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Mercenaries

By Richard Glosson
John Strickler (order #7229644)

John Strickler (order #7229644)

MERCENARIES
CREDITS

Lead Designer : Richard Glosson


Layout: Richard Glosson
Design Consultants: Mickey Weddington, James Russell & Adam Ross
Additional Contributions: Carol Graziani, Jeff Stokes.
Cover Artist: Richard Glosson
Interior Artists: Richard Glosson, Charles Askew, Dreamer Theresa Donohue,

Editing and Development: Rachel Metzger, Richard Glosson, James Russell, & Adam
Ross
Art Director: Richard Glosson
Legion the Game v 1 Copyright 2014, Terminus Productions, LLC
August 1 ,2014
Publisher:
Terminus Productions

52 Powder Springs Stree SE


Marietta, GA 30064
www.legionthegame.com

John Strickler (order #7229644)

Table of Contents
Introduction

Equipment 52

The World of the Mecenary


8

Background 11

Armor

Gear

Character History Traits

11

Occupations 18

Mecenary
18

Lawman
23

Technician
26

Psycher
29

Scoundrel
34

Doctor
37
Experiences 40
Education

40

Events

41

Feats 47
Psyche Talents 50
Alteration: Live Among the Stars

50

Creation: Psychic Whelp

50

Destruction: Touch of the Void

51

Divination: Farseeing

51

John Strickler (order #7229644)

Weapons

Ships and Vehicles

62

Mykon- Oritech O52S Pursuit Cruiser

63

CL 9-16 Void Ghost

64

D8 Explorer

65

Banshee Pirate Fighter

66

Glossary 68
New Species: Karottyc

70

NPCS 72
Creature Index 73
Arcoras 74
MegaCorp Enforcer

75

Psychic Whelp

76

Rending Claw of Darkness

77

Puppet-Bot 78
Unwavering Eye of Chaos

80

Virickt Mite

81

Adventure Hooks 82
The Mercenary Economy 83

Entertainment 86
Pre Generated Characters 88
Bracken Store: Adjudicator

90

Trenn: Bounty Hunter

91

Lefty: Wencher

92

Tyrilathanar: Starseer

93

Doctor Squirm: Genesplicer

94

M: Scavenger

95

John Strickler (order #7229644)

Mercenary
Neer-do-well
Scoundrel

Theres a lotta space out here for a man to get lost in. Making your way
through it aint too easy a task. Sometimes you got to do whatever it takes to
get by and you might just end up bouncing from planet to planet. Now I aint
sayin Ive see all there is to see and done all there is to do, but, I wouldnt trade
any of it for all the creds in the universe. Captain Delano Angilous

This book is for the people who are not cut out for the regulations and restrictions
of Military life in the GFH. Maybe they couldnt make it and drummed out honorably or
dishonorably, or perhaps theyre just rebels looking to create their own adventures.

For whatever reason, these people have fled the restrictions of society and now
travel the galaxy earning a living by finding adventure or seeking enlightenment. It
takes many, many people to make the universe spin, and even with the huge number
who make a living in some branch of the Military, there are still billions who are not so
inclined.

Long ago, when the different species began to intermingle and the galaxy
began to feel a little bit smaller, there were many who chose to break boundaries and
venture further and further toward the edges of known space. Many private MegaCorps hired people to explore and bring back rare minerals that were becoming
scarce within the more populated systems. Scientists traveled far to find new species of
flora and fauna and other life forms. Some people even escaped the incursion of the
Shade by settling into more civilized quadrants, eventually making their way to the very
outskirts of civilization.

As more Jump gates were found, several leading to uncharted systems, a
growing number of people began to spread to the farther reaches of the Galactic
Federation of Humanity (GFH), and even Onigrimm from their Empire were expanding.
The further they roamed from their centralized governments, the more lawless and
dangerous life became. This is not to say that the GFH, nor the Onigrimm Empire, did not
seek to look after their wayward citizens. Outposts were established and the long arms
of bureaucracy could still reach, but it was with some difficulty. As a result, interference
and aid were both in limited supply.
As a mercenary, you make your way by living job to job, selling your skills to the highest
bidder and unloading your bounty to whoever will buy it. You do this in order to keep
your ship flying or the cube you call home on a space station filled with your things and
not someone elses.

John Strickler (order #7229644)

Whats in this book.


You will need a copy of the Legion the Game Core Rulebook (CRB) to use this
supplement. Unless stated otherwise, rules remain the same from the Core Rules. Any
new rules found within these pages are usable with the Core Rulebook with the GMs
permission.
New Non-Military Occupations

These are new options for characters to take in lieu of the standard Military
branches found in the Legion the Game CRB. They follow the same conventions of
Terms of Service and Advancement (i.e., number of feats received per term of Service,
Skill Points, Ranks, etc.).
New Weapons and Equipment can be found throughout the expansive fringes of the
galaxy. Most of these will differ from the Military versions that can be found in the GCR.
New Feats will be found that will represent the more rough-and-tumble experience that
is living the life of a Mercenary.
New Psyche Talents focused on the mysterious and alien Stargods.
New system replacing Ranks: Reputation and Rewards

Reputation and Rewards is a new replacement ranking system that does not
follow the standard Military Rank system in the Legion the Game Core Rulebook.
Focusing more on deeds and prestige, this system reflects the friends and enemies you
make along the way, and the influence area that you have access to.

There are also loose economic guidelines that help make easier the struggle of
existing outside the Utopian citizenship bubble that the rest of the GFH exist in, or even
the hierarchal Onigrimm Empire where there are clear ways of earning a living. This
allows the GM to extrapolate guidelines on how to help design that feel of going out
and finding the work and resources to be a success.
Pre-Generated Ships for use by several of the new occupations can be found in this
guide. As for how they are used, they will follow the Vehicle Construction Rules found in
the Vehicle Guide Book.
Advancing and creating characters follow the same advancement rules in the CRB
(See Legion Core Rulebook Pg 72) unless specified differently in this book. Mercenaries
are created in almost the same was as Military Characters in the Core Rulebook. The
major difference is education and starting Feats. Education you pick a path that you
grew up within and you gain those benefits of Base Skills and Feats.

John Strickler (order #7229644)

The World of the


Mercenary
Being a Mercenary means that you make
your living by doing things others might not
like to do or are unable to do for pay.
Mercenaries often band together into
small working groups called Outfits. You
get hired out and receive pay depending
on the job and the level of involvement.
Often you can go out and do things on
your own and reap all the benefits for
yourself, but that can be dangerous simply
because you might not have a backing
patron.

After you know what you want to do out


here in the backwaters of space, you
might want to think about where you
came from. Your Background says a lot
about you. It also tells important things
like what kind of Education you may have
had.
After that you need to make sure you
have the right Equipment.
Then you start looking at what you can
do with those Stargod-given talents and
unique Feats no one else is able to do.

The underlying goal of Mercenary life is


getting paid. Getting paid comes in many
different ways, but whether its receiving
goods or getting paid in eCr, getting
paid is the end goal. What happens while
earning those payments is what causes
the character to grow.

Who knows you might even be one


of those special types that have a way
about them and can use Psyche Talents.

Getting Started

Salvage Dealing- One way to make your

John Strickler (order #7229644)

So what are the best ways to earn your


eCr? Lets look at the more common
options:

living is as a Salvager. This can be done


legally or illegally. Many people look at this
profession with disdain such as one might
look at a grave robber, or a thief even if
you are a legally licensed Salvager.
Going in to gut a derelict ship floating
dead in space is risky nonetheless.
People that flock to a find like that are
like scavengers to a carcass. Many fights
have broken out over 2000 metric tons of
material that are up for grabs.
Bounty Hunting - Some people are drawn
to the thrill of the hunt. Bounty Hunting is
an ancient profession that dates back to
the beginning of history.
There are many avenues that this
occupation may take: some are working
for lawfully appointed agents, some for
personal vendettas, and some may even
be hired by the large Mega-Corps to find
perpetrators of espionage.
No matter who the people are placing
the bounties, there will be no shortage of
bounty hunters out to collect on them.
Freelancing - The most common form
of earning is simply freelancing. This
encompasses a wide assortment of jobs:
personal bodyguards, members of private
armies, a ships captain hauling cargo.
Freelancing really is a catch-all for those
jobs that dont fall directly in a specified
area. It can be dangerous, and payment
terms are often debated and not as
guaranteed at the end.
Travel
There are several ways to travel about the
Galaxy if you arent riding for free from the
Military.

Hiring on - One way to earn
your creds and get yourself across a
great expanse of space is to hire on to

John Strickler (order #7229644)

a merchant marine vessel. Sometimes


these contracts are drawn up per trip,
and sometimes you sign on for a number
of months or even years. Your food and
board are paid for, but in the end the
Capitan holds your fate in his hands.

Purchasing a Berth - There are costs
associated with getting around the known
galaxy if you are not so lucky to have the
Military foot the bill. You can find anything
from a small transport ship with a few
staterooms to larger scale capital ships
that transport thousands of people at a
time. Costs can run anywhere from a few
hundred eCr to thousands, depending on
the luxury level you seek.

Stowaways - One of the most
dangerous ways to get about is as a
stowaway. On large ships there are always
nooks and crannies that the crew doesnt
inspect. These make for temporary lodging
for people who might not have the money
to pay for passage. The risk of stowing
away is that if you are caught you could
face being turned in to the authorities
when reaching the destination. In some
cases ships have gone out of their way to
drop the stowaways on planets not too far
off the line habited or not. In some cases
an even worse fate might befall them,
such as never making it to port again.

Paydays
One of the unique things about the
Mercenary life is how well you can live
from job to job. There are two things one
needs to survive in the wilds of uncivilized
space: your reputation and your reward
at the end of the job.
Your Reputation is the thing that you
trade on. It can get you favors, loans,
and out of trouble. The Reputation Rank
is the measure of how well an individual is
known and how far widespread his infamy.
As the character does more and more
exploits the word of those adventures

travels. It is possible to lose the Reputation


you have gained, causing you to become
less influential.
Reputation Your reputation is divided into
10 rankings.
Rank 1 Just you and your Outfit
Rank 2 Neighborhood Hero/Scoundrel
Rank 3 The Local Area/Town
Rank 4 City/Space Station Wide
Rank 5 You are known on a Planet
Rank 6 You are known in a System
Rank 7 You are known in a Sector
containing multiple systems.
Rank 8 Well known in one single
controlled governmental section. The
Onigrimm Empire (O.E.) the Galactic
Federation of Humanity (G.F.H), or Shade
Controlled Space
Rank 9 Well known in two controlled
governmental sections. (O.E./G.F.H/Shade
Controlled Space)
Rank 10 Well known throughout the
known galaxy. Basically anyplace that has
access to the news/word on the street has
heard of you
(Depending on the scope of your game it
is possible to go beyond the rank of 10.)
Being Recognized
You always have a chance to be singled
out for the acts you have done both
good and bad. You have a 10% chance
of being recognized per your Rank in
Reputation.
What your Reputation rank allows you to
influence.
*Add your Rank to any Comm skill roll
once per day per Term of Service if you
are recognized.
*You may draw a loan from a trusted
source (Bank/Pirate King/MegaCorp
Finance Department). This can be done
if you are recognized by the person
approached. The amount is equal to

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10

your current Reputation Rank x100. Loan


Payments should be negotiated in game,
however, rules should remain stern but
reasonable.
Reward
Rewards are received at the end of
specific event-based conclusions.
Example: You bring in a known Bounty. The
reward in part should follow the set level of
payments. This is not to say that there may
or may not be additional rewards, but this
is a basic value to start with. You may be
eligible to receive more than one reward
level. For example, 5 Level 5 rewards for
the apprehension of a well-known criminal
mastermind.
You can find a table of random rewards
later in this book. For each of the levels of
Reward there is a range of items. See Pg
88
Rewards are divided into 5 levels of
payments:
Level 1 reward cash in value of 1000 eCr
or Item of equal value
Level 2 reward cash in value of 2500 eCr
or Item of equal value
Level 3 reward cash in value of 5000 eCr
or Item of equal value
Level 4 reward cash in value of 10,000
eCr or Item of equal value
Level 5 reward cash in value of 20,000
eCr or Item of equal value
Starting Credits Your starting money is
your Reputation in Reward level, equal to
the Term of Service in eCr (i.e., Reputation
Rank 3 receives one level 3 Reward). Add
one additional level 1 reward in eCr for
each Reputation Rank above 5

Background

Each character has a history
before they became a Mercenary. This
history covers a characters childhood
and adolescence. To represent this
history, each character receives two
character history traits. You can either
choose any two traits, or roll for any two
traits from the list below. None of these
traits may be taken twice. If you roll one
that you already have, you can choose
to take the trait that is one slot higher or
lower on the list, or you may reroll.

HISTORY TRAIT DESCRIPTIONS


HISTORY TRAIT DESCRIPTIONS
Arctic Born: You were born to the ice and
snow of a frozen world. The bitterest cold
has little effect on you and you excel at
traveling in areas similar to your homeland.
You gain a +4 bonus to all saves against
Cold effects. You treat heavy snow as
normal terrain instead of difficult terrain.
You gain a +2 bonus to Natural Sciences
skill checks for survival and knowledge of
snowy or cold areas.
Artisan Folk: You were trained in a craft
before becoming a soldier. Perhaps
you never intended to have this life, but
circumstances placed a weapon in your
hand and granted you the enduring drive
to serve. You gain a +4 bonus to Technical
checks to create, maintain, or repair one
type of equipment. You must choose
the type at character creation. They
can be general types such as vehicles or
weapons but cannot be as vague as all
military items.
Bewitching: You have an uncanny ability
to manipulate others, perhaps due to an
alluring physical trait. Your eyes may be
a strange color that captivates men and
women, or you simply have a talent for
twisting others around your finger. When

John Strickler (order #7229644)

Table # - #
Event: Roll:

2D20 PER TRAIT or Choose

Arctic Born
Artisan Folk
Child of Faith
City Rat
Desert Born
Forest Born
High Born
Jungle Born
Mountain Folk
Nomad
Sea Child
Shadow Born
Space Folk
Bewitching
Bloodthirsty
Brave
Charismatic
Total Recall
Faithful Friend
Inspiring Presence
Intelligent
Master of Lore
Perceptive
Weapon Bond
Wise
Galactic Traveler
Dexterous
Fast
Lithe Acrobat
Mighty Build
Nondescript
Resilient Toughness
Savage Appearance
Short
Stout
Strong
Tall
Tough as Iron
Pegasus Program

11

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40

dealing with NPCs whose starting attitude


is neutral or better, you can temporarily
improve their attitude toward you by two
categories rather than one with a successful
Diplomacy check.
Bloodthirsty: The sight of blood stirs you to
a minor frenzy. Perhaps you were exposed
to violence at a young age or you may
simply like inflicting pain on foes. If you
deliver an attack that immediately causes
an opponent to die, you gain a +1 bonus to
damage and a +2 bonus on Will saves until
the end of combat. These bonuses are not
cumulative if you kill more than one person
in the same combat.
Brave: You have always stood and fought
when others have turned and run away.
Whether it is because of an insane sense of
invulnerability, religious faith, or a relentless
desire to win, you never give up. You gain
a +4 Bonus to Fear effects.
Charismatic: Through a combination of
good looks and a powerful personality,
you excel at winning the hearts and minds
of others. However, your sense of intuition
suffers as a result. You gain a +2 bonus to
Charisma but you cannot keep the Wise
trait if you roll it. While you can manipulate
others, you tend toward self-absorption.
Child of Faith: You were raised in strict
observation of religious tenets. You might
even be a priest of the faith, though you
are a soldier now. As long as you have a
holy symbol of the church on your person,
you are filled with resolution and faith that
your god watches over you. You gain a
+2 bonus against all Fear and coercion
effects.
City Rat: You grew up on the tough streets
of a city. From a young age, you learned to
scavenge and survive at the shadowy edge
of the cradle of civilization. You can make
Natural Science skill checks in the city with
a +2 bonus. You can use Dealing to track

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12

down any specific dealers and informants


with a +4 bonus to the skill check.
Desert Born: While others see the endless
dunes of the desert as a daunting obstacle,
to you they are home. Intense heat has
little effect on you. You have a +2 bonus
on all saves against Fire effects. You can
survive on half the standard amount of
food and water; for instance, if you carry
a three-day supply of food and water, it
will last you six days. You gain a +4 bonus
to Natural Sciences skill checks for survival
and knowledge of desert and hot areas.
Dexterous: You are quick and agile, though
your body might be thinner than normal or
otherwise prone to injury. You gain a +2
bonus to Dexterity but you cannot keep
the Tough as Iron trait if you roll it. .
Faithful Friend: You are true to your friends
to the bitter end. When they need your
help the most, you are at your best. You
may designate up to six people as close
friends. These individuals do not have to be
player characters. When any of your friends
is rendered helpless in any way, you gain
an immediate non-cumulative +1 bonus to
attacks, skill checks, and saves until they are
safe. A friend is safe if he no longer remains
helpless or if he is somehow removed from
danger. You gain this benefit, however,
until the end of the encounter. You can
change your close friends over time. Once
you remove someone from this list, you must
wait 24 hours before adding a new person.
You can drop one person from your list of
friends per day.
Fast: You have long legs or just an uncanny
ability to use them to propel you forward.
You gain a +4 bonus to your Speed and
can perform Movement checks at normal
speed with no penalties.
Forest Born: You grew up among the
towering trees of the forest, where
you are at your best. Perhaps you feel

uncomfortable in a situation where you


can see the horizon. You gain a +4 bonus
to Natural Sciences skill checks. You gain
a +2 bonus to Movement checks while in
forested areas.
Galactic Traveler: You traveled far and
wide during your childhood, exposing you
to a tremendous variety of cultures. You
fit in even in strange social circumstances
and have mastered a variety of dialects.
You enjoy a +2 bonus to Communications
checks and gain two bonus languages.
High Born: You were born into the nobility
and enjoyed a life of simple leisure.
However, for some reason you have been
denied the true fruits of your birthright.
Perhaps you were the second or third born
and thus have no claim to an inheritance,
or maybe your realm was overrun by
invaders. Despite this setback, you still enjoy
many of the advantages of your station.
Your bearing shines through in formal
circumstances. You gain a +2 bonus on
all Communications checks when dealing
with nobles and officials. You also start
10,000 eCr to purchase equipment.

John Strickler (order #7229644)

Inspiring Presence: You possess an innate


ability to bring out the best work in others.
With a few words of encouragement and
your determined effort to lead the way,
your allies perform much better than
normal for a brief time. Three times a day,
as a Swift action, you can grant an ally
a morale bonus equal to your Charisma
bonus. This bonus applies to their next
action. The target of this trait must be able
to see, hear, and understand you in order
for it to take effect.
Intelligent: You have a keen, well-honed
mind from your bookish obsession with
learning. You gain a +2 bonus to Intelligence
but you cannot keep the Strong trait if you
roll it.
Jungle Born: Born and bred in the tropics,
you wander the dense rain forests and
jungles with the same ease that civilized
folk stroll down the street. You gain a +4
bonus to Natural Science skill checks while
in jungle and rain forest terrain. Heat and
humidity have little effect on you. You gain
a +2 bonus to Fortitude saves made to resist
high temperature conditions.

13

Lithe Acrobat: You are graceful, flexible,


and acrobatic. You move with excellent
coordination and complete difficult
acrobatic maneuvers with relative ease.
You gain a +2 bonus to all Defense and
Athletics checks and can move at normal
speed while doing so.
Master of Lore: You have spent years
studying a variety of topics, granting you
a broad though not necessarily deep
education. You may make a Knowledge
check on any skill even if you do not have
any Training Ranks in that skill. You gain a +2
bonus to all Knowledge checks.
Mighty Build: Your solid, broad build allows
you to use tools and weapons that others
would find unwieldy. While an enormous
sword might pull someone else off balance,
you have the steady feet and powerful
arms needed to use it properly. You can
wield weapons up to one size category
larger than normal for you without penalty.
You still suffer the normal penalties for
weapons above that size. This does not
include weapons of a different Scale.
Mountain Folk: You hail from the towering
mountains. Traversing the steep slopes,
jagged cliffs, and perilous trails of the peaks
seem no more daunting to you than a
simple walk through a cleared green field.
You gain a +2 bonus to Natural Science
skill checks for mountainous regions. In
addition, you are steady on your feet from
long hours spent walking along narrow
paths. You gain a +4 bonus to any check
or Saving Throw you make to keep yourself
from being knocked prone.
Nomad: Your people have wandered the
stars, going where they please whether it
was city to city or world to world. You were
born into the saddle, so to speak. You
gain a +4 bonus to all vehicle checks, as
you have spent more time in the pilots seat
than on your own feet since you were born.

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14

Nondescript: You have a face that seems to


blend into crowds. You lack any noteworthy
features or characteristics that would make
you easy to identify. If you wish, you can
remain nearly anonymous. During any noncombat situations, you can make a Stealth
skill check modified by your Charisma to
fade into the background. Those who fail
a Perception check simply do not notice
you as they are too absorbed in other
things. Unless you take some noteworthy
action or someone seeks you out, those
nearby fail to note your presence unless
they physically interact with you. Should
you move within 5 feet of someone, your
presence immediately becomes apparent
unless you remain physically hidden or out
of sight.
Perceptive: You possess an uncanny ability
to notice tiny details that others would miss,
even if you do not actively seek them out.
The Game Master makes a Perception
check for you in secret whenever such a
check would reveal a falsehood or hidden
object or person. If the check succeeds,
you learn that something is amiss. You must
make a normal check yourself to determine
the exact nature of the deception; the first
check gives you only its general location or
nature.
Pegasus Program: You are volunteered
to take part in a secret military experiment
and are taken away from your home at a
young age. You gain +1 to your Wisdom and
to two of your other statistics. You also gain
the Psyche Sensitivity feat. You are being
trained to lead and are automatically an
Officer You may not go to a school but gain
a +5 bonus to entrance and evaluation
rolls for a military branch and a +2 bonus to
enter the Commando program. You have
been fitted with a Master Ordnance Chip
to help monitor your performance while
in active duty and you are assigned to a
special duty company.

Resilient Toughness: You can overcome


pain and injuries that would leave others
in battered, defeated heaps. You have
an almost superhuman capacity to
fight through the pain and recover from
damage. As a Full Action, you can heal
yourself a number of hit points equal to
your Constitution modifier multiplied by the
number of Terms of Service you have. You
can use this ability a number of times per
day equal to your Constitution modifier.

Savage Appearance: You wear war paint,


have a bizarre haircut, are covered in
elaborate tattoos, or carry a gruesome war
banner or trophy. Consciously or not, your
opponents pay more attention to you in
a fight than to your allies. During combat,
any opponents who can see you suffer a
-2 penalty to Perception checks as they
find their gazes invariably drawn to your
strange appearance. This opening may
allow your allies to sneak into position. If an
opponent threatens you and one or more
of your allies, as a Free Action you may
attempt to force the foe to attack you. The
foe must make a Will save opposed by your
Charisma check. If you successfully oppose
the check and he chooses to attack your
allies, he must attack you at least once
during the attack. You may use this ability
once per round.
Sea Child: The sea is your home, whether
you grew up on the coast of some lush
world or have spent your life aboard a ship
on the vast ocean of a water world. You
ignore any penalties to fighting aboard
any vehicle due to heavy turbulence or
swaying decks. You gain a +4 bonus to all
Athletics checks involving balance.
Shadow Born: Your forebears were noted
for their mysterious dealings, sinister
reputation, and aptitude for Psyche
Talents. From a young age, you displayed
strange talents that are whispered to have
derived from a diabolical pact between
your parents and an agent of the Shade.
You gain a +2 bonus on all Knowledge
checks concerning the Nithian Arts and
the Shade due to your odd upbringing.
In addition, your blood is tainted with the
Shade one of your ancestors was a Shade
somehow. This taint gives you a +4 bonus to
any and all Saves against any effect with
the Shade descriptor. One of your Mind
Points is converted to a Shade Point. You
also gain a +2 bonus to Perception checks
involving the Shade, almost as if you have
a supernatural precognition of it.

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15

Short: You are much smaller than normal


so much so that you count as one size
category smaller than others of your
species. You are size Small if you ordinarily
would be size Medium, Medium if you
would be Large, and so forth. You gain all
the benefits and hindrances of your new
size. You cannot keep the Tall trait if you roll
it. You can not keep this Trait if your Species
in naturally Small.
Space Folk: The stars were your landscape
when you looked out the window as a child.
Always hanging in the silence of space, you
grew up in an orbital station or other space
vessel. As someone else may know the
different climates and seasons of a world,
you know the different vessels and stations
that reside in space. You gain a +2 bonus
to all Perception, and Knowledge checks
concerning space and the environments of
it. Also, you ignore any penalties to fighting
in zero-g or within close quarters.
Stout: You are stocky, compact, or even
overweight. Your body might be bulkier
than normal, but the added mass is muscle
and thick bones, not just flab. Because of
this you resist damage better than others
do. You gain a +2 bonus to Toughness &
Fortitude saves and gain +10 hit points.
Strong: Your bulging, powerful muscles
allow you to push aside material obstacles
with ease. You gain a +2 bonus to Strength
but you cannot keep the Intelligent trait if
you roll it.
Tall: Your long arms and legs let you tower
over others. In battle your height grants
you a key advantage in improved reach.
You gain a +2 Size bonus when making
grapple checks. This bonus stacks with any
other Size related bonuses In combat, you
threaten on additional square beyond your
normal threatened area. This square must
be adjacent to a square you threaten, but
it cannot be adjacent to you. You do not
threaten this square if you do not threaten

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16

any other space. You must decide which


extra square you threaten on your action.
Until you designate a square, you do not
threaten an extra space. You can change
the square you threaten to a different one
on your next round.
Total Recall: You have perfect recall,
allowing you to remember minor details from
an event that others have long forgotten.
You enjoy a +1 bonus to all Knowledge
checks and a +2 bonus on Perception
checks to notice anything different about
something youve seen before.
Tough as Iron: You can withstand pain and
terrible conditions for far longer than other
people. You enjoy a +2 bonus to Constitution
but may not keep the Dexterous trait if you
roll it. You are as sturdy as the mountain
and just as agile.
Weapon Bond: You have a natural talent
for wielding a single, specific type of
weapon such as a longsword or assault rifle.
From a young age, you demonstrated an
advanced mastery of its use. Select a single
class of weapon and you gain a +1 bonus
per Term of Service to attack with, modify,
and repair that weapon. Also you gain a +2
bonus per Term of Service to damage with
that weapon. You feel so comfortable with
the weapon that it feels like an extension of
your body, personality, and intellect. If your
weapon has a Psi-stone, you may purchase
qualities as if the psi-stone had two extra
Mind Points.
Wise: You are insightful, well attuned to
your surroundings, and given to delving
correctly into the motivation of others. You
enjoy a +2 bonus to Wisdom but cannot
keep the Charismatic trait if you roll it.

It was the first time that he had been outside a government controlled
community zone. Sure living in the structured societal norms was
not a hardship but Alec had grown tired of the restrictive demands of
what M.O.T.H.E.R had planned for him.
He stepped on to the deck plating of the space station he had chosen
to make his new home. The first thing he notices was the smell. It was
recycled air that had been passing through O2 scrubbers for who
knows how long. It was stale and biting to his nose that had been accustom to the fresh and almost sanitized aromas of the state ran mega
complexes of Waycross capital city. The second was the lighting it
was cold and flickering in a number of places.
People quickly hustled about with clear determination in their movements. Some carried small creates and others moved about the large
corridor. At this point the people behind him went in motion and he
was jostled into the flow.
Looking around he caught a glimpse of the faded numbers painted
on the wall showing where he was. He had gained his bearings and
began to move towards the lifts that would take him to the level that
he would make his home. Heaving up his bag he set off.
He took it all in noticing the people that he now called his neighbors,
a number of species that were mebers of the Galactic Federation of
Humanity. He saw one or two beings that he had never seen outside
a HoloVid. One completely new species he had never seen before
walked by... and politely waved.
It seemed he would enjoy living here.

John Strickler (order #7229644)

17

Occupations

It takes a lot to survive when it seems like the whole universe is weighing down
on you. When you dont know where you next credit is coming from and you have five
different things that it should be spent on.

John Strickler (order #7229644)

18

Mercenary

Mercenary is the generic term for a hired gun or sell


sword that earns his daily wages through the general
use of arms and possible violence. They know their
way around weapons and armor. They are tough and
resourceful.

Bounty Hunter
Being a Bounty Hunter is dirty work. You can spend
weeks or months away from home, tracking your
target, watching his daily movements, planning the
best way to capture him, and then implementing that
plan.
Bounty Hunters generally focus on tracking, stealth,
and optimizing Hit Point Damage over Wounds. They
tend to be self-sufficient and can be elusive. The main
trade is to track down and return fugitives, criminals
who have escaped justice, and personal vendetta
retrievals. All these come with the Dead or Alive
condition. Generally if the Bounty is wanted alive the
reward is greater.
A dangerous way to earn a living, the Bounty Hunter is
feared, mistrusted, and respected among the known
galaxy. When you arrive in a populated area and the
word spreads that a Bounty Hunter has come there,

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19

he can meet any number of reactions.


Luckily, Bounty Hunters have an impressive
variety of skills to help them deal with
whatever comes their way.
KNACKS
Careful Study: You have spent the time
tracking people across countless worlds.
While on some worlds they have received
training and blessings from numerous
warlord, priests, and weapon masters.
Each Term of Service the Bounty Hunter
selects one Species and treats their
weapons as Martial Weapons.
Man with No Name: It is always best if the
people that you are after know as little
about you as possible. As you become
better at your craft you become more
difficult for people to make Assessment
checks against you. Each Term of
Service adds +10 to the DC roll to assess
the Bounty Hunter. If the check fails by
25 or more the person attempting the
Assessment receives false impression.
No Disintegrations!: Sometimes its not
Wanted: Dead or Alive. In many cases the
bounty needs to be brought in mostly in
one piece. This Knack allows the Bounty
Hunter to shift wounds that he causes
into hit point damage. When using this
Knack on an attack you cause no Wounds
instead, causing 1d6 of Hit Point damage
per Term of service.

Pursuit of Prey: Bounty Hunters have to be


a step ahead of their Bounty, for instance,
by knowing the shortcuts through a city
that they have planned out or through
just raw bursts of speed. The Bounty Hunter
can, once per a day per Term of Service,
designate a target as his bounty, and
when in pursuit of a bounty, gain a +5
to their Speed per Term of Service. If in a
vehicle they gain a +10 to the vehicle
Speed per Term of Service.
Quarry: When a Bounty Hunter is on
the trail of his quarry he has studied its
behavior and patterns. As a Move action
to study an opponent, the Bounty Hunter
can gain bonuses against the Quarry. With
the knowledge he has gained he receives
a + 1 bonus to Hit per Term of Service
against that target. He also receives a
+2 bonus per Term of Service on Bluff,
Intimidate, and Tracking.
Quicker Draw: The Bounty Hunter is adept
at becoming an armed assailant in the
blink of an eye. The Bounty Hunter gains +2
to Initiative per Term of Service.
Trophy Hunter: The Bounty Hunter has
collected a number of trophies from the
people he has captured. Putting them to
use by displaying them, the Hunter can
gain a number of bonuses depending on
the type of trophy. You choose one trophy
per Term of Service. You can choose the
same trophy more than once.

Grizzly Trophy

+2 Intimidate per time taken.

Armor Trophy

+2 Toughness per time taken.

Prestigious Trophy

+2 Bureaucracy per time taken.

Rare Trophy

+2 DEF per time taken.

Technological Trophy +2 To Hit per time taken.


Chitinous Trophy

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20

+2 DR per time taken.

My Very Favorite Gun: You must select


one specific firearm to become your
weapon of choice. When fighting with it,
you gain a +1 bonus to Hit and +2 bonuses
to Damage with it per Term of Service.
Should that weapon be lost or destroyed it
takes one day to repair or replace.

Soldier of Fortune
Yeah check her out. The .40 caliber rechambered to take plasma *AND* HEP
rounds, Dyson scope, retooled military
grips and a heat reduction shroud so I get
maximum charges from the secondary
power cell that was installed in the stock,
not to mention it came in chrome I call
her Anastasia.
-Jack Morganne talking about his new
rifle.
The Soldier of Fortune is above else a
fighting man. They know that their lives
and the lives of who they have been hired
by may very well depend on how they
and their gear can be trusted. Focused
equally on Weapon Optimization and
Specialization along with a knack for
Armor Specialization the professional
Soldier of Fortune is possibly one of
the more dangerous occupations for
themselves and anyone that gets in their
way.
KNACKS
Armor Proficient: As the Soldier of
Fortune gains skill and insights in the
profession of being a hired gun, he or
she gets increasingly familiar with a wide
variety of armors. With each Term of
Service, the Soldier gains a new Armor
Proficiency, gaining them in the following
order: Heavy Armor Proficiency, Light
Power Armor Proficiency, Medium Power
Armor Proficiency, Heavy Power Armor
Proficiency, and Exotic Armor.
Efficient Power Usage: When the Soldier
of Fortune is in the field, it might be a while

John Strickler (order #7229644)

before you get to resupply or even find a


recharging station and those Power Cells
have to last. Either its for that favored
Vibro-Sword or a Vehicles Energy Cell. For
each Term of Service, a Soldier of Fortune
may add 5 charges to the maximum
capacity of a Power Cell. He can do this
to a number of Power Cells equal to his
Term of Service.
Access to the Good Stuff: Being a
professional Soldier has its perks, one being
that he manages to have access to some
of the best gear available. A Soldier of
Fortune may add a +2 Weapon Ability
bonus to their weapon per Term of Service
at no cost. This does not allow them to go
past the +10 bonus limit, and must follow
all normal restrictions.
Triage: A Soldier of Fortune must keep
fighting on because that is what he is paid
to do. The knocks and scrapes that occur
during battle have to be shrugged off until
they can be properly attended.
By spending a Full round action and
dressing his wounds, a Soldier of Fortune
can regain 1d6 Hit-points per Term of
Service. This can be done one time per
day, per Term of Service.
Heavy Handed Weapon Master: You have
to be able to use whatever is available.
If that means pulling the mounted heavy
machine gun of a Gnat ATV and hoisting it
up, so be it.
Soldiers of Fortune are able to use
weapons normally usable by someone
in power armor or mounted on a small
vehicle. These weapons can be used,
but only for a short time before rest is
needed. Weapons that are Large or are
designated as Vehicle scale can be used
for 2 rounds per the Soldier of Fortunes
total Term of Service with no penalties.
At the end of the rounds of use you are
Fatigued, and you cannot use this Knack
again until you are no longer Fatigued.

21

Always has Ammo on Hand: After


extended fire fights or long term
engagements, ammo can begin to
run low. The Soldier of Fortune is smart
enough to start conserving it, but more
importantly can start to take what he
needs from storehouses or downed enemy
combatants.
Soldiers of Fortune scrounge up
ammunition like a champ. After a battle,
the Soldier of Fortune can makeshift ways
to siphon the energy of nearly depleted
Power Cells, and find the odd shell or
round from clips or magazines. He can
replenish one clip or power cell for a
weapon per Term of Service of Soldier of
Fortune.
Over-watch: Standing watch over your
compatriots while they maneuver or
withdraw is an important duty. Generally,
taking up a position of cover while the

eyes of the Soldier comb the surroundings,


waiting to send shots down range in a hail
of fire when targets present themselves.
While in Over-watch, you threaten with
your ranged weapon. As a full round
action you may make one attack of
opportunity per Term of Service in your first
range increment. This can only be used
with ranged weapons.
Zeroed In: A Soldier of Fortune can
reach nearly unparalleled levels of
Marksmanship. Able to shoot the tail of an
Arcturan Drop Bear from 400 meters, they
become skilled at the long range shots.
Soldiers of Fortune are able to re-roll a
missed range attack once per Term of
Service per rested period. They can also
increase the range increment by 20 per
Term of Service.

They all stood around the table in the small back room of a bar they frequented.
Alright lets see what everyone has got The tall Tuathian said in a measured
voice that always sounded as if it was echoing in a room much larger then he
was in.
Everyone dug into pockets and after all was said an done they had two
Tricanthium Pyramids, 3 eCr sicks totaling 159 credits, and a coupon for a free
coffee. Everyone stared at M for putting the coupon in.
What... I like coffee the feline featured woman said, her ear twitched.
Well we are broke, what are we suppose to do now said the large framed Darsithian named Trenn.
Just then one the comms chirped the Archalion pulled it out and he read the
screen
Looks like we have a job

John Strickler (order #7229644)

22

Lawman

Sector Sentinel
The Sector Sentinel is a Lawman placed in
charge of a particular expanse of space,
usually containing the center of the base
he is more than likely placed in. A planet
in need of protection from unruly bandits.
An important key to a busy trans-galactic
trade route. Or a lucrative asteroid field
mining operation. Through the use of aweinspiring presence or access to official
Channels/Connections, they are focused
on moving about that assigned area, and
are able to dispense fringe justice. They
are also known for their impressive Piloting
skills.
Knacks
Vehicle Access: You have to get around
your sector. You have been provided with
a Mykon-Oritech O-52S Pursuit Cruiser a
small one-person craft (see Ships chapter).
This ship is provided by anything from the
GFH, such as a local

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23

provincial government, or a Mega-Corps


payroll for a lone space station floating
through space.
Hotshot Pilot: You are some sort of big
deal. You can thread a dozen asteroids
like threading a needle. You gain +2
to your Flying Vehicles skill per Term of
Service. You also gain +2 DEF per Term
of Service in regards to your vehicles
Defense score.
In the Eyes of the Law: Lawmen as a
whole have to be an observant lot. Sector
Sentinels look for anything out of place.
Odd Patterns and erratic behavior. If
something is not what it seems, they are
often the first to notice. They gain a +2
Bonus to Perception per Term of Service.
In addition, if using Perception to versus a
Bluff, they also add their Will Save modifier
to that Perception Check.
Self Sufficient: Being an inherent loner,
often Sector Sentinels may spend very
long stints of time away from civilization.
Rather than retreating back to a space
station or outpost, they have learned to
fend for themselves. They gain a +2 bonus
to Natural Sciences when making survival
checks per Term of Service. In addition,
they receive a +2 bonus to their Saves
when resisting the effects of a hostile
environmental (i.e., Sandstorms, Frostbite,
etc.).
Very Special Modifications: Gain 10,000
eCr for use in ship modifications per
Term of Service. This can only be used to
upgrade the Ship or components of the
Ship. (See Ships of the Line.)
I Picked Up a Few Things: Choosing
a Knack from any other Mercenary
Occupation counts as if you were first term
with that Knack. Each Term of Service, the
Sector Sentinel may opt to take another
Knack instead of one from the Sector
Sentinel selection.

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Fearsome Reputation: You dont want


a Sector Sentinel gunning for you. He
can make it difficult for you to do any
dealing in an entire quadrant of space.
When dealing with the Sector Sentinel, if
the Sentinel has announced himself and
shown an authoritative device, criminals
have a -1 to all die rolls when interacting
with the officer (as if you had that number
of Wounds) per Term of Service.
Spacewalker: Spending so much time in
the vast expanse of Space, one becomes
accustomed to the weightlessness and
certain dangers. The Sector Sentinel
gains +5 Movement bonus in Zero-G
environments per Term of Service. Also, a
+2 bonus is granted to Athletics and DEF
per Term of Service. They can also attempt
more Acrobatic maneuvers than normally
possible moving about in Ships.

Adjudicator
Look, I dont care if your uncle is Prefect
of this Sector, youre still coming with me!
An Adjudicator is assigned to a planet or
space station and is a representative of
Federation Law. Military Law, although
the most common and widely spread
form of law, is not the only form of justice.
Communities will often police their own
when they want swifter action or find that
the watchful eye of the Judicial Branch
of the Military is a bit wandering, or just
absent for too long.
KNACKS
License to Kill: Adjudicators are the law
when it comes to the more remote parts
of the Galaxy. They are given certain
liberties to dispense justice as they see fit.
This is most useful to the Adjudicator if the
person that has been sentenced to harsh
judgment, such as death, is someone
important.

The Adjudicator gains a +2 to Bureaucracy


skill checks per Term of Service, to
avoid backlash from any judgment. This
will help the Adjudicator avoid being
fined or reprimanded from superiors or
governmental liaisons.

Post All-Points Bulletin: Allows the


Adjudicator to put out an all-points bulletin
(APB) on a person of interest or a criminal.
This grants a better chance to receive
information of the whereabouts of the
person in question.

This here is my town! Often, because


Adjudicators are focused on a certain
area, even though that area is variable in
size, they have an in-depth knowledge of
it. This gives them the upper hand when
preforming certain duties with in it.
The Adjudicator gains Favored Terrain.
They receive a +2 DEF, Initiative, and
Stealth skill checks per Term of Service in
Lawman while in his area of influence.

Each Term of Service extents the area of


influence and the percentage chance
that the person will be spotted. There is a
10% chance per Term of Service that the
being that is wanted will be spotted, and
the Adjudicator will be alerted through his
network.

Voice of the Law: All Adjudicators are


imposing. When you have the authority to
dispense justice, you speak and people
listen.
Adjudicators gain a +2 bonus to
Intimidate, Bureaucracy, and Bluff skill
checks per Term of Service.
Species Profiling: A Lawman has to deal
with a wide variety of Species. However,
Adjudicators tend to focus on select
Species.
The Adjudicator receives a Favored
Enemy bonus against the chosen species.
They gain a +1 to Hit and +2 Damage
per Term of Service. You choose a new
species every new Term of Service and
apply the new bonus to each Species.
Criminal Justice!: You are the hand of
justice in an otherwise lawless outland.
You must be ruthless in the execution of
your duties, ending things as quickly as
they sometimes begin. Adjudicators gain
a +1 Damage Die per Term of Service if it
is an individual who has been successfully
identified as a criminal.

John Strickler (order #7229644)

Starting up a posse: When in pursuit


of a suspected or known criminal the
Adjudicator may deputize 1 non-Lawman
per Term of Service as a Full Round action.
Members of the Adjudicators posse gain
the Teamwork Feat. They also gain +1 to
all Saves per Term of Service while in the
area of influence of the Adjudication. The
area of influence is 50 per Term of Service.
Look the other way: There are good
lawmen and bad ones. The Adjudicator is
known as someone who will make a deal.
The Adjudicator gains a +2 bonus per Term
of Service to Communication skill checks
when dealing with a suspected or known
criminal.
Walking a beat: When Adjudicators are
in their favored terrain, they threaten an
additional +5 per Term of Service with
melee weapons. If a target provokes
an Attack of Opportunity they can, as
an immediate action, sacrifice their
movement for the round to move
within melee attack range and engage
their target and make the Attack of
Opportunity.

25

Technician

People who expand the limits of what you can


do with the technology that surrounds us on
a daily basis are the technicians. One of the
specialties deals with actually entering into
a symbiotic relationship with the device. The
other is being the master of building the best
of the best, just as ancient shipwrights did.

Ghost in the Machine


Why should I or any of us be the first ones in
the room? We can just stand back here and
let Chuck do all the work. Dont hurt me one
bit if he gets blasted.
Using a Dual-Synchronous Robotic Shell, often
referred to as a puppet or puppet-bot, a
Ghost can focus part of his mind to control a
robotic helper/defender/infiltrator in a variety
of ways.
The Robots are controlled either through a
headset rig or through a cybernetic implant.
Using this connection, a Ghost will dive his
mind into the realm of the wireless world to
bring it to life, augmenting the basic AI of the
Puppet-Bot.

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A Ghost suffers penalties to actions, both


for him and the robot. However, those
penalties are lessened as the Ghosts
Terms of Service increase. All actions
suffer a -5 to the roll. This applies to both
the Ghost and to the Puppet they are
operating. Puppets can have programs
that offset penalties, or the Ghost may
offset them in different ways.
The maximum distance that a Puppet
can be operated is 500 from the Ghost.
Typically, the Ghost will remain on a
nearby ship, or in the rear of an Outfit,
investigating a hostile area. They are able
to share senses with the Puppet-Bot.
KNACKS
Augment Connection: As a Ghost begins
to navigate his way through the electronic
synapses, he begins to find it easier to
control the puppet not only with less lag
and possible loss of skill, but also in the
distance that the signal can reach.
For each Term of Service, the penalty for
operating the Puppet goes down by one,
along with adding 100 to the range.
Bigger and Better: Increase the
capabilities of the Puppet in combat,
increasing the Damage die one rank and
Hit die one rank per Term of Service.
Boost Sensors: Becoming more attuned
to the virtual surroundings, the Ghost can
begin to make use of sensors that are
more precise than that of a flesh-andblood being.
They gain +2 to Perception and +2
Initiatives per Term of Service.
Feedback: The residual code and
information that flows between the Ghost
and its Puppet lingers. If the Puppet is
running programs, the Ghost may use the
benefits of that program as if he were

John Strickler (order #7229644)

running the Program himself. One program


per Term of Service may be used, with no
duplicate programs allowed.
ID Insinuation: Working with the same
electrical pathways, some of the Ghosts
personality gets imprinted into the limited
AI of the robot. Because of this, certain
commands can be preemptively acted
on by the robot. Along with some degree
of autonomy, this grants a +2 bonus to
the INT, WIS, and CHR, and one of the
Personalities must be chosen from the list
on page 77.
Maximum Overdrive!: Ability to push the
levels of the Puppet beyond what it is
normally capable of.
Quicker and Stronger, adding +2 to STR,
DEX, and +5 of movement per Term of
Service. .
Increased Bandwidth: Allows you to
access and additional Controller in
regards to a Puppet, each puppet gains
the normal penalties. Upgrades must
be purchased separately for individual
Puppets. +1 Controller per Term of Service
Upgrade!: You gain a number of
Upgrades from the list of appropriate
gear for free, equal to your Terms of
Service. These are cumulative (i.e., at 1st
Term you have 1 Upgrade, 2nd Term 2
Upgrades, and 3rd Term you will have 3
free Upgrades to choose from for a total
of 6 Free Upgrades.) Upgrades are listed in
the equipment section.

Wrencher

Nothin like getting your hands dirty, really


getting in there and making that engine
rumble to life!
KNACKS
Cut-Off Switch: Every system has a
failsafe or a cut-off. The Wrencher has

27

the uncanny knack for almost surgically


getting right to the heart of the matter.
When fighting constructs, cyborgs or
vehicles with Extras, a Wrencher may
make a touch attack as a Full Round
Action to disable Extras. The Wrencher
forces a Toughness save. If successful, he
disables one Extra per Term of service. The
Extra is not able to be used for a number
of rounds equal to the total number of
Terms of Service in Technician. The DC
for the Toughness Save is equal to 15 + 5/
Terms of Service + INT Modifier.
If it doesnt fit : When working with
vehicles, one of your biggest limitations
when it comes to weapons, components,
and other essentials is available space.
A Wrencher can add slots on vehicles,
increasing its Capacity one point per Term
of Service in Technician. He must spent
one day per capacity slot added with
the vehicle, and 1000 eCr in lighter and
stronger materials to compensate.
In the Creases: The Wrencher is able
to ignore the Damage Reduction of
Constructs and Vehicles when making
attacks against these hard targets.
For each Term of Service, the Wrencher
can ignore 5 points of DR.
Lift with your legs: Hard working and no
strangers to having to move materials
and equipment around the maintenance
bays, the Wrencher has a lot on his
shoulders literally.
Wrenchers increase their Carrying
Capacity, calculated as if they have a +5
STR higher per Term of Service.
Miracle Worker: When it absolutely has
to be done yesterday, the Wrencher can
make it happen. They are able to not only
promise, but deliver repairs in record times.

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28

When making repairs, the time needed


is reduced by 10% per Term of Service,
provided they have at least the most
basic tools needed for the job.
Operate Heavy Machinery: A Wrencher
becomes accustomed to and familiar with
the vehicles they work on. Maneuvering
ships in tight hanger bays, taking a shuttle
to a nearby client in a crowed city, or
putting a Mech through the paces.
They gain a Bonus to Piloting Vehicles and
Mechs. +2 per Term of Service to Ground
Vehicles and Flying Vehicles.
Oversized? No Problem: Often Wrenchers
are around larger-than-life weapons.
Whether its the Auto-cannon off of an
ATV turret or a Mechs energy blade
housing, Wrenchers can wield larger
weapons with fewer penalties. Each term
lessens the penalty for using oversized
weapons by -1.
Weapon System Check: By maintaining
weapons, you can optimize some
impressive results whether rifling on a
barrel or overcharging capacitors.
A Wrencher may maintain a number of
weapons equal to the Term of Service in
Technician. Every weapon maintained
in this way gains +1 to Damage, +1 to
Hit or Minus, and +1 to the fumble range
(Minimum of 1).
In addition, he may choose one weapon
to maintain, that may re-roll the lowest
Damage Die in an attack. Reroll can be
used once per an attack, and you must
take the new roll.

Psycher

The Mind can be as expansive as the


Universe. Being in contact with the
consciousness of the Stars and beyond
is something few experience and can
come to grips with. Whereas the Starseer
draws power from beyond this dimension,
the Conduit of the Stargods are a direct
connection to the Stargods. Some say that
which makes up the Stars is what the entire
Universe is made of. The Conduits seem to
be living proof.

Conduit of the Stargods


I have stared into the dark abyss and
found the gaze of the powers of all creation
and destruction staring back at me,
opening their arms to welcome me into their
embrace. They have taught me things that
you can never imagine.
KNACKS
Librium Solar: If fully given over to the will of
the Stargods, the Conduit receives the gift
of Knowledge. Powerful and unique are the

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29

talents that are learned, to which few get


access.

per person. You may only use the Healing


Touch on one person per round.

Each Term of Service allows access to a


New Psyche Talent, with the prerequisite
Conduit of the Stargod. These are listed
later in this book. (See New Psyche talents,
pg 53.)

Manifestation of the Stars Heart: In


some cases the Stargods will grace
the Conduit with a mark that shows
them as a messenger of the Stargods.
These mutations in some way reflect the
demeanor or flavor of the thing that the
Stargods views as pertinent to their causes.
For example: The Stargod that resides
in the star that the planet Haven orbits
may manifest a third eye, as the Stargod
watches over the creatures that reside on
that planet.

Expand Mind: The mind is expanded


to untold limits. Surging with boundless
mental energy, the Conduit of the
Stargods start to become juggernauts of
the Psyche.
Conduit of the Stargods gain an additional
+3 Mind points per Term of Service.
Charisma of the Celestial Bueaucracy:
You represent the enigmatic beings that
reside within the heart of every star. The
connection to the solar beings causes
the Conduit of the Stargods eyes to glow
with the burning embers of the stars. The
Conduit of the Stargods gains a +2 to CHR
per Term of Service.
Commune with the Stargods: The Conduit
of the Stargods regains Mind Points at a
quicker rate than a full nights rest. They
need one less hour per Term of Service
in Psycher to replenish lost Mind Points. (4
hours of rest if they are in their 4th Term of
service, for example.)
They may extend this benefit to one other
person per Term of Service.
Healing Touch: Using the energy of the
stars themselves, they can channel
ambient life energy into the physical
body of an individual. This causes repairs
to be done almost at the cellular level.
The Healing Touch will not mend broken
bones, lost limbs, or other wounds.
However, it will ease other Damage taken.
You gain 1d6 of Healing per Term of
Service as a Scion of the Stargods. It takes
one standard action per Healing attempt

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Burning Eye of the Stargod - +2 to
Perception checks per Term of Service.
Appearance is of a burning third eye on
the forehead.

Blazing Soul of the Knowledgeable
Mind - +2 on any Knowledge checks per
Term of Service. Appearance is of a circle
of fire floating just above the chest.

Blackened Eyes of the Dying GodThe eyes of the Conduit become entirely
black. This doesnt affect the normal vision
of the Conduit. It does, however, grant
them Darkvision 50 plus +10 per Term of
Service.

Voracious Hunger of the Stargod 1d6 Bite attack per Term of Service, while
ignoring 2 points of Hardness per term of
Service.

Strength of the Sun - For Feats of
Strength, Conduits have a +2 STR modifier
once per a round. Melee Attack rolls,
Melee Damage rolls, lifting, opening doors,
breaking bonds, etc.
Purity of the Atom: E ach atom of a
Conduit begins to burn a little brighter,
much like small stars of their own. This
allows for certain afflictions to be burned
away and have little to no effect on the

Conduit.
For every Term of Service, you may pick
one thing to be immune to from the
following list:
Poisons
Rot
Charm Effects
Diseases
Paralysis
Shade infection
Bleed
Blindness
Ability Drain
Stun
Fatigue
Voice of the Stargods: With the power
of just a portion of the Stargods flowing
through them, the Scions are able to
send out waves of disruptive energy that
cause the Shade to halt in their tracks or
in the case of powerful Scions, reduce
the carrier of the Shade to an empty and
burnt-out husk.
Able to Rebuke (Turn) Shade, the Scion,
may spend a turn attempting to affect
any Shade in the area with his influence.
When the Scion presents this power, all
Shades or targets with a Shade Point that
make their save suffer a -2 per Term of
Service, with all actions that directly target
the Scion for the duration of the Turning
effect.
See Turn Shade - Legion Core Rulebook,
pg 266

Starseer
Being able to see the things that lurk in
the other space is not all its cracked up
to be. Think about that weird thing out
of the corner of your eye that isnt there
when you look. Just imagine that when
you look its still there.
While some people are born with the
ability to learn and nurture the Psyche,

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there are the rare others that are tied to


what powers it. These people, known as
Starseers, are able to unnaturally tap into
these resources, and wield this power to
unusual and efficient effect.
KNACKS
Draw from the Abyss (Energy
Manipulation): The Starseer, being
physically attuned to other dimensions
of origin of the Psyche, are able to
manipulate the output of energy-based
weapons.
The minimum damage for an Energy
weapon is increased by 1 per die per
Term of Service. This may max out a
Damage dies range.
For Example: A 3rd-Term Starseer using a
Medium Laser which normally does 3d10
damage would count all 1s, 2s and
3s as 4s. This would give the weapon a
Damage range of 12 - 30 instead of 3 - 30.
Hyper-walk: This knack allows the Starseer
to force his way into the dimension of
Hyperspace. This allows him to make
instantaneous small jumps, displacing
him in real space to appear in another. It
requires 1 Move action, and the range is
25 +5 per Term of Service.
You instantly transfer yourself from your
current location to any other spot within
range. You always arrive at exactly
the spot desiredwhether by simply
visualizing the area or by stating direction.
You may also bring one additional
willing Medium or smaller creature or
its equivalent per Term of Service. A
Large creature counts as two Medium
creatures, a Huge creature counts as two
Large creatures, and so forth. All creatures
to be transported must be in contact with
one another, and at least one of those
creatures must be in contact with you (so
in effect, you can daisy chain a hyperwalk).

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If you arrive in a place that is already


occupied by a solid body, you and each
creature traveling with you take 1d6 points
of Damage, and are shunted to a random
open space on a suitable surface within
100 feet of the intended location.
If there is no free space within 100 feet,
you and each creature traveling with
you take an additional 2d6 points of
Damage, and are shunted to a free space
within 1,000 feet. If there is no free space
within 1,000 feet (or further), you and
each creature traveling with you take an
additional 4d6 points of Damage, and the
attempt simply fails.
Perception of the Deeper Reality: That
buzzing in the base of your skull the
whispered words in an undecipherable
tongue. As you become more in control
of your mind and center your being, you
begin to understand. You begin to be
able to make sense of the signal from the
realm beyond.
You are able to, as a standard action,
sense any creature with the Psyche
or Shade descriptor within 100, per
Term of Service. You may also be given
information by the GM on matters relating
to the Shade or Psyche activity in an
area. This may be received as disjointed
messages or odd feelings. This also gives a
+2 to all Divination Skill Checks per Term of
Service.
Unnatural Insight: Due to the constant
exposure to other worldly forces, you have
an almost superhuman ability to react and
counteract beings from the other side.
Starseers gain a +2 Initiative and +2 to
Attack and Damage rolls per Term of
Service, against the creature type Psyche.
This can stack with Favored Enemy and
Bane weapon quality. You may ignore
5DR per Term of Service against those
creatures.

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Psyche Visage: The Starseer, having a


foot in each realm, has a Psychic Visage
that is only visible to those with the Psyche
Sensitivity Feat and a successful DC 20
Perception Skill Check. The Starseer can,
however, allow that deep visage to bleed
through, permitting people who are not
Psyche Sensitive to see what lies beyond
the veil. This can be used to attack, calm,
or confuse. There are a variety of Auras,
or Visages. To force your Visage into the
world we live, Manifesting is a Swift Action
and the effects last for that round. You
must choose one Aura and may not
change it. The effect can be used on one
person per Term of Service.
Visage Examples:

Angelic Aura - In other planes of
existence you appear to have an aura
of shining light and large feathered wings
that trail off into wisps of energy.
All allies are calmed. Starseers may
remove a Fear effect and make allies
immune to Fear effects as long as they
keep the visage up and within Line of
Sight.

Flaming Skull - In other planes of
existence you appear to have your flesh
burned away, leaving only a skull hovering
above where your collar ends.
This visage causes Fear and the Will Save is
DC 15 +2 per Term of Service.

Void Form - Your physical form
seems to fall away, leaving only a
silhouette that is filled with the vast
emptiness of the cosmos.
The visage causes disorientation due to
the endless vista of space before your
eyes. Causes a penalty of -1 to all Actions
per Term of Service. A Will Save of DC15 +2
per Term of Service negates.


Chitinous Form - You are surrounded
by an ominous, otherworldly, insectlike presence as if you were inside the
chitinous armor of a bug.
This visage causes a nauseating effect.
Anyone affected gets a Will Save verses
a DC 15 +2 per Term of Service, or will be
Sickened.
Slipping the bonds of Reality (Phase Field
Generation): Starseers can cause a field
to surround their bodies, partially open
to Hyperspace. This causes energy to be
shunted to another place in space. They
gain protection against energy types,
gaining an ER 2/- +2 per Term of Service.
This also causes a 5% miss chance per
Term of Service as a Concealment bonus.

field of ambient energy, similar in effect


but different from the Dagroshi. Unlike the
Dagroshi, the field is not constant.
As a Swift Action, the Starseer can, while
touching an item with Power charges,
imbue a number of charges equal to
twice their Term of Service into a weapon
or energy-powered device (i.e., Powered
Armor). The device can then be used as
normal. You cannot exceed the maximum
number of Charges.

Shadow Plague Resistance: You become


less susceptible to the spread of the
Shadow Plague. If you have any Shade
Points, you are able to fight off any spread
of them to other Mind Points through your
force of will.
The Starseer gains +2 Saves per Term of
Service verses any effect derived from an
effect with the Shade descriptor. When
using a Shade Point, Starseers gain a +2
on Will saves per Term of Service, to resist
converting an additional Mind point to a
Shade Point.
The Starseer begins exhibiting more and
more Shade-like symptoms. For this very
reason, many Starseers who have taken
this Knack tend to be more isolationist.
This lends even more to their mysterious
reputation.
Effects of using Shade Points can be found
on Page 361 in the Core Rulebook
Touch of the Infinite Void (Energy
Manipulation): The Starseer is an antenna
for the signals that originate from
Hyperspace. As such they have a natural

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Scoundrel

Misunderstood by some and hated by


many, the Scoundrel is in some ways the
lifeblood of commerce outside the scope
of the militaristic and ordered structure of
the GFH. They are even beyond the reach
of the Mega-Corps that dominate the
political and economic landscape.

Blackmarketeer

Hey whadija find there? Hmm... Oh I think


we can find a buyer for this handsome little
thing...
Golden Tongue: You are a wheeling and
dealing machine when it comes to talking
to people. No matter whether its ferreting
out the best deal, or putting the pressure
on a rival you have the gift. You gain a
+2 Bonus to all Commo Skills per Term of
Service as a Blackmarketeer.
Warehouse Full of Junk: When dealing
with the Black Market, you have things
coming in and out of your possession day
and night. At any one time you might
have such items on hand as a Tuathan
Lightblade or a Duergish Iron Mountain
Power-Armor. You might be able to make
use of it... at least until you have to hand
it over to the buyer. This Knack allows the
Blackmarketeer to borrow an item value
equal to 10,000 eCr per Term of Service,
for a number of days equal to your Term of
Service. If you cant get it back in time you
will lose one Reputation rank per day.

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Buy Your Way Out of Trouble: Being


someone with moneys and ties to
important people can come in handy. If
you are in a hostile situation with people
who value standard currency, you may
spend a variable amount to better your
standing.
You may attempt a Dealing check
to improve your standing from Hostile
to a better step up. For every 200 eCr
Blackmarketeers spend, they gain a +1 to
your Dealing Check per Term of Service
to improve the temperament of the NPC
you are dealing with. The NPCs will remain
Hostile until they receive the payment.
I Know What You Did Last Solar Cycle:
Not only are you a dealer in the Black
Market, you also have some skill at Black
Mail. You have the goods on many rivals.
You can make a Bluff Skill Check instead
of a Intimidate Check with a +2 bonus
per Term of Service, and force the person
you are talking to to submit to your line of
questioning or hand over valued objects.
This doesnt shift the NPCs demeanor it
just makes him or her complacent. Its a
good way to make an enemy a really
mean enemy
Venture Capitalist: You have managed
to place some of your money into some
smart investments, legal and otherwise,
and they have started to pay off. Your
investments pay off an amount of money
equal to 500 eCr per month, per Term of
Service.
Marketing Power: You are a bit of a
known, reliable source of useable but
sketchy goods. You can sell stolen, not
salvaged, goods for a bit of a markup.
With a successful Dealing check, you
may add 5% per Term of Service in
Blackmarketeer to the amount that was
settled on. You also receive 5% per Term of
Service reduced cost on purchased items.

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Any Port in a Solar Storm: You have


managed to secure a number of safe
houses throughout your area of influence.
These hideouts will have backup
ammunition, food for a number of days,
and power cells/chargers. The amount of
equipment is equal to 1000 eCr per Term
of Service. The safe house has workshops
for effecting repairs. These places will be
safe if you are being hunted for a number
of days per equal to your Term of Service.
Kneecap: Sometimes action needs to be
taken. As a Swift action, you can declare
a Kneecap with your next attack. If your
attack causes damage, your foe must
make a Fortitude save (DC 10 + per Terms
of Service + WIS modifier). Those who fail
suffer a -2 penalty to Speed per Term
of Service, and you gain a +2 bonus to
Intimidate per Term of Service. This penalty
lasts until the damage of this attack is
healed.

Scavenger

Everything has value you just have to


know where to look for it.
The ability to go into a derelict capital
ship or abandoned asteroid base and pull
out everything of worth is a highly prized
skill. An experienced Outfit can strip a ship
faster than an Arcturian Dropbear pack
can reduce a man to bones.
One Mans Trash: If there is one thing that
the Scavenger is known for, its the ability
to pull value out of a pile of scrap. To do
that, you need a keen eye. The Scavenger
gains a +2 bonus to Perception Checks
per Term of Service. The Scavenger also
has 20% plus 10% per Term of Service
chance of finding something of value in
refuse.
I can take it apart in a jiffy: Scavengers
are masters at the art of getting to the
nuts and bolts of things. Scavengers gain
a +2 to Engineering Skill checks per Term

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of Service In relation to salvaging. The


Scavenger reduces the time it takes to
Hack physical locks. They gain 1 attempt
per Term of Service each round.
Makeshift Weapon: Its not always a
friendly world, and some people dont
take kindly to you coming in and pulling
out power converters from a seemingly
abandoned relay beacon. Youd best be
able to fight with what you have on hand.
When using an Improvised Weapon (such
as a crowbar), the Scavenger gains 1d6
Damage bonus plus an additional +1
Damage per Term of Service. This damage
is Precision damage.
Sales: You are a master of unloading
your goods once you get them back to
a market place. When you sell salvage,
you gain additional money, depending on
your renown.
You gain 5% per Term of Service on
the money you receive, based on your
Reputation. You also may reduce the cost
of items bought by 5% per Term of Service.
Grounded in your work: Pulling wires and
parts that might still be hooked into power
because you are in a hurry is a real worry
for Scavengers. The shocks and jolts one
receives eventually becomes tolerable.
Scavengers are able to work with
dangerous levels of shocks, hardly batting
an eye. Scavengers gain a resistance to
Electricity. Add +2 ER vs Electricity per Term
of Service.
Could Have Anything on Hand: Chances
are good that youll have a needed
component, item, or really anything in
your pockets or rucksacks. You have a 5%
per Term of Service to have a useful item
tucked away. This ability can be used
once per day and must be something that
can be carried.

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Quick hands: Palming an eCr stick here,


stuffing a spare part under there its all
about what you can manage to hide
and get away with. Most Scavengers
can deftly maneuver things where they
wont be noticed. They often have falsebottomed compartments and smuggler
hatches in ships they frequent and places
they live. The Scavenger may make a
Manual Dexterity skill check with a +2
bonus per Term of Service to hide an
object. This may be used as a Move
action. An opposed Perception Check
against the roll as the DC may be made,
to see if its spotted.
Jury-Rig: The Scavenger can slap
together spare parts and makeshift
materials to manage an effective repair,
even if he may lack the components
or time to do the job properly. Then he
makes a Technical skill check as normal.
He cannot take 10 or 20 on this check.
If the check is successful, then he can
improvise or scavenge sufficient spare
parts, and the repair takes half the time
it normally would. However, the device
is inherently unstable. It will completely
malfunction or cease operating if the
character using the device suffers a
critical attack in combat, or rolls a natural
1 (fumble) on an attack or skill check
with the device. Jury-rigged jobs can be
redone when the Scavenger has the time
and parts to do the job properly.
Sometimes a Scavenger doesnt even
have time for a jury-rigged repair. When
a weapon jams in combat, it needs to
be fixed now. As a Swift action, he can
get malfunctioning devices in working
order by kicking, smacking, jiggling, oiling,
or even verbally coaxing them. Then he
must touch the item to be repaired. No
Skill check is necessary. The device will
resume working properly for a number
of rounds equal to the Terms of Service.
After this time has passed, the device will
malfunction again.

Doctor

Doctors are found throughout the known galaxy. They are able to save lives and make
advances in technology in leaps and bounds. With so many species in the galaxy,
doctors must stay on their toes, and almost all types are regarded with awe. Frontier
Physicians are highly respected for their tireless efforts to heal, and the Genesplicers for
their eerie and specialized skill sets. Both are excellent examples of how the wandering
medical expert can find a home among the outskirts of civilization.

Frontier Physician
Saving lives without getting yourself killed
in the process, thats what it is all about.
Create Antidote: Dealing with so many
strange and unknown ailments, the
Frontier Physician has a 25% +10% per
Term of Service to nullify a toxin, poison, or
disease.
Create Healing: Whenever using a device
or piece of equipment, Frontier Physicians
increase the effectiveness of the Healing
by 10% per Term of Service, or heal 1
Wound per Term of Service.
Recover Wound: Within a short amount
of time, the Frontier Physician can set a
bone, splint a limb, or patch a hole. As a

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37

Standard Action, they can negate the


penalty from 1 Wound per Term of Service.
This will only last for 10 minutes per Term of
Service. Every location takes a new use.
Head Wounds cant be recovered if all
Wounds are lost in that location.

They also gain Intestinal Fortitude, gaining


the ability when making a Fortitude Save
from something that causes damage.
If they make the save, they take no
damage from the source instead of 1/2
damage.

Pressure Points: Sometimes patients


need to be subdued to allow them to be
treated. A Frontier Physician can make an
attack against a flat-footed opponent.
The target must then make a Toughness
Save against a DC equal to 15 +2 per
Term of Service + INT modifier. This causes
1 Temporary Wound per Term of Service.
These temporary wounds last 1 round per
Term of Service.

Identify Ailment: Taking an action, you


are able to recognize what effects and
conditions a being might be under without
the use of entire labs of equipment.

Critical Wound: Frontier Physicians are


healers, but they know where to make it
hurt if necessary. As a Full Round action,
you can choose a target and add +1 to
the Critical range and 1 to the Critical
Modifier of a weapon they are using it
for a single attack. This additional point is
added after Critical Focus and Keen have
already been calculated in. Example: a
C-34A Trapper Critical Range 19-20 x2 will
become a 17-20 x4 in the hands of a 2nd
Term Frontier Physician.

Gene Splicer

Defibrillator CLEAR!: Being instructed on


how to revive someone from the dead
is one of the most important duties a
Physician may have.
If the target is dead, the Frontier Physician
makes a Medical Sciences Check with the
DC check equal to 15 + the number of
rounds they have been dead. If the check
is a successful, the target is resuscitated
and stabilized. The target must have a
torso and head for this to work.
Self-Medicate: The Frontier Physician gains
a +2 to Save versus Diseases and Poisons
per Term of Service.

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This grants a bonus of +2 per Term of


service to Medical Sciences skill checks to
treat any ailment. This bonus also applies
to any additional Save attempts in resisting
the ailment treated.

Oh Me? Well Im a little from column A


and a little from column B
Some medical researchers go beyond the
theoretical realms of the lab, and begin to
act on their knowledge. The Gene Splicers
seek to improve themselves thought the
manipulation of their DNA.
Instant Adaptation: The experimental
adjustments made to the DNA of Gene
Splicers makes their immune systems
very efficient. So much so that when
foreign substances are introduced to the
immediate surroundings, they can shrug
off many effects from gases, toxins, and
poisons. This can even protect against
short-time exposure to the vacuum of
Space. Use a Save for no effect from
gases/hostile environmental changes.
Failed Save takes damage. If it is a
constant effect, a new Save must be
made every minute of exposure. For each
Term of Service, gain an additional Minute.
Healing Salve: The Gene Splicers have
altered their DNA so that they are able
to secrete a viscous mucus that can be
applied to wounds rapidly, healing the
damage to the area.

They can secrete this healing slime a once


every 1d6 rounds. It takes one Action to
produce, it and another Action to apply
it. It will heal 1d6 Hit Points per Term of
Service.
Understanding Alien Tech: The universe
is complex and impossibly big. The
structure that makes up a Species is no
less complex and possibly as infinite. Some
say to understand one is to understand
the other. Gene-splicers have a special
insight into the natural order of things.
When dealing with new and alien medical
technologies, they gain a +2 to Medical
Sciences checks per Term of Service, to
decipher the uses and workings of those
devices.
Malleable Form: When you have total
control over your bodys behavior, you
can do any number of amazing feats.
There are very few restraints that can hold
you, and even the smallest of openings
may provide a means of escape. When
making Escape rolls, Gene Splicers get
a bonus due to their unstable bodies.
They gain +2 to DEF and +2 per Term of
Service to all rolls involving escaping from
restraints, squeezing through tight spaces,
or grappling attacks.
Mutate Form: A Gene Splicer is a person
of science at their very heart, or multiple
hearts. They are their own best patient
after all, able to identify what works and
what doesnt. They will often try to take
the best features from other species,
or their own species, and modify their
genetic structures, gaining some of the
advantages but also disadvantages in
some cases. They gain one Mutation per
Term of Service. Some samples are listed
below.

Darsithian Sample Uses some of
the same techniques as the originators of
the Darsithian Species. You increase your
size by one Size category. Due to overly

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bulging muscles, you gain a +2 STR, suffer


-1 to DEX, and gain +1 Shade Point.
Illithian Sample When they genetically
manipulate their DNA by mixing in Illithian
material, Genesplicers gain the ability to
breathe underwater, and are unable to
drown. They also gain a Swim Speed of
15. -1 to CON.

Mutation X Sample Alternate
Locomotion Legs replaced by another set
of Arms/ Tentacles/Spider or Insect Legs.
Add +10 to Movement, a Climb Speed of
20, and -2 Commo skill checks.

Mutation Y Sample A genetic
sample possibly taken from a Digroshi or
other rare subspecies. This sample causes
Wings to sprout from their backs, giving
them a Flying Speed of 20.

Onigrimm Sample RNA Strains
introduced will cause over a period of day
the Genesplicer to sprout a new limb. -1 to
CHR

SiomHain Sample Splicing in the
SiomHain strand, Gene Splicers gain a
keen sense of smell. Within 5 you may
ignore Concealment and Cover for the
purposes of Perception. You also gain +2
to Tracking checks, and -1 to WIS.

Zillian Sample Minor Regen:
Regrowing Limbs in 1d10 days and Fast
Healing 1. Gene Splicers also gain a DR
3/-, and - 2 to DEX as the skin stiffens and
becomes scaly.
Self-Stasis: Through meditation and selfinduced chemical release, Gene Splicers
can force themselves into a temporary
stasis. This process slows the bodys
metabolism and aging process, and
increases the natural healing process. This
is normally accompanied with a chrysalis
if there is a hostile environment, such as
absolute 0 in Deep Space or sun baked

39

planets that reach temperatures of 200


degrees and more.
The benefit for entering this Stasis is that
you gain Fast Healing 1 for every Term of
Service. Also, once a day while in Stasis
you can choose to recover a number of
Wounds equal to your Terms of Service.
This requires at least 1 hour for recovering
from any Wounds.
You are able to remain in Stasis for a
maximum of 1 year per term of Service.
While in Stasis, Gene Splicers require no
food or water. You may choose to be
aware or unaware of your surroundings,
or the passage of time. Recovering when
coming out of Stasis requires 1 round per
week spent in Stasis, with a minimum of 1
round.
Weaponized: You have re-sequenced
your DNA to induce the growth of
weapon-like glands and structures. You
may gain one new weapon per Term of
Service.
You may pick a weapon with the BIO
description as a biological upgraded
implant. You become proficient in any
Bio-weapon you have implanted. You
may pick a new weapon for each Term
of Service. (See the Equipment Section to
learn which Bio-weapons are available to
you.)
Unstable Molecules: After so many
modifications, the body of a Gene
Splicer begins to acclimate to the rapid
changes. This provides a limited resistance
to Damage due to the ability to quickly
either repair the damage or alter the
physical form to adapt quickly enough to
lessen the injury.
Gain a 1/- Damage Reduction and
Energy Resistance per Term of Service. This
Damage Reduction will stack with other
DR you gain elsewhere.

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Experiences
Educations
If you are not a Citizen of the GFH, or
have turned your back on it for whatever
reason, you might not have a chance for
the more civilized or formal schooling
such as the grand Universities or Colleges
and this tends to be the case with
Mercenary types. You, however, are no
less educated. Your education has come
at the cost of innocence or sacrifice.
Alternative education types to the ones
found in the Legion Core Rulebook are
listed below.
Note: Instead of requiring a test that
is graded pass or fail, these alternate
education methods have no option for
failure. See the individual descriptions for
details beyond the bonuses, if any.
You may choose one of the five
developmental educations listed. They
represent a developmental phase that
helped mold you to the person you are.
Listed are the bonuses you add to each
Base Skill (Similar to Basic Training in the
Legion the Game Core Rulebook) and the
number of Feats that you may add to the
newly created character.
Hard Knocks - You have learned from the
school of the streets during your teenage
years. You dont have any formal training
coming into your new occupation as a
Mercenary, but you have managed to
learn a trick or two, usually the hard way.
Because you have fought for everything
you have, the rewards are all the sweeter.
That survivors instinct is going to take you
far, and you will never be hungry or living
on the street again if you have your way.
University - This represents any of the
smaller universities that are scattered
out among the stars. These are not
as prestigious as some of the bigger

and more recognized institutions, but


they will still get you placed in a job
somewhere. Now its time to put that
associates degree in Asteroid Algae
Farm Management to use! Go, Fighting
Archuran Brunifruit Slugs!
Pirates Life - You have signed onto a
vessel that has less than savory intentions.
You cleaned galleys and scrubbed
corridors, and now its time for you to
make a name for yourself.
Moving up from cabin boy or some other
menial job, you have now been set out on
a path to find new wealth and adventure
perhaps even to become Captain of
your own vessel on the open space ways.
Corporate Sponsorship You have
shown promise in the eyes of a corporate
executive. They have taken you in and
provided you with a life you might not
have had otherwise. This privilege comes
with a price: your soul now belongs to the
MegaCorp. You owe everything to them.
You have been given every tool you could
possibly need to succeed in business.
Now its time to prove to them that their
sponsorship is not wasted.
Crime Syndicate Whether born into it, or
by running with the right small gang, you
are in good with the local boss and youre
a member of a large crime syndicate
family. You are on call to run errands or
collect payments. The family typically
has some use for you, and you have no
shortage of experiences to be had.

Education

Life Events
While living on the edge of the galaxy,
ducking from shadow to shadow and
job to job, you tend to have a few lifechanging experiences. These experiences
are what shape you as a character.
Sometimes theyre beneficial, and
sometimes they teach you harsh lessons
along the way.
Roll 2D20 PER EVENT:
You may roll for two Events for every Term
of Service. Some events will give you
flaws while others will give you bonuses.
No matter what, you must keep the two
Events if you roll for them. The Game
Master may overrule this, of course.
(* = You can only roll that event once. If
you get that result twice, you may choose
the next higher event or reroll.)
Choose:
You get 10 Event Points for every Term of
Service. Some Events will cost nothing,
while others will give you more Event
points. No matter what, you must choose
no more than two Events for each
Term of Service. You may save up and
accumulate points from one Term to
spend on a following Term of Service.
(* = You can only choose that Event
once. You still have to pay the cost for
the Phalanx Program even if the Event

Table 1 - 3

Combat
Hard Knocks
+2
Minor University
Pirates Life
+1
Corporate Indocranation Crime Syndicate
+1

John Strickler (order #7229644)

However now its time for you to carve out


your own little niche and get a piece of
the action.

Firearms
+1
+1
+1
+1

Comm
+2
+2
+2
+1

Move
+1
+1
-

41

Tech Psyche
+2
+1
+1
+1
+1
-

Feats
2
3
3
2
3

says you get to join. The Event Point bonus


those Events give you offset the cost of the
Phalanx Program.)
EVENT DESCRIPTIONS
Agility Training: Obstacle courses are like
a walk in the park. Add +2 to your DEX.
Artifact*: During your Term of Service,
you discovered a Progenitor artifact. It
instantly bonded to you and has granted
you amazing, yet strange, abilities. The
knowledge of these abilities flooded your
mind, but you didnt understand a single
thing. However, you do have a weird
sense about it, and seem to be able to
use these abilities by instinct. Do what feels
right, and see what happens. Its really the
only way to figure this out.
(For the Game Master: There are many
ways to create artifacts for your game.
The most common way is to combine
existing abilities that do not normally go
together, or to create greater versions of
abilities. Any of the Psi-Stone qualities will
help, but this is by no means the only way
to create artifacts. Perhaps an as-yetunknown ability might exist as part of an
ongoing plot line, and the artifact is the
key to unlocking its secrets. Maybe the
artifact does nothing impressive until you
take it to the proper location at the proper
time, and perform the proper ritual with it.
There are countless ways for you, as the
game master, to introduce artifacts into
your campaign.) (See CRB Page 388)
Back Alley Grav-Ball League: You gain a
+2 to your Movement skill.
Body Conditioning: You are put through
the physical ringer and given the best
supplements and diet available. Add +2
bonuses to your STR, DEX, and CON.
Bone & Blood Disease*: Your total Body
points are cut in half. A severe operation

John Strickler (order #7229644)

42

stopped it from killing you, but could not


restore you to your former glory. You will
never be the person you once were but
you could be different. You have been
invited to volunteer for the Onigrimm
Super-soldier Initiative. If you do volunteer,
refer to result (39).
Chance of a Lifetime*: You lucked into
a great opportunity and are taking
advantage of it. Roll again and add 10 to
the result. Gain a +2 bonus on your next
Event Roll.
Character Conditioning: After your
training, you seem to fascinate people.
Add +2 to your CHR.
Criminal*: Your name is mentioned in
connection with a criminal act and has
a big red circle around it in the Criminal
Records Archives, probably for the rest
of your life. You gain one step up in
Reputation. You also gain a +2 bonus to
WIS.
Disabled*: You have a terrible accident
which almost cripples you. Your Speed
suffers a -2 penalty. You suffer a penalty
of -4 to your Move Base skill. You did have
an operation that involved hospitals and
cybernetic replacement parts just to
get you where you are now your only
choice? Seek out the only recourse you
have: the Onigrimm. You become part of
the Onigrimm Super-soldier Initiative. Refer
to result (39).
Endurance Conditioning: The healthy
lunches at work really invigorate you. Add
+2 to your CON.
Gate Runner*: You were lost while
traveling in faster-than-light speeds. You
somehow resurfaced at your original
destination days later, but you were
changed. You seem to live in a moment
or two ahead of everyone else, and travel
faster than normal. Gain a +10 bonus to

Speed and +5 Initiative,


but suffer a -1 penalty
to CHR.
Hagglers Guild
Internship: You
gain a +2 to your
Communication skill.
Nice Payday*: You are
automatically given
a Rank 1 Reward. You
also gain a +1 bonus to
your CHR.
Heroic Reincarnation*:
You happen to be an
exact look-alike of a
very famous but longdead folk hero. Gain
a +2 bonus to WIS and
CHR. Gain a +3 on your
next Event roll.
Intense Education: Gain
5 free Skill ranks and
one Feat.
Local Made It Good*:
You went off and
became some sort of
big damn hero. You
automatically gain one
rank in Reputation. You
may choose one place
that will be a safe
haven, where you will
never have to make
a die roll to keep from
lessening you attitude
with an NPC. Gain a
+2 bonus on your next
Event Roll.
Master Tracker*: You
gain a +1 bonus to all
Base Skills. Gain a +2
bonus on your next
Event Roll

John Strickler (order #7229644)

Event:

Cost: Roll:

Disabled*
Bone & Blood Disease*
Severe Concussion*
Murderer*
Red-Handed*
Onigrimm Internment
Criminal*
Misconduct
Part of Military Research Program*
Intense Education
Negotiator Training
Nice Payday*
Powerful Contact within the Criminal Underground
Private Security Detail
Technical Crash Course
Hagglers Guild Internship
Back Alley Grav-ball League
Master Tracker*
Character Conditioning
Strength Training
Stress Training
Endurance Conditioning
Agility Training
Psyche Conditioning
Mind Training
Shar-Nithian Evolution
Gate Runner*
Heroic Reincarnation*
Local Made it Good*
Body Conditioning*
Chance of a Lifetime*
Word has spread
Star Treasure map*
Powerful Fanatic Enemy*
Wealthy Benefactor*
The Big Haul*
Artifact*
Onigrimm Super-soldier Initiative*
Redjack Mercenary Training*

-20
-20
-15
-15
-10
-10
-5
-5
0
0
0
0
0
0
0
0
0
5
5
5
5
5
5
5
5
5
5
5
5
5
10
10
10
10
15
15
20
30
40

43

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40

Mind Training: You exercise your brain


by working out with puzzles and logic
problems. Add +2 to your INT.
Misconduct: Guilty or not, you have been
fined and demoted one reputation. You
gain a +1 bonus to WIS from it, though.
Murderer*: You have committed murder
upon a fellow citizen. Regardless of
the victim, the crime was considered
unjust, and you are sentenced to life
imprisonment. This completely ends your
Term of Service. Your only recourse is to
make your peace with what youve done,
and prepare to rot in a cell for the rest of
your life but then again, maybe there
is something you can do. You have been
invited to volunteer for the Onigrimm
Super-Soldier Initiative. If you do volunteer,
refer to result (39).
Negotiator Training: You have a +2 bonus
to your Diplomacy, Intimidation, and Bluff
skills.
Onigrimm Interment*: You are taken as
a slave within the Onigrimm Empire. You
spend 1d6 years as a slave. You can
avoid the 1d6 years by volunteering for
the Onigrimm Super-solider Initiative.
Your Reputation is reset to zero. If you do
volunteer, refer to result (39).
Onigrimm Super-Soldier Initiative: You are
captured by or turned over to Onigrimm.
Their scientists have begun to develop
their own alternatives to the Phalanx
Program. Not as pretty a result, you gain
3 points to spread among your Physical
traits (STR, DEX, or CON). Gain the Cyborg
Feat and 5,000 x Reputation. Gain a +2
bonus on your next Event Roll. You have
managed to gain your freedom, at least
temporarily,
Part of Military Research Program*: You
volunteered for the Phalanx Program
or so you thought. This program, though

John Strickler (order #7229644)

44

a Military program, is not the Phalanx


Program, and therefore it is less successful.
Though your experiment was not the
success they were looking for, you survived
and that is a success of sorts. The
program did enhance you, but it also left
you kind of scarred. OK, so youre actually
hideous and this thing really messed you
up. You gain a +2 bonus to your STR and
CON but suffer a -4 penalty to your CHR.
You have a +5 bonus to Toughness saves,
but suffer a -5 penalty to Fortitude saves.
The good news is that the only units that
will take you now are Commando units, so
you gain a bonus of +10 to your next Event
roll..
Powerful and Fanatic Enemy*: Somehow
you managed to make a deadly enemy,
who unfortunately also happens to be
quite powerful. It might be an alien
warlord, an old girlfriend who happens to
be the daughter of a Shar-Nithian Lord, a
scorned ex-classmate who is now a high
ranking Inquisitor, etc. And this powerful
enemy is now testing your resolve and
endurance. Add +2 to your CON and WIS.
Powerful Contact within the Criminal
Underground: You are somehow
connected to a powerful member within
one of the Criminal Organizations. You
are automatically promoted 1 Reputation
rank, or are invited to become a confidant
within the Criminal Organization. Roll
1d6 and the result is which Mercenary
Branch your contact is in. The results
are: 1 = Bounty Hunter, 2 = Lawman, 3 =
Technician, 4 = Doctor, 5 = Scoundrel, 6
= Psycher. Gain a +2 bonus on your next
Event Roll
Psyche Conditioning: Your mind has been
pushed to the limits and back again. Add
+2 to your Psyche skill.
Private Security Detail: You gain a +1 to
your Combat and Firearms skills. Gain a +2
bonus on your next Event Roll

Red-Handed*: You have been caught


red-handed, involved in some criminal
business and are sentenced to 2 years
of prison. However, you may have
another option. You have been invited to
volunteer for the Onigrimm Super-soldier
Initiative. If you do volunteer, refer to result
(39). If you do not choose the Onigrimm
Super-soldier Initiative, you gain a +1
bonus to STR, suffer a -1 penalty to WIS,
and receive 5 free Skill ranks and two Feats
for serving a term in prison.
Redjack Mercenary Training*: You have
been chosen to be one of the Elite. You
spend the next two years in training and
special duty assignments, and you are
automatically promoted 1 rank. Add +2
to all statistics. Add +2 to all Base Skills.
Gain 5 free Skill ranks and 5 feats. Add +2
to Perception. You now are pretty much
known as risky to be around because
of your training and the danger that it
imposes. You will be monitored closely by
the authorities.
Severe Concussion*: Youll never be
quite yourself again after that last bop
on the noggin. Your Perception suffers a
-5 penalty. Nothing can help you regain
your senses, but maybe theres a way to
obtain new senses. You have been invited
to volunteer for the Onigrimm Super-soldier
Initiative. If you do volunteer, refer to result
(39).
Shar-Nithian Evolution*: You evolve into a
natural Psyche giant. Gain the feat Psyche
Sensitivity or a Psyche feat. Add +2 to your
Mind points.

Strength Training: You have some really


tough physical tasks in the works. Add +2
to your STR.
Stress Training: Unending disputes and
hardships have hardened you and
strengthened your ability to deal with
stress. Add +2 to your WIS.
Technical Crash Course: you gain a +2 to
your Technical Base skill.
The Big Haul*: You participated in a
couple of small but heroic skirmishes
and survived. You are automatically
promoted 1 Reputation. Add +1 to your
Communication Skill. Add +2 to your
CHR and WIS. Gain extra 5D6x1000 in
credits. Gain a +5 bonus to enter Redjack
Mercenary Training.
Wealthy Benefactor*: You have a rich
uncle or mentor who wishes for you to
have the best that the galaxy has to offer.
If you must be a Merc, then you should
have the best equipment. For each Term
of Service hereafter, you gain a suit of
armor, shield, or weapon and it will have
a Psi-Stone in it to power the effects. This
is a minor Psi-Stone, and you may choose
the enhancements it grants.
Word has Spread: Your feats are discussed
far and wide. You automatically gain 1
Reputation Rate, and add +3 to CHR.
Gain extra 2D6x1000 in credits.

Star Treasure Map*: You inherited a small


fortune in stashed goods. After tracking
this stash down, you liquidated it and set
yourself up with a trove of wealth and loot.
Your assets are worth D6 x 25,000 in credits.

John Strickler (order #7229644)

45

Looks like another slow night one heavily armored man squawked
over the radio. It was a quite night as the two guards walked the
estate grounds of the richest man on the planet.
Little did they know that one hundred feet away the hulking form of
Trenn crouched in a mass of short trees and bushes. He sat among
the buzzing and biting insects paying little attention as they would
sting his exposed skin as he watched through the monoculars counting quietly to himself.
Fifteen minute intervals between their rounds He muttered in a
deep rumbling voice.
Are you sure? Brakenstore asked with that particularly annoying
way he often did.
Trenn turned his head toward the Archalion Yes Im sure. You
didnt have to come you know.
Well just incase there was any fun I didnt want to miss out on it
now did I? The Archalion matter-of-factly stated. That and some
one with a badge might not be so bad to have around if this Bounty
of yours is as bad a guy as all those reports you had are true
It wasnt a lie, the person that Trenn had been traking for the better
part of a week was no walk in the park. Lots of people had taken
unschedualed space walks under this guys watch.

John Strickler (order #7229644)

46

Feats
Feats are abilities that give a character
an edge. They are either a specialized
skill picked up by the character along
his way through experiences, a special
ability that was developed randomly, or
it could be something he was born with.
Feats usually modify some Skill or Ability.
They may open access to a set of abilities,
or allow characters to circumvent rules or
restrictions.
PREREQUISITES
Some feats have prerequisites. Your
character must have the indicated ability
score, branch feature, feat, skill, or other
quality designated in order to select or use
that feat. A character cant use a feat if
he or she has lost a prerequisite.
TYPES OF FEATS
There are five types of Feats: Combat,
General, Skill, Item Creation, and MetaPsyche. Combat Feats govern abilities on
the battlefield not covered by skills and
knacks. General Feats have no special
rules to govern them as a group. Skill Feats
affect elements of a characters skills
and how they are used. Item Creation
Feats allow psychics to create a variety
of Psyche items. Meta-Psyche Feats let
a psychic prepare and activate a talent
with greater effect.
For more on the types of Feats, see the
Legion Core Rulebook Pg. 140
Tactics are a new type of Feat that allow
for a variety of effects and conditions
to be achieved, if the orders given are
followed. The order must be given in
the same round, and before another
characters action, for them to gain the
benefit. This is done as a Swift Action.
These types of Feats only affect one
person per time purchased.

John Strickler (order #7229644)

Additional History Trait [General]


Prerequisites: One Term of Service
Benefit: This Feat allows you to take any
one additional History Trait. This Feat may
be taken more than once. Each time it is
taken, you select a new History Trait.
Normal: You only have two History traits
Badge of Power (General)
Prerequisites: One Term of Service in
Lawman
Benefit: By showing a symbol of authority,
the Lawman gains a +3 bonus to Commo
Base Skills
Black Hole Maw [Combat]
By creating gravity in the area just in front
of the Psyche Constructs Mouth, the
Psyche Construct Maw draws a target.
Prerequisites: Gaping Maw
Benefit: Making a Wrestling skill check
against the Flat Footed DEF of a Target, if
successful, will draw the Target 10 closer,
allowing for a bite attack.
Black Market Connection (General)
Prerequisites: Crime Syndicate Education
Benefit: 25% of the listed price of weapons,
however they are illegally obtained and
are unregistered. This will cause problems
in official check points, either military or
private.
Bonus Pay (General)
Prerequisites: Corporate Indoctrination
Education
Benefit: Doubles the cash reward if related
to a Mega-Corp job. The reward must be
taken as the monetary payment.
City Tracker (General)
Prerequisites: Hard Knocks Education
Benefit: You gain a +4 bonus to any
Tracking in the city. You also gain a +4
bonus to Perception in city-like areas.
Defensive Parry {Combat]
Prerequisites: Two Terms of Service, Parry
Benefit: You may sacrifice your accuracy

47

on your next round of attacks. Each time


you use this in the round, you suffer a
-5 to any attacks the next round. When
doing this during an attack, you can hit a
location of your choosing instead of the
rolled location.
Normal: You are not allowed to pick
where you are wounded.
Gaping Maw (Meta-Psyche)
Prerequisites: One Term of Service in
Psycher, or 5 ranks in Alteration, Creation,
Destruction, or Divination
Benefit: A Psyche Construct gains a Bite
attack that does 1d12 damage.
Hedonistic Lifestyle (General)
Prerequisites: Pirates Life Education, one
Term of Service
Benefit: Once per day, you may ignore the
withdrawal effects of a drug, or add +1 to
the amount needed to overdose. This may
be bought once per a Term of Service.
Healing Spittle [Combat]
Prerequisites: Healing Salve
Benefit: Allows you to use your Healing
Salve Knack at up to a range of 10. You
must make a ranged Touch Attack to
administer the healing.
Improvised Weapons [Combat]
Prerequisites: Technician, or two Terms of
Service
Benefit: You dont take the penalty for
using improvised weapons
Normal: When using an improvised
weapon you suffer a -4 penalty.
Machine Mind (General)
Prerequisites: One Term of Service in Ghost
in the Machine Specialty, or 5 ranks in
Weapon Systems
Benefit: May add One to the number of
Arrays active at one time. This feat may be
taken once per Term of Service.
Normal: You only may have one array
active at a time.

John Strickler (order #7229644)

48

Power Armor Rated [Combat]


Prerequisites: One Term of Service
Benefit: You are able to use Powered
armor of the same variety as your normal
Armor Proficiency allowed.
Normal: Power Armor requires special
training to use frequently, and is normally
only taught in the Military forces in the
Galaxy.
Puppet [General]
Prerequisites: Construct Subtype
Benefit: The construct can be Puppeted
and affected by Ghost in the Machine
Knacks.
Normal: Ghost in the Machine Specialist
can not puppet a robot or construct with
out the proper matrix
Psyche Resistance (Meta-Psyche)
Prerequisites: Psyche Sensitivity
Benefit: You gain a Psyche Resistance of
15. For each time purchased after the first
time, add an additional 3 to the total. May
be purchased once per Term of Service.
Special Familiarity (Psyche)
Prerequisite: One Term of Service
Benefit: You can have a single location
that you can always view with the Psyche
Talent Farseeing, regardless of distance.
You can choose new spots, but it always
replaces the previous.
Strong Ties (Meta-Psyche)
Prerequisites: One Term of Service in
Psycher, or 5 ranks in Alteration, Creation,
Destruction, or Divination
Benefit: The Summoned Construct gains
+4 STR, DEX or CON for the Duration that it
has been summoned. This may feat may
be taken once per Term of Service.
Solar Wings (Meta-Psyche)
Prerequisites: One Term of Service in
Psycher or 5 ranks in Alteration, Creation,
Destruction, or Divination
Benefit: When creating a Psyche Construct
you have the option of it gaining wings

wings These wings grant the Psyche


Construct a Fight Movement of 20
Trigger Discipline {Combat]
Prerequisites: Two Terms of Service
Benefit: Allows you to use a weapon that is
Automatic to preform Semi-Automatic or
Burst attacks
Normal: Without this feat, you may only
make full auto attacks with a weapon
without the capabilities for Burst of SemiAutomatic fire
Take Cover (Tactic)
Prerequisites: One Term of Service
Benefit: When targets follow this order,
gain an additional +2 to DEF while taking
cover.
Normal: You only gain a set DEF bonus
from different types of cover.
Tactical Maneuvers (Tactic)
Prerequisites: Two Terms of Service
Benefit: You grant a target an additional
5 Speed during his next turn.
Unstable Genome (General)
Prerequisites: Two Terms of Service, Gene
Splicer Specialist
Benefit: Gain an extra Mutation from the
standard list of Mutations
Normal: You only have access to the
number of mutations allowed under the
Gene Splicer specialty.

John Strickler (order #7229644)

49

Psyche Talents
The Scion of the Stargods have access to hence-unknown powers. The Psyche powers
often seem to have a touch of the seemingly divine, or even more so, powers that
seem to be more in touch with the universe by outward appearances. A Conduit will
normally be associated with a particular Stargod (or a System wide group) that has
some sort of agenda. The first Stargod to reveal itself to the GFH was the inhabitant of
the Star which the world Haven orbits.

New Psyche Powers


Alteration

Live Among the Stars You can survive in the vacuum of space. You do not need air
or protection from the vacuum or extreme cold in space. This does not protect from
any other environmental hazards such as meteorites, falling into stars, getting hit by a
planet, or events like that. This Psyche Power only works while outside an atmosphere.
Spending additional Mind Points adds additional units of the actual Skill Check. (For
example, spending 3 additional Mind Points and you rolled a result of 10 would get you
30 Minutes.)

Components: Somatic

Prerequisites: Conduit of the Stargods

Time: Immediate Action

Target: Personal

Range: Touch

Make a Creation check: The result of the check determines the effect.
DC 10: Ten minutes
DC 20: One hour
DC 30: One day
DC 40: One week
DC 50: One Month

Creation
Psychic Whelp - Life began among the stars, many people say. The life force that is
spread throughout the universe as motes of creation can be forged into form and
given the spark of life, if only temporarily. This talent brings into being a protoplasmic
blob of matter that can be shaped roughly into a creature, and commanded to attack
the foes of the creator. See Psychic Whelp (pg ##) in the Creature section. These rolls
modify its base statistics.
Components: Verbal and Somatic

Prerequisites: Conduit of the Stargods

Time: Full Action

Target: One Creature

Range: Touch

Make an Alteration check: The result of the check determines the effect.
DC 10: +10 HP 1 Wound all locations Creature +2 Combat 20 move Size Small Does +2
points of damage with its basic attack. Lasts 1 round after creation. May be created
with in 50 of the Psycher. See the Creature Section for full stats.

John Strickler (order #7229644)

50

DC 20: +20 HP 2 Wounds +4 Combat 30 Move Size Small +4 Damage


DC 30: +30 HP 3 Wounds +6 Combat 35 Move Size Small +6 Damage
DC 40: +40 HP 4 Wounds +8 Combat 40 Move Size Small +8 Damage
DC 50: +50 HP 5 Wounds +10 Combat 45 Move Size Small +10 Damage
Destruction
Touch the Void By force of will, the Scion of the Stargods taps into the fabric of the
cosmos and collapses an atom within the structure or being causing in effect a tiny
black hole to come into being and then instantly vanish. This causes Singularity
damage to take place. Touch of the Void ignores DR and ER.

Components: Verbal and Somatic

Prerequisites: Conduit of the Stargods

Time: Full Action

Target: One creature or object

Range: Close

Make a Destruction check: The result of the check determines the effect.
DC 10: 2d6 Damage TDC 15, DC 15 Fortitude Save or Shaken for 1 round from pain
DC 20: 4d6 Damage TDC 20 DC 20 Fortitude Save or Shaken for 2 rounds from pain
DC 30: 6d6 Damage TDC 25 DC 25 Fortitude Save or Shaken for 3 rounds from pain
DC 40: 8d6 Damage TDC DC 30 Fortitude Save or Shaken for 4 rounds from pain
DC 50: 10d6 Damage TDC 35 DC 35 Fortitude Save or Shaken for 5 rounds from pain

Divination

Farseeing - You expand your mind at the speed of thought in a certain direction,
looking for an object or person. Its as if you have traveled the path physically and are
able to make Perception Skill Checks to observe something you are looking for, during
the split second it takes to travel that path.
Components: Verbal and Somatic

Prerequisites: Conduit of the Stargods

Time: Full Action

Target: One Creature

Range: Touch

Make an Alteration check: The result of the check determines the effect.
DC 10: 500 ft. +2 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 20: 1 mile +4 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 30: 5 Miles +6 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 40: 10 Miles +8 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 50: 20 Miles +10 to Perception Skill Checks for the duration of the Psyche Talents
activation

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51

Equipment
Armor Descriptions
Crossworlder Hazard Suit (6000 eCr) One
of the few privatized suits of power armor,
most commonly just called Crossworlder
or CHS (CHesS). It was developed by the
Cygnus-Altom Megacorp as purely a
private defense force alternative to the
Military-based Legion Suits.
With more and more exploration from
public sector groups running into
dangerous situations, they felt they
needed the same sort of fighting power
that the Legion had. The suits have
become very popular among Mercenaries
since their introduction to the masses.
The suits themselves are very customizable,
and you tend to see a wide variation from
person to person in the way they may
look.
Because of the danger a suit of power
armor represents, they tend to be
monitored heavily. However, many end
up on black markets or resold or stolen. It
comes equipped with the Basic Computer
Extra.
This suit requires the Medium Power Armor
proficiency.
Enforcer Armor (100 eCr) This armor is
popular in the private security sector,
boasting a small amount of protection
from both physical and electrical attacks
such as Stun weapons. It can be found
in use by Mercenaries, Mega-Corp
enforcement teams, and Lawmen alike. It
comes in a variety of styles customized by
the individual groups.
Grav-Ball Pads (50 eCr) Made for the
dangers in the competitive sport of
Grav-Ball, this armor consists of shoulder,
elbow, knee, and shin armor along with

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52

heavy boots. The sum of the parts is all


connected by a sturdy but light exo-frame
that can be locked into different positions
and unlocked with subtle movements. A
jersey normally emblazoned with a large
team logo and a stitched tackle twill
number on the back and or sleeve is worn
over it.
Voidwalker Defense System (4500 eCr) This armor was developed by a faction of
Starseers to protect against the difficulties
of Hyperwalking during space travel/
habitation.
While its build-out is relatively limited, it
does afford a platform to build on for
the discerning traveler. This Power Armor
comes with the Basic Computer and Life
Support Extras.
Gear
Arrays
Arrays are technological grids that are set
up to aid a person in a variety of ways.
Each one consists of one to eight microspheres that are suspended in air, orbiting
the subject.


Defense Array (50 eCr) - Two tiny
(3-inch diameter) spheres with a number
of small shield emitters. They slowly orbit
the controller until a recognized incoming
attack, and the nearest one will move to
intercept. This adds a degree of protection
to the controller. The character gains a +2
DEF bonus.

Tactical Array (150 eCr) - One
6-inch diameter sphere floats stationary
near the shoulder of the controller,
designating targets of priority and battle
field awareness and aiding in cutting
down on casualties. Gain +2 to a weapon
that it has been synced with the Tactical
Array.

Mini Grappling Hook Launcher and


Winch (50 eCr) This small device can
be carried on a belt, and has a range of
100, with 200 of high-tensile micro cable
capable of supporting 750 lbs of weight. It
is typically kept on hand by salvage crews
that may have to deal with expanses of
collapsed decks within wreckage. They
come in a variety of attachments, from
hooks to magnetic disks.


Perception Array (50 eCr) - Scans
the area for any anomalies, then relays
that information to a HUD either through
cybernetics or a helmet or visor. This array
will grant a +2 to Perception checks while
active.

Combat Array (50 eCr) - This array
has 3 small (4-inch diameter) spheres that
each house a small short-range laser. They
hover within the 5 space a character
occupies, and can be set to shoot at any
target that is not set as friendly.
Only one sphere will discharge at a time.
They deal 1d3 points of Damage with a
TDC of 15 AP10, and have a Firearms skill
of +2.
Cybernetics
Additional Cybernetic following the
same rules set down in the Legion the
Game:Core Rulebook Chapter 10.

Puppeteers Neural Net
Basic 1000eCr .1 MP Supports +1
Controller
Adv. 1500eCr .2 MP Supports +1
Controller
Full 2000eCr .4 MP Supports +1
Controller

John Strickler (order #7229644)

Ghostrider Helmet Interface (750 eCr) - This


enclosed helmet is the basic interface
that allows the the Ghost in the Machine
to access a Single Puppet-Bots Controller.
Because it in not as invasive as the
cybernetic options there is not a limit to
the number of Puppet-Bots controlled.
Puppet-Bot (1000 eCr) (See Creature
Index) Small servitor bot that can be
activated by those with the right skill set.
They can be programmed with very basic
commands (Follow/ Wait / Hold), but to
take full advantage of them they must be
properly piloted by Ghosts.
Some people have replaced their simple
computer nets and upgraded them to
more functional bots, but this is rare as
there are better models to choose from.
Puppet Bot Controller (500 eCr) - This
component my be placed into the
workings of a puppet bot allowing for
more upgrades and configurations.
Reinforced Pressure Suit (50 eCr) This selfsealing suit is used by salvage personnel
when going into wrecked or derelict
ships. Whether wreckage from battles or
abandoned for unknown reasons, these
floating mausoleums have their share
of environmental hazards. Sharp edges
on a ruptured bulkhead can end your
life quickly. These suits are armored at
the most likely trouble areas shoulders,
elbows and knees all sport reinforced

53

Armor Table: 1 - 5
Armor

Power Cap

Tough Bonus

Light Armor
Grav-Ball Suit

+2

Medium Armor
Enforcer Armor

Def Mod

ER

Str Bonus

DR

Speed

Size

+2

+1

+3

+0

+0

Light Power Armor


Voidwalker1
25

+5

+2

+2

Medium Power Amor


Crossworlder 1
65

+11

-1

+5

13

+1

1 Needs a proficancey in Power Armor

protective plating. Thick gloves and boots


are par for the course.
Regeneration Serum (50 eCr) Created to
keep people up and going during harsh
conditions. Once the Serum is taken, it will
heal 1d6 points of Hit Point damage every
round for 5 rounds.
Deck of Cards (5 eCr) - Card games
have been around for about as long as
civilization, with evidence found among
most if not all species dating far back
through history. The most common deck of
cards is a 60-card deck. They are typically
made of paper or plastic, but in some
places you can find high-end tech cards
that project the cards face above the
card when laid on the playing surface.

few inches to a few feet in length.


Bio-Electric Coil Whip A Bio-Electric Coil
whip is a six-foot long organic metal whip
that can be retracted into the forearm.
The whip is 1/2 think at the widest point,
and tapers down to a point at the end. An
electrical charge from the stores inside the
body runs along its length.
Bio Firegout - New organs are created that
house a viscus oily substance. This can
be exhaled and lit simultaneously by a
secondary smaller gland inside the mouth.
This flame will hit anyone caught in the line
of fire.

Bio-Bile Bomb - Growths of small sacks


containing highly acidic bile can be
forced to the surface of the skin and
then plucked off creating grenade like
weapons.

Bio-Proton Blaster Harnessing the bioelectric charge found in some species


populating the known galaxy, or
through genetically created glands later
implanted, the Bio-Proton Blaster is a fierce
and easily concealed weapon. Most
commonly having an emitter in the arm or
hand, it has also been found mounted in
more uncommon areas such as shoulders
or even mouths.

Bio Boneclaw - Forcing a radical bone


growth to rapidly produced, a large
serraded claw can be then used as a
weapon. It measures anywhere from a

Bio-Quill Shards - Several dozens of dense


organic spines can begin to be grown
from the outer organic layers. With a
concentrated flexing of muscles these

Weapon Descriptions

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54

Weapons Table: 1 - 6
Name

Cost

Dam

TDC

Fumble

Crit

One handed Firearms


C-34A Trapper

650

2d6

30

1-2

19-20x2

80

Ba

SA

15

Two Handed Firearms


C-19 Headhunter Rifle

750

3d6

25

19 -20x2

125

Ba

Burst

40

A55 Multishot Injector

1500

1(AP5)

x2

50

Ba

SA

F-56 Dragon

5500

6d10

35

1-2

x3

175

Ba

SA

12

(L)

Range Type Mode Ammo

Chainfist

UP

1d8(AP10)

25+S

18-20/x3

Cutting Torch

UP

1d8(AP10)

25+S

18-20/x3

Bio-Bile Bombs

BIO

6d6

28

x3

25

ac

Bio Electric Coil Whip

BIO

1d3

3+S

x2

10

el

Bio-Proton Blaster

BIO

4D6

30

18-20/x3

100

SA

fi/el

Bio-Boneclaw

BIO

1D8

5+S

18-20/x3

Bio-Firegout

BIO

3d4

25

18-20/x3

30

fi

Bio-Quill Shards

BIO

1d10

20

20/x2

5 AoE SA

BIO - Available as a selection for the Gene splicers Knack


UP - Available as a selection for the Ghost in the Machine Knack

spines can be luanched with deadly


effect.
C-19 Headhunter Rifle A civilian-based
rifle used throughout the more uncivilized
realms of space. Its reliability makes it very
sought after. It has a better-than-average
capacity, and the burst fire makes it
deadly in the hands of Mercenaries.
C-34A Trapper This pistol is the sidearm of
choice out on the fringes of the GFH. The
Trapper is a pistol with average damage,
but it can inflict nasty wounds on a beings
body. However, it is prone to jamming on
occasions.
Chainfist Drones and robots constructing
or dismantling structures and wreckage
sometimes need specialized gear. Some
automatons are outfitted with chainfists,

John Strickler (order #7229644)

replacing the hand on one of their limbs


with a two foot long chainsaw.
The teeth on the chain are generally
titanium, with-diamond tipped blades.
Cutting Torch Used for breaking down
larger metal structures, or creating
structures or vehicles. Making basic
engineer checks, they can be used for a
variety of reasons, such as cutting through
bulkheads (DC 15 d4 rounds), sealing a
door (DC 10), or sealing a door air tight
(DC 25).
F-56 Dragon (L) Generally used by power
armored forces, mounted on vehicles or
carried by Darsithians, the Dragon is a
formidable weapon. The shells are loaded
in large magazines. It counts as a Large
weapon only if wielded outside of Power
Armor.

55

F-56 Dragon

A-55 Multi-shot Injector More of a device


than a weapon, this is a medical delivery
system. It shoots a small device that
attaches to the target. After securing itself,
it injects a loaded dose of pharmaceutical
or poison.
The pharmaceutical is only effective if Hit
Point Damage is caused by the attack.
Puppet-Bot Upgrades
When preforming upgrades on a PuppetBot, for any that are classified as an Extra
for Powered Armor, you must upgrade
in order and starting at the lowest level
(Basic, Advanced, and Full). If it is a
weapon, you may upgrade for the eCr
cost and not use a Knack. If you do use
a Knack for something that costs money,
that cost is reduced to 0.

Armor Plated (500 eCr) By adding
more heavily plated armor, the PuppetBot gains +5 Toughness and -1 DEF.

Array Control Module (100 eCr)
Allows for Arrays to be added to the
Puppet-Bot. The Control Module adds one
active Array to the Puppet-Bot.

Chainfist Upgrade (400 eCr/ UP)
One of the limbs is replaced with a
titanium chain, with-diamond tipped
blades (See Weapons)

Cutting Torch Upgrade (300 eCr/
UP) A small concealed plasma torch
mounted inside one of the arms of one of
the arms. (See Weapons)

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56


Equipment Mount (400 eCr / UP)
Allows any normal piece of equipment
to be mounted onto the Puppet. For
example, the Mini Grappling Hook
Launcher and Winch or a small Generator.

Magnetic Stabilizers (100 eCr / UP)
The bottom of the feet can be charaged
to create a magnetized sole. As MagBoots. (See Legion Core Rule Book, pg
218)

Size Upgrade Increase one Size
category. Each time the puppetbot is
upgrade they gain the following bonuses.
Pluses are cumulative.
Medium


Large


Huge

+2 Str, -1 DEF, +10 HP +5 DR,


+3 ER,+10 SPD, 1d6 Slam
Dmg, Requires +1 Controllers
+4 Str, -2 DEF,+20 HP +10 DR,
+6 ER,+15 SPD, 1d8 Slam
Dmg, Requires +1 Controller
+6 Str, -4 DEF, +30 HP, +15 DR,
+9 ER, +20 SPD, 1d12 Slam
Dmg, Requires +1 Controller


Weapon Mount As Cybernetic
Weapon Mount, but no Mind Point loss.
This upgrade still uses the Weapon Systems
Skill. (See Legion Core Rulebook, pg 246)

Well-Known Mercenary
Outfits
These are a few of the more wellknown groups that might be considered
Mercenaries, or have several in their
employ. Some might be friendly to your
characters goals while others might not. It
all really depends on the approach, or the
alliances that the players may have made
in the past. In a world where everything
is more gray than black and white,
allegiances shift and you may find that
yesterdays enemies are the most likely to
have your back the today.
Union 478 Asteroid Miners:
487

This is more of a loose


guild of sorts but they
take care of their own.
From coming to the aid
of a fellow miner in a bar room brawl, to
a massive work-stopping strike on a moon
owned by a Mega-Corp, word spreads
quickly through the network of Miners.
The leader, if she can be called that, is a
woman named Sindi, a stocky Archalion.
(See NPCs, pg ##) She gained the respect
of the Asteroid Miners when she singlehandedly held up a collapsing mining
shaft for three days while the workers
waited to be saved.
This union is mostly made up of Wrenchers
and Scavengers, since they are most
suited towards the work and its rugged
environment. Often referred to as Unis
when people shorten the word Union.
Star Shadows (Hypergate
Jumpers):
Some of the most feared
and hated pirates are
those that are known
as Hypergate Jumpers. These Pirates

John Strickler (order #7229644)

wait at the exit points of the outermost


Hypergates to take advantage of partially
disoriented crews. They are efficient and
aggressive when they have the upper
hand. This is why they chose to attack in
such a way. In straight up fights they will
often seek to escape or use intimidation to
carry their plans through.
The Star Shadows are some of the most
well-known of these pirates. Boasting a fair
number of ships, they are able to operate
in multiple sectors and co-ordinate
relaying information that allows them
to find the richest targets. Lead by Tatz
AshLey, they typically are not as viscous
as some of the other Jumpers. They
generally leave people with their lives, but
not their possessions and because of
this, Star Shadows do not draw much heat
from the authorities and the U.D.F.
Corporate Shippers Union:
Armed and rugged,
these men and women
are the futuristic version
of teamsters. They are
responsible for getting the goods where
they need to go. As one of the most
popular shipping consortiums, they have
a massive amount of pull in the world of
the Mega-Corps. Most Mega-Corps have
some members relating to the Union, and
where as it is not a threat to the power
base of those Mega-Corps, it certainly is a
factor when decisions are made in some
cases.
Because of the sway they hold, they have
to make sure that they are able to control
the members of their faction and in
some cases they do so violently.
If you are a member of the Union, you
may be called upon to do any number
of things that may lie outside your job
as a shipper. As an example, you may
be asked to blockade line breakers, if a

57

particular Mega-Corp is attempting to


bypass the Union that it has legally agreed
to use them.

The Stazen Seven:

Seven KRikkTs, one hailing


from each of the seven
home worlds, typically taking
jobs that others might not,
requiring little to no payment. They are a
mysterious group, known for their stealth
and ruthless efficiency. They can be found
scattered about but then come together
when a job is to be done. They are each
independently resourceful, operating in
their own interests. However, when they
come together to perform a task, many
say they become a blight to whatever
area they congregate.
They are sometimes recognizable by the
ponchos they all wear as a mark of their
allegiance. Operating as Stealth Cloaks,
when the abilities are not activated
the cloth in some way will bear a mark
of a number seven, both in the KRikkT
language and Galactic Trade.
See NPCs pg ## and <Species Guide
Book: KRikkT>
Capitan Ulatek the
Renegade:
Known as a renegade
faction of Onigrimm, this
small private army doesnt
quite follow what normal people know
about the Onigrimm. In almost all cases,
the Onigrimm either fights in the manner of
the Empire or they seek to join the Legion,
being an equivalent substitute for the
Empires constant warring.
However this is not the case for Warlord
Ulatek. He struck off to carve out his own
destiny and fate. Not wanting to settle for
a life of conquest, he has been seeking a

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58

respect as a warrior of fortune. He gains


power and wealth through mercenary
work rather than rising through the ranks
of the Legion, or by conquering and
holding territory and slaves in the manner
of the Warlord. And that he has done.
One of the most successfully run security
and occupation forces, he has managed
to catch the eye of several of the larger
Mega-Corps, a number of large private
Space stations, and some say even a SharNithian Lord has had him on his payroll.
He has a small flotilla of freighters that
accompany his small but formidable
capital ship he managed to purchase,
which he uses as a mobile base of
operation. All his men are well armed and
well equipped. With a fleet of vehicles
on hand, some say he has amassed
nearly the equivalent of a small Legion
Company, and that he keeps and leads
a cadre of power armored men as a
personal strike force.
Perhaps the most unique thing is that he
allows all manner of species to join his
forces.

Known Mercenary
Haunts
Freeports

Across the Galaxy are known space-faring


ports of numerous types. The Freeport is
typically the name given to the privately
funded but officially recognized ports of
call throughout the outskirts of civilized
space.
The GFH will use them as way points
for missions, Mega-Corps will use them
as massive launch points of credit-rich
endeavors, and the independent owner/
operator of transportation frigates call
them home.
You can find just about any type of
action here. Some are massive gambling
space stations, some are huge asteroid
mining colonies built into the side of the
rock itself, and others still are large-scale
wreckage graveyards that have been
scraped together to form the most bizarre
of habitable warrens of corridors and
bulkheads.
Listed below are a few of the more
notable Freeports.
Galactic Freeport Station 4-3SC7103c
Called the Local by most travelers.
Originally built by the Legion 184 years
ago, this space station at one point was
the furthest positioned outpost of the GFH
core side of the Capital system. After more
exploration and the discovery of more
Hypergates, the Station fell into disuse,
and eventually became a ghost town.
Only after a deal in which the station
was purchased by a private person
from the GFH, and a renovation into a
hub for travelers to trade more freely
than planetary tariffs would allow, did it
become a home for the free-roaming
types.

John Strickler (order #7229644)

You can find most species present in its


multi-leveled market place. Whereas it is
mostly all above board, there is a small
black market that is available to the
discrete buyer.
Last Chance
This Freeport is known for being run by
the retired Lawman <Name Name>. Last
Chance is a wild frontier town situated
on a small moon orbiting SBerrN, the 6th
Planet in the system. Mostly filled with arid
vistas and sweeping plains, it is a sharp
contrast to the planet it orbits.
The only real spaceport on the moon Last
Chance sees its fair share of visitors. Grains
and a few mineral mines are its primary
source of income since it brings ships from
all over to transport those goods between
all the planets in the Stezen System.
The Tombs
Located close to the edge of GFH space
Core side several weeks travel past
Tuatha, the Tombs were previously a high
security detention center for hardened
criminals. However, that all changed one
day when an asteroid belt circling a Gas
Giant had its largest one converted from a
mined-out husk into a prison. The GFH used
it as such, but it was mostly considered a
life sentence going there.
Many of the personnel at The Tombs
had no families, or if they did they had
payments sent to them elsewhere. There
was very little traffic to the Gas Giant
or its orbiting prison. Until there was a
particularly unwelcome one
A small asteroid collided in to The Tombs
and a massive amount of Xenomorphs
came spilling out. They came in and
began indiscriminatingly killing every
being they encountered. Attacked
by these bugs, the guards became
overwhelmed. Thats when the choice
was made to release the Prisoners to help

59

fight in exchange for Amnesty. Together,


they managed to push the invaders back.
After some time the prisoners and guards
forged a covenant. Today, everyone
is expected to work and maintain the
peace, somewhat. However, it remains
true that you cant take the criminal out of
everyone...
Situated in a sparse but fast-moving
asteroid belt, The Tombs are difficult to
reach but not impossible. Four Flying
Vehicle checks (DC 15, DC23, DC 32,
DC20).

Shadowports

Shadowports are the other side of the coin


of the Freeports. These are the hidden,
the unsavory, and the most dangerous
ports to be found in the known galaxy.
They are typically set in locations so
dangerous to reach that the GFH tends
to ignore them, feeling that the risk to
remove the infestation is too great, or
that they are set in motion appearing in
a set of predetermined locations only at
certain times of the standard cycle. If you
have stumbled across one, or have been
invited into a fold close enough to be give
the marker coordinates, you could find
yourself in a black marketeers paradise.
Listed below are a few of the more
infamous Shadowports.
Flotsam
A particularity unsavory Shadowport,
Flotsam boasts some of the most eclectic
mixes of races, some even from outside
the galaxy, and most of whom want
to avoid any military scrutiny. It does
contain within it a rudimentary dry dock
for repairing ships, and several markets
containing just about anything you might
find. Flotsam sits at the edge of a large
asteroid belt that dips slightly into a
naturally occurring large-scale Lagrange
point. This brings debris floating through
space from across the expanse of space.

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60

Many brave Scavengers set out huge


electrostatic nets to haul in material-rich
debris.
One of the most well-known bars in the
GFH, or even the Onigrimm Empire, the
<name> is a place where its said you can
find any drink, drug, or similar vice. The
Owner of the establishment a <species>
named <Name>, which is known for
having fought in several of the Onigrimm
incursions as part of the Bronze Star
Company of the Legion. He has since left
that life behind, but the man still carries
himself with a Military bearing. He likes the
money, and although he only partakes in
the drink he doesnt really care what the
patrons do, as long as no damage comes
to his bar and the tabs all get paid.
Bromhagger
No Lawmen Allowed
In the most uncharted areas of the known
galaxy there are places that are so in the
grip of unsavory men that not even the
duly appointed law enforcement or even
the military law will attempt to uproot it.
One such place is Bromhagger, a
desolate port that is a haven for the
unclean masses of criminal intent. Located
on a live moon that rests perpetually in
an umberal orbit (it always appears to
be dusk on the moon) of a dead world,
it is a place of creatures of horror stories.
Outside the walls of the domed city of
Bromhagger lie untold and innumerable
deaths. Inside the city its a different type
of death that awaits you if you make the
wrong deal or anger the wrong person.
This is where people go to disappear and
never be found. The most hated thing
within this city is the Lawmen. In the past
Lawmen have come here to chase down
a wanted man, only to be discovered and
deposited beyond the walls with only a
blade and a days rations, to be watched
as sport to see how long he will survive. A

video array is set up so that the populaces


can watch, and bet on what particular
demise will befall him towering carnivore
fungus, tribes of cannibalistic pygmies, or
as some say rarer creatures that prowl its
darkened paths.
One might wonder why anyone would visit
here. The main reason is its black market.
You can find anything here, and the only
sticking point will be the price.
A large fleet of pirate vessels keep anyone
uninvited by one of the five major crime
bosses that jointly rule Bromhagger from
not only landing but even getting close
to any of the landing bays located in
different areas of the city. If you are
uninvited, the only way to make it to the
city is to get by the barricade and hike in
through the dangerous fauna and flora,
then manage to get past guards through
bribery or subtlety.
Grey
Through some sort of symbiotic peace, a
port has sprung up along the no-mans
land between Shade-Controlled space
and the GFH. Located on one of the
small outpost worlds that was settled as
an agricultural settlement, this was once
a small burgeoning place that quickly
began to show promise for relieving
nearby Military outposts of food goods
delays from the GFH.
Then the Shade came.
It had been almost a decade since the
planet itself was deemed a hazardous
travel area. Not many citizens were willing
travel there, under penalty of Military
and Provincial law. It remained that way,
untouched, for some time.
Then one day, a ship that was being
pursued ran into the no-mans land
and made an emergency landing on
the planet. It was a relatively survivable

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landing and all hands on board survived.


The survivors prepared for the worst once
they received the news of where they had
landed. However to their amazement,
they were not overrun by Shade. In fact,
the Shade here seemingly paid them no
attention whatsoever. The ship survivors set
up living arrangements and lived quietly
for a while.
Soon, word spread that this was a place
where one could become lost, if
needed. A small community of people
fleeing prosecution came to this small
planet and eventually built up a small city,
which is now a place where if you are
willing to risk the Shade you can refuel
and restock supplies since the planet still
yields more than its share of bounty.
There exists what the non-Shade call
the Great Machine. None know of the
purpose of the Great Machine, but
the Shade work on it day and night. In
fact, they have been working on it for
many years far longer than this small
Shadowport has been in operation.
No one is sure what seems to be masking
their presence from the Shade, but they
do understand that if they in no way
interfere with the Shade, they are free to
go about their business. So far there have
been no incidents of anyone breaking this
guideline.
As with all Shadowports, one of the most
difficult things about them is the ability
to find or reach them. The Grey is no
exception. The most reliable way is to
arrive without using any nearby Hypergate
travel, and especially not a capital ship
using a Hyperdrive.

61

Ships and Other


Vehicles
Ships Starships are the lifeblood of the
Independent. Serving as home, office,
and lifeline in space, they are another
character in the grand story. They each
have unique characteristics, quirks, and
personalities.
Ships in almost all cases are stocked with
a standard complement of equipment
essential to the day-to-day operation
and maintenance of a vehicle that can
support life in the vacuum of space. Below
is a list of standard equipment.

Standard Equipment/Provisions/Amenities

Pressure Suits (Crew of six)

Auto-doc (2 Med-kits)

Basic Ship Scanners

Basic Ship Repair Tools

Basic Provisions for six people
(Water for 1 week/Nutrient Bars for 1
Week)
Docking fees cover restocking of essentials
based of the number of people.
Using your ship as a base of operations for
a campaign
The idea that your ship can be a base of
operations for your group is an intriguing
challenge. With this mobility, you have at
your disposal the means to create money
for your team in unprecedented ways.
However, this does come with a price.
Costs:
Unless specified otherwise by the GM, if
you own the ship, an average standard
cost to upkeep it is 100 eCr per day, per
crew/occupant/ member. This can always
be adjusted to suit the needs of the story.
Economic upheavals, Supply rationing,
and Piracy can all take a toll on the costs
of running your own ship.

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62

Other Costs
Hypergate fees for private travel A fee is
assessed to the owner of a ship that travels
through a Hypergate. Due to the dangers
that could be wrought through the use of
unsafely maintained ships, rigorous codes
and inspections must be done before
using a Hypergate. Many owners will
have these inspections done well before
needing to use a gate in order to avoid
long delays waiting for the inspections to
be done.
Docking Fees This is the fee that is paid
when in dock to cover restocking of the
essentials, disposing of hazardous material
buildup, and fueling.
Repairing your ship If you are repairing
your own ship, the cost is handled in
the normal fashion. If repairs are being
handled by the port the cost is 200 eCr per
ship Hit Point Damage repaired.
Fuel for your Ship One of the most
important things to making your ship the
focus of your groups activities is keeping it
operational, and to do so you must keep
it fueled. Different ships require different
amounts and types of fuel, and you can
assume youll need fuel for the day-to-day
running of the ship. However, GMs should
keep in mind that for longer extended trips
without some sort of purchased backup
fuel (Power Cells for smaller ships as
example) or some sort of higher efficiency
reactor-type engines for larger ships, an
outfit could face waiting for a barge to
come for a pick up or fuel delivery.
For those who like the minutia of tracking
fuel and supplies, or for information
on creating your own ship, refer to the
Galactic Vehicle Guide.
Note: Cost are not listed for these ships
presented. They are examples for use
in the course of play. Ships should start
around the base cost of 150,000 eCr

Mykon-Oritech O-52S Pursuit Cruiser


Model: O-52S
Classification:
Pursuit Cruiser (Freighter)
Locomotion:

Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Small (Ship Scale)
Defense:
14 (+3 base, +1 size)
Toughness: +16
Damage Reduction:
DR 50
Energy Resistance:
ER 20
Combat Speed: 50
Weapons: Medium Beam Gun
Space/Reach:

70 ft x 25 ft./ 0ft
Engine Rating 40
Power Capacity:
80 (avg)
Power Base: 200
Power Overdrive:
6d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic Kinetic Shield: Basic
Abilities: Str 42, Dex 16, Con -, Int -, Wis -, Cha A fast and rugged ship, the O-52S is for the minimalist. With berthing for one pilot and two
detainment cells, this cruiser is the staple for the Sector Sentinal. In a few cases, disreputable
people have obtained them for smuggling and piracy.
It is equipped with a standard sub-light engine, and has the capability to make most
inter-system trips a few weeks duration with relative ease. Its two-deck layout allows for a
separation from the holding cells in case security is compromised.

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63

CL 9-16Voidghost
Model: J940-110
Classification: Escort (Freighter)
Locomotion:

Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Small (Ship Scale)
Defense:
15 (+4 base, +1 size)
Toughness: +14
Damage Reduction:
DR 45
Energy Resistance:
ER 25
Combat Speed: 50
Weapons: Heavy Auto Cannon
Space/Reach:

60 ft x 25 ft./ 0ft
Engine Rating 45
Power Capacity:
75 (avg)
Power Base: 190
Power Overdrive:
7d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic
Kinetic Shield: Basic

Abilities: Str 40, Dex 20, Con -, Int -, Wis -, Cha -

Built by the <name> Shipyards, the sleek and beautiful Voidghost is a ship that
is fast and dangerous. Not heavily armored as some other ships, it relies on its
maneuverability and speed to avoid trouble. Most pilots of this ship tend to try and
outrun difficult entanglements rather than fight through them.

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64

D8 - Explorer
Model: Unknown
Classification:
Freighter
Locomotion:

Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Small (Ship Scale)
Defense:
11 (+1 base, +1 size)
Toughness: +18
Damage Reduction:
DR 50
Energy Resistance:
ER 10
Combat Speed: 30
Weapons: Rocket Pod x2
Space/Reach:

70 ft x 25 ft./ 0ft
Engine Rating 30
Power Capacity:
85 (avg)
Power Base: 225
Power Overdrive:
5d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic
Kinetic Shield: Basic

Abilities: Str 50, Dex 12, Con -, Int -, Wis -, Cha -

A Deep Space mining and exploration ship developed to be self-sufficient for long
periods, the Explorer is capable of transporting large amounts of cargo containers,
and has the ability to manufacture them if materials are available.

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65

Banshee Pirate Fighter


Model: O-52S
Classification:
Pursuit Cruiser (FIghter)
Locomotion:

Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Tiny (Ship Scale)
Defense:
17 (+3 base, +4 size)
Toughness: +16
Damage Reduction:
DR 50
Energy Resistance:
ER 20
Combat Speed: 50
Weapons: Light Cannon x4
Space/Reach:

70 ft x 25 ft./ 0ft
Engine Rating 40
Power Capacity:
80 (avg)
Power Base: 200
Power Overdrive:
6d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic Kinetic Shield: Basic
Abilities: Str 42, Dex 16, Con -, Int -, Wis -, Cha -

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66

General Ship information


Ship Sizes
Fighter (Tiny)
Freighter (Small)
Corvette (Medium)
Destroyer (Large)
Cruiser (Huge)
Capital (Colossal)
Titan (Gargantuan)
Locomotion/ Engine Types - This shows the environments and travel type that the
vehicle is capable of.
Movement - Ships have two Speeds: first the combat speed. This is generally the speed
in which the vehicle is able to interact with Character scale combatants.
Hyper-drive - Ships generally have to be Destroyers or larger to have a Hyper-Drive.
System drives.
Inter-planetary - Movement between systems can be undertaken with out the use of
Hyper-Drives how ever the amount of time that it takes measures in the weeks.
Range - Due to the highly efficient engines long trips can be handled in most cases how
ever it is something that should be monitored because there is a chance that it fuel will
run low.
Stats - Why do ships have stats? Just like in the Character Scale, sometimes there are
contests of statistics that are used to represent actions such as towing a ship, cargo
capacity, or intimidating pilots with how your ship looks and acts, etc.
Combat - Combat is standard. You have a Defense of a ship. Use Weapon Systems in
most cases unless otherwise specified to fire the Ship weapons.

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67

Terms and Glossary


This section defines typical items, terms,
and phrases that you might hear
throughout the outskirts of the known
galaxy. Also included are definitions of
some new things you might not have
heard of before.
Bounties Most Bounties are placed
on people generally, although in rare
occasions they may be assessed to items
for their safe return. Depending on the
scale of the bounty brought in, you can
receive varying amounts of cash/rewards/
etc.
Bug Hunt Typically used when dealing
with a Xenomorph that is somewhat
reminiscent of an insect in some sort of
tracking or containment measure. In
some cases, if an Action is taken against
a faction containing a number of the
KRikkT species, this term might be used.
This usage is generally disliked by the
KRikkT as a whole.
Coreside To be closer to the core of the
galaxy, the outer-rim. Most often used to
relay your vague position with in a system
in relation to its Star.
Darkedge - The edge of the known galaxy
that is the furthest from the core of the
galaxy. When time is not an object this is
the area that pirates and smugglers use
to avoid any entanglements with the
UDF or civilan law enforcements officers.
It does come with its own risks the most
dangerous is getting lost in the endless
blackness between galaxies and running
out of fuel. Often used in statements such
as Running the Darkedge with this cargo,
Wish us luck..
Making the Trades Being on a Ship that
is traveling well-known shipping routes.
This saying dates back to some of the Sea
Child background, but is also popular

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68

among the Space Folk and Galactic


Traveler backgrounds.
Milgrade Items are specifically Legion
items. This means they are good quality
stuff, but are very noticeable by Legion
personnel and will always raise questions.
Outfit The Group or Organization you are
a member of. Being a member of an Outfit
gets you certain perks, and also allows
you some leeway when dealing with other
organizations. You always want your Outfit
to have a good reputation. (Belonging to
an Outfit raises your Reputation by 1.)
Spacer Someone who is more
comfortable on a Ship or a Space station
than planet side.
The Gaze is on it In reference to items or
good being stolen or known to be stolen.
Relates to the idea that a Stargod might

have cast its eyes upon the illicit act


that brought said goods to where they
are now, there for they are hot. This is
typically used as a tactic to have a fence
or Blackmarketeer to drive down a price.
Tricanthium Pyramids Some people
dont like to deal in eCr, either claiming
its too easy to trace or theyre paranoid
that the GalBank could crash any day.
These people therefore want something
more substantial when it comes to
payment, and that comes in the form of
Tricanthium Pyramids. They hold their value
well as they are a primary component
of certain systems. Plus its easier to bury
for that rainy day that may never come.
For them, these bars of Tricanthium
are the only way to secure value. Each
pyramid is about one inch high, weighs
approximately 8 ox and is worth 100 eCr.

What kinda stick are you carrying? What


is the amount of money you have in eCr
digitally available? Sometimes eCr are
transferred to small data sticks that can
be given over as payment. The data sticks
are inexpensive and are generally handed
over, even though you can transfer
between them.

Strange things about this metal:


Psyche Resistant It cant be effected
by Psyche Talents or related powers.
Found in specific Asteroids the only
place the metal is found in specific
asteroid belts near large expances of
open space.
Not able to be reproduced No
scientist has been able to reproduce
the effects of the metal
Large amounts can be found in the
Hypergates that have been found
throughout the known galaxy. Scientist
believe it is crucial in the opening of the
entrances to hyperspace.
Unintentional Space Walk Used to
describe the death of someone that
may have not been accidental. Typically
referring to some sort of criminal activity
that lead to someone being forced out an
air lock without any kind of space suit, the
phrase is also commonly used to describe
any death of mysterious nature in the
fringes of civilized space.

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69

New Species: Karottyc


Pronunciation: Ka-rah-tick
Hailing from outside the Onigrimm Empire
and the Galactic Federation of Humanity,
the Karottyc come from a core world
deeper within than the known galaxy has
spread. Some travelers from there have
visited within our borders to trade and
search for mineral wealth. This race, one
of the most uncommon to many in the
GFH, first began to show up in the space
stations closest to the no mans land
that rests between the GFH and Shadecontrolled areas.
At first, many people thought that the
Karottyc came from within the Shadecontrolled area and in some way might
be a weapon of the Shade, or yet another
source of its bizarre affliction. Quite the
contrary. Even though the Karottyc had
contact with the Shade (which they
assured did not continue, since the Shade

they had come into contact with had no


desire to work with them), they did not
seem to be capable of contracting the
Shadow Plague.
While they first made contact with the
GFH and Onigrimm Empire around fifteen
years ago, many citizens of both galactic
powers are still unaware of their existence.
The Karottyc dont seem to want positions
of authority, instead opting to remain in
a state of free roaming non-commitment
to any one place. None have sought to
make themselves any sort of ambassador
to either major power in the area.
They are excellent pilots and have a much
better understanding of the spaceways
than most Species. They spend long times
away from their home world, and only
return to sell what rare finds they have
gathered or to spend the rewards of their
hard work among their people.

Karottyc Species Traits:


Ability Modifiers: +2 Dex, +2 Int, -2 Con
Small Size: Karottyc have a +1bonus to the Combat Base Skill
and to Defense due to their size.
Speed: Karottyc Base speed is 20
Hardened Soul: The Karottyc have a skeleton made up of a
crystalline structure this for some reason grants them Shade
Immunity. Something even they cant explain.
Bulbous Eyes: Karottyc Are very difficult to sneak up on
because of the placement of their eyes. Flanking Opponents
dont gain the +2 to hit when Flanking
Bonus Feat: Assessment, Skill Focus: Flying Vehicles
Automatic Languages: Galactic Trade, Karosis

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Personality: As a whole, the race tends


to be light hearted but can quickly turn
cutthroat when business is involved.
They always come across as shrewd and
calculating bargainers. They find beauty in
crafted items, particularity in those things
made of earthen materials things such as
metal sculptures and stone carvings.
They make friends quickly, but there is
always the feeling that they may be
working sort of angle just below the
surface.
One of their favorite pastimes is betting
on races. Whether its ships, vehicles, or
beasts ridden by brave beings in a fight
to the death they are engrossed by it.
It is considered a high position of respect
if you are a racer. The more dangerous
the race the more honorable it is. Anyone
bearing scars from a racing accident
earns instant respect in their eyes.

Hypergates just outside the Galactic


Federation of Humanity, or even the
Onigrimm Empires areas of influence,
that they use to travel home much more
quickly than they let on.
As for the planet itself, its rumored to
be heavily industrialized with continentspanning cities much like Coventry. It
is also believed that a number of large
moons orbit a large Gas Giant that make
up a small confederation that would be
considered their home world.
They most often refer to their place of
origin simply as home, or, getting back
Coreside.

Physical Description: The Karottyc are


short with large heads, and usually stand
between 3 and 310 tall. They can
breathe normal atmospheres, but are
often seen with breathing apparatuses
that keep a light cloud of minerals near
their heads, giving them an earthy smell.
Their nostrils are located just above the
top line of the large bulging eyes. Their
square pupils see in the standard light
spectrum as Humans do. Their skin is
smooth and cool to the touch, and on
close examination very small beads or
scales can be seen. Their coloring typically
ranges from a light tan to a darker earth
tone.
Home World: Very little is known about
the Karottyc Home World. What has
been discovered through conversation
is that it lies quite a distance from the
edges of GFH Space, requiring months
or even years of travel to reach it. Some
speculate that there are yet undiscovered

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NPCs
Tatz Ashley
SiomHain, Pirate
Mercenary (Soldier of Fortune)
A former bartender turned renegade
pirate Capitan, the indomitable Tatz
Ashley has made a name for herself as
leader of the infamous Star Shadows. She
began her life of crime after overhearing
a shipping schedule at the local
establishment where she worked. Based
on what she learned, she and some fellow
employees hijacked a ship in port, and
laid in wait until the ship came through a
Hypergate. It was easy pickings, and so
began her life as a pirate.
Tatz Ashley is easily recognizable as a
SiomHain, with light and dark tan fur and
a penchant for dressing in an antiquated
yet stylish sort of clothing. She very rarely
is seen without her <companion> an
odd slightly serpentine creature with
small wings and a single horn jutting from
its forehead resting on her shoulder or
flitting about.
Dexter Simmons
Human, Mega Corp Contact
Scoundrel (Blackmarketeer)
An unfriendly sort of man, Dexter Simmons
tends to be very direct and to the point.
He is unhappy with being stationed so
far outside what he would describe as
civilized quarters. However, he is here at
the behest of the <Name> Corporation,
and the Mega-Corp wanted someone
competent.
He can be found at any time on any
number of space stations or colony worlds
near the outer edges of the known galaxy.
He travels with a small entourage of
personal guards, all highly trained. If you
dont have an appointment, it is nearly
impossible to get close to him.

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Sindy
Archalion , Asteroid Miner
Technician (Wrencher)

Working for one of the more well-known
independent mining groups out in the
8th quadrant, Sindy was just trying to stay
below the radar, since many people
didnt like Archalions, after all. Many of
the rumors about her species werent too
far from the truth, and there was a reason
the GFH had her home planet listed as a
Proscribed world.
Sindy would have gone on completely
unnoticed, if it hadnt been for one
unlucky day when she was on duty.
One minute all the miners in Core Shaft
Number 4 were heading up from their shift.
Suddenly there was a horrible groaning as
the shaft collapsed around the car that
was delivering them up the slope to safety.
She gained the respect of the every one
of the Asteroid Miners when she singlehandedly held up a collapsing mining
shaft for four days, while the workers
waited to be saved. It was then they
realized theyd had an Archalion living
among them for months. Out of respect
and gratitude, the miners all swore to keep
her true identity a secret.
Officer Declan Hammer
Human
Lawman (Sector Sentinel)
Officer Declan Hammer is a roving
lawman available to help in the most
convenient of time, often rescuing
stranded ships, appearing to assist in a
firefife, etc. His ship, the Novaburst, is easily
recognizable as a Mykon-Oritech O-52S
Pursuit Cruiser painted red with a large
starburst in white along each side.
He often is wielding two custom
Stormhammers with a wide variety of
ammunition.

Creature Index
New Creatures
Virtually an unlimited number of creatures
exist in the universe. Any one you can think
of is probably hunting, being hunted, or
spending time as a servant/companion or
pet for untold thousands or even millions
of years. Among all the species, there are
tales of brave heroes fighting horrifying
beasts. Stories of the crafty prey escaping
and living to wake to the new sun rise.
Shrines have been built to honor the
loyalty of the companion.
In relation to the world of the Mercenary,
Creatures have a specific role in the nonMilitaristic badlands. You dont see the
widespread creature culture in the more
tame space. For example, very rarely will
the Legion allow you to have a pet if you
are actively serving in the Defense Force.

Then there are the creatures that are the


antagonists. The Universe is an unsafe
place, to say the least. Yes, you will have
to compete with others of a different
species, but there also are the untamed
and vicious members of the fauna that
you have to watch out for because
their motives make them unable to be
reasoned with.
Most of the creatures listed here have
found their way to all corners of the known
galaxy, either through being vermin
travelling on ships from planet to planet
and system to system, or they have existed
in space and beyond in one form or
another.
In addition to the creatures that exist, you
can create creatures of your own. More
information can be found in the Librium
Xenos Galactic.

You will, however, see them far more


readily the further out you travel from
civilization. Its not uncommon on some
worlds for creatures to be used as
transportation, for example. Often you
will see creatures used in gladiatorial
games on more barbaric worlds, and by
gangsters as guards, or even as ways of
disposing of competition in the darker
recesses of space.
More often than not, however, creatures
end up being more of a nuisance, finding
them underfoot or taking up valuable
food and air when confined to the tight
interiors of a ship.
Yet still they can endear themselves to
even the crankiest of space pirates, or
become a treasured mascot and member
of a crew or Outfit. When this happens,
its a bad idea to hurt or threaten those
creatures since it often brings the wrath of
the whole group down on the threatening
persons head.

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Arcoras
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Actions:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Damage Reduction:
Energy Resistance:
Abilities:
Feats:
Environment:
Organization:
Challenge Rating:

Vermin
Medium
50
4 (0 Shade)
Head 0, Torso 5, Arms 0, Legs 0
20 (skill +0, +10 base, -0 size, armor +10)
+1
3
80 feet
Combat +7, Firearms +5, Commo +5, Move +6, Tech +6, Psyche +5
Perception +15
Bite Attack +9 melee (2D4+5, TDC 20, 20/x2)
2
5 ft./5 ft.
Acidic Bite
Vacuum Resistance
Tough +15, Fort +10, Ref +5, Will +7
DR 10
ER 10
Str 10, Dex 7, Con 15, Int 4, Wis 12, Cha 5
Fearless
Any
Solo (1) Pack (5-8)
5

An oddly shaped creature clings to the side of the ship. Its skin looks smooth until closer inspection reveals thousands of pebble-like protrusions, making it resistant to glancing blows of small
asteroids. Its long whip-like tail slowly moves back and forth as if swaying in a breeze.
The Arcoras is a creature that makes its home in space, natively feeding on asteroids
with high metallic contents. These nuisances can be more trouble than you would think.
If not discovered quickly, they can damage a ships systems, eventually crippling the
ship or even compromising the hulls integrity.
Appearing as a large manta-shaped creature (wound allocation graphic?) they have
an unknown mode of locomotion in space. Its slow and generally is used to move from
asteroid to asteroid.
Once an Arcoras comes in contact with a ship, for each day it is attached it has a
1% chance to damage an extra on the ship. This is cumulative per each vermin that
become attached to the ship. Often it is the duty of lower-ranking enlisted men to don
pressure suits and scour the smaller capital ships that might not have the charged hulls
or automated systems to pick them off on long voyages.
Vacuum Resistance: These creatures have the ability to survive in the vacuum of space.

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Mega-Corp Enforcer
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:

Humanoid
Medium
35
5 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
28 (skill +5, +10 base, +0 size)
+4
5
65 feet
Combat +4 Firearms +6, Commo +4, Move +4, Tech +3, Psyche +5
Rifle +10, Brawling +5, Melee Weapons +7. Defense +7
Combat Knife +9 (1d3, TDC 19, 20/x2) or
C-19 Headhunter Rifle +12 ( 3d6, TDC 25, Fum -1, Crit 19 -20/x2
125 range increment, Ba, Burst, 40 Ammo}
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
none
Special Qualities:
none
Saves:
Tough +14, Fort +7, Ref +6, Will +6
Damage Reduction DR 10
Energy Resistance: ER 5
Abilities:
Str 16, Dex 16, Con 15, Int 13, Wis 15, Cha 16
Feats:
Toughness
Environment:
Any
Organization:
Guard (1), Team (2 - 8)
Challenge Rating:
3

Covered in black fatigues and body armor, the nameless man raises
his weapon the patch showing the origination that he works for
prominently displayed. Clearly you arent meant to go beyond this
security check point.
Whether its the giant Mega-Corp or the private army,
security and privacy is often bought and paid for and some
of that cost goes to the pay of their enforcers. Trained inhouse, they are skilled in the basics of firearms and hand-tohand combat.
They are typically armed with military-style weapons often
bought on the black market. This makes them a well-armed
and formidable force if brought to bear. With the MegaCorps providing a great deal to the Galactic Federation of
Humanity feudal Shar Nithian lords, a blind eye is often turned
to the massing of private armies.
The money they are paid is incentive enough to face off
against any number of issues that might be brought against
their employer.

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Psychic Whelp
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Actions:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Damage Reduction:
Energy Resistance:
Abilities:
Feats:
Environment:
Organization:
Challenge Rating:

Psyche, Construct
Medium
24
2 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
12 (skill +2, +10 base, -0 size)
+2
+2
40 feet
Combat +2, Firearms +2, Commo +2, Move +2, Tech +2, Psyche +2
Perception +3
Slam Attack +2 melee (1d6+1, TDC 12, 20/x2)
2
5 ft./5 ft.
none
none
Tough +2, Fort +2, Ref +2, Will +2
DR 0
ER 0
Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Endurance
Any
Summon (1)
1

A small ball of protoplasmic energy bobs and floats along the ground, its small eyes glimmer
with the blue light of a star distant and ancient. Small limbs touch the ground randomly as it
seems to be in a constant slow-moving dance.
The Psyche construct is most often a manifestation of the will of a Scion of the Stargods
Creation Psyche Talent. They can be found naturally occurring in rare circumstances.
They will have some naturally occurring variation to
them:
d6
1 - Claws (Melee Attack +0 (1d6+0, TDC 20, 20/x3)
2 - Extra Limbs (+2 Attacks on Full Round Attack))
3 - Quick (+ 20 Speed)
4 - Resilient (+2 to all Saves)
5 - Sneaky (+3 Move)
6 - Poisonous (Star Shadow Dust Injury DC 17 1
Str* 2d6 Str)

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Rending Claw of Darkness


Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Actions:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Damage Reduction:
Energy Resistance:
Abilities:
Feats:
Environment:
Organization:
Challenge Rating:

Psyche, Xenomorph, Shade


Medium
75
0 (10 Shade)
Head 2, Torso 4, Arms 2, Legs 2
20 (skill +10, +10 base, -0 size)
+6
4
30 feet
Combat +15, Firearms +8, Commo +9, Move +6, Tech +6, Psyche +7
Defense +10
Draining Attack +15 Melee (1d10+2, TDC 30, 20/x2)
4
5 ft./5 ft.
Mind Rend
Insubstantial, Drifter
Tough +7, Fort +7, Ref +11, Will +9
DR 15
ER 15
Str 14, Dex 18, Con 14, Int 18, Wis 14, Cha 20
Feat
Deep Space, Ships traveling the Hyper-Space routes.
Solo (1)
15

Shadowy form lingers in the dark corners. If you arent looking, its looming and reaching for
you.
A being from the Hyper-Space, it travels through to this plane of existence when
someone uses the Hyper-Gates or the more direct Hyper-Jump Drives. These creatures
attack anyone that has the Psyche Sensitive Feat.
Drifter: Slow moving once they enter this reality they drift about lazily like a ghost lost
in its way until it focuses on a target. It will then start pursuing the target with direct
purpose. They can take a Full-round move but may not Sprint.
Mind Rend: When attacking they do so by raking their shadowy claws through their
opponents location tearing away at any Psychic presence that might be there. If they
connect they do 2d6 Mind Point damage along with the normal damage.
Insubstantial: With their quasi based in the normal reality form they are difficult to hit
sometimes. They have a 50% miss chance when someone is attacking them. It can
move through walls as if it was difficult terrain slowing its movement.

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Robot, Puppet-Bot
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:

Construct
Small
25
0 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
13 (skill +2, +10 base, +1 size)
+2
0
20 feet
Combat +2, Firearms +2, Commo +0, Move +2, Tech +0, Psyche +0
Engineering +10, Brawling +5
Slam +5 melee (1d3, TDC15, 20/x2) or
Laser Torch +2 ranged (2D6, TDC 20, 20/x3, 10, SA, Fire & Electricity,
Unlimited)
Actions:
1 or See Ghost in the Machine
Space/Reach:
5 ft./5 ft.
Special Attacks:
none
Special Qualities:
Low-Light Vision, Darkvision 60, Construct Immunities, Zero-G Mobility 15,
Fire and Cold resistance
Saves:
Tough +20, Fort -, Ref +0, Will -3
Damage Reduction DR 10
Energy Resistance: ER 15 (ER 25 fire and cold)
Abilities:
Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 10
Feats:
Puppet
Environment:
Any
Organization:
Lone Technician (1), Support Unit (2),
Challenge Rating:
3

The small robot sits silently and shows no signs of activity. It powers up, springing to action with
Human-like behavior, the small servos and hydraulics moving and activating.
This Robot is very complicated, yet at the same time its a simple device. The complexity
comes in the form of its highly customizable functions. What
makes a Puppet bot unique is the Controllers that are build
in. These allow for the access of Ghosts to take them over
remote controlling and sensing. Puppet Bots begin with one
Controller. Certain Upgrades require additional Controllers.
Puppet-Bots and their AI
All robots have an AI, or Artificial Intelligence, and the
Puppet-Bot is no exception. However, it has a unique set of
programing functions. This is in part due to the nature of the
relationship between the Ghost and its Puppet-Bot.
The basic programming allows for the Puppet-Bot to act
with a limited form of autonomy, such as the ability to follow

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78

its owner, fetch things, etc. However, they are unable to process information to allocate
functions to specific tasks, basically applying ranks to skills. It is able to attempt any Skill
Check (except for Psyche Talents) at the standard -4, and if it has to make any choices
it will default to the most obvious choice. For example, if you tell a Puppet-Bot to Get
a wrench off that table it will go to the table and whatever item is the closest is what it
will bring back.
Artificial Intelligences (AIs)
AIs are an often controversial subject among the scientists and scholars of the GFH.
With personality and the ability to think, these programs often come in the two mostused forms of a computer or robotic processing system. The first form is an assisting or
complementary voice to make multitasking easier, and the second is a way for a robot
to preform outside the limited scope of its primary tasks. An AI on a Ship/Vehicle or
Power Suit is limited by the capabilities of the machine, while AIs as part of a robot are
more free to act with autonomy given their form.
To make the experience of dealing with an AI more easily to adjust to, the Ai is often
given a personality. When created, a personality type similar to the Programmers is
often imprinted into the AI. Below are just a few of the Personality Types AIs may exhibit.
Aggressive
Cowardly
Uptight
Scrappy

(+1 to all attacks that are applicable/ -1 DEF)


(+1 DEF if applicable/ -1 to all attacks)
(+1 to Knowledge Checks if applicable)
(+1 Attack during a Full Round Attack action)

An AI Processing Unit has a number of blocks of processing power that can be


directed toward tasks.
New Extra
1000 eCr - AI: Basic +1 INT/WIS/CHR and10 Blocks
2000 eCr - AI: Advanced +2 INT/WIS/CHR and 15 Blocks
3000 eCr - AI: Full +3 INT/WIS/CHR and 20 Blocks
Assigning Tasks: As a Standard Action the character operating a computer with an AI
may reassign tasks to the system. As many tasks may be assigned/reassigned as wanted
during that action.
Example Tasks:
DEF Boost
5 Blocks
+5 DEF
Language Known
1 Block
1 Language
General Feat
5 Blocks
1 General Feat
Skill Oriented
5 Blocks
+3 Skill Points
Dedicated Knowledge Checks 5 Blocks
+2 to a Knowledge check on a specific

group (Nature. Medical, or Physical Sciences.
More options will be available in the Technologies of Legion and other source-books.

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Head
20
Torso
16 - 19
L. Arm 1
14 - 15
Odd Arm 13
R. Arm 1
11 - 12
R. Arm 2
9 - 10
Unwavering
Eye of the Void
L. Arm 2
7-8
R. Leg
4-6
Type: L. Leg
Psyche, Xenomorph
1-3
Size:
Large
Torso
1- 20
Hit Points:
100
Mind Points:
0 (0 Shade)
Torso
17 -Head
20 6, Torso 0, Arms 0, Legs 0
Wounds:
Leg 1
15 -28
16(skill +0, +10 base, -0 size)
Defense:
Leg
2
13
-14
Initiative:
+10
11 -+2
12
Luck: Leg 3
Leg
4
9
10
Speed:
0 feet
Leg 5
7 - 8Combat +10, Firearms +10, Commo +0, Move +0, Tech +0, Psyche +0
Base Skills:
6
5 - 6Skill +0
TrainedLeg
Skills:
Torso
1
- 4Draining Attack +10 melee (1D6 Str Dmg, TDC 0, 20/x2) or
Attack:
Psyche Assault +10 ranged (5d10+15, TDC 20, 20/x4, 50, RoF 1, Cold,
Ammo: Unlimited)
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
Psyche Assault, Draining Attack
Special Qualities:
Quality
Saves:
Tough +20, Fort +15, Ref -1, Will +15
Damage Reduction: DR 20
Energy Resistance: ER 20
Abilities:
Str 20, Dex 10, Con 20, Int 20, Wis 10, Cha 10
Feats:
none
Environment:
Any
Organization:
Solo (1)
Challenge Rating:
15

The surface of the wall bubbles and distorts, forming the shape of a large closed eye. With a
start, the eyelid flips back, revealing a strange but human-like eye. Looking around quickly to
take in its surroundings, it then slowly focuses in on its target.
The eye is a being out of phase with the rest of the universe, bleeding over into ours. Its
purpose seems to be to observe and destroy. It creates a dazzling effect from its eye in
one direction that devastates everything in its path. It will move from surface to surface
reappearing to find a new vantage point and
continue its assault.
Draining Attack: If anyone physically comes
into contact with the Eye, they suffer Strength
damage. The Eye has a reach of 5 feet and
will attempt to touch anyone who comes
near.
Psyche Assault: As a full round action the eye
lets loose a horrific blast of Cold energy that
hits everything in its path. The attack follows
the Auto-fire rules. (Core Rule Book, pg 179)

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Virickt Mite
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:

Vermin
Small
26 (4d6)
6 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
21 (+4 skill, +10 base, +1 size)
+7
+2
40 feet
Combat +3, Firearms +0, Commo +1, Move +4, Tech +1, Psyche +3
Melee +1, Defense +6
Bite Attack +4 melee (1d4, TDC 15, 19-20/x2) or Shocking Jolt
Attack +4 ranged (1d8+3, TDC 23, 20/x3, 10, RoF 1, Type El, 20 Ammo)
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
Electric Burst
Special Qualities:
Immune to Electricity
Saves:
Tough +5, Fort +7, Ref +10, Will +2
Damage Reduction: DR 0
Energy Resistance: ER 0
Abilities:
Str 6, Dex 17, Con 14, Int 3, Wis 10, Cha 10
Feats:
Feat
Environment:
Space Stations/Ships,
Organization: Org Solo (1), Pack (2 - 7)
Challenge Rating:
1

You see a small black rodent-like creature that is hairless everywhere except its tail, where it has
large bristle-like fur that appears metallic. Sparks of static electricity crackle in the wire-brushlike tail.
Standing about a foot tall at the shoulder, these creatures are a bane of space faring
folk. They are at least a nuisance, but if left unmonitored they can become a danger to
any who find their home in space.
Typically, they nest in wiring and power conduits in mid to large spaceships, or in the
bowels of space-stations. The natural electrical impulses they generate, coupled with a
tendency to chew on the power lines, cause wild and unpredictable fluctuations.
They are typically hunted by Pest Control Units and are killed on site if found. It is illegal
to own a breeding pair if you live on a space station.
Electric Burst: They attack when defending their nest or when cornered. They will
attempt to drive away an attacker by sending out a burst of electrical energy in a 5
radius from it. A Reflex Save verses a DC of 15 for no damage.

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Adventure Hooks
These are a few of the types of adventures
that you can run using this book for your
players. Each has different goals and
different ways to achieve them, and with
a little imagination there many possible
ways expand from these starting-off points.
Each can be used with basic creatures
and NPCs that can be created from the
Core Rulebook and this book.
Quarantine at Docking Bay A1
After walking in to Docking bay A1,
klaxon and warning lights begin to flash.
Passengers from the other two ships look
around frantically as the blast doors drop.
A loud speaker squawks to life:
There has been a Level 5 contamination
breach! Remain where you are. No one is
allowed in or out until this issue is resolved.
Thank you for your cooperation.
The object is to find out who or what the
contamination is before the entire area is
cleansed.
Dude, Wheres my Spaceship?
You wake up after a raucous night of
drinking and celebrating a job well done.
After breakfast with your Outfit at the
local greasy spoon, you head together
to Docking Bay 94 to collect your ship for
your next run. The doors slide open, and
the bay is empty!
What?! You and your teammates
remember visiting this very bay, number
94, late the night before to check on the
ship. In fact, there are your empty bottles
littering the floor over there in the corner to
prove it. So, what gives?

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Can you find your ship and who took it


before its stripped and sold for spare
parts?
Theres Something in the Airlock!
Your ship has been traveling for about a
week. Your course takes you through a
little-used area between systems which,
although charted, has never been
thoroughly explored.
All has been quiet up to this point until
something suddenly collides with your ship!
Nothing registered on any of the sensors,
and there was no change in velocity or
direction. At first it was thought that it was
just a small meteorite or piece of space
junk.
That is, until your sensors report something
trying to breach one of your air locks.
Can you determine whats trying to
board your ship in time to put a stop to its
probably nefarious intentions?
Wilson!!
You and your crew are out of fuel and out
of supplies, drifting helplessly in space. The
distress beacon has been launched and
everyone is waiting.
The only problem is a pod of scavengers
are chewing through the hull, and an
illegal salvage barge is waiting off the
wing for your crew to perish so they can
swoop in and chop your ship up for parts.
Can get rid of the pests on the outside
of your ship, and make sure those pirates
dont get overly anxious before help
arrives? Or will your ship be your tomb
floating in space?

The Mercenary Economy


Upstanding citizens often have little to
worry about. Many are employed by the
UDF or GFH in some form or another, or
are professional soldiers in the Military itself.
The pay that comes along with being a
member of a Legion Company gives you
a chance to customize your gear and
weapons, and even get a little extra on
your suit of Legion Powered Armor.
However, as a Mercenary, you are out on
your own with just you and the group of
trusted friends or accomplices. You need
to be able to survive day to day, and
without a steady paycheck you might not
eat. You could easily find yourself sitting
in a docking bay on some unfavorable
outpost world far from any help.
To earn your wages as a Mercenary, there
are jobs that you can take here and there
that were covered earlier in this guide. In
the corporate world of Mega-Corps such
as <Name> and <Name>, they deal in
the trade of billions of eCr. This isnt too
different from how Mercenaries deal
its just on a larger scale. In the end it all
comes down to things the buying and
selling of things.
Being able to take raw goods and turn
them for a profit thats the name of the
game. There are a few different ways to
procure raw goods. These are the bread
and butter of the Technicians and the
Scoundrels.
The idea is to sell what you have for a
profit while minimizing the cost of getting
those raw goods. Seems simple enough,
but how do you get a hold of those
goods? The two most common ways are
through Salvage and through Mining.
Salvage
Salvage is normally done by going
into abandoned facilities (or not so

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abandoned) and capital ship wreckage


to remove components or materials that
have high concentrations of rare metals,
gases, or other valued minerals.
Sometimes there is trouble associated with
salvaging. Often one group will try to drive
out the group that did the work to gut
those remains, in order to scoop up the
goods for themselves. These scavengers
are some of the most disliked groups, and
they are commonly regarded as little
better then pirates.
There are three parts to salvage: First, the
Difficulty of the task at hand. Second, the
Time it takes to salvage, and lastly the way
you are going to Move it to a place to sell.
The skill of removing salvage for a
scavenger or wencher is not unlike that
of a surgeon performing a delicate
operation. You want to get as much value
from the wreckage as possible, but you
are limited on what you can take with you
so you want to go for the things with the
most resale value.
The idea is much like the primitive
tribesmen on unexploited or unsettled
planets. When they kill a beast, they make
use of every part of the beast otherwise
it would be wasteful. Everything from the
computer components to the hull of a
ship can be sold. Some salvage Outfits
specialize in certain areas of salvage. They
will come along only after other salvagers
have picked their parts clean.
To Salvage, you first legally make a
claim on an area to mine or salvage by
submitting the proper requests through
official channels (normally a DC check
using a Commo skill based on the rarity of
resource you are going after, or whatever
else the GM wants to base it on). Then you
must make your way to area by hiring a
ship or otherwise arranging transport for
your Outfit.

83

Once there, the work starts.


There is a set amount that a properly
equipped Salvager is able to salvage per
hour:

All weights and space requirements should


be considered flexible. Some materials
weigh more, but take up less space. GMs
should keep that in mind when loading up
with the salvage.

1 ton of inert metal This is typically Hull


and Bulkheads found in abandoned ships/
space stations, etc. (Reward level 1)

Cargo Bays Freighters are small cargo


ships and are one of the most popular
among salvage crews and miners.

10 Cubic Feet of Gases Gases are found


often in engine systems, environmental
systems, and the like, and are one of the
few salvageable items that require special
equipment to store and transport. (Reward
level 1 - 5)

Cargo Containers Some ships are


equipped with cargo containers
attached to them. In many cases, multiple
containers can be attached to one
another or chained together.

100 lbs of technological equipment


This can be found through abandoned
places and ships. Its not the most reliable
salvage because of compatibility since
technology quickly becomes outdated.
Also, its a little easier to track if it hasnt
exactly been recovered in the most legal
of ways. (Reward level 1 - 5)

Mining
Mining is the extraction of raw ore from its
place of origin, be it Asteroids, Moons, or
certain locations on Planets, Most often,
freelance miners tend to find a mineralrich asteroid belt to pick clean of what
they want. In some cases, people have
hauled entire small asteroids in tow behind
small ships.

10 lbs of precious material Platinum


Plating from a reactor core. Acrh-Elan
growing Crystals from a neutron cannon
battery. There is any number of sources
that have that will yield a payout. (Reward
level 1 - 5)

Moons and Planetary mining is a little more


legally constricted because most places
near population are already claimed. Its
just more time and effort, but you have
the convenience of atmosphere and
shorter distances to paydays.

Scavengers typically perform the same


work as Salvagers except they might
not have gone through the proper legal
channels. Scavengers might come into a
location that has already been worked
over by legal means by Salvagers, to
recover anything of value that was left
behind. Scavengers have also been
known to try to run out legal Salvagers in
order to steal their hard-earned salvage.
How to move it all
Once you have your salvaged materials
all crated up and sitting on the deck of
whatever thing you are sitting on, your
next step is to get it to market to sell.

To successfully Mine once you have


located the Substance:

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Make a Successful Engineering Check


against the established DC. This is to avoid
any danger in the process, preventing
cave-ins, gas pocket explosions, etc.
Make a Successful Natural Sciences
Check against the established DC. This
is to extract the Substance from the
surrounding materials.
Once those actions are complete, you will
receive an amount of raw unprocessed
Substance that will then need to be
refined. This is more often than not

handled by far larger operations than you


are prepared to deal with.
Examples of Substances to be Mined:
Metals
Iron, Platinum, Trancanthium,
Gases/Liquids
Oxygen, Carbon Dioxide, Water, Fuel
Minerals
Diamond, Arch-Elan Growing Crystals, PsiStones
Other Jobs and Their Rates of Pay
Here are some averages for other work
that isnt necessarily goods-based:
Bounties Bounties are normally paid out
on a per-job basis depending on what
the severity of the situation is, and why
the subject is being hunted. The more
dangerous and the more people involved,
the higher the pay. (See Rewards, pg 29)
For example, a low-level criminal that
is wanted by the local authorities for
skipping bail might warrant a 1000 eCr
payout (a Level 1 Reward that a single
person could handle).
Returning a wealthy familys daughter
who ran away to the opposite side of
the moon colony with her boyfriend who
controls a small gang would pay out 4000
eCr (a Level 2 reward x 2 people).
A dangerous violent criminal escaped
from a penal colony and you track him
down and bring him in dead or alive.
Once presenting the escapee you receive
9000 eCr (a Level 3 reward x 3 people).

people)
An Onigrimm minor warlord is wanted
by a well-off Zillan Diplomat for personal
revenge. This could bring a 25000 eCr
payout (a Level 5 reward x 5 people).
These of course are just examples, and
GMs should feel free to adjust rewards
according to their campaign needs.
Deliveries Pay depends on how much
and how fast. Generally this is a price to
be haggled, or the Outfit sets it because
its their ship. It is always assumed that the
bare minimum covers fuel costs. Damage
due to pirate attack... not so much.
Priority is a popular way many Outfits
charge for delivery cost. If its a special
run that is out of the way, you may
charge 5000 eCr in addition to fuel and
incidentals. If its set to arrive sometime in
the next few weeks, it just takes up a small
amount of space in your hold, and youre
planning to go to that location anyway
perhaps only 500 eCr.
Escort When youre an important figure
or are worth a lot for whatever reason, you
might have enemies whod like to see you
dead or at least unable to attend an
important meeting or event. These people
sometimes hire an Outfit security detail or
bodyguards. The payment for watching
out for someones life can come with a
hefty price tag, which often depends on
the danger that is inherent with the job.
(Reward level 1 - 5)

A racing ship was stolen from the Dyrotech


shipyard. It was last spotted in the Sector
49-L-32 (a dangerous location) would
net you 16,000 eCr (a Level 4 reward x 4

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Entertainment

Blood Sports

Entertainment in the fringes of the


Galactic Federation of Humanity comes in
many different forms. However, all types of
entertainment share a very base element,
and that is to distract the mind from what
can be a very depressing existence in
some cases.

In many parts of the known galaxy,


people wish to be distracted from the
downtrodden lives they live from day to
day. Sports of skill in which people fight
each other can take the mind off of those
day-to-day worries.

This is not to say that those who are


doing very well cannot also enjoy the
entertainment that flashes across vidscreens or can be seen live in exotic and
invigorating places. Bottom line: everyone
needs entertainment at some point.

People pack small back hall areas to


watch people fight, sometimes to the
death

GravBall

Some say such sporting events started


in the Onigrimm Empire, but the truth
is violent competition has existed since
sentient Species first came together.

GravBall is a very popular sporting event


that pits two teams of five players against
each other. They have attackers, blockers,
and goalies.

Whether its a one-on-one fight, one


against many, or man against beast, it all
comes down to one thing: the strongest
survives.

The game is played in zero gravity, either


naturally occurring or artificially created.
A vast array of maneuvers can be made
by players since virtually every surface can
be played upon.

People whisper that these types of sports


gaining popularity signals the end of a
civilizations rise and the beginning of its
decline. If so, the Onigrimm Empire has
been at its peak for thousands of years. As
it allows more and more Species cultures
to intermingle, the GFH doesnt seem to
be suffering yet from these fringe sporting
events gaining popularity, either.

The ball is similar to the GravBall wielded


by the Korol, but it is not used to deadly
effect. Not to say that it does not have the
possibility of being a violent sport, or that
people dont get hurt. Both those things
are true.
There are any number of GrayBall leagues,
from the most high-profile professional
league, the supporting minor leagues
that feed into it, and down to local teams
of a small port that travel from place to
place playing within a tiny section of a
sector, perhaps yielding a talented start
that might one day play under the bright
lights.
Often, team merchandise be seen in
the more populated areas with the fans
sporting their teams colors proudly.

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Gambling
Some say that life is a game of chance
and every day you are gambling with it.
Nowhere is this truer than living the life
of a Mercenary. Betting youll find a job,
betting you will survive it, and betting that
at the end of it you will get paid.
However, when it comes to Gambling for
sport and entertainment, that is a whole
different story. There are several ways you
can seek to win and walk away richer
than when you walked in. Listed here are
a few of those ways.

Games of Chance
There are a wide variety to the games
of chance that a person can find in this
corner of the galaxy. Listed here are a few
of them with loose descriptions.
Cards
Card games have been around for
eons. Ever since the invention of paper,
people have been scrawling symbols to
represent any number of things, and then
using them to try and match or collect.
The most common deck of cards has 60
cards with 6 suits. This particular deck and
arrangement was created and passed
among the stars by the Tuathans.
The most popular card games are
centered around building a full set of one
of the 6 suits. The suits are Suns, Moons,
Gates, Skulls, Eyes, and Daggers.
Dice
Although dice come in a number of sides,
the most common dice games in the
known portion of the galaxy are six sided.
Popular Dice Games
Trying to make sets of numbers
1- 3
1,1,1
2, 2, 2
Etc.
Sports Betting
With almost all the sports that involve
scoring and winning, there are people
who will bet on the outcome. Often the
odds will be set in favor of the house,
meaning there will be a lesser-odds
favorite based on record, skills, and shifting
as more people join in and according to
their betting trends.

John Strickler (order #7229644)

87

Rewards:
Random reward tables for the GM that has everything. These tables are a way to generate the rewards that Players receive from the completion of jobs. For any reward that
you might want you should feel free to combine reward levels. For example if you dont
wish to give them 5000 eCr worth of
Reward Table:
% Roll Reward Level
01-40 1
41-70 2
71-85 3
86-95 4
96-00 5

Reward level 1 Table: # - #


01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-97
98-99
00

1,000 eCr
Crate of Grenades (40 High Explosive Grenades)
Case of 100 Tricanthium Pyramids
Objet dart (Korol Prayer Bell (1000 eCr))
Mono Sword of Quality
Large Plasma Projector of Quality
Crate of Armor (40 Light Duty Suits)
Crate of Machine Parts (1000 eCr)
Case of Gel Rounds (100)
Vehicle Weapon (Light Cannon)
Relic of the Church of Mann (Star Stone Talisman)
Electronic One Use Skeleton Key (+10 Electronics Hacking Attempt)
Basic Extra for Legion Suit

Reward level 2 Table: # - #


01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-99
00

2,500 ECU
Crate of Weapons (200 Officer Sabers)
Case of 250 Tricanthium Pyramids
Objet dart (Tuathean Bloodline Mask (2500 eCr))
Black Blade of Quality
Twin Neutron Blasters of Quality
Crate of Armor (10 Hazard Duty Suits)
Crate of Vehicle Parts (2500 eCr)
Case of AP Rounds (100)
Vehicle Weapon (Energy Long Sword)
Relic of the Church of Mann (Sword of the Righteous)
Electronic One Use Skeleton Key (+20 Electronics Hacking Attempt)

John Strickler (order #7229644)

88

Reward level 3 Table: # - #


01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-83
84-87
88-90
91-93
94-96
97-98
99
00

5,000 ECU
Crate of Guns (20 M7 Avengers Pistols)
Case of 500 Tricanthium Pyramids
Minor Psi-Stone
Objet dart (Onigrimm Badge of Honor (5000 eCr))
Matching Pair of Star Blades of Quality
M171 Diablo Rocket Launcher of Quality
Crate of Armor (25 Combat Suits)
Crate of Power Cells (100)
Case of HE Rounds (200)
Vehicle Weapon (Beam Cannon)
Hover Bike
Relic of the Church of Mann (Tenants of Melchior)
Electronic One Use Skeleton Key (+30 Electronics Hacking Attempt)
Advanced Extra for Legion Suit

Reward level 4 Table: # - #


01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-98
99
00

10,000 eCr
Crate of Guns (20 M51A2 Marauder Assault Rifles)
Case of 1000 Tricanthium Pyramids
Average Psi-Stone
Objet dart (Archalion Heroic Seal (10000 eCr))
Heavy Laser of Quality
Crate of Armor (40 Heavy Combat Suits)
Crate of Ship Parts (10000 eCr)
Case of Daybreak Rounds (200)
Vehicle Weapon (Heavy Auto Cannon)
Travel Permit to Onigrimm Empire
Relic of the Church of Mann (Zillan Totem)
Electronic One Use Skeleton Key (+40 Electronics Hacking Attempt)

Reward level 5 Table: # - #


01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-92
93-94
95-96
97-98
99
00

50,000 ECU
Crate of Heavy Weapons (5 M44 Hellfire Heavy Machine Guns)
Case of 5000 Tricanthium Pyramids
Major Psi-Stone
Objet dart (OaFReet Ancient Star Charts (50000 eCr))
Twin Rail Gun Legion Suit Extra (two Rail Guns linked and may be mounted on a Legion Suit)
Crate of Armor (35 Commander Duty Suits)
Crate of Legion Suit Parts (50000 eCr)
Case of Shade Rounds (1000)
Vehicle Weapon (Mass Driver)
Crate of Vehicle Fuel Rods (100)
Travel Permit to Archalion
Relic of the Church of Mann (Book of Mann, first printing)
Electronic One Use Skeleton Key (+50 Electronics Hacking Attempt)
Full Extra for Legion Suit

John Strickler (order #7229644)

89

Pre-generated
Characters

valuable aid in his missions even with its


more possible toll that is taken from time to
time.

his section describes a sample group


of Mercenaries, to show how you might
want to put together a group of player/
characters. This is by no means the only
way to build a group.

Sentinel Bracken Store is an Archalion that


has escaped the restrictions of UDF law by
making his way to the outer banks of the
galaxy. Feeling his call to justice beating
within his heart he could no longer stay
confined to his proscribed home world of
Arch-Alan.

This Outfit was put together using one


of each of the occupations presented
in this book. However there is no reason
you cant have an entire team of Bounty
Hunters, for example.
Here is a brief history and background for
the six characters that are featured in this
book along, with their Stats.

The Dim-star Gang
Brought together by the a blackmarketter
that needed a particular set of crates
retrieved. The Dim-star Gang as they
became known by, became a bit of
a well known name in their particular
quadrant of space. They were all hired by
a Karottyc businessman that went by the
name Frank. They formed a small, tight
nit group of Mercenaries to go after the
goods. After succeeding in retrieving the
crates they began to specialize in object
retrieval. The members of the team are as
varied in their personalities as they are in
their skill sets.
Trenn, a Darsithian Bounty Hunter, trained
in the ancient art of hunting. In this case
those that that have had prices put on
their heads. Wielding an ancient artifact
sword that was found during his pursuit of
a Shar-nithian Lord that had was wanted
for crimes committed. the sword was
found within the dark cargo hold of the
nobles ship.
The sword seemingly possessed with a
intellect of its own, has proven to be a

John Strickler (order #7229644)

90

Making his way to the less inhabited


portions of space he signed up to become
a guardian of a far out of the way space
station. His inborn talents allowing him
to effectively deal out justice he is well
liked even with his radical arrogance
sometimes surfacing.
When they needed a mechanic that
was going to be able to serve their needs
they turned to a dour Chironian who
went by the name Lefty perhaps due
to the fact that he had lost his right arm in
an accident and had it replaced with a
Cyberarm with a few extra tricks under
the hood.
Going only by the moniker M, this
SiomHain is more eccentric then most
of her species and even more so when
compared to the others that make up
the UDF. She has been known to lick
control panels in bizarre rituals to insure the
success in what she is doing.
The mysterious <name>, a wanderer of
the stars, has become a stable member of
the outfit. Helping out on several jobs his
remarkable talents for understanding the
universal workings of a universe large then
our minds could have ever conceived.
Rounding out the crew is Doctor Squirm
Prime. Gaining his nickname due to the
unplesent reactions he tends to envoke
from people he deals with outside the
out fit. He has taken to modifing his own

genetics and the results have been


spectacular.
Their ship the Blindside a modified
Mykon-Oritech O-52S Pursuit Cruiser has
had several modifications to be able
to house the six members of the Outfit
comfortably. It loaded down the Blindside
match speeds witht he standard craft
and has the additional armament of a
pair of linked rail-guns.
Their first job was to retrieve an Artifact
of unknown origin. At first they were
told to retrieve a set of creates from
an abandoned research base that
the OmegaOpticon MegaCorp had
disavowed and shut down. Due to any

John Strickler (order #7229644)

number of reasons. Over run with test


subjects left to their own devices, run
away robotic systems and a run in with a
rival Outfit they fought and explored until
they found what they were looking for.
Curiosity got the better of them and when
they opened the create they found what
appeared to be one third of a crystal
skull of a species non could recognize.
Radiating massive amounts of Psyche
energies they now try to decide what to
do with it next.
This is just one example of a mercenary
Outfit there are numerous groups out
there scratching out livings among the
stars.

91

Commo

21
+5

5
+2

Move

11

+8

Psyche

13

20
+5

Tech

10
Wounds
MElee

Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Hit Points

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

4
8
4
4
5
5

107

Vitals
Height
Weight
Hair
Skin
Gender
Homeworld
Age

511
195 lbs
Blonde
Lightly Tanned
Male
ArKel
25

Events

No
r

ma
l

ot
ed
Fo

at
Fl

ll

Fu

Luck

Mind Points

+16

Shade Points

Attacks

+23

Toughness

Skills

notes
Psyche Powers
Alteration
Displacement
Immunity
Improve Self
Proficiency
Resist Energy
Resiliance
Speed
Super Movement
Super Strength
Teleport
True Invunerability
Creation

Heal
Regeneration

Divination
Hyper Senses
Penetrating Gaze
Presense
True Path

Combat

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Psyche

Reputation

Attunement
Alteration
Creation
Destruction
Divination
Perception

Technical

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

Master Tracker / Character Conditioning


Start Treasure Map/ Intense Education
Heroic Reincarnation / Powerful Fanatical Enemy
+5 MW Powersword
1d10+15
TDC 43 Fum 2
(Two Handed)
1d10+17
TDC 43 Fum 2
+5 MW Hazard Duty
Tough Bonus 10 DEF Mod 4
2 Major Psy-Stones (Weapon & Armor - 1 Average Psy-Stone)

John Strickler (order #7229644)

10

19

Will

Character Image

Speed

60

Reflex

Firearms

15

30
cie

+8

Intiative

Energy Reduction

Sp
e

16
+3

Saves

Fortitude

Defense

Damage Reduction

Combat

Base Skills

+4

30

+11

31

+19

26

Ch

19

18

is

In
t

Co
n

DE
X

St
r

Character
Name
Bracken Sstore
Archalion
Species
Balish
Society
Education
Lawman
Branch
Ajudicator
Specialty

92

Crit 12-20 x3
Crit 12-20 x3
DR 6 / ER 6

Feats
12
11
11
11
11
11
11
10
10
12
12
10
12
10
6
6
8
6
8
8
6
12
12
22
11
11
11
22
16
19
28
19
16
19
20
13
13
14
13
14
13
14

Psyche Sensitivity
Improved Critical
Skill Focus: Alteration
Armor Prof. Light
Armor Prof. Medium
Martial Weapon Prof.
Mind Points
Mind Points
Mind Points
Toughness
Toughness
Toughness
Quick Draw
Hide in Plain Sight
Naturally Violent

Species Bonuses

History -

Fast
Weapon Bond

Knacks
License to Kill
This is My Town (+3 DEF)
Species Profiling
(Chironian+2, Human +4,
Onigrimm +6)

S/P
(Keen, Stun, AP10)
S/P
(Keen, Stun, AP10)
Psy Failure 30%
SPD -10 (Heavy Invulnerability, 15/ Psy)

Fl

Energy Reduction

n
Co

Commo

21

In

+5

8
+4

is

Move

19

Ch

+4

Psyche

18
+4

Tech

8
Wounds
MElee

Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

2
4
2
2
3
3

Hit Points

Hair
Skin
Gender
Homeworld
Age

Shade Points

Attacks

30

Toughness

Events

Skills

notes
Psyche Powers
Alteration
Command
Speed
Telekineses
Displacement
Resist Energy
Creation
Heal
Divination
Psychometry
Destruction
Destroy Shade

Combat

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Psyche

Reputation

Feats
16
21
21
16
16
16
16
11
11
11
12
11
16
11
11
14
17
11
11
17
11
10
12
22
11
10
10
8
9
9
9
9
9
9
14
9
14
10
11
11
12
14

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Master Tracker/Privite Security Detail


Body Conditioning/Misconduct
Artifact/ Shar-Nithian Evolution

Fu
ll

11

70

86
500 lbs
Black
Pale Gold
M
Shar
11

Luck

Mind Points

Vitals
Height
Weight

Will

Character Image

Speed

75

Reflex

Firearms

18

15
s

11

al

Damage Reduction

cie

12

Intiative

+14

Sp
e

Fortitude

Base Skills

X
DE

Combat

18
+4

Saves

12
+7

Defense

14

r
St

24

32

No
rm

at

24

Fo
ot
e

Character
Name
Trenn
Darsithian
Species
Limiri
Society
Hard Knocks
Education
Mercenary
Branch
Bounty Hunter
Specialty

Attunement
Alteration
Creation
Destruction
Divination
Perception

Technical

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

Psyche Sensitivity
Power Attack
Great Cleave
Light, Med, Heavy Armor Proficiency
Weapon Spec (Black Blade)
Greater Wepon Spec (Black Blade)
Weapon Spec (Dragon)
Greater Weapon Spec (Dragon)
Telekenetic Disarm
Improved Inititive
Cleave
Weapon Focus (Black Blade)
Greater Weapon Focus (Black Blade)
Weapon Focus (Dragon)
Greater Weapon Focus (Dragon)
Strong Psyche
Power Armor Rated
Simple & Martial Weapon Prof

Species Bonuses
Rage 1/Day
Shade Affinity
Hulking Brute
Extraordinary Recuperation
History - High Born
Mighty Build

Knacks
My very favorite gun
(+3/+6) Dragon)
Trophy Hunter
(Rare Trophy +6 DEF)
No Disintegrations!
(may cause +3d6 damage
instead of causing wounds)

F-56 Dragon
6d10+10 TDC 35
Fum2
Crit x3
RNG 175 SA Ammo 12 (10 Magazines)
Crit 19-20x2 RNG 80
SA Ammo 15 (10 Magazines)
C-34A Trapper 2d6
TDC 30
Fum2
(Huge, AP 15, Artifact, +2 To Hit
Black Blade
3d10+18 TDC 61
Fum1(3) Crit 19-20x3 RNG Crit 19-20x2 RNG 10
T
(Huge)
Combat Knife 3d4+7
TDC 43
Fum1
Crossworlder Hazard Suit (Extras: Computer - Basic, PSION-Basic, Sensor Pakage - Basic, Life Support-Basic, Flight - Basic, Speed Booster - Basic, Strength Booster -Basic

John Strickler (order #7229644)

93

In

+4

Commo

15
+2

is

Move

18

+4

Psyche

21
+5

Tech

MElee

Hit Points

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

2
4
8
2
3
3

Hair
Skin
Gender
Homeworld
Age

Events

John Strickler (order #7229644)

d
Fo
ot
e

No
rm
a

at

30

Fu
ll

Luck

Shade Points

Attacks

Will

+15

Character Image

Speed

60

Toughness

Skills

notes

Combat

Cybernetics
Cyber-Arm: Full
+3 STR
CyberBlade: Full
Muscle Replacement:
Full 3.9
+6 STR, +3 Speed

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Psyche

Attunement
Alteration
Creation
Destruction
Divination
Perception

Reputation

Technical

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

Character Conditioning/Techincal Crash Course


Criminal/Agility Training
Word Has Spread/ Heroic Reincarnate
Maserworked Skin Suit (Lab Coat)
CyberArm (1.2 mp)
1d8+5
CyberBlade (1.7 mp)
3d4+11
F-56 Dragon (Large)
6d10

Energy Reduction

+15

43

5 11
210 lbs
Brown
Brown, Short Fur
Male
Nithia
25

Mind Points

Vitals
Height
Weight

Damage Reduction

2.2

Wounds
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Intiative

Reflex

Firearms

17

Fl

+10

Defense

10

18

+8

ie

Fortitude

20

Sp
ec

Combat

Base Skills

+5

Saves

+9

+3

Ch

11

21

Co
n

DE
X

St
r

Character
Name
Tthag Lefty Connarer
Chironian
Species
None
Society
None
Education
Technician
Branch
Wrencher
Specialty

TDC 36 Fum 1
TDC 41 Fum 1
TDC 35 Fum 2

Crit x2
Crit x2
Crit x3

94

(+18 Melee Weapons)


175 Range Inc
(-5 to hit)

Feats
12
12
15
12
12
12
14
10
10
10
11
10
15
10
8
8
8
11
8
8
8
9
9
10
9
9
9
9
9
9
9
9
9
9
14
10
14
10
11
11
12
14

Light Armor Proficiency


Simple Weapon Proficiency
Martial Weapon Proficiency
Cyborg
Natural Gearhead
Parry
Defensive Parry
Tracking
City Tracker
Critical Strike
Evasion
Favored Enemies (Constructs)
Great Fortitude
Hacker
Toughness

Species Bonuses
Blindsight
Clandestine
No Climb penalties

History - Weapon Bond


Dexterous

Knacks
Cut off Switch (30+Int Mod Tough Save)
Over Sized, no problem (Lessen Pen -3)
In the Creases (+15 AP)

+4

9
8

19

is

Move

21

d
ot
e

rm
al
No

Fo

at
Fl

ll

Fu

ie

Luck

Reflex

22

Mind Points

+22

Shade Points

Attacks

Will

Firearms

+18

Toughness

Skills

notes
Psyche Talents
Alteration
Displacement
Fly
Levitation
Proficiency
Resist Energy
Speed
Telekenesis
Teleportation

Combat

Feats

Character Conditioning/Star Treasure Map


Stress Training/ Heroic Reincarnate
Agility Training/ Artifact

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

6
6
12
6
6
6
6
11
11
13
13
13
11
11
9
9
10
9
9
11
9
9
9
19
9
9
9
9
12
12
22
13
13
14
14
10
10
10
11
11
11
10

Light Laser Pistol


Medium Laser
+5 Starblade
Maserworked Skin Suit
Voidwalker Armor

Crit x3 100 Rng


Crit x4 100 Rng
Crit 13-20
DEF Mod +2
DEF Mod +0

Fi
SA
Fi
SA/B
S/Fi
DR 1/ER 0
DR 7/ER 7

Ch

+5

Psyche

10

20
+5

Tech

9
Wounds
MElee

Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

2
4
2
2
3
3

Hit Points

Creation
Heal
Regeneration
Telekenetic Shield

Hair
Skin
Gender
Homeworld
Age

6 6
240 lbs
Purple
Pale White
Male
Tuatha
22

Divination
Penetraiting Gaze
Psychometry
Presence
True Path

51

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Psyche

Reputation

Events

John Strickler (order #7229644)

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

Destruction
Disrupt Psyche

Vitals
Height
Weight

Character Image

Speed

60

ec

+17

30

Sp

12
+1

Fortitude

Commo

Intiative

Energy Reduction

Combat

18

Defense

Damage Reduction
8

Saves

+2

29

+13

+15

+4
W

20

14

Base Skills

In
t

Co
n

DE
X

St
r

Character
Name
Tyrilathanar
Tuathan
Species
None
Society
Corporate Sponcership
Education
Psycher
Branch
Starseer
Specialty

Attunement
Alteration
Creation
Destruction
Divination
Perception

Technical

4d6 Fi
TDC 25
Fum 1(3)
4d10 Fi
TDC 41
Fum 1(3)
2d8+1d6Fi TDC 53
Fum 1(3)
Tough Bonus +1
Pow Cap 25 Tough Bonus +5

95

Light Armor Proficiency


Simple Weapon Proficiency
Improved Critical
Power Armor Rated
Weapon Finesse
Quick Draw
Powerful Mind
Powerful Mind
Powerful Mind
Skill Focus: Alteration
Rapid Shot (+1 Dam in 1st Increment)
Point Blank Mastery
Natural Attunement
Weapon Focus: Starblade
(+1 Melee Weapons)

Species Bonuses
Heightened Awareness (+2 Perception)
Superior Defense (+2 to all Saves/ToS)
Low Light Vision
Psyche Sense
Ancient Soul (+2 MP/ToS)
History - Intelligent
Space Folk

Knacks
Draw from the Abyss
(1,2 and 3s Count as 4s)
Hyper-Walk
(40 Teleport In combat)
Touch of the Infinite Void
(Swift Action gain 6 Charges)

100 Charges
200 Charges
10 Charges
(+18 Melee Weapons)
Psy Pow Failure 5%
SPD +0
Psy Pow Failure 15%
SPD +10

Commo

16
+3

is

+5

Move

+2

Psyche

14
+2

Tech

7
Wounds
MElee

Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

1
2
1
1
2
2

Hit Points

78

Hair
Skin
Gender
Homeworld
Age

3 0
54 lbs
Purple, Dark
Blue, Light
Male
Doren 6
24

No
r

ma
l

d
ot
e
Fo

at
Fl

ll

Fu

ie

Shade Points

Attacks

+16

Toughness

Skills

notes
Psyche Powers

Combat

Alteration
Displacement
Resist Energy
Creation
Heal
Invulnerability
Regenerate
Telekinetic Shield
Destruction
Exorcism
Divination
Penetrating Gaze

Cybernetics
Full Bio Computer
Full SkinWeave

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Psyche

Attunement
Alteration
Creation
Destruction
Divination
Perception

Reputation

Technical

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

Wealthy Benofactor/Stress Training


Hagglers Guild Internship/Gate Runner
Mind Training / Powerful Contact - Criminal Underground

John Strickler (order #7229644)

Luck

+10

Events

Maserworked Skin Suit (Lab Coat)


Master Work M7 Avenger 3d6+4
Combat Knife (Scary Scalpal) 1d4

Mind Points

Will

Character Image

Speed

40

7.6

Vitals
Height
Weight

20

Reflex

Firearms

20

Energy Reduction

ec

+9

Intiative

Sp

14
+2

Saves

In

Fortitude

Defense

Damage Reduction

Combat

Base Skills

+3

25

+9

21

+8

14

Ch

21

16

Co
n

DE
X

St
r

Character
Name
Doctor Squirm
Dorek (Priest Sect)
Species
Balish
Society
Minor University
Education
Doctor
Branch
Genesplicer
Specialty

TDC19
TDC 19

Fum 2
Fum 1

Feats
7
7
12
7
7
7
7
11
14
11
14
14
11
11
7
11
7
7
7
7
7
4
4
15
4
4
4
4
4
6
5
5
5
5
7
11
11
28
12
12
12
11

Crit x2 Range Incr 20 SA or B 20 rounds


Crit 19-20/x2

96

Craft Psyche Arms and Armor


True Faith
Natural Gearhead
Skill Focus: Medical Sciences
Endurance
Improvised Tools
Healing Spittle
Psyche Resistance x3 (21)
Psyche Sensitivity
Cyborg
Fearless
Evasion
Powerful Mind x3
Mobility
Assessment
Toughness x3

Species Bonuses
Craft Psyche Arms and Armor
True Faith
Small (DEF/Combat +1)
Cyborg and Psyche Sensitiveity

History - Perceptive
Intelligent

Knacks
Healing Salve (3d6 every 1d6 rnds)
Unstable Molecules (+9 DR/+3 ER)
Mutate Form
Mutation X (20 Climb)
Zillan Samaple
(DR, Fast Healing 1)
Illithian Sample
(15 Swim, Breath Water)
Minor Psi Stone: Psi Resistance (26 Total)
Minor PsiStone: Homo-Sapiant, Smart
Minor PsiStone: Returning, CryoBurst

In

14
+2

10

is

Move

16

+2

7
+2

Tech

MElee

Ranged

MAX

19-20
13 - 18
10 - 12
7 -9
4-6
1-3

1
2
1
1
2
2

Hit Points

Hair
Skin
Gender
Homeworld
Age

Attacks

+7

Toughness

Skills

notes

Combat

Commo

Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory

Firearms

Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher

Move

Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth

Reputation

John Strickler (order #7229644)

TDC19
TDC 19

Fum 2
Fum 1

Attunement
Alteration
Creation
Destruction
Divination
Perception

Technical

Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems

Character Conditioning/ Back Alley Gravball Leauge


Psyche Conditioning/ Private Security Detail
Agility Training/ Intense Education

Crit x2
Crit 19-20/x2

Feats
6
7
6
9
6
8
6
10
13
10
13
11
11
11
12
12
18
12
12
12
12
12
18
12
13
13
12
19
9
9
9
9
9
9
17
9
15
9
11
12
15
9

Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling

2d6+5
3d6+4
1d4

al

Shade Points

Psyche

Events

Crowbar
M7 Avenger
Combat Knife

No
rm

48

5 4
123 lbs
Black
Black and Grey
Male
Trill
17

Fu
ll

+10
Will

Vitals
Height
Weight

Fo
ot
ed

Fl
at

Mind Points

Wounds
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3

Luck

Psyche

18

Reflex

Firearms

17

ec
ie
s

+16

Character Image

Speed

75

Sp

Commo

Energy Reduction

40

Saves

+6

Intiative

Fortitude

23

Defense

Damage Reduction

Combat

Base Skills

+2

26

+8

21

+7

+5

Ch

18

14

Co
n

DE
X

St
r

Character
Name
M
SiomHain
Species
Limiri
Society
Minor University
Education
Scoundrel
Branch
Scavenger
Specialty

Range Incr 20 SA or B 20 rounds

97

Evasion
Improvised Evasion
Hide in Plain Sight
Light Armor Proficiency
Hacking
Simple Weapon Proficiency
Martial Weapon Proficiency
Improvised Weapon
Natural Gearhead
Skill Focus: Engenieering
Skill Focus: Programing
Skill Focus: Physical Sciences
Skill Focus: Defense
Weapon Finesse
Lightstep
Dodge
Mobility

Species Bonuses
Scent
Sneaky (+2 Stealth)
Survivor (+2 Natural Sciences)
Irresistable (+2 Comm Base Skill)

History - Jungle Born


Fast

Knacks
Jury Rig
Makeshift Weapon (1d6+3 Damage)
Grounded in your work (ER 6 vs Elec)

OPEN GAME LICENSE Version 1.0a


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John Strickler (order #7229644)

98

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