preview adventure - Synthicide RPG

1 downloads 250 Views 8MB Size Report
BRAINIAC. Attribute Increase: +2 Operation. Attribute Penalty: -1 to any Attribute except Operation. You are incredibly
PREVIEW ADVENTURE

© 2016 WILL POWER GAMES

1

LIKE SYNTHICIDE ON FACEBOOK www.facebook.com/synthiciderpg JOIN THE MAILING LIST FOR UPCOMING KICKSTARTER ALERTS OR TO REQUEST PLAY TEST MATERIALS www.synthiciderpg.com

2

The first half of this document is a general game preview. The adventure itself starts on page 28. ///////////////////////////////////////////// TABLE OF CONTENTS THE STORY

004

RULES OVERVIEW THE ATTRIBUTES ROLEPLAY ACTIONS RESOLVE BATTLE ACTIONS

008 009 010 011 012

CHARACTER CREATION MOTIVATIONS BACKSTORIES BIOCLASSES ASPECTS SAMPLE POWERS

014 015 016 020 022 023

PREVIEW ADVENTURE THE LOCATION IMPORTANT CHARACTERS THE BEGINNING TAAM’S TEST TRACKS TO TROUBLE THARNAXIST TRIALS TIRESOME TREK ENDING 1: TREACHEROUS TURNABOUT ENDING 2: THARNAXIST TERMINATION

028 029 031 032 034 036 038 042 044 045

SAMPLE CHARACTERS

046

BLANK MAPS

056

/////////////////////////////////////////////

3

THE SETTING

004

004

WELCOME TO SYNTHICIDE

Some actual Prodigravus still exist, but they are too insane and dangerous to live among humans. They are kept to the outskirts in loose and barbaric tribes.

An evil mutant force called the Prodigravus attempted to absorb all of humanity. A millennium-long war ensued, destroying almost every civilized planet. Humanity descended into a dark age.

Technology Technologies are very disparate in Synthicide. A Sharper might be wielding a gunpowder revolver, while a security guard might have a flechette pistol, or even a beam rifle. The richer and more powerful you are, the better your toys get. Nothing beats the toys that the Church gets. Not even a Synthetic can get his hands on what some priests have.

The game is set in a Galaxy on the verge of collapse, where bullets are more common than food and equally essential for survival.

A tech cult called the Tharnaxist Church retained scraps of scientific knowledge. They used it to gain power over the surviving humans and mutants, but these cybernetic priests aren’t interested in the lives of organics. They only care about discovering more technology and building synthetic beings to run their society. Under Tharnaxist rule, the murdering of a robot – also known as Synthicide – is regarded as the highest crime on any planet. If one commits Synthicide and is caught, they earn the ire of the Church. With human life devalued, remaining social structures have descended into barbarism, extortion, and gang-rule. Anyone with the means has become a Sharper: an independent agent that drifts from world to world, scraping by on dirty work. For a Sharper, floating through space is preferable to settling down on any Tharnaxist-ruled hellhole.

YOUR ENEMIES

DAILY LIFE

Space Travel Spaceships are highly automated and simplistic. As such, about anyone can tell a ship to go from point A to point B, though you might need a good pilot to escape pirates. In the past, ships had Jump Drives, which enabled them to jump across space instantaneously, but that technology has been lost. You can only travel routes supported by active Jump Gates – a less sophisticated means of travel. The Flow of Power Gangs own people and streets; corporations own gangs and resources. The Church owns everything, deciding what corporations may do and whether thieves live or die. While someone is always working for someone else, most dogs hate their masters and given the chance, they will try to get out from under a thumb and may even bite it off in the process.

Synthetics (Robots) Synthetics are free entities that do as they please. The Church and powerful corporations commission their construction, but they must be paid and are released after fulfilling contracts. Synthetics are effectively immortal and they go through seasons of boredom and personality shift. A Synthetic may spend 100 years as a Laborer, only to suddenly decide it would be interested in bounty hunting. They view the humans around them as either friendly oddities or pond scum.

The Church Tharnaxist priests are cybernetically enhanced humans that worship a tech god named Ranix. They are obsessed with discovering and hoarding new technology and they brutally enforce rule to keep those outside of the Church weak. While they allow the galaxy free trade and travel, they do nothing to ensure that anyone has food, safety, or a real system of laws. The Church only punishes those who mistreat Synthetics and priests. Mutants Mutants are the genetic waste left from the Millennial War. They are descended from humans that survived a “P-virus” infection but never changed into full Prodigravus.

005

SOCIAL STRUCTURES

Law and Order Different social groups may have justice systems, but the Church backs none of it. The only real “laws” that matter are: who can hurt you? And who can save you? If you’re rotting away in some cellblock about to be executed, it’s only your friends who will get you out. Order comes through strength in numbers, so make powerful allies and protect each other. Prisons Prisons exist, but none of them are official or State-run. People who run prisons do it for forced labor, to put fear in others, or to extort the allies of their prisoners.

Farstar Guild This is a very famous guild made up of humans and synthetics. They specialize in hunting artifacts from the Last Age and then selling what they find. Most artifacts the Farstar Guild sells are just high-tech daily appliances, as well as rare documents or pieces of art. Extremely powerful or weaponized artifacts are rarely sold, but instead used for leverage in negotiations with enemies.

Security Out in the streets and alleys, you’re on your own. The most important places have private security to keep violence to a minimum. When you start a fight in a dock, a wealthy club, or corporate HQ, you can expect trained guns to show up. Docks All important trade and business starts in a spaceship dock and parking is never free. Docks are usually built underground with boots to lock your ship and force payment. Although docks are high on security, people have been known to hack the doc registry to get their ships released. Gunfights sometimes break out between security and people stealing each other’s ships. Dock Masters Dock Masters are your best friend and worst enemy. They provide you a place of relative safety and the ability to meet up with other Sharpers, however, they really just want your money. They get a cut of everything you buy or sell in the dock. Many Dock Masters are synthetic, complicating the prospect of killing them.

FACTIONS

These are short previews of some important factions.

Chaos Rose This gang is composed of flamboyant and wealthy pirates trying to live the dream. While they play up the glamorous life of piracy, they are not to be trifled with. Chaos Rose operates as an extremely successful and brutal gang of thieves whenever in Tharnaxist Space, but behave as generous traders and boisterous patrons back home on the planet Farazin.

006

Razor Cogs Anyone who wants a person to die hires a Razor Cog. This large guild of mercenary robots takes contracts very seriously. They always deliver, or die in the process. While not completely anti-human, many members take pleasure whenever they break open a Skinbag (an organic human or mutant.) The Razor Cog galactic headquarters is located on the planet Forge.

Reaper Forum Bounty hunting has, in a way, filled in the vacuum of law enforcement. There is one “common man” bounty guild known as the Reaper Forum. To place a bounty, an individual must simply list a name, provide a description or images and state the reason the target is wanted dead. Then, the bounty issuer can place a deposit of any sum, large or small. Multiple bounties on the same person cash out all at once, allowing poor people to band together and place a large bounty on a single target.

THERE/IS/AN/ILLUSION/ OF/SAFETY/AND//////// CONTROL./KEEPING/THIS /ILLUSION/ALIVE/IS/// WHAT/KEEPS/US/IN///// POWER./WE/SHALL/NOT// BE/QUESTIONED./WE//// SHALL/NOT/BE/RESISTED

THERE/IS/AN/ILLUSION/ OF/SAFETY/AND//////// CONTROL./KEEPING/THIS /ILLUSION/ALIVE/IS/// WHAT/KEEPS/US/IN///// POWER./WE/SHALL/NOT// BE/QUESTIONED./WE//// SHALL/NOT/BE/RESISTED

007

RULES OVERVIEW

008

008

A GAME OF THREE SYSTEMS

Synthicide is a classic pen-and-paper Role Play Game that uses players and a Game Master (GM). It uses Attributes to describe the strengths and weaknesses of a character and is composed of 3 main rule systems: Role Play Actions, Resolve & Cynicism, and Battle Actions.

THE ATTRIBUTES

Synthicide’s rule systems rely on the character’s Attributes, which describe what he is good at and what he is bad at. During character creation, players assign numbers to all of these Attributes. Here is the complete list:

Awareness (A) Awareness represents the character’s senses and attention to detail. Noticing hidden enemies, finding concealed weapons, or picking up on suspicious body language and speech patterns all rely on the Awareness Attribute. Awareness also helps you act first in a battle.

Combat (C) This Attribute represents your character’s skill at physically harming opponents. This includes brute force strikes as well as finessed attacks. Some non-fighting actions (throwing an object to a friend) use the Combat Attribute as well.

Operation (O) Operation represents technical expertise. This is used when dealing with computers, piloting craft, repairing equipment, or other knowledge-related tasks. Unless specially trained, characters cannot accomplish more than routine and basic actions with Operation.

Nerve (N) Nerve describes the level of willpower your character has. This applies to resisting social pressure, intimidation, or unusual mental stress. When targeted by a psychic attack, your character’s Nerve determines how you withstand the effects.

Speed (S) Speed defines who acts first and also decides how many actions a player can take during a battle. Speed is also used for stealth, concealment of weapons and pick-pocketing. It can be used to represent a character’s agility.

Toughness (T) This Attribute represents your character’s resilience and athletic prowess. You use Toughness to resist damage from physical attacks, as well as perform feats such as jumping and climbing. Toughness is also used when fighting the effects of disease or poison.

Influence (I) Deception and negotiation fall under Influence. Impersonation and construction of disguises also uses Influence. If your character has access to psychic powers, your Influence Attribute determines how strong they are.

009

ROLE PLAY ACTIONS

When characters try to interact with the game world, they are taking Role Play Actions. Rules aren’t always needed; it’s acceptable to play fast and loose. But if there are any questions about what a character can or cannot do, use this as a guide to play: 1. Describe the action the character takes. This could be as simple as telling a lie or something as complex as trying to hack an alarm system. 2. Choose an effect. While this list isn’t complete, it serves as a good start. The GM makes the final call on which effect is granted. a. Remove an obstacle. An obstacle is anything that stands between a character and what he wants to accomplish. b. Create an obstacle. Creating obstacles can slow opponents down or ruin their plans. c. Reveal Information. Revealing information alerts characters to something important in the game world, such as hidden enemies or secret plans. d. Hide Information. Hiding information keeps characters safe from prodding eyes or enemy pursuit. e. Alter NPC attitudes. NPCs may themselves become social or even physical obstacles. Getting them to agree with plans or stand aside can be vital.

3. Roll 1d10 and add the relevant Attribute and any other bonuses. Players suggest which Attribute applies to the situation but the GM makes the final call. 4. The GM compares the result to an Action Difficulty (AD) number. The GM sets this number based upon how risky or difficult the desired action sounds. However, if two characters are acting in direct opposition, both characters should roll and compare results. 5. Rolling equal to or above the AD grants the desired effect. Rolling far above the AD may result in better effects than desired (see Success Levels below). Rolling below the AD results in failure. 6. Failure may result in penalties. The GM decides this based upon the danger of the situation and how poor the roll was.

Suggested Action Difficulties

The chart below lists typical Action Difficulties. The GM may make up numbers between these, but they serve as a general guideline. Easy

Standard

Difficult

Challenging

Fantastic

Epic

Legendary

3

6

9

12

15

21

27+

Success Levels

After totaling a roll, however much you exceed the Action Difficulty lets the GM know how well you did. At minimum, he will reward you with what you want. If you roll extremely high, he will give you more. Here is a chart to demonstrate typical success levels: Standard

Excellent

Superb

Masterful

Perfect

+0

+5

+10

+20

+30

For example, if you were telling a lie and roll equal to the Influence AD, the GM grants that the target believes you but is slightly suspicious. If you roll 5 over, the target believes you without questioning. If you roll 10 over, the target believes you so sincerely, he’s willing to risk personal harm based upon your lie. All of this is scaled according to the GM and what sort of game your playgroup wants.

010

RESOLVE & CYNICISM

This system is the bread and butter of character motivation. It represents how connected to the universe your character feels and affects his chance of survival. Here’s a quick summary: Resolve Points are spent to get an automatic 10 on the die, or to allow a dead character to be resuscitated. You acquire more Resolve Points by completing significant tasks or behaving positively toward others. However, you gain Cynicism by behaving negatively or antisocially. Cynicism makes it harder for you to earn Resolve in the future.

Starting Resolve & Cynicism Scores

Every character starts with a Resolve of 2 and a Cynicism of 0. From here on out, Resolve can never be above 5 or below 0. Cynicism can never be above 10 or below 0.

Spending Resolve

You can spend one point of Resolve to gain abilities. Here are your options: • Get an automatic 10 instead of rolling the die. You must choose to do this before making the roll. • Automatically hit an enemy. Even if you normally couldn’t hit an enemy on a 10, spending a Resolve point before attacking guarantees that you’ll hit them and still roll an automatic 10. • Come back from death. Whenever a doctor attempts to resuscitate a dead character, the dead character must have an unspent Resolve point. This point is consumed upon resuscitation. • Reduce Cynicism. If you have gained Cynicism from negative behavior, you can burn Resolve to make it go down. Each spent Resolve point reduces your Cynicism score by one.

Behavior

Effect

Sacrifice

+1 or +2 Resolve (must roll above your Cynicism score)

Harming innocents for profit

+1 Cynicism

Wanton destruction

+3 Cynicism

Catastrophic evil

+7 Cynicism

Pursue motivation

+1 or +2 Resolve (not affected by cynicism)

Gaining Resolve and Cynicism

At the end of a game session, go around the table to each player. You and the GM should discuss what the significant themes were for your character’s behavior. First, decide if your character made any sacrifices or behaved negatively and destructively. Gain Resolve or Cynicism as listed below. Next, check to see if you pursued your motivation. If you did, gain another Resolve Point. Sacrifice: Whenever you give up wealth or expose yourself to danger for the sake of others, you made a sacrifice. This positive behavior improves your outlook and self esteem. The GM decides to give you +1 or +2 Resolve based upon how significant the sacrifice was. However, if you have any cynicism, it may prevent you from the esteem boost. Roll 1d10. If you don’t roll above your Cynicism score, you do not gain the Resolve points. Here are some examples of sacrificial behavior: • • • •

Fighting a gang to protect locals – not just for money Donating medicine to a sick colony Standing up to unjust authorities Taking the hard path to avoid casualties

Harming innocents for profit: If you hurt an innocent person to improve your own situation, you must feel guilty or are incredibly cynical. Gain +1 Cynicism. Examples include: • • •

Contract killing innocent targets Randomly robbing unlucky travelers Betraying the trust of employers and partners

Wanton destruction: When you engage in sadistic behavior for its own reward, it takes a deep toll on your psyche. Gain +3 Cynicism. Examples are: • • •

Murdering just for the thrill Torturing or mutilating someone Creating excessive and unnecessary casualties to pursue a simple goal

Catastrophic Evil: Horrific actions harden anyone’s heart. Gain +7 Cynicism. Examples are: • • •

Destroying an entire settlement just for fun “Scorched Earth” tactics to achieve your goals Genocidal behavior

Pursue motivation: Every player selects a motivation at character creation. If you and the GM agree that you successfully pursued your motivation, you gain one Resolve. Here is the short list (each motivation is described in Character Creation.) • • • • • • •

Prove your strength Spread your wisdom Forgiveness is powerful Don’t get mad, get even Make friends and allies Know the universe Live life for now

011

BATTLE ACTIONS

Battles take place on a square grid, with each square representing 5 feet. Below is a table of actions that can be attempted during a battle. Note the following:

• At the start of battle, all participants roll 1d10 +



• There are limits to how many times you can take

Speed + Awareness. This is a character’s “battle reflex.” Turn order starts with the highest roller going first, flowing down to the lowest roller going last. Until the end of battle, participants act in the same turn order. For every turn you have a number of Action Counters (AC) equal to 1/2 your Speed + 3 (rounded down). This determines how many actions you can take each turn. Your turn ends when you run out of AC or decide you are done.



certain actions. For example: you may only Gain Advantage once per turn. After all participants get a turn, the round ends. A new round starts and everyone takes new turns in the same order. This continues until all enemies are defeated or flee the battle.

Action

AC Cost

Uses Limit?

Description

Move

1

None

Move 4 squares

Attack

1

Once per turn

Make a viable attack against an enemy

Second Attack

2

Once per turn

Make a second attack action in the same round

Third Attack

3

Once per turn

Make a third attack action in the same round

Guard/Counter Attack

See description

Once per round

Reflexively attack an exposed enemy

Use Power

Varies

None

Activate an ability such as a Tactical Power or Psychic Power

Defend

1

Once per turn

Gain +1 bonus to any cover (max +4)

Gain Advantage

2

Once per turn

Get the upper hand in combat

Keep Watch

Varies

Once per turn

Save an action to trigger under specific circumstances

Stealth

1

Once per turn

Hide from enemies

Other

1

Once per turn

Common actions, i.e. switching weapons, opening doors

012

012

Move Characters travel up to 4 squares per movement action. Diagonal movement is allowed. Note the following: • Characters may not move through enemies or obstructions. You may only move through allies. • You must end your action on an empty square. • The GM may require rolls when moving on precarious surfaces. One example would be ice. • If you have been “Overpowered,” you cannot move. Removing the status costs 1 AC. Attack Attacks use the following flow: 1. Roll 1d10 a single time. The same result is used to calculate both your attack roll and your damage. 2. See if you hit the target. Calculate the following: 1d10 result + Combat + Attack Bonuses 3. If you totaled equal-to or above the enemy’s Armor Defense, you hit. If you totaled below, you miss. 4. If you hit, calculate damage. Add the following: Original d10 result + Combat + Damage Bonuses 5. Your weapon’s damage bonus may be negative, which lowers the damage dealt. 6. Targets instantly lose Hit Points (HP) equal to any damage taken. The following things may also affect attacks: • You must be adjacent to your enemy to use striking weapons. Striking weapons have a range of 1. • Ranged weapons can attack at a distance, but may take penalties. These weapons have a Range Increment, which represents a distance in squares. You may attack enemies within one range increment at no penalty. Each additional range increment needed has a cumulative -1 on your attack roll. • Ganging up. If any allies are adjacent to the target, you receive +1 to attack rolls. • Overpowered Status. If you are overpowered, you take -2 to all rolls. If an enemy is overpowered, you get +1 on all rolls against them. • Cover. If your target is behind cover, it increases his Armor Defenses by an additional +1 to +4. The GM makes the call based upon on how good the cover is. Second and Third Attacks It takes effort to compensate for gun recoil or pivot for an extra blade strike. As such, your second attack each turn costs 2 AC and the third attack costs 3 AC. You cannot make more than 3 attack a turn without special abilities. Guard/Counter Attack These are free attacks you get for under certain conditions. You must be wielding a Guard or Counter weapon to do one of the following: • Guard Attack: Once per round, make a free attack against an enemy that becomes adjacent to you. • Counter Attack: Once per round, if you get hit by an adjacent attack, make a free attack in retaliation.

Keep Watch You can save actions for later by doing the following: 1. Choose an action or series of actions to hold. 2. Spend the AC needed to perform the actions this turn. For example, if you wanted to Keep Watch with two attacks, it costs 3 AC. 3. Declare a trigger that allows you to take the saved actions. This can be as simple as “an enemy walks through the door.” The GM must agree that the trigger is realistic and specific enough. 4. End your turn. Keep Watch always ends your turn. Defend Defending yourself raises any cover you have by +1, to a max of +4. If you have no cover, you still gain 1 cover if you took a movement action this turn. Gain Advantage This action serves as a catchall for gritty combat and dirty tactics. Gaining Advantage always costs 2 AC, even if the advantage requires no further actions. Do the following: 1. Choose an enemy. Unless the GM says otherwise, you can only gain an advantage against one enemy. 2. Describe your advantage. This could be higher ground on your enemy, or the element of surprise. 3. Choose an effect. Below are your options: a. Forced Movement: Move the enemy 1 square, or up to 4 if you take a movement action and move directly with them. b. Overpower: The enemy gains the “Overpowered” status. Overpowered characters take -2 on all rolls, and all rolls against them gain +1. They cannot move unless forced. c. Attack Bonus: You receive +2 to your next attack against the enemy this round. d. Adjacent Takedown: Your turn ends. You and your enemy both gain the Overpowered status. You and your enemy lose your next turns. However, you retain the option to renew this effect next turn with another successful roll. e. Ranged Takedown: If you use suppressing fire or another ranged method for a Takedown, standard effects apply, except the victim may take a single 4 square move toward safety each turn, even though considered Overpowered. 4. The GM may require a roll to gain the advantage. E.G. Trying to outsmart an enemy would require an Influence vs. Awareness roll. 5. Failure may carry penalties. The GM may decide something bad happens if you fail by 5 or more. Here is a guideline for what can go wrong: a. Forced Movement. You lose 1 AC as you recover from botched plans. b. Overpower. Failure results in you gaining the Overpowered status instead. c. Attack Bonus. There is no penalty for failing in this action – lost time is enough. d. Takedown. Your turn doesn’t end, but you immediately lose 1 AC and become Overpowered.

013

CHARACTER CREATION

014

014

THE PROCESS

These are the basics of making your character and filling out the character sheet. 1. Create a backstory for your character. Use the following charts to help determine who your character is and why you became a Sharper. 2. Choose a Motivation. This describes the primary values of your character. Whenever you pursue this Motivation, it helps your character earn Resolve. 3. Choose a Bioclass. This determines your body type, brain type, your starting Attribute scores, and gives you a few abilities. 4. Fill out your name, level, body type, and brain type, and Hit Points (HP) per Level. This block is located on the top right of the first sheet. 5. Write your Max Hit Points on the HP Tracker. This is just below the Attributes on the left side of the first sheet. 6. Choose an Aspect. This finalizes your starting Attribute scores and gives you a few more abilities. Your Aspect forces you to choose an Attribute to penalize, representing the focus that was put into acquiring your skills. Aspects also determine what sort of Character Traits are easy for your character to gain in the future. The bottom right of the first sheet is where you record your Aspects, Traits, and other abilities.

7. Choose one Natural Talent Trait. These help your character gain a little extra skill outside of battle. 8. Double-check your Attribute scores and fill them out. Attribute scores are in the first column of boxes on the left of the sheet. Include bonuses and penalties for your Bioclass and Aspects. 9. Write down any Psychic or Tactical powers you have. These go on the left side of the second sheet. 10. Choose an equipment package. This determines what you have with you on your first mission. Write the name and location of all your equipment on the second sheet. 11. Finish the final details. There are a few things that require adding and subtracting your character’s final bonuses. They are described at the end of the chapter. 12. Create your spaceship. It is assumed that you and all other players have pooled resources to collectively own one ship. (Spaceships not shown in this preview)

the/origin/of/self/is/found/in/crisis./////// this/is/where/your/mettle/puriFIEs/your////// elements/into/their/most/elegant/expression./ but/like/a/Fire/your/true/self/may/burn/out./ you/must/provide/it/fuel/to/sustain/it.//////

MOTIVATIONS

Motivations describe what is most important to your character. At the end of every game session, the GM will reward you with one Resolve point if you successfully pursued your Motivation. You should select one that strongly aligns with the backstory you created for yourself. Here are your choices:

• Prove your strength: If you personally dominate a worthy adversary or bend others to your will, gain 1 Resolve. • Spread your wisdom: Whenever you convince someone to believe an important aspect of your world-view, gain 2 Resolve.

• Forgiveness is powerful: If you let fleeing enemies escape, or forgive a substantial debt, gain 2 Resolve. • Don’t get mad, get even: If you balance a debt owed to you, or deny mercy to an opponent, gain 1 Resolve. • Make friends and allies: If you gain the trust of new people, or make sacrifices to preserve that trust, gain 1 Resolve.

• Know the universe: If you discover significant information, or learn the answer to a mystery, gain 2 Resolve. • Live life for now: If you take unnecessary risks for the thrill, or abandon a long-term goal for immediate gratification, gain 1 Resolve.

015

She’s/changed/the/baby:/here’s/a///// creature!/-/A/pug,/a/monkey,/every/// feature!/Where/is/his/mother’s/mouth/ and/grace?/His/father’s/eyes,/and//// nose,/and/face?”///////////////////// BACKSTORIES

Your character is a Sharper – a drifting nobody who’s trying to survive a tough galaxy. How did you become a Sharper? How do you know the other players? These are important questions to answer. Make selections from the charts below, or roll randomly.

d10

Birthplace

Backstory

1

On a ship

You have no birthplace to return to. Wherever you feel safe and wanted is your home.

2

On a city world

Whether you were rich or poor, everyone from a lesser planet just seems simple. Maybe they’re quaint, or maybe they’re frustrating. It depends on your mood.

3

Mining colony/ labor camp

You witnessed the meaning of hard work, and you know it isn’t always rewarded. You don’t know a lot about the galaxy, but it’s a tough place where you have to invest in yourself and your allies.

4

Edge settlement

You grew up in a relatively safe environment, but it was low on resources. You fear other people less than you fear going without food and technology.

5

A ruined world

Your home planet was never fully “rehabilitated” by the Church. There were even tribal Prodigravus close by. You learned to stick close with humans, fear mutants, and always find a way out.

6

Unpowered Space

The galaxy makes no sense to you. You didn’t even know spaceships existed before you rode one away from home. The wonder of the universe makes you waffle between paranoia and being overly trusting.

7

Barbarian Space

You’re not used to rules or social structures outside of gangs and families. Corporations just seem like really powerful pirates who steal people’s work rather than their belongings.

8

Military Post

9

Among the machines

Your parents were vassals or cohorts of robots. You either fear them less or hate them more, depending on what sort of synthetics you met. Choose another birthplace 1-4.

10

Under the Church

A priest was your father, but he didn’t take much interest in you. This might have been a good thing. You know the shallowness of the priesthood, but also their immense power. Choose another birthplace 1-4.

016

Your parents were soldiers for the Tharnaxist Church. You were taught that order holds the galaxy together, and pirates were always the enemy. You may have had a rude awakening late in life, or not. That depends on how good the indoctrination was. Choose another birthplace 1-4.

d10

Why you became a sharper

1

Orphaned

2

Disowned

3

On the run

You made the wrong person angry, and had to leave everything behind. You hear that person is still looking for you.

4

Just released

You pissed off the wrong people and they put you in “prison.” Years of forced labor broke any former ties you had. You went from one bad job to a lifetime of crime.

5

Kidnapped

Some sort of pirates or gang took you from your former life, and set you free once you’d grown. Your captors weren’t nice to you, but they trained you well and made you tough.

6

Path of least resistance

You were facing tough social situations and a life you didn’t want. You stumbled upon the opportunity to leave and took it.

7

Family business

Someone in your family was a Sharper and took you under their wing. It’s the only life you’ve known since. You might even have a sense of honor about it.

8

Justice

9

Restlessness

The universe’s injustice, lost history, and the utter chaos confounds you – none of it makes sense. You can’t stay in one place for long, so being a Sharper exposes you to many walks of life and plenty of information. Maybe you’ll figure it all out someday.

10

Lone survivor

You found peace and security for a while, but then it was all taken from you. A pirate raid, heretic purge, or an industrial accident killed everyone but you. You’ve been a Sharper ever since.

Backstory Your parents either died or abandoned you at a young age. Life was tough; you learned to guard yourself and never stay in one place for too long. Late in life, your parents decided you were not good enough for the family. Whether you deserved it or not, they left you in the cold with none of the comforts that you had grown accustomed to.

You might be religious, but even if you’re not, you care a lot about the human condition. A big part of why you’re a Sharper is making connections and trying to improve the lives of people that deserve it. Better to kill a crook and use the money to feed widows than do nothing at all.

017

d10

Your connection to the other players

1

Happenstance

2

Emotional ties

Choose another player in the group. You have a high emotional attachment to their character. The emotions may be reciprocated or not. You don’t like being separated from them.

3

Professional History

You worked a dangerous job with another character in the group and learned to respect them. You feel safer in their company.

4

Financial ties

Another character in the group owes you some money, or at least some services to cover a debt. You’ll stick around at least until you feel compensated.

5

Common secret

You and another character in the group share a secret. Only roll once to generate both your characters’ shared mystery. You are both aware of this shared mystery.

6

Life debt

You saved another character’s life and feel some responsibility for them. You also feel like they owe you.

7

Common values

8

Common enemy

9

Former Rivals

10

Blood relation

Backstory You joined up with the group through chance and convenience. There may be other connecting factors, but they’re not that important to you.

You and another character in the group share an outlook and values, so you work well together. Write three short “moral” sentences that you and the other character agree on. It would also be a good idea for you to both choose the same Motivation. You and another character in the group have a common enemy that you both fear and loathe. Working together makes you safer and more capable of hurting that enemy. You and another character were once enemies. Maybe you worked opposing jobs, or maybe you competed for the same lover, but you both realized it wasn’t worth killing each other for and became tentative friends. You have family relations to another character in the group. They may or may not be aware (your choice).

cdffdc 018

d10

Your mystery

Backstory

1

Blackmail

Someone knows about a mistake you made and if it comes out, it could ruin your relationship with the other players. Sometimes the blackmailer wants money, but mostly they’re intent on intimidating you.

2

Stalker

Someone has an unhealthy interest in you. They keep following you and messaging you, desperate for your attention.

3

Amnesia

There are a few years of your life missing. You have no recollection of what happened during that time.

4

Legacy

Someone in your ancestry had great wealth or great power. You hold the cryptic key to reclaiming it someday.

5

You know too much

There’s a horrible secret about a person, corporation, or a gang leader that’s big and nasty and you know all about it. Hopefully, no one is aware of what you saw.

6

Missing friend

Someone important to you has disappeared recently. You don’t know if they are alive or dead and you need closure.

7

Church interest

The Tharnaxist Church takes a lot of interest in you. They haven’t prosecuted you for any crimes yet, but it there’s always someone keeping tabs on you.

8

Strange illness

You have a strange illness that may kill you someday. It’s not slowing you down yet, but you need to find a cure.

9

Visions

There’s an image in your mind that won’t go away. Sometimes it invades your senses while you’re still awake. Is it something that happened or a premonition of something yet to come?

10

It’s all a lie

Everything you’ve determined about your backstory is false. It’s just something you made up to hide what you really are. Choose another mystery for cover so the other players don’t know too much.

019

MY/SOUL.//I/SUMMON/TO/THE/WINDING//// ANCIENT/STAIR;/SET/ALL/YOUR/MIND/UPON /THE/STEEP/ASCENT,/UPON/THE/BROKEN,// CRUMBLING/BATTLEMENT,/UPON/THE/////// BREATHLESS/STARLIT/AIR,/”UPON/THE//// BIOCLASSES

SKINBAG (Organic Body, Organic Brain) A

C

T

I

O

N

S

HP

HP/LVL

2

0

-1

1

0

1

1

35

5

Genetic legacy. Choose one of the following: • Mutant dog. A Prodigravus infection in your ancestry has made you less than human. Your nerve is penalized by -2, but you gain 4 Trait Points to immediately buy mutations, though these points don’t count toward leveling up. You ignore any Attribute requirements when buying mutations; you only need to meet Trait and Level requirements. The list of Mutations starts on page 027. • Dying Breed. You belong to the diminishing number of completely unaltered humans with a pure genetic history. You can still be affected by temporary mutations from toxins or poisons, but can never be permanently mutated through Character Traits. Increase any single Attribute by +1, except Toughness. At the 4th, 7th, and 10th levels, you again increase any Attribute by +1. You also and gain a free General Trait that you qualify for at 4th and 7th level. (General traits not shown in this preview)

Choosing to be fully organic prevents you from ever buying cybernetic upgrades, however, you can learn psychic powers. This Bioclass forces you to choose if you are a mutant or genetically “pure.” The Skinbag Bioclass means you are fully organic and have very little social value. After all, Skinbags are born every day. This natural reproduction is one of the few edges humanity has left. While most organics grow up in squalor and die the same, their sheer numbers mean that at least a few will rise to power and importance. A large number of Skinbags start their lives mutated. These mutants have a deep need to prove their worth to the Galaxy. BIOCLASS TRAITS Techless Will. You never needed cybernetics and never trusted them either. Three times a day, you can add +3 to any Attribute, even Speed. This bonus lasts for one round during a battle, or applies to a single die roll outside of battle.

SCRAPHEAD (Organic Body, Plugged brain) A

C

T

I

O

N

S

HP

HP/LVL

0

0

-1

-1

3

3

1

35

5

Choosing to have only a plugged brain means your character is specialized for mental tasks. This Bioclass may buy cybernetic brain upgrades, but not body upgrades. You cannot learn psychic powers, but you have access to mutations. Most People treat Scrapheads the same as Skinbags – after all, they look the same on the outside. However, Sharpers and other freelance criminals highly value Scrapheads. Their knowledge edge comes in handy more often than not. Scrapheads are pretty rare – a lot of people are afraid to have their minds altered and most people opt for body-focused enhancements.

020

Scrapheads have data stores directly implanted into the hippocampus and the rest of the brain is riddled with plugs for future upgrades. This makes them less intuitive, less emotional and less charming. Plugged minds have perks, however – they are less affected by fear and psychic energies. BIOCLASS TRAITS Hard Brain. You cannot use psychic powers. Starter Software. You were never interested in body upgrades – the brain is what matters. Gain one Knowledge Focus you qualify for, as well as two of the knowledge powers listed beneath it. Cybernetic slot. You have one Brain Upgrade slot to install enhancements in the future.

STAR/THAT/MARKS/THE/HIDDEN/POLE;/FIX/EVERY/// WANDERING/THOUGHT/UPON/THAT/QUARTER/WHERE/ALL THOUGHT/IS/DONE:/WHO/CAN/DISTINGUISH/DARKNESS FROM/THE/SOUL//////////////////////////////// ///////////////////////////////////////////// HARDSHELL (Plugged Body, Organic Brain) A

C

T

I

O

N

S

HP

HP/LVL

2

0

0

1

0

1

1

42

6

Choosing to have only a plugged body means your character is specialized for physical tasks. This Bioclass may buy cybernetic body upgrades, but not brain upgrades. You have access to mutations and can learn psychic powers.

BIOCLASS TRAITS Starter Hardware. Choose one of the following permanent Attribute increases: • Cyber eyes. +1 Awareness • Servo limbs. +1 Combat

This Bioclass is highly coveted. You get the best of both worlds – a tough body and a sound mind. Being a Hardshell doesn’t inherently grant any social benefits, but those around you will perceive you as a greater threat.

Cybernetic Slots. You have two Body Upgrade slots to install enhancements in the future.

Any human can become a Hardshell, but it usually requires wealth and special opportunity. The most common path to cybernetic enhancements is to join a company or gang that offers it as a bonus to employment. These jobs are always violent or dangerous.

PLUGFIEND (Plugged Body, Plugged Mind) A

C

T

I

O

N

S

HP

HP/LVL

1

1

0

-1

2

2

1

42

6

Choosing to have both a plugged body and plugged mind means you’re entirely focused on cybernetics. This Bioclass may gain any cybernetic upgrades, however, you do not have access to any mutations or psychic powers. Though light years behind the modifications of a Tech Priest, Plugfiends are extreme examples of cybernetics. They’re all about the upgrades and probably looking for trouble. They are also easy to spot because almost every appendage has a visible enhancement. Plugfiends are definitely treated with more respect than others. They must have done something crazy to earn the upgrades they have. Plugfiends make good hackers and great warriors. They are highly sought after by Sharpers for the most dangerous jobs.

BIOCLASS TRAITS Mod Focused. You have so many enhancements that your body can hardly handle anything else. You cannot gain psychic powers. You can still be affected by temporary mutations from toxins or poisons, but can never be permanently mutated through Character Traits. Also, General Traits cost you 3 TP instead of the usual 2. Cybernetic Slots. You have four Body Upgrade slots and two Brain Upgrade slots to install enhancements in the future.

021

Suggested equipment packages:

ASPECTS

BRAINIAC Attribute Increase: +2 Operation Attribute Penalty: -1 to any Attribute except Operation You are incredibly intelligent and pride yourself in your studies. You gain any 3 Knowledge Focuses that you meet the requirements for, and 2 powers listed under each. After character creation, you get a discount of 1 Trait Point when purchasing new Knowledge Focuses. Suggested equipment packages: • Chop Doc (medical supplies) • Hacker (computer, pistol, and tools) • Sneak Thief (pistol and tools) BULB HEAD (A psychic combatant addicted to the drug Illuminix – not shown in this preview) LEADER (An alert and brave party buffer – not shown in this preview) SCOUNDREL Attribute Increase: +1 Influence, +1 Speed Attribute Penalty: -1 to any Attribute except Influence, Operation, or Speed You are a tricky individual who favors the element of surprise. You get +2 DMG on any attacks against enemies that are overpowered or unaware of you, which stacks with any other bonuses. Whenever you Gain Advantage to gain an Attack Bonus, the effect increases to +3. In addition, whenever you Gain Advantage, you may move four squares before or after the action at no AC cost. You also gain any one Knowledge Focus you meet the requirements for and have access to special General Traits. Suggested equipment packages: • Dirty Merc (rifle) • Sneak Thief (pistol and tools) • Trick Blade (high quality knife) THUG Attribute Increase: +1 Combat, +1 Toughness Attribute Penalty: -1 to any Attribute except Combat or Toughness You’ve been in life or death situations many times but your innate fighting ability has kept you alive. You gain 1 Weapon Proficiency and 1 Attack Skill. You also gain an extra 4 maximum hit points. After character creation, you get a discount of 1 Trait Point when purchasing new Attack Skills.

022

• Alley Carver (sword) • Dirty Merc (rifle) • Gunslinger (two pistols) • Street Blaster (shotgun) • Trick Blade (high quality knife)

EQUIPMENT PACKAGES

Alley Carver Lvl 2 expert crafted Sword (+1 ATT +5 DMG); Reinforced clothing (+2 Armor Defense, Speed Rating 4); NOTHING ELSE (you really want to kill people) Chop Doc Trauma kit (§40 medical supplies, can heal HP); Extra medical supplies (§28 worth); Combat vest (+3 Armor Defense, Speed Rating 3); Fossil pistol (+0 ATT +1 DMG, Range 3); Two days of food; Backpack (stores your goods); Phone; §13 Dirty Merc Retrofit rifle (+1 ATT +3 DMG, Range 6); Combat vest (+3 Armor Defense, Speed Rating 3); Utility belt (stores a small amount of items); One day’s worth of food; Phone; §2 Gunslinger Two lvl 1 expert crafted fossil pistols (+0 ATT +2 DMG, Range 3); Reinforced clothing (+2 Armor Defense, Speed Rating 4); Utility belt (stores a small amount of items); One day’s worth of food; Phone; §8 Hacker Basic tool set (picks locks, performs simple mechanical tasks); Mobile hack deck (manipulates computers, cracks networks); Reinforced clothing (+2 Armor Defense, Speed Rating 4); Fossil pistol (+0 ATT +1 DMG, Range 3); One day’s worth of food; Backpack (stores your goods); Phone; §6 Sneak Thief Basic tool set (picks locks, performs simple mechanical tasks); Combat vest (+3 Armor Defense, Speed Rating 3); Retrofit pistol (+1 ATT +1 DMG, Range 4); One day’s worth of food; Utility belt (stores a small amount of items); Crowbar; Phone; §8 Street Blaster Fossil shotgun (+2 ATT +0 DMG, Range 2); Combat vest (+3 Armor Defense, Speed Rating 3); Utility belt (stores a small amount of items); One day’s worth of food; Phone; §2 Trick Blade Lvl 2 expert crafted knife (+1 ATT +3 DMG); Combat vest (+3 Armor Defense, Speed Rating 3); Utility belt (stores a small amount of items); One day’s worth of food; Phone; §2

FINAL DETAILS

1. Write “2” in your Resolve Pool, and “0” in your Cynicism score. These are the standard starting totals for characters. 2. Fill out all your defenses. Just to the right of your Attributes are Toughness Defense, Armor Defense, and below those is Nerve Defense. Toughness Defense is your Toughness + 5. Armor Defense is your Toughness + 5 + bonus from any armor worn. Nerve Defense is your Nerve +5. 3. Fill in what armor you are wearing. Make sure to note the armor’s Max Speed Rating. This is the highest your Speed can be while the armor is worn. If this lowers your Speed, write the new number in dotted square to the right of Speed 4. Calculate your Action Counters. Below all your Attributes is your Action Counters. These are equal to your one half your Speed + 3 (rounded down). 5. Calculate the ATT (Attack bonus) and DMG (Damage bonus) for any weapons you are carrying. This workspace is to the right of your Hit Point Tracker. The ATT of the weapon equals your Combat + Weapon ATT. The DMG is equal to your Combat + Weapon DMG. Fill in the attack speed and range of the weapon as well. 6. Check the boxes for any Weapon Proficiencies you have. These boxes are just below your weapons workspace. Make sure to include these bonuses in your weapon entries. 7. Write down all your possessions and their location. This is the box to the right of Psychic Powers. Make sure to mark how much money you have (lurans), as well as how many days of food you have. These have a dedicated space at the bottom of the possessions box. 8. Write a short draft of your backstory. The bottom left of the second sheet is a place to put any relevant details from your character backstory. 9. Keep track of Trait Points (TP). These let you know when you level up, and are used to purchase new abilities

My/Self/./The/consecretes/blade/upon/my/knees Is/Sato’s/ancient/blade,/still/as/it/was,//// Still/razor-keen,/still/like/a/looking-glass/ Unspotted/by/the/centuries;////////////////// ATTACK SKILLS

SAMPLE POWERS

This section contains just a few examples of the character powers available.

WEAPON PROFICIENCIES

Weapon Proficiencies increase your ATT and/or DMG with certain weapons.

Striking +1 ATT +2 DMG with melee weapons. Pistols +1 ATT with pistols. Rifles +1 ATT +1 DMG with rifles. Shotguns +1 ATT +1 DMG with shotguns.

Brawler Requirements: Combat 1, Striking Weapon Proficiency You learned to fight up close and dirty. You treat unarmed attacks and clubs as a Fast Speed weapons, and receive +1 DMG with both. You can throw one-handed striking weapons, treating them as having a Range Increment of 2, calculating ATT and DMG as normal. Also, whenever you Overpower an adjacent enemy, you can choose to make them drop their weapon.. Duelist Requirements: Combat 1 You are a flashy fighter who prefers small and light weapons. If you’re wielding only a one-handed weapon, add +2 DMG to your first successful attack each turn. Also, if at any time you have a single one-handed weapon in your grip (and only that one-handed weapon), you get to +1 Toughness Defense and Armor Defense. Deft Grip Requirements: Combat 1, Striking Weapon Proficiency You can draw striking weapons to an empty hand (even out of your back pack) for no AC. If you already have a weapon or tool in your hand, though, it costs the standard 1 AC to switch. Also, your swift arms grant you a constant +1 ATT with two-handed striking weapons.

023

Swinging Shot Requirements: Combat 1, Shotgun Weapon Proficiency You know how to reflexively line up a shotgun blast. You treat shotguns as Guard Attack weapons, and get +1 DMG with all shotguns. Two-Fisted Fighting Requirements: Combat 1 Your ambidextrous battle skills make you a dangerous foe. Once per turn, when attacking with a one-handed weapon, you can make a free attack with another one-handed weapon in your other hand. You suffer -2 ATT to both attack rolls.

KNOWLEDGE FOCUSES

Operation rolls can only be used to complete simplistic tasks or recall general information. However, Knowledge Focuses grant a player special powers when making Operation Rolls. They also give you an advantage when trying to notice or disable traps that are aligned with your Knowledge Focuses. There are two things to note: When first selecting a Knowledge Focus, choose two of its listed powers. You are guaranteed access to these effects when making successful Operation rolls. Success means you roll above an AD set by the GM. The Operation AD is set based upon how difficult the action or situation is. If you want to unlock additional powers in a Knowledge Focus that you have, each costs an additional 1 TP. Computers Requirements: Operation 2 You have special knowledge about computers and digital networks. Powers: • Cracking: You can crack security systems to access computers and their networks. To use this power, you must be connected to the computer. You can connect wirelessly, if available, and can always connect via hardwire. The GM sets the Operation AD based on how advanced the security measures are. If successful, you have unfettered access to the computer/network. If you fail enough times trying to crack a computer, the GM may decide that you alert authorities and are permanently locked out of the computer/network. • Info search: Once connected to a computer, you can search its archives for files and secret information. The GM sets the Operation AD based upon how obscure or encrypted the data is. If you fail enough times on Info searches, the GM may decide that you alert authorities and are permanently locked out of the computer/network.

024



Systems Override: If any systems are attached to the network you are on, you can manipulate them. For example, you can turn off security cameras, alarms, or turrets, unlock doors, disrupt the lights and climate control, or anything else automated by the networked system. The GM sets the Operation AD by the level of security and complexity of the action you are attempting. If you fail enough times trying to override a system, the GM may decide that you alert authorities and are permanently locked out of the computer/network.

Investigation Requirements: Operation 2 You have special knowledge about solving mysteries and finding information. Powers: • Clue Finder: While at the scene of a mystery, make an Operation roll. If you beat an Operation AD of 7, you and your allies get +2 to Awareness rolls to find clues at that scene. Failure means you cannot try again for the bonus until new clues are found in the area. • Deductive Genius: If you have three or more clues about a mystery, you can attempt to make a solid deduction. Ask the GM three yes/no questions about the mystery, and then make an Operation Roll. The GM sets an Operation AD based upon how complex the mystery is and how relevant the clues you have are. If you succeed, the GM answers all three questions with a “Yes” or “No.” If you fail, you cannot attempt this again until you find at least one more clue. • Tracker: When attempting to locate a person or creature, you can make Operation rolls to help discover their location. If you beat an Operation AD equal 6 + the level of the person, you and your allies receive +2 to Awareness and Influence rolls made to find out their location. Failure means you cannot attempt this power again until new information comes to light. Locks Requirements: Operation 0 You have special knowledge about locks. Powers: • Force Entry: As long as you have a basic tool set, you can force open mechanical locks and electric locks (such as pin pads). If you are disabling locks that use measures like security badges or fingerprints, you must also have a mobile hack deck. The GM sets an Operation AD based on how complicated the lock is and how difficult it is to access its mechanism. You can also attempt to jam locks, with the Operation AD also based upon the complication of the lock. Success means you manipulate the lock, but leave evidence of tampering. Failure means you gain no benefit and still leave evidence.



Disable Alarms: As long as you have a basic tool set, you can disable alarms that can be physically accessed. The GM sets an Operation AD based on how difficult it is to access the alarm mechanism and how secure it is. Success means you disable the alarm but leave evidence of tampering. Failure means you set the alarm off.

Medicine Requirements: Operation 3 You have special knowledge about health, injury, and disease. Powers: • Field Surgery: You can heal physical injuries. You must have a trauma kit and §4 in medical supplies. If you beat an Operation AD 9, you restore 20 HP to the injured person. Failure means you lose the medical supplies and deal 1 HP in damage to the injured person. Field surgery can be used to revive unconscious patients in negative HP, but any damage dealt in this state kills them. Field Surgery takes an hour per-check, and cannot take place during a battle. • Craft Drugs: You can create medicines and poisons that cost up to §60. Crafting drugs takes four hours. You must have medical supplies equal to one half the cost of the drug you are creating, and have access to an Infirmary. If you beat an Operation AD of 9, you succeed. If you fail, you lose half of your components and do not create the drug. Though it is cheap, Illuminix is an illegal and highly complex drug that is used to give organic brains access to psychic powers. You do not know how to create it. • Treat Illness: You can cure diseases or poisons, but you must have access to an infirmary and §20 in medical supplies. If you beat the listed Operation AD of the disease or poison, the patient is cured. Survival Requires: Operation 1 You have special knowledge about overcoming environmental dangers. Powers: • Arboreal Survival: If you are in an arboreal setting, you can easily find food and shelter. You must beat an Operation AD equal to 4 + the number of people you are feeding and sheltering. Failure means you do not find food and shelter and must wait a day. Once you find shelter, you only need to make this check to find food. • Desert Survival: If you are in a desert setting, you can still find food and shelter. You must beat an Operation AD equal to 6 + the number of people you are feeding and sheltering. Failure means you do not find food and shelter and must wait a day. Once you find shelter, you only need to make this check to find food.







Oceanic Survival: If you are in an oceanic setting, you can find food and shelter. You must beat an Operation AD equal to 6 + the number of people you are feeding and sheltering. Failure means you do not find food and shelter and must wait a day. Once you find shelter, you only need to make this check to find food. Tundra Survival: If in an icy setting, you can still find food and shelter. You must beat an Operation AD equal to 8 + the number of people you are feeding and sheltering. Failure means you do not find food and shelter and must wait a day. Once you find shelter, you only need to make this check to find food. Urban Survival: If you are in an urban setting, you can scrounge up free food and shelter. You must beat an Operation AD equal to 7 + the number of people you are feeding and sheltering. Failure means you do not find food and shelter and must wait a day. Once you find shelter, you only need to make this check to find food.

Taxonomy Requirements: Operation 2 You have special knowledge about living organisms and their habits. Powers: • Common creatures +1: When encountering a hostile common animal like a guard dog, you may have insight on the best way to hurt it. You must beat an Operation AD equal to 6 + the level of the creature. If you succeed, you and your allies receive +1 DMG against that creature for the entire battle. Failure means you gain no bonus during this battle. You cannot use this power against humans. You must make this check every time you try to gain this bonus, even against a creature you fought before. • Xeno organisms +1: When encountering a hostile xeno organism such as rare alien predator, you may have insight on the best way to hurt it. You must beat an Operation AD equal to 6 + the level of the creature. If you succeed, you and your allies receive +1 DMG against that creature for the entire battle. Failure means you gain no bonus this battle. You must make this check every time you try to gain this bonus, even against a creature you fought before. • Mutant organisms +1: When encountering a hostile mutated organism such as Prodigravus, you may have insight on the best way to hurt it. You must beat an Operation AD equal to 6 + the level of the creature. If you succeed, you and your allies receive +1 DMG against that creature for the entire battle. Failure means you gain no bonus during this battle. You may only use this power against humans with visible mutations. You must make this check every time you try to gain the bonus, even against a creature you have fought before.

025

NATURAL TALENT TRAITS

Every player selects one Natural Talent Trait upon Character Creation. They are used to help your character have a very specific talent, despite having a low Attribute associated with it. Most natural talents help your character in social situations or with technical skills. Higher-level talents help with attacks and battle. Characters can “discover” more natural talents as they level up by purchasing these traits for 4 TP (Trait Points.) Influence Fear Requirements: None When making rolls to intimidate someone with threats of violence, you may use your highest Attribute instead of Influence. Influence Peace Requirements: None When making rolls to peacefully dissuade violence, you may use your highest Attribute instead of Influence. Influence Personnel Requirements: None When making rolls to lie to corporate employees or armed security, you may use your highest Attribute instead of Influence. Influence Thieves Requirements: None When making rolls to lie to gangsters and pirates, you may use your highest Attribute instead of Influence. Influence Wanderers Requirements: None When making rolls to lie to Merchants, Dock Masters, and Sharpers, you may use your highest Attribute instead of Influence. Operate Cooking Requirements: None If you have access to cooking tools, you can make one meal’s worth of food stretch into two meals (though these two meals cannot be stretched further). If you gain the Cooking Knowledge Area, you may also use your highest Attribute in place of Operation for any rolls associated with its powers. Operate Navigation Requirements: None When making rolls to read maps and avoid getting lost, you may use your highest Attribute instead of Operation. If you gain the Navigation Knowledge area, you may also use your highest Attribute in place of Operation for any rolls associated with its powers.

026

Operate Survival Requirements: None When making rolls to identify, avoid and overcome natural dangers, you may use your highest Attribute instead of Operation. If you gain the Survival Knowledge area, you may also use your highest Attribute in place of Operation for any rolls associated with its powers. Operate Vehicles Requirements: None When calculating Driver Velocity or taking pilot actions in battle, you may use your highest Attribute instead of Operation. If you gain the Driving Knowledge area, you may also use your highest Attribute in place of Operation for any rolls associated with its powers.

Right,/law,/and/industry/gave/way//// Where’er/his/selfish/rule/had/sway;/// And/so/corruption/seized/the/swarm,// Who/plundered/underneath/his/arm.//// ///////////////////////////////////// MUTATIONS

Mutations originate from genetic instabilities introduced by the extinct P-Virus and are no longer contagious. Because of remnant fears from the Millennial War, mutants are seen as malicious beings that carry diseases. As a result, these genetic deviants are often driven underground. The fear of psychotic tendencies is not completely unfounded. A very small amount of mutants have altered brain chemistry, similar to the Prodigravus. This causes decreased self-control, increased aggression, and an inability to distinguish reality from fantasy. The most hated kind of mutant is a “Sleeper.” These individuals with corrupt genetics appear completely normal. Their unstable DNA lays dormant unless triggered by adrenaline. So if involved in a career of violence, Sleepers suddenly discover they aren’t quite human. LEVEL 1 MUTATIONS If a body implant conflicts with a mutation that you have (such as cyber eyes conflicting with the dark vision mutation,) you lose access to that ability while the implant is installed. Acid Blood Trait Point Cost: 4 Requirements: Organic body, Toughness 1 Your veins course with an unnatural chemical mixture. Whenever you take damage from a striking weapon, nearby characters are hit with a splash of your dangerous blood. All adjacent characters take damage equal to your Toughness. Anaerobic Trait Point Cost: 3 Requirements: None Because you no longer breathe, you look unnaturally stiff and almost corpse-like. You cannot suffocate, and superior homeostasis makes you immune to temperature threats from a cold vacuum. Freakish Deformity Trait Point Cost: 4 Requirements: None You develop a grotesque deformity that is difficult to hide. You decide its appearance, but it permanently causes -1 Influence. Your mutated state, however, grants other benefits. Add +1 to any Attribute except Nerve or Influence.

Mega Grip Trait Point Cost: 4 Requirements: Organic Body You grow oversized hands and extra fingers. You get +3 DMG to attacks made with your fists. You get +2 to Takedown attempts against adjacent enemies. Perfect Sneak Trait Point Cost: 3 Requirements: Speed 1 Your body moves with unnatural grace. You gain +2 to Speed rolls when trying to avoid detection. Pheromones Trait Point Cost: 2 Requirements: Influence 1 You have an intoxicating smell that makes you hard to resist. You get +1 to Influence rolls to socially interact with any breathing creatures within 10 feet of you. Super Senses Trait Point Cost: 3 Requirements: Awareness 2 Your eyes and ears are large and extremely sensitive. Whenever you make an Awareness roll, make two rolls and use the highest one. Runner Trait Point Cost: 3 Requirements: Speed 2 You have sinewy legs and a wide gait. You may move up to 6 squares with every move action instead of 4. Tough Guy Trait Point Cost: 3 Requirements: Toughness 0 Your skin becomes unnaturally thick and forms visible scales. You get +1 to your Armor Defense. Vampirism Trait Point Cost: 4 Requirements: Organic Body Your body uses the blood of others to heal in freakish ways. If you drink the blood of a recently dead human or mutant, you recover (your level x 4) HP and cleanse your body of any poisons and disease.

027

PREVIEW ADVENTURE

028

The following presents a sample adventure to use in your first gaming sessions. It touches on all the important aspects of the game and lays the groundwork for future adventures. You can choose to use it in its entirety, adapt parts of it, or rely on it as inspiration for your own concepts. Learning the game A preview version of Synthicide’s setting story and rules starts on page 005.

Creating Characters Prebuilt characters are found at the back of this book. If you want to try building your own characters, abbreviated rules can be found on page 015. A special note about difficulty This series of missions assumes there is a party of four players with at least one being a Thug. If this is not the case, try removing one or two enemies from each battle to balance the game.

the/origin/of/self/is/found/in/crisis./////// this/is/where/your/mettle/puriFIEs/your////// elements/into/their/most/elegant/expression./ but/like/a/Fire/your/true/self/may/burn/out./ you/must/provide/it/fuel/to/sustain/it.////// THE LOCATION

The location for this mission is Sunrider City, a large metropolis on the fringe world Corsus. This is one of the last developed planets on the very edge of the Church’s influence and although there are still Tech Priests and Enforcers, they have less power here than in other worlds. Sunrider City is the home of Taam’s Transport and Mining Company, otherwise known as TTMC. This large corporation controls much of the planet, and at least on Corsus, is a legitimate threat to the authority of the Church. This situation is the result of Sunrider City’s very unique past; it was built upon the site of mysterious star fleet crash that occurred many centuries ago. This allowed the inhabitants access to parts, metals, and old technology without direct help of the Church. The largest crashed starship in this mess was the Sunrider, from which the city gets its name. When approaching Sunrider City, a descending spaceship notices that while the metropolis is massive and complex, it looks completely decrepit, with most of the buildings constructed from salvaged ship hulls. Everything is dark and gray, but random sparks of light and colored paint add to the chaos. The streets at the lowest level of the city are dingy and unpaved, existing only for foot traffic and a few wheeled vehicles. The rest of the traffic consists of aircraft drifting in the upper levels of the city, with a few vehicles dipping low enough to singe the hair of pedestrians with super-heated exhaust. One skyscraper in the middle of the city stands above all others. It is converted from an immense ancient starfreighter’s bridge and in large lights across its top it says: “TTMC”. This is the official headquarters of Taam’s Transport and Mining Company.

///////////////////////////////////////////// IMPORTANT FACTIONS

There are three groups at play in Sunrider City. They are the patrons the players choose from on this mission. TTMC This organization is the most powerful non-church entity in Tharnaxist Space. Founded on Corsus by Jarrix Taam only 40 years ago, Taam’s Transport and Mining Company has become a ubiquitous shipping service with a side business in raw materials. They’ll hire anybody to do anything - but only the dangerous jobs pay well.

Rail Riders The Rail Riders are a local gang that has staked territory in the autotrams running beneath the city. They extort tolls from tram-users, generally cause violence and chaos, and are working very hard to overthrow TTMC’s economic stranglehold. It is rumored that they have mysteriously acquired large amounts of money to pay Sharpers, but the jobs are usually highly dangerous. The Tharnaxist Church The Tharnaxist Church is powerful and immense. Priests are the ultimate authority, surrounded by vicious robots and brainwashed neophytes. Priests only hire Sharpers for incredibly despicable missions, or to take care of something the priest wants kept secret from the Church.

029

SUNRIDER CITY MAP TTMC SHIPYARD TTMC SCRAP

TTMC TTMC FACTORIES CITY WATER RESERVOIR DOCK

DOCK ENTRANCE

(BELOW RESERVOIR)

DOCK ENTRY POPULAR NIGHTLIFE

CHURCH CAPTURED TOWER CHURCH CLAIMED SCRAP

DECAYING MANTAINED TRADING/ INDUSTRIAL DEVELOPMENT COMMERCE

SUNRIDER CITY SKYLINE

030

WATER

RAIL STOPS

POINT OF INTEREST

IMPORTANT CHARACTERS

OTHER CHARACTERS

The characters below play a critical role in the story. They are all connected, but don’t know it yet.

At the GM’s discretion, these individuals can be used to spin the story or provide small diversions for the players.

Grearson This cagey character is a high-profile member of the Rail Riders that has come into possession of something of great value. He’s a small man with some cybernetic implants and a friendly attitude. He is, however, easily offended and turns violent if insulted enough.

Dockmaster Verosa Verosa is a strong, intimidating woman who only wants her money. If you try to stiff her, she’ll bring the whole dock down on your head. She does, however, answer just about any question she knows the answer to. She complains and grumbles about the annoyance, but she answers just the same. She knows the names of the important people in town and where work can be found. She also has a stockpile of §500 in her quarters, but going after that is quite risky.

Primary Advancement Officer (PAO) This former street-brawler never reveals his true name, and only uses his TTMC job title. He wants to hire the players to take care of a pesky problem that is far more complex than he realizes. The PAO is a busy man, running the show for most freelance work off the corporate campus. He is concise but maintains an open attitude. According to him, openness is a form of intimidation – he has nothing to fear from anyone, and wants EVERYONE to know it. Vicar Narul Narul is a slimy Tharnaxist Priest who wants to trick the players into taking care of his dirty laundry. He is pale, cowled and has an array of cybertools jetting from his hands. He talks in a singsong voice and makes clumsy passes at female characters. With his secret penchant for using robots to assist in violent sadism, accepting his advances is horribly dangerous. He Who Remembers This synthetic is the key to the whole story. He acted as a video journal for Vicar Narul, and stores recordings of all the Vicar’s nasty secrets. He is currently in the hands of the Rail Riders who are extorting the priest for money. The priest wants to have them killed and the robot destroyed. TTMC doesn’t even know this creature exists, yet the robot has proof that Narul committed a heinous act against a member of the Taam family – a thing TTMC could never forgive. Darry Darry is a dock orphan who likes to work as an informant for Sharpers. She’s only 9, but quite independent and fearless. Darry is only relevant to the players in two ways. First, she approaches the players and offers to reveal all the secrets of the dock if given a nice meal (§15) from Raudry’s kitchen. She knows everything, including Marphoose’s accidental boon. Second, she might accidentally witness the players commit a treasonous crime, forcing them to make a difficult choice about whether to keep her alive.

Hellena Hellena is an elderly woman who falls asleep at her register at the supply store in the dock. Stealing from her is dangerous, however. Motion tracking cameras spot thieves that can’t beat a Speed AD 9, and Hellena won’t think twice about calling dock security in. Marphoose This dangerous mutant runs an outcast collective in an abandoned section of the dock. He and his compatriots fear all outsiders and quickly attack any armed individuals that approach. Unbeknownst to Marphoose, the collective sits on the corpse of a former dock technician who has a memory stick with all the dock’s door codes. Getting caught using these codes for illicit means causes them to be quickly changed. Captain and Lieutenant Corello Stax Corello and his daughter Tessa head up the dock security. They are grating under Verosa’s low pay and high demands of round-the-clock patrols, but they take their job seriously. If caught alone, however, Tessa might be interested in getting back at Verosa. She might assist the players in gaining access to Verosa’s quarters for a little vandalism, but does not know of the treasures inside. Raudry This heavy-set man is in charge of the dock’s only restaurant. He’s been secretly embezzling rations from Verosa’s shipments, and sells them for half price to travelers that know the password “hot vittles”. If anyone turns him in, his summary execution is followed with a reward of §100.

031

THE BEGINNING

Once the players situate themselves and land in a subterranean space dock, they need to find work. Being level 1 characters, they are broke and friendless on this world. Point out these facts to the players and they will most likely agree that it’s time to get some cash and connections.

The Dock When the players depart from their ship, they discover that the dock is dirty, poorly lit, and filled with hundreds of humans and cyborgs bustling about. Two over-sized Enforcer robots are surveying the crowd, while a paleskinned priest sitting on a dais is at work behind them. The Hook There’s a “scrawl wall” on the far side of the dock where locals write down potential jobs and contact information. It is not far from the players’ approved docking location. This scrawl wall happens to be on the glass of a large monitor that has long since died. Most of the jobs listed are menial – temporary labor for loading freighters, adds for truck drivers, and so on, but none of it pays well. One job listing is etched into the glass with lasers, making it more permanent than the smeary ink surrounding it. It reads “TTMC: Sharpers and Wanderers welcome.” If the players investigate this lead, proceed to the section of this mission titled Taam’s Test.

Beneath this posting is a more cryptic message scrawled in bright blue ink and barely legible letters. It reads, “Screw these proddy bastards. We own the rails, now help us own the streets.” Under the words is an obscure symbol that quick questioning or research reveals as belonging to the “Rail Riders,” a gang that has recently risen to prominence. If players investigate this lead, proceed to the section of this mission titled Tracks to Trouble. On the wall adjacent to the scrawl wall is a message written in immense letters that go from ceiling to floor. It reads: “Support the Church, support the future. Honor God, honor yourself. Visit your local Vicar to find your calling.” No one has dared to obscure this wall with other ads. A quick investigation reveals that the local vicar is the Tech priest that observes this dock. If the players follow this lead, proceed to the section of this mission titled Tharnaxist Trial. The Choices and Consequences If the players side with TTMC, they might be relatively safe for now, but will earn the ire of the Church and Rail Riders. If they go with the dirty gang, there is no telling how dangerous the mission will be, plus there are threats involved with opposing TTMC. If the players side with the Church to benefit from their interplanetary influence, the players will be exposing themselves to manipulation and oppression at the hands of a Tech priest.

2

MARPHOOSE (Outcast mutant leader)

Shiv, counter weapon

Psychic blast. +2 ATT +2 DMG, range 4 squares, vs Nerve Defense.

+1 ATT +2 DMG

TOXIC SPIT. Uses: Attack action. Range: 6 squares. Effect: Make an attack at +3ATT +3DMG, targeting Toughness Defense instead of Armor Defense.

2

0

-1

2

2

1

1

1

OUTCAST THUGS (three escorting Marphoose)

Shiv (knife), Thick Clothing, §7

4

6

6

1

1

0

0

6

8

6

3

2

1

3

24

1

Fossil Shotguns, range inc. 2

+1 ATT +1 DMG

1

3

SECURITY (respond to crises in groups of three)

Old metal pipes, guard weapon +2 ATT +1 DMG

+0 ATT +0 DMG

1 35

+3 ATT +1 DMG

+1 ATT +1 DMG

1

1

1

0

0

6

8

6

4

3

1

2 35

HELLENA’S SHOP

RAILWAY ENTRY

RAUDRY’S RESTAURANT SURFACE VENTS

SCRAWL WALL

ELEVATOR TO CITY

NARUL’S DAIS

ELEVATOR TO CITY SURFACE VENTS OUTCAST BLOCK RAILWAY ENTRY

SECURITY BARRACKS O. AD 12 to break in

VEROSA’S QUARTERS O. AD 12 to break in

SPACEPORT

SPACEPORT DETAILS

Outcast Block This abandoned section of the spaceport is full of mutant squatters, refuse, and shanties made of crates.

Hellena’s shop inventory Medi-bot services (§15/lvl of character, regain half HP) Travel rations (§5 per day, or §30 for a week’s worth); Illuminix (§5 per dose, or §25 for seven); Battle Armor (§110, +4 Armor Defense, 2 Max Speed); Combat Vest (§70, +3 Armor Defense, 3 Max Speed); Modern S. Pistol (§140, +2 ATT +2 DMG, fast, Range 4); Retrofit Shotgun (§130, +3 ATT +0 DMG, slow, Range 2); Rip Sword (§140, +1 ATT +5 DMG, slow, 2-handed);

Coming and going from the spaceport A parked ship gets a secure boot attached to prevent takeoff. Only ships that have paid the §5 per-day fee can leave.

These details are useful for players that want to explore the dock.

Raudry’s Restaurant Basic meal (§5 gruel); Nice meal (§15 vegetables); Extravagant meal (§55 vegetables and 3 oz. of meat); Stolen rations (§15 for a week’s worth)

In both Verosa’s quarters and the security office are terminals that can release a parking boot on a ship. It’s Operation AD 9 to hack the security office terminal, and Operation AD 12 to hack Verosa’s private terminal. The front gates of the runway remain closed unless a ship is cleared for takeoff. Crashing through the gates halves a ship’s HP. The gates can be forced open only via Verosa’s private terminal, requiring a roll beating Operation AD 15 to force the gates open.

033

TAAM’S TEST

As soon as the players hit the streets heading for TTMC headquarters, they will discover that the unique soil of this planet is in a constantly muddy and oily state; as if everything beneath them is fresh clay. As a result, all pedestrians and vehicles seem to be plastered with the stuff and it won’t be long until the players are filthy too. The path along the reservoir toward TTMC is a depressing one. The denizens along the way have a gross and greasy appearance to fit the dirt they trod on; they are mostly young people, but are physically aged beyond their years and probably won’t see many more. They appear to be the chaff pressed out of the trading areas just west of the dock. As they near the headquarters, the players notice that pedestrian traffic is dying down, while air and vehicle traffic is increasing. It enhances the busy atmosphere if one player is forced to make a Speed Roll against Action Difficulty 6 to avoid being clipped by a ground car. Deal him little or no damage on a failed roll, but comment on how the driver seems rather annoyed that anybody was walking around there at all, yelling profanities as he speeds away. The face of TTMC HQ is large and composed of many frosted glass doors set into the hull of what used to be a starship bridge. One set of doors in the very middle of the tower are transparent and have the sign “Deliveries and Applicants” pasted above it. Inside these doors is a large, seemingly unguarded lobby. There are, however, two trap doors that release powerful turrets should the need arise. At the back of the lobby are two locked doors and a sealed elevator. Only the door to the player’s immediate left is open, and it is labeled “Corporate Advancement.” Just past this door is a small waiting room, but no one is in line ahead of the players. They can simply walk in to the office itself. The man in the Corporate Advancement office is rather tall, but thin. He has a hard nose, a bald head and blue eyes. He greets each player with a handshake, revealing the studs and enhancements in his hands, usually reserved for cyborg street brawlers. He has a wicked grin and it’s obvious that his face has been reconstructed many times. He never gives his name, but just introduces himself as the Primary Advancement Officer. All signs should indicate that this man is part of TTMC’s extortion team. He greets the players and asks to inspect their weaponry, if they’re carrying any, taking refusals in stride.

His request serves no security purpose. He only wants to know how well armed the players are. Either way, he offers the players a job dealing with some “urban pests.” He admits the job is small, but he explains to the players that they are Sharpers unknown to his organization. While equipped and capable, they need to do a small errand before they can get their hands on more important work. The job consists of a small villa on the more developed south side of town. It seems that the Rail Riders, which he describes as a small-time operation that is run by chumps, broke into a villa and killed a young and rich off-worlder. The man had built the house as a place to stay in while negotiating business and TTMC doesn’t take kindly to having clients killed. What makes matters worse is that the Rail Riders have decided to stay in the villa, using it as a surface hideout. TTMC cannot allow those “roaches” any territory on the surface, so they must be driven out. The Risks The primary danger of this mission is fighting the Rail Riders. If word gets out that the players destroyed this hideout, they are on the Rail Riders’ hit list for a long time to come. They might become targets within a matter of hours if the information spreads quickly. No matter the exact consequences, finishing the Terrible Tower counts as completing a Moderate Risk mission. The Reward The reward for this simple mission is quite small. TTMC offers the players each §20, and recognizes the players’ ownership of any goods and materials found within the villa. With such a risky mission, receiving little direct payment may seem like being ripped off. However, TTMC is a strong organization, and trying to negotiate higher pay this early results in hurting relations with a powerful partner. The true payment of this mission is the trust TTMC offers upon successful completion. There is, however, a secret reward that the players won’t know about. Inside the villa is a very special piece of information, unknown even to TTMC, that gives them immense bargaining power.

2

Primary Advancement Officer

Retrofit pistol, guard, range inc. 3

Killers add half their level(rounded up) to their mastered attack’s ATT and DMG.

+2 ATT +3 DMG

OBSERVANT. Effect: When using Awareness, all d10 rolls less than 4 are considered to be 4.

1

2

2

0

0

1

1

+2 ATT +2 DMG

Retrofit pistol, combat vest, §94

7

9

6

3

2

42

HAVE FUN IMPROVISING THE REST OF THE HQ (IF THE PLAYERS GET BOLD AND CRAZY)

P.A.O.

CLOSET: §100, Beam rifle (+3 ATT +5 DMG, slow, r 8)

GUARD

LOCKER ROOM

GUARD

GUARD

LOCKERS: O. AD 6 four m. slug rifles (+2 ATT +4 DMG, slow, r6)

TURRET

ELEVATOR

ALL DOOR LOCKS: O. AD 9 T. AD 15

TURRET

SHUTDOWN TURRETS: O. AD 12

TTMC MAIN ENTRANCE 2

Stationary turrets (respond to violent crises)

GUARD

Rifle, range inc. 5 +3 ATT +5 DMG

Fossil Pistol, guard wpn, range inc. 3 +3 ATT +3 DMG

1

3

2

0

0

7

9

8

3

2

1

Security Guards (4 in vicinity)

4

1 42

+1 ATT +2 DMG

+1 ATT +1 DMG

1

1

2

0

0

1

1

7

9

6

3

2

35 035

TRACKS TO TROUBLE

If the players investigate work with the Rail Riders, they don’t need to go to the surface. The autotrams are connected directly to the space dock and close to their ship. Once the players enter the tram tunnels, they notice everything here is much older, yet better crafted. It’s possible that this tram system existed before the crash of the starships, hinting that another metropolis existed before Sunrider City. When the players make it down to the tracks, they see there are no lookouts, thugs, or even gang markings on the walls. All they see is a broken train platform, requiring them to climb down into the trench to reach the tracks. When the first tram arrives, however, the Rail Riders’ presence is made known. The tram is covered in graffiti and heavily modified with armor. There are seven rough-looking thugs inside. The smallest man on the tram is a cyborg with oversized, fully robotic hands. When the doors open, he immediately stands up and motions his compatriots to do likewise. They are all wearing black, ripped clothing and on their skin are bright blue tattoos that shine with iridescent ink. He yells at his resident hacker to force-stop the tram so he can talk to their “guests.” He gives the players a curt nod, introduces himself as Grearson, and then asks what he and his “associates” can do for them. In general, Grearson tries to use official sounding business terms, but if pushed or made angry, he descends into crude slang and bad grammar. His “associates” have no similar attempts at high class. Grearson himself is not actually the boss of the Rail Riders, but he is still an important member and is a main communicator for gang.

The job he offers is very important to the Rail Riders. Grearson explains that they have some sensitive communications they need brought to a “competing organization.” This information is important enough that they can’t send it electronically and it’s rather difficult for Rail Riders to safely walk surface-side to deliver it themselves. If the players pull off this mission, he promises he will elevate them to “preferred contractor status.” After everything is hammered out, Grearson hands over a black envelope with the Rail Riders’ symbol painted again in bright blue ink. He instructs the players to not open the envelope, but makes no threats or explanations why. They are to deliver the note to TTMC as quickly as possible, dropping it off at the Corporate Advancement office. The Risks This mission sounds too simple to be dangerous. It is, in fact, the riskiest job the players can take. When the players are in transit to deliver the letter, mercenaries under the pay of the Tharnaxist Church will assault them. These mercenaries include a rogue synthetic who has a long history of snuffing out organics. This encounter is described in the Tiresome Trek. Because the battle includes a synthetic boss and four mercenaries all at once, surviving the encounter counts as completing a High Risk mission. The Reward Payment is fairly high, at §60 a-piece to be collected after delivery. After successfully completing this mission, The Primary Advancement Officer from TTMC offers the players a more important job detailed in the section titled Tharnaxist Termination.

/////////////////////////////////////////////

1

Grearson

Knife, counter weapon

+1 ATT +1 DMG vs. overpowered or unaware enemies

+0 ATT +1 DMG

RAPID ASSAULT. Uses: Once per turn. Counts as one an attack action. Effect: Attack twice with knife.

3

036

0

1

1

0

0

2

+0 ATT +0 DMG

Knife, Thick Clothing, §18

5

7

5

4

5

25

RAIL STATION

THUG

THUG

GREARSON THUG

OPERATOR

COCKPIT LOCK: O. AD 6 T. AD 6

1

Train operator Spiked clubs, guard weapon +1 ATT +1 DMG

Spiked clubs, guard weapon

+2 ATT +2 DMG

4

0

0

0

3

5

6

5

3

5

1

1

Rail Rider thugs (3 on train)

1 30

+3 ATT +3 DMG

+2 ATT +2 DMG

1

2

1

0

0

1

1

6

8

6

3

2

35 037

THARNAXIST TRIALS

If the players stay in the docks and decide to approach the priest for work, a large Enforcer intercepts them. His synthetic body is onyx-colored, and is constructed with oversized metal plates. On each plate’s edge are rows of small spikes, and across every flat surface are ornately etched verses from Tharnaxist teachings. Adding to his frightening presence, a brown rusting is seen around the Enforcer’s body, suggesting numerous unwashed bloodstains. He will say nothing, but will eye them down and then escort them to the Vicar. Narul has almost a bluish tint to his flesh. His lips are withered and much of his body seems completely dehydrated. His eyes are replaced with artificial lenses, and his hands end in sinuous digits with metal studs sticking out of the joints. He seems to be working at an invisible console, manipulating his gaunt fingers on keys that exist only for him. Once the players approach him, he greets them by saying: “Ranix has granted you safe passage to my parish, and it is only right that you see me to offer your thanks.” He assesses each character with a digital click sound as he looks at each of their faces. Narul recites their current aliases and their worlds of origin. Without giving them time to speak or react, he brings attention to the fact that such a rough group of drifters must be looking for some specialized work. The job Narul offers revolves around a synthetic that goes by the alias of: He who Remembers. According to Narul, the robot is leading an intellectual campaign against the Tharnaxist Church by promoting an alternate history and denying the existence of Ranix. The robot is

currently under the protection of the Rail Riders at a secret location south of the dock. The players must gain access to the robot and put an end to his blasphemy. The vicar then gives the players a document that grants them immunity for this particular act of Grand Synthicide. An Operation check of 12, however, reveals that the document is a fake, but the players might not bother making a check to confirm its legitimacy. The Risks The risks involved in this mission are unknown to the players. The priest is lying to them in every way he can and has secret motives that are revealed in the section called Terrible Tower. In addition, Narul will use any act of synthicide as grounds to execute the whole party, tying up loose ends. But before facing the Priest again, successfully defeating the Rail Riders and securing the robot counts as completing a Moderate Risk mission. The Reward The reward for this mission is larger than one might expect. In addition to keeping whatever they find when they attempt to assassinate the robot, they are promised §100 each as soon as they hand off his memory core to Narul. They players won’t actually be receiving this payment, however.

Y

Vicar Narul

1

When using Influence or Awareness in social situations, roll twice. Use the higher die roll. GUARDED THOUGHTS. Effect: Even through the use of Psychic Powers or Awareness, players can only detect if this character is lying. His true motives can never be inferred.

NO NEGOTIATING. Effect: This character is immune to any attempts to negotiate payment or deals. He only agrees to what he wants.

Cyber claws, counter weapon

3

1

1

2

1

7

8

7

4

5

1

2

+2 ATT +1 DMG

+1 ATT +1 DMG

Priests carry no usable equipment or wealth.

50

///////////////////////////////////////////// 1

Enforcers (2 in escort of Narul)

Crushing grip

Killers add half their level(rounded up) to their mastered attack’s ATT and DMG.

+1 ATT +4 DMG

BRUTAL SWIPE. Range: Melee only Effect: Any time this character makes a melee attack, you may choose to make the attack “brutal.” Subtract up to 2 from ATT and add double that to DMG.

1

1

1

0

0

1

1

+1 ATT +1 DMG

§100 lurans in salvageable synthetic components (takes basic tools and 10 minutes to strip)

7

9

7

3

2

45

TERRIBLE TOWER (MODERATE RISK, 2 TP)

Whether working for the Church or TTMC, the location of the job is the same. As the players approach the villa, everything starts to look nicer. The average age of the residents rise with some healthy looking humans approaching their 40s or 50s – a rare example of longevity. Their clothing seems to be recently bought, but the feet and lower legs of the pedestrians are still stained with the clinging dirt that covers the planet. When the players arrive, they find that villa is a tall, cylindrical tower. It has a smooth finish and is completely featureless, except for a ring of glass windows near the very top and two doors at the base. Beside each door is a tough looking cyborg guard, with two extra guards walking around the premises. If the players are working for TTMC, they need to find a way to kill all the guards; if they are working for the Church, their only interest is recovering the robot inside. Remember that unless they learned about the synthetic from Vicar Narul, the players have no knowledge of his existence. It is up to the players to decide what to do. At night, this part of the city clears out, so there are fewer witnesses if they engage in a battle. Perhaps well-forged documents or a clever lie gains entry without conflict. The solution is purposely open-ended to give the players a chance to be inventive. Once inside, the players discover that the building is a simple vertical shaft with only one level at the very top, comprised of expensive looking furniture visible through the glass floor. There is a small elevator that is only big enough for 2 people on the east side of the tower. When looking up through the glass floor, He Who Remembers is not apparent. Unknown to the players, a back-up assassin is on the top level, standing perfectly still on the bed. He has explicit orders to attack anyone whose face he does not recognize. As a result, he immediately assaults whoever comes through the elevator without an escort. He is tall, covered in black form-fitting clothing, with one large, infected eye and a shrunken socket for the other. It is important to remember that if the players chose to slip past the guards, they will storm in as soon as they hear a fight going on. Intelligent players might take precautions for this, finding ways to bar the doors and buy themselves some time. In any event, dealing with the guards causes He Who Remembers to come out of the large wooden wardrobe. He is rail thin with a solid cast body. He maneuvers on six spindly legs that erupt from his lower half each time he chooses to walk, only to hide inside him again. He is peaceful with the players. He requests safe passage out

of the villa, claiming he was held hostage. He is evasive about what he is doing here, or what he knows. He does, however, admit to the name: He Who Remembers. If the players decide to interrogate him, they can discover he is not spouting anti-church doctrine. The truth is that he witnessed a priest rape and kill Taam’s daughter and was being held in order to blackmail the priest – the source of the Rail Riders’ recent rise to wealth and power. While they were unable to extract video evidence from him, the Rail Riders hacked enough to force He Who Remembers to project the video on command. If the players watch the video, the priest in question is identified as Vicar Narul. While no legal action could ever be taken against Narul, Taam and his company are incredibly powerful would want to exact vengeance. So what now? The players can choose to go ahead and kill the robot to collect on their payment from Narul, or they can pursue a change in plan. Perhaps they want to earn favor with the TTMC by turning the robot over, or maybe they want to try and patch things up with the Rail Riders by revealing that Vicar Narul sent them under false pretenses. Either way, they have a powerful piece for negotiation. If they make contact with Vicar Narul again and have not yet killed the synthetic, they have a strange negotiation on their hands. Narul will promise just about anything within reason, but he only wants the players to return with the robot so he can eliminate them. They must make Awareness rolls above Narul’s Influence rolls to know if anything is afoot. Returning to Narul in any capacity is covered under Treacherous Turnabout. If the players approach TTMC to negotiate, they are treated well, but it is challenging to get much money from them. The most that TTMC will pay out is §50 a player, but they follow up by offering a mission detailed in Tharnaxist Termination. If the players try to negotiate with the Rail Riders, things are very difficult. At minimum, the players stole from the Rail Riders and at worst, they killed some gang members. This requires high checks to regain the Rail Riders’ trust (an Influence check against AD 10 or higher,) but results in the players being given the job described under Tiresome Trek.

039

DOOR GUARD

LOCK: O. AD 6 T. AD 12

PATROL GUARD

ELEVATOR

PATROL GUARD

LOCK: O. AD 6 T. AD 12

VILLA LOWER LEVEL

DOOR GUARD

1

Rail Rider Door Guards (2) (§20 on each) Rusty swords, guard weapon +2 ATT +2 DMG

1

2

0

0

7

9

6

3

2

040

Fossil pistols, guard, range inc. 3

+1 ATT +1 DMG

1

1

1

Rail Rider Patrolling Guards (2) (§20 on each)

1 35

+1 ATT +2 DMG

+1 ATT +1 DMG

2

1

1

0

0

6

8

6

3

3

1

1 35

ASSN.

BATHROOM

VILLA UPPER LEVEL Y

Nameless Assassin

1

Killers add half their level (rounded up) to their mastered attack’s ATT and DMG. IMMUNITY. Effect: This character has a hardened mind. He takes half damage from Psychic Attacks.

FRIGHTENING Effect: Any Influence, Nerve, or Awareness rolls against this character suffer -2 to the roll.

Fossil Shotgun, range inc. 2

1

1

1

0

0

7

9

7

3

2

1

1 70

+3 ATT +1 DMG

+1 ATT +1 DMG

§12, reinforced clothing

041

TIRESOME TREK (HIGH RISK, 3 TP)

Once the players get the envelope from Grearson, it’s time to make their way to TTMC. The Rail Riders give them a ride via their hacked autotram, dropping them off close to their destination. When the players walk to the surface they are about 3 blocks from TTMC HQ, which is visible over the abandoned metal structures that line the shantytown they are now in. Unknown to the players, the Rail Riders have been under strict observation by Vicar Narul and he is planning to intercept any attempts at communication. Narul has hired a team of mercenaries who attack the players within moments of exiting the autotram station. Start the battle off with the players making Awareness checks against an Action Difficulty of 9. If none of the players succeed in noticing the mercenaries, the mercenaries each get one turn to attack the players before the actual battle starts and turn order is determined. In fighting these mercenaries, the players face a difficult choice: one of the attackers is a synthetic, and destroying him is highly illegal. They can choose to leave the synthetic incapacitated at 0 HP, but this will only ensure that he will return to attack them sometime in the future, perhaps after the players have left Corsus and forgotten about him. On the other hand, if they kill him now, a Tharnaxist drone following them witnesses the act. If given the chance, Vicar Narul’s Enforcers attack them as described in Treacherous Turnabout under the official purpose of “apprehending and punishing the perpetrators of Grand Synthicide.” Once defeated, looting the attackers’ bodies reveals official Tharnaxist warrant forms signed by Narul with the strict orders to intercept the delivery of any letters, packages, or possible verbal messages between the Rail Riders and TTMC.

So what now? The players have the choice to open the letter Grearson gave them. Now that the Church is involved, they will most likely be curious to see what is in the letter. This makes things more difficult because they have to find a way to re-forge the letter’s seal, requiring a forgery check beating Operation AD 12. Delivering the letter to TTMC unsealed means both they and the Rail Riders have less trust in the players. Both parties will halve any offered payments from now on. The letter itself reads “We have some information about the Church. We can’t send it to you unless you promise protection. This is something Taam would kill to know. Send representatives to autotram station 4 and we can begin negotiations.” Whether the players read the letter or not, they need to deliver it to TTMC. After the fact, the players are asked to accompany the TTMC representatives to autotram station 4 to reconnect with Grearson, where they can collect their payment. The Primary Advancement Officer goes as the main negotiator, bringing two guards to ensure protection from any more mercenaries. The cadre makes their way to station 4 unimpeded, however. Once negotiations are done, TTMC now knows that Vicar Narul is the man responsible for killing and raping Taam’s daughter. They now want to deal with the dirty priest, as explained in Tharnaxist Termination.

Y

Synthetic Mercenary

1

Killers add half their level(rounded up) to their mastered attack’s ATT and DMG. LUCKY STRIKES. Effect: Whenever this character rolls 1 or 2 on the d10, reroll it and keep the second result.

LAST COMMAND. Range: 6 Squares. Effect: When this character is defeated, all his remaining allies in range receive +1 ATT +1 DMG on their next turn.

Rifle, range inc. 5

1

1

1

0

0

7

10

8

3

2

042

1

1 90

+1 ATT +3 DMG

+1 ATT +1 DMG

§12, §100 in salvageable synthetic components (takes basic tools and 10 minutes to strip)

5’ TALL SHANTY 5’ TALL SHANTY

SCRAP METAL +2 COVER

SYNTH MERC

HUMAN MERC

HUMAN MERC

HUMAN MERC

HUMAN MERC

Human mercenaries (§15 and reinforced clothing on each)

1

Fossil Pistol, guard, range inc. 3 +2 ATT +3 DMG

RAILWAY EXIT

+2 ATT +2 DMG

1

2

1

0

0

1

1

6

8

6

3

2

31 043

ENDING 1: TREACHEROUS TURNABOUT

(MEDIUM RISK, 2 TP) If the players find He Who Remembers and return to the docks while Vicar Narul lives, they are in great danger. Narul meets the players outside the docks, and asks to discuss the matter in a nearby converted warehouse. If the players destroy He Who Remembers and present Narul the evidence, he grins and then orders his enforcers to kill the players for committing Synthicide. If they return with He Who Remembers alive, Narul destroys the robot before their very eyes, and then tells his enforcers that the players did it. The enforcers ignore their very senses and believe what Narul says, and no matter what they attempt to carry out the execution. Narul easily escapes before the fight begins, as he has rigged a secret route from his position in the back of the meeting room. The hidden door permanently seals behind him. The players are most likely wounded, so this battle is incredibly difficult to survive.

So what now? Once the dust settles, it’s time to regroup. If the players somehow kept He Who Remembers alive, they can approach TTMC and ask for help. But if the players gave the robot over to Narul, they have reached the worst outcome of this adventure. They don’t have a bargaining chip with TTMC and they have made serious enemies of the Rail Riders. They cannot enter the space dock without risking more danger. This is where you and your group will have to take up the story and imagine how the players bounce back from such a horrible predicament.

CRATES: +3 COVER

Enforcer

RUSTY DOOR LOCKS: O. AD 12 T. AD 9

Enforcer

1

Enforcers (2)

Crushing grip

Killers add half their level(rounded up) to their mastered attack’s ATT and DMG.

+1 ATT +4 DMG

BRUTAL SWIPE. Range: Melee only Effect: Any time this character makes a melee attack, you may choose to make the attack “brutal.” Subtract up to 2 from ATT and add double that to DMG.

1

044

1

1

0

0

1

1

+1 ATT +1 DMG

§100 in salvageable synthetic components (takes basic tools and 10 minutes to strip)

7

9

7

3

2

45

ENDING 2: THARNAXIST TERMINATION

(LOW RISK, 1 TP) If the players are wounded, TTMC offers immediate care to restore them to full HP. The mission they are sending the players on is of grave importance. Both the Rail Riders and TTMC have many connections at the space dock and they plan to call in all their favors. Narul has crossed the Taam family, and must be eliminated. When Vicar Narul leaves his post, he takes a private dock exit behind the dais. The players are sent to wait for him. Workers have abandoned their usual posts in the passage, and a pre-planted bomb wounds Narul’s escort, giving the players a chance to act first. All the exits, of course, are sealed until the job is done. There is one problem, however: Darry is curious and is hiding in the hallway. She witnesses the players kill Narul. The Risks The players are in some danger, facing down a priest and enforcers. In addition, killing a priest will mar their whole

future. The church WILL find out eventually, even if the investigation takes months. This is why TTMC and the Rail Riders want the players to pull the trigger. The players also have a difficult choice about what to do with Darry, since she’s a known information dealer. The Reward TTMC offers §60 to each player, plus enough fuel and rations to reach any destination upon completion. So what now? Assuming the players complete the job, it’s time to journey across the stars. What new adventures will be found as they hide from the Church? Also, the choice over how to handle Darry sets the tone for the players’ moral values. However, if the players turn the job down, they have a much more immediate problem: how will they get their ship back as long as Narul stands in the way?

Enforcer

Narul

CRATES: +3 COVER

Enforcer

Darry

Y

Wounded Vicar Narul

1

When using Influence or Awareness in social situations, roll twice. Use the higher die roll. GUARDED THOUGHTS. Effect: Even through the use of Psychic Powers or Awareness, players can only detect if this character is lying. His true motives can never be inferred.

NO NEGOTIATING. Effect: This character is immune to any attempts to negotiate payment or deals. He only agrees to what he wants.

Cyber claws, counter weapon

3

1

1

2

1

7

8

7

4

5

1

2

+2 ATT +1 DMG

+1 ATT +1 DMG

Priests carry no usable equipment or wealth.

30

///////////////////////////////////////////// 1

Wounded Enforcers (2)

Crushing grip

Killers add half their level(rounded up) to their mastered attack’s ATT and DMG.

+1 ATT +4 DMG

BRUTAL SWIPE. Range: Melee only Effect: Any time this character makes a melee attack, you may choose to make the attack “brutal.” Subtract up to 2 from ATT and add double that to DMG.

1

1

1

0

0

1

1

+1 ATT +1 DMG

§100 lurans in salvageable synthetic components (takes basic tools and 10 minutes to strip)

7

9

7

3

2

25

BAS E TOTAL

C UR R ENT TOTAL

3

WA R EN ES S

MARCU TARIN (Male)

C H A R A C T E R NA ME

Skinbag

B IO C LA S S

Organic

BODY TYPE

0

O M B AT

P ERATI O N

0

ERV E

0

P EED

2

RE SO LVE

0 /10

2 /5

T O U G H NE S S

OTHER

T O U G H N E SS D E F E N SE

-1

0

4

T O U G H NE S S

OTHER

A R MO R

A RM O R D E F E N SE

-1

0

4

8

A R MO R W O R N

SPE E D RAT I N G

E.C. Combat Vest

3

NE R V E

OTHER

N E RVE D E F E N SE

0

0

5

AT T = C O MB AT + W E A P O N’ S AT T WEAPON

1 / 2 S PEED

AC TI ON P OI NTS

1

4

AWA R EN ES S

S P EED

BATTL E R EF L EX

3

2

5

HI T P OI N T TRA C KER

C Y NIC IS M

Make friends and allies

2

N F L U EN CE

M AX HP HP / L EV EL

35 5

LE VE L UP TRA C KER ( TR A I T P OINTS GAI NED) LV L 2 (+1 ATTR IBUTE) LV L 3 ( +1 ATTR IBUTE) LV L 4 ( +1 ATTR IBUTE) LV L 5 ( +1 ATTR IBUTE)

LV L 8 ( +1 ATTR IBUTE) LV L 9 ( +1 ATTR IBUTE) LV L 1 0 (+1 ATTR IBUTE) LV L 1 1 (+1 ATTR IBUTE)

DMG

+1

+1

W. P R O FIC IE NC IE S

| D MG = C O MB AT + W E A PO N ’ S D M G

A B ILIT Y

R A NG E

Guard

4

S T R IK ING

P IS T O LS

OTHER NOTES

R IFLE S

SH O T G U N S

A S P E C T SCOUNDREL C H A R A C T E R T R A IT S Dying Breed: Can’t mutate, +1 to an



Attribute

Techless Will: Add +3 to any attribute once a day for 3 turns.



+2 DMG vs unaware opponents



Gain Advantage ATT bonus = +3

in an area where you have

instead of +2

specialization, you can “lay low”

Move 4 squares for free when using

to hide from authorities or

Gain Advantage

pursuers. If you beat an Opera-

Operate Navigation: use highest

tion AD set by the GM, you are

Attribute when navigating instead of

guaranteed one week of success-

Operation

ful hiding (Macru can use

Navigation (Planetary Specializa-

Awareness for this power instead

tion): You know the nitty gritty

of Operation)

• •

LV L 6 ( +1 ATTR IBUTE) LV L 7 ( +1 ATTR IBUTE)

AT T

Retrofit Pistol



UNS P ENT TR AI T P OINTS

1

Organic

MIND T Y P E

MO T IVAT IO N

-1

O U G H N ESS

L E VE L



details of the planets Corsus, Humanus, and Drakka



Navigation (Lay Low): If you are

CU RREN T ALIAS ES

PSYCH IC P OW ERS

M UG SHOT

OVRCHRG.

USE S

C O N TA C T S / FR I E N D S

NOTES

POSSESSIONS

NOTES

Expert Crafted Combat vest

+4 Armor Defense

Retrofit pistol

+1 ATT +1 DMG

Utility belt

stores small items

LOC ATION

Phone

D AY S O F FO O D 1

D AY S WI T H O U T E AT I NG

E AT AT LE A S T 1 M E A L A D AY O R S U FFE R - 2 T O A LL R O LLS , INC LUDING DM G G O I N G M O R E T H A N 6 + T O U G H N E S S D AY S WI T H O U T FO O D MEANS Y OU DIE T H E D AY C O U N T D O E S N O T R E S E T U N T I L Y O U E AT FO O D 2 DAY S IN A R OW LU R A N S §12

CH A RA CTER BAC K S TORY Marcu was born on a ship – so wherever he feels safe and wanted is his home. Marcu’s father was an unforgiving shipowner, scraping by on honest shipments. Marcu hated working for him, and ran off with some hired help the day he turned 15. Marcu owes a life debt to Serin. She saved his life during his first job stealing vehicles. She had lost a younger brother in a pirate raid, so decided to take Marcu under her wing. Marcu has a secret legacy. His grandfather was a free pirate and crashed a ship full of treasure somewhere in the Fell system. Marcu plans to journey there someday.

OTHER NOTES

BAS E TOTAL

C UR R ENT TOTAL

2

WA R EN ES S

SHAROOK HARBUS (Male)

C H A R A C T E R NA ME

Skinbag

B IO C LA S S

Organic

BODY TYPE

0

O M B AT

P ERATI O N

-1

ERV E

-1

P EED

1 0

3

AWA R EN ES S

S P EED

BATTL E R EF L EX

2

1

3

HI T P OI N T TRA C KER

RE SO LVE

0 /10

2 /5

OTHER

T O U G H N E SS D E F E N SE

-1

0

4

T O U G H NE S S

OTHER

A R MO R

A RM O R D E F E N SE

-1

0

3

7

WEAPON AC TI ON P OI NTS

M AX HP HP / L EV EL

A R MO R W O R N

SPE E D RAT I N G

Combat Vest

3

NE R V E

OTHER

N E RVE D E F E N SE

-1

0

4

AT T

DMG

+1

+1

Retrofit Pistol

W. P R O FIC IE NC IE S

35

A S P E C T BULB HEAD

5

C H A R A C T E R T R A IT S

UNS P ENT TR AI T P OINTS

| D MG = C O MB AT + W E A PO N ’ S D M G

LV L 2 (+1 ATTR IBUTE)

LV L 5 ( +1 ATTR IBUTE) LV L 6 ( +1 ATTR IBUTE) LV L 7 ( +1 ATTR IBUTE) LV L 8 ( +1 ATTR IBUTE) LV L 9 ( +1 ATTR IBUTE) LV L 1 0 (+1 ATTR IBUTE) LV L 1 1 (+1 ATTR IBUTE)

R A NG E

Guard

4

S T R IK ING

Mutant Dog: Start with mutations



Illuminix addiction: Must take 1 dose of illuminix per day or suffer -2



LV L 3 ( +1 ATTR IBUTE) LV L 4 ( +1 ATTR IBUTE)

A B ILIT Y



LE VE L UP TRA C KER ( TR A I T P OINTS GAI NED)



Organic

T O U G H NE S S

AT T = C O MB AT + W E A P O N’ S AT T

1 / 2 S PEED

1

C Y NIC IS M

Make friends and allies

3

N F L U EN CE

MIND T Y P E

MO T IVAT IO N

-1

O U G H N ESS

L E VE L

P IS T O LS



OTHER NOTES

R IFLE S

SH O T G U N S

Techless Will: Add +3 to any attribute once a day for 3 turns.



Fade (psych): 2 AC to cast.

to all rolls, and no psychic powers

Range 3 squares. Triggers

Perfect sneak (mutation): Your

quick attacks. Roll Influence vs

body moves with unnatural grace.

Nerve defense of targets in

+2 to speed rolls to avoid detection

range. Turn invisible to those you

Anaerobic (mutation): You appear

beat for a number of turns equal

cold and corpse-like. You do not

to what you rolled on the d10.

need to breathe and are acclimated

Overcharge when casting to

to vacuums.

extend power by 3 turns. •

Teleport (psych): 2 AC to cast. Triggers quick attacks. Teleport 3 squares through walls. Overcharge to move 6 squares.

CURRE N T A L I A S ES

P SYCHI C P O WERS •

Fade (range 3, triggers

M UG S HOT

Teleport (trigges quick

NO T E S

OV R C HR G.

US ES

P O S S E S S IO NS

NO T E S

7 HP

2/day

Combat vest

+3 Armor Defense

Retrofit pistol

+1 ATT +1 DMG

7 doses of Illuminix

Need for psychic powers

quick attacks) •

C O NTA C T S /FR IE ND S

16 HP

3/day

attacks)

L O CAT I O N

Phone

D AY S O F FO O D 1

D AY S W IT H O U T E AT IN G

E AT AT LE A S T 1 ME A L A D AY O R S U FFE R - 2 T O A LL R O LLS , I N CL U D I N G D M G G O ING MO R E T H A N 6 + T O U G H NE S S D AY S W IT H O U T FO O D M E A N S YO U D I E T H E D AY C O U NT D O E S NO T R E S E T U NT IL Y O U E AT FO O D 2 D AYS I N A RO W LU R A NS §16

C HARACTER B A C K S TO RY Sharook was born on Pelorious, a dangerous world full of outcast mutants. As a result, Sharook is afraid of his own kind. He was recruited by pirates at the age of 12, which is where he got hooked on illuminix to power his latent psychic abilities. He decided to run solo for awhile, eventually teaming up with Therin for petty theft. Therin is about the only person Sharook trusts – the man has never let him down. Sharook suffers from a strange illness, and is always seeking a cure. No doctors can diagnose his bloody foamy cough, but it is clear he will die of the disease someday.

O T H E R NO T E S

BAS E TOTAL

C UR R ENT TOTAL

2

WA R EN ES S

Serin Helwar (Female)

C H A R A C T E R NA ME

Hardshell

B IO C LA S S

Plugged

BODY TYPE

O M B AT

2

O U G H N ESS

1

P ERATI O N

0

ERV E

1

P EED

1

MIND T Y P E

MO T IVAT IO N

RE SO LVE

0 /10

2 /5

OTHER

T O U G H N E SS D E F E N SE

1

0

6

T O U G H NE S S

OTHER

A R MO R

A RM O R D E F E N SE

1

0

2

8

WEAPON

A R MO R W O R N

SPE E D RAT I N G

Reinforced clothing

4

NE R V E

OTHER

N E RVE D E F E N SE

1

0

6

| D MG = C O MB AT + W E A PO N ’ S D M G

AT T

DMG

A B ILIT Y

R A NG E

1 / 2 S PEED

AC TI ON P OI NTS

EC Fossil Pistols

+3

+4

Guard

3

0

3

TWF EC. F. Pistols

+1

+4

Guard

3

S P EED

BATTL E R EF L EX

2

1

3

HI T P OI N T TRA C KER

M AX HP HP / L EV EL

46 6

W. P R O FIC IE NC IE S

LV L 3 ( +1 ATTR IBUTE) LV L 4 ( +1 ATTR IBUTE) LV L 5 ( +1 ATTR IBUTE) LV L 6 ( +1 ATTR IBUTE) LV L 7 ( +1 ATTR IBUTE) LV L 8 ( +1 ATTR IBUTE) LV L 9 ( +1 ATTR IBUTE) LV L 1 0 (+1 ATTR IBUTE) LV L 1 1 (+1 ATTR IBUTE)

X P IS T O LS

When using TWF

R IFLE S

SH O T G U N S

C H A R A C T E R T R A IT S Servo limbs: +1 Combat (already



Influence Fear: When making

calculated)

rolls to intimidate someone with

Cybernetic Slots: 2 body upgrade

threats of violence, you may use

slots available

your highest Attribute instead of



Pistol Weapon Proficiency: +1 ATT

Influence.



Two fisted fighting: Once per turn,



LE VE L UP TRA C KER ( TR A I T P OINTS GAI NED) LV L 2 (+1 ATTR IBUTE)

S T R IK ING

OTHER NOTES

A S P E C T THUG



UNS P ENT TR AI T P OINTS

Organic

T O U G H NE S S

AT T = C O MB AT + W E A P O N’ S AT T

AWA R EN ES S

1

C Y NIC IS M

Don’t get mad, get even

-1

N F L U EN CE

L E VE L

when attacking with a 1-handed weapon, you can make a free attack with a second 1-handed weapon in your other hand. You suffer -2 ATT to both attack rolls.

CURRE N T A L I A S ES

P SYCHI C P O WERS

M UG S HOT

OV R C HR G.

US ES

C O NTA C T S /FR IE ND S

NO T E S

P O S S E S S IO NS

NO T E S

Reinforced Clothing

+2 Armor Defense

2 expert crafting fossil pistols

+0 ATT +2 DMG

Utility belt

stores small items

L O CAT I O N

Phone

D AY S O F FO O D 1

D AY S W IT H O U T E AT IN G

E AT AT LE A S T 1 ME A L A D AY O R S U FFE R - 2 T O A LL R O LLS , I N CL U D I N G D M G G O ING MO R E T H A N 6 + T O U G H NE S S D AY S W IT H O U T FO O D M E A N S YO U D I E T H E D AY C O U NT D O E S NO T R E S E T U NT IL Y O U E AT FO O D 2 D AYS I N A RO W LU R A NS §8

C HARACTER B A C K S TO RY Serin was born on Cragmuth, a Tharnaxist military post. She was trained to kill from a young age. During a trip to Humanus, pirates boarded Serin’s ship. She fought them off, but not before her brother was killed. She abandoned her destined military service, hunting pirates ever since. Taking care of herself was hard, so she turned to killing gangsters for pay. Along the way she met Marcu, who reminded her of her lost brother. She’s been keeping him close ever since. The church has been watching Serin her whole career. But they haven’t punished her for desertion… yet.

O T H E R NO T E S

BAS E TOTAL

C UR R ENT TOTAL

0

WA R EN ES S

Thennis Brig (Male)

C H A R A C T E R NA ME

Scraphead

B IO C LA S S

Organic

BODY TYPE

0

O M B AT

P ERATI O N

5

ERV E

3

P EED

1

RE SO LVE

0 /10

2 /5

T O U G H NE S S

OTHER

T O U G H N E SS D E F E N SE

-1

0

4

T O U G H NE S S

OTHER

A R MO R

A RM O R D E F E N SE

-1

0

1

6

A R MO R W O R N

SPE E D RAT I N G

Reinforced clothing

4

NE R V E

OTHER

N E RVE D E F E N SE

3

0

8

| D MG = C O MB AT + W E A PO N ’ S D M G

AT T = C O MB AT + W E A P O N’ S AT T WEAPON

1 / 2 S PEED

AC TI ON P OI NTS

0

3

AWA R EN ES S

S P EED

BATTL E R EF L EX

0

1

1

HI T P OI N T TRA C KER

C Y NIC IS M

Live life for now

-1

N F L U EN CE

M AX HP HP / L EV EL

35 5

LV L 3 ( +1 ATTR IBUTE)

LV L 6 ( +1 ATTR IBUTE) LV L 7 ( +1 ATTR IBUTE) LV L 8 ( +1 ATTR IBUTE) LV L 9 ( +1 ATTR IBUTE) LV L 1 0 (+1 ATTR IBUTE) LV L 1 1 (+1 ATTR IBUTE)

+0

+1

A B ILIT Y

R A NG E

Guard

3

S T R IK ING

P IS T O LS

OTHER NOTES

R IFLE S

SH O T G U N S

A S P E C T BRANIAC C H A R A C T E R T R A IT S Cybernetic Slot: 1 brain upgrade



slot available •





Psychology (manipulate): Beat operation AD equal to NPC level

Computers (System Override):

+ 8 to grant the entire party +1

Beat operation AD to turn off

for lies against them •

Psychology (Negotiate): Beat

Locks (force entry): Beat operation

operation AD equal to NPC level

AD set by GM to open locks.

+ 8 to grant the entire party +1 to

Locks (alarms): Beat operation AD

openly negotiate with them.

set by GM to disable alarms. •

fees. •

networks. Failure may alert security.

systems connected to a network. •

Protocol (Dodge Fees): Use operation to talk out of paying

Computers (cracking): Beat operation AD to crack secure

LV L 4 ( +1 ATTR IBUTE) LV L 5 ( +1 ATTR IBUTE)

DMG

W. P R O FIC IE NC IE S

LE VE L UP TRA C KER ( TR A I T P OINTS GAI NED) LV L 2 (+1 ATTR IBUTE)

AT T

Fossil Pistol



UNS P ENT TR AI T P OINTS

1

Plugged

MIND T Y P E

MO T IVAT IO N

-1

O U G H N ESS

L E VE L



Influence Thieves: Use highest

Protocol (forgeries): Use operation

attribute when lying to pirates

to make and identify forgeries

and gangsters.

CURRE N T A L I A S ES

P SYCHI C P O WERS

M UG S HOT

OV R C HR G.

US ES

C O NTA C T S /FR IE ND S

NO T E S

P O S S E S S IO NS

NO T E S

Reinforced Clothing

+2 Armor Defense

Fossil pistol

+0 ATT +1 DMG

Backpack

stores small items

Basic Tool set

can pick locks

Mobile Hackdeck

crack computer networks

L O CAT I O N

Phone

D AY S O F FO O D 1

D AY S W IT H O U T E AT IN G

E AT AT LE A S T 1 ME A L A D AY O R S U FFE R - 2 T O A LL R O LLS , I N CL U D I N G D M G G O ING MO R E T H A N 6 + T O U G H NE S S D AY S W IT H O U T FO O D M E A N S YO U D I E T H E D AY C O U NT D O E S NO T R E S E T U NT IL Y O U E AT FO O D 2 D AYS I N A RO W LU R A NS §6

C HARACTER B A C K S TO RY Thennis was born on Humanus, a crowded city world. He sees the rest of the galaxy as simple and backwards. Thennis’s father taught him all about stealing, and put him in a small team that robbed wealthy apartments. When his dad died, Thennis went on to build his own team. Along the way he met Sharook. When they struck rich, he bought a ship. Serin and Marcu have been riding along, working jobs in exchange. A woman has been stalking Thennis. She claims his father owed her a significant debt, and it’s up to Thennis to settle it. She won’t say exactly how much is owed, but keeps asking for more no matter what is paid.

O T H E R NO T E S

BAS E TOTAL

C UR R ENT TOTAL C H A R A C T E R NA ME

L E VE L

B IO C LA S S

WA REN ESS

BODY TYPE

MIND T Y P E MO T IVAT IO N

C Y NIC IS M

RE SO LVE

/10

/5

O M B AT

T O U G H NE S S

OTHER

T O U G H N E SS D E F E N SE

OTHER

A R MO R

A RM O R D E F E N SE

O U G H N ESS T O U G H NE S S N F L U EN CE A R MO R W O R N

SPE E D RAT I N G

P ERATI O N

NE R V E

OTHER

N E RVE D E F E N SE

ERV E

AT T = C O MB AT + W E A P O N’ S AT T PEED

WEAPON

1 / 2 SP EE D

AWA R EN ES S

AT T

A B ILIT Y

R A NG E

OTHER NOTES

AC TI ON P OI NTS

S P EED

BATTL E R EF L EX W. P R O FIC IE NC IE S

H I T P OI N T TRA C KER

DMG

| D MG = C O MB AT + W E A PO N ’ S D M G

M AX HP HP / L EV EL UNS P ENT TR AI T P OINTS

LE VE L UP TRA C KER ( TR A I T P OI NTS GAI NED) LV L 2 ( +1 ATTR IBUTE) LV L 3 ( +1 ATTR IBUTE) LV L 4 ( +1 ATTR IBUTE) LV L 5 ( +1 ATTR IBUTE) LV L 6 ( +1 ATTR IBUTE) LV L 7 ( +1 ATTR IBUTE) LV L 8 ( +1 ATTR IBUTE) LV L 9 ( +1 ATTR IBUTE) LV L 1 0 (+1 ATTR IBUTE) LV L 1 1 (+1 ATTR IBUTE)

ASPECT C H A R A C T E R T R A IT S

S T R IK ING

P IS T O LS

R IFLE S

SH O T G U N S

C U R RE N T A L I A SES

P S YCHI C P O WERS

M UG S HOT

OV R C HR G.

US ES

C O NTA C T S /FR IE ND S

NO T E S

P O S S E S S IO NS

NO T E S

D AY S O F FO O D

L O CAT I O N

D AY S W IT H O U T E AT IN G

E AT AT LE A S T 1 ME A L A D AY O R S U FFE R - 2 T O A LL R O LLS , IN CL U D I N G D M G G O ING MO R E T H A N 6 + T O U G H NE S S D AY S W IT H O U T FO O D M E A N S YO U D I E T H E D AY C O U NT D O E S NO T R E S E T U NT IL Y O U E AT FO O D 2 D AYS I N A RO W LU R A NS

C HAR ACTER B A C K S TO RY

O T H E R NO T E S

SPACEPORT

056

TTMC MAIN ENTRANCE

057

RAIL STATION

058

VILLA LOWER LEVEL

059

VILLA UPPER LEVEL

060

RAILWAY EXIT

061

MEETING LOCATION

062

AMBUSH PASSAGE

063

THANKS

064

© 2016 WILL POWER GAMES