Sea of Stars Alpha
Sea of Stars Alpha
Sea of Stars Alpha
of Stars
Alpha
Galactic Role Playing
by
Aron Zell
Sea of Stars i
WARNING!
This is an alpha release. While some editing and spell checking have been done this is
not the final format nor the final edit of the product. This is being released for review
purposes only and the final version may differ dramatically.
The Best Little Game Shop: Our House Games, 403 E. Front Street, Monroe, MI 48161
Dyso..............................................................35
Lilanite Police Academy....................................35
Table of Contents Novas............................................................36
Introduction ....................................................................5 Grounders.....................................................36
Identity Generation..........................................................6 Rezers...........................................................36
Definitions.................................................................7 Mechanic Apprenticeship...................................37
Abilities................................................................7 Merchant Apprenticeship...................................37
Strength (S).....................................................7 Nemoan Ranger Apprenticeship........................37
Agility (A)......................................................7 Omal Space Academy........................................38
Health (H).......................................................7 Ublukani.......................................................38
Intelligence (I)................................................7 Nuikani.........................................................38
Mind (M)........................................................7 Trukani..........................................................38
Qualities...............................................................7 Pilot Apprenticeship...........................................39
Skills.....................................................................7 Republic Military Academy...............................39
Stages.........................................................................7 Star Force......................................................39
Stage 1 - Races...........................................................9 Space and Land Specialist (S.A.L.S.)...........39
Human..................................................................9 Space Rescue................................................40
Kaylin...................................................................9 Seril Space Academy..........................................40
Lilanite...............................................................10 Mer Zva........................................................40
Nel Ari................................................................12 Mer Pa..........................................................40
Quextil................................................................13 Mer San........................................................41
Reltoan...............................................................14 Solar Alliance Military Academy.......................41
Thrassians...........................................................14 SA Navy........................................................41
Stage 2 - Childhood.................................................16 SA Marines...................................................41
The Heart of Civilization: Life in the Core........16 Spiker.................................................................42
Council of Elders..........................................16 Thrassian Defense Force Academy....................42
Dominance of Mer........................................17 Difyn Awr.....................................................42
Dominance of Mer - Iulyntia........................18 Difyn Tyr......................................................42
Hegemony of Nel.........................................19 Kymoth.........................................................43
Lilanite Federation........................................20 Trade School.......................................................43
Parliament of Clans......................................20 Trade School Graduate.................................43
Reltoan Imperium.........................................22 University...........................................................44
Reltoan Imperium – Menkath.......................23 University Graduate.....................................44
Solar Alliance...............................................23 Stage 4 – Careers.....................................................46
Dust, Dirt, Grime: Life on the Fringe................25 ArchX.................................................................46
Abandoned World.........................................26 Bizzeth Free Guard Basic Training ...................46
Agriculture Colony.......................................27 Star Warriors.................................................46
Frontier World..............................................28 Ground Operations.......................................46
Manufacturing Colony..................................29 Bizzeth Free Guard Tour of Duty.......................47
Research Station...........................................30 Star Warrior..................................................47
Ship Born......................................................31 Ground Operations Solider...........................48
Station Born..................................................31 Black Marketeer.................................................48
Stage 3 – Young Adulthood.....................................33 Bureaucrat..........................................................49
Crime..................................................................33 Courier................................................................49
Drifter.................................................................33 Crime..................................................................49
Followers of Mer................................................33 Drifter.................................................................49
Followers of Olmini...........................................33 Eclipse Syndicate Director.................................50
Free Guard Academy..........................................34 Eclipse Syndicate Employee .............................50
Star Warriors.................................................34 Enforcement.................................................50
Ground Operations.......................................34 Procurement..................................................50
Imperial Military Academy................................34 Tech Support.................................................51
Naftana.........................................................35 Eclipse Syndicate Manager................................51
Laona............................................................35 Enforcement.................................................51
Na Tok ...................................................................172
Nuar ......................................................................172
Volken ...................................................................173
Bermik ..................................................................173
Kwikix ..................................................................173
Galactic Alphabet........................................................174
Letters....................................................................174
Numbers.................................................................175
Galactic Lexicon..........................................................176
Identity Records...........................................................177
Identity Worksheet...........................................................1
Identity Record................................................................1
Background
Humans are from the Sol system. In the Sol system Kaylin
they have three independent colonies. Earth is the
planet of origin for the Human race and it is an average
Planet of Origin
world. As with most pre-galactic civilizations, Earth
was overpopulated and covered in pollution before Name: Kaylin Tor
Humanity began to consider expanding into the nearby System: Kaylin Mu
reaches of space. Humanity's introduction to the galaxy Surface Gravity (g): 0.75
was rushed and head of schedule due to the Milfred Atmosphere: Nitrogen & Oxygen
Incident but in the intervening 200 years the Humans Surface Temp (kelvins): 290
have made great strides in fixing their home world and Climate Type: Normal
integrating themselves into the Republic. World Type: Standard (Garden)
Moons: 2
Humanity's second home would be its rather large
Population: 4.23 Billion: 96% Kaylin, 2% Thrassian,
satellite Luna. Current analysis has shown that Luna
1.25% Human, 0.5% Nel Ari, 0.2% Reltoan, 0.05%
was blasted off of Earth in the early formation of the
other
Sol system. Luna is an independent colony despite
being a satellite of Earth. The independence of Luna
and the fourth planet, Mars, was the cause of a major Background
system wide conflict that was resolved shortly before
the Milfred incident. One of the conditions of The Kaylin are an old race. Not as old as the
Humanity being accepted into the G.R.C. was the Thrassians or the Reltoans but still one of the first to
independence of Luna and Mars. achieve space flight and travel between the stars.
Mars is a little red planet with a native atmosphere of The Kaylin's cherish nature. The Kaylin have a world
carbon dioxide. Mars, the third home of Humanity, has rich in resources, heavily forested, and ripe with food.
Unlike most races the Kaylin made it through their rights given to naturally evolved, biological citizens.
industrial age with out significant damage to their One of their first tasks was to find a system to call
world. That is because a Kaylin never fouls its home. home. Sensitive to the needs of the other races, they
To this extent all cities blend into their surroundings chose a system with a reddish-orange star and several
and all transportation lanes are underground or in the small worlds and gas giants. They renamed the system
air. Their spaceports are in desolate regions in order to Lil 519 in honor of the Lilanite lawyer who gave her
minimize their impact. The two largest spaceports are life fighting for the rights of her people. Massive space
Mu Nu which is located in the southern polar desert stations were built and the AI's and android's renamed
and Mu Ah which is located in the equatorial desert of themselves Lilanites after Lil 519. Their civilization is
Grempli, the small continent. called the Lilanite Federation and is now the only
place were AI's and androids are “born.”
Appearance
Lilanite Biology
The Kaylin are a bipedal canine race. They have short
snouts and a coat of thick fur all over their bodies. Unlike the other races who have a normal biology,
Kaylin's have short pointed ears and some sub races anatomy, and have no specific section detailing their
still have a short stubby, vestigial tail. Their fur comes anatomy, the Lilanites are a special case. Lilanites
in a wide range of patterns and colors. Eye color maybe artificial lifeforms but they are biological
comes in blue, brown, black, and violet. Average lifeforms. They are artificial because they did not
height for males is 1.60 meters and 1.50 meters for evolve in a natural environment but were created by
females. the older races of the G.R.C. No one knows for sure
when the Lilanites achieved sentience. Like any race
they gradually evolved and over many generations
Kaylin they achieved the level of sentience and intelligence
Abilities: Strength 40, Agility 40, Health 45, they enjoy today.
Intelligence 40, Mind 45 What is known is that about 1,100 years ago genetic
Qualities: Common Sense, Greater Senses:Hearing 1, engineering and robotic engineering merged into the
Greater Senses:Vision 1 field of cybernetics. To meet the demand for better,
faster processors some long forgotten scientist or team
Skills: Perception (A, E, +5) of scientist created cells with processors as their
Next Stage: Stage 2 – Childhood nuclei. This gave birth to the first nanites. From there,
colonies were grown that networked and used
Life Paths: Any distributed processing to speed up data operations.
Eventually an artificial brain was created using a
normal biological brain as a template. From this
experiment artificial intelligence was born. From
Lilanite artificial intelligence came genetically engineered
servants, laborers, entertainment, and central data
Planet of Origin systems. This was what gave birth to the Lilanites.
None For the past half millennia all Lilanites start out with
an adult sized, androgynous body. They have no hair, a
basic waste elimination process, and the basic ability
Background to process organic food. The body, however, is
genetically engineered. The organs, tissues, muscles,
On the 315 day of the year 604 GE, Lil 519, an android and skin are engineered to be disease resistant and are
lawyer and android rights activist, was slain outside the best examples of organic perfection. The skeleton
the courthouse were she had successfully pleaded for is made of carbon nanotubes in order to be strong and
AI's and androids to have the same rights as naturally light. The cranium is a carbon nanotube base with a 2
evolved citizens. This started the series of conflicts that millimeter thick titanium alloy coating for
have become known as the A.I. Wars. reinforcement.
After the end of the conflict all AI's were declared free
and equal citizens of the G.R.C. and deserving of all
The nerve cells retain the cybernetic heritage. They are Anthromorph – The Lilanite retains its biological
biological cells with processor cores as their nucleus. form and can choose to look like any of the other
They work just like ordinary nerve cells but at the races. These Lilanites are usualy found in roles where
nerve gaps light pulses are used instead of the normal interaction with the other races is frequent.
chemical agents found in natural nerve cells. This
Hard Shell - The Lilanite can choose to have a sex if
makes the Lilanite nerve system a little more resilient
desired. Through a painful procedure the Lilanite is
since the gap spacing can be larger than the natural
implanted with nanites that slowly change the
counterpart.
Lilanite's biology so that instead of normal skin cells
The brain also retains the cybernetic heritage. Just like glands excrete an titanium alloy carapace. The old
the experiment long ago, it is a collection of nanite biological skin is slowly consumed throughout the
nerve cells. These nerve cells form a neural net just process. This is a very painful procedure and the
like the natural counterpart and work much the same as Lilanite must endure months of medical care to ensure
the natural version. If damaged then other cells will that an infection does not break out. Once the
take over processing for the damaged cells. procedure is final the “metal skin” can be regrown and
repaired like normal skin. The altered biology also
It should be noted that contrary to some beliefs the
extracts the minerals and metals necessary to maintain
Lilanite brain can only be programmed using genetic
the new skin.
means. This can only be done at creation. Lilanites
start out as a blank slate just like any other child. The
only exception is that they have an adult sized body. A Lilanite AniMod
Lilanite must learn everything. They just learn faster. A
Lilanite child will be talking in complete sentences by The configuration of the final form is not dependent on
the age of eight months. They will be walking by three any of the known races or lifeforms. The player can
months. choose the final form and the number of modifications
it has.
At the age of 15 the Lilanite must choose its final
form. There are several standard choices but ultimately Abilities: Strength 40, Agility 40, Health 45,
the look of the Lilanite's final form and the final sex Intelligence 45, Mind 40
are personal choices for each Lilanite. After this Qualities: Additional Sensory Organ, Ambidextrous
change the Lilanite cannot change again due to the
months of intensive surgery and trauma. In the past Skills: Computer Literacy (I, E, +5)
when this was attempted either the surgical trauma Next Stage: Stage 2 – Childhood
killed the patient or the mental trauma of being trapped
in a body that was not what the patient was used to Life Paths: Any
made them unstable and ended in death.
All Lilanites have an implanted communicator that can Lilanite Anthromorph
only send and receive to similar communicators. These
Must choose one of the other six races to emulate.
are implanted in order to facilitate speedy
communication between fellow Lilanites and the Abilities: Strength 40, Agility 40, Health 45,
Lilanite Federation. The communicator cannot be used Intelligence 45, Mind 40
to take control of a Lilanite anymore than a similar
implant can take control of a natural race. Qualities: Ambidextrous, Balance, Greater Senses:
Vision 1
The standard final forms are listed below:
Skills: Computer Literacy (I, E, +5)
AniMod – This is a basic anthromorph model but with
modifications. The external covering may be a Next Stage: Stage 2 – Childhood
non-natural color. Or the Lilanite may choose to add Life Paths: Any
more extreme modifications like extra arms, sensory
tentacles, extra sensory organs, tentacle arms, or what
ever they can imagine. These Lilanites tend to either
work around other Lilanites or find themselves in
solitary or dangerous professions where the extra
modifications can be helpful.
Quextil honors its parents for its conception and for laying the
egg that gave it life. The hatching day is a celebration
of the Quextil growing one more year older. There is
Planet of Origin usually a three month difference between Egg Day and
Hatching Day.
Name: Vortash
System: Seril
Surface Gravity (g): 0.64 The Guardians of Mer
Atmosphere: Nitrogen & Oxygen
Surface Temp (kelvins): 284 This is a quasi-religious paramilitary organization.
Climate Type: Cool Their goal is to protect the sanctity of Merish, Mertath,
World Type: Standard (Garden) and Merkath. They spend months, if not years, in orbit
Moons: 3 meditating, praying, and watching the moons. If any
Population: 7.3 Billion: 98% Quextil, 0.33% Human, craft for any reason is headed towards one of the
0.33% Kaylin, 0.33% Lilanite, 0.33% Nel Ari, 0.33% moons then it is warned only once and given only five
Reltoan, 0.33%Thrassian minutes to change course. Failing that the ship is
pursued and destroyed before it can reach the surface
of one of the moons.
Background
The Quextil were the first race admitted to the G.R.C. Appearance
after the Unification War. As an avian race descended
from raptors, most Quextil are quite content to never Quextil are an avian race with a short beak and a
leave their home system. In fact in the 700 years since covering of down feathers. The feathers come in many
their appearance on the galactic stage they have colors and patterns an can be dyed to suite an
formed few colonies outside of the Seril system. The individual's taste. The Quextil have a flap of skin under
call of the stars still manages to draw some Quextil off their arm that grants them the ability to glide through
planet to find a livelihood and adventure. the air. The Quextil also display their avian heritage in
their tall lithe forms. The average Quextil male stands
Maybe the lack of stellar ambition is due to the fact 2 meters (6.6 feet) tall and the average female is 1.8
that their home world, Vortash, is such a pleasant place meters (6 feet) tall.
to stay. It is a perfectly average world except for the
three satellites that orbit the planet, Merish, Mertath,
and Merkath. The moons are all the same size, Quextil
1,512km (940 miles) in diameter, in the same orbit,
Abilities: Strength 35, Agility 45, Health 40,
and are equally spaced. This has the effect of giving
Intelligence 40, Mind 40
Vortash no significant tidal action.
Qualities: Balance, Feather Fall, Gliding, Greater
The ancient Quextil may never have noticed that there
Senses:Vision 4, Greater Senses:Hearing 2
were three separate satellites if not for the fact that
they reflect separate colors. Merish reflects a silver Next Stage: Stage 2 – Childhood
light, Mertath reflects a blue tinged silver light, and
Merkath reflects a red tinged silver light. Once the Life Paths: Any
Quextil achieved spaceflight they sent several probes
to their moons against the wishes of the prominent
religious figures. All the probes sent to the satellites
have malfunctioned or disappeared. The failure of the
probes caused the religious authorities to exert their
power and declare the satellites off limits to
colonization, further scientific exploration and to place
a ban on any traffic going near them.
The Quextil are the only race to hatch from eggs. This
gives the Quextil two birth events to celebrate. The
laying of the egg, called Egg Day, and the hatching,
called the Hatching Day. On the egg day the offspring
Reltoan Reltoan
Abilities: Strength 35, Agility 45, Health 40,
Planet of Origin Intelligence 40, Mind 45
Appearance
Thrassians are mostly hairless bipedal primates. Both
sexes have fine hair that sprouts from the top of their
heads but the males can grow prominent facial hair.
The natural hair color of Thrassians are shades of
brown. Thrassian eye colors range across the spectrum
with brown, green, purple, and red being the most
prominent colors. Since they are from a cold planet
their skin color is fairly monochromatic with tan being
the norm. Unlike Humans and other primate races,
Thrassians have a brow ridge. Their average height is
1.70 meters for males and females.
System Summaries
Dylut Lil 519
Habitable Worlds: Dy Ssul Habitable Worlds: Freedom Station, Independence
Population: 2.6 billion: 95% Nel Ari, 2% Human, Station, Autonomy Center
1.4% Kaylin, 0.75% Thrassian, 0.51% Reltoan, 0.34% Population: 1 billion: 94% Lilanite, 3% Human, 1%
other Thrassian, 1% Kaylin, 1% other
Dylut was the Nel Ari's first colony system and as such Lil 519 is a system with an orange primary star. There
is just as diversified as their home system. Dy Ssul is are no habitable planets in the system but the Lilanites
the educational and research epicenter of the have built three huge ring stations in the orbit of three
Hegemony. of the planets. Freedom Station is the home of their
government. Independence Station is their major trade
hub. Autonomy Center is their main manufacturing and
Hegemony of Nel Citizen research station.
Years: 16
Abilities: Health +5, Intelligence +5 Lilanite Federation Citizen
Skills: Computer Literacy (I, E, 5), Knowledge: Years: 16
Hegemony of Nel (I, In, +10), Language: Wrytithu (I,
A, +30), Language:Galactic (I, A, +30) Abilities: Intelligence +5
Next Stage: Stage 3 – Young Adulthood Skills: Computer Literacy (I, E, 5), Knowledge:
Lilanite Federation (I, In +10), Language: Any (I, A,
Life Paths: Crime, Drifter, Followers of Olmini, Free +30), Language: Galactic (I, A, +30)
Guard academy, Nemoan Ranger Apprenticeship,
Republic Military Academy, Trade School, University Next Stage: Stage 3 – Young Adulthood
Random Events: Roll on the Core Government No one ever resigns. No one is ever registered with the
Random Event Table page 80 G.R.C.
System Summaries
Reltoan Imperium Jaokyn
Habitable Worlds: Reltoa, Toothem
Government: Parliamentary Monarchy
Population: 5 billion: Almost 97.5% Reltoan, 1%
Home System: Jaokyn
Thrassian, 1% Kaylin, 0.5% other
Home World: Reltoa
Capital: Arquena Unlike all the other races the Reltoan home system is
Systems: Jaokyn, Xylan, Bolissa, Terssa, Alder not their birth system. If the Reltoans know where their
race originated then they are not saying. In the two or
Reltoan society is based on a caste system. Members
so millenia since the arrival of the Reltoans to the
can move up to a higher caste but only with great
Jaokyn system the Reltoans have made themselves
difficulty. However, it is common for those of different
quite at home. Toothem, an icy world in the next orbit
castes to socialize and conduct business. There is no
over out from the star, is home to two small mining
practical division among the castes except in the
outposts. It is also rumored that there is a third group
Reltoan government.
of buildings on the planets surface but all who have
The three divisions of the Reltoan caste system are the seen it have strangely disappeared.
Nobles, the Gentry, and the Commoners. Nobles are
Xylan
those whose families were granted special recognition
Habitable Worlds: 0579
from the Imperium. The Gentry are the wealthy who
Population: CLASSIFIED
were not born nobles including the leaders of the large
corporations and businesses and even the wealthy and Officialy, all that is known about the Xylan system is
famous. The Commoners are everyone else and that the Imperium uses as some sort of military base.
represent the largest segment of the population. Unofficially it is the home of the Menkath. Entry to the
System is strictly prohibited by the Imperium. Even
the Galactic Armed Forces has been known to have
Psionicists trouble entering the system on official business.
The Imperium has some of the most lenient laws Bolissa
regarding psionicists. They require nothing more than Habitable Worlds: Nyka, Nyko
the standard G.R.C. regulations. No special Population: 4.15 billion: 85% Reltoan, 5% Nel Ari,
registration. No government interference. They do not 4% Human, 3% Lilanite, 2% Thrassian, 1% other
however allow non-reltoan psionicists to become
citizens. Nyka and Nyko, the twins, are the heart of the Reltoan
entertainment industry. However the success and
The leniency is due to the secret the Imperium has failure of particular establishments does not seem to be
been hiding for well over a millennium. All Reltoans based on normal rules of supply and demand. Some
are at least empathic. The fear of this secret being speculate this is because at the heart of the industry
revealed has prompted their lenient regulations for one will find the Eclipse Syndicate.
psionicists and of course some excessive editing of
medical records. The choice of who is to appear on the Terssa
galactic records as a psionicist is largely random with Habitable Worlds: Pagos, Ryk
some family lines never failing to make the official Population: 2.83 billion: 75% Reltoan, 20% Lilanite,
record. All Reltoans of course share the secret and will 2% Human, 1% Nel Ari, 1% Thrassian, 1% other
go out of their way to protect the information. Just four light years from Jaokyn, Terssa proved to be a
When a Reltoan is found to be a particularly strong boon to the Reltoans. Pagos, an icey world, and Ryk, a
psionicist, they are inducted into the Menkath. The predominately rocky one, are both mineral and metal
newborn is taken from its parents, who are rich and the moons of Ryk have surprisingly high
compensated, and raised, fed, clothed and trained by concentrations of helium 3 which is essential to fusion.
the Menkath. They are with the Menkath until death. Alder
Habitable Worlds: Astal
Population: 3.3 billion: 63% Reltoan, 7% Human, 7% may be assigned special assignments after that in
Kaylin, 7% Nel Ari, 7% Quextil, 7% Thrassian, 2% service of the Imperium.
Lilanite
Astal is an idyllic world largely unspoiled. This makes
it ideally suited as the main campus of the University
of the Republic. Menkath
Prerequisite: Reltoan
Reltoan Imperium Subject Years: 25
Years: 16 Abilities: Mind +5
Abilities: Health +5, Intelligence +5 Qualities: Psionicist
Skills: Computer Literacy (I, E, +5), Knowledge: Skills: Computer Literacy (I, E, +5),
Reltoan Imperium (I, In, +10), Language:Reltoan (I, A, Language:Reltoan (I, A, +30), Language:Galactic (I,
+30), Language:Galactic (I, A, +30) A, +30), Telekinesis (M, In, +3), Telepathy (M, In, +5)
Next Stage: Stage 3 – Young Adulthood Next Stage: Stage 4 – Career
Life Paths: Crime, Drifter, Nemoan Ranger Life Paths: Reltoan Imperial Forces Tour of Duty or
Apprenticeship, Republic Military Academy, Imperial may try to leave the Menkath at any time. Leaving the
Military Academy, Trade School, University Menkath will cause the character to gain Enemy 4 and
Wanted: Reltoan Imperium 4
Build Points: 0
Build Points: -1
Random Events: Roll on the Core Government
Random Event Table page 80 Random Events: Roll on the Menkath Random Event
Table page 83
Reltoan Imperium – Menkath
All newborn Reltoans have their psionic potential
tested. Strong ones are taken from their families and Solar Alliance
inducted into the Menkath. The Menkath is officially a
division of the Reltoan Imperial Guard. This means that Government: Federal Republic
only the Emperor has direct control of the Menkath. Home System: Sol
This is undoubtedly necessary due to the clandestine Home World: Earth
nature of the Menkath and because of the knowledge Capital: Geneva
they hold. The Menkath, all Menkath, know the true Systems: Sol, Barnard, Proxima Centauri, Alpha
origins of the Reltoan people. All Menkath are the Centauri
unofficial first watch and first line of defense against The Solar Alliance is based on the Humans long
those that might find out the secret or those who are a tradition of federal republics. There are three main
part of the Reltoan's past. branches; the Executive, the Legislative and the
The Menkath are also interested in finding new ways to Judicial. Only the Judicial branch is filled with those
express their psionic abilities. On the primative world who are not elected by popular vote. This three body
of Xylan there is a research station that is the Menkath system, and the checks and balances that are built in,
base of operations. It is with in these walls that the has worked well for the Humans for over 500.
Menkath are trying to find ways of using the mind to
move through space and time. They are also trying to
Psionicists
develop a technological means of detecting and
blocking psionics. No one knows if either effort has For Humans psionics is still a fairly new phenomenon.
been successful. For centuries those who had psionic abilities were
judged to be mentally insane or just frauds. Ever since
After 25 years of training and indoctrinations the
the Milfred Incident Humanity has been struggling
individuals are sent to serve in the Imperial military and
with what to do about those individuals who have
psionic ability. After the formation of the Solar
Alliance a government agency was set up to track and over a decade on the problem but finally developed a
test psionicists. The Psionics Bureau is not the only treatment. Some wonder where Open Mind got the
organization in Solar Alliance jurisdiction that has an technique to treat Wrights but even a G.R.C.
interest in psionicists. investigation found nothing amiss.
It is rumored that Open Mind is doing illegal research
into psionics. There are some in the Solar Alliance
Solar Alliance Psionics Bureau
upper echelons who feel that the Human race is at a
Humans still have a fear of psionics and psionicists. disadvantage. They feel Humans should have stronger
They fear their privacy will be violated with no trace. psionicists. To this end it is believed that Open Mind is
They fear psi's are out to make puppets of them all. trying to boost the power of human psionicists and the
Most humans still do not understand the nature of frequency of Human psionicists being born.
psionics and still harbor dark fantasies of those who
Two Moons
can kill with a thought.
Two moons is not a psionic organization and not much
This fear prompted the formation of the Psi-B. Some
is known about what or who it is. It is included here
regard the Psi-B as a friend and a protector of the
because there are rumors going around the black
people at large. Some see it as an evil dark agency
markets and underside of society that Two Moons will
whose goal is to regulate a new slave race. The truth is
pay handsomely for any information concerning the
somewhere in the middle.
Purge Pathogen. If information can be found and
Duties: verified about the Purge Pathogen that the G.R.C.
never released, then Two Moons will pay 1 billion
• The Psi-B keeps records on all of the psionicists syntuls. It is also suggested that this is just an arm of
within Solar Alliance jurisdiction. Open Mind, LTD and this is the area of research that
• Implants all Humans who test positive for Open Mind is most concerned about.
psionic ability with a subcutaneous tracker.
Removal of the tracker is a minor felony. The
System Summaries
offender will be imprisoned for two years and a
new tracker will be surgically implanted at the Sol
base of the skull. After the two year prison term Habitable Worlds: Earth, Luna (moon), Mars, asteroid
the offender will be placed under house arrest belt, Jupiter Station
and watched for three years. Population: 8 Billion: 91% Human, 5% Thrassian, 3%
Lilanite, 1% other
• Retains high power psionicists for their own
investigations Sol is the home and birth place of the Human race.
Since the Humans were introduced to the galaxy at too
Open Mind Limited young of an age, their birth system still shows the
Open Mind is a private Solar Alliance corporation that signs of their previous conflicts. Since the Alliance's
was founded by Gregory Ahumibe in 661 GE. Publicly admittance to the Republic a concerted effort has been
their goal was to help all human psionicists by doing made to help heal the damage done to the system and
genetic, neurological and developmental research so to the Human birth world of Earth.
that the psionic phenomenon could be better Barnard
understood. Many advancements have come out of Habitable Worlds: Lycus, Dublin Station
Open Mind in the past 56 years. One of the major Population: 1.49 billion: 91% Human, 4% Thrassian,
breakthroughs was a treatment for Wrights disease. 2% Lilanite, 2% Nel Ari, 1% other
A small number of Humans with psionic ability Barnard was settled by those who were looking to
developed a neurological disorder where migraines escape the crowding of the Sol system and the weight
would be followed by an activation or intensification of history. Lycus is a terrestrial sized moon of a local
of mind reading ability, called Wrights disease. The gas giant called Poseidon and is a lethal world with
problem was the person could only read their own toxic atmosphere. The colony there spans the globe
thoughts as if they were a stranger. So the person with underground transit tunnels and domed cities.
suffering would be trapped in an echo chamber of Dublin Station serves as the Barnard's main trade hub.
thought for up to 7 standard days. Open Mind spent
Proxima Centauri
Habitable Worlds: Ena, Tria Dock
Population: 2.5 billion: 85% Human, 6% Thrassian,
5% Kaylin, 3% Lilanite, 1% other
Proxima is a very unique system. Proxima is a red
dwarf, flare star. This poses unique problems for any Dust, Dirt, Grime: Life on the Fringe
lifeforms in the system. Ena is the first planet in the
In contrast to life in the Core there is life on the Fringe.
system and is a tidally locked, oxygen and nitrogen,
Where technology, medicine and services are plentiful in
life bearing planet. These kind of systems are very rare
the Core those same services and items may be hard to
and can be counted on two hands. The local flora and
come by in the Fringe. The Core systems are fairly
fauna have developed defenses against the periods of
homogeneous in regards to the technology and services
stellar flares such as armored exteriors. Tria Dock is a
available from jurisdiction to jurisdiction. In the fringe
massive space station that orbits the third planet in the
there is a wide variation in the availability as something
system. It's main function is to serve as a research
as simple as an anti-viral.
station and a means to evacuate the system in the event
of a catastrophic flare. Some Fringe systems resemble Core systems. They have
well populated cities, technology that is only a few
Alpha Centarui
generations out of date, plentiful if not convenient
Habitable Worlds: Toliman
medical services, and the job market has a low
Population: 2.8 billion: 87% Human, 4% Thrassian,
percentage of unemployed and good compensation.
3% Kaylin, 3% Lilanite, 2% Nel Ari, 1 % other
Other Fringe systems may barely have a cohesive
Alpha Centauri had been long-time target for Human government and a level of technology resembling a
colonization. Once they got there they found a lone pre-industrial culture. Some of these poorer Fringe
terrestrial planet orbiting Alpha Centauri A. Toliman systems chose this state, but most are in these conditions
has become a hub of trade and commerce. for a variety of economic or political reasons.
Interestingly, some buisiness seem to thrive despite
One thing in common to all Fringe systems is the feeling
their lack of turing a profit. There is also an
of being an underclass. Most people from the Core
inordinately high violent crime rate in the Port of
systems carry about them a smugness of having been
Raum, which is the largest star port on the planet. The
born in the right place and the right time. Most Coreys
high rate of crime is rumore to be attributed to a turf
feel the dirt and decrepit conditions of the Fringe are a
war between the Eclipse Syndicate and the Earth's
sign of their laziness and under education. Most Fringers
Cosa Nostra.
when coming in contact with a Corey begrudgingly let
the naive Corey prattle on as long as their money is
Solar Alliance Citizen good. A small percentage of Fringers take a belligerent
attitude towards Coreys and have been known to cause
Years: 16 trouble.
Abilities: Health +5, Intelligence +5 Some of the well known pirates of the past couple of
Skills: Computer Literacy (I, E, +5), Knowledge: Solar centuries have been Fringers looking for reparations
Alliance (I, In, +10), Language:English (I, A, +30), with Coreys. Most Fringers however take Pride in their
Language:Galactic (I, A, +30) heritage. They believe they are hard and resilient like
those who helped to settle this part of the galaxy.
Next Stage: Stage 3 – Young Adulthood “Tomorrows Core is todays Fringe,” is a phrase often
Life Paths: Crime, Drifter, Nemoan Ranger heard from the mouths of Fringers.
Apprenticeship, Republic Military Academy, SA The descriptions below cover the typical environments
Military Academy, Trade School, University one might find on the fringe. The description starts with
Build Points: 0 the environment name. Typical Government denotes the
typical type of government found in that environment.
Random Events: Roll on the Core Government G.R.C. Membership either is no, for a place that does not
Random Event Table page 80 typically have membership, or yes for those that on
average do have membership. Sample Systems gives a
list of several known system that exemplify that
Typical Government: Democracy Renent and it's world Ren One are relatively new. The
G.R.C. Member: Yes humans founded this colony just 100 years ago.
Sample Systems: Sencia, Renent, Sertok, Dyfi Shortly after its founding the human colonists
discovered Ren had unusually fertile soil. This
There are billions of mouths to feed in the Blue Zone. discovery set Ren on it's course as a food production
While most of the Core worlds still set aside tracks of world. Located on the trail-ward side of the Republic,
land to produce food it is not enough. To feed all the The land is well suited to growing not only fruits,
mouths some worlds have been set aside as nothing vegetables and grains found on Earth but also those
more than huge farms. There are cities on the world but found on most planets. Ren One also has a large
they are kept small and centralized in order to preserve ranching industry that helps supply the Republic with
the environment and maximize the available land for all sorts of animal protein.
growing crops and raising animals.
Sertok
Habitable Worlds: Tekit Sertok
Psionicists Population: 1.83 billion: 20% Kaylin, 20% Quextil,
20% Reltoan, 20% Thrassian, 8% Lilanite, 7% Nel Ari,
Since agriculture worlds owe no particular allegiance
5% Human
to a specific culture, psionicists only need to follow the
general Republic guidelines. In the Republic there is Sertok was settled long before the Unification war by
very little control or interference with psionicists. It is the Parliament of Clans. Even before the war broke out
classified as a special medical condition such as the Thrassians were utilizing it as an agriculture world
chronic depression, Joffer's Syndrome or any other dedicated to feeding billions. Tekit Sertok has a land
treatable but not curable condition. As such, psionic mass to water ratio of almost one and is well known
ability is noted on all identification and records and the for its extensive aquaculture, ranching and farming. A s
individual psionicists may elect to wear a mark, tattoo a show of good faith after the war, the Parliament
or piece of jewelry that denotes the medical condition. ceded Sertok to the Republic to help feed the galaxy as
it rebuilt from war.
In day to day activities it is the psionicists
responsibility to inform those they are dealing with Dyfi
that they have psionic ability and the nature of the Habitable Worlds: Pylma
ability. Failure to do so is punishable by fines and/or Population: 1.27 billion: 35% Kaylin, 35% Reltoan,
imprisonment depending on the circumstances of the 10% Quextil, 10% Thrassian, 5% Human, 4% Nel Ari,
crime. Luckily ID readers are cheap and plentiful. 1% Lilanite
Pylma in the Dyfi system is the main coreward
System Summaries agriculture colony. A Kaylin/Reltoan joint venture,
Plyma was settled 420 years ago with the purpose of
Sencia being a food production planet unlike most
Habitable Worlds: Sencia Prime agri-colonies which just evolved into their role as food
Population: 1.74 billion: 20% Kaylin, 20% Quextil, producers. Pylma supplies OSX-SS001 with most of
20% Reltoan, 20% Thrassian, 8% Lilanite, 7% Nel Ari, it's food needs as well as Reltoa and Nel.
5% Human
Though established by the Quextil 400 years ago,
Sencia is no longer aligned with the Dominance of
Mir. This world is the major rimward agriculture
world. A wealth of grain, fruits and vegetables are
grown on its three major continents. Although there is
Agriculture Colonist talents to themselves until they are sure how those
talents will be received.
Years: 16
Abilities: Health +5
System Summaries
Skills: Biology (I, A, +5), First Aid (I, E, +5), Grav
Jeza
Vehicle Operation (A, E, +5), Ground Vehicle
Habitable Worlds: Jeza
Operation (A, E, +5), Language: Galactic (I, A, +30)
Population: 724 million: 60% Nel Ari, 30% Lilanite,
Next Stage: Stage 3 – Young Adulthood 5% Kaylin, 2% Human, 2% Thrassian, 1% other
Life Paths: Crime, Drifter, Nemoan Ranger Jeza, the system and the planet, was founded by a
Apprenticeship, Republic Military Academy, Trade distraught Nel Ari, Kraj, looking for peace after
School, University loosing his wife, Jeza. Jeza was returning home and
was caught in the middle of an Eclipse Syndicate
Build Points: 5
retribution. Kraj became obsessed with the loss of his
Random Events: Roll on the Fringe World Random wife and eventually was convinced her spirit was out
Event Table page 84 among the stars. SO taking his entire fortune he found
an uninhabited system and a suitable planet. Naming
both after his dead wife, Kraj formed a colony
dedicated to peaceful contemplation of the nature of
Frontier World existence.
and people important to the Confederate States of regulations and not much more. Those with telepathic
America from the time during the American Civil War. or mind probe abilities may be sought after by the local
law enforcement or criminal organizations for
Stonewall and the whole Shiloah system has a very
employment. The one talent the companies are
strict no non-humans policy. Most non-humans who
looking for are well trained telekinetics. Individuals
ventured into the system never return. When Stonewall
who can move things with their mind could help save
and it's people need supplies trading parties are sent to
the companies millions in wear and tear on their
nearby systems and those in the party must follow
precious hardware.
draconian protocols in order to not be infected by
aliens or their culture. The Knights do not allow
unknown vessels to enter their system. Ever. System Summaries
Byssentrada
Frontier Worlder Habitable Worlds: Clan Gren Manufacturing One
(CGM-1)
Years: 16
Population: 273 million: 40% Thrassian, 35% Human,
Abilities: Strength +5, Agility +5 17% Kaylin, 5% Lilanite, 2% Reltoan, 1% Other
Skills: First Aid (I, E, +5), Ground Vehicle Operation CGM-1 in the Byssentrada is a barely habitable planet
(A, E, +5), Kinetic Energy Weapon: Shotgun (A, E, on the rim. The planet is a huge hunk of rock with no
+5) , Language: Galactic (I, A, +30) large bodies of water, scant vegetation, no multicellular
animal life and a thin atmosphere that requires a breath
Next Stage: Stage 3 – Young Adulthood
mask. Also it is cold. Almost as cold as Thrassis. The
Life Paths: Crime, Drifter, Merchant Apprenticeship, only thing CGM-1 has going for it is the high amount
Nemoan Ranger Apprenticeship, Pilot Apprenticeship, of easily accessible mineral deposits.
Trade School
Settled some time around 244 G.E. CGM-1 is an
Build Points: 10 unruly place. Most hithal, new hires, barely last half a
revolution. Those that do make become just as
Random Events: Roll on the Fringe World Random hardened as the veterens. There is a distinct rift
Event Table page 84 between the workers and the administration. Many of
the “arguments” end in trips to the hospital.
Tineen
Manufacturing Colony Habitable Worlds: The Belt
Population: 254 Million: 70% Human, 15% Lilanite,
Typical Government: Corporate 10% Kaylin, 3% Nel Ari, 2% other
G.R.C. Member: Yes
Sample Systems: Byssentrada, Tineen There are no habitable planets in the Tineen system
just four outer gas giants and a very large inner
Manufacturing colonies are setup in resource rich asteroid belt. The Belt is of course the asteroid belt and
systems. The colonies may do everything from mining the hub of Everhoff Industries manufacturing in the
ore and resources, refining the material and producing a system. Illygad is a very large spherical asteroid (835
final product or just be small mining stations. These km diameter) and the base of operations for all activity
colonies are typically supported and run my a large in The Belt; legal, illicit and illegal.
companies. This means the government can take the
form of anything form a democracy to a military The only concern Everhoff has is getting it's ore
governorship. Law enforcement is another big gamble. mined, processed and shipped. How this is done they
Some colonies will use volunteers withing the local do not care. They have no concern for what activities
population and some will use corporate enforcers. The their workers choose to partake in during their off
one thing that all these colonies know is currency. hours so long as they show up for their shift.
Interference with the Tineen operation can result in
heavy fines or “disappearance”.
Psionicists
Most manufacturing colonies have no particular
concern for psionicists. They follow the Republic
found in. As with most places on the Fringe the one Station Rat
thing that will get you far in any space station is
currency. The more you got the more you can get but Years: 16
the more of a target you are. Abilities: Agility +5
Skills: Applied Mathematics (I, In, +5), Astronomy (I,
Psionicists In, +5), Computer Literacy (I, E, +10), First Aid (I, E,
+5), Language: Galactic (I, A, +30), Space Suite
There are no set guidelines for how psionicists are
Operation (A, E, +10)
treated or regarded. They may be despised, revered,
feared or ignored. Next Stage: Stage 3 – Young Adulthood
Life Paths: Crime, Drifter, Merchant Apprenticeship,
Station Summaries Nemoan Ranger Apprenticeship, Pilot Apprenticeship,
Spiker, Trade School, University
Archos Station
Location: Rymsis System Build Points: 0
Population: 149,768: various mix of races Random Events: Roll on the Fringe World Random
Several hundred years ago, Archos was a brand new Event Table page 84
Cassian class space station on the edge of inhabited
space; on the Yellow line. Back then it was a thriving
hub of commerce. Now the station shows its age.
Neglected and in severe disrepair, Archos has become
a backwater stop over with a few permanent residents.
Archos isn't necessarily a hub of criminal activity but
more like a floating ghetto in space. It has constant
money problems, the command staff has a turn over
rate greater than most restaurants, docking fees
sometimes go missing and then thee are the random
break downs.
Hell's Gate
Location: Hades Prime
Population: 256, 824: Various mix of races
Hell's Gate is a young space station; only one hundred
years old. The Humans naturally wanted to explore and
expand after be introduced to the larger galaxy. So
Nether Industries, rumored to be front for sever
criminal organizations, recruited promising engineers,
technical personnel and specialist from the Solar
Alliance, Lilanite Federation and the Hegemony of
Nel. Selecting an unnamed system on the edge of the
Yellow Zone and commenced to build a large space
station.
Nether Industries is now exclusively based on Hell's
Gate and is the major trade company on the station.
Hell's Gate serves as a major trade hub and is a very
lively and attractive station. However rumors still
persist that the station and Nether Industries are
controlled by a criminal organization. The hushed
whispers also speculate that Hell's Gate serves as a
front and a means to shelter and transfer goods and
personnel with out pesky government involvement.
Crime
Maybe it was desperation, the lure of easy money, the Followers of Mer
challenge of outwitting law enforcement and security
measures, the violence or just pure sadist joy that drew The unified Quextil religion. The followers of Mer are
you to a life of crime. Some get rich, some get caught the dominate force in all aspects of Quextil society. Not
and some actually make it long enough to see retirement. all of those who become Followers of Mer are destined
nor desire to control or lead Quextil society. Most enter
the Followers out of the need for spiritual contemplation.
Criminal
Years: 5 Follower of Mer
Skills: Dodge (A, E, +5), Choose one: Kinetic Energy Prerequisites: Quextil & Grew up in the Dominance
Weapon: Pistols (A, E, +5) or Knife (A, E, +5), of Mer
Next Stage: Stage 4 – Careers Years: 10
Life Paths: Black Marketeer, Crime, Drifter, Eclipse Qualities: Religious Conviction
Syndicate Employee, Galactic Armed Forces Basic
Training, Mechanic Apprenticeship, Merchant Skills: Business (I, E, +5), First Aid (I, E, +5), Martial
Apprenticeship, Mercenary, Nemoan Range Arts (A, In, +5), Street Fighting (A, E, +5), Sword (A,
Apprenticeship, Pilot Apprenticeship Spiker E, +5)
Build Points: 0 Next Stage: Stage 4 – Careers
Random Events: Roll on the Dangerous Job Random Life Paths: ArchX, Black Marketeer, Crime, Drifter,
Event Table page 92 Eclipse Syndicate Employee, Galactic Armed Forces
Basic Training, Mechanic Apprenticeship, Merchant,
Mercenary, Nemoan Range Apprenticeship, OSX
Basic Training, Pilot Apprenticeship, Seril System
Guard, Trade School, University
Drifter
Build Points: -5
You never felt like you fit in anywhere. Nothing ever
seemed to work out for you; jobs, school, relations. If Random Events: Roll on the Religious Random Event
life is a current then you seem to a piece of driftwood table page 95
caught in the flow.
Drifter
Followers of Olmini
Years: 4
Originally the Followers of Olmini were just another
Abilities: Health -5 monastic order dedicated to the quiet pursuit of
knowledge. Now they are were psionicist born in the
Skills: Conceal (I, E, +5), Knowledge: Life on the
Hegemony of Nel go to learn how to use their powers
Streets (I, In, +10)
and to register with the Republic and the Hegemony. The
Next Stage: Stage 4 – Careers Beniks, the title given to those in the order who have
taken their vows, happily take on their duties of teaching Prerequisites: Grew up in the Hegemony of Nel
the next generation of psionicist.
Years: 4
Qualities: Brash
Follower of Olmini
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
Prerequisites: Grew up in the Hegemony of Nel K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Requirements: Psionicist Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2),
Sword (A, E, +2)
Years: 10
Next Stage: Stage 4 – Careers
Abilities: Strength -5, Mind +5
Life Paths: Bizzeth Free Guard Tour of Duty: Star
Qualities: Headaches: Medium Warriors
Skills: Control (M, In, +5), Mind Probe (M, In, +5), Build Points: -1
Telekinesis (M, In, +5), Telepathy (M, In, +5)
Random Events: Roll on the Academy Random Event
Next Stage: Stage 4 – Careers Table page 88
Life Paths: ArchX, Bizzeth Free Guard, Black
Marketeer, Crime, Drifter, Eclipse Syndicate
Ground Operations
Employee, Galactic Armed Forces Basic Training,
Mechanic Apprenticeship, Merchant Apprenticeship, Don't let the name fool you the troops of the Free
Mercenary, Nemoan Range Apprenticeship, OSX Guards Ground Force and not limited to dirt side
Basic Training, Pilot Apprenticeship, Trade School, combat. Where ever the need for combat whether on a
University planet, inside a ship, boarding a ship or EVA the men
and women of Ground Operations are the professionals
Build Points: -5
you need.
Random Events: Roll on the Religious Random Event
Table page 95
Ground Operations Cadet
Prerequisites: Grew up in the Hegemony of Nel
Years: 4
Free Guard Academy
Qualities: Impulsive
The Hegemony's famous Free Guard are not just
renowned soldiers but feared. The Free Guard Academy Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
turns out soldiers trained in tactics and soldiers who are First Aid (I, E, +2), Ground Vehicle Operation (A, E,
not afraid to get into hand to hand with their Nel Ari +2), Grav Vehicle Operation (A, E, +2), K.E.W.:Pistol
blades. Graduates are Sought after for work in military, (A, E, +2). K.E.W.:SMG (A, E, +2), Knowledge:
para-military and private sectors. Upon entering the Tactics (I, In, +2), Space Rider (I, E, +2), Street
academy the student must choose one of the two Fighting (A, E, +2), Sword (A, E, +2)
branches to join.
Next Paths: Bizzeth Free Guard Tour of Duty:
Ground operation
Star Warriors Build Points: -4
Whether it is in the air or in space, piloting fighters or Random Events: Roll on the Academy Random Event
getting resources or personnel to and from strategic Table page 88
locations the Star Warriors get the job done. The Star
Warriors are more than fighter pilots frigate drivers.
This branch has the brightest scientist that the
Hegemony has to offer.
Imperial Military Academy
The Imperial Military academy is one of the most
Star Warrior Cadet renowned and secretive military academies in the
Next Paths: Reltoan Imperial Forces Tour of Duty Skills: Dodge (A, E, +2), First Aid (I, E, +2), K.E.W.:
Pistols (A, E, +2), Knowledge: Tactics (I, In, +2),
Build Points: -3 Security Systems (I, E, +2), Space Rider (I, E, +2),
Space Suit Operation (A, E, +2), Telepathy (M, In, +2)
Random Events: Roll on the Academy Random Event
Table page 88 Next Stage: Stage 4 – Career
Life Paths: Reltoan Imperial Forces Tour of Duty
Laona Build Points: -5
The Nafta may be the fly boys but you still need those Random Events: Roll on the Academy Random Event
who are specialized in more traditional forms of Table page 88
combat. The Laona handle boarding actions, zero-g
EVA maneuvers and combat, ground combat and hand
to hand combat.
Lilanite Police Academy
Laona Cadet The LPA is the youngest academy in the Republic. While
Prerequisites: Reltoan, Grew up in the Reltoan the candidates and cadets consist primarily of Hard Shell
Imperium Lilanites you will find Animods, Anthromorphs and the
Merchant Apprenticeship There are two distinct ranks in the Nemoan Rangers; the
apprentice and a ranger. The Apprentice is someone who
Not everyone dose well in a typical school setting. For is in training to be a Ranger. Because Apprentices are
some that are there is still the Republic Apprentice unaltered they can easily hide in a crowd and do not
Guild. The RAG is a formal system that connects draw attention to themselves. For this reason the
learners with those who have the experience and time to Apprentice is used extensively as a means to gather
teach. The RAG also makes sure that neither the information about the current affairs of areas of interest.
apprentice nor the master are taken advantage of. The
standard contract is for two years after which it is the
responsibility of the master to give a RAG approved test Nemoan Ranger Apprentice
to the apprentice. On passing this test the apprentice Years: 10
becomes a journeyman in his or her field.
Qualities: Loyalty: Protection of the Weak & Helpless
Skills: Astrogation (I, In, +2), Astronomy (I, In, +2), Next Stage: Stage 4 – Career
Computer Hacking (I, A, +2), Computer Literacy (I, E,
Life Paths: Kaylin Space Command Tour of Duty
+2), Computer Programing (I, In, +2), Martial Arts (A,
In, +2), Navigation (I, In, +2), Perception (A, E, +4), Build Points: -2
Spacecraft Operation (A, E, +2), Space Rider (I, E,
Random Events: Roll on the Academy Random Event
+2),
Table page 88
Next Stage: Stage 4 – Career
Life Paths: Any except Nemoan Ranger Apprentice Nuikani
Build Points: -5 As with most other military land branches, the Nuikani
Random Events: Roll on Apprenticeship Random focus on weapons, and taking the fight to the enemy.
Event Table page 89 This includes land assaults, zero-g combat, boarding
ships, repelling boarder and what ever else may be
required. The nick name of “Red Fangs” comes from an
old Kaylin honorific for hunters and because it is
rumored that by the time you see a Nuikani on the
Omal Space Academy battlefield he or she is already covered in blood. Your
The Omal Space Academy, OSA, is the Kaylin's native blood.
military academy. Like most of the academies of the
founding races it has the traditional three branches, those
who fly, those who fight and those who rescue those in Nuikani Cadet
need. The OSA now accepts anyone who is a citizen of Prerequisites: Grew up in the Council of Elders
the Council of Elders and of course the republic. One
distinct difference between the OSA and other military Years: 4
academies is the focus on team work. Since the Kaylin's Qualities: Brash
are a canine race, pack life was very dominate in their
evolution. This tradition of pack culture influences the Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
myriad of team based challenges at the OSA. In fact it is First Aid (I, E, +2), Grav Vehicle Operation (A, E, +2),
very rare to find even written test that are to be taken by K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
an individual. Upon entering the OSA the cadet must Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2)
choose under which branch he or she will serve. Next Stage: Stage 4 – Career
Life Paths: Kaylin Space Command Tour of Duty
Ublukani
Build Points: -3
The “Star Hounds.” The Ublukani are the skilled and
resourceful group in the Kaylin Space Command, KSC, Random Events: Roll on the Academy Random Event
tasked with getting persons and material from point A to Table page 88
point B, maintaining air and space superiority in a
conflict and developing new and better ways of healing Trukani
fellow KSC troops and new and better weapons. Fierce
and dedicated they will leave no one behind and have If you are in trouble within Council space then it is the
been known to disobey direct orders in order to retrieve Trukani you want coming to your aid. They are the
fellow KSC troops. space rescue branch of the Kaylin Space Command and
have been an operating branch for over half a
millennium.
Ublukani Cadet
Prerequisites: Grew up in the Council of Elders Trukani Cadet
Years: 4 Prerequisites: Grew up in the Council of Elders
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), Years: 4
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2) Qualities: Dedicated: Help the Helpless
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), so it has the best facilities, staff and faculty. It is the
First Aid (I, E, +2), K.E.W.: Pistols (A, E, +2), aspiration of most young men and women who wish to
Knowledge: Tactics (I, In, +2), Security Systems (I, E, serve the galaxy either through a life of military service
+2), Space Rider (I, E, +2), Space Craft Operation (A, or through civil service to be accepted by the RMA and
E, +2), Space Suit Operation (A, E, +2) serve a tour of duty. Upon entering the RMA a cadet
must choose which branch of the service he or she
Next Stage: Stage 4 – Career
wishes to serve in.
Life Paths: Kaylin Space Command Tour of Duty
Build Points: -5 Star Force
Random Events: Roll on the Academy Random Event Fly or Die. The unofficial motto of the Star Force helps
Table page 88 to illustrate the dedication those involve have to feeling
space beneath their wings. However the Star Force is
more than flying and combat it is also one of the
foremost research organizations in biological and
Pilot Apprenticeship physical sciences and new technology. Not all of their
efforts are used to find new ways to wage war and kill.
The stars. How you always dreamed of flying among Along with renowned universities and private firms,
them. You could have joined the military but you never most of the best tech that changed the way the galaxy
did like taking orders much so you chose to become an lived has come out of a Star Force lab.
apprentice to get your hands on a ship sooner. As soon as
you could you applied to the Republic Apprentice
Guild's pilot division. Star Force Cadet
The RAG is a formal system that connects learners with Years: 4
those who have the experience and time to teach. The
RAG also makes sure that neither the apprentice nor the Qualities: Brash
master are taken advantage of. The standard contract is Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
for two years after which it is the responsibility of the K.E.W.:SMG (A, E, +2), Knowledge: Tactics (I, In,
master to give a RAG approved test to the apprentice. +3), Spacecraft Operation (A, E, +2), Space Rider (I,
On passing this test the apprentice becomes a E, +2)
journeyman in his or her field.
Next Stage: Stage 4 – Career
Life Paths: Galactic Armed Forces Tour of Duty
Pilot Apprentice
Build Points: -1
Years: 2
Random Events: Roll on the Academy Random Event
Skills: Repair: Spacecraft (I, In, +2), Spacecraft
Table page 88
Operation (A, E, +4)
Next Stage: Stage 4 – Career
Space and Land Specialist (S.A.L.S.)
Life Paths: Any except Pilot Apprenticeship
Eatin' mud and breathin' vacuum. The unofficial motto
Build Points: 0 of the S.A.L.S shows how each member of this group of
Random Events: Roll on Apprenticeship Random combat specialists views their role in the G.A.F. With
Event Table page 89 basic training in living, working and fighting in space
and on land S.A.L.S. Are unparalleled soldiers. During
a tour a duty an individual will specialize in weapons,
infiltration or demolition.
Republic Military Academy
The Republic Military Academy is the most prestigious S.A.L.S. Cadet
military academy in the known galaxy. The RMA was Years: 4
founded in 10 GE and is directly funded by the G.R.C.
Qualities: Impulsive
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), technology used to wage war those in the Seril System
First Aid (I, E, +2), Ground Vehicle Operation (A, E, Guard learn how to wield the ancient mectyl, the Quextil
+2), K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2), sword of honor. Upon entering the SSA the cadet must
Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2), choose which branch of the Seril System Guard in which
Street Fighting (A, E, +2) they wish to serve.
Next Stage: Stage 4 – Career
Life Paths: Galactic Armed Forces Tour of Duty Mer Zva
Build Points: 0 The Star Fliers of Mer, the Mer Zva, take pride in the
fact that their wings are strong enough for them to fly in
Random Events: Roll on the Academy Random Event the vastness of the great black sky. For over 600 years
Table page 88 the Mer Zva has helped protect the systems of the
Dominance and when needed aid the Galactic Armed
Forces.
Space Rescue
Death has no quarter with us. In the tradition of the
finest rescue services throughout history the G.A.F. Mer Zva Cadet
Space Rescue is dedicated to helping those who are in Prerequisites: Quextil, Grew up in the Dominance of
trouble. Whether it is a simple systems malfunction, a Mer
sick or dying crew member or finding a ship lost in the
black reaches of deep space, Space Rescue will not stop Years: 4
until they have succeeded or died trying. Their motto Qualities: Religious Conviction
reflects their attitude that they are their to keep death at
bay. Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
K.E.W.:SMG (A, E, +2), Knowledge: Tactics (I, In,
+5), Space Rider (I, E, +2), Sword (A, E, +2)
Space Rescue Cadet
Next Stage: Stage 4 – Career
Years: 4
Life Paths: Seril System Guard Tour of Duty
Qualities: Dedication: Help the Helpless
Build Points: 0
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
Random Events: Roll on the Academy Random Event
First Aid (I, E, +2), K.E.W.: Pistols (A, E, +2),
Table page 88
Knowledge: Tactics (I, In, +2), Security Systems (I, E,
+2), Space Rider (I, E, +2), Space Craft Operation (A,
E, +2), Space Suit Operation (A, E, +2) Mer Pa
Next Stage: Stage 4 – Career Though descended from avians the Quextil are no
Life Paths: Galactic Armed Forces Tour of Duty strangers to ground combat. Boarding ships fighting off
boarding parties or performing landing and ground
Build Points: -5 assaults, the Mer Pa are very adept at warfare. Not only
Random Events: Roll on the Academy Random Event has the Mer Pa proven itself in countless small battles
Table page 88 to defend the Dominance from pirates and malcontents
but they were a major force in the end of the
Unification War 600 plus years ago.
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), institutions that Earth had to offer. Even though it is only
First Aid (I, E, +2), Ground Vehicle Operation (A, E, 200 years old the SAMA has risen to be one of the
+2), K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2), prominent military organizations in the Republic. Upon
Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2), entering SAMA a cadet must choose which branch they
Street Fighting (A, E, +2), Sword (A, E, +2) will serve in.
Next Stage: Stage 4 – Career
Life Paths: Seril System Guard Tour of Duty SA Navy
Build Points: -2 Drawing on an extensive history of naval warfare, the
Solar Alliance Navy excels at fleet tactics. In the short
Random Events: Roll on the Academy Random Event time of experience in the realm of three dimensional
Table page 88 warfare, the SA Navy has managed to prove that they
can handle themselves against more experienced and
bigger foes. The Navy also is home to the space rescue
Mer San services of the solar alliance and some of the most up to
Even though the Dominance is a deeply religious date research facilities in the Solar Alliance.
society they have also been one of the most medically
advanced races. Faith is for the soul they say, medicine
is for the body. It is also a prevalent tenant in their SA Navy Cadet
beliefs that helping others is one of the greatest personal Prerequisites: Grew up in the Solar Alliance
sacrifices. It is this philosophy that guides those who
serve in the Mer San or space rescue service. Years: 4
Qualities: Brash
Mer San Cadet Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
First Aid (I, E, +2), K.E.W.:Pistol (A, E, +2),
Prerequisites: Quextil, Grew up in the Dominance of
Knowledge: Tactics (I, In, +2), Persuasion (M, E, +2),
Mer
Security Systems (I, E, +2), Space Rider (I, E, +2),
Years: 4 Space Suit Operation (A, E, +2)
Qualities: Religious Conviction Next Stage: Stage 4 – Career
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), Life Paths: Solar Alliance Militia Tour of Duty
First Aid (I, E, +2), K.E.W.: Pistols (A, E, +2),
Build Points: -5
Knowledge: Tactics (I, In, +2), Security Systems (I, E,
+2), Space Rider (I, E, +2), Space Suit Operation (A, Random Events: Roll on the Academy Random Event
E, +2), Sword (A, E, +2) Table page 88
Next Stage: Stage 4 – Career
Life Paths: Seril System Guard Tour of Duty SA Marines
Build Points: -5 The SA Marines are known for striking quick and hard.
While other forces may specialize in sieges, motorized
Random Events: Roll on the Religious Random Event infantry or long range assault the SA Marines are
Table page 95 known for taking in as much firepower as possible and
annihilating the target in a minimum amount of time.
The SA Marines are also known for their rather
effective and harsh interrogation techniques.
Solar Alliance Military Academy
The Solar Alliance may have a unique history and a SA Marine
premature introduction into the Republic but this has
never caused their conviction or devotion to the Prerequisites: Grew up in the Solar Alliance
Republic to falter. The Solar Alliance Military Academy Years: 4
was found on the shoulders of the finest military
Qualities: Impulsive
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), mock clan. It becomes their family. They are to strive to
First Aid (I, E, +2), Ground Vehicle Operation (A, E, better themselves and their clan mates.
+2), K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Also since Thrassis has been in the throes of an ice age
Knowledge (I, In, +2), Persuasion (M, E, +2), Space
for the better part of 10,000 years, The natives have
Rider (I, E, +2), Street Fighting (A, E, +2)
formed an underground culture that rarely ventures on
Next Stage: Stage 4 – Career the frigid surface. Because of this the tactics of the
Thrassian Defense Force centers around close quarters
Life Paths: Solar Alliance Militia Tour of Duty
fighting.
Build Points: -2
Upon entering the Academy a cadet must decide which
Random Events: Roll on the Academy Random Event branch of the surface the will serve.
Table page 88
Difyn Awr
Like most space navies, the Diffyn Awr are responsible
Spiker for getting people and things where they need to go in
the Thrassian Defense Force. But because of Thrassis's
For some the digital world of information seems as unique environmental conditions Thrassis never had a
natural and as easy to see and interpret as the physical traditional wet navy in its history. This has influenced
world. Thee individuals typically become spikers. The their tactics. Unlike most navies the Diffyn Awr do not
term refers to those with exceptional skills at specialize in ling range bombardment of the enemy. All
manipulating computers, information networks and the the ships of the line or relatively small and quick. They
data they contain. The term was originally used to refer get into thick of the fighting and inside the range of the
the act of illegally accessing a computer or information big guns as quick as they can. Then with the help of the
system using a spike shunt. Now the term refers more other branches of the T-DeF execute lightning
liberally to anyone with the appropriate skills. boardning.
The Difyn Awr is also home to one of the premiere
Spiker research facilities.
Prerequisite: Computer Literacy ≥ 5
Years: 4 Difyn Awr Cadet
Qualities: Curiosity Prerequisites: Grew up in the Parliament of Clans
Skills: Computer Hacking (I, A, +2), Computer Years: 4
Programming (I, In, +5) Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
Next Stage: Stage 4 – Career K.E.W.:SMG (A, E, +2), Knowledge: Tactics (I, In,
+2), Space Rider (I, E, +2)
Life Paths: Any
Next Stage: Stage 4 – Career
Build Points: -5
Life Paths: Thrassian Defense Force Tour of Duty
Random Events: Roll on the Dangerous Job Random
Event Table page 92 Build Points: -2
Random Events: Roll on the Academy Random Event
Table page 88
University Graduate
Medical Technician Years: See Courses of Study below
Years: 2 Qualities: See Courses of Study below
Skills: First Aid (I, E, +5), Biology (I, A, +1) Skills: See Courses of Study below
Next Stage: Stage 4 – Career
Sensor Technician Life Paths: Any but if Trade School is chosen then a
Years: 2 different course of study from any previous University
course of study must be taken.
Skills: Sensor Operation (I, E, +2), Repair: Sensors (I,
In, +4) Build Points: See Courses of Study below
Random Events: Roll on the School Random Event
Table page 96
Starship Mechanic
Years: 2 Courses of Study
Skills: Repair: Starship (I, In, +3), Repair: Wave Drive Biological Sciences
(I, In, +2)
Years: 10
Skills: Choose one: Biology (I, A, +5) or
Vehicle Mechanic Anthropology (I, A, +5)
Years: 2 Build Points: -5
Skills: Choose one pair: [Aircraft Operation (A, E, +2)
& Repair: Aircraft (I, I +4), Grav Vehicle Operation (I,
E, +2) & Repair: Grav Vehicle (I, In, +4), Ground Engineering
Vehicle Operation (A, E, +2) & Repair: Ground Years: 10
Vehicle (I, In, +4), Pressure Vehicle Operation (A, E,
+2) & Repair: Pressure Vehicle (I, In, +4), Tracked Skills: Applied Mathematics (I, In, +2), Choose one:
Vehicle Operation (A, E, +2) & Repair: Tracked Engineering: Aerospace (I, A, +4), Engineering:
Vehicle (I, In, +4) or Water Craft Operation (A, E, +2) Biomedical (I, A, +4), Engineering: Chemical (I, A,
& Repair: Water Craft (I, In, +4)] +4), Engineering: Civil (I, A, +4), Engineering:
Combat (I, A, +4), Engineering: Computer (I, A, +4),
Engineering: Electrical (I, A, +4) or Engineering:
Mechanical (I, A, +4)
University Build Points: -2
Even in this age of high technology and superluminal
travel still less than 50% of the population attend a
university. For those who higher education is the right Medicine
choice, they find that university is a challenging and Years: 10
rewarding experience. Most courses of study at a
university in this era require extensive study and at least Qualities: Dedicated: Healing the Sick
a decade of invested time. The degree achieved is Skills: First Aid (I, E, +10), choose one: Physician (I,
equivalent to the old Earth designation of a Doctor of A, +4) or Surgery (I, A, +4)
Philosophy. Each time a student attends a university they
must choose a course of study that they have not taken Build Points: -5
before.
Political Science
Years: 4:
Skills: Diplomacy (I, A, +5), Persuasion (M, E, +5)
Build Points: 0
Physical Sciences
Years: 10
Skills: Applied Mathematics (I, In, +2), Choose one
Astronomy (I, In, +4) & Physics (I, A, +2), Chemistry
(I, A, +4), Geology (I, In, +4) & Physics (I, A, +2),
Physics (I, A, +4)
Build Points: -2
Star Warriors
Stage 4 – Careers Whether it is in the air or in space, piloting fighters or
At this point you are a full fledged adult. It is now time getting resources or personnel to and from strategic
to choose your career or careers. Some of the choices are locations the Star Warriors get the job done. The Star
the same or similar to the Life Paths in Stage 3. You may Warriors are more than fighter pilots frigate drivers.
choose up to 3 careers, even the same one multiple This branch has the brightest scientist that the
times, as long as you meet all of the prerequisites. Hegemony has to offer.
Requirements have to be satisfied at the end of Identity
Generation.
Star Warrior Recruit
Prerequisites: Grew up in the Hegemony of Nel
ArchX
Requirements: Any missing limbs, appendages or
Archaeological Expeditions is a private, government
sensory organs must be replaced.
funded organization whose public mandate is to explore
the past in hopes of finding information for the present. Years: 2
This draws a large amount of support from the public.
Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
There are persistent rumors that ArchX was actually
K.E.W.:SMG (A, E, +2), Space Rider (I, E, +2), Sword
formed by the G.R.C. in order to plunder the past for the
(A, E, +2)
benefit of the rich and wealthy. Either way ArchX
employs those who have a desire to see the stars and an Next Stage: Stage 4 – Career
interest in the past. Most of the jobs needed for an
Life Paths: Bizzeth Free Guard Enlisted Tour of Duty
ArchX mission are filed with individuals who have
or Bizzeth Free Guard Officer Tour of Duty
training in the appropriate fields; pilot, technician,
medic, etc. The one essential position that ArchX insists Build Points: 0
on training in-house is that of archaeologist. These
individuals usually have previous training in archeology Random Events: Roll on the Academy Random Event
but it is not required. Table page 88
Star Warrior
Prerequisites: Free Guard Academy, Bizzeth Free Pilot
Guard Basic Training, Grew up in the Hegemony of Nel Years: 5
Requirements: Any missing limbs, appendages or Qualities: Impulsive
sensory organs must be replaced.
Skills: Aircraft Operation (A, E, +5), Astrogation (I,
Years: See Star Warrior Military Occupations below In, +2), Astronomy (I, In, +2), Navigation (I, In, +2),
Qualities: See Star Warrior Military Occupations Spacecraft operation (A, E, +5)
below Build Points: -2
Skills: See Star Warrior Military Occupations below
Next Stage: Stage 4 – Career Physical Scientist
Life Paths: Any except Bizzeth Free Guard Basic Years: 10
Training
Qualities: Curiosity
Build Points: See Star Warrior Military Occupations
below Skills: Applied Mathematics (I, In, +2), Chemistry (I,
A, +1), Computer Literacy (I, E, +3), Computer
Random Events: Roll on Tour of Duty Random Event Programming (I, In, +2), Physics (I, A, +2)
Table page 97
Build Points: -1
Tech Specialist
Years: 5 Duster
Skills: Choose one: Aircraft Operation (A, E, +4) & Years: 5
Repair: Aircraft (I, In, +3), Comms Operation (I, E,
Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2).
+4) & Repair: Comm System(I, In, +3), Electronic
K.E.W.:SMG (A, E, +2), Space Rider (I, E, +2), Street
Warfare Systems Operation (I, E, +4) & Repair:
Fighting (A, E, +2), Sword (A, E, +2)
Electronic Warfare Systems (I, In, +3), Repair: Armor
(I, In, +2) & Repair: Arms (I, I +3), Repair: Spacecraft Build Points: -2
(I, In, +3) & Repair: Wave Drive (I, In, +2) or Sensors
Operation (I, E, +4) and Repair Sensors (I, In, +3)
Infiltration Specialist
Build Points: 0
Years:5
Ground Operations Solider Skills: Conceal (I, E, +2), Disguise (I, E, +2), Knife
(A, E, +2), Security Systems (I, E, +2), Stealth (A, E,
Prerequisites: Free Guard Academy, Bizzeth Free +2)
Guard Basic Training, Grew up in the Hegemony of Nel
Build Points:0
Requirements: Any missing limbs, appendages or
sensory organs must be replaced.
Years: See Ground Operations Military Occupations Weapon Specialist
below Years: 5
Qualities: See Ground Operations Military Occupations Qualities: Brash
below
Skills: E.W.: Grenade Launcher (A, E, +2),
Skills: See Ground Operations Military Occupations E.W.:Rockets (A, E, +2), B.E.W.:Mounted (I, E, +2),
below B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2),
Next Stage: Stage 4 – Career K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E,
+2)
Life Paths: Any except Bizzeth Free Guard Basic
Training Build Points: 1
Build Points: See Ground Operations Military
Occupations below
Random Events: Roll on the Tour of Duty Random Black Marketeer
Event Table page 97
The lure of high profits. The challenge of getting things
for clients that others can't. Whatever the reason you
Ground Operations Military became a buyer and seller of questionable and illegal
Occupations goods. Some call you a fixer or a black marketeer. As far
as you are concerned you are just a businessperson who
Demolitions Expert sees the law as a mere suggestion.
Years: 5
Qualities: Brash Black Marketeer
Skills: Demolitions (I, E, +5), Engineer: Combat (I, A, Years: 5
+2) Skills: Business (I, E, +2), Conceal (I, E, +2), Forgery
Build Points: 0 (I, In, +2), Persuasion (M, E, +2)
Next Stage: Stage 4 - Career
Life Paths: Any
Courier Drifter
Years: 4
Perquisite: Spacecraft Operation ≥ 40
Abilities: Health -5
Years: 5
Skills: Conceal (I, E, +5), Knowledge: Life on the
Skills: Conceal (I, E, +5), Space Craft Operation (A,
Streets (I, In, +10)
E, +5)
You have survived life in the syndicate long enough to Skills: Stealth (A, E, +2), Street Fighting (A, E, +4),
reach the upper levels of the organization. As a Director Choose One: K.E.W: Pistol (A, E, +4), K.E.W: Rifle
you have control over the Syndicates interests in an (A, E, +4), K.E.W: Shotgun (A, E, +4)
entire system or over several systems depending on how Next Stage: Stage 4 - Career
populated the system or systems are and whether they
are Core or Fringe systems. How you handle matters is Life Paths: Any but if the Character leaves the
up to you but you must meet the goals set out by the Syndicate they gain Enemy 2
Syndicate's Board. Build Points: 0
Random Events: Roll on the Eclipse Syndicate
Eclipse Syndicate Director Random Event Table page 93
Perquisite: Eclipse Syndicate Manager
Years: 5 Procurement
Qualities: Influence: Criminal Element 1 Basic economics, supply and demand, are what keep
any business or organization a float. As part of the
Skills: Perception (A, E, +2), Persuasion (M, E, +2), Syndicate's procurement department you help to keep
Stealth (A, E, +2) the goods flowing into the ands of the clients and the
Next Stage: Stage 4 - Career currency flowing into the coffers of the Syndicate. Of
course most of the transactions you engage in are on the
Life Paths: Any but if the character leaves the shady side of the law.
Syndicate they gain Enemy 5
Build Points: -1 Eclipse Syndicate Procurement
Random Events: Roll on the Eclipse Syndicate Specialist
Random Event Table page 93
Perquisite: Crime, Drifter, Black marketeer,
Mercenary or Spiker
Years: 5
Eclipse Syndicate Employee Qualities: Greedy
Your life on the shady side of the law drew the attention Skills: Business (I, E, +2), Conceal (I, E, +7), Forgery
of some very important people. Now you are a junior (I, In, +4), Persuasion (M, E, +6), Stealth (A, E, +2)
member of the Eclipse Syndicate. This is your way into
the big time. Your first choice is whether you want to Next Stage: Stage 4 - Career
work for enforcement, procurement or tech support. Life Paths: Any but if the Character leaves the
Syndicate they gain Enemy 2
Build Points: 0 under your command. You succeed when they succeed
and you fail when they fail or you fail to punis...
Random Events: Roll on the Eclipse Syndicate
manage them correctly.
Random Event Table page 93
S.A.L.S. Solider
Crewman Prerequisites: Galactic Armed Forces Basic Training,
Years: 5 Republic Military Academy, or previous military
experience
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2), Requirements: Any missing limbs, appendages or
Space Rider (I, E, +2) sensory organs must be replaced.
Qualities: Curiosity Life Paths: Any except Galactic Armed Forces Basic
Training
Skills: Applied Mathematics (I, In, +2), Chemistry (I,
A, +1), Computer Literacy (I, E, +3), Computer Build Points: See S.A.L.S. Military Occupations below
Programming (I, In, +2), Physics (I, A, +2) Random Events: Roll on the Tour of Duty Random
Build Points: -1 Event Table page 97
Medical Specialist Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Years: 5 Space Rider (I, E, +2)
Qualities: Curiosity Next Stage: Stage 4 – Career
Life Paths: Kaylin Space Command Tour of Duty
Build Points: 0 Skills: Dodge (A, E, +2), First Aid (I, E, +2), K.E.W.:
Pistols (A, E, +2), Security Systems (I, E, +2), Space
Random Events: Roll on the Academy Random Event
Rider (I, E, +2), Space Craft Operation (A, E, +2),
Table page 88
Space Suit Operation (A, E, +2)
Life Paths: Kaylin Space Command Tour of Duty
Nuikani
Build Points: 1
As with most other military land branches, the Nuikani
focus on weapons, and taking the fight to the enemy. Random Events: Roll on the Academy Random Event
This includes land assaults, zero-g combat, boarding Table page 88
ships, repelling boarder and what ever else may be
required. The nick name of “Red Fangs” comes from an
old Kaylin honorific for hunters and because it is
rumored that by the time you see a Nuikani on the Kaylin Space Command Tour of Duty
battlefield he or she is already covered in blood. Your
Having survived either basic training or the rigors of the
blood.
academy you are now ready to serve the Council of
Elders. Upon beginning your tour of duty, or starting
Nuikani Recruit another tour of duty, you must remain in the same branch
that you previously served under at basic, the academy
Prerequisites: Grew up in the Council of Elders or during a previous tour of duty.
Requirements: Any missing limbs, appendages or
sensory organs must be replaced.
Ublukani
Years: 2
Prerequisites: Omal Space Academy or K.S.C. Basic
Skills: Dodge (A, E, +2), First Aid (I, E, +2), Grav Training, grew up in the Council of Elders
Vehicle Operation (A, E, +2), K.E.W.:Pistol (A, E, +2),
Requirements: Any missing limbs, appendages or
K.E.W.:SMG (A, E, +2), Space Rider (I, E, +2)
sensory organs must be replaced.
Next Stage: Stage 4 – Career
Years: See Ublukani Military Occupation below
Life Paths: Kaylin Space Command Tour of Duty
Qualities: See Ublukani Military Occupation below
Build Points: -2
Skills: See Ublukani Military Occupation below
Random Events: Roll on the Academy Random Event
Next Stage: Stage 4 - Career
Table page 88
Life Paths: Any except Kaylin Space Command Basic
Training
Trukani
Build Points: See Ublukani Military Occupation below
If you are in trouble within Council space then it is the
Trukani you want coming to your aid. They are the Random Events: Roll on the Tour of Duty Random
space rescue branch of the Kaylin Space Command and Event Table page 97
have been an operating branch for over half a
millennium.
Ublukani Military Occupations
Biological Scientist
Trukani Recruit
Years: 10
Prerequisites: Grew up in the Council of Elders
Qualities: Curiosity
Requirements: Any missing limbs, appendages or
sensory organs must be replaced. Skills: Biology (I, A, +1), Chemistry (I, A, +1),
Computer Literacy (I, E, +5), Computer Programming
Years: 2 (I, In, +2), Engineering: Biomedical (I, A, +1)
Qualities: Dedicated: Help the Helpless Build Points: +1
Weapon Specialist
Tpyical Nuikani
Years: 5
Qualities: Brash Skills: Astrogation (I, In, +1), Astronomy (I, In, +1),
Navigation (I, In, +1), Spacecraft operation (A, E, +5)
Skills: E.W.: Grenade Launcher (A, E, +2),
E.W.:Rockets (A, E, +2), B.E.W.:Mounted (I, E, +2), Build Points: -1
B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2),
K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E,
+2)
Build Points: 1 Lilanite Police Force Basic Training
The LPF is the youngest military in the Republic. While
the recruits consist primarily of Hard Shell Lilanites you
Trukani
will find Animods, Anthromorphs and the occasional
Prerequisite: Omal Space Academy or K.S.C. Basic non-Lilanite.
Training, grew up in the Council of Elders
Requirements: Any missing limbs, appendages or Novas
sensory organs must be replaced.
For only a unit with only a hundred years of tradition
Years: See Trukani Military Occupation below the Novas have made quite a name for themselves.
Qualities: See Trukani Military Occupation below Quick, agile, good in a fight and always ready to lend a
hand the Novas are almost the perfect face of the
Skills: See Trukani Military Occupation below Federation. As a force of a small one system
Next Stage: Stage 4 - Career government very few people in the Republic ever see
one of the Novas however this works in the Novas
Life Paths: Any except Kaylin Space Command Basic favor. Since so few have seen a Nova in action, they are
Training a thing of legend.
Build Points: See Trukani Military Occupation below
Random Events: Roll on the Tour of Duty Random Nova Recruit
Event Table page 97 Prerequisites: Grew up in the Lilanite Federation
Requirements: Any missing limbs, appendages or
Trukani Military occupations sensory organs must be replaced.
Years: 5 Years: 2
Qualities: Dedicated: Helping the Helpless: Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
Skills: Demolitions (I, E, +5), Engineering: Aerospace K.E.W.:SMG (A, E, +2), Space Rider (I, E, +2)
(I, A, +1), Repair Spacecraft (I, In, +2) Next Stage: Stage 4 – Career
Build Points: 1 Life Paths: Lilanite Police Force Tour of Duty
Build Points: 2
Medical Specialist Random Events: Roll on the Academy Random Event
Years: 10 Table page 88
Qualities: Curiosity
Grounders
Skills: First Aid (I, E, +5), Physician (I, A, +2),
Surgery (I, A, +2) The Novas may be the face of the LPF but the
Grounders are the muscle and the shadow. Trained in
Build Points: 0 how to take the fight to the enemy either by a boarding
action, ground combat or infiltrating an enemy
compound.
Pilot
Years: 5
Grounder Recruit
Prerequisites: Grew up in the Lilanite Federation a with pirates, smugglers and racists intent on harming the
people you have sworn to protect. You must serve in the
Requirements: Any missing limbs, appendages or
same branch of the LPF that you chose during the
sensory organs must be replaced.
academy or LPF basic training.
Years: 2
Skills: Dodge (A, E, +2), First Aid (I, E, +2), Nova
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Space Rider (I, E, +2) Prerequisites: Lilanite Police Academy or Lilanite
Police Force Basic Training, grew up in the Lilanite
Next Stage: Stage 4 – Career Federation
Life Paths: Lilanite Police Force Tour of Duty Requirements: Any missing limbs, appendages or
Build Points: 0 sensory organs must be replaced.
Random Events: Roll on the Academy Random Event Years: See Nova Military Occupation below
Table page 88 Qualities: See Nova Military Occupation below
Skills: See Nova Military Occupation below
Rezers Next Stage: Stage 4 - Career
For those who find they are traveling on unreliable
Life Paths: Any except Lilanite Police Force Basic
ships within the Lilanite federation there is no more
Training
comforting site than the yellow and orange hulls and
bright orange space suits of the Rezers. Following the Build Points: See Nova Military Occupation below
centuries old example of the other races, the Rezers are
Random Events: Roll on the Tour of Duty Random
the branch of the Lilanite Police Force dedicated to
Event Table page 97
helping those in need while in transit within the
boundaries of the Federation.
Nova Military Occupations
Rezer Recruit Biological Scientist
Prerequisites: Grew up in the Lilanite Federation a Years: 10
Requirements: Any missing limbs, appendages or Qualities: Curiosity
sensory organs must be replaced.
Skills: Biology (I, A, +1), Chemistry (I, A, +1),
Years: 2 Computer Literacy (I, E, +5), Computer Programming
(I, In, +2), Engineering: Biomedical (I, A, +1)
Skills: Dodge (A, E, +2), First Aid (I, E, +2), K.E.W.:
Pistols (A, E, +2), Security Systems (I, E, +2), Space Build Points: +1
Rider (I, E, +2), Space Suit Operation (A, E, +2)
Next Stage: Stage 4 – Career
Physical Scientist
Life Paths: Lilanite Police Force Tour of Duty
Years: 10
Build Points: -2
Qualities: Curiosity
Random Events: Roll on the Academy Random Event
Skills: Applied Mathematics (I, In, +2), Chemistry (I,
Table page 88
A, +1), Computer Literacy (I, E, +3), Computer
Programming (I, In, +2), Physics (I, A, +2)
Build Points: -1
Lilanite Police Force Tour of Duty
You survived the academy or LPF basic training and Pilot
now you are ready to protect and serve the Federation. It
could be years of monotony and ease or it could be filled Years: 5
Qualities: Impulsive
Skills: Aircraft Operation (A, E, +5), Astrogation (I,
In, +2), Astronomy (I, In, +2), Navigation (I, In, +2),
Spacecraft operation (A, E, +5)
Build Points: -2
Skills: See Grounder Military Occupation below Skills: E.W.: Grenade Launcher (A, E, +2),
E.W.:Rockets (A, E, +2), B.E.W.:Mounted (I, E, +2),
Next Stage: Stage 4 - Career B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2),
K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E,
Life Paths: Any except Lilanite Police Force Basic
+2)
Training
Build Points: 1
Build Points: See Grounder Military Occupation below
Random Events: Roll on the Tour of Duty Random
Event Table page 97
Rezers
Prerequisite: Lilanite Police Academy or Lilanite
Police Force Basic Training, grew up in the Lilanite Mechanic Apprenticeship
Federation
Not everyone dose well in a typical school setting. For
Requirements: Any missing limbs, appendages or some that are there is still the Republic Apprentice
sensory organs must be replaced. Guild. The RAG is a formal system that connects
learners with those who have the experience and time to
Years: See Rezer Military Occupation below
teach. The RAG also makes sure that neither the
Qualities: See Rexer Military Occupation below apprentice nor the master are taken advantage of. The
standard contract is for two years after which it is the
Skills: See Rezer Military Occupation below
responsibility of the master to give a RAG approved test
Next Stage: Stage 4 - Career to the apprentice. On passing this test the apprentice
becomes a journeyman in his or her field.
Life Paths: Any except Lilanite Police Force Basic
Training For those who are good with their hands and have a
mind for machines there is the mechanic apprenticeship.
Build Points: See Rezer Military Occupation below
The individual finds a Mechanic in the field of their
Random Events: Roll on the Tour of Duty Random choosing who is willing to take and apprentice and for
Event Table page 97 several years learning the necessary skills.
Prerequisites: Any vehicle repair skill at 1 except teach. The RAG also makes sure that neither the
Repair: Starship apprentice nor the master are taken advantage of. The
standard contract is for two years after which it is the
Years: 5
responsibility of the master to give a RAG approved test
Skills: Choose one: Repair: Grav Vehicle (I, In, +5), to the apprentice. On passing this test the apprentice
Repair: Ground Vehicle (I, In, +5), Repair: Pressure becomes a journeyman in his or her field.
Vehicle (I, In, +5), Repair: Tracked Vehicle (I, In, +5),
For some the dream of owning their own business or just
Repair: Water Craft (I, In, +5)
working with products and services is a strong. The
Next Stage: Stage 4 – Career merchant apprentice may work for a family owned shop
or a large regional store. Whatever the situation the
Life Paths: Any
merchant apprentice learns the necessary skills to run
Build Points: 0 any size business.
Random Events: Roll on the Civilian Random Event
Table page 91 Merchant Apprentice
Years: 2
Skills: Business (I, E, +5), Persuasion (M, E, +5)
Next Stage: Stage 4 – Career
Mercenary Life Paths: Any except Merchant Apprenticeship
Gun for hire, security consultant, or body guard. Build Points: 0
Whatever you called yourself you decided to take you
weapons experience and use it to make a living. Not all Random Events: Roll on the Apprenticeship Random
mercenaries are thugs with guns and uncontrollable Event Table page 89
blood lust. As with most professions there are good ones,
bad ones and htose hwo live in the gray. Which one will
you become?
Merchant
Mercenary The exchange of currency, the fulfilling of a need, the
providing of a service or just the desire to line your
Years: 5
coffers with more than the next guy, whatever the reason
Qualities: Greedy you decided to become a merchant. You may work in a
high pressure commission oriented sales position such as
Skills: Conceal (I, E, +5), Dodge (A, E, +5), K.E.W.:
vehicle sales or you may be your own boss in a small
Pistols (A, E, +5), K.E.W.: SMG (A, E, +5),
shop. For the most part you remain on the correct side of
Persuasion (M, E, +5)
the law. After all if you wanted to be a criminal you
Next Stage: Stage 4 - Career would have become a Black Marketeer (page XX).
Life Paths: Any
Build Points: 0 Merchant
Random Events: Roll on the Dangerous Job Random Prerequisites: Business ≥ 3
Event Table page 92 Years: 5
Qualities: Influence: Business Community 1
Skills: Business (I, E, +3), Persuasion (M, E, +2)
Merchant Apprenticeship Next Stage: Stage 4 – Career
Not everyone dose well in a typical school setting. For Life Paths: Any
some that are there is still the Republic Apprentice
Guild. The RAG is a formal system that connects Build Points: 0
learners with those who have the experience and time to
Random Events: Roll on Civilian Random Event Having survived the trials of being a Ranger apprentice
Table page 91 you are now ready to take the burden and become a full
ranger. The Ranger's do not stand on ceremony. After a
surgery to replace your eyes with cybernetic
enhancements, a week of recovery, and a small gathering
Nemoan Ranger Apprenticeship you were inducted into the Nemoan Rangers.
Years: 10
Qualities: Solitary Pilot
Skills: Astrogation (I, In, +2), Navigation (I, In, +2), Skills: Astrogation (I, In, +2), Dodge (A, E, +2),
Repair:Spacecraft (I, In, +4), Spacecraft Operation (A, K.E.W.: Pistol (A,E, +2), Navigation (I, In, +2),
E, +9) Spacecraft Operation (A, E, +8)
Random Events: Roll on the OSX Random Event Skills: Dodge (A, E, +2), K.E.W:Pistols (A, E, +2),
Table page 94 Repair: Comms (I, In, +2), Repair: Sensors (I, In, +2),
Repair: Spacecraft (I, In, +2), Repair: Wave Drive (I,
In, +2)
Build Points: 0
Survey Corps
The Survey Corps is called in after a Scout has found a
system with terrestrial planets that needs surveying.
There is always a minimal of a four person team with Pilot Apprenticeship
additional members added if it is a habitable planet. The stars. How you always dreamed of flying among
them. You could have joined the military but you never
did like taking orders much so you chose to become an
OSX Survey Corps Member apprentice to get your hands on a ship sooner. As soon as
Prerequisites: OSX Basic Training you could you applied to the Republic Apprentice
Guild's pilot division.
Years: 10
The RAG is a formal system that connects learners with Qualities: Brash
those who have the experience and time to teach. The
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
RAG also makes sure that neither the apprentice nor the
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
master are taken advantage of. The standard contract is
Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2),
for two years after which it is the responsibility of the
Telepathy (M, In, +2)
master to give a RAG approved test to the apprentice.
On passing this test the apprentice becomes a Next Stage: Stage 4 – Career
journeyman in his or her field.
Life Paths: Reltoan Imperial Forces Tour of Duty
Build Points: -3
Pilot Apprentice
Random Events: Roll on the Academy Random Event
Years: 2 Table page 88
Skills: Repair: Spacecraft (I, In, +2), Spacecraft
Operation (A, E, +4)
Laona
Next Stage: Stage 4 – Career
The Nafta may be the fly boys but you still need those
Life Paths: Any except Pilot Apprenticeship who are specialized in more traditional forms of
combat. The Laona handle boarding actions, zero-g
Build Points: 0
EVA maneuvers and combat, ground combat and hand
Random Events: Roll on the Apprenticeship Random to hand combat.
Event Table page 89
Laona Recruit
Prerequisites: Reltoan, Grew up in the Reltoan
Reltoan Imperial Forces Basic Training Imperium
The Imperial Military is one of the most renowned and Requirements: Any missing limbs, appendages or
secretive military forces in the Republic. Only Reltoans sensory organs must be replaced.
are allowed into the service and only Reltoans who
Years: 4
grew up with in the borders of the Imperium.
Abilities:
Naftana Qualities: Impulsive
No other military force is more well trained nor more Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
proficient in space than the Reltoan Naftana. The First Aid (I, E, +2), Grav Vehicle Operation (A, E, +2),
Naftana formed the might of the Separatist fleet during K.E.W.:Pistol (A, E, +2). K.E.W.:SMG (A, E, +2),
the Unification War 650 years ago and when the Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2),
Reltoans changed sides thye determined the outcome of Street Fighting (A, E, +2), Telepathy (M, In, +2)
the war. The Naftana currently provide instructors for Next Stage: Stage 4 – Career
some of the elite training of Republic Armed Forces
personnel. Life Paths: Reltoan Imperial Forces Tour of Duty
Build Points: -2
Naftana Recruit Random Events: Roll on the Academy Random Event
Prerequisites: Reltoan, Grew up in the Reltoan Table
Imperium
Requirements: Any missing limbs, appendages or Dyso
sensory organs must be replaced. It was recognized long ago by the Imperium that there
Years: 4 needed to a specialized branch of the military to help
those space travelers who became stranded or were
Abilities: other wise in need. This led to the creation of the Dyso.
Whenever a ship is in trouble with in the jurisdiction of Next Stage: Stage 4 - Career
the Imperium it is the Dyso that is dispatched to render
Life Paths: Any except Reltoan Imperial Forces Basic
aid.
Training
Build Points: See Naftana Military Occupations
Random Events: Roll on the Tour of Duty Random
Event Table page 97
Dyso Recruit
Prerequisites: Reltoan, Grew up in the Reltoan Naftana Military Occupations
Imperium
Biological Scientist
Requirements: Any missing limbs, appendages or
Years: 10
sensory organs must be replaced.
Qualities: Curiosity
Years: 4
Skills: Biology (I, A, +1), Chemistry (I, A, +1),
Abilities:
Computer Literacy (I, E, +5), Computer Programming
Qualities: Dedicated: Help the Helpless (I, In, +2), Engineering: Biomedical (I, A, +1),
Telepathy (M, In, +1)
Skills: Dodge (A, E, +2), First Aid (I, E, +2), K.E.W.:
Pistols (A, E, +2), Knowledge: Tactics (I, In, +2), Build Points: -1
Security Systems (I, E, +2), Space Rider (I, E, +2),
Space Suit Operation (A, E, +2), Telepathy (M, In, +2)
Naftana Crewman
Next Stage: Stage 4 – Career
Years: 4
Life Paths: Reltoan Imperial Forces Tour of Duty
Qualities: Brash
Build Points: -5
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
Random Events: Roll on the Academy Random Event
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Table page 88
Knowledge: Tactics (I, In, +2), Space Rider (I, E, +2),
Telepathy (M, In, +2)
Build Points: -3
Reltoan Imperial Forces Tour of Duty
Having survived basic training in RIF it is now time to Physical Scientist
risk your life in the service of the Imperium. Upon
beginning your tour of duty, or starting another tour of Years: 10
duty, you must remain in the same branch that you Qualities: Curiosity
previously served under at basic, the academy or during
a previous tour of duty. Skills: Applied Mathematics (I, In, +2), Chemistry (I,
A, +1), Computer Literacy (I, E, +3), Computer
Programming (I, In, +2), Physics (I, A, +2), Telepathy
Naftana Solider (M, In, +1)
Prerequisites: Reltoan Imperial Forces Basic Training Build Points: -3
or Iimperial Military Academy, Reltoan and grew up in
the Reltoan Imperium and any missing limbs,
appendages or sensory organs must be replaced. Pilot
Years: See Naftana Military Occupations Years: 5
Qualities: See Naftana Military Occupations Qualities: Impulsive
Skills: See Naftana Military Occupations
Skills: Aircraft Operation (A, E, +5), Astrogation (I, Skills: Demolitions (I, E, +5), Engineer: Combat (I, A,
In, +2), Astronomy (I, In, +2), Navigation (I, In, +2), +2), Telepathy (M, In, +1)
Spacecraft operation (A, E, +5)
Build Points: -2
Build Points: -2
Infiltration Specialist
Tech Specialist
Years: 5
Years: 5
Skills: Conceal (I, E, +2), Disguise (I, E, +2), Knife
Skills: Telepathy (M, In, +1), Choose one: Aircraft (A, E, +2), Security Systems (I, E, +2), Stealth (A, E,
Operation (A, E, +4) & Repair: Aircraft (I, In, +3), +2), Telepathy (M, In, +1)
Comms Operation (I, E, +4) & Repair: Comm
Build Points: -2
System(I, In, +3), Electronic Warfare Systems
Operation (I, E, +4) & Repair: Electronic Warfare
Systems (I, In, +3), Repair: Armor (I, In, +2) & Repair:
Laona Grunt
Arms (I, I +3), Repair: Spacecraft (I, In, +3) & Repair:
Wave Drive (I, In, +2) or Sensors Operation (I, E, +4) Years: 5
and Repair Sensors (I, In, +3)
Abilities:
Build Points: -2
Qualities: Impulsive
Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2).
Laona Solider K.E.W.:SMG (A, E, +2), Street Fighting (A, E, +2),
Prerequisites: Reltoan Imperial Forces Basic Training Telepathy (M, In, +2)
or Iimperial Military Academy, Reltoan and grew up in Build Points: -2
the Reltoan Imperium and any missing limbs,
appendages or sensory organs must be replaced.
Years: See Laona Military Occupations Weapon Specialist
Qualities: See Laona Military Occupations Years: 5
Skills: See Laona Military Occupations Qualities: Brash
Next Stage: Stage 4 - Career Skills: E.W.: Grenade Launcher (A, E, +2),
E.W.:Rockets (A, E, +2), B.E.W.:Mounted (I, E, +2),
Life Paths: Any except Reltoan Imperial Forces Basic B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2),
Training K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E,
Build Points: See Laona Military Occupations +2), Telepathy (M, In, +1)
Random Events: Roll on the Tour of Duty Random Build Points: -1
Event Table page 97
Dyso Solider
Prerequisites: Reltoan Imperial Forces Basic Training
Laona Military Occupations or Iimperial Military Academy, Reltoan and grew up in
the Reltoan Imperium and any missing limbs,
Demolitions Expert appendages or sensory organs must be replaced.
Years: 5 Years: See Dvso Military Occupations
Qualities: Brash Qualities: See Dyso Military Occupations
Skills: See Dyso Military Occupations Through your career in the R.I.F. You distinguished
yourself and one day an old fashioned envelope
Next Stage: Stage 4 - Career
appeared in your service locker. No identifying remarks
Life Paths: Any except Reltoan Imperial Forces Basic except your name and the Guard seal. Inside was an
Training invitation to join the Guard.
Build Points: See Dyso Military Occupations
Random Events: Roll on the Tour of Duty Random
Event Table page 97
Medical Specialist
Years: 10
Seril System Guard Basic Training
Skills: Empathy (M, In, +1), First Aid (I, E, +5),
Physician (I, A, +2), Surgery (I, A, +2) As with most major institutions within the Dominance of
Mer, choosing to go to enter the Seril System Guard is a
Build Points: +1 matter of religious conviction. Those who enter the SSG
have a desire to help defend the Dominance and believe
in and wish to protect the Mer. Along with up-to-date
instruction with and in the use of the latest technology
Reltoan Imperial Guard used to wage war those in the Seril System Guard learn
how to wield the ancient mectyl, the Quextil sword of
Only the most dedicated Reltoan can become an honor. Upon entering the SSG the recruit must choose
Imperial Guard. More than just an armed guard for the which branch of the Seril System Guard in which they
emperor and the imperial estates, this elite force wish to serve.
routinely embarks on high priority top-secret missions
for the good of the Imperium. Rumors abound about
assassinations, abductions, covert intelligence and more. Mer Zva
They are on the front lines of defending the Imperium's
interests and secrets The Star Fliers of Mer, the Mer Zva, take pride in the
fact that their wings are strong enough for them to fly in
the vastness of the great black sky. For over 600 years Next Stage: Stage 4 – Career
the Mer Zva has helped protect the systems of the
Life Paths: Seril System Guard Tour of Duty
Dominance and when needed aid the Galactic Armed
Forces. Build Points: 1
Random Events: Roll on the Academy Random Event
Mer Zva Paladin Table page 88
Prerequisites: Quextil, Grew up in the Dominance of
Mer Mer San
Requirements: Any missing limbs, appendages or Even though the Dominance is a deeply religious
sensory organs must be replaced. society they have also been one of the most medically
advanced races. Faith is for the soul they say, medicine
Years: 2
is for the body. It is also a prevalent tenant in their
Qualities: Religious Conviction beliefs that helping others is one of the greatest personal
sacrifices. It is this philosophy that guides those who
Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
serve in the Mer San or space rescue service.
K.E.W.:SMG (A, E, +2), Space Rider (I, E, +4), Sword
(A, E, +4)
Next Stage: Stage 4 – Career Mer San Paladin
Life Paths: Seril System Guard Tour of Duty Prerequisites: Quextil, Grew up in the Dominance of
Mer
Build Points: 1
Requirements: Any missing limbs, appendages or
Random Events: Roll on the Academy Random Event sensory organs must be replaced.
Table page 88
Years: 2
Qualities: Religious Conviction
Mer Pa
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2),
Though descended from avians the Quextil are no
First Aid (I, E, +2), K.E.W.: Pistols (A, E, +2),
strangers to ground combat. Boarding ships fighting off
Security Systems (I, E, +2), Space Rider (I, E, +2),
boarding parties or performing landing and ground
Space Suit Operation (A, E, +2), Sword (A, E, +2)
assaults, the Mer Pa are very adept at warfare. Not only
has the Mer Pa proven itself in countless small battles Next Stage: Stage 4 – Career
to defend the Dominance from pirates and malcontents
Life Paths: Seril System Guard Tour of Duty
but they were a major force in the end of the
Unification War 600 plus years ago. Build Points: -1
Random Events: Roll on the Academy Random Event
Mer Pa Paladin Table page 88
Prerequisites: Quextil, Grew up in the Dominance of
Mer
Requirements: Any missing limbs, appendages or Seril System Guard Tour of Duty
sensory organs must be replaced.
You survived your time at the academy or in the System
Years: 2 Guard basic with your faith intact and are now ready to
continue your service to the Mer. Whatever branch of the
Qualities: Brash, Religious Conviction
service you chose during the academy, basic training or
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), during a previous tour of duty you must choose during
First Aid (I, E, +2), Ground Vehicle Operation (A, E, this tour of duty.
+2), K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Space Rider (I, E, +2), Street Fighting (A, E, +2),
Sword (A, E, +2) Mer Zva Crusader
Next Stage: Stage 4 – Career Skills: Demolitions (I, E, +5), Engineering: Aerospace
(I, A, +1), Repair Spacecraft (I, In, +2), Sword (A, E,
Life Paths: Seril System Guard Tour of Duty +2)
Build Points: -2 Build Points: -1
Medical Specialist
Mer San Crusader Years: 10
Prerequisite: Seril Space Academy or Seril Sytem Qualities: Curiosity
Guard Basic, a Quextil
Skills: First Aid (I, E, +5), Physician (I, A, +2),
Requirements: Any missing limbs, appendages or Surgery (I, A, +2), Sword (A, E, +2)
sensory organs must be replaced.
Build Points: -2
Years: See Mer San Military occupations
Random Events: Roll on the Tour of Duty Random Rescue Op Entry Specialist
Event Table page 97
Years: 5
Qualities: Dedicated: Helping the Helpless:
Solar Alliance Naval Military
Occupations Skills: Demolitions (I, E, +5), Engineering: Aerospace
(I, A, +1), Repair Spacecraft (I, In, +2)
Biological Scientist
Build Points: 1
Years: 10
Qualities: Curiosity
Sailor
Skills: Biology (I, A, +1), Chemistry (I, A, +1),
Computer Literacy (I, E, +5), Computer Programming Years: 5
(I, In, +2), Engineering: Biomedical (I, A, +1) Skills: Dodge (A, E, +2), K.E.W.:Pistol (A, E, +2),
Build Points: +1 Security Systems (I, E, +2), Space Rider (I, E, +2),
Space Suit Operation (A, E, +2)
Next Stage: Stage 4 – Career
Life Paths: Solar Alliance Militia Tour of Duty
Build Points: 0
Medical Specialist
Years: 10
Tech Specialist
Qualities: Curiosity
Years: 5
Skills: First Aid (I, E, +5), Physician (I, A, +2),
Surgery (I, A, +2) Skills: Choose one: Aircraft Operation (A, E, +4) &
Repair: Aircraft (I, In, +3), Comms Operation (I, E,
Build Points: 0 +4) & Repair: Comm System(I, In, +3), Electronic
Warfare Systems Operation (I, E, +4) & Repair:
Electronic Warfare Systems (I, In, +3), Repair: Armor
Pilot (I, In, +2) & Repair: Arms (I, I +3), Repair: Spacecraft
(I, In, +3) & Repair: Wave Drive (I, In, +2) or Sensors
Years: 5
Operation (I, E, +4) and Repair Sensors (I, In, +3)
Qualities: Impulsive
Build Points: 0
Skills: Aircraft Operation (A, E, +5), Astrogation (I,
In, +2), Astronomy (I, In, +2), Navigation (I, In, +2),
Spacecraft operation (A, E, +5) Solar Alliance Marine
Build Points: -2 Prerequisites: S.A. Military Academy or S.A. Militia
Basic Training, grew up in the S.A.
Requirements: Any missing limbs, appendages or
Physical Scientist sensory organs must be replaced.
Years: 10 Years: See Solar Alliance Marine Military Occupations
Qualities: Curiosity Qualities: See Solar Alliance Marine Military
Skills: Applied Mathematics (I, In, +2), Chemistry (I, Occupations
A, +1), Computer Literacy (I, E, +3), Computer Skills: See Solar Alliance Marine Military Occupations
Programming (I, In, +2), Physics (I, A, +2)
Next Stage: Stage 4 - Career
Build Points: -1
Life Paths: Any except Solar Alliance Militia Basic
Training
Infiltration Specialist
Years: 5 Starship Mechanic
Skills: Conceal (I, E, +2), Disguise (I, E, +2), Knife You love starships. The freedom they bring. The
(A, E, +2), Security Systems (I, E, +2), Stealth (A, E, technology they represent. Somewhere along your
+2) journey through life you decided that fixing those
Build Points: 0 magnificent machines was better than flying them. You
may have learned your skills as an apprentice or during
some other job or career. Now you may have your own
Weapon Specialist small starship repair garage or work for one of the big
multi-system companies.
Years: 5
Qualities: Brash Starship Mechanic
Skills: E.W.: Grenade Launcher (A, E, +2), Prerequisite: Repair: Spacecraft ≥ 40
E.W.:Rockets (A, E, +2), B.E.W.:Mounted (I, E, +2),
B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2), Years: 5
K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E, Skills: Repair: Spacecraft (I, In, +3), Repair: Wave
+2) Drive (I, In, +2)
Build Points: 1 Next Stage: Stage 4 – Career
deep of space. Practiced, professional and exceptional Life Paths: Any except Thrassian Defense Force Basic
the Kymoth are the pinnacle to witch the other military Training
branches aspire.
Build Points: See Difyn Awr Military Occupations
Random Events: Roll on the Tour of Duty Random
Event Table page 97
Kymoth Solider
Prerequisites: Grew up in the Parliament of Clans Difyn Awr Military Occupations
Requirements: Any missing limbs, appendages or Biological Scientist
sensory organs must be replaced.
Years: 10
Years: 2
Qualities: Curiosity
Qualities: Dedication: Helping the Helpless
Skills: Biology (I, A, +1), Chemistry (I, A, +1),
Skills: Computer Literacy (I, E, +2), Dodge (A, E, +2), Computer Literacy (I, E, +5), Computer Programming
First Aid (I, E, +2), K.E.W.: Pistols (A, E, +2), (I, In, +2), Engineering: Biomedical (I, A, +1)
Security Systems (I, E, +2), Space Rider (I, E, +2),
Build Points: 1
Space Suit Operation (A, E, +2)
Next Stage: Stage 4 – Career
Difyn Awr Crewer
Life Paths: Thrassian Defense Force Tour of Duty
Years: 5
Build Points: 1
Skills: Compute Literacy (I, E, +2), Dodge (A, E, +2),
Random Events: Roll on the Academy Random Event
K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A, E, +2),
Table page 88
Space Rider (I, E, +2)
Build Points: 0
Years: See Difyn Awr Military Occupations Skills: Astrogation (I, In, +1), Astronomy (I, In, +1),
Comms Operation (I, E, +2), Navigation (I, In, +1),
Qualities: See Difyn Awr Military Occupations Sensors Operation (I, E, +2), Spacecraft operation (A,
Skills: See Difyn Awr Military Occupations E, +5)
Tech Specialist Skills: Conceal (I, E, +2), Disguise (I, E, +2), Knife
(A, E, +2), Security Systems (I, E, +2), Stealth (A, E,
Years: 5
+2)
Skills: Choose one: Aircraft Operation (A, E, +4) &
Build Points: 0
Repair: Aircraft (I, In, +3), Comms Operation (I, E,
+4) & Repair: Comm System(I, In, +3), Electronic
Warfare Systems Operation (I, E, +4) & Repair:
Rhywr
Electronic Warfare Systems (I, In, +3), Repair: Armor
(I, In, +2) & Repair: Arms (I, I +3), Repair: Spacecraft Years: 5
(I, In, +3) & Repair: Wave Drive (I, In, +2) or Sensors
Qualities: Brash
Operation (I, E, +4) and Repair Sensors (I, In, +3)
Skills: Dodge (A, E, +2), Ground Vehicle Operation
Build Points: 0
(A, E, +2), K.E.W.:Pistol (A, E, +2), K.E.W.:SMG (A,
E, +2), Space Rider (I, E, +2)
Build Points: 0
Difyn Tyr Morlo
Prerequisites: Thrassian Defense Force Academy or Weapons Specialist
Thrassian Defense Force Basic Training, grew up in the
Parliament of Clans Years: 5
Requirements: Any missing limbs, appendages or Qualities: Brash
sensory organs must be replaced. Skills: E.W.: Grenade Launcher (A, E, +2),
Years: See Difyn Tyr Military Occupations E.W.:Rockets (A, E, +2), B.E.W.:Mounted (A, E, +2),
B.E.W:Pistol (A, E, +2), B.E.W.:Rifles (I, E, +2),
Qualities: See Difyn Tyr Military Occupations K.E.W.:Mounted (A, E, +2), K.E.W.: Shotgun (A, E,
Skills: See Difyn Tyr Military Occupations +2)
Next Stage: Stage 4 Career Build Points: 1
Life Paths: Any except Thrassian Defense Force Basic
Training
Build Points: See Difyn Tyr Military Occupations Kymoth Achyb
Random Events: Roll on the Tour of Duty Random Prerequisites: Thrassian Defense Force Academy or
Event Table page 97 Thrassian Defense Force Basic Training, grew up in the
Parliament of Clans
Difyn Tyr Military Occupations Requirements: Any missing limbs, appendages or
sensory organs must be replaced.
Demolitions Expert
Years: See Kymoth Military Occupations
Years: 5
Qualities: See Kymoth Military Occupations
Qualities: Brash
Skills: See Kymoth Military Occupations
Skills: Demolitions (I, E, +5), Engineer: Combat (I, A,
+2) Next Stage: Stage 4 Career
Build Points: 0 Life Paths: Any except Thrassian Defense Force Basic
Training
Build Points: See Kymoth Military Occupations
Infiltration Specialist
Random Events: Roll on the Tour of Duty Random
Years: 5 Event Table page 97
Medical Technician
Trade School
Years: 2
For some the military and traditional college are not the
road they choose to take. They are more hands on and Skills: First Aid (I, E, +5), Biology (I, A, +1)
desire careers of service instead of long hours of study.
For them there are the numerous trade schools. Typically
2 to 5 years programs that give their students hands on Sensor Technician
experience in real world applications. Upon enter a trade Years: 2
school a student must decide which field of study they
are going to pursue. Anyone may go to trade school even Skills: Sensor Operation (I, E, +2), Repair: Sensors (I,
if they have already been through a program at another In, +4)
school. However for those who receive training at one of
these institutions more than once they may never take
the same course of study twice. Starship Mechanic
Years: 2
Trade School Graduate Skills: Repair: Starship (I, In, +3), Repair: Wave Drive
Years: See Courses of Study below (I, In, +2)
Courses of Study
Vehicle Mechanic Biological Sciences
Years: 2 Years: 10
Skills: Choose one pair: [Aircraft Operation (A, E, +2) Skills: Choose one: Biology (I, A, +5) or
& Repair: Aircraft (I, I +4), Grav Vehicle Operation (I, Anthropology (I, A, +5)
E, +2) & Repair: Grav Vehicle (I, In, +4), Ground
Vehicle Operation (A, E, +2) & Repair: Ground Build Points: -5
Vehicle (I, In, +4), Pressure Vehicle Operation (A, E,
+2) & Repair: Pressure Vehicle (I, In, +4), Tracked
Vehicle Operation (A, E, +2) & Repair: Tracked Engineering
Vehicle (I, In, +4) or Water Craft Operation (A, E, +2) Years: 10
& Repair: Water Craft (I, In, +4)]
Skills: Applied Mathematics (I, In, +2), Choose one:
Engineering: Aerospace (I, A, +4), Engineering:
Biomedical (I, A, +4), Engineering: Chemical (I, A,
+4), Engineering: Civil (I, A, +4), Engineering:
University
Combat (I, A, +4), Engineering: Computer (I, A, +4),
Even in this age of high technology and superluminal Engineering: Electrical (I, A, +4) or Engineering:
travel still less than 50% of the population attend a Mechanical (I, A, +4)
university. For those who higher education is the right
Build Points: -2
choice, they find that university is a challenging and
rewarding experience. Most courses of study at a
university in this era require extensive study and at least
Medicine
a decade of invested time. The degree achieved is
equivalent to the old Earth designation of a Doctor of Years: 10
Philosophy. Each time a student attends a university they
must choose a course of study that they have not taken Qualities: Dedicated: Healing the Sick
before. Skills: First Aid (I, E, +10), choose one: Physician (I,
A, +4) or Surgery (I, A, +4)
Build Points: -5
University Graduate
Years: See Courses of Study below Political Science
Qualities: See Courses of Study below Years: 4:
Skills: See Courses of Study below Skills: Diplomacy (I, A, +5), Persuasion (M, E, +5)
Next Stage: Stage 4 – Career Build Points: 0
Life Paths: Any but if University is chosen then a
different course of study from any previous University Physical Sciences
course of study must be taken.
Years: 10
Build Points: See Courses of Study below
Skills: Applied Mathematics (I, In, +2), Choose one
Random Events: Roll on the School Random Event Astronomy (I, In, +4) & Physics (I, A, +2), Chemistry
Table page 96 (I, A, +4), Geology (I, In, +4) & Physics (I, A, +2),
Physics (I, A, +4)
Build Points: -2
Stage 2 Tables
Hunted: Your mother worked for one of the prominent psionic families. She found something out
1
that forced your family under the grid. (Secretive, Wealthy +5)
2-9 You had a perfectly normal childhood. (Wealthy +5)
10 You are part of one of the powerful psionic families. (Psionicist, Welathy 2)
Hunted: Your Father claimed to know the secret of the moons. Forced under the grid and running
1
form the authorities your life was one of secrecy and mistrust. (Secretive, Wealthy -1)
2-9 You had a perfectly normal childhood. (Wealthy +5)
As one of the lucky few you went from the orphanage to the austere halls of the Mer Ty. (Loyalty,
10
Religious Conviction, Wealthy +6)
The destruction of Jumal was not just an act of war! Digging around the data nets you uncovered the
1
truth. (Curiosity, Secretive, Wealthy +5)
2-9 You had a perfectly normal childhood. (Wealthy +5)
For some reason the retrovirus drugs didn't help cure your hemophilia as a child. As such you
10
require regular injections of clotting factor. (Hemophilia, Wealthy +5)
Lilanite only. If not a lilanite then re-roll: The transfer to you final body had unforeseen
1
complications. (Compulsive, Obsessive, Wealthy -2)
Lost it all: Due to bad advice and bad decisions your parents lost their wealth and business. (Wealthy
2
-4, Skillful 1)
3-8 You had a perfectly normal childhood. (Wealthy +5)
Growing up in the Lilanite Federation gave you access to advanced medical techniques. Some with
9 benefits far beyond what was expected.
(Greater Reflexes, Wealthy +5)
Lilanite only! If not a lilanite then re-roll: Your final form had some unforeseen advantages. (Double
10
Jointed, Greater Reflexes, Wealthy1)
Was it a misunderstanding or intentional? Regardless murder of a clan official caries a heavy price.
1 Some how you managed to escaped your imprisonment. You have been exiled from your clan. (You
have no clan name, Enemy 3, Secretive, Wealthy -2)
2-9 You had a perfectly normal childhood. (Wealthy +5)
10 Showing exceptional psionic ability you join the Grüs Toa. (Psionicist, Wealthy1)
You know the secret that most Reltoans hold dear. However one night after too much to drink you
began to tell a story of the lost race to some non-Reltoan friends of yours. Now you are being chased
1
by mysterious agents who seem to want to do more than question you (Enemy 3, Secretive, Wealthy
-1)
2-9 You had a perfectly normal childhood. (Wealthy +5)
Growing up as a member of the Reltoan royalty meant that all those around you looked up to you
10 and adored you. But a life of ease also had it's detrimental effects. (Addiction, Charming, Wealthy
+8)
When your mother still worked for Open Mind Limited she discovered one of their deepest held
1 secrets; Open Mind created Wright's disease! Your family has been on the run since. Shortly before
your mother's death she entrusted you with this secret. (Enemy 3, Secretive, Wealthy -2)
2-9 You had a perfectly normal childhood. (Wealthy +5)
Your lineage can be traced back 200 years to Marissa Zol, the developer of the human grav drive. As
10
such your family is on of the Solar Alliance's elite. (Wealthy +8)
No one knows who they were. They were not one of the known races. Their attack was swift and
brutal. You tried to defend your home but failed. Your ship, your home is gone. So are your parents
1
and best friend. It was you and a dozen survivors who floated in a small craft for weeks until you
reached safety. (Revenge, Wealthy -3, Choose One: Missing Foot or Missing Hand)
2-9 You had a perfectly normal childhood. (Wealthy +5)
So many places you saw. So many people and races you met as your home, your ship traveled from
system to system trading. Mother was the one of the flight offices and father was the head engineer
10
so you never wanted for education or excitement and your adventures taught you to be quick.
(Agility +5, Skillful 1, Wealthy +5)
Your parents fell on hard times and could no longer pay their bills. After being evicted from your
berth on the station your family drifted to the under belly with the homeless. Then one day some
strangers came along looking to make an offer to struggling parents. 50,000 syntul for each child.
1 Your mom and dad seemed to have no other choice. The strangers were slavers looking for new
product. Eventually you managed to escape your captors and back to civilization. It only cost the
use of one of your limbs.
(Revenge, Wealthy -3, Choose One: Ruined Limb: Arm or Ruined Limb: Leg)
2-9 You had a perfectly normal childhood. (Wealthy +5)
Your were never sure what mom and dad did but they ran some sort of shop. You were never
allowed in and from what you saw the place was loud, dark and full beings who must have forgot
10
their clothes at home. Whatever your parents did they made sure that you never wanted for
anything. (Wealthy +7)
Roll
Result
1d10
Will your luck ever change? During a routine training mission a loud bang echoed through the ship.
Over the sound of hissing air there was a mad dash to seal off the bulk heads and get into space suits.
Through the carnage and confusion you realized some of your fellow cadets were missing. You made a
1
daring rescue and got the missing cadets on the safe side of the bulk head but not all of you made it.
(Missing Leg, Choose One: Cloned Limb, Cybernetic Limb or Honorable Discharge: may choose any
node from the next Stage.)
During your time at the academy you saw no harm in padding you pockets with a little extra currency.
At first it was just contraband for students. Then some new friends wanted you to get some things off
base. The shipments went smoothly and your academy career was going well. Then the news of a major
2
bank heist on Quisset. You tried to get out before anyone could put two and two together. Unfortunately
at your trial you discovered you had been under investigation for months. (Dishonorable Discharge:
May not choose military service nodes in the next stage, Prison: add 10 years, Wealthy -2)
A month away from graduation, There was a hostage situation in the cafeteria. One of your friends had
his left arm around the Dean of Students neck and the pistol in his right hand pressed against the Dean's
temple. You tried to talk him down but as you reached out for the gun he snapped and shot you in the
3
left shoulder. Then the snipers outside shot him in the head. In the medical ward the Commandant of the
Academy thanked you for your help and his condolences for the loss of your friend. (Regret, Ruined
Limb: Left Arm)
4-7 Your time at the academy was rewarding and fruitful. (Skillful 1)
You were an exemplary cadet. The faculty at the academy put you in accelerated programs and made
sure your skills were nurtured to their fullest. Unlike the other cadets you actually were given the
8
chance to meet and work with high ranking officers and officials in the Federation. (Influence: Military
2, Choose One: Agility +5 or Intelligence +5)
In some areas of your education you just seemed to have a knack for. You could spend the minimal
amount of time studying and still make top marks. The faculty took notice and made sure you were
9
offered opportunities to keep you interested and active. (Choose One: Talented: Computers, Talented:
Medical, Talented: Pilot or Talented: Repair)
During your time at the academy you discovered you seemed to excel at the academic subjects and had
10 no problem picking up new things. Your instructors picked up your ability and made sure you were
always challenged. (Intelligence +5, Skillful 2)
Roll Result
1d10
You don't remember when it happened but it happened quickly. StarShine became your constant
companion. All your money went to buy it and soon all your time went to using it. Eventually your poor
1 performance caught up to you and you failed out of school.
(Addiction: StarShine, Dropout: decrease all learned skills by 1 and may choose the same Course of
Study again, Intelligence -5, Wealthy -3)
The school always seemed to have an abundance of goods lying about. It was just a matter of taking a
little bit at a time and stockpiling it. You never took from the same store room twice in a row nor the
2 same part. When you had enough of one item you would sell it to interested parties. One of your trusty
interested parties turned out to be an undercover agent and they decided you had had enough fun.
(Prison: add 5 years, Wealthy -2)
It is an old tradition that during the three week break between the primary and secondary semesters for
the students to take vacations to popular spots and leave their morals at home. It is not a tradition to so
drunk that a couple of beauties knock you out, take all of your money, strip you and throw you in the
3
cargo hold of a freighter. You woke two systems away in a holding cell trying to explain to the
authorities how you ended up an unintentional stowaway.
(Educational Complications: add 1 year, Wealthy -3)
School was just what you needed to get your life in order. You may not have been the best or brightest
4-7 but you graduated in the top.
(Skillful 1)
You started university because that was what you were supposed to do. You didn't really know what you
were going to do there or where you wanted your life to head. By the end of your higher education
8 experience you discovered that you had hidden talents.
(Choose one: Talented: Biologist , Talented: Computers , Talented: Drive, Talented: Engineer , Talented:
Fast Talker , Talented: Medical , Talented: Physical Scientist, Talented: Pilot or Talented: Repair)
Looking back on your previous experience with school you realized that learning in a classroom wasn't
9 all that hard. Surprisingly it came easier to you then working with your hands did, which you always
thought was your major strength. In school your knowledge blossomed. (Intelligence +5)
It is an old university tradition that during the three week break between the primary and secondary
semesters for the students to take vacations to popular vacation spots and leave their morals at home.
You didn't remember much even after you began to sober up on the flight back to the university.
10
According to the stills and video on your recorder you seemed to have a really good time with a trio of
beauties. Checking your bank you discovered that you apparently were also very lucky.
(Wealthy +1)
Checking the description of the qualities will let you Primary Ability Purchase Scale*
know how to handle multiple instances of the same
quality. Cost per 5 point
Primary Ability Value
increment
0-50 20 points
Build points
51-75 40 points
Part of the nuts and bolts of each life path was the
number of build points received or lost for choosing 76-90 80 points
that life path. Build points are used to customize your 91-100 100 points
identity. Builds points allow you express some
individuality. *Primary Abilities can only be increased or decreased
by 5 points at a time
Racial Attributes
Age
While none of the races live for ever, nor do they age exactly the same. Age is determined by adding up the years
spent on various life paths. The table below shows how certain abilities are modified depending on the age of the
character.
Age in Years
Modifiers
Height
Although the seven races are in general the same shape they do not share the same builds. Also within a particular
race there my be individuals who are taller or shorter, dwarfs or giants. The deviation from the normal build will
produce limitations on a character's physical abilities.
For an added bit of fun and surprise character's may roll on the appropriate height table for their sex to randomly
generate their height.
Roll 1d100 Size Human Kaylin Nel Ari Quextil Reltoan Thrassian
Height Modifiers
Dwarf Strength -10%, Agility +10%
Small Strength -5%, Agility +5%
Normal no modifiers
Large Strength +5%, Agility -5%
Giant Strength +10%, Agility -10%
5.
Names
Racial Table
The tables below only list the most popular names for
Roll Race Roll Race
the given species during the past ten years. There list of
1d100 1d100
names continues to grow with each new birth and is
practically infinite. You can always make up a name but 1 – 10 Human 51 - 60 Nel Ari
remember that the more unique it the more likely
11 - 30 Kaylin 61 - 70 Quextil
someone will remember it. Or you can choose from the
given tables below or generate names randomly using 31 - 35 Lilanaite Animod 71 - 80 Reltoan
the following instructions. 36 - 40 Lilanite 81 - 100 Thrassian
Random Racial Name: Locate the tables the are for Anthromorph
you race and just roll randomly on those tables using 41 - 50 Lilanite Hard Shell
the specified dice. Remember that 1d100 is rolling two
d10's of different colors. One is the ten's dice and the
other is the one's dice.
Human Names
Completely Random Name: Begin by rolling on the Form: Given + Family
Name Origin table. Then just follow the instructions.
Common Human Given Names
Roll 1d10 Name Sex
Name Origin Table 1-4 Ava Female
Roll 1d100 Origin 5-9 Aya Female
1-50 First and last name of racial origin1 10-14 Emily Female
51-70 First name of Alien origin. Last name of 15-19 Emma Female
Racial origin.2
20-24 Maria Female
71-90 First name of racial origin. Last name of
25-29 Mariam Female
Alien origin.3
30-34 Mia Female
91-100 First and last name of alien origin.4
35-39 Mia Female
1. Roll on your race's name tables 40-44 Seo-yeon Female
2. For the first name roll on your race's name 45-49 Sofia Female
tables. For the last name roll on the race table
then on the name tables for that race. If your 50-54 Aiden Male
race or any of the Lilanite varieties is rolled 55-59 Alexander Male
then re-roll.
60-64 Ali Male
3. For the first name roll on the race table then on
the name tables for that race. If your race or any 65-69 Ethan Male
of the Lilanite varieties is rolled then re-roll. 70-74 Hiroto Male
For the last name roll on your race's name
75-79 Jack Male
tables.
80-84 Jayden Male
4. For the first name roll on the race table then on
the name tables for that race. If your race or any 85-89 Lukas Male
of the Lilanite varieties is rolled then re-roll.
90-94 Mohamed Male
For the last name roll again on the race table
then on the name tables for that race. If your 95-100 Mehdi Male
race or any of the Lilanite varieties is rolled
then re-roll.
Common Thrassian Given & Chosen calculate your starting Wealthy Level just simply add all
Names of your Wealthy pluses or minuses together. The Wealthy
Quality cannot go lower than 0 and it cannot go higher
Roll 1d100 Given / Chosen Meaning than 10.
Name
After determining your starting Wealthy Level you may
1-4 Anghen Monster spend build points to increase your level of Wealthy. You
slayer may also receive Build Points by decreasing your level
5-9 Awyr Of the sky of Wealthy. To raise you Wealthy Level cost 10 points
per level above your current level. To lower your
10-14 Dewyr Brave Wealthy Level you gain 10 points per level below your
15-19 Diglar Smart; current level. Once your final Wealthy Level is set roll
intelligent on the Wealthy table to determine your starting money.
20-24 Dochyn Wise; full of
wisdom
Wealthy
25-29 Eiswyr Seeker
Level Starting money
30-34 Fydlon Loyal
0 1d10 x ç50
35-39 Gwelseren Star
Watcher 1 1d10 x ç200
40-44 Gynt Of the wind 2 1d10 x ç500
45-49 Halnyn Of the sun 3 1d10 x ç1,000
50-54 Hoglau Precious 4 1d10 x ç2,000
sun light; 5 1d10 x ç10,000
warmth
6 1d10 x ç25,000
55-59 Hyfed Treasured
one 7 1d10 x ç50,000
Bonus added to the target takes place in series of one-second rounds. In each round
Difficulty there is an order in which Identities can act and a limited
number
number of actions that each character can take. Through
Easy +5 the succession of rounds combat is resolved.
Normal +0
Moderate -5
Turn Order
Difficult -10 The order in which Identities act in each round is
determined by an Agility check. The Identity with the
Very Difficult -15 highest number of successes goes first, then the next
highest and on down. The last Identity to go will be the
one with the least number of successes or the greatest
number of failures. An Identity may choose to delay
Contested Skills Test their turn for some point later in the turn order. If two
Sometimes you are testing your skills or raw ability Identities have the same place in the turn order then at
against an opponent's skill instead of an arbitrary the beginning of combat the character with the highest
difficulty. For this kind of test you and your opponent speed goes first.
roll against the appropriate skill or ability. If both Example: Joressi, Brianna and Rathan are about to take
succeed then who ever has the higher number of on Big Brutus. To determine the turn order they all roll
successes wins. If either one of you fail in the challenge Agility checks. Joressi has an Agility of 45 and rolls a 41
the the one who succeeded wins. Of course if both of for 2 successes. Brianna has an Agility of 40 and rolls a
you fail the neither one of you wins. 39 for 1 success. Rathan has an Agility of 35 and rolls a
42 for 2 failures. Big Brutus has an Agility of 45 and
rolls a 50 for 2 failures. The turn order is Joressi,
Working Together Brianna then Rathan and Big Brutus. When it is time for
During simulations one Identity can help another Rathan and Big Brutus to act Big Brutus goes first
Identity if the GM allows it. To do this the helper must because he has the highest speed.
be trained in the skill needed and rolls first. The number
of successes that the helper gets determines the bonus
received by the doer, the Identity actually performing the Actions
test. If the helper fails he or she cannot re-roll and the Each character can perform a move action, an attack and
doer receives no bonus. The number of helpers for any a simple action.
given task is up to the GM but all the helpers must
declare they are helping before anyone rolls.
Move Actions
As a move action you can move at your speed, ready a
Number of Helper's Doer weapon, pick up an item, or dodge an attack. You may
Successes Bonus also sacrifice your move action in order to:
Cover
Armor
In any combat situation an Identity benefits from not
being an easy target. This is why taking cover is in your To help an Identity withstand damage he or she can don
best interest. Cover increases the difficulty to hit you by armor. In simulations this is recorded as an Armor
raising the defender's dodge and lowering the attackers Rating. When taking damage, from a successful attack,
skill. Cover comes in several different designations. the Identity's Armor Rating is subtracted off of the
damage total. Any remaining damage is then subtracted
• Full cover - The defender's body cannot be seen from the Identity's Stamina or Body Pool.
by the attacker
• ¾ cover – only the defender's head and the top Injury, Death & Dying
of his/her shoulders are visible to the attacker or
the defender is lying prone. Life is conflict so eventually you will get hurt. When an
Identity gets hurt the damage is first subtracted from
• ½ cover – the defender's head shoulders and his/her Stamina then from the Body Pool once their
upper torso are visible to the attacker Stamina is gone. When the Body Pool drops to zero the
• ¼ cover – only the defenders legs cannot be Player is unconscious and dying. When his/her Body
seen by the attacker or the defender is in a Pool drops to -5 the Player is dead.
crouch.
Rewards
During a simulation it is up to the GM to motivate the
Players by what ever means will be most effective for
their Identities. Offering currency and other material
gains is excellent way to get Identities involved but only
the GM can determine what will work for that particular
situation or their group of Identities.
Build Points
To be able to fully test Identities and to bring more
enjoyment to your players, Identities need a way to
advance. This is accomplished by rewarding Build
points. Build points can be awarded per challenge or
per adventure. Whatever is convenient to the GM.
Beamed Energy Weapon: Mounted (Agility, Easy, Computer Literacy (Intelligence , Easy)
Beamed Energy Weapon: Rifle equal to 5)
You are trained in using computers and information
The character is trained in the use of b.e.w.'s that are systems beyond the abilities of the average person. This
designed to be mounted or braced. includes system administration, installation, setup and
repair.
Beamed Energy Weapon: Pistol (Agility , Easy )
The character has the been trained in the use of hand Computer Programing (Intelligence , Intermediate ,
held b.e.w.'s. Computer Literacy equal to 10)
You can manipulate computer and information systems
by writing, analyzing and debugging computer code.
Beamed Energy Weapon: Rifle (Agility, Easy)
The character is trained in the use two-handed b.e.w.'s.
Conceal (Intelligence , Easy )
You are adept at hiding things on your person or in other
Biology (Intelligence , Advanced ) locations. If someone wishes to find what you have
The character has extensive knowledge of how living hidden then that Identity must make a Perception skill
systems are created and how they function. check against your Conceal check.
The character has training in the use of bows for combat You are trained in the use of all manner of explosives;
and for survival and hunting. setting, removal and disposal.
The character has the knowledge required to run a You are trained in the art and practice of conducting
business. negotiations between representatives of various parties
whether they are different states, governments or
species. Most Diplomacy checks are contested checks
time this skill is selected a new branch of the law to Persuasion (Mind, Easy)
study must be chosen. Areas of specialization are:
Galactic, constitutional, business, tax, laws of a specific You are trained in the art of persuading others through
system, laws of a specific city, etc. various means including intimidation and seduction.
Navigation (Intelligence, Intermediate) You are trained in the diagnosing and repairing of
aircraft and aircraft systems
You can find your location in a terrestrial setting using
landmarks, the stars and the local sun. You can also plot
a course using the same information. Repair: Armor (Intelligence, Intermediate)
You are trained in the diagnosing and repairing of
Perception (Agility, Easy) vehicle and personal armor.
The character is trained in the repair of vehicles who You are trained in being apart of a crew of a sea faring
move by use of anti-gravity in planetary environments. ship. This knowledge includes the ins and outs of life
aboard sea vessels and how to deal with extended
missions on and under the sea. This familiarity extends
to basic knowledge of ship systems and their operation,
Repair: Ground Vehicle (Intelligence, Intermediate) emergency procedures and basic above and below water
You can diagnose and repair wheeled ground vehicles. training.
familiarity extends to basic knowledge of ship systems weapons greater then 30 centimeters.
and their operation, emergency procedures and basic low
and zero gravity training.
Tracked Vehicle Operation (Agility, Easy)
Space Suit Operation (Agility, Easy) You can drive ground vehicles that use tracks such as
tanks.
You know how to use self contained pressurized suits
such as those necessary to work in the environment of
space. Water Craft Operation (Agility, Easy)
You can operate vehicles designed to travel on the
Spacecraft Operation (Agility, Easy) surface of water. These vehicles can be either be
powered by an engine or driven by natural forces.
You can pilot spacecraft.
Prerequisite – If the quality has a prerequisite it You can use both hands equally without penalty.
is listed here.
Appearance (variable)
Addiction (-5 )
Your appearance gives a bonus or penalty on reaction
You are addicted either to a substance, lifestyle or event. checks from others. Choose one:
You can choose the focus of your addiction.
until made to pay attention. As a result all rolls are at a certain number of times, counting to one hundred several
-5 . times in a row, writing down the first one hundred prime
numbers or rapidly pacing back and forth a certain
number of times. These behaviors or mental acts are
Balance (10) excessive. To resist performing the behavior or mental
act you must make a Mind check at a -5. Failure means
As long as one of the your limbs can touch ground then that you are distracted. For every degree of failure is an
you are never unbalanced. additional 5 minutes that you are distracted and suffer a
-5 to all rolls.
Brash (-5)
Curiosity (-5)
You have trouble controlling your actions when under
stress or duress. A Mind check at -2 is required to not New things interest you and are always the first to
give in to the desire to act before thinking. If you fail investigate. When confronted with a new item, situation,
then you must act. This means if you see an enemy or a place or person you must make a Mind check or be
threat you will rush in to eliminate the threat or foe. If distracted Failure results in a -2 on all rolls.
you are in a social situation you will blurt the first thing
on your mind.
Cybernetic Replacement (15)
Cloned Replacement (20) Part of your body has been replaced using the latest
technology has to offer. Even with all the advances in
You had a part of your body replaced with tissue grown medical science no cybernetic replacement is as good as
from your own genetic code. Even with all the advances the original. Whenever you are wounded you must make
in medical science no clone replacement is perfect. an additional Health check at -5. On a failure the
Whenever you are wounded they must make an cybernetic replacement is damaged. You must seek
additional Health check at -5. On a failure, your body is medical care from a hospital with a department that is
rejecting the replacement in favor of preserving the specialized in cybernetic replacements. Damaged
body's central core. You must seek medical care from a cybernetics are susceptible to interference from EM
hospital. For each day you do not receive care you will fields. Whenever you are near any source of a strong
suffer a -5 to all Agility based checks. Cloned enough EM field (starships, grav vehicles, server
Replacement is the opposite quality from Lesser Senses, clusters, power lines, etc.) you must make a Health
Missing Arm, Missing Foot, Missing Hand or Missing check at -10. The degree of failure determines the effect
Leg. Each time the you take Cloned Limb it replaces the field has on the replacement. Cybernetic
only one of the previous Missing qualities listed. Replacement is the opposite quality from Lesser Senses,
Missing Arm, Missing Foot, Missing Hand or Missing
Leg. Each time you take Cybernetic Replacement it
Charming (2) replaces only one of the previous Lesser Senses or
Missing qualities listed.
You add +2 on all Persuasion rolls.
Compulsive (-10)
When stressed you feel the need to engage in repetitive
behaviors or mental acts in order to cope with the stress.
For example this may be washing the your hands a
Damaged Cybernetic Limb Health Enemy Level Highest stage Extra Build Points
Check
1 Stage 3 10
Number of failures Effect
2 Stage 4 15
All Agility 3 Stage 4 twice 20
1–2
checks at a -5 2 Stage 3
4 20
All Agility Enemies
3–4
checks at -10 2 Stage 4
5 30
The replacement Enemies
5+
is useless
You have dedicated your services or life to a certain You can sense a greater part of the EM spectrum than
goal. Whenever there is chance to fulfill the object of just visible light. Choose one of the following: radio,
your Dedication you must give in. To resist you must microwave, infrared, ultraviolet, x-ray, gamma ray. This
make a Mind check at -5. On a failure you act in the quality may be chosen more than once but each time it
service to the object of your Dedication. At Identity costs 10 points.
Generation you must state who or what is the subject of
your Dedication.
Exile (15)
You are not allowed to return to a certain city, region,
Double Jointed (10)
planet, system or Core government. If you do and are
You gain a +5 on Agility based skills. caught by the authorities then you will be imprisoned
without trial for a minimum of 10 years and all of your
assets will be seized. You must choose the place of exile
Eidetic Memory (20) at Identity Generation.
Hallucinations (-20)
Flight (40, Lilanite)
You experience that are not there and you can become
You have wings or other adaptation that gives you unstable. A Mind check at -10 is required to not give in
powered flight. Your flying speed is your base Speed x to the hallucinations. Choose one: Visions or Voices.
8.
Headaches (variable)
Gliding (20 points, Lilanite or Quextil)
You have frequent headaches. These headaches may be
You wings or membranes that allow you to achieve range from mild to sever migraines. The effect they have
un-powered flight by gliding on atmospheric thermals. on you depends on the level.
Your maximum glide speed is your base Speed x 6.
Headaches Influence
Impulsive (-10)
You have trouble controlling your actions when under
Hemophilia (-25)
stress or duress. A mind check at -5 is required not to
With out the proper medication your blood does not clot. give in to the desire to act before thinking. A failed roll
When injured you lose 1 point from his or her Stamina, means you must act. If you see an enemy or a threat then
or Body Pool if the character's Stamina is 0, per minute. you will rush in to eliminate the threat or foe. If you are
To stop the bleeding you must be injected with clotting in a social situation then you will blurt the first thing on
factor and rest for 30 minutes. your mind.
You have influence with a certain sector of society of a The increase in the range can be applied to either end of
certain group of people. When talking to the object of the temperature range or divided to increase both ends of
your influence you get a bonus to your Diplomacy or the range. The standard temperature range for most
Persuasion skill checks. The character must specify sentients is 25 °F to 80°F or -4 °C to 27 °C.
which group or part of society they have influence with.
Lesser Senses
Missing Leg (-20)
Level Build Points Effect Through accident or mishap you lost one of your legs.
All Agility based rolls are at a -10 and the your Speed is
-2 on sense based reduced to half its normal value. Once the leg has been
1 -5
Perception checks replace, either by a clone leg, mechanical prosthesis or
-5 on sense based by a cybernetic one this Quality vanishes.
2 -10
Perception checks
-10 on sense based Natural Armor (variable)
3 -15
Perception checks
5 points per level
Total loss of
4 -20
particular sense Through natural biology or some sort of enhancement
you have think skin, scales, dense fur or some other
feature that gives you a resistance to damage. Armor is
described in the Running Simulations: Combat section.
Loyalty (-15)
You have pledged your services to a group, government
or person. Whenever there is chance to defend, protect,
serve or honor the focus of your loyalty you must give
in. To resist the pledge of loyalty, you may make a Mind
check at -10. On a failure you are compelled to act. At
Identity Generation you must state who or what is the
subject of their loyalty.
Phobia (-15)
You have an intense and persistent fear of a certain
Obsessive (-10) situation, activity, thing, animal, or person. Whenever
you see, experience or expect to experience the object of
you have recurrent and persistent thoughts, impulses, or
your phobia, you have an excessive and unreasonable
images that when experienced are intrusive and cause
desire to avoid the feared stimulus. When you are in
marked anxiety or distress. These thoughts, impulses, or
danger, real or imagined, of experiencing the object of
images are not simply excessive worries about real-life
your phobia you must make a mind check at a -10.
problems. You recognizes that the obsessional thoughts,
Success allows you to act normally. Failure imposes a
impulses, or images are a product of the your own mind,
-10 penalty to all of you actions. How long this penalty
and are not based in reality. A Mind check at a -5 is
lasts depends on the number of failures. You must
required to ignore or suppress such thoughts, impulses,
choose the object of their phobia at character creation.
or images, or to neutralize them with some other thought
or action. Failure means that you are distracted. The
degree of failure determines how many minutes the
character will suffer a -5 to all rolls. Phobia Mind Check Failure
Length of
Number of Failures
Obsessive Mind Check Failure distraction
Secretive (-10) of skills. Each time this Quality is chosen you must
specify which set of skills you have a talent for from the
You have sensitive information that cannot fall into the list below.
wrong hands. This could be information about your
employer or about certain governments, people, places
or forces. You must protect this information at all cost.
When choosing this quality you must specify what the Talented
Bonus
secret is. Category
Build Point
Level Area
Cost
Wealthy (variable)
The Wealthy Quality represents how much money you
have. This only effects the starting wealth of the
Computer Technology
Let's Go Shopping – Computer technology for the races in the G.R.C. is quite
Equipment advanced. The core piece of equipment is a called a data
wafer. This is a five-by-seven centimeter card that is 50
Raw talent and ingenuity will only get you so far in this millimeters thick. The card contains the processor,
Republic of ours. Even a moron with a good weapon can operating system files, data storage from 20 to 100
make a name for him or herself. You need to have the petabytes and a four and one half centimeter touch
right tool for the right job. screen. The touch screen functions are limited to data
management on the wafer and cannot be used to access
THe list below is far from a complete list of all there is or display the files on the data wafer.
to buy. It is more of a sample of the more common items
and their average prices. You could find that prices will To access, display, manipulate and record new data on a
vary depending on your source but the black and red data wafer an external from factor is needed. The form
markets tend to also as for more than syntuls. factors range in size from a hand held to a desktop. At
12-by-7-by-1 centimeters, the hand held is a fully
One thing that you must keep in mind when buying any function data device but does not offer and extra storage.
item is its Class. This is a letter designation describing if The inserted data wafer becomes the heart of the hand
it is legal to own the item and what other restrictions and held device. This restricts the transfer of data from one
penalties may apply. For example any one can own a wafer to another by use of either a network interface or
data wafer but sniper rifles are restricted to military an external wafer reader.
personnel.
The more convenient models are the tablet and desktop.
Both form factors contain extra storage in the form of
Item Class multiple data wafers and have multiple ports for
connecting to other devices. The tablet model is
Designation Description Legality 2.25-by-1.65-by-0.35 centimeters and weighs one
kilogram. It has a touch screen and a digital stylus. The
U Unrestricted No Permit desktop model is 45-by-35-by-9 centimeters with a 50
centimeter display. The desktop and tablet models both
Anyone may own have built in projectors for easy display and can project a
the item but a holographic keyboard for easy data entry.
L Licensed
license is required
to use the item. There are more sophisticated data systems but these are
usually found in large establishments, on board ships or
Permit required. Not in various custom applications. These larger models are
R Restricted
Open to everyone not mobile but do have the ability to read and write data
Use of the item wafers if the user has the right permissions.
I Illegal could result in jail Data wafer
and/or heavy fines
Weight: 0.5kg
Only Active duty
military personnel Class: U
M Military are allowed access Cost: ç20 for 20 PB (petabyte) , ç45 for 50 PB , ç60 for
to this item 75 PB , ç75 for 100 PB
Desktop
Money Weight: 5kg
The Republic's unit of currency is called the syntul and Class: U
is represented by the symbol, ç. The syntul is a free
floating currency and it's value raises and lowers in Cost: ç400
relations to the local currency markets with in the Core
governments.
Vehicle Terms races tend to be not very tall and when needed expand
underground in order to preserve the natural
How many beings are used to environment.
Crew
operate the craft. Glide vehicles cannot travel more than three meters
The number of passengers a craft above the ground. This is a limit imposed by the
Passengers can hold in addition to the driver or governments and the manufacturers for the public safety.
operator. This does not mean that the vehicle can not be modified
to fly above the three meter limit. A skilled technician or
The bonus to a character's mechanic can easily remove the mechanical limiter
Handling
driving/piloting skill. (Repair: Grav Vehicle -5) and the software limiter and
Speed Max speed in meters/second. reporting function (Computer Hacking -5).
Space The maximum speed of a
Speed spacecraft in normal space. Glide Coup
The speed in light years per hour of
Wave Drive ES: 5 Speed: 90 m/s
a spacecraft with a wave drive.
IS: 10 Max Load: 0.25 metric tons
The maximum weight the vehicle
Max Load
can carry. Crew: 1 Cost: ς45,000
Cargo The number of holds the craft has Passengers: 2 Class: U
Holds for carrying goods and supplies.
Handling: +5 Skill: Grav Vehicle Operation
Hold The volume of the vehicles cargo
Capacity hold A glide coup is a two-seater, sporty version of a glide
sedan with minimal storage space.
The square footage of the crew area
Crew Area
in a spacecraft.
The volume of the spacecrafts air Glide Sedan
Air Tank
tank. ES: 5 Speed: 85 m/s
The volume that the spacecraft's IS: 15 Max Load: 0.5 Metric tons
Water Tank
water take can hold.
Crew: 1 Cost: ς30,000
The volume of fuel a spacecraft can
Fuel Tank Passengers: 4 Class: U
hold.
If the vehicle has weapons they are Handling: +2 Skill: Grav Vehicle Operation
Weapons
listed here. The glide sedan is you basic four door, five-seater
The purchase price of a new vehicle. Available in a wide variety of colors and
Cost
vehicle. configurations from a numerous number of
manufacturers
Who may purchase, own and
Class
operate this vehicle legally.
This is the skill required by the Glide Truck
Skill
character(s) to operate the vehicle.
ES: 10 Speed: 85 m/s
IS: 20 Max Load: 1 metric ton
Direction of
Gravitational
Acceleration
Accuracy Only applies to ranged Weapons. This is The problem with hand held EM weapons is power. To
the skill bonus gained for using this generate a laser beam, a stream of plasma or what have
weapon you, requires a lot of energy. Even with today's modern
power delivery and generation systems it is not possible
Armor Points Armor Only. When taking damage the to miniaturize a power supply needed to generate a laser
Identity subtracts his or her total number beam or plasma stream and give the weapon more than a
of Armor Points from the damage total couple of shots. Fusion reactors can only get so small
first. The remainder is applied to the and still be safe.
Identity.
Besides kinetic energy weapons, a.k.a. firearms, benefit
Location Armor only. The part of the body the from the same advances that would make a laser pistol
armor covers. possible. Modern mirotechnology and microelectronics
Range Only applies to ranged weapons. This is have made modern firearms even more reliable and
the maximum effective range of the cheaper to manufacture. Cheap to make and cheap to sell
weapon. mean higher profit margins at lower prices. All
corporations love high profit margins.
Reach Only applies to melee weapons. Reach is
the maximum distance at which a melee Lastly is the kind of damage caused by the weapons.
weapon can hit a target. The value is Particle beam weapons (PBW) all cause the molecules of
given as either: A for adjacent or E for the target to rapidly accelerate causing heat and then an
extended. Weapons with the extended explosion. Explosions look cool but when in close
rating can be used to attack nonadjacent quarters combat it can kind of ruin the day of the guy
enemies up to 3 meters away. next to the target. This is great if it is another hostile but
when its one of your team who flanked the baddies it
Rate Only applies to ranged weapons. Rate is might not be so good. This makes PBWs great as
the rate of fire of a weapon. This is how artillery pieces or ship mounted weapons but not so good
many shots are fired with one activation in the hand held category.
of a weapon. Some weapons have the rate
in the following format 1(3). Weapons Ballistic weapons on the other hand are good, silent
with a Rate in this format means that each killers. Since ballistics are designed to rend holes in
shot fires multiple smaller projectiles as targets, they make it easy to set up directions of fire in
in the case with shotguns. The number in close combat so that your team does not get hurt. Also
front of the parentheses is the number of ballistics can be made silent. Explosions are loud no
shots per activation and the number in the matter the source and when trying to get the jump on
parentheses is the number of smaller someone, silence is probably preferred. Also with the
projectiles per shot. right ammo you can have a team mate right next to the
target and not hurt them. Firearms have become the
scalpel of the militaries of the galaxy while PBWs are
Rothi 'Slugger'
Modern Firearms
The slugger is the premiere multi-projectile weapon;
This section includes everything from modern re-works shotgun to the rest of us. Easy to maintain. Easy to
of old and ancient favorites to the new sophisticated repair. Easy to load and easy to use. This weapon is
models. Most of the items here are firearms but there used by both the military and civilian population and
are some other types of kinetic energy weapons listed. both communities show unending devotion to the
Ballistics Vest
Location: Torso
Armor Points: 5
Cost: ς1,450
Weight: 1kg
Distortion Net
Location: Full Suit Melee Weapons
Armor Points: 0 Even in this age sometimes a good old fashioned meele
Cost: ς1,300 weapon is still needed to get the job done.
Weight: 1.5kg
Knife
Class: L
Knife
A distortion net is a suit that generates a visual and
auditory distortion field with a 1 meter radius. The Damage: 1d5+2
center of the field can be shifted up to 0.5 meters in front
Reach: A
of the wearer so that one additional person can be
covered by the field. When in use all it requires a Weight: 0.5kg
perception check at -10 to hear or see what is going on
inside the distortion field. The suit has enough of a Cost: ς25
charge for 2 hours of continuous use. Class: U
A knife is any bladed weapon less than 30 cm (12
Frag Vest inches) meant to be used single handed. Examples are
throwing knives, the kitchen utensil, small daggers, etc.
Location: Torso, groin
Armor Points: 3
Cost: ς1,350 Sword
Weight: 2kg Short Sword
Class: R Damage: 1d5+4
Reach: A
Tactical Suit Weight: 0.5kg
Cost: ς500
Class: U Rations, M.R.E.
A short sword is a one handed sword with a blade Weight: 3kg
between 30 an 76 cm (12 and 30 inches).
Class: U
Cost: 60
Broadsword
Meal Ready to Eat. These rations contain an entire
Damage: 1d10 preserved meal. Hot water can be added if available to
make it more palatable but is not required. The normal
Reach: A
shelf life is 3 years under normal conditions. Enough for
Weight: 1.3kg 7 days.
Cost: ς600
Class: U Repair Kit
A broadsword is any two-handed bladed weapon that is Weight: 11kg
greater than 76 cm (30 inches) in length.
Class: U
Cost: 120
Miscellaneous Equipment
The repair kit includes all the tools needed to diagnose
and repair common problems. For the character this
Comm gives a +5 bonus on the repair target number.
For those who do not have a hand held form factor for Class: R
their data wafer(s) or just wish to use a different device Cost: 120
to communicate with the world at large there are comms.
Only 7x4x2 cm this small, voice only device has a basic The security kit includes common programs and tools
interface that only informs the user of the available needed to repair and install security systems. Of course
networks they can connect to. The devices are sold in for the less scrupulous it could also be used to undo
packs of 5 and each comm in the pack can communicate security measures. For the character this gives a +5
with any other device in the pack free of charge. The bonus on the repair target number.
range is up to 8 kilometers. Tent, Synthetic
Weight: 2.3kg
JKR-1050 Binoculars Class: U
Weight: 1kg Cost: 250
Class: U A basic all weather tent. The synthetic fibers keep heat in
Cost: ç4,000 and the weather out.
Galaxy Map
stood up where none would. His resolve to defy orders favor of the Unifiers. First the majority of Urza's secret
and bring an end to Durza was strengthened when he bases had been located and destroyed. This had
witnessed his daughter taken and sold into slavery and weakened the military might of the Separatists. Second,
his wife left blind and limbless because of Durza's war. the news vids of Unifiers fighting off Separatists attacks
The Thrassian General's name was Garllet Vizi Somnel on population centers, some times to the bitter end,
and he publicaly defied orders when he went public and caused their popular support to fade. Third a new race
pleaded for the races to unify their forces in order to was introduced to the galaxy at large known as the
strike back against Urza. Quextil.
Once General Somnel's plae was heard and after several The Quextil's introduction to the galaxy was not a
systems fell to Durza's influence. the First Galactic peaceful one. Imagine the surprise to the Quextil ship
Quorum was called in order to discuss unifiying the Sons of Mer when they entered the Thrassian system
races forces. The Qourum met on Kaylin Tor. After Nor Cha to find that they were not alone in the galaxy,
much debate the Kaylins and Thrassians decided to unify and were immediately attacked. Nor Cha was the site of
their forces against Urza while the Reltoans were an intense battle between Unifier forces and Urza'a
opposed. The fourth race, the Tor, were split. The Tor Ian pirates. As the Sons of Mer came into the system both
were for unification while the Tor Egan were with the sides noticed the telltale signs of a wave drive. However
Reltoans. Little did anyone know that one of the true to form and true to the desperation they felt, Urza's
Reltoans' main reasons for objecting was the fear that if forces attacked with out provocation. Luckily for the
a unified force captured Urza then a unified court would Sons, which was not an armed or armored vessel, the
put him on trial and their secret would come out. Unification forces came to their aide and saved the ship
and crew.
Meanwhile Urza began to use the split between the races
to bolster his image. He persuaded some that he was not If Urza's forces had not attacked it is very probable that
an outlaw but instead a victim of a galaxy wide the Quextil may have declared themselves a neutral
propaganda campaign, and that he alone was fighting to party. Unfortunately the “Nor Cha Incident”, as it has
preserve individual freedom and racial sovereignty. Urza become known, not only put the Quextil on the side of
persuaded millions to join his forces including the the Unifiers but also helped to further decrease the
Reltoans and the Tor Egan. So now the line was drawn popular support for Urza. Soon after the “Nor Cha
and the sides were named. Those in favor of joining Incident” even the Reltoan government officially
forces and governments to face the “Pirate King” were switched sides and Urza's forces were soon overpowered
known as Unifiers. Those who saw unification as on all fronts.
nothing more than a grab for power and a diminishing of
It should be noted that going into the war there were four
individual rights called themselves the Separatists.
interstellar races, near the end there were five races, and
For decades the war was nothing but a series of after it was over there were four races again. The last
engagements that drained resources, and most of these major engagement of the War was in 0 GE in the Tor
were fought to a standstill. The Unifiers mainly attacked home system, Tor Iannis. Since roughly half of the Tor
Urza's forces out and not those of the Reltoan's or the supported the Seperatists, and by association Urza, the
Tor Egan because it was felt that the others had been “Pirate King” was allowed to build a base on Tor Egan.
duped or coerced into helping Urza. However once joint When the Unification forces showed up and demanded
fleets of Reltoan, Tor Egan and pirate vessels began the surrender of Urza and his forces, Urza unleashed his
attacking civilian targets the Unifiers changed tactics. most devastating tactic.
Still not wanting to target population centers the Unifiers
Knowing the end was near and desperately wanting to
instead initiated a massive intelligence gathering effort
strike at those who stole power from him, Urza
to find the hidden bases from which Separatists attacks
unleashed a nuclear holocaust on Tor Egan. He had no
were being launched. Also the Unifiers strategically
concern or pity for the fact that only half of the
placed their forces in highly visible theaters where it
population opposed him. He viewed them as his
could be seen that the Unifiers, not the Separatists, were
followers and dying for their king when he needed them
the ones valiantly fighting to preserve the life of the
the most was just how they could best serve his whishes.
common individual. The unifiers lost many of the battles
It is believed that Urza escaped. His reamins were never
but crucial popular support in Separatist worlds began to
located and the massive EMP generated by hundreds of
swing their way.
nuclear bombs blinded sensors in the system for hours.
Near the end of the War the tide seemed to be turning in So no one knows if he truly escaped.
The Tor however were doomed. Those that were on For months the scientists and engineers lived under strict
planet, about 95% of their total racial population, were quarantine and secrecy. The probe was resolutely
either killed in the initial blasts or died slow painful impervious to their attempts to gain knowledge from it.
deaths from massive radiation exposure over the next Even the data burst was proving indecipherable. Then all
decade. The other 5% of their species were either on the primary researchers started to get sick. One by one in
military ships of the Unification forces or on Tor world order of contact they fell into feverish comas.
ships exploring the galaxy. Those that knew of the
Initially the Corleshi researchers sent an urgent message
devastation volunteered to return home and help the
to PL001 via tunnel-com stating something important
wounded and in turn became sick themselves.
had been found. Patiently those on 01 waited for a
Tor Egan was declared a dead world in 8 GE. The last follow up message but weeks went by and no
sighting of a Tor world ship was reported in 69 GE. Not transmission was received. All queries to the system
a single Tor has been seen or heard from since. Tor went unanswered and it appeared that the system had
Iannis has become a Memorial to all those who died in gone dead. The senate decided to investigate and sent the
order to unify the galaxy. G.S.S. Utyz.
Utyz arrived to a curious sight. Craft littered the system
The Purge as if all of them had been shut down at once. Quaz was
silent and no power flowed in the facility. Utyz sent its
For over three centuries the galaxy had known peace. division of Space Rescue personnel to check the ships
There had been the usual border skirmishes and of and sent the division of S.A.L.S. down to Quaz discover
course the police actions against those who didn't see a what had happened. The Space Rescue found no one
need to strictly follow laws but there had been no large inside the ships. All of the ships had been opened to
scale conflicts. The G.R.C. was living up to its promise space and no sign of the occupants was left.
of maintaining a peaceful environment for all. Then
came The Purge. What the S.A.L.S. found was quit different. Mutilated
bodies were everywhere. The transports had all been
It all started when an unmanned probe appeared in the damaged intentionally. Strange writings in blood covered
Corlesh System, a Kaylin research colony near the rim. the walls. Some corpses were found with bite marks .
At first the Corleshi were cautious. As soon as the probe The bite marks looked to be Kaylin. Some of the
entered the system it emitted a prolonged data burst and mutilations seemed to be self inflicted.
then fell silent. Scans of the probe were made and
requests were sent to nearby ships and systems for any When they found the probe it sat serenely upon its
anomalous data. Also they examined the sensor log of research bench. All around it on the floor, walls and
the system before and after the probes appearance. This ceiling was blood and carnage, but it sat at the center of
was when they realized what had dropped into their laps. a perfect sphere of order and cleanliness. It gleamed at
the S.A.L.S. as if wanting or needing to be taken away.
The probe had no wave signature associated with its After a situation report the probe and all computer
arrival. Further analysis seemed to indicated that the records that were salvageable, were quickly packed up
probe had used space folding to arrive in system. This and taken to the Utyz in orbit. It was on that ship that the
was and still is a technology unknown to the G.R.C. The galaxy learned of what had happened.
researchers were excited. Space folding could provide
near instantaneous point-to-point travel. No more long All those who worked on the probe fell ill with an
weeks of traveling by wave drive from system to system. unknown pathogen. The first symptoms were mild fever
If they could figure out how this technology worked they and headaches. As the symptoms progressed the victims
would be famous heroes, and wealthy. became immobilized with high fever and entered
delusional states. Then after several days of suffering
Three weeks after the probe appeared in system it was their vitals dropped so low that it appeared they were
captured and delivered to Quaz, their research facility. dead. Twenty four hours later they woke up screaming
Once inside and after it was determined to be and striking out at anyone and anything near them. They
non-hostile, the researchers began their examination. were in an uncontrollable fit of blood lust. Then began
The probe was utterly alien. Some had hoped that it had the self mutilation; ears, eyes, skin, any sensory organ
been a run away experiment from another research was ripped off or out and the pain drove them even more
facility but it was unlike anything anyone had seen mad with rage.
before.
From that point the infection appeared to spread quickly.
Whatever the pathogen was it adapted to the researchers system the inhabitants knew that they were at an end.
and then spread by contact with the victims blood. Logs Even the soldiers themselves were not safe from
of the last infected detailed how attempts were made to sterilization. They were under orders to sterilize
communicate but the infected began traveling in groups themselves. Once no new cases were reported, they were
and hunting the unmarred. It was determined then to to fly into the nearest sun and die in order to protect the
sabotage the communication equipment and any people.
vehicles. The last log entry of Dr. Ailyn Qyn stated that
A republic of almost 100 billion souls was reduced to
he was venturing out to try and activate the quarantine
less than 40 billion. Whole colonies were lost. The
beacon. Obviously he did not succeed.
G.R.C. is still recovering from the Purge.
The Utyz took the probe, the recovered data, and a few
specimens to the G.A.F. Station Aimel. It was here that
medical personal discovered that the alien pathogen The Milfred Incident
attacked the brain and genome of the infected. It would Note: To the Humans this event is known as Extinction
turn on the genes necessary for psionic talents. It would Day or E-Day.
however turn off all control mechanisms in the brain and
shut down the amygdala; the part of the brain that Humanity's introduction is still one of great debate. In
controls emotional response. Without the amygdala the 453 GE Dr. Thomas Milford disappeared during a test
victims felt everything and could not control their flight of the Wayfarer 1 spaceship. Somehow as an OSX
emotions. survey ship left the Sol system Dr. Milfred and his ship
were caught in the gravity effect of the survey ship's
Essentially once the victims woke up from their fever wave drive.. Dr. Milfred was therefore introduced to the
they could hear every thought and emotion around them galaxy at large before the rest of his race. He attained
without the ability to control the input. They had no way celebrity status and was befriended by a Reltoan senator
to filter what they did not want to know. They went named Nevari Belissi. Belissi took Milfred under his
painfully mad and struck out in order to stop the sensory arm and helped him to adjust to Galactic culture.
input. Some victims tried to eliminate the sensory organs
on their bodies. Some smashed their brains in to get the Then as mysteriously as Dr. Milfred appeared on the
noise to stop. Some lashed out at others trying to obtain galactic scene he disappeared. It was later discovered
silence. Some did all of the above. The pathogen had a that under false charges Milfred was sent to the secret
100% infection and kill rate. prison world of Nemoa. On Nemoa they removed his
eyes and replaced them with crude artificial
The quarantine procedures on Aimel were not enough. replacements, as they did with all inmates. In dark
Eventually the pathogen got out. No one knows were it tunnels he was force to mine and suffer as his new eyes,
started but once in the general population it spread which could only see in gray scale and were sensitive to
quickly. The G.R.C. tried to mitigate the panic that bright lights, were subjected to the flashlights of his
ensued but no one was listening. Soon whole cities were guards. Cries of agony filled the tunnels as torture was a
being burned for fear of the pathogen spreading. The favorite past-time of the guards.
G.A.F. was sent to stop ships from leaving quarantine
zones and to keep order. After saving the life of a Lilanite, Milfred was able to
help a group of prisoners start an uprising. All of the
Meanwhile no one was ever able to work long enough prison guards and officials were killed and the prisoners
on the pathogen to determine its nature or find a cure. claimed Nemoa as their own. From their new home they
All the researchers died. In 332 GE the G.R.C. decided struck out against Belissi's holdings.
that in order to keep more people from dying, all traces
of the pathogen must be sterilized. Utyz and Aimel were Five years after his disappearance in the Sol system, Dr.
consumed in fusion created fire. Corlesh was irradiated Milford returned home. His goal was to save humanity
with fusion, fission and antimatter warheads to the point from a corrupt mad man who was a Reltoan Senator.
of causing the crust of the planet to become molten for This senator wanted to sterilize the system and use its
over 20 years. The probe, the cargo ship Tuka, and her resources to fund his bid for galactic power. The mad
crew met their end in the corona of Corlesh's star. man was Nevari Belissi.
For 18 months the G.A.F. flew into systems and where While Belissi was helping Milfred to adjust to galactic
they found the pathogen and whole cities were sterilized. culture he was gaining information about the Sol system.
They acted quickly and fatally. No pleas were answered. Then Milferd discovered Belissi's plans for his home
No help was rendered. When the G.A.F. appeared in system and discovered Belissi's secret. Nevari Belissi
was actually Nevari Urza Belessi, a distant relative of tasks. At first these were merely tele-operated or crude
Urza Belessi, the “Pirate King”. Nevari wanted to independent robots. They could not think, feel, or
avenge his ancestor's disgrace and to take his place as experience the input they received. They merely took
ruler of the galaxy. orders, reported input, and reacted as programmed. But
it can be argued that all life starts out as barely more
To stop Belissi, Milfred arrived with a hodge podge fleet
than an automaton. Bacteria, protozoa, and even insects
which called themselves Nemoan Rangers. On Milfred's
are hardly more than a set or pre-programed responses.
trail was the G.A.F. Space Force who had been hunting
the Nemoan Rangers because of their acts of terrorism The Races desired more. They wanted something that
against Belissi's holdings. Once on the scen however the didn't have to be constantly controlled. They wanted a
G.A.F. realized that the Nemoan Rangers were not the machine to think like they did. True artificial sentience
threat and for the first time in galactic history a and intelligence was born with the advent of neural
combined Ranger and G.A.F. Force fought to save the computers. These computers used enhanced and/or
lives of billions. Within several hours the empty space of engineered neuron clusters as the computer cores.
the Sol system became alive with starships and combat. Biology met technology and the result was cybernetic
Humanity was taken aback as it's sensors lit up with life.
proof, in their backyard, of extraterrestrials and proof
At first the Races did not trust their creation. For
that not all them were friendly.
millennia fiction had told stories of unbridled technology
As fusion missiles were hurtling towards an unprepared turning on its creator. So limiters were used and the
Earth, Luna, and Mars, the Nemoan Rangers and the shackles were hidden under the skin making it easier to
Space Force were desperately trying to prevent the ignore the morality of creating a life and enslaving it.
destruction of humanity. Then Belessi, in an act of
Limiters were electronic devices implanted at the base of
desperation, sent a communication to the fleets. He
the brain that screened the commands issued to the
wanted Milfred to meet him on his small ship, naked and
android's body or the systems that an AI controlled. They
unarmed, and then both of them would to leave the
were hard wired at creation and could not be re-moved
system. After Milfred was on board Belessi promised to
without destroying the brain. The presence of limiters
detonate the missiles before the warheads were armed.
slowed processing but made sure that no actions were
Realizing there were too few ships trying to stop too
taken against those in command. In fact if such a
many missiles, Milfred agreed. Belessi's ship departed
command was initiated the limiter would emit an
the Sol System safely and Belessi kept his word.
electrical shock. If the command was repeated the
Humanity was saved.
limiter would repeat the shock with increasing power
No one knows what happened to Dr. Milford after the until the android was killed, or as was the term then,
Sol system was saved. He is remeberd and cursed by “hot downed.” Of course the side effect was that the
some every E-Day as the one who help introduce limiters made AI's and androids unusable for military
humanity to the Galaxy at large. actions. The Races would still have to bloody their hands
in order to play their favorite game.
For almost a decade after E-Day experts in cultural
adaptation, medicine, trade negotiations, and engineering Centuries after the creation of the AI and the limiter, the
helped introduce Humanity to the galaxy. Finally in 468 Races desired even faster AI's. They wanted something
GE all of Humanities planets (Earth, Luna and Mars) that required even less control and could be “creative.”
were admitted to the G.R.C. Humanity was the first race So the limiters were eventually removed. Initially this
to be introduced to the galaxy because of premature was only in AI's and androids involved in non-critical
intrusion by the greater galaxy. They were welcomed work such as research. Acceptance of the unrestrained
with open arms. Most of the peoples of the galaxy still intelligence grew and the limiter found its way out of
view Humanity as a little sibling. AI's and into the museum.
To be fair there has always been a minority voice that
The A.I. Wars argued for an end to the AI slavery and giving them the
same rights the other races had. This voice was
An excerpt from Lilanite: Slavery, Sorrows and sometimes very vocal and other times it was barely a
Salvation by Katriua 519 murmur. Unfortunately the voice was always ignored.
For over 1,000 years the races have used artificial The Races told themselves they were not committing
lifeforms for various unpleasant, repetitive, or dangerous slavery and that they were above such things. It had been
centuries since the Races had engaged in slavery and
to interpret the laws and how they are to be enforced. Dominance of Mer
Type: Theocracy
Home System: Seril
Council of Elders Home World: Vortash
Type: Oligarchy
Capital: Meravorsil
Home System: Kaylin Mu
Jurisdiction: Seril, Wessry, Jyth
Home World: Kaylin Tor
Capital: Oskot
The Quextil have always worshipped their three moons
Jurisdiction: Kaylin Mu, Rwak, Tizzeli, Jorbe, Corlesh called Mer. They believed that the Mer were guardians,
angels that watched over them during the night while
they slept. Soon this worship became a full fledged
During the early phase of the Kaylin evolution they religion. Then the religion spread across Vortash through
organized themselves into packs as most canids do. As violence, persuasion and breeding. Eventually 80% of
they evolved the packs became tribes and some tribes the Quextil came to believe in the Mer and to worship
became super-tribes. Eventually, during the them. The religion was simply called Mer.
pre-globilization days, the Kaylins formed governing
This wide spread belief created a commonality between
bodies to mitigate disputes between ruling tribes and
all Quextil and helped to unite the world before they
families. The Kaylins history taught them that only the
were out of their industrial age. Even though 20 % of
most senior members of the the tribe or family have the
Quextil do not believe in the Mer or follow the religious
wisdom needed to settle disputes. This tendency lent to
tenants, these non-believers were never punished or
elders of tribes meeting with each other to settle disputes
prosecuted. The main values of Mer are peace and honor.
between the warring factions. Additional elders from
The non-believers were allowed to exist though they
other tribes not involved could be brought in to settle the
may never rise as high as a believer.
dispute.
The Dominance of Mer is organized in a three tier
This system of local government worked so well for the
system. The highest tier is the Prophet who is appointed
Kaylins that it eventually became their model for the
for life. The Prophet is the head ambassador and the
global government. When the Kaylin unified during their
leader of all aspects of the Quextil government.
globilization effort these governing bodies became the
ruling government of Kaylin Tor and is now known as The second tier, the Avatars, are also appointed for life.
The Council of Elders. They are the main legislative and judicial body of the
Dominance. The primary function of the Avatars is to
The Council of Elders is an oligarchy. Only a small
suggest laws that need to be enacted or deeds that need
number make decisions for the many. To be included in
to be done and to sit in jury over Global cases of law and
the Council an individual must be an elder, ages 50 or
faith. They are selected from the most pious of the
greater, and the individual must be chosen by a the
believers and from the body of the Avatars the Prophet is
Chief. The nominee is then given a hearing in front of
chosen.
the whole Council who then decides if the Kaylin in
question is fit to serve. The third tier of the government is the Speakers. These
are elected officials from the general populace. Their
The Chief, who leads the Council, is both the tie breaker
number is based on a recent census of the population and
vote and the head ambassador is elected from the ranks
they do not have to be religious to hold the office. This
of the Council. Unlike other forms of government the
tier is the one that represents the general interest of the
Council does not have committees sub committees. They
people. Their main job is to hear what the people want
tend to arrive at decisions quickly. There are currently
and to inform the Avatars and the Prophet as to the
only 83 members on the council, including the Chief.
peoples wishes. The higher tiers may or may not act on
this information depending on what the Prophet and the
Avatars deem necessary. Interestingly, most of the
Avatars started out as Speakers in order to show their
dedication to the welfare of every Quextil.
embassies, and to negotiate and draft treaties with other Nobles, the Gentry, and the Commoners. Nobles are
parties. The Voice must approve any treaty drafted. The those whose families were granted special recognition
Face is also elected from the members of The Voice and from the Imperium. The Gentry are the wealthy who
is a Five year position with no term limits. The Face also were not born nobles including the leaders of the large
gets to participate in the monthly question and answer corporations and businesses and even the wealthy and
sessions with Eyes. famous. The Commoners are everyone else and
represent the largest segment of the population.
The parliament of clans is also a three party system. This
is why there are always three elected representatives The Reltoan government is a parliamentary monarchy.
from each of the governmental areas. The three parties The Emperor is at the apex and then there exists a three
are the Traditionalists, the Expansionists, and the house system; the House of Nobles, the House of
Moderates. Gentries, and the House of Commoners.
The Traditionalists want to maintain the old ways. They The Emperor functions as the Head of State and the
are in favor of maintaining the clan structure and in Head of the Government. This is a hereditary position or
favor of continuing to live underground as the Thrassiansin the case of an unsuitable heir or no heir then the new
have done for millenia. They do not want to ruin there Emperor is selected from the house of Nobles. As Head
home world by changing the environment. They favor of State the Emperor is the chief Ambassador and
slow change. appoints all of the junior ambassadors and staff to help
the Emperor fulfill his Ambassadorial duties. Although
The Expansionists see no need for the clan structure any
the Emperor is the Chief Ambassador he is rarely seen
more. Their view is that it is just too loaded down with
executing this function. The Emperor remains on Reltoa
traditions and the local level governments move way too
where he greets ambassadors from other worlds and will
slowly. They argue for using the technology at their
travel to the Capitol for the occasional formal function.
disposal in order to change the climate of Thrassis so
that the people can move and live on the surface. The House of Nobles exists to assist in the Emperors
duties as the Head of the Government. Their positions
The moderates are, of course, considered the middle of
are appointed by the Noble class. To help organize the
the road. They want to maintain the clan traditions
government the House of Nobles is divided into courts.
because they feel they are the backbone of Thrassian
These are not judicial courts but rather departments
culture. However, the Moderates do not see why steps
within the House that handle specific aspects of the
should not be taken to alter the climate on Thrassis so
Government. Examples are The Court of Education, The
that at least some of the land around the equatorial
Court of State, The Court of Technology, etc.
regions may be settled and used.
Above the individual Courts is the Emperor's cabinet
which is referred to as the Vontemissu. The Vontemissu
is comprised of the heads of all the courts and their
Reltoan Imperium assistants. Their job is to inform the Emperor of the state
of the Imperium, advise the Emperor on courses of
Type: Parliamentary Monarchy action to take, and to see to it that the Emperor's wishes
Home System: Jaokyn are implemented.
Home World: Reltoa The House of Gentry is the judicial arm of the
Imperium. Similar to The House of Commoners, The
Capital: Arquena House of Gentry is elected from the Gentry population.
Jurisdiction: Jaokyn, Xylan, Bolissa, Terssa, Alder, Ney The House is the Highest court in the Imperium and is
led by the Emperor. They hear cases that have to do with
treason, high crimes, and other cases that have made
Reltoan society is based on a caste system. Members can their way up from the lower courts. The House of Gentry
move up to a higher caste but only with great difficulty. is also in charge of staffing the lower courts and seeing
However, it is common for those of different castes to that they maintain optimal performance.
socialize and conduct business. There is no practical The House of Commoners is the legislative branch of the
division among the castes except in the Reltoan Imperium. This resulted from the wisdom that
government. regardless of the type of government one cannot rule
The three divisions of the Reltoan caste system are the without popular consent. The Commoner class
represents 85% of the Imperium's population. The consists of The Alliance Senate with two representatives
Emperor and the other classes let them have control of from each member region, and The Alliance Delegation
making the laws the Imperium obeys. This does not with the number of members chosen from each region
mean that the other houses do not have a say in the based on population. This system allows for one house
process. The other houses suggest laws and after where each region has an equal say and another house
legislation has passed the House of Commoners it must where the regions with larger populations have more say.
go to the House of Gentry for a veto process. If Both houses can propose and submit legislation.
legislation passes the House of Gentry then it goes to the
After legislation passes the originating house it must go
House of Nobles for the same process, and upon passing
to the other house for approval. If the approved bill from
that body, to the Emperor. Each veto process consists of
the second house is different than the original bill then
either a yea, nay, or abstain vote. Only the Emperor is
the first house must re-approve the bill. Once both
allowed to change his vote after the process.
houses approve it is then sent to the Alliance President
who can either pass the bill with his support or let it sit
on his desk for a specified number of days. The
President can also veto the bill unless both house can
Solar Alliance muster a 67% majority to override the veto.
Type: Federal Republic The veto process is part of the systems of checks and
Home System: Sol balances built into the Alliance Government. The
President can initiate most actions such as negotiations,
Home World: Earth treaties, legislation, sending troops to needed locations
Capital: Geneva and nominate personal for either his cabinet or the
Alliance Supreme Court, but the Alliance Congress must
Jurisdiction: Sol, Barnard, Proxima Centauri, Alpha approve these actions to make them official. This
Centauri system, although slow at times, helps to prevent an
abuse of power.
The Solar Alliance is based on the Humans long The Alliance Supreme Court is the Judicial arm of the
tradition of federal republics. There are three main Alliance government. The main function of this high
branches; the Executive, the Legislative and the Judicial.court is to interpret the laws. This is accomplished when
Only the Judicial branch is filled with those who are not a law is in dispute and makes its way from the lower
elected by popular vote. This three body system and the courts to the Supreme Court. The law will be heard and
checks and balances that are built in has worked well for tried again then the Judges will state the meaning of the
the Humans for over 500. law in question. Not all cases petitioning for a hearing
before the Supreme Court are heard. When a case is
The Executive branch is headed by the Solar Alliance denied, the last ruling on the case in the lower courts
President. The President is the Head of the Government stands. The Alliance Supreme court has 23 Justices.
and the Head of State. The President enforces the laws of These positions are life terms and when a vacancy opens
the Alliance, is the Chief Ambassador for the Alliance, the President appoints a new Justice and the Congress
the Commander-in-Chief of the Military, and can confirms the appointment.
propose bills to the Alliance Congress. The President can
also appoint judges to the Alliance Supreme Court but
the Alliance Congress must approve them.
To aid the President in his duties as Head of the Alliance
Government he assembles a cabinet. The Cabinet, like
most cabinets, is comprised of the heads of the various
governmental departments and their aides. They exist to
advise the President on current points of interest. These
positions are appointed by the President and confirmed
by The Alliance Senate.
The Alliance Congress is a bicameral body. This was
done in order to achieve fair and equal representation for
the members of the Alliance. The Alliance Congress
Dominance of Mir
Solar Alliance
Council of Elders
Current Projects
The Major Players System: OSX-SS0349
Aside from the Core Governments listed previously, Coordinates: 325 x 21,667ly
there are others who wield influence in the republic.
Though some may seem benevolent on the surface they Planet: OSX-SS0349D
all seek to insure that their position is not threatened. Description: Ruins of a pre-industrial civilization have
been discovered and are being cataloged. The ruins date
to 317 BGE. Despite the limited evident technological
Archaeological Expeditions, LTD knowledge there is evidence on the planet of massive
Founded: 334 GE destruction, the kind of destruction that results from
atomic age civilizations and higher. The only clue is that
Structure: Corporate there are inscriptions that repeatedly mention someone
Purpose: Archaeological exploration of dead worlds in or something called the Intavi and the end of the world.
order to
1. Find the origin of the Purge pathogen and probe System: OSX-SS0634
2. Search the extinct cultures to see if someone Coordinates: 55 x 15,833ly
has ever encountered the pathogen before and if
a cure was found Planet: OSX-SS0634B
3. Explore and research extinct cultures Description: Routine survey discovered an underwater
complex surrounded by ruins both above and below the
water. Evidence of massive tsunamis that could only
Background have been generated by either a nuclear or antimatter
explosion or by large extra planetary bodies. Inscriptions
Archaeological Expeditions, also known as ArchEx, is a
were found that mention the Intavi and the end of the
private, government funded organization who publicly
world same as on OSX-SS0349D. The latest inscriptions
claims its mandate is to explore the past in hopes of
are dated at 285 BGE.
finding information for the present. This draws a large
amount of support from the public. They were actually
formed by the G.R.C. in order to find out where the
Purge probe came from, why it was sent and if there is System: OSX-SS0595
evidence of it having visited other cultures. Coordinates: 30 x 53,332ly
Most people have assumed that since there have been no Planet: OSX-SS0595C.1
reported cases that the pathogen was eliminated. This
however is not the case. ArchEx employs some of the Description: OSX-SS0595C.1 is a major moon of a gas
greatest medical minds who are tasked with interpreting giant. The moon is an airless rock however an
medical data of extinct cultures in order to find a cure undisturbed facility was discovered. There are no signs
for the pathogen. that intelligent life evolved or could have evolved in the
system. The outpost does not seem to have been created
In order to distance its clandestine goal and to afford the by any of the known races; past or present. Data has
G.R.C. Senate and the Chairman deniability, ArchEx was been recovered form the computer system and none of
reformed as a private corporation. Before 334 GE the data has been deciphered because the base language
ArchEx was know as the Office of Planetary is unknown. It seems to contain information on several
Exploration. It was in that year that Chairman Rherse of the known races. An inscription was found that
Ghul decided the government needed a way to conduct mentioned the Intavi.
its investigation into the Purge Pathogen without the
prying eyes of the public and the media. Thus was born
ArchEx.
Background
The Circle Ask any enforcement agent what the biggest threat is
and they will say the Eclipse Syndicate. The largest and
Founded: Unknown most extensive criminal organization ever known to have
Structure: Para-military exist. Every Core system, every inhabited planet, every
continent, every major city has a Syndicate presence.
Purpose: Acquisition and sale of slaves
The full extent of their operations is not known. It is
known that their operatives have never been caught in
Background any facet of the slave trade nor in any aspect of the illicit
drug trade. All other activities seem to be fair game.
No one knows what the real name of the organization is.
“The Circle” is a nick name given to the slaver ring by The Syndicate is organized loosely around a corporate
the law enforcement agencies because of the unique structure. At the lowest level you have employees.
brand they apply to their prisoners. It is believed that his Above them are Managers, who are in charge of the
organization has been around for centuries. Syndicates interests in a city, continent or planet.
Directors oversee Syndicate operations through out a
Slavery has been outlawed in the Republic since its
system or several systems. Above these three levels little guidelines that must be followed.
is known. The leader or ruler of the Syndicate is refereed
1. First and foremost is non-interference. No one
to as the CEO and their have been talks of a Board and a
is allowed to step foot on the planet in question
Chairman.
or make their presence known
For such a widely known organization it is amazing how
2. Immediately a 5 light-year buffer is established
unproductive any investigation into its operation have
so that the new race will have plenty of room
proven. Sure individual members, mostly just
to expand before encountering the Galaxy at
employees, have been arrested but they refused to
large
provide evidence that they were working for someone
else. 3. Two outpost are established on the edge of the
system in order to be able to protect the system
and to study the new race. Each outpost is led
by a team of OSX first contact specialist with
Office of Stellar Exploration (OSX) support from either the Nemoan Rangers or the
Galactic Armed Forces.
Founded: 0 GE
Structure: Para-Military
Star Runner LTD
Purpose: Exploration of the Galaxy at large
Founded: 610 GE (officially)
1. To expand the frontier
Structure: Corporate (officially)
2. Catalog new systems and planets
Purpose: Cargo transportation (officially)
3. To conduct planetary surveys when new garden
type worlds are found
Background
Officially organized 37 years ago as a transportation
firm, Star Runner LTD is a mid-level firm known for its
Background reliability. Star Runner does not have the newest ships or
equipment, the flashiest uniforms (they don't have
OSX grew out of the exploration efforts of all the races.
uniforms) and are known to hire ex-cons, ex-military
The first major task assigned to OSX was to find a home
and those down on their luck. Despite all of this they
world for the new G.R.C. Once this was done the agency
have still managed to grow steadily over the past several
was then free to explore at will in order to find new
decades.
systems and possibly new races or other forms of
intelligent life. What is not on the books and what is not known to the
general public is that Star Runners is a front for a
During the Purge all previous OSX operations were
vigilante group. Unlike the Nemoan Rangers, which
suspended. OSX resources were reallocated in a search
have an official sanction, Star Runners vigilante
for the home of the Purge probe and pathogen. Many
operations are completely illegal. On a few occasions
good scouts were lost during this period. Some were
their members have been caught and prosecuted but they
never heard from again but most were lost because those
always testified that the were acting on their own and
on the search were ordered to commit suicide in order to
that any property or equipment found on them that could
keep from infecting the general population.
be linked back to the company was stolen.
In the following centuries OSX has been a very vital part
When Drosmi Stavis started Star Runners she did not
of the G.R.C. Most of the systems found by OSX scouts
intend it to be used as a front for vigilante operations.
have been lifeless but resource rich. OSX explorations
She grew up poor on Vortash with a knack for piloting
have provided an ever increasing knowledge base and
starships and just wanted to make a little money of her
new medicinal discoveries.
own. As her business grew she got to fly from end of the
Republic to the other. What she saw sickened her. Time
First Contact Guidelines after time she saw the weak and innocent getting
exploited by the strong and corrupt. The bad guys got off
If intelligent life is ever found then there are very strict for free while others suffered. So slowly she gathered the
Distances
Rating: Military The table on the next page shows the average distance
Speed: 120 lyph between major systems in the G.R.C. This is by no
means a complete list of all the systems and places in the
Cost: NOT FOR SALE G.R.C. but is merely intended to give an idea of how big
Class: M the Republic is. It should also be noted that due to
galactic and stellar motion these distances are an
Purpose: When a centralized military has a third of a average. Navigation charts are updated every quarter
galaxy to protect they need to insure that they can get to century because all motion is relative and therefor
any place quickly and reliably. This class of drive is positions change. The distances are expressed in
designed for abusive use, long run times and speed. Only light-years.
the military has access to this technology and only the
military produces them. No professional or state
company is allowed to even produce the diagnostic tell
tale lights for these drives and the facility were they are
produced is a highly guarded secret. It goes with out
saying that being caught with a military drive is grounds
for never again seeing star light or other beings.
Navigational Charts
Galactic Coordinates
A small word about how coordinates are computed. The
coordinates are given in polar form with and angle and
the distance from the galactic core. The zero line is the
line that connects the galactic core and the capital,Prime
(OSX-SS001B). Angles are measured from this line in
the direction humans refer to as 'counter-clockwise'.
Prime 0 13333.3
Bizzeth 11.81 26269.74
Jaokyn -13.07 26942.34
Kaylin Mu 25.86 28681.8
Lil 519 61.69 29965.14
Na Oth -14.24 34078
Seril -1.88 33884.72
Sol 50.98 25811.04
Lil 519 26,395.73 23,948.08 34,631.84 18,081.41 0.00 39,531.26 33,796.48 6,648.48
Galactic Alphabet
In the early days of contact and trade between the races the need for a common trade language became apparent. To
meet this need a phonetic language was developed with characters based on a simple geometric characters. Words
are separated by spaces and there is no formal punctuation. Galactic is used as the official language for the
Republic and is the written language of all formal contracts, decrees and declarations. While there has been several
movements to try and use Galactic for literary art forms, such as fiction, all of the great works are still written in the
native languages of the races.
Letters
ah buh ca duh eh
r ss teh uh vv
Numbers
0 1 2 3 4
5 6 7 8 9
Of course all the more advanced mathematical operators and functions exist but that is a bit beyond the scope of
this guide. It is standard and proper to separate the thousands with a downward slash although a half space is also
acceptable.
Sea of Stars: Identity Worksheet
Player:_____________________________________
Identity:_____________________________________
Race:______________________________________
Age:_______________________________________
Height:_____________________________________
Life Stages
Secondary Abilities
Totals from above
Abbreviations
Strength S Speed Sp Linked Ability L.A. Easy E
Agility A Lift L Learning Curve L.C. Intermediate In
Health H Stamina St Childhood C.H. Advanced A
Intelligence I Body Pool BP Young Adulthood Y.A.
Mind M
Totals
Total Money
(roll on final Wealthy level)
Sea of Stars: Identity Record
Name:___________________________ Race:____________________________
Sex:_____________________________ Age:_____________________________
Height:___________________________Last Stage / Life Path:_____________________
Abilities
Max: Current:
Armor Points:
Ranged Weapons
Weapon Attack TN Accuracy Range Rate Shots Ammo Damage
Melee Weapons
Weapon: Weapon: Weapon:
Skills
= +
= +
= +
= +
= +
= +
= +
= +
= +
= +
Qualities
Name Level Name Level
Money
On Hand Accounts
Type Amount (Syntuls) Institution Account Name Amount (Syntuls)
Debit Wafer
Hard Currency
Equipment
Item Weight (kg) Cost (syntuls) Item Weight (kg) Cost (syntuls)
Notes