard can say that they aren’t still at least a little bit
www.RPGNow.com and www.DriveThruRPG.com. interested in what’s going on with their old creation.
I’m glad to keep the torch lit, to keep Valence up to
date and keep improving it, and I hope they like what
I’ve done.
1st Edition (Valence 592)
For most of you, this is the first time you’ve seen the
Writers and Design Team: Eric Tapley, Eric Garrison, game, and all this nostalgia means nothing. So let’s get
Cameron Betts, Nik Heikkila, Colin Fredericks, James on with it, right? What is this game about? Why play
Kilbride it? You’ve got your choice of dozens of science fiction
Editors: Colin Fredericks, Heather Vellante games; what’s going to make this one any better?
Printers: DeHart’s
• History, both in and out of game. In game, you’ve
Playtesters got a ten-million-year timeline to pull ideas from,
historical details from all ten species and the
present-day cultures, and plenty of “secrets from
James Kilbride, Jason Raff, Andrew Konopaki,
the past” hidden in the backstory. Out of game,
Sean Edwards, Brian Koshnick, Dave Vershaw, TauCeti
we the writers have been continually updating and
Deitchmann, and dozens of friendly con-goers at
improving the game for years, and we like to think
Genericon (Troy, NY), ConBust (Northampton, MA),
that it’s gained a certain amount of polish because
and OurCon (Amherst, MA) for the last several years.
of it.
What Valence does well is stories about black ops Sadly, there have been few good sci-fi movies out
teams, government and military operatives, culture there overall. Most of them cross into horror or fantasy
clash, interstellar adventure, and changing the world. or both, and the writing is generally unimpressive.
If those things sound like your cup of tea, you’ve come Most of the better ones concentrate on themes that
to the right place. Valence isn’t concerned with. Here’s hoping some
better ones come out soon.
What we have written is only the beginning.
What are Role-Playing ates a character for the story that they’re in. There are
some rules to describe when characters can or can’t
Games? do things, and to add some extra flavor to the game.
The rules provide a common framework that a group
of people can get together and work from.
So then, what is role-playing? Is it people with
dice and books, playing out the adventurers of char-
Valence is a game about the far future, roughly a
acters in some long-forgotten world? Is it two kids
thousand years from now. It takes a bit of creativity,
with cards and counters, fighting for control of a
imagination, and suspension of disbelief to role-play
fictitious island? Is it that high school play you were
in a setting like that. You and your fellow players will
in where everyone was given characters and had to
probably have characters who look and act noth-
make up the story as they performed?
ing like you. This is why gaming is often compared
to improv theater: you need to play a certain role
In essence, a role-playing game is one in which
without much preparation. Gaming’s advantage is
you and your friends sit down around a table and
that you create the character. You could play almost
determine the fate of your own imaginary universe.
anything — a prince or a princess, a scientist or
RPGs have been compared to playing Cops and
magician, a politician or a general. This breadth of
Robbers, to improvisational theater, and to interac-
possibility provides opportunities for expression that
tive storytelling. All of these have some element of
are unavailable in most other activities. How often
the truth, but they fail to capture the basic appeal of
does your Chemistry teacher let you pretend to be a
RPGs.
six-foot-seven winged humanoid bent on revenge?
Role-playing games are appealing because your
Single stories in Valence are called Adventures.
characters can do anything that you wouldn’t or
These can cover one night of role-playing, or a few
can’t. You would never steal, run away across the
weeks. They typically focus on a single goal, and
world, or jump through a crowded room with guns
finish when that goal is achieved or some other end
blazing. You can’t conquer the world, make a billion
comes about. For example, if the adventure’s goal
dollars on the stock market, or jump tall buildings
is to locate a prince, and he dies before your group
in a single bound. Your character in a role-playing
finds him, your goal was not met but the adventure
game can.
will end anyway. Adventures can be part of a larger
story, or can stand on their own.
Page 5
Is this a form of escapism? Certainly. Role-play-
ing games are just as escapist as watching a movie
A string of interrelated adventures is called
once a week, or reading a book every night, or
an Epic. (Other games use the term “campaign.”)
going to see a play. Each of these activities takes
Most epics keep the same characters through their
you away from the real world and drops you into a
entirety, and can last for many adventures. Within
The first session of play should be reserved for culture and species well.
character creation. That way the GM can understand
who all of the characters are, and those characters • Most importantly, be polite to the other players.
can meet each other too. While some movies and Your character can be a rude bastard to everyone
books start off with the main character adventuring else’s character, but you should be nice to
alone for a little while, it’s best to keep that to a mini- the other players or people will start taking it
Valence Main Rulebook: Introduction
mum. In Valence all of the players’ characters are personally. And remember: if your character
main characters, and no one should get more play is a rude bastard, the other characters aren’t
time than anyone else if you can help it. necessarily going to be nice to him or her.
with galactic politics.
Now that we have the real basics out of the way,
The Archangels (ARK-ain-gels) were a mystery to
let’s talk about this game for a minute. What’s it our scientists as much as to every other species’. A
about? What’s going on in the galaxy? built-in inability to lie? A warrior culture that seemed
to have intentionally destroyed most of its technol-
Current Affairs ogy? It was bizarre, but there they were, larger than
life.
The galaxy is picking itself up from one of the
biggest disasters it’s ever faced. It was the end of an The plantlike Nesti (NESS-tee) were the
empire — and not a noble end, either, as Earth itself Valorians’ polar opposites — warlike, argumenta-
was rendered uninhabitable by an artificial asteroid tive, and dumb as a post. They often found it hard
strike. to fit into past empires, and the Caractingessen were
their only real allies.
Humanity shares the galaxy with a number of
other species, all of whom have been around some- The Sa’crontor (sa-CRON-tor) were young com-
what longer than us. When we use the past tense pared to most species, but still managed to worm
below, it is to remind you that the galaxy is no longer their way into every part of the galaxy. They were
organized by species, not to imply that any of these ambitious, talkative, and agile, and loved investigat-
species have disappeared or been hunted to extinc- ing new things.
tion. All of them are alive and well.
The two Ogre (OH-grr) species were the most
Species recent species before Humanity was discovered. Not
very bright, but strong and loyal, they had served the
The Inuueliting (IN-you-ELL-ih-ting), as the Caracts as bodyguards and shock troops before their
galaxy’s oldest species, were our first contact and liberation.
our intermittent allies in our quest for an empire.
They are physically the most human-like of all the Because of their age and experience, these spe-
species in the galaxy, sharing our general shape and cies initially underestimated Humanity. Because of
that, it was much easier for us to create a galactic
Page 7
form with a few alterations.
empire in the first place — Humans, as it turns out,
The appearance of the Budetug (BOO-deh-toog) are the galaxy’s fastest-thinking and most creative
matches some of our worst nightmares, with a dozen species. Taking the inventions of other species, im-
legs, great crab-like pincers, and a hard exoskeleton. proving them, and adapting them to our needs, we
Innovative and pragmatic, they turned out to be spread out like wildfire and in a mere hundred years
The Coalition controls another third of the gal- Tesseracts were another. These portals allow
axy, being the remnants of the old Human Empire. starships to cross vast distances instantaneously, and
They are a strong central government, controlling take very little energy to create. It was through these
their thousands of worlds through law and order. portals that the Inuueliting came to our solar system.
They recruit new worlds with humanitarian aid and While we had hoped for hundreds of years to find
the appeal of a more moral society. something that would carry us between the stars
without spending millennia in the journey, we had
Ægis (A-jiss), formerly an armor design firm, is thought it physically impossible. The Tesseract Drive
now home to the galaxy’s cultural and technological proved us wrong.
best and brightest. They are also one of the strongest
voices for peace and unification, though sadly these Your Characters
suggestions are ignored more often than not.
Whether the galaxy will recover and find strength
Armageddon Industries, once just a weapons in unity, or crumble back into a factionated mess is
broker, is now the home for all manner of rough- still to be seen. Your characters come into this world
and-tumble sorts who prefer to live their lives with with the potential and power needed to change it.
vigor, gusto, and big dangerous weapons. They sup-
ply much of the galaxy’s refined materials as well. Starting characters in Valence are not inexpe-
rienced “newbies.” They can be seasoned combat
There are also dozens of Communal cultures veterans, well-connected politicians, starship-own-
scattered across the outer galaxy, who are starting to ing merchants, or Ultramercs who survived their first
become more organized and cohesive as the galaxy mission. They have seen things like the interior of
rebuilds. a star and the darkness between our galaxy’s spiral
arms. Moreover, they are well-positioned to effect
The remnants of the proud and ancient Inuuel real change in the galaxy. In short, if the world is the
Empire, as well as the reinvented Budetug Core, re- same at the end of an Epic, it is because they have
main strong voices in the galactic milieu. While they acted to preserve the status quo, not because they
are tiny cultures compared to the others, they have were ineffectual.
Page 8
Inuueliting
the Milky Way Homeworld: Ll’Anderanth
Common Names: Inuuel; Wisps, Golds, Silvers,
This section details the individual species of Darks, or Platinums, depending on race.
the galaxy, describing them physically and socially, Average Lifespan: 700-900 Years
and giving an overview of their history. The social Tesser Capability: 6 Million BC
comments should not be taken as gospel — many
individuals differ from the norm, especially among The Inuueliting are a bipedal humanoid species
the more creative species, and culture tends to be broken into a five-caste system which has predomi-
more important than species to those living in 592. nated their society for over 6 million years. They be-
Think of this more as a common heritage than as an lieve themselves to be the oldest race in the galaxy
overriding inner nature. and pride themselves on being the Eldest of the five
Elder races (the Inuueliting, Caractingessen, Halla,
Species are listed in the order in which they were Budetug, and the Valorians). Most stand between
introduced to the galaxy. six and seven feet tall, depending on age and class.
Older Inuueliting are taller than their younger breth-
Also included at the end of each species descrip- ren, as they slowly grow over the centuries.
tion are game statistics for each species. The statistics
given are in the following format: The five castes, detailed below, serve various
functions for the Inuueliting society. The largest
Attributes: The base attributes for a member of this caste is the Maltec’inuueliting, the worker caste. As
species. The meanings of these attributes are the ones who provide food and goods they are the
explained on page xx. The typical range is 1-10. most respected caste in Inuueliting society but have
Vision: The approximate range at which members the least power. The other castes tend to respect the
of this species can distinguish one individual wishes of Maltec’inuueliting in all matters except
from another by sight, assuming good visual foreign affairs and military matters.
conditions.
Page 9
Hearing: The range at which a quiet conversation After the fall of their Empire in 1.4 million BC
can be heard, assuming that there is little else the Inuueliting withdrew from their colonies and
around. refocused their efforts on the oldest sectors of their
Speed: The first two numbers are meters per round space. Many now believe their race is in decline
when walking or running in combat, respectively. and spend their time trying to record or rerecord the
The last number is daily movement in kilometers, vast Inuueliting histories and biographies for others
caste could unite the Inuueliting so they performed and Budetug resulted in a galactic war. The
a powerful rite to create the “Pool of Radiance,” a
Inuueliting won and forced the Budetug back to
chamber pool filled with a special substance which their homeworld, a humiliating defeat they have
Valence Main Rulebook: Species
would create a new breed of Inuueliting from those never forgotten. For the next one and a half million
who were submerged into it. years the Budetug worked as a thorn in the side of
the Inuueliting Empire, finally overthrowing their
Inuueliting submerged into the Pool of Radiance rule in 1.4 million BC.
were imbued with platinum-colored skin and a
small stone in their foreheads capable of producing Since their disposal over a million years ago the
a tesseract once they reached maturity. With this Inuueliting population has decreased by more than
new power the few Danlecting’inuueliting who un- fifty percent, and their homeworlds have stopped
derwent the initial transformation began to end the new research, colonization, and exploration.
fighting and gain the respect of the other castes. However, some of them proved more adaptable, and
it is this more hardy breed that is often seen across
A small band of Maltec’inuueliting, calling the galaxy.
themselves the Al’nav Roshen, tried to take control
of the Pool for themselves so their people would
never again have to face the wrath of the other
castes. They failed to take the Pool and infuriated the
The greatest Inuueliting scientists have always
Dai’inuueliting, or Dai been Maltec, including those who unlocked the
secret of the tesser stone found in the Shains’
Dai, commonly referred to as the Wisps or High, foreheads. Many of these scientists began to resent
are tall, winged Inuueliting people. They are typi- the upstart Humans who swept through the galaxy
cally the most beautiful and delicate caste, boasting and improved upon inventions which Maltec had
broad butterfly-like wings twice their height with worked on for ages.
wingspans of 8 meters and intricate color patterns.
Their skin is a pale hue which often resembles the
coloring in their wings.
Danlecting’inuueliting, or Danlec
Dai typically live in cloud cities on established
Inuueliting worlds and are the leaders of their Danlec are often referred to as “Darks” by those
society. These cities are complex floating caverns, outside Inuueliting society. Their skin absorbs the
riddled with chambers and passageways only navi- light from stars and so usually appears to be a shade
gable during flight. of dull black. When not in starlight their skin has a
golden tint, similar to that of the Silke. Their hair is
tinted with silver or golden hues and streaks.
Silke’inuueliting, or Silke
The energy absorbed by the Danlec is usually
bled off slowly, but can be channeled in bursts if
The Silke are four-armed, golden skinned they wish. In addition to their energy abilities
Inuueliting commonly referred to by most races Danlec have an uncanny affinity for the Lording.
as “Golds.” They constitute the majority of the Budetug mothers tell their children horror stories
homeworld military, boasting greater strength and about Danlec sneaking into their rooms and blasting
stamina than the other castes. Golds rarely grow
them with horrible burning fire if they are bad.
taller than 170 cm, but are the strongest of the
Inuueliting. Most golds are born ambidextrous, al- After the creation of the Pool of Radiance the
lowing them to use multiple weapons at once with- Danlec have seen themselves as the protectors of the
out much increased effort. Inuueliting. They live as recluses in corners of popu-
lated Inuueliting worlds, secretly keeping tabs on
Page 11
Miklar’halien Silke’inuueliting, generally re- the Daishaining’inuueliting and the candidates for
garded as the greatest warrior in Inuueliting history, the Pool of Radiance. Some estimate that there are
is especially revered among the Golds. His exploits fewer Danlec than the other castes, but because of
during the first Inuueliting/Budetug war helped their nature no one is really certain how many exist.
clinch victory during that struggle. Once every two
hundred years the best warriors of the caste gather
Since the arrival of Humans on the galactic
on a forested moon or small planet and participate scene, Danlec have been seen outside Inuueliting
in war games honoring Miklar’halien, hoping to re- circles for the first time in millions of years. This
Vision: 2 km in daylight, 1 km at night groups of their own kind, however, the Budetug
Hearing: 40 meters will often suppress their individuality for the greater
Speed: 15/30/30. High Inuueliting have concealable whole. This trait and their multiple “hands,” make
wings which allow them to fly at 25/50/50. the Budetug well suited to construction. They are of-
Natural Armor: 0, Golds have 2 ten contracted to build cities, space stations, homes,
science, the Budetug knew that exposure to the sun forces. Beaten in spirit and body the Budetug finally
was unhealthy, and they became cave dwellers. Their relented when all but a few of their colonies had been
natural aptitude for construction led them to modify destroyed or captured. In the fire of hatred after the
and expand these caverns, a process that continued war the Inuueliting swept out into the galaxy again
for literally millions of years. The result is that every and organized into what would later be recognized
square mile of Portenthar’s surface — whether it be as the second phase of the Inuueliting Empire.
plain, mountain, or ocean — has been hollowed out
to make room for the sprawling cities and tunnels of Conflict continued intermittently over millions of
the Budetug. years as the growing Budetug peoples encountered
resistance from the Inuueliting again and again. By
On their homeworlds the Budetug sleep during two million BC the two races had participated in
the day and mobilize at night to search for food, thousands of minor wars and brewed potent ani-
either hunting or scavenging. When hunting they of- mosity. Within Budetug core worlds a plan started
ten gather in family packs of 100 or more and comb which would prepare the race for a great war against
the land in search of food. In times of scarcity the
the Inuueliting, building up to such a conflict for
Budetug have been known to strip animal life from hundreds of thousands of years.
miles of wilderness, but they traditionally are selec-
tive about their hunting, preferring to be caretakers In 1.4 million BC the Budetug swarmed out from
of the life on their planet. their colonies and fought ferociously to overthrow
the Empire. They persevered against incredible
Budetug were once fiercely against genetic al- odds, often struggling for days for seemingly lost
terations and diSilke mutations. Historical records causes. The Third War, as it has commonly known,
show “cleansing tests” on Portenthar to make sure is filled with tales of Budetug heroism in which
newborn children had not been affected by the ra- many Budetug fought to the death. The Inuueliting
diation on the planet. Today’s Budetug Core Worlds war machine — and its spirit — was broken by the
Collective shuns this ancient practice, and any who tireless push of the Budetug warriors. Elated, the
try to carry out such measures face strong punish- Budetug drove them back into their core worlds and
ments. pushed forth to explore previously unknown parts of
the galaxy.
Page 13
Budetug History The Budetug Empire explored and colonized as
many worlds during its 1.4 million year reign as the
The Inuueliting were the first race to make Inuueliting had in nearly five million years. They built
contact with the Budetug and immediately realized great cities and temples on all of their worlds, erect-
their potential as workers. Industrious, resilient, but ing underground “monuments to time” so splendid
“obviously inferior,” the Budetug would make an ex- they rival the majesty of the Inuueliting cloud cities.
cellent slave force to fuel the expanding Inuueliting Most of the old Budetug worlds were honored with
society. So it was that Budetug families were trans- great space stations which became hubs of com-
Valence Main Rulebook: Species
ported to Inuueliting worlds to construct the great merce and activity early in the new Empire.
cloud cities of the Dai’Inuueliting or work in vast
mining communities. During this time the Budetug During their reign the Budetug focused inward
patiently resented their captors, learning more about on their worlds, creating wonders but neglecting the
their weaknesses, technology, and habits. other races in the process. The Empire slowly began
to crumble, first by losing influence with the other
The first Budetug-Inuueliting war occurred races. Later, trade routes shifted to take advantage
around three million BC. The Budetug had spread of the lucrative interstellar commerce encouraged
throughout the Inuueliting colonies, and though by the other races. It was with great shock that the
still vastly outnumbered, filled many key positions Budetug met the Caractingessen at the Battle of
in the Inuueliting machine. When fighting started Lisharnok in 2315 BC, and even greater shock when
thousands of worlds ground to a stop, leaving the the Empire fell little less than a thousand years later
Inuueliting to fend for themselves as Budetug scur- to the very same foe.
ried around wreaking havoc on vital systems and
stealing whatever weapons and ships they could.
The war carried on for thousands of years and the
mense physical strength, and the wisdom which
The Budetug in Game Terms comes with years.
Attributes: Agility 2, Creativity 5, Dexterity 5-9 Our soldiers and archmagi have wrought the
Intelligence 3, Lording 2, Mental Endurance 4, events which have helped shape the galaxy and our
Stamina 5, Strength 1, Visualization 6 scholars have been present to record those changes
Vision: 500 meters in daylight, 500 meters at night. for posterity. We have helped the younger races in
Infrared vision at a range of 400 meters. their times of trial and fought against the elder races
Hearing: 20 meters in their times of tyranny.
Speed: special, see below.
Natural Armor: 2 It is through the great Caractingessen that the
Pincer Damage: 5 Blunt Universe shaped what was and forges that which is
Size: 4 to be. Ours is an Empire of Eternity, the embodiment
Saving Throws: No modifiers of Destiny. Share in our joy on this, the first day of
Special: Budetug are born with twelve legs and two forever.”
large pincers. Ordinarily they walk on six legs
and use the other six as “hands.” This gives them — Excerpt from the Inauguration speech of
a 5 Dexterity and a movement rate of 9/18/18. Lord Olan Shanok, first and last Emperor of the
They can use more legs to manipulate objects, Caractingessen Empire
increasing their Dexterity by one point for each
set of legs, and can curl their bodies up to use The Caractingessen are a race of large, lizard-
their pincers as well (providing a total +4 to like creatures which evolved on a large, green,
Dexterity). Alternately, they can use more of lush world. They are characterized by a long, scale-
their legs to walk, giving them +3/+6/+6 to their covered body with square jaws and bodies, blocky
movement rate for each additional pair of legs heads, and a long tail. Caractingessen have taloned
used to walk, to a maximum of 18/36/36 with all claws on each of their four feet which they are some-
legs in use. times seen sharpening against flat, ceremonial rocks,
in age-old Caractingessen warrior tradition. They
boast about their size — often — and usually live up
to the tales: some have grown as large as 40 meters
Caractingessen
Page 14
Tesser Capability: 2.7 Million BC than their Serpentine cousins. Greats also have
thick, leathery wings that provide them with the abil-
“We are the People of Time, and remember ity to fly (though they are slow at times, especially
Valence Main Rulebook: Species
much that others forget as their parents and parents’ when taking off). When not in use these fold onto
parents quickly live and die. We are the People of their back much as bat wings do. Greats comprise
Sight, those granted with long lives that enable us nearly 80% of the Caractingessen population. On
to find in history that which others overlook. We are the Caractingessen homeworlds there are other sub-
the People of the Universe, able to harness the great races, legacies of millennia of genetic manipulation,
powers that are, to shape our worlds and ourselves. but they typically cannot survive for long outside of
We are the Caractingessen. their environments.
When the first of our People cracked his shell Serpentine Caractingessen are slender and have
and spread his fledgling wings to dry in the light of longer tails than the Greats. They are not as strong
Necrontor’s sun two great gifts were bestowed upon as the Greats but make up for a lack of strength with
us: an understanding of ourselves and the strength agility and intelligence. The Serpentines are more
needed to remain strong in the light of truth. Over social and usually become the ambassadors or poli-
time the People have cultivated these strengths and ticians of their species.
now boast legendary control over the Lording, im-
Page 15
Valence Main Rulebook: Species
A Caractingessen with a Human rider — a more and more common sight in recent times. While the
stereotypical Gess is at once noble and savage, refusing to let any other species ride them, some have gained
a great respect for humanity because of their conquest of the galaxy. There are still some Gess alive who
remember their own empire, and who dream of one day sharing a new empire with the Humans.
Among some Serpentine families there is
a long tradition of recording the history of the The Caractingessen spread throughout the gal-
Caractingessen, starting with the first contact they axy and never gave much thought to the other races,
had with the Inuueliting. Members of these families except to occasionally trade with them or work
are known as the Kharec Dainar, or the Keepers of as mercenaries. They never were concerned with
Time. Lord Olan Shanok, the only Caractingessen politics or global — let alone galactic — affairs. So
Emperor, was from a well respected Kharec Dainar it was an incredible shock to the Budetug when the
family. Caractingessen not only stirred from their collective
slumber but struck out to take over the galaxy for
Caractingessen are taught from birth to sense themselves.
the Lording, further enhancing their already superior
natural Lording abilities. This innate power makes As a young Caractingessen the Serpentine Olan
Caractingessen strong mages. Some Caractingessen Shanok was ambitious, energetic, and disillusioned
learn at a young age how to alter their size, spe- with the status quo. He wanted something more
cifically to shrink themselves. This facilitates in- than his prestigious Kharec Dainar family could of-
teraction with other races for the relatively large fer, more than he could find anywhere on the colony
Caractingessen. Their natural physical and Lording worlds of Necrontor or the worlds of the other races.
strength helps to make them excellent soldiers, but Olan Shanok had a vision of a galaxy ruled by the
their belligerence often makes these soldiers more strong, powerful, and “wise” Caractingessen.
trouble than they’re worth.
Over hundreds of years Olan Shanok began
Since first encountering Humans the changing the tide of the Caractingessen public. For
Caractingessen have felt a special bond with “the the first time ever the Greats began working with
young ones.” After the Human Empire overthrew the Serpentines and each other to train soldiers,
the Halla, who had previously destroyed the short build a fleet, and prepare for what Olan referred to
lived Caractingessen Empire, the relationship grew as “the Great Beginning.” All of these preparations
even stronger. Many older Caractingessen who still was performed in relative secrecy. When word of
remember their Empire view the Halla as parasites the Caractingessen buildup reached the other races
and Humans as benevolent saviors of the galaxy, if they scoffed at it as “ludicrous” rumors. Then, under
only temporarily successful ones. Shanok’s leadership, the Caractingessen struck at the
Page 16
Budetug Empire.
Out of this bond a fairly recent and unusual sort
of comradeship has grown: Humans are sometimes Once fighting began it took nearly a thousand
found riding Caractingessen during flight! The stron- years for the Caractingessen to wear down their op-
gest of the Greats sometimes take riding partners ponent. In many cases the Caractingessen blockaded
and consider their riders a respected — and integral Budetug planets and outwaited their opponents,
— part of their families. knowing that their view of time was different than
that of the comparatively short-lived Budetug.
Eventually the Budetug surrendered, broken and
Valence Main Rulebook: Species
disillusioned.
Caractingessen History
Once the Empire was established Olan Shanok,
For much of their long history the Caractingessen by this time known as Lord Olan Shanok, worked
were content to leave the politics of the galaxy to to entrench the Caractingessen Empire across the
the rest of the races — after all, they had troubles of galaxy. Every planet felt the presence of the Empire.
their own. Greats never get along with each other or Shanok then started a galactic patrol fleet of Halla
with the Serpentines, and try as they might to avoid pilots to keep the shipping lanes free from piracy and
it these disagreements often end in violence. It is to enforce justice.
rare for one Caractingessen to kill another, but too
often they find an empty field (or make one by clear- As Lord Shanok grew old, however, his energy
ing some forest), and fight until one or the other is started to dissipate. With it so to did the strength
incapacitated. Serpentine fight much less frequently, of the Empire. The Caractingessen were spread too
and when they do they avoid fighting Greats, but thinly across the galaxy and there was no clear path
occasionally even the “social” Caractingessen are of succession. Infighting began again in earnest, and
prone to violent outbursts.
Shanok grew sick. He lost heart over a hundred years
before his death, and just weeks before he died the
Empire fell to the Halla fleets it had helped to con- Halla
struct.
Homeworld: Galbrzu
After the fall of the Empire the Caractingessen Common Names: Hol, Fuzzers, Rats
returned to their old ways of infighting and compe- Average Lifespan: 130-170 Years
tition, but not to the degree of pre-Empire condi- Tesser Capability: 2.9 Million BC
tions. Many secretly harbor desires to resurrect the
recently fallen Empire and see the Caractingessen in Halla are relatively short, gray-brown skinned
charge of the galaxy again. Some say this is why the humanoids. Their thick skin is covered with a fine
Caractingessen work so closely with the Humans, fur, save for their eyes, which are covered by a nicti-
because they may be the only ones who have the tating membrane. The inner membrane is clear, and
power to bring the galaxy together again. Others feel usually closed to protect their eyes. The outer mem-
the Caractingessen are just biding their time until
brane closely resembles their skin. Most Halla have
they can once again leave the shadows of politics
small holes for ears, tightly held to the sides of their
and sweep across the galaxy.
face below their cheekbones, flaring nostrils beneath
their ears, and a small mouth on the underside of
Either way, the Caractingessen are much more their chin. (A few Halla have a recessive trait which
active than ever, and some of them have even causes them to have large prominent holes as ears.)
learned the power of working together.
Male and female Halla look similar, save for the
The Caractingessen in Game Terms birthing pouch on the midsection of the females. This
pouch gives the females more of a rounded look, es-
pecially when pregnant. Halla children reside in the
Attributes: Agility 1, Creativity 1, Dexterity 1, pouch for three months, after which time they are
Intelligence 4, Lording 8, Mental Endurance 1, too big to be carried by the mother.
Stamina 9, Strength 6, Visualization 2. Serpentines
receive +1 to Agility and Visualization, but -1 to Halla typically are dexterous and mentally
Stamina and Strength. quick. They sport an insatiable curiosity and are
Page 17
Vision: 3 km in daylight, 1 km at night renowned as explorers. As a result many become
Hearing: 40 meters pilots, foraging out into the unknown for profit or
Speed: 80/160/160 on four legs, 5/10/10 when enjoyment. Over millions of years this has fostered
reared up on hind legs (whether for height the impression of Halla as the best pilots in the gal-
advantage or simply for tool use). Greats can axy, a distinction they are proud to hold and quick
fly at 150/300/300. Serpentines move on the to defend.
ground at 100/200/200.
Natural Armor: 5 Unlike many of the other species in the galaxy
Milky Way. With oceans filled with violent, powerful machines, and communication arrays of the galaxy.
predators and the land equally dangerous there was With a short, swift coup, the Halla took over.
little room for the Halla to grow. They were forced
into the difficult corners of Galbrzu, the craggy cliffs But it was a short-lived Empire, one many don’t
of the shoreline and the hard, angular mountain- consider to be an Empire at all. The Halla had never
sides. To cope with their environment and protect considered creating a government (they had lived as
themselves the Halla quickly developed advanced semi-independent communities spread throughout
technologies. space for millions of years), and they didn’t want
Valence Main Rulebook: Species
Intelligence 3, Lording 6, Mental Endurance 6,
Stamina 4, Strength 2, Visualization 5 Homeworld: Hdfvbn (Valoria)
Common Names: Amphibs, Rockies
Vision: 1 km in daylight, 10 meters at night,
ultraviolet vision to a range of 200 meters. Average Lifespan: 1,900-2,100 Years
Hearing: 20 meters Tesser Capability: 4.1 Million Years
Speed: 8/15/15
Natural Armor: 4 Hdfvbn (or Valoria as it is more commonly
Punch Damage: 2 Bashing known) is a world covered in water. The planet on
Size: 3 the whole is very level, with few mountains or can-
Saving Throws: +1 to save against Blindness yons. Due to its proximity to its sun, the polar ice
caps are almost nonexistent. The Valorians evolved
Special: The Halla have nicitating membranes
which cover their eyes and protect them in an isolated shallow region, protected by reefs and
against windblown sand and grit. They have mountains. They are a silicon-based life form, as are
all others on their homeworld. Needing only light
the side effect of allowing them to see perfectly
underwater. and an occasional meal of rock, the Valorians had
a great deal of leisure time in their early history to
spend on artistic and scientific pursuits.
extended families often keep in touch across vast
reaches of space. While they do lay eggs, both male
and female Valorians have strong parental instincts.
A clutch of Valorian eggs can take up to ten years
to hatch, and can yield a clutter of up to fifty larval
Valorian children. After about 100 years the larvae fi-
nally mature into the adult form of the species. Only
one out of every five Valorian larvae will survive past
Page 19
the first three years.
— are more sensitive than most scientific devices.
sive historical records from every species and almost 5 meters per point of Mental Endurance.
all colonized worlds. It contains firsthand reports Size: 4
from all three major Inuueliting-Budetug wars, the Saving Throws: +10 to save against Blindness.
Valence Main Rulebook: Species
colonization of the Lesser Magellanic Cloud, the dis- Special: Their outstanding minds and photographic
covery of the Human and Ogre races, and thousands memories give Valorians a +4 to the Knowledge
upon thousands of other events. The one thing miss- attribute. They can also use their hearing
ing from the Hall of Time is early Archangel history range instead of their visual range when firing
— much of it was never written down. A project is weapons. They also have an incredible sense of
currently underway there to understand the trends smell, which gives them an 80% chance to track
and cycles that last millions of years of galactic his- someone by smell, and a +8 to skill rolls where
tory. this sense might be relevant (such as Hunting or
Cooking).
Valorians are one of the more alien-looking spe-
cies in the galaxy. Their bodies stand approximately
five feet tall at the head, and three feet at the shoul-
der. They have four dog-like legs, four dexterous ten-
tacles sprouting from their thorax, and four antennae
can be maneuvered into most weapons and elec-
Nesti tronic controls, allowing them to interface directly
with these devices. As a result Nesti are quick and
deadly. It is considered sacrilegious by their society
Homeworld: N’tal’ing Geth to use this ability on anything but weapons, how-
Common Names: Flowers, Weeds, Shrubbery, ever, so be wary if you find see a Nesti pilot a ship by
Whirling Sagebrush putting her appendages into the controls...
Average Lifespan: 100 Years
Tesser Capability: 1.3 Million BC When they are not fighting or moving around
the Nesti can stand almost perfectly still — fooling
Nesti are a race of intel-
ligent, mobile plants with a
tendency towards violence.
Typically no taller than five
feet, they often appear de-
ceptively large by moving
their branches and tendrils
around into larger shapes.
Each of these appendages
can work as an arm or hand,
giving them immense flex-
ibility. The Nesti are biologi-
cally mobile shrubs. They
are composed of a tangled
mass of red gold tendrils that
writhe with motion while
they are active. This fluidity
of structure has made them
quick and adaptable, if not
really all that bright.
Page 21
The society on the Nesti
homeworld honors its war-
riors and has little time for
anything else. They disdain
the ‘intellectual’ pursuits
of the other races, mostly
because Nesti aren’t able
to understand them. As a
result Nesti tend to find work Valence Main Rulebook: Species
which doesn’t require much
thought but has at least a
chance for fighting.
individuals involved, or, in cases against the Nesti fought for control of the scientists, for the best
State, the offender and members of the military. If the resources, and the most light. Decades of chaos
accused can survive six consecutive combats they ensued, nearly destroying Nesti civilization (but
Valence Main Rulebook: Species
are presumed innocent and the case is dismissed. provoking an arms race that resulted in more tech-
nological advancements than the Nesti have since
When Nesti die they harden like coral, and are created). For a short time after this, the Great War,
used as the building material for dwellings. When an peace ensued as the Nesti struggled to rebuild and
old Nesti realizes that it is about to die, it will weave repopulate the planet.
its tendrils into the walls of its building, becoming
one with the structure. A Nesti building is literally During this lull the Inuueliting visited N’tal’ing
made out of ancestors, and many say that this is why Geth and made first contact with the Nesti. They
the Nesti will fight so hard to defend their homes. saw great potential in these plant-beings as subjects
Eventually the bodies become a hard stone, and and made an effort to incorporate them into the
Nesti buildings look like woven bands of rock. Even Inuueliting Empire — to no avail. The Nesti quickly
those who die in battle have a place — they become combined their previously separate forces into a
the foundations. Many Nesti villages are built on old defense force and fought off the Inuueliting. After
battlegrounds. a brief victory celebration they once again began
infighting for training purposes, this time with a cau-
tious eye to the sky.
When it became clear that the Inuueliting in-
vaders were not coming back (something that took Archangels
the Nesti a million years to realize), they decided
that they would have to go off-world to find their Homeworld: Natoenthar
ancient enemies. The Nesti worked diligently to de- Common Names: Archs, Cops, Avangelinté
velop spaceships and after nearly two million years Average Lifespan: Unknown, presumed immor-
achieved tesser capabilities. Nesti hordes left their tal. No Archs die of old age.
homeworld to join the Galactic society.
Tesser Capability: Unknown
plate mail. Covered in precious metals they have
Attributes: Agility 5, Creativity 6, Dexterity 8, ingested, they are an intimidating sight. Each suit of
armor is very different from the other, but while they
Intelligence 1, Lording 4, Mental Endurance 6,
Stamina 5, Strength 7, Visualization 1 appear vastly different they all share certain charac-
Vision: No ordinary visual sense at all. Nesti are teristics. They each have a steel-hard exoskeleton
blind to ordinary light, and cannot read or see as well as an internal endoskeleton. They all have
colors. They do have an active radar sense with “feathered” wings composed of the same biometal-
a range of one kilometer, which often makes up lic substance as their shells. A complex internal
for their lack of sight. This sense works in all gland uses magnetic forces to actually lift their mas-
directions at once. sive weights off the ground. Archangels hands are
Hearing: 120 meters. This is accomplished through covered in metallic blades, razor -sharp and capable
a sensitive vibrational sense rather than normal of slicing through battle armor when combined with
hearing, but the effect is the same. the awesome musculature they possess.
Speed: 15/30/30
Natural Armor: 4 Archangels must be strong in order to bear their
Punch Damage: 4 Disintegration own weight, but they have been provided with even
Size: 4 more strength then would otherwise be suggested.
Saving Throws: Immune to blindness (unless their They have a muscular system more akin to hydrau-
radar sense is overloaded). lics than normal muscles. This, combined with their
Page 23
Special: Nesti can mesh their tendrils into weapons, “claws,” allows them to inflict massive damage to
giving them a +2 to attack rolls. They can also their enemies.
root themselves to the ground, making it almost
impossible to knock them over. Either of these As if their physical abilities were not frightening
takes one action to do. All Nesti require light if enough, Archangels have tremendous gifts when
it comes to commanding the arcane forces of the
they are to be active at all, and must go to sleep
after being in the dark for one hour. They wake Lording, although they can only learn certain repeti-
up after half an hour of exposure to light. Nesti tive methods of using it.
Trickster, and the younger, who are much more de-
Sa’crontor vout. A Sa’crontor thief is much more likely to steal
from a Sa’crontor merchant than one from another
Homeworld: Tsauria race.
Common Names: Snakemen, Slimies
Average Lifespan: 200-250 Years Sa’crontorian History
Tesser Capability: 720,000 BC
The Sa’crontor believe that the first truly evolved
The Sa’crontor are a race of beings who resemble one of their species, known as the Trickster or Great
the snakes that evolved on Earth. They are approxi- Thinker, was the one who protected their race in
mately three meters long, with a cobra-like hood, its infancy and taught them the secrets of ambush,
fangs, and a forked tongue. Their eyes are beady, sneak attacks, and dirty tricks. It was he, their reli-
black slits which most races have little trust for. Most
gion states, who taught them how to defend them-
Sa’crontor are green, grey, or brown. When coiled selves from the giant mammals.
up to a “standing” position, they are about one and a
half meters tall. Their shiny scales make them look as
When wars broke out amongst the Sa’crontor, di-
if they were wet, though their skin is always dry. rect assaults were a seldom-used tactic. More often,
guerilla tactics and subtle Lording tricks were used
Sa’crontor arms are small, looking almost like to lure enemies out into the open or into an ambush.
those on a Tyrannosaurus Rex (without the claws). Most Sa’crontor to this day keep that heritage both in
They have two fingers and a thumb, and the whole combat and in political dealings.
arm may be folded into a chest cavity, allowing the
Sa’crontor to slither along at higher speeds. Despite Eventually, the Sa’crontor advanced technologi-
their appearance, they are not cold-blooded.
cally to the point of building a tachyon transceiver.
When they translated the messages coming through
The Sa’crontor evolved in a swampy section of it, they were overwhelmed by the galactic culture
their homeworld, where they hid from predators around them! They realized quickly that their world
in the mud and in trees. Giant, carnivorous mam- was in a “backwater” section of the galaxy, almost
mals were a constant threat. The Sa’crontor culture impossible for another species to stumble onto.
Page 25
evolved in caves and treetops, away from the dead- Intercepting the plans for an Inuuel tesseract drive,
lier mammals of their world. the Sa’crontor determinedly created a ship to carry
it, and entered galactic culture in full force. Here
Having evolved in a little-traveled section of the was an entire galaxy that could benefit from the
galaxy, the Sa’crontor were isolated from contact Trickster’s ideals!
until after the third Inuueliting-Budetug war. This
and their status as a “young race” meant that it was After their millions of years of dealing with intel-
they who discovered the rest of the galaxy, not the ligent mammals, the Sa’crontor had a bit of trouble
and short legs for the size of their body. Titans and
Draconians are husky and grey-skinned, while Trolls
are scrawnier and green-skinned. All races are com-
pletely hairless for reasons which will soon become
obvious. Ogre races are all but immune to fear, and
is no such thing as a “male Troll” or “female Troll.” Grizzen had just discovered each other, thanks to
a land bridge. Trade and travel, such as they were
Titans are the least common type of ogre. Glands at that time, flowed between the two cultures. Not
underneath their skin tap latent heat energy, allowing knowing anything about genetics, each Ogre race
them to burst into flame with no harm to themselves. naturally assumed that the other was a long-lost
As a side benefit, Titans are nearly immune to heat, brother race, separated when the land bridge last
taking no damage from regular fires and only half dissolved. It was hundreds of years later, when the
damage from plasma. Like Trolls, they wear special Budetug explained the situation (several times), that
clothing when traveling off-world. Also like Trolls, Titans and Trolls realized they had no common an-
they have no conscious control over their abilities cestor within the past half-billion years.
and the flames manifest at any time of stress. Both
Titan and Troll glands are triggered by adrenaline. Ogres were discovered at the simple hunter-
Unlike Trolls, Titans have both male and female gatherer phase of their society. No one will ever
genders. know what might have happened if they were al-
lowed to evolve further. When the Caractingessen
Draconians are a offshoot of the Titan race, Empire failed, the Gess experimentation with the
created by the Caractingessen. The Gess modified Ogres was revealed. A contingent of Budetug was
the Titan gene structure to transform them into a sent to see how things were going on that planet,
parody of their own form. Draconians have plated and to offer Ogres the chance to join the galactic
skin and large bat-like wings which they can fold culture. After much explanation, the rediscovery of
behind their bodies. Draconians are the only Ogre the third continent and the Draconians on it, and a
race with control over their skin abilities — they can radical shift in lifestyle, Ogres became the youngest
activate a flame aura like that of a Titan at any time. race to ever take to the stars. Relations are still excel-
Unfortunately, the added control makes the effect lent between the three “subspecies,” who still think
weaker, and Draconians are not immune to fire or of each other as brother-races.
plasma except their own.
Ogres in Game Terms
Ogre History
Attributes: Agility 1, Creativity 1, Dexterity 4,
Page 27
The youngest of all the races in the Milky Way, Intelligence 2, Lording 2, Mental Endurance 10,
the Ogre race is not even one million years old yet. Stamina 9, Strength 6, Visualization 1
Even Humanity is two million. Titans and Trolls are Vision: 300 meters in daylight, 10 meters at night.
examples of parallel evolution: they were two sepa- Hearing: 60 meters
rate species evolving on separate continents of the Speed: 20/40/40. Draconians have non-concealable
same world, filling the same niche in the environ- wings that allow them to fly at 85/170/170
ment. The Ogre social structure was approximately Natural Armor: 1 for Titans, 5 for other species
at the level of cavemen when the Gess discovered Punch Damage: 2 Blunt. Titans may add 10 Disint
Most Humans embrace new technologies and The galaxy in the 24th century was a chaotic
thus boast a few cybernetic enhancements. Other place. For the first time in tens of millions of years
races often disregard Humans as ‘serious players’ in it was without unified leadership, leaving a gap
the galaxy because of the way they look and their the Humans quickly filled. Within a century they
variable social habits. As hard to understand as they subdued resistance to their rule and unified most
may be, however, Humans have shown themselves of the known worlds under one government. Each
to be remarkably powerful as a group, either because planet was allowed to rule as an autonomous entity,
of or in spite of their differences. provided it adhered to general guidelines set forth
by the Empire regarding commerce and racial rights.
As the most creative species in the galaxy, With the beginning of the Empire the Humans initi-
Page 28
Humans boast more inventions in the past two thou- ated a new dating scheme to help the races “start
sand years than most races with millions of years fresh.” The first year of the Empire is universally
of history. Their ability to adapt and integrate new referred to as GY 1.
technologies and ideas with their own aided greatly
Under this rule the galaxy flourished. The
with other similar corporations because of its gov- Ariels
ernment ties.
Homeworld: Cathexis
Genetech began to research cross-species genet- Common Names: Ariels
ic combinations, commonly known as crossbreeds Average Lifespan: 250-300 Years
or Demons. These beings were manufactured in Tesser Capability: 1.5 Million BC
Genetech labs and leaked to the public for trial-bal-
loon feedback. Initial responses were positive when Early in Human history the Inuueliting visited
they passed as new races or natural born offspring, Earth and found underdeveloped Humans. They ge-
so Genetech upped their campaign to mass-produce netically altered the Humans to be more compatible
these beings. with their own people, then took a group back to
Ll’Anderanth and further altered them to be a worker
The short, bitter “War of Cleansing” followed. A caste in Inuueliting society. In order to serve better
purist movement grew in which genetic and natural in the Inuueliting cloud cities, the Humans were
crossbreeds were sought out and tortured or killed. imbued with broad, feathery wings, thin bones, and
The full story of the Demons is told elsewhere (see powerful muscles. As a result, Ariels have a fine coat
page xx). Suffice it to say that the Demons fought of feathers instead of hair. They are shorter than mod-
back, eventually bombarding Earth and destroying ern day Humans — most only stand five feet tall.
the main fleet of the Empire. With the Empire’s sup-
port gone the purist movement subsided. It was GY During the third war with the Budetug the Ariels
495, the war was over, and the galaxy was again were retrained to be an elite strike force which served
torn. Genetechnologies rose from the ashes of the as protector of the Inuueliting civilians. Near the end
Empire as a powerful company run by scientists and of the war a large force of Ariels fought their way into
politicians who had once worked in the Genetech a slave world and saved millions of Inuueliting cap-
division of the government. tives. For such selfless duty the Inuueliting people
choose to free the Ariels from service and provide
Most of the Empire’s holdings in the galactic them with a homeworld to call their own. Since that
core are loyal to the Coalition of Sentient Races in time the two species have boasted a close relation-
GY 592, but all other sectors of the galaxy pledge al- ship, and Ariels still serve many Inuueliting to this
legiance to local governments or racial ties. Humans day as hired hands.
Page 29
are still influential in their old circles from prewar
times, but the galactic unity wrought by their vision Ariels on their homeworld are trained from early
and creativity has been destroyed. childhood to work in groups as strike forces and
aerial guards. Even after maturing into full adults
they often participate in monthly retreats aimed at
Humans in Game Terms
honing their military skills and training them with
new weapons or techniques. Those in other cultures
Attributes: Agility 4, Creativity 10, Dexterity 4, remember some of this martial heritage, but typically
into existing towns or cities in medieval Europe. Introducing another major species that has been
Many Succubi and their Human mates became frus- around for a long time will skew the galactic timeline
trated and left Earth, returning to the planet they had somewhat. They would have to be pretty insular to
taken from the Caractingessen to start again without have stayed out of the half-dozen galaxy-wide wars
prejudice. As a gesture of their intent they renamed that have occurred since the Inuuel’s time, and pretty
the planet Eden. Succubi strongly believe in their powerful to have avoided being conquered by one
An Ariel warrior waits calmly at a medal presentation on the Armageddon homeworld. An implanted
radio transmitter can be seen covering his ear (Ariel, like birds, have very small but sensitive ear-holes). Ariel
are completely hairless; the genetic engineering process that took Human cavemen and gave them wings
has the side-effect of replacing all hair with feathers. This one has shaven his head-feathers off, but retains
one on his weapon.
The Galaxy Today Cultures and Nations
Below we describe the major cultures active
in the galaxy in the year 592. When you create a
Overview character you should decide what culture he or she
grew up in.
It is Galactic Year 592: five hundred and ninety-
two years after the creation of the Human Empire. Each major culture has dozens of subcultures, in
It is one hundred and twenty-five years after the fall the same way that the United States has individual
of that empire. The galaxy passed through a time of towns which make up the “fabric of the nation.” Very
great turmoil, with warlords attempting to control
few worlds have nations or city-states any more;
parts of the galaxy for themselves, and with few
most people identify themselves with a culture at the
people able to stand up to them. system-wide level or larger. Each planet or system is
a “state” within the “nation” of the culture. However,
The strongest powers which have emerged since with the way the Tesseract drive works, these states
the Fall are economic ones: Genetechnologies could be light years away from each other, with
Incorporated, Aegis Corporation, and Armageddon many worlds of other cultures inbetween.
Industries own entire planets outright, and con-
trol many others through puppet governments. Some solar systems have a mix of these cultures,
Governmental bodies such as the Coalition of but more often the whole system is devoted to a
Sentient Races, the ancient Inuueliting Empire, and single culture. In fact, many cultures are composed
the Budetug Core still hold sway, but most cultures of thousands of systems. Remember that even a rela-
are ruled more by corporation than government. tively small culture can have a huge impact. Ægis’
Open warfare is rare in the galaxy today; economic culture may only cover ten percent of the galaxy,
means to an end are much more common. but that’s 100,000 inhabited worlds, with nearly a
billion people each!
In the reckoning of Old Earth it is the thirty-first
century, but no one uses Old Reckoning any more Also included are cultural briefs which contain
now that Earth is devastated. The events of the Fall a quick overview of the culture’s most important
left it cloud-covered and barren. points, and a list of skills that each culture teaches
Page 32
citizens surprisingly well-educated about the rest of
Genetechnologies, the galaxy’s culture.
Incorporated Genies are universally accepting of genetic
manipulation. Having altered DNA is normal, to
Genetech is perhaps the most influential corpo- the extent that anyone who doesn’t have some sort
ration in the galaxy. The culture that has grown up of modification in their family is considered a little
strange. Some people from the poorer parts of town
around it is likewise quite influential, and is also ex-
ceedingly large: GT has about a third of the galaxy’s actually buy cheap prosthetics to look like they
population under its influence. Two hundred and have the more expensive genetic manipulations.
ten trillion people, across more than half a million If someone were to walk down the street with ten-
planets. tacles instead of arms, it might be a bit unusual, but
only because that kind of surgery is expensive. More
How is that influence maintained? From sitcoms Genies would do that kind of thing if they had the
to news programs, GT either creates or pays for ev- money.
ery image that its citizens see.
Unlike the Coalition, Genetech does not care for
Genetech’s culture is highly media-driven. all of their citizens equally. Those without the money
to keep up with fads are very much have-nots in this
Everyone talks about the latest and greatest, their
favorite icons and idols, what’s happening on the lat- society. Oh, GT runs some soup kitchens and welfare
est soap operas and sitcoms, and what it takes to be programs, but mostly for the image of trying to help.
part of the in crowd (even if being “in” means acting The truth is that the have-nots will never be cool, and
like you’re “out”). The Board of Directors puts a lot if you’re not cool in GT space, you’re nothing.
of money into creating new celebrities, and there
are entire systems devoted to the creation of mov- GT is very good at looking like they don’t do all
ies. Imagine what a director could do with a whole of this. Most Genies don’t realize that they’re being
planet as her set... manipulated, or that GT really manipulates anyone.
If anyone does get suspicious, they usually suspect
Every day it’s something new — even if that “new” Five Galaxies Information (a media megacorp that
is borrowed from another culture, or just something GT works with often), or some sort of false front
Page 33
retro and recycled. And it’s not just one new thing: for which Genetech provides all the material. The
it’s one new thing and a thousand variations on it, laws in this culture allow for easy secret control of
from a hundred thousand planets and star systems. corporations — there is no such thing as freedom
If earring-sized voice-activated computers are in of information unless Genetech decides that people
vogue today, there will be a million shapes and sizes need to know something.
available before noon. The sad thing is that despite
all this variety, it’s all very much the same. Each trend In all honesty, GT does a great job of creating an
artificial culture. They do such a good job that they
Valence Main Rulebook: Cultures
has a thousand unimaginative variants on the same
idea. People like a lot of options, even if everything rarely need police or enforcement, though people in
works the same way underneath. Everybody wants the know realize that the Ultramercs will show up if
their watch personalized, even if it’s all personalized something really bad happens. Genetech uses their
in the exact same way. Sometimes, despite the vari- media image and their culture as recruitment tools,
ety, it’s all rather bland. insinuating them into a planet’s existing culture until
that planet becomes a Genetech state in fact, if not
Genetech often “borrows” things from other yet in name. The treaties to seal the deal will inevi-
cultures to keep itself fresh. Correspondents travel tably follow.
the galaxy looking for things that aren’t well known
in GT space. When they find something, it becomes Genetech portrays the Ancient Inuuel culture
a fad, at least for a short time. A good example might as a rather backwards group who haven’t been able
be the sport Cage Wrestling (popular in Armageddon to keep up with the times for millennia. Aegis and
space). This could spawn a whole range of possible Arm are simply other states in the galaxy, sometimes
fads, from carrying cyberballs around to dressing like allies, sometimes not. The Coalition is portrayed as
the players or refs to actually trying to play the game. a threat, but a very small one and not one worth
worrying about. The Communal cultures are ignored Weapon Accessibility: Low to Nil (citizens have
entirely, while the Budetug Core is made to look no rights to carry weapons)
like James Bond style villains — humorous and in- Drug Accessibility: Medium
competent, with a touch of danger and insanity. The Punishments: Light, except for crimes against
Demons are vilified utterly. the state.
Crime Rate: Low for serious crime, high for petty
Recently, though, some people on the Board of crimes
Directors have grown tired of Genetech’s constant Family Views: GT still subscribes to the old “nuclear
battle with the Coalition, and of its universally shal- family” model — a mother, a father, and
low culture. They see the possibility for a greater two children are the ideal. Homosexuality is
union, of the return of a Galactic Empire. These accepted, though one of the pair will be expected
forward-thinkers are the ones in charge of Project to be notably more masculine, and the other
Endeavour. It’s still very much a secret, but it’s an more feminine. Due to excellent contraceptive
important one, and it won’t stay secret forever. and disease-control programs, and fast-paced
culture, sexual relations are relatively casual,
Example subcultures include those who look and sex is an open subject.
for some meaning in life beyond the flash that GT Typical Clothing: Most clothes sold in GT space
presents, totally media-obsessed planets who can’t are made with optically active fibers, allowing
stand to be away from the information flow, the quick changes of color and print. Many also
groupie cultures that follow various celebrities, and have electrically controlled semi-rigid fibers that
the Renaissance. allow reshaping for the latest fashions.
Official Religions: None. Genetech’s fast-changing
culture insures that many cults and “fad”
religions sweep through the population on a
Genetech Pop Cultural Brief monthly basis.
Entertainment: As if following the constant deluge
Common Names: GT, Genetech of trends wasn’t enough entertainment, there is
Citizens are called…: Genies, Rim-dwellers also a massive amount of state-subsidized holo-
Major Imports: Clothing, ore, machinery, rare theater entertainment, both on the large and
valuables small screens. GT carefully considers and edits
Major Exports: Food, genetic engineering
Page 34
Capital: Allah System, Sector 52, Risen of Carousing, Persuasion, Style, and Bargaining.
Quadrant
Governing Body: Board of Directors (appointed)
Valence Main Rulebook: Cultures
don’t believe they have any real force, or they come
The Coalition of on too moral and righteous for most peoples’ tastes.
Sentient Races The Coalition has a very for-us-or-against-us stance,
and rarely forgives an enemy, especially when it
comes to anyone who sides with Genetechnologies
Hope. Safety. Basic decency. Rights for all living in any matter.
beings. These are what draw people to the Coalition
of Sentient Races. Portraying themselves as the The Coalition and Genetech never really got
last bastion of hope in a beleaguered galaxy, the along, even when both were part of the Human
Coalition seeks to unite everyone in a more peaceful Empire. Genetech was a government-run megacorp,
and cooperative Galactic Empire. and the Coalition was the Empire’s public house of
representatives... but back then the Coalition was
The Coalition is the one major culture which is never allowed any control over GT. The Coalition
drawn together more by a government than by a cor- government still sees Genetech as a rogue corpora-
poration or a species. While there is a certain amount tion who needs to be reigned in and come back to
of corporate influence, most of it comes from the the “real” empire, which is a grave underestimation
Coalition Engineering Corps (C.E.C.), a government- of GT’s strength. Among the core-dwellers GT is por-
run megacorp. Unlike the Empire’s hands off-stance, trayed as the archetypal “evil empire,” though the
Coalition has been backing off on this recently.
the Coalition’s government is everywhere.
Protection and welfare are two huge benefits The Coalition is, as most people are, against
that core-dwellers get under the Coalition. One of the Demons in a big way. They have a more active
the CSR’s mottoes is “leave no one behind,” and program of seeking out the Demons than any other
they mean it. As an example, genetic engineering group. For Genetech it’s good PR to clean up their
has advanced to the point where it is possible to old mistakes; for the Coalition it’s a passion. To this
make weeds that grow in the cracks in the sidewalks end the Coalition trains a lot of mercenaries and
that are completely nutritious and give you all the bounty hunters, and does a good deal of espionage
vitamins you need for the day. You could even color- in the name of finding the Demons. Along the way
code them by what species they’re best for. None of that espionage steals a lot of technology from other
groups, but that’s almost incidental.
Page 35
the other cultures does this; only the Coalition does.
It may not be the best way to survive, but it can be
done, and it is done. The Coalition also subsidizes The Coalition’s most important project right now
local police departments, militias, and defense fleets, is one they’re keeping secret from the rest of the gal-
to help protect their worlds and their citizens. axy, and even from their own citizens. It’s called the
Endeavour project.
Security is relatively tight in the Core. ID cards
are required of all citizens and most visitors as well. Example subcultures include some almost in-
dependent worlds at the edge of the Coalition, the
Valence Main Rulebook: Cultures
Neighborhood watch groups are almost ubiquitous,
customs officials are careful and thorough, and order Unionists who want to reunite the Empire, planets
is kept through general vigilance. Law and order are with local legal systems so complicated that you
important to most core-dwellers, and are promoted have to grow up there to understand them, pleasure
not only by punishing wrongdoers, but also by re- planets, and some “renegade” worlds who ignore
warding those who do good and selfless deeds. The the government’s laws and become decadent and
Coalition has some of the safest worlds in the galaxy. opulent.
It also has the greatest number of developed urban
centers, since it has fewer planets than Genetech
and a roughly equal population.
together and what must be left behind, and Major Imports: Food, processed data
most of all, what was good and unique, Parism Major Exports: Rare valuables, starship components
was born. The GM is encouraged to read up on Official Language: Trade Inuuel
Valence Main Rulebook: Cultures
both these religions and create his or her own Symbol: Interlocked color rings on a flag,
melding. Yes, there are Parist monks just like symbolizing strength and unity.
there were Buddhist monks, and yes, there is a Government:
creator/preserver/destroyer trinity as there was Capital: Gilgid System, Core Zero
with Brahma, Vishnu, and Shiva. Again, we Governing Body: The Coalition Congress
leave the details up to the GM. (elected)
Local Governance: Planetary Governor
Gherej is a religion which originated with (elected)
the Caractingessen. Simply put, it is the belief People’s Voice: Moderate
in messiahs; extraordinary people who will Region of Greatest Influence: Core and Tertiary
lead their chosen ones to the chosen land. Sectors
Gherej priests are more like oracles and Style of Control: Legislation and enforcement
scholars than anything else, always attempting Technology Levels:
to predict when the next major messiah will Computing and Communications: High
appear. The interesting thing about their pre- Genetic and Biological: Medium
Military and Civil: High
Legal Practices:
Freedom of Speech: Low
Mobility of Citizenry: Medium Ægis Corporation
Weapon Accessibility: Very Low
Drug Accessibility: Very Low Every major culture leads the galaxy in one thing
Punishments: Strict or another. For Genetech it’s fashion and genetics.
Crime Rate: Very Low For the Coalition it’s safety. For Arm it’s military hard-
Family Views: The Coalition is very traditional when ware. Ægis sets the pace for the galaxy in two areas:
it comes to family. A family with mother, father,
morality and advanced science.
2.3 children, and some sort of pet is still the
ideal, and the most common. Homosexuality Of all the corporations in the galaxy, Ægis’
is not persecuted by any stretch of imagination, Research and Development sector is the best by far.
but is not particularly supported either. Most They come up with more inventions each year than
laws have been carefully written to remove any the rest of the galaxy combined. Whereas Genetech
kind of sexual, species, or preference bias. Sex in has fads, Ægis has long-term improvements. This is
general is an open subject. supported at every level of society: scientists and
Typical Clothing: Bright colors are currently in
academics are respected and looked up to in their
vogue in the Coalition. Most people emulate neighborhoods, schools have many tracks to support
Human clothing types, with the usual pants, those who learn at faster or slower rates, and there is
shirt, and hat. A Coalition city street is a real
a much longer schooling process than in most cul-
rainbow of colors. tures. Humans are typically in school until their late
Official Religions: Four religions are currently official 30’s rather than their early 20’s. With other species it
faiths within the Coalition: Judaism, Parism, varies depending on their lifespan and learning rate.
Gherej, and Kinoism. There is no separation Becoming a legal adult in Ægis space is a longer
of church and state. Other faiths are tolerated, process than in other cultures.
but do not receive official endorsement. The
Coalition believes in religion as a way to bring Many educational tracks require students to par-
people together.
ticipate in study abroad — with “abroad” typically
Entertainment: Most Coalition citizens are meaning a different culture entirely. Many Ægis re-
surprisingly interested in the news, and searchers are successful because they integrate ideas
spend great amounts of time catching up on
Page 37
from across the galaxy. Traveling, seeing new things,
happenings in their own area and across the and meeting new people are favorite pastimes of the
galaxy. Music and organized sports are popular, average Ægis citizen. The journey is indeed more
as are interactive, immersive movies. important than the destination to Shieldbearers.
Ægis schools also receive a lot of students from else-
where in the galaxy, and the company makes a lot of
Coalition Cultural Skills money that way.
Something that most people don’t realize about Family Views: Ægis takes a pragmatic view on family
Ægis is that they have one of the largest intelligence life: anything that works for the individuals
organizations in the galaxy. Most of their work is involved is fine by them. Some subcultures put
data analysis from “back home,” but they also have more or less value on nuclear families; those
a number of agents in the field. Most exchange who do value it tend to trace families on the
students are agents whether they realize it or not mother’s side. Sexuality is not considered a
— when they return, their school reports will be topic for when one has guests over, but is still
discussed among friends.
Valence Main Rulebook: Cultures
following the police or military in their actions). tend to be very proud of themselves and their abili-
ties, and they have the ego to match.
Armites treat cyberware the same way Genies
Ægis Cultural Skills treats biomods and genetic manipulation — it’s ex-
pected, and if you don’t have it, you must be some
Those who go through Ægis’ long schooling kind of loser. As people grow older they tend to have
process will understand History, Research, Military their cybernetics concealed, but add more of it when
Intelligence, and Computer Operations by the time they have the money. Because of this the life expec-
they are through. tancy in Arm space is just as high as elsewhere in the
galaxy, despite the relatively poor medical facilities.
Many of the galaxy’s more “lawless” worlds
joined up with Arm. Some never had any law to
Armageddon Industries begin with, and on others law never really took
hold. Undeveloped frontier worlds are quite com-
mon, some with a somewhat “old west” feel. Armites
If Ægis is the intellectual side of the galaxy, then on these worlds are known for taking the law into
Armageddon is made up of the hicks and the mafia their own hands, and for the most part Arm’s law
put together. enforcement looks the other way when that hap-
pens. Punishments can be quite brutal. Whereas
A very rough-and-tumble culture, Armageddon GT and Ægis are more political and prefer to push
puts a lot more emphasis on immediate results than someone out of society or jail them, Arm might have
other cultures in the galaxy. Children have much someone assassinated or “cowboyed” (a very public
less schooling than the norm, and are encouraged to assassination intended to scare people into obeying
pick a useful trade early in life. This makes for a less the laws).
educated but more active populace. Those who are
chosen to become “bosses,” who will climb the so- When the Human Empire fell many Budetug
cietal ladder, are given a few more years of training choose to live in Armageddon space because of
but are expected to pick up most things on the job. the strong worker ethic it espoused. Organization is
Page 39
Armageddon is probably one of the most vital cul- important to Armites on a large scale, even if they
tures around, with the exception of Genetech. Many prefer to think that they are in control of their own
important positions are held by young people, even lives on the local scale. Arm is also home to many
if their elders are really the ones pulling the strings. Caractingessen because it lets them indulge some of
their more violent instincts.
Conflict is important to Armageddon. The local
media is paid to portray other cultures in stereotypi- Armites are known as fans of rugby, demoli-
cal and sometimes racist ways, and naturally most tion derbies, boxing, and other violent sports. Cage
people who grow up watching that media think Wrestling (a sort of cyber-powered pro wrestling Valence Main Rulebook: Cultures
that way. The standard feeling is that individuals of with jetpacks; no projectile weapons are allowed
other cultures may be an exception to the rule, but but anything else goes) is very popular amongst the
most are either stuck-up ninnies or somehow infe- working class these days. Amateur leagues are com-
rior. Armite colonists often start conflicts with other mon, and participating is a good way to improve
colonists, which is one of the ways Armageddon in- one’s status in society, if not one’s health.
creases its influence base. Armageddon may interact
with other galactic cultures for sales purposes, but its The company itself works through the good-old-
citizens are very distrustful of others. boy network: if you don’t know someone who’s in,
you probably won’t get in. This makes Arm space
Internal conflict is also seen as a strengthening very difficult to penetrate for outsiders. Getting into
measure. Many people walk around armed all the the managerial structure requires more than just
time. Pistols are standard. Visible power is very im- connections, it requires years of carefully working
portant in Armageddon space. Part of this is due to your way up from position to position.
the amount of organized crime, but part is also de-
The “upper crust” of Armageddon society is quite Legal Practices:
different from the working-class masses. The people Freedom of Speech: Medium to low
who actually run things in Arm space are quite savvy Mobility of Citizenry: High
individuals, organized in tight families and afraid of Weapon Accessibility: Very High
no one. Ruthlessness is a way of life among the fami- Drug Accessibility: High
lies. Everyone here has paid their dues and knows Punishments: Severe
it, so egos clash on a daily basis. You could drop a Crime Rate: Low for petty crimes, High for
1920s Chicago gangster into this society and he’d serious crimes
feel right at home. Family Views: Family is very important in Arm space.
Most Armites strive to have a strong and cohesive
Armageddon’s biggest problem right now is that nuclear family. Turning your back on your family
it has too many factions working at cross-purposes. is the most horrible thing most Armites can
The doctrine of internal conflict has gone a bit too imagine, worse than murder or rape. Families
far, and many of the families don’t trust each other are primarily traced down the father’s side. Sex
any more. The company is slowly falling apart at is almost never discussed seriously, but usually
the seams, and needs a strong leader to pull it back shows up in jokes. Homosexuality is looked
together. down upon.
Typical Clothing: For most people, earth tones and
Example subcultures include the Organization in greens tend to dominate, with an occasional
Broken Quadrant (a solely mob-based subculture), flash of red. For the bosses, black and white
robotics nuts, A.I. fundamentalists, and those who formal clothing is more common, still with the
have thrown off the “boss” system and are governing occasional red.
their planets more democratically. Official Religions: Each family has an “official”
religion, whether it’s one that is followed in the
galaxy as a whole or simply within that family.
Entertainment: Cage Wrestling is by far the most
Armageddon Cultural Brief common form of entertainment in Armageddon
space. It appeals greatly to the masses, and the
Common Names: Arm, the Arm bosses often wager large sums of money on the
Citizens are called…: Armites champion from their hometown. Gambling,
Major Imports: Food, clothing, information drinking, and carousing are also popular.
Page 40
Major Exports: Ore, machinery, military hardware, Hands-on is the keyword for entertainment in
antimatter Arm space.
Official Language: Trade Inuuel
Symbol: A cluster of asteroids plunging towards the
ground. While supposedly a tip of the hat to
the asteroid miners who make up the culture’s Armageddon Cultural Skills
backbone, the message is clear: “We remember
what happened to Earth. Screw with us and Arm teaches its children the skills of Drive
Valence Main Rulebook: Cultures
you’ll get the same.” Truck, Martial Arts: Offensive, Interpret Sensors, and
Government: Carousing.
Capital: Risen Quadrant
Governing Body: The Thousand Families
(hereditary)
Local Governance: Boss (mostly hereditary)
People’s Voice: Medium
Region of Greatest Influence: Risen and Broken
Quadrants
Style of Control: Social pressure and
enforcement
Technology Levels:
Computing and Communications: Medium
Genetic and Biological: Low
Military and Civil: HIgh
very least. Only those who really become rebels will
be asked to leave, and usually these individualists
The Proud and will be quite happy to go out and explore the galaxy
Venerable Inuueliting instead of staying home and “stagnating.”
slow to react to outside change. After all, it’s been
over a million years since the Budetug defeated
Born at the same time as the Pool of Radiance, the Inuuel, and these people still think they have
this culture typifies what people think of as the a Galactic Emperor. Fads are almost unknown, and
“true” Inuueliting (even though only five percent of fashion changes so slowly that glaciers look speedy
the Inuuel in the galaxy follow these ideals). in comparison. Technology is slow to catch on, espe-
cially genetic work, and the core worlds are happily
As mentioned in their species description, the “stuck” at inorganic TL 3 and organic TL 1. While
Inuueliting are divided into sub-races. In this cul- media corps such as Five Galaxies Information try
ture, these races still serve as the castes they origi- to bring new ideas into the ancient Inuuel culture,
nally represented. The Silvers are workers, Golds the attempts are doomed to fail. Tradition and the
are warriors, Darks are sorcerers, and the High and old ways are far more important to these people than
Platinum lead. Always. To defy these ideas is to leave any passing fad.
the culture of the ancient Inuueliting.
Many things are sacred to the ancient Inuueliting,
While this culture is small compared to those of the most sacred being the Pool of Radiance. Without
Genetech or Armageddon, it is still large enough to this ancient lording artifact, this culture would fall
hold the Inuueliting homeworlds against any war- apart overnight. It is this pool which turns other kinds
lords who may come knocking. All told, about ten of Inuuel into Platinum Inuueliting, the rulers of their
thousand planets follow this culture, primarily con- society. Platinums are very rare — not everyone is
centrated around the Inuuel homeworlds. The large changed by the Pool, and not everyone survives.
Xenite deposits on these worlds provide a good por- Family lines are traced from the last Platinum to
tion of the culture’s exports, and Ægis and Genetech arise, rather than from the father’s or mother’s side.
are always willing customers. Each enclave of this culture which lives away from
the homeworlds has a sacred place which it treats
Page 41
The Inuuel traditionalists are ruled by the Galactic as sort of a surrogate Pool — some have a glade of
Emperor, always a Platinum Inuueliting. After all, trees, some use natural hot springs, and so forth.
they will tell you, the Inuuel Empire was never re-
ally defeated — it just grew smaller. The Emperor, One Inuueliting town is shown on page xx, with
as benevolent dictator, passes decrees down to the some High Inuuel flying from level to level. Lower
noble families of the High Inuuel, who in turn pass castes use the ladders or stairs.
their own interpretation of the decrees down to their
Gold, Dark, and Silver subjects. Each family has The ancient Inuuel observe many rituals in their
Valence Main Rulebook: Cultures
its own crests, colors, flags, and eye colors. Infant daily and yearly lives, commemorating the change of
Inuueliting receive the Eye-Dyeing Ceremony just seasons, the birth of a child, the ascension of a new
after birth, and those who are born with the right Platinum, and other important events. Many of these
eye colors for their family often are accorded greater rituals have a Lording aspect to them, and those who
importance than other children. can participate at this “deeper” level are often seen
as wiser and more complete individuals.
Parents care deeply for their children, and take
great pains to steep them (some would say “indoc- Advancement is difficult in this society. The
trinate” them) in the grand traditions of the Inuuel Inuuel are quite long-lived, and a desire for fast
peoples. Family lines are traced to the last Platinum advancement is seen as impolite in a culture which
Inuueliting to come from this family. No member of values politeness over almost anything. Involvement
an Inuuel family is ever ignored or neglected — even in the Inuuel military is the quickest track to respect
someone who has failed at everything their parents and social standing in these still-troubled times.
expected will not be kicked out of the manor, and Associating with the outside world is necessary to
will have food, shelter, and clothing provided at the some extent, to seem worldly and cosmopolitan, but
too much outside influence often makes others won- Style of Control: Social Pressure
der about one’s virtues and devotion to the Empire. Technology Levels:
Computing and Communications: Low
Joining the Inuueliting Empire is possible, though Genetic and Biological: Low
it rarely happens. Marriage is one of the few options Military and Civil: Low
available. Aiding the Inuuel military against outside Legal Practices:
forces will also win some trust and, if you’re lucky, a Freedom of Speech: Medium (few restrictions,
place at the table. Deep down, the Inuueliting know but rarely exercised)
that if their culture does not accept some outsiders Mobility of Citizenry: Low (social pressures)
from time to time it will continue to shrink a little bit Weapon Accessibility: Medium
each year. Some radicals go so far as to make their Drug Accessibility: Low
world a tourist resort where outworlders can come to Punishments: Moderate
“see the ancient Inuuel live as they have for millions Crime Rate: Very Low
of years.” They think of it as a sort of passive recruit- Family Views: Family lines are traced to the most
ment, and it works. The idea that there is a “simple recent Platinum Inuuel, rather than along the
life” out there appeals to many people, regardless of mother’s or father’s line. Family is very important.
species. These newcomers are usually kept on the Parents who hate each other will suffer in silence
outside of Inuuel society. Their children or grandchil- in order to help raise their children. Sex is a
dren may some day be considered real Inuuel. taboo topic.
Typical Clothing: Complex, courtly dress is favored
Example subcultures include groups of ex- at any sort of social event. More practical garb
treme traditionalists (who eschew tool use as the is worn at work and at home, but even that will
first Inuuel did, relying solely on the lording to have some amount of layering. Light colors and
manipulate the world around them), a world with pastels dominate. Jewelry is common, and is
caste roles reversed (for instance, a world with Dark often millennia old.
Inuuel as workers and Silvers as mages), those who Official Religions: Contrary to popular opinion, the
embrace high technology, xenophobes, and a small ancient Inuuel do not worship their Emperor.
but vocal group who believe that the Inuueliting There is no official religion for the Empire,
Empire should begin expanding once again. Rumors though ancestor worship is not uncommon.
occasionally surface that members of other species Entertainment: Courtly intrigue (or gossip about it) is
Page 42
are still kept as slaves on the homeworlds, but these the most common form of entertainment. When
have been unsubstantiated thus far, and the Inuuel that is unavailable, gossip will suffice. Athletic
Emperor vehemently denies such claims. competitions (both physical and Lording-based)
are also popular. Genetech-style holo-dramas
rarely penetrate this culture.
At the same time, this culture is deeply tradition- The Budetug ruling body is the Core Consensus,
al, almost to the extent that the ancient Inuuel are. an artificial intelligence whose actions are deter-
They believe that change is possible without losing mined by votes cast by every citizen of the Core,
the “inner core” of their species: the importance of every day. Every Loyalist spends about five minutes
family, unity, and innovation.
Page 44
prone to mutation than any other. Any child which given issue. There have been a few scandals involv-
was born deformed was killed just after birth, to keep ing code tampering, and many more accusations of
Valence Main Rulebook: Cultures
their species “pure.” In modern times the Budetug the same, but for the most part things run smoothly.
have rebelled against the “barbaric” habits of their
ancestors by learning as much about genetics as Example subcultures include anti-genetics birth
possible. Now, instead of killing mutated infants, the traditionalists (most of whom live on high-radiation
Budetug modify their children at a genetic level to worlds; these “throwbacks” still kill deformed chil-
“correct” serious problems. Minor mutations, such dren), some few who want Budetug empire back,
as differing skin and eye color, are just beginning to and one planet which is very interested in, some
gain acceptance. An older tradition thus maintains might say fanatical about, using genetics to become
itself under a newer, better guise. immortal (even to the extent of searching after myths
and legends).
The Budetug loyalists consider the old Inuuel
to be somewhat quaint, but totally obsolete, which
naturally causes more tension between the two spe-
cies. Luckily, their cultures are not in close physical
proximity. Ironically, the two cultures have had some
reason to forge alliances recently, in the downfall
common among those who must live away from
Budetug Core Cultural Brief the homeworlds. The more wealthy Budetug
sometimes enjoy hunting, and sections of
Common Names: the Budetug Core, the Hive Portenthar have been set aside for this. Some
Citizens are called…: Budetug Loyalists outsiders see the Consensus as entertainment;
Major Imports: Organics, rare valuables the Budetug see it as civic duty instead.
Major Exports: Genetic knowledge, bioforms,
machinery, food
Official Language: Trade Inuuel and Traditional
Budetug Budetug Core Cultural Skills
Symbol: The Maze of Circles, which leads to the
same center regardless of the path you take. The Budetug Core Worlds Collective teaches its
Government: children the skills of Appraisal, Body Development,
Capital: Portenthar Grappling, and Basic Engineering.
Governing Body: The Core Consensus (a non-
representative democracy)
Local Governance: Local Consensus (a non-
representative democracy)
People’s Voice: Overwhelming — the people’s
Communal Cultures
voice is law
Region of Greatest Influence: Budetug While most of the galaxy’s major cultures are am-
Homeworlds, Victor Quadrant bitious, powerful, and sometimes even vicious, not
all of them are that way. Some are content simply to
Style of Control: Legislation and enforcement
Technology Levels: stay out of the way, live life simply, and turn inwards
Computing and Communications: Medium for answers. All across the galaxy are small pockets
Genetic and Biological: High of communal cultures. While they were each started
Military and Civil: Medium independently, they are slowly beginning to link
Legal Practices: together to share resources and knowledge. They are
Freedom of Speech: Extremely High beginning to operate under a common name: the
Mobility of Citizenry: Medium Ascripti, Latin for “members of a community.”
Weapon Accessibility: Medium
Page 45
Drug Accessibility: Low While each culture is still quite unique, they
Punishments: Strict, sometimes severe share certain facets. Each is based on the idea of
Crime Rate: Moderate shared ownership: no one owns something com-
Family Views: Budetug children are raised by their pletely; all property is shared by the community as a
community, though they are still taught to revere whole. This applies to everything from blankets and
their parents over others. Children have no say playing cards to starships. People from these cultures
whatsoever in their own lives until their 20th who travel to the rest of the galaxy are often carrying
birthday. a good deal of their community’s wealth.
Valence Main Rulebook: Cultures
Typical Clothing: Many Loyalists wear nothing
whatsoever, since nature has provided them Ascripti children are raised by the community
with a tough exoskeleton. Some wear jewelry, as a whole, with neighborhoods acting as a sort of
piercings, or other adornments, and others wear extended family. Children in more extreme branches
functional harnesses when working, but most of this culture may not even know who their real par-
wear nothing. ents are, as everyone becomes their aunt or uncle.
Official Religions: Tug-ran, sometimes known as the
Budetug Worker’s Creed, is the most common Most people assume that communal cultures are
philosophy in the Core Worlds Collective. It totally peaceful and defenseless, and once this might
was once the Core’s official religion, but is not have been true. However, the plague of warlords in
so today. the past few years gave everyone incentive to shore
Entertainment: Games of chance and skill are up their defenses (or get conquered, in which case
common among the Budetug, as are organized the warlord built defenses for them!). The Ascripti are
sports. In fact, organized anything is pretty very protective of their way of life and don’t want
popular. Fantasy sport leagues are particularly to see their paradises spoiled by outside invaders.
Trying to attack a commune is like getting between a
mother bear and its cubs.
The Communal cultures are strongest in the rim Communal Cultural Brief
of the galaxy, away from the worst conflicts between
other groups. That suits most other cultures just fine Common Names: Communes
— they don’t want their own people getting “con- Citizens are called…: Ascripti
taminated” by Ascripti ideals, or running off to join Major Imports: few
the communes. On the surface many communes Major Exports: few
seem poor and undereducated, which makes many Official Language: Trade Inuuel
people look down on them. In truth, most Ascripti Symbol: The Ascripti use a circular twisted rope,
are spiritualists, caring more about nature and its green and blue for simplicity and unity. Other
cycles than about book learning. Communal cultures have their own symbols.
Government:
One of the most important things in communal Capital: n/a
cultures is that everyone works. No one can afford to Governing Body: loose organization; no central
just sit back and have someone else do it for them, government
and even the most reticent get pressed into labor Local Governance: Council of Elders
eventually. The communes are typically run on a lo- People’s Voice: Very strong
cal basis by a council of elders, who take everyone’s Region of Greatest Influence: Rim sectors
work and distribute the benefits to all the citizens. Style of Control: varies, typically social pressure
Corruption is a danger, but most people watch out with some enforcement.
for any signs that someone might be playing favor- Technology Levels:
ites. Computing and Communications: Medium
Genetic and Biological: Medium
Unbeknownst to the rest of the galaxy, many of Military and Civil: Medium
these cultures harbor fugitive Demons. The Demons’ Legal Practices:
belief systems mesh well with those of the Ascripti Freedom of Speech: Extremely High
— freedom, peace, and self-governance are very Mobility of Citizenry: Low (little opportunity)
important to them. A small number of communal Weapon Accessibility: Low
Drug Accessibility: Medium for natural
Page 46
This culture is one of the smaller ones in the gal- are raised by their parents in a sort of extended
axy because its enclaves tend to be a little more vul- nuclear family — some “aunts” and “uncles”
Valence Main Rulebook: Cultures
nerable to attack. Some get subsumed by other cul- are really friends of the family instead of actual
tures, some get wiped out because they’re harboring relations. Children are valued above all else.
Demons, but most keep a low profile and get along Sexuality is typically discussed only with close
well. Good relationships with their neighbors are friends.
very important to the health of Ascripti enclaves. Typical Clothing: Plain and simple clothing are
common. There is a certain beauty to this
Example subcultures include strict isolationists simplicity, but none of the flashy appeal that
who allow no outsiders onto their planets, conso- some other cultures have.
lationists who believe that the communes should Official Religions: Some communes have official
adopt more of the outside world’s culture, and ex- religions, while others outlaw public religion
tremely low-tech worlds which have no computer entirely. This is one of the issues preventing the
network, little electric power, and may go for dozens many disparate communal cultures from binding
of years without seeing a starship. It is important to more tightly together. The Coalition religions
remember that this culture has more variation than tend to be popular among Communal cultures.
most others, and every Communal planet is its own Entertainment: Unlike many other cultures,
unique subculture. the Ascripti haven’t lost the value of a good
conversation. Visiting with family and friends is a permanent loss of respect. This is part of why fe-
the most common form of entertainment. Most male Caracts attempt to kill the males after mating
entertainment is passive (movies, conversation, — it’s one of the only ways they can gain power and
reading) because the daily work in a communal respect in their society. Sadly, the double-standard
culture is so hard on the body. continues, and females who do kill their males are
given a “black widow” reputation. Only the daring
or foolish will try to befriend them or mate with
them.
Communal Cultural Skills
The Caractingessen culture is patriarchal in the
Most Communal cultures teach their children extreme. Most don’t even care who their mother is.
the skills of Cooking, Persuasion, Bargaining, and Being hatched from eggs, baby Gess don’t require as
Observation. much motherly attention as, for example, Human or
Inuuel babies.
Being quite territorial, they rarely form enclaves
Caractingessen of their own species. Caractingessen are more often
found living within other cultures, and their own
Species Culture culture only comes to the fore in dealings with their
own species. Caracts don’t really respect the laws of
other cultures, but they do respect the power behind
Unlike the Ancient Inuuel and Budetug Core cul-
those laws. Laws are made by those with power,
tures, the Caractingessen culture is shared by nearly
and if those in power can’t enforce their laws, they
every Gess in the galaxy. Much of it is an inborn
must not have as much power as they think. When
response, an instinctive culture rather than a learned
someone loses power, it’s perfectly okay to ignore
or chosen one. Occasionally some Gess do wean
their laws. If a Gess sees a chance to gain power,
themselves away from this culture and join others,
but it involves breaking a law, most won’t hesitate
but they’ll always fit into this one regardless of how
to break that law. They can be quite destructive to
“civilized” they become.
communal cultures, where the idea of having power
over someone else is abhorrent.
The Caract culture is also a distributed one.
Page 47
There is no center or core to the culture, no leader
All this makes for a very volatile society. It
or ruling body. It is a galaxy-spanning part of the
also helps explain why the Caractingessen Empire
Caractingessen genome.
died with their emperor. The few remaining
Caractingessen-only cultures are on worlds domi-
Caractingessen are very power-oriented, and are
nated by very strong warlords, and run like police
especially concerned with physical and personal
states.
power. The personal control of a dozen troops is
seen as more important than acting as an admiral for
For the most part, the Caractingessen are mixed
Valence Main Rulebook: Cultures
a thousand starships but never actually commanding
in with the rest of galactic culture, and adopt the
them. Physical strength, and strength in the Lording,
conventions of the culture they’re surrounded by. A
will be the first factors in determining whether one
Gess in Ægis space will probably believe in the equal
Caract will defer to another. If two Caracts meet and
rights of all people, be silently observant, and act
it’s not immediately clear which one is the stronger
quite cultured and refined... except when it comes to
party, they will typically fight for dominance. Most of
other Gess. Then their dealings return to the primal
those who live among other cultures retain enough
dominance struggles of a titanic, powerful species. It
sense that they will take the fight into the air, so as
can be a very frightening transformation to see.
not to harm their friends or call down the wrath of
the authorities.
Because of its spread-out and instinctual nature,
there are practically no major subcultures within the
Male Caractingessen tend to be stronger than
Caractingessen species culture.
the females (not excessively stronger, but notice-
ably), so males have more power in their society.
Females have to fight for respect from their male
friends, sometimes literally, and losing can mean
Caractingessen Species Caractingessen Species Skills
Cultural Brief
All Caractingessen children can learn these
skills, though they do it at the expense of the skills
Common Names: n/a they would normally be taught in their larger cul-
Citizens are called…: Caractingessen (Caracts, ture: Aerobatics, Martial Arts: Offensive, the Lording
Gess) skill Magnitude, and the Lording talent Flame
Major Imports: n/a Generation. Caractingessen characters may swap
Major Exports: n/a any of their normal cultural skills for any of these
Official Language: n/a skills at character creation.
Symbol: n/a, though some Caracts use their Empire’s
flag, with one green clawed fist raised in
victory.
Government:
Capital: Necrontor
Minor Cultures
Governing Body: n/a
Local Governance: “Governed” by strongest If none of the major cultures appeal to you, you
individual should talk to your Game Master. There are thou-
People’s Voice: Low to none. sands of minor cultures in the galaxy, some of which
Region of Greatest Influence: Caract homeworlds are very different from the norm. Your GM may al-
Style of Control: Enforced whims low you to invent one of these minor cultures and
Technology Levels: n/a play someone from it, as long as you describe it well
Legal Practices: enough, or your GM may even have some minor
Freedom of Speech: Low to nil cultures already created for you to use.
Mobility of Citizenry: n/a
Weapon Accessibility: n/a In game terms, the minor cultures should give
Drug Accessibility: n/a a selection of four different skills, each at level 5.
Punishments: Harsh These skills should say a lot about the culture, so
Crime Rate: High in-culture, moderate when choose them carefully. Any reasonably successful
Page 48
dealing with others. culture should teach its children basic social skills.
Family Views: Caractingessen mating is quite Warlike cultures should include some sort of combat
violent. Children are typically left to fend for training. Highly legalistic societies should teach Law
themselves. or Bureaucracy, and so forth. Lording-oriented soci-
Typical Clothing: Most Caracts wear little to eties might teach some kind of spell or power to their
nothing, but some drape themselves in cloth children, but it had better be important and useful if
with particular styles, to indicate what larger literally everyone from a certain planet knows how
culture they are a part of. to do it.
Valence Main Rulebook: Cultures
language) swoops towards them in an attempt to rescue Shernaia (the feminine version of Shernak, one
of the earliest known Caractingessen messiahs). This being opera, he does not succeed, and there are dire
consequences for all involved as Dakath’min loses his mind in anguish. There are indications that the gen-
Page 49
der roles were originally reversed in the first version of this opera, written some three million years ago,
but despite excellent record-keeping this is hard to verify. Dakath M’conak is considered one of the finest
Caractingessen operas, indicative of their culture as a whole. The actress playing Shernaia is not actually
eviscerated during the performance, contrary to popular rumor.
Valence Main Rulebook: Cultures
Budetug: The Bugs are just as diligent and hard-
Filling in the working in their love lives as in their professional
lives. They will never leave a relationship until all
Details
hope of making it work out is gone. There are almost
no Budetug crossbreeds — much like the Halla, the
Budetug have a habit of keeping their racial lines
This section fills in some of the smaller details pure.
about life in our galaxy in 592. The broad picture has
already been painted; now it’s time for some of the Caractingessen: The Gess are a very violent
more day-to-day details. race. It’s predictable that their relationships with
each other are often violent as well. Caractingessen
mating rituals are best conducted in wide open
places away from major population centers, to
Love in the 31st Century minimize damage to local life forms. One final word
of caution to Great Caractingessen players: as often
as not, the female attempts to kill the male after the
Let’s face it... they’re not human. They don’t ritual is finished. If this does not happen, the two are
always act the same way you or I would. Aliens do considered to be mated for life. Serpentine Gess are
things differently from the accepted human norm, a bit more reasonable, but that doesn’t mean it never
and that includes their friendships, relationships and happens.
romances. Some of them are funny, some interesting,
some just plain strange. Some of them have ways of Halla: The Halla are much like humans in their
relating to each other that we, as Humans, simply relationships. The only exception is that they take a
don’t have words for. dim view of crossbreeds. No, that’s an understate-
ment: any Halla who tries to marry someone of
It is important to note that these are not hard another race is excommunicated from the race. They
and strict rules; they are only racial tendencies, and have spent a long time keeping their bloodline pure,
as such are not necessarily true for all members of and mixing it with other races is simply abhorrent.
a particular species. Your culture has just as big an
impact as your species when it comes to love. Humans: Other than an increase in interracial
Page 50
As the defenders of all good and right, Archangels Inuueliting: Inuuel have particularly delicate
tend to be hopeless romantics. Just as this is usually and sensitive hands. Because of this, they tend to
concealed beneath their warlike exterior, so too is place great importance on the hands. Holding hands
another form hidden beneath their imposing, ar- is considered far more serious and pleasurable than
mored skin. All Archangels, upon coming of age, the strange human custom of kissing (or lip-mashing
instinctively learn a special Lording unique to the as some of the Silvers call it). Relationships are strict-
Archangel. When this power is activated, the armor ly split down caste lines — a Gold Inuuel will almost
slowly becomes transparent, and within five minutes always end up with another Gold Inuuel. There are,
is completely gone, its molecules scattered about the however, a good number of Human/Inuuel marriag-
Archangel. This reveals the Archangel’s true form, es. Each side sees the other as an exotic attraction.
that of a stunningly beautiful humanoid, devoid
of any facial features. For the Archangel to assume Nesti: Being plant life themselves, Nesti have a
this form in front of anyone is a show of the utmost soft spot for flowers of all types. When a Nesti is in
trust, for the Archangel is then deprived of all natural bloom, they might welcome advances from other
weapons and may not utilize any other Lordings un- Nesti. When not in bloom, there’s just no chance.
til the armor is again donned, a process which takes This often leads to relationships of such short term
another five minutes. that they may not outlast the day, but sometimes the
pair find enough in common to stay together for a each group can keep a roster of members, deciding
few years. Nesti children are born by budding — a for themselves whether (for example) someone is
small “shoot” grows on each parent and eventually really a Navajo or not, and whether it’s a matter of
breaks off on its own. blood relations or marriage or whatever.
Ogres: Contrary to popular opinion, Ogres do When you apply this idea to nations of people,
not go out and club their mates, dragging them you get a strange phenomenon: nations are no longer
home. However, the tradition of the “lover’s chase” necessarily connected to their homeland. Imagine if
permeates Ogre culture. One of the pair will at- Chinatown in San Francisco was actually a legal part
tempt to chase down the other. If the target of this of China! Likewise, the American part of Beijing (if
wonderful affection refuses to run, they have effec- such exists) might be a part of the US. A nation could
tively refused to get married. If the chase goes on, the be spread across Earth — or, in Valence, across the
chances are good that no matter who wins there will stars — instead of localized in one particular conti-
be children in the future. nent or land mass.
Despite their similarities, Trolls and Titans are Mull that over for a minute while we talk about
two different species, and are very different when Common Law.
it comes to having children. Titans and Draconians
bear their children in the same way that Humans, Making laws that apply to everyone is equally
Halla, and Inuueliting do (though their pregnancies hard. When you have thousands of cultures, with
are a bit shorter due to their shorter lifespan). Trolls, their own mores and values, legality is difficult to
on the other hand, are asexual. They reproduce by define. Trying to tie together ten or more intelligent
rubbing their backs together. In a few months, a species, each with their own subcultures and hun-
bulge will form in the back of one partner, mak- dreds of religions, would be a nightmare if the Empire
ing them appear to be a hunchback — that Troll is wrote the same kinds of laws that most governments
pregnant. There are occasionally Titan or Draconian today do. The Empire probably took one look at the
crossbreeds, but Trolls cannot have children with old Inuueliting law archives (known as the planet of
anyone but other trolls. Moruush) and said “I won’t live long enough to read
through that.” Instead of confining themselves to
Valorians: Valorians have some of the best specific laws, the Empire wrote sweeping principles
senses around due to their sensory antennae. It’s and relied on local magistrates to interpret it all.
Page 51
little surprise, then, that Valorians find it terribly
stimulating to entwine their antennae with those of The Human Empire very effective organization,
another Valorian. Non-Valorians always find this a sometimes frighteningly effective. They might have
strange sight... wouldn’t you? Vals are usually more done some pretty heavy-handed stuff, and some
attracted to someone for their voice than what they very shadowy deals, but what they did worked.
look like. A first date usually involves a concert or Common Law was based on a few principles that
the opera instead of a movie. were common to all species. The most important are
as follows.
Valence Main Rulebook: More Setting
Cultures and the In all the cultures on Earth and elsewhere, pro-
ducing for the community and for one’s self was im-
Common Law portant. Whether that meant spiritual contributions
or monetary, one must be able to support oneself
and help support the community. Crimes against this
For any law to deal with ethnic, racial, and cul- were the most serious.
tural groups is very difficult. Defining such a group
is like asking to get shot. There is, of course, the Murder falls into this category. When you kill
possibility of letting a group define itself, but parsing someone, you have taken away their ability to sup-
that into legal terms can be touchy too. port themselves and others. Ditto for such things as
blinding someone, chopping off body parts, etc. —
A different way to do things is to define certain the more you impair, the worse things are. Temporary
protocols that apply to “social groups,” and a way for impairments (e.g. getting mugged) are not as serious,
those groups to register with a central authority. Then
because they only delay the contribution; they don’t Appearing approximately one year after the
permanently reduce your ability to do so. fall of the Empire, AT came out of nowhere. Riding
Genetech’s coattails, they originally seemed to be a
Personal freedom is also a big deal to many division of that corporation. Everyone knows better
species — not as in freedom to go anywhere and in 592, though there are always rumors. Where GT
do anything, but as in control over what happens to won a legal battle, AT capitalized. When GT bought
you. Impairing someone’s control over themselves a planet, AT sold them ships. When GT caught flack
is a crime. Rape falls under this umbrella, as do about the Demons, AT said that their ships would
many other acts of brutality and which (technically) obviously never do such a thing. AT achieved promi-
wouldn’t prevent you from producing for yourself or nence this way and then cut themselves off from GT
the community. This also leads to the idea of self- when they had a large enough client base. AT seems
governance: that all the individual tribes could gov- to have little interest in buying out and incorporat-
ern themselves however they pleased, as long as (a) ing other companies. Instead, they undercut their
they let people leave whenever they want, (b) they competition’s prices and run them into the ground.
were up-front about what the requirements are to Genetech doesn’t care about Astrotech as long as AT
join, and (c) they respect the rights of other tribes. keeps selling them ships.
or enough force of “personality” to create a culture ily going with smaller media companies. Despite
around itself. Some are simply large money-making their name, FGI has no influence outside our own
entities. Here are three of the more important ones: galaxy.
scenes in return for some free publicity.
Cults and Minor Religions
Most people don’t know that FGI will just as
readily take money to stop a commercial from run-
ning as they will to run it. The megacorps use this to Religion is an exceptionally strong force, one
ensure that no bad press gets out about them. which can bring nations together and tear them
apart. No discussion of the current state of the
Galaxy would be complete without an examination
Intersoft of its religions.
Intersoft is the result of the merger of half a Besides the major religions in the galaxy (see
dozen computer giants in GY 545. These companies the Coalition section in the major culture writeups),
saw their profits disappearing as more powerful, there are any number of “minor” cults and spinoff
religions. A few examples are given below. We dis-
better-known corps like Armageddon Industries.
moved in on their turf. The merger was not seen tinguish cults from religions primarily by size, but
as the best alternative for many of the companies also by their distance from other religions.
originally involved in it — after all, they had been
traditional rivals for years, and having to settle for a
lesser vote on a larger company board didn’t sit well
Sa’cherin
with everyone. Some companies broke off from the
fledgling Intersoft conglomerate and formed their Of all the religions in the galaxy, this one is the
own megacorporation, Nanocomputing Industries. easiest to misunderstand.
NI fell on hard times early, as the bigger-name The Sa’crontor, as mentioned earlier, have his-
torically followed a trickster religion. They say that
companies in Intersoft received larger projects from
other megacorps. The final death knell of NI came all the first truly sentient Sa’crontor taught the rest of
too soon, when the Coalition awarded Intersoft the them how to play tricks on the many predators who
roamed their world, letting the Sa’crontor survive to
job of supplying computers for all government facili-
ties and starships. Reduced to half of their market, the present. Rather than relying on physical strength,
the corporations in NI broke apart and can now only Lording, or planning, the Sa’crontor relied on under-
Page 53
be found as “niche” brands. handedness and traps.
Intersoft is known not only for its ubiquitous This religion took a real nosedive when the
products (after all, nearly everyone buys a computer, Sa’crontor encountered the rest of the galaxy, who
and nearly all computers are Intersoft-made), but for didn’t always appreciate being used as trick practice.
Most Sa’crontor quickly learned to take a more phil-
high quality. About half of Intersoft’s impressive staff
are beta testers: in-house professionals paid to crash osophical and pragmatic approach to their religion
computers until they are built to be uncrashable. when off their homeworld.
to be considered major but is not as big as the pecially hate Demons and crossbreeds, and will go
others. to almost any length to kill them or drive them out.
Non-humans are treated with total intolerance.
Major Religions
Gherej: Book of the Prophet Olan Shanok To the Coalition’s chagrin, the New Papists are
Judaeism: The New Torah primarily located within the Core, on Human-domi-
Kinosim: Words from the Spirits nated worlds. They take their name from their leader,
Mulunism: The Long Land Pope Joseph, who declared himself such when the
Parism: Tao of the Stars Pope on Earth was killed during the Fall.
Cults and Minor Religions The New Papists are vicious, but luckily have lit-
Elementalism: Book of Four tle support. They sometimes work with other human
FCCD: Book of Secret Worlds supremacist groups. They would make an excellent
New Papists: Rise and Fall long-term enemy for any Ultramerc, crossbreed, or
Sa’cherin: The Tasesh Demon character.
Tüg-ran: the Contact
Tüg-ran revolves around “The Contract,” a
Elementalists relatively short document (as holy books go) which
describes the proper relationship of worker to over-
This cult started as an anti-scientific reactionary seer. Most of The Contract can be followed without
group. Believing all of today’s science to be unin- any agreement or even knowledge on the overseer’s
spired and boring, they promised to found a new part.
and more interesting approach based on the four
traditional elements: air, fire, earth, and water. Some of the more important “provisions” The
Contract makes for its adherents include the follow-
In this, they largely failed. Their approach was ing:
simply not up to explaining things like quantum
physics and relativity — after all, it was overthrown • Whatever work you are made to do, your mind
during the Renaissance on Earth. In time some is your own. Someone who asks you your mind
people turned away from this path, and the philoso- must receive whatever you are willing to give.
phy became all the more entrenched in those who
stayed, until it reached the cult status it holds today. • When you are under agreement to perform a
job, you will perform it, without exception and
The Elementalists venerate the four elements, and without complaint.
those from each of the homeworlds who originally
discovered them. They have ceremonies four times a • Insuring safety is the job of the worker; but the
year, each one held for a certain element: air in the overseer must aid in this or provide for himself.
winter, water in spring, fire in summer, and earth in
autumn. These ceremonies generally involve chant- • Mistreatment need not be endured; the longer it
ing, rituals, prayers, and (when possible) gathering is endured, the larger the debt you may collect.
near a large amount of the element. Ceremonies are
always held outside. Many Budetug historians say that it was this
last provision which sparked the second and third
It turns out that each of the species (except the Inuuel-Budetug wars.
Archangels and Ogres) have, at one point, held an
elemental belief. The cult often uses this fact as
leverage to recruit new members. In general this
Page 55
cult is not particularly harmful, though many of its
members reject as much modern technology as they
can. The only reason it is classified as a cult and not
a full religion is that it has few constituents. Most of
its followers are from Broken Sector.
Tüg-ran
Valence Main Rulebook: More Setting
This philosophy started amongst Budetug slaves
after the first Inuuel/Budetug wars, 50 million years
ago. A surprising number of Budetug around the
galaxy still follow this straightforward code, and it is
often known as the “Budetug Worker’s Creed.”
these days, there’s little call for such totally immer- Ogres enjoy painting. They put a lot of visceral
sive psychodramas. emotion into it, which comes out quite clearly in
the final product. Despite their low Creativity index,
We’ve talked about cultural preferences ear- Ogres are more than capable of making emotional
lier in the book. Each species is known for its own and unique paintings.
Valence Main Rulebook: More Setting
of the Galaxy of the “Young Races.”
3.1 million BC: Inuuel contact and subjugate the
What follows is a brief timeline history of the
Budetug
Milky Way from its earliest days, when even the
Inuueliting were still banging rocks together to make
3 million BC: The Inuueliting attempt to subjugate
fire.
the Nesti homeworld and are crushed.
Elder Age of the Galaxy 3 million BC: The flourishing civilization of the
Archangels is discovered. Inuueliting-Archangel
war, Inuuel suffer their second major defeat.
10 million BC: The Inuueliting evolve to sentience
on their homeworld Ll’Anderanth. In their oldest
form they are arboreal and winged. 3 million BC: The Budetug create their first Tesseract
drives independently of the Inuueliting. First
7 million BC: the Inuueliting discover the Lording. Budetug-Inuueliting war.
Their physical form evolves into its present state
over the course of the next million years. 2.9 million BC: The Halla create their first Tesseract
drives.
6 million BC: The Inuueliting create the Pool of
Radiance during the War of Radiance. First 2.7 million BC: The Caractingessen create their first
Daishaining’inuueliting, first use of Tesseracts in Tesseract drives.
the galaxy. Begin Inuuel Empire.
2.3 million BC: The Sa’crontor evolve to sentience.
5.5 million BC: Maltec’inuueliting create the first
mechanical tesseract devices, allowing the 2 million BC: Second Budetug-Inuueliting war
Inuuel empire to expand explosively.
2 million BC: Humanity evolves to sentience from
Page 57
5.3 million BC: The Budetug evolve to sentience from apes.
a species of multi-legged insectoid predators.
1.5 million BC: Inuueliting visit Earth for the first
5 million BC: The Caractingessen evolve to time and create Ariels.
sentience. They are not active in galactic politics
until 2315 BC. 1.4 million BC: Third Budetug-Inuueliting war. Begin
Budetug Empire.
4.8 million BC: The Halla evolve to sentience on the
Valence Main Rulebook: More Setting
cliffs and shorelines of their homeworld. 1.3 million BC: The Nesti create their first Tesseract
drives.
4.5 million BC: The Valorians, the galaxy’s only
silicon-based species, evolve to sentience, 1.2 million BC: Budetug-Archangel war, finally
and are largely passed over until the Budetug settled when Archangels are allowed to govern
Empire. their own planet.
2315 BC: Battle of Lisharnok, Caractingessen defeat The “laws of genetics” as we know them are only
Budetug. Beginning of Caractingessen-Budetug really applicable for a “short term” species. That sort
war. of species must evolve quickly to meet the challenges
its environment presents it with. The Inuuel have not
115 BC: Implosion of the star Vociferous Prime. been such a species for a long, long time. Once they
Begin Caractingessen Empire became a spacefaring species, their technological
evolution (or in their case, Lording evolution) had
1080 AD: Caractingessen visit Earth for the first time taken the place of their genetic evolution. Rather
and create Succubi. than their physical bodies changing, their Lording
and technology did.
1862 AD: Caractingessen empire collapses. Begin
Hallan Empire. Why, then, is there not rampant ultra-high tech-
nology? The truth of the matter is that the longer a
1976 AD: Hallan empire collapses due to neglect. species lives, the less often it learns. All species learn
about the same amount over the course of their lives
2225 AD: Humans create their first Tesseract drive (Valorians are the exception). Most species learn in
and quickly join the galactic culture. “spurts,” lasting perhaps ten years apiece. The first
hundred years of human life is one long learning
2318 AD: Humans begin their crusade for a Galactic spurt.
Empire.
Page 58
civilization becomes cyclic: something which is in The Demons reached Earth with the clandestine
style now will be so again in time. help of the galaxy’s other species, and perhaps even
from some within the old Empire who saw the need
With every species there is a point at which their for violent change.
science can advance no more, and technological
progress slows to a halt. Most species get stuck in a The Demon fleet came to Earth from the galactic
“rut” of technology. Only exposure to new knowl- core, where they had devastated the under-defended
edge will change that. Empire Station, home to the Human Empire’s mili-
tary forces. The attack was completely unexpected
One way or another, all species stop evolving and showed how effectively the Demons had been
physically and culturally once they reach TL 2 (see created — adapting their fleet to any almost any
page xx for Tech Level descriptions). Technological threat, organizing with stark efficiency, and using
evolution reaches a plateau at each Tech Level, and tactics both unexpected and brilliant.
it takes a big push to move it to the next level. The
appearance of the Valorians and the liberation of The fleet gathered after millions of Demons
the Budetug pushed the galaxy’s TL from 1/3 to 2/4. turned on their slavemasters, capturing capital ships,
Humans and their creativity are the push to TL 3/5, communications networks, sometimes entire space
which should be complete in another two hundred stations. The timing of their assault was impeccable.
years. If contact with Andromeda is successful, we
can look forward to yet another period of growth. If This assault came as a result of the treatment the
not, look for things to stagnate for a long, long time. Demons had received at the hands of their masters.
Sold as a slave species, “owned” by the most impor-
tant and wealthy individuals in the galaxy, they saw
firsthand the benefits of freedom, but were denied
The Fall it utterly... and sometimes violently. Their first, last,
and only effective revolution began with no one
more violent than a secretary, who had been engi-
“It started with pride, as many falls do. neered and trained to organize people secretly. As it
turns out, she did her job a little too well.
Page 59
Along the way, it encompassed all the other
deadly sins that scholars of ancient Humanity may The Demons were created and sold by
remember. The years before the Fall were among Genetechnologies Incorporated, which, in the pre-
Humankind’s worst and darkest, all the more so Fall days, was an officially sanctioned part of the
because they had chosen this way of life. Rather Human Empire. Genetech itself was created by the
than looking at the causes before the effects, let us Coalition of Sentient Races, which, in pre-fall days,
go backwards, so that we can understand how it was was the public congress of the same Human Empire.
all uncovered in the end. Oversight was lax in those days; no one really knows
whether the Coalition actually knew about the
The Demons are scattered to the four winds Demons, but it is absolutely certain that someone in Valence Main Rulebook: More Setting
in this day and age because of the efforts of the Empire must have known, and approved.
Genetechnologies and the Coalition. Their once-
mighty fleet is destroyed, and their remaining vessels The Demons were sold because somewhere
can find little safe haven anywhere in the galaxy. along the line, those in charge of Genetech had lost
sight of basic “human” decency. Instead of giving
Those two great monoliths of galactic culture their greatest creations the freedom they deserved
have harried the Demons from the day their fleets as sentient beings, they decided that profit must be
defeated those of the Demons on the doorstep of more important. They forgot their original mission
Earth itself. Sadly for those on that beautiful blue — to use genetic engineering to improve the lives
globe, the Demons had already exacted their ven- of the galaxy’s masses — and used it to fill their own
geance, driving Deimos from its orbit around Mars pockets instead.
and into a collision with Earth. Seas boiled, rock va-
porized, and the planet is shrouded in impenetrable The Demons were created simply because
clouds to this day. Genetechnologies could. They were supposed to be
the pinnacle of GT’s engineering knowledge: beings
who carried the genetic codes of all the galaxy’s spe-
cies in a single race. At this, GT miraculously suc-
Tesseracts
ceeded. They were supposed to be controllable. As if
all that evolutionary potential could stay locked up. Space is, to the dismay of all developing cul-
tures, unfathomably huge. Stars are separated by dis-
Now you know the story farther back than most tances that simply cannot be crossed in an ordinary
know it. Both Genetech and the Coalition misrepre- lifetime. The Tesseract was discovered (first by the
sent the facts to their citizens, playing up the defeat Inuueliting) as a sort of “shortcut” way to move from
of the Demons and their own shame at what their one star system to another.
predecessors had done. Aegis and Armageddon
were not idle during these times either, though their The simplest way of explaining it is this: think
role is yet to be understood. Certainly the remnants of the four-dimensional spacetime that we live in as
of the ancient Inuuel and Budetug Empire saw the the two-dimensional surface of a globe. This globe
evil of the slavery the Demons endured, and must is rippling all over from gravity waves and other
have helped them behind the scenes, but if they did, disturbances. Matter creates dips in the surface, and
neither group speaks of it. There must have been no black holes create big dips but don’t puncture it.
one in the galaxy untouched by the Fall, and yet Wormholes connect different parts of it, but those
few people know even this little piece of the story. are hard to find. What a Tesseract does is, just for
Hopefully you can find some more of the truth. one moment, pull two points on the globe up and
touch them together, creating a portal. Don’t ask
Still here? You expect a lesson or a moral, per- how, because it twists the mind of even the best
haps? This is not a fable. This was life — and death. mathematicians. Tesseracts open a portal in front of
Learn from it as you should from all such things: a ship, which the ship then moves through.
learn how to live a better life.”
Tesseracts can work in funny ways. Sometimes,
— Preface to the suppressed text “Demons: The when you’re too close to a lot of gravity, a tesser is
True History of The Fall” wildly inaccurate. If you’re even closer, the tesser
portal will distort, and spread you across space like
creamy peanut butter. Each star has a range of space
Page 60
Communication
The galaxy was originally colonized by the
Inuueliting, but the quadrant and sector names used
Almost all planets are connected via the Lattice.
by the Caractingessen during their empire are still in
Essentially the internet of 592, the Lattice runs on
use today.
three different technologies for three different scales.
On the local scale, on a single planet, it runs on
There are four quadrants to the galaxy, with
fiber-optic and laser communication technology. All
names based on the Caracts’ messianic religion.
computers can talk to each other using tiny beams
Galactic “East” is towards the Caractingessen
of light, though not all of them are communicating
homeworld, and also towards Earth. The Eastern
all the time. On a larger scale, between planets and
Quadrant is called Chosen Quadrant, the Southern
between nearby systems, tachyons are used. These
one is Victor, the Western one is Broken, and the
faster-than-light particles allow for almost instanta-
Northern one is Risen. Each Quadrant has four Rim
neous communication across many light years of
sectors along its outside, named after various mytho-
space.
logical figures.
On the largest scales, the Lattice sends infor-
Each Quadrant has twenty sectors, which are
mation through tessercoms. These delicate pieces
typically named after the ancient Inuueliting prefec-
of equipment are mounted in safe places in deep
tures which controlled them, or after Human explor-
space, and few people actually know where they
ers who led the second wave of galactic exploration
are. Tessercoms pick up signals meant for the other
during the Human Empire. Each sector is, in and of
side of the galaxy and send them through a marble-
itself, a vast region of space, with both occupied and
sized tesseract that stays open all the time. There are
unoccupied star systems. Sectors are broken down
relatively few of these — perhaps a thousand — but
into more manageable subsectors, and those into
their placement insures that no message will take
individual systems.
more than a day to cross the galaxy.
The center of the galaxy is laid out in a different
Page 61
Each tessercom is linked to the others around it,
manner. The very center is named Core Zero, and
creating a complex nexus of wormholes. In fact, it
contains the Coalition’s center of government and
might be fair to say that each of them is linked to ev-
the supermassive black hole in the middle of the gal-
ery other tessercom in the galaxy. A severe accident
axy. Surrounding these are eight Core Sectors, and
at one comm station can knock other nearby stations
surrounding those are sixteen Tertiary sectors, which
out of alignment, and the shockwave of an explosion
are numbered rather than named.
would be carried through the tesseract, knocking it
out of alignment. The Coalition still maintains most
Above and below the galaxy are huge extra-
Classed Character
Creation Creation Checklist
Your character is how you interact with the world Use this checklist to create a classed character or
of Valence. Characters are the most important part of a Duelist. You may want to print out or photocopy a
character sheet to make things easier.
the game, with no exceptions. A player character is
sometimes referred to as a PC. The GM will also have
several characters. Most players will just have one 1. Come up with a concept for your character.
character, but the GM is in charge of everyone the You should check with your Game Master to find out
PC’s meet during the game. Those are called non- whether he or she has certain restrictions on what
player characters, or NPC’s. kinds of characters will be allowed in the game. You
might also want to check with the other Players as
In the game your character will be defined by well, to insure that there is a good mix of abilities
many things — attributes, skills, special abilities, dis- amongst the characters.
advantages, and so forth. This chapter tells you how
to figure out all of these abilities and what they do. 2. Select a Culture. Cultures are listed on page
xx through page xx. Every culture in the galaxy has
This chapter is important for both Players and its own “personality,” which should shape your char-
Game Masters. Players, of course, need it for creat- acter’s personality to some extent. Whether you’re a
ing characters of their own. Game Masters need to dedicated follower of your culture or a defiant rebel,
create the non-player characters who inhabit their it still has some impact on you. In game terms, each
world, but also need to understand the capabilities culture also lists four skills which all members of that
of the Players’ characters. culture learn while they’re growing up. You may put
these skills on your character sheet at level 5.
Valence has two basic types of character: Classed
characters and Ultramercenaries. Classed characters 3. Select a Species. Species are listed on page xx
are people from one of the galaxy’s major species through page xx. Each species has a set of base at-
Page 63
who have special training that makes them more tributes, which you should record on your character
suited to “adventuring.” Ultramercs are genetically sheet.
engineered beings created by Genetech and loaned
out to other companies. There is a third type called 4. Select a Class. Classes are listed on page xx
a Duelist, who is essentially a Classed character through page xx. Each class gives a set of skills, some
with some extra capabilities. Ultramercs cannot be base levels of Charisma and Knowledge, and a spe-
Duelists. cial ability. All of these should be written down on
your character sheet. If any of your Class and Species
skills overlap, add the two levels together. For in-
Valence Main Rulebook: Character Creation
It’s very important to know your character. Think
about what they look like, how old they are, and stance, Merchants start with a Persuasion skill of 5,
what they wear. Think of how they would react to and Communal cultures also teach Persuasion at 5.
certain things, what they think about other species A Communal Merchant will start with Persuasion
and classes, and how they use their skills. If you’re 10.
stuck, a look through this book should give you a
few ideas as to what kinds of characters are avail- 4. Increase Attributes. You have 11 points to
able. This will help you “get into the game” more, spread among your attributes. You cannot put more
and will always make things more fun. than six points into any one attribute (in fact, this is a
general limit — characters can never naturally raise
an attribute more than six points above its base).
be found starting on page xx. You have twenty back- 3. Select a Mentor. All Ultramercs have a non-
ground points to spend there, and can choose one UM menot who guides them through their early
Walk of Life for free. You will probably want to spend life and trains them for their intended profession.
some of these background points to get some money Mentors are listed on page xx through page xx.
for your character.
4. Purchase Skills. Your character has some skills
6. Purchase Skills. Your character by now has from his or her Mentor. In addition, all Ultramercs
certain natural abilities gained from her class, spe- are trained in Computer Operations, and Martial Arts
cies, upbringing, and culture. Her skills cover every- Offensive and Defensive, all at level 5. They may
thing else she is able to do. Rules for purchasing and also use some of their starting budget to purchase
using skills can be found starting on page xx. Your skill training. Ultramerc skill packages are listed on
class will give a certain number of skill points which page xx through page xx.
you can spend there.
5. Increase Attributes. You have 11 points to
Special Note: before purchasing their skills, any- spread among your attributes. You cannot put more
one intending to play a Duelist should examine page than three points into any one attribute (in fact, this
xx, to understand more about their options. is a general limit — characters can never naturally
raise an attribute more than three points above its
7. Buy Equipment. Take the money you received base).
from your Backgrounds section and buy some nifty
Equipment. See page xx for general equipment, page 6. Choose your Backgrounds. Each character
xx for weapons, page xx for armor, and page xx for has certain things they have gone through during
cybernetics. their life which cannot easily be represented by
their skills. These are represented by advantages,
That’s it! Your character is complete and ready disadvantages, and Walks of Life. You have twenty
for play. background points to spend there, and can choose
one Walk of Life for free. All of these can be found
starting on page xx. Some backgrounds are not
Ultramerc Character available to Ultramercs; so be sure to check the list
carefully.
Page 65
Creation Checklist 7. Buy Equipment. Take the money you received
from your Backgrounds section and buy some nifty
Use this checklist to create an Ultramercenary. Equipment. See page xx for general equipment, page
You may want to print out or photocopy a character xx for weapons, page xx for armor, and page xx for
sheet to make things easier. cybernetics. Many Ultramercs are also outfitted by
Genetech instead of outfitting themselves; check
1. Come up with a concept for your character. with your GM to see if this is the case in your story.
You should check with your Game Master to find out Valence Main Rulebook: Character Creation
whether he or she has certain restrictions on what That’s it! Your character is complete and ready
kinds of characters will be allowed in the game. You for play.
might also want to check with the other Players as
well, to insure that there is a good mix of abilities
amongst the characters.
tle on the wussy side). We record Daria’s attributes: A Walk of Life is next. Daria can pick any of the
Agility 9, Creativity 7, Dexterity 5, Intelligence 5, general Walks, any which are specific to Scholar
Lording 1, Mental Endurance 1, Stamina 1, Strength classes, or any of the Coalition walks. We could take
1, Visualization 1 Explorer, but Early Journeyman also seems appropri-
ate; let’s go with that one. We note that Daria will
Valence Main Rulebook: Character Creation
and one Martial Arts skill once she’s done buying Example #2: Ajax the Warrior
her skills.
Our second sample character will be an
Now for purchasing skills. We want to pay spe- Ultramerc. We’ll make him a bit stereotypical: com-
cial attention to the Medical, Computer, and Science pletely loyal to Genetech, powerful but inexperi-
skills because they’re easier for her to learn, and try enced, and somehow just... not all there. His name?
to avoid Espionage or Street skills. Unfortunately, Genetech tends to go in for mythological names for
her character concept makes those skills difficult to their ultramercs, so let’s cal him Ajax (after the pow-
avoid. Here’s what we buy: erful warrior in the Trojan War). We think of him as
sort of an enforcer type, taking orders and pounding
whomever GT high command tells him to pound.
Medical Doctor goes up to 20 (6 points)
First Aid goes up to 20 (3 points)
Biology goes up to 15 (2 points) We need a list of genes for him first. Mental ca-
Cybernetics at 10 (4 points) pacity isn’t particularly important for this character,
Genetic Engineering at 10 (6 points) but physical fortitude and power certainly are. We
Biomedical Technology at 5 (3 points) probably want to give him one or two Lording abili-
Programming at 10 (4 points) ties down the line, just to have some diversity in his
Interpret Sensors at 15 (3 points) firepower. We’ll also want to try to balance speed
Geology at 10 (2 points) and toughness, since very tough characters also
Martial Arts: Defensive at 15 (6 points) tend to be quite slow. Lastly, there are some options
Pistols at 10 (4 points) which are just plain too expensive to consider. We
Bargaining at 5 (3 points) can’t make him into a superman (as much as GT’s
Carousing at 10 (6 points) press would like everyone in the galaxy to believe).
Streetwise at 5 (3 points)
Observation at 10 (8 points) Here’s our list of genes for Ajax:
Make New Contacts at 10 (8 points) Budetug Brain (§370,000)
Halla Eyes (§20,000)
Now we need to get Daria some basic equip- Ogre Ears (§60,000)
ment. Let’s get her some Street armor (basically some Ordinary Olfactory (§25,000)
extremely rugged clothing), a cheap Sonic Resonator Corded Muscle (§30,000)
Page 67
pistol in case she gets into trouble, a first aid kit, a Heavy Calcium Bones (§175,000)
nice pocket computer, a few Blood Stoppage Patches Large Humanoid Body (§20,000)
and Rejuvenation Patches, a flashlight and backpack, Basic Bipedal Movement (§100,000)
a Coalition Multipass, a watchcom, and some neo- Caractingessen Wings (§400,000)
morphic clothing for when she’s not working. She A’darn Gland Biomod (§130,000)
still has roughly 83,000 sections left for purchases Nicitating Membrane Biomod (§20,000)
later in the game, which might come in useful if she Golden Inuueliting Arms (§250,000)
needs to rent a hotel room or buy a car. Silicon Chemical Base
Valence Main Rulebook: Character Creation
Cybernetic Immune System (§200,000)
That’s it — we’re all done! Daria’s completed Caractingessen Epidermis (§200,000)
character sheet can be found at the end of the book.
You’ll notice that her skills have been grouped by We’ve created someone who is about eight
type, and that all of the wound levels and fatigue feet tall, with a 20-foot wingspan, covered in thick
levels that she doesn’t have are shaded in. scales, with four arms and small purple eyes. Kind of
a frightening sort, isn’t he?
As for a Walk of Life, we’d like something that Most of the heavy weaponry is out of a starting
enhances his existing skills, but Ajax isn’t really a character’s league money-wise, so it’s a good thing
very social person, and almost all Walks give bo- GT will be providing it on this mission. Ajax’s player
nuses to social skills. Let’s just pick one to add flavor will probably get told what equipment he has by the
to the character: Urban Asssignment. He’s been GM early on in the game.
working in some of the galaxy’s nastier slums, clean-
ing out gangs who have way too much firepower on That’s it — we’re all done! Ajax’s character sheet
their side. He gets bonuses to Carousing, Streetwise, can be found at the end of the book. Like Daria’s, his
a Drive skill of choice, and a Combat skill of choice. skills are grouped by type, and the wound levels and
Those will be reflected in his final skills below: fatigue points he doesn’t have are shaded in.
Disintegrators at 15
Gatling Lasers at 17
Grenade Launchers at 10
Grenades at 10
Page 68
Missile Launchers at 10
PDS’s at 15
Plasma Weapons at 10
Drive A.P.C.’s at 5
Drive Car at 5
Valence Main Rulebook: Character Creation
Drive Truck at 7
Drive Tanks at 5
Drive Race Car at 5
Ride Motorcycle at 5
Camouflage at 5
Concealment at 5
Pick Locks at 5
Stealth at 10
Lording Development at 10
Complexity at 5
Magnitude at 10
Range at 5
Targeting at 5
Carousing at 2
Streetwise at 2
There are a lot of skills in Valence, and the Smarter than you, that’s for sure. No, this
choices may seem overwhelming at first. Here isn’t an insult. It’s just that any Valorian is
are a few things to remember when choosing smarter than any Human, period. No question.
your character’s starting skills: It can be quite a challenge playing a character
who scored an 800 on their IQ test. Here are
1. Start by improving on the skills you some tips to make your character seem more
already have. Pick skills that work well with like a genius.
these – for instance, a Space Jockey might
want to know a little about fixing her ship, or First, ask the GM for information. Vals have
a Merchant might pick up Humor & Wit to put +4 to Knowledge, and that means almost pho-
his customers at ease. tographic memories. If your character read it
somewhere, he or she will probably remember
2. Be really good at at least one thing, it. Also, their incredible senses can pick up
preferably something related to your Class. You obscure clues that most people would miss,
should probably pick up a few 15s and a 20. like hearing stress in someone’s voice when
However... they speak.
3. Don’t overspecialize. You have enough Second, make contingency plans. We
skill points to branch out a little; don’t be afraid Humans are great at thinking on the fly, but
of picking some skills that don’t fit in perfectly Valorians are better at strategic planning. No
with your character. We all learn an odd assort- Val would ever do something without con-
ment of skills as we go through life. sidering the consequences, and that can be a
great advantage. Make some plans between
4. You won’t be killing things all day long, game sessions.
so don’t take just combat skills, but conflict is
almost inevitable in Valence so don’t overlook Third, buy skills that take advantage of your
them either. At the very least, take Martial Arts: intellect. Your brain is going to waste with skills
Page 69
Defensive and one other combat skill. like Gambling and Quarterstaff. Remember:
anything based on Intelligence is probably go-
5. Lastly, don’t worry if you personally ing to have a +4 bonus to your roll! Make those
don’t know anything about these skills. Skills stats count! Just don’t make every skill based
represent character knowledge, which doesn’t on Intelligence. You might want things like
have to have anything to do with player knowl- Martial Arts: Defensive, so that your enemies
edge. don’t blast you out of existance. Better yet, take
stuff like Make New Contacts and Carousing,
here to your own character’s background. ficult to miss.
Archmage Arctic Commando
An Archmage is a master of the Lording. He These specialized soldiers have been specifically
has spent years trying to master and understand it. trained to survive and excel at combat in arctic en-
An Archmage carefully nurtures the powers within vironments. The Arctic Commando is trained in the
himself, making them grow. In return for mastering use of all the equipment necessary to survive in all
the Lording, most Archmagi neglect the more mun- cold weather climates. Cold planets often are rich
dane and physical side of life. Even more simply, in minerals and frozen gases. Genetech developed
Archmagi aren’t trained for combat. Some choose to this soldier program in order to take over and control
be mercenaries, but most take a more contemplative these mining areas.
view of life. There is always a call for someone who
can manipulate the basic forces of the universe, and One of the most dangerous missions an Arctic
Archmages can find work in nearly any industry if Commando can receive is to make planetfall on
they apply their talents correctly. a frozen world that is being used as a defensive
platform. The Commando must be parachuted onto
If you want to play an Archmage, you should def- the planet’s surface, and then they must cross open
initely read the Lording section (starting on page xx), country to the main enemy position to demolish it.
because it’s the core of what your character does. Veteran Arctic Commandos are very mentally tough,
Note that Duelists can select the Archmage class, and will often have high Mental Endurance scores.
but they recieve no benefit from Overdrawing (see
below), as they do not use spell points. They learn Genetech is still the culture that makes the great-
Summoning and Traveling instead of Complexity est use of Arctic Commandos, with Armageddon and
and Range. the Coalition following them. Most other cultures
have little use for storming someone else’s castle,
Most modern Archmagi are trained in the old but GT has been known to rent AC’s out to virtually
Page 71
Danlecting’Inuueliting school of Lording, but some everyone. The Inuuel, Sa’crontor, and Valorians are
are not. Those who follow different traditions should not well-suited to being Arctic Commandos because
still pick this class, but may want to consider some of their poor stamina.
of the Walks of Life listed in the Lording section. All
cultures train Archmages, and they can come from
nearly any species, though the Valorians are particu- Special Abilities
larly bad at controlling the Lording.
Having been practically born and raised in the
frozen wastes, Arctic Commandos move at their
Valence Main Rulebook: Classes
Special Abilities normal rate there, while everyone else is reduced
to half speed. An Arctic Commando’s Stealth score
An Archmage, because he spends so much time is doubled when in any terrain of snow and ice. An
with the Lording, is able to draw greater amounts Arctic Commando may bury himself just beneath the
of power than a similarly skilled non-mage would surface of the snow, and wait to leap out and attack
be able to draw. This is known as Overdrawing. An the next being to pass by, gaining automatic surprise.
Archmage may overdraw a number of spell points An Arctic Commando will always gain surprise this
equal to his Mental Endurance times twenty. This way unless his opponent is specifically immune to
can only be done once in a particular location each surprise.
week, as it depletes the Lording energies for 100
meters around. Other mages can still cast spells in
that region, but cannot overdraw. Overdrawing also
causes almost imperceptable structural damage to
all surrounding objects – not enough to be important
in-game, but noticeable for those who see it happen.
An Archmage who overdraws is surrounded by dark
second. For an Assassin the point is just the opposite:
Assassin they’ll never see you coming.
Assassins are trained killers. They are hired by Armageddon trains most of the galaxy’s
people who don’t just want their opposition to crum- Assassins. The only species that doesn’t do well are
ble before them, they want their opposition dead. Caractingessen, since their size makes stealth dif-
ficult.
Assassins and Ninja have a longstanding rivalry.
Ninja prefer to focus on martial arts, discipline, and
tradition, but Assassins are much better at what they Special Abilities
like to call “discrete removal of the opposition.”
Assassins are killers for the lower classes. In order An Assassin suffers no range penalty when fir-
to compete with their Ninja competitors, Assassins ing any ranged weapon, as long as he or she takes
charge lower rates. However, as Assassins don’t at least one action to aim. Assassins may use their
guarantee their kills, Ninjas are in more demand. backstab skill in ways that other characters may not,
The whole point to hiring a Ninja is that your op- using ranged weapons to “backstab” any opponent
ponent sees death looking him in the face in the final who is unaware of the attack, or is otherwise sur-
prised by the attack.
Archmage Class
Primary Skills Level Bio Doc
Lording Development 5
Complexity 5 Bio Docs are everyone’s best friend. Skilled in all
forms of surgery and first aid, and with easy access
Range 5
to information about biological science, cybernet-
Skill Cost Modifiers ics, and genetics, Bio Docs are well liked and well
Lording easier trained. Some work in hospitals, others work with
mercenary companies, and a few have retired from
Science easier
the limelight and set up private practices. Bio Docs
Page 72
for the best ones, with Genetech close behind. number determined by the GM. The GM should not
Ogres make the worst Bio Docs out of all the species reveal the target number to the Bounty Hunter until
in the galaxy, born with neither the intellect nor the after the roll. If the roll is successful, they eventu-
manual dexterity necessary, but some tough it out ally find their quarry. If not, they search in vain for a
anyway to become competent doctors. while and can re-roll after a time. Others can learn
this skill with the right teacher, but for them it has a
base cost of 4.
Special Abilities
Bounty Hunters can also be connected with law-
Bio Doc are not attacked when on the field of enforcement agencies in the same way Merchants
battle, so long as they do not attack others. Only
and Diplomats can hook up with their organizations.
the most disreputable and dishonorable mercenary This gives them a measure of legitimacy, but requires
companies will attack doctors, especially since it that they report back often, and their employer
means open season on their own! In order to gain
this benefit the Bio Doc must wear a prominent red
cross, on a white background. This won’t prevent the
Bio Doc Class
Bio Doc from getting mugged, but it sure helps them
do their job in a combat zone. Primary Skills Level
Medical Doctor 10
First Aid 5
Skill Cost Modifiers
Bounty Hunters have a knack for finding people. Computer easier
They are known for their ability to find and/or fol-
Medical easier
low people through crowds, over wilderness, and
even through space. Some have connections with Science easier
law-enforcement agencies, others work alone. Most Espionage harder
are disliked by the general populace. It’s a simple
Street harder
reason: they can find you wherever you hide, and
Page 73
people don’t like that. They represent authority, and Attributes
people don’t like that either. And worst of all, some- Charisma 4
times they’re hired (knowingly or not) to retrieve Knowledge 7
slaves. Luckily, most Bounty Hunters can overcome
their reputation with a little effort and conversation, Starting Skill Points 65
and some close examination of the jobs they take.
Bounty Hunter Class
Police detectives and private investigators are often
Bounty Hunters. Primary Skills Level
Fury Class
Furies are men and women specially trained for
Primary Skills Level urban combat. Some are trained by militaries; others
Valence Main Rulebook: Classes
All Martial Arts 5 are self-trained – they just grew up in the worst parts
Any three Archaic Weapons 5 of the inner city and know nothing else. Because
urban combat usually involves large numbers of
Skill Cost Modifiers people in a mob or riot situation, Furies are trained
Athletics easier to fight more than one person at a time. In fact, a
Combat easier Fury is actually better against multiple attackers.
Because urban combat is so unpredictable, Furies
Street easier
are also familiar with all manner of archaic and
Engineering harder improvised weapons.
Pilot harder
Armageddon’s conflict-laden culture produces
Attributes
the greatest number of Furies. Nesti and Gold Inuuel
Charisma 1 tend to make the best Furies, since their temperment
Knowledge 1 and bodies are both suited to it. Archangel Furies
Starting Skill Points 60
are rare, but quite effective, as they can lash out
with both hand-held weapons and their razor-sharp an instinctual understanding of any operating or file
wings. systems the computer might have.
Special Abilities Merchant
A Fury is superb at facing multiple opponents. Merchants are as good at business as Diplomats
He or she uses the attackers’ numbers against them are at social interaction. In casual conversation and
by causing them to interfere with each other. The informal meetings, a Merchant may be even better.
Fury gains one extra action each round per oppo- However, their real skill lies in buying, trading, and
nent, up to a maximum of ten actions per round. selling. Merchants know how to get the best prices,
Opponents are penalized one point on attack and
where to sell for the highest profits, and who consid-
damage rolls, while the Fury adds one point to attack ers what to be valuable. More technologically savvy
and damage rolls. Merchants may even decide to go into the danger-
ous field of buying and selling information over the
Interface Knight Lattice. Whether a regular Merchant or Information
Merchant, the character will be versed in all forms of
trade, commerce, and economics.
Interface Knights are the best hackers, crack-
ers, and computer jockeys around. They are often The Communal cultures produce a large number
described as being their own sub-culture which of good Merchants, but Genetech’s could sell ice
transcends race, sex, and age. This, of course, is bull, to a penguin. The Sa’crontor are famous for their
but it’s a nice idea, isn’t it? The original group known
Merchants, though each species is good at their own
as the Interface Knights were formed by a unifying style of negotiation.
distaste for Intersoft. It is rather ironic, then, that
most current Interface Knights now work for Intersoft
and its partners. Special Abilities
The original group of crackers who called them- A Merchant can always find some way to buy
selves The Interface Knights set the standard for all goods at 10% off. Whether through sympathy, hag-
who followed. It is generally assumed that none of gling, extra incentive, an offer they can’t refuse, or
Page 75
the members are still alive, though it is not incon-
ceivable that a few might have survived from GY
Interface Knight Class
350 to the present day. IK’s as a rule are primarily
concerned with computer interactions, and are not Primary Skills Level
known for interacting particularly well with living Computer Operation 5
beings (especially those of the opposite sex). There
Programming 5
are always exceptions, though.
Create Portal 5
Operative Class
Ninja
Special Abilities their Lording abilities may not be very good, the
Ogre races exemplify the single-minded devotion
A Ninja has three special abilities. The first is that Paladins are known for.
that any attack melee they make (even with bare
hands) has a pulse rating of 1. The second ability is
Special Abilities
that when a ninja has dealt someone their last mortal
wound, that person is dead. Not unconscious and
nearly dead – they’re flat-out dead. During combat a Paladins may surround their melee weapons
Ninja constantly analyzes an opponent’s weaknesses with auras of eldrich power. The eldrich power adds
and uses them to the best advantage. Third, Ninjas twice the Paladin’s Mental Endurance stat to all dam-
are never surprised under any conditions. age rolls. This power may not be combined with a
Duelist’s sword. A Paladin’s presence also inspires
people to greater heights. When a battle starts a
Paladin may roll his or her Military Leadership skill
No Class
This is for someone who is either a jack of all Ninja Class
trades, or who has never had any particular special
Primary Skills Level
training. It also represents the average person on the
streets of the galaxy (though a truly average person All Martial Arts 5
would have many fewer skill points!). Intimidation 5
Silent Kill 5
Special Abilities Stealth 5
The average person the street will have no par- Skill Cost Modifiers
ticular special abilities. Athletics easier
Combat easier
Espionage easier
Paladin
Page 77
Leadership harder
Pilot harder
Paladins are those who lead by example and
inspiration. They are warrior skilled in both armed Attributes
combat and the use of Lording. They have also been Charisma 0
trained to be leaders, and as such they are very good
at public relations skills. Paladins in their early years Knowledge 2
are typically very idealistic, with a great amount of Starting Skill Points 55
extra action per round when attacking with any kind Charisma 8
of vehicle-mounted weapons. Knowledge 2
Starting Skill Points 65
Star Commando needed such energy. When the Empire fell many
warlords were at a loss — there was no easy way to
Star Commandos are soldiers given a special suit take a station from an enemy. Conventional space
of armor with gravity suppressors and a special min- forces were simply not trained to move inside of
iaturized version of Starshielding. They are the only stars. Genetech came up with an answer: the Star
people trained to move and work inside of stars. Commando.
The high power requirements of the Empire Only Genetech currently has the technology and
brought novel ideas. It was discovered that, through the know-how to train Star Commandos. GT will,
a combination of the Lording and existing shield- however, train anyone who agrees to work for them,
ing techniques, living beings could survive on the and eventually the knowledge will spread. Any spe-
surface and inside of stars. The possibilities were im- cies can do well as a Star Commando.
mediately recognized. Power stations were placed
within the stars themselves. The stations fed directly
Special Abilities
Space Trooper Class A Star Commando has extensive training in their
environment. They are at plus five (+5) to hit and
Primary Skills Level damage when on the surface or inside of a star. As
Photon Blade 5 the inside of a star is very bright, all types of senses
Martial Arts: Defensive 5 and and sensors are nullified. A Star Commando
has become adept at using something akin to a sixth
Grenades 5 sense to detect danger. Star Commandos are never
Zero-G Movement 5 surprised inside a star, and only at half of the usual
chances under other conditions. They also receive
Skill Cost Modifiers
the starshielding modification on their starting armor
Combat easier at no cost.
Military easier
Computer harder
Page 79
Attributes Tech Doc
Charisma 2
A Tech Doc is a master of technology. He or she
Knowledge 1 is able to build and repair all types of machines. If an
Starting Skill Points 55 intelligent race made it, then a Tech Doc can fix it.
While not as good with the Lording as an Archmage
Star Commando Class or Paladin, they apply a more scientific viewpoint
Primary Skills Level to their studies of Lording and get a good deal out
Valence Main Rulebook: Classes
of that approach. A surprising number of Tech Docs
Solar Movements 5 are Duelists.
Martial Arts: Defensive 5
Ægis and the Budetug Core produce a large
Energy Rifles 5
number of good Tech Docs. Any species with a
Skill Cost Modifiers good Creativity or Intelligence will do well as a Tech
Athletics easier Doc.
Combat easier
Computer harder Special Abilities
Attributes A Tech Doc’s weapons never malfunction. Other
Charisma 2 devices might, but not their guns. Tech Docs also
Knowledge 2 gain +1 when using any technological device for
any purpose – as long as they have a skill that ap-
Starting Skill Points 55 plies to it at Basic rank or better. For instance, a Tech
Doc with Weapons Repair and Modification skill
would get a +1 to attack and damage rolls with any Tech Doc Class
weapon. One that knows Starship Mechanics would Primary Skills Level
get a +1 bonus to piloting starships.
Basic Engineering 5
Any one other Engineering skill 5
Computer Operation 5
Thief Skill Cost Modifiers
These characters grew up on the streets of the Computer easier
urban sectors. Product of the inner city, they have Engineering easier
many skills that no other class can match. They
are able to make their way through urban sectors Lording easier
unharmed, where any other character would have Espionage harder
to display firepower to be left unmolested. The Thief
Leadership harder
remains unharmed by urban predators by becoming
one. Knowing the benefits of cybernetics (and the Attributes
dangers) the character most likely has a few im- Charisma 2
plants. Thieves are the masters of the urban sprawl.
With the possible exception of the Fury, none may Knowledge 8
gainsay a Thief in his own turf. Starting Skill Points 65
Combat easier
their stealth score (if any), opponents are at -1 to
attack and damage them, and their time to find new Espionage easier
contacts is halved. A Street Thief will almost never be Street easier
a target in a city, as they know how to fit in. Even if
the Thief is the most conspicuous of the party, he or Military harder
she will usually not be the target of the local preda- Piloting harder
tors (his companions, on the other hand...). A Thief is Attributes
never surprised in any urban area.
Valence Main Rulebook: Classes
Charisma 3
Knowledge 6
Starting Skill Points 65
Backgrounds
A note on Contacts
The Contacts background is quite common, and
may need a bit of extra explanation. A contact is
All characters have a history and a story. Even not a servant. They are beholden to the character in
some manner, but wield power in their own right.
Ultramercs are not created totally out of nothing. In
order to show how a character’s past has impacted A character may ask his or her contact for favors or
his or her development, each character is given a information. The better the contact, the more likely
certain number of background points, and must they are to be able to deliver. A contact may also
choose a Walk of Life. Player Characters, being the refuse a request for any number of reasons: they may
heroes of the story, are assumed to be competent be busy, they may be unable, or they just may not
enough that they can deal with most situations well. want to. The GM is encouraged not to overuse the
Thus all starting characters are given 20 background last reason. The greater the power of the contact, the
points and one Walk of Life. These points may be more likely they are to busy. Conversely, the lower
used to obtain Advantages, such as money, contacts, the value the more likely they are to be unable to
or minor traits. complete the request. Contacts are most often used
to gain information, but higher levels might let a
Note that the only way a character may start character requisition equipment, or might look the
with money is to acquire it with background points. other way while the character does something ques-
It is strongly suggested that some fraction of the tionable. Contacts may be beholden to the character
character’s background points be spent on starting for any number of reasons — they may owe a debt
capital, so that equipment can be purchased. This is of honor, a debt of money, or may simply be the
all the money a character will have at the start of the character’s friend. Low contacts are often in fiscal
game. debt to a character. Their inability to pay means they
will perform favors in return for more time to pay off
A character’s past was probably not all fun and the debt. They are unlikely to be able to do so any
games; bad things happen to all people. This can time soon.
be represented in game terms by Disadvantages.
Associated with each Disadvantage are a number Contacts maybe changed over the course of a
of bonus background points. These bonus points campaign. They can die, pay off their debt, be turned
Page 81
maybe spent on more Advantages. It is not usually a to the enemy’s side, etc. Any character who looses a
wise decision to take more than 20 points worth of contact in this manner should be given the chance to
Disadvantages. A GM may allow a character to take make a new contact of the same power. For instance,
more than this with good reason. a daughter vowing to pay her father’s debt. The GM
should not permanently remove a contact without
There are many advantages and disadvantages good reason; after all, the player did pay character
that may be taken more then once. You can usually points for this benefit.
identify such types by their costs, which have the
Contact (5 points) would indicate someone like a netic implant. Costs 7 background points.
mayor or regional manager, with more power and
responsibility. A High Contact (10 points) would be First World Upbringing: Your character was born
fairly influential on a planetary or sector-wide level, and raised on a high-tech world, such as Genetech’s
such as a Coalition senate representative, a planetary homeworld or Earth before the Fall. He or she has
had the best access to medical care cybernetics
Valence Main Rulebook: Backgrounds
animals, and may get them to behave in a manner to not easily liquidated property. Costs 1 background
which they are not usually accustomed. Any Mount point per §100,000 of worth. Ultramercs are not al-
skills recieve a +4 bonus, if they need to be rolled lowed to own this kind of property, but may use this
at all, and even hungry wild animals will generally background to provide extra money with which to
leave you alone. Costs 8 background points. build their body.
Heroic: Your character is a particuarly heroic Starship: Your character is in possession of a
and upright person. You must roleplay this advantage starfaring vessel. This should be created by the GM.
or lose it. You recieve an extra Hero Point at the end Costs 20 background points. (Note: the Starbound
of each gaming session. Costs 5 background points. sourcebook will be very useful for your character.)
Hostile Birth World: You were born on a world Team Player: You can spend Hero Points for
where the harsh environment has shaped its inhabit- other people. Costs 4 background points.
ants. Desert worlds, frozen planets, some jungle
worlds, and a few others fit into this category. You Terrifying: Your character looks fearsome or
can add +1 to any two physical statistics (Agi, Dex, hideous Your recieve +2 on any rolls to persuade
Sta, Str). Costs 6 background points. This background or intimidate someone. Since people are generally
is not available to Ultramercs. used to dealing with weird aliens, you normally have
no penalties to social rolls, but you may have some
Improved Genome: Grants three additional trouble in less worldly cultures. Costs 2 background
points which may be added to your character’s at- points.
tributes in any way. Can only be taken once. Your
character is either the luckiest genetic fluke alive, or
the result of some high-quality genetic manipulation
before your birth. Costs 10 background points.
Disadvantages
Legendary Past: Your character has either done
something which makes him or her famous (in the Backwater: You come from a very small cul-
case of positive Renown), or has been wiped from ture with low technology and little contact with
Page 83
records across the galaxy (in the case of negative the outside world. You are unfamiliar with modern
Renown). See the description of Renown on page technology, and cannot take any Computer, Science,
xx. Costs 2 background points per point of Renown, or Engineering skills above level 5 at character cre-
whether positive or negative. You cannot have both ation. You can still use weapons and armor normally.
positive and negative Renown. Provides 7 background points.
Light Sleeper: Your character has no trouble Blacklisted: You are unwelcome in all of the
waking up on short notice, and suffers no penalty galaxy’s major cultures, and some of the minor ones.
after getting up. Costs 5 background points.
Valence Main Rulebook: Backgrounds
More importantly, you are unwanted in whatever
culture the game starts off in. If anyone finds out
M.A.C.: Your character owns a Mechanized who you are, you will be immediately deported or
Assault Craft. It should be created by the GM. Costs jailed. High levels of Stealth and Disguise skills are
20 background points. (Note: the M.A.C. source- recommended. Provides 16 background points.
book will be very useful for your character.)
Bounty: There is a price on your character’s head
Money: Starting capital for your character, to be of more than one million sections. The reason is up
spent in any way he or she desires. Costs 1 back- to you, but the higher the bounty, the worse the
ground point per §10,000 (ten thousand sections). crime was, and the more bounty hunters will come
after you. Provides 5 background points, or more
Multicultural: You were raised in two different at the GM’s discretion. Ultramercs cannot take this
cultures, and are familiar with both. You recieve both disadvantage unless they have fled Genetech — in
sets of cultural skills. Costs 6 background points. This which case they effectively have this disadvantage
background is not available to Ultramercs. already, but recieve no points for it.
Cyber-allergic: Your body rejects cybernetics of Heavy Sleeper: When waking up your character
all kinds. You cannot even recieve the most basic of suffers a -10 penalty to all actions for a period of
replacement limbs. Provides 10 background points, 10 rounds while awakening, and will be groggy for
or more at the GM’s discretion. This background is several minutes. Provides 4 background points.
not available to Ultramercs.
Phobia: Your character is deathly afraid of some-
Debt: Your character is deep in debt. You prob- thing relatively common — spiders, cats, water,
ably receive annoying mail from these people, heights, enclosed spaces, etc. You will refuse to en-
which, if ignored long enough, will lead to having all ter any place involving your Phobia, and must make
yoru stuff repossessed (and possibly your kneecaps a MnE check at -5 to even approach it. Provides 5
broken, depending on who you owe the debts to). background points.
Provides 1 background point per §250,000 of debt,
up to a maxiumum of 8 points. Poor Sense of Hearing: Your character’s hear-
ing ranges are halved. You also take -3 to any skill
Defective Genome: Someone tried to tinker rolls on which hearing is very important, such as
with your genome before birth, and shouldn’t have. Observation or Sing. Nesti have their vibrational
They obviously didn’t know what they were doing. sense range halved. This may be due to a genetic
Instead of the normal 11 points to spread around on malformity, or some kind of accident, or even mal-
your attributes, you have only 8. Provides 10 back- functioning cybernetic implants. Provides 6 back-
ground points. ground points.
Disfigured: Your character is severely disfigured Poor Sense of Smell: Your character’s sense of
in a way that calls attention to itself at all times smell is small to nonexistant. If your species can
and disturbs others. Severe acid burns are a good normally track by scent, your character cannot. This
example. You suffer a -2 penalty on most social rolls. may be due to a genetic malformity, or some kind
Provides 2 background points. of accident, or even malfunctioning cybernetic im-
plants. Ogres cannot take this disadvantage, as they
Enemy: An Enemy is someone who hates your can’t smell a thing anyway. Provides 4 background
character’s guts, and who has a worthwhile amount points.
of power and influence. Enemies don’t always want
your character dead, but if you piss them off enough
Page 84
page xx). A High Enemy (9 points) would be fairly of accident, or even malfunctioning cybernetic im-
influential on a planetary or sector-wide level, such plants. Provides 4 background points.
as a Coalition senate representative, a planetary
dictator, or a member of the Board of Directors on Poor Sense of Touch: Take -2 to your character’s
a small corporation. A Nemesis (12 points) is a very Dexterity score. This may be due to a genetic mal-
powerful foe, such as a CEO of major corporations formity, or some kind of accident, or even malfunc-
or a successful warlord. tioning cybernetic implants. Provides 6 background
points.
Flat Feet: Your character moves at 75% of
the normal movement rate for his or her species. Severe Phobia: As per Phobia, but you simply
Provides 4 background points. cannot approach the object in question, and must
run away, drop the floor and cower, or spend a Hero
Guilty/Tarnished Past: Your character did some- Point every round while in its presence. Provides 8
thing in the past that he is afraid will be found out background points.
in his current life. If it is found out, this could be
turned into a Renown or a Blackmail! Provides 5 Sterile: Your character is sterile and may never
background points. have children by any means. Provides 1 background
point.
Tagalong: You have a follower who is more of a
liability than an asset. He or she is often in trouble Walks of Life
and needs bailing out, and may be underfoot at inop-
portune times. Your character is responsible for this Each character may choose one of the Walks of
follower, possibly by choice, possibly not. Provides Life given below. No starting character may have
4 background points. more than one, though more advanced characters
sometimes do.
Terminal Disease: Your character will die of
disease sometime within the next few years. There is A Walk of Life (known also as a Tour of Duty for
no known cure. Provides 3 background points. The Soldier classes, a Shady Path for Rogues, or a Course
GM may feel free to increase the payback for this of Study for Scholars) helps to flesh out the character’s
background in a long-running campaign. background even more. Some available to anyone,
some depend on class, and some are available only
Third World Upbringing: Your character was to characters from a certain culture. Each Walk gives
raised on a low-tech world. He or she has not al- a +2 bonus to the listed skills. Once you are done
ways had the best medical and cybernetic care. You
purchasing skills, add these bonuses on.
are at -5 to save versus disease, must take -1 to two
attributes (chosen by the player), and cybernetics are Walks of Life can also be used to pass time
completely unavailable at character creation. The
quickly in the game. Each Walk is considered to have
damage done is on a cellular level and can only taken one year of the character’s life to complete. If
be repaired by Genetech, in what is sure to be an your GM says “hey, I’m going to advance the game
expensive procedure indeed. Cybernetics may be by five years. What are your characters doing?” you
purchased as usual over the course of a campaign. should look to this page. Just pick one Tour per year,
Note that not all third-worlders suffer from this and add the +2 bonuses to your character’s skills.
disadvantage. Only characters who are from an
impoverished upbringing should take this. You may One last note: unless you buy the appropriate
take both this and Hostile Birth World. Provides 14
Advantages above, your Walk of Life has no impact
background points. This background is not available on your character at the start of the game other than
to Ultramercs. the bonus skills. For example, if you choose “Struck
Page 85
it Rich,” you are not still rich. If you choose “Leading
Victim of Blackmail: Some one holds something Edge Researcher,” however, you might still be one at
over your character’s head. They may try to extort the start of the game, since it will have no significant
money, information, or favors from you. If you don’t effect on game play.
pay up (and continue to pay), this person will reveal
something terrible about you to the world as a whole.
Provides 5 background points. This background
is not available to Ultramercs — anyone trying to
blackmail an Ultramerc will probably end up dead.
General Walks of Life
Valence Main Rulebook: Backgrounds
Available to All Characters
College Days: You spent a little more time than
usual in school. Either you really enjoyed it there,
or were afraid to face the real world. Bonuses to
Bureaucracy, Research, one Miscellaneous skill
of choice, and any one skill not from Combat or
Espionage.
skill in the case of Paladins or Space Jockeys, respec- one combat skill of choice, Survival in one particular
tively. If MAC Pilots are used in your game, they are terrain, and Intimidation.
a Soldier class and may take Drive or Gunner skills
instead of a Combat skill. Reconnaissance/Scouting: You’ve been part of
a scouting team planetside, either doing recon for
Valence Main Rulebook: Backgrounds
Abyss Sector: You have served as Scum Patrol in an army or doing non-war intelligence gathering.
Abyss Sector, or another region known for its smug- Bonuses to Interpret Sensory Equipment, Stealth,
glers and illegals. You had to almost sink to their level Observation, and Advanced Radio.
to make it out. Bonuses to Make New Contacts, one
combat skill of choice, Streetwise, and Stealth. Tertiaries: You have served as a patrolman,
bodyguard, or hired gun in the Tertiaries (or another
Deep Space: You lived and worked onboard a highly political region of the galaxy). Bonuses to
starship in deep space for at least one year. Bonuses one combat skill of choice, Humor/Wit, Military
to Pilot Starfighter, Tesseract Communications, Leadership, and Make New Contacts.
Gunner: Starship, and Zero-G Movement.
Urban Assignment: You’ve operated for an ex-
Extended Training: You spent a bit more time at tended period of time in cities and towns, probably
your academy than others, not because you were as part of a police force. Bonuses to a combat skill of
held back, but because you went more in-depth and choice, Carousing, Streetwise, and either Stealth or
got better training. Bonuses to Military Leadership, a Driving skill of choice.
Tactics, Military Intelligence, and one combat skill
of choice. Warlords Zone: You have served as a ground
troop in Core-7 Sector or some other region where
there are many warlords vying for control. Bonus to
Military Formations, Military Intelligence, Missile Space Station: Part of your life was spent on
Launchers, and Martial Arts: Defensive. a large space station rather than a terrestrial city.
Bonuses to Bargaining, Make New Contacts,
Computer Bypass, and Climbing.
Shady Paths
Available to Rogue Characters Struck it Rich: At one time in your life you had
a whole lot more money than you do now. Maybe it
was from inheritance, maybe from the lottery, maybe
Back to School: You took a few years and went
back to school, to learn all that stuff people say you you just found it or (gasp) got it honestly! Bonuses
should really know. Bonuses to Accounting, Basic to Accounting, Appraise Goods, one Drive or Pilot
Engineering, one Professional skill of choice, and skill of choice, and Carousing. Note that you do not
Computer Operation. still have that money unless you buy the appropriate
Backgrounds.
Big Boss: You, at one point, were the head of a
small crime ring or group of merchants. It didn’t last Thirty Altarian Dollars a Day: It was the coolest
long, but it taught you a lot in a short time. Bonuses vacation of your life. Bonuses to Carousing, Law,
to Command Communications, Persuasion, Humor/ one Martial Arts skill of choice, and Pick Pockets.
Wit, and Make New Contacts.
Unemployment: You’ve been down in the dumps
Con Man: There’s one born every minute, and for for a significant amount of time. No work was to be
a while you found every one. Bonuses to Gambling, found, or else the work was so bad that you preferred
Persuasion, Concealment, and Sleight of Hand. going hungry! Bonuses to Pick Pockets, Streetwise,
Burglary, and Play Musical Instrument
Gone Respectable: It’s every crook’s nightmare:
willing or not, you worked for the “right” side of
the law. They say that some people live that way all Courses of Study
Available to Scholar Characters
the time! Most Merchants call this “working for the
man” rather than “gone respectable.” Bonuses to
Bureaucracy, Law, one Drive or Pilot skill of choice, Note on Courses of Study: when given an
Page 87
and Make New Contacts. “Engineering skill of choice,” Bio Docs may choose
Medical skills and Archmagi may choose Lording
Fallen in Love: You’ve met the girl, guy, or Nesti skills if they so desire. Diplomats may take a
of your dreams. They’re pretty important to you, but Leadership skill. Interface Knights should be allowed
all your friends think you’ve gone nuts. Bonuses to to take a Computer skill of choice.
Humor/Wit, Persuasion, Carousing, and either Sing,
Play Musical Instrument, or Art. Administrator: You got saddled with the nor-
mally boring job of administrating a school, hospi-
Field Research (planetary): You had the opportu- Special Walks of Life
nity to study something where it naturally occurs on a Available only to characters with cer-
planet. Bonuses to Interpret Sensory Equipment, one
Engineering skill of choice, Survival in one particular tain Mentors or Classes — see descrip-
terrain, and one Science skill of choice. Diplomats tions below.
instead receive bonuses to Persuasion, Make New
Contacts, either Psychology or Xenopsychology, and Code Monkey: Day 1: log in, slog through code,
Xenobiology. fix code, write code. Day 2: see day 1. Repeat ad
nauseum. Such is the life of the code monkey. Man
Forced Enlistment: Uncle Sam wanted you, and are you glad you got out of that job! Bonuses to
you weren’t given the choice of saying no. Bonuses Programming, Computer Operation, Bureaucracy,
to one combat skill of choice, one Martial Arts skill of and Research. Available only to Interface Knights.
choice, Body Development, and Interpret Sensors.
Defense Sysop: Not many code monkeys make
Historian: You know more about what’s hap- it to this position. You were in charge of the defense
pened before than most other people in the field. of a large computer network or particularly sensitive
Bonuses to Research, History, Appraise Goods, and data on one computer. Bonuses to Programming,
Computer Operation Create Portal, Create Guardian, and Law. Note that
you may or may not know what that sensitive data
Leading Edge Researcher: You are or were once is... it’s up to your GM. Available only to Interface
at the top of your field, doing cutting-edge work Knights.
Page 88
Professor: You’ve worked as a lecturer or teacher Early Bloomer: You probably learned to code
at some level of education (most likely college). before you learned to write. You started out very
Bonuses to Public Speaking, Research, Bureaucracy, young and learned some of the nastier aspects of
and Make New Contacts. the Lattice as a result. Bonuses to Create Virus,
Computer Operations, Make New Contacts, and
Sabbatical: Vacation time! You took some time Basic Engineering. Available only to Interface
off from your studies to get away from it all. Bonuses Knights.
Protector: You were one of the real Shieldbearers,
Extended Officer Training: You’re being troops who defend Ægis from outside forces. Bonuses
groomed to become a trainer in your future. Bonuses to one Combat skill of choice, Tactics, one Military
to Military Leadership, Command Communications, skill of choice, and Interpret Sensors.
one combat skill of choice, and Military History.
Available only to Ultramercs. Recycling Engineer: Your personal area of
expertise was turning trash into usable materials.
GT Homeworld Tour: Some say it’s a cushy tour, The job might have stunk (pardon the pun) but you
but it requires a great deal of vigilance and a psycho- can get employment almost anywhere. Bonuses to
logical profile that few Ultramercs have: the ability to Basic Engineering, Chemistry, Civil Engineering, and
deal with people. Bonuses to Humor/Wit, one com- Lording Development.
bat skill of choice, Command Communications, and
one Pilot skill of choice. Available only to Ultramercs Traveler’s Society Member: You belong to the
and those working directly for Genetechnologies. largest and most prestigious group of “independant”
adventurers and explorers in the galaxy. Bonuses to
Test Pilot: You were entrusted with testing the Observation, Make New Contacts, Bargaining, and
newest, fastest, and most powerful starships around. Xenopsychology.
Bonuses to two different Piloting skills, one Gunner
skill, and Military Intelligence. Available only to
Space Jockeys. Armageddon Walks of Life
Lords-Favored: You are one of the few Duelists Asteroid Miner: You’ve spent time in the danger-
ous profession of “belt mining,” hauling ore from the
who know of and have actually met one of the
enigmatic Lords of the Negative Dimension. You asteroid belt into inhabited regions. Bonuses to Zero-
occasionally do jobs for them in the material world, G Movement, Martial Arts: Sweeps and Throws, First
in exchange for information and favors. Bonuses to Aid, and Geology.
Lording Development, Healing, Summoning, and
Traveling. Available only to Duelist characters. Boss: Whether by placement in your family or
hard work on your part you’ve been placed in a posi-
Medical Tour: Regardless of your profession you tion of leadership in Armageddon. Now you need to
have helped out with a medical organization. Your hold onto it. Bonuses to Command Communications,
Page 89
Duelist skills came in particularly handy. Bonuses Make New Contacts, and reccieve one Medium
to First Aid, Paramedical, Healing, and Lording Contact background (your boss in Arm).
Development. Available only to Duelist characters.
Cage Wrestler: You beat the crap out of people
for a living. Well, to be honest, it’s all scripted, but
Cultural Walks of Life
the blood is real. Bonuses to Body Development,
Cybernetic Weapons, Martial Arts: Defensive, and
Only characters from the listed culture may take Acting.
these Walks of Life. They are not available to others.
Prospecter: Some people mine asteroids; you Valence Main Rulebook: Backgrounds
It should be noted that not all of these Walks are
typical of someone in the culture – in fact, some tell ‘em which ones to mine. Bonuses to one Pilot
of them are specifically for those who are rebelling skill of choice, Geology, Interpret Sensors, and
against the prevailing culture. Gunner: Light.
Arts: Defensive. you change, man. You want to make culture for your-
self, not have someone else do it for you. Bonuses to
Coalition Walks of Life Style, Streetwise, Art, and Musical Instrument.
Crusader: Right makes might, or at least you’d Pop Idol: A little bit of talent, a lot of hype,
like to think so. You’re the Coalition’s biggest fan. the attiutude of the week, and voila — millions
Bonuses to Public Speaking, Make New Contacts, of screaming fans. Isn’t show biz great? Bonuses
Carousing, and Persuasion. to Perform, Sing, Streetwise, and recieve one Low
Contact background (your agent).
Drifter: God bless the Coalition for taking care
of its bums and vagrants so damn well. You were Renaissance Mole: By day, you’re Chris Citizen.
happy living off the streets. Bonuses to Streetwise, By night you aid the revolutionary group known
Stealth, Concealment, and Gambling. as the Renaissance. Bonuses to Lying, Stealth,
Concealment, and Observation.
Explorer: The Coalition sends you out to find
new worlds and explore them. Bonuses to Interpret
Sensors, one Pilot skill of choice, Geology, and Law
Dolts In Space
Let’s say you’ve got a character from one
of the greatest combat species in the game: an
Ogre or Nesti. You’ve got great strength, can
fight for hours on end, and can take loads of
damage. You’ve just got this one problem: your
character is so DUMB! How did he even get
this job?
Ogres are incredibly persistant (high
Mental Endurance scores), and if they really
put their minds to it, they can learn just as well
as anyone else. Most Ogres just don’t learn or
A cargo-hauling starship. Most cargo-haulers are
think very quickly. Also, one of the reasons an
built relatively small, compared to those found on
Ogre’s Intelligence is rated so low is their poor
Earth in the 21st century, because of the great ex-
time sense. Ogre’s aren’t quite as stupid as they
pense of spaceflight. Almost all traders carry small,
appear. They just don’t understand past, pres-
expensive goods rather than bulk materials (i.e. gem-
ent, and future, and will confuse ideas such as
stones instead of pig iron).
“yes, I already defused the bomb” and “I will
defuse the bomb really soon.” Everyone dreads
an Ogre saying the words, “Yes, I do that,”
because it could mean that said Ogre has, is
currently, or will eventually, do whatever it is.
The only way to know is to double-check.
their good Creativity scores, but they learn
very slowly. It’s like trying to teach a slug tricks
Page 91
(or more accurately, a shrub). They are also
very bad at learning from their mistakes. While
Nesti can eventually understand such things
as the hyperdimensional mathematics needed
to build a tesseract drive, it may take forty or
fifty years. Once they learn something, though,
they are almost as good as Humans when it
comes to adapting it to new situations.
Mental Endurance: +6
2 Eye Type Visualization: +2
3 Ear Type
4 Olfactory Type Archangel Hybrid Brain
5 Muscular Type Cost: 750,000§
6 Skeletal Type Extremely successful, this type of mind works
around the brain lobes with connections that
7 Body Type minimize Lording loss. However, the brain retains its
8 Locomotion Type strong moralistic code, restriction to powers rather
than spells, and inability to lie.
9 Biomodifications
Creativity: +0
10 Manipulation Type Intelligence: +7
11 Chemical Composition Lording: +8
Mental Endurance: +8
12 Immune System
Visualization: +3
13 Epidermis Type
brain. It has the usual drawback of reducing the
Budetug Brain Caractingessen’s natural Lording powers.
Cost: 370,000§ Creativity: +0
Budetug have the ability to manufacture top Intelligence: +6
quality goods. This is due to their high Visualization Lording: +6
and Creativity skills. Unfortunately, their lower Mental Endurance: +3
Intelligence means that most of their innovation is Visualization: +4
hit-or-miss.
Creativity: +5
Inuueliting Brain
Intelligence: +3
Lording: +2 Cost: 400,000§
The Inuueliting brain type has relatively high rea-
Mental Endurance: +3
Visualization: +6 soning skills and massive Lording abilities. The draw-
back is that this brain type has a low Visualization
score and is not tolerant of pain and duress.
Budetug Hybrid Brain Creativity: +1
Cost: 450,000§ Intelligence: +5
Some of the reasoning problems have been Lording: +6
solved in this version of the Budetug brain, but the Mental Endurance: +2
price is a total lack of Lording abilities. Creativity is Visualization: +1
not bad for a hybrid brain. Characters with this brain
type often seem very stubborn.
Inuueliting Hybrid Brain
Creativity: +4
Intelligence: +5 Cost: 520,000§
Lording: +0 This has the abilities of the Inuueliting brain but
Mental Endurance: +5 with a better Visualization score. The Lording abili-
Visualization: +8 ties of this brain type plummet rapidly because of its
machine nature. That is made up for with a greater
ability to grasp real-world problems.
Caractingessen Brain Creativity: +0
Cost: 450,000§ Intelligence: +7
Page 93
This is a peculiar brain type with many strengths Lording: +4
and weaknesses. All Caractingessen tend to dislike Mental Endurance: +4
Caractingessen of the same gender, and dislike the Visualization: +3
other gender except under certain, um... special...
circumstances. They are, however, the masters of
Hallan Brain
magic, and have high reasoning capabilities. Their
low Mental Endurance manifests itself as whimsy, Cost: 420,000§
and many Caracts are incapable of focusing on The Halla are known as the best fighter pilots in
Valence Main Rulebook: Ultramercenaries
anything for long periods of time. All Caractingessen the galaxy because of their high Visualization and
brian types are built on the more agile and coopera- Mental Endurance scores. However, they are not
tive Serpentine brains. always the smartest of creatures. Ultramercs with
Creativity: +1 Hallan brains are treated as Halla for all purposes
Intelligence: +4 relating to the use of Tesseracts.
Lording: +8 Creativity: +2
Mental Endurance: +1 Intelligence: +3
Visualization: +3 Lording: +6
Mental Endurance: +6
Visualization: +5
Caractingessen Hybrid Brain
Cost: 670,000§ Hallan Hybrid Brain
This is an excellent combination that elimi-
nates the whimsical nature of the species’ normal Cost: 600,000§
Even better pilots than before, those with Hallan
hybrid brains can focus tesseracts more often and
over longer distances than the original. Their abil- lusions as well as those created using the Lording.
ity to communicate directly with computers makes They also have the highest Mental Endurance in the
them unmatched as navigators. The previous com- galaxy, making them virtually immune to terror and
ments about tesseracts still hold (see above). torture. Their sense of time is notoriously bad.
Creativity: +1 Creativity: +1
Intelligence: +5 Intelligence: +2
Lording: +4 Lording: +2
Mental Endurance: +8 Mental Endurance: +10
Visualization: +6 Visualization: +1
deals well with reasoning skills. Lording skills are merchants in the universe. They also love the plea-
next to impossible for someone with this kind of sures that come with being rich merchants.
brain. Creativity: +7
Creativity: +9 Intelligence: +5
Valence Main Rulebook: Ultramercenaries
Intelligence: +6 Lording: +3
Lording: -1 Mental Endurance: +1
Mental Endurance: +4 Visualization: +1
Visualization: +3
Sa’crontor Hybrid Brain
Nesti Brain Cost: 570,000§
Cost: NA Sa’crontor hybrid brains further improve their
The Nesti brain type is not possible in any other Intelligence score, and give the species more disci-
creature but a Nesti, as it requires that the owner be a pline, but reduce their creativity.
plant. Genetech does not yet allow the development Creativity: +6
of intelligent plants. See “Processing Displacement Intelligence: +7
Fibers” in the Biomod section (page xx). Lording: +1
Mental Endurance: +3
Visualization: +2
Ogre Brain
Cost: 370,000§
While incredibly stupid, those with these brain
types are immune to holographically generated il-
Valorian Brain Archangel Eyes
Cost: 500,000§ Cost: 40,000§
An alien psyche in a mind with low lording pow- These eyes, like the Archangels themselves,
ers but stunning deductive powers makes this an in- are nearly invulnerable to harm. They are actually
credible brain type. These beings learn quickly when recessed inside the skull. In reality the eyes them-
young, but have low average Mental Endurance and selves look backwards at a forty-five degree angle at
Creativity scores. Those with this brain type gain an a mirror mounted inside the back of the skull. This
automatic +4 to their Knowledge attribute. makes the eyes virtually impossible for someone to
Creativity: +1 poke out, and gives the Archangel to appearance
Intelligence: +10 of having no eyes. The down side is that this is not
very efficient, and reduces the range of the eyes. It
Lording: +0
Mental Endurance: +2 also gives the Archangels terrible night vision, which
Visualization: +8 explains their notorious aversion to the night.
Range: 750 meters
Save vs. Blinding: +10
Valorian Hybrid Brain Night vision: 3 meters
Cost: 750,000§ Infrared: None
A partially successful endeavor, this combina- Ultraviolet: None
tion of nature and machine partially negates the
lack of mental endurance, but essentially destroys Basic Eyes
creativity in the process. The reasoning capabilities
Cost: 25,000§
are astonishing, but intuitive leaps and Lording use
are essentially impossible. There is a whopping +8 Normal Human or Sa’crontor eyes with 20/20
to knowledge with this brain type, as the brain be- vision. Their effectiveness in low-light conditions is
comes an even more capable data storage device. horrible.
Creativity: +0 Range: 1 km
Intelligence: +12 Save vs. Blinding: 0
Lording: -2 Night vision: 6 meters
Mental Endurance: +4 Infrared: None
Ultraviolet: None
Page 95
Visualization: +9
Cybernetic/Robotic Eyes
Cost: 100,000§
Eye Types These eyes are very powerful. They are virtually
immune to overload, have excellent focus over long
distances, and can see a reasonable distance in both
Eyes are a very integral part of intelligent life.
the infrared and ultraviolet spectrums. They do, un-
Inuueliting Eyes
Cost: 30,000§
These eyes are exceptional but frail, and damage
easily. They come in strange colors, such as purple
and gold.
Range: 2 km
Save vs. Blinding: -2
Night vision: 1 km
Infrared: None
Ultraviolet: None
Page 96
Halla Eyes
Cost: 20,000§
These eyes have exceptional ultraviolet vision,
but are vulnerable without their nictating membrane
Valence Main Rulebook: Ultramercenaries
Ogre Eyes
Cost: 25,000§
These eyes are very durable, but generally not
very good. They have poor range of normal vision,
but better night vision than humans.
Range: 300 meters
Save vs. Blinding: +4
Night vision: 10 meters
Infrared: None
Ultraviolet: None
Save vs. Deafness: -6
Ear Types
Inuueliting Ears
From hearing a conversation to noticing some-
Cost: 50,000§
Inuuel ears are acute, but are somewhat fragile.
one sneaking up on you, hearing is sometimes con-
They are pointed, and tend to lift the eyebrows of the
sidered the next most important sense after vision.
creature who possesses them into a perpetually ar-
The ranges listed below are the maximum range for
rogant look. They break rather easily due to a hollow
hearing a quiet conversation, assuming that other
bone running along the outer ridge.
noise is minimal.
Range: 40 meters
Save vs. Deafness: -2
Archangel Ears
Cost: 20,000§ Nesti Ears
Archangel ears, much like their eyes, are re-
cessed into their skull. They are protected well from
Cost: NA
Technically speaking, the Nesti do not have ears.
physical damage, but not from simple overload by
Their excellent vibrational sense is due to the com-
loud noises.
position of their body, not to any one part of it. At
Range: 6 meters
this time Genetech is researching a way to recreate
Save vs. Deafness: 0
this vibratory sense, but they want to avoid another
Doctor Watt incident (see the Biomod section for
Basic Ears
more info).
Cost: 25,000§
These ears are similar to the human ears of today. Ogre Ears
If you don’t know what they look like try looking at
some one else, or even the mirror. Many species pos-
Cost: 60,000§
These are extremely adept, but they are large
ses ears with these same capabilities.
and obvious. They look like Inuuel ears except that
Range: 20 meters
they have large tufts of hair coming out of them.
Save vs. Deafness: 0
These sensitive hairs, along with the large fin-like
Page 97
shape, allow the Ogres some of the best hearing in
Cybernetic Ears the galaxy.
Cost: 50,000§ Range: 60 meters
These ears are fairly good, but their largest ben- Save vs. Deafness: 0
efit is that they match the body’s normal ear type
in appearance. They have all the usual benefits and Valorian Antennae
penalties that go along with cybernetics, such as
Cost: 100,000§
Valence Main Rulebook: Ultramercenaries
vulnerability to electromagnetic pulses. In addition,
These are among the most sensitive devices
they can be neutralized by large electromagnetic
known to collect vibrations. They are so sensitive
fields, making the character hear static.
that characters with these antennae can’t be sur-
Range: 30 meters
prised so long as the person surprising them makes
Save vs. Deafness: +2
any noise whatsoever (e.g. a heartbeat, breathing,
movement). They can pick up heartbeats at a range
Caractingessen Ears of 20 meters. They are also very obvious, seeing as
Cost: 40,000§ they’re two feet long.
These ears are exceptional in their abilities, but Range: 200 meters
they are also extremely vulnerable to damage. They Save vs. Deafness: 0
are composed of several spiny protrusions webbed
together. The overall effect is rather like a large fan.
Needless to say these look very comical on most
humanoids.
Range: 40 meters
Olfactory Types Muscle Types
This affects your character’s strength. You may
Ordinary Olfactory Senses need to take a certain bone type to attach these
Cost: 25,000§ muscles to; otherwise you might be snapping or
Archangels, Humans, Inuueliting, Budetug, bending your own bones.
Nesti, Sa’crontor and Halla all have similar senses of
smell and taste, which offer no particular powers or
disadvantages. Normal Muscle Type
Cost: 25,000§
A conventional muscular system composed of
Ogre Olfactory muscles responding to nerve impulses by contract-
Cost: free ing and pulling a bone structure. This is found in
Ogres have no sense of smell at all, and are im- Humans, Inuueliting, Budetug and Halla, and can
mune to tear gas and other horrible-smelling things. be attached to any bone type.
The drawback is that they won’t know when they Strength: +2
smell something dangerous (like a gas leak).
point every day until it drops below zero, at which tages, which, in itself, can be used as an advantage.
point the character dies of starvation. This muscle Agility: +4
type is found in Archangels, and must be attached to Stamina: +4
Living Steel or Titanium bones.
Strength: +6
Heavy Calcium Bones
Cost: 175,000§
Electromagnetic Muscle Type A very tough system capable of withstanding
Cost: 80,000§ massive amounts of stress. However, it doesn’t offer
Extremely powerful and precise, this is the op- fine, graceful body movements due to the weight of
timum of cybernetic musculature. It has only one the bones. It takes a lot of punishment, but doesn’t
weakness: if your character takes even one level of deal well with coordination. Found in Budetug.
EM damage, he or she will convulse helplessly for Agility: +2
thirty seconds. This muscle type can only be con- Stamina: +5
trolled by Hybrid brains. This is a form of cybernetic
musculature, which can be attached to any bone
“Living Steel” Bones
type.
Strength: +9 Cost: 325,000§
+1 to Dexterity and Agility This bone structure has large, smooth deposits of
iron in it. This makes the bones extremely resilient
but very heavy. Usually found in Archangels, Ogres
and Caractingessen.
Agility: +1
Skeletal Types Stamina: +9
Titanium Bones
Your character’s bone type influences both
Agility (through the lightness and flexibility of the Cost: 750,000§
bones) and Stamina (how much marrow can be in The toughest skeleton Genetech has so far creat-
ed. Titanium is both strong and light. Unfortunately,
Page 99
the bones and support an active character). Through
the Stamina increase, your bones also affect how if the bones break, they must be replaced; they aren’t
tough your character is and how many wound levels capable of automatically repairing themselves like
he or she has. the other bone types. This can be quite expensive.
Agility: +6
Stamina: +7
Light Calcium Bones
Cost: 250,000§
This is a bone structure very similar to that found
in Earth birds. It is very light and mobile, yet not Valence Main Rulebook: Ultramercenaries
without a certain strength. The hollow bones of this
structure make it very light, but susceptible to strong
attacks. It offers better agility than any other skeletal
structure. Usually found in Inuueliting, Valorians,
and Sa’crontor.
Agility: +9
Stamina: +1
Size: 4
means that they don’t take hits as well as most.
Armor Cost: Two times normal
Size: 3
Height: 170 to 200 cm standing up
Armor Cost: Normal
85 to 100 cm while walking
Height: 75 to 160 cm
Basic Humanoid 30/8 60/15 60/15
These are how your character gets around. All Large Humanoid 40/10 80/20 80/20
Ultramercs have two movement types; typically one
flying and one walking. The first two numbers listed Serpent 100/5 200/10 200/10
are in meters per round (10 seconds) when walking Reptilian 80/5 160/10 160/10
or running in combat, respectively. The last number
is daily movement in kilometers, assuming an eight-
hour march. See Movement, page xx, for more info. Insectoid Locomotion
Cost: 50,000§
Changing from one type of movement to another This type of locomotion is only appropriate for
typically involves one second of delay as your char- insectoid bodies. No other type will support, or is
acter bends down, unfurls wings, lands, etc. designed to accommodate this type of locomotion.
Four insect like legs hold a thorax up, much like a
praying mantis. It is one of the faster types of ground
Basic Bipedal movement.
Cost: 100,000§
Standard two-legged walking and running. As
Body Type Walking Running Per day
with most locomotion types, the exact speeds de-
pend on body type. This is good for a character who Insectoid 50 100 100
would like to maintain an acceptable pace while
keeping his hands free for other actions.
Vehicular Ground
Body Type Walking Running Per day
Cost: 125,000§
These systems of locomotion involve wheels or
Short Humanoid 7.5 15 15 treads. The lower body is typically replaced with a
Basic Humanoid 15 30 30 cybernetic housing. In any of the Caractingessen
body types the underbelly becomes a flexible hous-
Large Humanoid 20 40 40
Page 101
ing. The advantage to treads is the fact that they
Serpent 7.5 15 15 can climb all but the steepest of inclines, while the
Reptilian 7.5 15 15 wheels are limited to a more civilized environment.
Moment rates are the same no matter what the body
type. Bigger creatures can have larger engines, but
Partial Bipedal need them to move their more massive bodies. Light
Cost: 75,000§ Calcium bone structures should not be used with
This what most Caractingessen have. They are these movement types.
Short Humanoids 40 80 80
that too.
Basic Humanoids 75 150 150
Large Humanoid 85 160 170 Body Type Cruising Max Per day
Serpent 100 200 200 Short Humanoids 20 40 40
Valence Main Rulebook: Ultramercenaries
Some species have very unique abilities, which
“Rocket” Propulsion Genetech has isolated and refined from their genetic
Cost: 750,000§ code. Biomodifications are primarily taken from
This form of cybernetic propulsion is the fastest existing species, but some are the unique creation
of all Ultramerc movement types. All body types will of Genetechnologies. These are also available to the
have the same speed. It can propel the user at any general public at the same cost, though the DNA re-
speed (up to a maximum of about Mach 3) through patterning can take anywhere between three weeks
space or an atmosphere. Should you be unfortunate and six months.
enough to hit something at top speed, you and it
both take a level 90 Blunt attack (in your case, to the A’darn Gland
head). Maneuverability is terrible (-2 to Agility while
airborne). Cost: 130,000§
This is the gland found in the Golden Inuueliting
which gives them their excellent reflexes and metab-
olism. The gland releases an organic compound into
Maximum Speed Per Day
the blood system which Genetech markets under the
10,000 20,000 name “super-adrenaline,” and indeed it works very
much like a super-powered hormone. While the
gland is activated the character gains 3 extra attacks
per round and deals +1 damage when using melee
weapons. The gland may only be used for sixty
rounds (6 minutes total) each day. The user may turn
the gland on or off at will, as an instinctive reaction.
The user must eat double the normal amount of food
during any day that the gland is used or lose 2 points
of Str and Sta for the next day.
Page 103
Aquatic Adaptation
Cost: 65,000§
Contrary to its name, this biomod does not actu-
ally make someone a half-fish, half-person. Instead it
grows gills on their necks so they can breathe under
water, and grows webs on their fingers and toes. The
serious disadvantage. Genetech rarely builds mercs degrees F, regain one stamina point per round, until
without regular sight in addition to radar. maximum points are reached.
Fur pupils, so they merely appear as glassy surfaces in
Cost: 40,000§ the character’s head. This has a disconcerting affect
Thin fur, like that on a cat, lets one survive cold on the other species, as it is never possible to tell
weather down to -20 degrees. It gives no defensive exactly what a Sa’crontor is looking at. This biomod
bonus. Thick fur, like that on a bear, gives tempera- can not be combined with cybernetic eyes.
ture tolerance down to -45 degrees F and +1 to natu-
ral armor. Unfortunately, it can cause heat stroke or Attack rolls are made with Martial Arts: Offensive.
heat exhaustion in weather above 20° Celsius. Those The range is the user’s Intelligence in meters, and the
with an Ogre epidermis cannot buy this for obvious beams do 10 Piercing damage.
reasons.
Metabolic Enhancement
Glide Cost: 100,000§
Cost: 25,000§ This gives your Ultramerc the world’s best cast-
This biomod actually contains three different iron stomach. You also gets the extra-tough teeth of a
modifications in it. First, the ability of a cat to twist rat — given enough time, you can chew concrete. A
in midair and land on its feet. Second, the character character with Metabolic Enhancement can live on
develops flaps under the arms, webs in the fingers, almost anything he or she can get down (not includ-
etc. like a flying squirrel. This helps add to wind re- ing poisons). The down side is that the merc has to
sistance and slow the fall. Last, some extra cartilage chew hard materials or grind his or her teeth to keep
in the leg joints helps absorb shock. Subtract 15 them from growing excessively. Also, the things one
meters from the distance of any fall, and then take can eat are not always very nutritive.
only half damage from the remainder if you make a
successful Agility check.
Minor Regeneration
Cost: 100,000§
Heat Regeneration Cells This biomod will enable a person to regenerate
Cost: 225,000§ small extremities if they are cut off or otherwise
Characters with this biomod have their cells removed. The process takes about a month. These
made much more sensitive to heat. Higher tempera- include fingers, toes, ears and noses. It excludes,
Page 105
tures allow the character’s cells to repair at extraor- however, reproductive organs and other complex
dinary rates when damaged. In temperatures over or large body parts. It also allows a character to
90 degrees Fahrenheit, a character with this biomod repair damage to statistics (such as that done by
regenerates his or her least threatening wound each Disintegration damage) at a rate of one point per
round, and reduces the bleeding level by one per day. This biomod has no effect on ordinary combat
round. However, this is the characters only means damage.
of healing. The process works in reverse, as well.
Temperatures below 0 degrees F will cause the body
Valence Main Rulebook: Ultramercenaries
Nesti Structural Support
to begin converting tissue into energy. The character
will take one wound level (of the lowest type avail- Cost: 450,000§
able) per hour in these conditions. Cold-based at- During their experimentation with sentient
tacks inflict double damage. Heat based attacks do races, Genetech discovered a technique for improv-
half damage. ing endo-structures. They took a Nesti seedling (an
embryonic Nesti) and stripped out its neural fibers,
connecting them to an animal’s nervous system.
Laser Optics Genetech had effectively created a Nesti controlled
Cost: 300,000§ from a central brain instead of their usual distributed
These are the infamous “sting of the Sa’crontor.” nervous system. However, this was not of use to
Two glands are located in the eyes, in small notches them. GT was about to scrap the project when a bril-
in the surface of the eye’s wall. When the glands are liant young geneticist named Dr. Watt (then a rising
lowered, a chemical reaction occurs, creating a brief star in Genetech) took the experiment in a new di-
flash of light. Flaps of tissue protect the retina of the rection. He took the idea of a brain controlled Nesti
eyes. Several lenses in the eyes focus the beam into
and thrust it into the internals of a fully functional
sentient animal — in this case an Earthling. Nictating Membrane
Cost: 20,000§
When Nesti tendrils were connected to the Character develops a second see-though eyelid
subject’s brain, the brain instinctively used the ten- which snaps down automatically. Gives perfect
drils to strengthen the body’s endostucture. Tendrils normal vision underwater and +4 to save vs. blind-
spread through her body, permeating both bone and ing. Found naturally in the Halla to protect them
muscle. She was able to control the tendrils as if they from stinging wind-driven sand on their windy
were a part of her own body. she could extend them homeworld.
out of her skin and permeate objects with them. She
was strong, and resilient. Genetech didn’t realize
how strong, and one night she escaped from mini- Phosphorescent Glands
mum security observation labs and is suspected to Cost: 15,000§
have departed Allah some months later. Dr. Watt had First developed for the entertainment industry,
the information he needed, though, and was able to this essence allows the host to “glow” at vary-
tweak the experiment to minimize future danger. ing degrees of luminosity and hue. Popular urban
culture has recently become caught in a fad over
A Nesti structural support system is a network this essence, and it is not unusual to see a group of
of Nesti tendrils interwoven with one owns bone teens on the street all glowing different colors with a
and muscle. It adds +2 to your Strength and +1 to cheap version of this biomod.
your Stamina. In addition, it allows its host to expel
tendrils for use as manipulators. Tendril ends can The luminescence of this essence is only visible
be expelled from the hands or feet, causing serious in poor lighting or at night. Once acquired, the es-
damage to the epidermis where they are expelled sence is always active. It can be turned “down” or
(two Bruised wounds). They are prehensile, and have the hue can be adjusted, but never really turned off.
a Dexterity of +2. If used to augment standard ma- The brightest effect that can be achieved is a 2-foot
nipulation (such as plunging them into a hand-held glow radius.
weapon), they add another +1 to Dexterity. Tendrils
close to the skin give the host a reddish-gold tint.
Processing Displacement Fibers
Page 106
The host must spend at least two hours in the sun Cost: 400,000§
each day in order to maintain the tendrils, and drink After the success of the Nesti Structural Support
twice the normal amount of water. If the tendrils do System (see above), Dr. Watt was encouraged to
not receive nourishment for an entire week, they continue his exemplary work involving Nesti experi-
begin to wilt and all bonuses and abilities gained mentation. Continuing his theme of using Nesti parts
Valence Main Rulebook: Ultramercenaries
from them are lost. If this continues another week, to enhance other beings, Dr. Watt, aided by an expe-
the tendril will die, causing the loss of 4 points of rienced Valorian Neurologist, began development of
Stamina and Strength as they leave holes in the host’s a second biomodification using Nesti tissue.
bone and muscle. The host will be prone to breaking
bones until the damage is healed. This time Dr. Watt decided to use what he had
thrown away in the previous experiment, namely the
The Nesti elders on their homeworld have re- neural fibers. Mimicking his previous procedures, he
cently learned of this Biomodification and are none connected the neural fibers up to a sentient brain.
too pleased. Since the process involves stripping a Through months of experimentation and multiple
seedling of its neural fibers, they consider every host test subject they discovered that the Neural fibers
of this biomod to be a murderer. The wrath of the were displacing the central thought processes, so
Nesti is not to be taken lightly. that every part of the body was capable of small
amounts of sentient thought. This meant that, while
Note: This Biomod cannot be taken with the brain was still the intellectual center of the body,
Processing Displacement Fibers. See below. it was no longer necessary for life.
your head removed is not the end of the line (unless
Titan Flame Glands
you bleed to death). It also has the side effect that Cost: 320,000§
if any other part of your body is removed it can act These glands draw on geothermal energy. The
independently of the main body, until it runs out of geothermal energy is converted to an enzyme that
recourse to live. Granted, this is not very long, but it permeates the skin to cause the metabolism to
is usually long enough to (for instance) activate the change, releasing energy. This causes a shimmering
self-destruct sequence on your enemy’s starship. of air in the vicinity, the “Fiery Aura.” There are two
types of these glands. Titans have a more powerful
While this second experiment was not as dra- version (10 points of Disintegration damage on
matically successful as the first, Dr. Watt still basks contact), while the type found on Draconians can
be drawn into the flesh, making it possible to ‘turn
in the glory of his accomplishment.
off’ the aura. However, this version is less powerful
Note: Cannot be used in conjunction with the (5 points instead of 10) due to the added muscle. The
Nesti Structural support system. The result of doing Titan version automatically activates under stress,
this is the creation of a sentient Nest within the host’s while the Draconian version can be turned on and
body. The one time this was done the hosts battled off.
for control of the body, and it resulted in both beings
dying.
Transmortifier Lobes
Cost: 200,000§
Tesseract Stone These are the glands that are found in the
Cost: 500,000§ Valorians. They allow the Valorians to manipulate
When an Inuueliting becomes a Platinum ambient energy, drawing it into the glands on the tips
Inuueliting, the liquid from the Pool of Radiance is of a Valorian’s tentacles. While the energy is held
coalesces into a perfect diamond embedded into the there, the tips of the tentacles (hands of humanoids,
new Platinum’s forehead. GT has mastered a process between the eyes for Caractingessen) appears to be
where the diamonds of dead Inuueliting are implant- glowing nimbus of energy around the area. It is then
ed into an Ultramerc’s forehead and activated. possible to expel this energy in the form of a con-
densed microwave beam. The number of shots per
When the user attempts to create a Tesseract the round is limited by number of input/output areas on
Page 107
diamond appears to draw in all light, then emit it as the creature (Caractingessen have one shot a round,
twinkling, multicolored motes. Unlike mechanical Humanoids have two, and Valorians and Golden
tesseract devices, the user must merely have visited Inuueliting have four). The limb must be pointed a
or be able to visualize the destination. No calcula- the target, so Caractingessen can point their heads to
tions are required Like all tesseracts, it must be used attack with the microwave beam and do something
in deep space. Preparation time is based on the else with their claws.
size of the objects to be tesseracted away. The users
own body can be tesseracted with just a second of Attack rolls are made with Martial Arts: Offensive.
Valence Main Rulebook: Ultramercenaries
preparation time. For every ton over the weight of The beams deal Disintegration damage equal to the
the user, there is one minute of preparation. It can character’s Intelligence, to a range of 5 meters per
take hours to tesseract a starship. Preparation must point of Mental Endurance.
be renewed after each jump, so it is not possible
to tesseract a ship into a combat zone, decide it’s
not such a great place, and go back right away. The
range is a number of light years equal to five times
the user’s Visualization. The accuracy of this tesser-
act is astounding, never off-target by more than a
few centimeters.
Valorian Manipulation is composed of four
tentacles sprouting from the the torso. While they Good for what ails you, so to speak.
are fairly strong, they do not have a great ability to
perform detail work. Like the Gold Inuueliting, they
have the ability to wield up to four weapons. Basic Immune System
Dexterity: +4 Cost: 100,000§
Damage from jab: 2 Blunt This is the system found in most species. It works
well with all the various modifications that charac-
ters will make on their bodies. It won’t reject symbi-
onts, cybernetics, or any other implants. No bonus to
Chemical Compositions save against disease.
There are two major types of chemicals that
beings are composed of: silicon-based, and carbon- Cybernetic Immune System
based. Each has it’s advantages and disadvantages. Cost: 200,000§
There is no particular cost for having one or the Tiny miniaturized robots hunt out particles un-
other. necessary for the body’s functions. The robots are
armed with tiny little disintegrators. These are very
small scale weapons, and are used only to destroy
Carbon foreign substances in the body. Costs for medical
services and cybernetics are unmodified because the
Carbon based life forms have no modifications. system is programmed to recognize these unnatural
They are life forms similar to Earth creatures. Must implants. This can be the system’s downfall, how-
eat half their body weight in food per week to stay ever, as some dangerous substances masquerade as
healthy. Almost all species are carbon-based. beneficial agents. Some symbionts react negatively
to this system, not liking what they consider to be in-
Page 109
Silicon vaders patrolling the body. +4 bonus to save against
disease.
Silicon based life forms are perhaps the most
alien to humans minds of all life forms. The silicon Caractingessen Immune System
in the creature makes it able to convert solar energy
Cost: 300,000§
directly into electrical energy which powers the
This is the most powerful of the immune sys-
body. Silicon-based creatures must eat an amount of
tems. For years it bothered scientists, as it actually
rocks equal to one quarter their body weight every
They are quite strong, and overlap well. Gess skin Human
provides a natural Armor Value of 5.
Cost: 110,000§
This is the familiar look of the Earthlings, Succubi,
Cybernetic and Ariel. The epidermis is available in a variety of
Cost: 400,000§ colors. Ariel skin grows tiny feathers instead of hair.
Human skin provides a natural Armor Value of 1.
This is a layer of armor that can be placed be-
neath the surface of another type of skin, or it can be
the skin itself. These titanium, ceramic, and neokev- Insectoid Exoskeleton
lar plates offer excellent protection. Agility takes a
penalty of -2 if this is under another skin. There is no Cost: 230,000§
Agility penalty if it is the skin itself, though appear- This is the exoskeleton found on Valorians. It is
ance suffers. Cybernetic skin provides a natural composed of tough plates and joint covers similar to
Armor Value of 10. kevlar. When combined with the insectoid body, it
provides more protection than any other epidermis.
This skin’s natural Armor value is normally 8. With
an insectoid body type this rating becomes 12.
Sa’crontor
Cost: 200,000§
Found on the Sa’crontor, these tiny scales are
like those of a snake and are unpleasant for most
humans to view. While not wet, they look so, and
their smoothness make the character very slippery.
Opponents have a -10 to attack when trying to wres-
tle with a character with this skin type. Sa’crontor
skin provides a natural Armor Value of 2.
Titan
Cost: 150,000§
Tough, lumpy skin that is almost impervious
to heat energy. A character with this skin takes no
damage from fire, flame throwers, or heat, and takes
half damage from plasma hits. Titan skin, contrary to
popular belief, does not catch fire. See Titan Flame
Glands under Biomods above. Titan skin provides a
natural Armor Value of 1.
Troll
Cost: 380,000§
This skin secretes a acidic jelly when the charac-
ter is excited. The acid adds 10 Disintegration dam-
age to martial arts and other hand-to-hand attacks.
It can not be “turned off,” so if the character wishes
to enter regular society he must wear a suit designed
for it. Troll skin provides a natural Armor Value of 5.
Page 111
Valence Main Rulebook: Ultramercenaries
Ultramerc
the skills common to all Ultramercs. This may seem
attractive at first (leaving more money to spend on
a jacked-up body), but in the long run such tactics
Training
will most likely cause the merc to be a failed experi-
ment.
Ultramercs buy their skills with their starting All Ultramercs are trained in the following skills.
budget. After you buy your Ultramerc’s body, and These skills are taught to all, regardless of mentor,
any cybernetics, remaining money can be used to and are considered necessary in order to make an
train the character. If you’ve overspent a little, you effective Ultramerc.
might want to use the “Property” advantage to give
your Ultramerc a little more budget money. Martial Arts: Offensive: 5
Martial Arts: Defensive: 5
The first thing to do is select a mentor. A mentor Computer Operation: 5
is the first person that the newly formed Ultramerc
is exposed to, just after he or she emerges from the Ultramercs have Charisma and Knowledge of 1
growth vats. This person will guide the character to start the game (if not specifically increased during
throughout the rest of his or her career. They put character creation). Social training is not high on the
the first ideals and goals into the character’s young list of important things for a young Ultramerc, and
mind. It is they who effectively determine what the Genetech only wants them to be able to remember
merc’s primary function will be within the Genetech orders — everything else is superfluous.
hierarchy.
er as if it were the real thing. Modern energy weapon orders, seemingly without any personal emo-
training is done with electrodes that cause real dam- tion. Most people who know about Ultramercs
age each time a merc takes a hit. These electrodes believe them to be mindless killers.
deliver enough power to send the average human
into shock. Computer training in the Lattice is done The truth is something different. Ultramercs
simply by putting the student in and letting them go. do have emotions, but thanks to the highly clas-
Young hackers are paid to attack the Ultramercs. sified drug Eme-5, they are extremely muted.
Mercs who survive often leave young bravos brain- Fear, love, regret, and all other emotions can
dead in front of their machines. appear in an Ultramerc, but they are almost
unnoticable as long as the UM has a steady
Not all Ultramercs survive this training, but supply of Eme-5 (about one dose a week).
none of them fail for lack of trying. Genetech is
quite profit-oriented, and makes sure that each and When they go off the drug, though, many
every mercenary knows exactly how much money repressed emotions can come through, and the
was spent to create them... and how displeased the ‘merc may have a difficult time adjusting to
management will be if it goes to waste. the change. This is one reason there are so few
runaways who survive: many of those who are
It is possible for an Ultramerc to not have a men- not captured eventually committ suicide.
tor. They may just have trainers, or even only have
Mentors
Command Officer
Cost: 2,000,000§
Close Combat Specialist Command Officers are an experiment to see if
Cost: 1,500,000§ Ultramercs can be taught to lead effectively. They are
being field-tested commanding squads of Ultramercs,
squads of normal people, and some mixed groups.
Close Combat Specialists are trained extensively
in hand-to-hand combat, both armed and unarmed. GT has decided that more testing is necessary, and
They are also trained to close the distance to melee the Command Officer program has been given five
as quickly as possible. These characters can operate years to prove itself. COs are typically dispatched
as very effective assassins when given a little auxil- to advise Chief Planetary Officers who are facing
iary training, but are more typically hired as body- armed conflict and have little experience with it.
guards for VIPs. Those loaned out as mercenaries are
typically given heavy weapons training. So far tests have been excellent in some areas
and poor in others. They excel in field command, but
This is one of the longer-running and better- have trouble relating to others out side of a conflict.
known mentoring programs that Genetech provides. Since Ultramercs are force-grown to adulthood and
It is also one with a relatively low lifespan. The old- trained in just eight years, they have little emotional
est Close Combat Specialists have been active for no maturity. They may follow orders well, but their lack
more than 10 years. of typical life experiences makes it difficult for other
to strike up a conversation with them. It’ll be a long
time before GT introduces a “Politician” mentorin
Special Ability program.
The character gains one extra action per round
when using melee weapons and unarmed combat. Special Ability
They can also rush into battle, adding 50% to their
movement over short distances. Those who are following the direct orders of a
Command Officer recieve +2 to any skill checks that
Page 113
the officer orders. This takes up most of the CO’s
Close Combat Specialist time, and he or she can only command a number
Primary Skills Level of people equal to five times his or her Charisma
rating.
Martial Arts: Offensive +10
Martial Arts: Defensive +10
Command Officer
Ancient Weapon: Sword +10
Primary Skills Level
Valence Main Rulebook: Ultramercenaries
Photon Blades +5
Command Communications +10
Ancient Weapon: Daggers +5
Military Leadership +10
Ancient Weapon: Staves +5
Intimidation +10
Skill Cost Modifiers
Tactics +10
Combat skills easier
Military Intelligence +5
Interpret Sensors +5
Skill Cost Modifiers
Military skills easier
Leadership skills easier
Street skills harder
Computer Operator Engineer
Cost: 1,200, 000§ Cost: 1,300,000§
Computer Operators are often trained to seek out Engineers are another experimental project of
and neutralize Interface Knights who are bothering Genetech’s. They are closely guarded and watched
Genetech. These characters are also given the task over. They seem to be extremely successful in the
of going on dangerous missions where a hired IK field, but are less satisfactory outside of a mission.
may get killed, as they can typically withstand more They are considered to be too expensive for the
punishment then true IK’s. While they are quite good return and will most likely be discontinued soon.
at breaking into computer systems and writing virii, Much like most Ultramercs, Engineers are socially
they rarely have the breadth of skill that marks a true inept, almost incapable of sharing important discov-
IK. eries with others.
The Computer Operator program was created Almost no Engineers have been trained with bio-
to counter a specific threat, but has proven useful medical technology, and none have been trained to
enough to keep around for the long term. It has one create other Ultramercs, or even to give medical aid
of the longest life expectancies of all the mentoring to wounded or damaged UM’s.
programs, and some of the original Computer Ops
from 30 years ago are still around.
Special Ability
Special Ability
Special Ability
It takes an Engineer half as long as normal to
Computer Ops have brain jacks, and can men- repair or modify a system, as long as they can work
tally interface with properly prepared computers. on it alone. When they have to advise others there
Not only does this give a +1 bonus to all computer- is no time improvement. Some things can only be
related skills and an extra action per round when modified by Tech Docs; consider an Engineer as a
using computers, it also allows almost instant access Tech Doc under these situations.
Page 114
These are the remnants of Genetech’s attempt to The heavy weapons specialist is the oldest of
create a self-sustaining race of fighter pilots better all the Ultramerc training programs. It teaches the
then the Halla. The most successful pilots are based mercs to use their superior strength and physical
on a lot of Hallan DNA, although many other char- abilities to wield the most powerful weapons avail-
acters have also trained under a Fighter Pilot mentor. able. When properly equipped, these characters can
While their training concentrates on starfighters, literally devastate entire armies. Unfortunately for
most Fighter Pilots find themselves driving troop GT, these characters are rarely equipped so well and
transports more often. are forced to rely on their wits and skill. They have
proven remarkably effective at this.
This mentoring program has been very success-
ful, and it looks as if Ultramerc Fighter Pilots are Genetech’s most trusted Ultramercs come from
here to stay. Life expectancy has been surprisingly this program. They are ones most likely to be loaned
high, but this may be due more to the unwillingness out as mercenaries for other corporations’ armies.
of combatants to risk multi-million-dollar spacecraft Genetech is typically very careful to pick a single
than to the skills of the pilots. side in a conflict when loaning out mercenaries
— and then positively insure that that side wins the
fight. It’s good for their reputation, which is far more
Special Ability
valuable than simple profits.
Fighter Pilots get one additional action per round
Special Ability
when in any sort of space vehicle.
using the following weapons: disintegrators, gatling
Primary Skills Level lasers, missiles, particle beam guns, ultra cannons,
and plasma guns.
Page 115
Pilot Starfighter +15
Pilot Battle Cruiser +10
Pilot Jet Fighter +10
Heavy Weapons Specialist
Primary Skills Level
Gunner: Fighters +15
Disintegrators +10
Interpret Sensors +10
Gatling Lasers +10
Skill Cost Modifiers
Grenade Launchers +10
Valence Main Rulebook: Ultramercenaries
Pilot skills easier
Grenades +10
Missile Launchers +10
PDS’s +10
Plasma Weapons +10
Skill Cost Modifiers
Comabt skills easier
Lord Naval Officer
Cost: 2,500,000§ Cost: 1,300,000§
Lords are Genetech’s Ultramerc archmagi. These Naval officers are trained to operate large
creatures are trained from their first conscious mo- spaceborne vessels. They are the compliment to the
ment to harness and command the powers that flow fighter pilots. Naval Officers are typically given roles
from the Lords dimension. These characters come as navigators, gunners, copilots, or other non-com-
close to the skill that the naturally-born Archmagi mand positions. More experienced N.O.’s are hired
wield with the Lording but don’t quite equal it. They as executive officers and first mates. None have been
typically make up for that with sheer power. These hired as captains yet.
mercs are very closely watched, like the engineers
and command officers. Genetech is actually attempting to see how
successful an all-Ultramerc ship would be. It has
One of the three original mentoring programs Ultramerc fighter pilots, marines, officers, engineers,
(along with Heavy Weapons and Close Combat), the and even an Ultramerc commander. So far the ship
Lord program has been fraught with more problems (the Absolution) has a mediocre record, though it
than any of the others. Its greatest failure was the has persevered in the face of overwhelming odds.
total inability of GT scientists to isolate the gene re- Consequently this program has come under heavy
sponsible for Duelist powers — no Ultramerc Duelist fire, and may soon be canceled. When combined
has ever been produced. Lording-trained Ultramercs with normal officers this training program has proven
also tend to go rogue more easily, perhaps due to an very successful.
independant streak in their mentors, perhaps due to
their ability to operate without expesive equipment.
The average lifetime for a Lord is 10 years, but the Special Ability
average is misleading. Most either die within the first
two years, or live well beyond that. It takes Naval Officers half the usual time to
generate a tesseract.
Page 116
Special Ability
Naval Officer
This training allows a character to overdraw on Primary Skills Level
the lording in the same manner as an Archmage (see Pilot Battle Cruiser +10
page xx).
Pilot Star Cruiser +10
Valence Main Rulebook: Ultramercenaries
The Scientist training program was implemented The sniper is Genetech’s Ultramerc assassin. They
about the same time as the Engineering program. It specialize in the use of long-range weapons, and
was intensive lobbying by scientists who claimed most of their targets never know what hit them. They
that their creation were often smarter then they were, nicely compliment the Close Combat and Heavy
and should therefore be allowed to assist in creating Weapons Specialists in a firefight, but are more often
the next generation of Genetech products. The sci- deployed on solo missions with no backup.
entist training program has been a big success. The
Ultramercs take rapidly to scientific endeavors with Snipers are one of GT’s more stable mentoring
their highly organized minds. Unfortunately, their programs. They were created in the “second wave”
lack of social skills makes them less able to share
of programs, along with Stalkers and Fighter Pilots.
their genius then their colleagues. Snipers rarely go rogue, and are typically the best-
conditioned of all Ultramercs. GT takes special care
Ultramercenary scientists are never trained in to insure their conditioning, as the idea of a rogue
the medical science necessary to take care of other assassin with an Ultra Cannon is more than a little
Ultramercs. They may work peripherally on related frightening.
projects, but the real work is left to Genetech’s natu-
ral-born scientists.
Special Ability
Special Ability When a sniper aims any weapon he or she suf-
fers no penalty for range. The character must use at
Scientists are trained to make connections that least one attack to aim, however. Snipers may also
others might not see. They take half as long as usual use their Backstab skill with ranged attacks, as long
when using the Observation, Interpret Sensors, or as their target is unaware of their presence.
Research skills.
Page 117
Sniper
Scientist Primary Skills Level
Primary Skills Level Backstab +10
Biology +10 Arc Throwers +10
Xenobiology +10 Energy Rifles +10
Chemistry +10 Rifles +10
Cost: 250,000§ Cost: 200,000§
Pilot Starship: +5 Drive A.P.C.’s: +5
Pilot Star Cruiser: +5 Drive Car: +5
Drive Truck: +5
Drive Tanks: +5
Combat Lording
Drive Race Car: +5
Cost: 350,000 § Ride Motorcycle: +5
Area of Effect: +5
Magnitude: +5
Range: +5 Grenades
Cost: 250,000§
Targeting +5
Grenades: +5
Communications Grenade Launchers: +5
Cost: 250,000§
Advanced Radio: +10 Gunnery
Cost: 350,000§
Satellite Communications: +10
Tesseract Communications: +5 Gunner: Light: +5
Gunner: Heavy: +5
Computer Hacking Gunner: Fighter: +5
Gunner: Starship: +5
Cost: 350,000§
Computer Bypass: +5
Create Virus: +5 Heavy Weapons
Create Portal: +5 Cost: 300,000 §
Create Guardian: +5 Gatling Lasers: +5
Disintegrators: +5
Computer Use PDSs: +5
Cost: 250,000§
Computer Programming: +5 Infiltration
Page 119
Computer Operation +5 Cost: 350,000 §
Stealth: +5
Covert Operations Persuasion: +5
Lying: +5
Cost: 350,000§ Language: +10
Camouflage: +5
Concealment: +5
Pick Locks: +5 Jets
Cost: 250,000§
Valence Main Rulebook: Ultramercenaries
Stealth: +10
Pilot Airliner: +5
Cybernetics Weaponry Pilot Jet Fighter: +5
Cost: 100,000§
Cybernetics Weapons: +5 Leadership
Cost: 300,000 §
Demolitions Command Communications +5
Public Speaking +5
Cost: 250,000§ Persuasion +5
Demolitions: +10
Linguistics
Cost: 300,000 §
Three Languages: +15
M.A.C.s
Cost: 250,000§ Photon Weapons
Pilot M.A.C.s: +10 Cost: 250,000§
Gunner: Heavy: +5 Photon Blades: +10
Observer Rifles: +5
Cost: 350,000 §
Observation: +5 Spellcasting
Interpret Sensors: +5
Investigation: +5 Cost: 250,000 §
Valence Main Rulebook: Ultramercenaries
Psychology
Cost: 250,000§
Psychology: +5
Xenopsychology: +5
The Demons
in the end, was the largest population of Demons
and those who were most instrumental in the Fall.
While the majority of the galaxy is unaware
of it, the research used in creating the Demons is still
Ask anyone what the biggest mistake
being used today, in the creation of Ultramercenaries.
Genetechnologies ever made was, and you get one
Advanced gene-splicing techniques, used to transfer
answer: the Demons. The term “Demon” was coined
carbon-based DNA to a silicon-based life form, and
when the first batch of then-unnamed creatures were
the drug EME-5, are direct results of Demon testing
hatched. The first, named Chi, possessed a ruddy red
and research.
body and small wings which made him fit the typical
description of a demon. There is nothing supernatu-
ral or satanic about the Demon race. The Demons Demons in the Present
were (and, contrary to popular rumor and hope, still
are) a race of genetically engineered beings capable Most Demons today live on starships or on plan-
of interbreeding with every race in the galaxy. They ets that have long been abandoned. Most of their
were designed to serve as a slave race, though that population is concentrated in the Rim sectors, away
goal was never specifically stated. Naturally, GT cre- from GT’s sphere of influence (and the Coalition’s as
ated the best slave race they could. No one wants well).
a weak, slow, or stupid servant — Demons were
created to be strong, fast, and smart. What Genetech Demonic culture is highly stratified; a result of
could not program in, though, was subservience. their genetic variances. Those cursed with a large
number of “junk genes” (such as those for high
It would be quaint and comforting to say that strength or armored skin) are ruled by those who
the Demon Revolution in GY 495 started small. recieved genes for creativity and brilliance. The
The truth is it was a flash fire. To this day, Genetech
younger Demons see this as a necessity — those
doesn’t understand how so many widely separated who can see lead the blind. For the leadership of the
groups of Demons were able to coordinate their race, this is officially supported, though often seen
efforts and rise up simultaneously. Once the revolu- as an unfortunate arrangement. The oldest Demons
tion was in full swing, there was no stopping it. The see it as no better than the slavery Genetech sold
Demon Revolution became the Demon War, and them into.
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finally, less than a year later, the Fall.
At this time the Demon culture is organized
Many of the non-human species in the galaxy almost like large terrorist cells, with isolated groups
secretly sided with the Demons, sending arms and scattered around the edge of the galaxy. This is
ships. Some, such as the Budetug, did so openly and slowly changing as the Demons consider returning
defiantly, daring the human-dominated Empire to
to the Milky Way. The “Alpha Cell,” so to speak,
retalliate. Some species, especially as the Budetug which leads the entire Demon race, is composed
and Halla, felt that the Demonic DNA structure was of second-generation Demons who were born after
a moral dilemma on their hands — let people starve The combination of ability to freely interbreed
while finding a new planet, or settle with a species and “warped” aesthetic sense confuses many
with very different morals and ideals. Demons as they grow up. Most are quite isolated
from galactic society as they grow up. They are
Eventually, evolution and mutation will cause the unable to rely on the opinions of their friends and
Valence Main Rulebook: Ultramercenaries
Demon race to split into several distinct subraces, family as to what the “born races” look like. For most
but this will not happen for hundreds of thousands of the younger Demons, their first experience in the
of years. Galaxy at large is very frightening. Some Demons
come away with a sense of morals as strange as their
Demon Psychology sense of beauty.
Creating Demon Characters character for other purposes, such as buying skills
and spending experience.
Demon characters are a bit unusual, so you
should check with your GM before assuming that you All Demon characters should keep track of the
can play one. They are somewhat outside of normal total number of Hero Points and Experience Points
galactic cultures. Their own culture teaches them the earned. Do not subtract those spent for this purpose
skills of Martial Arts: Defensive, Xenobiology, Lying, (i.e. keep the running total separate from this total).
and Computer Operation. Once the Hero Point total reaches 200 or more, and
the Experience Total reaches more than ten times the
Demons are each born in a way appropriate to character’s starting total Skill Points, the character’s
their mother. Much like the formation of any em-
body will metamorphose. The morphing process
breyo or egg, a Demon’s DNA determines its size, takes about two days, and the character will enter a
shape, and some mental factors. However, statisti- greyish coocoon for the whole time. When the char-
cally speaking, there is no such thing as an “average acter emerges, they will have an entirely new body
Demon.” Each one is as genetically unique as an built “from scratch” with 3.5 million sections instead
Ultramerc and as mentally unique as a Human. of the original 3 million sections. The new body can
be similar to the old or completely different, but it
Demon DNA does have a built-in “balancing” will always be better adapted to the character’s life-
factor, insuring that their wild recombinant DNA will style and profession.
never produce a non-viable being. Every Demon
will have its own strong points and weak points, but This metamorphosis can be particularly danger-
some will have more than others. ous to the Demon if it comes at an inopportune place
or time. The GM has complete control over exactly
One little-known factor that was slipped into when the coocoon will form, and need not inform
Demon DNA at the last minute was the ability to re- the player. However, we suggest to the GM that most
combine in vivo, later in life. A Demon will undergo coocoons should happen at times of relaxation, not
a massive genetic transformation at a “cusp point” in times of stress. A Demon’s genetic code knows when
their life. The Demon’s personality will be preserved, is a bad time to transform — but sometimes it just
but their body changes utterly and even some mental can’t delay the change any longer.
faculties may change. This change is triggered by a
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certain amount of experience accumulating in the
Demon’s mind, allowing subconscious processes to
model new DNA structures and adapt the Demon to
their surroundings.
In layman’s terms, each Demon will, at some
point in their life, suddenly adapt to their lifestyle
perfectly. A warrior may find himself with improved
Valence Main Rulebook: Ultramercenaries
adrenal glands and a thick skin. A doctor may find
herself with steadier hands and better memory. This
change is not instantaneous, of course — it takes
three weeks of time in a coccoon, and the newly-
emerged Demon will be ravenous with hunger
— but the change will always adapt the person in
question to their lifestlye.
At character creation skills can be bought at one If you don’t have the right skill for a particular
of four levels: 5, 10, 15, or 20. Spend your starting situation, you might be able to roll using a different
skill points as per the table below. To raise your but related skill. The GM will assign a penalty from
starting skills from one level to another, just pay the -2 to -10 depending on how different the skills are.
Valence Main Rulebook: Skills
difference in cost.
esis are both trying to convince a judge that they Skill Rank Level Range
are correct. The GM decides that the judge is a very Unskilled 1-5
by-the-books type, so your nemesis and you both Basic 6-10
roll your Law skills. Your Law skill is 15 and your
Knowledge attribute (best of the three options) is a 7, Professional 11-20
for a total of +22. Your opponent has a Law skill of Master 21-25
13 and a Creativity of 10 (her best option), for a total
Grand Master 26+
bonus of +23. Looks like it’s going to come down to
the roll. You get an 8, and your opponent rolls a 14,
for totals of 30 and 37. You’ve lost this one — your Starting Skill Costs
opponent was more convincing.
Base Cost
Example #3: Your character is shipwrecked on
Level 1 2 3 4
an inhabited planet, and needs to find some new
friends quickly to find a way off the planet. The GM 5 1 2 3 4
knows that this is a friendly planet (since she’s the 10 2 4 6 8
one who wrote its description in the first place),
so she sets the target number at 20. Unfortunately, 15 3 6 9 12
your Make New Contacts skill is only a 5, and your 20 5 10 15 20
Charisma is a whopping 2. You need to roll 13 or
better to succeed. You roll a 6. You decide that this is
important enough to whip out the Hero Points (see
page xx): you spend 7 Hero Points and succeed at Skill Target Numbers
the roll, finding someone who can help you get off
Target Difficulty in Layman’s Terms
the planet.
1 If you can’t do this, you must be in a
Example #4: Your character facing a very mean coma.
person in single combat. Unfortunately, this person 5 This should be easy even for most
has a plasma cannon, and your character is in his Unskilled people.
underwear, so simply taking the hit isn’t an option.
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10 Not too hard, even for someone with
Not really fair, is it. You roll Martial Arts: Defensive to
Basic skills.
dodge, and roll a 1. Crap. You spend 10 Hero Points
to re-roll this unfortunate result, and avoid becoming 15 Average difficulty for someone with
a charcoal briquette. Basic training.
20 Very difficult for Basic-rank characters,
but Masters can do this in their sleep.
25 Routine task for a well-trained and
Backstab 2 Agi, Str Cybernetics 3 Cre, Int
Burglary 2 Cre First Aid 2 Dex, Kno
Camouflage 2 Cre, Int Genetic Engineering 4 Int, Kno
Computer Bypass 3 Int, Kno Medical Doctor 3 Dex, Kno
Concealment 3 Dex, Int Pathology 4 Int, Kno
Demolitions 2 Int, Vis
Lying 4 Cha, Cre Mount Skills
Pick Locks 2 Cre, Vis Skill Name Cost Base stats
Silent Kill 3 Agi, Dex Increase Speed 2 Agi, Str
Stealth 2 Agi, Mne Riding: Land 2 Agi
Riding: Flying 2 Agi, Str
Leadership Skills Riding: Exotic 2 Agi
Skill Name Cost Base stats
Trick Riding 3 Agi
Bureaucracy 2 Cre, Kno
Humor/Wit 2 Cha Military Skills
Intimidation 2 Cha, Str Skill Name Cost Base stats
Military Leadership 3 Cha, Int. Advanced Radio 2 Cre, Int
Persuasion 3 Cha, Cre Gunner: Fighters 2 Dex
Public Speaking 2 Cha, Cre Gunner: Heavy 2 Dex, Vis
Stand Ground 3 Kno, MnE Gunner: Light 2 Agi, Dex
Tactics 2 Cre, Kno Gunner: Starships 2 Dex, Vis
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Interpret Sensors 2 Kno, Int
Lording Skills Military Intelligence 2 Cre, Int
Skill Name Cost Base stats Satellite Comm. 3 Int
Area of Effect 2 Lrd, Agi Tesseract Comm. 3 Int, Vis
Complexity 3 Lrd, Cre
Duration 2 Lrd, Mne Miscellaneous Skills
Professional Skills
Skill Name Cost Base stats
Accounting 3 Kno, Int
Administration 2 Int, Vis
Firefighting 2 Kno, Sta
Fundraising 1 Cre, Kno
History 2 Kno
Investigation 2 Kno, Vis
Law 2 Cre, Kno, Int
Plumbing 1 Kno, Str
Politics 2 Cha, Cre
Science Skills
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Physics 3 Kno
Psychology 2 Kno, Int
Research 1 Kno, Int
Xenobiology 3 Kno, Int
Xenopsychology 4 Kno, Int
Throwing: 1
Skill Descriptions Used primarily in sports. This is not usually a
combat skill, as thrown weapons such as grenades
are covered in their own skills. Based on Agi and
Athletic Skills Str.
Aerobatics: 1 Zero-G Movement: 2
Only flying characters may take this skill (others You have been trained to move around carefully
should look to Hang-Gliding). This skill acts as a cap but quickly in the absence of gravity. Substitute this
on all Martial Arts skills while flying, and is used for almost Acrobatics, Aerobatics, Gymnastics, and
in situations where Gymnasics might be used for Jumping when in zero or very low gravity. This skill
ground-based characters. Based on Agi. is also acts as the cap on all of a character’s combat
and athletic skills in zero-gravity situations.
Arctic Movements: 2
Skiing, sledding, snowshoeing, and arctic sur-
vival are the mainstays of this skill. Mostly used by
Combat Skills
arctic commandos. Based on Sta and Str.
Most Combat skills are self-explanatory, giving
the character the ability to hit someone with the
Climbing: 1
listed weapon, so no description will be given for
This is skill in climbing walls with or without
them. These skills are:
equipment. Failure on a Climbing roll results in a
fall, so rope is highly recommended. Based on Agi
Arc Throwers: 3 (Dex)
and Str.
Disintegrators: 3 (Dex)
Energy Pistols: 2 (Dex)
Gymnastics: 2
Gatling Lasers: 2 (Agi)
This is skill in tumbling, tightrope walking, vaults,
Grenade Launchers: 2 (Dex)
and other such maneuvers. Contrary to comic-book
Missile Launchers: 2 (Dex)
logic, it will not help you dodge attacks (use Martial
PDS: 3 (Dex)
Arts: Defensive for that). Based on Agi and Str.
Pistols: 2 (Dex)
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Plasma Weapons: 2 (Dex)
Jumping: 1
Rifles: 2 (Dex)
Skill in leaping great distances or heights.
Includes pole vaulting. Based on Str and Agi.
Other combat skills have special notes listed
below.
Running: 1
Used to run marathons or escape bad people
Ancient Melee Weapons: 2
chasing you. Based on Str and Sta.
Your character’s skill with a particular broad class
down; use Sweeps and Throws for that). Based on Str Drive Skills
and Agi.
Drive A.P.C.s: 2
Martial Arts — Sweeps and Throws: 2 Piloting Armored personnel Carriers. Based on
See Combat for full uses. Based on Dex and Sta. Dex and Vis.
Valence Main Rulebook: Skills
Skill in using ATV’s an other vehicles designed If your skill is 11 or above, you are equally familiar
for hostile terrain. Based on Dex and Vis. with both. You are also familiar with starship-scale
weapons, tesseract drives, armor plating, artificial
Ride Motorcycle: 1 gravity, power supplies, etc. Based on Kno and Vis.
The use of self propelled two wheeled vehicles.
Based on Agi and Dex. Tweaking*: 4
You’re good at convincing your equipment to
go the extra mile. When using another skill to make
Engineering Skills alterations that would enhance a particular device
(such as increasing a weapon’s damage rating) you
* Skills marked with an asterisk are capped by recieve a bonus to your roll equal to 1/5 of your
the character’s Basic Engineering skill. Tweaking skill (rounded down). Based on Cre and
Kno.
Aircraft Engineering*: 3
Skill in designing or modifying aircraft. Weapons and Armor: 4
You can design, build, and repair modern weap-
Auto Mechanics: 2 ons and armor. This is a particularly difficult skill, as
You know how to fix engines and make cars all the components are miniaturized and pack a lot
run again. At higher levels of skill you’re probably of power for their size. Based on Dex and Cre. Note
familiar with aircraft engines as well. Based on Dex that Basic Engineering is not a prerequisite.
and Vis. Note that Basic Engineering is not a prereq-
uisite.
Espionage Skills
Biomedical Engineering*: 4
You can design, build, and repair devices that Backstab: 2
deal with living beings, such as artificial hearts, Each level of Backstab adds directly to the criti-
cybernetic devices, and medical scanners. Based on cal level done during a surprise attack. Most people
Int and Vis. must literally stab someone in the back with a pierc-
ing or cutting attack for this skill to work; blunt or
Basic Engineering: 3 ranged weapons don’t work (but see the Assassin
Page 131
You know the basics of how to put devices to- class or Sniper mentor). Based on Agi and Str
gether, measure stresses and torques, and generally
build things that won’t fall apart. Good for making Burglary: 2
bridges, ramps, steam turbines, and other feats of This is skill in quickly finding valuable items
engineering. This skill caps many other engineering when searching time. Based on Cre.
skills (marked with asterisks). Based on Int and Kno.
Camouflage: 2
Civil Engineering*: 3 This is the ability to use one’s surrounding for
on Cha. This skill can actually benefit from both The skills which merit special mention are:
beauty-related advantages and ugliness-related dis-
advantages. Lording Development: 2
Lording Development has no base stats. Every
Intimidation: 2 level of it grants ordinary characters 5 extra spell
How to scare people into doing what you want. points, or grants Duelists an extra point of fatigue
Valence Main Rulebook: Skills
Based on Cha and Str. which can be used only for their special powers.
Note that this skill is not based on the Lording at-
Military Leadership: 3 tribute.
How to command people and motivate them
to do as you order. The difference between this and Sense: 2
Intimidation is sometimes a thin line, but with Mil. Characters with this skill are able to sense the
Leadership inspires fear and respect instead of just use of Lording and the presence of Lording artifacts,
fear. Based on Cha and Int. often at great distances. Based on Vis (note that this
skill is not based on the Lording attribute).
Persuasion: 3
How to persuade people to do what you want. Targeting: 2
Includes the ability to guess at what they really want. The ability to actually hit something with a
This is a one-on-one appeal; for a wider audience Lording-based attack, or to accurately use a power
use Public Speaking. This is also a Street skill. Based with a fine touch. This is typically used as a combat
on App and Cha. skill, and has little bearing on how powerful a spell
is — it just determines whether the spell hits. Based Gunner: Light: 2
on Lrd and Vis This includes weapons that are mounted on a
vehicle or tripod. Based on Dex and Agi.
Medical Skills Gunner: Starships: 2
Use of large starship mounted weapons. Based
Cybernetics: 3 on Dex and Vis.
This is a general knowledge of cybernetics. This
skill is necessary to implant cybernetics into a host, Interpret Sensors: 2
whether for replacement or augmentation. It also Allows a person to decide what a set of sensors is
helps you design them. Based on Int and Cre. telling him. Often used to defeat cloaking devices or
gather tactical information. Based on Int and Kno.
First Aid: 2
This is a quick substitute for paramedical skill. It Military Intelligence: 2
allows a person to stop bleeding and attempt to keep Allows a character to discover information via
a person in a coma alive until better attention can be spying or other means. Based on Int and Cre.
received. Based on Kno and Dex.
Satellite Communications: 3
Genetic Engineering: 4 Gives a working knowledge of satellite com-
This skill allows a character to design new life munications, which also covers most planetside
forms and Ultramercs. Can not be higher then medi- communications. Based on Int
cal doctor and biology. Based on Int and Kno
Tesseract Communications: 3
Medical Doctor: 3 Allows a character to set up and use the delicate
This is skill at being a doctor. It is used to per- tesseracts used in communication. Based on Int and
form surgery, and to diagnose diseases and decide Vis.
on a cure. Requires at least a Basic level of First Aid.
Based on Dex and Kno
Miscellaneous Skills
Pathology: 4
Knowledge of the many millions of bacterial and Body Development: 3
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viral infections the galaxy has to offer. High levels of Each level off Body Development skill adds di-
skill indicates experience in creating or neutralizing rectly to Fatigue. This bonus is also applied when de-
bio-weapons. Based on Int and Kno. termining how many wounds a character can suffer.
Cook: 1
Military Skills
How to make a meal that people want to eat.
Includes a knowledge of the dietary prejudices of
Advanced Radio: 2 the various races, so you know what common foods
Style: 2
You are good at keeping up on fads and trends, Pilot Star Cruiser: 2
and dressing to impress. Often useful in social situa- This covers piloting any large civilian ship de-
tions. Based on Cre and Vis. signed for travel in space. Most often used for trans-
ports and traders. This does not include the use of
short-range tesseracts. Based on Cre and Dex.
Valence Main Rulebook: Skills
Mount Skills
Pilot Starfighter: 2
Increase Speed: 2 This is skill in piloting small fighter sized ships
How to temporarily coax more speed out of your that include a tesseract drive. This includes the use of
mount. Each level of skill corresponds to the number short-range tesseracts. Based on Vis and Dex.
of extra meters you can get in ten seconds. Based on
Agi and Str. Pilot Starship: 2
This is skill in piloting smaller civilian starships.
Riding: Land Creatures: 2 This class includes flitters, shuttles, tugs, and small
How to ride large creatures that do not fly, such cargo transports. Generally this means civilian craft.
as horses and camels. Based on Agi This does not include the use of short-range tesser-
acts. Based on Vis and Dex.
Riding: Flying Creatures: 2
How to ride large flying creatures. Would-be Tesseract Operations: 3
Caractingessen riders should take this skill. Based This is the character’s skill in creating long-range
on Agi and Str. tesseracts to get from one star system to another. It
doesn’t include skill in fixing tesser drives — use Plumbing: 1
Starship Enginering for that. Based on Vis. How to fix leaks and design anything with a pipe
or conduit involved. Based on Str and Kno.
Professional Skills Politics: 2
How to get elected. Maybe. Also covers knowl-
Accounting: 2 edge of current political events. Based on Cha and
How to make 2-million-section budgets bal- Cre.
ance and make sense. Also covers investment and
stock-market tricks at the higher levels. This works
well with Law: having a Professional level in Law Science Skills
gives you +2 to skill checks and allows you to run a
company well. Based on Kno and Int. Biology: 2
The study of everything that squirms or lives in
any way. This gives you an insight into every carbon-
Administration: 2
How to run a big organization effectively and based life-form (which is most of them). Like most
efficiently. This works well with Bureaucracy: having sciences, this is a wide field, and it pays to special-
a Professional level in Bureaucracy gives you +2 to ize. Genetics is a favorite specialty. Based on Kno.
skill checks. Based on Int and Vis.
Chemistry: 2
Firefighting: 2 The study of chemical reactions. Often used by
How to effectively and safely put out a fire. characters to make things go boom. Based on Kno.
Based on Sta and Kno.
Geology: 2
Fundraising: 1 More important than it would seem, this is the
How to raise money for a large organization study of rocks, fossils, and tectonics (the stuff that
with advertising campaigns, §1000-a-plate char- causes earthquakes and volcanoes, in layman’s
ity dinners, and phone-call campaigns. Bakes terms). This also covers the physical side of terrafor-
sales work too, if not quite as well. This works well ming. Based on Kno.
with Accounting: having a Professional level in
Accounting gives you +2 to skill checks. Based on Interpret Sensors: 2
Page 135
Cre and Kno. Allows a person to decide what a set of sensors is
telling him. Often used to defeat cloaking devices or
Investigation: 2 gather scientific information. Based on Int and Kno.
You’ve been trained as a police officer or pri-
vate investigator, and are good at evaluating crime
scenes, digging up evidence, and finding witnesses. Physics: 3
This skill works well with Observation, Make New The study of the laws of reality. Often used by
Contacts, and Law (though it does not receive any characters to understand why things went boom, or
Bargaining: 2
How to get the best price for goods where barter-
ing is still done. Based on Kno and Cre.
Carousing: 2
The ability to drink the other guy (or gal or it) un-
der the table. Based on Sta. This is a dangerous skill
— some species are more prone to alcoholism than
others. Ogres, in particular, are more susceptible to
becoming alcoholic than most species. It can also be
Page 136
Gambling: 2
How to cheat so that you win and don’t get
Valence Main Rulebook: Skills
Persuasion: 3
How to persuade people to do what you want.
Includes the ability to guess at what they really want.
This is a one-on-one appeal; for a wider audience
use Public Speaking. This is also a Leadership skill.
Based on App and Cha.
Examples
Improving your Skills
Example #1: Let’s say Dave the Archmage wants
to increase his Complexity skill from 15 to 16. Dave
You can improve your character’s skills by spend- needs to spend 4 XP (Base cost 3, Professional-rank
ing Experience Points. In fact, this is pretty much the skill, -1 to the cost because he’s an Archmage). If he
only use for Experience Points. wanted to increase his Martial Arts: Defensive from 5
to 6, he would also have to spend 4 XP (Base cost 2,
Experience Points (XP) are your Game Master’s Basic-rank skill, +1 because he’s an Archmage).
way of rewarding you. Money comes and goes, pos-
sessions can be lost and destroyed, but no one can Example #2: Having been defeated in court (see
take your experience away. After each night of game example #2 for skill use), you decide to improve
play your character will typically gain experience. your character’s Energy Rifles skill. Call it a bad
These points may be spent as indicated. example of lateral thinking. Anyway, you’re playing
a Merchant with an Energy Rifles skill of 7. The base
Most nights your character will gain experience. cost is 2, your target skill level is 8 (which is Basic),
Experience is awarded by the game master. A typi- so you pay 3 skill points.
cal night will award 6 XP. Some games you might
gain more xp than this; some games you will not. It Example #3: Your character is an experienced
all depends on how well you play your character. Diplomat increasing his Persuasion from 25 to
Good players will usually gain more XP then bad 26. Persuasion has a base cost of 3, and getting a
ones. People who stay in character, solve in-game level of Persuasion at Grand Master rank costs 7
problems, and try not to annoy the other players are XP. However, it’s easier for Diplomats since it’s a
good players. Shooting everyone in a bar (in-game, Leadership skill. You pay 6 XP for the increase.
of course) because you had a bad day at work might
be entertaining, but it is not usually good roleplay- Example #4: Jimmy the Space Jockey has been
ing. Likewise, playing a character that makes the getting clobbered in fistfights all game. He wants
game less fun for others is also poor playing and you to start learning how to get out of the way of other
will likely receive a smaller award of XP. people’s fists. Buying the first point of Martial Arts:
Defensive will cost him 3 XP. It would normally be 2,
Page 137
Spend the amount of XP indicated on the table but Combat skills are harder for Space Jockeys.
below for each level you increase the skill by. If your
Class or Mentor makes it easier for you to buy skills,
spend one fewer XP per level. If your Class or Mentor
makes it harder, spend one more XP per level.
Other Uses of XP
Valence Main Rulebook: Skills
Ultramercs must spend 1 XP each session
to control their inner struggles with sanity.
Failure to do so will result in the Ultramerc
Experience Point Costs for Skills gaining some sort of psychosis, which will
Skill Base Cost grow stronger the longer it is ignored (i.e. the
longer you fail to spend XP).
Current Rank 1 2 3 4
Unskilled (0-5) 1 2 3 4 XP may also be used to improve your
Basic (6-10) 2 3 4 5 character’s stats: Spend 20 XP to increase a stat
by one. You have a maximum of 6 more than
Professional (11-20) 3 4 5 6 your racial modifier. For instance, Nesti have
Master (21-25) 4 5 6 7 an Intelligence modifier of 1 to start. A Nesti’s
Intelligence can never be more than 7.
Grand Master (26+) 5 6 7 8
Rules Heroic Advantages
relies more on your innate capabilities. To make an Lastly, Hero Points can be used to directly op-
Attribute Check, roll 1d20 plus the appropriate at- pose the use of other Hero Points. If you declare that
tribute. The target number for this is always 12. you’re using 5 Hero Points to add to your attack roll
and insure that you hit your target, the GM could
The last important roll is a Saving Throw. There have one of the bad guys pay 5 Villain Points to in-
are three kinds of these: Disease, Blindness, and sure that you don’t. Once both sides have declared
Deafness. These are made as a Stamina Check, but their expenditures, no one can go back and change
the target number is 20. Many species have bonuses things — there are no “bidding wars” of Hero Points.
or penalties to these due to strong immune systems, The general rule is that the aggressor, if there is one,
delicate eyes, or well-shielded ears. The target num- must declare first.
ber is so much higher because of the general effec-
tiveness of devices built to blind, deafen, or infect.
If they only worked half the time, no one would use
them.
Renown Renown
What you did
earned
Renown represents how famous your character Very publicly saved entire galaxy from 10
is The higher your Renown is, the more people in or destruction
out of your profession will know who you are. The Blew up giant battle-station, saving 8
exceptions are the classes such as Assassin and Street rebels
Thief, since being well-known is a disadvantage Blew up unusually large moon, 8
in many cases. Their levels of Renown make them
crushing puny rebels forever
more famous only among their clientele, until they
Became planetary governor or 6
get busted. Then they’re famous all over. Most PC’s
Warlord
start with a Renown of zero — they’re nobodies.
Defeeated Ultramercs with 5-1 or 5
The GM has complete control over Renown. If worse odds
you don’t keep doing impressive or important things, Successfully hacked any corporate 4
if you don’t make the big deal or win the big battle, HQ and can prove it.
in short if you don’t keep your reputation going, the Founded a colony, or had it named 3
GM can decide to decrease your Renown. This is after you
usually temporary, since you can always make a Recognized as best cook on a certain 2
comeback. Conversely, if you’re the young pilot who
planet
just blew up the giant battle station, you might get a
Completing a mission successfully 1
temporary (or even permanent) addition to Renown.
Best combat move seen in ages 1
Doing something completely opposite what you Worst combat move seen in ages 1
usually do can also decrease your Renown, but it’s
Blowing a mission. 0
more likely not to alter it: as some people think less
of you, others think more. Renown only really de- Went into hiding or cold sleep -1
creases when you’re out of the public eye. Got killed (except when martyred or -2
“honorable death”)
Renown checks are made to see whether Continued mediocrity -2
someone recognizes you, has heard your name, or
Page 139
otherwise would be influenced by the words “do Any of the three above for more than -3
ten years in a row
you know who I am?” Should they recognize you,
their reaction will depend on their own personality, Virus wipes your name from any -5
and your exact type of reputation. Good, law abid- unprotected records
ing citizens will react poorly to both thrill-seekers
and warlords, while street punks will react well to Renown Check Modifiers
someone with a bad-ass reputation. Or who knows,
Person is from...
maybe they’re spoiling for a fight and want to test that
Valence Main Rulebook: Rules
rep. One great fighter pilot will respect another, but Your hometown +4
neither of them will get much reaction from a foreign if you have a big hometown +3
diplomat. Being known can be great for some things,
the same country/corporation +2
but don’t count on it for everything.
a different country, but the same planet +1
To make a Renown check, roll 1d20 and add your A different planet, but the same sector +0
entire Renown score. The standard target number for Different sector, same quadrant -2
this is 20. This can be modified for distance, and for
difference of culture or profession, by the chart on A different quadrant -4
the next page. Modifiers from different categories Person’s job is....
are cumulative, but not two from the same category Same job/class +2
unless it’s the “works in the media” modifier.
Works in the media or info-gathering +1
Related profession/class +0
Unrelated profession/class -2
on any tasks for which vision is important but not
totally necessary (such as active defenses in combat
Specific Rules and the Observation skill).
These rules are not useful at all times, and might Some races, such as the Nesti and Valorians, use
not come up in all games. They apply to particular senses other than normal vision for almost all tasks.
special situations or environmental conditions, or to The GM will have to decide how much darkness af-
rarely-asked questions. fects such characters, and what counts as “darkness”
for them.
While it won’t be important in most situations, Falling is a strange thing — some people are hurt
it may be helpful to know that a character with two quite badly by falls just a little over their body height,
more points in a particular attribute is effectively while others suffer only a broken bone from a fall of
twice as good. For instance, someone with Agility 4 over a mile. This rule tries to model that variability.
reacts about twice as fast as someone with Agility 2.
Characters who fall a distance more than their
Strength, in particular, can benefit from a table. height take 1d10 Blunt damage plus their Size, mi-
The table below shows how much a character can nus their Stamina. Every two meters above that adds
lift above his or her head with a given Strength score another roll of damage (minimum of zero on each
(assuming Earth-normal gravity). Large characters roll, but a roll of 10 always means one point of dam-
with a lot of leverage (such as the Caractingessen) age). Characters capable of flying typically do not
can double this number. For those who are unfamil- fall, but if they fall while unconscious they take half
iar with the metric system, one kilogram weighs a damage as their wings provide a substantial amount
little over two pounds. of drag force and slow them down. This doesn’t ap-
ply to Archangels, whose wings are almost purely
decorative.
Strength Max Lift
1 25 kg Armor Value does not protect from falling dam-
age, but Defense Grids and Force Fields do.
2 35 lbs
Page 140
3 50 kg
Hostile Environments
4 70 kg
5 100 kg Severe cold, unrelenting heat, sandstorms, caus-
6 140 kg tic fogs, and golf-ball-sized hail are environmental
conditions that can be found on many worlds in the
Valence Main Rulebook: Rules
planet, would probably take two or even three fected or not.
Bruised wounds per hour. The gear would reduce
this to one point per hour, and an Arctic Movement Energy attacks, whether from Lording or weap-
or Survival roll would eliminate the damage en- ons, deal half damage underwater, and energy
tirely. weapon damage gets halved again for every 100
meters the beam travels. Projectile attacks suffer the
same penalty every 20 meters instead of 100.
Poison and Disease
If a character cannot breathe water, or has no div-
These conditions are very difficult to model in ing gear, he or she must make a Stamina check every
most role-playing games. The Andromeda supple- round or start to suffocate, taking a Bruised wound
ment will have a great deal more on the topic of every round until unconsciousness and death.
diseases, but for now, use these guidelines.
Poisons and Diseases both reduce a character’s Zero Gravity
attributes, typically Stamina and Strength. Those
which drain other attributes are somewhat rare; The Zero-G Movement skill acts as a cap on
paralytic poisons drain both Dexterity and Agility, all Athletics and Combat skills while a character is
while fevers can drain mental attributes. Poisons in a weightless environment. Physical skills can be
typically act much more quickly than diseases, used at a level no higher than the character’s Zero-
sometimes even fast enough to be effective in com- G Movement skill. It can also be used in place of
bat. Dangerous poisons and diseases drain large almost all Athletics skills.
amounts of attribute points quickly, and have a very
short onset time. Less dangerous diseases, like the Zero-G environments have other dangers as
common cold, might only drain a single point of well. First, they can be quite nauseating for those
Stamina over the course of a few days. Poisons and who aren’t familiar with them. Anyone suddenly
diseases typically do not inflict wounds, but they can entering a zero-g environment must make a Zero-G
reduce the number of wounds characters can take by Movement skill check, target number 15, or become
decreasing their stamina. nauseated and possibly ill. Second, all planet-born
species (including all the ones in this book) can lose
Page 141
Attributes recover by one point per week, or one bone mass and muscle tone quickly if they live in
point per day of complete bed rest and first aid. An zero-g conditions. Working out for two hours per
attribute drained more than 4 points will not recover day maintains the character’s Strength and Stamina.
to its full amount; it will always be one point lower Less than two hours means a reduction of one point
than normal until the character recieves medical at- per week.
tention. Having your character’s attributes reduced
to zero often has dangerous or deadly consequences; Exposure to a zero-pressure environment (like
see page xx. outer space without a space suit) results in one
Agility
extension of the skill system, with a few minor dif- 1-2 1 1 2 3 3 4 5
ferences and a lot of options. For example, defensive
3-4 1 2 3 3 4 5 6
skills do not use attributes in the normal manner.
Attributes often matter more in the fast pace of a 5-6 1 3 3 4 5 6 7
fight, an as such are reflected more in combat bo- 7-8 1 3 4 5 6 7 7
nuses. 9-10 1 4 5 6 7 7 8
11-12 1 5 6 7 7 8 9
Actions 13+ 1 6 7 7 8 9 10
they tick past, and all the characters who act on that
second should speak up and declare their actions.
Attack and Defense person with the higher total gets things their way.
Ties goes to the defender. If the attacker wins, go on
The table on the previous page lets you know to Damage, below. If not, the defender is safe. Move
who goes when. Each player should, on their sec- on to the next person’s action.
ond, declare what his or her character is doing. The
table below gives a summary of the most typical ac- Example: Grog the ogre decides he will kill the
tions that are declared in a round. pesky humans in front of him. They want to use their
actions to attack, so they don’t actively dodge. In
Let’s assume that you want to hit someone. order to hit them he takes out his trusty Battlecleaver
Maybe he insulted your mom. To determine whether and attacks. He rolls one twenty sided die, getting
an attack hits, start with the attack roll as described a result of 12. Not a bad roll but not great either.
below. The attacker has just used his action for the Fortunately for Grog he is pretty skilled with his
second. Battlecleaver. His weapon skill is a 15. Adding 15
to 12 gets 27. His Agility of 2 adds two points for a
The target may almost always attempt to dodge, total of 29. The humans have Martial Arts: Defensive
and may sometimes attempt to parry. Any melee at- at level 12, a Creativity of 10 each, an Agility of 3,
tack may be parried (exception: photon blades may and a Vis of 1, for a total passive dodge of 26. Grog
only be parried by other photon blades or a duelist’s easily beats the passive dodge value of his victim and
sword). Ranged attacks cannot be parried, except for connects with his sword. Now he has to get through
thrown weapons, which are parried at -5. the armor...
A character’s passive dodge or parry is the target The chart on this page shows the totals for vari-
number to hit him or her with an attack. Since this ous actions, how much fatigue they cause per round,
typically isn’t very high, many people choose a more and whether they cost an action. Reloading and
active route. An active dodge requires that the de- switching weapons both cost an action.
fender forfeit his or her next action. An active parry
is the equivalent of going totally defensive — you
If a character rolls a natural 1 on an attack, he
forfeit the remainder of your actions in the round
or she automatically misses the target. It is up to the
when you use it. If you have no more actions left in GM as to whether something more catastrophic hap-
the round, you cannot actively dodge or parry! pens. This is meant to show that combat is always
Page 143
uncertain. Likewise, someone who rolls a natural 1
The choice to take active or passive defense must on his or her defense has just dodged right into the
be made before the attacker rolls. shot, no matter how badly aimed. A roll of natural
20 on an attack adds +4 to damage. A natural 20 on
Combat Actions
Type of Roll Total Fatigue Action?
Attack Ranged 1d20 + weapon skill + Dexterity 0 yes Valence Main Rulebook: Rules
Melee 1d20 + weapon skill + Agility 1 yes
Spell 1d20 + Targeting skill + Vis 1 yes
Dodge Passive Agi + Vis + Cre + Martial Arts: Defensive skill 1 no
Active Passive Dodge + 1d20 2 yes
Parry Passive Agi + Dex + Vis + any Melee Weapon skill 1 no
Active Passive Parry + 1d20 2 all
Movement Run no total needed 1 yes
Walk no total needed 0 no
Reload no total needed 0 yes
Switch Weapons no total needed 0 yes
defense avoids any attack that the character could beaten wounds were filled, then he would take an
concievably avoid. injured wound, and so forth.
Cruppled
Maimed
Combat actions cost fatigue per round, not per
Bruised
Injured
Beaten
Mortal
action. All fatigue is assessed at the end of the round.
Cut
If your character has actively dodged twice, attacked
twice with a laser pistol, and cast a spell, she loses 3
Fatigue + Size
<10 1 1 1 1 1 1 1
Fatigue at the end of the round.
11-12 2 1 1 1 1 1 1
13-14 2 2 2 1 1 1 1 At the end of a fight, your character loses one
point of Fatigue that will not return until he or she
15-16 2 2 2 2 1 1 1
has slept for a night. He or she essentially has one
17-18 3 2 2 2 2 1 1 less point of Fatigue available for the rest of the day.
19-20 3 3 2 2 2 2 1
21-22 3 3 3 2 2 2 2 Other Combat Rules
23-24 4 3 3 3 2 2 2
Since combat is such a large part of most RPGs,
25-26 4 4 3 3 3 2 2 there are a number of other situations which will
27-28 4 4 4 3 3 3 2 probably come up in your game. Here are some
rules for the more common ones.
29-30 5 4 4 4 3 3 3
31-32 6 5 4 4 4 3 3
Aiming: Aimed Shots are a possibility when us-
33-34 7 6 5 4 4 4 3 ing firearms and even antique missile weapons like
crossbows and bows. Thrown weapons may not be
35-36 8 7 6 5 4 4 4
aimed in this manner. The aiming rules are simple.
37-38 9 8 7 6 5 4 4 For each second (not action) that a character aims his
or her weapon, add +1 to hit. Aiming may not grant
39-40 10 9 8 7 6 5 4
a bonus higher then +10 in this manner, or +5 if the
>40 10 10 9 8 7 6 5 target is moving. The shooter must be able to see the
target clearly for the whole time in order to aim (or
Page 145
The table above shows how many Wound Levels otherwise sense them, for Valorians and Nesti).
your character can take. These should be recorded
on your character sheet. The number on the left- EM Damage: This ignores Armor Value, but
hand side is your character’s Fatigue + Size (see Force Fields and Defense Grids are still effective
below for Fatigue). against it. EM damage is especially deadly against
cyborged characters — all of their cybernetics are
rendered useless for one minute per level of damage,
in addition to the wounds they are dealt. Some ar-
Fatigue
Valence Main Rulebook: Rules
mors have electromagnetic shielding built in, which
act as Armor Value against this damage.
Combat is strenuous exercise and takes a lot of
energy. To represent this all characters have Fatigue
Explosions: Explosions are a fact of life in the
points. The Combat Actions chart explains which ac-
Valence universe. Characters will inevitably be the
tions cost Fatigue. Other actions can cost Fatigue as
unfortunate recipients of large nasty devices that try
well, such as using Duelist abilities.
to smash them into tiny pieces. Many things deal ex-
plosive damage — anything in the game with an area
Characters have Fatigue equal to two points plus
of effect is considered an explosion. This includes
twice their Stamina.
but is not limited to grenades, TNT, plastic explosive,
fire breath, and many anti-matter attacks. The Acid
A character may regain lost Fatigue points by
Spray lording spell is a good example: though noth-
taking a moment to catch their breath. For each
ing is actually blowing up, there is still an area of
combat action that your character does nothing, not
effect, so the spell is treated as an explosion.
even walking or defending, he or she gains back one
Fatigue point. Characters without Fatigue points to
Explosions cannot be completely dodged, but Agility check or fall down, and spend one action
a successful dodge roll will yield half damage. You standing up. Very heavy or stable characters (such as
may not parry it. Explosions are assumed, for the Archangels and Caracts) may use Strength instead of
sake of simplicity, not to damage anyone’s personal Agility when being tripped by slighter characters.
gear.
Natural Weapons: Many species have natural
Half Damage: If your character takes “half dam- weaponry that they can bring to bear. Valorians have
age” from something, it means half of the critical microwave bursts, Sa’crontor have optical lasers, the
step, not half of the wound on the table. When this Danlecting have energy bursts from their hands. Any
halving is applied is important; halving before armor attack made with these weapons uses Martial Arts:
is much more powerful than halving after armor. In Offensive as the skill, and either Agility or Dexterity
general, “half damage” means half after armor, since for the attribute (depending on whether the attack is
it is an innate quality of the character rather than of melee or ranged, respectively).
the armor he or she is wearing.
Range: If the attacker can see the target with per-
Lying Down: Characters who have fallen, are still fect clarity, and the target is within the range listed
in bed, or (in the case of Budetug) are using all of for the weapon, then no penalty is applied. If the tar-
their limbs on a particular task, are easier to hit. Their get is outside of the the weapon’s range, but within
Martial Arts: Defensive skill is cut in half. Standing twice the that range, the a -3 penalty is applied. If the
up quickly without taking an action can be done target is between two and three times the weapon’s
with a Gymnastics check (TN 20); failure wastes the range, the penalty to hit is -10. No weapon may fire
action. and hit a target at more then three times its range. No
one may fire farther than their visual range without
Massive Damage: Sometimes a character will the assistance of computer targeting. Remember to
be hit so hard that, even after armor, he or she takes use common sense here. Characters with senses out-
a critical step greater than 25. If this happens, the side the human spectrum may have advantages. For
target suffers a level 25 critical, and then suffers example, camouflaged targets are easy to see with
another hit of damage equal to the damage level infrared vision, and Valorians can use their incred-
minus 25. If the resulting damage is still over 25 he ible hearing to target anyone with a heartbeat.
takes another level 25 and so on. Example: Grog
the Ogre gets hit with a large explosion. The critical Standing Still: Characters are assumed to be
step, after all his armor is accounted for, is a whop- moving, weaving, taking cover, etc. to some extent
ping 64 points. Grog is in serious trouble. First he during combat, even if they don’t take use an action
Page 146
takes a level 25 critical (1 Mortal, 4 Bleed). Being an for anything. Anyone who is standing completely
Ogre, Grog manages to survive this. He then takes still is considered to have a passive dodge value of
a second level 25 critical (64-25=39, still over 25). 1. Anyone making an aimed shot is standing com-
This knocks Grog unconscious. He takes a level 14 pletely still.
critical, dealing an Injured wound, and is quickly on
Valence Main Rulebook: Rules
his way to bleeding to death. Surprise: When two groups meet each other
suddenly, and the GM thinks there is a chance for
Martial Arts skills: The three Martial Arts skills one or the other to be surprised, have the affected
are used extensively in unarmed combat. For these characters roll Creativity checks (1d20 + Creativity,
rules, Martial Arts do not necessarily have any mental target number 12). Those who fail are surprised and
or spiritual component — they are simply a means may not act for five seconds. Those who succeed
to defend yourself or disable others. MA: Defensive may take a half-round of actions before combat starts
sees use as the “dodge” skill. MA: Offensive is used (treat it as a combat round starting on second 6, then
for natural attacks (see below). go on to the next round as usual). Some classes and
mentors give characters the ability to surprise others
MA: Sweeps and Throws is a little different. It more regularly, such as the Arctic Commando’s abil-
can be used in almost the same way as Offensive, ity to jump out of snowbanks. Some classes are also
for any melee natural weapon (fists, wings, pincers, immune to surprise, such as the Star Commando.
etc.), but it deals half damage after armor is applied.
Any character hit with a Sweeps & Throws attack,
whether or not it deals damage, must make an
Armor Pulse Factor
Your armor is very important in Valence. A There are some modern weapons which have
quick look through the weapon damage ratings what is called a” pulse factor.” A pulse factor is used
will probably convince you that you never want to to model an automatic weapon that achieves higher
be hit — but since you will be eventually anyway, damage yields by firing many shots over a very short
you should know how armor works. There are three time period (in game terms, basically simultane-
basic elements to armor: the Armor Value (AV), the ously). These attacks do more damage, assuming
Force Field (FF), and the Defense Grid (DG). they penetrate a person’s armor, but they can also
eat up ammo very quickly.
Defense Grids are energy fields that deflect in-
coming fire. They are the state of the art in damage The way a pulse factor works is the following.
control. If you have one, lucky you, subtract the DG First, roll to hit and determine damage as described
rating from the critical step of any damage dealt to above. If there is damage remaining after defense
you. In addition, Lording cannot be used in through grid, multiply the pulse by the damage. This is how
a defense grid. Someone can still throw a fireball at much damage the force field takes. If this reduced
you, but they can’t set your armor on fire. Spells can the force field to zero, then the force field and the
still be cast out from inside the grid. Defense Grids defense grid collapse as normal. No damage is taken
cannot be overlapped. by the target.
If you still have a critical step above zero after If there is no Force Field (or it and the DG
the Defense Grid rating is subtracted, it’s time to look have been knocked out) then things are different.
at the Force Field. These are protective fields that Calculate damage as normal. This will give you the
absorb the energy of incoming attacks. The damage damage of the first shot. There are a number of shots
is reduced by the force field on a 1:1 ratio, and the remaining equal to the pulse of the weapon. Each
force field’s strength is reduced by the same amount. of these shots deals one critical step of damage less
If a 35-point attack hits a 100-point force field, the then the last. The target takes all criticals in the range
attack is completely nullified and the force field is from the critical step down to (critical step minus
reduced to 65 points. If your Force Field goes down, pulse rating).
you lose your Defense Grid until the Force Field
Page 147
comes back up! More details can be found in the Example: Grog the ogre has just been shot by
armor section. Force fields cannot be overlapped. VT-49, an Ultramerc with a Gatling Laser. All Gatling
Lasers are pulse weapons, so the damage is going to
Last, and most common, is Armor Value. Just include the pulse rating of 4. Grog has 10 points of
like Defense Grids, these subtract from the damage armor on his body. The Critical total is 25 (a roll of
done to the target. For simplicity’s sake, armor is not 5, Weapon damage of 30, 10 armor). 25 minus 4 is
destroyed until the person inside is killed, so your 21, giving us a range of 25-21. Grog takes a level 25
Armor Value will not go down as you get hit. Many critical first, then a 24, a 23, a 22, and a 21. Grog
A near miss gives a +3 bonus to subsequent Example: Brog (must be Grog’s brother) is wield-
Intimidate rolls. ing two laser pistols. He is firing at a Human who
wants to collect the bounty on his head. He has skill
If a limb is hit with a shot that deals an Injured levels in laser pistol as follows; level 7 in his “on”
wound or worse, it is numbed. Actions taken with hand and level 4 in his “off” hand. Brog’s attacks are
Valence Main Rulebook: Rules
a numbed arm are at -2, and running speed with a at +2 because of his Dex, for total attack bonuses of
numbed leg is halved. Characters with a numbed +9/+6. Brog rolls his 1d20 and gets a 10. His attack
wing cannot fly. total is 19/16. The target is not actively dodging, and
has a passive dodge value of 18. Therefore, one shot
Any hit to a vital spot (such as the head, groin, or hits and the other misses. Damage is applied for the
neck) deals +4 damage and +1 Bleed. shot that hit. Had both shots hit the target would
have taken damage from each shot separately.
If a weapon is hit for 10 or more points of dam-
age, that weapon is rendered useless unless it is a A character using multiple weapons is assumed
melee weapon. For melee weapons the defender to be concentrating on a single target. If your charac-
must make a Strength check (1d20 + Strength, tar- ter wishes to fire at multiple opponents, she suffers a
get number 12), minus the attacker’s Strength if cumulative penalty of minus five (-5) to hit for each
the attacker was using a melee weapon. If the de- target beyond the first. All weapons the character is
fender fails the strength check, he or she drops the wielding suffer this penalty equally.
weapon.
There is no rule that says a character has to be Step 1 and 2. Not much, but it’s better than nothing.
wielding all the same weapons. Your character is For the attackers, that is.
free to mix and match weapons as much as he or
she likes. Use common sense, though, when letting
characters do this. For instance, it would be physi- Combat Maneuvers
cally impossible to use two longbows at the same
time. Also remember that no “off” hand skill may be In the interest of making combat something more
higher then the “on” hand skill. than just “I shoot him!” (roll) “You miss.” “Damn!”
“You gonna dodge him or not?” “Yeah.” (roll) “He
Characters who have no proficiency in fighting misses.”, we introduce these optional combat ma-
with multiple weapons may still try to do so, but neuvers. Hopefully they’ll help to spice up the game
with great penalty. The “on” hand weapon is fired or without adding an unnecessary amount of detail.
swung with -10 to hit. The “off” hand recieves -20.
Body Shield: Some people just have that self-sac-
rificial bent... or maybe just better armor than their
Firelink friends. You attempt to jump in front of someone else
and take a hit for them. Roll Martial Arts: Defensive
Firelinking is the act of matching multiple com- as if you were dodging, but a successful “dodge”
puter-guided weapons together so that they fire as a means you get hit instead of your friend. On suc-
single unit. Weapons mounted on a character’s suit cessive rounds you can shield the same target from
of armor may be firelinked if the armor is equipped the same attacker at +5 to your “dodge” roll. This
with an Enhanced System Readout option and can maneuver only works if you’re right next to the tar-
power all the weapons simultaneously. Vehicular get, and know in advance what direction the attack
weapons can also be firelinked. You can not firelink is coming from. This uses up one of your actions, just
melee weapons. like any other active dodge.
One attack roll is made, just as when attacking Coordinate: You’re more of a tactician than a
with two weapons. The character uses the worst skill grunt. Roll Tactics or Military Leadership with a tar-
level of the weapons included in the link. The at- get number of 15. For every 5 points you succeed by,
tacker must have some skill in all the weapons to be you can give +1 to anybody on your side of the battle
used in this manner. (so if you roll a 25, you could give one ally +2 to hit,
Page 149
or two of them +1 to dodge). This takes one action,
If the attack hits, damage is dealt by all weapons, but the effects last all round and are cumulative.
in order from the most powerful (highest damage
level) to the least. Needless to say, this can be a High-Low: Fake high, hit low. Or vice versa,
devastating attack. If the attack roll fails, all weapons whatever works. Use one action to make an attack
miss, and no damage is dealt. that isn’t really meant to hit (and, for game purposes,
has no chance of doing so). Your next attack is made
at +2 to hit. This can work in ranged combat, espe-
Concentrated Fire
Valence Main Rulebook: Rules
cially if the first attack is with a grenade. Works well
with Off-Tempo Attack, but beware giving up too
For each shot that hits the a target in one par- many actions and getting pummeled.
ticular second, the Armor Value or Defense Grid (as
appropriate) is reduced by 1 for each shot. This lasts Off-Balanced Attack: You don’t care how if you
only for that second — the AV is not permanently fall on your face, you just want to hit this guy! Give
reduced. Firelinking and Dual-Wielding can both up your next action for a +4 to damage on this attack.
take advantage of this rule. This option only works in hand-to-hand combat.
Example: Brog gets hit by three gauss pistol shots. Off-Tempo Attack: By delaying your attack by
He ordinarily has an Armor Value of 15, and the pis- one second, you ruin your opponent’s expectations
tol shots have damage ratings of 10, 13, and 14 after and have a better chance of connecting. You have
some really bad rolls by the attackers. Normally this +2 to hit, and you continue your round normally on
would do no damage whatsoever. However, being your next action. You can’t use this to take two ac-
hit by three shots at once reduces Brog’s AV to 12 for tions in one second.
that second, so he takes two wounds, with Critical
Roaring Charge: I’d be worried if a screaming
Caractingessen was stomping my way, wouldn’t
you? Roll Intimidation while attacking, opposed by Healing
your opponent’s Stand Ground roll. If you succeed,
your opponent takes a -2 penalty on defense against
all attackers until their next action. Works for both Natural Healing
hand-to-hand and ranged combat. This only works
once per combat, until someone with a higher This method of healing is free, and does not
Intimidation skill comes along. require any special equipment or training. However,
natural healing can take a long time, especially for
Swoop: Dive in, fly out, and do some damage those with a low Stamina. Each week, a character
along the way. Flying characters who take one ac- will “downgrade” a number of wound levels equal
tion to gain altitude can get +3 damage on a melee to their Stamina. Start with the most serious wounds.
attack, and can take head shots (both ranged and “Downgrading” means that the wound is not re-
melee) at only -5 penalty instead of the usual -10. moved completely — just reduced to the next lower
level. If the next lower level is filled, downgrade
Suck it up: You’ll gladly take a hit from his fist one of those down as well. Repeat this process each
if you can stab him with your knife. You can only week. Downgrading a Bruised wound heals it com-
take this action in a second in which you are both pletely.
attacking and being attacked. You have +5 to hit one
person who is attacking you, but your dodge value Remember that the Body Development skill,
is only a 6 for this round — even someone who isn’t while it grants more wound levels, does not improve
very good has a high chance of hitting you. healing speed. Very tough characters (i.e. those with
lots of Body Development) who take more than one
Warn Comrade: “Joe, watch out: he’s gonna mortal wound may be out of comission for months.
charge!” This maneuver is used to counteract
someone else’s special maneuver. Make a Military A character undergoing natural healing must re-
Leadership roll, opposed by a Tactics roll made by cieve some form of first aid each week or be forced
the person who’s doing the maneuver. If you win, to make a saving throw versus disease. The sever-
their maneuver fails. You must use an action to warn ity of the disease will depend on the conditions.
somone, and they must be able to hear you. This Healing in a garbage dump is much harder then
maneuver is especially useful for Interface Knights healing at home.
who are watching by camera and communicating by
Page 150
conditions. When not in combat characters are as- First Aid
sumed to take the time to make sure they do it right,
and don’t need to roll. Doing it one handed while The First Aid skill is used to stop bleeding
moving to save your life can be tricky. If the check and reduce Impairment. The usual target number is
is failed, nothing happens and the character my 15, or 20 during combat. All bleeding is stopped,
try again on his next action. The rejuv patch is not and Impairment is reduced by 1. This check can only
“wasted” or destroyed. be made once by any particular person, and multiple
checks are not cumulative.
Rejuvenation patches are generally not addic-
tive, but they can become a psychological crutch
Medical Attention
for many people, who start applying them at the
least injury. This can wear down a character’s natural
The level of medical technology in Valence
immune system and lead to infection and disease.
is relatively impressive, but still has strict limits.
Details are left to the GM.
Missing limbs can be regrown, but your character
will be taking medicine for a month to make sure
Regeneration her body doesn’t reject her new arm. A leg might be
cybernetically replaced, improving your character’s
Some characters in the Valence universe can durability, but he’ll have some very large hospital
heal so quickly that it is nearly impossible to perma- bills coming. The Cybernetics section can be found
nently damage them. Duelists are the most notable on page xx; assume that the price for regrowing
example, but there are other ways to obtain the abil- limbs is about half of what’s listed for military-grade
ity to regenerate. cybernetic enhancements.
There are two main kinds of regeneration: top- Attention from a full-scale hospital is significantly
down and bottom-up. In top-down regeneration a more effective than simple first aid. The process list-
character completely heals one level of damage. The ed under “Natural Healing” (above) happens every
level of damage removed is always the least serious day instead of every week, and you can double your
one. Bruises will heal first and mortal wounds last. character’s Stamina to find out how many wounds
All secondary effects will remain until they have are downgraded. Most characters will be out of the
Page 151
either run their course normally or all wounds are hospital in a few days.
completely healed. Some biomods allow this kind of
regeneration. Genetic reconstruction, to restore lost attribute
points or improve a character’s capabilities (such
Bottom-up regeneration is the type possessed as by adding a Biomod) takes a minimum of one
by Duelists, and is significantly more powerful. month in a sealed chamber, and costs a minimum of
Damage is removed in order of most severe to least. §10,000 in addition to the cost of the modifications.
Thus mortal wounds heal first, and bruises last. These If used simply for healing purposes, the character
Bring the price down. (Bargaining) Size + Fatigue. Use the same table as you did for
Kiss me. (Carousing) Wound Levels.
Have a drink. (Carousing)
Be a little friendlier. (Carousing or Humor/Wit) You use an appropriate social skill to “attack,”
Laugh at my joke. (Humor/Wit) and other skills to resist. The Social Actions table be-
Get out of my way. (Intimidation) low shows some typical actions to take. If you have
Social Actions
Type of Roll Total Fatigue Action?
Convince Talk 1d20 + social skill + Charisma 0 yes
Bully 1d20 + Intimidate + Strength 0 yes
Resist Passive Cha + Kno + MnE+ Stand Ground skill 0 no
Active Passive Resistance + 1d20 0 yes
appearance modifiers from your Backgrounds, they
may come in handy here. Returning Conviction
Just like in physical combat, if your roll to con- Conviction levels return at the rate of about one
vince is higher than your opponent’s resistance roll, per round once the battle is over, regardless of your
you have “hit” them — found a particularly convinc- character’s statistics. Once they have all returned,
ing argument that will reduce their conviction levels. the command given is null and void (if it even lasted
A passive defense in social combat is the equivalent that long to begin with). The least severe levels return
of just listening along and perhaps joining the con- first.
versation, while an active defense is intentionally
trying to resist persuasion and possibly coming up Other characters may also use the “battle of con-
viction” mechanic to return a character’s lost con-
with counter-examples. More severe actions (such as
entering physical combat or hanging up the phone) viction levels instead of taking them away. It can be
can simply end the combat immediately. very helpful to bolster you friend’s will when some-
one is trying to convince him or her to do something
The number of social actions you can take is de- wrong. When you “attack to heal” this way, you can
termined by your Charisma and Creativity instead of remove any one Conviction wound that’s equal to
Agility and Creativity. The conviction “damage” that or less than the result you recieve on the Conviction
you deal is equal to your Charisma + the ranks you Damage Chart. For instance, if your friend has taken
have in the skill you used. Your opponent’s “armor a Troubling level, you can heal that by getting the
value” is his or her Mental Endurance + Knowledge. same result or better (conviction damage of 13+).
The following table shows the effects of this convic-
tion damage: This is another place where Interface Knights can
shine. Many IKs prefer to sit in a secure location and
watch their team’s progress through cameras and mi-
Conviction Damage Chart
crophones. Though most of them don’t have much
Critcal Step Wound Dealt social ability, they can often help stablize a character
1-4 Secure who is rapidly losing a conviction battle.
5-8 Unfazed
9-12 Confused Long-Term Conviction
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13-16 Troubled
Battles of conviction are typically most use-
17-20 Doubting
ful for short-term persuasion. However, if you use
21-24 Waffling them over a long period of time, you can change
25+ Convinced someone’s way of thinking. The exact number of
times is up to the Game Master, but a good guideline
Conviction levels dealt by people trying to give is the character’s Mental Endurance score, with no
different commands do not stack, and may even be more than one contest allowed per day. The com-
done by taking a -5 on the roll. The actual “Public but a well-paid bureaucrat who loves her job will
Speaking” skill does not take this penalty, but can be very difficult to persuade. Bribing a guard whose
only be used for very limited purposes when com- life depends on doing his job well will likewise be
pared to skills like Initmidation, Persuasion or Lying. exceptionally hard.
Defensive actions are still allowed on an individual
basis. For these circumstances, we suggest a certain
Valence Main Rulebook: Rules
vibratory senses, and Valorians almost always use
their amazing sense of hearing.
Also, magi as of yet have been unable to pierce
The Laws of Magic the complexities of the time stream. This law is
known as the Principle of State or the Principle of
Continuum. No archmage has been able to travel
Lording is power that stems from another dimen- backwards in time, though some have traveled for-
sion. What this dimension is, or where in relation to ward by trapping themselves in stasis fields.
our universe, continues to baffle scientists and math-
ematicians alike. There is no current explanation for
its existence. The most popular theory at the moment Powers of the Lording
is that dimensions (such as length, width, and depth)
extend not only in the positive direction but also in
The Lording can still do some rather remarkable
the negative one. While problematic, this definition things, despite these limitations. Its powers are not
seems to model the power better then any other. limited by the speed of light, and it can even be used
to teleport objects. While matter is complex and
Little is known about the Lording as a force or difficult to move in this way, energy is often moved
dimension. The capabilities of those who wield it quite easily. One can even choose a particular patch
are better documented. Even the miraculous pow- of space and all its contents to be moved, thus allow-
ers these men and women exhibit have some severe ing for living matter to be moved. Magi call this the
limitations. Power of Reach or the Power of Transfer.
It is also useful for altering the odds of particular
Limitations of the Lording
event. While no one has been able to change destiny
or fate (if such things exist), the Lording can be used
It is impossible to affect any living organism to quite effectively cheat at cards or dice. Of course,
directly through the use of the Lording. The whole such events must operate under the usual laws of
power seems to revolve around the difference be- physics — improbable events can be made more
tween living beings and unliving matter. If a creature likely, but nothing truly impossible can be made pos-
Page 155
is living, then the Lording can not directly effect that sible. This ability is known as the Power of Chance.
creature in any way. This means that things which
require a direct use of the Lording’s power on a per- The Lording can also bend space and time, thus
son, plant, or animal are not possible. Mind reading, allowing a caster to generate a field of slow time or
mind control, and shape changing are all impossible fast time, alter the effective distance to a target, or
with the Lording because they require a living target
generate a hole in space known as a “tesseract” with
of the Lording’s powers. Magi refer to this as the the Lording alone. Lords who have mastered such
Principle of Life powers are in great demand as crewmen aboard
that make up the spell. This method removes spell Archmagi and Paladins, a spell which can
points permanently from the character’s spell point best be translated as “Transmute Heavy Battle
pool, but allows the character to cast that spell at Armor into Nitrogen.” During the third war,
will, with no cost. when this spell was revived, it quickly went
out of use.
A character’s maximum number of Spell Points is
five times his or her Lording Stat, plus five per level Defense Grids are impassable to Lording.
of Lording Development Skill. No spell or power can penetrate a Defense
Grid. This is not to say that a Lording-cre-
A character may use Fatigue in place of more ated plasma bolt cannot attack a defense grid.
Spell Points at the rate of 2 fatigue for 1 Spell Point. However, creating plasma inside the grid is
Hero Points may be used in this way at the rate of 1 impossible. The Inuuel offensive was left with-
Hero Point per Spell Point. Spent spell points return out a major weapon against Budetug battlesuit
at the rate of one every 10 seconds. divisions, contributing to the eventual Budetug
victory.
is no noticeable drain on a character’s resources
when a power is used. As with spells, a character Lording Control Skills
must have the required Complexity skill level before Skill Abbreviation Base Attributes
he may choose a Power. The level of understanding
required to learn a Power is always equal to the Area of Effect Ae Lrd, Agi
mental casting complexity (the higher number). Complexity Cm Lrd, Cre
The character must spend twice the skill points or Duration Du Lrd, MnE
XP needed to learn the new power, and, instead of
spending spell points each time the spell is cast, the Magnitude Mg Lrd, Int
character permanently “burns off” spell points equal Range Rn Lrd, Dex
to twice the number needed to cast the spell. These
Targeting - Lrd, Vis
spell points are permanently lost, but the character
no longer needs to spend them in order to use that
Example: Rhogan the Great Caractingessen
particular Power. These points do not regenerate
knows the Flame Generation Lording as a power,
with time and rest. They are permanently gone. This
since he was taught when he was growing up.
limits the number of spell points a character has for
However, his path in life has taken him far from
other applications.
anything to do with Lording — he’s an accountant.
Despite that, he still can use the Flame Generation
It is possible to possess both powers and spells
power as if he had 8 levels in all the appropriate
(unless one is an Archangel).
Lording skills, because his Lording score is an 8. So
the jet of flame from his mouth will reach 8 meters,
Note: All spells may be “maintained” (have their
do 8 blunt damage, and affect an area with a radius
duration extended) simply by spending an action to
of 8 meters.
pay the casting cost again each time the spell’s dura-
tion runs out. Powers may be maintained indefinitely,
The Targeting skill works like a combat skill
as long as the caster can spend an action. They can-
that determines whether a hit is scored. Note that
not be maintained during sleep or unconsciousness.
Lordings that target a willing person do not need
an attack roll. The are assumed to automatically
Lording Control Skills succeed. Spells that target their caster also always
succeed.
Page 157
Lording Control Skills govern the use of Lording
powers. They are similar to normal skills, and are
Preventing Lording
purchased in the same way. All are based on the
Lording attribute. Unlike normal skills, they are rare-
The Dark Inuuel teach that each magus is the
ly used individually to accomplish a task. Instead,
endpoint of a conduit from the Lording dimension.
they determine what spells a character may learn
Power flows through this conduit from the negative
and how effective those spells are.
dimensions to the positive. If this conduit can be
The ability to sense Lording use relies on three any given population there are about 5 hero points
things (besides your character’s skill): distance, pow- per 100 humans. This means there are a lot of points
er, and interference. Add together the modifiers from available in a very large city.
the following two tables to find out how difficult it is
to sense your target. This ability is not effective for Ariel or Succubi,
something that the Inuuel and Caracts of old were
Valence Main Rulebook: Lording
no other Lording skills. As we all know, just because
Other Schools you went to school doesn’t mean you learned any-
of Lording thing.
The Dark Inuueliting school of thought is far
from the only one. There are many philosophies,
schools, traditions, and martial arts which teach their
Risen Quadrant Elementalist
practitioners Lording skills, and while they are not as
Elementalists espouse an Aristotelian view of the
common, they are all equally functional.
universe, wherein everything is made up of some
proportion of air, water, fire, and earth. They believe
It’s important to note that regardless of what
that these “atoms”, in all their various types, can
someone thinks they’re doing with the Lording, the
be manipulated to affect the world around them.
same things are happening. One person might see
To the Risen Quadrant Elementalists, an instinctive
the spell Weather Control as asking weather spirits to
view of reality will be the most effective one in com-
move the clouds and bring rain, another might imag-
prehending it. After all, we’re made out of the same
ine seeing pressure and temperature gradients and
elements as everything else — our instincts are the
moving them around to induce rainfall, and another
best things we have to teach us about the real world.
might simply think that he or she is creating water
Elementalists have a mental block against learning
out of nowhere and making it fall from the sky.
spells; it takes 1 more XP to learn one. However, it
takes 2 fewer to learn something as a Power instead
The truth is that the Lording works the same way
of as a Spell. Bonuses to Magnitude, Area of Effect,
no matter who uses it and what they think. Someone
and Lording Development. Learn one element-
casting Weather Control is controlling probability
oriented spell (Flame Generation, Mud Puppet,
to improve cloud formation, moving large masses
Airwalk, etc) for free.
of air to reduce the pressure, and transmuting air to
water when necessary. No spirits involved, no matter
what your view is. Likewise, the Plasma Bolt spell is More Sample Schools
superheated gas, stripped of its electrons, and forced
Page 159
towards a target. It’s not a fire elemental, no matter The Shen Spirit School uses martial arts as a way
how much one would like it to be, because such of instilling discipline and morals. They emphasize
things just don’t exist. a discipline of inner calm, self-defense, and use of
Lording in daily life. They commonly teach such
Likewise, all schools learn the same skills to con- spells as Airwalk, Flame Generation, Flight, Force
trol the Lording (Complexity, Magnitude, etc.). This Field, Invisibility, Light Control, Silent Tread, Sphere
is more for simplicity’s sake than anything else. The of Silence, Telekinesis, Telescopic Vision, Tesseract,
Elementalists below probably learn about fire magic, and Weather Control. Bonuses to Complexity,
That aside, people believe some pretty strange The Kundalara School emphasizes oneness with
things, and they don’t like changing their beliefs. The nature and a connection to natural forces. They also
immutable laws and powers of the Lording are seen teach that Lording is a resource which can be used
in many different contexts. up, and that it’s best to avoid using it whenever pos-
sible. This is absolutely wrong, but they still believe
If your character is particularly Lording-oriented it. Bonuses to Complexity, Duration, Range, and
(such as an Archmage, Paladin, or some rare Tech Area of Effect.
Docs), you might want to consider taking one of the
following Walks of Life, or creating one of your own. Transmetropolitans use the elements of a mod-
These represent some alternate schools of Lording, ern city — concrete, steel, glass, and electricity — as
and a slightly different way of looking at the world. the basis of their spells. They are similar in outlook
The first one is developed in a little more detail; the to the Elementalists, but substantially more modern.
others are just bare bones for you to flesh out. These
Bonuses to Complexity, Area of Effect, Martial Arts: Flame Generation because it’s essentially Flame Gen
Offensive, and Streetwise. without any magnitude.
The New Cygnus Islanders are very bound to the Something that wouldn’t be a good cascade is an
stars as seen from their planet. Each constellation Alkaline Spray instead of an Acid Spray, or Frost Gen
has its own personality and its own spell associated instead of Flame Gen. Those are major variants on
with it in your belief structure. You watch the stars for the spell, not minor spells which lead up to it.
your fellow Islanders, and are quite familiar with the
Lording. Bonuses to Range and Duration. You may Cascades can be bought as powers in their own
learn two “constellation” spells from the following right, using the Complexity and Spell Point cost
list: Lightning Blast, Telekinesis, Circle of Silence, guidelines given above. There is no skill point or XP
Light Control, Change Waves (a spell for calming cost, since your character has already paid the cost
choppy seas), Teeth of the Deep (their version of Ice to learn the full spell.
Storm), Weather Control, Adhesion, Luck’s blessing,
Wrath of God, Sky Message (a form of skywriting),
Flight, Telescope, and Force Shield. Any constella- Creating Your
tion spells are cast with a +5 to all skills involved. Own Spells
You spend 3x the normal amount of experience to
learn non-constellation spells. Many Characterswill want to create their own
spells. Most of them will want to do it because they
want to create a spell that gives them some advan-
More Lording Info tage over their foes, or because it does something
that existing spells don’t. This makes perfect sense.
After all, those are the two major reasons that people
research new anything — technologies, chemicals,
Spell Cascades biotech, why not spells? Many people are trying to
create new Lording powers, and there’s no reason
No matter what school of Lording your character your character couldn’t do so as well.
uses, he or she doesn’t just learn a single spell. There
are many lesser spells that build up to the more pow- Creating new spells can take a lot of time and
erful ones. Each spell has a “cascade” of lesser spells effort. It’s probably faster for your character to search
which your character also knows, and can cast. the Lattice and see if someone else has made a simi-
lar spell first. The most important skills to use when
Page 160
These spells typically are of 2/3 the Complexity creating a new spell are Complexity and Lording
of the main spell, cost half as many spell points, take Development. These two represent your character’s
longer to cast, and are more limited than the main innate understanding of the Lording, and ability to
spell in some way. bend reality in new ways. Skill levels of 15 or higher
are a necessity.
If your character has internalized a spell as a
Valence Main Rulebook: Lording
Power, he or she has only internalized the full ver- Details of the spell (such as required Complexity
sion, not the cascades. However, you may still use and other skill effects) are left to the GM, who
the cascades as ordinary spells, paying the Spell should use the existing spells as a guideline. A well-
Point cost for them. researched, optimized, honed spell that throws an
explosive bolt of ice would be very similar to Plasma
Spell cascades are listed along with the descrip- Blast, for example, and should have similar stats.
tion of each spell. You can also suggest new cascade
spells that your character might know to your GM. The really nasty part, though, is that all the spells
Good cascades are spells which lead up to the main in this book have been optimized over the course
spell, not variations on it. For instance, an Acid of (in some cases) millions of years. Your character
Touch spell might be a good cascade for the Acid could probably re-create Plasma Blast from scratch
Spray spell, because it is basically Acid Spray with- given a few months and some good skill checks...
out any range. Likewise, a spell to light a bunch of but it would cost two to three times as many Spell
candles simultaneously might be a good cascade for Points to cast, because it’s still sloppy. Incredibly tal-
ented people have been figuring out better variants
on the current spells for millenia; don’t expect your
character to do it in a weekend. Transmutations which yield heavy metals (Silver,
Gold, Platinum, Cesium) have a Complexity of 30/
15, cost 60 Spell Points to cast, and the spell takes
Lording and Transmutation 12 XP to learn.
One of the most useful abilities of the Lording is Transmutations which yield superheavy elements
to transmute one material into another. This can also (Uranium, Xenite, Neutronium) have a Complexity
be one of the hardest effects to adjudicate, so here of 50/25, cost 100 Spell Points to cast, and the spell
are some guidelines for it. takes 15 XP to learn.
Each transmutation effect is a separate spell.
Some materials have other qualities which make
Change Steam to Ice is a different spell from Change them difficult to transmute to. If your result is a
Air to Ice. Change Stone to Water is a different spell simple molecule (like water), or is naturally radioac-
from Change Stone to Wine. Some spells will obvi- tive, add +10/+5 to Complexity, +10 to SP cost, and
ously be more useful than others. +3 to XP cost.
When transmuting, mass is always conserved! If Difficult compounds can double this modifier
a kilogram of water changes into a kilogram of iron, (in the case of durasteel, reinforced concrete, wood,
there will be much less volume to the iron. This is most stones, and wine) or even triple it for the very
especially true of the air — transmuting air to some- complex (for such materials as Layered Actonite,
thing denser will usually cause a breeze, as more Tri-fuse, and computer chips). Such end results may
air flows into the target zone. This is much more
require a high skill level pertaining to the end result,
noticeable in a confined or airtight area, such as the at the GM’s discretion. For example, creating a com-
interior of a starship. plex chemical compound would probably require
the Chemistry skill.
All transmutation spells follow this general for-
mula: This modifier will also apply if your spell has a
very complex starting point (such as the infamous
Area of Effect: one kilogram of material Transmute Heavy Battle Armor to Nitrogen), or if
Complexity: see below your subject undergoes a significant change in en-
Page 161
Duration: permanent effect ergy (such as changing steam into ice). Ordinarily,
Range: Rn meters however, you only apply modifiers which pertain to
Spell Cost: see below your end result.
XP Cost: see below
Most Lording effects already work on transmuta-
The complexity, spell cost, and XP cost depend tion, even if it’s not explicitly called a transmutation
on your desired end result. The starting material spell. Ice Storm, for example, does not draw mois-
makes no difference at all. Use the following guide- ture from the surrounding environment — instead,
Valence Main Rulebook: Lording
lines: it changes the air itself into ice. Acid Spray turns air
into a corrosive acid and then propells it.
Transmutations which yield lighter elements and
gasses (Lithium, Hydrogen, Helium, Oxygen, Neon)
have a Complexity of 10/5, cost 10 Spell Points to
cast, and the spell takes 3 XP to learn.
away.
This spell allows a character to stick to solid
Area of Effects are often given in meters. This surfaces by adjusting the adhesive properties of the
represents the radius of the effect. All areas of effect surface he is touching. The caster can climb walls
are spherical unless otherwise specified. Sometimes or ceilings at a movement rate equal to one half his
it’s given as Ae Targets, which allows the caster to ground movement. If the character is touching a
Valence Main Rulebook: Lording
choose a number of targets equal to his or her Area surface when the spell ends, the bond is permanent!
of Effect skill. All of them must within the caster’s Also good for sticking someone’s furniture on the
field of vision (or other perception for some species) ceiling.
and within the spell’s range. Cascade: Various spells that cause particular ma-
terials to stick together, and Spread Out Force (keeps
It is possible for a spell to have an Area of Effect the weight of the character’s body from ripping his or
without having a Range (the effect is just centered her hands off). Some versions of the spell, instead of
on the caster), or a Range without Area of Effect (the causing materials to bond in defiance of chemistry,
spell hits a single spot or target). transmute the air into a glue and then transmute it
back when the spell ends.
Unless a spell’s parameter depends directly on
the Lording attribute, casters can freely “pull their
punch” when casting the spell, reducing its magni-
tude, range, size, etc.
This spell differs from flight in that the caster is
Aid Flight literally walking on air. It can be much faster than
Complexity: 18/9 the Flight spell, depending on species. Gaining or
Spell Cost: 20 losing altitude happens at 1/10 walking rate as the
XP Cost: 7 character ascends or decends a spiral staircase of
Range: Self hardened air.
Damage: n/a Cascade: Harden Air, Arrange Air
Area of Effect: Self
Duration: Du minutes
Amplify Sound
This spell is used to improve a flying character’s Complexity: 8/4
speed and maneuverability by creating giant “wings” Spell Cost: 5
of solidified air. In some versions of this spell those XP Cost: 3
wings are visible. This spell works for characters who Range: Rn meters
can fly naturally as well as those using the Flight Damage: n/a
spell. Characters using this spell get +2 to Agility Area of Effect: Ae meters
while airborne, and double their flight speed. As a Duration: Du rounds
nice side effect, the hardened air also provides a
windshield to keep bugs and small rocks away from This spell causes sound at the target destination
the character’s face. to be carried to the caster’s ear as a whisper. Only
Cascade: Telekinetic Shove, Wings of Air, characters with exceptional hearing will be able to
Dampen Inertia, Transfer Reaction eavesdrop at the caster’s end. The sound is not am-
plified through the intervening space, so it is impos-
sible to intercept the transmission. This spell can also
Air Bubble be cast in reverse, creating a megaphone-like effect.
Complexity: 15/8
Cascade: Amplify Energy, Direct Sound, Filter
Spell Cost: 15 Sound (to hear just your target)
XP Cost: 4
Range: Rn meters
Damage: n/a Antimatter Generation
Area of Effect: Ae meters Complexity: 25/13
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Duration: Du minutes Spell Cost: 30
XP Cost: 13
This spell causes all air entering the range of the Range: Rn kilometers
spell to become breathable by the caster. Spells that Damage: 3 Mg Disint
affect the air which are cast within the sphere are Area of Effect: 5 Lrd km
Duration: Instant
unaffected. Only air that passes through the surface
of the sphere is transformed. This will also keep
good air from escaping, making it a valuable spell This is one of the most powerful offensive spells
Discontinuity Bubble Intensify Distortion, Shear Space
Complexity: 26/13
Spell Cost: 30
XP Cost: 10 Douse Energy
Range: Self Complexity: 10/5
Damage: n/a Spell Cost: 15
Area of Effect: Ae meters XP Cost: 4
Duration: Du seconds Range: 10 Rn meters
Damage: n/a
This difficult and complex spell literally separates Area of Effect: Ae meters
the caster from the regular space-time continuum. Duration: Instant
Outside observers see a silvery bubble. Inside, the
caster is free to take any action which does not Useful for putting out fires, cooling down a
further draw on the Lording — the bubble is fragile, room, and turning off unprotected electrical devices
and further manipulation will collapse it. Nothing (i.e. household appliances, not battlesuits or cars).
can cross this spell’s boundary short of a supernova Can also drain the power from an energy cell, but
shockwave. Duelists in the Lords Dimension can see only by touch.
through the bubble and move through it without any Cascade: A bunch of spells for one specific type
problem, but can’t leave the Lords Dimension to of energy, such as heat or electrical energy, etc.
enter it because there just isn’t room.
Lording Skills and Powers (Table 2)
Area of
Name of Spell Cm SP Cost XP Cost Range Effect Duration Effect
Magma Control 19/10 12 4 Rn km 2 Mg Disint Instant 5 Ae m
Mud Puppet 25/13 20 8 Rn m Lrd = Str Du Rounds Special
Plasma Blast 10/5 15 10 Rn m 2 Mg Disint Instant Ae m
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Poison Gas 14/7 15 7 2 Rn m 2 Mg Blunt Du rounds Ae m
Probability Involution 20/10 20 9 Rn m Improbable Du minutes 1 Target
Purify Common Scrap 18/9 20 5 Touch Purifies Instant Ae kg
Sculpt by Hand 10/5 10 5 Touch Special Du minutes Self
Silent Tread 14/7 10 3 Self + Mg Stealth Du rounds Self
Shape Armor 20/10 10 7 Touch Creates Armor Instant Ae kg
Shrink Self 20/10 10 9 Self Size/2 Du min Self
Sphere of Silence 16/8 10 4 Rn m Quiet Du min Ae m Valence Main Rulebook: Lording
Telekinesis 10/5 1(20) 6 Rn m Lrd = Str 1 round 1 Target
Telescope 4/2 5 3 Rn km See Far Du rounds Self
Temperature Shift 12/6 5+ 4 10 Rn m Change Temp. Instant 10 Rn m
Temporal Distortion 16/8 10 11 Rn m Bend Time Du minutes Ae m
Tesseract 30/15 50 13 2 Rn LY Tesseract Instant 10 Ae tons
Time Shield 24/12 40 12 Self +Mg/2 defense Du rounds Self
Unexpected Reach 20/10 5 8 Rn m long reach Instant Self
Unstable Phase Change 14/7 10 6 Rm m solid/liquid/gas Concentration Ae kg
Weather Control 30/15 20 4 Rn km Weather Du Minutes Ae km
Web 17/9 15 2 Rn m Wounds: Mg Special Ae targets
Wrath Of God 16/8 25 9 2 Rn m 2 Mg Disint Du rounds 3 Ae m
wounds, and thus the damage is Blunt and causes
Earthquake no Bleed.
Complexity: 18/9 Cascade: Heat Shield, Sculpt Fire, Amplify
Spell Cost: 20 Energy, Touch-only version, Focus Energy
XP Cost: 6
Range: Rn kilometers
Damage: Mg/2 Blunt Flight
Area of Effect: 10 Ae meters Complexity: 15/8
Duration: Du rounds Spell Cost: 15
XP Cost: 8
This spell aggravates local plate tectonics on Range: Self
planets. The resulting earthquake can be quite se- Damage: n/a
vere, depending on the caster. This spell can cause Area of Effect: Self
massive structural damage on a wide scale. It should Duration: Du minutes
always be used with care. Note that high-tech build-
ings are less susceptible to earthquakes than those of While many races can fly by natural means,
the twentieth century. others need machines or Lording. While the Lording
Cascade: Pressure Change, Break Earth, Amplify may not affect a living object, it can alter wind pat-
Vibrations, Attract Seismic Waves, Shuddering Earth terns and limit gravitational forces. Through careful
control it is possible to fly using the Lording alone.
Due to its short duration, such flight is most useful
Electromagnetic Pulse in reaching otherwise inaccessible places or dur-
Complexity: 10/5 ing combat. The rate of movement is based on the
Spell Cost: 15 Magnitude skill of the caster: Mg / 2 Mg / 10 Mg.
XP Cost: 6 This is expressed in the standard movement format,
Range: 2 Rn meters Walk/Run/Daily. While it is unlikely any character
Damage: Mg/2 EM will have enough Duration skill to use the daily
Area of Effect: 1 target value, it is included for completeness and for those
Duration: Instant with the spell bought as a Power.
Cascade: Levitation, Airfoil, Assisted Jump, Mid-
This is a relatively old spell, but it has seen Air Dodge, Airbrakes
much more use in recent times as cyborgs became
popular during the Human Empire. This spell creates
Force Shield
Page 166
of dangerous weapons) except for his or her eyes, which will be almost
impossible to spot (Observation check with target
number equal to 30 + Magnitude). Characters with
Ice Storm acute senses of smell and hearing (such as Valorians
Complexity: 8/4 and Caracts) will not be fooled. Characters who are
Spell Cost: 10 inside an Invisibilty spell will find it difficult to see,
XP Cost: 5 and take -10 to any checks related to vision while
Range: 2 Rn meters inside (including attacks).
Damage: Mg Slash Cascade: Bend Light, Mirrored Shell, Immobile
Area of Effect: 2 Ae meters Invisibility Shell
Duration: Du rounds
Ice Storm causes the atmosphere over the target
Killing Field
area to rapidly drop in temperature. This rapid cool-
ing causes vast amount os sharp jagged ice to rain Complexity: 14/7
down on the target area. Anyone caught in this at- Spell Cost: 15
tack receives Mg slashing damage each round he or XP Cost: 8
she stays in the area affected. Range: Self
Cascade: Transmute Nitrogen to Water, Freeze, Damage: Mg/2 Disint
Sharpen, Downwards Pull, Ice Slick, Freezing Wind, Area of Effect: 2 Ae meters
Hail, Cool Room Duration: Du rounds
This spell takes existing light, even the infrared
light radiated by warm bodies, and turns it into
Illumination
deadly gamma laser blasts. Anyone in the area of
Complexity: 4/2 effect, with the exception of the caster, takes Mg/2
Spell Cost: 1 Disintegration damage. Friends and foes are hit
XP Cost: 1 equally.
Range: Rn meters Cascade: Intensify Light, Invoke Light Coherence,
Damage: n/a Frequency Shift
Page 167
Area of Effect: 5 Ae meters
Duration: Du minutes
Lead Magnet
For the listed radius a soft light is shed, just about Complexity: 15/8
enough to read and see colors by. The light can be of Spell Cost: 10
any color you desire. XP Cost: 5
Cascade: Intensify Light, Frequency Shift Range: self
Damage: n/a
Area of Effect: 5 Ae meters damage for creatures such as Ogres (some of whom
Duration: Instant take less damage from fire). The plasma blast will
also explode when it hits, doing damage to every-
By casting this spell the caster unleashes a geyser one within Ae meters. This is similar to many other
of magma on his foes, injuring ground troops and generic attack spells, like Laser Blast, Cold Blast, etc.
even low-flying aircraft. This spell only works if ad nauseum.
Valence Main Rulebook: Lording
there is existing rock available and visible — if the Cascade: Superheat Gas, Touch Plasma, Plasma
caster knows there is rock beneath the metal floor, it Touch, Project Plasma, Hot Air
doesn’t count, due to the Principle of Vision.
Cascade: Massive Heat Increase, Shape Stone,
Throw Magma, Pressure Change Poison Gas
Complexity: 10/5
Spell Cost: 15
Mud Puppet XP Cost: 7
Complexity: 25/13 Range: 2 Rn meters
Spell Cost: 20 Damage: 2 Mg Blunt
XP Cost: 8 Area of Effect: Ae meters
Range: Rn meters Duration: Du rounds
Damage: Special
Area of Effect: Special This spell creates a region of poison gas, similar
Duration: Du rounds to mustard and tear gas. Anyone inside the area of
effect will take 2 Mg Blunt damage per round until
they leave. Full environmental armor will provide Damage: n/a
100% protection, but oxygen masks will only give Area of Effect: Self
an effective Armor Rating of 5. The caster should Duration: Du minutes
beware any sudden shifts of the wind, which could
send the poison gas flowing back at him. There’s no reason that a sufficiently skilled
Cascade: This is really just a transmutation spell Archmage couldn’t just soften, bend, harden, and
with range added on. No cascade. sculpt materials by force of will alone, but it sure
helps to have it all guided by your own hands. Any
rock, metal, or plastic can be sculpted as if it were
Probability Involution clay when this spell is used.
Complexity: 20/10 Cascade: Soften Rock and Metal, Harden Rock
Spell Cost: 20
and Metal, Telekinetic Glove, Change Plasticity
XP Cost: 9
Range: Rn meters
Silent Tread
Damage: n/a
Area of Effect: 1 Target Complexity: 14/7
Duration: Du minutes Spell Cost: 10
XP Cost: 3
For targets of this spell life is a bit strange. Things Range: Self
that should go horribly wrong end up turning out just Damage: n/a
fine, and the best efforts lead to the worst results. In Area of Effect: Self
game terms, any rolls involving the target turn into Duration: Du rounds
21 minus the roll. Natural 1’s always succeed, and
natural 20’s always fail. Things are just plain weird The Silent Tread spell is a perfect addition to the
for the target as well; these effects are up to the Invisibility spell — it removes any sound that the
GM. caster makes. Breathing, walking, even talking, are
Cascade: Reverse Probability (the no-duration masked so that not even the caster can hear himself.
version), Weirdness Magnet (the self-only version), Add Magnitude to the character’s stealth skill when
Hex, Blessing invisible, or one half Magnitude when not invisible.
This spell has no other effects.
Cascade: Dampen Sound, Countervibration
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Purify Common Scrap
Complexity: 18/9
Spell Cost: 20 Shape Armor
XP Cost: 5 Complexity: 20/10
Range: Touch Spell Cost: 10
Damage: n/a XP Cost: 7
Area of Effect: Ae kilograms Range: self
Duration: Instant Damage: n/a
masks all sound. However, those who are inside Spell Cost: 3+
the sphere can hear each other perfectly, and can XP Cost: 4
even hear those outside the sphere. Anyone outside Range: 10 Rn meters
the sphere cannot hear what is going on inside. The Damage: usually n/a
spell can also be reversed, so that those inside can- Area of Effect: 10 Ae meters
not hear anything happening outside. Duration: Instant
Cascade: Dampen Silence, Immobile Sound
Shell, Lesser Countervibration This seemingly simple spell has dozens of appli-
cations for the inventive. The number of spell points
funneled into this spell determines the severity of the
Telekinesis temperature change.
Complexity: 10/5 3 SP: Mild shift. Up to 5 degrees Celsius or 10
Spell Cost: 1 (20) degrees Fahrenheit. Enough to make things comfort-
XP Cost: 6 able.
Range: Rn meters 10 SP: Strong shift. 15 degrees C, 30 degrees
Damage: n/a F. Enough to make things quite uncomfortable, and
make people wish they were wearing different cloth-
ing.
Tesseract
20 SP: Severe shift. 30 degrees C, 60 degrees F. Complexity: 30/15
Spell Cost: 50
Enough to turn the hottest day into bitter cold.
40 SP: Radical shift. 60 degrees C, 120 degrees XP Cost: 13
F. This will turn an already hot or cold day downright Range: 2 Rn light years
deadly, inflicting up to 5 Blunt damage per round. Damage: n/a
Armor doesn’t protect unless it is environmentally Area of Effect: 10 Ae tons
sealed or insulated. Duration: Instant
80 SP: Wrenching shift. 120 degrees C, 240
degrees F. Enough to instantly boil liquids in the af- This is one of the most potent and difficult
Lordings known. It allows the caster to instantly
fected area, or freeze carbon dioxide into solid form.
Inflicts up to 20 Blunt damage, maximum of caster’s teleport a small starship many light-years away.
Mg score. There is one important limitation on this — the ship
must begin and end the trip far away from a planet or
160 SP: Extreme shift. 240 degrees C, 480 de-
grees F. Enough to boil plastics, melt some soft met- star, since the gravity would tear the tesseract apart
als, or turn the air into liquid form. Inflicts up to 50 and destroy the ship. For Halla, this Lording is much
Disint damage, to a maximum of twice the caster’s easier to learn, requiring only 15/8 Complexity.
Mg score. Cascade: Line-of-sight Tesseract, Spatial
The caster is affected by this spell if he or she Corridor, Personal Tesseract (no extra mass), Spatial
is in the area of effect. Once the shift is cast the Connection (makes jumps easier from the other
surrounding conditions begin to return the area to side).
normal immediately. This spell is best used in con-
fined areas. Using it in an open field will mean that Time Shield
the shift lasts only a few rounds, while a sealed room Complexity: 24/12
could take an hour to return to normal. Spell Cost: 40
Cascade: Intensify Heat, Reduce Heat, touch- XP Cost: 12
only version, non-ranged version Range: Self
Damage: n/a
Temporal Distortion Area of Effect: Self
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Complexity: 16/8 Duration: Du rounds
Spell Cost: 10
XP Cost: 11 By slowing time in front of himself or herself the
Range: Rn meters caster makes it easier to dodge incoming attacks.
Damage: n/a Add half of the caster’s Magnitude score to his or her
dodge and parry ratings. The effect is quite notice-
Area of Effect: Ae meters
Duration: Du minutes able, as anything that goes through the area of effect
will be slowed, light included! The caster will seem
Wrath of God
Complexity: 16/8
Spell Cost: 25 Most Archmagi will tell you that one of the
XP Cost: 9 fundamental limits of Lording is its inability to affect
Range: 2 Rn meters living beings. Sure, you can transmute a vial of blood
Damage: 2 Mg Disint to acid, but try to do that to the blood in someone’s
Area of Effect: 3 Ae meters veins? Nothing happens. There is something innate
Duration: Du rounds about the Lords dimension that forces even the most
powerful practitioners of Lording to affect only unliv-
The caster of this dangerous spell must take care ing objects. You can pick a person up and move him
not to catch himself inside the area of effect. Anyone or her around, but you can’t really change anything.
inside will take 2 Mg Disintegration damage as
Another limitation, so the archmagi say, is that
plasma rains from the sky, whether they are friend,
foe, or the caster. This will continue for a number of nothing can be created or destroyed. Matter can be
rounds equal to the caster’s effective Duration skill, transmuted, energy can be moved around, but you
as long as they targets stay within the area of effect. never really create anything.
Unlike Antimatter Generation, the caster may vary
the area of effect, so as not to take damage from their However, there is a small percentage of the
own spells. population who are known as Duelists. Instead of
Cascade: Plasma Blast is a cascade spell for this the normal Lording skills of Magnitude, Complexity,
one. Wrath of God is really just Plasma Blast with and so forth, Duelists learn only five skills: Healing,
a bunch of stuff tacked on (or, to think of it another Lording Development, Sense, Summoning, and
way, Plasma Blast is Wrath of God with a lot of limi- Traveling. Only Classed characters can be Duelists,
not Ultramercs. Archangels cannot be Duelists.
tations).
Duelists are not made, they are born. Anyone who
wants to play a Duelist should note it on their char-
acter sheet somewhere.
Page 173
should be aware of the drawbacks of playing
one. First, you can never learn any other Lording
skills, with the exception of Lording Development.
Second, Duelists have fewer skill points to spend:
10 less than what their class gives them. The training
needed to focus Duelist abilities is substantial. Third
and last, Duelists are not always free to do what they
want. Sometimes a direct command will come from
The exact number of Duelists out there is up Roll versus Healing skill using the table below to
for debate. There seems to be about ten or twelve heal someone’s wounds. You must actually touch the
of them for every billion people, so they are quite person, skin to skin, for this to take effect — someone
rare. Different species have different percentages of in environmentally sealed armor cannot be healed!
Duelist, with the largest being Humans, Budetug, Remember also that this does not affect cybernetics
and Ogres. Species with a high Lording index tend — only living organic matter may be healed. First
to have fewer Duelists among them. There are no aid may still be administered before or after this at-
Archangel Duelists, nor are there any Ultramerc tempt. Healing always costs some Fatigue points. If
Duelists. Duelists seem particularly rare among not enough Fatigue points are available, the Duelist
Platinum Inuueliting, but their population is so low is knocked out for 10 seconds for each point he or
anyway that it’s hard to tell. she is short.
Regeneration
Summoning
Duelists heal their own wounds astoundingly
quickly and without any effort on their own part. A Duelist with this power can create a power-
At the end of each round remove the most severe ful, unbreakable sword from out of nowhere. While
wound on the Duelist’s character sheet. You should not all Duelists choose swords as their weapon,
also remove one level worth of Bleed. This ap- most tend towards that. Target number to Summon
plies only to physical combat, not mental combat. a Duelist’s Sword is 16. The sword disappears when
Duelists who take their last Mortal wound can still it is no longer needed, and the Duelist may only
regenerate (since they are still alive, just bleeding have one at a time. No spell points need to be spent.
to death). The bodies of Duelists who are killed do (Note: even if a Duelist has a hand chopped off,
still regenerate, but the character is still dead. They the sword will appear in a different hand instantly!)
The sword’s damage rating is equal to the Duelist’s
Summoning skill plus their Lording attribute, and it Archmage). The roll to stay in the Lords Dimension
does Slashing criticals. is target number 15, and must be made every round
(+2 per person brought along). Returning to the
Duelist swords may parry photon blades. Much Positive Dimension is automatic. The crossing in
like a photon blade, they do not add Strength to either direction takes 2 seconds and costs 2 fatigue.
damage.
Summoning other matter is much more difficult.
Not only is the target number higher, but bad luck (a Lording Development
roll of 1 on the skill check) brings something that is
harmful to the Duelist. The more that is summoned, Most mages use Lording Development to gain
extra spell points. However, Duelists don’t use spell
the harder the roll will be. Also, a Duelist cannot
summon complex matter, such as a computer board, points. Instead, they use fatigue. When a Duelist
handgun, or anything more complex than a wind-up learns Lording Development, each level of skill adds
toy. Swiss watches are out of the question. one point of Fatigue, which can only be used to fuel
Duelist powers.
All summoned material is brought directly to
the Duelist’s hand. The abbreviation “kg” stands for
kilograms in the table below. For those unfamiliar Sense Overdraw
with the metric system, a kilogram is roughly two
pounds. This power is very confusing to most Duelists,
since there is no obvious reason for its existence.
Summoning Chart Those Duelists who are on better terms with the
Lords have some idea of why it exists, but no cer-
Target Number Fatigue Material Summoned
tain proof. The Duelist may automatically sense the
per kg amount of damage done to the Negative Dimension
12+5 per kg 1 Benign Gas (oxygen, in the surrounding area — in other words, how
nitrogen, helium)
much someone has overdrawn recently. GM’s dis-
13+5 per kg 1 Benign Liquid (water, cretion as to how long ago it can be sensed. Heavy
alcohol, oil) overdrawing can be sensed up to two weeks in the
Page 175
15+5 per kg 2 Non-metalic solid past, while a spell point or two of overdraw might
vanish within an hour.
(wood, ice, stone)
20+5 per kg 3 Light Metal (aluminum) No concentration is required — this is as easy
25+5 per kg 4 Poison Gas (chlorine, as hearing, and no skill check is required. The GM
nerve gas) must tell a Duelist when someone has overdrawn
25+5 per kg 5 Poison Liquid (mer- recently. By making a Sense roll, target number 25,
cury) the Duelist can try to find out something about what
Traveling
This difficult but incredibly useful power al-
lows the Duelist to travel to the Lords dimension
(also known as the Negative Dimension, described
below). Target number is 25. The Duelist may bring
other people along with him or her, at +5 to the
target number per person (or +10 if that person is an
How long someone can stay in the Lords
The Lords Dimension Dimension depends only on the favor of the local
Lords. Annoyed Lords who don’t want to be both-
Otherwise known as the Negative Dimension, ered have the power to kick unwanted visitors out of
this strange universe borders our own, touching it at their domains, and back into the real world.
every point. The landscape in the Lords Dimension
is a mirror of our own in terms of where objects are Making Deals
— a wall will be in the same place, a desk will have
papers on it. None of these may be moved within The Lords typically only ask for one or two dif-
the Lords Dimension, though someone who is there ferent things when making deals with Duelists. They
may pass through them easily. The Lords Dimension either want a certain Archmage tracked down and
seems somewhat dim and hazy to visitors from our punished for overdrawing, or a certain Lording arti-
dimension. fact recovered and brought to the Lords dimension
for them. Once in a while they will ask the Duelist
Any object which is damaged in the Positive to act as messenger, or ask for strange, incomprehen-
Dimension (what most people would call the sible things (“Go to Melenkurion Station and circle
“real world”) becomes more solid in the Negative it three times, in the direction of its spin, in a shuttle
Dimension. Overdrawing is the worst culprit, mak- weighing no more than one hundred metric tons.”).
ing areas turn nearly solid for days on end. Solid
objects still cannot be moved, but they cannot be In return, the Duelist can ask for a favor. This
passed through either. This is somehow harmful to could either be more intense training in the ways of
the Lords, who sometimes enlist Duelists to hunt a Duelist (there are several advanced powers which
down Archmagi who overdraw too often. Many will be discussed in a later supplement), or ask for a
Duelists, however, know next to nothing about the longer stay in the Lords Dimension. During this stay
Lords. the Duelist will be accompanied by the Lord for the
entire duration, and might be able to stay for several
The Lords are large, shadowy, immortal beings. days without needing to roll Traveling. The Lords can
Most of them seem humanoid, though some are also, if they feel that they have gotten a very good
shaped like nothing ever seen. They have no power deal from a trusted Duelist, transport people from
over the physical world, but are nearly omnipotent one point in the Lords dimension to another.
in the Lords dimension, and a Duelist who is on
Page 176
good terms with his or her Lord can sometimes trade The Lords always honor their bargains. Anyone
favors. While this is not useful in combat (it just takes who stiffs them had better be prepared for some seri-
too long to strike the bargain), the favors can be quite ous righteous supernatural anger.
helpful. Lords may never manifest in the physical di-
mension. Some say that they are trapped there, oth-
ers say that they simply have no positive part to them
Valence Main Rulebook: Lording
A computer program cannot “extrapolate” to figure
out what the other side of an object looks like.
5. Computers are not creative. They are extreme-
An Overview ly literal for the most part. Artificial Intelligences and
especially Independent Thinkers (described on page
xx) might have some small measure of creativity, but
The galaxy-wide communications network in no ordinary computer will ever give you worthwhile
the Milky Way is officially known as the ITCS — the original suggestions on how to solve a problem. This
Interstellar Tesseract Communications System. Most is not to say that a computer can’t be programmed
people, though, simply call it the Lattice.
with useful hints or tips, but a living person has to do
the programming.
The Lattice is the internet of 592. Much like the
internet in the 21st century, it is primarily filled with
out-of-date information, poorly written content, and
pornography. Also like the current internet, it has a Parts of the Lattice
vast amount of useful information for those with the
tools to find it. The Lattice is made up of home computers, gov-
ernment and business computers, tachyon relays,
Before we dig into the nitty-gritty rules for using and (most importantly) tesseract relay stations. These
computers in a game of Valence, let’s go over what relay stations that form the “backbone” of the Lattice,
computers can and can’t do. This will sound really and allow for almost instantaneous communication
simplistic to some people, but it’s important stuff to across the galaxy.
know.
The information found on the Lattice could be
1. Anything that’s not in a computer cannot be stored in almost any computer, but the larger and
accessed by computer. If something never got typed more popular sites are all “housed” in servers that
in, never got spoken into a microphone, and never are designed specifically for high-bandwidth trans-
got captured on camera, then it’s not in a computer. fers. Very popular sites, such as Genetech’s public
Ditto for something that’s stored on a dataring — Joe site, are dupicated on thousands of computers across
Page 177
the Banker might have an important document on a the galaxy so that everyone can have easy access
dataring that he carries with him, but the chance that to them. While most people in the galaxy write a
he left it in his computer is pretty slim. homepage for themselves as a grade school project,
it won’t get many visitors.
2. Computers that are not connected to the
Lattice cannot be contacted through the Lattice, Most communications on a planet will be
no matter how good of a hacker you are. Likewise, through fiber-optic cables or satellite relay. This is
a computer virus cannot infect a computer that is so inexpensive that your average housewife can’t
computer” has a Memory of 20. but some people use Cost Chart
them anyway.
Remember, Memory doesn’t rate a computer’s Cost Multiplier
hard drive; it’s more like its RAM. Computers in 592 Miniaturized com- < -10 10%
use optical data networks to store data in the long puters are possible but -5 20%
term, but store short-term information in electron are made with more -3 30%
spin states. costly methods. A com- -2 50%
puter from palm-sized
-1 75%
to finger-sized has +2 0 normal
Building Computers Cost, while one down +1 150%
to fingernail-sized has +2 x2
See the sample computers below and the +4 Cost, and one small
+3 x3
Equipment section of this book for a few computers enough to get lost in
+4 x5
that your characters could buy. It’s also possible to your pocket lint has +10
+5 x8
build computers part-by-part, but it’s not very com- Cost. Most computers
+6 x13
mon. Usually only Interface Knights bother to do this size use wireless
+7 x21
this, or someone who’s creating a research computer communication, and still
+8 x34
or starship mainframe. need a monitor if they’re +9 x55
going to be effective.
+10 x89
The basic household computer mentioned Miniaturizing a quantum
+11 x144
above (Speed 10, Power 10, Flow 2, Memory 20) or DNA computer is not
+12 x233
costs §2000 with a nice holographic display. Adding possible yet — Infosoft
+13 x377
Interface Jack access (see page xx) costs another and Armageddon are
+14 x610
§1000 in most regions, though this could increase working on it.
+15 x987
due to legal restrictions.
+16 x1597
As far as “hard drive +17 x2584
To increase any of the computer’s statistics, use space” goes, computers +18 x4181
the following modifiers and the Cost Chart on the in 592 have as much as +19 x6765
right. You can also use this system to simulate a you coul want. If you +20 x10,946
computer that was built many years ago, and is thus want something portable
Page 179
less powerful and cheaper than modern ones — just (the equivalent of a CD),
subtract instead of adding cost. the most common unit is
the Dataring. Datarings hold 10 blocks of memory
+2 Speed adds +1 Cost — enough for 10 programs, or a million smaller
+2 Power adds +1 Cost files such as spreadsheets, movie files, or pictures.
+1 Flow adds +1 Cost They’re about three centimeters across, look like
+5 Memory adds +1 Cost little tubes of plastic bent into a circle, and cost
about §10 each.
Valence Main Rulebook: The Lattice
There are also different types of computer to
choose from. Most computers are a mix of electronic “Sludge Memory” is also available. It has the
and optical components, but some rare models are advantage that it’s not affected by electromagnetic
based on quantum computing or genetic comput- pulses or phase pulses (both of which can destroy
ing. computer data). It is exceptionally slow (a computer
using it would have a maximum effective Speed
Quantum computers have +4 to Speed and -4 score of 0), but a cubic centimeter of it holds 100
to Power. They are exceptionally good at breaking blocks of memory and costs §40.
encryption. Some IKs prefer quantum computers be-
cause they can overwhelm slower computers. DNA
computers have +4 to Power and -4 to Speed, and
are good at analyzing very complex situations. Some
IKs prefer these for their excellent defensive capa-
bilities. Neither one is really suitable for everyday
use, since they have to be at least one cubic meter in
Sample Computers Decent IK Computer (§69,000)
A good starting computer for an Interface Knight.
Here are a few computers to use in your own This fits easily in a backpack, with plenty of room for
game when you don’t feel like taking the time to other stuff. Comes with a holographic display, basic
create one beforehand. Remember, the standard software, Interface Jack access, and a NanoCloud in-
desktop or laptop computer has Speed 10, Power 10, terface (see page xx). A wireless Lattice connection
Flow 2, and Memory 20, and costs §2,000. is included for free, which works on most industrial-
ized worlds. It has Speed 16, Power 14, Flow 3, and
Pocket Computer (§1,000) Memory 30.
Folds up to fit in a pocket. A laser projector is
used for visual output (the lasers are incapable of Starship Mainframe (§8.3 million)
causing anyone harm, but they can project full-color This computer would be excellent for an ex-
images onto any flat surface). Jacks are included for ploratory or military starship. Note that each of the
A/V input. It even has a tiny printer built in. This thing ship’s smaller computers (such as those used by the
puts supercomputers of the year 2050 to shame. In bridge crew) is a separate device, which can access
game terms, the computer has Speed 8, Power 8, this computer when running important programs.
Flow 2, and Memory 20. The mainframe has Speed 18, Power 18, Flow 6,
and Memory 50. It costs §8,362,000, plus §2,000
Security Computer (§3,000) for each of the terminals that can interface with it
This computer’s specific purpose is to watch (the terminals are standard 10/10/2/20 computers).
dozens of cameras at once and match what it “sees” Compared to the cost of the ship itself, which can
against a standard list of “suspicious activities.” Its easily range into billions of sections, this mainframe
software (a set of image recognition protocols) is is relatively cheap!
what makes it work. It sits in a locked room, and
the only access to it is through the phone line it
uses to call the police and ask for assistance. It has Hacker vs. Cracker
Speed 10, Power 10, Flow 2, and Memory 25. This
doesn’t include the cost of the video cameras. Hackers are those who screw around with
computers. Crackers are those who break into
Corporate Server (§10,000) computers maliciously. The mainstream media,
This computer has only one purpose: it sends and even in GY 592, usually refers to anyone break-
Page 180
recieves information across the Lattice. Occasionally ing into a computer as a hacker. Real Interface
a server has some small amount of “secret” informa- Knights know the difference — though some
tion which is not accessible by the general public, may be deluded as to which one they are.
such as company payroll, but most of the time it’s
just there to hold web pages. Speed 10, Power 10,
Valence Main Rulebook: The Lattice
profession. Someone who has the opportunity to use
Building Programs this program while performing a medical procedure
receives +2 to any roll needed.
We’ll start with some sample programs below, In game terms this is a Full-Featured, Pre-
then go on to list the generic Modules and Features. Generative Database program with a rare audience.
S0, P5, F0, M16, Cost §150
This creates an interactive “world” in the com-
Programs are ranked on Speed, Power, Flow, and puter and a character for interacting with it. Games
Memory. To save space, these are abbreviated as the are often the most computationally intensive things
letters S, P, F, M at the bottom of the description. computers can run, since everyone’s always trying to
make their game into the “Next Big Thing.”
Bare-Bones Text Editor In game terms, this is both a Lattice program and
This lets you edit text files. No formatting, no a Specialty program. It is also Full-Featured.
bold or italics, just good old-fashioned plain text. S4, P5, F2, M5, Cost §100
There are probably ten thousand variations on this
program across the galaxy. Pattern Recognition Software
In game terms this is a Text program. This software searches through images, videos,
S1, P1, F0, M1, Cost §50 or sounds to find a match to a sample it’s been given.
Very useful for police databases, to match finger-
Entertainment Center prints or faces to people. This program is only as
This program plays music, videos, recorded good as its database, which can limit it greatly, but it
books, and holographic entertainment. The fidelity typically grants +2 to Investigation rolls.
is incredible. This is a User-Friendly Data Analysis and
This is a User-Friendly Media program. Database program for a rare audience.
S2, P2, F0, M3, Cost §75 S3, P4, F0, M8, Cost §650
Interface 15.4 Starship Scan Analysis
This program takes in the sensor results from
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This is the most recent version of Intersoft’s oper-
ating system, Interface. This program is necessary to a starship and finds things that the user specifies.
have your computer work at all. It lets you find files, There is a wide range of pre-specified things one can
access storage devices, and run other programs. look for (asteroids, comets, other starships, roads or
This is a Full-Featured, User-Friendly Operating houses on a planet, etc), and a sufficiently skilled
System. People using this OS recieve a +3 bonus operator can define new things to look for (Roll
to their Programming rolls, and +5 to Computer Computer Operation, target number 30). Interpret
Operation. Sensors rolls made with the aid of this program are
S3, P4, F0, M5, Cost §250 at +3. Programmers attempting to use or modify it
recieve +3 on their Programming roll. Valence Main Rulebook: The Lattice
Interface Pro In game terms, this is a Full-Featured Data
Just like Interface, but more expensive and Analysis program with a rare audience.
souped-up for high-end customers. Ironically, some S3, P4, F0, M4, Cost §250
truly high-end customers prefer the base version
because of the staggering amount of memory and Video Broadcast Reciever
processor time this version takes up. This allows your computer to recieve video
This adds Pregenerative and Optimized to broadcasts through the Lattice, and essentially act as
Interface’s list of features. All computer-based rolls a really nice TV. This is the standard way that people
receive +1. in 592 recieve their TV broadcasts.
S1, P6, F0, M14, Cost §1050 In game terms this is both a Lattice program and
a Media program, and is User-Friendly.
Medical Database S3, P3, F1, M3, Cost §75
This program is designed to let doctors look
up ailments, remedies, surgical procedures, drug
and the display part of “streaming” programs. Most
Program Modules of these can be used to alter the media they display.
+1 Speed, +1 Power, +2 Memory
In game terms, all programs are a combination of Target Number: 25
certain generic Modules and extra Features. To build
a program, add together the necessary Modules Operating System
and Features, and take note of the resulting Speed, This is what makes your computer run, and al-
Power, Flow, and Memory statistics. Use the same lows you to run other programs. All computers need
cost table as for computers, but with a base cost of an operating system.
§50 sections. The Target Number listed is for writing +2 Speed, +2 Power, +3 Memory, +1 Cost
that program “from scratch;” see the Coding section Target Number: 30
later on.
Specialty
• Speed and Power start off at +1 All other programs fall into this category. Games,
• Flow and Memory start at +0 calculators, alarm clocks, and pretty much anything
• Cost modifier starts off at +0 else can be considered a Specialty program. The GM
should set the statistics for these program, since they
Choose at least one module for your program. vary so much. Games are usually very high in all cat-
egories, but simple things like clocks and screen sav-
Data Analysis ers are very low. The target number likewise varies,
Data Analysis programs are used to sift through but it should be commensurate with the program’s
vast amounts of data in a search for useful informa- statistics.
tion or important trends. Most scientific programs
fall into this category, as do certain image-analysis Text
routines. Text programs are those which are used to write
+2 Speed, +2 Power, +3 Memory, +1 Cost documents. Anything from a simple no-frills text edi-
Target Number: 25 tor to a full-fledged layout and publishing program
falls into this category.
Database +1 Memory
These programs are little more than a fast way Target Number: 10
to access lots of stored data. They are often used
for medical data (such as genomes or drug interac- Utility
tion listings), astronomical data (such as navigation Utility programs fix things that are wrong with
Page 182
charts), and general population info (such as a cen- your computer, remove viruses, update other soft-
sus). These programs give +2 to any skill check for ware, change your preferences, compress or expand
Knowledge or Intelligence based skills, as long as existing data, and generally do those little things that
there’s time to look through the database. This can keep your computer running well.
include skills like Programming.
Valence Main Rulebook: The Lattice
regarding it. This program’s Memory increases by This program is designed for a small audience
one per hour; the only way to fix that is to reboot the of users. Not every household would have this
computer. program. This only means that it’s a little more ex-
+1 Speed, +1 Power, -2 Cost pensive than usual if bought. It’s not necessarily any
Target Number: -5 harder to write this program, but the market is a little
smaller, so companies have to charge more to make
Full-Featured a profit. +3 Cost, no change to target number.
These programs do everything you would expect
and more. They are larger and more complex, but User-Friendly
have many nice features that both regular users and The programmer (or, more likely, the team) that
programmers appreciate. A word processor is a Text wrote this program spent a lot of time insuring that
program, but a desktop publishing suite is a Full- it’s easy to use, even for novices. Anyone using a
Featured Text program. Programmers attempting to User-Friendly program gets +5 on their Computer
use or modify Full-Featured programs recieve +3 on Operation roll.
their Programming roll. +1 Memory, +1 Cost
+1 Power, +1 Memory, +2 Cost Target Number: No change, but takes 25%
Target Number: +3 longer to write because of the testing that must be
done.
Learning
While not initially any easier to use or more
powerful than other programs, this one uses arti- Running Programs
ficial intelligence to slowly learn the user’s “style”
and adapt to it. After using this program eight to ten Computers can run programs in two different
times the normal user recieves +2 to Programming ways: in active memory, or in “hot storage”. An
and Computer Operations rolls made regarding this active program is always running, doing work, and
program. If the Operating System is Learning, the is ready immediately. A program in “hot storage” is
user recieves +1 to all computer-related rolls. Other kept in memory, not doing anything but ready to run
people who use this program will not recieve these at a moment’s notice.
benefits until it learns their style too.
+1 Power, +2 Memory A program in hot storage only takes up Memory,
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Target Number: +5 not Speed, Power, or Flow. An active program takes
up all four attributes. The computer’s attributes are
Optimized reduced accordingly. You can’t reduce a computer’s
Someone has spent time making sure that this Power, Flow, or Memory to less than zero — the
program does what it should and nothing more. It program just won’t run. You can reduce its Speed
doesn’t waste any computer time or memory, and as much as you like, and the computer will just run
therefore runs faster and takes up less space. Some more and more slowly, with its effective Speed going
optimizing is done automatically when a program into negative numbers.
is created, so this additional layer of attention is dif-
For instance, let’s say you have an average com- Valence Main Rulebook: The Lattice
ficult and costly.
-1 Speed, -1 Memory, +3 Cost puter, and you’re running Interface 15.4, an online
Target Number: +7 RPG, and a text editor. All in all you’re taking up 8 of
the computer’s Speed, 10 of its Power, 2 of its Flow,
Pre-Generative and 11 blocks of Memory. The computer has 2 Speed
This program takes advantage of artificial intelli- and 9 Memory left. You can’t run any programs that
gence to guess what the user will do next, and gener- take up Power or Flow, because the computer is cur-
ate possible results ahead of time. This speeds up the rently using all it has of those.
program, but makes it take up a lot more memory.
Someone using a computer with a Pre-Generative When calculating things involving this com-
Operating System recieves +1 to all computer-re- puter, such as an Interface Knight’s bonuses from
lated rolls. Speed and Power, use only the unused amounts. As
-1 Speed, +2 Power, +10 Memory far as we’re concerned, this computer has Speed 2
Target Number: +5 and Power 0 right now, and will continue to be that
way until it’s not running as many programs.
the Target Number times twenty minutes. The target
Coding number for successfully modifying a program is 5
less than writing it in the first place.
Since everything on the Lattice must be done A programmer can always have someone else
with a computer program, all Interface Knights are check the code over once he or she is done. The
rather good programmers. To write a computer pro- checker rolls at -3 on the same skill used to create
gram an IK rolls against the appropriate skill: Create the program. If the checker rolls higher, use that re-
Virus, Create Guardian, Create Portal, or (usually) sult instead. Programs can only be checked over by
Programming. The Create Portal skill is useless to two different people.
those who aren’t Interface Knights.
Example: Shota Maltec’Inuueliting is trying to
Writing a program ordinarily takes the Target write a Guardian program to protect her company’s
Number in weeks (assuming a 40-hour work week), mainframe. She has Create Guardian at 16 (modified
and the writer has +10 to the Programming roll, not by her attributes), and rolls a 13. The total roll is a 29.
to mention the benefits of having other people check She calls over a co-worker, Ard Maltec’Inuueliting,
over your code (see below). To do the “quick and to check her work. Ard makes his roll, coming up
dirty” version takes the Target Number in days, and with a total of 23 (modified). He sees nothing wrong
uses an unmodified Programming roll. Programs cre- with the program, so the roll stands at a 29.
ated this way are not very polished, and are not “user
friendly” (if a virus could be said to be user-friendly
at all), but they get the job done.
Breaking In
In many cases an Interface Knight won’t have to
Those without an interface jack use Virus pro-
write the program at all. There are billions of pro-
grams to break into computers, and Guardian pro-
grammers in the galaxy, tens of millions of whom
grams to defend them.
distribute their work for free online. One can often
just find someone else’s code on the Lattice and
When creating a Virus or Guardian, a program-
modify it. Finding and modifying a program takes
mer must give it Speed and Power that add up to half
the number rolled to create it (rounded down). For
instance, a roll of 25 to create a virus could create
Supervirii one with Speed 7 and Power 5. The usual rules for
Page 184
able to use the same trick on another one. 1, Guardians have Flow 0.
The reason for this is that Guardian pro- Someone who’s not an Interface Knight basically
grams mutate and share information with each sends the virus at his opponent’s computer, hoping
other, much like retroviruses on modern Earth. that it will break in and allow him or her access to
A Guardian’s rating doesn’t really represent its every part of the computer (or at the very least, slow
resistance to existing virii, it represents how it down) The attacker rolls 1d20 + the Speed + Power
well it can adapt to unexpected new virii. of the virus. The defender rolls 1d20 + the same for
the Guardian program. If the Virus wins, the com-
In short, a supervirus designed to take puter system is an open book to the attacker. That
down every communications system in the Virus will always win against that Guardian. If the
galaxy will find that it needs new tricks for Guardian wins, the system remains defended, and
every system it runs into. It would essentially whomever owns the system gets a piece of informa-
have to be an Independant Thinker on its own, tion that will be useful in tracking down the person
with significant training to raise its Creativity who made the Virus. That Virus cannot attack that
high enough to function in this way. Guardian again.
However, when an Interface Knight is involved,
the cybernetic jack in their head changes things. Interface jacks never, never, never use wireless
Interface Knights don’t need to actually write pro- communication between IKs and their computers.
grams to take over someone’s computer or to defend It’s simply too dangerous.
against a Virus — they can do it all on their own.
Why Get Implanted?
Interface Knights While the ability to wite code mentally is nice,
it’s not a million sections of nice. The true advantage
of a jack becomes apparent when interstellar dis-
Interface Knights deal with computers in a very
tances come into play.
different manner from other programmers. Their in-
terface jack implant and years of experience let them
Because even tachyons take some time to cross
enter a special mode of thought, so ordered and logi-
interstellar distances, there is a noticable lag in inter-
cal that they can literally write computer code with
stellar communications. Nearby planets’ computers
their thoughts alone.
respond in a few miliseconds, but even one sector
away it can add up to minutes, and a cross-galaxy
Interface Knights are hired by almost every com-
communication could take hours. The Lattice and
pany. Where more conventional means of getting in-
its tesseract relays make communication close to
formation fail, IK’s are often able to succeed. While
instantaneous, but it can’t completely compensate
their success rate is not as good as Operatives, they
for a cross-galactic delay.
are more capable when it comes to a pure “hacking
run,” and they are often cheaper to outfit despite the
IKs, on the other hand, can create Portal
interface jack’s cost.
programs to jump from one part of the Lattice to
another. Their jack literally “reads out” their entire
Interface Jacks consciousness into their computer over the course
of ten seconds, effectively turning their mind into
Interface jacks are exceptionally complex and a computer program. The target number to write a
invasive cybernetic implants that interpret sentient particular Portal program is on the next page. These
thought and turn it into computer code. Naturally, numbers vary depending on the amount of interfer-
Page 185
without the right training, the code they produce is ence and physical distance involved, but not on the
pure garbage. amount of security on the target computer. That’s
handled separately
Interface jacks were illegal during the Empire’s
time, primarily due to of a disorder known as Reality Without a Portal, an IK has to do everything
Withdrawal, wherein those with interface jacks are by “remote control”, taking -2 to all rolls for each
unable to remember when they’re in the real world “level” of distance on the Portal Distance table.
instead of virtual reality. This didn’t stop people from
Valence Main Rulebook: The Lattice
having them, though — it wasn’t illegal to have one, Distance Target #
just to get one implanted. If this sounds strange, con-
sider that the Empire made the laws, and wanted to Intergalactic 35+
have the only operatives with jacks. Many cultures One quadrant to another 30-34
these days have legalized interface jacks, but they re- One planet to another 25-29
main rare. The brain surgery involved is both difficult
and expensive, costing around one million sections. One continent to another 20-24
One computer system to another 10-19
Everyone with an interface jack sees the Lattice
differently. Some see shimmering pathways of silver The time delay now only comes at the beginning
data flowing through the void, others see dormitory and end of the journey: the IK can literally sends her
hallways and rooms full of information, and still mind out to take care of things on the far side of the
other see yellow brick roads and blue trees. It all galaxy. For all intents and purposes, she is present on
depends on the person and how they choose to view a distant planet, her mind spread across hundreds of
things. public or undefended computer systems.
the computer has left after running other programs.
To obtain perfect recording fidelity, the interface Most IKs have nothing but the operating system run-
jack must destroy the data as it reads it in (quantum ning while they encode themselves, so as to have as
physics at work). Because of this “destructive read,” many resources available to them as possible.
IKs are utterly comatose while their mind is in the
Lattice. Later, assuming they survive the trip to wher- Damage dealt in computer combat is social
ever they’re going and back, their jack will write damage (as per a Battle of Conviction, page xx).
their consciousness back into their brains, and they Interface Knights can suffer confusion, compulsions,
will wake up. severe headaches and possibly even strokes due to
corruption in their consciousness subroutines. If an
While in this “hacking coma,” an IK is totally IK suffers his last Convinced level, he is effectively
defenseless against anything in the real world. Most laid open to the attacker, who can choose to either
of them prefer to have a trusted friend nearby during leave them near-helpess or erase them entirely with
this process. a single attack action. When the downed IK pulls
together (a matter of an hour or two), it will be all
he can do to limp back to his mind and regain con-
Computer Combat sciousness.
IKs don’t typically use Virii and Guardians to do Interface Knights cannot “jack out” to remove
their dirty work. Instead, they essentially enter com- themselves from computer combat. Their body is in
puter-based combat. a coma, after all, and their consciousness could be is
light years away. If someone else removes the jack,
When two Interface Knights face off against each they could be stuck in a coma forever.
other, each will have a number of actions deter-
mined by their Creativity and Visualization (use the
table on page xx, replacing Agi with Vis). They deal Breaking In, Redux
“unarmed” damage equal to twice their Speed + Int,
and have an effective “natural” armor rating of their In computer combat, Virii and Guardians receive
Power + MnE. They take Lattice combat actions as a number of actions each round equal to their Speed
shown on the table on the next page. rating (even if it’s more than 10). Virii can only at-
tack, and Guardians can only defend and trigger
Always use the effective Speed and Power of the other programs (usually an alarm or a countervirus).
computer the IK was encoded on before their mis- Viruses have an Attack bonus equal to three times
Page 186
IK Combat Maneuvers signals to convince your opponent’s attack routines
that you aren’t there any more. You give up a point
With a history of macros, shortcut keys, and sub- of Power in exchange for a +4 on one defense at-
routines, it’s no surprise that Interface Knights have tempt. The point of Power returns at the end of this
a number of standard techniques to use against each combat.
other in combat.
Infinite Loop: You send an instruction to your
Anonymous Tip: You alert Guardian programs opponent that tries to catch her mind in a never-
nearby that your opponent is a dangerous virus. ending loop. An old tactic, but an effective one if it
While he can easily verify that he is not, you both strikes home. This attack is made with a -5 penalty,
lose your next action responding to automated but it deals +4 damage.
identity inquiries. This maneuver only works once
per combat. I/O Reversal: You make an attack by forcing your
opponent’s last sucessful strategy down his throat.
Bit Bucket Blitz: You sacrifice effectiveness in Rather than making your own roll, you use the at-
favor of a shotgun approach, throwing billions of tack roll from the last strike that damaged you, with
pieces of information at your foe at once. This attack a -4 penalty representing your opponent’s familiarity
is made with a +5 to hit, but the ineffective com- with this attack. Many inexperienced IKs overuse
mands deal -4 damage. this maneuver.
Burnout Assault: By overloading some of the Lag: You delay your attack one second in ex-
computers you’re running on, you can make a change for a +2 bonus to hit. If you would normally
devastating attack that you’ll pay for later. Your next be able to take an action in that second, you lose
attack receives +3 to hit and damage, but you lose a that action.
point of both Speed and Power until the end of the
combat. NP-Complete: You trigger a subroutine in your
own consciousness that seems to provide a solution
Copy/Paste: You take one action to create a to an insoluble problem. You trade a point of Speed
poor copy of yourself, which acts as a decoy. Your for a +4 on one defense attempt, as your opponent
opponent’s next attack suffers a -4 penalty. is drawn into watching your code run. The point of
Page 187
Speed returns at the end of this combat.
Defrag: You sit back for a second and recover
some of your missing resources. If you’ve lost any Relabel Nodes: You take an action to switch
Speed or Power in previous maneuvers, recover one which computers hold which parts of your self. You
point (your choice which one). You cannot defend have +2 “armor” for the rest of the combat. This
yourself in this second. can only be done after you are attacked for the first
time.
False Address: You pretend to escape via a Portal
Valence Main Rulebook: The Lattice
program while secretly launching an attack. Your
opponent defends with the Create Portal skill rather
than Create Guardian. This will only work the first
time you try it in a particular combat.
One of the biggest things that government What’s to stop an Interface Knight from
agencies and corporations do with computers making several duplicates of himself? After all,
is encryption. Encryption means taking your only the initial readout from an Interface Jack is
data and making it so that no one else can read destructive. Further copies of the data could be
it. This is surprisingly easy to do, and can be made with less destructive methods, and then
very difficult to break. you could have two of yourself — one to do the
interesting things, and one to take care of bor-
In Valence, how good the encryption is ing stuff. Heck, you could have seven of you,
depends on how powerful your computer is. If one to take care of your work for every day of
one computer encrypts a message (taking 2-3 the week (if you have enough storage space for
seconds to perform the encryption) it will take seven 50-block programs, and enough com-
a computer with a Speed + Power 10 points puter power to run them on).
higher one day to decrypt it without the key.
With the key it will only take a second. If you’re Except that it won’t really want to do boring
trying to break someone else’s encryption, and stuff. It’s an exact duplicate of you, not just a
your computer doesn’t have a 10-point advan- throwaway copy. If you don’t want to do some-
tage in Speed, it’s going to take a long time. For thing, neither will it. If you think something’s
each point that you’re short, double the time. suicide, so will it. If you “delete” a copy, many
Likewise, a faster computer can cut the time in cultures consider it murder or suicide, and will
half for each additional point of Speed. gladly prosecute you for the crime.
Example: Joe the hacker encodes his e-mail The worst part is that the duplicate can
to his friends with a Speed 10, Power 10 com- never be “merged” with the original, and can
puter. They have the key, and can read it within never go home. Only one copy can go back
a few seconds. John the cracker is trying to to the original body — and all of them know
break the encryption with a Speed 13 , Power that just as well as you do. Even a cloned body
11 computer so he can read Joe’s e-mail. John won’t do; they need the real original.
Page 189
is 6 points away from a 10-point advantage,
which means it will take him 64 days to break Making a duplicate is equally likely to cre-
the encryption on Joe’s e-mail. ate your best friend or your worst enemy.
Valence Main Rulebook: The Lattice
Basic Equipment
The Energy & Projectile clips provide shots for
Gauss and Sliver weapons, Gyro Guns, and Disk
Throwers, and are not interchangeable between
Most weapons are quite useless without the trouble grasping. Does it all graphing, trigonometry,
proper ammunition. In Valence, ammo comes in even calculus. Costs 10 §.
three standardized varieties:
Coalition Multipass
Type Shots/clip Cost This serves as a combination ID card, debit card,
low-powered computer, DNA record, and universal
Energy only 30 charges 10 §
license holder. All Coalition citizens above the age
Energy & Projectile 30 shots 20 § of seven standard years cary one with them at all
Energy & Antimatter 30 shots 100 § times. The card literally contains the holder’s entire
identity, but it only accessible by the holder (it veri-
The energy-only clips can provide shots for fies its holder’s identity by voiceprint, fingerprint, and
Lasers, Arc Throwers, Sonic Resonators, Plasma biorhythm, and sometimes with passwords as well).
Guns, Disintegrators, Energy Blades, Photon Blades,
and Entropy Effect weapons, and they are inter- Visitors to Coalition space are typically given
changeable between weapons. temporary cards that burn out after a week of use.
Communicates via infrared with other electronics. into hydrogen and oxygen, skipping the fusion pro-
The first card is free, replacements cost §100. cess. Costs one million sections, and weighs about
100 kilograms.
Eyes-Shut Display
The ESD is a contact lens version of the old Holdfast Platform
heads-up displays. It works best when the wearer’s Originally made by Armageddon Industries for
eyelids are closed. A contact worn elsewhere on the their high-rise workers, this device is about twice the
wearer’s body (included in the price, typically worn size and weight of a manhole cover (it’s quite heavy
at the hip) sends tiny electrical impulses between and bulky; Str 4 minimum to carry it around). The
a computer (not included) and the lenses, though platform is capable of rising into the air while carry-
the wearer’s body. The lenses respond by glowing ing up to half a ton of mass, and remaining airborne
in particular patterns and displaying information. for up to an hour. A lightweight user could conceiv-
Useful for anything from stock quotes to street maps ably rise up to a kilometer into the air. Collpasible
to mission data. Cost is §1000. railings unfold to prevent the user from slipping off.
The disk automatically floats back to the ground
when the hour is up, sometimes quite quickly but
Field Medical Chamber
never fast enough to cause harm. Eight hours of wall
This refrigerator-sized chamber can perform all current (or four hours with a fusion recharger, above)
the functions that the Advanced Medical Pack can are sufficient to recharge the disk. Horizontal move-
perform and more. The chamber lid opens allowing ment is only possible if someone attaches a rope and
the patient to be placed inside. Robotic arms quickly tows it around; the disk only moves vertically on its
kill all pain and place the patient into a state of un- own. Costs §20,000.
consciousness. A respirator, artificial heart, kidneys,
and liver immediately go into effect. The blood
is purified, removing all toxins. Nanomachines Morphic Clothing
analyze the patient’s blood type and replace miss- Aegis-made clothing for Genetech citizens.
ing blood. Powerful energy fields and chemicals Changes color with uploaded fashion, and can
help the body to regenerate. An on-board computer change relatively quickly for moving patterns.
allows a surgeon to operate on the patient with ex- Creases stay easily for changing styles. Camouflage
tremely precise robotic arms. The unit holds up to capabilities give +2 to Stealth rolls. Cost varies
Page 191
three normal sized patients simultaneously (a Caract by size. Shirts and pants are typically about §200
won’t fit, but a single Ogre will). Costs one million each, with socks, hats, and underwear about §40.
sections, weighs half a ton, and adds +20 to medical Morphic clothing can be added to Street armor (page
skill checks. Sturdy wheels make it portable only for xx); if you choose this option, simply add the costs
those with Strength of 7+. together.
First Aid Kit NanoCloud
This contains bandages, disinfectants, painkill- The NanoCloud is an expansion on the personal
ers, and other things that are needed for simple ap- computer, most common in Aegis space. A swarm Valence Main Rulebook: Equipment
plications of first aid. Costs 20 §. of airborne microbots surround the user. They can
communicate with other beings’ NanoClouds by
almost imperceptible flashes of light. They can also
Flashlight sense their user’s voice and respond to it. This allows
A handy tool that allows one to see better in the communication between two people to include their
dark. It has a range of about 10 meters. Costs 25 §. computers, for such things as business transactions
and exchange of personal information. It’s like hav-
Fusion Recharger ing a PDA (Personal Digital Assistant) without having
This device identical to the solar recharger listed to carry it around.
later, except that it works anywhere. Simply add
water and it recharges energy weapons. Every ounce Nanoclouds can record voices and track body
of water will replace 5000 charges in a weapon’s movement, using those to trigger computer com-
power pack, in about an hour. With a little work, mands. They can also interface with other prop-
this device can also simply be used to separate water erly prepared computers. Some public facilities in
Aegis space are starting to support interface with
NanoClouds The ‘bots live in a special add-on com- Type of Rope Cost Test
partment next to the computer, and occasionally
withdraw one by one to recharge. Note that the ro- Flex Steel 20 § per m 20 tons
bots are not nanotech; they are actually significantly Hemp 4 § per m half a ton
larger. The name is a marketing ploy. Cost is §1000.
Nylon 6 § per 1 ton
The computer has Speed 6, Power 6, Flow 1, and
Memory 5. For an extra §400 the whole package can
be disguised as an ordinary piece of clothing, such R.P.
as a hat, hairband, or sash. Stands for “Rejuvenation Patch.” The rules gov-
erning rejuv patches are covered in the Healing sec-
Neomorphic Clothing tion (page xx). There are serious penalties for using
too many in a short period of time, but they can stave
Same benefits as Morphic clothing, but lasts
off death and unconsciousness until real medical aid
longer and is easier to repair. Sold primarily in Aegis
arrives. Costs 400 § each.
space. Cost is identical to morphic clothing, or 20%
higher outside Aegis space.
Shop Kit
Portable Stereo Big and bulky, this impressive van-sized tool kit
is the friend of Tech Docs everywhere. It stores all
Straps on to the arm or belt. Includes a dataring
the tools, scanners, and devices necessary to build
player, amplifier, and radio receiver. It also comes
darn near anything — or take most things apart, for
with two speakers that can be strapped anywhere on
that matter. Costs six million sections, and adds +10
the body. Costs vary from 25§ to 75§, depending on
to Engineering skill checks. Weighs a ton and a half;
the sound quality and style factor.
it’s normally built into a vehicle.
Pocket Translator
A small gadget that receives incoming languages
Smart Paper
Touch- and fold-sensitive paper that can change
and translates it into the users native language. The
what’s displayed on its surface. Needs to be re-
user can either broadcast the translation over a
charged for about an hour once per week. Can link
speaker, or can hear the translation in private in an
up to a computer to download information and
earphone. The delay is about two seconds. The voice
news. Move from “page” to “page” in a document
that is heard is the speaker’s voice as if he spoke the
Page 192
count as six. The tent provides heating and light, and Watchcom
some rudimentary cooling in overly warm weather. Long-range radio communicator built as a
watch. Many styles and colors are available. Its
range is three kilometers, or thirty if the arm-wrap
Tool Kit Pack (basic) antenna is worn. Includes adaptive AI to translate
This set contains miniature welders, socket sets, voice into text or computer commands; works as a
wrenches, soldering irons, and everything a Tech cellular modem. Cost is §100, plus an extra §50 for
Doc needs to do their job. Costs 50 §. the arm-wrap antenna (shown below).
Tool Kit Pack (deluxe) Web Gear
Contains all the necessary tools for making This is a must for all mercenaries and adventur-
major repairs and alterations on all machines and ers. Straps all your weapons and accessories into
electronics. This backpack that can be modified to convenient places. Cost 25 §.
fit beneath the Advanced Medical Pack (above).
Robotic arms aid in repair and construction. Costs
half a million sections, and adds +5 to Engineering “You Are Here” Map
skill checks. Weighs twenty pounds. This computer-controlled map can be rolled up
to be about the size of a flashlight, and comes in a
carrying tube. When the paper is unrolled a dedi-
Trip to Another Planet cated computer built into its edge synchronizes with
Trips to a particular planet depend on distance gobal positioning satellites and determines the user’s
and the degree of luxury involved. Trips to nearby position. If a map of the planet is stored in the com-
planets (within about 500 light years) cost roughly puter, it can display it on the paper, giving the user’s
§1,000. For every additional thousand light years current location and velocity. Incredibly useful for
(up to the length of our galaxy, 100,000 light years) anyone who chronically gets lost, or someone visit-
adds §500. ing a planet they haven’t seen before. The computer
can hold highly detailed maps (showing streets,
This assumes “coach class,” with a shared cabin buildings, and elevation) for up to five different plan-
and cheap food. Space is at a premium on starliners, ets. Can also find routes from the current location to
and mass even more so. Those who insist on bring- another one on the planet, and indicate certain fea-
Page 193
ing more than fifty kilograms of luggage will find tures (such as nearest water supply, nearest inhabited
the fares increased. Business class has a few more area, etc.). The paper is vibration-sensitive, picking
amenities, like Lattice access, and costs 25% more. up the user’s voice commands and touches. A You
Luxury class costs double or even triple, but gives Are Here map costs §200.
you your own cabin.
Valence Main Rulebook: Equipment
Weapons Modern Firearms
Weapons are naturally a major portion of com-
bat. While combat in the future is diverse, a gun is
still the weapon of choice for most people. There is a Notes for reading the charts:
great deal of safety inherent in killing someone from § is the galactic symbol for sections — galactic
a distance. This is especially true when dealing with currency.
species who have a great advantage in physical com- A ° next to a weapon type indicates that these
bat, such as Archangels and Caractingessen. are projectile weapons.
A ∑ next to a weapon type indicates that these
Characters who do not meet their weapon’s min- are energy weapons. A weapon can be both projec-
imum strength requirement must tripod-mount it, tile and energy; those which are typically fire highly
which takes valuable time in a firefight! Those with charged particles or antimatter.
a Strength score of double the minimum or more
can use two of those weapons at once (assuming the Payload is the number of shots a weapon caries
weapon itself is small enough — Ultra Cannons, for inside. Its payload can be recharged with various
example, are simply too big, and typically require a clips (see the basic equipment section on page xx for
chest mount). clips). Remember that firing a weapon with a higher
pulse level takes up a correspondingly higher num-
The weapons of 592 are somewhat more power- ber of shots. A pulse of 1 takes up 2 shots, a pulse of
ful than those of 21st-century Earth, and significantly 2 takes up 3 shots, etc.
more efficient, but not always more deadly. For
instance, a 31st-century particle beam cannon can
punch a hole through a steel plate, but a 20th-cen-
tury grenade will kill someone just as effectively.
An Arc Thrower is a specialized weapon de-
signed for use on robots and cyborgs. While their Throwers fire 10 centimeter diameter serrated metal
damage rating is not outstanding compared to their disks. They are very effective projectile weapons, and
cost, they deal EM damage, which shuts down cy- have a tendency to sever limbs when used properly.
bernetic implants very effectively. Living tissues are Their major drawback is that the disks are bulkier
fried by the intense burst of electricity. Ignores Armor than normal ammo. Ten of them take up a 10x10x5
Value. Force Field and Defense Grid work normally. centimeter box. These boxes attach to the weapon
on both sides of the barrel.
Assault Lasers ∑
Disintegrators ∑
Firing beams of light more intense than what one
finds at the surface of a star, Assault Lasers are high- Disintegrators work by displacing the electrons
grade military weapons designed by the Budetug in the target with unstable particles. When these
particles decay, the target becomes so strongly elec-
during the rise of their empire. Because of the inten-
sity of the beam, the weapon must be cooled and trically charged that it literally rips apart into a mil-
insulated, which adds significantly to its weight. lion pieces. While the guns can be very expensive
indeed, there is no way to trace a bullet or puncture
wound back to the weapon itself, making them a
Arc Throwers
Name Range Damage Payload Pulse Cost
Discharge 10 meters 18 EM 10 - 25,000§
Cook 20 meters 19 EM 15 - 30,000§
Toaster 30 meters 20 EM 20 - 50,000§
Page 195
Assault Lasers
Name Range Damage Payload Pulse Level Cost
Sword 70 meters 27 Piercing 60 1 24,500§
Bastard 80 meters 28 Piercing 60 2 26,000§
SOB 90 meters 29 Piercing 80 3 28,500§
Excaliber 100 meters 30 Piercing 100 4 32,000§
Disintegrators
Name Range Damage Payload Pulse Cost
Razor 15 meters 25 Disint 20 - 100,000§
Blade 20 meters 30 Disint 40 - 380,000§
Scythe 30 meters 37 Disint 80 - 1,100,000 §
favorite of highly-paid assassins. The fact that they
have no recoil is just an added bonus.
Gatling Lasers ∑
A gatling laser is a larger, more powerful version
The Entropy Effect ∑ of an assault laser, with a rotating barrel that allows a
higher rate of fire. Their great weight means that they
The first practical application of chronal technol- are most often carried by Nesti, Ogres, Archangels,
ogy, the Entropy Effect was a fluke discovered by the and Caractingessen, or used when mounted on a
Valorians while attempting to defend themselves tripod. They are the favored weapons of entrenched
against the encroaching Human empire. In this they military units, who use them to mow down attackers
were ultimately unsuccessful. Since then, people with brutal effectiveness. They do, however, chew
have been trying to figure out the basic principles through ammunition at a tremendous rate.
behind the weapon, and in this too, they have been
unsuccessful. Even the weapon’s creator, still alive
and active in research, (she’s a Valorian, after all),
Gauss Pistols°
has had no insight into its workings. The beam’s pri-
mary effect is to increase the entropy of a target, and A cheap, slugthrowing weapon that uses mag-
this wreaks havoc on Force Fields, instantly reducing netism to propel small metal shards to a good range,
them to a single remaining point. Their short range gauss pistols have been around since early in the
and immense cost makes them difficult to use on the Inuuel Empire. They are a standard sidearm for po-
battlefield, but devastating when properly employed. lice and poorer armies.
Living targets hit by the beam will feel somewhat
dizzy, but will suffer no lasting effects.
Entropy Guns
Name Range Damage Payload Pulse Level Cost
Eternity 25 meters Force Field = 1 20 - 2.6 million §
Gatling Lasers
Name Range Damage Payload Pulse Level Cost
Page 196
Gauss Pistols
Name Range Damage Payload Pulse Cost
Excel 100 meters 15 Piercing 10 - 500§
Propell 150 meters 16 Piercing 15 - 700§
Accelerator 200 meters 18 Piercing 20 - 1,000 §
Gauss Rifles
Name Range Damage Payload Pulse Level Cost
RF-10 350 meters 16 Piercing 15 - 900§
RFA-75 400 meters 17 Piercing 20 1 1,300§
RFC-248 450 meters 18 Piercing 40 2 1,600§
RFG-2578 500 meters 19 Piercing 60 3 2,000§
defense grids or a force field. Armor, however, does
Gauss Rifles° not offer any protection.
Identical to gauss pistols, but with a longer barrel
that allows greater range and bullet velocity. High- Gyro Guns°
end gauss rifles can also be loaded with multiple
shots at once, to strike a single target with three or These weapons fire self-propelled projectiles,
four bullets in quick succession. and are one of the most common armaments of
modern assault units due to their exceptional range,
damage potential, and low price. Gyro guns fire a
Grav Disruptors ∑ large, self-propelled, explosive shell that is essen-
tially a minature rocket. Prototype next-generation
Grav disruptors set up a localized gravitational gyro guns are said to have multi-kilometer ranges,
disturbance within their target, tearing it apart from and may even have minor homing capabilities.
within. A disruptor beam is undetectable to the
unaided eye, and bypasses all conventional armor.
Production on these systems started just one year
ago, and many reliable models are now available,
but they are still quite expensive. Grav disrupters
do no damage whatsoever to targets protected by
Grav Disrupters
Name Range Damage Payload Pulse Level Cost
Crush 5 meters 20 Blunt 5 - 40,000§
Ripper 10 meters 22 Blunt 7 - 60,000§
Compression 15 meters 23 Blunt 10 - 80,000§
Extra Messy 30 meters 25 Blunt 20 - 130,000§
Page 197
Gyro Guns
Name Range Damage Payload Pulse Cost
Barbarian 500 meters 25 Blunt 15 - 10,000§
Nomad 600 meters 27 Blunt 15 - 15,000§
Brute 800 meters 29 Blunt 30 - 20,000 §
Laser Pistols
Laser Rifles
Name Range Damage Payload Pulse Level Cost
Squelch 60 meters 20 Piercing 15 - 10,000§
Reflexon 80 meters 24 Piercing 15 - 15,00§
Morgaly 80 meters 21 Piercing 15 2 20,000§
Reflexon II 90 meters 24 Piercing 20 3 25,000§
Plasma Guns
Name Range Damage Payload Pulse Level Cost
Alpha 20 meters 30 Disint 10 2 10,000§
Goliath 20 meters 31 Disint 20 4 20,000§
David 20 meters 31 Disint 35 6 30,000§
Omega 20 meters 31 Disint 45 8 50,000§
Particle Beam Pistols∑° Sliver Guns°
Particle beams pistols combine the latest min- In these antipersonnel weapons, Gauss-style
iaturization technology with the superior firepower magnetic acceleration technology fires a spray of
that comes with a particle beam weapon. Their steel slivers at the target. The power required to fire
range, damage yield, and payload are inferior to this cloud of metal results in significant range reduc-
the full-sized weapon, but the concealability would tions as compared to gauss rifles. Benefits, however,
make up for it if not for the cost. These weapons are include increased damage output and exceptional
only found in the homes of the very rich. area coverage. The sliver gun’s effects on skin tissue
are particularly deadly, and these are a preferred
PBPs are illegal across significant portions of the weapon of most urban assault units. Most of these
galaxy, primarily due to their use of antimatter am- weapons look like oversized sawed-off shotguns.
munition and miniaturization. Even the most gun-
loving society will require expensive licensing.
Sonic Resonators ∑
Plasma Guns ∑ Introducing the latest in Sound Technology,
brought to you for more than listening satisfac-
The flamethrowers of 592, Plasma Guns are very tion. Sit back and relax, knowing you’re safe with
short-ranged weapons with tremendous damage your new Eliminator™ under your seat. No more
yield against unarmored targets. They are doubly ef- hassles on the hoverbus, you just whip out your
fective in enclosed spaces, such as in airlocks, where Sonic Resonator and ignore that armor! That’s right,
they see use against invading Space Troopers. The IGNORE enemy armor! Who cares about a couple of
hydrogen plasma that comes out the end of the gun inches of solid titanium? Vibrate right through it! No
is actually still undergoing fusion while it leaves the more hassles, no more fuss. All the mess stays con-
barrel, and strong magnetic fields funnel it towards tained in the armor, too. So, just ship off the scrap
the enemy. and no ugly guts on the floor! Order yours today. Just
look for the Ballista Weapons Headquarters in the
Lattice and ask for salesperson #3097.
Page 199
Sliver Guns
Name Range Damage Payload Pulse Cost
AFG-346 50 meters 22 Slashing 10 4 9,000§
NU-63 55 meters 23 Slashing 15 4 12,000§
GPM-42 60 meters 24 Slashing 20 4 15,000§
FKD-69 65 meters 25 Slashing 25 5 20,000§
Ultra Cannons
Name Range Damage Payload Pulse Cost
Shark 15 meters 35 Disint 20 - 400,000§
Grizzly 20 meters 40 Disint 20 1 500,000§
Monstrosity 25 meters 42 Disint 40 2 700,000§
Planet Buster 30 meters 45 Disint 200 3 1,000,000§
Ultra Cannons ∑° Other Modern Weapons
The Ultra Cannon is the most devastating
personal weapon available. Its incredible level of Grenades°
damage is achieved by using a combination of
several weapon systems. When the firing sequence You know, small round objects that you throw at
is initiated a disintegrator is fired at the target. This people you don’t like. Just pull the pin and throw the
serves the dual purposes of clearing any offending rest. There are several types. Their range is equal to
atmosphere from the line of fire, and softening up five times the thrower’s Strength in meters.
the target. Second, an electromagnetic “tube” is gen-
erated connecting the target to the weapon’s muzzle,
to prevent foreign objects from intervening. Third, an Type Damage Blast Radius Cost
antimatter charge is electromagnetically accelerated Plasma 36 Blunt 5 meters 50§
down the tube to the target. While the power us-
Explosive 28 Blunt 10 meters 45§
age is extraordinary, the damage output is likewise
exceptional. Against mecha and Enhancement Suits E-mag 12 EM 20 meters 100§
(especially the Armageddon suit) it is one of the few Antimater 40 Disint 7 meters 75§
weapons capable of inflicting damage.
Smoke none 20 meters 40§
Ultra Cannons are illegal across significant Biological special 200 meters 2000§
portions of the galaxy, primarily due to their use of
antimatter ammunition.
Victims of biological grenades must save versus
disease or be reduced to 1/4 of their original stamina
and strength for 2 days. The victim’s body points are
recalculated using the temporary stamina for the
duration of the disease. The effects will be felt only
after twenty minutes. Biological grenades are spe-
cific to a particular species; grenades made to work
on Budetug will not work on Inuueliting.
Page 200
any sport shop across the galaxy.
Energy Sword
More esoteric shops can coat the arrowhead
in polymers that facilitate piercing an opponent’s This works on the princple that if a normal sword
armor. The E-Mag arrow releases an EM pulse on is surounded by a grid of negative energy, it will be
contact that is designed to disrupt electrical equip- able to weaken molecular bonds, therefore doing
ment and cyborgs. Another type of arrow is the more damage. The sword can be designed in any
Plasma arrow, which is hollow and contains plasma manner, but has the same effect and cost no matter
locked in an electromagnetic shield. The head is its size. Damage rating is 18 Slashing plus the user’s
designed to break open and release the plasma on Strength, and cost is 2,000 §. Energy Knives are
available as well: damage is 12 Slashing, and cost
contact. Smoke arrows work along the same lines;
they release a cloud of smoke with a radius of 10 is 1,000 §
feet. Arrow damage is increased by Strength, like
most ancient weapons. Photon Blade
Photon blades are used primarily by Storm
Type Damage Blast Radius Cost
Troopers. They are famous for being able to cut
Normal 5 Piercing 1 Target 1§
through literally anything. Their damage rating is
A-P 10 Piercing 1 Target 20§ 20 Slashing. They completely ignore normal armor
E-mag 5 EM 2 meters 50§ (Armor Value does not subtract from damage), but
the wielder cannot add Strength. Defense Grids and
Plasma 30 Disint 1 meter 100§
Force Fields are still effective.This is the only weapon
Smoke 2 Piercing 5meters 15§ that may be used by a Storm Trooper to cut through
solid objects. Cost is 15,000 §
Shuriken
Photon Club
These are the famed throwing stars of the ninja
assassins. They come in many varieties, most of This is similar to the photon sword in many ways.
which are particularly hard to find for anyone who It does 18 Slashing damage on a successful hit and
Page 201
isn’t a Ninja or Thief. They add Strength to damage. ignores armor rating. It may not be used by storm-
troopers in the same manner as a photon blade.
The most common star is the armor piercing Lower demand for these weapons makes them less
variety, which is coated with the same polymers that cost-effective. Cost is 20,000 §.
coat the AP arrows. There are photon stars, based
on the same principle that developed photon blades.
They ignore armor, but gain no strength bonus to Paint Sacs
damage. The king of stars is the antimatter star. On
Valence Main Rulebook: Weapons
a successful hit the star lodges in its target. The star These are pint sized terrors designed to wreck
can then be activated by voice command. When ac- havoc on armored troops and enemies. They re-
tivated, the outer coating of the star melts away and semble a small rubber ball. When thrown the ball
the electromagnetic shield dissipates, releasing the breaks open, releasing a cloud of paint. The paint
antimatter. A computer in the star controls all func- covers the face plate and sensor openings on armor,
tions so you can’t accidentally activate the star, nor blinding the victim. A hit roll at -6 must be made to
can anyone activate it for you. throw these properly, and there is a 30% chance that
the paint will not completely cover your opponent,
yeilding only half the penalties mentioned below.
Type Damage Blast Radius Cost
Normal 5 Slashing 1 Target 1§ Victims may still fight, but at a penalty of -10
to hit. Even those with radar can’t dodge or parry
A-P 10 Slashing 1 Target 20§
incoming blows. Attempting to wipe the oily, streaky
Photon 15 Slashing 1 Target 50§ paint off will be ineffective. The paint can only be
Antimatter 32 Disint 5 meters 100§ removed by application of a mild acid or solvent
(vinegar or lemon juice will work). They cost 20§
apiece. Ancient Ranged Weapons
The “Standard” range for ancient ranged weap-
ons is twice the wielder’s Strength score, in meters.
Ancient Weapons A Nesti with a Strength of 7 can throw a dagger 14
meters accurately. At up to twice this range the at-
Dozens of kinds of weapons were created in tack takes -5 to hit, and beyond that there is little to
the pre-starflight cultures of the Milky Way, both no chance of hitting, if the weapon will even fly that
on Earth and elsewhere. Listing them all would be far.
somewhat counterproductive; they’re hard to find
and very few people know how to use them any Strength is added to damage for all ancient
more. However, if your character is interested in ranged weapons except for crossbows and blow-
one, modern re-creations can be found, made out of guns.
higher-quality metal.
Thrown weapons use the same statistics as the
Ancient Melee Weapons listed above. Throwing dag-
Ancient Melee Weapons gers and most rocks are small-sized, while harpoons,
javelins, and throwing axes are medium-sized.
Ancient hand-to-hand weapons are sorted by Thrown weapons always have standard range, un-
size. All of them add Strength to their damage. Some less they are particularly aerodynamic (like javelins,
of them grant minor bonuses, such as a +1 or +2 double range) or are not meant for throwing (most
when attempting to trip, disarm, or grapple oppo- melee weapons, half range).
nents.
For thrown melee weapons the thrower must
Small weapons (such as saps, knives, tonfa, and specifically have a skill in throwing the weapon, as
Sa’crontor Poisonfangs) have a Damage Rating of 3 opposed to hand-to-hand use, or the attack takes a
and a minimum Strength of 1. They cost 50§. -5 penalty.
Medium weapons (such as most swords, clubs, Here are a few special cases of ancient ranged
axes, and Inuueliting Armblades) have a Damage weapons:
Rating of 6 and a minimum Strength of 2. They cost
200§.
Page 202
to have the launcher mounted is 10,000§ regardless
Weapon Customizations of the type of weapon. Note that the grenades that
are fired from a launcher are physically different from
The following few pages give examples of the hand-thrown varieties, and are not interchangeable.
many ways to tweak a weapon to your specifica- A grenade launcher adds 2 kilograms to the weight
tions. of a weapon. See page 133 for a list of grenades.
Armor Link
Grip Modification
Armor-mounted weapons yeild several benefits.
One is that the weapon is always considered at the A weapon’s grip may be changed to make the
ready. There is no unholstering or unsheathing to be weapon attach to the forearm. They can also be
done. Another benefit is that it is virtually impossible made so as to become an extension of a limb itself,
to disarm the character. Only attacks made specifi- fitting over a hand or tentacle. There are several rea-
cally to destroy the weapons count. Weapons may son to do this. Valorians find it easier to use weapons
also be attached to the armor’s power supply. They that fit on the ends of their tentacles. Innueliting have
use the listed power, but energy weapons never run delicate hands and foind it more convenient to have
out of payload and thus never have to be reloaded. a weapon strapped to their forearms. This also makes
Any weapon can be mounted in such a manner. it impossible to disarm them.
This modification has no effect on the weight of the
weapon. Cost is 25,000§ in all cases. Weapon Types Cost
Arc Throwers 50§
Assault Lasers 80§
Deringer Modification Dinintegrators 100§
This modification converts a pistol-style weapon Disk Throwers 70§
to be more easily concealed (+4 to Concealment Gatling Lasers 300§
rolls). The weapon can be fit in the palm of the hand
Page 203
Gauss Pistols 40§
without detection by a casual observer. The weapon
is also reconstructed out of materials that are harder Gauss Rifles 65§
to identify as a weapon. In fact, weapons with this Grav Disruptors 180§
modification can be styled to appear to be some-
thing other then a pistol (a book, a pipe, a wrench, Gyro Guns 65§
etc). The weight of deringer-type weapons is halved. Laser Pistols 30§
Laser Rifles 60§
Payload Modification
Palyload modification is the art of getting a
weapon to store more ammunition. This can be
Page 204
of generating a defense grid of up to 35 points. No
character may have more than one defense grid. A
defense grid is linked inextricably to the underlying
It’s a tough world out there. If characters are go-
force fields. A suit of armor may not have a defense
ing to keep themselves from getting wasted, they’re
grid if it does not also have a force field. When the
going to need some sort of protection. Technology
force fields are depleted, the defense grid will fail.
has provided the means for that protection, but
The defense grid will come on line again as soon
nothing’s cheap.
as there is any force field strength. Every point of
Defense Grid uses one point of armor power.
Defense suits are a major business, and many
varieties of armor are available, from ancient style
Power armor is armor that has mechanized mo-
breastplates, to bullet-resistant clothing, to the lat-
tors to reduce the effective weight the user feels.
est in armor technology, the Enhancement Suit.
They are effectively like a second skin, and can even
With such a wide selection, it is important for one
be used to enhance the wearer’s strength. There are
to understand what armor specs mean. Armor has
several advantages to power armor, including the
five major specifications: Armor Value, Force Field
ability to mount Force Fields, Defense Grids, and
Projector, Weight, Defense Grid, and Options.
more options. Power armor has no effective weight
when worn, thanks to its motorized muscles. The
Armor Value is the core of the armor system,
listed weights only apply when the armor is carried
measuring the general toughness of a material. The
or stored (as in a breifcase or crate).
Armor Value number is subtracted from the damage
rating of every incoming attack. Any damage above
Options are the extra little toys in armor that do
the Armor passes to the character within. Armors
various different things. They are what give a suit of
with values below 15 are considered to be made of
armor “personality”. For more information on the
lightweight, damage resistant fabric and plates, and
various options, see the section on armor options.
may not mount a Defense Grid, Field Generator, and
certain options. AV has a maximum value of 30 on
armor other than Enhancement Suits. See the sidebar
on page xx for the rules on “stacking” AV.
Layered Armor
Page 205
Force Field projectors are linked to Defense Grids
(see below). They are effective against most attack
forms, and absorb damage, after Defense Grids and Because damage ratings and armor values
before Armor Value. The generator is composed of a are not really linear, multiple layers of armor
series of capacitors which are discharged in order to do not simply add together. A weapon that can
punch through one layer of titanium power ar-
maintain the fields integrity. When all the capacitors
discharge, the field fails and all remaining damage mor has a reasonable chance to punch through
goes to the Armor Value. A Force Field projector the second layer as well. When a character is
Light Armor
Name Armor Value Defense Grid Force Field Weight Cost
City Warrior 5 - - 5 kg 500§
Street 4 - - 4 kg 400§
Ninja 5 - - 3 kg 600§
Combat Armor
Name Armor Value Defense Grid Force Field Weight Cost
Spartan 10 - - 10 kg 1500§
Protex-1 8 - - 7 kg 600§
Centurion 9 - 5 13 kg 2000§
Gladiator 12 - 5 13 kg 3000§
more extras! Includes Enhanced System Readout
Light Power Armor and MOH.
Power armor is somewhat difficult to move in,
and imposes a -1 penalty to Dexterity and Agility Heavy Power Armor
(and to any skills based on these attributes, including
attack rolls). However, they are partially mechanized Heavy power armor has the same drawbacks
and can carry their own weight. They use one point and advantages as light power armor.
of Power for every 20 kilograms.
Rectifier
Squire When it’s time to put things right in your world,
The lightest armor in the heavy “Elite” series, or make things horribly wrong in someone else’s,
Squire doesn’t fool around! Couple formidable ar- Rectifier is what you need. The price includes a mis-
mor with a respectable Field Generator and Defense sile rack, grenade web, and grapple gun (grenades
Grid, and throw in a simple computer and body and missiles not included).
weapon mount (weapon sold separately), and you
end up with the Elite in medium armor. Adamant
Named for the ancient indestructible metal,
Protex-2 Adamant is serious protection for those who don’t
Second in the Protex line, this suit delivers no- want to worry about anything or anyone. Includes an
frills protection in a mechanized frame. Able to with- advanced status monitor, MOH, and sonic filtration.
stand several hits from most common heavy weapon
systems, Protex-2 lives up to its name. Impervious
So heavy that we had to build a new kind of hy-
Destroyer draulic system for it. So tough that Armageddon had
A great combat suit, with the emphasis on the to build new weapons just to scratch it. So good that
combat! Not only is destroyer extremely survivable, we just had to name it what it is: Impervious. Comes
it also mounts a shoulder missile rack configured for with chaff launcher, radar, and MOH.
eight explosive missiles and eight anti-matter war-
heads. Additionally, twin weapon mounts provide
stability for your favorite firearms. If you want to be
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taken seriously, you want Destroyer!!!
Warrior
The medium armor of the “Elite” series, Warrior
boasts improved protection over Squire, with even
Valence Main Rulebook: Armor
Light Power Armor
Name Armor Value Defense Grid Force Field Weight Cost
Squire 15 - 10 120 kg 6,000§
Protex-2 17 - 15 130 kg 8,500§
Destroyer 18 2 30 140 kg 20,000§
Warrior 20 5 40 190 kg 50,000§
Power cores other than Battery, Microwave, and Battery 150 12 kg 2,000§
Solar must be resupplied once per month, at a cost Major Fission 60 50 kg 60,000§
equal to ten times the power provided. Major Fusion 80 60 kg 75,000§
Microwave 50 20 kg 50,000§
Antimatter
Provides plenty of power, but very heavy. When Minor Fission 45 30 kg 30,000
the core is damaged it will explode 20% of the Minor Fusion 50 40 kg 45,000§
time. This does a level 120 Disint attack to anything
Solar 20 20 kg 2,500§
within fifty meters, with damage dropping off by
half for each 50 meters beyond that. Antimatter fuel
can be very difficult to find on less technologically
advanced planets.
Battery
Dependable and reliable. Can be recharged
indefinitely. Each point of power it provides is gone What is Xenite?
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Construction
The Enhancement Suit is the most recent ad-
dition to armor technology. The secret to the suit
Most armor has to be custom-built for the owner. is an unusual metal known as Xenite, found only
Very few species (only Humans and Inuuel) can on certain planets, whose locations and names are
purchase the above armor right off the rack. All other
closely guarded secrets. The metal is partially alive,
species need to have their armor built especially for and it forms a symbiotic link with it’s wearer. It feeds
them. Because of this, most armor is custom built for off of latent brain activity and emotional “vibes”. In
the owner anyway. Even Humans and Inuuel have exchange, it offers superior protection and enhances
their armor custom-tailored to their individual fight- its wearer’s normal abilities. The result is an armor of
ing styles and combat preferences. unmatched power. Xenite armor also provides pow-
er for all on-board systems by drawing directly on
Below is the cost to custom-build your own Lording energy, and this power supply is effectively
armor. Start with one of the existing suits, and add
inexhaustible. It can also drive a number of powerful
on AV, FF, and DG until you have what you want (or effects of which normal armor is incapable.
run out of money). These same costs cannot be used
to improve an existing suit of armor! Armor in 592 is
a sophisticated combination of interrelated systems, Powers of All Enhancement Suits
and simply slapping some steel plates on the outside
will not make it protect more effectively. Increasing When damaged, an Enhancement Suit regener-
AV, DG, or FF requires rebuilding that pat of the ar- ates itself. It is nearly impossible to destroy an one, as
mor entirely, paying the full cost for the new rating. even a single crystal will eventually reform. In such
an extreme case, reformation would take weeks,
Converting a non-powered suit to power armor possibly months. The pieces which are knocked off
costs one thousand sections (1000§) for every kilo- eventually decay and turn into lead.
gram of the suit’s weight. It adds 50 kg to the final
weight of the suit, and uses one point of Power for A Enhancement Suit doubles its wearer’s
Page 209
every 20 kg (counting the mass just added and the Strength.
mass of any added protection below and any acces-
sories). Xenite is capable of drawing on the Lording, but
may not focus it. Thus the suit was designed to allow
Only Power Armor can have AV over 15. AV the wearer to make use of the excess energy. Each
can never go over 30. DG cannot go over 25, and suit provides a certain number of Spell Points, which
FF cannot be raised above 100. Defense Grids and are available to the wearer.
Force Fields can only be mounted on Power Armor.
Due to the symbiotic link, the wearer senses the
suit as if it were a natural part of his own body. Thus, Valence Main Rulebook: Armor
the suit feels and reacts like a second skin.
Customized Armor
Item Power Weight Cost / point A suit bonds with its wearer. Nobody else may
AV None 2 kg per point 200§ use the suit so long as the wearer lives, and in the
DG 1/point 10 kg (total) 1,500§ case of his or her death, the suit must be reset before
taking a new owner. This process takes two days at
FF 1/5 points 5 kg (total) 500§ the proper facilities and is quite costly.
is coupled with powerful offensive capabilities for
Magus a terrifying combat suit. The suit is completely im-
An “entry-level” enhancement suit, Magus is mune to electrical attacks. In fact, lightning damage
the cheapest ES and the least structurally sound. will heal the force field generator on a point-for-
However, it is nonetheless capable of taking a point basis! (Up to its maximum amount, of course.)
direct hit from most rocket systems and not having The wearer is also capable of hurling a lightning bolt
a scratch. Additionally, Magus is particularly good once a round for damage level 30 Disint attack, at a
at pulling in extra Lording for it’s wearer. Includes range of half a kilometer. 100,000§ worth of custom-
35,000§ worth of extras and mounted weaponry, of ization rounds out your suit.
the buyer’s choice.
Whirlwind
Specter There is nothing better for close combat.
A dream come true for ninjas, operatives, and Whirlwind hyper-accelerates the wearer’s reactions,
other stealthy types. The Specter is not only very resulting in a +3 agility and double attacks. In melee,
protective, but it carries a state-of-the-art cloaking it quite literally looks like a whirlwind, leaving a trail
device. When activated, Specter is undetectable by of destruction in its wake. With 130,000§ sections of
most normal means, granting a 20-point bonus to extra equipment integral to the suit, there should be
Stealth rolls. The cloaking device is also capable of little a character can’t handle.
mimicking 50 different forms, 30 of them program-
mable by the user. Carries 50,000§ in buyer-chosen
options. Thrasher
A suit designed for intense fire fights, Thrasher
utilizes advanced systems to link all weapon systems
Doppleganger mounted in it to the user’s nervous system. The result
The amazing shapeshifting suit! Doppleganger is that up to eight armor-mounted weapons may be
has a semi-malleable surface that allows it to firelinked together and fired simultaneously. See
imitate the appearance of all known modern armors. page 106 for firelink rules. A quarter-million sections
Additionally, when it is purchased, the user selects help you start to equip the suit to inflict some serious
a single fully-functional alternate shape which damage!
Doppleganger can take. This shape is limited only
in that it may be no larger than the suit normally is
— motorcycles, large dogs, and servant droids are all Armageddon
The most powerful protection technology ever
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Enhancement Suits
Name Armor Value Defense Grid Force Field Spell Points Weight Cost
Magus 30 25 75 200 30 kg 2,000,000§
Specter 32 27 85 150 40 kg 3,000,000§
Doppleganger 37 29 100 160 100 kg 4,000,000§
Thor 35 29 100 120 70 kg 5,000,000§
Whirlwind 36 28 90 100 43 kg 7,000,000§
Thrasher 38 30 110 110 95 kg 7,000,000§
Armageddon 40 35 175 150 130 kg 20,000,000§
Options
Armor options are devices that are added to
armor to make them more useful under certain cir-
cumstances. This can include any number of things
— environmental modifications, weapons, move-
ment, sensors, etc.
power while in use. Items with a Power rating may
only be mounted on powered armor.
Remember that many species must pay more for
armor. Armor options do not cost extra for those spe-
cies or Ultramercs with similar penalties.
Environmental Modifications
Type Effect Weight Power Cost
Air Tanks Each holds 1 hour of air 2 kg - 500§
Auto Clean Keeps the armor clean with sonics 3 kg 1 5000§
Camo Paint Gives +5 bonus to Stealth rolls in the apropriate - - 100§
environment.
Camo Unit Gives +15 to Stealth rolls in all environments 7 kg 5 400,000§
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EM Shielding This shielding will help to prevent a EM attack. 1 kg per - 4,000§ per
Each point will act as Armor Value against any point point
Blunt EM attack.
Environmental Allows user to survive in space, underwater, or on 1 kg - 1000§
Containment toxic planets
Gills Allows user to breath underwater indefinitely 1 kg 1 4,000§
Heavy Radiation When combined with Environmental Contain- 5 kg 3 250,000§
Missiles
Warhead Type Range Damage Blast Radius Cost
Plasma 400 meters 30 Disint 20 meters 5,000§
Explosive 350 meters 25 Blunt 15 meters 2,500§
Antimatter 350 meters 45 Disint 300 meters 10,000§
Smoke 450 meters Smoke 300 meters 500§
Biological 400 meters Disease 250 meters 1,000§ +
Sensors
Type Effect Range Weight Power Cost
Active Sonar Allows user to detect objects in liquids. 5 miles 1.5 kg 2 10,000§
Advanced Status Gives +5 to any medical rolls made to Self 1 kg 1 15,000§
Monitor help the user. Also can administer Blood
Stoppage Patches and Rejuvination Patches
instantly at the user’s request.
Basic Computer Speed 8, Power 8, Flow 1, Memory 20, Self 1 kg 1 500§
includes a few basic programs. Can
interface with other components.
Enhanced System Allows user to switch power between Armor 1 kg 1 20,000§
Readout options
MOH Vision equal to ultramerc cybernetic eyes Varies 1 kg 1 5,000§
Passive Sonar Allows user to detect loud objects in 2 miles 1 kg 1 5,000§
liquids
Radar Tracks up to 100 targets simultaneously 50 miles 2 kg 5 25,000§
Sonic Filtration Filters sound in order to listen to specific 200 m 1 kg 1 2,000§
sounds or conversations
Sonic Amplifier A very sensitive microphone 1 mile 1 kg 2 1,500§
Terrain Imaging Allows accurate mapping of terrain and As per 2 kg 2 35,000§
surroundings when combined with Radar or Radar or
sonar. Allows attacks outside the character’s Sonar
visual range, up to 3x weapon range.
X-Ray Imager Allows user to see through substances less 50 m 1 kg 3 40,000§
dense then lead.
Movement
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Personal Enhancement
Type Effect Power Cost
Loudspeaker Extremely loud (up to 150 db) 1 8,000§
Strength Boost Adds to the character’s strength while in armor. 1 per point 5,000§ per point
Weapons
Type Effect Damage Range Weight Power Cost
Bladed Armor Armor is covered in blades or spikes 3 Piercing - 2Kg. - 2,000§
Explosive Arm Small rockets are mounted on the arm. 17 Blunt 100 2Kg. - 700§
Rockets The maximum number per arm is the meters each
user’s Size.
Chaff Allows the user to forfiet an action to - - 4Kg. - 100§
destroy any incoming missile or rocket. each each
Grapple Gun Allows user to grapple to objects or 2 Piercing 100 m 2Kg. 1 500§
people. Test strength is 2 tons
Grenade Web Allows user to mount up to 30 grenades - - 0.5Kg. - 45§
on chest. Magnetic clamps for easy
access.
Mega Rack Allows up to 30 missiles to be mounted. Missile Missile 30Kg. 3 45,000§
Missiles can be of any type
Mine Layer The mine layer holds 5 mines. The 30 Blunt 5 m 35Kg. 1 10,000§
mines can be set to proximity or radius plus
contact. Proximity will hit any target 2,000§
within 2 meters per mine
Missile Rack Allows up to 16 explosive missiles to be by missile Missile 20Kg. 2 30,000§
mounted. Can only hold Explosive or
smoke missiles.
Self A last ditch attempt. Has timer with up 150 Disint 50 m 2Kg. 2 50,000§
Destruct to 2 hrs on it. radius
Weapon Mount Magnetic holster for a weapon. - - 1Kg. 1 200§
Zap Generator This device electrifies the armor. Anyone 15 EM - 6Kg. 10 8,000§
touching the surface takes damage.
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Valence Main Rulebook: Armor
Weapons, Armor, and the Corner Store
Here’s a question for you: Where did your character get all those nifty weapons? Sure, you can
probably buy a low-grade laser pistol or gauss rifle at a gun shop in the city. Maybe some higher-grade
stuff at a trade show or military-surplus. However, that K-120 Pulverizer™ Gatling Laser — where
exactly does one buy that sort of thing? It’s probably illegal to ship it by mail, it’s not something
that most countries will let someone sell, and it’s quite expensive to boot. Where did it come from?
Weapons’R’Us?
Most characters will get their weapons and armor (and other high-grade equipment) through their
employers. If you work for GT, they can get almost anything for you. Freelance characters will have
to pick it up “on the job” - that is, steal it from other people or buy it from their temporary employers.
Characters who are more of the adventuring variety, with no stable employers, will have to go looting
after they get in a fight, or will have to stay with the lower-end stuff. Either that, or they can start their
own military, and order it directly from Armageddon or Ægis.
Cybernetics Military Cyber vs. Civilian Cyber
Ever since humankind has learned that some All of the cyberware described in the
wounds would not heal he has dreamed of replacing Valence main book is considered to be mili-
missing parts. The simplest would be akin to the peg tary-grade cybernetics. Most people will never
leg. see military-grade cyber available for purchase
on the open market, but they will see civilian-
For most sentient beings, as their knowledge of grade cyberware. What’s the difference?
the universe increased, so did the sophistication of
that species’ cybernetics. With the dawn of biomedi- Military cyberware can reboot. Both types
cal sciences and electrical engineering came the of cyberware will shut down when hit with
possibility of blending a being’s nervous systems an electromagnetic pulse — i.e., when they
with a computer. In the galaxy today this is the most take EM damage. Military cyberware will
common form of cybernetics. come back online in a few minutes. Civilian
cyberware won’t. Civilian cyber will never
In the most technologically advanced places come back online until it is checked out by a
cybernetics are not a necessity. Genetech can graft doctor and some simple surgery is performed.
a fully living limb or organ to a host individual with It’s also about ten times cheaper than military
miraculous results. Even more common than limb cyberware.
grafting is limb regeneration. Using a complex series
of electro-chemical reactions, a modern medical In game terms: anyone with military cyber-
facility can transform one kind of cell into another ware who is hit with EM damage is disabled
kind. Previously dead cells become new, rapidly for a number of minutes equal to the damage
growing ones, and in time the patient grows a new, level. Blunt EM damage ignores all types of
fully functional limb. The process is painless and armor, but can be stopped by a force field,
takes a few hours. More time is spent in recupera- defense grid, or armor with the “EM Shielding”
tion, building up lost muscle strength. accessory.
The old saying, “When it looks too good to be These skeletal reconstructions are very similar to
true, it probably is,” holds true here. With all the the titanium bone structure which can be found in
Valence Main Rulebook: Cybernetics
advantages that cybernetics presents it also has many Ultramercs. Reconstruction does not make the
its drawbacks. Electromagnetic waves and pulses character any stronger or faster, but it will make him
can cause problems for the unprepared character. or her more durable. Each reconstruction gives the
Cybernetic systems don’t heal the way that bone character +1 to Stamina. They also allow the charac-
and muscle do, and can’t even be fixed by Duelists. ter to ignore effects which indicate that a particular
Surgery is necessary to repair any break or, more part of the body has been “destroyed” (though “use-
frightening to some, any bend. less” results still apply).
The cybernetic modifications on the following If the parts and surgery are available at the same
pages are the most common ones available. There place (a good hospital, for instance), the cost of sur-
are others but these are either rare or not as useful. gery is reduced by 50%. Otherwise the doctors will
In the tables below items marked with an asterisk insist on double-checking the parts. Getting cheap
require some kind of reconstruction before the cybernetics or surgery, or not checking over your
enhancement may be taken. Weapons require that parts, is an extremely bad idea.
the location of the weapon have reconstruction.
Movements and accessories require that the legs and
spine have reconstruction.
unconscious and in need of serious medical atten-
Head tion within the hour, but has not been immediately
Cost: 200,000§ parts, 300,000§ surgery killed.
A head reconstruction involves replacing the
bones in the head (including the jaw) with a com-
posite non-magnetic metal. Any head damage that Hips
kills the character is assumed to have destroyed the Cost: 100,000§ parts, 100,000§ surgery
artificial skull, not the matter inside. Unless special This is used more for medical reasons then en-
precautions or weapons are used by the attacker, hancement. It replaces both hips, and is very popu-
the character’s brain will most likely survive to be lar amongst elderly Armageddon execs.
cloned.
Arm
Ribs and Spine Cost: 100,000§ parts, 100,000§ surgery
Cost: 200,000§ parts, 300,000§ surgery The arms are typically rebuilt for enhancement
Rib reconstruction is used to replace damaged purposes, or in case of particularly malignant can-
ribs or to protect the heart and lungs. The spine is cer.
typically replaced at the same time. If the character
suffers damage to the torso that would instantly
kill him or her, it destroys the ribs or spine instead,
leaving the internal organs intact. The character is
Cybernetic Accessories
Type Effect Parts Cost Surgery Cost
Defense Grid The character may have a defense grid linked to his force 10,000§ 2,000§
Generator field (see below). The max strength of the grid is 25.
Mechanization Adds to Strength. Max Strength is 8 without full 2,000§ 2,500§
reconstruction or titanium bones. With titanium bones or
full reconstruction it may go as high as 15.
Page 215
Personal Force The character has a built in force field generator. The 3,000§ 1,750§
Field strength of the field may not exceed 50.
Reflexes* Each level of reflex enhancement adds one action per round 50,000§ 40,000§
to a maximum of four more actions (max of 10 actions).
Subdermal Puts plates beneath the skin. Each time this is bought the 4,000§ 10,000§
Armor character’s Armor Value improves by one. Max level 20.
Cybernetic Movement
Type Effect Max. Speed Parts Cost Surgery Cost Valence Main Rulebook: Cybernetics
Aquatic Allows the user to move freely underwater 50 m 80,000§ 110,000§
Propulsion*
Climbing Unit Allows user to climb any surface via 15 m 250,000§ 400,000§
mono-molecular hooks
Enhanced Speed This may be combined with any - 50,000§ 75,000§
locomotion type. It adds +1/+2/+1 to the each time each time
locomotion type it is applied to it may be
purchased up to five times (+5/+10/+5).
Jump Boosters* Allows user to jump incredible distances, 100 m leap 35,000§ 40,000§
but not fly.
Mini-Jet Flight Allows flight. Small boosters in feet, chest 200 m 500,000§ 600,000§
System* and back.
Leg Wings
Cost: 125,000§ parts, 125,000§ surgery Cost: 230,000§ parts, 200,000§ surgery
Legs are generally rebuilt for the same reason Wings are not usually replaced, but there are
that arms are. They are very important for move- sometimes medical reasons to do so. Reconstructed
ment enhancements, and any leg-based movement wings are also required for anyone (except an
enhacement will require rebuilt legs. It’s no fun to Archangel) who wants to build other cybernetic
shatter your ankles every time your jump boosters enhancements into their wings.
kick in.
Cybernetic Weapons
Weapon Damage Range Effect Parts Cost Surgery Cost
Chainsaw 18 Slashing - A big monofilament chainsaw. 50,000§ 75,000§
Arm* It may be mounted on the
forearm, or may be used in
place of a hand. There is no cost
difference, but if a hand is lost
then take Dex -4 and App -4
Chest Saw* 15 Slashing - A bear hug does damage. 75,000§ 75,000§
Tiny saws in the chest do the
damage. Ick.
Elbow Spike* Str+4 Piercing - Retractable spikes in the elbow. 50,000§ 45,000§
Finger Blades Str+3 Piercing - Blades are concealed in the 12,000§ 20,000§
finger tips. They retract or
emerge at will.
Forearm 10 Piercing 20 m On a hit that does damage the 45,000§ 70,000§
Harpoon* target is entangled and may
be reeled in. Can be used as a
grappling hook.
Page 216
Heel Spike* Str + 6 Piercing - Similar to the elbow spike. 70,000§ 60,000§
Implanted Weapon Damage Varies The character has had an energy 12,000§ 80,000§
Energy weapon built into his body. + cost of
Weapon Such weapons are usually built weapon
into the arm, but may be built
into the leg, shoulder, or chest.
Implanted Weapon Damage - Some characters have melee 5,000§ 2000§
Melee weapons built into their bodies.
Weapon Considered barbaric by most
societies.
Knee Spike* Str + 5 Piercing - Similar to the elbow spike. 60,000§ 53,000§
Razor Str + 7 Slashing 50 m A large energized blade that 100,000§ 80,000§
Boomerang has the ability to return when
launched. It takes two seconds
to come back.
Cybernetics and “Humanity”
Some games consider cybernetics to be “dehumnizing,” that they somehow remove part of
someone’s essential being. Valence makes no such assumptions. Even if we put aside the fact that most
people in the galaxy have no desire to be Humans, saying that cybernetics remove part of someone’s
humanity is like saying that a prosthetic leg is evil and wrong. It’s not; it’s just a replacement.
However, there must definitely be something wrong in the head with any character who buys the
Chest Saw or Chainsaw Arm cybernetic weapons. A cybernetic forearm drill is understandable if you’re
a carpenter; a giant saw in your chest so you can bear-hug someone to death is just sick.
Cybernetic Sensors and Communication
Weapon Effect Range Parts Cost Surgery Cost
Active Sonar Allows user to detect objects in liquids. 5 miles 15,000§ 100,000§
Advanced Status Gives +5 to medical diagnosis performed on Self 20,000§ 350,000§
Monitor this character
Basic The character has radio, Infrared, and cell 50 Miles 2,500§ 500§
Communicator phone reception/transmission capabilities
Basic Computer Speed 8, Power 8, Flow 1, Memory 20, in- Self 500§ 1000§
cludes a few basic programs. Can interface
with other components.
Computer Link The character can link to a computer an self 250§ 50§
receive data from it. The character does not
need peripheral devices to perceive data. All
data is superimposed into correct sense.
Page 217
Cybernetic Ears Identical to Ultramerc Cybernetic Ears (see n/a 55,000§ 8,000§
page xx)
Cybernetic Eyes Vision equal to Ultramerc Cybernetic Eyes Varies 58,000§ 10,000§
(see page 73)
Passive Sonar Allows user to detect objects in liquids 2 miles 7,000§ 7500§
Radar Tracks up to 100 targets simultaneously 50 miles 25,000§ 35,000§
Tachyon The character has tachyon reception and 25 LY 10,000§ 12,000§
Valence Main Rulebook: Cybernetics
Communicator transmission capabilities.
Terrain Imaging Allows accurate mapping of terrain and Radar/ 35,000§ 20,000§
surroundings when combined with radar or Sonar
sonar. Range
X-Ray Imaging Allows user to see through substances less 50 m 40,000§ 12,000§
dense then lead.
GM Advice
Other ways to bring characters together include:
ware of things that make the group less feasible, as Keeping the party together is a relatively simple
well as those that might tear the group apart. If you matter of making them all interested in the same
want to run a war story, you better tell everyone, thing, and finding some way to settle in-game per-
because otherwise you might end up with more sonality conflicts. If there are out-of-game personal-
Merchants and Diplomats than you wanted. If it’s ity conflicts, well, there’s not much we can do to
a more social game, a Ninja will be left out of the help with that.
action. Telling your players what kind of game you’re
running is important to making the group more co-
hesive.
Aegis, and Armageddon all started as just normal
The Storyline companies. Each of them found a “corporate ethic”
that appealed to many people, and now they employ
entire planets. Culture doesn’t have to be based on
The Themes of Valence physical proximity, physical appearance, or heri-
tage. Sometimes, especially for a young culture, it’s
Role-playing games can be played in may ways, enough to find an idea that everyone agrees in. As
from the hack-and-slash style of dungeon crawling the company’s profits increase, so the culture’s popu-
to very social and convoluted court games. It is our lation grows. As the population becomes happier,
aim in Valence to allow you to play in any style that the company runs better. Not everyone realizes that
your Game Master is willing to use. However, there they’re a wheel in the great machine, but it certainly
are a few themes running through what we’ve writ- impacts their lives.
ten that you may notice. We hope that these will
help to shape your games. Culture clash. Every culture in the galaxy is
starkly different from the others. In this day and age,
Out of darkness comes the light, but the bright- no one recruits people into their culture by sitting on
est light casts the darkest shadows. Nothing in the fence or being a sideliner. The smarter cultures
Valence is good or evil forever. There are, in the will intentionally try to make themselves different, so
Valence universe right now, some things which are that they stand out from the crowd and don’t get hit
totally and utterly evil, and others which are com- with a case of mistaken identity.
pletely devoted to helping others and selflessness.
The evil things will not be evil forever, and the good Some of the minor themes you may wish to
ones have not always been that way, and will not investigate are:
always be that way in the future. It’s important to Exploration. Many species and cultures have a
remember that all living beings have the seeds for powerful urge to know what’s over the next horizon,
both great evil and great good inside themselves. to find new worlds and interesting phenomena.
The Budetug Empire was created out of a good The effects of technology. The Valence universe
desire (to be free), eventually became corrupt and is somewhat familiar because the technology there
decrepit, and the Budetug Core Culture (the remnant is used much in the same way as technology on 21st
of that empire) now is one of the forces for good in century Earth. That’s going to change eventually.
Page 219
the galaxy. Eventually it will become evil and good Strength in numbers, and the power of team-
again by turn — it may take thousands or millions of work. This is actually a theme in almost all role-play-
years, but that’s the way of all things in the Valence ing games. That’s why there is a “party of adventur-
universe. ers” or a “pack of creatures” or what have you in all
RPGs: people working together can be much more
Freedom is everything. The Budetug rebelled effective than people working separately.
against Inuueliting slavers. The Demons revolted
against their jailors, the Human Empire. The
Archangels fought even the stubborn Budetug to a
Combat Pacing and Drama Valence Main Rulebook: GM Advice
standstill for the right to govern their own planet.
Freedom and independence are important to ev-
eryone (even if no one can truly be independent of Combat has the potential to be the slowest part
others), and the urge for freedom is one of the forces of any RPG. Deciding who to attack, whether to
that drives our galaxy. dodge, who to help out, etc. takes up a lot of time.
We’ve all seen combats which supposedly lasted
Change the world, or someone else will change thirty seconds of game time going for an hour of
it for you. Never be afraid to do something that up- real time or more. Here are some ideas for speeding
sets the status quo, because that’s the only way that things up.
things happen. Change is important, inevitable, and
not always for the better. It’s up to your characters to First, sometimes the winner of a confrontation
see that it does come out for the better as often as will be clear from the outset. If your players are heav-
possible. ily armored and wielding weapons with a pulse rat-
ing, and they run into unarmored and lightly armed
opposition, you know who’s going to win. Likewise,
if the party’s Diplomat and Merchant are ambushed However, you need to know your group well be-
by some guy in an enhancement suit, they have fore dealing with things like this. Some people aren’t
three choices: talk their way out, run, or lose. very comfortable with sensitive issues. For example,
when confronted with a gay romance in the game,
In these situations, you may not even want to roll some people will be sickened, others will think it’s
any dice. unusual, some will cheer, and still others will hardly
blink. It’s the same way with some groups and racial
Of course, your players might not like it when or religious issues.
you don’t even give them a chance, but let’s face it
— if they have no chance to begin with, rolling the As always, tact is the key. If you think your group
dice and losing will just be more frustrating. If they can handle it, more power to you. If nothing else,
come up with an interesting way of getting out of the dealing with sensitive issues will make your game
situation, and you think it will work, let them go for more realistic.
it — but let them know they’re feeling overwhelmed
too. As a final note, we just want to make sure that
you know that Valent Games does not condone real-
If it’s important for the plot for the PC’s to get life prejudice against any group, regardless of their
captured by ninjas, make sure you send enough race, gender, sexual preference, religion, or what-
of the right ninjas, well-equipped. If it’s clear that have-you. It may make for a good story in the game,
they’re going to lose, a lot of players will realize that but outside of the game it’s a sign of ignorance, and
this really just is a part of the plot, nothing they can not very nice either.
do about it, and eventually it will be their turn to
beat on the ninjas.
Using the Metaplot
These techniques are best used sparingly. Valence
is not a diceless system, nor is it meant to be. If your A metaplot is a story told across many separate
PC’s waste or are wasted by everyone they encoun- stories. Valence, while not possessed of a strong
ter, they might feel that some of the more interesting metaplot, does have one. The basic story of the
parts of the game are falling by the wayside. The key Empire, its Fall, the rise of Genetech, and the joining
here is to be flexible. Be ready for your PC’s to come of GT and the Coalition through Project Endeavour is
up with something weird that will wipe out dozens our metaplot. There will be more of it as Andromeda
of ninjas, because that’s what PC’s do. is explored, and there’s also the Archangels’ and
Dark Beings’ prophesied threat on the horizon. There
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If you have combats that don’t involve the char- are two basic approaches to dealing with metaplot.
acters, think about what the outcome will be. If it’s
part of the plot, then just describe the battle the way First, you could ignore it. Set your campaign in a
you think it should be. If the combat could go either world of your own creation. Don’t buy Andromeda
Valence Main Rulebook: GM Advice
way and your plot would still be intact, then by all when it comes out, don’t worry about the Idunok
means roll the dice and see what comes out. You or the Dark Beings, and just run your own world.
don’t need to roll for every single attack and defense, There’s nothing wrong with this. You could do this
either. One of the best GM’s I had simply rolled once because you don’t like our plot, because you think
each round for each side, added in skill, and told us you can do better, or just for a change of pace.
what happened.
Second, you could have your campaign be at
the very heart of the metaplot. This will require
Dealing with Sensitive Issues either buying the Little Book of Metaplot (a future
supplement), or developing more of the plot on your
There are three issues which many traditional own. This is a truly epic game. Your characters can
RPG’s stay away from: sexuality, religion, and race. and should end up right in the middle of everything,
Rather than trying to avoid these issues in your game, with their choices dictating the fate of millions. This
we have a different suggestion: deal with them head- is what Valence is all about, at least for us: a world
on. They’re some of the most important issues in the where the characters have the opportunity to change
world today, and to avoid them would be to ignore everything.
some really great roleplaying opportunities.
These are extremes, of course. You can swing
back and forth to some extent, or can try to ride Using the Major NPCs
a middle path. The difficult part there is that once
your players realize what’s going on, they’ll prob- Later in this book is a list of non-player charac-
ters, designed to give some of the feel of the Valence
ably want to get right into the thick of things. No
universe and to be a resource to you, the GM. Some
one likes to be left on the sidelines. If you ignore
the metaplot, we suggest you ignore it completely. of them (the Monk, the Father) are real movers and
Don’t have the newspaper feature a brave group of shakers across the galaxy. Others (Windrider, Grey
adventurers who saved the day unless it’s your brave Man) are there as plot elements and to give a bit
group of adventurers! more flavor and possibility. Still others (Chris Schmo)
are there to use as generic people when your group
Certain parts of the metaplot can be altered decides to haul off and attack the security guards.
without too much trouble. For instance, the Threat Here are some suggestions as to how to use these
can be pushed farther away in time, so that there’s characters.
more time to explore Andromeda. You could decide
that you want to have the players investigate Earth in- The movers and shakers may never be encoun-
stead, which is a perfectly viable thing to do. Maybe tered by the characters. However, their every action
Project Endeavour runs into a snag and completes will have important repercussions, so it goes without
sometime after your PC’s explore Earth. Maybe it saying that the characters will feel their effects.
goes off on time anyway, and right in the middle of When the Father visits an enclave of Archangels,
their exploits on Earth your PC’s hear about a need everyone notices — and wonders why. When the
for brave heroes in Andromeda. Moving these events Monk hacks something online, everyone gathers to
around in time is the simplest way to muck with the witness the aftereffects. While the characters should
metaplot. rarely, if ever, interact with these people, they can
serve as the “living legends” whose heights the
Unless you’re going to ignore it entirely, how- characters may aspire to. NPC’s at this level can also
ever, certain parts of the metaplot are almost writ- make good allies and sponsors (or very nasty recur-
ten in stone. The ancient connection between the ring enemies!) for the party as a whole.
Archangels and the Dark Beings of Andromeda is the
best example. Remove this link and you lose a lot of Below that lofty height lies every other NPC.
the feeling of Valence. It’s up to you as to what stays Many of them will have goals that the PC’s could
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and what doesn’t — after all, it’s your game. help them reach, and all of them have something
they could give the PC’s in return. In essence, they are
The Little Book of Metaplot is a separate book, adventure hooks. If your campaign centers around
which we prefer to spreading out the metaplot across the Demons in any way, Grey Man is an ideal NPC
all of our supplements. Naturally some of the sup- to use because of his relation to the Demons and his
plements (like Andromeda) will be quite important if mercenary nature. NPC’s at this level can also make
you intend to follow the metaplot, but you can also for a good recurring enemy for one member of the
use them without caring about the metaplot at all. party, or, if they stay hidden behind their goons, for
Valence Main Rulebook: GM Advice
the party as a whole.
One piece of metaplot we should mention here
is the Endeavour Project. In short, it is a plan to cre- Then there are NPC’s designed only as templates.
ate a massive starship that can reach Andromeda. Chris Schmo is literally your average human who
More impressively, it can reach Andromeda in a happens to work as a security guard. Not the best
single jump, thanks to its souped-up tesseract drive in the world, not the worst by far; just your average
and three cybernetically linked pilots. Many planets’ person. If you ever need some stats fast, try looking
resources are being poured into this project from at these templates.
both the Coalition and Genetech, and it figures big
into the Andromeda supplement. In fact, in a way,
this project is why there will be an Andromeda
supplement at all! The ship itself, still incomplete, is
hidden in a darkened nebula and will remain there
until it is ready for its first test runs.
other items should be red herrings — false clues that
Sometimes it’s Nice Out the characters might pick up on, but which will only
get them into trouble. You can stick with just head-
Ever notice that any time someone opens up lines, or, if you’re feeling ambitious, you could write
a portal to another dimension in the movies, it’s a a small article. This also lets you keep track of the
dimension of ultimate evil? current date in the game, if that’s important to you.
And it’s always supposedly because evil is inher- Another effective technique is to create your
ently more interesting than good. “Things wouldn’t own secret list of what these events really mean.
be interesting without evil around,” people say. There is a lot of behind-the-scenes negotiation in a
Well, we don’t really buy that one. Pure evil is just game of Valence, usually driven by megacorps and
as boring as pure good. Eternal night is no better or governments. The sidebar below contains a sample
worse than eternal day. “newspaper,” complete with the secret GM’s notes
in parenthesis.
In short, evil is not what makes your campaign
cool and interesting. Nor is good. It’s the conflict
between them that’s important — the tension of dif- Winging It
ferent beliefs, the temptation to change sides, and
the rewards each has to offer. There comes a time in every GM’s career, more
often sooner than later, when the party wants to do
Remember that there can always be tension be- something completely unexpected. Something that
tween two good factions, or two evil ones. Even peo- would totally change the plot of the game, and might
ple with the same basic beliefs don’t necessarily get take it in new and interesting directions. Something
along. Look at all the myriad branches of Christianity
— almost all have the same beliefs and goals, but
there are reasons they’re not wholly united. Despite
The Daily Blab
Tuesday, March 14th, 592
their divisions, though, there’s little doubt that one
church would help support another in times of need.
Front-page news:
Just because people disagree doesn’t mean one is
• Tierkreis Titans win World Cup! (This is
good and the other evil, or even that one is right and
a general interest item — there’s no real
the other wrong.
meaning behind it.)
• Evidence of Pollution Near Local Genetics
Valence is a game in which evil is real. There
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make for a good story. What should you do? tional point for any kind of heroism during the game,
2 points for endangering your own life in the defense
Go with it. Wing it. of others, 3 points for a heroic action that saved a
PC or major NPC, 5 points for completing a mission,
There’s nothing much we can say about this, ex- and 20 points for completing a whole epic.
cept that both planning and improvisation are need-
ed to run a good epic. Without either one, it won’t
be as good. If you’re not used to it, try your hand at Character Death
improvisation some time — you might discover you
have a better Creativity score than you thought. Occasionally characters do die, whether by acci-
dent, Player choice, or just plain stupidity (“Hey, let’s
charge the Ogre with the plasma cannon, maybe
he’ll get intimidated!”). Hopefully the last will be
less common. If a Player decides to have his or her
Endings character die a noble death or sacrifice him/herself
for the group, you should probably allow it. It’s often
a sign that the Player can’t think of much to do with
Experience Points and Hero Points the character and needs a fresh one. Don’t feel bad
about bringing that character back as an NPC later
Handing out experience points is one of two big (“Ha ha! You only thought I fell to my death!”).
ways to reward player-characters (the other being
How often characters die is, to some extent, up
cold hard cash). Remember not to over-reward them.
If you give out too many experience points, your to the Game Master. You pick the level of opposition
characters’ skills will skyrocket, making them grand they face, you decide what weapons and armor they
masters overnight. If you hand out too few, they’ll get can find, and you can occasionally fudge dice rolls
annoyed at you for being so stingy. The only time you to keep the PCs alive.
should give out very little XP on purpose is when a
player hasn’t been attending the game. Players should be reminded that, while some
characters in Valence are pretty sturdy, others defi-
For a good balance, we suggest the following nitely are not. A Caractingessen or Ogre can take a
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awards. These are per person, not per group, though massive number of wounds without falling down,
some of them apply to group goals: 2 points for and anything that doesn’t kill a Duelist outright will
showing up. 2 points for self-sacrifice. Note that probably be healed in a minute or two. Conversely,
this doesn’t have to be physical — if you give up all Inuueliting and Sa’crontor are quite fragile and won’t
your money to a good cause, that’s a sacrifice too. stand up for long if they end up bleeding. Players
2 points for any action that saved someone’s life. 2 should know whether their characters are combative
points for good roleplaying. 4 points for completing types or not, and should know to keep non-combat
a single mission. Partial success does not mean fewer characters out of the fray
Valence Main Rulebook: GM Advice
points — you learn just as much from failure as from
success, after all. Finally, give everyone at least 20 When a character dies the Player should be al-
points for completing a whole epic. lowed to bring in a new character as soon as it makes
sense. Maybe he or she can flesh out an important
Additionally, have the whole group vote for the NPC who’s been following the party for a while.
player who deserves each of these: Mercenary or government-sponsored groups can be
assigned a special liaison. Independent groups can
1 point to the person who roleplayed the best. go out and recruit someone who just happens to be
1 point to whoever came up with the best idea. the new character. To put the new character at the
1 point to the most daring person (1 point bonus same power level as the old ones you should assign
if they actually succeed). either additional XP or Background points. XP are
more suited to a mercenary or spy-type game, while
You should also give out hero points every game. Background points are more suited to a political
We suggest awarding 1 point for showing up but not game.
doing anything heroic, 1 more point for spending
Using the Attributes
Game Mechanics
Valence has eleven attributes, which may be
more than you’re used to dealing with. This lets us
There are a few ideas and comments we had for split up the broad realm of human talent into a lot
which there was no obvious location. They’ve been of very specific capabilities. Some games just have a
put here. few broad categories, and while it works for them, it
doesn’t work for us.
Hired Goons
If you’re confused as to when to call for a stat
check, or what certain stats are used for, here are
Though it’s not very nice, a lot of cinematic
some examples for you:
games involve the idea of cannon fodder. If you
want to have cannon fodder in your game, here are
Example #1: A Riddle Contest
some rules which will speed up combat when your
Let’s say that your players have gotten their
group of highly trained characters encounters Gang
characters involved in a riddle contest. Let’s also say
of Goons #2587.
that you want to have this based on how well the
characters answer riddles, not how well the players
First, check the species of the goons and find
answer riddles, so this should probably be based on
their Stamina modifier. Multiply by ten. For humans,
stat checks. Speed matters, and of course getting
with a base stamina of +4, this number would come
the right answer matters. Mental speed is covered
out to a 40. This is the total amount of damage which
by Creativity, so the stat checks should be done in
you need to do in order to take out this goon. If your
Creativity order. If you think the riddles call more
weapon has a pulse rating, multiply damage you do
for canonical answers and memorization, call for
by the pulse rating. Don’t worry about wound levels
a Knowledge check. If you think they’re more like
— it’s not worth keeping track of 15 wound levels for
logic puzzles, call for an Intelligence check.
each guy when all you’re really worried about is how
fast the PC’s will mow through them.
Example #2: The Decathlon
This time it’s a sporting event. Obviously a lot of
Example: Joe the PC is up against three unnamed
this will be determined by the characters’ Athletics
Budetug goons who are really only there to slow
skills rather than by statistics: things like Running
him down. The GM decides that they have an armor
and Swimming will come in pretty handy. You would
rating of 10, and the above method means that Joe
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them.
you might want to allow a Mental Endurance check
as well to see if the character’s mind overpowers the
Oh, and assume that unnamed goons don’t
failing body and carries it to victory.
bother to actively dodge. Just use their passive dodge
value. After all, they’re trying to damage the charac-
Example #3: A Costume Party
ter, and dodging would take away from that.
In a traditional Inuuel social event, the charac-
ters are invited to a costume party. The goal is to
Is this realistic? Of course not. No one trains
guess who’s who without peeking under the masks.
their goons that badly in real life. However, this is
If the characters are unfamiliar with the situation,
appropriate for campaigns that want to have the PC’s
Knowledge rolls are probably called for, to see if
be significantly better armed, better armored, and
the characters remember who is who in the first
especially better trained than their opposition. This
place! After that, however, you should rely on the
is also appropriate for any game where the main
character’s Charisma to talk the information out of
villain throws dozens of visored troops at his opposi-
someone without having them realize it. Rolling
tion and says things like “before I kill you...”
Charisma checks for the characters and for an aver-
age person at the party will let you know how well
your group did in this little contest.
tively saying, “Your character has enough skill to
Example #4: Your Senses complete this task. The better you roll, the better it
In playtests many people have asked specifi- will come out, but you have little chance of failure.”
cally about Visualization. The idea here is that your In the case of the bridge, only another Mechanical
character’s senses will let you hear something, see Engineer would really notice how well the bridge is
something, smell something, etc. Your Visualization built. To everyone else, it’s just a bridge.
score lets you know more about what you’re dealing
with and where it is. For instance, a Valorian would
hear a thumping noise. With a good Visualization High- or Low-Power Games
check, the Val would know that it’s a human heart,
located down the hallway and around the corner, By default, Valence characters are quite profi-
cient at what they do. They’re not the galaxy’s best,
and whether the person is excited or not.
but they’re definitely good enough to make a living,
Reminder: the standard target number for any and they have a few advantages to help make things
stat check is a 12. go their way.
Setting Target Numbers characters start out as the movers and shakers of the
galaxy, the easiest way is to increase the number
The skill descriptions in Valence are pretty bare, of background points you give the characters. You
primarily to save space. You may be wondering may also want to let them buy more than one Walk
how high the target number should really be for of Life, to indicate years of experience and help fill
certain tasks. For instance, let’s say a character with out their backstory some more. Tripling a character’s
Engineering skill wants to build a short bridge. You, background points will let them start with twice as
not being a civil engineer, have no idea whether many skill points and another major advantage, or
that’s hard or not. What should the target number give them a dozen good contacts, or make them a
be? millionaire, putting them on par with the best in their
field.
In cases like this, you will want to take one of
two routes: the plot route and the graded success On the other hand, a lower-powered game can’t
route. necessarily be created just by starting with fewer
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background points. You’ll have to reduce the number
The plot route works anytime the character’s ac- of skill points as well. Reducing to half the number
tions would either a: severely impact the plot, or b: of background and skill points should create a char-
are totally unimportant. acter who’s just ready to start out
The plot route is to set the difficulty at the level
you desire. Perhaps there are unforeseen circum-
stances that make the bridge harder or easier to build
6. All the PCs are being blackmailed by same adversarial game, but once in a while those can
person. This kind of game could easily start with be fun.
“Let’s kill this guy who thinks he can blackmail
us,” so have something ready for when this 16. One of the PCs (or possibly an NPC who’s always
inevitable event occurs. around) is very important to someone. The other
PCs are all hired to either protect this person or
7. The PCs have been working on parts of the same spy her.
project for months or even years, and are only
now meeting each other for the first time. There
will need to be some event that brings them
Generic Plot Seeds
together, even if it’s as simple as a corporate
restructuring. 1. The team is tasked with retaking a planet from
another culture. This is a very broad plot seed,
8. The characters are all members of same black- suitable for a long-running campaign. The means
ops team. This works especially well if there available to the PCs will vary from culture to
are Ultramercs in the party, since GT hires out culture, and the appropriate method will depend
Ultramercs for exactly these kinds of missions. on the planet and its citizens.
2. In a mission similar to the previous one, go convincing them to join up), and other such
take over a planet. This is a good campaign for operations will be common.
propaganda-based characters, and for games
that skip weeks or months between sessions. 3. On a similar note, the team is sent to remove
Combat-oriented characters will need to be in enemies of the Endeavour Project. Again, the
charge of some pretty heavy ordinance to be team may not even know about the project at
useful in this kind of game. game start — just that Mr. So-and-so needs to be
removed.
3. Retrieve/steal the MacGuffin from Location X. A
MacGuffin is simply any important plot object: a 4. There’s been an increase in crime in City
piece of new technology, an important person, a X. Go decrease it. There are two versions of
message, etc. this: the organized crime version (possibly an
Armageddon plot to take over the planet), and
4. Guard the MacGuffin. the disorganized version (which could have
many possible causes).
5. Create a MacGuffin. For example, you could
gather parts for better tesser drive, steal diagrams 5. Aid the Renaissance against GT. Bring them cash
to build fast-maturing I.T.s, or other such and weapons, aid them with your skills, etc..
things. This will quickly become a “Guard the
MacGuffin” game as soon as anyone outside 6. The old Imperial Senate library, which contains
discovers what’s going on. some of the Empire’s most important and secret
records, has been broken into. The Coalition’s
6. Explore a newly-discovered life-bearing planet, safety depends in part on that information not
or perhaps one that isn’t life-bearing but has spreading. Stop the thieves from escaping with
some interesting features nonetheless. the information they find.
7. First Contact with a new minor species. This 7. Ægis seems quite interested in Old Earth, with
kind of game should be relatively rare; adding more shipments to that system than are really
dozens of new species who are just now coming necessary. Terra System is supposed to be a safe
to maturity will really change the feel of the zone with no culture dominating. Find out what
Valence universe. they’re up to.
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8. Bait & Switch: The MacGuffin you have is the 8. The old Imperial Shipyards have been held by
wrong one. Someone’s stolen it from under your bandits and outlaws for too long. It’s time to
nose. Go steal it back. go in there and clean up. Alternatively, for a
different starting point, the Shipyards have been
9. The [insert ruling body] is considering a successfully assaulted by bandits who now need
particular course of action in the next sector to be removed. This kind of mission calls for a
over. Information must be gathered, and your great deal of stealth and negotiation — anyone
team has been chosen for the job. in charge of the Shipyards can bring some pretty Valence Main Rulebook: GM Advice
heavy armaments to bear on anyone they notice
coming in.
Coalition Plot Seeds
9. An increase in immorality and crime on a
1. A strain of vitamin-enriched weeds have gone particular planet implies that GT or Armageddon
berserk, overrunning a city indoors and out. It’s may be moving in on it. Go check out the
not dangerous, per se, but it is very annoying situation and, if necessary, stop them.
and bad for business. Did someone do this on
purpose? 10. Someone is flooding the core worlds with
fake Coalition ID cards — very good ones.
2. The team is sent to work on the Endeavour The higher-ups suspect that someone in the
project, though they may not know what Population Tracking Office has been either
they’re really working for at first. Transporting bribed, blackmailed, or replaced.
starship parts, finding qualified personnel (and
11. A warlord from the Tertiary sectors (between the
Core and the Quadrants) has set her sights on a 13. With the Coalition shutting down so many
planet that is considering joining the Coalition. warlords near the Core, they’ve been moving
Protect them and there’s no way they’ll refuse. outwards into the galaxy at large. Someone
should really go take a mallet to those warlords’
heads. This works particularly well as an
Genetech Plot Seeds Ultramerc plot.
1. Genetech runs on fads. Your characters are
reporters, technical staff, and bodyguards. Go Renaissance Plot Seeds
out to visit other cultures and “mine” their
traditions for new fads Warning: the Renaissance isn’t really very nice.
They’re fighting the “good fight” against GT, an orga-
2. Coalition propaganda is working on Planet X. nization that really needs to be taken down a notch,
Go fix that. but their methods can be quite extreme and the “ter-
rorist” label isn’t completely incorrect.
3. Renaissance activity is increasing on Planet X.
Go fix that. 1. Bomb GT’s _____, where the blank can be filled
in with Ultramerc facility, starship, trade route,
4. The Renaissance’s actions are annoyingly civilians, space station, or an entire planet (using
effective, and the higher-ups know that the a gravatic warhead).
Coalition is behind at least part of it. Turnabout
is fair play: go out and start a Renaissance-type 2. Sabotage or spy on that same _____ from above.
group in the Coalition Good old-fashioned industrial espionage can be
a lot of fun.
5. Work with the Endeavour project (or against it,
depending on what your boss thinks of it) 3. Thanks to some industrial espionage, your
Renaissance cell found out about the Endeavour
6. One of the media outlets on Planet Y has started project. Now what? Do you rethink your view
broadcasting actual news instead of distracting of GT, or try to stand in the project’s way lest GT
blather and propaganda. That will have to stop. corrupt another galaxy?
7. Collect new genes from a newly discovered life- 4. Lie low amongst some GT loyalists. Perhaps
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psychedelic patterns on the ground around 17. Opposite day. An oldie but goodie: anything
wearers. people say today will be the opposite of what
they mean. Some misunderstandings may not be
4. Old-style operator telephones that attach to untangled for several days afterwards.
the head, complete with tiny earphone and
mouthpiece, in a multitude of colors. 18. Portable music boxes that play mood-themed
music for everyone wearing them.
5. Business clothing for everyone, even kids.
19. Hair doused with a chemical that burns very
6. A yo-yo like ball that you can learn to do tricks slowly, at very low temperature, so that everyone
with. has flaming hair without being in pain. Different
additives alter the color and intensity.
7. Clothing that flashes advertisements for your
favorite stores (based on info downloaded from 20. A cat fetish: cat-eye contacts, fake ears and tails,
your credit account). May leave some people quick-grown whiskers, striped body paint, etc.
rather embarrassed.
8. High heels and platform shoes, the taller the Ægis Plot Seeds
better.
1. Your team is assigned to guard a shipment of
9. Hair with special microbotic “implants” that Xenite coming from the Inuuel Empire. Pirates
and buccaneers alike may try to take it from you
make it wave in the breeze even when there’s no
wind. (the difference: buccaneers are sponsored by
another government...)
10. Maglev shoes that allow people to skate across
the ground. 2. Your characters are a long-running, deep-cover
spy group, working in another culture’s common
11. Telecommuting is today’s fad: no one’s actually populace. You’re primarily in place to observe
coming to work, but they might be sending in and report... at least, until something goes
holographic personas of themselves to talk to wrong. One member of the team gets his or her
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other peoples’ e-mail programs. Other cultures cover blown. Do you try to rescue them? Do you
will find interaction with GT difficult today. run for safety? You’re in danger either way....
12. Ancestor worship. Most people won’t really 3. The Ægis Traveler’s Society is looking for
know what they’re doing, nor have any deep competent explorers and adventurers to help
emotional attachment to the process. It just explore the edges of the galaxy. Sign up today!
happens to be “in” today.
4. Your team is tasked with infiltrating another
9. A promising R&D prototype has been stolen by 9. Big Boss just died — fell down a flight of stairs
freelance operatives working for an unknown onto some bullets — and the other families are
culture. Go get it back from them. jockeying for position. Who’s going to be the next
Big Boss? Can they actually keep Armageddon
10. Ægis’ R&D department is so large because they together, or will it splinter into a dozen factions?
recruit from everywhere in the galaxy, and pay
quite well indeed. Your job is to find scientists 10. You’re working hard to keep your planet one of
and researchers, offer them a job, and protect the the few democratic ones in Arm space, and now
until they reach Ægis space. the big guys are breathing down your neck about
going back to the Boss system. Can you keep
them away?
Armageddon Plot Seeds
11. Malfunction at the antimatter generation facility.
1. There are allegations of cheating in a recent Cage Need we say more?
Wrestling match. Someone died. Go investigate.
2. There have been several mining accidents Inuuel Empire Plot Seeds
recently in an asteroid belt in System Z. It could
be sabotage, it could be careless work, or it 1. One of the princes/princesses has suffered
could be two families starting a blood feud. No a horrible fall recently, and is recovering at
matter what, it needs to stop. home. He/she has little memory of the event. Is
someone looking to advance their place in the
3. A promising group of asteroids have been succession?
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as you can, and tesser into other system with the and get them to go away.
goods. Characters in this game will probably
have a bunch of goons backing them up. 3. A group of Nesti have decided they want to join
the Empire. While they seem serious, and would
4. Some uppity workers on Planet Y think they have make very good allies, they are... somewhat
the right to insurance and fair pay. Go show uncouth, to put it mildly. Get them to shape up.
them what we think of uppity people.
4. Someone is manufacturing contact lenses, which
5. Your boss has a serious problem with another are illegal in the Empire. They allow people to
one. Assassinate this wiseguy and cover it up. seem as if they have different eye colors, which
breaks the tradition of the Eye-Dying Ceremony
6. Ægis just created a piece of technology that (one can theoretically identify an Inuuel’s family
could revolutionize weapons manufacturing (or by his or her eye color). Many in the court are
so our spy in the place says). We can’t let them calling for this person’s head.
hone in on Armageddon’s turf. Go swipe the
prototype. 5. An expansionist planet claims to have discovered
a weapon that will make the Inuuel Empire
feared and powerful across the stars again. Are
they right, or are they being deceived? If they’re
right, should anyone actually follow through on 6. No one knows how the Caractingessen imploded
this? the star Vociferous Prime thousands of years ago,
wining their final victory over the Budetug. All
6. A group of Danlec who live in a canyon nearby the Caract archmagi who knew the spell were
are concerned that some new technology your there when it took effect, and lost their lives in
planet has imported may be detrimental to the the process. Suddenly the star has reappeared,
Inuuel empire. Having failed to convince people “unfolding” from the warped area of space
to throw it away, they’re going around destroying around it, and millions of Budetug and Caracts
it. from an older time are back. The Budetug must
be worked back into a new society, and the
7. The war games honoring Miklar’halien are Caracts... well, some of them know the master
about to begin. Will your characters participate spell that destroyed a whole star system (or at
or watch? Who will win? All the Silke are quite least hid it away for over two thousand years)!
enthusiastic about his, and will at least be What should be done here?
reading about it in the newspapers. And what’s a
war game without some foul play? 7. Portenthar is finally “cooling down” (radioactively
speaking) and becoming more hospitable. Many
8. Rumors are spreading of a group called the tourists of other species are coming to visit. Your
Al’nav Roshen (see page xx for the original group job is to be a security guard on the first visit, and
of that name). What are these people up to? make sure that no spies sneak through.
Budetug Core Plot Seeds Communals Plot Seeds
1. The Core Consensus has totally flipped out, 1. Rumor has it that a warlord has set her sights
ordering military movements against the Budetug on your planet. The commune needs volunteers
homeworld of Portenthar. Did this happen by for two phases of the operation: scouting the
accident or did someone trigger it? Worse, is warlord’s capabilities before her fleet arrives,
this somehow actually a correct interpretation and defending the planet once it does.
of people’s wishes? How can the Budetug
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homeworlds be saved? 2. Your commune shares its planet with a small
colony of Demons, who have been pretty nice
2. A defecting geneticist from Genetech is coming about sharing the planet with you. Unfortunately,
in on the next starship. Safeguard him until he one of them is about to have children. She laid
can reach Portenthar. 20,000 eggs, and the Demons will need a lot
more space soon. Can you find a good place for
3. While out hunting in a game reserve, one of them and prevent armed conflict between your
the Core Consensus’ programmers disappears. people and theirs?
radioactive. Did your seller know this? Does 10. A genetic researcher your group has helped
your buyer? Did someone set you up? out in the past has found a way to give Nesti
improved intelligence (at the cost of some of
3. Your starship uses a myriad of microbotic their physical capacity). This could revolutionize
Valence Main Rulebook: GM Advice
assistants for self-repair purposes. Recently the galaxy! But not everyone likes a revolution,
they’ve been doing things a bit strangely — not and many people want to see this suppressed.
always worse, but not the standard way either.
Close examination shows that they’ve started
developing an Independent Thinker (see page
xx) in their processing core! This could be a
problem, and not just for your ship — there are
moral implications here too. Simply turn it off
and you’ve killed a sentient life form. What to
do?
the local people instead of relying on trade. Some of
Technology and the inner systems have also fallen by the technologi-
Economics cal wayside because their resources were long ago
taxed. Without an influx of new resources to their
factories and manufacturing plants these systems are
This section is almost part of the GM Advice no longer viable trade entities.
section, but not quite. These are a few things that,
frankly, we weren’t sure where to put. They add a bit
of detail and interest to the world, but not everyone
Tech Levels
needs to know them, and they might never come
For the purpose of simplification we have chosen
into play in your game. Hopefully they’ll give you a
to apply a “tech level” label to all systems in the gal-
little bit of inspiration.
axy, denoting the general level of a system or plan-
ets’ technology. There are two facets to tech levels
Economics (or TLs), in Valence: organic tech and inorganic tech.
Organic tech includes, but is not limited to: non-me-
After the fall of the Great Human Empire two chanical medical technologies, the ability to merge
major factors worked to tear apart the economic cybernetics and living tissue, surgery, and DNA
fabric of the galaxy. The first of these was a disrup- manipulation. Inorganic tech includes, but is not
tion of interplanetary and cross system trade routes limited to: the ability to produce weapons, armor,
by pirates and bandits. Constant attacks from these and computers, advanced infrastructure construc-
groups forced merchants to travel only the safer, tion techniques, the creation of cybernetics, and
escorted routes and neglect the outer colonies. As a nanotechnologies. These levels are always classified
result, many outer colonies became isolated, either by the notation “TL X/Y” where X is organic tech and
participating in trade infrequently or growing com- Y is inorganic tech.
pletely self-reliant and cut off from the rest of the
galaxy. The tech level of a planet denotes its general
level of technology and helps in determining the
A second major disruption of trade arose as price and availability of goods and services there,
new governments began to rise from the anarchistic but it says nothing about resources. Obviously a tes-
Page 233
remains of the Empire. Individual rulers and groups seract drive would not be available at a planet that
wanted to use revenues from trade to bolster their doesn’t even have enough resources to make an au-
claims and power. Merchants wanted to continue tomobile! One must keep in mind that the nature of
the free trade policies of the Empire. Eventually most the economic “reversal” on many planets has made
differences came to conclusion as the merchants it possible to find a tesseract-capable starship on a
agreed to pay small fees. Some systems were cut off TL 1/1 planet, though rather unlikely (and it would
completely from trade routes, however, as their gov- probably blow the minds of all of that system’s in-
ernments refused to comply with the merchants on habitants if they found it.)
Valence Main Rulebook: GM Advice
trade agreements. Others (such as the Communals)
were voluntarily removed from the trade and com- The tech level in the galaxy before the fall of the
munication networks and remain today as self-sus- Empire was roughly 2/4, and for the sake of game
taining entities or belong to small multi-system trade simplicity that is still considered the base tech level
alliances. for most planets.
In the long term such actions have led to a frag- Keep in mind that while the TL of a system may
mented galaxy, split by power and money. Some correspond to a historical period on old Earth, there
systems have enough natural resources to encourage is no way to tell what kind of society these planets
a heavy trading network and maintain a high status will have developed. Just because a world has 1950s
of wealth and thus a good deal of technology. Less technology it doesn’t necessarily have 1950s culture!
fortunate systems, especially ones that were young Also, some rare worlds have strange combinations of
colonies when the Empire fell, have found them- TL, resulting in a 4/1 organic-based culture or a 1/4
selves without either the resources to provide for computerized society.
trade or the infrastructure to exploit those resources.
Many of these outer colonies have resorted to using
Tech Level Five: The TL 5/X category is reserved
Organic Tech Levels for only the most advanced organic worlds. These
worlds are capable of manipulating organic material
Tech Level Zero: The TL 0/X classification is used using the Lording and can change DNA at will. They
to describe cultures which have only a rudimentary have the ability to “construct” symbionts and fuse
knowledge of agriculture and domestication. Their organic and inorganic materials with no noticeable
knowledge is roughly comparable to pre-1800s failure rate. The understanding at TL 5/X worlds of
organic knowledge. They know nothing of germs or the inter dependencies of living systems and beings
virii, and cannot perform surgery. gives them advantages when dealing with group
effects on population and species manipulations.
Tech Level One: TL 1/X worlds are defined by Given sufficient time and resources, a TL 5/X rated
their low organic knowledge. These worlds can group can terraform planets and moons. There are
produce good agricultural goods and domesti- none of these worlds in the Milky Way.
cate animals, and they have rudimentary medical
knowledge. TL 1/X worlds have a basic ability to
manipulate DNA and genes, assuming they have the Inorganic Tech Levels
necessary Lording or inorganic skills.
Tech Level Zero: The TL X/0 classification refers
Tech Level Two: TL 2/X was the average organic to a pre-mechanical society where tool use is limited
TL in the galaxy at the time of the Human Empire. at best.
TL 2/X worlds are still the most common, and this
is the base organic tech level used in the galaxy. Tech Level One: TL X/1 planets fall generally cor-
These worlds are capable of merging computer and respond to the Earth time period before the Industrial
cybernetics technologies with living tissue with the revolution. Most people work with hand tools and
ability to insert matrix-jacks into Interface Knights simple machinery, as more complex tools are not
and increasingly manipulate DNA. TL 2/X worlds widely available. In some of the larger metropolitan
are able to mesh DNA to a limited extent to create areas some machinery is used, and occasionally an
new species or species hybrids, but the failure rate “artifact” of high-technology may still be found.
is high and this science is not yet well understood.
Note: All listed organic prices are considered to be Tech Level Two: TL X/2 systems generally have
“base” TL 2/X prices. enough infrastructure to support machinery, early
computers, and air flight, but they are distinguished
Tech Level Three: TL 3/X worlds have an excel- by their lack of space flight capabilities. A loose cor-
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lent understanding of life systems and processes. respondence in the history of Earth is the 20th cen-
They are capable, to a limited degree, of manipulat- tury. Some of these systems may be on the verge of
ing global systems like climate and weather. With the developing starships capable of traveling within their
corresponding inorganic TL these systems can create own system, but these ships would be rudimentary
cybernetically enhanced beings like UltraMercs with
Valence Main Rulebook: GM Advice
at best.
a moderate to high success rate.
Tech Level Three: TL X/3 systems have advanced
Tech Level Four: Worlds with at TL 4/X rating computing capabilities and generally have the abil-
have mastered the combination of inorganic tech- ity to manufacture starships and basic TGD drives.
nology and organic technology to produce seamless Some have orbiting space stations and may have
beings with a high degree of success. They can societies that span multiple planets within a single
produce beings from “scratch” using DNA modules. system. Most TL X/3 systems are in contact with
TL 4/X worlds are most significant in their ability to outside forces on a semi-regular basis, but they do
use the Lording to modify life systems and processes. not have the resources or capabilities to produce the
This enables societies without inorganic tech to still powerful tesseract drives they would need for more
excel in high-compexity organic tech, and extends permanent communication and trade. The entire
the capabilities of worlds with comparable inorganic galaxy fell under this category for most of the Inuuel
TLs. There are few to none of these worlds in the and Budetug Empires.
Milky Way; even Genetech is lucky to have a single
TL-4 technique mastered, let alone the whole Tech Tech Level Four: TL X/4 systems are the current
Level. “average” in the galaxy, comprised of high levels of
computing technology, powerful alloys, and most
importantly the ability to manufacture or procure
tesseract drives. These systems generally have much
higher populations and the resources or services Price Modifiers
needed to maintain galactic communications and Tech Level difference of 1 (i.e. a ± 4
healthy trade. Note: All listed inorganic prices are tesseract drive on TL-1/1 planets, a
considered to be “base” TL X/4 prices. microwave on a TL-3/2 planet):
Tech Level difference of 2 (i.e. a ± 7
Tech Level Five: TL X/5 worlds are the cutting hatchet on a TL-3/3 planet):
edge in inorganic technology. This specification
includes the research conducted at facilities like the Tech Level difference of 3 (i.e. a ± 10
Ægis Research Park. Few systems are considered TL starship on a TL-5/1 planet):
X/5; this rating is typically given only to select areas Tech Level difference of 4 or more: GM’s call
on an otherwise TL X/4 planet.
Importation expense (1-5 systems +1
away):
For the sake of game speed during a campaign
a GM may want to use the base prices listed in the Importation expense (6-10 systems): +2
Equipment section as actual costs. However, for Importation expense (11-20 systems): +3
those who desire more realism, a system has been
devised to determine the price of goods and services Importation expense (21-35 systems): +4
on planets whose TL differs from the usual 2/4. We Importation expense (35+ systems): GM’s call
encourage GMs to take advantage of this system High local resource availability: -3
when time permits to enhance gameplay and add
Med local resource availability: -2
depth to campaigns.
Low local resource availability: -1
Please note that these rules can also be used to
Agricultural goods: (see importation
adjust the prices of goods and services on TL 2/4
expenses, local resource availability)
planets as well.
If the modifier found on the table is -15 (or more),
the product can be found at 1/5x base cost or less.
-10 to -14: 1/4x base cost
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-6 to -9: 1/3x base cost
-4 or -5: 1/2x base cost
-3: 2/3x base cost
-2: 4/5x base cost
-1: 9/10x base cost Tech Level Abnormalities
0: Base cost
+1: 1/4x base cost + base cost Some pieces of Valence technology are
+2: 1/2x base cost + base cost
Valence Main Rulebook: GM Advice
really TL-5 inorganic or TL-3 organic created
+3: 2/3x base cost + base cost by total geniuses. Starshielding and Ultramercs
+4 or +5: 2x base cost are both good examples. Very few people actu-
+6 to +9: 3x base cost ally understand how these technologies work,
+10 to +14: 5x base cost and they represent significantly more powerful
+15 or more: 10x base cost or GM discretion science than one can normally find.
Classes: The Monk has been a Bounty Hunter The Monk is does not follow any specific reli-
and an Operative, and is now an Interface Knight. gion, but she does believe in a higher power.
Appearance: While she has not been seen in Combat and Lording skills. His Complexity skill, in
person for many years, the Monk is a silver-haired particular, is at least 50. Assume that he has all other
blue-eyed human female who otherwise looks about skills at 6 or more.
forty years old.
Appearance: The Father is a tall, strong Archangel
Character Notes: Since her “creation” thirty with a regal bearing about him. He inspires respect
thousand years ago, the Monk has been many things. in all who see him.
She has been a hunter, a wanderer, a businessman,
a spy, an artist, a computer programmer, and yes, a Character Notes: The Father is the oldest of the
monk. Right now she is an Interface Knight. She has Archangels. He is one hundred million years old.
been more influential behind the scenes of human Experience is too mild a word for what this man
history than any other person, alive or dead. She has has.
been an advisor to many different societies, and was
involved in first contact efforts with the Inuueliting. His goals are split into two categories: those for
his species, and those for all others. His first loyalty
Her goals have always included finding out who is to his own species — he will exert himself to his
enhanced her and granted her immortality. These utmost to insure that the Archangel species survives
and thrives. In addition, under no circumstances
will he ever allow his species or any other to com- Noobor Maltek’Inuueliting
mit genocide. There’s a bit of detail on him in the Head of GT’s Genetics Division
Little Book of Metaplot which explains the “official”
reason for this, but you can of course make up your Class: Previously a Bio Doc, now a Diplomat.
own reason.
Culture: Genetechnologies Pop, born and bred.
His second set of goals pertains to the galaxy at
large, and to a lesser extent to the rest of the uni- Attributes: Noobor’s Charisma and Dexterity are
verse. He has directed the Archangels to watch over both good, and his Intelligence is above average. Her
the other species, to insure that law and order prevail Visualization and Mental Endurance are atrocious.
as much as possible through the galaxy.
Major Skills: She is a Grand Master of all
The Father has surrounded himself with other Leadership and Street skills, has all Medical skills at
elder Archangels, the ones who remember what 15 or more, and certain Engineering skills at about
happened so long ago and who he can trust. Some 11. She knows some basic self-defense.
were even involved in casting the ritual which
transformed the Archangels. They are responsible Appearance: About four foot eleven, with sil-
for keeping the true history of the Archangels from ver-blue hair and eyes. The more you piss her off,
the “youth” of their species. No one who was born the more she smiles. She is 621 years old, so she is
since the appearance of the Inuueliting has been told showing some signs of aging, but Genetech immor-
about what happened. However, if there is one thing tality treatment helps.
the Father has learned in his millennia of leading
the Archangels, it is that the younger generations Character Notes: Noobor is one of Genetech’s
should not be discounted. He will always listen to better-known division heads. She took over the posi-
complaints, and consider a response, though he may tion fourteen years ago, and has survived numerous
not choose (or even be able) to do anything about attempts to remove her from it.
them.
Her primary goal as division head is to absorb
The Father doesn’t act from the shadows the the Ultramerc department into her own. She disap-
way the Monk does. He shows up in person to talk proves of its current direction, and most especially of
Page 237
to younger Archangels who need his guidance the Project Endeavour. In more personal notes, she has
most. He directs his species from the front lines, not always hoped that her children would follow in her
the sidelines. His presence rallies, reinforces, and in- footsteps, and is trying to foster interest in biology in
spires every person he talks to. Though many people her great great grandson (currently twenty years old).
have suggested that he make a bid for the Archangels She has little opportunity to practice her medical
to have an Empire of their own, he has no desire to skills, having to spend more time in the boardroom
repeat the past. Their has been enough death with- than in research.
out his causing more.
Culture: part Ægis, part Caract species culture. Appearance: A thin, grey snakeman with a tattoo
of the anarchy symbol on the back of his cobra-like
Attributes: Windsweeper’s Stamina is excellent, hood.
since she sometimes sings while flying for almost
an hour. Like most Gess her Mental Endurance and Character Notes: Grey Man is a semi-famous
Dexterity are rock-bottom. anarchist philosopher. He is known throughout the
Lattice as co-founder of the Bollux Alliance, a tech-
Major Skills: Windsweeper has a 23 in Singing, nologically oriented wing of the Renaissance. Very
plus various Miscellaneous, Professional, and Street profit-oriented, Grey Man is always looking to make
skills at reasonable levels. She also knows Flame a deal or trade for information or interesting goods.
Generation and Airwalk as Lording powers, among He has a special taste for Lording artifacts.
others, but few that would be useful outside a per-
formance. What is not well-known about him is that he
Page 238
Other than her dreams of movie stardom, she Culture: Ægis now, Valorian homeworlds before
wants to continue making money and to entertain the Fall and the creation of Ægis’ culture.
many people. She is violent, confident, and occa-
sionally acts stuck-up but usually reigns herself in Attributes: Ecto’s most important attribute is
and apologizes. After all, she knows that egotism is Knowledge, but Intelligence and Visualization aren’t
not the mark of a true star. far behind. Like most Valorians, his Lording score is
rock-bottom, and he’s not very physically fit.
Major Skills: Many Professional skills at Master. group stayed at this profession until they got killed,
Some Miscellaneous, Leadership, and Street skills at Chinché was called back to the Nesti homeworld
good levels. No combat skills. by his own elders to advise the next generation of
warriors.
Appearance: Copper-veined grey skin with cop-
per antennae Chinché is wise for a Nesti — that is to say, it has
good battle sense, but little other sense. It believes
Character Notes: A very long-term thinker with in tough love, hard work, and the idea that might
more money than you can shake a stick at, Ecto has makes right (which is so often true in 592).
been around for eight hundred years so far. He owns
shares in all the megacorps, and owns two microcor- These days Chinché is really starting to feel stiff
porations outright. and knows the end is coming. It looks forward to
joining itself with the walls of the local training com-
Ecto lost half of his money in the Fall, and is in plex, and becoming an everlasting part of the Nesti
no hurry to see that happen again. Therefore, he will community.
actively work against anyone who tried to change
the galactic status quo. His morals are strong — he
will not enslave, torture, or kill, nor will he order The Razor
his lackeys to do so — but he has no qualms with Archangel Assassin
financially ruining someone or using scare tactics,
and some of his lackeys may get over-zealous. Class: Assassin
In short, Ecto is an excellent master villain for Culture: Armageddon (specifically, the
characters who are on the road to changing the Organization)
galaxy.
Attributes: The Razor is a more or less typi-
cal Archangel in terms of statistics. Her Stamina,
Chinché Creativity, and Agility are a bit above average.
Nesti Elder
Major Skills: Espionage and Combat skills are
Class: Fury The Razor’s best, with several at Master level, fol-
Page 239
lowed by Street skills and some Miscellaneous ones
Culture: Armageddon to help her fit in.
Attributes: Chinché is in the sunset of its life, but Appearance: A “slim” (for an Archangel), dark
retains the powerful Strength and Mental Endurance blue set of full plate mail, with particularly sharp
of a Nesti warrior. Its Charisma has been increasing wings.
slowly for the past few years, and it is very bright...
but only for a Nesti. Character Notes: The Razor is one of the galaxy’s
Valence Main Rulebook: GM Advice
better-known assassins — primarily because no one
Major Skills: Chinché still retains much of its old expected an Archangel to be capable of being an
fighting knowledge, though it doesn’t quite have the assassin.
flexibility it used to. Leadership and Lording skills
figure big into its life now, with a few old Street skills It is true that no Archangel can lie, and this ap-
still coming into play. plies to The Razor as well. Most Archangels also have
a strict code of honor, and this definitely does not
Appearance: Five feet of red and gold tendrils in apply. The Razor was captured and twisted by The
a humanoid shape, just like most Nesti. Organization (a major criminal cartel) to implant a
new set of loyalties. Now, instead of fighting to make
Character Notes: Chinché was once a mighty the galaxy more peaceful, she is a hired killer.
warrior seventy years ago. It was the commander
of a group which ripped through Jungsai Sector, If anyone manages to capture her and undo the
generally terrorizing the populace and doing the Organization’s conditioning (both of which would
things that minor warlords do. While most of the
be difficult feats!), the entire Organization might just He is motivated primarily by his honor and his
fall to one person. great feelings of loyalty towards his adopted home-
lands. When not in the courts, he can usually be
found championing various causes amongst the no-
Deu Rao Dai’Inuueliting bility. He has little thought for the “common” people
Inuueliting Courtesan (non-Innueliting in the Empire), but is never rude or
neglectful to anyone.
Class: Paladin
Deu has the capacity to be a great resource for
Culture: Inuueliting Empire characters who meet him. His massive charisma
and influence could move a nation, but his low
Attributes: Deu’s Agility and Dexterity are his Creativity means that he probably won’t come up
highest attributes by far, exceeding most trained with any ideas on his own.
Inuuel warriors. His Stamina doesn’t rise above the
Inuuel average, though, and he’s not very creative.
Hentar
Major Skills: Deu’s Sword and Martial Arts skills Troll Teenager
are at least master level. He has several other combat
skills and many Leadership skills. His Lording skills Class: none yet. Hentar is a Duelist.
are rather minimal for a Paladin.
Culture: Coalition
Appearance: The very image of a proper, courtly,
beautiful Inuueliting courtesan — tall and strong, Attributes: Hentar is slightly below average, as it
with blue-and-purple wings. He is always well- is still growing up.
dressed, even when wearing his armor.
Major Skills: Duelist skills at 10+, with a small
Character Notes: Deu is probably the best- dash of Miscellaneous and Combat skills. Hentar is,
known and most capable warrior on his planet. in general, rather inexperienced.
While he isn’t part of the Inuueliting Empire’s army,
he does fight the occasional courtly duel. Until Deu Appearance: With blue-green skin with tiger-like
arrived on the scene, these duels were fought with yellow streaks and purple eyes, Hentar is a typically
an ancient, honed technique that was totally useless ugly member of the Troll species. It conscientiously
in a real battle. Used to a different world entirely, wears its fiber suit to protect others. It is important to
Page 240
Deu brought his knowledge to New Cygnus and remember that Hentar, like all Trolls, is asexual, and
cleaned house. words like “her” and “him” don’t really apply.
catching the eye of the queen! He has been ap- Hentar is essentially a teenage runaway, with one
pointed “protector of the realm,” and is occasionally parent alcoholic and the other dead. Hentar needs
called upon to fight duels with outsiders who have parent figures badly, and all the more because of its
a gripe with the Inuuel Empire and wish to resolve tremendous potential as a Duelist.
their disputes in that way.
If the party accepts and helps Hentar, they will
While his Lording skills are stunted compared to have a strong ally. If, on the other hand, the party
most traditional Inuueliting, Deu carries something is gruff and unhelpful, Hentar will probably end
which evens the odds — a sword of pure Xenite! This up working for someone who pretends to be nice
ancient Lording relic, once a massive armblade, has — most likely the group’s enemies!
been sharpened and nicked so much over the centu-
ries that it now resembles a wakizashi. It has just one Hentar is best played as a gullible, earnest young
power — the user may use his Parry score against Troll, believing whatever people say until someone
any incoming Lording attack, whether directed or points out the mistake (or starts laughing). However,
area-effect. Deu has been known to emerge totally unlike many characters, Hentar will actually change
unscathed from a rain of deadly plasma. over the course of a campaign. Hentar will never be
smart, but it will learn from its mistakes.
Iriantuka Miri
Budetug Geneticist Hallan Captain
Class: Bio Doc Classes: Space Jockey, Merchant
Culture: Budetug Core Culture: Ægis
Attributes: Iriantuka has the excellent Knowledge Attributes: Miri’s experience has increased her
and Charisma that mark Bio Docs, but suffers in the Knowledge and Mental Endurance, as well as her
areas of Agility and Lording. Charisma. She’s still not any brighter than most
Halla, and spends most of her time in a chair, so her
Major Skills: Genetic Engineering at Grand physical attributes are not outstanding.
Master level, all other Medical skills at Master.
Various Science, Engineering, and Professional Major Skills: Leadership and Street skills at near
skills. Master level, followed by some Pilot, Military, and
Lording skills.
Appearance: A typical pale grey Budetug, with
shimmering orange eyes. She is often draped with a Appearance: Greyish-brown, wrinkly skin with
white cloth with many slits in it, which is her equiva- green eyes, and bald. Miri wears the uniform of the
lent of a lab coat. Ægis corporate fleet.
Character Notes: Iriantuka is a well-known Character Notes: After many different tours of
Budetug geneticist who has been courted by duty with mercenary companies and megacorps,
Genetech for many years now. She, however, likes Miri has taken employment with Ægis Corp. She’s
to be just where she is now. taken a great deal of care to find employers with
good morals — hard to do when you need to pay off
Iriantuka works for a small biotech company the debt on a Patrol-class starship.
producing symbiotes — small creatures who live
in harmony with a larger “host” and provide some Miri has as many allies as enemies; her fellow
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benefits. Her greatest goal is to create an intelligent, employees love her good sense of humor, excel-
living creature which can act as a moral guide for lence on the job, and her many stories. Her former
people without one — a sort of “instant rehabilita- employers, however, would rather that she didn’t run
tion” for certain kinds of criminals. So far her at- around with their secrets! And right now she’s got
tempts have all failed, but that’s not unusual for one monster secret...
symbiote research.
Miri knows about Ægis’ Earth Division op-
She has a great respect for Archangels and their erations, as she transports atmospheric probes down