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UNIVERSAL SAGA

-THE RPG-

Written by: Justin R. Sudama Created by: Justin R. Sudama Creative Advisors: Andre Laffitte, Ian Tamura, Ian Underwood, John Jaillet, Andrew Martell Play Testers: Adam Vergato, Aleksey Cherkasskiy, Alex Brown, Alex Kontoff, Andre Laffitte, Andrew Martell, Andrew Spalding, David Parker, Greg Parker, Ian Tamura, Ian Underwood, John Jaillet, John Miller, Kevin Arsenault, Plus Many More I Forgot! This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. 2012 Justin R. Sudama

THE STORY THUS FAR


Everything has a story to it. -Kyros My name is Marshal Deacon, and I'm a human. I am also one of the Five, one of the last surviving members of the Deva species, a species of temporal energy beings. Yes, I am a sentiment being composed of time itself living inside the body of a human. So listen up, because as a part of time itself, I'm going to give you a rundown on the history of the galaxy as I know it. Our story begins at the dawn of time, when the big bang occurred gravity was so intense that time itself, a powerful sentient being who refuses to interact with us lesser people, was fractured. While time still existed, there were now smaller pieces that gained separate sentience, and eventually they formed an alliance with each other deep in the heart of the Triangulum Galaxy. They became known as the Devas, a species who had the knowledge of the universe at their fingertips, but as temporal energy beings they were unable to interact with physical matter directly. Shortly after their arrival they noticed a species of life evolving on a planet far off at the edge of the Milky Way Galaxy, where time actually moves faster than it does near the core. This species we know as the Jotun, giant blue men bearing a passing resemblance to apes. The Devas possessed the Jotun like parasites, by using their nervous system they took them on as hosts and controlling them. The Devas took their new bodies back to the Triangulum by building starships, but in the wake of this they left a substantial amount of technology on the Jotun world, technology the Jotun would later use to uplift their society to the next level. While the Devas were busy in the Triangulum, the Jotun were using their newfound technology left behind by the Devas and created a new species, a species that mixed machine and flesh, and the first of the Aesir was born, Odin. Odin rebelled against his creators, as they saw him not as a new species, but rather as a form of slave labor. Odin managed to create more Aesir using the same technology and they fled the Jotun world for the Andromeda Galaxy, vowing that they would always wage war against their former masters. Eventually the Devas made a breakthrough in their research after these events. With their heavily modified Jotun bodies, which were made smaller and had vast genetic engineering so that their hosts could manipulate temporal energy, they were still Jotun bodies. They were still limited as to what they could do, and the Deva's project required a new type of host, one more compatible in dealing with temporal energy. It was then that they seeded life on Earth, a planet far away from anyone's eyes, and played the waiting game. During these millions of years, the Jotun and Aesir warred with each other frequently, each forming massive empires geared for war, but instead of victory both sides found themselves in a bitter stalemate. It wasn't until the Devas had announced that they had developed humanity that the Aesir found a way to win the war. The Devas however fought a civil war for humanity. Some wanted humans to be peers, beings working side-by-side with the Devas and having access to their knowledge, while the rest wanted them to be isolated forever with no access to Deva technology. The war was fought, and those wishing for human isolation won. Five Devas who wished for human equality were imprisoned in Earth's core in a device that could trap temporal energy within. To answer the question you haven't asked yet, yes, I am one of these Devas. The remaining Devas whisked away many humans back to the Triangulum Galaxy while the Aesir used the humans DNA as a template to create the Delfs (commonly known as dark elves), Alfarians (commonly known as elves), Dwarves, Einherjar, and Valkyries. The Jotun on the other hand refused to create another species because of what happened with the Aesir. After watching their empire crumble around them the Jotun agreed that they would stay within the confines of their solar system and declared the Aesir the winners of the war. Odin, the leader of the Aesir, was not satisfied with the result. He wished to know if his people would ever be safe, so he turned to the Devas to aid him, and they showed him their great project: The Time Gate. A portal that could send a traveler anywhere in time and space, and then bring them right back without causing any type of paradox, as any events caused by the traveler would just create a separate timeline, one not connected to our own. Odin used this device to see the future and he saw the end of his people at the hands of the Jotun, but more importantly at the hands of one of his own Aesir, Loki. Loki was then instantly banished from the Andromeda Galaxy, left on a world with no means of getting off. However, she was resourceful and he managed to build himself a crude spaceship, and with it she stumbled upon the Delfs. Here she recruited them, hailing herself a God, the Delfs instantly crowned her their Empress, their GodEmpress. She then took them from their home world of Mongor to an old Aesir space station known as Corlon. Here she forged the Corlon Empire, and enslaved the dwarven people and drove the Alfarians into hiding. As

Corlon itself grew and the Delf population expanded throughout the galaxy (where they encountered the Systems Coalition, a band of three naturally evolved species who ended up as mercenaries for the Empire), the human race was left on Earth, abandoned by the Devas. They crafted their own religions based on the few encounters they had with the Aesir, Jotun, and Devas, and eventually developed their own technology. However, they were unaware that the Devas had left an important artifact on their world, the Time Gate itself. But Loki knew, and while she did not know the location of Earth, she was using the might of the Colon Empire to hunt it down. Meanwhile, in the Triangulum Galaxy, the Deva's secret project backfired. They had created a means of erasing anything from existence, meaning that an object would no longer exist but it wouldn't have existed and no one would have any memory of it. This, weapon for lack of a better word, backfired and the Devas were erased from history. However, because erasing time from time is just the strangest thing you can do to the fabric of reality, their contributions to the universe continued to exist. Either that or their machine didn't work as well as they had intended, which should be obvious because they accidentally erased themselves with it. So with the Devas gone, Loki and her Corlon Empire hunted down Earth and finally found it. The year was 2142 AD, I was one-hundred and fifty-two years old. I, and the other Five, Cade Havoc, Jason Valoric, Alex Harper, and Michael Walker, banded together after we realized what we were, more than human. We were Devas. We rose the buried Deva city of Atlantis from the mantle of Earth to safeguard humanity, and we used the Time Gate in a lastditch effort to kill Loki and destroy the Corlon Empire's main fleet. Of course, we did that by using the Time Gate not-as-intended, when the portal opened it created some type of temporal disruption, rippling the fabric of space and time which destroyed the Corlon Empire's fleet in orbit above Earth. We call this war the Gate War. Well, it was all good for a little more than a year. Humanity was rebuilding and we had formed a Galactic Union with the Alfarians and Dwarves, and had planned on getting the Delfs involved. That's when the Aesir struck, Odin had no idea that Loki was looking for a Time Gate, and Odin wanted it. He even went so far as to wipe out the Jotun during his initial strike so nothing would stand in his way. Little did he know that we had basically rendered it useless, but we discovered that the Time Gate Loki was looking for wasn't the one on Earth, it was the one within Earth's moon. Needless to say we discovered a massive complex within the moon, a place we nicknamed Luna Base, or just Luna. While there was no Time Gate actually here, there was a control system for some gate located within the Triangulum Galaxy. We could not let the Aesir get their hands on it, but we didn't know its exact location, just somewhere in the Triangulum Galaxy. I don't know if you've looked at a map, but a galaxy is a big place, and we are not so big. So Cade Havoc came up with the idea of rigging the controls so that the Triangulum Gate does exactly the same thing as the Earth gate did, then it would also be rendered useless. I figured that since Luna is the last line, I should be stationed here since I was just an old guy. I was wrong. Odin and an elite team of Aesir showed up at Earth, and they crashed into Luna, eager to get their hands on the Time Gate. I tried to stop them, and was swiftly killed for trying. They mortally wounded Cade shortly after killing me, but he had finished tampering with the controls, and when Odin activated the Time Gate, it created the temporal disturbance we all know and love. Except no one read the fine print. The Devas kept referring to this gate as The Triangulum Gate which was a critical component to their erase-things-from-reality weapon. Apparently a regular sized Time Gate, which is about as big as a house, didn't cut it, so they built the Triangulum Time Gate around the Triangulum Galaxy itself. Yes, they basically created a giant ring around the entirety of their galaxy. What's the problem with this? With a bigger gate, you have a bigger temporal disturbance, and with the angle of the Triangulum, that disturbance went full force into the Andromeda Galaxy, severely warping it forever. And just like that, the twenty-or-so Aesir became the last of their kind. Then Cade Havoc ascended. I use quotes around that because whatever happened to him never happened to me, so I have no idea what really occurred, all that we know is that he burned everything in that room to a crisp, and there was a huge amount of temporal radiation, yes that is a real thing, no do not ask me how it works, right where his now-missing body once was. And the 20-ish Aesir lost half their numbers, so the rest self-destructed their ships in hopes of preventing the Galactic Union from acquiring their technology. For the most part they were successful, but what they didn't know was that while their entire society and empire was lost, their home world from fifty thousand years ago got pulled out of time itself and brought into the present, although the Aesir in the Milky Way were absent in their population, namely Odin, they were back, and they didn't care about Time Gates. They cared about survival, they fled the now chaotic and dangerous Andromeda and created a New Asgard Empire far on the other side of the Milky Way galaxy, and they currently have diplomatic relations with the Union. However, it seems some of the horrors of the Andromeda followed them into what we now call The Dark Zone, mostly because that area of the Milky Way experiences major temporal disturbances. Anyways, these events are known as the Great War of 2144. I might add that immediately after the Great War, the three surviving members of the Five, Michael Walker, Alex

Harper, and Jason Valoric, took a Deva starship known as The Exalted, and left for the Triangulum Galaxy. They haven't been heard from since. Shortly after the Great War, some Delfs returned to Corlon, now a planet in size. You see, after the Gate War, many Delfs abandoned Corlon. Then during the Great War Odin had Corlon bombarded and had the remaining population exterminated due to their loyalty to Loki. Anyways, these Delfs wanted to rebuild the Corlon Empire so they went about rebuilding their God-Empress by creating a true artificial intelligence. They succeeded, and they created Corlonic Prime. Corlonic Prime slaughtered the Delfs and created many machine bodies in the form of Delfs and other species of the Galactic Union, and then it than created many warships all within the span of hours. The Union acted quickly, and while we can never know Corlonic Prime's true intentions, we fired our strongest weapon into the heart of Corlon and wiped it clean of Corlonic Prime. But Corlonic Prime was smart, smart enough to know what we were going to so, so it had spread its code out among all the machine bodies so upon its death they would all achieve sentience. Was that its plan after all? Who knows. The point is, we have the Corlonic race as a result. A full third of them surrendered to the Union while the other two thirds fled to some part of the galaxy. More on that later. Lets talk Trowls. What are Trowls? No, they aren't digging instruments, although you'll wish they were. Trowls are like the human myths of trolls. They are big, green, and you just can't quite kill them. They are like an entire species of Wolverine, and they fight in numbers. Luckily they aren't all that bright, and their technology seems to be below what the Union works with, but that didn't stop them from driving a wedge between the Galactic Union and the former Corlon Empire's colony worlds all within the span of a few months. This wedge spans many light years, just large enough where most FTL drives can't make the jump all the way to the colonies. With their new isolation, the colonies created a Shadow Treaty making each solar system an independent governmental entity. The Trowls couldn't care less and kept fighting until the Einherjar and Valkyries showed up. Apparently they had been trying to figure out what to do with themselves after the Great War, and they had been sitting just outside the galaxy in a massive space station known as Valhalla, which during the Great War was Odin's base of operations. The Trowl Invasion was enough to spur them into battle, and they protected the newly founded Shadow Worlds. The Valkyries aided in battle but acted mostly as medical operations, while the Einherjar, once part of Odin's Army of the Dead, were now their own separate entity. Their greatest member who rose to that position right after the Great War was one they called Lord Nido, and he renamed them the Knights of the Dead. Yeah, they're a bunch of goodie-twoshoes, and it's okay to call them space paladins. I do, frequently. Well, apparently this new front against the Trowl Hordes gave them pause, and then some leader appeared, one the Trowls called The Smart One which is a pretty dumb name if you ask me. This Smart One told them not to invade anymore, but to defend their territory, including the worlds they claimed from the Union and the Shadow Worlds. Remember the Corlonics, specifically the two-thirds that flew off to a random part of space? Well, we were just minding our own business when this mysterious ship appeared over Corlon, which is now a major core world and home to the Corlonics that sided with the Union. This ship belonged to a religious galactic government known as the Republic of Fenora. The Republic was locked in battle with the Corlonics, and they were losing badly. They had managed to trace the Corlonics to their origin, which they had hoped was a home world they could destroy, however they found allies in the Galactic Union. The Union pledged themselves to help the Republic fight this Machine War against what the I hate all organic life Corlonic's were calling themselves, the Machine Brotherhood. No, I don't think machines have genders, so they could've just as easily gone with Machine Sisterhood if you ask me. Anyways, this Republic was home to four different species who had evolved without any direct influence from the Devas, which besides the species in the Systems Coalition, was rare. The fact that they, just like the Coalition, were all located within a few thousand light years from each other and met up and formed their own government before we arrived, it can't be a coincidence. But there's no evidence to suggest otherwise, so there you have it. Also, if the Republic wasn't so tightly religious, I'm more than certain they would've joined the Galactic Union, and with statistics showing that many members of the Republic are losing faith in their goddess Fenora, mostly due to the fact that the Machine War is still ongoing after all this time, I think that in the next twenty years the Republic will seriously join the Union. The fact that their technology level is lower than the Union should be reason enough, they simply don't have the hardware to fight the Machine Brotherhood and they need full Union support, support that comes from being a member, not just an ally. Let's talk weird now, shall we? Let's talk about the mysterious race of beings, Hallows, that showed up in a massive tree stump in the middle of a desert world with no idea how they got there, nor any idea of who they are or where they even came from. With a little research, we figured out that they are in fact DNA hybrids of Humans and Trowls. Their world is on the edge of Trowl Space, and many think that they are a result of the Smart One's experiments.

To let things get even weirder, not too long ago the modified Jotun hosts the Deva's used came into our galaxy, calling themselves Travelers. They had gained their own sentience, and they were using Deva technology jury rigged with our own technology. They now own their own solar system on the edge of the Shadow Worlds. Finally, here's a big event. Just a few months ago I woke up as a 23 year old, my last memory was when I was in 2013 AD. I had been cloned, more like built from the ground up using nano-fabrication technology, but someone had gone through the trouble of making sure that I was still playing host to my original Deva-temporal being. So that happened. Oh, and now the other Five are back, in the form of a Dragoon from the Republic, an Alfarian of the Galactic Union, an Einherjar from Valhalla, and a Forged from the Machine Brotherhood, and here I am, teaching you some basic history. Any questions?

CHARACTER CREATION
We all started somewhere. -Raze Le'mar Players looking to play in the Universal Saga RPG must have a character of some kind. Whether that character is a mighty einherjar, a crafty delf, or even one of the steel corlonics, each player must choose a race and make their character however they wish it. For players or game masters who which to create their own non-player characters, this chapter provides information needed to successfully create any kind of character. The basic core rules are presented here, along with four different power levels to begin a character. Game Masters (GMs) choose a power level for their campaign and all players use that power level for creating their characters. This chapter is designed to help players create characters in ten easy steps.

Five Core Rules


1 2 3 4 5 [Skill + Stat + Modifier + D10] is the core system formula. Always round down when dealing with fractions or multiple fractions. A roll of a 1 in anything is always a failure. A roll of a 10 is always a success when making an attack roll. Defender (Target) wins in ties. Specific rules surpass general rules.

Step One: Campaign Level


This book is designed around a medium powered campaign; as such the majority of Difficulty Checks (DCs) are set to 15, with a few set to 10, 20, and 25. In order to balance out this book to a higher campaign level, simply add or subtract 5 from all DCs depending on what the campaign level is. Low Powered Campaign Level A low powered campaign is very gritty, with combat almost always ending poorly for everyone. These types of campaigns are usually about no-name characters who are just trying to live out their existence without even trying to make their names known in the galaxy. Characters in a low powered campaign start off with 3 stat points, 10 save points, 10 base skill points, 10 base sanity points, $10,000.00 base starting cash, and a special ability from their racial list. The cap on stat ranks, save ranks, and skill ranks is 4, which include the base 3 ranks for stats. A character cannot spend more than one forth of their starting cash on one item (including upgrades). The average DC for low powered campaigns is 10. Medium Powered Campaign Level A medium powered campaign is a typical campaign, where the characters are just as good as the average person and they have hopes and dreams just like everyone else. Combat usually ends with the characters winning as long as the numbers are even. Characters in a medium powered campaign start off with 5 stat points, 15 save points, 15 base skill points, 15 base sanity points, $15,000.00 base starting cash, and two special abilities from their racial list. This book assumes campaigns are medium powered campaigns. The cap on stat ranks, save ranks, and skill ranks is 6, which include the base 3 ranks for stats. A character cannot spend more than one forth of their starting cash on one item (including upgrades). The average DC for medium powered campaigns is 15. High Powered Campaign Level High powered campaigns make the characters out as galactic heroes who are almost always able to get what they want done, easily. Combat almost always ends in the characters favor even when ambushed or outnumbered slightly. Characters in a high powered campaign start off with 7 stat points, 20 save points, 20 base skill points, 20 base sanity points, $20,000.00 base starting cash, and three special abilities from their racial list. The cap on stat ranks, save ranks, and skill ranks is 8, which include the base 3 ranks for stats. A character cannot spend more than one forth of their starting cash on one item (including upgrades). The average DC for high powered campaigns is 20. Epic Powered Campaign Level Epic powered campaigns have the characters being the closest thing to gods or at least the ancient races. Characters almost always win in combat, even when facing armies and they can take a light hearted approach to most tasks as

they will usually succeed in whatever they do. Characters in an epic powered campaign start off with 10 stat points, 25 save points, 25 base skill points, 25 base sanity points, $25,000.00 base starting cash, and all special abilities from their racial list. The cap on stat ranks, save ranks, and skill ranks is 10. A character cannot spend more than one forth of their starting cash on one item (including upgrades). The average DC for epic powered campaigns is 25.

Step Two: Stat Scores


There are five stat scores known as the AESIR scores, and a player uses their stat points to spend on these six scores. All of a characters five abilities start at three (3) ranks as the base and are then modified by their races modifiers. Players then use their stat points to increase their ranks player may not lower a stat score in order to gain more stat points. The cap on all stat scores is 10 and no score can go below zero (0). Below are further explanations of each stat score and why they are important. Allure: This stat deals with a characters physical beauty, their force of personality, and is also factored it into all allure based skills. Allure also grants a character more starting cash. Empathy: This stat represents a characters ability to read other peoples moods, emotions, motives, and factors into willpower saves. Empathy also grants a character more starting sanity points. Strength: This stat covers a characters endurance, hit points, toughness, and factors into endurance saves. Strength also grants the character more starting hit points. Intellect: This stat measures a characters IQ, ability to learn, reasoning abilities and is factored into all intellect based skills. Intellect also grants the character more starting skill points and is added to initiative. Reflex: This score that measures a characters finesse and it is factored into all reflex skills. Reflex is also factored into a characters running speed, their initiative, and defense. Benchmarks When a character is creating a character, or a GM wants to limit the amount a character can have a stat score, keep these benchmarks in mind. A good rule of thumb is that a character cannot have a stat rank higher than 5 for low powered campaigns, 7 for medium powered campaigns, and 10 for high and epic powered campaigns. Stat Score Characters Power 0 Completely Inept, Disabled 1 Child, Elderly, Impaired 2 Below Average, Teenager 3 Average Adult 4 Slightly Above Average 5 Above Average 6 Well Above Average 7 Gifted 8 Highly Gifted 9 Extremely Talented 10 Best In A World 11+ Superhuman, Cybernetics, Robotics, Special Abilities

Step Three: Species


After a character selects their abilities, it is time for them to select their species. There are twenty seven different species (Aesir, Airival, Corlonic, Delf, Dragoon, Dwarf, Einherjar, Elman, Elf, Farling, Forged, Gartog, Hallow, Huldra, Human, Jarin, Kitoc, Lanight, Norn, Qrash, Razer, Sjorva, Traveler, Trowl, Valherjar, Valkyrie, and Vardoger) in the galaxy. In addition to their species bonuses, each character gets at least one special ability from their species. See chapter 3 for more information on species and special abilities.

Step Four: Skills


Once a player selects their species they can select they skills they want their character to learn using the skill points that a character gets. A character gets [(Intellect x 10 + Base Starting Skill Points] in skill points. One rank in any skill costs one point. A character can have a maximum of 10 ranks in any skill. Chapter 4 has more information on skills.

Step Five: Equipment


After skills and races a character can buy gear. A characters starting cash is equal to [(Allure x $1,000.00) + Base Starting Cash] at character creation. Characters shouldnt spend more than one third of their cash on one item although this is not a rule, it is a guideline. Enhancements upgrade a characters body and mind and cannot be removed without surgery; however they still count as equipment that a character buys. See chapters 5, 6, and 7 for more information on equipment and enhancements.

Step Six: Hit Points


After stat scores, skills, and equipment a character adds their strength to each limbs starting hit points. The torso has 12 starting hit points, each arm and leg has 7 starting hit points, and the head has 2 starting hit points. This means a character has 42 starting overall hit points. Overall hit points is [(Strength x 6) + 42].

Step Seven: Sanity Points


A character uses their empathy to determine their sanity points, which is used for enhancements. A characters sanity points are [(Empathy x 10) + Base Starting Sanity Points] at character creation. Increasing a characters empathy score does not increase their sanity points, and the only way a character can increase their sanity points is by paying experience points for them.

Step Eight: Saves


There are three major saves that a player needs to calculate for their character. First there is Endurance which is calculated as (Endurance = Strength + Species + Ranks + Misc). Endurance is a characters strength against things such as poison gas, harmful foods, the vacuum of space, and other such physical trying ordeals. Next there is Willpower which is (Willpower = Empathy + Species + Ranks + Misc). Willpower helps a character overcome mind control effects, such as drugs designed to affect the mind, telepathy, and even technology that probes or affects the mind. Failing a willpower check means losing a sanity point. Finally there is Defense which is (Defense = Reflex + Species + Ranks + Misc). This stat helps with a characters ability to dodge attacks. All saves begin at 1. A character gains a certain amount of save points which they can distribute among these three saves.

Step Nine: Final Adjustments


After gear, its time to adjust all the characters stats, such as initiative rank (Reflex + Intellect + Misc), damage reduction (Armor + Species + Misc), combat defense (defense +5) and other numbers such as carrying capacity (see System chapter, Conditions), height and weight, age, and remember to total up all the weight in the characters possession. A character can leave some equipment at home, the armory, or any other reasonably safe location where they can pick it up if its needed. It just isnt practical to walking down the street with a massive devastator gun.

Step Ten: One More Thing


Congratulations you have successfully created your character.

SPECIES
...What the hell are you? -Marshal Deacon The galaxy is not as empty as one would think it is. The population of the galaxy sits a little above a trillion and a half souls, including all twenty eight different species and including those that live in the Net. Each one is unique in what skills they know and what type of special abilities they have. Language: Different locations mean a different starting language. The following chart details which starting location grants which starting language all characters in a group know. Additionally, characters do not need to know a starting location language and having one is entirely optional. Starting Location Starting Location Language Brotherhood Domain Binary The Systems Coalition Feneris New Asgard Empire Runic Norn Ascendancy Sanskrit The Republic of Fenora Eyja Shadow Worlds/Dark Zone Fuse The Galactic Union Vanir Valhalla Space Aesir Special Abilities: There are four types of special abilities, DNA, Psychic, Trained, and Mechanical. DNA abilities come from a characters DNA or are a part of the characters physical nature. Psychic abilities come from the characters mind or mental development or even mental conditioning. Trained special abilities come from a characters training or regiments that involve most of their life spans. Mechanical abilities are similar to DNA abilities however these abilities do not use organic DNA although they are just as much a part of the race as if it were DNA. All special abilities require at least a free action, and if not stated, they use free actions to activate. All special abilities require recharging time before being used again, thus when a characters ability duration ends it recharges equal to the time of the abilitys duration. For example, an ability that lasts for one minute cannot be used for two minutes after the initial activation. Instant abilities (abilities that have no duration) have a standard two minute recharge rate. If a character dies, any special abilities that are active stop working as free actions.

Aesir
These New Aesir are the same species from over 50,000 years ago, before any of the events that shaped the Old Aesir who fought the Great War with the galaxy. These Aesir have created a New Asgard Empire away from anyone and have kept an isolationist policy up until just recently where many have begun to venture out of the Empire to explore the galaxy. They are tall and muscular species, taller but thinner than einherjar. Physically they resemble einherjar to some extent, although their skin tones and hair colors are radically different. Aesir only have four fingers per hand, and have very small mouths. Example Names Tyr (Male), Balder (Male), Nanna (Female), Frigg (Female) Skin Color Silver, Black, Grey Eye Color Yellow, Red, Purple, Blue, Green Hair Color Blonde, Blood Red, Orange, Black Genders Male, Female Homeworld New Asgard (Formally Asgard), New Asgard Empire Ability Adjustments +1 to Reflex, -1 to Empathy Skill Bonuses +1 bonus to combat skill of choice at character creation Save Bonuses +1 to defense, +2 to endurance, and +2 to willpower Starting Language Runic Minor Ability Can reroll their damage rolls per attack but they must accept the second roll Aesir Special Ability List Ancients Divine (DNA)

An Aesir can, as a move action, increase the base damage they deal by double, thus turning a 2D8+4 damage weapon into a weapon that deals 2D8+8 points of damage. The Aesir can also shift the type of damage one weapon they are wielding as a move action. An Aesirs strength counts as the base damage for melee weapons. This ability lasts for one minute and is activated as a move action. Fallen Angels (Psychic) The Aesir adds a move action to any attack they make, and thereby maximize the damage that weapon can deal. For example, a weapon that deals 2D8+4 points of damage will do 20 points of damage. This ability can be activated as an extra move action to any attack up to three times within one minute. Holy War (DNA) An Aesir can select up to five different targets, including themselves, and increase the die of damage any weapon those targets deal by one. For example a 2D8+4 damage weapon will become a 3D8+4 damage weapon. The targets of this ability must be within a range of 5. If the weapon is not wielded by the target or the target uses a different weapon, normal damage is dealt. Activating this ability requires a standard action and lasts for one minute. Punishment Divine (Psychic) An Aesir can cause any of their own attacks that hit to bypass all forms of damage reduction, although the damage is halved. Activating this ability requires a free action, and can be used for a total of three times within one minute after the ability is activated. Thunder Gods (Mechanical) An Aesir can cause their weapons to fire faster than normal, allowing for the weapon to use a smaller action. A full round action weapon uses a standard action, standard action weapon becomes a move action, a move action weapon becomes a free round action. Free round weapons still use stay free rounds. A weapon that fires like this uses twice the normal amount of ammunition, and if it does not have the ammunition to do so, it cannot fire faster. This ability is activated as a move action and lasts for three rounds.

Airival
This species is one of the two from the wasteland world of Aerevel. They have special organs that allow them to naturally project energy fields and manipulate them at will. They all have semi-thick strands of solid bone for hair and are oddly shaped for an alien species, much like a bird but instead of wings it has very bony arms. Example Names Kesel Vertal Senos (Muon), Earivol Casvaous Gretionul (Moun), Jarn Herel Ederal (Soun) Skin Color Shades of Orange and Red Eye Color Blue, Purple, Green Hair Color Bone Genders Suon, Muon (Male, Female) Homeworld Aerevel, The Shadow Worlds Ability Adjustments +1 to Allure, -1 to Reflex Skill Bonuses +2 bonus to electronics Save Bonuses +2 to defense, +2 to endurance, and +1 to willpower Starting Language Sloveric Minor Ability 3 points of stackable energy damage reduction on all limbs Airival Special Ability List Glorious Shields (Psychic) This ability allows an airival to create a stackable energy shield around five different targets, although they cannot target themselves with this ability. Each shield covers all limbs and acts like armor and provides EDR 4. This ability is activated as a standard action and lasts for one minute. Heavens Gate (Mechanical) The airival can choose up to five different targets, each target must make a DC 15 willpower check otherwise each

one of their attacks must overcome an energy damage reduction of 10 before the attack can hit anything. This ability requires a full round action to activate, and lasts for one minute. Protective Blast (Mechanical) When an airival activates this ability they focus their energy shield into a burst that causes all targets within a radius of 3 from the airival to be thrown 10+airivals allure in squares away, minus one square for every 100 pounds of weight the target has on them. All targets thrown this way land prone and take any type of falling damage. The burst itself does not cause any damage. This ability requires a full round action to activate. Shields of Glory (Psychic) The airival can create five energy shields of 4 energy damage reduction and 10 hit points each. Each one of these shields covers one side of a square. The airival can place these shields in any area within a range of 6, after which the airival cannot move them again. The shields count as cover for anyone who wishes to use them. The airival activates this ability as a standard action and it lasts for one minute. Shield of Time (Mechanical) When the airival activates this ability, they create a shield that prevents them from gaining or losing any actions. Furthermore, the shield also grants them a stackable energy damage reduction of 4 and counts as a shield. If the airival has lost or gained any actions when this ability is activated, they either lose the extra actions, or regain their lost ones. Activating this ability is considered a free action, and it lasts for one minute.

Corlonic
Corlonics are a race of mechanical beings created by their now dead god, the first true artificial intelligence, Corlonic Prime. The Union destroyed Corlonic Prime but not before it separated its consciousness into each of the drones in its army. Corlonics are die-casted robots with specialized motors and gears that use much more advanced technology than modern cybernetics. The corlonics of the Union struggle with poor relations as the majority of them have created an organization bent on the destruction of all organic creatures in the galaxy. This infamous organization is called the machine brotherhood and for the past twenty years they have warred with the Union and the Republic in what is known as the Machine War. Example Names Democracy, Legion, Pride, Rock, Steel, Valor, Zen Skin Color Shades of Grey, Various Metallic Colors Eye Color Red, Orange, Yellow, Green, Blue, and Purple Hair Color None Genders None Homeworld Corlon/Prima Class Ships, The Union/The Unknown Ability Adjustments +1 to Strength, +1 to Intellect, -1 to Empathy, -1 to Allure Skill Bonuses +2 bonus on computers Save Bonuses +1 to defense and +4 to endurance Starting Language Binary Minor Ability Immune to psychic damage, takes double energy damage, 2 points of stackable physical damage reduction, and immune to suffocation Corlonic Special Ability List Liquid Skin (Mechanical) By becoming a liquid metal, corlonics can dodge attacks easier as well as absorb damage, gaining a +2 bonus to defense and taking half damage from physical attacks after damage reduction. This ability requires a move action to activate, and lasts for one minute. Machine Code (Mechanical) A corlonic automatically gains control of any machine that is controlled from a range of 10. Only mechanical technology can be taken control of, not organic technology or living technology such as another corlonic or a forged.

This ability lasts for one minute and requires a standard action. Nano-Armor (Mechanical) The bonding mechanism of a corlonics skin is strengthened on a level similar to molecular bonded armor. The corlonic gains a stackable physical damage reduction bonus of +4 to all limbs in addition to their minor ability. They can activate this ability as a free action, and it lasts for one minute. Over-Clocking (Trained) As a move action, a corlonic can gain a +2 bonus to strength, a +1 bonus to physical damage reduction on all limbs, and moves 2 squares more per move action. This ability lasts for one minute. After this minute the corlonic is fatigued for 3 rounds. Reconstruction (Mechanical) A corlonic can heal up to 25 hit points as a free action, not all hit points need to be spent at once. This ability is constantly active and every 30 minutes a new batch of 25 hit points is regained and any unused hit points are lost.

Delf
The delfs were a race of beings bearing many genetic similarities to elves. The delfs conquered the galaxy more than five hundred years ago with their Corlon Empire, with it they forged several homeworlds, including Corlon. However, after their Empire fell apart a hundred years ago their current homeworld is their original one, Mongor. The delfs suffer from the fact that they created one of the most bloodthirsty empires in the galaxy with the aid of an Aesir known as the God Empress. They slaughtered elves, enslaved dwarves, and even tried to wipe out mankind. Many delfs today try to redeem themselves from this horrible reputation. Example Names Drake Lineton (Male), Lris Detch (Male), Dana Luehart (Female), Liath Dunn (Female) Skin Color Black, Dark Grey, Dark Brown, Dark Blue-Grey Eye Color Dull Green, Dull Yellow, Dull Orange Hair Color White, Black, Shades of Grey Genders Male, Female Homeworld Mongor, The Union Ability Adjustments +1 to Allure, -1 to Strength Skill Bonuses +1 bonus to persuasion and streetwise Save Bonuses +2 to defense, +1 to endurance, and +2 to willpower Starting Language Aesir Minor Ability Night vision range 50 and a +3 bonus to the local history skill Delf Special Ability List Connections (Trained) From arms dealers, to pizza delivery boys, to even high priests, a delf can find a person who is an expert in the subject matter that they need as a full round action. This ability allows a delf to find one expert in any field once per 30 minutes and arrange a meeting with this expert. The expert in question always meets the delf with a friendly attitude, unless the delf has met the subject before in which case they return with the attitude the delf left them with. Chaos Incarnate (Psychic) The delf cause all targets within a range of 30 to automatically attack the closest target next to them that is not the delf. All characters are affected by this ability except for the delf. Targets affected this way must make a willpower check (DC 10) in order to attack the delf. Activating this special ability requires a full round action and lasts for three rounds. Dark Empire (Trained) Delfs know how to cause confusion within the ranks, and thus when this ability is activated the delf can choose one target up to a range of 30. This target must make a willpower check (DC 15) and upon failing they must attack the closest target. This ability is activated as a standard action and lasts for one minute.

Silver Tongue (Trained) If the delf were to become the target of any attack or ability, the delf can force the attacker to make a willpower check (DC 15) so long as the attacker is within a range of 30. Upon failure, the delf can assign a new target for the attack or ability or completely cause the attack or ability to not go off that turn. Activating this special ability requires a free action. Snake Talk (Trained) When this ability is activated, the delf chooses one target within a range of 30 and causes that target to make a DC 15 willpower check. Upon failure the target cannot harm the delf and up to four allies of the delf. Furthermore the target moves up one step in the diplomacy scale permanently. This ability lasts for one minute and is activated as a standard action.

Dragoon
Dragoons are a race of highly intelligent plant-based beings. These people are warriors of the Republic and act as military leaders in the Republics fight with the machine brotherhood. Dragoons have three genders, Retal, retar, and retac. Any one gender can mate with any gender that is not their own to produce the third gender. For example, a retal and a retar that mate will produce a retac. Dragoons are not very devout and are seen as the weak link in the Republic, although they serve as the Republics arm of high technology. Example Names Raze Lemar (Retal), Rin Getar (Retar), Raci Jeoar (Retac) Skin Color Shades of Green, Dull Turquoise Eye Color Bright Red, Bright Orange, Bright Yellow Hair Color Dark Red, Dark Blue, Black Genders Retal, Retar, and Retac Homeworld Garamond, The Republic Ability Adjustments +1 to Reflex, +1 to Intellect, -1 to Strength, -1 to Empathy Skill Bonuses +1 to pilot and research Save Bonuses +2 to defense, +2 to endurance, and +1 to willpower Starting Language Vopna Minor Ability Immune to Suffocation, Bone Blades: Unarmed attack, +1 to hit, D10 physical damage Dragoon Special Ability List Bone Lance (DNA) This ability allows a dragoon to make a submachine gun attack at a target within a range of 15. This attack rolls 5 separate attacks, each with their own hit location roll. Each attack deals D6+2 points of physical damage. A dragoon can use this ability three times within one minute, and activating this ability requires a standard action. Blades of Fury (DNA) As a move action the dragoons bone blades can bypass physical damage reduction for one minute. Furthermore, if a target loses any amount of hit points from an attack by the bone blades that limb is automatically considered bleeding and can only be cured by a DC 15 first aid check. This ability is activated as a move action and lasts for one minute. Iron Will (Trained) The dragoon has been trained to withstand the effects of insanity and thus while this ability is active the character is immune to insanity despite the number of sanity points the dragoon might have. Furthermore, this immunity extends to any other targets of the dragoons choice within a radius of 3. In addition to the immunity the dragoon gains a +3 bonus to willpower checks. Activating this ability requires a free action and lasts for one minute. Ivory Armor (DNA) When this ability is activated it has two forms, light plates and heavy plates. Light plates grant a physical damage reduction of 3 to each limb. Heavy plates grant a physical damage reduction of 9 to each limb however the dragoons reflex score is halved. The dragoon can switch between the two types as a standard action. Dragoons can

wear physical armor over light plates, but not over heavy plates. This ability is activated as a move action and lasts for one minute. Military Leadership (Trained) When this ability is activated the dragoon can select up to ten different targets within a range of 30. Each one of these targets must make an endurance, defense, and willpower check each at DC 15. If the target fails the endurance check they take a -2 penalty to all saves. If the target fails the defense check, they take a -2 penalty on all skill rolls. If the target fails the willpower check they deal 2 points less damage with any weapons they wield. This ability is activated as a full round action and lasts for one minute.

Dwarf
Dwarves are short, stocky, and extremely intelligent when it comes to mechanical and electronic components. These creatures build all sorts of high technology for the Union and their homeworld even has a forge built all around their world, a dock known as the Ave. These creatures spent more than four hundred years as the slaves to the delfs legendary Corlon Empire; as such they are eager to prove their independence from any new masters. Example Names Harper Hoddan (Male), Jak Rokon (Male), Jerl Hoddan (Female), Hoil Rokon (Female) Skin Color Pale Tan, Pale White Eye Color Shades of Brown Hair Color Brown, Orange, Black, White, Shades of Grey Genders Male, Female Homeworld Nioavellir, The Union Ability Adjustments +1 to Intellect, -1 to Reflex Skill Bonuses +1 to electronics and mechanics Save Bonuses +1 to defense, +3 on endurance, and +1 to willpower Starting Language Aesir Minor Ability Can reroll failed intellect checks but they must accept the second roll Dwarf Special Ability List Incomplete Blueprints (Mechanical) A dwarf with this ability can target any one item that has at least 1 or more hit points. The device loses all harmful conditions and acts as if it was fully functional. This ability requires a full round action to activate and lasts for ten minutes. Iron Siege (Mechanical) The dwarf can choose up to five different targets with this ability. Each target gains the ability to bypass one type of damage reduction for one minute with any attack or weapon in addition to the weapons natural bypassing abilities. Activating this ability requires a full round action. Master Crafter (Mechanical) As long as a dwarf has at least one round they can grant a +1 bonus to damage to any weapon and +1 bonus to DR to any armor any allies that are inspected by the dwarf, including themselves. The dwarf can inspect people up to a minute, allowing for six inspections. The bonuses last up to ten minutes, and the dwarf must spend a full round action inspecting one person. Stand Firm (Trained) When the dwarf makes a willpower check, they can activate this ability as a move counter action. When this ability is activated the dwarf can cause another target to make the same willpower check and suffer the same effects if they fail. If the dwarf passes the willpower check by 5 or more, they can choose another target to make the willpower check. Tech Upgrade (Mechanical) The dwarf can add a +1 bonus to the base damage of any weapon or +1 to the DR of any armor. For all other gear

except for chemicals, the dwarf can boost the bonuses by double their current standards. For communication systems, special vision systems, and sensor systems, range is doubled. This upgrade is permanent, and requires the dwarf to work on the object for at least 30 minutes. An upgraded object cannot be upgraded more than once.

Einherjar
Einherjar are bulky humanoid creatures that look like muscular humans with elfish and dwarven traits. These creatures patrol the galaxy as police known as the Knights of the Dead, although they tend to stay away from the Norn Ascendency, the Union, and the Republic. These creatures operate out of Valhalla Space hoping to bring order out of a galaxy thrown in chaos. Einherjar are male only as they are created from the souls of dead dwarves, elves, or humans. This soul gains a second life, as it is usually the case that a valkyrie reaped the soul after deeming it worthy of having a einherjar body. Einherjar have recently become fond of creating their own after watching warriors of other races out in the field. Example Names Lex Mechanus, James Mechanus, Jorin Nightguard, Garos Nightguard, Karn Odinson Skin Color Dark Tan, Tan Eye Color Orange, Brown, Red, Yellow Hair Color White, Brown, Grey, Black, Bald Genders None (Male Appearance) Homeworld Valhalla, Valhalla Space Ability Adjustments +1 to Strength, +1 to Allure, -2 to Empathy Skill Bonuses +1 to leadership and style Save Bonuses +2 to defense, +2 to endurance, and +1 to willpower Starting Language Aesir Minor Ability +2 bonus to any combat skill for one minute, free action to activate Einherjar Special Ability List Ancient Memories (Psychic) An einherjar can recall all of their memories and gain a +2 bonus to any one skill of their choice (chosen when the character first gains this ability) as well as a +2 bonus to all saves. This psychic ability lasts for one minute and is activated as a move action. Brothers United (Trained) All einherjar were trained to work in teams and thus they can grant any targets within 4 squares a +1 bonus on all rolls. If a target leaves the area of effect they lose the bonuses of this ability. This ability is activated as a move action and lasts only for one minute. Gods of War (Trained) The einherjar can reroll any failed to hit rolls for one minute. They must accept the second result no matter what. Furthermore, the einherjars minor ability increases from a +2 bonus to a +4 bonus. This trained ability is activated as a move action and lasts for one minute. Immortal Warriors (DNA) This ability allows an einherjar to survive despite their overall hit points for one minute. After the minute passes, and the einherjar has negative or zero overall hit points left they die instantly. Losing all hit points from their head causes them to die as normal. If an einherjar has more than zero overall hit points after the minute they stay alive, cheating death. This ability is activated as a free action and lasts for one minute. Old Blood (Psychic) The einherjar chooses their former race upon acquiring this ability (dwarves, elves, or humans). When this ability is activated, the einherjar gains +2 to intellect and the ability to reroll failed intellect rolls once if they chose dwarf; +2 to reflex and radar with a radius of 10 if they chose elf; and +2 to empathy and the ability to reroll a failed willpower check once if they chose human. This ability lasts for one minute and is activated as a move action.

Elman
Elmans are quite literally human-elf hybrids. When a human and elf mate the resulting offspring is an elman. Furthermore, if an elman mates with a human, elf, or another elman the result is another elman. This has aided in human-elf relations while also increasing the elman population significantly over the past hundred years. Elmans are known to be extremely psychic possibly due the fact that they lack the human inhibitor gene. Example Names Jake Stavos (Male), Mike Tanis (Male), Karen Sunous (Female), Abby Garios (Female) Skin Color Pale White, Light Grey, Light Tan Eye Color Green, Brown, Blue, Turquoise Hair Color Brown, Light Brown, Blonde Genders Male, Female Homeworld None/Fleet Zero-One, The Union Ability Adjustments +1 to Empathy, +1 to Intellect, -1 to Reflex, -1 to Strength Decent Delf, Elman, Elf, Forged, Human Skill Bonuses +2 to language Save Bonuses +1 to defense, +1 to endurance, and +3 to willpower Starting Language Fuse Minor Ability Delfian Descent: Night vision range 25 and a +1 bonus to the local knowledge skill (Choose Two) Elman Descent: Soundless one-way communication with any targets in radius 10 Elven Descent: Radar with a radius 5 Forged Descent: Reroll failed endurance checks with -3 penalty (must accept second roll) Human Descent: Reroll failed willpower checks with -3 penalty (must accept second roll) Elman Special Ability List Interface (Mechanical) As a full round action, an elman can choose one item (not a vehicle or a person) and with a DC 15 willpower check they can know everything that item has been through, seen, heard, or even felt in the past 12 hours, plus an additional hour for every point the elman passed the check by. The elman gets visions from the point of view of the item, thus if something was shown outside of the view of the item the elman will not be able to see it. The elman feels as if they were the item, however all this knowledge leaves the elman after 24 hours. Mental Blast (Psychic) The elman can target one foe, despite not being able to see or hear them, and hit them with an attack that deals D6+4 points of psychic damage over a range of 30. The target makes a willpower check (DC: elmans attack roll) in order to avoid the damage instead of a defense save, but damage reduction still applies. An elman who attacks a target they cannot see or hear knows the target is within a radius of 30, but not where the target is, and can only sense one target at a time, closest target first (not including any allies). This attack always hits the targets head and thus hit location does not need to be rolled. This ability requires a standard action to activate. Pyrokinesis (Psychic) Rolling to hit, using their intellect instead of reflex for to hit bonus, they can fire bolts of fire that deal 2D4+6 energy damage at a range of 24 as a move action. This fire also can light up flammable objects such as wood dealing D4+2 energy damage every round. If a character walks through fire, they are dealt D4+2 points of energy damage for each square of fire the character walks through. An elman can also create a wall of fire one square high, four squares long, and one square thick as a standard action. An elman can create one wall and four bolts of fire once per 30 minutes. Unused bolts are lost when the 30 minutes pass. Telekinesis (Psychic) The elmans have had their minds evolve so much that they can lift any object up to their intellect score instead of their strength score within a range of 12. Furthermore, they can also throw or push objects using their intellect instead of strength. Activating this ability requires a standard action and lasts only for one minute. Telepathy (Psychic)

An elman gains a +4 bonus to hit and a +4 bonus to defense against any targets they are reading the minds of. The elman also gains temporary ranks in all intellect skills that any targets in the area has ranks in, up to the highest characters ranks in the same skill. Finally, an elman can cause the target to make a DC 15 willpower check otherwise the elman can ask one question to the target and be answered truthfully. A target can choose to resist having their minds read by succeeding a different DC 20 willpower check which prevents the elman from gaining any bonus against them. This psychic ability requires a move action, has a radius of 10, and lasts for one minute.

Elf
Elves, also known as Alfarians, have turned from being a race of highly intelligent researchers into a race devoted to stealth warfare. This change took four hundred years but now the elven race no longer recalls their days as philosophers, instead they have let the humans fill that role in the Union. Elves are now the Unions pilots and soldiers, using their dexterity to their full advantage. Example Names Kyros (Male), Helios (Male), Leis (Female), Jentis (Female) Skin Color Light Grey, White, Light Tan Eye Color Green, Blue, Purple Hair Color Light Brown, Blonde, Silver Genders Male, Female Homeworld Alfar, The Union Ability Adjustments +1 to Reflex, -1 to Allure Skill Bonuses +2 to stealth Save Bonuses +2 to defense, +1 to endurance, and +2 to willpower Starting Language Vanir Minor Ability Radar sensor with a radius of 10 Elf Special Ability List Celestial Knowledge (Psychic) This ability allows all targets within a range of 10 of the elf to make a willpower check (DC 15). Upon passing this check all rolls they make are automatically maximized. This means if a weapon were to deal 2D8+4 points of damage, it deals 20 points of damage. If an attack roll is made, the roll is automatically a 10. This psychic ability requires a full round action to activate and it lasts for only one round. Dimensional Door (Psychic) An elf can use a move action to teleport up to a range of 15 or for up to one minute whichever comes first, provided they can see the location they are trying to teleport to. Teleporting is completely silent, granting the elf a +2 bonus to stealth for two minutes after the ability is activated. Magical Veil (Psychic) As a move action, an elf may turn themselves and any equipment within a medium load invisible. The elf is fatigued for one round at the end of the turn their invisibility wears off. An elf that is already fatigued or wounded (at least half of overall hit points gone) cannot turn invisible. This ability requires a move action and lasts for one minute. Superior Luck (Trained) An elf can reroll any rolls that they make once and can choose either result. They cannot choose any rolls that are made by any targets, such as damage rolls made against them or hit location rolls. This ability lasts for three rounds, requiring a move action to activate. Vanishing Act (Psychic) This elven ability allows an elf to extend a cloaking field over a radius of 2. All things within this field are invisible, however if someone or something were to pass through the barrier of the field, they would see inside. This field lasts for one minute, however if the elf were to move at least 5 feet the cloaking field shuts off. This ability requires a move action to activate.

Farling
Farlings are a species almost always in phase. Their entire solar system is trapped in a massive system wide phase field, something that protected them during the colonization rush back in 2145. They have natural powers over phase due to their homeworlds natural environment. Example Names Emit, Ecaps, Diov, Htam Skin Color Shades of Grey Eye Color Turquoise, Light Blue Hair Color Black Genders None Homeworld Teldona, The Coalition Ability Adjustments +1 to Intellect, -1 to Strength Skill Bonuses +2 bonus to electronics Save Bonuses +2 to defense and +3 to willpower Starting Language Feneris Minor Ability Takes half damage rounded up as a move counter-action Farling Special Ability List Armor of Ghosts (DNA) This ability allows a farling to choose up to three targets, including themselves, and turn them into phase, where they then take half damage, rounded up, after damage reduction is applied. Activating this special ability is a full round action and lasts for three rounds. Back to the Future (Mechanical) Using technology similar to the travelers, a farling can select up to five different targets within a range of 3, including the character, and cause everyone to vanish for up to one hour. After this period of time all targets reappear, being pushed to the closest available square if their original square is occupied. Unwilling targets must make a DC 15 willpower check to withstand the effects. Activating this special ability requires a full round action and lasts up to one hour. Future Hope (Trained) A farling can recite old history books and gain quick and dirty knowledge of the immediate future. This allows a farling to gain a +2 bonus to defense, a +2 bonus to perception, and a +2 bonus to history for one minute. Activating this special ability requires a move action. Immaterial Field (DNA) A farling can create a phase field with a radius up to 5 centered at the farling, although the farling can reduce the radius of the field as they wish, but only during the fields creation. This field operates independently of the farling after its creation, and then vanishes after a minute. Activating this special ability requires a standard action and lasts for one minute. Phased Destruction (DNA) When a farling activates this ability, they create several beams of phased material that hits D4+1 targets of the farlings choice. Each beam halves the targets total damage reduction (rounded up) against each attack; however each type of damage reduction applies. Each attack deals 2D4 damage and has a range of 20, and each attack must be rolled separately for each target, although each attack has a +5 bonus to it. Activating this special ability is considered a standard action.

Forged
The forged are a creation of the machine brotherhood, an organic/machine hybrid designed using elman DNA. The forged were created specifically for the Machine War, the Brotherhoods war with the Republic. Since the Union entered the war, they have found a way to release forged of their Brotherhood brainwashing, which resulted in many

forged moving in three paths, fighting against the Brotherhood in the Machine War, living a peaceful life on Corlon with the corlonics, or living in the shadow worlds for the rush of war without any politics. Example Names Elthran Trais (Male), Zidane Tratel (Male), Kaj Harper (Female), Sera Kendo (Female) Skin Color Light Tan, Pale White Eye Color Silver, Gold Hair Color Metallic Black, Silver, Gold Genders Male, Female Homeworld Prima-Class Ships, The Unknown Ability Adjustments +1 to Reflex, +1 to Empathy, -1 to Intellect, -1 to Allure Skill Bonuses +2 to survival Save Bonuses +2 to defense, +2 to endurance, and +1 to willpower Starting Language Binary Minor Ability Can reroll failed endurance checks but they must accept the second roll Forged Special Ability List Absorption (DNA) When this ability is activated the forged is able to absorb all energy damage they take for one minute. The forged can store up to 10 points of damage and can use this damage in two different ways. The first option is a healing process where the forged uses the damage to regain any lost hit points, players choice. The second option is allows the forged to fire off the damage as an area of effect with a radius of 2 centered on the forged. This ability requires a move action to activate. Bio-Electric Manipulation (Mechanical) A forged can create an energy shield with an EDR of 5 and a radius of 2 or a personal shield with an EDR of 10, either of which last for one minute. The forged can switch between the two forms as a standard action. This ability requires a move action to activate and lasts for one minute. Electric Rain (Mechanical) A forged can create bolts of lightning that deal D4+2 points of energy damage to any targets of the characters choice within a radius of 5 from the character, automatically hitting their targets although hit location must be rolled. Thus a character can selectively choose their targets despite the area of effect nature of the attack. This ability requires a standard action and is useable once per 30 minutes. Electromagnetic Pulse (Mechanical) When this ability is activated all items within a radius of 3 automatically gains the total disabled condition for one minute. After this duration each item regains their previous conditions. This ability is activated as a standard action. Nanostrength (Mechanical) As a move action, a forged can set off an electrical charge through their muscles granting them a +6 bonus to strength which lasts for one minute. This bonus caps at 11, not 10. This bonus to strength does not affect hit points or endurance checks, only throwing distance, carrying capacity, and melee damage. After this ability wears off the forged suffers from a -2 to strength for one minute.

Gartog
Gartoga, plural for gartog, are an upright wolf-like species that has an entire culture based around accepting pain and dealing with it. They frequently draw their own blood believing, correctly in many cases, that this helps them in battle. They are noble, yet savage barbarian-soldiers from the future and serve the Coalition faithfully. Example Names Togg (Male), Feneris (Male), Kentar (Female), Aliar (Female) Skin Color Pink Skin (covered with fur) Eye Color Blue, Brown, Red, Black Hair Color Fur: White, Grey, Brown, Black

Genders Homeworld Ability Adjustments Skill Bonuses Save Bonuses Starting Language Minor Ability Gartog Special Ability List

Male, Female Lem, The Coaltion +1 to Strength, +1 to Empathy, -1 to Intellect, -1 to Allure +1 to melee, +1 to pistol +2 to defense and +3 to willpower Feneris Immune to fatigue, +2 bonus to endurance and willpower

Blood Boil (DNA/Psychic) When a gartog activates this ability they can spend hit points or sanity points. If hit points are spent this way they can cause a target within a range of 15 to lose a move action per every ten hit points spent. If sanity points are spend this way the gartog can gain a move action for every ten sanity points spent. Regardless of which was spent, one minute after this ability is activated the gartog gains a derangement, is considered bleeding in all limbs, and blacks out for one minute. Activating this ability is considered a move action and lasts for one minute. The type of this ability depends on if hit points were spent, then it is DNA, if sanity points were spent, it is Psychic, and if both were spend then it is both a DNA and Psychic ability. Equivalent Exchange (DNA) The gartog can choose one target within a range of 15, and then spend any number of hit points until the gartog dies from a loss of hit points. For each hit point spent, the target also loses that many hit points; the target gets to choose where they lose the hit points from. After activating this ability, each limb that the gartog spent a hit point from is considered bleeding. Activating this ability is considered a full round action. Eternal Pain (DNA) If a target takes damage from an attack the gartog inflicted (within a range of 30), the gartog can spend up to five of their own hit points in order to inflict ongoing damage to that target. The target loses an amount of hit points per round equal to the amount the gartog spent for three rounds. The target can choose where these hit points are lost from. Activating this special ability is a free action and lasts for three rounds. Induce Insanity (Psychic) When a target loses at least a sanity point due to the gartog, and is within a range of 30 from the gartog, the gartog may spend any number of sanity points. The number of sanity points spent this way causes the target to also lose that many sanity points. After activating this ability the gartog gains one derangement for every 10 sanity points spent this way. Activating this special ability is considered a full round action. Mind over Matter (Psychic) This ability allows a gartog who has been hit, to spend any number of sanity points to reduce the damage of the attack by one point of damage per sanity point spent this way. After activation, the gartog is able to use this ability for one minute. Activating this ability is considered a free action and lasts for one minute.

Hallow
Hallows are a race that mysteriously appeared in the galaxy with no records of their evolution or creation. They look like miniature trowls, although this could be further from the truth. Hallows are much quicker than a typical trowl and they are also psychic creatures, although they are physically weaker than a typical trowl. Hallows are making a notable effort to distinguish their race from the much more brutal trowls. Example Names Gabe Frein (Male), Mark Tyor (Male), Michelle Thoyr (Female), Sarah Odiey (Female) Skin Color Aqua, Turquoise, Shades of Green or Blue Eye Color Dark Red, Hazel, Brown, Black, Green Hair Color Black, Dark Green, Dark Red, Light Red Genders Male, Female Homeworld Grumish, The Shadow Worlds

Ability Adjustments Skill Bonuses Save Bonuses Starting Language Minor Ability

+1 to Strength, +1 to Empathy, -1 to Intellect, -1 to Reflex +2 to acrobatics +1 to defense, +2 to endurance, and +2 to willpower Grunt 2 points of stackable psychic damage reduction on all limbs and increase the damage of any held psychic based weapon by +1

Hallow Special Ability List Combat Boost (Trained) A hallow gains the ability to boost one combat skill by granting a +1 bonus to it for one minute. Furthermore, if the hallow goes below 0 hit points, but not below their overall hit point score in negative numbers, their body brings them up to 0 hit points once and allows them to keep fighting at this state. If the hallow receives damage at 0 hit points they will die, if the hallows hit points rise above zero they blackout instantly for one minute due to the trauma of surviving at such a state. This ability is activated as a move action. Half Breed (DNA) As a move action, a hallow gains +2 to strength, -1 to reflex, -2 to intellect, and +1 to empathy. Furthermore, they also gain access to the human and trowl minor abilities; rerolling any willpower check but accepting the second result, and healing 1 hit point per round characters choice on limb. A hallow is fatigued for one round after the use of this ability. This ability lasts for one minute and is activated as a move action. Paradox (Psychic) A hallow can deal 4D10+8 points of psychic damage at a radius of 3 from the point of the hallow. This ability deals 3 points of damage to each limb of the hallow, bypassing all forms of damage reduction. This ability is activated as a standard action. Soul Blade (Psychic) A hallow can create a psychic melee weapon that deals 2D10 + double empathy points of psychic damage or create two blades that each deal 2D8 + double empathy in psychic damage. These blades cannot be disarmed or destroyed in any way and if they leave the hallows hands unwillingly they reappear in them. A hallow can throw a blade equal to its damage as a weightless item. This ability is activated as a move action and lasts for one minute. Telekinetic Shield (Psychic) A hallow can create a psychic force field with a damage reduction score of 5 covering the entire body. This psychic damage reduction stacks with a hallows minor ability. Whatever damage that subtracts hit points from the hallow also automatically subtracts that many hit points from the same limb of the target that attacked the hallow while this ability is active. This ability lasts for one minute and is activated as a move action.

Huldra
The huldraene (plural word for huldra) are the seductive diplomats of the Republic. They bring a different approach to spreading the faith of the Republic, mostly because they can mate with any species and gender and produce offspring through eggs. Mating this way has a 25% chance of producing non-huldra offspring except for the case of corlonics, einherjar, norns, and razer which are never produced (instead the host norn species is produced 25% of the time and einherjars always just produce huldra eggs). Most huldraene dont procreate until they reach old age, usually because of cultural reasons. Example Names Alli Albenti, Seli Sevei, Mari Matri, Skin Color Tan, Dark Tan, Brown, Dark Brown Eye Color Blue, Purple Hair Color Black, Brown, Light Brown Genders Female Only Homeworld Nymphet, The Republic Ability Adjustments +2 to Allure, -1 to Strength, -1 to Empathy

Skill Bonuses Save Bonuses Starting Language Minor Ability Huldra Special Ability List

+1 to seduction and social +2 to defense, +1 to endurance, and +2 to willpower Drebarn Can reroll failed allure checks but they must accept the second roll

Exotic Manipulation (Trained) A target of this ability makes a willpower check (DC 15), and upon failure they can accept a one or two word command from the huldra. Example commands are come, sit, and kill them. A target told to commit suicide or to attack loved ones in this fashion automatically break out of this special ability, although a target can still be put into dangerous situations. A huldra must spend a full round action speaking to the target in order to activate the ability which includes issuing the command. If a command isnt issued by the start of the huldras next turn the target breaks out of this special ability. Extreme Beauty (DNA) While this ability is active anyone that targets the huldra must make a willpower check (DC 15) otherwise they are stunned by the huldras beauty and cannot target the huldra for one round. If they fail by 5 or more, they cannot use any actions and are considered off guard for one round instead. Activating this ability is considered a standard action and lasts for one minute. Hunting Goddess (Trained) A huldra can gain a +2 bonus to a combat skill and has a +4 bonus to survival. Finally, the huldra can increase the range of any ranged weapon that they use by double. This ability lasts for two minutes and is activated as a full round action. Sound Barrier (DNA) A huldra creates a blast of sonic waves that causes all targets around them to be knocked prone upon failing a DC 15 defense check. When this ability is activated the huldra gains 3 points of stackable psychic damage reduction for one round, and any thrown objects (such as grenades) are automatically tossed back to the thrower. The radius of this ability is 2 and it is activated as a standard action. Sweet Dreams (Trained) A target of this ability must pass both a DC 15 defense and a DC 15 willpower check. If the target fails the defense check they are considered to be prone for one round, while if they fail the willpower check they are considered off guard for one round. For every point that the target fails each check by, the duration of each effect lasts an additional round. This ability requires a full round action to activate.

Human
Humans, also known as the mannaz, are a prideful race from Earth. They control the majority of Vanir artifacts and even lay claim to the fact that five humans were in fact, Vanir souls possessing human bodies. Humans are one of the four great races of the Union (the others being the delfs, the dwarves, and the elves) and they serve as the philosophical guides to the Unions future. Humans also possess an inhibitor gene which helps nullify psychic powers around them and others. Example Names Adam Lif (Male), Mike Walker (Male), Valerie McVeer (Female), Alice Miles (Female) Skin Color Shades of Brown and Tan Eye Color Brown, Blue, Hazel, Green Hair Color Black, Brown, Light Brown, Dark Orange, Blonde, Grey Genders Male, Female Homeworld Earth, The Union Ability Adjustments +1 to Empathy, -1 to Intellect Skill Bonuses +2 bonus to perception Save Bonuses +2 to defense , +1 to endurance, and +2 to willpower

Starting Language Minor Ability Human Special Ability List

English Can reroll failed willpower checks but they must accept the second roll

Die Hard (Trained) As a free action a human can ignore all fatigued and bleeding conditions, and furthermore the human gets to make a DC 15 willpower check as a free action to instantly remove the blacked out condition. This ability lasts for one minute. The human can opt to let this ability last for two minutes however when the ability ends the human blacks out for one hour. Inhibitor (DNA) A human can activate their inhibitor gene as a move action and nullify all psychic abilities, damage, and damage reduction within a radius of 4, including any damage that would hit any targets within the field. This ability lasts for one minute. Any character with an ability already active that enters this field suddenly loses their abilitys bonuses. Nullification (DNA) When this power is activated, the human chooses one target within a range of 30. The target, upon failing a DC 20 willpower check, cannot use any psychic weapon, armor, equipment, or ability for one minute. The human can choose to focus on the psychic ability and increase the DC by their empathy score, or create a field of anti-psychic power with a radius of 5 although the DC to activate the psychic equipment drops to 15. While focusing a human cannot do anything other than free actions, and being attacked causes the human to lose focus. This ability requires a standard action. True Aim (Trained) When this ability is activated, the human is considered aiming when using a ranged weapon even when they did not spend a turn doing so, and also gain a +1 bonus to hit location rolls. When the human aims while this ability is active grants the character an additional +1 bonus to hit location rolls. This ability lasts for one minute and is activated as a move action. Vanir Blood (DNA) When this ability is activated the human can reroll any rolls made by any target within a range of 20 for one round. A human cannot target themselves and can only choose up to five different targets. Activating this ability requires a standard action.

Jarin
Jarins are a species of people that look like walking suits of clockwork-styled armor. The truth is that their skin is in fact this mysterious clockwork-themed armor, but within the armor they have organic tissue such as organs, bones, and a neural system. These species are the natural warriors for the Coalition and serve it faithfully, while many make out a living as mercenaries. Example Names Jarus (Male), Jintar (Male), Jova (Female), Jacol (Female) Skin/Armor Color Dark Metallic Colors (Blue, Yellow, Green, Red, Purple Black, Silver, Gold, Orange) Eye Color Brown, Blue, Hazel, Green Hair Color None Genders Male, Female Homeworld Jortal, The Coalition Ability Adjustments +1 to Strength, -1 to Allure Skill Bonuses +2 bonus to perception Save Bonuses +2 to defense , +1 to endurance, and +2 to willpower Starting Language Feneris Minor Ability 6 points of non-stackable physical damage reduction on all limbs

Jarin Special Ability List Coalition Victory (Trained) When a jarin activates this ability they gain a +1 bonus to all combat skills and all defenses and grant any target within a range of 5 a +1 bonus on all combat skills and defenses. This ability is activated as a full round action and lasts for one minute. Iron Man (Mechanical) Once activated, the jarin can fly at a speed of 100 squares per move action, they also gain a 2D8 typeless martial art weapon with a range of 10 and unlimited ammunition. If a target is hit by this weapon they are pushed back a number of squares equal to the damage rolled, knocked prone no less. This ability is activated as a move action and lasts for one minute. Knightly Steel (Mechanical) When this ability is activated the jarin gains a +1 bonus to strength and a D8+2 damage one handed melee weapon. When a target loses hit points by this weapon they must make a DC 15 willpower check otherwise become fatigued for one minute. This ability is activated as a move action and lasts for one minute. Mysterious Evolution (DNA) This ability allows a jarin to reroll all failed willpower checks once per check, accepting the second roll. Furthermore, all willpower checks have a +2 bonus to them. Finally, a jarin gains a +1 to empathy, but a -1 to intellect. Activating this ability is considered a standard action and lasts for one minute. Transform (Mechanical) A jarin can activate this ability to allow their armor to polarize into either energy or psychic damage reduction. Furthermore, the new type of damage reduction armor gains a +2 bonus, becoming damage reduction 6. Activating this special ability is considered a move action and lasts for one minute.

Kitoc
The kitoc species are said to be some type of time traveling elves from the future that never was. They have joined the Norn Ascendancy in order to prevent the Fate that they say will consume the universe in black flames. Since the kitoc time traveled long ago, most of the current kitoc know nothing of the future they seek to prevent and are just as lost as to what the Fate really is. Example Names Sarish (Male), Sintar (Male), Satay (Female), Sona (Female) Skin Color Shades of Blue Eye Color Brown, Blue, Hazel, Green Hair Color Black, Brown, Light Brown, Dark Orange, Blonde Genders Male, Female Homeworld Olympus, The Norn Ascendency Ability Adjustments +1 to Intellect, +1 to Allure, -1 to Strength, -1 Reflex Skill Bonuses +1 to intellect or allure skill of choice Save Bonuses +2 to Defense, +1 to Endurance, +2 to Willpower Starting Language Sanskrit Minor Ability Can teleport 2 squares as a move action Kitoc Special Ability List Blessed Veil (Psychic) This ability allows the kitoc to select three different targets within a range of 5 and can cloak them from one type of system (basic vision, night, infrared, x-ray, radar, sonar, life signs) for all targets. For every target less than the maximum of three, all targets gain an additional system that they are cloaked from. This ability lasts for three rounds and is activated as a standard action.

Dimensional Gate (Pychic) The kitoc can choose one target and upon failing a DC 15 willpower check the kitoc can teleport that target anywhere within a range of 10. The target cannot be teleported into a solid object, and the kitoc must see the location they are teleporting the target to. After teleporting the target is knocked prone. Activating this ability is considered a standard action. Dimensional Vortex (Psychic) The kitoc can choose up to three different targets within a range of 5 and can teleport them anywhere within a range of 5. The kitoc cannot teleport themselves, and they cannot teleport anyone into another object, although the kitoc can teleport a target into another room provided that the kitoc can see that location. Unwilling targets must make a DC 15 willpower save in order to avoid being teleported. Activating this special ability is considered a standard action. Infernal Knowledge (Psychic) When the kitoc activates this ability they choose a square within a range of 10, and all targets within a radius of 3 from that point are forced to make a willpower check (DC 15). Upon failing this check those targets automatically minimize all rolls. For example, a weapon that deals 2D8+4 points of damage now deals 6 points of damage, and an attack roll becomes an automatic 1. Activating this special ability requires a full round action and lasts for only one round. Luck of the Gods (Trained) With this ability the kitoc can cause any roll made against them to be rerolled, although the second roll must be accepted. This includes attack rolls, damage rolls, and hit location rolls. Rolls made against any other target cannot be rerolled. Activating this special ability requires a move action, and it lasts for three rounds.

Lanight
Lanights are the major backbone to the Fenora faith, the dominating and many would say only religion within the Republic. Lanights have much in common with corlonics in that they are more machine than organic, as their bodies are made out of pure crystals. Lanight bodies are noted for having an electrical charge running through their bodies giving them life. Lanights reproduce through crystal fields, similar to grass fields, most of which are artificially created thanks to dragoon technology. Example Names Lotus Vishlo, Visnu Luksmi, Shvi Milak, Nushiv Slout Skin Color Crystal-Colors (Yellow, Blue, Red, Green, Purple) Eye Color Bright Colors (Yellow, Blue, Red, Green, Purple) Hair Color None Genders None Homeworld Cordarious, The Republic Ability Adjustments +1 to Strength, +1 to Empathy, -1 to Reflex, -1 to Allure Skill Bonuses +2 bonus to first aid Save Bonuses +1 to defense, +2 to endurance, and +2 to willpower Starting Language Eyja Minor Ability Immune to energy damage, takes double physical damage. Can reroll failed to hit rolls but they must accept the second roll Lanight Special Ability List Divine Glory (Psychic) Upon automatically hitting their target, the target may choose the hit location. Each of these fire white bolts feels like a refreshing cool burst and they heal 2D4+2 hit points. These bolts have a range of 24, and are fired as a move action. A lanight can fire ten of these psychic bolts once per 30 minutes. Divine Grace (Trained) A lanight can aid those around them and can grant a +3 bonus to all saves on every target of their choice within a

range of 6. This bonus lasts for one minute, and then after that minute every round thereafter the bonus drops by 1 until the full bonus runs out. This ability requires a full round action to activate. Gift of Fenora (Psychic) As a standard action, the lanight can heal all targets of their choice within a radius of 4 by 2D6+4 hit points. The lanight themselves regain 4 hit points in each limb upon activation of this ability. Monks Wrath (Trained) A lanight that activates this ability must use it in melee combat. While within melee combat a lanight can make 4 unarmed attacks at their target, rolling to hit and hit location for each unarmed attack. Unarmed damage (D4+strength) is doubled when using Monks Wrath to 2D4+double strength. This ability requires a full round action to activate. Rock Solid (DNA) The lanight can harden all their limbs to gain PDR 10; however each limb pops off any armor that grants PDR (armor that could grant PDR stays in place so long as it does not currently grant PDR. The lanight has its reflex and defense score halved. Every hit point the lanight loses while this ability is active is stored and released at the end of this as an area of effect attack with a radius equal to the amount of damage stored divided by 2 with energy damage equal to 2D4+amount of damage stored. This ability lasts for one minute and is activated as a move action.

Norn
The norns are a race of parasites that take over their hosts body. The hosts soul is placed within a soul shard and sent to the planet Asphodel where the souls gather creating a council that the norns take advice from. The host must be willing to have a norn attached to them in order for the process to work. Norn hosts look exactly like their race except for the eyes glow a pale green. The norn themselves are grayish spider creatures with massive angelic wings. A norn attaches themselves to the upper spine of their host. Norns operate independent of any galactic government; instead they come from the isolated Norn Ascendancy. Example Names See Host Names Skin Color Grey, Dark Grey, Light Grey Eye Color Black-Blue, Black-Red, Black-Green, Host: Glowing Pale Green Hair Color Grey, Dark Grey, Light Grey Genders None Homeworld Olympus, The Norn Ascendency Ability Adjustments Hosts ability adjustments Host Airival, Delf, Dragoon, Dwarf, Elman, Elf, Gartog, Hallow, Huldra, Kitoc, Valkyrie Skill Bonuses Hosts skill bonuses Save Bonuses -1 to endurance, +1 to willpower in addition to hosts save bonuses Starting Language Sanskrit Minor Ability -1 hit point from all limbs, fly at normal speed in addition to minor ability from host race Norn Special Ability List Combat Meld (Psychic) A norn can enter a combat meld with other willing partners. This meld allows all members to see through each others eyes as well as their own; these things include hearing, feeling, and smells. A member of the meld can cut themselves off from the meld at any time. Furthermore, any member can shut out other members while still being in contact with others. Despite the fact that the norn began the meld it does not end if the norn dies but the norn can end the meld even if they cut themselves off from it. The meld can only be done with up to ten different willing partners, and lasts for 2 minutes. This psychic ability requires a full round action to activate and is useable once per 30 minutes. Empathic Feedback (Psychic) A norn can use their inhibitor gene to cause a mental feedback in a target. Any target within a range of 15 with this

ability. A norn makes a willpower check against their targets willpower check. The norn has a +5 bonus to this roll. Upon success the target suffers -2 to strength and -2 to empathy for one minute, and loses five additional sanity points. This ability is useable as a full round action, and can be used once per 30 minutes. Farsight (Psychic) Using this ability, the character can home in on any targets that they know well (knowing their full name, or meeting the character for at least a days worth of time) and watch what is happening to them for one minute of time. A norn cannot target humans, although can target those next to humans. The norn, when looking at another, will see through the others eyes, hear what they hear, smell what they smell, and feel whatever they feel. This ability requires a full round action and lasts for one minute. Hyperflight (DNA) A norn can spend a standard action to charge their wings and then on the following move action the character can move up to 10 times their normal move rate. This serious increase in speed means the character can ram anything, dealing 2D6+speed in physical damage. The norn also suffers some recoil damage, taking their speed in physical damage to every limb. This ability lasts for one minute. Light Our Darkest Hour (Psychic) This ability allows a norn to grant up to a +2 bonus to any ability to a target. Conversely, the norn must subtract that same amount from their own ability. A norn cannot cause one of their abilities to go lower than a score of 1 nor can they grant a targets ability score to go above 10. This ability requires a move action to activate and lasts for one minute.

Qrash
The qrash are a warrior species from the dark zone who have been engaged in a bitter war with the valherjar. They have a special type of organ that creates a modified version of liquid shadow that only the qrash can use. Although not physically strong, they believe in mental and spiritual strength, as well as quickness in battle. Example Names Jsn (Jason), Kvn (Kevin), Dnl (Danial), Spw (Sean) Skin Color Onyx Black Eye Color Translucent Black, Purplish Hair Color None Genders None Homeworld Taltona, The Shadow Worlds Ability Adjustments +1 to Empathy, -1 to Strength Skill Bonuses +1 bonus to chemical, +1 bonus to science Save Bonuses +3 to defense and +2 to willpower Starting Language Shadorian Minor Ability Range 3 teleport as a move action provided that the character can see the destination Qrash Special Ability List Armor of the Dark (Mechanical) The qrash is able to create a suit of shadow armor that covers the entire body. This armor is damage reduction 5 with no type. This means it protects against all types of damage and no type of damage can bypass it, excluding weapons that bypass all types of damage reduction such as a devastator gun or a time gun, but shadow type weapons are affected by this armor. This ability lasts for one minute and requires a standard action to activate. Idle Hands (DNA) With a standard action the qrash can transfer part of their liquid shadow into one weapon that they are using. The weapon loses its normal type and instead becomes a shadow typed weapon. This shadow weapon bypasses all forms of damage reduction; however it also deals only half damage due to its incorporeal nature. This ability lasts for only 3 rounds.

Darkness Incarnate (Psychic) The qrash can create a field of darkness, radius 5, within a range of 15. Anyone in this field is considered blind as per the condition unless they move out of the field. The field of darkness lasts for one minute and requires a full round action to activate. Infection (DNA) The qrash can manifest their liquid shadow inside of a target within a range of 15, with a small chance of infecting them. This attack causes the target to automatically lose D4 hit points in a random location, and if a 4 is rolled the target must make a DC 15 endurance check otherwise they lose 1 hit point a round from a random location for one hour. The target can attempt to stop the infection either by a DC 20 first aid check, or a DC 20 endurance check once every fifteen minutes. Activating this special ability requires a standard action. The Dimensional Darkness (Psychic) As a full round action, the qrash can choose up to five willing targets and shift their forms into the plane of shadow. The targets and the qrash can stay here for up to thirty minutes, or until the qrash chooses to return whichever comes first. When the qrash chooses to return, all the targets join its return unwillingly. When the targets return, they return in the exact same space when they left as if they had teleported.

Razer
Razers are the religious warriors of the Republic. Where the dragoons might be the generals, the razers are the soldiers, fighting to save their nation for any reason given to them. Although razers take orders from their superior officers, they are known to listen to the words of a lanight over that of a dragoon almost all the time. The reason for this is because they see the religion as more important than any war. Razers are holographic energy beings who mysteriously are created on their homeworld as quickly as they are shipped off for war. No one knows their origins, not even themselves. Example Names Philom, Pharrel, Rigphol, Airtaphil Skin Color Shifting Shades of Red, Orange, Yellow, Green, Blue, and Purple. Eye Color Shifting Shades of Red, Orange, Yellow, Green, Blue, and Purple. Hair Color Shifting Shades of Red, Orange, Yellow, Green, Blue, and Purple. Genders None Homeworld Phloem, The Republic Ability Adjustments +1 to Reflex, +1 to Empathy, -1 to Intellect, -1 to Allure Skill Bonuses +2 bonus to awareness Save Bonuses +3 defense and +2 to willpower Starting Language Phlotoc Minor Ability Immune to physical damage, takes double psychic damage. Deals energy damage unarmed and increases damage of held energy weapons by +2 Razer Special Ability List Bolts of Fire (DNA) A razer can fire a 2D8+5 bolt of energy that bypasses 5 points of physical damage reduction. This bolt is considered a thrown weapon with no weight, thus it can fly at double the razers throwing distance. This DNA ability requires a standard action to activate and a razer can fire six of these bolts every 30 minutes. Ethereal Shift (Psychic) A razer can shift their physical bodies into an ethereal state for one minute causing life signs detectors, sonar, and radar systems to not detect the razer. The razers body can pass through any physical matter although energy and psychic matter act like walls to them. In this state, no attacks or items have any effect on the razer other than psychic damage which deals double damage as normal and subspace matter. This ability is activated as a standard action. Force Blast (DNA) Razers have the ability to create a sustained beam which deals 2D10+5 points of energy damage at a range of 18.

Treat this attack as a heavy weapon when rolling to hit. This DNA ability requires a standard action to activate, and a razer can use it 4 times every 30 minutes. Lightspeed (Psychic) The razer gains one extra move action per turn for one minute due to their increased speed. When this ability is activated the razer does not gain an extra move action until their next turn, and from that turn does the ability activate and last for one minute. Razor Burn (DNA) The razer can create a powerful explosion of energy. The razer uses a move action to charge the attack, however it is not until their next turn where they have to spend another move action in order to release this charge. When the razer spends this second move action they deal 4D10+4 energy damage with a radius of 2. This ability is considered an area of effect attack.

Sjorva
The sjorva are a species of changelings that hail from the same world as the airival. They can mate with the airival and produce airival offspring 50% of the time. They are thin, sickly grey creatures with solid black eyes, resembling taller Grays from human Roswell fame. Example Names Kesel Vertal Senos, Earivol Casvaous Gretionul, Jarn Herel Ederal Skin Color Shades of Grey Eye Color Black Hair Color None Genders None (Can change at will) Homeworld Aerevel, The Shadow Worlds Ability Adjustments +1 to Allure, -1 to Empathy Skill Bonuses +2 to disguise Save Bonuses +2 to Defense, +1 to Endurance, +2 to Willpower Starting Language Sloveric Minor Ability Can gain a +5 bonus to disguise as a full round action Sjorva Special Ability List Airival Inside (DNA) As a standard action the sjorva can automatically gain the minor ability of an airival and also copy any one of their special abilities, although activating that special ability requires an additional move action. The sjorva always turns into the same airival and cannot change this airivals appearance, and they also lose their minor ability so long as they retain the airival form. Activating this special ability requires a standard action and lasts for one minute. Counter Ability (Psychic) The sjorva can counter another activated special ability, thus stopping it from ever activating. The sjorva must activate this ability by using all three free actions, then the target who is activating a special ability fails to gain any bonus from that ability, although the ability does count as going off, thus it must recharge as normal. The target of this special ability must be within a range of 15. God of Mirrors (DNA) The sjorva can mimic a special ability per round for three rounds, however the special ability copied must be activated by someone other than the sjorva and must be within a range of 15. The sjorva has one round to use the copied special ability, and they cannot copy another special ability as long as they have a copied special ability that they have not used. Activating this special ability requires a move counter-action at the same time as the ability they wish to copy is activated. Mutable Alterations (DNA) The sjorva can copy the minor ability of any other species per a DC 20 disguise check, so long as a member of that

species is within a range of 15. If passed, the sjorva gains that species minor ability for a number of rounds equal to how much the sjorva passed the check by. Activating this special ability requires a move action. Shapeshift (DNA) A sjorva can shift their form so that they can look like another member of that species regardless of gender. Taking a full round action to shift their form into any other creature in looks only. This ability grants the sjorva a +10 bonus to disguise checks and counts as tools for a disguise check. After 30 minutes the sjorva reverts back to their normal form. A sjorva do not gain the bonus of their minor ability when using this ability.

Traveler
The travelers are a species that hail from the Triangulum galaxy. Their DNA is similar to Jotun DNA, however it has been heavily altered and there is significant enough proof that this was done at the hands of the Deva. They are survivors of some war, with no homeworld, stranded in the Milky Way. They live up to their name and cannot stand sitting in one place for very long. There is under a half a million of them in the galaxy, and they reproduce by cloning and memory transfer from backups, but sometimes they clone children versions of themselves. Example Names Jachael, Xalial, Yurial, Natial Skin Color Shades of Blue Eye Color Brown, Blue, Hazel, Green Hair Color Black, Brown, Light Brown, Dark Orange, Blonde Genders None (Appearance of Male and Female) Homeworld Unknown/Adventia, The Unknown/The Shadow Worlds Ability Adjustments +2 to Intellect, -1 to Empathy, -1 to Strength Skill Bonuses +2 to science Save Bonuses +1 to Defense, +1 to Endurance, +3 to Willpower Starting Language Coragor Minor Ability Always has 2 extra free actions per turn Traveler Special Ability List Temporal Bubble (DNA) The traveler can create a bubble with a radius of 3 anywhere within a range of 5. The traveler can choose whether to make the bubble a slow bubble or a fast bubble. A slow bubble causes all characters and targets to lose a move action so long as they remain in the bubble. A fast bubble causes all characters and targets to gain a move action so long as they remain in the bubble. Either bubble lasts only for 30 seconds, or 3 rounds. Activating this ability requires a full round action. Temporal Shift (Mechanical) The traveler can shift a target through time using their integrated time travel technology. A target must be within a range of 10 in order to be shifted. A target that is shifted through time vanishes from the battlefield for D6 rounds unless they can succeed a DC 15 willpower check. The check can be increased to DC 20 if the character spends a full round action activating this ability. This ability is activated as a standard action. Temporal Vortex (Mechanical) Using advanced incorporated traveler technology, the Traveler is able to harness concentrated and unrefined time and unleash it around them as an area of effect weapon. All targets within a radius of 4 are hit by D4+4 points of damage that bypasses all forms of damage reduction, rolling hit location as normal. This type of damage has no type and this attack is not an area of effect weapon. After using this ability the traveler vanishes from battle for D4 rounds, reappearing in the same spot they vanished in. Activating this ability is a full round action. Time Displacement (Psychic) The traveler is able to jaunt through time and space, but only by a few seconds. The traveler must spend a full round action to jaunt forward in time. When the character does this they can take any target within a radius of 2 with them forward in time. The character and any targets of their choice within a radius of 2 vanish only to later reappear in

their last square D4 rounds later, being pushed to the closest unoccupied square if their last position is now occupied. Unwilling targets get a DC 15 willpower check to avoid vanishing this way. Time Lord (Trained) The traveler accesses their vast intelligence and can gain a +3 bonus to intellect for one minute. This ability allows the characters intellect to hit a cap of 11 opposed to the normal cap of 10. This bonus to intellect affects all intellect based skills and initiative. Activating this ability requires a standard action.

Trowl
Trowls are the galaxys plague. They have slaughtered millions of people in the name of blood lust; they have destroyed countless homes and devastated families. They are the ones who cut off the colony worlds from the Union, thus creating the shadow worlds. It is rumored that they are related to the hallows and somehow created them. These creatures are big, tough, and brutal. They worship a person they call the Smart One, whose existence has been confirmed. Whereas einherjar live for fighting, trowls live for killing. Example Names Throgh, Oshdin, Tayrgh, Fryeak Skin Color Shades of Green Eye Color Red, Orange, Yellow, Brown Hair Color Black, Dark Green, Dark Red, Green, Red, White Genders None Homeworld Jarnvid/Eden, The Trowl Hordes Ability Adjustments +2 to Strength, -1 to Intellect, -1 to Allure Skill Bonuses +2 bonus to intimidate Save Bonuses +3 to endurance and +2 to willpower Starting Language Grunt Minor Ability Heals at a rate of 1 hit point per round, any choice of limb Trowl Special Ability List Berserkers Rage (Trained) Trowls can gain a +3 bonus to strength and 5 extra hit points per limb for one minute; although after this minute the trowl is fatigued with a -2 penalty to defense for another minute. This ability requires a move action to activate. Fear Incarnate (Trained) A trowl gains a +4 bonus to intimidate. Furthermore, every round the trowl can make an intimidate check as a free action and any targets who can see and/or hear the trowl who fail a willpower save with a DC equal to the trowls check may not attack the trowl unless they are attacked by the trowl. This ability lasts for one minute and is activated as a move action. Power of the Sword (Trained) The trowl can choose one weapon in their possession and have it deal double damage. The trowls weapon will only deal double damage when it is within their possession, as no other target can use the weapon with double damage only with normal damage. The weapon lasts in this state for one minute. Activating this ability uses a move action. Jotun Blood (DNA) As a full round action, a trowl can become Large size for 1 minute. A trowl now takes up a 10 foot by 10 foot square (instead of a normal 5 foot by 5 foot square), is 5 feet taller, is triple its weight, has a +1 bonus to strength, deal 2D4 physical damage as unarmed damage, +4 to physical damage reduction on all limbs, +2 bonus on intimidation checks, and +4 bonus on grapple checks. However, the trowl also has a -1 penalty on to hit rolls and defense, as well as a -4 penalty on stealth checks. The trowl loses any physical armor they were wearing, with the armor popping off undamaged. Shields and cover act a size category smaller meaning small shields and cover is no longer useful. Regeneration (DNA) When a trowl dies from losing all hit points, or dies from zero hit points in either the head or torso, this ability

automatically triggers and the trowl regains 5 hit points in each limb up to their maximum hit points. This causes the trowl to remove the dead condition. The trowl can prolong this ability from activating for up to one minute. After regenerating the trowl has only one move action per turn for three rounds. This special ability can only be triggered once per day.

Valherjar
The valherjar are a species fused from the DNA of the einherjar templates and the valkyries that were the Jotuns answer to the Aesirs army. Never truly stable, after the Great War the valherjar managed to escape their slavery and went into the territory with no terra-formed worlds and claimed it as their own dark zones where they launch raids into the shadow worlds for supplies. A fair number have regained some sanity and have joined modern civilization. They are able to summon their souls up as personal minions. Like valkyries, male valherjar are treated as cannon fodder while females dominate their society, although males tend to be more populous. Example Names Yethterroth (Male), Itorvagan (Male), Somtalra (Female), Gretalbarot (Female) Skin Color Dark Tan, Tan, Light Tan, Brown Eye Color Glowing Rainbow Rings Hair Color White, Grey, Black, Purple, Blue, Green, Yellow, Orange, Red Genders Male, Female Homeworld None/The Dark Zone Ability Adjustments +1 to Strength, +1 to Reflex, -2 to Intellect Skill Bonuses +2 to pilot Save Bonuses +2 to defense and +3 to endurance Starting Language Aesir Minor Ability Reaping: heals hit points equal to empathy score of a less than 15 minute old dead target by touched them as a move action. Valherjar Special Ability List Dark Energy (Psychic) The valherjar can create a field around them that sucks the life out of their targets. As a full round action, a valherjar creates an area of effect with a radius of 3. Any targets within the radius must make a DC 15 willpower check otherwise take hit points and sanity points damage equal to their empathy score. If the valherjar has reaped within the past hour, the DC increases by 5 and the hit points and sanity points lost are double the targets empathy score. Field of Despair (Psychic) The valherjar, upon activating this ability, creates a field with a radius of 2 centered on them. If any target enters this field they must make a DC 15 willpower check each round otherwise they will lose an additional sanity point for each point they failed the check by. Furthermore, if the target fails the check their combat defense drops by 5 points. If the valherjar reaped in the past hour the DC increases to DC 20, and the targets lose 2 additional sanity points for each point they fail the check by. Activating this ability is considered a move action and lasts for one minute. Hells Minions (Psychic) A valherjar can summon energy-based illusions that can fight for them, acting exactly how the valherjar wants them too. As a full round action, a medium sized creature appears next to the valherjar and moves at the same time as the valherjar. It has 30 sanity points and 30 hit points with no hit location and it is immune to physical damage although it takes double psychic damage. The creature has defense scores of 8 for each, a combat defense of 13, 3 ranks in each ability score, and skill ranks equal to the ranks in skills the valherjar has. The valherjar has complete control of the creature. Activating this special ability requires a full round action and all free actions for the valherjars turn, and it lasts for three rounds. If the valherjar reaped in the past hour, the ability lasts for one minute and the creature has ability scores equal to the valherjars ability scores. Inner Demons (Psychic) This ability allows a valherjar to release psychic beings at select targets within a range of 10 from the valherjar. These beings have only 10 hit points and no sanity points, and when they come into contact with a target they attack

them with a +5 martial arts attack that deals D10 points of psychic damage. The being after this can move at a rate of 6 towards any other target and freely attack them for two more rounds. The beings do not have move actions; instead they can move once and attack once. The valherjar summons a number of beings equal the amount of times they have reaped within the past hour plus one. This special ability is activated as a full round action and lasts for three rounds. Soul Reaper (Mechanical) When this ability is activated, a valherjar can reap living targets as a martial arts attack. If the target is hit the valherjar deals 2D4+targets empathy score in damage that bypasses all forms of damage reduction. Furthermore, the valherjar regain hit points equal to the targets empathy score. The valherjar is considered having reaped recently after they use this ability. If the valherjar has reaped within the past hour the damage is increased to 2D6+ twice the targets empathy and they regain twice the targets empathy in hit points. Activating this ability is considered a full round action.

Valkyrie
Valkyries are the controllers of the most Aesir artifacts, one of the big ones being Valhalla itself. The valkyries are trying to bring order into the galaxy which they see as one massive chaotic place. They work mostly with einherjar and the Knights of the Dead. Valkyries can carry a soul in an organic hard drive that each one has as an organ. Contrary to popular belief there are male valkyries although they are very rare much like how insects have a queen, although the males are considered second class citizens. Recent times have seen a significant increase in the male population from 1 male to every 100,000 females to 1 male to every 10,000 females. Example Names Shrmat (Male), Garto (Male), Thrmia (Female), Mist (Female) Skin Color Brown, Tan, Light Tan Eye Color Brown, Blue, Hazel, Green Hair Color Black, Brown, Light Brown, Dark Orange, Blonde Genders Male, Female Homeworld Valhalla, Valhalla Space Ability Adjustments +1 to Reflex, +1 to Empathy, -1 to Intellect, -1 to Allure Skill Bonuses +2 bonus to history Save Bonuses +2 to defense , +2 to endurance, and +1 to willpower Starting Language Aesir Minor Ability Reaping: heals hit points equal to empathy score of a less than 15 minute old dead target by touched them as a move action Valkyrie Special Ability List Aesir Blood (DNA) As a move action, the valkyrie can grant themselves or one target a +3 bonus to reflex and doubled speed for one minute. After this minute the valkyrie or their target suffers from fatigue for one minute. Body, Mind, and Soul (Mechanical) A valkyrie can heal up to 15 hit points of damage on another target. A valkyrie need not spend all of those hit points on one target. Using this ability is a move action and the valkyrie needs to touch their target. If not all the hit points arent used within the 30 minutes, they vanish and a new batch of 15 hit points is given to the character to spend. If a valkyrie has reaped within the past 24 hours the batch of hit points increases by 15, giving the character 30 hit points to heal other targets with. Haunting (Mechanical) A valkyrie can black out any target within a range of 10 if they fail a DC 15 willpower check. The DC of this check increases by 5 if the valkyrie has reaped within the past 24 hours. This ability requires a full round action to activate and the target is blacked out for one minute. Soul Rending (Mechanical)

If there is a target within a range of 10 of the valkyrie who has half of their overall hit points remaining, the valkyrie can make the target take a DC 15 willpower check otherwise instantly die. If the valkyrie has reaped within the past 24 hours the DC increases by 5. This ability requires a full round action to activate. Reincarnation (Mechanical) A valkyrie can take a soul that they reaped and bring them back to life provided that the body of the soul is still intact. The reincarnated soul comes back with only half of their hit points in each limb and is fatigued for 24 hours. If a reaped soul is brought back to life, the valkyrie is considered not having reaped it, and thus the valkyrie loses the hit points they gained from reaping that particular soul. Furthermore, the valkyrie no longer countes reaping that soul for the purposes of Soul Rending and Haunting special abilities. If a valkyrie reaps another soul before reincarnating the soul they had previously reaped, they can no longer reincarnate that soul and it is considered lost. Activating this ability requires a full round action and has a 24 hour recharge.

Vardoger
The vardoger are a spider-ant like insect species with four legs, a gaster, and two arms with claw-shaped digits. These creatures are the true natives to the hallow homeworld of Grumish (a world which the vardoger call Arret). This species has created organic nanobots that can create chemicals for them at a moments notice and can be created by standard reproduction, making this technology a standard of the species as a whole. Vardogers tend to think in a former hive mind, frequently saying we instead of I. Example Names Vissterath (Worker), Yamavis (Worker), Isthyarv (Royal Male), Tamasu (Queen) Skin Color Dark Grey, Black Eye Color Black-Blue, Black-Red, Black-Yellow Hair Color None Genders Worker, Royal Male, Queen Homeworld Grumish, The Shadow Worlds Ability Adjustments +1 to Intellect, +1 to Allure, -1 to Empathy, -1 to Reflex Skill Bonuses +2 bonus to chemical Save Bonuses +2 to defense, +1 to endurance, and +2 to willpower Starting Language Lowoger Minor Ability 1 point of stackable physical damage reduction and +2 to speed Vardoger Special Ability List Goodwill Incarnate (Mechanical) Vardoger can create a 2 pound potion as a standard action that counts as a thrown weapon. Targets of this potion can make an additional endurance check (DC 10) to cure themselves of any poison, virus, or disease. The vardoger also automatically cure themselves of any virus, poison, or disease. The DC of the endurance check is reduced to DC 5 if the potion in injected into the target. Memory Reaper (Psychic) The vardoger can reap the memories of their target and recall anything that target knows for one minute. The vardoger must have constant physical contact with the subject for one round, using a full round action for two turns, or for two full round actions in a single turn if the vardoger can manage it. After one minute the vardoger forgets everything they reaped from the target unless they wrote it down. The vardoger does gain a bonus to all skill ranks up to the targets ranks in those skills for one minute after this ability activates. Mindwipe (Mechanical) A vardoger can create a 2 pound liquid as a move action that is considered a thrown weapon. A target of this poison must make a DC 15 willpower check otherwise they will forget everything within the past hour. The target can only be affected by this ability once every 24 hours. The DC for the willpower check increases to 20 if injected into the target. Vardoger are immune to this ability. Neurotoxin (Mechanical)

The vardoger can create a toxin covering their body as a standard action, or can throw the poison as an under 2 pound item as a standard action. If another creature touches the vardoger or the poison they must pass a DC 10 endurance check and a DC 10 willpower check. Failure of the endurance check causes the target to become fatigued and falls prone for one minute. Failure of the willpower check causes the target to take a -2 penalty to all rolls for one minute. Frequent contact with the poison increases the DC by 1 as long as contact is made every round. If injected into a target the DCs for both checks increase to 15. Vardoger are unaffected by this poison. Web of Lies (Mechanical) A vardoger can create a gas with a radius of 3 as a standard action. Those within the gas must make a DC 15 willpower check otherwise suffer a -4 penalty to all rolls, and rolls a D8 to move in a random direction like a missed grenade for one minute. The gas itself disappears in three rounds. Vardoger are immune to this ability.

SKILLS
I just can do things you can't because I'm awesome. -Elthran Trais All characters within the galaxy have various skills. From their ability to lead others, to the ability to fire weapons at one another, skills are an important part of a character and without them the galaxy would suffer. Skills help a character perform tasks such as playing an instrument to building a new set of armor. There are four keywords for skills. The first one is Trained in which a character needs at least one rank in the skill in order to make that skill check. The second one is Tools in which a character needs to have tools in order to perform the job, using makeshift tools awards a -2 penalty to that skill check. The third keyword is Combat which means the skill is used when making an attack of some kind. Not all attacks use a combat skill. Finally, the fourth keyword is Interaction which requires a character to be interacting with at least one other character in order to use the skill. Most interaction skills use the diplomacy scales below. Diplomacy Scale (Increasing targets attitude towards a character) Hostile Unfriendly Indifferent Friendly Attitude Hostile 1 15 25 35 Unfriendly 0 or less 1 15 25 Indifferent 0 or less 1 15 Friendly 0 or less 1 Helpful 0 or less Fanatical Diplomacy Scale (Decreasing targets attitude towards another character) Hostile Unfriendly Indifferent Friendly Attitude Hostile 15 1 0 or less Unfriendly 25 15 1 0 or less Indifferent 30 20 15 1 Friendly 40 30 20 15 Helpful 50 40 25 20 Fanatical 155 125 95 65
Hostile:

Helpful 45 35 25 15 1 0 or less

Fanatical 150 120 90 60 50 1

Helpful 0 or less 1 15 55

Fanatical 0 or less 1 15

A target that is hostile will take risks to hurt or avoid the character, such as attacking, interfering, berating, and fleeing. Unfriendly: An unfriendly person wishes the character ill and will try to mislead the character or gossip, avoid, suspiciously watch, and insult the character. Indifferent: Indifferent people dont care much and act as others socially expect from them. Friendly: Someone who is friendly wishes a character well and will chat, advise, offer limited help, and even advocate on the characters behalf. Helpful: A helpful person will take risks to help protect, back up, heal, and aid the character. Fanatical: Finally a fanatical person will do anything for the character such as fighting to the death against overwhelming odds. Acrobatics (Reflex, Trained) Acrobatics involves difficult feats of balance, agility and coordination. Gymnastics, balancing, summersaults and tumbling around something are all considered acrobatics. Balancing: You can walk on thin surfaces at half your normal speed rounded down, if you fail your acrobatics check you fail to move, however if you fail by 5 or more you fall. Surfaces that are 12 inches wide will require a DC 5 check, 7 to 12 inches wide is DC 10 check, and 2 to 6 inches wide is DC 15 check. Increase the DC by 5 if the surface is uneven or angled, or increase the DC by 5 if the surface is slippery. You lose your reflex bonus to defense while balancing unless you have five or more ranks in it. You must make an acrobatics check if you are hit while

balancing, DC is equal to the damage before damage reduction is applied due to the force of the impact. A character can move at their normal speed while balancing, however increase the DC by another 5 points. Falling: Make a DC 15 acrobatics check when falling. The amount you succeed past the DC is subtracted from the distance you fell; the remaining number is how much you fell as far as damage is concerned. If the damage is 0, you land on your feet. Characters suffer D4+2 points of area of effect physical damage if they fall 2 squares, add a D4 of damage for every square thereafter. Instant Up: A character can make a DC 20 check to stand up as a free action rather than a move action. Jumping: Characters can jump at a distance equal to their strength minus their (weight divided by 10 rounded down) +1 in squares. This distance is halved (rounded down) if the character is jumping straight up. If a character has a running start they can add a +1 bonus for every 2 squares they run by, to a maximum of a +3 bonus. A character can increase this by a DC 15 check, and they gain an extra foot of distance for every point they pass the check by. Tripping: A character can substitute their defense for an acrobatics check instead to oppose a trip check. Tumbling: Characters can use acrobatics to move past someones square to prevent an attack of opportunity by a DC 20 check. Upon failure, the character provokes the attack of opportunity. Try Again: No. Action: Free. If you actually move as part of your Acrobatics check, then it counts as part of your move action. Special: The balancing aspects of Acrobatics can be used untrained. Furthermore, hallows gain a permanent +2 to this skill at character creation. Awareness (Reflex) Characters use this skill to notice things, making a skill check to notice something. Awareness checks generally suffer a penalty of 1 per 10 feet between a character and the target theyre trying to notice. If the character is distracted, they take a 5 penalty on Awareness checks. Making out details, such as clearly hearing conversation or reading text, requires the character to exceed the DC by 10 or more. The GM may make awareness checks secretly so the characters dont know whether there was nothing to notice or they just failed to notice it. The most common sorts of awareness checks are: Listen (auditory): The character makes a check against a DC based on how loud the noise is or against an opposed stealth check. A normal conversation is DC 0; a quiet noise is DC 15, and an elf who is wearing an ACS is about DC 20. Listening through a door increases the DC by +5; however listening through a solid wall increases the DC by +15. When a character is sleeping, hearing something well enough to wake up increases the DC by +10. Spot (visual): A character makes a check against a DC based on how visible the object is or against an opposed stealth check. Spot is also used to detect someone in disguise (see disguise), or to notice a concealed object. Other Senses: A character can make awareness checks involving other sense types as well as various special senses. Noticing something obvious to a sense is DC 0. Less obvious things are DC 10 or so, hidden things are DC 20 or more, and making out details requires a character to exceed the DC by 10 or more. Try Again: A character can make an awareness check every time they have the opportunity to notice something new. As a move action, a character can attempt to notice something they failed (or believe they failed) to notice previously. Action: An awareness check is either a reaction (if called for by the GM) or a move action (if the character takes the time to try and notice something). Special: When several characters try to notice the same thing, the GM can make a single D10 roll and use it for all the characters skill checks. Furthermore razers gain a permanent +2 to this skill at character creation. Chemicals (Intellect, Trained, Tools) The character has in depth knowledge about various chemicals, their properties, their uses and applications, and how to successfully use them. As energy weapons are covered by electronics, coilguns by mechanics, all grenades and explosives are covered by chemicals. Analyzing Chemicals: A character can analyze chemicals that are within their line of sight. The character makes a chemical check to determine what is within the chemical or even the atmosphere. A successful analysis of earths atmosphere would determine that there is an abundance of oxygen and nitrogen. If the check succeeds by 5 or more, the character is able to pick up all the various trace elements and chemicals within an atmosphere, surface material, or liquid.

Making

Chemicals: The difficulty and time required to make a particular item depends on its complexity. If the characters craft check succeeds, they have made the item. If the craft check fails, the character did not produce a usable end result, and any materials are wasted. Creating simple items is a DC 15 check requiring 1 hour for items such as hydrochloric acid, hydro pills, or ration pills. Moderate items require a DC 20 check and 12 hours to create items such as antitoxin, lethal injection, or stun spores. Complex items require a DC 25 check and 24 hours to create items such as Omni-gel, bio-tracers, most grenades, and nanobots. Advanced items require a DC 30 check and 60 hours to create items such as acid gas and mutagen. Demolitions: Characters can use the chemicals skill to make explosives. Setting a simple explosive to blow up at a certain spot doesnt require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a mechanics check at DC 10. Failure means the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive more difficult to disarm. To do so, the character chooses the DC for disarming the device before they make the check to set the detonator. The DC must be 10 or higher. The characters DC to set the detonator is equal to the disarm DC. Disarming an explosive requires a mechanics or an electronics check. The DC is usually 10 unless the person who set the detonator chose a higher disarm DC. If the character fails the check, they do not disarm the explosive. If the character fails by 5 or more, the explosive goes off. Setting or disarming a detonator is a full round action. Carefully placing an explosive against a fixed structure can maximize the damage by exploiting vulnerabilities in the construction. This requires at least a minute and a mechanics check. The GM makes the check so characters dont know exactly how well they have done until the explosive goes off. On a result of 15 or higher, the explosive deals 2D10+5 damage with a radius of 5. On a result of 25 or higher, it deals 2D10+10 damage with a radius of 8. In all cases, it deals normal damage to all other targets within its blast radius. The damage of a typical explosive is 2D10+2 with a radius of 3, making the explosive an area of effect weapon. Try Again: Yes, only for creating items, however failure means a waste of materials. Action: The time to create chemicals or explosives varies according on its complexity. The GM may increase or decrease the time for a project as necessary. A character can cut the time for making an explosive or chemical item in half by taking a -5 penalty. Special: A character uses up raw materials with each attempt of demolitions and making items. If the character doesnt have the proper tools, they take a -4 penalty on chemical checks. Furthermore vardoger gain a permanent +1 bonus to this skill at character creation. Computers (Intellect, Trained, Tools) The character is trained in the operation of computers and modifying or creating software. Most normal computer operationsusing software, getting your e-maildont require a computers check and can be done untrained. However, searching an unfamiliar network for a particular file, writing programs, altering existing programs to perform differently, and breaking computer security all require skill checks (and training). Find File: The DC and the time required to locate a particular file on an unfamiliar computer system are determined by the size of the site. Finding public information on the Net does not fall under this category; this only pertains to finding files on unfamiliar computer systems. A personal computer is DC 10, 1 round. A small office network is DC 15, 2 rounds. A large office network is DC 20, 1 minute. A massive network is DC 25, 10 minutes. A planetary or system wide network is DC 30, 1 hour. Finally, a galactic level network is DC 35, 2 hours. When browsing the Net for information, unique search engines can speed up time, making use of the Net for the galactic network means browsing the galactic network is DC 20, 1 minute. Defeat Computer Security: The DC is determined by the quality of the security installed to defend the system. If the check fails by 5 or more, the system immediately alerts its administrator there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off access to the system. Sometimes, the character will have to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, they automatically succeed at all subsequent security checks at that site until the end of your session. Minimum security is DC 20, average security is DC 25, exceptional security is DC 35, and maximum security is DC 40. Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a personal computer), they can defend it against intruders. If the site alerts the character to an intruder, they can attempt to cut off the intruders access or even to identify the intruder. To cut off access, the character makes an

opposed computers check against the target. If the check succeeds, the intruders session is ended. The target might be able to defeat the characters security and access their site again, but has to start all over. Attempting to cut off access takes a full round action. One surefire way to prevent further access is to simply shut the site down. With a single computer, thats no big deal, but on a large site with many computers (or computers controlling functions that cant be interrupted) it may be time consuming or even impossible to do so. To identify the intruder, make an opposed computers check. If the check succeeds, the character learns the site from which the intruder is operating (if its a single computer, you learn the name of the computers owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing your site for the entire length of the check. If the intruders session ends before the character can make the computers check, their attempt fails. Degrade Programming: A character can destroy or alter programs on a computer to make it harder or impossible to use. Crashing a computer simply shuts it down and its user can restart it without a skill check (however, restarting takes at least 1 minute). Destroying programming makes the computer unusable until the programming is re-installed in order for the computer to work properly again. Damaging programming imposes a -4 penalty on all checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know anything is wrong, and wont simply decide to use a different computer). A character can damage the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer. Crashing a computer is a DC 10 check taking 1 minute. Destroying programming is a DC 15 check and it takes 10 minutes to do so. Damaging programs is a DC 20 check and requires 10 minutes. Fixing damaged programming requires an hour and a computers check against a DC equal to the DC for damaging it + 5. Write Program: A character can create a program to help with a specific task. Doing so grants a +2 bonus to the task. A specific task, in this case, is one type of operation with one target. The DC to write a program is 20 -1 for every rank in the skill the character has down to a minimum of DC: 10; the time required is one hour -5 minutes for every rank a character has in the skill down to a minimum of 30 minutes. Operate Remote Device: Many devices are computer operated. If a character has access to the computer controlling them, they can shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system alerts its administrator there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off the characters access to the system. Shut down passive remote (including cameras and door locks) is a DC 20 check, requiring 1 round per remote. Shut down active remote (including motion detectors and alarms) is a DC 25 check requiring 1 round per remote. Resetting parameters is a DC 30 check requiring 1 minute per remote. Changing passwords is a DC 25 check, requiring 1 minute. Hiding evidence of alteration increases the DC by +10 and increases the time by 1 minute. A minimum security system increases the DC by +5. Exceptional security increases the DC by +10. Maximum security increases the DC by +15. Action: Computers requires at least a full round action. The GM may determine some tasks require several rounds, a few minutes, or longer, as described above. Special: The need of tools is simple access to any computer in order to use this skill. Furthermore corlonics gain a permanent +2 bonus to computers during character creation. Disguise (Intellect, Tools) A character can use makeup, costumes, and other props to change their appearance. The characters check result determines the effectiveness of the disguise. It is opposed by others awareness check results. A character makes one disguise check even if several people make their awareness checks. The GM makes the disguise check secretly so that the character is not sure how well their disguise is holding up under scrutiny. If a character doesnt draw any attention to them, others dont get to make awareness checks however the character might not get this option. If a character comes to the attention of people who are suspicious, they get to make an awareness check. The effectiveness of a characters disguise depends in part on how much they attempt to change their appearance. Minor details increase DC by +5, an appropriate uniform or costume increases the DC by +2, being disguised as different sex decreases the DC by -2, being disguised as a different race decreases the DC by -3, being disguised as different age category decreases the DC by -2. If a character is impersonating a particular individual, those who know the subject automatically get to make awareness checks. Furthermore, they get a bonus on the check. A target that recognizes the character on sight increases the DC by +4, a friend or associate of the character increases the DC by +6, a close friend of the character increases the DC by +8, and someone intimate with the character or the person they are impersonating increases the DC by +10. Usually, an individual makes an awareness check to detect a

disguise immediately upon meeting the character and each hour thereafter. If a character casually meets many different people, each for a short time, the GM makes awareness checks once per day or hour, using an average awareness modifier for the group. Successfully acting like who the character appears to be may require a persuasion check with a DC equal to the observers perception check, modified by familiarity if the observer knows the subject well. Try Again: No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again. Action: A disguise check requires at least 10 minutes of preparation. The GM makes awareness checks for those who encounter the character immediately upon meeting them and again each hour or day thereafter, depending on circumstances. Special: If a character doesnt have a disguise kit they take a 4 penalty on Disguise checks. Vardoger have a permanent +1 bonus to disguise obtained at character creation. Electronics (Intellect, Trained, Tools) A character can modify existing electronic and mechanical objects. Unlike crafts, these electronics are pre-existing and the modifications to them are brief or not meant to be long lasting. Some modifications are designed to shut down the electronics in question. The GM makes electronic checks secretly so characters dont necessarily know if they have succeeded. Repairing Items: A character can use their electronics skill to repair damaged items. The GM sets the DC, but in general simple repairs have a DC of 10 to 15 and require no more than a few minutes. More complex repair work has a DC of 20 or higher and can require an hour or more. A simple repair, to tools and simple weapons, requires a DC 10 check taking 1 minute long. Moderate repairs on electronic components require a DC 15 check taking 10 minutes. Complex repairs to electronic devices require a DC 20 check taking 1 hour long. Advanced repairs to cutting edge electronic devices require a DC 25 check and 10 hours of time. Jury Rigging: A character can attempt to jury rig, or temporarily, repair an object. Doing this reduces the DC by 5 from that of a regular repair, and allows you to make the check as a full round action. However, a jury rigged repair can only fix a single problem, and the repair only lasts until the end of the current encounter. The jury rigged item must be fully repaired thereafter, and cannot be jury rigged again until it is fully repaired. The character can also use jury rigging to hot-wire or jump-start an electronic device. The DC for this is at least 15, and can be much higher depending on the presence of security devices and complexity of the system being jury rigged. Making Items: The difficulty and time required to make a particular item depends on its complexity. If the characters electronics check succeeds, they have made the item. If the electronics check fails, the character did not produce a usable end result, and any materials are wasted. Creating simple items is a DC 15 check requiring 1 hour for items such as electronic timers or detonators. Moderate items require a DC 20 check and 12 hours to create items such as a radio, night vision goggles, or read-only computers. Complex items require a DC 25 check and 24 hours to create items such as a holophones, computers, or most energy weapons. Advanced items require a DC 30 check and 60 hours to create items such as life sign detectors, heavy energy weapons, and nanobots. Disable Device: A character can disable an electronic device, such as an electric fence, portable sensor, or even an energy weapon. The character must be able to reach the actual device. If the device is monitored, the characters attempt to disable it will probably be noticed. When disabling a monitored device, a character can prevent their tampering from being noticed but doing so requires 10 minutes and an electronic tool kit, and increases the DC by +10. Cheap devices such as a home door alarm is a DC 20 check, average devices such as most energy weapons is a DC 25 check, high quality devices such as holographic items require a DC 30 check, high security and ultra high quality items such as a bank vault alarm or einherjar soul shard items requires a DC 35 check, finally ultra-high security or super ultra high quality items such as the security at the Directorate Head Quarters or Luna Base requires a DC 40 check. Try Again: Yes, though the character must be aware they have failed in order to try again. Action: Modifying, repairing, or disabling a simple device is a full round action. Intricate or complex devices require multiple rounds. Reducing a multiple round task to one round increases the DC by +20. Special: Dwarves gain a permanent +1 bonus to electronics during character creation. First Aid (Intellect, Trained, Tools) The character is trained in treating injuries and illness. The DC and effect depend on the task which ranges from simple diagnosis to all out surgery.

Diagnosis

(DC 10): The character can diagnose injuries and ailments with an eye toward treatment. At the GMs discretion, a successful diagnosis provides a +2 bonus on first aid checks for treatment. Provide Care (DC 15): Providing care means treating a wounded person for a day or more or providing routine medical treatment. If successful, the patient adds the characters first aid rank to any endurance checks to recover from chemicals or bleeding. The character can tend up to their skill rank in patients at one time, however the character takes a -1 penalty to their skill for each patient after the first. Revive (DC 15): A character can remove the blacked out or fatigued conditions from a target. This check is a full round action. A successful check removes one condition. The character cant remove any conditions from a bleeding character without stabilizing him first. Stabilize (DC 15): As a standard action, a successful first aid check stabilizes a bleeding target. The target is no longer bleeding nor losing hit points. Treat Disease (DC 15): The character can tend to a target infected with a disease. Every time the diseased target makes a saving throw against disease effects (after the initial contamination), the character makes a first aide check requiring 10 minutes. If the characters check succeeds, they provide a bonus on the targets saving throw equal to the characters first aid rank. Treat Poison (DC 15): The character can tend to a poisoned target. When a poisoned target makes a saving throw against a poisons effect, the character makes a first aid check as a standard action. If the check succeeds, the character provides a bonus on the targets saving throw equal to the characters first aid rank. Recovery (DC 20): The character can use their ranks in first aid to recover hit points of a character. A target can heal 10 hit points per hour under the care of a character. Corlonics heal half this value, 5 hit points per hour. Surgery (DC 15-30): The character can perform surgical operations. The DC ranges from 15 for routine procedures to 30 or more for tricky operations like heart or brain surgery. These operations tend to take hours, with more when including recovery time. Try Again: Yes, for reviving blacked out or fatigued targets, and stabilizing bleeding characters. The character cannot try again for all the other uses of this skill. Action: First aid checks take time based on the task, as described above. Special: If a character does not have the appropriate medical equipment, they take a -4 penalty on the check. The character can diagnose, provide care, or treat disease or poison on themselves; however the character takes a -5 penalty on checks when treating themselves. Furthermore, lanights gain a permanent +2 to this skill at character creation. Heavy Weapons (Reflex, Combat) Heavy weapons are large two handed weapons that fire heavy ordnance and almost always have a minimum strength requirement in order to operate them. This skill generally applies to ranged combat. Try Again: No. Action: Attacking is a standard action. History (Intellect, Trained) A character is trained in the history of the galaxy, which includes the history of races, planets, technology, and even the background of famous people despite if they are alive or dead. A character train in history can learn about mundane topics such as the history of Earth to interesting topics such as the history of the Vanir or the Five. Topics covered even include the mysterious origins of the trowls, the mystery behind Boss Orion, or even the history concerning the true identity of the Republics goddess, Fenora. When using this skill a character is asked a question (sometimes by other characters or by themselves if they are trying to remember information about a topic). An easy question is DC 10, an average question is DC 15, a hard question is DC 20, a difficult question is DC 25, an extremely difficult question is DC 30, and an unanswerable question is DC 35. Try Again: No. The check represents what a character knows, and thinking about a topic a second time doesnt let a character know something they didnt know before. The GM may allow another skill check if a character gets access to a better source of information, for example a character who didnt know the answer to a particular question off hand might get another check with access to a library or online database. Action: A history check can be a reaction, but otherwise requires a full round action. Special: An untrained history check is simply an intellect check. Without actual training, a character can only answer easy or average questions about a topic. Furthermore valkyries gain a permanent +2 bonus to history during character creation.

Intimidate (Allure, Interaction) The character knows how to use threats (real or implied) to get others to cooperate. Making an intimidate check, opposed by the targets intimidate, perception check or willpower save whichever has the highest bonus. If the characters check succeeds, they may treat the target as friendly, but only for actions taken in the characters presence. This means that the target retains their normal attitude, but will talk, advice, offer limited help, or advocate on the characters behalf while intimidated. The target cooperates, but wont necessarily obey the characters every command or do anything that would directly endanger the target. If a character performs some action that makes them more imposing, they gain a +2 bonus on their intimidate check. If the target clearly has a superior position, the character suffers a -2 penalty on their intimidate check. Fanatics get a +20 bonus on checks to resist being intimidated. If a characters intimidate check fails by 5 or more, the target may actually do the opposite of what the character wants. Demoralizing in Combat: A character can use intimidation in combat to demoralize a target, shaking their confidence. A character makes an intimidate check as a standard action. If it succeeds, the target is shaken (-2 on all attack rolls and checks) for one round. Interrogation: A character can use intimidation to get people to tell them things. If the characters check succeeds, the target spills some information. If the check succeeds by 5 or more, the target spills all of their information. Intimidating Groups: A character can intimidate a group of people, who can all see and hear the character, with a single check. If the group clearly has the character at a disadvantage, the character suffers the usual -2 penalty on their intimidate check. Each member of the group rolls separately, although the GM may choose to roll once for groups of minions. Compare the characters check result against each check result from the group. A character cannot demoralize a group of targets. Try Again: No. Even if the initial check succeeds, the target can only be intimidated so much, and trying again doesnt help. If the initial check fails, the target becomes more firmly resolved to resist, and trying again is futile. A character can make intimidate checks in combat freely until you fail, after which the target is no longer intimidated by the character. Each time a character demoralizes a target in combat, the target gains a +1 bonus to resist additional attempts for one hour. Action: An intimidate check is a full round action. Demoralizing in combat is a standard action. A character can demoralize as a move action by taking a -5 on your check. Special: A character adds a +2 bonus to all intimidate checks for every size category they are larger than their target. Conversely, a character takes a -2 penalty to their checks for every size category they are smaller than their target. Furthermore trowls gain a permanent +2 to this skill at character creation. Language (Intellect, Trained) A characters rank in language measures how many languages they can speak, read, and write. Unskilled characters can speak, read, and write their native language as well as a base starting language. For each rank in language, a character can read, write, and speak another language. There are currently sixteen different languages. Furthermore, knowledge in language allows a character to decipher unknown languages or create their own languages allowing them to send secret messages to allies. Binary: This language is a computer language that the corlonics and Dark Brotherhood use to communicate with each other and their forged soldiers. Although the spoken text is very different, it seems that they have been able to truly vocalize binary script. All corlonics and forged know Binary. Coragor: This language is the language of the travelers, it is heavily based around mathematics and much of it is spoken quickly. Non-travelers can only speak this language slowly as only travelers can comprehend the language enough, or manipulate time, to speak it fast. Drebarn: This is the language of the huldras, however unlike most languages there is a law stating no huldra outside of their homeworld of Nymphet is allowed to speak the language, and furthermore no non-huldra is allowed to learn the language. Of course, this hasnt stopped many people, and the law is overlooked almost all the time, but it is used when dealing with outsiders. English: The language of the human race has spread throughout the shadow worlds for its simplicity and the fact that all humans speak it, however it is no longer the common language it was on Earth, that being replaced with the much more common Aesir. All humans know English.

Eyja:

The language of the lanights is relatively simple and is very similar to the old Earth language of Latin. Every race in the Republic knows this language in addition to their other language. This has let Republic diplomats in the Union to easily adapt to Fuse. Feneris: Feneris is the language adopted by the Coalition as a means to solidify their domain quickly. They believed having a solid language which to communicate with each other was the best means, and thus they fused all their languages together into feneris. All farlings ,gartogs, and jarins know feneris as a starting language. Fuse: This language is a fusion of the various major languages. Mixing in Aesir, Vanir, and Jotun, this language has been created for the intent purpose of bringing together the various races. No race uses this language as their primary language yet, although it is believed that they will soon enough. All elmans know fuse as a starting language. Grunt: The trowl hordes have a brutal and savage language similar to tongues. Barbaric yelling is standard within the language. All trowls and hallows know Grunt. Jotun: This language is considered dead, however all the Jotun ruins on their blasted homeworld are covered with this very ancient language. No race uses this language anymore other than linguists and scholars. Lowoger: The vardoger speak this language. Lowoger is composed of mostly body language, scents, and odd clicking sounds made from deep within the lungs or possibly used by a living creatures tongue. All vardoger know this language. Nobilair: The noble delfs who held high positions in the Corlon Empire speak this language to separate themselves from the other delfs, however this language has now spread throughout all the nobility in the Union. Phlotoc: This is the mysterious language of the razers, and its spoken by all of them. This language is very difficult due to the way a razer can shift the colors of their bodies to make the meaning of words different, something few other races can do. However, when dealing with another race, razers seem to know what they are trying to say. All razers know phlotoc. Runic: The language of the ancient Aesir is used by the valkyries and einherjar in Valhalla Space. The GodEmpress of the Corlon Empire spread the Aesir language to the delfs who in turn spread it to the dwarves, making this language the most common language in the galaxy. In addition to that, there are plenty of Aesir ruins such as ruined, or surviving, Great War battleships that also use the language. Sanskrit: This language survived the battle for Earth, and all of Atlantis technology and systems are based in this language, making it common amongst humans and those that live in Atlantis. All norns and kitoc know this language for mysterious reasons that they are not sharing with the galaxy. Shadorian is the language of the qrash and spoken in their mysterious empire deep within the dark zone. It is said that this language involves gestures of their own shadow in addition to hand gestures as well as spoken tongue, making it a very complex, but not impossible, language to learn. Sloveric: Airival and sjorva alike speak the same language of sloveric, however there are different variations to this language representing different parts of their world as well as what species they are. Vanir: The language of this ancient race spread through Alfar and the elves. This language is technically called Vjoran; however few people are aware of this, including native speakers. All the elves prefer use of this language when communicating with another elf, as it is seen as a more intelligent way of communicating. All elves know Vanir. Vopna: This is the language of the dragoon race from the Republic. Unlike almost every other language, this language does not use vocal patterns, but instead its spoken by the body language and the way eyes move to determine what the person is saying. All dragoons know this language. Decipher Script: Characters can look upon old scripts from ancient times and from various languages and come to understand them. Old dialects of modern languages, such as Latin for English, cannot normally be read by those who understand the modern dialect unless they make a language skill check. The DC for deciphering the script depends on how old and uncommon the dialect is. DC: 20 for common dialects such as Latin, DC: 25 for uncommon dialects such as Mandarin, DC: 30 for rare dialects such as ancient Mayan and Egyptian, and DC: 35 for very rare dialects such as an ancient version of Vanir previously undiscovered. Hidden Message: A character can leave or read a hidden message from reading or hearing another language. The DC to understand the hidden message is the creators language check. Other characters can intercept the hidden message however the DC increases by +2 because the message wasnt meant for them. All characters must understand a common language in order to understand the hidden message. Try Again: No, if a character fails a decipher script check they do not understand the language unless a new source of information arrives.

Action: A language check is usually a free action like normal talking, however a character must focus when deciphering scripts, making that a full round action. Elmans gain a permanent +2 bonus to this skill at character creation. Leadership (Allure, Interaction) The character is skilled in dealing with people when negotiating and using diplomacy. A character can change others attitudes with a successful leadership check. In negotiations, all participants roll leadership checks to see who gains the advantage. Opposed checks also resolve cases where two advocates plead opposing cases before a third party. Leadership can influence an NPCs attitude. The GM chooses the targets initial attitude based on circumstances. Most of the time, people are indifferent toward the characters, but a specific situation may call for a different initial attitude. The diplomacy scale shows the DC needed to change a targets attitude in any direction on the scale, however leadership has no effect on improving those who are unfriendly or hostile, however characters that are helpful or friendly have their DCs reduced by 5 when trying to improve their relations. The character doesnt declare a specific outcome; instead, they make the check and compare the result to the diplomacy scale to see what they have accomplished. A low roll may actually worsen the targets attitude! A fanatical NPC is willing to do anything the character wants. The fanatic state lasts for 24 hours, plus another 24 hours per point of the characters allure. Fanatics cant have their attitudes adjusted using interaction skills and have a +20 bonus to resist intimidation checks. Leadership can only work on those who are indifferent, helpful, friendly, or fanatical, and can only increase characters. A character cannot use leadership to improve the conditions of a hostile or unfriendly character. Rally: The character can rally those around themselves by a successful leadership check. The DC to increase the position of a group of people (5 or more) by one step using the DCs noted on the diplomacy scale. A character treats the group as one person that they are trying to rally (which makes the group more favorable towards them) however the people must be able to see and hear the character properly in order for the skill to take effect. Individuals may make an opposing roll against the characters rally, and upon a successful check they can resist the characters rally. A character can try and rally smaller groups of people; however the DC is increased by 5 per person under the minimum of 5 people because the presence of more people accepting the character has an effect on the characters ability to rally. Inspire: The character can inspire people upon a successful leadership check. The DC to inspire someone is 15 to grant a target a +1 bonus to any skill. The character can try and inspire the target more with a DC 20 check that can grant a target a +2 bonus to a skill or a +1 bonus to a combat skill or any save. The character can grant only one ally this bonus per turn, and the bonus lasts for only one minute. Tactics: The character has military leadership abilities, and upon a successful leadership check (DC 25) the character can grant any ally a +1 bonus on attack and defense rolls. This bonus lasts for only a minute, and the character can only grant one ally this bonus per turn. Try Again: Generally, trying again doesnt work. Even if the initial check succeeds, the target can only be persuaded so far. If the initial check fails, the target has probably become more firmly committed to their position, and trying again is futile. At the GMs discretion, the character can try again when the situation changes in some way: such as them finding a new approach to your argument, new evidence appears, and so forth. Action: Basic leadership and rallying is at least a full round action. The GM may determine some negotiations require longer (perhaps much longer). Inspire and tactics are standard actions. Special: Einherjar gain a permanent +1 bonus to leadership during character creation Local History (Allure) A character who uses this skill knows how to walk around a town and pick up local knowledge based on conversations occurring nearby, or by knowledge that they have simply picked up. If the character wishes to convey any local knowledge they have picked up so far, such as whos who in town, or wheres where, they simply need to make a local knowledge check. A character cannot take any ranks in this skill, instead they gain a bonus equal to the amount of hours they spend walking throughout the town and then add their allure skill to the roll, a process commonly called gathering. A character can only gain a gathering bonus up to their allure skill, thus a character with an allure of 5 can spend more than five hours gathering and still only gain a +5 bonus to this skill. A characters gatherer bonus lasts for only 24 hours or until the character leaves the town or village, whichever comes first. Try Again: No. If a character fails this roll, they have not yet gained the knowledge they were looking for, instead they must spend at least one hour gathering information throughout the town before they can make another local knowledge attempt.

Action: Recalling information this way is considered a free action. Special: Delfs have a +3 bonus to this skill that does not count as a gathering bonus. Martial Arts (Reflex, Combat) There are many types of martial arts, from Jeet Kune Do to Tae Kwan Do to Boxing. All forms of unarmed combat are covered under the martial arts skill. This skill generally applies to melee combat. Try Again: No. Action: Attacking is a standard action. Mechanics (Intellect, Trained, Tools) A character is trained in the ways of a mechanic and knows the ins and outs of mechanical products. Most mechanical items use gears, pistons, and motors instead of electronic parts, or the mechanical items use more of them than typical electronics. Mechanics even covers structural objects such as most buildings and the hulls of most starships. Most starships are mechanical items despite the number of computers on board, because starships require their engines and other basic systems to be activated in order to be air and space-borne. Open Lock: A character can pick conventional locks, finesse combination locks, and bypass mechanical locks. The character must have a lock pick set for a mechanical lock. The DC depends on the quality of the lock. Cheap locks such as a briefcase lock is DC 20, an average lock such as a home deadbolt is DC 25, a high quality lock such as a business deadbolt is DC 30, a high security lock such as a branch bank vault is DC 40, and finally a ultra-high security lock such as a bank headquarters vault is DC 50. Repairing Items: A character can use their mechanics skill to repair damaged items. The GM sets the DC, but in general simple repairs have a DC of 10 to 15 and require no more than a few minutes. More complex repair work has a DC of 20 or higher and can require an hour or more. A simple repair, to tools and simple weapons, requires a DC 10 check taking 1 minute long. Moderate repairs on mechanical components require a DC 15 check taking 10 minutes. Complex repairs to mechanical devices require a DC 20 check taking 1 hour long. Advanced repairs to cutting edge mechanical devices require a DC 25 check and 10 hours of time. Corlonics are considered a DC 20 check requiring 1 hour for every 10 hit points. Jury Rigging: A character can attempt to jury rig, or temporarily, repair an object. Doing this reduces the DC by 5 from that of a regular repair, and allows you to make the check as a full round action. However, a jury rigged repair can only fix a single problem, and the repair only lasts until the end of the current encounter. The jury rigged item must be fully repaired thereafter, and cannot be jury rigged again until it is fully repaired. The character can also use jury rigging to hot-wire or jump-start a mechanical device. The DC for this is at least 15, and can be much higher depending on the presence of security devices and complexity of the system being jury rigged. Making Items: The difficulty and time required to make a particular item depends on its complexity. If the characters craft check succeeds, they have made the item. If the craft check fails, the character did not produce a usable end result, and any materials are wasted. Creating simple items is a DC 15 check requiring 1 hour for items such as tripwire traps, bookcases, or coilgun bullets. Moderate items require a DC 20 check and 12 hours to create items such as a deadbolt lock, engine component, shed, furniture, or armored jumpsuits. Complex items require a DC 25 check and 24 hours to create items such as starship engines, a bunker, or molecular bonded armor. Advanced items require a DC 30 check and 60 hours to create items such as jump drive engines, buildings, and Titan Gears. When designing armor, the DC for a set of armor is DC: 20 +3 per DR, -1 per EV. The amount of time required to make armor is 24 hours +3 hours per DR, -1 per EV. Disable Device: A character can disable a mechanical device, such as engines, mechanical locks, or even coilguns. The character must be able to reach the actual device. If the device is monitored, the characters attempt to disable it will probably be noticed. When disabling a monitored device, a character can prevent their tampering from being noticed but doing so requires 10 minutes and a mechanical tool kit, and increases the DC by +10. Cheap devices such as a home deadbolt is a DC 20 check, average devices such as most coilguns is a DC 25 check, high quality devices such as the engines to most Union starships items require a DC 30 check, high security and ultra high quality items such as a bank vault door or a storm gun requires a DC 35 check, finally ultra-high security or super ultra high quality items such as the security at the Directorate Head Quarters or Luna Base requires a DC 40 check. Traps and Sabotage: Disabling a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. If the check succeeds, the character disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If its a trap or explosive, the character sets it off. If its some sort of sabotage, the character thinks the device is disabled, but it still works

normally. When a character sabotages simple devices, they can rig them to work normally for a while and then fail some time later. Try Again: Yes, though the character must be aware they have failed in order to try again. Action: Modifying, repairing, or disabling a simple device is a full round action. Intricate or complex devices require multiple rounds. Reducing a multiple round task to one round increases the DC by +20. Special: Dwarves gain a permanent +1 bonus to mechanics during character creation. Melee (Reflex, Combat) This skill covers all melee weapons, such as axes, swords, and spears. Melee weapons can be used in one hand, or two hands. If using two hands apply the full strength score to damage. This skill is used for dual weapon fighting. This skill generally applies in melee combat. Try Again: No. Action: Attacking is a standard action. Perception (Allure, Interaction) A character can tell someones true intentions by paying attention to body language, inflection, and intuition. A successful perception check allows a character to avoid the effects of some interaction skills. A character can also use the skill to tell when someone is behaving oddly or to assess their trustworthiness. Evaluate: A character can use this skill to make an assessment of a social situation. With a successful check (DC 20), a character can get a feeling when something is wrong. The character can also tell if someone is trustworthy and honorable (or not) with an opposed awareness and persuasion check. Notice Influence: A character can make a perception check to notice someone acting under the influence of a psychic ability, drug, technology, or brainwash. The DC is 10 + the targets willpower or persuasion check, whichever is higher. Notice Innuendo: A character can use perception to detect a hidden message transmitted via the persuasion skill (DC equal to the persuasion check result). If the check result beats the DC, the character understands the secret message. If the check fails by 5 or more, the character misinterprets the message in some fashion. If the character is not the intended recipient of the message, their DC increases by 5. Resist Interaction: A character makes a perception check to resist or ignore the effects of certain interaction skills, such as persuasion or intimidate. If the result of the characters check exceeds the targets check result, the character is unaffected. Try Again: No, though a character can make a perception check for each interaction attempt against them. Action: A perception check may be made as a reaction to notice or resist something. The GM may roll the perception check in secret, so characters dont know if theres something to notice or not. Using perception to evaluate a person or situation takes at least 1 minute. Special: Humans gain a permanent +2 bonus to perception during character creation. Perform (Allure) A character knows how to perform for an audience in some way, with most of these ways being used for entertainment purposes. The character must choose which style of performance they will be using before they make the check. Acting: The character can perform drama, comedy, or action oriented roles with some level of skill. Comedy: The character is a comedian, capable of performing a stand-up routine for an audience. Dance: The character is a dancer, capable of performing rhythmic and patterned movements to music. Keyboards: The character can play keyboard instruments, such as piano, organ, and synthesizer. Oratory: The character can deliver effective speeches and monologues. Percussion Instruments: The character can play percussion instruments, such as drums, cymbals, triangle, xylophone, and tambourine. Singing: The character can sing with some level of skill. Stringed Instruments: The character can play stringed instruments, such as banjo, guitar, harp, and violin. Wind Instruments: The character can play wind instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone. The quality of the characters performance depends on your check result. Amateur performances have a DC of 10 and it means that the audience appreciates the performance, but isnt impressed. Routine performances have a DC of

15 and it means that the audience enjoys the performance, but it isnt exceptional. Great performances have a DC of 20 and it means that the audience is impressed. Memorable performances have a DC of 25 and the audience is enthusiastic. Finally masterful performances have a DC of 30 and they leave the audience awed. Try Again: Not for the same performance and audience. Action: A performance check usually requires at least several minutes to an hour or more. Special: If a character doesnt have an appropriate instrument they automatically fail any perform check requiring it. At the GMs discretion, impromptu instruments may be employed, but the character takes a -4 penalty on the check. Persuasion (Allure, Interaction) The character knows how to make the outlandish seem credible, how to act, fast-talk, and even how to trick another person. With these tools of subterfuge a character knows how to bluff someone. This check is opposed by a perception or persuasion check when a character is trying to con or mislead. If the target wants to believe the character, the DC is penalized by -5 from the opposing perception or persuasion check. If the lie is believable and doesnt affect the target much the DC is increased by 0. If the lie is hard to believe or puts the target at some risk the DC is increased by 5. If the bluff is hard to believe, or entails a large risk for the target the DC is increased by 10. If the bluff is way out there its almost too incredible to consider the DC is increased by 20. The base DC is the opposing perception or persuasion check. Diversion: A character can use persuasion to help them hide. A successful persuasion check grants the character enough time to use a stealth check, see stealth for more details. Feint: Using bluff in combat to mislead an opponent so he cant avoid your attacks well. If you succeed, you get to act as if you caught your opponent off guard. Innuendo: A character can send secret messages through persuasion. The DC is 10 for basic messages, DC 15 or 20 for complex messages or trying to change the original message such as when a character is trying to deliver new information. Someone other than the primary target may eavesdrop on the secret message with a perception check. Success means that the eavesdropper knows information was passed, although not sure what that exactly was. If the check is made by 5 or more, they understand the message. Failure by the target or the eavesdropper means no one detected the message; however failure by five or more means the target misunderstood the message being sent. Trick: Persuasion can be used to trick someone, such as trying to make someone hit the character while they stand in front of an endless pit. Success means the character has tricked the target into making an unwise action with them not realizing the danger in making that action, such as trying to attack the character, missing, and falling into the pit. Turning: The character can use lies and subterfuge to turn a target against another character. The character makes a persuasion check with a DC noted in the chart. Because the character is lying and using half-truths, there is less evidence to back up their claims, and because of that they suffer with higher DCs than with someone who uses the social skill. Try Again: Generally, a failed persuasion check makes the target too suspicious for the character to try again under the same circumstances. When feinting or tricking in combat, a character can try again freely, but the target gets a cumulative +1 bonus to resist each time the character tries to persuade them in combat after the first. Action: A persuasion check normally takes at least a full round action but can take longer if the character is trying something elaborate. Using persuasion to feint or trick in combat is a standard action, as is using persuasion to create a diversion to hide. A character can feint, trick, or create a diversion as a move action by taking a -5 penalty on your check. Special: Delfs gain a permanent +1 bonus to persuasion during character creation. Pilot (Reflex, Trained) Characters with this skill can pilot many different types of vehicles. Easy stunts such as a low speed turn is DC 5, average stunts such as a sudden reverse or dodging obstacles at low speeds are DC 10, difficult stunts such as tight turns are DC 15, challenging stunts such as loops or barrel rolls are DC 20, and finally formidable stunts such as high speed maneuvers and dodging obstacles at high speeds are DC 25. All vehicles use the same skill, although different vehicles might be easier to control than others as reflected by their maneuverability score, such as cars are easier to pilot than boats or planes. Hover vehicles, land vehicles, and starships of all sizes use this skill to help pilot them. Animals: Within the galaxy there are many various creatures of many different types. Some of these creatures can be ridden as long as they are trained to do so. A character can attempt a DC 20 check to train an animal, sometimes this roll can be opposed by the animals willpower roll. Trained animals require no skill check to be ridden. Try Again: Most Pilot checks have consequences for failure that make trying again impossible.

Action: A Pilot check is a move action. Special: Dragoons gain a permanent +1 bonus to this skill during character creation. Pistol (Reflex, Combat) From laser pistols to revolvers, any weapon considered a handgun falls under this skill. Pistols are held in one hand most of the time, and if so add a +1 bonus on the attack roll when making an attack. This skill generally applies to ranged combat. Try Again: No. Action: Attacking is a standard action. Research (Intellect) A character uses this skill to perform research by using books, databases, computers, or the Net. This skill allows a character to navigate a library, a filing system, or search engines. Research does not include talking to people, which is covered in social; however it does incorporate searching around a room for clues or investigating a crime. Gather Information: A character can perform a basic search using library or Net resources. Doing so, the character must make a research check, with general information such as the addresses of major corporations being a DC 15 check and takes 1 minute. More specific information such as the address of a particular person is a DC 20 check and takes 1 hour. Restricted or otherwise protected information such as classified military documents is a DC 25 check and takes 24 hours. Finally, ultra-top secret documents that are for some reason on the Net, or in a book, is a DC 30 check which takes a weeks worth of research. Investigate: A character can analyze clues from gathered information or evidence. The character makes a check to determine where clues are and decipher how events were played. Things such as determining how a murder occurred to how an event played out are covered under this. The DC to investigate a scene is a DC 15 check, however for every day that has passed since the events increases the DC by 2 to a maximum of +10. If the scene is outdoors increase the DC by +5, if the scene is slightly disturbed increase the DC by 2, if the scene is decently disturbed increase the DC by 4, and finally if the scene is very disturbed increase the DC by 6. Search: A character can use their research skill to examine a room and find hidden compartments or discover lost items. The character must be within 2 squares of the area being searched, and they can examine 1 square of area per check. Footprints can be discovered this way; however there wont be enough information from the print showing which direction the culprit went off to. The DC for searching depends on what the character is looking for, an object of some kind is DC 10, looking for a secret compartment or a simple trap is DC 20, and finally looking for a well hidden compartment or trap is DC 25. Try Again: Yes, although with investigating a character cannot try again unless a new clue is introduced. Action: A research check is a full round action. Special: Dragoons gain a permanent +1 bonus to this skill during character creation. Rifle (Reflex, Combat) From sniper to automatic rifles, all forms of large firearms that do not require a strength score to operate are covered under this skill. A character may hold a rifle one handed provided they have a strength score of 10. This skill generally applies to ranged combat. Try Again: No. Action: Attacking is a standard action. Science (Intellect, Trained) A character is skilled in all sciences, such as biology (growth, structure, evolution, origin, and distribution of all living things); geology (the structure and properties of solid matter that makes up most planets, such as Alfar); mathematics (equations that rule the universe); and physics (time, space, matter, and motion). A character can make science check to answer a question. The DC is 10 for easy questions, 15 for basic questions, 20 for difficult questions, 25 for extremely difficult questions, 30 for near impossible questions, and 35 for impossible questions. The GM may make a science check for a character, so they dont know whether or not their information is accurate. Try Again: No. The check represents what a character knows, and thinking about a topic a second time doesnt let a character know something they didnt know before. The GM may allow another skill check if a character gets access to a better source of information, for example a character who didnt know the answer to a particular question off hand might get another check with access to a library or online database.

Action: A science check can be a reaction, but otherwise requires a full round action. Special: An untrained science check is simply an intellect check. Without actual training, a character can only answer easy or basic questions about a topic. Furthermore travelers gain a permanent +2 bonus to science during character creation. Seduction (Allure, Interaction) The character is trained in the arts of seduction. Using their natural beauty, knowledge of the mind, and their blatant charisma to confuse and manipulate those who fall into their path. The character can use seduction to get what they want from the opposite sex or, in not-so-rare situations, members of the same sex. Awe: The character looks so sharp and stunning, that they can cause others to look at them. Taking a standard action, the character can make a DC 20 seduction check. Upon success, the character can cause one person (plus an additional person for every point the character passed the check by) to turn and look at them. Each person that is stunned is considered being fatigued for one round. The character can only perform this skill as they are entering a new room and can only perform this skill on people that have never seen the character before. This skill might draw unnecessary or unwanted attention to the character. Beauty: The character knows how to flaunt their physical attractiveness in such a way that other characters tend to focus on the characters body rather than the character. The character makes a seduction check, opposed by the targets self control check. The character can use their beauty on anyone looking at them. Upon success, everyone who is looking at the character agrees to any simple demands, such as letting the character have a parking space, or talking to a prisoner that the Directorate hasnt finished interrogating yet. As long as the demand doesnt technically break any laws (rules are another matter) or harm the target in some way, the character can ask for it and get it. If the demand does hurt the target in some way, the DC increases by +10. Try Again: No, a character that fails a seduction check suffers consequences that usually dont allow another seduction check until after an hour, and then the character suffers a -5 penalty to their check. The penalty lessens by 1 every hour thereafter. Action: A seduction check usually takes a full round action or longer at the GMs discretion. Special: Huldraene gain a permanent +1 bonus to seduction during character creation. Social (Allure, Interaction) The character is trained in the ways of diplomacy on a level that lets them work with unfriendly or even hostile targets. When engaging a target in a full round action the character can make a social check to move the targets attitude up or down the scale. Upon a successful check the targets attitude has gone up the diplomacy scale depending on where they were and the DC the character obtained. If the character wishes to continue making the target move up the scale, they must wait 1 hour before trying again. Turning: A character can attempt to turn a target against someone by decreasing their attitude towards them. The character can lower the attitude of a target towards another character, usually by pointing out disturbing truths, serious flaws, and even things that the other character had done. Unlike persuasion, no lies or subterfuge is used in this process and thus the effect is more potent as there is usually evidence to back up the characters claims. Due to this the DCs to lower the targets attitude of another character decrease by 5 points. Try Again: No, failure means the character has erred in some way that usually has lasting consequences. A character cannot use social on a failed target again for at least another 24 hours, and then the character suffers a -5 penalty. This penalty decreases by 1 for every 24 hours the character doesnt approach the target. Action: Social is a full round action, sometimes more if the GM believes that negotiations will take longer, sometimes for days. Special: Huldraene gain a permanent +1 bonus to social during character creation. Stealth (Reflex) A character is skilled at going unnoticed. The characters stealth check is opposed by an awareness check of anyone who might detect the character. While using stealth, a character can move up to half their normal speed at no penalty (rounded down). At more than half and up to a characters full speed, they take a -5 penalty. Its practically impossible (-20 penalty) to use stealth while attacking, moving all out, or charging. Size Modifiers: Apply the modifier from a characters size category to their stealth checks to represent the relative ease of noticing smaller and larger targets. Medium characters have a +0 bonus, every size category the character is

larger than medium, they take a -4 penalty to stealth checks. For every size category the character is smaller than medium, they gain a +4 bonus to stealth. Hiding: If others have spotted the character, they cant use stealth to remain unseen. A character can run around a corner so that they are out of sight and then they can use stealth to hide, but others then know which way the character went. A character cannot hide at all if they have absolutely no cover or concealment, since that means the character is standing out in plain sight. Of course, if someone isnt looking directly at the character, such as them sneaking up from behind for example, then they have concealment relative to that person. Creating a Diversion to Hide: A successful persuasion or intimidate check can give a character the momentary diversion needed to make a stealth check while people are aware of them. When others turn their attention from the character, they can make a stealth check if they can reach cover or concealment of some kind. As a general guideline, any cover has to be within 1 foot from the character for every rank they have in stealth. This check, however, is at a -5 penalty because the character has to move quickly. Sniping: If a character has successfully hidden at least one awareness range increment away from a subject (usually a range of 2 or more), then the character can make a ranged attack and immediately hide again, but the character suffers a -20 penalty to their stealth check. Tailing: A character can use stealth to tail someone at their normal speed. This assumes the character has some cover or concealment (crowds of people, shadows, fog, etc.). If the subject is worried about being followed, they can make an awareness check (opposed by the characters stealth check) every time they changes course (goes around a street corner, exits a building, and so on). If the target is unsuspecting of the tail, they only get an awareness check after each hour of being tailed. If the target notices the character, the character can make a persuasion check opposed by the targets perception. If the character succeeds, they manage to pass off the characters presence as coincidence and the character can continue tailing. A failed persuasion check or being noticed a second time means the subject knows something is up. Action: Stealth is a move action. Special: Elves gain a permanent +2 bonus to stealth during character creation. Streetwise (Allure, Interaction) The character knows how to make contacts, collect gossip and rumors, question informants, and otherwise get information from people. By succeeding at a skill check (DC 10) the character gets a feel for the major news and rumors in an area. This assumes no obvious reasons exist why information would be withheld. The higher the check result, the more complete the information. Information ranges from general to protected, and the DC increases accordingly for the type of information. General information that concerns local happenings, rumors, gossip, and the like is a DC 10 check. Specific information that usually relates to a particular question is a DC 15 check. Restricted information that isnt generally known and requires the character to locate someone with access to the information is a DC 20 check. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answers and that is a DC 25 check. Theres a chance someone takes note of anyone asking about restricted or protected information. The GM decides when this is the case. In some situations, opposed streetwise checks are appropriate to see if someone else notices the characters inquiries, or if the character notices theirs. If the character accepts a -20 modifier on their check total, their inquiries avoid any notice. Finding People: A character can use their streetwise skill to track down a target within a community of some kind, such as a town, a settlement, or even a city. The character makes a streetwise check to pick up the targets trail and another check for each hour the character searches, or when the trail becomes difficult to follow, such as when it moves to a different area of a large town or city. The DC and number of streetwise checks required to find the target depend on the size of the community. For every 5 points the character exceeds the DC, they reduce the required number of checks by one, to a minimum of one. So a streetwise result of 35 allows the character to locate anyone in a vast metropolis in an hours time. The DCs assume the subject isnt making any special effort to hide. People trying not to be found add their streetwise or stealth bonus (whichever is higher) to the DC to find them so long as they keep a low profile. Searching a village is DC 5 and requires 1 check. Searching a town is DC 10 and requires 2 checks. Searching a city is DC 15 and requires 3 checks. Finally, searching a metropolis is DC 20 and requires 4 checks. Try Again: Yes, but it takes additional time for each check, and the character may draw attention to themselves if they repeatedly pursue a certain type of information. Action: A streetwise check takes at least an hour, possibly several, at the GMs discretion. A character can cut the time for a streetwise check in half by taking a -5 penalty.

Special: Delfs gain a permanent +1 bonus to streetwise during character creation. Style (Allure, Interaction) Style represents the way a character moves, dresses, and their overall appearance. Style lets a character give first impressions on a target, and also allows them to maintain these first impressions. Style also represents the flair a character gives when committing to an action, such as shooting a target behind them without looking, shooting at targets while falling thousands of feet in the air, and wall-running (made popular by the Matrix films). Awesome: The character may attempt a style check whenever they make an attack roll, save roll, or skill roll. The style check is set at DC 15, and for every two points they pass the check by the character gains a +1 bonus to that roll. For every two points the character fails the check by they take a -1 penalty to that roll instead. Shock: The character can use their skill in style to shock those around them by saying or doing something that gathers the attention of those around the character. The character makes a style check, DC 20, and upon success the characters statements are so well received that the DC to increase the attitude of the targets in the area is decreased by 5. Try Again: No. Being awesome is not something a character can try again unless it is a new stunt. Action: Awesome checks are considered a free action while shock checks are considered a standard action. Special: Einherjar gain a permanent +1 bonus to style during character creation. Submachine Gun (Reflex, Combat) Submachine guns are medium sized weapons that are held in two hands, although with the proper feats, they can be held in one hand or two hands if the character has a strength score of 5 or higher. This skill generally applies to ranged combat. Try Again: No. Action: Attacking is a standard action. Survival (Intellect) A character can use this skill to survive in the wilderness, including finding food and shelter, and safely guiding others. The character makes a check to determine the conditions they can handle. A character trying to survive in the wild moves up to half their overland speed while hunting and foraging, no food or water supplies needed, upon a successful survival check. The character can provide food and water for one other person for every 2 points their check result exceeds a DC of 10. A character that has made a successful check gains a +2 bonus on endurance saves against severe weather while moving up to half their speed, or a +4 bonus if the character is stationary. A character may grant the same bonus to one other character for every point their check result exceeds a DC of 15. A character trying to avoid getting lost and avoiding natural hazards, such as quicksand, is a DC 18 check. Handle Animal: A character is trained in handling animals. Having an animal use a trick that it knows is a move action and a DC 10 check. Having an animal perform a trick that it doesnt know but can normally do is a full round action and a DC 25 check. Teaching an animal a trick is one week, DC 15 for simple tricks, DC 20 for complex tricks, and DC 25 for very complex tricks. Training an animal for a purpose such as riding and guarding is a DC 20 check and takes 4 weeks. Animals have a different hit location system than characters, 1-5 is their torso, 6 is their front left leg, 7 is their front right leg, 8 is their back left leg, a 9 is their back right leg, and a 10 is their head. Navigation: A character can use survival to navigate outdoors. The DC is 10 if the character has the proper tools, 14 if they have no tools and 18 if they are also avoiding natural hazards such as quicksand, gullies, and reefs. At the GMs discretion, characters can also perform this task using an appropriate education skill. Tracking: A character can use survival to track a target. The DC for this is 15 for most creatures + their intelligence or empathy whichever is higher, or an opposed survival skill check, but only if the target knows they are being hunted. A character that tracks a target moves at half their normal speed (rounded up) or they can take a -5 penalty to their check to move at their normal pace. The DC can be modified by -1 for every member in the hunted group, although the DC increases by 1 for every 24 hours the trail was made. The DC decreases by 5 if the hunted parties are going through natural terrain, although if the hunted parties are traveling through a city or unnatural terrain the DC increases by 5. The character must make a survival check every hour. Try Again: No. Action: Survival checks occur each day in the wilderness or whenever a hazard presents itself. Special: Forged gain a permanent +2 bonus to this skill at character creation.

EQUIPMENT
We should equip ourselves adequately if we have any hope of survival. -Kyros Equipment is all the miscellaneous gear that is not considered enhancements, weapons, or armor of any type. From chemicals injected into the body, to computer technology, the galaxy is rich with various pieces of technology to make life just that much easier. Today most technology is portable, although there is still a considerable amount of non-portable technology. The majority of portable technology is presented here, ready to buy from most stores across the galaxy. Equipment is paid for by a characters cash, and they can choose any amount of gear that they want so long as they can pay for it.

Computers
Computers are devices that allow a person to connect with electronic devices, store important (or unimportant) files, to use programs to make life easier, communicate with people from all over the world, and just about anything else. Computers are possibly one of the most important devices in the galaxy, and every person usually has even a basic computer. All computers need programs to run them, and thus a computer can have as many programs as it can store in AD (atomic diodes). 5,000 songs or 1 movie takes up roughly one AD of data due to galactic standards on quality while a video game takes anywhere between 5 to 10 AD. Name Price Weight Size Basic Computer $500.00 1/3/6/15 lbs Tiny Security Program $500.00 0 lbs Program Computer Virus $500.00 0 lbs Program Galactic Positioning System $500.00 0 lbs Program Communication Program $500.00 0 lbs Program Universal Translator $1,000.00 0 lbs Program The Guide $1,000.00 0 lbs Program Skill Program $1,000.00 0 lbs Program Digital Storage $1,500.00 0 lbs Program Program Emulation $1,500.00 0 lbs Program Artificial Intelligence $2,000.00 0 lbs Program Basic Computer This is a basic rectangular computer that is roughly the size of a cell phone. It can run 1 program at the same time, has 1 AD of storage, has a built in microphone, speakers, a holographic screen, a wireless card, and is considered a small item. This basic computer can be upgraded in three different ways. First, its size can be upgraded to small for $500.00 where it can run 3 programs at the same time and has 100 AD of data. For another $500.00 it can become a medium sized item that can run 5 programs at the same time with 250 AD of data. Finally, the size can be increased to large for another $500.00 and it is able to run 8 programs at the same time with 400 AD of data. Storage capacity is upgraded at a rate of $10.00 per AD. Tiny computers can have a maximum of 10 AD, small have a maximum of 100 AD, medium have a maximum of 1,000 AD, and large computers have a maximum of 10,000 AD. Finally the number of programs a computer can run at the same time can be increased by $100.00 per additional program. A tiny computer can run a maximum of 2 programs at the same time, a small computer can run a maximum of 4 programs, a medium computer can run a maximum of 6 programs, and finally a large computer can run a maximum of 8 programs at the same time. The weight chart represents tiny, small, medium, and large weights respectively. Security Program A security program helps protect the files and information on a computer. The most basic security program (minimum security) costs $500.00 and takes up 5 AD. Average security costs $750.00 and takes up 10 AD. Exceptional security costs $1,500.00 and takes up 15 AD, and finally a maximum security program costs $2,000.00 and takes up 20 AD. Computer Virus

This program has an AD size of 1, and when introduced into another computer it causes that computer to automatically fail and self destruct, deleting all the data on the computer and rendering it useless. A virus can be uploaded into a computer wirelessly through another computer as long as the target computers security is defeated. Galactic Positioning System This program, 1 AD in size, requires Net access to have the user of a computer determine their location in the galaxy no matter where they are. Communication Program This program allows the computer to tap into various communication signals and transmit them. The program comes with either radio or infrared communications (buyers choice). Upgrading to radio or infrared costs $500.00 while upgrading to subspace communication costs $1,500.00. Radio and infrared communication takes up 2 AD each, while subspace communications take up 5 AD. Universal Translator This program allows the computer to recognize different languages and translate them back as either audio, text, or both. Furthermore the program can even recognize different speakers who are speaking at the same time. This program comes with one language (buyers choice) that translates into another language of the buyers choice and vice versa. Additional languages cost $100.00 extra and take an additional 2 AD of data. The initial program requires 4 AD of data. The Guide This program has the computer act like a character with an intellect score of zero and 5 ranks in all intellect based skills. When a character searches for information using the guide, roll the guides skill to discover that information, and a failed roll means that the guide does not have that information on file. The guide updates itself if Net access is available and its intellect skills gain 3 more ranks for a maximum of 8 ranks in all intellect based skills. This program requires 20 AD of data. Skill Program This program was designed to train people in a skill and when buying the program the buyer chooses one skill of their choice for the program, unless they buy the program multiple times. A character must study the program and if they do they gain a +1 bonus per hour of studying the program when they use said skill anywhere within 24 hours of studying. This program takes 15 AD per skill. Digital Storage This program allows a user to store physical matter within the storage space of the computer. The program itself requires 5 AD of storage space, and for every 1 pound of matter stored, 1 AD on the computers storage space is also taken up. Only medium sized or smaller objects that are not living can be stored. If attempting to store a living character, they have the chance to resist with a DC 15 endurance check. If they are successfully stored, and the computer is connected to the Net, they may upload their personality to the Net as a free action. Program Emulation This program allows a computer to emulate enhancement programs. The price of using an enhancement program on a computer is the price of the program plus the price of the program emulation. In order to use the program the character must have the computer in their possession and must have spent at least a full round action activating the program. The size of emulated programs is the sanity cost of the enhancements times 5 in AD. Artificial Intelligence This program takes up 5 AD for every point in intellect, empathy, and allure the program has. Each ability score has a cap of 3 points except for intellect which has a cap of 6 points. Each point costs $250.00. This program allows a character to perform operations on a computer without using the computer (simply talking to it will allow it to perform its tasks). An artificial intelligence can use any program or ability installed on the computer, such as Net access or a skill program (treat the AI as having a rank of 8 in a respective skill for each skill program installed). Furthermore, it can use the guide (ranks in skill programs supersede, not add, to the skill ranks in the guide program). Finally, an AI allows a character to have a +1 bonus to all rolls if the computer is within 5 feet of the

character. The initial program has a 0 in all abilities (intellect, empathy, and allure) and takes up 50 AD; however the AI needs all ability scores to be at 1 in order to function.

Electronics
Electronics are independent devices that have internal batteries and do not require a computer for any reason. Most electronics have an internal battery that usually does not run out until hundreds of years have passed, and only if the device has received constant use. Other electronics have an internal self-recharging battery. Name Price Weight Size Neutral Stabilizer $50.00 1 lbs Small Bio-Scanner $500.00 2 lbs Tiny Life Signs Disguiser $500.00 5 lbs Tiny Omni-Gel $500.00 1 lbs Tiny Communication Device $500.00 1 lbs Tiny Holophone $1,000.00 1 lbs Tiny Goggles $1,000.00 1 lbs Tiny HUD Glasses $1,000.00 1 lbs Tiny Communications Jammer $1,000.00 3 lbs Small Hack-Card $1,000.00 0 lbs Tiny Stun Cuffs $1,500.00 3 lbs Small Cloaking Device $2,000.00 10 lbs Medium Ion Field Generator $2,000.00 10 lbs Small Subspace Receiver $2,000.00 50 lbs Large Delf Bracers $4,000.00 3 lbs Small Dimensional Shifter $4,500.00 5 lbs Medium Time Machine $5,000.00 1 lbs Tiny Dwarven Portable Forge $5,000.00 1 lbs Tiny Nanobots Varies 1 lbs Tiny Integration Varies Varies n/a Phoenix Resurrection Chamber $50,000.00 15 lbs Large The Universal Saga n/a 5 lbs Small Neural Stabilizer This device is designed to emit a quick jolt of electricity into the users mind based on the users mental electrical frequency. This charge stabilizes any unusual activity in the brain. When used this device allows the user to regain 10 sanity points, however the device short circuits due to the energy it is emitting and is useless. For an extra $950.00 the device can be upgraded so it does not short circuit and it recharges at a rate of 1 sanity point per minute up to a maximum of 10 sanity points. Bio-Scanner This small cell phone sized device grants a +2 bonus to first aid checks on one target if the character spends a full round action scanning them first. This device gives the character almost all the medical data needed for their target, from DNA to any viruses or diseases they might be suffering from. This device can be connected to any heads up display in which case the character receives a +3 bonus to first aid checks Life Signs Disguiser This baseball shaped device allows a character to create a false life sign on any life sign detectors. For $1,500.00 the device can be upgraded to cloak the character from life sign detectors. It is common to use multiple life sign disguisers to make an enemy believe there are more targets than there might seem to be. Omni-Gel This yellow gel comes in a toothpaste container and when being used the user selects one six different options, electronics, chemicals, mechanics, first aid, survival, or food. Omni-Gel grants a +2 bonus on one of the five skills

or provides up to 3 hours of food. Omni-Gel can be used only 4 times before the tube runs dry, and each bonus can be granted once and lasts only for one round. Communication Device Unlike the computer program version, this communication device is a more dedicated version with double the normal range for all communication systems. The initial device comes with either radio, or infrared communication, while the device can be upgraded to have the other communication system for $500.00 or subspace communications for $1,000.00. To switch between communication systems costs a move action. For $500 the communication device can become encrypted, increasing the DC to hack into the communication device from 15 to a DC 20 computers check. This upgrade can be bought twice to a DC 25 computers check. Infrared communications are immune to hacking, thus do not require the encryption upgrade. Holophone This device uses the three different types of communication systems, by sending an infrared beam off of subspace matter (not through it, like traditional subspace communications) video and audio data can be sent to individual radio ID numbers, much like phone numbers. This service is free to anyone who buys a holophone, however holophone transmissions are rarely secure (DC 10 computer check to tap into any radio ID number and listen in on their conversations), and thus rarely used by any type of military organization. Goggles These goggles hold various vision technologies and come with either night vision or infrared vision (buyers choice). Upgrading to night vision or infrared costs an additional $500.00 while upgrading to X-Ray vision can be included for an additional $1,500.00. Multiple sensors can be added to the goggles and a knob switches between the various sensors as a move action. 12 hours of video can also be recorded into the goggles internal memory. HUD Glasses These glasses provide the character with a heads up display and have either a built in radar or sonar (buyers choice). Upgrading to either radar or sonar is an addition $500.00 while upgrading to include a life signs detector for $1,500.00. Multiple sensors can be added to the glasses and a knob switches between the various sensors as a move action. The glasses also can record up to 12 hours of video into an internal memory. Communications Jammer This small round device is effective at jamming communication transmissions. Firstly, the device is bought for either radio or infrared communications, at which point any person using that type of communications device finds that their device does not work. For $1,500.00 the device can be upgraded to jam the other type of communications at the same time. For $2,500.00 individually, or for a $3,000.00 upgrade the device can be bought to jam subspace communications, if bought as an upgrade it jams subspace communications in addition to the other types the device possesses. A communications jammer lasts for 10 minutes before needing to be recharged, and recharges itself at a rate of one minute of use per round. A communications jammer has a range of 1 mile. Hack-Card A hack-card is a credit card sized device that has a wireless link that allows it to connect to a computer which is also equipped with a wireless link and allow the user to hack into computers with ease. A hack-card grants a +5 bonus on computer checks when trying to defeat computer security. A hack-card can be used only once. Stun Cuffs These cuffs cause a target that is wearing them to make an endurance check for fatigue every round. If a character passes this check they can make a DC 15 strength check to break out of the cuffs. If they fail this check they must make a DC 20 endurance check otherwise black out. These cuffs have a wireless transmitter allowing those with a separate monitoring device to track anyone wearing stun cuffs and to know if the target is fatigued or blacked out. Cloaking Device This cell phone sized device allows a character to remain cloaked for one minute. After that, it takes one minute to recharge one round of cloaking. For an additional $2,000.00 the device can cloak a character from infrared, night vision, radar, or sonar systems. For $4,000.00 the device can cloak a character from either life signs detectors or x-

ray vision. When buying an upgrade a cloaking device only supports 3 different types of systems that it can cloak from at the same time. Ion Field Generator This baseball sized device creates a field (radius between 1 and 10) of ion energy that disables all technological items, and also causes corlonics to black out on a DC 15 endurance check. This device can maintain the field for ten minutes before power runs out, and recharges at a rate of one minute per round of field generation. Subspace Receiver This large device is a modified tachyon jump drive that has been fitted with trace amounts of subspace matter. Receivers can also transmit subspace communications in addition to their other function. A subspace receiver allows for other people to join in a conversation using subspace communications as well as eliminate the five minute time lag. The receiver has a unique security system which has a DC of a characters computer check. For an extra $5,000.00 the receiver can be upgraded into a medium item and its weight becomes 25 pounds, and it becomes able to receive and transmit radio and infrared communications with the same security system. Delf Bracers There are two of these bracers, one with a red gem and one with a blue gem, as well as a white gem that serves as the key. The wearer of the red bracer must stay within a range of 1,000 squares nor walk within 2 squares of the blue bracer otherwise they must make a DC 20 endurance check every round or black out for one minute. The red bracer cannot be removed unless it is touched by the key, if removed it injects a lethal injection automatically that must be specifically keyed by special antitoxin. The blue bracer has a holographic map that shows the location of the red bracer, and also as a free action makes the wearer of the red bracer make a DC 25 endurance check otherwise black out for one minute. A blue bracer can support up to 20 red bracers, with additional red bracers costing $500.00 each, blue bracers costing $1,000.00 each, and a white gem key costing $2,500.00 each. Dimensional Shifter A dimensional shifter is a medium sized vest that is about as thin as cloth, however it is fairly heavy. This vest creates a displacement field around the character allowing them to teleport anywhere within a radius of 5 squares as a standard action. For $1,000.00 the device can be upgraded to allow the character to teleport an additional square up to a maximum of 15 squares. Furthermore, for an extra $5,000.00 the shifter can be upgraded to create a disruptive field granting a +1 bonus to defense to that character during for one round after they teleport. This bonus to defense can be upgraded for $1,500.00 per +1 up to a maximum of a +5 bonus to defense. Time Machine This device is a small watch sized device that allows a character who is using it to travel through time by 10 seconds into the past or into the future. This means the character either travels back in time in which cases the events in the past ten seconds or one round fail to happen, or the character travels forward in time in which case they vanish from their location for ten seconds or one round after which point they reappear. A time machine can be upgraded to allow the character to travel backwards or forwards in time by an additional round for $5,000.00 per round up to a maximum of six rounds backwards or forwards in time. When used the time machine cannot be used again for another 24 hours unless recharged by time radiation. A time machines size can be upgraded to a small sized device that weighs 10 lbs and can take another target through time. The device can also be upgraded to a medium sized device that weighs 20 lbs which means the internal batteries recharge within 12 hours instead of 24. The time machine can also be upgraded to a large sized device that weighs 125 lbs and can take an additional traveler and recharges every 12 hours. Finally the device can be upgraded to a huge sized device that weighs 450 lbs, recharges every 12 hours, and can carry up to six passengers. A time machine must be upgraded through each size category for $2,500.00 each. Dwarven Portable Forge A Dwarven portable forge, also known as a nano-replication device, is a tiny box that can usually fit in the palm of an average humans hand. This box can create anything excluding software programs so long as it has the blueprint (ten times the cost of the item) and the materials (half the cost of the item) by using nanobots to construct threedimensional objects much like a printer. From there, it can produce the item as much as it is needed. All nanoreplication devices come with a food and water program, allowing them to filter almost any liquid into drinkable

water, as well as convert any organic material into edible food. Nanobots Nanobots come in four different varieties, medical, military, robotic, and tracer. The medical nanobots heal 1 hit point per hour for up to 48 hours, although they cannot regrow severed limbs. Military nanobots inflict 1 hit point of damage per hour over the course of 48 hours although they cannot sever limbs. The robotic variation of nanobots allows a corlonic or forged to heal severed limbs and add up to 10 hit points back to them at a rate of 1 hit point per hour. A tracer nanobot sends a unique subspace signal allowing the user to be tracked anywhere in the galaxy. Nanobots are pre-programmed in by the user before injection via a syringe and are automatically destroyed if the user takes any type of energy damage. Medical nanobots cost $300.00, military nanobots cost $600.00, robotic nanobots cost $900.00, and tracer nanobots cost $1,000.00. Integration An items integration is not so much an electronic as it is the fusion of multiple electronics. An items integration begins with the base item, paid for in full. Then, a secondary electronic device is added for double that electronics price, including all upgrades. The integrated device does not gain any weight from the second device, and a character with an integrated device must choose which part of the device they are using before using it, giving it great multi-tasking abilities. Any electronic can have any number of integrations except for an integration that would cause a duplicate function. For example a cloaking device is integrated with a dimensional shifter. The shifter can integrate with a phoenix resurrection chamer, but cannot integrate with another (even if it is better) cloaking device. Phoenix Resurrection Chamber This device is a foldable mat that projects a cylinder. The device scans DNA material and then requires a soul that was reaped by a valkyrie within the past 24 hours. With these two objects the device then starts to rebuild the souls body, building 1 pound of weight in 1 minute. The system also has an einherjar program in which case it creates a random strand of einherjar DNA and builds an einherjar body for the soul. The Universal Saga This legendary book is nothing more than a 6 by 9 inch metal plate. The metal itself is considered indestructible and throughout the books history it has survived everything from a supernova to even being sucked into a black hole only to resurface roughly one hundred years later. The book is notorious for keeping itself contained within the Milky Way galaxy with no reason as to why. The book contains the history of the galaxy in every single aspect in boring and gruesome detail. The book contains detailed notes on each and every piece of technology that has existed and ever will exist, and even contains historical information of each person such as who shot John F. Kennedy to information on people that currently exist, their futures, and the futures of people yet to even exist. What is known is that its information is one hundred percent accurate and despite numerous attempts to alter history, the Universal Saga seems to always be correct. All events, mostly galaxy or universe shattering ones, are covered within the book, appearing in text that the reader can see, or sometimes appearing in a readable text within the readers mind proving it has some type of psychic power. The text morphs from the indestructible metal that composes the metal plate and shifts into new pages when the reader wills it. The Universal Saga contains all information on all things excluding only one topic; all information concerning the Universal Saga is considered by the book to be top secret, classified, holy, or anything that would steer the reader away from such topics. The Universal Saga refuses its reader from accessing files about itself although many believe said files do exist within the book. Anything protruding to the true history of the book must be discovered through traditional means as the Saga refuses to answer any questions about it, however most topics involving the Saga are well known in history and are usually easily located. This information is even easier to obtain thanks to the Net. The current location of the holy tome can never be verified as it pops up in the hands of the least likely person ever to have it, then it simply vanishes without a trace. Many believe that the book is alive and is a time traveling being who wrote itself, while others believe it was written far in the future and sent back through time and then recovered when its use had ended. Another theory that the book is contains the souls of the ancient race that wrote the tome, and they power the device, although others say that the device is just an incredibly advanced piece of technology and nothing more.

Chemicals

Chemicals are fluids of various compounds that are used for various needs. Chemicals come in four different types: edible, injection, or gas. Edible chemicals need to be injected orally in order to work. Injection chemicals use a needle that bypasses physical damage reduction in order to deliver the chemical to the target. Gasses work similar to grenades and upon impact they release a gas that only works if a target breathes it in. Name Delivery Type Price Weight Size Hydro Pill Edible Bacterial $5.00 1 lbs Tiny Ration Pill Edible Bacterial $5.00 1 lbs Tiny Consumable Energy Pack Edible Synthetic $5.00 2 lbs Tiny Medical Juice Edible Bacterial $50.00 1 lbs Small Antitoxin Injection Bacterial $50.00 1 lbs Tiny Truth Teller Edible/Injection Bacterial $250.00 1 lbs Tiny Lethal Injection Injection Synthetic $250.00 1 lbs Tiny Stun Spores Gas Viral $250.00 2 lbs Small Poison Powders Gas Viral $250.00 2 lbs Small Coughing Gas Gas Viral $250.00 2 lbs Small Warp Gas Gas Synthetic $250.00 2 lbs Small Epileptic Gas Gas Viral $500.00 2 lbs Small Acid Gas Gas Viral $500.00 2 lbs Small Amnesia Serum Injection Bacterial $500.00 1 lbs Tiny Adrenaline Rush Injection Synthetic $500.00 1 lbs Tiny Blood Curse Injection Retrovirus $1,000.00 1 lbs Tiny Fluid Mutation Curse Injection Retrovirus $1,000.00 1 lbs Tiny Rapid Aging Retrovirus Injection/Gas Retrovirus $1,000.00 1 lbs Tiny Z-Retrovirus Injection/Gas Retrovirus $1,000.00 1 lbs Tiny SAIDS Injection Retrovirus $1,000.00 1 lbs Tiny Bone Growth Injection Viral $1,500.00 1 lbs Tiny Mutagen Edible Retrovirus $1,500.00 1 lbs Tiny Liquid Shadow Injection Synthetic $2,000.00 1 lbs Tiny Subspace Matter Injection Synthetic $10,000.00 1 lbs Tiny Immortality Serum Injection Synthetic n/a 1 lbs Small Hydro Pill (Edible) This small blue pill is a super-dense capsule of water that supplies 24 hours worth of hydration. If the user takes more than one pill a day, they must make an endurance check (DC 10 + 1 for every pill after the first) otherwise the user suffers damage to their torso equal to the amount that the character failed the save by. Ration Pill (Edible) This small red pill is a super-dense capsule of protein, nutrients, and supplies the user with food for 24 hours per pill. If the user takes more than one pill a day, they must make an endurance check (DC 10 + 1 for every pill after the first) otherwise the user suffers damage to their torso equal to the amount that the character failed the save by. Consumable Energy Pack (Edible) This is a pack of non-lethal energy that is used as food by corlonics, forged, and razers. These races can consume too much food in what is commonly referred to as over-clocking. When a character eats more than 5 of these packs within an hour they gain a +1 bonus on all rolls due to their increased energy for one hour. After this time period the character becomes fatigued for 2 hours due to crashing or overheating. A character needs roughly one pack a day. Medical Juice (Edible) This thick blue juice comes in a tin can, and uses a process that scans a characters DNA and makes repairs as it is delivered throughout the blood stream. Medical juice restores 10 overall hit points (characters choice of limbs) per can. Medical juice cannot grow brand new limbs and thus cannot heal limbs that have the severed condition.

Antitoxin (Injection) This chemical is a cure-all drug that can cure anything as long as the serum is keyed to the drug. When antitoxin is bought the user chooses which disease or chemical the antitoxin will cure. A computer or bio-scanner can change which disease or chemical antitoxin can cure. Nanobots are neither chemicals nor diseases thus they cannot be cured with antitoxin. Antitoxin comes in two different forms, general and specialized. General use antitoxin is keyed to bacterial, viral, retrovirus, or synthetic chemicals and when used, the antitoxin grants the user a DC 15 endurance check to cure themselves of their chemical infection. Specialized antitoxin is bought for a specific chemical compound such as lethal injection and instantly cures the target of the chemical. Truth Teller (Edible/Injection) This drug can be injected or ingested, and the target is compelled to tell the truth for 12 hours. This drug doesnt make the target talk or even talk about the current subject, but when the target does talk about the subject they are forced to tell the truth unless they can pass a DC 20 willpower check. A second dose within an hour of the first dose increases the DC to 25 but can make the target blackout for 12 hours on a failed DC 10 endurance check, and a third dose increases the DC to 30 but can make the target blackout for 12 hours on a failed DC 20 endurance check. A fourth dose within an hour of the first three doses automatically causes the target to blackout for 12 hours. Lethal Injection (Injection) This chemical, upon injection, forces the user to undergo an endurance save, DC 20. If the user fails this save, they begin to lose 1 hit point per round per limb until death. A DC 15 first aid check is needed to remove this poison. A second dose within one minute of the first causes the DC to increases to 30. A third dose within one minute of the first two doses increases the loss of hit points from 1 to 2 hit points per round per limb until death. Stun Spores (Gas) This chemical releases a gas with a radius of 2 and counts as a thrown weapon. For every round for one minute, the radius expands by 1 to a maximum of 8. Stun spores make those who breathe it in make an endurance check (DC 15). If characters fail this save they blackout for ten minutes. The gas itself lasts for two minutes before disappearing. For an extra $250.00 the gas can be upgraded to make the DC of the endurance check 20. Poison Powder (Gas) This gas opens up at a radius of 1 and expands at a rate of 1 per round for two minutes up to a radius of 13. Those who breathe in this gas must make an endurance check (DC 15) otherwise they will lose one hit point from their torso per hour. The gas lasts for three minutes before disappearing. For $250.00 the gas can be upgraded so the DC for the endurance check is increased to 20. Coughing Gas (Gas) This gas has a radius of 3 and increases at a rate of 2 per round for one minute up to a maximum radius of 15 which lasts for 3 minutes. Those caught within the effect of this gas must make an endurance check (DC 15), or become fatigued for two rounds. For an additional $250.00 the DC can be upgraded to DC 20. Warp Gas (Gas) This gas forces those who breathe it in to make a willpower check (DC 20). If a character fails this save they will become disoriented, suffer a -2 penalty to all rolls for one minute. A character can continue making the willpower save at DC 25 every round they are under the effects of this gas. This gas begins at a radius of 1 and expands at a rate of 1 per round for one minute to a maximum of 7 lasting for five minutes. For an extra $250.00 the DC can be increased by 5 points, making the initial check DC 25, and the secondary check DC 30. Epileptic Gas (Gas) This gas, when released, creates a radius of 2 and expands at a rate of 2 per round to a maximum of 8, lasting for only 4 rounds. When a target breathes in this gas they must make a DC 15 endurance check otherwise they get knocked prone and become fatigued for one round for each point they failed the check by. This gas can be upgraded to a more concentrated version for $500.00 which increases the DC to 20. Acid Gas (Gas) When released, this gas begins at a radius of 1 and expands at a rate of 1 per round for three rounds to a maximum of

4 lasting for one minute. Acid gas causes the target to take 2 hit points of damage to the torso for every round that they breathe in the gas. Furthermore, after breathing in the gas once, the target loses 1 hit point per round from their torso. A DC 15 first aid check can cure the target from this gas. For an extra $500.00 the target loses 3 hit points from their torso every time they breathe in the gas, and loses 2 extra hit points per round from their torso after breathing in the gas. A DC 20 first aid check can cure the target from this gas. Amnesia Serum (Injection) This serum, when it comes in contact with the skin of a creature, causes them to forget the past hour of their lives. The target of this serum can make a DC 15 willpower check to keep their memories. A second dose of the serum can only be administered after an hour of the first dose otherwise no effect will take place. If the target takes more than four doses within a minute they must make a willpower check (DC 15) otherwise lose all memories of who they are. Eight doses within a minute causes the target to make a DC 20 willpower check otherwise lose all their memories. Adrenaline Rush (Injection) This drug allows the user to push their bodies for longer and harder than normal allowing the character to gain a +1 bonus to all rolls for one minute. After that minute the character is then fatigued for one round before blacking out for one hour. A second dose causes an overdose which a character must make a DC 20 endurance check otherwise blackout for a number of rounds equal to the amount that the character failed the check by. Success causes the character to become fatigued for one minute. Blood Curse (Injection) This retrovirus is incurable if the character is born with the disease. A character no longer needs to eat, but they must drink at least 3 liters of blood every 12 hours otherwise they suffer the effects of not eating or drinking. If a character fails a willpower check they frenzy and are forced to attack the nearest target for a number of rounds equal to the amount they failed the check by, however they gain a +1 bonus to reflex during this time. A character can make a DC 10 + (Number of rounds left in the frenzy) willpower check every round to stop their frenzy. A character can be born with this virus at no cost. A liter of cloned blood costs $10.00 at most hospitals. Fluid Mutation (Injection) This retrovirus, incurable to those that are born with it, causes a character to make a willpower check (DC 1) every 24 hours. The DC is increased by 1 for every 24 hours that the character hasnt failed. A failed check means the character gains a +1 bonus to strength although they begin to attack the nearest target. The character stays in this beast form for 1 minute + 1 minute for every point they failed the willpower check by. Characters can be born with this virus for no cost. Rapid Aging Retrovirus (Injection/Gas) This retrovirus causes a character to change their aging from years to hours, thus a 70 year old elman will reach middle age in 5 hours, old age in 30 hours, and die in roughly 55 hours. If a character dies by the virus, their body explodes in a dust ball with a radius of 4, and everyone within that radius that breathes in the air will contract the virus. Z-Retrovirus (Injection/Gas) The Z-Retrovirus spreads at an extremely high rate (a radius of 1 expanding at a rate of 2 per round with no maximum radius and no time limit). The gas itself expires one day after it spreads, and those infected with it turn it into an injection chemical, meaning it must be introduced into someones blood stream if they are to become infected. Those that are infected lose 1 hit point from their torso at a rate of 1 per minute, and when they die the target enters a state of frenzy and attack the nearest non-infected target, a simple scratch or bite will cause the target to become infected. Dead characters continue to live in this frenzy state as long as they have hit points in their head. SAIDS (Injection) This retrovirus causes a character to automatically fail all endurance checks, even ones that a character could automatically pass. Antitoxin can be keyed to this retrovirus and thus it can be cured, however because characters born with this disorder have the virus integrated into their DNA cannot be cured this way and require extensive genetic surgery, which has only a 10% chance of removing the virus.

Bone Growth (Injection) This virus turns 1 hit point into 1 point of PDR on every limb as a permanent transformation at a rate of 1 hit point per limb per 24 hours. A character dies when they lose all their hit points, thus most people die within a week of contracting the virus. Enhancements have been created to reform the skin back from the bone to normal skin using cloning techniques. Mutagen (Edible) This green chemical allows the user to mutate their minor ability into the minor ability of another race for one hour after taking the pill (the effect requires a full round action to activate). There is a 1 in 10 chance that this transformation is permanent. Liquid Shadow (Injection) When this chemical is injected the character randomly gains one of the following powers on the roll of a D10 for the duration of the ability. Multiple injections allow a character to gain more abilities although abilities do not stack. Each injection forces the character to roll a D10; on the roll of a 1 they become infected. An infected character gains one of the powers as a minor ability however they permanently lose half their sanity points and can only have up to half their sanity points at any given time. Curing this infection removes all abilities and all penalties but requires specially keyed antitoxin and a DC 25 first aid check. Each time a character uses liquid shadow they automatically lose 10 sanity points. (1-2) Teleport: The character can teleport at half their speed as a move action and increase their defense by +3 for that turn. The character can use this power up to three times per injection. (3-4) Blades: The character can generate a shadow blade that counts as a melee weapon that deals D6+6 points of damage. This damage has no type and bypasses all forms of damage reduction, however a target can make an endurance check to take half damage, with the DC being the characters attack roll. If the target passes the check by 5 or more they take no damage, but if they fail by 5 or more they take double damage. The character can summon two blades however the damage is decreased to D4+4 per blade. Summoning the blade is considered a move action and the blade lasts for one minute. (5-6) Armor: The character can create shadow armor that covers their entire body. This armor has a damage reduction of 7; however nothing can bypass it except for a particle beam weapon or a time gun. Furthermore it can hold breathable atmosphere for its duration. Creating the armor requires a move action and it lasts for one minute. (7-8) Shadow: The character can create a sphere of pure shadow within a radius of 10. Everything within this radius is considered blinded except the character and up to five other targets. All vision systems and sensor systems fail to work while within the radius although they will work outside of it. Furthermore any source of light fails to generate any light while within the radius, and no light can penetrate the radius into the sphere of darkness. Summoning the shadow requires a full round action and lasts for one minute. (9-10) Shift: The character can choose up to five targets and along with themselves they can shift into a shadow plane. This plane of shadow looks exactly like the normal world minus any living creatures such as people and plants. Furthermore despite the location there is breathable atmosphere everywhere in the shadow plane. Finally, the character and all targets can interact with the surroundings, but it has no effect on the real world. Any unwilling targets can make a willpower check (DC 20) to avoid coming here, while this ability can be used offensively to shift a target to the shadow plane without the character, although the willpower DC is only 15 for such a task. This power is activated as a full round action and lasts for 30 minutes, after which all targets and the character return to the normal world in whatever equivalent location they were at in the shadow plane. Subspace Matter (Injection) This chemical infects a character simply by touching them. This chemical can bypass physical and psychic damage reduction but cannot bypass energy damage reduction. A target infected by subspace matter loses 1 sanity point per round and instantly attacks the closest target unless they can pass a DC 25 willpower check. There is no cure for subspace matter other than death, and when an infected character dies they release subspace matter enough to infect anyone within 1 square. A character injected with subspace matter increases the DC by 5 points (DC 30). This chemical is immune to the effects of antitoxin. Immortality Serum (Injection)

The character no longer suffers the effects of aging by getting older, but any penalties they currently have of aging still applies. A character is completely immune to any disease, no longer needs to eat, drink, breathe, or sleep and automatically stops doing all of these things. The character also gains a healing factor of regaining 1 hit point per limb per round and is immune to bleeding and can regrow severed limbs this way. A character can only die if their head is severed or brought to 0 hit points. A character brought to 0 overall hit points, or 0 hit points in the torso blacks out for one minute instead of dying. This chemical is immune to the effects of antitoxin.

Robotics
Robots are a common sight in the Universal Saga galaxy, from living robots such as the corlonic species, to hybrid techno-organic forged, robots live day to day in the galaxy. But the line does not end there; plenty of species create artificial intelligences for a whole variety of reasons. Most AI programs usually sit inside computer shells, hooked up to a starship or space station, but many, specially tailored, AI also inhabit robotic shells and are sold to governments, organizations, and individuals for anything including maintenance workers, soldiers, bodyguards, cheap labor, and oddly enough, friends for lonely souls or even sex slaves (commonly referred to as pleasure bots). This chapter focuses on the robots shell, their hardware, and their software. Robots can use equipment, tactical gear, enhancements, and even vehicles just like normal characters. Robots act as non-player characters, much like typical artificial intelligences. Name Price Weight Shell $1,000.00 200 lbs Material $1,000.00 25 lbs/Point Allure $1,500.00 n/a Empathy $1,500.00 n/a Strength $1,500.00 n/a Intellect $1,500.00 n/a Reflex $1,500.00 n/a Saves $2,500.00 n/a Remote $5,000.00 1 lbs Instant On $25,000.00 10 lbs Shell A robot shell has strength and reflex scores of 3, 15 hit points for the torso, 10 hit points per limb, and 5 hit points for the head. The shell also has an endurance score and defense score of 8, and a willpower score of 5 and 15 stability points. The basic shell is medium sized and weighs 200 lbs. For an extra $4,000.00 the size of the shell can be increased or decreased by one size category (small or large). A small robot has a strength score of 2, but a reflex score of 4. A small robot has 14 hit points for the torso, 9 legs and arms hit points, and 4 head hit points. A small robot also has an endurance score of 6 but a defense score of 10. Small robots have a -2 penalty on intimidation checks, but a +2 bonus on stealth checks and weighs 100 lbs. A large robot has a strength score of 4 and a reflex score of 2. A large robot has 16 hit points for the torso, 11 legs and arms hit points, and 6 head hit points. A large robot also has an endurance score of 10 and a defense score of 6. Large robots have a +2 bonus on intimidation checks, but a -2 penalty on stealth checks and weighs 400 lbs. For an extra $5,000.00 the size category can be increased or decreased further (tiny or huge). A tiny robot has a strength score of 1, but a reflex score of 5. A tiny robot has 13 hit points for the torso, 8 legs and arms hit points, and 3 head hit points. A tiny robot also has an endurance score of 4 but a defense score of 12. Tiny robots have a -4 penalty on intimidation checks, but a +4 bonus on stealth checks and weighs 50 lbs. A huge robot has a strength score of 5, but a reflex score of 1. A huge robot has 17 hit points for the torso, 12 legs and arms hit points, and 7 head hit points. A tiny robot also has an endurance score of 12 but a defense score of 4. Huge robots have a +4 bonus on intimidation checks, but a -4 penalty on stealth checks and weighs 800 lbs. Material The material that makes up a robot is usually steel, the base material being a type of high end plastic with 0 points of physical damage reduction. For $1,000.00 per point, the base physical damage reduction of the robot can increase up to 3 points, after which it costs $2,000.00 per point. At 6 points of physical damage reduction, it costs $4,000.00 per point, up until 9 points where it costs $5,000.00 per point of physical damage reduction. A robot can have only

10 points of physical damage reduction if they are medium sized, each point also adds 25 lbs of weight to the robot. Tiny robots are limited to 4 points, small robots are limited to 7 points, large robots can have up to 13 points, and huge robots can have up to 16 points of physical damage reduction. For $5,000.00 the robot can receive a skin graft which places cloned organic tissue, complete with hair and organic irises over the eyes to make the robot seem lifelike to anyone walking past or even mild interactions. For $5,000.00 more the robot can gain cloned organic parts and heat generators to even feel and look like a living creature, although their insides are still different, these models are commonly pleasure bots because those organs still respond accordingly. For another $5,000.00 the robot can undergo complete organic refitting, where their internals are replaced with techno-organic parts and they are more or less an organic robot. Allure Each point of allure costs $1,500.00 until the robot has 3 ranks, then each point costs $2,000.00 up until 5 ranks, which each point costs $2,500.00. Each rank in allure increases each allure skill by 1 and also increases all defenses by 1 point. A robot cannot have more than 6 ranks in allure. Empathy Each point of empathy costs $1,500.00 until the robot has 3 ranks, then each point costs $2,000.00 up until 5 ranks, which each point costs $2,500.00. Each rank in empathy increases willpower by 1 point and also increases the stability points of a robot by 5 points. A robot cannot have more than 6 ranks in empathy. Strength Each point of strength costs $1,500.00 until the robot has 5 ranks, then each point cost $3,000.00 until the robot has 8 ranks, then each point costs $6,000.00 up until the robot has 10 ranks in strength. Increasing the strength of a robot also increases its hit points by 1 in each limb and also increases its endurance score by 1 point. A robot cannot have more than 10 ranks in strength. Intellect Each point of intellect costs $1,500.00 until the robot has 3 ranks, then each point costs $2,000.00 up until 5 ranks, which each point costs $2,500.00. Each rank in intellect increases each intellect skill by 1 and initiative by 1. A robot cannot have more than 8 ranks in intellect. Reflex Each point of reflex costs $1,500.00 until the robot has 5 ranks, then each point cost $3,000.00 until the robot has 8 ranks, then each point costs $6,000.00 up until the robot has 10 ranks in reflex. Increasing a robots reflex increases its initiative by 1 point, speed by one point, all reflex skills by 1 point and defense by 1 point. A robot cannot have more than 10 ranks in reflex. Saves Each save can be increased by 1 point for $2,500.00. Each save already begins with 5 ranks in it, and the maximum ranks a robot can have is 10 in any given save. Saves are defense, endurance, and willpower. Remote A remote allows for remote control over a robot, form issuing commands to remotely overriding a shut down. A remote is just a slightly more complex communications device which uses an infrared system to prevent hacking and to keep each remote tied to each robot. A remote has a range of 20 squares, which can be upgraded for $100.00 per additional square. Without a remote a character will need to reboot a robot manually at the site of the robot. Instant On Robots that are shut down reactivate as a standard action instead of a full round action. This system can be upgraded for $50,000.00 so that the robot can reactivate as a move action. It costs $100,000.00 as an additional upgrade to allow the robot to reactivate as a free action. This system kicks in when someone reboots the robot.

Skill Tools

Skill tools are kits of equipment that directly benefit skills other than computers (which are covered under computers). Name Price Skill Size Weight Disguise Kit $150.00 Disguise Small 5 lbs Mechanics Tool Kit $150.00 Mechanics Medium 5 lbs Electronics Set $150.00 Electronics Medium 5 lbs Lab Equipment $150.00 Chemicals Large 10 lbs Surgical Equipment $150.00 First Aid Medium 10 lbs Instrument $150.00 Perform Medium 10 lbs Universal Lock Pick $150.00 Mechanics Tiny 2 lbs Holographic Pick $150.00 Electronics Tiny 2 lbs Rangefinder $250.00 Awareness Small 2 lbs Compass $250.00 Survival Tiny 0 lbs Knights Cape $250.00 Style Large 2 lbs Delfian Clothing $250.00 Social Large 3 lbs Elven Cloak $250.00 Stealth Large 3 lbs Holo-Disguiser $250.00 Disguise Small 5 lbs Traveler's Tool $1,000.00 Several Tiny 1 lbs Disguise Kit This kit has basic makeup, clothing, and small other costume pieces that allow someone to disguise themselves. The kit also includes a face-maker, which is a device that creates an artificial face of someone as a form fitting mask. The kit counts as tools for a disguise check. The kit can grant a bonus of +1 for $500.00 more, +2 for $1,500.00, +3 for $3,000.00, +4 for $5,000.00, and +5 for $8,000.00. Mechanics Tool Kit Screwdrivers, wrenches, magnetic lifters to help keep metal objects in their place all help a mechanic keep things together. Everything a mechanic needs is within the tool kit, allowing him or her to perform all the tasks that they need to. A mechanics tool kit counts as tools for all mechanics checks. The kit can grant a bonus of +1 for $500.00 more, +2 for $1,500.00, +3 for $3,000.00, +4 for $5,000.00, and +5 for $8,000.00. Electronics Set Soldering tool, solder, spare wires, wire clippers, and a lot of simple portable equipment designed to help a character with all electronic problems, from wiring, to starships, to computers. The electronics set counts as tools for all electronics checks. The set can grant a bonus of +1 for $500.00 more, +2 for $1,500.00, +3 for $3,000.00, +4 for $5,000.00, and +5 for $8,000.00. Lab Equipment Test tubes, various simple chemicals and base elements of the periodic table, lab coat, portable burner, and safety goggles. All that a chemist would ever need is supplies in lab equipment to give the user tools needed for any and all chemical checks. The lab can grant a bonus of +1 for $500.00 more, +2 for $1,500.00, +3 for $3,000.00, +4 for $5,000.00, and +5 for $8,000.00 Surgical Equipment Small mono-edged scalpels, molecular edged syringes, micro laser torch for burning a cut shut, and various other trinkets used my medical professionals. Surgical equipment is very portable as most of its technologies were designed for those combat medics out on the field and for the greater need for portability by mercenaries, or by paramedics who cant take a whole surgical equipment rack with them. Surgical equipment counts as tools needed for the first aid skill. The equipment can grant a bonus of +1 for $500.00 more, +2 for $1,500.00, +3 for $3,000.00, +4 for $5,000.00, and +5 for $8,000.00. Instrument From keyboard to wind, instruments vary in shape and sizes. Each instrument has its own cost; however instruments have the same cost as their type. Most instruments also have differences in weight, most usually weighing heavier

than any lighter adoptions. For an extra $1,000.00 instruments can be made into electronic instruments, which help reduce size to small and weight by half. Universal Lock Pick This tool grants a +1 bonus to mechanical open lock checks and counts as tools for any mechanics check that uses the open lock feature. This device also lets a user know if they failed the check or not. Holographic Pick This tool grants a +1 bonus to electronic disable device checks and counts as tools for any electronics check that uses the disable device feature. This device also lets a user know if they failed the check or not. Rangefinder This device was inspired by binoculars. This device can zoom into anything up to a range of 1,000 squares, and even display the distance between the user and any target. A rangefinder grants a +1 bonus to awareness checks for anything 10 to 1,000 squares away. Compass This sphere shaped device was originally keyed to the magnetic polarity of a planet; however more recent designs have it keyed to the galactic polarity allowing the device to be used on planets or in space. It always points towards the galactic core, granting a +1 bonus to survival. Knights Cape This cape is created by the valkyries for the use of the Knights of the Dead, mostly to prove their incredible force throughout the galaxy. A character wearing this cape gains a +1 bonus to style. The bonus can be increased to +2 for $500.00 more, +3 for $1,500.00, +4 for $3,000.00, and +5 for $5,000.00. This cape must be worn above any physical armor in order to be effective. This equipment does not stack with delfian clothing or an elven cloak. Delfian Clothing This noble clothing is weaved on Mongor and is colored in deep blue and red hues. The dyes themselves are rare berries found on Mongor that are extremely pleasing to the nose and have a calming effect on people. A character wearing this clothing gains a +1 bonus to social. The bonus can be increased to +2 for $500.00 more, +3 for $1,500.00, +4 for $3,000.00, and +5 for $5,000.00. This clothing must be worn above any physical armor in order to be effective. This equipment does not stack with an elven cloak or a knights cape. Elven Cloak This cloak is worn over physical armor in order to function properly. Designed on Alfar using organic diodes that replicate the setting around the material, this cloak provides a +1 bonus to stealth to the character. The bonus can be increased to +2 for $500.00 more, +3 for $1,500.00, +4 for $3,000.00, and +5 for $5,000.00. This cloak must be worn above any physical armor in order to be effective. This equipment does not stack with delfian clothing or a knights cape. Holo-Disguiser A simple elastic band that goes around the neck is quite possibly the dream of assassins and spies everywhere. The holo-disguiser emits a 3D image over the wearer that is completely form fitting. The holo-disguiser creates the image of clothing, gender, hair, and even skin and race, however the illusion of these things does not mean that someone who touches the person will feel these things unless the user wears clothing that would feel appropriate. Furthermore, the holo-disguiser does not grant the wearer the ability of any race that is not his or her own (this is where Mutagen comes in handy.) The holo-disguiser counts as tools for disguise checks, and grants a +1 bonus to the disguise skill. The bonus can be increased to +2 for $500.00 more, +3 for $1,500.00, +4 for $3,000.00, and +5 for $5,000.00. Traveler's Tool This item looks like a thick metal pen with a blue light on one end that lights up when in use. This pen is carried around by almost everyone and anyone working with technology. These pens act as sensors to detect problems within cybernetics, a corlonic, computers, or any other piece of technology by showing the user the problem via a

holographic display. Furthermore, these pens can fix most problems by acting as the crafting tool and even allowing mechanical structures and even corlonics and forged to regain hit points (up to 1 hit point per hour of work). The pen can even help create chemical reactions by modifying atomic structures n fairly basic levels. This pen counts as tools for all chemical, electronic and mechanic skill checks and grants a +1 bonus to each skill. This bonus can be increased to +2 for $1,000.00 more, +3 for $2,000.00, +4 for $4,000.00, and +5 for $8,000.00.

Misc Gear
This type of gear does not fit into any of the categories above, and thus are placed here. Mundane things such as backpacks, camping gear, flashlights and the like are placed here. Name Price Weight Size Backpack $100.00 2 lbs Medium Flashlight Lamp $100.00 2 lbs Small Shovel $100.00 4 lbs Medium Plasma Torch $100.00 4 lbs Small Gas Mask $100.00 3 lbs Tiny Clothing $100.00 2 lbs Large Tent $200.00 5 lbs Large Hazmat Suit $400.00 10 lbs Large Soul Shard $400.00 1 lbs Tiny Jetpack $1,000.00 15 lbs Medium Power Pack Varies 35 lbs Medium Travel Ticket Varies 0 lbs Tiny Mercenary Varies Varies n/a Slave Varies Varies n/a WET Net Varies Varies n/a Backpack This device is a simple construction of fabric and zippers that are 100% waterproof allowing up to 40 tiny objects, 20 small objects, 10 medium objects, or 2 large objects. One large object equals five medium objects or ten small objects, one medium object equals two small objects, and one small object equals 2 tiny objects. This backpack has gone through rigorous tests and advancements allowing it to store up to 500 pounds worth of materials and a hold a lot more material than traditional backpacks from before the Battle of Earth. Flashlight Lamp This device can cut through darkness at a range of 12 in a forward cone expanding at a rate of one square across for every two squares of length up until the maximum range. Also, as a move action, the flashlight can be converted into a lamp that produces light at a radius of 6. Shovel This portable device is considered a large item but can become a small item with a simple button press. If used as a melee weapon, it deals 1D4 physical damage and can bypass 1 point of physical damage reduction. Plasma Torch This device is a long metal tube with a bent head at a 90 degree angle. This device deals 1D4+3 energy damage that has the plasma subtype allowing it to bypass up to 8 points of physical damage reduction. It takes one full round action to cut one foot of material, and a standard hole for a character to climb through should be about three or four feet wide. The flame doesnt go farther than 12 inches, making it an energy melee weapon if used in combat. Gas Mask A gas mask is a simple mask that stretches across the eyes, nose, and mouth using thin carbon nanotubes. This mask has an extremely powerful filter that allows it to convert any gasses or liquids into oxygen. The mask does not have any oxygen tanks itself and thus is useless in vacuum environments.

Clothing Clothing in the galaxy is much more high tech than it normally was. For one, clothing keeps a user dry while converting any liquids into steam. This has no effect on any chemicals that are injected or eaten by the character; however it grants the user a +1 bonus against gas based chemicals. Clothing can be upgraded for $250.00 extra to increase this bonus by +1 to a maximum of a +5 bonus. Tent A tent is collapsible living quarter that can be erected simply and quickly, taking only a full round action to set it up and make it stable. A tent can support up to 3 individuals comfortably (5 cramped) and withstand up to 200 pounds of weight overhead and/or 100 miles per hour winds thanks to stabilizers and mass shifters built into its frame. Hazmat Suit This armored jumpsuit provides is airtight and comes with a 12 hour supply of oxygen and can convert other gasses into oxygen or methane. This suit can be worn underneath physical armor and makes the character count as if they are in a sealed suit. The suit also protects against punctures and tears using self-sealing technology. Soul Shard Valkyries have the ability to contain the soul that they reaped until their next reaping. This device allows a valkyrie to store the soul they are containing, allowing them to reap without losing the soul that they might have plans for. When a valkyrie uses this device they are no longer counted for being reaped. In addition to this, there are also powered soul shards which cost $1,000.00 each. A powered soul shard must be equipped to a character, a psychic weapon, or a psychic armor. When equipped to a character the shard doubles the range of all psychic special abilities. When equipped to a psychic weapon, the weapon deals double its normal damage. Finally, equipping the shard to psychic armor doubles the damage reduction of that armor. The downside is that the bonuses from a powered soul shard last only for 10 minutes before running out of power and becoming a normal soul shard. Equipping a soul shard to a weapon, armor, or character requires a move action. Jetpack This jetpack has four different options when a character buys it. First there is the anti-gravity plate which allows the user to fly at their normal movement rate or hover. Then there are the micro-jets which allow the character to move at a speed of 50 although the character needs a standard action to start or stop moving at this speed. There is the prime jet which lets the character move at a speed of 100, but the character needs a full round action to start or stop moving. Finally, the jetpack can be portable and turn into a small sized item with half the weight as a move action. Jetpacks can one of the four options: anti-gravity plates, micro-jets, prime jet, or portable. For an extra $500.00 each the jetpack can take another option in addition to the first. Power Pack This two foot by two foot cube is a miniature power generator that can provide a source of energy to any object as long as the pack has enough ports for objects. Furthermore, a pack runs out of fuel after 170 hours (one week) of continuous use, and needs to be refueled. There are only three types of power generators available. A fission power pack has 3 ports and costs $1,500.00, while its fuel costs $200.00. A fusion power pack has 6 ports and costs $2,000.00, while its fuel costs $400.00. Finally, a dark matter power pack costs $2,500.00 and has 10 ports while its fuel costs $1,000.00. A power pack can be rigged to become an explosive with a DC 20 mechanics (fission), electronics (fusion), or chemicals (dark matter) check, dealing 2D10+6 points of energy damage with a radius of 4. Any electronic or computer device can be hooked up to a power pack which allows any rolls using said device to gain a +5 bonus, as well as allow the electronic or computer to continuously run until the power pack runs out. A power pack can have as many electronics or computers plugged in as it has ports. Furthermore any ranged weapon can be plugged into a power pack by using a port, which either increases the payload, base damage (not dice), or range by double. The character chooses which stat is increased when they plug in the weapon, and they can change which stat is increased as a standard action. Any electronic or computer that is plugged into a power pack no longer has any recharge rate and can constantly stay on for as long as needed. Mercenary From bodyguard to bounty hunter, a mercenary performs a service that usually involves combat or something

dangerous that the employer is either unable or unwilling to perform. The price of the mercenary depends on the quality (built using the campaign level system). A low level mercenary costs $10,000.00 per job, a medium level mercenary costs $20,000.00 per job, a high level mercenary costs $30,000.00 per job, and finally the rare epic level mercenary costs $50,000.00 per job. Travel Ticket This ticket allows a character to travel around the galaxy or a planet. When traveling a character spends $1.00 per increment needed to travel, such as miles on a planet, astronomical units in a solar system, light years in the galaxy. So a ticket for traveling between Earth and Alpha Centauri (4.37 light years away) would cost only $4.00. But a ticket from Alfar to Jotunheim (100,000 light years away) would cost $100,000.00. Way-Station Travel is much cheaper and costs $250.00 for a one-way ticket per person traveling. Slave Slaves are usually worn out people who had to sell themselves to some powerful crime lord for one reason or another, usually ending up within the crime lords possession due to blackmail, hostage taking, or debt collection. Slaves range from manual workers, child slaves, cheap soldiers, and the all too popular sex slaves. Some slaves go for a higher price than others due to their species and/or their demand. Slaves are permanently owned by the character when they are bought. The price of the slave depends on the quality (built using the campaign level system). A low level and very common slave costs $50,000.00, a medium level, and uncommon, slave costs $100,000.00, a high level, and rare, slave costs $500,000.00, and finally the extremely rare epic level slaves costs $1,000,000.00 or more each. WET Net WET Net stands for Wireless Energy Transfer Network, a complex network providing a wireless power source to any worlds that possess the technology. Only the Union, Valhalla Space, Norn Ascendancy, New Asgard Empire, and Gregonheim possess this technology. WET Net access is free everywhere but Gregonheim (costing a minimum of $1,000.00 per hour of use), and requires that any electronic or computer be adapted for WET Net access with a tiny crystal is placed near the power source of the device. Any electronic device or computer now has an unlimited duration because of this unlimited power. However, any device using WET Net can be monitored (location and device type information only) by anyone also accessing the WET Net, including the WET Net provider.

TACTICAL GEAR
You don't need guns and armor to stand up to evil. But it helps. -Lex Mechanus Tactical gear is very important assent in the galaxy, as those with the right tools tend to get the job done better than others who dont have the right tools. There are three major types of damage and damage reduction: physical, energy, and psychic. Like rock/paper/scissors, physical damage bypasses energy damage reduction; energy damage bypasses psychic damage reduction; and psychic damage bypasses physical damage reduction. The chapter contains weapons (divided into melee weapons, pistols, submachine guns, rifles, heavy weapons, and super heavy weapons), armor, and weapon and armor upgrades.

Subtypes
Each damage type has subtypes attached to them, each type of basic weapon can be upgraded with only one subtype, and only certain subtypes can be bought for a weapons type. A weapon cannot be upgraded with a subtype, and the subtype must be bought when the weapon is bought. Global subtypes can be bought no matter the damage type of the weapon. Type of Damage List of Subtypes Energy Ion, Laser, Plasma, Sonic Physical Bludgeoning, Dense, Piercing, Slashing Psychic Force, Mental, Neutron, Soul Global Dimensional, Phase, Quantum, Shadow, Temporal Weapon Type Subtype Price Melee Weapon $250.00 Pistols $500.00 Submachine Guns $750.00 Rifles $1,000.00 Heavy Weapons $1,250.00 Energy Subtypes Energy subtypes use different internal parts, such as the way the onboard computer converts the energy from their ammunition packs, which is how they cause damage, as well as the types of lenses used in the construction of subtypes, and adding more subtypes would make the weapon quite bulky. Ion weapons cause items on a hit target to become disabled 5 for one turn. Laser weapons have doubled the range but deal one die less of damage, thus a 2D8+4 weapon deals D8+4, while a D8 weapon deals D6 damage instead. A melee weapon with this subtype can hit a target in melee one square away. Plasma weapons bypass 5 points of physical damage reduction but deal one dice less of damage. Sonic weapons deal half damage but cause the target to become off guard for D4 rounds. Physical Subtypes Physical subtypes do not use different ammunition; instead internal calculators redirect the micro-mass shifter rounds differently, causing the weapon to fire the mass shifter differently. Because the computing requirements for such calculations are intense, most weapons can only fit one subtype within their weapons computer. Bludgeoning weapons cause a target to make an endurance check (DC equal to the damage the target took before damage reduction) otherwise become fatigued for a number of rounds equal to the amount they failed the check by. Dense weapons cause a target to make a DC 15 endurance check, otherwise they lose a move action for the next turn; dense weapons also deals one dice less of damage. Piercing weapons bypass 5 points of psychic damage reduction although it deals once dice less of damage. Slashing weapons have two hit location rolls, but each hit deals only half damage from one damage roll. Psychic Subtypes Psychic subtypes rely on the onboard computer to simulate an organic mind and allow the weapon to channel such forces, allowing for psychic weapons to exist at all. Because the organic mind is a difficult thing to currently

simulate inside a small weapon it is difficult to add extra subtypes. Force weapons knock back the target to the maximum range of the weapon and also knock them prone, but the weapon deals only half damage. Mental weapons deal no damage; instead they subtract sanity points equal to the damage dice of the weapon. Hit location is rolled only to apply damage reduction. Neutron weapons deal no damage but cause the target to make an endurance check (DC equal to the damage roll) otherwise they black out for one round. If they fail by 5 or more, they black out for two rounds instead. Soul weapons allow the user to charge the weapon to deal one extra point of damage per 2 sanity points spent, up to a maximum of 5 points of extra damage per attack. Global Subtypes Global subtypes usually cause a weapon to be redesigned completely, either by adding a unique add-on that is directly tied in with the weapons construction or by using different non-standard materials in the weapons construction. Dimensional weapons deal no damage (typeless, using any form of ammo), but cause the target to make an endurance check (DC equal to the damage roll) otherwise vanish for D4 rounds. Targets return in the closest unoccupied square from the one they vanished from. Phase weapons bypass half of the total damage reduction of a target, although the weapon uses double the amount of ammunition as usual. Phasing costs twice as much as a typical subtype for melee weapons ($500.00). Quantum weapons cause the target to teleport in a random direction (scattering) D4 squares away, pushed to the closest unoccupied square. Shadow weapons lose their type, making the weapon typeless (using any form of ammo), however the weapon bypasses up to 10 points of any type of damage reduction. The shadow subtype costs twice as much as a typical subtype. Temporal weapons deal D4 points of additional damage D4 rounds after the attack to the same hit location.

Melee Weapons
All melee weapons are physical weapons unless otherwise noted, and thus they can all bypass energy damage reduction. A character must have a minimum strength score of 4 in order to wield a melee weapon one handed. Name Price Damage Weight Type Basic Melee Weapon $500.00 D8 2 lbs Various Tyrfing $5,000.00 D10 5 lbs Energy Mjolnir $5,000.00 D10 12 lbs Physical Storm Blade $5,000.00 2D10+2 7 lbs Psychic Omega Weapon n/a 2D6+2 10 lbs Physical/Energy/Psychic Basic Melee Weapon This basic melee weapon comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic weapons can be bought with a subtype as noted at the beginning of the chapter. Tyrfing This devastating weapon is based on Aesir particle beam technology as well as utilizing life sign systems as well as technological systems to make the weapon extremely powerful. A tyrfing can bypass both physical and psychic damage reduction but energy damage reduction works as normal. The weapon itself is considered alive by many, and those who try to use it while it hasnt drawn blood for more than one hour must pass a DC 20 willpower check or attack the person closest to them for as many rounds as they failed the check by. Mjolnir This war hammer is common in the hands of high ranking dwarves and humans. It holds a special mass shifter allowing it be thrown at double the distance normally. Mjolnirs come with special return gloves, when the hammer hits an object (after dealing damage to said object) the hammer teleports back into the hands of the user so long as they are wearing the return gloves as a free action. Mjolnirs also have a unique ability to fire out unlimited bolts of

lightning which deal 2D6+4 points of energy damage with a range of 5 as a standard action. Storm Blade This sword has been forged by the einherjar as the standard melee weapon for the Knights of the Dead. Designed as a massive sword that can be lifted by only the strong, the storm blades have mass shifters keyed to DNA analyzers. This means if anyone other than a registered Knight will have to have a strength score of 7 or more to lift the sword. As for the Knights themselves, the mass shifters work in reverse, allowing any Knight with a strength score of 4 to lift this weapon. Omega Weapon The omega weapon is an extremely powerful weapon crafted using Aesir and Vanir technologies. The weapon itself slips over the lower arm and hand of the user, granting a stackable 2 points of physical damage reduction to that limb. The weapon looks like a sword crackling with red and blue energy. The weapon uses special ammunition packs so it can use 18 shots. Each time the weapon makes contact it deals 2D6+2 damage three times, but each time has a different type of damage; energy, physical, and psychic. Each time the weapon is used against a target it expends 3 shots; however using its secondary system it expends 6 shots. The weapons secondary fire grants the sustained beam trait to the energy damage, the cone trait to the physical damage, and the area of effect trait with a radius of 2 to the psychic damage. Using the secondary fire forces the character to make a willpower check (DC 20) or take double of each type of damage the weapon dealt this round, damage reduction still applies; upon a success the character instead takes the normal damage the weapon dealt this round. This weapon cannot take any melee upgrades.

Melee Upgrades
Upgrades are customizable extras for melee weapons only. A melee weapon may take any amount of upgrades so long as the upgrade can be applied to it or if two upgrades conflict with each other. The weight for the upgrade adds to the weight of the weapon. Name Price Weight Unarmed Design n/a n/a Smaller Design n/a n/a Larger Design n/a n/a DNA Analyzer $500.00 1 lbs Aerodynamic $500.00 0 lbs Power Device $1,000.00 1 lbs Organic $1,000.00 0 lbs Portable $1,500.00 1 lbs Polarization Device $2,000.00 1 lbs Unarmed Design The basic melee weapon is designed to be used for unarmed combat. This halves the weight of the weapon, and the weapon only deals D6 damage. Any subtypes that dealt D6s of damage are now dealing only D4s of damage. The character also uses the martial arts skill instead of the melee skill for hitting their targets. Any target hit with an unarmed weapon makes a endurance check with a DC equal to the targets maximum overall hit points minus their current overall hit points, a success causes the target to take half damage, while a failure causes the target to black out for one round per point they failed the check by and still takes half damage. Damage reduction still applies to the DC and damage. Subtypes that deal no damage still knock out but their damage dice effects, such as a neutron weapons endurance DC, deal full damage. This free upgrade cannot be taken with the smaller design or larger design upgrades. Smaller Design The basic melee weapon is designed to be smaller, which halves the weight of the weapon. The weapon only deals D6 damage (with any subtype that dealt D6s in damage now dealing D4s of damage) although the weapon can be used one handed despite the strength of the character. This upgrade is free but must be done when buying the melee weapon. Unique weapons cannot take this upgrade. This upgrade cannot be taken with the unarmed design or larger

design upgrades. Larger Design The basic melee weapon is designed to be larger, which doubles the weight of the weapon. The weapon deals D10 damage (with any subtype that dealt D6s of damage now dealing D8s of damage) but can only be used in one hand if the character has a strength score of 7. This upgrade is free but must be done when buying the melee weapon. Unique weapons cannot take this upgrade. This upgrade cannot be taken with the smaller design or unarmed design upgrades. DNA Analyzer A DNA analyzer is a security device for all types of weapons. A character keys their DNA into the melee weapon (DC 10 computer check, DC 25 to reset) when they first get their weapon and those with the wrong DNA suffer D4+4 points of, players choice of energy, physical, or psychic when bought, damage every round on whatever arm is trying to use the weapon. Aerodynamic The weapon is designed to be aerodynamic and throws better than typical melee weapons. Due to the aerodynamic design the weapon, when thrown, adds +1 to the range of the throw and also adds a +1 bonus to hit. Smaller design weapons have a +2 to the range of the throw and a +2 bonus to hit. Weapons that are thrown weapons do not automatically return to the user and must be recovered. Power Device The melee weapon is upgraded with a device that increases its damage output. This device is a mass shifter for physical melee weapons, a soul shard for psychic melee weapons, or a fusion generator for energy weapons. A melee weapon with this upgrade deals an additional die (D8 or the die type used for damage) of damage or DC in the case of neutron and dimensional weapons. Organic The weapon has bio-mechanical organic nanobots, similar to those that make up a forged, infused into its structure. This allows the weapon to heal its hit points at a rate of 1 per hour, allowing it to recover from a damaged condition. Furthermore, organic weapons will lose a disabled status after 3 rounds (30 seconds) due to their healing functions. Portable Using advanced dragoon holographic technology, a melee weapon can be stored within one of their holographic crystals. As an upgrade to melee weapons, the weapon itself is integrated with the crystal to the point that the crystal is a part of the weapon. The weapon as a move action becomes a small 2 inch sized crystal shard, and takes a move action to reappear from the shard. Polarization Device This device allows a character, as a move action, to change the type of damage their weapon deals. The weapon ceases to function for one round after the polarization device is activated, then resumes normal function using the new type of damage. The device initially is set to convert the weapon into one other type of damage, but for $1,500.00 extra the device can convert the weapon into all three types of damage. This upgrade is not compatible with subtype based weapons.

Pistols
Pistols are small ranged weapons able to be held in one hand. They can be easily concealed in the back of ones pants, in a deep pocket, or in a jacket. They are very common to get and most people in the Union carry one just for safety reasons. Because of their much cheaper price, most people prefer a pistol to armor any day. A character must have a minimum strength of 2 to wield a pistol in one hand. Name Price Damage Range Payload Weight Type Basic Pistol $1,000.00 2D4+4 10 15 Shots 2 lbs Various, S Assassins Dream $4,000.00 2D8+8 10 1 Shot 2 lbs Energy, S

Needle Gun Eraser Gun Particle Blaster

$4,000.00 $4,000.00 n/a

2D4+4 D4 2D4

10 10 8

15 Shots 15 Shots 10 Shots

2 lbs 2 lbs 2 lbs

Physical, A Psychic, S n/a, S

Basic Pistol This basic pistol comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic weapons can be bought with a subtype as noted at the beginning of the chapter. A basic pistol is considered a single shot weapon. Assassins Dream The weapon was designed to try and mimic the powers of Aesir energy weapons in a more custom built model. Sadly, the results were poor and the gun cannot fire more than one shot, yet the damage output for some reason was significantly increased. This pistol got its name from its small size but massive damage output. A clip for this weapon costs $100.00. Needle Gun This weapon is designed to be a fully automatic pistol. Using physical needles of crystallized energy that explode upon impact, this weapon is very small and very deadly. Firing the weapon itself makes little sound, however it is the explosion of the needles that make a large popping sound. These explosions cause the target to be knocked prone. A clip of needles costs $100.00 each. Eraser Gun This gun is designed using psychic energy keyed towards different aspects of the memory area in the brain. When this gun hits a target, that target must make a willpower check, DC 15, otherwise they lose all their ranks in all intellect, reflex, or allure skills for one minute. The setting of the gun (intellect, reflex, or allure) takes one minute (although flipping the switch is a move action) to change as the energy of the gun needs to convert to the new setting. A clip of ammo for this weapon costs $100.00. Particle Blaster This pistol is a series of successes in replicating Aesir particle beam technology. This weapon is able to bypass 5 points of each type of damage reduction (although all types of damage reduction still factor) and when this gun hits its target, they must succeed a DC 15 endurance check otherwise they take double the damage from the weapon. This weapon cannot take any upgrades.

Submachine Guns
Submachine guns are medium sized personal defense weapons (PDWs for short) that pack more ammo and a better damage output than pistols. Although heavier than pistols, SMGs can still be used in one hand if the character possesses a strength score of 5. Submachine guns can be hidden in trench coats and long jackets. Name Price Damage Range Payload Weight Type SMG SMG $1,500.00 2D6+4 20 45 Shots 7 lbs Various, S, A Valkyrie Gauntlet $6,000.00 2D4+8 20 70 Shots 4 lbs Energy, S, A Trowl Gutter $6,000.00 2D6+4 15 15 Shots 16 lbs Physical, S, A Storm Gun $6,000.00 3D6+4 20 25 Shots 20 lbs Psychic, S, A Time Cannon n/a 2D6+6 24 50 Shots 8 lbs n/a, S Basic SMG This basic SMG comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic weapons can be bought with a subtype as noted at the beginning of the chapter. A basic SMG is considered both an automatic weapon and a single shot weapon, requiring a free action to switch between the two modes. Valkyrie Gauntlet This weapon is two energy pistols strapped to a gauntlet, sans their handles and triggers. The weapon is designed to

free up a hand for use, and allows the character to draw the weapon as a free action. The weapon fires simply by having the character think about firing the weapon. This free hand can hold any item, however only one-handed objects can be held if the weapon is being used. If a character wishes, they can fire a one handed weapon in the same hand as the gauntlet with no penalties. Firing one handed weapons in both hands in addition to the gauntlet is considered dual-weapon fighting. A melee weapon can also be held in the hand. In combat, drawing the gauntlet is considered a free action. A clip for this gun costs $200.00. Trowl Gutter This weapon is infamous for those who have encountered the Trowl Horde. This large bore gun looks like an oversized makeshift pistol with large knives attached to the all sides of the weapon. Each one of these blades is a melee weapon (2D6 physical damage), and the weapon itself can be used in close combat as a physical melee weapon. A clip of ammo for the trowl gutter costs $200.00 each. Storm Gun This weapon is standard for all Knights of the Dead. The power of this weapon is because it is forged with einherjar soul shards. Damage from the soul shards is already calculated in the table. A strength score of 4 is required to use this weapon, however thanks to DNA analyzers any non-registered Knight cannot lift this weapon unless they have a strength score of 7 or more thanks to the mass shifters working as a defense system. A clip of storm bullets costs $200.00. Time Gun This is a weapon traced back to the Travelers, and is considered artifacts for them. The Time Gun causes the target to make a defense check, an endurance check and a willpower check at a DC equal to the characters attack roll. Failing the defense check causes the target to take damage from the weapon as normal, except the damage bypasses all forms of damage reduction. Failing the endurance check causes the target to take 2D4+2 damage every round at a random hit location for D4 rounds. Failing the willpower check causes the target to lose their next D4 move actions. The gun itself can only fire fifty shots before it needs to recharge which takes less than a minute (ten shots per round). The time gun will only start recharging when there is no ammo left, and any use of the weapon in the middle of recharging will halt the recharge until the ammo depletes again. If the weapon hasnt been used within thirty minutes, and there are spent shots, the weapon will refill itself. This weapon cannot take any upgrades.

Rifles
Rifles are large firearms that require two hands to hold and fire. Rifles are heavier than submachine guns and carry less ammo; however they deal a lot more damage and have greater range. A character must have a strength of at least 9 if they want to use rifles one handed. Rifles cannot be concealed by normal means. Name Price Damage Range Payload Weight Type Basic Rifle $2,000.00 2D8+4 40 30 Shots 12 lbs Various, A Physical Rifle $2,000.00 2D8+4 40 30 Shots 12 lbs Physical, A Psychic Rifle $2,000.00 2D8+4 40 30 Shots 12 lbs Psychic, A Corlonic Cannon $8,000.00 n/a 40 15 Shots 12 lbs Energy, S Sniper Rifle $8,000.00 D8+4 80 15 Shots 12 lbs Physical, S Human Battle Rifle $8,000.00 2D8 40 30 Shots 12 lbs Psychic, A Jotun Pistol n/a 2D8+6 45 Unlimited 24 lbs n/a, S Basic Rifle This basic rifle comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic weapons can be bought with a subtype as noted at the beginning of the chapter. A basic rifle is considered an automatic weapon and cannot fire single shots. Corlonic Cannon This weapon looks like an oval with an open slot at one end, and a large diamond embedded at the other end. This weapon in fact is an electromagnetic pulse weapon, which fires an energy pulse at a target which explodes with a radius of 2 when it hits a target or an object. This pulse deals no damage although all technological devices shut off

for D4 rounds. A clip of ammo costs $250.00. Sniper Rifle This rifle fires rounds at extremely high speeds and are designed to penetrate armor and hit their target from long away with as little sound as possible, making them totally silent. When aiming, a character can increase the rifles range by 10 squares for a -1 penalty on attack rolls up to eight times. Finally, when aiming the character gains a +1 bonus to hit location rolls. A clip of ammo costs $250.00 Human Battle Rifle This rifle was designed using the human inhibitor gene by cloning the organic matter into ammo clips. This rifle fires bolts of psychic energy that upon contact the target must make a DC 20 willpower check otherwise they cannot use any psychic special ability for a number of rounds equal to the amount they failed the willpower check by. A clip of ammo costs $250.00 Jotun Pistol This weapon looks like an oversized tube with one end designed to fit over the users hand and lower arm adjusting itself to fit the users hand. The weapon itself has a very large bore that fires thick bolts of green matter. The weapon is made out of an unknown alloy that reduces all physical or energy damage to 0 on one arm. A strength score of 2 is required to wield it; otherwise the character suffers a -2 penalty to fire for each point of the characters strength is below the requirement. The weapon has an unlimited amount of ammunition. The damage dealt bypasses all forms of damage reduction and has no type. In the hands of a large sized creature, this weapon is treated as a pistol, has a +1 bonus to hit, and the indestructible armor stretches over the arm and onto the users torso. This weapon cannot take any upgrades.

Heavy Weapons
The biggest, heaviest firearms that can be held by a normal person are possibly the most dangerous ones. These heavy weapons are so powerful that most are considered illegal within the Union, although their use outside the Union is not only legal, but highly recommended. Most heavy weapons have a minimum strength requirement and all heavy weapons require two hands to operate. In order to use a heavy weapon one handed, double the minimum strength is required. Name Price Damage Range Payload Weight Type Basic Heavy Weapon $4,000.00 2D10+4 100 10 Shots 100 lbs Energy, S Gatling Gun $9,000.00 2D10+4 60 100 Shots 150 lbs Various, A Portable Mortar $9,000.00 2D10+4 150 1 Shot 20 lbs Various, S Variable Rocket Launcher $9,000.00 2D10+4 100 5 Shots 20 lbs Various, S Devastator Gun $15,000.00 2D10+20 75 5 Shots 250 lbs n/a, S Basic Heavy Weapon This basic heavy weapon comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic weapons can be bought with a subtype as noted at the beginning of the chapter. A basic heavy weapon requires a minimum strength of 5 to fire, suffering a -3 penalty to hit for every point the character is below this minimum strength. A basic heavy weapon is also considered a single shot weapon. Gatling Gun This weapon is a six barreled gun designed to be held with two hands. This weapon is designed to take out mobs of enemies within a very short period of time. A strength score of 6 is required to fire this weapon; otherwise the character suffers a -2 penalty when firing for each point of the characters strength is below the requirement. A clip for this weapon costs $500.00 and comes in physical, energy, or psychic determining the type of damage this weapon deals. Portable Mortar This sleek metal tube is designed to fire indirect shots with rocket propelled grenades which allows the weapon to

fire over walls and into trenches. This weapon has such heavy recoil, that it must be placed on the ground where it deploys a stand for it to fire. This weapon has a minimum range of 50, and cannot fire any closer than that; however it can fire over any wall that is lower than 15 squares in height. Firing a portable mortar is a full round action. When a missile hits its target, there is a blast radius of 2 and a successful defense save only halves the damage. The portable mortar can fire different types of missiles at the target, provided the missile of the correct type was loaded into the mortar. A shell is physical, energy, or plasma based and costs $250.00 each. These mortar shells are physical before they explode and thus bypass energy shields such as bubble shields, although personal energy damage reduction is not bypassed. Variable Rocket Launcher This metal tube has a computer system located on each side allowing the user to fire the weapon simply at the push of a button. On the rear of the tube lie three small chambers that look like they hold soda cans. In truth, the rockets that are fired from a rocket launcher are in fact no bigger than a simple soda can. These chambers allow the launcher to reload itself after firing. Missiles come in several different types, just like the portable mortar. Physical, energy, or psychic based rockets for $250.00 each. The blast radius of a rocket launcher is 2, and a successful defense save only halves damage. These rockets act similar to mortar shells in that they are physical objects before they explode. Rockets can be upgraded to homing missiles for an extra $250.00 where instead of the character rolling to hit, the missile does with a +1 bonus, upgradable to a +10 bonus for $250.00 per +1 per missile. Devastator Gun This weapon is a reverse engineered Aesir weapon that was used during the Great War. Using particle beam technology to its fullest extent, although twice as large as a typical Aesir weapon, this weapon bypasses all forms of damage reduction. Even those within TG-As have reason to fear this weapon, as are those who believe themselves safe within a starship. The devastator gun requires an impressive strength of 7 to wield; otherwise the character receives a -2 penalty to hit for each point of the characters strength is below the requirement. Ammo for this weapon costs $1,000.00 per shot. This weapon cannot take any upgrades.

Super Heavy Weapons


Super heavy weapons are much bigger and more devastating than anything in the universe. They usually require tripods and are usually found on starships; however clever people have found a way to use them as infantry weapons regardless. Super heavy weapons are the same as the heavy weapons above, however they cost twice as much including upgradeable features, have five times the range, double the damage, ten times the payload, ten times the weight, and twice the normal minimum strength requirement. Name Price Damage Range Payload Weight Type Basic Super Heavy Weapon $8,000.00 4D10+8 500 100 Shots 1,000 lbs Energy, S Super Gatling Gun $18,000.00 4D10+8 400 1,000 Shots 1,500 lbs Various, A Super Portable Mortar $18,000.00 4D10+8 750 10 Shots 200 lbs Various, S Super Variable Rocket $18,000.00 4D10+8 500 50 Shots 200 lbs Various, S Launcher Super Devastator Gun $30,000.00 4D10+40 375 50 Shots 2,500 lbs n/a, S

Firearm Upgrades
All ranged weapons can get extra customizable upgrades depending on the type of weapon. Things from longer lenses and barrels to enhance the range, scopes and auto-aimers, to even spread fire lenses for weapons are extras. Things such as unique ammunition for blast guns are also under options, as they differ from standard damage-dealing ammunition. These options are not designed for heavy weapons, grenades, or exotic weapons. Name Price Weight Scope $500.00 1 lbs Automatic Targeting System (ATS) $500.00 1 lbs DNA Analyzer $500.00 1 lbs HUD Connector $500.00 1 lbs

EMP Shielding Spread Fire Lens Extended Barrel Extensive Modification Organic Silencer Power Device Portable Polarization Device Rechargeable Ammunition Temporal Enhancement Power Source Thought Activation Ammunition

$500.00 $500.00 $500.00 $1,000.00 $1,000.00 $1,000.00 $1,500.00 $1,500.00 $2,000.00 $2,000.00 $2,500.00 $3,000.00 $3,000.00 Varies

1 lbs 4 lbs 4 lbs 1 lbs 0 lbs 1 lbs 1 lbs 1 lbs 1 lbs 2 lbs 1 lbs 5 lbs 1 lbs 2 lbs

Scope Scopes are small barrels attached to the top of a gun and used to help fire the weapon. The initial scope goes for only $500.00 although it has no special abilities other than granting a +1 bonus to hit. A scope can be upgraded with night vision for an extra $500.00, infrared vision for $500.00, telescopic vision (+4 bonus when aiming) for $500.00, or x-ray vision for $1,000.00. The scope can be packaged with all for the price of $2,500.00 (a $500.00 discount) and comes with a dial allowing the type of vision granted to be changed as a move action. Automatic Targeting System (ATS) This unique box is attached to the bottom of the barrel and is equipped with a targeting system, a mass shifter, and a computer processor. The device uses the mass shifter to help the user lock onto moving targets grating the user a +1 bonus to hit, and a +2 bonus to hit when aiming. DNA Analyzer A DNA analyzer is a security device for all types of weapons. A character keys their DNA into the melee weapon (DC 10 computer check, DC 25 to reset) when they first get their weapon and those with the wrong DNA suffer D4+4 points of, players choice of energy, physical, or psychic when bought, damage every round on whatever arm is trying to use the weapon. HUD Connector A small box is placed underneath the barrel of the weapon, containing a multitude of sensors which detect any and all problems of the weapon, and even calculates the amount of ammunition that the weapon contains. The box itself has a wireless link that allows the system to connect to the users HUD display, and can even connect to a scope and give a small picture to picture display from the scopes point of view. A bayonet or an automatic targeting system cannot be used alongside a HUD connector. An HUD connector also grants a +1 bonus to hit location rolls and a +2 bonus to hit location rolls when aiming. EMP Shielding Using insulators built around the original model of the weapon, the electronic components are sealed against EMP effects rendering them immune to all ion damage and effects. EMP shielded weapons are heavier than normal weapons and also look bulky compared to normal guns. Spread Fire Lens This device is similar to the device found on the spread cannon. The only difference is that a spread fire lens will reduce the range of the weapon by a tenth (divide range by 10 and round down) and deal full damage as a cone weapon. As a move action the lens can switch to a secondary fire where the range of a weapon is reduced by half, and also all damage dealt to all targets is halved; however the weapon will work like a cone weapon. A spread fire lens can be removed or attached as a full round action. A spread fire lens cannot be combined with an extended barrel.

Extended Barrel The barrel of the weapon has been extended to be longer, adding extra weight to the weapon, and throwing it off balance, giving the weapon a -1 to hit. An extended barrel increases the range of a weapon by double. An extended barrel cannot be combined with a spread fire lens. Extensive Modification This upgrade allows a weapon to gain an additional type, such as single shot or automatic fire. In order to switch between the two types requires a free action. Submachine guns automatically have this upgrade and if they take it, the character can switch between the two types of fire without committing any type of action. Organic The weapon has bio-mechanical organic nanobots, similar to those that make up a forged, infused into its structure. This allows the weapon to heal its hit points at a rate of 1 per hour, allowing it to recover from a damaged condition. Furthermore, organic weapons will lose a disabled status after 3 rounds (30 seconds) due to their healing functions. Silencer All ranged weapons create a sound that any character within a range of 20 from that sound may attempt a DC 5 perception check in order to discover the location of the source of that sound, and identify it. A silencer reduces the range of sound from 20 to 2 and also increases the DC to 15. Power Device The ranged weapon is upgraded with a device that increases its damage output. This device is a mass shifter for physical ranged weapons, a soul shard for psychic ranged weapons, or a fusion generator for energy weapons. A ranged weapon with this upgrade deals an additional die (D8 or the die type used for damage) of damage or DC in the case of neutron and dimensional weapons. Portable Using advanced dragoon holographic technology, a ranged weapon can be stored within one of their holographic crystals. As an upgrade to ranged weapons, the weapon itself is integrated with the crystal to the point that the crystal is a part of the weapon. The weapon as a free action becomes a small 2 inch sized crystal shard, and takes a free action to reappear from the shard. Polarization Device This device allows a character, as a move action, to change the type of damage their weapon deals. The weapon ceases to function for one round after the polarization device is activated, then resumes normal function using the new type of damage. The device initially is set to convert the weapon into one other type of damage, but for $1,500.00 extra the device can convert the weapon into all three types of damage. This upgrade is not compatible with subtype based weapons. Rechargeable Ammunition A clip of rechargeable ammunition is extremely expensive technology designed to grant the user a clip that constantly recharges. A clip of rechargeable ammunition holds only half the ammunition of a standard clip for any given weapon; however it also recharges its feed at a rate of one round per minute. Recharging technology usually works by collecting the electromagnetic waves and zero-point energy roaming in the air then converting it into standard electrical energy, mass, or neural energy for ammunition. Temporal Enhancement This piece of traveler technology allows the upgraded weapon to fire in three different settings, fast forward which allows the weapon to double its base damage, delayed shot which allows the damage to take effect at any point between when the shot hit to a minute after the shot it, and finally rewind which causes the shot to deal only half damage but bypasses all forms of damage reduction. When temporal enhancement is bought it only comes with one setting, and each additional setting requires an additional $2,500.00. Power Source A power source, unlike a power device, is a heavy construct that replaces the entire ammunition clip permanently.

The weapon now has unlimited ammunition eliminating the need for reloading. Physical weapons gather materials from outside sources such as gathering atmosphere rapidly and converting it into physical matter. Power sources are rarely found in the galaxy despite their worth, for ammunition is cheap. Heavy weapons and super heavy weapons need to pay double and triple respectively for a power device because their needs are that much greater. Thought Activated A weapon that is upgraded with thought activation reduces the time required to fire the weapon or switch between modes. Firing a weapon that requires a full round action becomes a standard action, a standard action weapon requires a move action, and a move round action becomes a free action. Free actions stay as free actions. Ammunition This ammo is designed for basic energy, physical, psychic weapons and their subtypes. When a clip is bought, it is for a specific type or subtype of a weapon, thus a clip for a slashing weapon does not work with any other gun than a physical slashing gun. Energy ammunition uses specialized high density energy packs which the weapon draws its energy from. Physical ammunition uses blocks of orichalcum which are sheared off and propelled using onboard computers. Psychic ammunition uses clips of cloned psychic neural matter which the gun focuses the energy of using a computer system wired much like a neural system. The price for a clip of this ammo is $100.00 for pistol clips, $150.00 for submachine gun clips, $200.00 for rifle clips, and $250.00 for heavy weapon clips.

Grenades
Grenades are small oval or round balls roughly two or three inches in radius which produce area of effect results. Grenades are considered thrown weapons. All grenades have a radius, which is how far from the detonation point the effect carries to. Due to the physical nature of grenades, they can pass through energy damage reduction when thrown, however the explosion of a grenade can still be negated by energy shields if that grenade type allows it. All grenades also have a built in timer, which takes a move action to arm, ranging from 10 seconds to 10 minutes, and when the timer goes off so does the grenade. Grenades are one use items and after their first use they cannot be used again. Name Price Damage Radius Weight Type Basic Grenade $250.00 2D10+4 3 2 lbs Energy Nuclear Grenade $1,000.00 10D10+10 5 3 lbs n/a Shield Grenade $1,500.00 N/A 4 2 lbs DR Solar Bomb n/a n/a 5 4 lbs n/a Basic Grenade This basic grenade comes in one of three types, energy, physical, and psychic. The type of damage this weapon deals is chosen when this weapon is purchased. Basic grenades can be bought with a subtype as noted at the beginning of the chapter. Basic grenades, like all grenades unless specifically noted, are one use items and are unusable after their first use. Nuclear Grenade This atomic grenade lets out a tactical nuclear burst dealing 10D10+10 points of damage within a radius of 5. This damage has no type and thus all types of damage reduction apply against it. When the grenade explodes, the center of the blast is a 3x3 square area centered on the grenades location instead of the center being only one square large. The weapon also creates a shockwave out to radius 10 from the center; this shockwave pushes all targets away from the center 10 squares minus 1 per every 100 lbs the target weighs. Finally, for the next minute the explosive area of the blast is considered extremely high radiation, going down to very high radiation a minute later, to high radiation another minute later, and finally after that the radiation ceases to exist. Nuclear grenades can be upgraded for $1,000.00 to include a lifesign monitor. A lifesign monitor is keyed to the lifesign of one individual within a range of 5 feet, and if that lifesign vanishes for whatever reason (including cloaking) the nuclear grenade goes off as a free action. Shield Grenade This unique grenade creates a bubble shield of physical, psychic, or energy damage reduction (the type is chosen

when the grenade is first bought). The damage reduction begins at fifteen and for every round the shield is active for the damage reduction gets reduced by 1 till the grenade shuts off at DR 0. The damage reduction begins at the very edge of the grenades radius, thus if two characters fire on each other within the grenades radius, they do not gain the benefits of the grenade. The shield works in reverse to a typical bubble shield, as characters within the shield must deal with the damage reduction as they fire out of it. Those firing into the shield do not have to deal with the grenades damage reduction. In this sense, a shield grenade is used to help capture people. A shield grenade has a lockdown that uses a dark matter gravity generator to keep it on the ground (a strength score of 7 is required to lift it). Shield grenades come with a remote to disable or enable the lockdown. This remote can also act as a trigger for activating the shield, allowing the grenade to be used as a trap. Shield grenades are the size of tennis balls. A shield grenade is reusable, and the DR of the grenade recharges at a rate of 1 DR per minute. Solar Bomb This weapon causes everything within a radius of 5 to instantly become atomized, bypassing all damage reduction and destroying it, thanks a micro-supernova that the weapon generates. This weapon was in fact a Vanir prototype designed originally to stimulate nebula into turning into life supporting stars however the technology was easily adapted into a weapon of war.

Armor
Armor covers different parts of the body, depending on the armor itself. Under Coverage, H stands for Head, T stands for Torso, LA stands for Left Arm, RA stands for Right Arm, LL stands for Left Leg, RL stands for Right Leg, and All stands for complete coverage. The damage reduction also has three different types, either P for Physical, E for Energy, or Psi for Psychic. Stacking armor is simple. PDR, EDR, and Psychic DR armors can stack with each other, although not with others of the same type. Armor that doesnt cover a certain body part can stack with armor that does, provided there is no overlapping of body part protection. Name Price DR Coverage Weight Type Basic Clothing $500.00 1 One Limb 1 lbs Physical Armored Clothing $2,000.00 1 All 5 lbs Physical Nanotube Clothing $3,000.00 1 All 5 lbs Physical Armored Suit $5,000.00 1 All 10 lbs Physical The Hero $10,000.00 5 All 5 lbs Physical Limb Shield $500.00 1 One Limb 1 lbs Energy Personal Shield $2,000.00 1 All 5 lbs Energy Bubble Shield $3,000.00 1 Special 5 lbs Energy Shield Suit $5,000.00 1 All 10 lbs Energy Nanofluid Suit $10,000.00 5 All 5 lbs Energy Mental Field $500.00 1 One Limb 1 lbs Psychic Force Field $2,000.00 1 All 5 lbs Psychic Psychic Field $3,000.00 1 Special 5 lbs Psychic Telekinetic Suit $5,000.00 1 All 10 lbs Psychic Neutron Field $10,000.00 5 All 5 lbs Psychic Hallowed Armor $25,000.00 8/8 All 15 lbs Energy/Psychic Knights Glory $25,000.00 8/8 All 65 lbs Physical/Psychic Titan Gear $25,000.00 8/8 All 450 lbs Energy/Physical TG-A $95,500.00 15/15/15 All 2 tons Physical/Energy/Psychic Celestial Nanofluid n/a 20/20/20 All 5 lbs Physical/Energy/Psychic Basic Clothing This is a physical piece of light armor that a character wears on one or more limbs. It begins with 1 point of physical damage reduction; however it can be upgraded by 1 point of physical damage reduction for $200.00 up to a maximum of 4 points of physical damage reduction. Every point of damage reduction adds 1 pound of weight each. Armored Clothing This jumpsuit is laced with physical plates of armor granting various amounts of damage reduction. The damage

reduction begins at 1 and upgrades at a rate of $350.00 per +1 up to a maximum of 5 points of physical damage reduction. 5 pounds of weight is added per point of damage reduction. Nanotube Clothing This type of clothing works in a similar fashion to corlonic nanobots. For each point of damage absorbed by the armor, it is stored within an internal capacitor built into the armor. As a full round action the wearer of the armor can fire off this stored energy as raw damage as a thrown weapon. The capacitor charges the damage as either energy, physical, or psychic damage (characters choice when they buy the armor). The capacitor can store up to 15 points of damage at a time. Any excess damage does not store within the capacitor. The damage reduction of this armor protects all limbs and can be upgraded at a rate of $350.00 per +1 bonus up to a maximum of 5 points of physical damage reduction. Armored Suit This armored jumpsuit covers all the limbs of a characters body. It begins with 1 point of physical damage reduction; however it can be upgraded by 1 point of physical damage reduction for $750.00 up to a maximum of 8 points of physical damage reduction. Every point of damage reduction adds 10 pounds of weight each. The Hero This suit was designed for those looking to become a hero for their shadow world community and is designed for heroes by the company Heroes Incorporated. The suit is designed to naturally blend into any environment thanks to unique meta-scanner systems. This system grants a +3 bonus to stealth while a character is remaining stationary. If a character moves, the stealth bonus drops down to +1. The suit also comes with advanced database technology allowing a user to vocally speak a topic (by using the topic then saying the name of the topic the character wishes to bring up) and having all available information that the character has obtained open up in a browser through the lenses in the suits mask. The information system also taps into the Net (using scrambled and untraceable methods, a DC 20 computer check is required to discover the user) and retrieves all information about said topic from there, also granting it to the wearer of the suit. In addition to this, the suit also grants tools to the character for disable device, computers, climb, and medicine checks. Each version of the suit is uniquely designed to inspire fear in the hearts of evil, or so says their tagline. The suit grants a +2 bonus to intimidate checks. The Hero has a thicker torso section, granting a physical damage reduction of 6, while the mask is thinner granting a physical damage reduction of 4 to the head. For $1,000.00 extra the DR of the suit can be upgraded by 1 point up to a maximum of 10 points of damage reduction, this upgrade does push the torso section to 11 points of damage reduction however the head can only have up to 9 points of physical damage reduction. Limb Shield This device is a small adhesive strip that holds an ultra-compact shield generator. This device is slapped onto any limb including the head or torso, sticking to the users skin and usually worn underneath physical armor. The limb shield produces 1 EDR to a limb that it is on, and multiple limb shields can cover other limbs although two limb shields on the same limb produces the same EDR. For an extra $200.00, an additional 1 energy damage reduction can be added to the limb shield, up to a maximum of 4 EDR. Personal Shield This small cell phone sized device is attached to a person either through straps or attached to existing armor. The device creates a form-fitting force field protecting the user with energy damage reduction. This device does not consume much power. A personal shield is a little bigger than a typical belt buckle and it is usually incorporated into a belt buckle. Personal shields can be upgraded to gain extra damage reduction for $350.00 per +1 up to a maximum of 5 EDR. Space suits, UTAS, knights glory, minuteman armor, and other complete suits have special slots to incorporate a personal shield. Bubble Shield Much like a moving reverse shield grenade, this device creates a bubble shield with a radius of 2 squares from the square of the user. If the user moves, the shield also moves. Like the shield grenade, if two users are within the bubble and they shoot at each other, they do not gain the benefits of the shield. The bubble shield lasts for one minute, when it then runs out of power and shuts down. The bubble shield has a rechargeable power source, recharging one round of active time for every round of inactivity. The bubble shield can be placed on the ground (or

thrown, it is very resistant to damage) to keep the shield in a stable position, while still allowing the character to move around. The bubble shield can be upgraded by $350.00 for every extra point of energy damage reduction to a maximum of 5. A bubble shield is the same size and shape as a personal shield. Shield Suit This suit was designed by Vanir Tech during their creation of the Titan Gear. This suit is designed to create a form fitting force field around the wearer of the suit, however unlike the personal shield which can be attached to any armor. A shield suit begins with 1 EDR, and can be upgraded to a maximum of 8 EDR for $750.00 per point of energy damage reduction. Nanofluid Suit This knockoff brand of celestial nanofluid has an energy damage reduction of 5; however this energy damage reduction has a polarization device, although this polarization device needs only a one round to recharge one round of use and doesnt lose power when switched off. There is an onboard computer with a weak artificial intelligence system that monitors and keeps all systems in check, as well as operating the mass shifters built into various nanobots allowing the suit to move freely in space. The suit is completely enclosed granting the user five hours of oxygen. The suit can shift its form depending on the users thoughts, as it is equipped with a elman telekinetic interface although this system can be turned on or off as a move action, and can even copy other people or races granting the user a +4 to disguise checks. There is a shield weapon system that acts like a pistol dealing 2D4+4 points of energy damage over a range of 12 as a standard action and it doesnt drain the suit of its energy damage reduction. The suit has a life signs detector with a radius of 2. Suits are keyed to the users DNA (DC: 10 computers check to set up, DC: 25 to reset). For $1,000.00 extra the DR of the suit can be upgraded by 1 point up to a maximum of 10 points of damage reduction. Mental Field This device is similar to a limb shield, however instead of generating an energy shield this system taps into the neural network of the body and generates a telekinetic force field using the same frequency as the neural transmission throughout the nervous system. The character now produces a psychic field around the limb, protecting him from all forms of damage except energy damage. This type of damage reduction is psychic and starts at 1 psychic DR. For an additional $200.00 the DR of a mental field can be increased by 1 up to a maximum of 4. Force Field This device is a thin metal plate that covers the head where the hair on humans would be. This thin metal film taps into the mental waves produced by the character creating a bubble of telekinetic force around the user. The psychic damage reduction of this device begins at 1 and for $350.00 it can be increased by 1 point up to a maximum of 5 points of psychic damage reduction. Psychic Field This thin metal film looks exactly like a force shield, however instead of granting its user any form of psychic damage reduction it allows the user to choose any target and grant them psychic damage reduction. The character can change the person who has the psychic damage reduction once per turn, only on their turn, but as a free action. The suit provides one target 1 point of psychic damage reduction, however for $350.00 the damage reduction can be upgraded by 1 point up to a maximum of 5 points of psychic damage reduction. Telekinetic Suit This suit of fine metal film grafts itself to the wearer in order to better interact with the central nervous system. Tapping into the system the suit generates a field of telekinetic energy around the character, but thanks to the amount of connected generators the field generated is stronger than any other type of psychic armor. The armor begins with 1 point of psychic damage reduction and for $750.00 the suit can be upgraded by 1 point of psychic damage reduction to a maximum of 8 points of psychic damage reduction. Neutron Field This device is similar to a force field in that it taps into the neutral network of a character, thus producing a field of psychic damage reduction. The only difference is that a neutron field can emit a burst of neutrons with a radius of 3 as a move action. This burst causes anyone within it to take a DC 15 endurance check otherwise black out for one

minute. Furthermore, the suit causes anyone who attacks the wearer to make a DC 15 willpower check. Failure means that the target loses a sanity point as normal. For $1,000.00 extra the DR of the device can be upgraded by 1 point up to a maximum of 10 points of damage reduction. Hallowed Armor This cell phone sized device was designed by the hallows on Grumish. The original idea was to develop a suit of armor that took all advantages of a hallow and made them stronger. The device has been fitted with an elman telekinetic interface, sonar, and subspace communications. Furthermore the suit also has been upgraded with the telekinetic powers armor upgrade with all three powers at their maximum level. The most unique thing about this suit is that all psychic attacks have a +1 bonus to hit and have their range doubled. Furthermore all psychic special abilities have their range doubled. A psychic special ability that is also an attack has its range doubled. This system has also been insulated against ion damage. This armor cannot take any armor options and a character must have the input plugs enhancement in order to operate the armor. Knights Glory This suit was designed by the Knights of the Dead for their elite soldiers. This armor is equipped with a portable jetpack with a prime jet for individual travel, equipped with a life signs detector and subspace communicator, and also has a mass shifter built into the suit. Like the Titan Gear the suit is sealed against hostile environments with 48 hours supply of oxygen and is designed to self-seal in case it is breached. The suit is also designed with all three telekinetic powers, but only at their basic level. The suit also increases the users strength and reflex by 1 point thanks to internal servo motors and combat technology. The suit also uses soul shards to make everyone within line of sight treat the character one step up on the diplomacy scale, or if the user wishes, one step down. This armor cannot take any armor options and a character must have the input plugs enhancement in order to operate the armor. Titan Gear The Titan Gear was designed in a joint effort by both Victory Arms and Vanir Tech. This armor grants total cover to the wearer, which has a physical damage reduction score of 10, and 20 hit points per limb, 25 for the torso, and 15 for the head. The suit also has radio communication, subspace communication, magnetic boots, sonar, radar, a heads up display, wireless connection to the Net, a 48-hour supply of oxygen that can be switched on or off as the computer detects the environment around it. In oxygen rich environments, the suit actively refills the oxygen tanks at a rate of an hours worth of oxygen per round. To better protect the user, Vanir tech designed a custom made energy shield system fully equipped with Vanir Techs infamous magnetic attunement upgrade as well as an emergency shield system designed to stop an additional 15 points of damage from any attacks that would deal more than 25 points of damage in a single shot. The suit also has built in weapons, most notably custom made valkyrie gauntlets with ATS units attached to the armors power device on one arm, users choice. The suit also amplifies the users strength by +2 thanks to internal servo-motors. The suit is powered by many electronics, however sports protective measures against ion damage. Any character wearing Titan Gear cannot use shields due to the bulky nature of the armor, the character cannot wear any other form of armor due to the tight fitting nature of the suit. The armor cannot take any armor options and a character must have the input plugs enhancement in order to operate the armor. TG-A The TG-A (Titan Gear-Advanced) is a heavily modified version of the original Titan Gear. Stellar Alloy used crystalline alloy, the strongest substance in the galaxy as the primary material of the suit. The suit grants a character total cover with each limb having 50 hit points, the torso having 60 hit points, and the head having 40 hit points. The suit has a life signs detector and a radar system. The suit also has a built in radio and a subspace communicator. The suit has wireless access to the Net. The suit has a psychic field generator created by input plugs that tap into the users nervous system. The psychic field also has the force field upgrade as well as the elman telekinetic interface however this interface has been redesigned so that the user doesnt have to make any willpower checks but the bonus to defense is only +3. The energy shield system has the shield weapon upgrade, allowing the user to make a 2D4+5 energy based attack as a move action, however this action does not drain the energy shield. The shield also has an emergency shield system that is designed to turn on if any attack were to deal 25 or more points of damage, and the shield boosts the energy damage reduction to 30. The suit has a condensed oxygen purification system, allowing a user to retrieve 170 hours (or one week) worth of air and also refills itself at a rate of one hours worth per round in an oxygen rich environment. The suit also has a basic heads up display and the basic exoskeleton that boosts a

characters strength by +2. Furthermore, there is a valkyrie gauntlet built into one arm with the power device and thought activated upgrades. Finally, the suit has complete protection against ion damage. This armor requires that a character have the input plugs enhancement in order to operate it. Celestial Nanofluid Celestial Nanofluid is an ultra rare Vanir armor that feels like liquid on a users skin. The suit has specialized motors and a self grooming system that releases a pleasant odor granting a +2 bonus to strength, reflex, and allure. In addition to this the suit has a cloaking device with three settings: hide armor, total personal cloaking up to 500 pounds, and total cloaking field radius 3 taking a move action to switch between settings. The suit has a life signs detector range 20, two way subspace communications, energy submachine gun 2D8+4 damage single/automatic range 20 unlimited ammo, 48 hours of breathable atmosphere, immunity to planetary conditions, flight 20 with a maximum of 75 if a full round is spent moving, and a disguise bonus of +10. The armor also comes with an artificial intelligence that have been noted as having quirky personalities that promote heroism, chivalry, and the sacrifice of oneself for the good of the people. The AIs have an intellect score of 7, an empathy score of 5, and an allure score of 3. AIs have complete control over the suit and can choose to shut off all defensive systems and even shed itself from the user should the user not agree to the AIs terms. Despite the powers of the AI the suit does not function if there is no user, although the suit can leap like a jet of water onto a nearby user that is within five feet (1 square) an equip itself to the user as a move action.

Shields
Shields are most accurately described as portable cover. A character that has a shield rolls a D10 whenever they get hit but before rolling hit location, and if they roll within their shields size the character applies their shields damage reduction then if there is damage still penetrating the shields damage reduction, then roll hit location and apply the characters damage reduction to the remainder of the damage. Small shields are applied on the roll of a 10 or 8; medium shields are applied on the roll of a 10 to 6; large shields are applied on the roll of a 10 to 4; and huge shields are applied on any roll but a 1 on the D10. Name Price DR Size Weight Type Physical Shield $500.00 1 Small 4 lbs Physical Energy Shield $500.00 1 Small 4 lbs Energy Psychic Shield $500.00 1 Small 4 lbs Psychic Physical Shield This is a basic small physical shield. For $250.00 the damage reduction of this shield can be increased by 1 point of physical damage reduction to a maximum of 4 points of physical damage reduction. For $1,000.00 the shield can be upgraded to a medium shield with a maximum physical damage reduction of 6. For $1,500.00 the shield can be upgraded to a large shield with a maximum damage reduction of 8. For $2,000.00 the shield can be upgraded to a huge shield with a maximum damage reduction of 10. Medium shields weigh 8 lbs, large shields weigh 16 lbs, and huge shields weigh 32 lbs. Energy Shield This is a basic small energy shield. For $250.00 the damage reduction of this shield can be increased by 1 point of physical damage reduction to a maximum of 4 points of physical damage reduction. For $1,000.00 the shield can be upgraded to a medium shield with a maximum energy damage reduction of 6. For $1,500.00 the shield can be upgraded to a large shield with a maximum damage reduction of 8. For $2,000.00 the shield can be upgraded to a huge shield with a maximum damage reduction of 10. Medium shields weigh 8 lbs, large shields weigh 16 lbs, and huge shields weigh 32 lbs. Psychic Shield This is a basic small psychic shield. For $250.00 the damage reduction of this shield can be increased by 1 point of psychic damage reduction to a maximum of 4 points of psychic damage reduction. For $1,000.00 the shield can be upgraded to a medium shield with a maximum psychic damage reduction of 6. For $1,500.00 the shield can be upgraded to a large shield with a maximum damage reduction of 8. For $2,000.00 the shield can be upgraded to a huge shield with a maximum damage reduction of 10. Medium shields weigh 8 lbs, large shields weigh 16 lbs, and

huge shields weigh 32 lbs.

Armor and Shield Upgrades


Armor and shields, like weapons, can be upgraded. All armors and shields can have 4 extra upgrades added to it assuming that the armor or shield can take an option designed for it. Name Price Weight Environmental Control $500.00 1 lbs Portable $1,000.00 0 lbs Telekinetic Powers $1,000.00 2 lbs Polarization Device $1,000.00 1 lbs Organic $1,000.00 0 lbs Magnetic Attunement $1,000.00 1 lbs Ion Dampeners $1,500.00 1 lbs Corlonic Nanobot Covering $1,500.00 1 lbs Shield Weapon $1,500.00 1 lbs Feedback Shield $1,500.00 1 lbs Elman Telekinetic Interface $1,500.00 1 lbs Mass Shifter $1,500.00 1 lbs Emergency Shield $2,500.00 3 lbs Shadow Steel $10,000.00 0 lbs HUD Upgrade Various 0 lbs Communication System Various 1 lbs Environmental Control Any physical armor that covers the entire body can be upgraded with environmental control. This upgrade seals the suit against water pressure, the vacuum of space, and giving the character oxygen or whatever breathable gasses they require. This upgrade gives a character a number of hours of oxygen needed to survive equal to the physical damage reduction of the upgraded armor. These oxygen tanks refill at a rate of 1 hour per round. Portable Using advanced dragoon holographic technology, any armor or shield can be stored within one of their holographic crystals. As an upgrade to armor and shields they are integrated with the crystal to the point that the crystal is a part of the armor. The armor or shield, as a free action, becomes a small 2 inch sized crystal shard, and takes a free action to reappear from the shard. Telekinetic Powers Any psychic based armor can be upgraded with any of the three powers. For $1,000.00 the armor can be upgraded with a telekinetic blade that deals D8+empathy psychic damage in melee; a telekinetic push which causes a target within a range of 4 to be pushed back 8 squares and also causes the target to fall prone as a move action; or a telekinetic communicator which allows the character, as a free action, to talk into the minds of anyone within a range of 50 as long as the character can see the person they wish to talk to. Only people with this communication system or telekinesis can listen in on this conversation. For $500.00 more a power can be upgraded. The blade can produce another blade for dual weapon fighting; the range of the push increases to 8 and the target is pushed back 16 squares; and the communicators range increases to 100 and the character no longer needs to see the person they wish to talk to. Polarization Device This device allows a character to change the type of damage reduction their armor grants them to another type, thus physical damage reduction can be polarized into energy damage reduction. This conversion requires a standard action to activate and lasts for only one minute before the polarization device runs out of power. The devices recharged 1 round of use for every minute it has to recharge. Switching off the device drains it of its power completely. For an extra $2,000.00 the device can be upgraded to polarize the armor of others in a similar fashion,

however converting anothers armor requires a range of 5 and a full round action. Armor with this upgrade can take upgrades designed for the type they polarize into, but they only activate when polarized. For example a personal shield can take environmental control but it will only activate when the personal shield polarizes its energy damage reduction into physical damage reduction. Organic The armor or shield has bio-mechanical organic nanobots, similar to those that make up a forged, infused into its structure. This allows the armor or shield to heal its hit points at a rate of 1 per hour, allowing it to recover from a damaged condition. Furthermore, organic armors and shields will lose a disabled status after 3 rounds (30 seconds) due to their healing functions. Magnetic Attunement This armor upgrade uses specific magnetic systems tied with human inhibitor genomes that allow all attacks against the character to deal only half damage, however when this upgrade is activated the characters speed, defense, and all reflex based skills are halved as well. Activating or deactivating this upgrade is considered a standard action. Ion Dampeners Ion dampeners are for physical armors and shields only. These dampeners create a magnetic field that helps protect a character against the EMP quality of ion weapons. Very popular with corlonics, ion dampeners are attached to physical armor and stop EMP effects from ion weapons from effecting energy DR, corlonics, and other technological items. Corlonic Nanobot Covering Any physical armor or shield can be covered in nanobots similar to nanofluid or the skin of a corlonic. This skin reacts to damage by reflecting the blow back at the attacker. When the armor with this upgrade is hit, the character hit makes an attack roll (no bonuses) against the person who fired the weapon on them. The damage is of the same amount and type as the attack that hit the armor. The attack that hit the armor still hits and damage is taken as normal. Attacks that bypass physical armor cannot be reflected by this upgrade. Shield Weapon This upgrade is designed for energy armors or shields only. The character spends a move action to fire his shield, dealing 2D6+EDR energy damage as a submachine gun with a range equal to double the EDR of the upgraded armor. When fired, the energy shield no longer grants damage reduction for one round, however the shield reactivates on the characters next turn. A character can fire the shield weapon only once per round. Feedback Shield A feedback shield is designed for psychic armor and shields. When a character is hit by an attack that hits the psychic armor, if the attack does not bypass the damage reduction the target that fired the weapon takes as much damage as the character took after applying psychic damage reduction in the same limb. The damage that the target takes is psychic based and normal damage reduction rules apply. Elman Telekinetic Interface This interface system is designed for any psychic typed armor. This system reads the users mental brainwaves and uses them to move the armors individual strands, gears, motors, and even present logical data to the user about all possible courses of action. All of this tactical information received by this interface system is inputted directly into the users mind. Because of this the user must make a willpower check (DC: 15) and upon passing they gain a +4 bonus on defense. If the character fails, the data skims their mind and instead the character only gains a +1 bonus to defense but they also lose an extra sanity point upon failing the check. A character must make this willpower check every round in combat, although outside of combat the unit shuts off to preserve the mentality of its user. Mass Shifter Any armor or shield can be upgraded with a mass shifter. This mass shifter has two different modes which can be switched as a move action. The first mode is Light, in this mode the character weights half their normal weight (no effects for being underweight), their speed is doubled, and their defense is doubled in melee only. The downside to being light is that if the character suffers knockback (such as from force weapons) the range they are knocked back is

doubled. Furthermore the characters strength decreases by 1 point. In Heavy mode, the characters strength is increased by 1 and they are immune to knockback. Furthermore their weight is not only doubled (no effects from being overweight) but they also move at half their speed and their defense is halved in melee. A mass shifter within a shield has a different property, instead allowing the user of the shield to use the shield better. This reduces the roll needed to block an attack with a shield by 1 point (for example a small shield with a mass shifter needs a 7, 8, 9, or 10 in order to block an attack). Huge sized shields cannot be upgraded with a mass shifter. Emergency Shield An emergency shield is designed for any type of armor for the purpose of creating a shield of cover. Emergency shields are designed for infantry survival so that a character stands a chance of surviving heavy weapons or grenades. The emergency shield creates a bubble of 10 DR that covers the whole body only on attacks that deal 20 or more points of damage. This burst of DR lasts only for that characters turn (not round) and vanishes instantly to conserve battery life. When bought for a suit of armor, the character chooses if the DR is physical, energy, or psychic. The emergency shield does not kick in for damage that can bypass its damage reduction type. Shadow Steel Shadow steel is a material made from refined liquid shadow, also known as dark matter. Any armor or shield with this upgrade loses its type (energy, physical, psychic), making the armor typeless. However, the armor now stops all types of damage equal to the damage reduction score of the armor or shield. HUD Upgrade Any armor with a heads up display, commonly known as an HUD, can get special sensors or visions. Night vision and infrared costs $500.00 each when installed, x-ray vision costs $2,000.00 as an upgrade. Radar and sonar both cost $1,500.00 each while the life signs detector costs $6,000.00. Armor such as the Titan Gear that already has sensor systems preloaded cannot take redundant systems. Communication System This upgrade is for any armor. A communication system is incorporated into the armor depending on the price. For $500.00 the system has a limited range radio, for $500.00 the system has an infrared communicator, and for $1,500.00 the system has a subspace communicator. A communication system can have all three types of communication systems.

ENHANCEMENTS
We're no longer bound by the rules of flesh. -Raze Le'mar Enhancements are replacement parts for organic or mechanical bodies. There are three different types of enhancements. Firstly there is cybernetics, the mechanical replacement and enhancement of limbs. Secondly there are programs, machine code designed to alter the way a characters brain allowing for various skills. Thirdly there is bionics, special abilities not limited to any specific species. A character can take a number of enhancements as long as the sanity cost for all enhancements does not exceed the characters sanity score. An enhancements sanity cost does not subtract from a characters sanity score nor subtracts from the characters sanity points.

Cybernetics
Cybernetic implants are connected directly to the characters body, putting a degree of stress on it. A character can have a number of cybernetics equal to double their strength score. Name Price Sanity Cost Weight Input Plugs $500.00 5 Points 1 lbs Minor Skill Tool Kit $500.00 5 Points 1 lbs Extra Armor $500.00 4 Points 10 lbs Cybernetic Neural Storage $1,000.00 3 Points 1 lbs Internal Shield Field $1,000.00 5 Points 3 lbs Communication Device $1,000.00 5 Points 2 lbs Storage Box $1,000.00 6 Points 2 lbs Holographic $1,000.00 3 Points 0 lbs Webbed Feet $1,000.00 6 Points 3 lbs Monkey Foot $1,000.00 7 Points 2 lbs Organs $1,000.00 4 Points 0 lbs Skin Graft $1,000.00 n/a 2 lbs Cybernetic Limb $1,500.00 6 Points 25 lbs Nasal Filters $2,000.00 5 Points 1 lbs Organic $2,500.00 n/a n/a Palm Blaster $2,500.00 7 Points 2 lbs Skill Tool Kit $3,000.00 7 Points 4 lbs Anti-Gravity Motors $3,000.00 5 Points 2 lbs Nanotube Servos $3,000.00 5 Points 2 lbs Rocket Feet $4,000.00 7 Points 6 lbs Chest Blaster $6,000.00 8 Points 5 lbs Full Conversion $10,000.00 15 Points n/a Input Plugs A plug is implanted into the back of a characters neck, with additional plugs around the characters body, although the only visible port is on the back of the neck, with the plug being about a size of a dime. The character can now plug themselves into any computer or computer terminal and access the Net and counting as tools for the computer skill. Furthermore, many vehicles and most high end armor require input plugs for better control of the device. Minor Skill Tool Kit The characters hand has been equipped with various detachable and retractable tools for the skill of their choice. This tool kit counts as a set of tools for the various skills that require them (chemicals, computers, disguise, electronics, first aid and mechanics). This skill kit can only be bought for those six skills. Extra Armor This upgrade grants a characters limb a physical damage reduction of 1. For $500.00 the character can upgrade this armor by 1 point of physical damage reduction to a maximum of 5 points of physical damage reduction. For every

point of physical damage reduction increase the weight by 10 pounds and the sanity point cost by 1. Cybernetic Neural Storage This cybernetic implant is located as a small clamp where the spinal cord and head meet, allowing for a characters memories to be downloaded in real time into the crystal storage system. This device can wirelessly transmit said data for review by anyone through any connected communication device. The data can also be used for a full conversion body, thus creating a copy of the character (although said copy will live a different life with different choices, much like how identical twins do) or a backup in case the character is killed for whatever reason. Neural storage is required if a character wishes to travel to another body (possibly a full conversion) on another world via subspace communication. Internal Shield Field This is a built-in shield field similar to a personal or psychic shield. This shield produces 1 point energy or psychic damage reduction (characters choice when buying the unit) covering the entire body. The damage reduction can be upgraded by 1 point for $400.00 up to a maximum of 5 points of damage reduction. Communication Device This implant allows a character to use a communication device. The device comes with either a radio or an infrared system. The other type of communication system can be installed for an extra $1,000.00. For an additional $2,500.00 the communication can be upgraded to house a subspace transmitter, but not a receiver. Storage Box This box is either within the characters lower arm or in their upper leg, allowing the character to store two tiny or one small item within it. The box can be converted for $500.00 to be triggered to fire a pistol with no bonus to hit as a free action. The weapon is wired into the box and cannot be removed. Buying the upgrade does not include the cost of the weapon. Holographic A holographic limb uses dragoon holographic crystal technology to obtain the properties of a razer. The limb is immune to physical damage, it takes energy damage as normal, and it takes double psychic damage after damage reduction. Many razers take this upgrade as it lets them rebuild their original bodies. Webbed Feet A webbed foot is yet another dual foot cybernetic. The feet look like standard shoes, however when within water the toe areas open up and tendrils extend complete with rubber webbing. This grants the user +3 to speed when swimming. The webbed feet will not activate if there is only one foot installed. The price listed is for both feet. Monkey Foot This foot looks more like a thick hand, and in fact acts like one in every respect. The user technically has a foot that serves as a hand. This device helps with picking up objects off the ground (making that a free action for any one handed object) and also helps with multitasking (cut speed of tasks by 1/4 rounded up.) Unless the user is sitting down, using the monkey foot throws the user off balance giving them a -1 to all reflex rolls made during the turn that they used the foot for something other than a standard foot use. A user may have only one foot installed. Organs Each organ located within the torso can be turned into a cybernetic organ for only $1,000.00 each, with a sanity cost of one point per organ. For organs such as the lungs, each lung costs $1,000.00 (but they must be bought in a pair). A full organ transplantation costs $5,000.00, 5 sanity points, and does not take up any options. Each cybernetic lung lets a character breath only once every 3 hours, a cybernetic stomach doesnt require the user to eat except for once every week, a cybernetic heart adds 1 hit point to every limb, a cybernetic liver grants a +4 bonus to saves dealing with chemicals, cybernetic kidneys doesnt require the user to deal with bathroom urges, and finally a cybernetic reproductive system that has a built in contraceptive system as well as a her/him pleasure system. Having full organ transplant provides all these bonuses. Skin Graft

A skin graft is placement of artificial or cloned tissue grafted onto the users body and placed over a cybernetic, reducing its sanity cost by half. Furthermore, a skin graft disguises a cybernetic by all forms of detection except for x-ray vision. A skin graft can be bought separately for each cybernetic enhancement that the character has. Cybernetic Limb A cybernetic limb grants the character a limb with a number of hit points equal to characters original hit points +5 hit points. A cybernetic limb can be upgraded for $500.00 per additional hit point to a maximum of 10 additional hit points (not including the 5 extra hit points from the cybernetic arm). Every 2 additional hit points increases the sanity cost by 1. A cybernetic limb can be bought 6 times, one for each limb. Furthermore, for an additional $1,000.00 the limb can gain a stackable physical damage reduction of 1 which can be upgraded by 1 point for $1,000.00 up to a maximum of 4 points of physical damage reduction. Nasal Filters This implant is put inside the nose and detects any harmful substances and automatically filters it out through the pores on the nose or pushes them back out when the subject exhales. Nasal filters work on both gaseous and liquid substances, such as converting water into breathable air for a character. The nasal filters do allow normal oxygen to enter the body at a normal rate. Organic The cybernetic is modified to use organic parts instead of metallic ones. Instead of nanobots, organic nanobots created by tissue and cells are used. The cybernetic becomes completely disguised from all forms of sensors, the weight of the cybernetic is halved, and the sanity cost if reduced by half. The organic trait must be bought separately for each cybernetic. Full Conversion cannot take this cybernetic. Palm Blaster This weapon is similar to a pistol for all stat purposes (2D4+4 damage, 15 range, 15 shots, single fire). The weapon has a lens within the palm of the user, with the clip snapping into the wrist area. The hand may still wield weapons as normal in addition to the blaster. This cybernetic can be upgraded to a full arm cannon for $1,000.00, which counts as a rifle (2D8+4 damage, 40 range, 30 shots, automatic fire). An arm cannons hand cannot be used although the character has a +3 bonus to hit with the weapon. Both weapons come in physical, energy, or psychic damage types, chosen when the character buys the cybernetic. Major Skill Tool Kit The characters hand has been equipped with various detachable and retractable tools for the skill of their choice. This tool kit counts as a set of tools for the various skills that require them (chemicals, computers, disguise, electronics, first aid, and mechanics). Furthermore, this kit provides a +1 bonus to these skills, which can be upgraded for $250.00 per +1 bonus to a maximum of +5. This skill kit can only be bought for those six skills. Anti-Gravity Motors Special anti-gravity motors are implanted within the characters body to allow them to become more dexterous. These motors increase the characters reflex by +1. This bonus to reflex can be upgraded for $4,000.00 for each additional +1 bonus to reflex up to a maximum of +4 or the cap of 10, whichever comes first. Nanotube Servos A nanotube weave of servos is grafted onto the characters body, specifically focused on the characters muscles. These servos increase the characters strength by +1. This bonus to strength can be upgraded for $4,000.00 for each additional +1 bonus to strength up to a maximum of +4 or the cap of 10, whichever comes first. Rocket Feet This system allows a character to fly, moving as a medium sized vehicle. The character moves up to a speed of 10 squares per movement phase, and has enough fuel for 10 minutes of flight time. Additional fuel costs $100.00 per tank. The price listed is for both feet. Chest Blaster This device is a unique three-barrel blaster built into the cybernetic torso between the breastplates. The blaster fires

with no bonuses to hit dealing 2D10+6 damage (characters choice before firing) at a range of 6 as a sustained beam. The blaster can be upgraded into a mini-missile launcher that uses micro-rockets. Micro-rockets cost $300.00 for either energy, physical, or psychic damage, in addition they can be given a subtype like a submachine gun. Each micro-rocket has a radius of 2, a range of 10, and deals 2D10+2 points of damage. This upgrade costs an additional $1,500.00. The chest missile can store three micro-rockets at a time in its revolver chamber. Full Conversion A full conversion is a character replacing their entire body with that of another species, with the new body usually being artificially created. Even the characters brain is copied and downloaded into the new bodys brain. The character loses racial bonuses and penalties to all stats, their racial minor ability, and all racial special abilities. The character then chooses a new species, chooses the new bodys height, weight, and age. The character adds the new species racial bonuses to all their stats, gains the species racial minor ability, and also gains a number of racial special abilities equal to the number they had previously held. Full conversions are copies of the original brain patterns complete with memories in an artificial body, meaning that a character can have a full conversion and still have the original body and character exist. Finally, a full conversion does not require coping of memories, and thus a character could have full conversion bodies stored in various safe houses across the galaxy for various uses.

Programs
Unlike cybernetics, programs run on a central processing unit and a wireless adapter installed in a characters brain. A character can have multiple programs run at the same time, and many programs have some internal wiring installed within the characters brain. A character can have as many programs equal to double their intellect score. Name Price Sanity Cost Weight Biological Monitor $500.00 4 Points 0 lbs Pain Editor $1,000.00 5 Points 0 lbs Wireless Link $1,000.00 5 Points 0 lbs Memory Booster $1,000.00 5 Points 0 lbs Skill Chip $1,000.00 4 Points 0 lbs Sensor Detector $1,000.00 6 Points 0 lbs Radiation Detector $1,000.00 5 Points 0 lbs Sensor System $2,000.00 6 Points 0 lbs Computer Emulation $2,000.00 2 Points 0 lbs Inhibitor Implant $2,000.00 4 Points 0 lbs Vision System $2,000.00 6 Points 0 lbs Targeting System $2,500.00 6 Points 0 lbs Intelligence Enhancement $3,000.00 4 Points 0 lbs Wisdom Enhancement $3,000.00 4 Points 0 lbs Charisma Enhancement $3,000.00 4 Points 0 lbs Intergraded DNA $5,000.00 10 Points 0 lbs Biological Monitor This program monitors a characters life signs, allowing the character to better monitor their health. The data that the biological monitor detects is broadcast wirelessly thanks to the internal wireless link to any medical scanners giving a +2 first aid bonus to the doctor, nurse, or character trying to save the characters life, assuming they are using the proper tools. The device also grants a +1 to all endurance saves, although this bonus isnt added to damage reduction. Pain Editor A long awaited program for cybernetics, a pain editor has the character feel no pain at all; however the character also cannot feel touching sensations either. The character gains a +2 bonus on endurance saves due to the fact that the character doesnt feel touch, the program is equipped with an on/off ability taking a move action to turn the pain editor on or off.

Wireless Link With this program the character can act like a computer with a wireless adapter, with the programs appearing within his vision much like a computer screen. The program doesnt take as much space as normal programs, however the extra space it has, it reserves for downloads such as movies and music which can be heard within the users brain and seen directly within their eyesight. Many claim this is the ultimate sound and video quality. Using these programs adds +2 to the DC of all awareness checks due to the obscured vision and the music. The character can access the Net if they are within wireless access of it. Memory Booster Not so much a program as it is a very small program that allows the user to use the space on the flash memory as backup data for whatever they wish to store there. Roughly 24 hours worth of video and audio can be stored. This data can be extracted from the character (either if the character is alive or dead) and played back on a computer, allowing a person to see and hear whatever the character wanted them to see or hear. Data imputed this way is time stamped, something which the character cannot remove unless illegal surgery is done. For $1,000.00 the memory booster can be upgraded to hold an additional 24 hours of storage up to a maximum of 168 hours. Skill Chip Not really a physical chip as much as it is a program of a skill. From acrobatics, to electronics, to educations, any skill can be programmed into one program slot. Each skill has been researched to great extent and vast amounts of data have been stored within the chip to insure the character gets what they paid for. The character gains a +1 bonus to the one skill that they buy the chip for. This skill can be any skill, although for skills like education, a character must choose a sub category such as education (tactics) when buying a skill chip. The character can increase the bonus the chip provides for $450.00 per +1 bonus to a maximum of a +6 bonus. The ranks provided by these skill chips override the characters own ranks in that skill. Sensor Detector This program lets the character know if a sensor system of any kind (radar, sonar, and life sign detectors) is being used so long as the character is within the sensors radius. Although this device allows a character to detect the activity of a sensor system, it does not pinpoint the location of the sensor system being used. Radiation Detector This program uses the nose to help the character detect harmful radiation as well as the radiation levels of all objects within the characters vision. The radiation detector also can be upgraded to show the character damage to their body from radiation, reducing the DC of the first aid checks by 5 points. Sensor System The character has either a radar or sonar device implanted into their brain, allowing them to see objects using this sensor system in addition to a characters normal vision. For an additional $2,500.00 the system can be upgraded into a life signs detector. Computer Emulation The character can run basic computer programs from the equipment chapter. Each program costs an additional $2,000.00 and costs 2 sanity points. The brain of a character has so many terabytes of storage that they might as well have unlimited storage. For the purpose of digitally storing items, a character can only store up to five items less than 100 pounds, and cannot store any item greater than 100 pounds. The item must be non-living. The program emulation computer program cannot be used by this enhancement program. Inhibitor Implant This program emulates the human inhibitor gene, rendering the character immune to all psychic damage so long as they can pass a DC 20 willpower check. Humans can also take this program in order to gain this ability. Vision System The character gains either infrared or night vision through their eyesight thanks to this program. For $3,500.00 the system can be upgraded to x-ray vision.

Targeting System The characters eyesight is modified by this program to track his enemy better, even cross-hairs are provided within the characters vision granting the character a +1 bonus on attack rolls. This bonus can be upgraded for $2,500.00 per +1 bonus up to a maximum of a +4 bonus. Intelligence Enhancement This program boosts the characters natural intellect by 1 point. This program can be upgraded to add an additional 1 point to intellect at the cost of $4,000.00 to a maximum of a +4 bonus or the cap of 10, whichever comes first. This bonus does not add skill points to the character; however it does boost all intellect based skills. This boost is permanent and cannot be shut off, unless the program is removed. If the program is removed, the character loses the bonus to their intellect based skills. Wisdom Enhancement This program boosts the characters natural empathy by 1 point. This program can be upgraded to add an additional 1 point to empathy at the cost of $4,000.00 to a maximum of a +4 bonus or the cap of 10, whichever comes first. This bonus to empathy does not add sanity points to the character, however initiative and willpower checks do get this bonus. This boost is permanent and cannot be shut off, unless the program is removed. If the program is removed, the character loses the bonus to initiative and their willpower checks. Charisma Enhancement This program boosts the characters natural allure by 1 point. This program can be upgraded to add an additional 1 point to allure at the cost of $4,000.00 to a maximum of a +4 bonus or the cap of 10, whichever comes first. This bonus does not add extra cash to the character; however it does boost all allure based skills. This boost is permanent and cannot be shut off, unless the program is removed. If the program is removed, the character loses the bonus to their allure based skills. Intergraded DNA The characters DNA has had technology intergraded into it. Any electronic from the equipment section excluding hack-cards, stun cuffs, subspace receiver, delf bracers, phoenix resurrection chamber, and the universal saga can be intergraded into the characters DNA. This allows them to use the technology anywhere they are as if they had the equipment with them the whole time. They cannot have the equipment removed from them as the equipment is intergraded into their very DNA. Equipment added this way become minor abilities. When buying this program the equipment meant for the DNA must be bought separately.

Bionics
Bionics are special abilities just like the ones each species has, although bionics are not limited to any specific species, and thus any species can take them. As special abilities each one can only be used once per 30 minutes. Name Price Type Activation Duration Blade Runner $25,000.00 Trained Standard 3 Rounds Blessing of the Machine God $25,000.00 Mechanical Standard One Minute Chastise $25,000.00 Psychic Standard One Round Dark Spikes $25,000.00 Psychic Standard Instant Drowse $25,000.00 Mechanical Full Round One Round First Strike $25,000.00 Trained Move One Minute Illusion $25,000.00 Psychic Full Round Instant Machine Incarnate $25,000.00 Mechanical Move One Minute Machine of War $25,000.00 Mechanical Move One Minute Mimicry $25,000.00 DNA Move Various Mirror Universe $25,000.00 Trained Free One Minute Muscle Memory $25,000.00 Trained Free 30 Minutes Mutable Skin $25,000.00 DNA Full Round 30 Minutes Mutually Assured Destruction $25,000.00 Psychic Full Round Instant Naked Singularity $25,000.00 DNA Full Round 3 Rounds

Shifter Shroud Subconscious Calm Subspace Burst Suppression Time Stop Uncanny Dodge Under Pressure Void Rending Warped Insanity Frost Giants Possession Replication Touched by the Gods Shadow Warp Elemental Control

$25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $25,000.00 $50,000.00 $50,000.00 $50,000.00 $50,000.00 $100,000.00 n/a

Mechanical DNA Psychic Mechanical All DNA Trained Trained DNA Psychic DNA Psychic Mechanical Trained n/a n/a

Standard Move Standard Standard Full Round Full Round Move Move Full Round Standard Various Various 30 Minutes Move Various Various

One Minute One Round One Minute Instant One Minute One Round One Minute One Minute Instant Instant Various Various 24 Hours One Minute Various Various

Blade Runner (Trained) The character is so well trained against fighting machines that they have a +5 bonus on all attack and damage rolls against all robots. Furthermore, the character gains a special D10 roll to any mechanical abilities that target them, and on the roll of a 5 or higher the ability has no effect on the character. This ability is activated as a standard action and lasts for only three rounds. Blessing of the Machine God (Mechanical) The character is able to choose one item and as a standard action they can double one numerical aspect of it. For example a gun could have its range or its damage output doubled or a chemical could last for double its duration. The character could also half one numerical aspect of the item (rounded up) instead. The item must be within a range of 2, and the effect lasts for one minute after which point the item begins to work as usual. Chastise (Psychic) When this ability is activated the character chooses one target within a range of 10. That target must make a DC 15 willpower check otherwise for the next round for every point of damage they deal they receive (with the same type) in the same location as the damage they dealt landed, damage reduction still applies. If the target fails the check by 5 or more, any damage they deal for one round automatically heals the character, characters choice on where the hit points go. Activating this ability requires a standard action. Dark Spikes (Psychic) The character can launch psychic spikes like a porcupine, impaling anyone or anything caught in its path. As a standard action a character can fire off the mental spikes from a radius of 4 centered on the character. This area of effect attack does 2D6+2 psychic damage. Furthermore, if any target loses hit points from this attack, they must make a DC 20 endurance save or become bleeding. Drowse (Mechanical) The character chooses up to five targets within a range of 15, each one of those targets must make a DC 15 endurance check. Failure of this check means that the target loses one move action from their next turn. Failing the check by 5 or more means that the target loses an additional move action their next turn. If a target has no remaining move actions in their next turn this ability has no effect. Activating this ability requires a full round action. First Strike (Trained) When this ability is activated the character gains the ability to use attacks as a counter action when targeted despite the number of move actions required to make the attack. This means that whenever the character is targeted by an attack or special ability they can make an attack against the source of that attack or ability before it happens, although attacking like this uses up the equivalent move actions from their next turn. For example, a character is being targeted by a special ability, they may make an attack, a standard action, as a counter action to the source of

that special ability and thus use up two move actions from their next turn. Illusion (Psychic) The character develops the mental ability to trap others in illusions of such power that each illusion feels extremely real. As a full round action, the character selects a target within a range of 10, and forces them to make a willpower save (DC 15). For every point the target fails the willpower check by, they are blacked out for one round. A target that passes their willpower save knows that their mind was affected by a very distinct feeling that they would be able to recognize again if they ever felt it. Targets that fail their willpower save are trapped in an illusionary world until they revive from their blackout. Machine Incarnate (Mechanical) The characters implanted nanobots begin forming a metallic skin in which the character gains a physical damage reduction score of 4 to all limbs which is stackable. Furthermore, the characters mind is also replicated by the nanobots and enhanced to a level which the character becomes immune to psychic damage, although now relying more on technology, the character takes double energy damage. If a corlonic were to use this bionic, their nanobots would perform something completely different, instead replicating organic tissue rending energy damage as normal, however they also lose their immunity to psychic damage, which is counted as normal. They still gain the stackable 4 physical damage reduction to all limbs. This ability lasts for one minute and is activated as a move action. Machine of War (Mechanical) The character gains the ability to control any piece of technology within a radius of 5. The character can activate any feature of that piece of technology as if they were using it as a move action. As such a character could make a gun fire, not fire, or drop its clip, but they would not be able to increase the range of the weapon unless the weapon was upgraded to do that. This ability activates as a full round action, controlling each piece of technology is a move action, and the ability lasts for one minute. Mimicry (DNA) The character can spend a move action to mimic any special ability used within a range of 6. The special ability being targeted must be used in order for the character to mimic it. The character is able to use that mimicked ability once within a thirty minute time frame, otherwise that ability is lost and the character will have to see it again in order to mimic it. Furthermore the character can also mimic any minor ability within a radius of 6 spending a move action to activate this type of mimicry and it lasts for three rounds or thirty seconds. Mirror Universe (Trained) The character is able to switch two of their ability scores with each other for one minute. As a free action, the character can switch the score of one of their abilities with another one. For example a character with a 3 in strength and a 5 in intellect can have a 5 in strength and a 3 in intellect. Any bonuses that would raise one ability would in fact raise the other, for example a +1 bonus that would raise intellect during while this ability is active would instead raise strength and vice versa. Muscle Memory (Trained) The character has a different form of mimicry where they can mimic the skills they see. As long as the character can see a reflex skill being preformed they can within thirty minutes use that same reflex skill with the exact same roll that the target they were watching made. The character does not need to roll to use that skill and can continue using that roll. The character can only perform that skill once after learning it, and if they do not use that skill within thirty minutes they must relearn that skill. Activating this ability costs the character a free action. Mutable Skin (DNA) The character can, as a full round action, alter their appearance in any way giving them a +5 bonus to disguise checks and they can change their minor ability to any other species although they lose theirs for a full thirty minutes. This alternation lasts for only thirty minutes, although the character can maintain their altered appearance by taking another full round action at the thirty minute marker. Mutually Assured Destruction (Psychic) A character can choose one target within a range of 4 and then spend a full round action activating this ability. Upon

activation the character and the target each roll a D10. On the roll of a 10, nothing happens. On the roll of a 2-9, the target or character loses half of their hit points in each limb, rounding up. On the roll of a 1, the target or character loses all hit points from all limbs and dies. Naked Singularity (DNA) When the character activates this ability they choose a square within a range of 20. All targets and characters within a 10 square radius are drawn towards this square at a rate of D10+5 squares per round. This movement is rolled individually per target, however a characters strength subtracts from this number. Multiple characters and targets can occupy the target square, and once there they are immobilized and cannot perform any actions. This ability is activated as a full round action and lasts for only three rounds. Shifter (Mechanical) The character can choose one source of damage (such as a weapon or a person, not an attack) within a range of 10 and change the type of damage it deals. For example, a weapon that deals psychic damage can now deal energy damage. If a person is targeted they deal that type of damage as unarmed damage, special abilities have to be specifically targeted for each one. The change in damage only lasts for one minute. The character can use this ability twice every 30 minutes, activating it as a standard action. Shroud (DNA) When this ability is activated the character can no longer be targeted by any special abilities, equipment, or attacks for one round. Any abilities that are currently activated on the target still remain in effect, however if used as a counter-action this ability nullifies any targeting effect at that moment. Activating this ability requires a move action. Subconscious Calm (Psychic) The character calms the muscles within a target, causing them to slow down. This ability causes a target to lose one move action per round for one minute. Activating this ability requires a standard action and has a range of 10. Subspace Burst (Mechanical) The character taps into subspace using nanobots and a miniaturized and modified tachyon jump drive. This combination of technology allows the character to automatically hit a target within a range of 20. The target takes 2D8+4 points of damage which affect the targets sanity points instead of their hit points. The damage itself acts like energy damage and affects the head hit location. Activating this ability requires a standard action. Suppression (All) When this ability is activated, all targets within a radius of 4 must make an endurance check, a defense check, and a willpower check (DC 15 for each) including the character. If a target fails the endurance check they cannot use DNA special abilities for one minute. If a target fails the defense check they cannot use trained special abilities for one minute. If a target fails the willpower check they cannot use psychic special abilities for one minute. If the character passes all checks then all targets cannot use mechanical special abilities for one minute. This special ability counts as all types of special abilities, and is activated as a full round action. Time Stop (DNA) The character can stop time for one round as a full round action. During this round all targets who fail a DC 15 endurance check within a radius of 10 lose their next turn completely, including the use of free actions, except for the character who can act as normal. All targets lose their reflex bonus to defense during this round. Targets within the field are still aware of their surroundings, although they simply cannot act. Uncanny Dodge (Trained) The character has an uncanny knack for dodging attacks, usually managing to dive for cover the second bullets start flying. A character can use a free action to gain a +4 bonus on defense rolls and at the beginning of combat can move one square in any direction. This ability lasts for one minute. Under Pressure (Trained) The character is forced to think quicker and smarter for a brief period of time. Spending a move action activating this ability the character gains a +3 bonus to intellect and a +2 bonus to initiative. Furthermore, the character gains

one extra move action per turn, however this move action can only be performed during another targets turn and thus acts in the same way a free action does. This ability lasts for one minute. Void Rending (DNA) The character is able to create a void in space-time around them affecting all things nearby. As a full round action the character can create a void of 2D8+4 damage with a radius of 4. This damage has no type and bypasses all forms of damage reduction. After using this ability the character takes D8 damage to their torso, D6 damage to each limb, and D4 damage to their head. This damage also has no type and bypasses all forms of damage reduction. Warped Insanity (Psychic) The character is able to sacrifice their own sanity as a means to make others insane. When activated as a standard action, the character can choose one target and can lower their sanity score by 2 points at the cost of one of the characters sanity points. The character can spend as many points as they have, thus a character with 12 sanity points can remove up to 24 sanity points from a target. Frost Giants (DNA) The character can control ice to a limited degree. The character turns their body into fire incarnate as a full round action and gains several abilities. Firstly their body is considered pure ice dealing D4+4 points of energy damage to any target that touches it, and the target is considered blacked out for one round. Secondly, as a standard action, rolling to hit, using their intellect instead of reflex for attacking, they can fire bolts of ice that deal 2D8+6 points of energy damage at a range of 24 as a move action. The ice also freezes targets in place for one minute. A character can also create a wall of ice one square high and four squares long, and one square thick as a full round action and if a target touches the ice, they are instantly dealt D4+4 damage due to the extreme coldness of the ice and black out for one round. When activated this ability lasts for one minute, however upon shutting down the character loses 5 sanity points due to the mental strain of the power. Possession (Psychic) The character can choose one target within a range of 5 and makes a willpower check as a standard action. This check becomes the DC the target must pass with their own willpower check. For every point the target fails by the character gains control over that target for that many rounds. The character can make the target do or say whatever they want, although the character cannot make the target tell the truth, nor can the character read the targets mind. Furthermore, as a secondary ability if the character dies within the same turn as the target the character can recover the targets health back to 1 hit point in each limb with no bleeding condition, although blacked out until healed. The character now has the targets body permanently. Replication (Mechanical) The character has nanobots implanted throughout their body that are programmed to create a new copy of the characters body in its current state. This dead body has all the same statistics as the character but doesnt have any enhancements or any equipment. If this body isnt used within 24 hours it crumbles into dust. If the character were to die in battle, their minds travel via subspace communication and enter the new body as long as it is on the same planet as the character. The character must spend 30 minutes straight in constructing this new body and can only build one per 24 hours. Touched by the Gods (Trained) The character focuses their mind and uses advanced meditative sermons to temporarily increase the bodys reaction time. The character spends a move action activating this ability, at which point the character gains a +2 bonus to reflex, a +4 bonus to initiative, an +2 bonus to speed (in addition to the reflex bonus), and finally a +3 bonus to defense. These bonuses last for a minute after which the character takes a -1 penalty to reflex, -1 to initiative, and -2 to defense for one minute due to stressing their body. Shadow Warp This ability allows a character to control a substance known as shadow through multiple aspects, although when using this power the character can choose only one of these five aspects. When a character uses any aspect of this ability they are considered using the ability in full and cannot use any other aspect until the ability recharges after 30 minutes. For an additional $100,000.00 the character can upgrade this bionic so that they can use another aspect at

the same time, up to a maximum of all five aspects being able to be used at the same time. Each time a power is activated the character automatically loses 5 sanity points. This special ability has no type. Teleport: The first aspect allows a character to teleport at half their normal speed; however this teleportation increases the characters defense by +3 for that turn. Activating this aspect is a move action and can be used 3 times within 30 minutes. Blades: The second aspect allows a character to generate a shadow blade that counts as a melee weapon that deals D6+6 points of damage. This damage has no type and bypasses all forms of damage reduction, however a target can make an endurance check to take half damage, with the DC being the characters attack roll. If the target passes the check by 5 or more they take no damage, but if they fail by 5 or more they take double damage. The character can summon two blades however the damage is decreased to D4+4 per blade. Summoning the blade is considered a move action and the blade lasts for one minute. Armor: The third aspect allows the character to create shadow armor that covers their entire body. This armor has a damage reduction of 7; however nothing can bypass it except for a particle blaster or a time gun. Furthermore it can hold breathable atmosphere for its duration. Activating this aspect requires a move action and it lasts for one minute. Shadow: The fourth aspect allows the character has is creating total darkness within a radius of 10. Everything within this radius is considered blinded except the character and up to five other targets. All vision systems and sensor systems fail to work while within the radius although they will work outside of it. Furthermore any source of light fails to generate any light while within the radius, and no light can penetrate the radius into the sphere of darkness. Activating this aspect is considered a full round action and lasts for one minute. Shift: The fifth and final aspect of this ability allows the character to choose up to five targets and along with themselves they can shift into a shadow plane. This plane of shadow looks exactly like the normal world minus any living creatures such as people and plants. Furthermore despite the location there is breathable atmosphere everywhere in the shadow plane. Finally, the character and all targets can interact with the surroundings, but it has no effect on the real world. Any unwilling targets can make a willpower check (DC 20) to avoid coming here, while this ability can be used offensively to shift a target to the shadow plane without the character, although the willpower DC is only 15 for such a task. This power is activated as a full round action and lasts for 30 minutes, after which all targets and the character return to the normal world in whatever equivalent location they were at in the shadow plane. Elemental Control This bionic is based off of the infamous Vanir ability and it uses the five different forms of matter, subspace, gas, solid, plasma, and liquid. The bionic itself is mythical in origin and has no type due to its unique construction. A character that has this bionic must choose one of the five elements listed as their element that they can control. A character cannot have more than one element under their control. Minor powers are free actions, major powers are standard actions, and extreme powers are full round actions. All characters become fatigued for one hour after using their extreme powers. Unlike typical special abilities, this special ability requires no recharging and can be used constantly. Subspace: The characters minor power is being able to communicate with anyone in the galaxy much like telepathy (although the character cannot read minds or listen in on any character using telepathy). The subspace users major power allows them to infect one target of their choice with subspace matter. The characters extreme power is being able to make every target of their choice within a radius of 10 make a DC 25 willpower check otherwise become completely controlled by the character for a number of rounds equal to the amount they failed the willpower check by. A success means that the targets instantly lose all sanity points. Gas: A character can fly at double their speed and can make a target make an endurance check (DC 20) otherwise black out as a minor action. A gas users major power is being able to move any object within a range of 10 as if they had a strength score equal to their intellect times 2. Finally, a gas users extreme power is creating a void of air within a radius of 20; making everyone within the radius (even those in sealed armors) make DC 20 endurance checks otherwise blacking out due to lack of air. Solid: A character can gain 6 points of stackable physical damage reduction to all limbs as a minor power. A solid user can crush people inside that have solid materials on their person, or are made of solid materials (such as physical armor) dealing D4+2 physical damage per turn to all limbs, ignoring damage reduction, as a major power. The solid users extreme power is causing all solid matter to be pushed outwards creating a void, this deals 2D10+4 physical damage in a radius of 20 that ignores all physical damage reduction. Plasma: A character can fly at their normal speed and deal D4+4 energy damage simply by touching objects, D8+4 if they want to inflict harm as a minor power. As a major power they can fire bolts of energy that deal 2D10+4

damage with a range of 30. A characters extreme power is dealing 2D10+40 points of energy damage to a radius of 20, 2D10+5 energy damage from 20 to 30, and D10+2 energy damage from 30 to 40 radius. Liquid: A character can cause D8+4 damage as a minor power that ignores all damage reduction to organic creatures only. The character can also cause non-organic creatures to make an endurance check (DC 20) otherwise gain a bleeding condition due to too much water in their system. Finally, a characters extreme power is causing all the water within a radius of 20 to boil up and vanish. This causes instant death for any organic creature while inorganic creatures take 2D10+10 points of energy damage.

VEHICLES
Let me guess, that broken navigation system is Mapquest, isn't it? -Marshal Deacon Vehicles in the Universal Saga act as mobile bases of operation as well as serve as a means of transportation. Due to the advancement of technology in the galaxy older-style vehicles with dedicated purposes such as boats and cars no longer serve any purpose as production of a basic GPV (General Purpose Vehicle) can be accomplished by a Dwarven Portable Forge provided it has the necessary blueprints downloaded. This means all vehicles have the following standard features (unless the game master wishes for a vehicle to not have such a feature): Adaptable Propulsion Because vehicles use a huge amount of nano-machines for all kinds of adaptability, and the fact that they are enclosed, they can move though virtually anything excluding very tough solid materials. With on board weapons, even solid materials do not pose much of a challenge. Most of the time a vehicle will use anti-gravity technology (commonly mass-shifters) to propel itself. This means that all vehicles are capable of traveling through any type of terrain and also have a form of sub-FTL propulsion. A vehicle's propulsion is also known as it's speed in squares. Artificial Gravity In space, there is little to no gravity and thus stuff floats around. This can obviously be an issue to many people and thus anti-gravity systems were designed an implemented. These systems are usually tied to the propulsion system. A ship can turn off its artificial gravity, set it to low, or have it on normal but any higher means the system would burn out. Communication System All vehicles have access to FTL communication systems, specifically subspace communications with a receiver system, plus holophone technology is also built in for support. This means any vehicle can communicate with any other vehicle, as well as anyone who has access to subspace communications. Because communications is necessary for the universe, everyone uses subspace since it's a standard and allows all governments to communicate with anyone anywhere as necessary. Faster Than Light Drive Because the galaxy is a large place, and FTL drives are cheap. All ships are equipped with some type of FTL drive, usually a tachyon jump drive, but depending on where the ship originated from it can have virtually any of the major types of FTL drives. This means that all vehicles have some sort of FTL propulsion, which is detailed in the FTL/Power Core section later in this chapter. Life Support All vehicles are enclosed as the purpose of having an open-top vehicle means vulnerability to the crew from all kinds of external threats. Because a vehicle needs to be able to function in a variety of environments, from space, to underwater, to even toxic atmospheres, they are all enclosed and equipped with atmosphere filtration systems that will work with 100% efficiency so long as there is power. This means that all vehicles have an unlimited supply of atmosphere (air for humans). Power Core Every vehicle requires power to all systems, as such they all have a power source of some kind, and the most common type is the standardized power core. A power core is always a sphere, and it plugs into a standardized port in the vehicle. The amount of power a core can generate depends on the type of core used, which is usually dependent on where the vehicle originated from, and the physical size of a core. The size of a power core is usually in proportion to the size of the vehicle. Also due to technological advancements, most power cores have thousands of years worth of fuel meaning they are limited not by how long they can move, but rather by how much energy they can output. Shields/Hull All vehicles are constructed with nano-machines as their main component, if not their only component. However,

due to such harsh realities such as subspace, and various other hazards all vehicles have all three types of damage reduction systems in the form of shields, and all are composed from hulls that provide HP. Furthermore, the nanomachine base means that all ships can regenerate their HP (also known as their Hull) at a rate of 1 HP per round for tiny vehicles, 10 HP per round for small, 100 HP for medium, 1000 HP for large, and 10000 HP for huge vehicles. How these systems are implemented and how powerful they are depends on where the ship originated from. Weapons While in today's age it is rare to see a vehicle equipped with weaponry, the Universal Saga galaxy is a dangerous place, not to mention various hazards exist in the galaxy that weapons of some kind are required. Each vehicle is equipped with a weapon of some kind, although what type of weapon again is determined by the vehicle's origin. By default each vehicle carries one of each basic type of weapon, physical, energy, and psychic that is also an area of effect weapon with a radius equal to its size category (tiny has a radius of 1, small 2, medium 3, etc). When a vehicle attacks the range of its weapon is equal to the weapon's base damage, and it always automatically hits its target.

Base Model
Vehicles all come in a base model which is dependent on size. After choosing a base model a vehicle needs an origin, and then finally any personal customizations that are requested. Class Size Weapons Shields Hull Propulsion Power Core GPV Cruiser Carrier Flagship Tiny Small Large Huge All: 5D10+50 All: 5D10+500 All: 5D10+5000 All: 5D10+50000 All: 5D10+500000 All: 100 All: 1000 All: 10000 All: 100000 All: 1000000 100 1000 10000 100000 1000000 100 1000 10000 100000 1000000 See Origin See Origin See Origin See Origin See Origin FTL See Origin See Origin See Origin See Origin See Origin

Battlecruiser Medium

GPV A GPV stands for General Purpose Vehicle. These vehicles are composed mostly of nano-machines with a possible inner frame for structural support. GPVs tend to carry one to ten individuals, usually with one seat per person, and tend to make up personal one-man fighters with a small living space. Cruiser A cruiser holds up to a hundred people, however they usually hold far less and instead can be described as a flying house. Most people use cruisers as such, living quarters that can take them planet to planet. Many bounty hunters, freelance soldiers, pirates, and the like use these vehicles as such, while civilians tend to use them because living in space tends to be cheaper than living on a planet, and in space there are few laws and even fewer people to enforce them. Battlecruiser These ships tend to hold almost a thousand people cramped, but usually hold a smaller amount, a few squads of soldiers and crew that makes sure all systems are working as intended. Few civilians use these vehicles because of their size and cost, however communities of people seeking to escape will use a battlecruiser class as a miniature mobile space station. Carrier A carrier class falls into transportation or military categories. As a cargo vessel they tend to carry upwards of ten thousand people, usually also carrying smaller GPV or cruiser sized shuttles to distribute their cargo throughout various systems in the vicinity. Military applications tend to house only GPVs as one-man fighters used to swarm enemies while the carrier brings heavier weaponry and better FTL systems. Flagship

Few governments have access to flagship class vehicles, due to their huge size they require large space ports. Most civilian flagship class vehicles tend to have their FTL and propulsion systems stripped and then are converted for use as a space station that can house almost a hundred thousand individuals. Military applications are similar to carriers, although they provide even more GPV fighters and bring even heavier guns into the battle. Because flagships are extremely valuable, they tend to be leading a fleet of ships rather than working solo, although the Aesir and the New Asgard Empire exclusively use flagship class ships with AI-driven GPV fighters with crews no larger than one to ten people.

Origin
All vehicles originate from somewhere, they don't just materialize. From the scrap-heaps of the Trowl Hordes, to the most advanced battle cruiser of the Galactic Union, all ships are built from someplace and thus they have standards. Using the table below, modify the base design with these components. For example, a Galactic Union's GPV will have its base HP multiplied by 1.5. The Aesir - Ancients The Old Aesir Empire, also known as one of the ancients, is not so much a governmental body as it is just the ruins of the ancient Aesir from the Great War. While it is said all the Aesir perished that day by self-destructing their ships, the remains of many Aesir ships still exist in the voids of space where they fought the Jotun or major battles with the fledgling Galactic Union that went unrecorded. By now these ships have fully repaired themselves and are just waiting for a new captain bold enough to bypass the security systems and take control of these extremely powerful warships. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Gungnir Assault System Void Shields Crystalline Alloy Anti-Gravity Propulsion Galactic Power Core Way-Drive PD: x6; ED: x6; ID: x4 PDR: x6; EDR: x6; IDR: x4 x5 x5 n/a n/a

Dark Zone Inhabitants The inhabitants of the Dark Zone usually refers to the Valherjar pirates, but there are also ancient worlds that seem to drift in and out of time itself, possibly a result of the temporal distortion occurring in the sector. As a result, much of the technology and starships are very advanced and use systems quite similar to the Aesir Remnant. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Mjolnir Assault System Singularity Shield System Mjthril Hull Anti-Gravity Propulsion Singularity Power Core Way-Drive PD: x1; ED: x2; ID: x2 PDR: x1; EDR: x2; IDR: x2 x2 x2 n/a n/a

The Devas - Ancients The Devas formed a civilization a long long time ago, and then they all vanished, but while much of their technology also vanished, much of it also remained. Some of their starships survive in the voids of the Triangulum Galaxy and with their incredibly advanced temporal technology just one of these ships could change the fate of the galaxy. The original Five were in possession of one of these fabled ships, The Exalted.

System Weapons Shields Hull Propulsion Power Core FTL

System Name Temporal Bolt System Temporal Barriers Celestial Crystalline Alloy Anti-Gravity Propulsion Temporal Power Core Temporal Drive

System Modifier PD: x4; ED: x6; ID: x6 PDR: x4; EDR: x6; IDR: x6 x10 x10 n/a n/a

Galactic Union The Union builds many of their ships using the Corlon Empire's Tachyon Jump Drive, which was derived from the Deva's legendary Temporal Drive. The Galactic Union has the most starships per capita as they count the homeworlds of many species, but mostly due to the fact that they house the infamous Elman Fleet Zero-One, which is basically an entire planet full of people inside starships. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Dwarven Weapon System (DWS) Alfarian Defense Grid (ADG) Orihalcum Frame Anti-Gravity Propulsion Subspace Power Core Tachyon Jump Drive PD: x1.5; ED: x1.5; ID: x1.5 PDR: x1.5; EDR: x1.5; IDR: x1.5 x1.5 x1.5 n/a n/a

The Jotun - Ancients The Jotun Imperium, also known as one of the ancients, was once the dominant force in the Milky Way galaxy until the Aesir managed to defeat them in a galactic scale war. The Jotun retreated to their home world where they were later destroyed in one swift strike by the Aesir during the Great War. Today the Galactic Union controls the solar system holding this fabled world, and with it they have access to the wrecks of this mighty empire's warships. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Risar Defense System Void Shields Crystalline Alloy Anti-Gravity Propulsion Galactic Power Core Dimensional Drive PD: x6; ED: x4; ID: x6 PDR: x6; EDR: x4; IDR: x6 x5 x5 n/a n/a

Machine Brotherhood The corlonics of the Machine Brotherhood have advanced their technology at an astounding rate, for they have already developed singularity power cores which powers the New Asgard Empire. However, unlike the Empire, the Brotherhood has not yet streamlined it nor do they have galactic power core prototypes like the New Asgard Empire is rumored to have. Regardless, their technology is deadly, yet they have one weakness. Because they do not understand psychic technology, it is thus not incorporated into any of their designs. System System Name System Modifier Weapons Shields Digital Weapons System Kinetic Shield System PD: x2; ED: x2; ID: x0 PDR: x2; EDR: x2; IDR: x0

Hull Propulsion Power Core FTL

Femto-Machine Hive Anti-Gravity Propulsion Singularity Power Core Digital Drive

x2 x1 n/a n/a

New Asgard Empire When the Aesir Remnants were wiped out through time and space, the Aesir from 50,000 years ago were brought forward to the present, and while they were no where near as advanced as they once were, they still hold the cream of the crop of technology. Sadly they are surrounded by the Dark Zone and are trying to stem the tide of horrors that now pour in from the Andromeda Galaxy. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Mjolnir Assault System Singularity Shield System Mjthril Hull Anti-Gravity Propulsion Singularity Power Core Way-Drive PD: x2; ED: x2; ID: x1 PDR: x2; EDR: x2; IDR: x1 x3 x2 n/a n/a

Norn Ascendancy The Ascendancy rarely uses starships, however the ones they have in service are designed around the Ascendancy's extremely advanced psychic technology. These ships are rarely used in war and as such their crews aren't as well trained as the Galactic Union's ships, however that does not mean that these ships do not hold their own and are frequently stationed in mass numbers around the few worlds under Ascendancy control. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Telekinetic Weapons System Psionic Barrier Grid Crystalline Architecture Anti-Gravity Propulsion Subspace Power Core Dark Matter Drive PD: x0; ED: x1; ID: x3 PDR: x1; EDR: x1; IDR: x1.5 x1.5 x1.5 n/a n/a

Republic of Fenora The Republic's level of technology is one of the lowest in the galaxy because the Galactic Union has been hesitant to give them any technological advancements in order to motivate the Republic to join the Union. However, they still show much promise and their numbers tend to make up for their lack of tech. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Basic Weapon System Basic Shield System Nano-Machine Architecture Fusion Thrusters Fusion Power Core Dimensional Drive PD: x0.5; ED: x2; ID: x1 PDR: x0.5; EDR: x2; IDR: x1 x0.5 x0.5 n/a n/a

Shadow Worlds The shadow worlds were originally colony worlds from the old Corlon Empire and later the Galactic Union until the Trowl Hordes separated them. Now they have built their current technology off the Union's older equipment so they are still slightly behind the Union although still a force to be reckoned with if the Shadow Worlds had any sort of unity. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Basic Weapon System Basic Shield System Nano-Machine Architecture Anti-Matter Thrusters Subspace Power Core Tachyon Jump Drive PD: x1; ED: x1; ID: x1 PDR: x1; EDR: x1; IDR: x1 x1 x1 n/a n/a

Systems Coalition The Systems Coalition is often seen as the collected military-through-contract might of the Shadow Worlds. As such, their technology is equal to the Shadow Worlds as there is consistent sharing of technology, however while the Systems Coalition acts as the military might, the Shadow Worlds serve food, material, and research and development to the Coalition. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Basic Weapon System Basic Shield System Nano-Machine Architecture Anti-Matter Thrusters Subspace Power Core Tachyon Jump Drive PD: x1; ED: x1; ID: x1 PDR: x1; EDR: x1; IDR: x1 x1 x1 n/a n/a

Travelers The travelers are genetically altered Jotun designed for use by the Deva as hosts. While their numbers are few and their ships fewer, they incorporate many technologies right into the framework, namely their time travel technology. A lot of their tech is poorly reversed engineered Deva technology, however even while it doesn't live up to the real thing their vehicles are still incredibly powerful. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Singularity Bolt Singularity Defense System Crystalline Architecture Anti-Gravity Propulsion Traveler Temporal Power Core Way-Drive PD: x1; ED: x2; ID: x2 PDR: x1; EDR: x2; IDR: x2 x2 x2 n/a n/a

Trowl Hordes The trowls might be someone's nightmare when facing them on the ground, however their vehicles and technology leave much to be desired. In fact, even though much of their systems are similar to old Galactic Union technology, roughly as good as current Republic tech, their vehicles are in an incredible amount of disrepair meaning that these

similar systems simply aren't as good. But if anything, they have numbers going for them, and almost always outnumber their enemy. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Basic Weapon System Basic Shield System Nano-Machine Architecture Fusion Thrusters Fusion Power Core String Drive PD: x1.5; ED: x0.5; ID: x0.5 PDR: x1.5; EDR: x0.5; IDR: x0.5 x0.5 x2 n/a n/a

Valhalla Space The Knights of the Dead and the rest of Valhalla Space use technology handed down to them by the Old Aesir Empire, aka the Ancient Aesir. As a result much of their technology is almost in line with the New Asgard Empire although slightly weaker, which is extremely beneficial since they do not have numbers and must face down the Trowl Hordes on a daily basis. System System Name System Modifier Weapons Shields Hull Propulsion Power Core FTL Mjolnir Assault System Singularity Shield System Mjthril Hull Anti-Gravity Propulsion Singularity Power Core Way-Drive PD: x1.5; ED: x1.5; ID: x1.5 PDR: x1.5; EDR: x1.5; IDR: x1.5 x2 x1.5 n/a n/a

FTL/Power Core
FTL systems have a base range, range is tied to power core, more power farther distance, the more power a ship can produce the further it can go, smaller ships are victims to this. All FTL drive provide instantaneous travel even if they do not feel like it, for example tachyon jump drives leave the vehicle in stasis for five minutes before returning to real space. Power cores on the other hand provide much needed energy to FTL systems. All FTL drives are compatible with all power cores except temporal drives which require temporal power cores. FTL Drive Base FTL Range Dark Matter Drive Digital Drive Dimensional Drive Tachyon Jump Drive Temporal Drive String Drive Way-Drive Power Core Fusion Power Core Galactic Power Core 500 Light Years 5000 Light Years 500 Light Years 5000 Light Years Infinite Range 500 Light Years 10000 Light Years FTL Range Modifier No Modification x10 Light Years

Singularity Power Core Subspace Power Core Temporal Power Core

x5 Light Years x2 Light Years x10000 Light Years

Dark Matter Drive This drive is used exclusively by the Norn Ascendancy, and uses the teleportation qualities of dark matter to propel a vehicle towards its destination. While amazingly simply as it just uses a larger version of a regular dark matter teleporter, a dark mater drive (DMD) is also extremely safe to use with literally no risks of any kind. However, a DMD lacks the range of many other riskier FTL drives. Digital Drive A digital drive utilizes the same properties of a way-drive by creating a wormhole in space and time, however this wormhole is atomic in size. The vehicle launches a digital storage device and then converts itself to digital storage in order to travel through the wormhole, then when it arrives at the other side the digital storage device reintegrates the vehicle into real space. This drive is used exclusively by the Machine Brotherhood. Dimensional Drive This drive rips the fabric of space and time similarly to a way-drive. However, instead of just creating a wormhole from point A to point B, the dimensional drive has a vehicle skip this rift from point A to B. This drive doesn't use as much power since it's not fully ripping time and space apart, however if there is no navigation system the drive can fail on a D10 roll of a 1 and the vehicle will be trapped in an alternate reality. If the drive is instantly used again, on a D10 roll of a 1 the vehicle will return to its original reality. Fusion Power Core A fusion power core is the most basic power core technology in the galaxy and only a few use it. The Trowl Hordes lack the ability to build anything more advanced and even fusion power cores are fairly advanced for them. The Republic of Fenora also uses these power cores however there are plans for them to use the Galactic Union's old subspace power cores once the Union moves to singularity power cores. Galactic Power Core This power core contains a full galaxy, namely a miniature spiraling black hole, and using that motion plus the hawking radiation that the galaxy is emitting to power the vehicle. The ancient Jotun and Aesir used these power cores because they generated an extreme amount of power and its knockoff eventually became the singularity power core. Singularity Power Core A singularity power core, known as an SPC, uses a singularity, a dense ball of matter, and lets it expand slowly. The resulting expansion of matter runs through nano-turbines which power the drive's containment system and fully powers a vehicle. The Galactic Union has a few of these in use, and it is slowly rolling them out to their other vehicles as their new standard, but since this is just occurring it will be another year or two before the roll out is complete. This power core is based on the legendary galactic power core. String Drive This drive is used exclusively by the Trowl Hordes. The drive allows a vehicle to attach to the cosmic strings that make up the fabric of the universe, and then it rides along it till it reaches its destination. Since a vehicle is simply phased out but still existing in real space the drive only needs a pilot (which needs to roll a D10 and on a 1 the vehicle is vaporized) to get to the destination. If using a navigation system, the Deva's universal coordinate system works without failure. Subspace Power Core Commonly used by the Galactic Union, this power core draws its energy from subspace matter, specifically the energy subspace matter generates in an effort to return back to subspace. This energy is powerful enough to generate its own containment and power a vehicle successfully, and in case of overload or containment breach, the subspace

matter is neutralized via an emergency tachyon burst into the core so it will not infect anyone. Tachyon Jump Drive This is the most common drive in the galaxy, and in fact is a knockoff of the legendary temporal drive. Using charged tachyon particles against the vehicle's hull, the vehicle is forced into subspace where time and space do not exist. After a short five minute cooldown where the vehicle sits in subspace, the drive activates again, this time using oppositely charged tachyon particles against the vehicle's hull to shove it back into real space. The destination is based on the Deva's infamous universal coordinate system inputted into the drive when it performs the jump back into real space. Temporal Drive A temporal drive uses time travel to achieve FTL travel. In a nutshell, this Deva system moved time and space around a vehicle, and instead of traveling to its destination, the temporal drive brought a vehicle's destination to the vehicle in an instant. The method behind how this drive operated is still a mystery however it is known to exist as The Exalted was equipped with one of these drives. Temporal Power Core A temporal power core comes in two versions, Deva, and Traveler. The Deva version uses time itself to generate temporal radiation, stores it, and converts it into electrical energy as needed. The Traveler version lacks the ability to use time itself, instead it relies on collecting temporal radiation from hotspots, places that are major sources of temporal disturbances. The Dark Zone, the area around black holes, a small spot in Low Earth Orbit, and the Traveler's current home world are great sources of this radiation. Way-Drive A way-drive uses intense gravity from the anti-gravity systems to rip a massive hole in space and time, also known as a wormhole. This hole connects a vehicle's location, point A, to a vehicle's destination, point B, utilizing the Deva's universal coordinate system. Many civilizations have used this drive, from Valhalla Space, the New Asgard Empire, and even the Old Aesir Empire (aka Ancient Aesir) used it. Many other drives such as the digital drive are based on the properties from this original FTL drive.

Customization
Any GM can add vehicle-sized electronics from the equipment section to any vehicle as they see fit, from cloaking to adding subtypes to a vehicle's weapon systems. For most numerical values multiply numbers by 10 per size category when adding such larger scale technology.

SYSTEM
The universe is bound by rules beyond your comprehension... Because you're an idiot. -Elthran Trais The system of the Universal Saga was designed to be quick and simple, with little fooling around to find the rules to do certain things. None of these rules are set in stone ways to do things, but rather highly recommended guidelines. Of course, the game master always has the final say in if a rule works a certain way or not. In regards to the system, there are various categories designed to make running through this chapter easier. First there is terminology, describing various terms found in this book. Second are conditions, from character conditions to item conditions, and their effects on characters and targets. Forth are maneuvers, and how to use them in combat. The fifth category covers mental combat and Net based actions. Finally, the sixth section covers experience points and rewards for characters after a session.

Five Core Rules


1 2 3 4 5 [Skill + Ability + Modifier + D10 vs. DC] is the core system formula. Always round down when dealing with fractions or multiple fractions. A roll of a 1 in anything is always a failure. A roll of a 10 is always a success when making an attack roll. Defender (Target) wins in ties. Specific rules surpass general rules.

Basic Terminology
This list of terms is composed of all keywords relating to various forms of technology, economy, and even linguistics to some extent. Many rules for technology are listed here, such as rules for radar, night vision, and cloaking devices. Ancients The Ancients, or Ancient Ones, is a blanket term for any member of the Old Aesir, the Jotun, and/or the Vanir species. The term comes from the fact that each of these species are no longer around and were very old, with the youngest of these civilizations (the Old Aesir) dating back to almost a hundred thousand years ago. It is commonly believed that the Ancients no longer exist and have all died out, with the Vanir mysteriously vanishing almost fifteen thousand years ago, the Jotun genocide at the hands of the Old Aesir during the Great War, and the self-inflected genocide of the Old Aesir which ended the Great War. Artificial Intelligence Artificial intelligence systems use complex algorithms and programming to create a simulated program that acts as if it were real, in fact many state that an AI is a new type of life form. AIs are usually backups in case living operators are unavailable for any reason; however they are known to inhabit robot bodies and provide all kinds of services that way. Rules: AIs are rated depending on their intellect score. Score 0 are called false AI, score 1 are called animal AIs, score 2 are called dumb AIs, score 3 and 4 are called standard AIs, scores 5 and 6 are called advanced AIs, scores 7 and 8 are called military AIs, and finally scores 9 and 10 are called Ancient AIs. Any AI with a score higher than 10 are considered a true AI and their existence is usually banned across the galaxy. Cloaking Cloaking devices are fairly common throughout the galaxy, and elves have the technology hard-coded into their DNA. Cloaking technology usually bends light around the cloaked object, technically making a cloaking field that is usually just large enough for a character to fit inside, although this bubble can be expanded. Many cloaking devices also carry special technology that masks the user from other forms of detection, or bends more than just the visible light spectrum such as infrared light. Rules: A character that is cloaked is immune to being targeted by characters using basic vision systems. If a character uses night vision, infrared vision, x-ray vision, radar, sonar, and life sign detectors they can target a cloaked character so long as the cloaking device is not upgraded to prevent detection from said system. A character that is cloaked is still vulnerable to area of effect attacks and blind attacking (meaning if the cloaked character is

within any line of fire, they gain a +5 bonus to defense). Communication Systems The world of Universal Saga has four different types of communication systems, radios, infrared, subspace systems, and the holophone service. Radios use radio waves to transmit audio and compressed video data. Infrared systems transmit video and audio data through beams of light. Subspace systems send bursts of data transmissions through subspace for faster than light communication. Holophone services use a combination of all four systems, by sending an infrared beam through subspace to individual holophones which are dialed by using unique radio ID numbers, similar to phone numbers. All types of data are also transferred through communication systems, such as audio, video, and even peoples memories and their souls as well. In space, communication systems have a hundred times the normal range. Rules: Radio systems have a range of 100 squares (500 feet), support video and audio, and can have multiple people communicate with each as long within the radius of the transmission much like conference calling. Infrared communication is 2-way transmission that cannot be intercepted by any means with a range of 100 squares, although it cannot have anyone else join in the conversation. Subspace communications allow for 2-way transmissions at any distance however each transmission takes five minutes to get through, a subspace receiver allows for multiple people to join in a conversation as well as eliminate the five minute lag for the person with the receiver. A holophone service allows anyone to contact anyone else with a holophone so long as they have the persons radio ID number. Each type of communication, except for infrared, can be hacked into and conversations listened in on with a DC 15 computers check, although holophones are easily hacked into and only require a DC 10 computers check. Dark Matter Drive Also known as a DMD, this FTL drive uses unstable dark matter as a form of teleportation across great distances and was developed by the Norn Ascendancy and is used almost exclusively by them. The benefits of this drive are that it requires only a power slot from any type of generator, as more power doesnt mean it will make a ship go farther or faster. This drive instead uses more dark matter to go farther and faster. These drives can get a ship places further however due to their high cost and the fact that they require fuel makes them extremely expensive. To further their issues, dark matter drives have a tendency of outright not working some of the time. Dimensional Drive Also known as a D-Drive, this FTL technology was developed by the Republic as a means to travel between their worlds. This technology is easier to replicate than traditional tachyon jump drives, however this technology is significantly more dangerous. Although a dimensional drive can send ships farther out than a jump drive, and that they can be used in atmosphere, a D-Drive has a 5% fail rate. Every time a D-Drive is used, there is a 5% chance the ship will be lost in the other dimension it has traveled to, with only a 5% chance of coming back home if the correct steps are taken. A dimensional drive can open a one way portal into another dimension, and through this portal a connection is made to open a portal back into the home dimension. In the rare cases of failure, the D-Drive fails to open the home portal due to unknown reasons and thus stranding the traveling spaceship in another dimension. Economy Cash no longer comes in paper bills; instead a card linked to a bank account is the standard. Once upon a time people traded money by handing over bills, now a simple wireless transaction is the norm. On places that dont use banks such as the shadow worlds a different form of cash technology exists. Universally accepted pre-paid cards with various amounts attached to them tethered to all banks in the shadow worlds and the Union. Besides these cards a persons wealth is also attached to their possessions. The equipment they have and the condition that they are in can be bartered with, and the Net helps establish a formal equipment list and their going price. A person buying a new suit of armor could trade it in for heavier armor that has seen some use, while a person with a worn out rifle can trade it in for a new pistol. The barter system is what makes the galaxy turn, and the rich and famous have plenty of trinkets and multiple bank accounts with many pre-paid cards and standard cards. Furthermore one of the largest items of interest and wealth is information, be that personal experience downloaded from neural storage, new math formulas, or even the latest local gossip. Energy Shields The technology of energy shields first emerged in the Milky Way by the Jotun, or so it is believed. When the current races saw the technology for the first time, it was brought forth by the God-Empress herself and used extensively by

the Corlon Empire. Energy shields use magnetic waves in the electromagnetic spectrum to create a barrier of energy that physical objects can pass through. There is a way to polarize this energy, although the power requirements are great and only starships hold power cores necessary to keep energy shields polarized for longer than a few minutes. Energy shields are extremely common within the galaxy, and the technology used to replicate these shields is very easy to manufacture, although the stronger the shield the harder it is to create the device. In the modern galaxy, almost every being carries an energy shield of some kind as most shields can protect a person being mugged by a cheap laser pistol. Holographic Crystals This technology is possibly one of the few advanced technologies to come out of the Republic, and it was created by the dragoon race. Originally these crystals were made out of glass, but with the recent discovery of crystalline which is mined from a star at the center of the galaxy, the holographic crystals are now made out of this substance. The crystal stores information on it, which upon a simple twist the crystal emits a holographic projection of whatever the information stored tells it to emit. Miniature holographic crystals are used in the construction of interactive holographic displays; these displays blur the line between solid and ethereal interactive displays. The only problem is that holographic displays are usually a quarter inch thick. NED Nano-Emission Display, the best flat-screen display device currently known and currently mass produced throughout the Union and the Shadow Worlds. NED technology is based on carbon nanotubes as electron emitters which display true black and vibrant colors better than any display technology originally produced. With crafting technology and machines at the atomic level, these display devices are ultra-thin, no thicker than a quarter of a millimeter. Due to the thin construction, one would think that NED screens are very easy to damage, however due to the use of carbon nanotubes, these screens are in fact highly resistant to damage and scratches making them very popular with those on the go. The Net The Net is a networked system of high end computers that use cloned neural matter as processors, 3D holographic storage, and subspace receivers and transmitters to create a wireless grid of information access. Furthermore, the defining feature of the Net is that it is technically alive as there are numerous amounts of souls or neural brain patterns existing in the Net. This network requires a large amount of maintenance, however the rewards of being able to search for almost any piece of information is extremely useful. It is also said some of the dead willingly give up their brains just so that their memories can be uploaded to the Net, along with all the information they gathered in their life. Just because a brains information is uploaded, does not mean the person comes back from the dead, as that technology is much more expensive and exclusive. The Union and Shadow Worlds have full Net access, the Republic and Valhalla Space have partial Net access, and the Ascendancy and the Trowl Hordes have no Net access. Rules: Any computer connected to the Net has access to any other computer with a DC 10 computers check to hack into, add 10 to the DC of any security program. A computer can contact another computer so long as that computers unique ID is known by the caller. The receiver does have caller ID, thus they do know who is calling them, but this technology can be bypassed with a DC 10 computers check, and forged into someone elses ID with a DC 20 computers check. Any computer hooked up to the Net has unlimited program use and unlimited storage although the required amount of time to use a program or transmit data through the Net is doubled, thus if a program required one round to activate, it now takes two rounds. If only partial Net access exists, that computer does not gain the benefits of unlimited program use and unlimited data storage. Access to the Net also allows ones personality to be uploaded via any computer (it is a basic function for all computers). Sensor Systems Much like the special visions, there are three different types of sensor systems. These systems include radar, sonar, and life signs detectors. Radar allows a character to detect other objects using radio waves. Radar allows a character to create a picture in picture full color 3D map of his or her surroundings up to a range of roughly a mile for most vehicle radars. Radar grants a character a +2 bonus on notice checks to determine if he or she can spot an attacker to avoid being caught off guard. Cloaked characters are invisible to radar due to the fact that cloaking devices bend electromagnetic waves around them. Radar is a technology that was used primarily by the humans of Earth. Radar systems have a radius of 10. Sonar works in a similar way to radar; however instead of using radio

waves sonar uses sound waves to detect the enemy. Sonar creates a full 3D map (sadly, without color) within a picture to picture on a HUD granting a character a +2 bonus on notice checks to avoid being caught off guard. Sonar systems are unique because they can detect cloaked characters; however a sonar device is useless in the vacuum of space and planets with little or no atmosphere. Sonar was used mostly by the old Corlon Empire due to its ability to detect cloaked devices. Sonar systems have a radius of 10. Life sign detectors allow a character to see any life sign within a radius of 5, including any allies or enemies that are cloaked. Life sign detectors are a recent development, and were created by reverse engineering Vanir technology from Luna Base, and thus they are highly expensive. This system makes the character immune to being caught off guard as long as the attacker is within the range of the life sign detector. Life sign detectors apparently detect the users soul and thus they cannot tell the difference between races. String Drives This FTL drives are used by the trowl hordes. Although these drives provide FTL travel, they do so at great cost, because only a very skilled pilot can make a string drive FTL jump without destroying the ship in the process. The drives themselves use advanced magnetic properties to connect themselves to cosmic strings (proven upon the discovery of these drives) that help make up parts of the universe. These drives dont send ships very far, although travel time is instantaneous, and there is no lag time between departure and arrival. Sadly, the hordes have been using captured jump drives and have been on a crusade to phase out their string drives. Tachyon Jump Drives These FTL drives use tachyon particles to surround a ship and shove it into subspace. The ship then remains in subspace until the tachyon particle can be contained, which is fairly easy to do since the particles reaction to the drive core. Of course, the science behind the tachyon jump drive is extremely complex, and all that most people know is that jump drives require power cores, the stronger the power core the further the ship can go. Furthermore, they know to have energy shields online when entering subspace, as those ships that dont tend to get heavily damaged in subspace by energy waves. The third common thing people know about jump drives is that containment of the tachyon particle takes just five minutes. Finally, the last thing known about jump drives is that in atmosphere, a ship cannot use the jump drive. If a ship uses their jump drive in atmosphere the particle breaks free from the hull of the ship and the owner now finds his ship needing a brand new jump drive. Most starships have security systems detecting atmosphere presence thus preventing jump drive use to help prevent failure. The travel time for a ship using a jump drive looks instantaneous for those still in real space, however for those onboard ships the travel time feels like five minutes. This lag time is short and thus acceptable to the Union and most travelers. Jump drives were found on Luna Base, created by the Vanir as their primary source of FTL travel. Due to the fact that starships more or less become self-sufficient because of this, and that smaller space stations can be made mobile, jump drive technology was replicated even though only the basic principles of the technology are understood by the best Union scientists. Technology Technology is possibly the single most important thing in the galaxy. Everything runs with technology and technological advancement, from vehicles, starships, weapons, armor, and all kinds of different equipment. There is a lot of common technology that is grouped up with equipment, and those special technological devices are explained here. Developers note: Not all technology presented here has game play rules; some technology is here just to better explain how they work and their uses. All ranged weapons, energy melee weapons, energy armor, all cybernetics, all computers, all electronics; most misc gear, most skill kits, and all mechanical special abilities are considered technology when the term is used as a broad descriptor. Physical and psychic melee weapons and armor are unaffected. Temporal Drive This faster than light drive is the staple of traveler technology and is used in all of their ships. A temporal drive bends the ship around time itself and effectively uses time travel to move through space at instantaneous speeds. The only problem is that time warp drives have internal batteries that require time radiation and at their current capacity the best temporal drive can only travel a fourth of the way across the galaxy in one jump. Some traveler ships have multiple temporal drive batteries for multiple jumps, although the drive needs a short cool down period before it can make another jump. As far as it is believed, no other type of energy source can be used with a temporal drive.

Temporal Power Core A temporal power core, an TPC for short, is the ultimate power technology designed by the Vanir. This basketball sized device has enough power contained within it for any jump drive to travel anywhere within the known universe nearly an unlimited amount of times with virtually seconds on the cool down rate of the drive. Furthermore, these cores can power Time Gates single-handedly, provided that anyone knew how to build a Time Gate. Temporal power cores are the rarest technology in the galaxy right next to Time Gates. So far, there is only one known TPC existing, and currently it is powering the systems in Luna Base in orbit around Earth. Time Gate The time gates are ancient Vanir technology that allows the user to travel through time itself. All sciences behind the time gate were discovered by Cade Havoc, one of the legendary Five. So far, what is known about time gates is that the user who travels back in time instantly creates an alternate reality the second they leave the gate, however when returning to the future the gate recognizes the user and sends him back to the timeline that the user originally came from. The alternate reality that was created still exists, and the new existence is noted in the time gates database and is given a tag, noting who traveled there, when they traveled there in both timelines, and when they traveled back. Time gates are extremely powerful pieces of technology, as items from the past can be brought forth into the future, without disrupting the users original timeline, thus two perfect copies of items or people can exist, although the copy is like having two pieces of paper with the same things on it, thus there are no adverse effects within our timeline. The user can choose to travel to the future. When coming back, the user comes back to his original timeline without creating any alternate reality. The Vanir used this tactic to significantly increase their advanced technology even further, easily surpassing the other ancient races. The travelers have advanced time travel technology but even their best piece of time traveling technology pales in comparison to a time gate, as many have noted the travelers might be extremely advanced but they are still thousands of years behind the ancient ones. Vision Systems There are three different types of vision, night vision, infrared, and x-ray vision. The base distance for all forms of special vision is 125 feet (25 squares) unless otherwise noted. Each of these three visions has their own special rules. Night vision allows a character to see out a distance in pitch black, or even under the night sky when there is very little or no light available. Unlike the old human night vision goggles, new ones do not have a green glow to them, and look like a thin pair of normal goggles with black lenses. Most night vision technology was developed by the Alfarian elves due to the pitch black interiors of Corlon Empire starships and military bases. Infrared vision is unique as it allows a user to see the heat signatures of their targets. This type of vision has lost favor due to the fact that corlonics cannot be detected through this means of vision, and cold objects within this type of vision do not appear either, forcing a character to take only one standard action or two move actions per turn. However, a character is able to detect any cloaked characters, objects, or vehicles, even if the cloaked character is a corlonic. Infrared vision has a base range equal to the characters normal sight. Infrared vision was developed by the Corlon Empire for a means of finding a way to detect cloaked objects and people during the war against Alfar. X-ray vision allows the user to see their normal distance, however they can see through five feet of any solid material up until five feet past it. This means that if a character is looking through cover for a character who is 10 feet away from the cover will not be seen, however if that character moved up by five feet they will automatically be seen. Lead automatically blocks x-ray vision, as well as the hulls of most vehicles also block x-ray vision. Furthermore, x-ray vision also points out cloaked characters, but only by their skeleton, and things such as clothing wont be seen unless the clothing is made from lead. X-ray vision was developed by humans on Earth mostly for security and medical reasons. Way-Drive Way-drives are faster than light systems used by the Aesir and recovered off of their ships after the Great War. After being successfully reversed engineered, these drives have become quite popular for those looking for an alternative to typical jump drives. These way-drives use Way-Station technology to create a portal by bending space in front of the ship. The ship enters their new destination using the navigation system and instantly exits to their destination. These drives are perfectly safe so long as the drive does not fail or is used during its cool down rate. The limitation to way-drives is that they cannot be used in atmosphere, and that if activated during their cool down rate they will automatically fail, and they will instead rip the ship apart killing everyone inside instantly. Way-drives that fail

because of poor maintenance will also destroy this ship instantly killing all those inside. Way-Stations Way-stations are giant ring shaped space stations placed in very specific areas throughout the galaxy and heavily guarded. The interior ring of the way-station is almost always open creating a two-way portal between one waystation and another one. Starships go through these portals, completely able to see the other side as if the other side existed beyond the way-station much like a window. This is possibly the safest and easiest way for people to travel at FTL speeds. The exterior of the ring is a space station designed with a focus on hotels and restaurants for people traveling through the way-station. There are thousands of docking bays on each way-station to provide rest for starship travelers. Way-stations do have a traveling fee for those passing through them, much like a toll booth on a highway. These fees are fairly cheap about $50.00 for a one way trip per size category of the ship, starting with tiny. The way-stations themselves switch portals on a cycle based on Union schedules, thus taking ten minutes to close the current portal and opening up the next one for the next destination. New portals are opened every hour to a new destination. All way-stations are powered by many power generators including advanced solar powered generators, due to their high consumption of energy. Despite this, they do have a lot of energy for force fields, weapon turrets, and even fund their standing fleet in case of hostile takeover. The portal itself has a failsafe closing system which prevents anyone from dialing into or out of the portal. Currently, there are sixty eight way-stations in the galaxy, with forty two of them located within the Union.

Combat Terminology
This list is composed of the various combat keywords listed throughout the book, and explains in detail how each of the keywords interacts with each other. Although designed to be combat friendly, this list of terminology can be used outside of combat without any penalties. Actions There are four different types of actions a person can use during their turn within a round. A round is a 10 second time frame in which a character acts during their turn. One minute is 6 rounds in combat terms. Free actions are actions a character can take during your turn or someone elses turn. They require no time and can be used at will. A character can only use 3 free actions per round. A free action can be used in response to a targets action and the free action is considered happening first, before the targets action. Characters that use a free action in response to a targets free action are considered using their action after the target. Talking, shouting, and most of the talking skills such as social and persuasion are all free actions. Move actions are actions that take about 3 seconds of time to pull off. A character may take three (3) move actions per turn. Move actions can only be taken during a characters turn, not during any one elses turn. Movement, some skills, and drawing and reloading a weapon are considered move actions. Standard actions take roughly 6 to 7 seconds. A character that uses a standard action is in fact using up two of their move actions. A character cannot take a standard action on another players turn. It is good to think of a standard action as two move actions put together. Attacking, most skills and certain special abilities are considered standard actions. Full actions (or full round actions) use all ten seconds in a characters turn. A character that uses a full action uses up all three of their move actions for their turn. A character can only use a full action on their turn, not during any other characters turn. Maneuvers, some skills, and certain special abilities require full round actions. Attacking Attacking working within the following formula; first there is the attack (or to hit) roll which usually involves one of the combat skills and the roll of a D10. This score goes up against a targets defense check (defense +5) in the case of a tie the defender wins and the attack does not hit. If an attack does hit, the character rolls hit location to determine the body part hit. After the hit location roll is the damage roll. The amount of damage dealt is subtracted by damage reduction and the remaining points of damage subtract hit points from the targets limb. In simple terms theres the Attack Roll versus targets DC Defense+5, upon success theres the Hit Location Roll, finally theres the Damage Roll versus Damage Reduction. A character that rolls a 1 always fails their attack and wastes that action, while a character that rolls a 10 automatically hits and moves onto the hit location roll. Note that all ranged weapons create a sound that any character within a range of 20 from that sound may attempt a DC 5 perception check in order

to discover the location of the source of that sound, and identify it. Caps The caps are the maximum ranks allowed in skill ranks, ability ranks, and the like. The starting character creation cap for ranks is 4 for low, 6 for medium, 8 for high, and 10 for epic. After character creation the caps for ranks is 10, which no rank can go above. Things such as bonuses from species and equipment can cause the score of the skill, the save, or the ability to be more than 10, such as is the case with many skills. Caps assure game balance and allows for the toughest of enemies to be fightable while making what seem like overpowered characters able to be defeated. Character A character is the players creation in the Universal Saga. A character is frequently referenced in many items and special abilities and is assumed to be the source of any item or abilitys activation. There are two different types of characters, player characters which are each individual players character, and non-player characters (frequently referred to as NPCs) which are the game masters characters. Cover Cover comes in four types: small, medium, large, huge. Cover is only counted if part of the character is within line of sight; otherwise if the character isnt in line of sight no attacks can be made against them. The character rolls a D10 before hit location, and then checks the size of their cover against their roll. Small cover is applied on the roll of an 8 to 10; medium cover is applied on the roll of a 6 to 10; large cover is applied on the roll of a 4 to 10; and huge cover is applied on the roll of a 2 to 10. A character behind total cover cannot be targeted by any attacks. Cover grants damage reduction and is applied before a hit location roll. The table below also gives examples of cover materials and their physical damage reduction score. Cover Size Example D10 Roll Small Standing behind a fallen log 8, 9, 10 Medium Behind a 3x3 foot crate 6, 7, 8, 9, 10 Large Crouching behind a 3x3 foot crate 4, 5, 6, 7, 8, 9, 10 Huge Inside a car crouching down 2, 3, 4, 5, 6, 7, 8, 9, 10 Name Weight per square PDR Organic Matter (animals, skin, bushes, wood) 150 lbs 0 Plastic (machines, sculptures) 2 tons 2 Tempered Glass (windows, windshields) 4 tons 4 Stone/Concrete (brick walls, caves, basements) 6 tons 6 Military Grade Plastics (most guns) 8 tons 8 Industrial Steel (support beams, most vehicles) 10 tons 10 Raw Titanium (building materials) 12 tons 12 Raw Crystalline (glass substitute) 14 tons 14 Basic Titanium Alloy (satellites, most starships) 16 tons 16 Orichalcum (most Union starships and buildings) 18 tons 18 Molecular Bonded Alloy (noble/royal ships) 20 tons 20 High Damage Ceramics (Titan Gear suits) 25 tons 25 Crystalline Alloy (TG-A suits, Union Flagship) 30 tons 30 Molecular Bonded Crystalline Alloy 50 tons 50 Ancient One Crystalline Alloy (The Exalted) n/a n/a Damage Damage comes in three different types; physical, psychic, and energy. Damage subtracts hit points from objects and is always lethal. Damage comes in dice which is represented by xDy, where x represents the number of dice needed, and y represents the type of die used, by how many sides the die has. Damage also has base damage, for example an attack that does 2D8+4, the base damage is the 4. Base damage is the set number of damage that an attack can deal. Unarmed attacks deal D4 + strength in what is usually physical damage. When damage is doubled, the dice and modifier double not the result of the roll. Thus a weapon that deals 2D4+4 points of damage would

double to 4D4+8 points of damage. Doubling and halving of damage occurs after damage reduction is applied. Damage Reduction Damage reduction comes in three different types, physical (PDR), energy (EDR) and psychic (IDR). Physical damage reduction can best be represented by armor, tough skin, and physical cover and is bypasses by psychic damage. Energy damage reduction is usually a type of force field or energy shield and is bypassed only by physical damage. Psychic damage reduction is generated by the mind, nervous system, telekinetic powers, or even einherjar soul shards and is bypassed only by energy damage. When damage hits a limb, damage reduction is factored by (damage damage reduction) and the remaining points of damage subtract hit points from the targets or characters limb. Damage Reduction Type Bypassed By Physical Damage Reduction Psychic Damage Energy Damage Reduction Physical Damage Psychic Damage Reduction Energy Damage DC A DC is also known as the difficulty check. Everything has a DC and all rolls are usually made against a DC, such as when a character shoots a target the DC is a targets combat defense, or when a character makes an endurance check against a neutron weapon. Characters roll D10s to beat DCs by using skills, saves, or even their plain stats. Low powered campaigns have a base DC of 10, medium powered campaigns have a base DC of 15, high powered have a base DC of 20, and finally epic powered campaigns have a base DC of 25. DC Difficulty Level Represents 5 Very Easy Shooting a large non-moving target at point blank range 10 Typically Easy Shooting a target at point blank range 15 Standard Shooting a target 20 Difficult Shooting a skillful target 25 Very Hard Shooting a fly 30 Extremely Hard Shooting a skilful fly 35 Almost Impossible Ricocheting one bullet to hit three different targets 40 Technically Impossible Shooting something moving just below the speed of light 45 Downright Impossible Shooting the speed of light itself Hit Location After an attack hits, its time to determine where the attack hit. A D10 roll is used to determine where an attack hit. This roll is made by the attacker, not the defender. A 1-3 hits the Torso: a 4-5 hits the Left Arm; 6-7 hits the Right Arm; 8 hits the Left Leg; 9 hits the Right Leg; and finally a 10 (or more) hits the Head. Each limb, the torso, and the head have their own individual hit points and damage reduction. If a hit-location roll lands on a severed limb, hit location is rerolled until a non-severed limb is hit. Optional Rule: Characters can choose not to have a hit location rolled; instead they always hit the torso, although their attacks deal half damage. Hit Points All living things are made up of hit points. Each character begins the game with 12 + strength hit points in their torso, 7 + strength hit points in both arms and legs each, and finally 2 + strength hit points in a characters head. These hit points add up to a characters Overall Hit points (or a character can simply just multiply their strength by 6 and add 60 for their overall hit points). To turn Overall Hit Points into limb points, simply divide overall hit points by 6 for each limb, then add 5 hit points to the torso, then subtract five hit points from the head. If any limb is reduced to half its original hit points that limb is considered bleeding (see character conditions). If a limb has zero hit points it is considered severed (see character conditions). Increasing a characters strength also increases their hit points by 1 point per point of strength they gain. Initiative Rank All characters resolve their actions in combat depending on their initiative rank which is a characters reflex score and their intellect score combined, plus any miscellaneous modifiers. Any characters and non-player characters who

have a similar initiative rank resolve their actions at the same time, thus if two characters of the same initiative rank shoot each other to death, both would die. Several factors can cause a characters initiative rank to become lower, such as being caught off guard causes an initiative rank to drop to zero, while a character delaying their action they may set a new lower initiative rank for the rest of combat. Any bonuses to reflex, intellect, and or initiative can increase the characters initiative rank in combat, although the lowest initiative ranked character must end their turn before this takes effect. Minor Ability All characters have a minor ability, a trait they share with the rest of their species. A minor ability does not count as a special ability and is always considered activated, thus a minor ability cannot be turned off in the same way a special ability can. For example a corlonic has metal plates that give them a bonus to physical damage reduction. Turning off this minor ability would be the same as removing the skin of the corlonic. Movement Movement is done in a grid, and each square is considered to be a 5 feet by 5 feet. A characters movement is counted in squares, so a character that can move 6, can move 30 feet in any direction. Diagonal movement is considered moving one square. A character can move a number of squares equal to their reflex score +2 per move action. Characters that wish to run or jog simply spend more than one move actions to move. Percentage Percentages are used commonly throughout the Universal Saga. A percentage works with a simple D10 roll, with the higher number winning. If an event has a 40% chance of occurring, on the roll of a 1-6 the event does not happen, while on the roll of a 7-10 the event takes place. If a percentage does not divide by ten perfectly, such as 35%, two D10s are rolled in order. For example if a roll of a 1-4 is rolled, another D10 is rolled and if a 1-5 is rolled on that second D10 the event happens. Additionally, a D% (two D10s with one representing the ones digit and one representing the tens digit) can be rolled for percentages. Sanity Points All characters have a set number of sanity points equal to their base value + (empathy times 10). A character loses one sanity point for every willpower check that they fail but a character can also lose sanity points from having enhancements attached to their bodies or being damaged by certain psychic weapons. When a character runs out of sanity points they go insane (see character conditions). A character can regain one sanity point every 24 hours provided that they did not lose any sanity points during that time. Therapy is also available which as long as a character seeks council from licensed professionals they can regain a sanity point at a rate of 1 per one hour session in addition to the normal rate of 1 per 24 hours, again provided that the character did not lose any sanity points during that time. Saves All characters have three different saves: endurance, defense, and willpower. When an action (such as shooting a target) calls for a save, the target of that action rolls a D10 adding their save value. The formula for this is [Ability + Save + Modifiers + D10 = Save Score]. Any action that calls for a check uses this formula. Scattering An object that scatters, such as quantum weapons or a poorly thrown object, rolls a D8 starting with 1 at the top, 2 at the top right corner, and continuing clockwise. The number roll determines the direction the object or person that scatters. Shields Shields provide damage reduction in the same way cover does. A character that has a shield rolls a D10 whenever they get hit but before rolling hit location, and if they roll within their shields size the character applies their shields damage reduction then if there is damage still penetrating the shields damage reduction, then roll hit location and apply the characters damage reduction to the remainder of the damage. Small shields are applied on the roll of a 10 or 8; medium shields are applied on the roll of a 10 to 6; large shields are applied on the roll of a 10 to 4; and huge shields are applied on any roll but a 1 on the D10.

Sizes There are three different size categories, items, creatures, and vehicles. In addition to that, there are five different sizes, tiny, small, medium, large, and huge. Items are always one category larger than creatures and creatures are always one small category larger than vehicles. For example a large item is a medium creature, while a medium creature is a small vehicle. Only creatures suffer from penalties from size. Large creatures have +1 to strength, +2 to intimidate, +2 to grapple, -2 to hit, and -2 to stealth applied to them, with the bonuses and penalties increasing by 1 for huge creatures. Small creatures have -1 to strength, -2 to intimidate, -2 to grapple, +2 to hit, and +2 to stealth applied to them, with the bonuses and penalties increasing by 1 for tiny creatures. Skill Checks A skill check is a standard core system formula where when a character makes a skill check they roll a D10 (one ten sized die), then the character adds the ranks from their skill, including the corresponding ability, and then the character adds any other miscellaneous bonuses. This total goes against a target difficulty class (DC), and if the total is equal to or greater than the DC, the character passes the skill check. Sometimes the character activates various triggers if they fail the roll by having a total that is less than 5 or more than the DC, or having a total that is 5 or more than the target DC. Special Abilities There are four types of special abilities, DNA, Mechanical, Psychic, and Trained; Trained special abilities which a character has learned throughout their lifetime, Mechanical special abilities which come from mechanical sources within a characters body, DNA special abilities which come from a characters natural evolution, and Psychic special abilities which come from a characters mind. All special abilities require at least a free action, and if not stated, they use free actions to activate. All special abilities require recharging time before being used again, thus when a characters ability duration ends it recharges equal to the time of the abilitys duration. For example, an ability that lasts for one minute cannot be used for two minutes after the initial activation. If a character dies, any special abilities that are active stop working as free actions. Target Many items and abilities reference a target, a target is something the character can choose so long as the target meets the targeting requirements. For example, an ability effects one target within a range of 10, the character can choose one target within a range of ten squares. If an item or ability says that it affects all targets within a radius of 10, every possible target is affected and the character does not get to select their target. When being attacked, a character is being targeted and can thus perform a counter-action in response.

Net Terminology
The Net is a unique connection of various high powered servers that can hold the minds of any living being, and thus allow them to interact with each other on a mental level, allowing each other to share everything from memories to feelings. This second covers how a character does live inside the Net. Actions A character can perform any non-physical action just like using normal move, standard, and full round actions. Any strength or reflex based roll does not apply in the Net, nor does any special ability or minor ability (for they require a body) function while within the Net. Rules: A character has three move actions, and three free actions per turn that they may use. Any unused actions do not carry over to the next turn just like in normal situations. Attacking In the Net, combat is extremely simple due to the way data is structured. One persons mind against another persons mind and the fight is through sheer willpower and determination to destroy an enemy or to defend oneself from the pressure of an attacking personality. The fact that the mind is being attacked makes the fight for survival all the more necessary. Rules: An attacker has two different types of attacks they can use in the Net to fight a target personality. The first type of attack is a standard action willpower check. The result is the DC the target must make with a willpower

check. If the target fails, they lose a point of intellect per every five points they failed the check by. The second type of attack is an intellect (thus no empathy bonus) based willpower check. The checks result is the DC the target has to make with a standard willpower check. For every point the target fails the check by, they lose five sanity points. Attributes In the Net a characters personality is simply a digital image that is considered a unique type of data file. This file can copy and paste itself into any directory as a form of movement. Since it is a data file and no physical body exists, many personalities have a difficult time using their minds to move about. Rules: A character in the Net has no strength, reflex, endurance, or defense score, no reflex based skills, special abilities, or minor abilities. The reason behind this is that the character does not need them nor can use them. These stats reflect physical attributes, and in the Net a character is an energy being separated from their body. Save and reflex based skill ranks are still preserved by the personality, but go unused in the Net itself. Characters Body Due to the mind being uploaded to the Net, the characters body enters a coma-like state until the mind can be uploaded again. Only the razers do not worry about this problem for their bodies are their minds and thus when they upload themselves to the Net their entire body goes with them. A characters body needs to be fed with both food and water, or energy if that is the case, in regular intervals. The body naturally breathes regardless, and will accept ration and hydro pills easily. If denied food and water (or energy) the body begins to degrade by losing a point of strength and a point of reflex every two days. Copied Personality A character can copy their personality and place it in the Net. The problem with copied personalities is degradation. For every day the copy exists, it permanently loses one sanity point until it is completely insane. In addition to this, the copy loses a point of intellect every week. When the copy has an intellect score of zero, it dies and can no longer perform any actions. A copied personality can take a physical body with no restrictions; however they will still degrade as usual. Mental Transferring A character that is uploading their personality to the Net requires a full round action to do so. Uploading oneself to the Net requires a standard computer and an access to the Net, usually a wireless one. When a character is disrupted in the middle of a mental transfer (a counter move action for example) the Net gets a copied personality of that character, while the characters original personality stays within their brain. A mental transfer back from the Net also takes a full round action. If for whatever reason this process is disrupted the character is still in the Net, and the body is still in a coma-like state (no copied personality is created). Transferring into a different body has drastic consequences. Transferring into a body of the same species and sex, the character loses five sanity points, transferring into a member of the same species yet with a different sex results in the loss of ten sanity points. Mentally transferring oneself into the body of another species, regardless of sex, results in the loss of twenty sanity points. When a character transfers their mind into another species, they lose their minor abilities and special abilities, and instead must choose a number of new special abilities from that species special ability list, and takes on that species minor ability. Regardless of what body the personality enters, the personality must live with that bodys strength and reflex scores although the personality does carry their ranks in saves and reflex skills over. Movement A personality roams from computer to computer as long as said computers are connected to the Net. That being said, a personality doesnt require a starship to travel from one planet to another at near-instantaneous speeds and thus it is usually cheaper to travel this way, although no physical body is taken (unless the body is physically uploaded via digital storage). Rules: To move from terminal to terminal is considered a move action, as the personality has no speed. If a personality wishes to cross from planet to planet or planet to space station within the same solar system it requires a standard action. Finally, moving from one solar system to another solar system regardless of distance requires a full round action. The personalitys destination must be connected to the Net in order for the personality to reach it. Net Knowledge

Rules: In the Net the character can learn anything and everything. Here all of their non-reflex based skill ranks are considered eight (unless their skill rank is higher) as the information to perform the skills necessary is instantly available to them. Using a skill enhanced this way first requires a DC 10 computers check as a full round action before the skill can be acquired for use. This special Net knowledge does not last longer than one day, or until the character transfers back into a body, whichever comes first. Personality A personality is the living entity in the Net. They are free to roam, moving from one point to another faster than the speed of light thanks to unique subspace buoys scattered across the galaxy. Rules: A personality is composed of non-reflex based skills, willpower checks, and the characters intellect, empathy, and allure scores. Strength and reflex ranks (and species bonuses for everything) no longer apply (save and reflex skill ranks are preserved but go largely unused in the Net).

Vehicle Terminology
Vehicles are a common sight in the galaxy, as many people use them to travel from point A to point B at instantaneous speeds. Some vehicles are used as makeshift space stations, but old-style vehicles have largely been abandoned because all manufacturing facilities, even small dwarven portable forges, can create advanced vehicles. Actions Vehicles in combat have the same four actions as characters in combat. When a vehicle gets its turn in combat all characters within that vehicle act at the same time. Characters are free to talk within a vehicle during any vehicles turn as a free action, although they can only activate their own abilities or equipment during their vehicles turn even if the action is a free action. A vehicle gets a number of full round actions equal to the number of controllers on board. Attacking Characters cannot attack from a vehicle using their own weapons due to the enclosed nature of all vehicles. When a vehicle attacks a target it automatically hits because vehicles use a far more advanced combat computer since the entirety of a vehicle basically is a computer. Computers All vehicles count as computers with unlimited storage and can run 15 programs at the same time. Double that amount for each size category the vehicle is, 30 for small, 60 programs for medium, etc. Hull Unlike characters, vehicles have no hit location. Instead they just have a pool of hit points, also known as it's hull, which is considered their overall hit points. This is because all vehicles utilize a huge amount of nano-machines they can shift their damage elsewhere when necessary. When a vehicle reaches zero hit points, the vehicles power core goes critical and the vehicle explodes in a radius equal to its size category (with tiny being 1, and huge being 5) times ten. The explosions damage is always energy based, dealing a number of points of damage equal to the vehicle's hull. Any vehicle that is not in use will not explode in such a way. Propulsion All vehicles have a speed stat known as it's propulsion. All vehicles can move to their maximum speed instantly, however they can also move straight up in three-dimensional space. Every five feet straight up counts as one square for the purposes of determining the range of a weapon Shields All vehicles have damage reduction depending on what shield system they are using, with base models having all three types of damage reduction. Damage reduction works in the same way as it does for characters.

Weapon Terminology

There are many weapons in the Universal Saga, many of which do different things. The three basic types of weapons are energy, physical, and psychic weapons. Area of Effect Weapons An area of effect weapon causes a blast of damage that affects everything within the weapons radius. The radius of the blast is determined by the number of squares from the center of the blast including the blast square. For example, a radius 3 area of effect weapon affects a 5x5 square area while a radius 2 area of effect weapon affects everyone in a 3x3 square area. There are two different locations to note when taking damage from an area of effect weapon: the center and the blast radius. A character in the center, where the weapon goes off, takes double damage to all limbs or full damage on a successful defense check (DC 20). A character in the center can throw themselves on grenades only, taking double damage to all limbs, negating any defense check, but they nullify the area of effect nature of the weapon. Characters in the blast radius take full damage to all limbs unless they can make a successful defense save (DC 20) to take half damage. Cone Weapons A cone weapon affects everything in an area. Cone weapons are calculated by taking the corners of the characters square and creating a 90 degree angle in the direction the character is using the cone weapon in. Anything caught within the blast takes damage, however things caught in half square never get hit. Most cone weapons are shotguns or flamethrowers. Energy Weapons Energy weapons seem to have been pioneered by the Aesir with their particle beam weapons. Current technology in energy weapons was developed by both the dwarves and the elves. The dwarven technology eventually fell into the hands of the Corlon Empire. Energy weapons use high density power packs that are not rechargeable due to the high density nature of them. These packs are usually recycled and rebuilt to hold a brand new charge within them. Energy melee weapons are commonly beams of energy emitted from a physical handle. There are three subtypes to energy weapons; plasma, laser, and ion. Plasma technology was designed by the dwarves who were trying to harness the power of stars within their weapons. Laser weapons were developed by elves that were looking for better range out of their weapons. Finally ion weapons were developed by the dwarves during their time as slaves for the Corlon Empire as a means of shutting down the technology of their enemies. All energy weapons bypass psychic damage reduction. Physical Weapons Most physical weapons were designed as melee weapons however it was the humans that developed ranged physical weapons, including all their subtypes. Physical weapons use physical bullets or rounds in clips. These rounds contain their own propellant and the gun itself tells the round when to fire as well as helps guide the round. Physical melee weapons are usually swords, clubs, or baseball bats. There are three subtypes to physical weapons; piercing, bludgeoning, and slashing. Piercing rounds were developed to bypass anti-ballistic armor however it was discovered that these rounds are harder for psychics to stop and became anti-psychic rounds. Bludgeoning rounds help hamper a target and were developed to do so. Finally slashing round were designed to wound a target in more places as to cause more chances for a target to bleed to death. All physical weapons bypass energy damage reduction. Psychic Weapons Psychic weapons were designed by the Aesir who used their soul shard technology as a tool of war. Current technology utilizes elman or hallow clone neural matter in psychic power packs while the Aesir use soul shards although their power packs look and act similar. The weapon uses the psychic energy stored in these clips and creates lethal psychic energy from them. Psychic melee weapons tend to create blades of raw psychic energy from physical handles. There are three subtypes to psychic weapons; mental, neutron, and force. Mental weapons were designed and developed by the elman fleet (known as Fleet Zero-One) as a means to strike the mind rather than the body of their enemies. Neutron weapons were developed by the Union out of extensive research in safer law enforcement weapons. Finally force weapons were developed by the Knights of the Dead in helping them deal with enemies in close combat. All psychic weapons bypass physical damage reduction. Sustained Beam A sustained beam weapon creates a solid beam of raw power, or a stream of bullets thick enough to be considered a

solid beam. When firing a sustained beam weapon, the character chooses a line of squares up to the weapons range, and all targets and characters within the chosen range must make a defense check. A successful check means that the target takes half damage, while passing the check by 5 or more means they take no damage. All targets within the range of the weapon must make a check, be they ally or not. All basic heavy weapons are considered sustained beam weapons.

Conditions
All characters will enter various conditions throughout any campaign. Conditions vary greatly, such as a character being fatigued, or a character being dead. A character can have several conditions at the same time, such as being prone and fatigued. Some conditions dont allow for other conditions, such as a character cant be both dead and blacked out. Condition Effect Save Aging Various penalties for age None Blacked Out Character loses all actions Endurance Bleeding Character loses hit points constantly None/Skill Carrying Capacity Various penalties for carrying too much None Dead Character can never act again None/Resurrection Falling Character takes damage depending how far they fall Acrobatics Fatigue Character loses actions Endurance Height and Weight Various penalties for height and weight None Hunger and Thirst Character takes random damage Endurance/Eating Insanity GM controls character Willpower Line of Sight Allowing Characters to use Ranged Attacks None Lost Senses Various penalties for losing one or more senses None Normal Healing Character regains 1 hit point per limb per day None Off Guard Character has a defense score of zero None Opportunity Character gains an extra action Defense Prone +1 to defense in ranged, zero defense in melee Move Action Severed Limb Varies, see description None Sleeping Cumulative penalty to all rolls Endurance/Sleep Suffocation Character is bleeding from torso Endurance Aging All characters have a basic age. Of course, these numbers are more guidelines, representing the averages of each race; however these guidelines allow a player to have a better understanding when determining their characters age. If a character falls outside of these guidelines certain effects take place. Species Infant Young Teen Mature Middle Age Old Age Maximum Age Aesir Birth 1 yr/o 10 yr/o 50 yr/o 500 yr/o 5,000 yr/o 50,000 yr/o Airival Birth 2 yr/o 11 yr/o 17 yr/o 65 yr/o 150 yr/o 200 yr/o Corlonics n/a n/a n/a Birth 128 yr/o 256 yr/o 512 yr/o Delfs Birth 4 yr/o 16 yr/o 24 yr/o 110 yr/o 275 yr/o 300 yr/o Dragoons Birth 2 yr/o 18 yr/o 25 yr/o 400 yr/o 550 yr/o 650 yr/o Dwarves Birth 3 yr/o 15 yr/o 22 yr/o 95 yr/o 255 yr/o 275 yr/o Einherjar n/a n/a n/a Birth 450 yr/o 800 yr/o 850 yr/o Elmans Birth 3 yr/o 14 yr/o 21 yr/o 75 yr/o 100 yr/o 125 yr/o Elves Birth 4 yr/o 16 yr/o 24 yr/o 110 yr/o 275 yr/o 300 yr/o Farling Birth 3 yr/o 15 yr/o 22 yr/o 55 yr/o 80 yr/o 110 yr/o Forged Birth 1 yr/o 10 yr/o 16 yr/o 90 yr/o 215 yr/o 275 yr/o Gartog Birth 3 yr/o 14 yr/o 24 yr/o 85 yr/o 25 yr/o 275 yr/o Hallows Birth 1 yr/o 11 yr/o 14 yr/o 60 yr/o 85 yr/o 100 yr/o Huldras Birth 1 yr/o 12 yr/o 18 yr/o 55 yr/o 80 yr/o 110 yr/o Humans Birth 2 yr/o 13 yr/o 18 yr/o 85 yr/o 200 yr/o 250 yr/o

Jarin Jotun Kitoc Lanights Norns Razers Sjorva Travelers Trowls Valherjar Valkyries Vanir Vardoger Age Infant Young Teen Mature Middle Age Old Age Maximum Age

Birth n/a Birth Birth n/a n/a Birth n/a Birth Birth Birth n/a Birth

2 yr/o n/a 4 yr/o 2 yr/o n/a n/a 2 yr/o n/a 1 yr/o 5 yr/o 10 yr/o n/a 1 yr/o

45 yr/o 75 yr/o 90 yr/o n/a n/a n/a 110 yr/o 275 yr/o 300 yr/o 70 yr/o 85 yr/o 120 yr/o +50 +50 +100 n/a n/a n/a 65 yr/o 150 yr/o 200 yr/o 600 yr/o 1,000 yr/o n/a 45 yr/o 70 yr/o 75 yr/o n/a n/a 100 yr/o 85 yr/o 200 yr/o 250 yr/o n/a n/a n/a 45 yr/o 80 yr/o 125 yr/o Penalty/Bonus -2 to all ability scores -1 to all ability scores All skills take a -1 penalty No penalty or bonuses All skills take a -1 penalty -1 to all ability scores Endurance check DC 20+1 per year past maximum age, failure means death

13 yr/o n/a 16 yr/o 15 yr/o n/a n/a 11 yr/o Birth 4 yr/o 8 yr/o 16 yr/o n/a 8 yr/o

16 yr/o n/a 24 yr/o 20 yr/o n/a Birth 17 yr/o 21 yr/o 8 yr/o 9 yr/o 18 yr/o n/a 14 yr/o

Blacked Out When a character blacks out, they cannot make any actions nor are they aware of anything occurring around them. Their defense score is considered to be zero. A character can make a DC 20 1 for every minute blacked out endurance check to wake up as a standard action (meaning the turn they wake up they have a move action remaining). Bleeding A character has a bleeding limb when that limb loses half of its hit points. When this happens the character loses 1 hit point from that limb every round unless treated by a DC 10 first aid check. Severed limbs do not add the bleeding condition to any other limb. Unlike other character conditions, a character can be considered bleeding six times, one for each limb. A limb can have only one bleeding condition on it at any given time. Carrying Capacity A character adds up the weight of all the equipment that they are carrying at the moment and then references this chart to see what load they are in. A character carrying anything over the limit is in the next load. For example, a strength 4 character is carrying 87 pounds of weight is carrying a medium load thus than can have a maximum defense score of 8, a reflex penalty of -1, and they move at half their speed +1. Strength Score Light Load Medium Load Heavy Load Maximum Load Push/Drag 0 30 lbs 60 lbs 90 lbs 180 lbs 450 lbs 1 38 lbs 76 lbs 115 lbs 230 lbs 575 lbs 2 50 lbs 100 lbs 150 lbs 300 lbs 750 lbs 3 66 lbs 133 lbs 200 lbs 400 lbs 1,000 lbs 4 86 lbs 173 lbs 260 lbs 520 lbs 1,300 lbs 5 116 lbs 233 lbs 350 lbs 700 lbs 1,750 lbs 6 153 lbs 306 lbs 460 lbs 920 lbs 2,300 lbs 7 200 lbs 400 lbs 600 lbs 1,200 lbs 3,000 lbs 8 266 lbs 533 lbs 800 lbs 1,600 lbs 4,000 lbs 9 346 lbs 693 lbs 1,040 lbs 2,080 lbs 5,200 lbs 10 466 lbs 933 lbs 1,400 lbs 2,800 lbs 7,000 lbs 11 612 lbs 1,244 lbs 1,840 lbs 3,680 lbs 9,200 lbs 12 800 lbs 1,600 lbs 2,400 lbs 4,800 lbs 12,000 lbs

13 14 15 Weight Light Load Medium Load Heavy Load Maximum Load Push/Drag

1,064 lbs 2,132 lbs 1,384 lbs 2,772 lbs 1,864 lbs 3,732 lbs Maximum Defense None +8 +4 +0 +0

3,200 lbs 6,400 lbs 16,000 lbs 4,160 lbs 8,320 lbs 20,800 lbs 5,600 lbs 11,200 lbs 28,000 lbs Reflex Skill Penalty Maximum Speed None None -1 Half +1 -2 Half -1 -3 1 -4 (Minimum 0) 1

Dead When the torso or head is considered severed, or the character has no overall hit points left they are considered dead. A dead character can never act again, cannot perform any actions, and minor abilities no longer function. A dead body that still has a head remaining has 15 minutes of life where they may be; resurrected, have their brain removed for transplant, or any other sort of operation that might save the characters life. Falling A character takes a number of hit points from falling damage equal to the amount they fell by. For example, a character that fell five squares (or 25 feet) takes 5 hit points of damage to a random hit location. The damage dealt is usually physical damage, but varies depending on what the character is falling onto. After every 5 squares of distance, one point of each damage reduction type is ignored and another hit location is rolled. Damage equal to the distance fallen is applied to the second hit location even if its a limb already rolled. For example a character is thrown 15 squares, they roll up their torso, their right arm, and their right arm. They take 15 points of damage to their torso, and 30 points of damage to their right arm, ignoring 3 points from each damage reduction type. Characters that are thrown take damage this exact same way, as if they were falling sideways. Characters always land prone after falling unless they can make an acrobatics check with a DC equal to the distance they fell in squares +15. Fatigue A character that is fatigued loses a move action every turn that they are considered fatigue. A character that suffers from fatigue may make a DC 15 endurance check to cure their fatigue as a free action. If a character is hit with fatigue again they have heavy fatigue and lose two move actions. If hit a third time with fatigue (meaning that the character is suffering from multiple effects of fatigue at the same time) they have extreme fatigue and lose all but their free actions. Finally, having four effects of fatigue causes the character to black out. Healing As long as a character is not bleeding, they regain hit points at a rate of 1 hit point per limb per day. This process is known as normal healing. Limbs that have reached 0 hit points are considered severed and do not regain hit points unless a new arm has been cloned onto the character. Height and Weight All characters have a basic height and weight. Of course, these numbers are more guidelines, representing the averages of each race; however these guidelines allow a player to have a better understanding when determining their characters height and weight. If a character falls outside of these guidelines certain effects take place. Species Height Weight Aesir 57 - 66 155 lbs -250 lbs Airival 63- 69 145 lbs - 175 lbs Corlonics 58 - 65 350 lbs - 450 lbs Delfs 60 - 65 150 lbs - 215 lbs Dragoons 62 - 611 155 lbs - 230 lbs Dwarves 50 - 56 180 lbs - 250 lbs Einherjar 58 - 66 185 lbs - 275 lbs Elmans 58 - 64 145 lbs - 175 lbs

Elves Farling Forged Gartog Hallows Huldras Humans Jarin Jotun Kitoc Lanights Norns Razers Sjorva Travelers Trowls Valherjar Valkyries Vanir Vardoger Status Overweight Underweight Large (9 feet or more) Small (4 feet or less)

60 - 67 48 - 58 53 - 65 50 - 56 511 - 67 50 - 511 50 - 66 50 - 66 94 - 118 60 - 67 58 - 66 n/a 54 - 65 63- 69 52 - 64 63 - 74 52 - 66 52 - 64 56 - 68 50 - 60

145 lbs - 185 lbs 135 lbs - 185 lbs 130 lbs - 230 lbs 165 lbs - 245 lbs 215 lbs - 275 lbs 100 lbs - 175 lbs 115 lbs - 245 lbs 350 lbs - 450 lbs 275 lbs - 450 lbs 145 lbs - 185 lbs 270 lbs - 380 lbs +25 lbs n/a 145 lbs - 175 lbs 125 lbs - 225 lbs 250 lbs - 315 lbs 185 lbs - 250 lbs 135 lbs - 230 lbs 160 lbs - 260 lbs 145 lbs - 235 lbs

Effects +1 to endurance, -2 to defense, -2 to speed, and +1 hit point to all limbs -2 to endurance, -2 hit points on all limbs, +1 to defense, +1 to speed +1 strength, +2 intimidate, +2 grapple, -2 to hit, -2 to stealth -1 strength, -2 intimidate, -2 grapple, +2 to hit, +2 to stealth

Hunger and Thirst All characters can suffer from hunger and thirst. If the character does not eat or drink for 24 hours, they begin to suffer from hunger and thirst. After the initial 24 hours, the character must make an endurance check DC 10 + 1 for every hour they do not eat or drink. If a character fails the save they suffer damage to their torso equal to the amount that the character failed the save by. Insanity For every willpower check a character fails they lose sanity points (typically one). At zero sanity points a character goes insane and gains a derangement. This derangement is permanent and lasts even if the character regains their sanity points, and only a DC 25 willpower check can cure a character of their derangement. Another character can aid in this curing process with a DC 15 social check to reduce the willpower check by 1 point for every day they spend trying to help the character. When a character gains a derangement, they must make a DC 10-25 willpower check (the DC being based off the campaigns level or the seriousness of the derangement) every hour otherwise suffer the penalties. The derangements are: Anxiety (the character gains a -2 penalty on all reflex based actions); Bipolar Disorder (must perform different actions opposed to the ones the character wants); Depression (cannot perform any actions); Fixation (the character must perform actions towards earning or serving their fixation); Mania (must perform one attack action or maneuver each turn); Megalomania (must perform an action that serves only the character); Multiple personality disorder (the GM controls the character as they see fit, or the character does not act how they are supposed to); Paranoia (the character suffers a -2 penalty to all allure actions); Phobia (cannot perform any actions with the fear inducing object nearby); and Schizophrenia (the character hears wrong things, hears things not there, and see targets that are not there). Line of Sight A character must be able to see their target if they wish to attack them with a ranged or melee weapon. If a character cannot see their target they do not have line of sight. Cloaked characters deny line of sight to any target in the area. Area of effect weapons do not require line of sight. A character can fire blindly, but any cloaked or hidden targets gain a +5 bonus to defense.

Lost Senses The character has lost a form of sense, such as sight, sound, touch, or smell. Losing sight causes a character to gain a -4 penalty to perform any reflex based action and defense. Losing sound causes the character to gain a -4 penalty to defense. Losing touch causes the character to gain a -2 penalty to any skill that requires tools or combat skills. Losing smell gives the character a -1 penalty to awareness. These penalties stack with one another. Normal Healing All characters can heal at a rate of 1 hit point per 24 hours per limb. Thus a character who has lost one hit point in each limb will regain them all within 24 hours; however a character that has lost two hit points in one limb will take 48 hours to recover all those hit points. If the character is injured in the limb that is currently healing the healing starts over again. A limb that loses a hit point automatically goes into healing. The bleeding condition nullifies normal healing. In addition to this Off Guard A character that is hit from behind, or is attacked by surprise, is caught off guard which usually means that the character failed a notice check to detect the attacker. When a character is caught off guard, they lose all bonuses to defense. Opportunity Also known as an attack of opportunity, when a target is in a characters adjacent square and performs an action that is not a melee attack or maneuver (such as drawing a weapon, moving past but not away from the character, or falling prone) the character gains an opportunity condition. A character that has an opportunity may perform one action, although they are limited to one standard action, one move action, or one free action. The target may make a DC 15 defense check to deny the character an opportunity. Prone A character that is prone is on the ground either on their stomachs, backs, or on their side. They gain a +1 to their defense against ranged attacks this way; however they lose all bonuses to defense in melee. A character must spend a move action to recover from being prone. Severed Limb A characters limb that hits zero hit points means that limb is either not functioning or its not existent. A severed arm means that the character halves all their ranks in their reflex based skills. Both severed arms means that the character cannot perform any reflex based skills. A severed leg means that the characters initiative and speed are both halved. Both severed legs means that the character always goes last and cannot move more than half their strength score as a full round action. A character with a severed head or torso is considered dead. Sleeping Any character that doesnt sleep within 24 hours suffers a -1 penalty to all actions. This penalty increases by -1 for every six hours the character does not sleep past the 24 hour limit. A character must make an endurance check every hour (DC: Number of hours past 24 that the character has not slept for) in order to continue functioning. A character that fails this save blacks out for six hours. Suffocation Characters that need to breathe can suffer from suffocation if they cannot get oxygen or any other type of gas that they require. Every round that the character cannot breathe normally must make an endurance check, DC 5+1 for every round the character cannot breathe normally. If the character fails this save they are considered bleeding from their torso.

Field Conditions
A field condition is something that affects a random area on a planetary field or as a space anomaly, many times this field is randomly shaped, other times it has a perfect square or circle-like shape. Regardless of its shape, field

conditions change the battlefield during combat. Sometimes field conditions are as large as a planet or could be a planets natural condition. Condition Effect Save Atmosphere Characters may suffocate See Suffocating Cold Characters suffers from cold Endurance Difficult Terrain Characters move at half speed, half defense, and can trip None/D10 Roll Gravity Characters are heavier or lighter None Heat Characters suffers from heat Endurance Phase Field Characters randomly phase in and out D10 Roll Quantum Field Characters randomly teleport D10 Roll Radiation Characters are poisoned from radiation Endurance Submerged Characters use acrobatics to move, possibly of Acrobatics/Endurance suffocation Temporal Field Characters can gain or lose move actions D10 Roll Atmosphere Many worlds have different atmosphere than air. Characters forced to breathe something that they are not native to are considered suffocating. The same is true for vacuum environments although vacuum environments usually have zero gravity and extreme cold (or heat if near a star) conditions as well. Cold A character in a normal cold environment must make a DC 10 endurance check otherwise they suffer from fatigue. Heavy cold environments have a character suffer from being off guard at all times as well as suffering a -1 penalty on all reflex based rolls. Extreme cold environments cause a character to be unable to move more than one square per turn. Difficult Terrain Difficult terrain can be anything from thick mud, liquid sand, thick weeds, to even nebulas and celestial dust clouds. Characters in difficult terrain have their speed and defense scores halved. A character can move at full speed or make a defense check with their full score, but they must make a D10 roll otherwise the character trips over prone. Gravity A character in low gravity has a -1 penalty to strength although they have a +1 bonus to reflex, and falling damage is halved. Characters in heavy gravity have a -1 penalty to their reflex scores, although they have a +1 bonus to their strength scores, and falling damage is doubled. Characters in zero gravity cannot move unless they push off on an object that weights equal or more than the character, causing falling damage to be completely ignored. A character does not stop moving (thus they move on their turn as a free action) until they hit an object that weights equal to or greater than the character. Characters that are not moving have a defense score of zero, and characters that are moving have their defense scores halved. Furthermore, all firearms have double their normal range in zero gravity. Heat A normal hot environment causes for an endurance check (DC 10) otherwise the character suffers from fatigue. Heavy heat environments cause a character to also suffer from constant thirst, fatigue on the failure of a DC 20 endurance check. Extreme heat environments cause a character to take D4+4 points of energy damage to all limbs per turn. Phase Field Characters roll a D10 at the beginning of every round. On a 1-3 the character takes half damage after damage reduction while dealing half damage for one round. On a 4-6 the characters attacks ignore half of a targets total damage reduction while any attacks targeting them ignore half their total damage reduction. On a 7-10 nothing happens. Quantum Field A quantum field causes each character to roll a D10 each round. On a 1 they are randomly teleported exactly like a

failed grenade toss, scattering using a D8 and teleporting D6 squares away. Radiation Normal radiation is harmless and usually never effects a character, however high doses of radiation can cause radiation poisoning. High radiation areas cause all characters to make a DC 10 endurance check otherwise they begin to lose 1 hit point from each limb per hour, and only a DC 10 first aid check can stop this loss of hit points. Very high radiation areas cause all characters to make a DC 15 endurance check otherwise they lose one hit point from all limbs per minute, and only a DC 15 first aid check can stop this loss of hit points. Extremely high radiation causes all characters to make a DC 20 endurance check otherwise they lose one hit point from all limbs per round, and only a DC 20 first aid check can stop this loss of hit points. Radiation cannot be seen or felt, only detected by technology and sickness. Submerged Characters in a submerged field can act normally for a number of rounds equal to their strength score, after which they must make an endurance check (DC 15+1 per round submerged) otherwise they start to suffocate. Movement in a submerged field also requires a DC 15 acrobatics check to swim around. Temporal Field A temporal field causes everyone within to roll a D10. On a 1-3 they lose a move action. On a 4-7 nothing happens. On an 8-10 they gain an extra move action. All characters in combat roll this each round, due to the randomness of time.

Item Conditions
Items have their own conditions separate from animate objects such as characters. Items suffer from conditions in a similar manner to characters, as most items are created in perfect condition, much like most characters are born in perfect condition. Condition Effect Save Damaged Item loses monetary value None Damage Reduction Item can resist damage None Destroyed Item no longer exists None Disabled Item fails in operation None/D10 Roll Hit Points Items hit points based on material None Damaged A damaged item has at least 50% to 99% of its total hit points remaining. A damaged item loses its value and can no longer be sold at full price, instead a damaged item is sold at either 75% its worth or half (50%) its worth depending on how damaged the item is. If an item is destroyed or disabled it is worthless, although a skilled character can still fool people into believing that the item is in mint condition. Damage Reduction All items have damage reduction based on their materials of construction. As a standard most items are made from a DR 10 metal. Wood is considered DR 2, paper is considered DR 1, orichalcum is considered DR 18, and crystalline alloy is considered DR 30. For more examples of materials and damage reduction, see cover under the terminology section of this chapter. Destroyed An item that loses all of its hit points is considered destroyed. None of its interior parts are functioning, it cannot be salvaged, and they cannot be rebuilt or repaired. For all intents and purposes it no longer exists in the universe as an item. Disabled Disabled conditions usually have a number next to them, such as disabled 5. An item with this type of disabled condition must roll a D10 each time the item is activated, if the roll is under the disabled level the item fails to

operate as normal. Disabled conditions stack up to disabled 10 or total disabled, for example an item that is disabled 3 and receives disabled 4 becomes disabled 7. Items with less than half their hit points receives disabled 2 and gains disabled 1 after each time the item fails its D10 roll. Each time an item gains hit points it loses a disabled 1 unless it regains all hit points at which point it loses all disabled conditions. Hit Points All items have hit points equal to their size. Tiny items (grenades, pistols and small melee weapons) have 10 hit points. Small items (submachine guns and melee weapons) have 25 hit points. Medium items (rifles, large melee weapons, and limb based armors) have 50 hit points. Large items (heavy weapons, total coverage armors) have 100 hit points. Huge items have 200 hit points. An item with less than full hit points but more than half is damaged; an item with less than half hit points is disabled; and an item with no hit points is destroyed. Repairing a hit point on an item takes one hour with a DC of 10 to 25 depending on the complexity of the item.

Robot Conditions
Robots are fundamentally different from other species and other characters. As such they have a modified character conditions table. Anything listed here supersedes any information listed under character conditions when applied to robots. Condition Effect Save Aging Robots do not age n/a Blacked Out Robots shut down instead Endurance Chemicals Robots are immune to chemicals n/a Fatigue Robots are immune to fatigue n/a Height and Weight Robots already have this via size n/a Hunger and Thirst Robots require edible energy packs n/a Insanity Robots shut down instead Willpower Normal Healing Robots do not heal normally DC 15 Mechanics/Electronics Shut Down The robot cannot take any actions Endurance Aging Robots do not age and thus are immune to aging. Organic robots do age at a rate similar to corlonics. Blacked Out A robot does not black out; instead they shut down as per the robot condition. To prevent a shut down the robot must make an endurance check. Chemicals Robots are naturally immune to all chemicals from the equipment chapter, excluding edible energy packs which are necessary for their survival. Fatigue Robots are naturally immune to fatigue due to the way they are designed. Height and Weight Robots do not apply themselves to height and weight simply because this has already been done for them in their creation, dictated by their size. Hunger and Thirst Robots require at least one edible energy pack a day to sustain their activity. If they fail to meet this requirement they automatically shut down after 24 hours from without eating. A robot that is shut down can be turned on so long as an edible energy pack is introduced into its system. Organic robots eat normal food and follow the usual rules. Insanity Robots do not have sanity points; instead they have stability points which are also based off of empathy. Robots lose

stability points just like sanity points, however when they lose all stability points the robot shuts down and requires a DC 20 electronics check in order to boot back up with just 1 stability point. A robot regains 1 stability point per day so long as they have not lost any that day. A robot can prevent shut down by passing a DC 20 willpower check in order to remain at 1 stability point. Normal Healing Robots do not heal normally and cannot be healed by most special abilities designed to restore hit points; instead they need to be repaired by a DC 15 mechanics or electronics check to regain one hit point per hour. Organic robots heal normally and cannot be repaired. This also means that a robot is immune to bleeding. Shut Down All robots are prone to shutting down. When a robot meets the condition to shut down they make an endurance check at DC 15, unless they have less than half their stability points at which case the DC increases to 20, and if the robot has no stability points the DC is increased to 25. A robot that gets shut down can only be rebooted by someone next to the robot by using a full round action to do so. A robot cannot recover from being shut down automatically and requires this external source to do it for them. Any time a robot would become blacked out or loses their stability points they shut down. A robot that shuts down can be rebooted at any time so long as the robot itself remains intact. Some robots can be booted up quicker, while others can be rebooted remotely.

Maneuvers
There are special actions, called maneuvers that characters can perform in or out of combat. Unless specified, using any combat maneuver is considered a standard action. Maneuvers are considered to be either melee and/or ranged. Despite the maneuver used, a roll of a 10 by the attacker is an automatic hit. Maneuvers Aiming Automatic Fire Counter-Action Disarming Dodging Drawing Dual Weapon Fighting Grappling Melee Attack Parrying Ranged Attack Strafing Sundering Suppressive Fire Throwing Tripping Unarmed Attack Effect Character spends time aiming to gain a bonus to hit Character uses extra ammo to deal more damage Character uses an action in response to being targeted Character removes a weapon or object from a target Character increases their defense to avoid an attack Character draws a weapon or item Character fights with two weapons Character tackles and holds onto a target Character makes a basic melee attack Character parries a melee attack Character makes a basic ranged attack Character moves while shooting Targeted object is attacked Character unleashes multiple weak attacks Character throws an object a certain distance Target becomes knocked prone Character uses their body to fight instead of a weapon Action Move Standard Free/Move Standard Free/Move Move Standard Standard Standard Free Standard Full Round Standard Full Round Standard Standard Standard Type Both Ranged Both Melee Both Both Both Melee Melee Melee Ranged Ranged Both Ranged Ranged Melee Melee

Aiming (Melee, Ranged) A character that is aiming spends one move action to aim. When they roll hit location they may choose to hit any limb equal to or below their roll. A character can spend additional move actions to aim, granting a +1 bonus to hit or a +1 bonus to hit location per move action they spend up to a +2 bonus. A character in melee is always considered aiming. Automatic Fire (Ranged) A character using an automatic weapon does not fire a single shot. Instead the weapon fires in bursts of 3 rounds, 10 rounds, and a full auto burst. A weapon firing in a 3 round burst deals either double the dice in damage or double

the base (characters choice when rolling to hit) however the character takes a -2 penalty to hit and the weapon uses up 3 shots of ammunition. 3 rounds are needed for a 3 round burst. A weapon firing a 10 round burst deals double dice and base damage, however the character takes a -4 penalty to hit and uses up 10 rounds of ammunition. 10 rounds of ammunition is needed to use a 10 round burst. A weapon firing in full auto deals double damage, has an area of effect of 2, and is considered a sustained beam weapon. The character suffers from a -8 penalty to hit and uses up all the ammunition in the clip. At least 15 rounds are needed for a full auto burst. Neutron subtype weapons have their DC increased this way as if it were damage. Using automatic fire requires a standard action. Counter-Action (Melee, Ranged) A counter-action is something a character can do when they knowingly are targeted by an attack or ability as a response. A character can spend a free action or a move action to use a counter-action. A move action used this way reduces the amount of move actions a character has during their next turn until they run out, and a free action is used as normal. A counter-action happens before the triggering attack or ability activates. For example, if a dragoon is targeted by a ranged attack on the enemys turn that not only hits but deals 10 points of physical damage, the unarmored dragoon can use a counter-action to activate Ivory Armor, choosing heavy plates. The dragoon now has 9 points of physical damage reduction and reduces the damage of the attack to only 1 point. During the dragoons turn, they will have only two move actions or one standard action as a result of using counter-action. A character cannot use a counter-action if they are caught off guard. Disarming (Melee) A character can disarm a target by a simple martial arts check against the targets defense check. Upon a success, the character throws down the targets weapon. If the target were to attempt to pick it up, they would grant the character an opportunity, while picking up a weapon is considered a standard action. If the character succeeds the check by 5 or more, they not only disarm the target, but they gain possession of the weapon as well, and are considered having it drawn. Dodging (Melee, Ranged) A character has two types of dodging to choose from, the first being a minor dodge and the second being a major dodge. A minor dodge is a free action, which the character loses the +5 bonus from their counter defense (thus the score is their regular defense), but they get to roll a D10 and add the result to their defense as a counter-action to being hit or being targeted by an attack. A major dodge requires a move action from the characters next turn (thus reducing their number of move actions by one) and grants a D10 roll to the characters combat defense as a reaction to being hit or targeted. A character can dodge only if they are not caught off guard by the attack. Drawing (Melee, Ranged) Whenever a character draws a weapon or pulls out an item it is considered a move action. Putting away a weapon is also considered a move action, although a character can drop a weapon as a free action. With the portable upgrade weapons can be drawn as free actions or still drawn normally as move actions. Dual Weapon Fighting (Melee, Ranged) Any weapon can be dual wielded so long as the character has the strength to wield the weapon one handed. When a character uses a standard action to attack they make one attack with a weapon in one hand, and a separate attack against the same or a separate target using that same standard action. Both attacks occur at the same time. An attack has a -1 penalty if it is a pistol or a smaller design melee weapon. An attack has a -2 penalty if it is a submachine gun or a standard melee weapon. An attack has a -3 penalty if it is a rifle or a larger design melee weapon. Grappling (Melee) A character can grapple a target in melee. The character rolls their martial arts skill (including any bonuses), and upon success they cause the target to become off guard. The target may make an endurance check against the characters grapple check, any ties meaning the target is still prone. A target in a grapple cannot move. All ranged attacks on the character or the target have a 1 in 10 chance (a 1 on a D10) of hitting the wrong target. Melee Attack (Melee) When a target is within range (usually in an adjacent square) the character can roll a martial arts or melee skill check using a standard action, which has a DC equal to the targets defense +5. Upon success, hit location is rolled, then

damage. When a character uses a melee attack they are always considered aiming (see above). Unarmed damage is D4 based while makeshift weapons are D6 based. All melee attacks add the characters strength score to damage. Parrying (Melee) A character in melee can substitute their combat defense for a melee skill check with a DC equal to the targets attack roll. A success means that the character has successfully blocked the attack. A character can use this parry to defend another target so long as all targets are in melee. A parry is considered a free action, thus if the character runs out of free actions they cannot make a parry. Ranged Attack (Ranged) A character spends a standard action and rolls a pistol, submachine gun, rifle, or heavy weapon skill with a DC equal to the targets defense +5. Upon success, the character rolls hit location, and then rolls damage. A character must have line of sight in order to attack a target, otherwise they are firing blind (see line of sight above). A character that makes a ranged attack in melee causes the target to gain an attack of opportunity, but the character is considered aiming. When shooting into a melee combat the character has a 50% chance of hitting the wrong target, which is decreased by 10% per every 3 ranks in the appropriate combat skill. Optional Rule: When a ranged attack misses its target, all targets or characters behind that target, starting with the closest one, must make a defense save (DC 10) otherwise they will become hit by the attack. This continues until a target is hit or the round travels to the weapons maximum range. Strafing (Ranged) Strafing is a full round action ranged maneuver that uses at least 3 rounds (or three 3-round bursts) from the weapon. A character moves their standard movement and is allowed to hit up to three different targets (all of which must come within line of sight during the characters movement) rolling to hit as normal. The character rolls once to attack, using this score against each targets defense +5, and rolls one damage roll. Each target takes half of this damage (after damage reduction) rolling hit location separately for each target. Only automatic weapons can use this maneuver. Sundering (Melee, Ranged) Sundering an item has a character make an attack against the item with a DC equal to zero unless the item is being held by a target (such as their weapon) in which case the DC is equal to the targets defense + 2. The character rolls damage and if it bypasses the damage reduction of the item the item is considered to be destroyed or damaged. Suppressive Fire (Ranged) A character can create a cone of suppressive fire when using an automatic weapon. This causes all targets within the area to make a defense check (DC: the characters attack roll) otherwise take half damage from the weapon. A character does not need to have line of sight to use suppressive fire. This maneuver uses 10 rounds of ammunition from the weapon and requires a full round action. Throwing (Ranged) All characters can throw up to their heavy load 1 square, they can throw up to their medium load 3 squares, and they can throw up to their light load 5 squares. All characters throw any object under 10 pounds 20 squares plus 2 squares per point of strength the character has. Throwing uses the characters martial arts combat skill. Any object that is heavier than a characters heavy load cannot be thrown. Unless the object is a specific thrown weapon or a grenade, it suffers from a -2 penalty to hit due to the fact that they are not aerodynamic in design. The character then makes an attack against a square (treat as if the area, occupied or not, has a defense score of 10). If the character fails the attack, the object scatters. A scattered object falls into an adjacent square determined by a D8, with a 1 being closest to the character that threw it, and moving up clockwise. If there is a wall in the way of a scatter, the object will fall into the square like it is supposed to. The chart below shows various items that can be thrown, and their size. Sizes Examples Damage Small Pistols, rocks, small shields D4+strength Medium Submachine guns, melee weapons D6+strength Large Rifles, boulders D8+strength

Huge

Heavy weapons, cars

D10+strength

Tripping (Melee) A character can make a martial arts or melee skill check against a targets defense +5. Instead of dealing damage the character simply knocks the target prone upon a successful check. If the character succeeds by 5 or more, they successfully deal unarmed damage and cause the target to be knocked prone. Failure causes the character to fall prone. Unarmed Attack (Melee) All unarmed attacks do D4+strength in damage. Any target hit with an unarmed attack makes a endurance check with a DC equal to the damage the target took, a success causes the target to take half damage, while a failure causes the target to black out for one round per point they failed the check by and still take half damage. Damage reduction applies to both the damage and the DC.

Experience Points
Experience points are gained after battles, encounters, or even solving a mystery or diplomatic situations. After every session all characters should gain between 3-5 experience points and roughly $250.00-$500.00 in cash or gear. A character need not spend these points right away and can save them. A session should be anywhere between two to four hours of gaming. Skills Normal skills cost whatever the characters current rank is times one in experience points to increase the rank in said skill by 1 to a cap of 10. A new skill rank costs one experience point. Sanity Points A character can gain a new sanity point and increase their maximum sanity points by one for (characters sanity point total/10, rounded up) in experience points. Sanity points have a maximum cap of 100. Saves Saves cost (current ranks times 3) in experience points to advance in up to a maximum of 10 ranks. Stat Scores A character can spend (current rank times 5) in experience points to improve one ability score by 1 point to a maximum of 10 ranks. Special Abilities A character can finally buy new racial abilities with 25 experience points. The new special ability must be from their species list. Experience Point Chart Advancement Normal Skills Sanity Points Saves Stat Scores Special Ability Experience Points Per Rank Current Rank x 1 Current Rank/10 (Round Up) Current Rank x 3 Current Rank x 5 25 Maximum 10 100 10 10 -

LOCATIONS
Are we there yet? -Elthran Trais The Universal Saga takes place within the Milky Way galaxy, and the galaxy is easily bigger than any world, as it encompasses millions of habitable planets, most which have been terra-formed to accept life on their surface. Then there are the numerous amounts of space stations that are scattered across the galaxy. This chapter brings in details of important locations where campaign settings can be set. Many planets seem like one big ice or desert world, but in truth most worlds are like Earth where they have multiple climates, environments, and even many cities and towns all over their world. This chapter is covered in nine sections, The Galactic Union, The New Asgard Empire, The Norn Ascendancy, The Republic of Fenora, The Shadow Worlds, The Systems Coalition, The Trowl Hordes, The Unknown, and Valhalla Space.

The Galactic Union


The Union is a large set of space with not as many worlds as one would think. The Union represents the old ways, the people here might have the latest in technological evolutions and easier access to them, but they do little to change their ways. They have a fair democracy but little freedoms, and they are reluctant to change most of their laws. Traveling in the Union is extremely easy, as there are taxis that ferry people to any point on a planet or even to other planets, and the abundant way-station infrastructure allows even people without access to an FTL starship the ability to travel to another planet easily. Union space is also home to the Union Military and the Directorate which means the sight of pirates is extremely rare, and if seen it takes only seconds for the Directorate to arrive on the scene and clean things up. The Union might be the safest place, but safety comes at a price. Alfar (Farway System, 4th planet from the sun) Atmosphere: Air Gravity: Low Conditions: None The homeworld of the elven race, a paradise to any who visit it, Alfar is considered to be the true homeworld of the Union. Sleek golden buildings dot the landscape, creating cities that glimmer in the sunlight, with windows that look like encrusted gems. Although nothing in comparison to the dwarven cities on Nioavellir, Alfar still looks like what humans believed paradise and the Garden of Eden looked like. The city of Freinia is considered to be the capital city of Alfar, as it is where the council meets on a regular basis to discuss all matters, from diplomatic relations with the shadow worlds and Valhalla Space, to military matters concerning the Trowl Hordes and the Dark Brotherhood. It is here that all the important decisions that affect the Union, and quite possibly the galaxy, take place. Alfar is possibly one of the most secure places within the Union. Protected by both a Union fleet and the Alfarian Fleet, Alfar boasts several other defenses, such as planetary cannons located on several worlds within the star system, as well as a kuiper belt that holds many missile defense systems and long range sensor systems to detect any ships about to enter the solar system. To further the defensive capabilities of Alfar, each world has been equipped with a planetary cloaking device to help hide the system from the enemy. To further this system wide cloaking device, the kuiper belt has been equipped with various cloaking device generators that are linked together to provide one massive cloaking field that covers the entire solar system! These defensive abilities have earned it the safest place in the galaxy. Alfar is home to twelve billion souls, 76% which are elves, 8% are humans, and 7% are dwarves, 4% delfs, leaving the remaining 5% making up other races. Dome of the Union This dome shaped building is one of the lowest buildings out of all the towers that dot Freinia, the Dome of the Union is not just the building that houses the council, but also marks the location where Freys starship once stood before being moved to a more secure location. It is here that the Union is led and laws are made. It is here where war brews and peace is sold. This building is possibly the single most important building in the entire Union, and as such it is the most defended. The Dome of the Union has a garrison of Union soldiers, including secret police stationed around the city watching for suspicious people or objects. The building has a genetic and bio-electric scanners placed at each entrance, sensors that are not just top of the line for the Union, but those technologies

acquired by Valhalla Space have also been applied to the building giving it the highest of security measures. From life sign detectors, to tracking systems, to force field and lockdown systems built all across the Dome keep it as the safest building on Alfar. To further the defenses, the entire building can sink into the ground thanks to the fact that it is built on a screw-lift system, allowing it to go roughly 3 miles below ground and being sealed there in case of attack on Alfar. To further this, there is a special portal system designed to link to another planet and allow those within the building to evacuate to this secure location. The Independence The flagship of the Union itself, this vessel is a long tapered tube, studded with gem-like domes, and a large arching bore that is a very powerful fusion cannon, the closest thing that the Union has come to when trying to replicate the Fireflys Vanir weapon. The Independence is built using strict carbon nanotubes and reinforced with titanium alloy and depleted uranium creating the strongest starship in the galaxy. To further the power of this ship, it holds a squadron of roughly 150 space fighters which have trans-atmospheric abilities, it holds thousands of drone warheads, has a unique shield-weapon system, is covered in turrets placed in strategic locations, and also boasts the best tachyon jump drive within the Union, able to cross the galaxy with only ten jumps. Due to this very advanced jump system, it has been proposed that the Independence mount a search and rescue mission to the Triangulum galaxy in order to discover what happened to the remaining Five, as well as possibly set up a Union base of operations in the Vanir home galaxy to discover any surviving Vanir relics that could be used to further the Unions technological advancements. Currently, the mission is planned to take place within two years from now, as suitable power cores are being designed to allow the Independence to make the journey to the Triangulum galaxy with no issues. Even with its highly advanced jump drive, it would take the Independence roughly two hundred and seventy jumps to reach the Triangulum galaxy one way, which is about a days worth of time in jump-space, and about twelve days of cool down time assuming that the Independence runs continuously during the journey. Corlon (Corlon System, 1st planet from the sun) Atmosphere: None Gravity: Zero Conditions: Extreme Cold This world was once the great homeworld of the delfs, it was the center of the Corlon Empire, and it was the holy shrine of the God-Empress herself. It was as close to the center of the galaxy one could get, and it represented true power. That all changed during the Great War, when the Aesir blasted the planet into nothing but molten rock and many asteroids. The Aesir didnt even leave the moons of Corlon intact, as they felt anything that represented the delfs should be destroyed. However, the Aesir failed. Here, in the remains of Corlon sits a space station that has been built into several asteroids and connected thanks to a series of tunnels and starships. It is this facility that was once home to an artificial intelligence research base, and now is the homeworld of the corlonics, where they procreate and also rejuvenate themselves. Outside this field of debris that was once Corlon sits an even grander space station with its own battle fleet that is constantly circling the base. This is the headquarters to the Union Directorate, once known as Union Law Enforcement. Here, the scum of the galaxy is brought before judges and courts for their crimes and sent to prisons or receive the death penalty as their crimes see fit. Corlon might no longer belong to the delfs, but Corlons legacy did not end and in fact it might still be considered the center of the galaxy, as a true seat of power. Corlon Crystalline Forge This facility sits on top of the star of this solar system and is only accessible via a direct FTL jump into a specific docking bay as the suns solar flares prevent any other form of travel impossible. The facility is shielded from the intense heat of the star and also provides all sorts of refuge for any inhabitants, which it supports a decent sizeable population in order to work the forge. It is unclear which Ancient species built the forge, but it is made clear that all three did use the forge in order to mass produce crystalline for galactic needs, such as the construction of most high end technology such as FTL drives, FTL communication, and many different types of weapons technologies. The forge has a shaft that drops all the way into the core of the red giant, where the crystalline is harvested as a compound element. This raw crystalline is shipped as a steel-like glass substitute due to its transparency. The rest of the raw crystalline is then processed in unique ways with other metals and elements to create crystalline alloy, or molecular bonded crystalline alloy which is simply a much denser version of the original material. The techniques to

create Ancient crystalline alloy, a material noted for its ability to ignore any type of attack or damage thrown at it, seem to be lost as parts of the station were in ruins when it was recovered at the end of the Great War, and the Corlon Empire records state that the facility was already in poor condition when it was recovered. Currently, the Union has put forth an extreme effort in restoring the forge to its previous condition and has done a considerable job. The corlon crystalline forge is made from dark Ancient crystalline alloy, allowing for all solar activity to pass through the facility without harming anyone inside. Corlon Prime Not to be confused with the machine god, Corlonic Prime, corlon prime is the homeworld of the corlonic species. Although not technically a world, corlon prime is a massive space station that is possibly best summarized as many space stations simply put together. Each sector represents an asteroid that has been hollowed out and is in use, and sectors are connected together thanks to metal tubes or by shuttle craft if the distance is too far. Corlon prime has made sure that it can defend itself, as each sector is protected by many shield generators, as well as the ability to maneuver themselves in case of attack. In truth, each sector can be seen as a large starship that can break away and jump to safety if the situation warrants it. Despite this, corlon prime doesnt have many offensive abilities. This is largely due to the proximity of the Union Directorate HQ. Many corlonics and forged come to live here, mostly either to procreate their race, or to get new bodies or repair old ones as the situation warrants it. Directorate HQ This large space station is the headquarters of the Union Directorate, the law enforcement agency that protects the people of the Union from criminals within and without. They are the FBI, the NSA, and CIA all rolled into one. To further this, they have a fleet of starships ready to mobilize at any moment for military confrontation. Usually this fleet is standing guard in case of the Dark Brotherhood attacking corlon prime, but this fleet really serves to protect the Directorate HQ from any attack from anywhere. The Directorate HQ holds millions of people within its walls, and holds many ships. The leaders of the Directorate are located here where they can better direct their forces across the galaxy. They figure the best seat in the galaxy is the one in the center. Since the attack from corlonic prime, no one has dared to attack the Directorate HQ as they figure it would only lead to death or capture easily. Truth be told, the Directorate HQ is a fortress that no one has been able to break, even corlonic prime failed to do so. Drath (Drage System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None Drath is one of the major delf colony worlds within the Union that was considered as one of the new delf homeworlds when Corlon fell during the Great War. Now, it is home to the Drath Crime Syndicate, a criminal organization that covers the entire Union. The world itself has very little crime, and the headquarters of the organization is believed to be hidden somewhere deep within the planets crust although there is no evidence that the organization even operates out of Drath anymore, and their name might be just a ruse to keep the Union believing that Drath could be their headquarters. The planet is one large ocean that never is deeper than fifty feet, and most of the areas are tropical islands or just about five feet of clear and clean water. The ocean itself is fresh water with no trace of any large salt deposits, making Drath the least likely of any criminal world, while it is the tourist and vacation spot for any Union citizen. Silica City Silica City is the primary city on this world, and covers an area roughly the size of the Earth state of New York. The city is relatively clean and crimeless, and many people come here for vacation as the city is suspended or incorporates the ocean into its design. Underneath the city is also an extremely beautiful cavern city designed by the delfs, creating many waterfalls and resort hotels that are extremely pleasing to the eye but also extremely expensive. It is believed that instead of gambling the Drath Crime Syndicate realized theres more money in resort hotels and tourists. Silica City is one of the pride and joys of the Union, and proof of their wealth. Earth (Sol System, 3rd planet from the sun)

Atmosphere: Air Gravity: Normal Conditions: None The home of humanity, also known as Midgard, this world has suffered from pollution, global warming, and even an outright invasion from the delfs, yet somehow the planet has stood strong. Today, thanks to advanced technology, Earth is better than it ever has been in a long time. Cities have been rebuilt and now towers of silver rise up in the ashes of Earths bitter trials. Earth is still the roots of humanity; however there are other races that have started calling the place home. Cities on Earth, notably New York, Montreal, Los Angeles, and Chicago have been rebuilt to their prime, and have easily become the new major powerhouses within the North American sector of the planet. London, Paris, Berlin, Moscow, and Vatican City have become the source of populations on that side of the world, as each city has been rebuilt into Union age standards. There are currently 11 billion people on Earth, 88% are human, with the last 12% representing other species. Despite the new cities, Earth remains much as it did before the invasion, as third world countries are still technically third world, and countries with high technology and higher standards of living are still those same countries. Gangs, the mafia, triads, and yakuza all still exist and are a source of corruption within the world. Not to mention the personal motives politicians have within the United Nations. The United Nations serves as the parliament of Earth when dealing with Union government standards, however the rest of Earth is still broken up into countries, and these countries more or less have the same borders as before the delf invasion for the sake of peace. There are still conflicts, both in political and religious nature, as Earth is still home to Christianity, Islam, and Judaism although there is a growing number supporting the Order of the Five. Earth is also the one place someone can get the newest cybernetics, as most of the companies that produce cybernetics are based on Earth. In fact about 15% of the companies spread throughout the Union have a corporate headquarters on Earth, either because that is where they started their business, or because Earth represents the roots of capitalism within the galaxy. Atlantis This famous city from ancient Earth mythology was pulled out of the depths of the ocean by the Five during the Battle of Earth. This city, made out of Vanir technology on a level almost as high as Luna Base, was found off the west coast of India and was raised back up to the surface by the Five to help humanity defend against the Corlon Empire. The city quickly fell under occupation of navy officials from various nations, and the city suddenly stood for hope that humanity would survive this invasion of their people. Today, Atlantis serves as the capital city of Earth. The city, being about twenty miles in radius, is full of stores, markets, and lots of people. The city itself has a population of roughly fifty million, and not just humans but people of various cultures and races. Although Atlantis does not have an extensive library like Luna Base, its library is less secure for people who want to do just basic research first hand into Vanir history. Of course, most of this information is posted on the Net. But, although many people do live on Luna Base, its easier and cheaper to find an apartment or home on Atlantis. With Atlantis being another Vanir creation, many people do find it comforting to live there. Atlantis does have a fair share of defensives, such as a city shield as well as the ability to submerge itself again. Of course, the latter option would only be used in the most severe circumstances. Other than these defensives, Earth and the Union have placed much of their forces within the area to make the solar system extremely safe. Luna Base Luna Base is a facility roughly the size of London located deep within Earths moon, and it is the last remaining source of Vanir technology in the galaxy as known by the Union. Much of the technology employed by the Vanir in the construction of Luna Base has been lost, and the technological arts cannot be duplicated by anyone within the Union thus far. Even the elves who mastered Vanir technology in the form of Freys starship are lost to the wonders of this city. The buildings are made from indestructible materials, or at least indestructible to any known methods currently employed by the Union. One hundred and twenty years ago, Luna Base was the center of the Aesirs Great War, because the facility held the controls over the Vanirs second Time Gate, known as the Triangulum Gate. At the end of the war the control chamber for the gate and the entire facility was destroyed. Earth deemed that Luna Base would make an excellent city for those who want to leave Earth but still stay close, as well as those who wished to transport goods to and/or from Earth but didnt have the clearance to make planet fall, thus turning Luna Base into the gigantic city it is today. Unlike normal cities, there are no buildings in Luna Base, but instead the entire facility is one big building with millions of hallways and different sectors. Each sector could be considered a building, although each sector usually serves just one purpose, such as starship docking and landing, or housing for residents

of the city. Houses come in four different levels, one for a single person, one for two people, one for three people, and a final level for four different people. There are sensors that detect the amount of people living inside a facility and somehow upgrade their levels to make room for the new occupants; this upgrade process usually takes a week. Likewise, other levels receive downgrades if less than the maximum amount is living within the house, such a one person living in an house designed for two people will receive a downgrade to a one person house. How the system detects these things and even adapts houses for such use is beyond the best scientists of the Union. The entire facility is also built using molecular bonded crystalline alloy, except in places where interior walls are needed, then the material is simple orichalcum. Fleet Zero-One (Various Locations) Atmosphere: Air/None Gravity: Normal/Low/Zero Conditions: None The elman race has long been shunned by various communities, and slowly but surely they have built a massive fleet of ships that many of them call home. The elman fleet is very mobile, as all of them are equipped with tachyon jump drives they tend to not stay in one place for long and the worlds that they visit is usually for supply reasons. Although they are mobile, the Union keeps an ambassador ship to tag alongside the fleet just so that they know where the fleet is at all times. Of course, this action is officially to keep diplomatic ties with the elmans, however in truth the Union just wants an eye on a fleet of well organized warships. The fleet has many battle cruisers, many of which have been refitted to house more people or have been expanded in size in order to house people and weapons. The fleet is guarded by Naglfar class cruisers, warships designed specifically for battle. The Naglfar This ship is the flagship of Fleet Zero-One, and has spawned battleships that bare its name. This particular ship is smaller than the Naglfar class cruisers; however its shield and weapon systems are unrivaled. Truthfully the elman fleet found the husk of this ship floating in what was clearly a battle between the Aesir and the Jotun during the Great War. The elmans took the ship and restored it to the best of their ability with help from the docks on Nioavellir. This ship houses the best of the best and its rumored that it could tackle the best Union ships any day of the year. The Helgi The Helgi is a small ship, housing Skuld, her officers and cabinet, as well as the ambassador to the Union every now and then. It is one of the few ships designed by elman hands and uses technologies learned from captured Aesir, Jotun, and Vanir technology. Of course, the ship itself is not a warship; it just sports an extremely powerful hull, shields, and a jump drive equal to what most battle cruisers carry. The ship is mostly designed after the Naglfar, however many unknown systems in the Naglfar were not copied in the Helgi, such as most of the weapon systems. Skuld The ruler of the elman people is a woman going by the name of Skuld. Although her origin seems mysterious, it really isnt. Her human father raped her elven mother and she has always resented him and the rest of humanity for that. It seems that she took her name, and the name of her ship, from Aesir mythology about the first elman in a similar situation. The most unique property about her is that she has powerful mental abilities stemming from many implanted bionics, and the fact that she is not even thirty years old yet. Jotunheim (Nibiru System, 4th planet from the sun) Atmosphere: None Gravity: Normal Conditions: Extreme Cold This is the fabled homeworld of the Jotun species, where their race grew and developed their own unique technology. Today, it lies in ruins after suffering horrific damage at the hands of the Aesir during the Great War. After the Great War the Union sealed off everything within four light years of the world, claiming that everything within the area was Union property and trespassers would face severe consequences. When the shadow worlds were formed the Union made sure that they would retain complete control over Jotunheim and everything within four light

years of the world. There are many rumors about Jotunheim and what is there. Many state that the Union has technology that surpasses everything currently known and they are currently manufacturing Jotun pistols which have found their way into the hands of several people. Others state that the Union has found Jotun survivors and are either keeping them hostage or are keeping them safe from harm. There are even more rumors that say the Union has uncovered knowledge about the trowl race and the identity of the legendary Smart One, or rumors that state the Union has found Jotun battleships and are hard at work repairing all of their systems. Aside from the rumor mills, many scientists have been traveling back in time to watch the Jotun evolve and discover technology by use of incredibly advanced telescopes. With these technologies, people currently doing research in the shadow worlds can view the civilization of the Jotun rise up and note the development of the race. Thus far, the project is headed by the noted historian Telos Gerand, and they have managed to date the Jotun civilization up to roughly when they developed their first cities. Sadly, just being able to view the world from afar isnt enough to seriously grant the project enough insight into the Jotun culture, but it is a start. Mongor (Leber System, 2nd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: Cold This homeworld of the delfs once rebelled against the massive Corlon Empire. Delfs who did not believe in the God-Empress, those who believed that she did not stand for the future of their race, but rather an end of their race, gathered on Mongor and made a living there. Mongor got lucky, and it is common knowledge that it did in fact get lucky, as the Empires next stop after Earth was Mongor. However, the invasion of Earth ended the infamous Empire and saved Mongor from destruction. The delfs here were pleased at this outcome and tried to join in the first incarnation of the Union, but they were denied mostly due to the dwarves and humans hate of delfs in general. After the Great War, the delfs were allowed into the Union, but only at the cost of their main homeworld, Corlon. With their true homeworld destroyed, Mongor became known as the new homeworld of the delfs, although there were enough who didnt want filth like Mongor to become the new homeworld and thus created two additional worlds that the Union was forced to recognize as homeworlds. The people of Mongor represent delfs who have seen their race fall from grace and are trying to fix things for the better. Many believe that this can only be done with the help of other delfs, but others believe working alone can accomplish the same goal. One of their main missions is to convert other delfs into helping rebuild a true delf nation that will guide the Union into a true golden age. The current ruling party on Mongor has seen fit to allow some discrimination against those delfs that allied themselves with the Corlon Empire, and sadly this discrimination extends somewhat to the dwarves. However, the delfs on Mongor treat humans with lots of respect and are extremely polite to them as they see humans as those who were able to bring down what they could not. Mongor is made up of 94% delfs, with 4% making up humans, and 2% other races. Mobile Weapons Platform These things look like bio-domes tethered to cables running all the way to the surface of Mongor. Truthfully, these miniature spheres are in fact mobile weapons platforms designed to hold back a fleet of starships. These platforms have been believed to be a major security risk as the fear of one falling onto the planet, however these concerns have been addressed as the entirety of the power cable is rigged with explosives that detonate if certain types of movement is detected, keeping the world below safe from harm. Recently, the mobile weapons platforms have become new places for people to live, eat, visit, and vacation. The bio-domes which were designed to fire unique neutron blasts of immense power that are able to penetrate energy shields are now being used to support life, hold hotels and resorts, as well as hold homes for new families. The Firefly This Union battleship orbits Mongor, acting as the flagship for the Mongor defense fleet. Commanded by Commander Ragnar Derrindor, an elven war hero who fought the Corlon Empire many times including at the battle on Earth, even serving as a commander who protected Mongor from the Aesir during the Great War, this ship serves as more than just a warship, it serves as a symbol of the might of the Union. The Firefly itself is a class B battleship, designed and constructed in the Alfar system. The major notable difference between it and other Alfarian ships constructed during the time of the Corlon Empire is that there is no cloaking device built into the ship. Instead, a unique Vanir weapon which has yet to be reverse engineered successfully has been installed into the ship, giving it

one of the most powerful weapons in the galaxy. This ship looks like a large soda can with a massive bore at the lower front representing the Vanir weapon. Nioavellir (Dvergar System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: Cold The homeworld of the dwarves, Nioavellir looks like a planet with lots of mountains, waterfalls, and lakes of pure beauty. In their greatest cities, the mountains represent their skyscrapers as they are hollowed out and turned into buildings of beauty and glory. The dwarven homeworld is seen as one of the few places that a high concentration of dwarves live in, as most are spread out across several other worlds mostly because of their treatment during the rule of the Corlon Empire. Nioavellir has no moons; however a nearby planet known as the Darkener follows Nioavellir almost perfectly as it circles its sun, thus putting the dwarf homeworld in a state of eclipse almost permanently. In Nioavellirs orbit lies The Ave, the largest spaceship construction yard in the entire galaxy. This starship construction yard produces about three hundred starships per year, most of which are Union vessels that are quickly brought into the Union Military or fed into the Directorates need for small starships. Protecting this starship yard is a large fleet of Union Military vessels that are under orders to keep the facility under guard and will respond with hostile means if anyone breaks their no-fly zone. This world is very popular for tourists to visit as there are many natural beauties of the world that have remained untouched while civilization remains very close. The cities of Nioavellir are marvels in their own right, as most buildings look like swords rising from the ground, encrusted with gems and forming dimensions that baffle those who try and understand dwarven construction. Currently, Nioavellir is made up of six billion dwarves, which is only 52% of the population, 31% are delfs, and 17% of other races. The Ave This spaceport is something of a technological marvel, as its size is so grand it is considered the biggest space station next to Luna Base. As one approaches Nioavellir, one will believe the planet has a natural ring, however when one gets close enough, they will notice that this ring is in fact one giant spaceport. The Ave comes complete with heavy armor plating, lots of turrets and energy shield generators, as well as hotels, plenty of docking stations, and construction docks for building new starships for the Union. Although many dwarves have protested that the construction docks should be sold for private use, the Union has specifically reserved the entirety of the Aves construction docks for military and Directorate starships. The Ave is not just a spaceport; it is also Nioavellirs lines of defense. Due to the fact that the Ave circles Nioavellir, it also creates a force field that encloses over the entire planet, protecting it from all energy weapons. Furthermore, there are enough turrets, missiles, and other heavy weapons to blast anyone that comes looking for trouble. To top off the defense of the Ave, there are a good number of docking stations holding Union military and Directorate ships prepared to defend the Ave at all costs. Currently, the Ave is being expanded by adding another ring on a perpendicular axis. This expansion is expected to be completed within the next ten years, and will double the number of docks, turrets, missiles, and double the power of the planetary shield, as well as provide more physical objects between an enemy and Nioavellir. For now, the Ave simply has four extensions protruding from opposite sides. Wohdan (Hoddan System, 5th planet from the sun) Atmosphere: Thin Air (DC 10 endurance check otherwise blackout) Gravity: Normal Conditions: Heavy Cold This world is one of the primary mining worlds within the Union and a primary source of titanium which is used in the construction of most starships. The world is under control of the Hoddan clan of dwarves, led by Hedgar Hoddan. Hedgar Hoddan has kept the world free of crime as well as managed to keep other companies off Wohdan and away from the titanium. Since the Great War the Hoddan clan took control of the planets mining operation in order to turn a profit and make themselves one of the richest dwarven clans in the Union. The prospect was halfsuccessful as the Union developed a semi-capitalist system, but the Hoddan clan managed to become a major supporter towards the Union and receives many benefits from the government. The Hoddan family rules the planet and would not have it any other way.

Site One This mining site was the first site the dwarves of the Hoddan family set up hundreds of years ago during the rule of the Corlon Empire. Here the Hoddan clan created this site their primary base of operations and there are many ports for cargo ships to arrive and transport titanium away from the planet. Hedgar Hoddan himself lives here in his mansion that is up on a hill that overlooks the entire city.

The New Asgard Empire


The New Asgard Empire is composed of a few worlds currently being terra-formed with fleets stationed at them, but the true heart of the Empire is the Asgard System which houses the majority population of Aesir in the galaxy. Each place here is the last surviving remains of the Aesir and they take great pains in guarding it, mostly by refusing trade and contact with the outside world and setting up extreme defenses against any kind of attack. Asgardia (Asgard System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This massive space station is based on what would have eventually become Valhalla; however because of the shift in the timeline it has now been renamed Asgardia. This space station houses a full third of the Aesir fleet and is also considered the home of the Aesir military forces. This space station also is home to various defensive technologies such as a Tachyon Disruption Field Generator, a device that forces any ship arriving by tachyon jump drive to arrive on the edge of the solar system. The space station also carries various offensive weapon technologies that the New Asgard Empire claims dont exist, such as weapons of mass destruction and FTL drive disablers (which prevent any type of FTL drive from functioning within the galaxy). Although Asgardia is extremely large, it is only half the size of Valhalla, but it is expanding in size, just like the population of Aesir, at a fairly constant rate. The Awakener This is considered the flagship of the Aesir fleet and is home to Lord Tyr, the current leader of the Aesir people. Unlike most flagships which are massive constructs incorporating many technologies and also serve as one ship fleets, the Awakener is a small ship designed to be crewed by no more than twenty people. Despite its size it houses many experimental technologies the Aesir are working on, such as a new type of FTL drive, a new power source, and experimental weapon technologies. Despite the fact that it houses such advanced technology, much of it fails to work and thus it houses standardized backups that is uses in case of primary failure or in combat situations. The ship looks much like an Aesir building, silver-white and angled sharply. New Asgard (Asgard System, 1st planet from the sun) Atmosphere: Air Gravity: Heavy Conditions: None When the Aesir fled the insanity that was the devastated Andromeda galaxy their first plan of action was to find a new world, however they were unable to find a suitable world. What the Aesir did next was thought to be impossible, they created a star and through said star they created a new planet. Within three years their new planet was ripe for colonization and they settled, calling their new world New Asgard, and called the system the Asgard system. In less than a year the world was covered in rich vegetation and a beautiful city, with space stations and warships guarding the world from any attack. With their low numbers compared to the other species in the galaxy, the Aesir relied heavily on artificial intelligence to aid many of their systems and the planet itself is controlled by multiple advanced artificial intelligence programs that border on the level of Corlonic Prime. Even the weather and tides of the oceans are controlled by AI systems. The only city standing on this lush world is Asgardia City, the capital of all things Aesir. Although incredibly advanced, their technology is still way behind the technology that is incorporated into Valhalla.

Terria City This is the capital city on New Asgard, and it not only holds a substantial population, it also holds the seat of the civilian government in the form of lobbyists who try and convince the public at large the importance of certain issues, civil servicemen whose jobs range from filing paperwork to the civilian peace keeping forces. The city itself is angled and silver-white, using a form of crystalline alloy as the basis for most of its construction. This crystalline alloy is stronger than typical crystalline alloy, but not nearly as strong as molecular bonded crystalline alloy found at the Corlon Crystalline Forge. Way-Station 01 (Asgard System, 2nd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This way-station is the first, original way-station ever built by the Aesir, and thus is considered the first way-station ever. This station has been redesigned to incorporate more of the population of the New Asgard Empire into various bio-domes built around the edge of the station itself. The station takes its own place orbiting the star of the Asgard system, and a full third of the Aesir fleet is stationed here as a defensive measure. Unlike typical way-stations, this one requires special codes in order to allow any travelers to pass through it and also has a massive energy and psychic shield that renders the way-station offline in the event of breach of security, causing any travelers passing through to be destroyed instantaneously.

The Norn Ascendancy


The Norn Ascendancy is only a handful of planets but they have their own fleets and military might, not to mention that they are self-sufficient and dont rely on any form of trade. Their worlds are almost all guarded by massive fleets and highly advanced psychic technology well above any other government, and they rarely allow anyone to land on any of their worlds. Only those in the company of a fellow norn that has not been disgraced or exiled from the Ascendancy are allowed in, and even then they are only allowed to visit certain places and only a limited number of people are allowed. This makes the Norn Ascendancy a very mysterious place. Asphodel (Ghost System, 2nd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This world is one of the few worlds in the Norn Ascendancy. Unlike Olympus, there are very few living beings here, or at least very few physical beings. Across this world are many dark purple crystals that contain the souls of every host that a norn has ever had to take. On this black world of rocks is the council chamber, known as the Chamber of Souls where all the souls on the world come to gather and grant advice to the norns. The souls themselves are psychic now thanks to the crystal tombs that they now live in however these massive crystals (roughly twenty feet tall) are immobile, and are all tied together through the entire planet. The planet houses a few living beings known to the norns as the Immortal Guardians. Using advanced robotics with psychic level programming the norns have their warriors always ready to fight, although these warriors have no will of their own and are controlled by the planet itself. The power of the planet is on the extreme, as it is rumored that they can read the mind of any individual in the galaxy however it is also said that they cannot manipulate any of the minds because of their containment within the crystals. The Chamber of Souls This chapel is located near the equator of the world, built in a building barely twenty five feet tall. Here lies many of the Immortal Guardians, robotic warriors that are controlled by the council who defend the world. This chamber is made from the purple crystals that norns create when they go through their second birth, and here lies the Crystal of Fate. This crystal is tied to all the crystals on the planet and when a norn or norns come here this crystal is used to communicate to them. So far the image projected (which looks holographic) is that of millions of different hosts, the most striking of them is a Jotun known as Herdi. Herdis voice among the council is great as she is the oldest soul on

the world and has seen every event in the galaxy, or at least heard about it. Many norns come here seeking guidance. Moon of the Immortals The moon orbiting Asphodel is covered in halls of the Immortal Guardians who have a direct link to the council of souls. From here, the Immortal Guardians can be launched out in their ships which are designed with plasma shields for boarding purposes. Furthermore, the moon itself is equipped with many starship level weapons designed to rain heavy fire upon any attackers that choose to invade Asphodel, although no such event has ever occurred. Although not technically apart of the moon, the rings of Asphodel are equipped with polarized energy shields allowing them to cover the planet in case of an emergency. Olympus (Olympic System, 5th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This is the supposed homeworld of the norns, it is said to be a world filled with lush forests and buildings looking like they are made out of crystals. The world is said to be a living creature of immense psychic power, although there is little to no evidence to support this. The norns and kitoc themselves live here believing that this world is the center of their Fate event. The world itself is populated by psychic creatures and animals of all types. Olympus is home to all manner of psychic technology, possibly the one thing keeping the Dark Brotherhood from trying to invade. The norns are said to have psychic shields protecting the planet as well as psychic weapons of mass destruction protecting their solar system from harm. The worlds location is confirmed by most star charts although very few people go there mostly due to the fear of becoming a norn. Many norns make a pilgrimage yearly to Olympus, citing that the holy well of the Fate lies here, and to visit it is to bring one closer to understanding the Fate and its nature. Crystal Defense Tower There are many of these clear crystal towers dotting the lush green and mountainous landscape of Olympus. These towers activate the second that the norns sense hostile intentions of anyone. These towers have three settings, planetary, orbital, and system. Each tower makes an attack that automatically hits its target, and upon failing a DC 30 willpower save a character takes 2D8 psychic damage to the head. The orbital setting has the tower fire at a starship dealing 2D12+20 psychic damage. The system wide setting deals 2D12+20 points of psychic damage to all non-norn starships within the entire system. Each tower has psychic-based sensors that allow it to detect any ship within a light year of Olympus as well as a subsystem that allows the detection of any ship traveling via FTL into the system. Well of the Fate This ancient well is quite small considering its importance. Within the well is the Water of Mimir, which allows the norns to see the future and also see their legendary Fate. What this Fate might be, no one is quite sure. All that is known about the Well of the Fate is that it is a Vanir design although it seems as if Mimir was one of the Aesir, possibly guarding a spoil of their war against the Vanir ten thousand years ago. The well itself is also believed to be some form of refined Time Gate, allowing people to see the future without allowing them to travel there and thus not allowing any alternative time lines to be forged. Of course, most of this is simple hypothesizes created by Union scientists to get to the bottom of what this legendary device is. All that is known is that the norns guard this Well of the Fate with all their lives.

The Republic of Fenora


The Republic is a highly religious place with inferior technology compared to the Union and on some level, the shadow worlds. Traveling here is fairly dangerous as there are reports of valherjar pirates, but they are minor and overhyped. The real danger comes from the colony worlds which are now in the middle of a major war known as the Machine War, here the Republic alongside the Union fight the Dark Brotherhood in battle after battle for almost twenty years. The Republic requires FTL starships in order to travel between planets, but they do offer public transportation much like the Unions taxi service.

Artanous (Gond System, 4th planet from the sun) Atmosphere: None Gravity: Zero Conditions: Extreme Cold This world is one of the former colony worlds of the Republic and was the first worlds hit by the Machine War. Now the world is nothing more than a husk of what it used to be and the Dark Brotherhood have populated this system with many of their starships however the Republic still claims that this world is one of theirs despite the fact they have no presence in it. The Union has made tactical jumps within to assess the situation and have found a Prima Class starship in this solar system churning out forged for the Machine War in orbit over Artanous. This has made Artanous a priority military target for the Machine War. Cordarious (Fenora System, 6th planet from the sun) Atmosphere: Methane Gravity: Normal Conditions: Heat The homeworld of the lanights is a very rocky world filled with mountains, glaciers, and icebergs. The world itself has a methane atmosphere and is filled with various animal species that are extremely similar to the lanights themselves. Underneith the toxic surface are many cavers filled with light generated from organic light producing crystals and oxygen. This cavern network is where the majority of life forms including the lanights themselves live. Most lanights are natural loners, and most live in small houses with a family fairly far away from other lanights, and most usually meet up with one another during their journey to adulthood, a journey many take to the only city on Cordarious, a place known as the Rock. Besides the Rock, there is the legendary temple of Fenora which is the center of the entire Republics religion, and it is also where the holy leaders reside and govern the entirety of the Republic. Cordarious is a place of pilgrimage for many who worship Fenora as it is said her body is on the lowest level of the holy temple. The Rock The Rock is a massive mountain filled with lanights looking to forge a new family, eager to run off with their newfound mate to create a home somewhere on the planet. It is in the Rock that many lanights conduct experiments and scientific discoveries only to impress those members that they wish to breed with. If one were to visit the Rock they would find lots of advanced technology simply laying all over the place, as once a lanight finds their mate, they usually abandon any technology they were in the process of creating and run off to start their own family. Only those who have left the world find little to no interest in such things like breeding and creating technology, and those lanights are usually the ones found throughout the Republic. The Temple of Fenora The Temple of Fenora located in the in the very center core of their planet. Here many religious members of Fenora worship her and make pilgrimages to the temple in order to gain spiritual guidance. The temple is one of the most holy places within the republic and is considered the most holy of ground. Besides this, the temple is massive, stretching out for miles going further and further into the earth until the holy tomb of Fenora, said to fountains of lava pouring down in beauty as if the planet itself was worshipping Fenora in all of her divine beauty. She herself looks as if shes encased in ice, a sleeping beauty of a goddess granting her followers the most ultimate wisdom. Darath (Retera System, 6th planet from the sun) Atmosphere: Concentrated Oxygen (Suffocation) Gravity: High Conditions: High Radiation Darath is one of the many Republic colony worlds that is still locked in battle with the Dark Brotherhood. Only recently has the fight turned in the favor of the Republic thanks to help from the Union and clearing airspace. The ground battle continues to be a struggle between the armies of the Republic and the forces of the Dark Brotherhood,

with both sides still sending in troops to continue the fight. Darath still has a few villages left but these villages have been converted into fortresses for war while the main city of Rath has become a military beacon for all ships. The Dark Brotherhood has built factories underground that produces limited number of forged and they have been using the underground network to send these soldiers directly into Rath causing chaos within the city itself. The world has taken multiple hits by nuclear and fusion weapons of mass destruction creating a field of radiation all across the planet. Rath, the few fortresses, and the underground network are the only safe places from the radiation. The Fortress City of Rath This city is fairly large housing roughly ten million people, with just a little less than half belonging to the military. Almost all of the civilian population is family members of the military units stationed there. Raths outer border is made up of a massive wall that that is roughly half a mile tall and a mile thick. This wall is covered in automated turrets and is full of military members keeping an eye out for any Brotherhood activity. Underneath the city itself is a massive piping network that stretches into the underground cavern network already used by the Dark Brotherhood. Its through this basement that the Brotherhood has managed to infiltrate the city with their soldiers causing the city to erupt into small wars in the middle of the street. This infiltration has caused the military to create a serious police force with full military hardware, as well as creating military units that are designed to close all entrances into the underground network. Garamond (RAr System, 9th planet from the sun) Atmosphere: Thin Air (DC 10 endurance check otherwise blackout) Gravity: Low Conditions: Cold This world is one of the Republics most defended planets, and it is the homeworld of the dragoon race. The world itself has almost no atmosphere; however there seems to be some atmosphere within nearby caves but barely enough to support any life. The planets crust is made out of lots of reflective materials, meaning that when the sun rises every day the entire planet is lit up, even the darkest caves. Garamond holds very few cities, although its space stations are numerous as dragoons see the planet as the harshest world possible, but a great training ground for their kind. Its on the surface of Garamond that dragoons train night and day to become the best soldiers the Republic needs in order to defend themselves against the likes of the Dark Brotherhood. This planet is also the first line of defense against the Dark Brotherhood and their Machine War and is also serving as the Unions base for helping the Republic against the Dark Brotherhood. The Spire The most important place on the planet is easily the spire where it is said the dragoons evolved into their current form. Here the gravity is light, the sun is bright, there is a massive lake within the spire containing sugar water, and the atmosphere is extremely thin. There are many plants here; however they seem to be self sufficient much like the dragoons themselves. The spire has many homes built into the sides of the column, each looking like a cave with doors that resemble the shutter of an old fashioned camera. Almost a million dragoons live here, with a small amount of other races living here, most of which are either lanights or einherjar who have come to test their own abilities. There are rumors that there is a corlonic living here, giving the dragoons advice on dealing with the Dark Brotherhood. Highball This is one of the largest space stations in orbit around Garamond, and unlike the spire which serves as the ancient city on Garamond where dragoons live; Highball is the most high tech city at the dragoons disposal and it is one of the most high tech space stations within the Republic. With that said, it pales in comparison to most Union built space stations but thats mostly due to the Republic having less technology than the Union. Highball has been the first line of defense against the Dark Brotherhood, and so far every advance the Brotherhood has made the dragoons from Highball have been there, meeting every attack with Republic manpower. Although the station is high tech and fairly new by Republic standards, it is beat up and looks like a giant coilgun bullet that has seen too much wear and tear. It is home to the best warriors of the Republic and is commanded by Raze Lemar himself. Out-Base

This is the Unions personal space station built with FTL technology, allowing it to leave Republic space at any time. Currently, it is being used as the headquarters of the Union Military for the Machine War campaign. Out-Base is not just the Unions military outpost, but in fact it is also acting as a spy station, giving the Union access to Republic star charts, and pointing out locations of Republic ships which also give the Union an idea of the colony worlds within the Republic. The base is designed to jump away at the first sign of trouble although its commander, Roy Smith, prepares his soldiers to defend Garamond at all costs. Furthermore, if the FTL drive gets damaged there is a backup and there is also a self-destruct device built into the station, but Commander Smith objects to its use. Nymphet (Springway System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None Nymphet is the homeworld of the huldra race. This world is covered in many forests ranging from tropical forests to pine forests covered in snow. The common factor linking all the forests together is that scatted around the world are fairly large lakes which hold the cities of the huldras. These cities are made mostly out of stone, with water constantly running down the sides. It is said advanced technology has made these structures even stronger such as advanced energy shields to keep each city protected. Each one of these cities are called Havens due to their submerged nature, as most buildings dont surpass the height of the surrounding trees and most of the cities lie beneath the surface of the water. These cities are extremely beautiful and the huldras make use of their beauty to create diplomatic ties with Valhalla Space and the Union. Baldira Haven This is the largest city on the planet, however instead of looking like a city it looks more like a forested canyon with many beautiful waterfalls. It is here that most of the huldras conduct their business and religious affairs. The canyon shape of the city was designed for starships to land easily and the design has made it easier to access to the rest of the haven. The Union has a small embassy here designed to be on the most protected world with the least amount of presence of the church of Fenora. The members of the Union here have begun to suspect a cult of Fado, but have kept silent about it. The current ambassador to the Republic is an elf by the name of Elric Ramos, and he is constantly followed by his hallow and elman bodyguards named Roc and Sevin Halli who are both members of the Directorate. The Damned Gates At the request of the Union, the Republic allowed the construction of a way-station to be built on the edges of the Nymphet solar system. This way-station is permanently connection to another way-station on the edges of Union space and is heavily guarded for fear that the Republic may use it in a military attack against the Union, which is very unlikely. The name of the way-station comes from most of the religious folks of the Republic who believe that the Union is full of blasphemous non-believers. Ironically enough, the way-station on the Union side is named Salvation Station. Salvation Station is not just home to its own personal fleet, it is also home to a Union Military base designed to send soldiers to the Machine War. This outpost also has the forged reconditioning labs, designed to break the forged loyalty to the Brotherhood. This outpost has a sister outpost on the other side of the way-station; however this outpost is controlled by the Republic in an effort to have some military control in their own affairs. Phloem (Phloway System, 1st planet from the sun) Atmosphere: Air Gravity: Normal Conditions: Extreme Heat The razers come from a world extremely close to their sun, thus it is constantly bathed in radiation and the temperatures are extremely hot. This world also has giant black colored crystals embedded within solid rock and surrounded by hot gasses making this world extremely unbearable to almost anyone, except for the razers and various other animals ranging from small dogs to creatures the size of whales roaming the world. The razers themselves are holographic energy beings just like every single creature on the planet. Many researchers suspect that the black crystals are the blame for this creation, others point out the various ruins suggesting an extremely advanced

culture that ended up destroying themselves and the razers are the survivors of that culture, becoming energy beings as a simple means of survival. Some others go so far to state that the black crystals had some kind of global effect, rapidly evolving all the creatures on the planet into energy beings. All that is known is that the razers are a barbaric people backwards with most technology, but their evolution, as well as the evolution of the local animals, is higher than any currently active race in the galaxy. Black Prism These giant black crystals dot the landscape. They appear to be made out of the rare substance crystalline and also appear to have a psychic presence of some kind, yet psychics themselves state the crystals are not alive nor are they mechanical. Inspection of these crystals has been extremely hard to do mostly because of the Republics reluctance of letting Union scientists inspect these holy relics, as well as the native populations natural tendency to kill whatever is in their path or sight. Rumor has it that the crystals are relics of some ancient culture that pre-dates the Republic. The Ruins There is a massive ruined city that seemed to be made out of sandstone on what appeared to be a coastline, suggesting the planet once had oceans. Here the Republic has managed to uncover some technology that has helped them forge their dimensional rifter technology, although aside from this rare piece of technology the Republic has failed to find any other form of technology and so far they have relied on dragoon technology to help them keep their government technologically advanced. Qranta (Tas System, 2nd planet from the sun) Atmosphere: Air Gravity: Low Conditions: Hot Qranta is a world close to its sun, but remarkably it has a stable atmosphere. The world is covered in a lush rainforest with one major mountain range with peaks taller than a mile tall. The rest of the planet is covered in a massive ocean surrounding the continent. The mountains house three major cities known as Bartel, Horja, and Kafta. Out of these three cities only Kafta, the fortress city, is controlled by the Republic. Horja, the city of science has been turned into ruins by the Brotherhood. Finally, Bartal, the city of peace has been destroyed and rebuilt as a city of the Dark Brotherhood. Within the rainforest lies guerilla warfare between the forces of the Republic and the Brotherhood, with constant fighting and death. The orbit of Qranta lies a space battle between the Republic and the Brotherhood that has lasted for fifteen years without end, only recently with the support of the Union has the Republic fleet seen relief and supplies for Kafta been deployed, allowing the city to stand strong. Given another two or three years without this support Kafta and Qranta itself would have fallen to the might of the Brotherhood, but now the Republic stands a chance. The mountains themselves are rich in titanium making this world critical for the machine war, as either side that gains it will gain a serious tactical advantage.

The Shadow World Systems


The shadow worlds are a stretch of tens of thousands of colony worlds that were either once conquered by the Corlon Empire, or once held by the Jotun long ago. Either way, these worlds have already been terra-formed and are ripe for colonization. At first, there were no problems, the Union colonies were looking good and the Union saw itself as the greatest galactic power. Then the Trowl Hordes came, and with it death and chaos. Thanks to the aid of Valhalla Space, the Union colonies survived, however they were seriously cut off from the Union thanks to the Horde now in their way. The Union sent some ships to help the border and keep the Horde from invading, and these efforts were aided by Valhalla Space and the Valkyries, although contact with the Union became minimal and the colonies became known as the shadow worlds. It wasnt long after the Horde that the shadow worlds begged for independent government and to be separate from the Union. It took two years, but this feat was accomplished, thanks to the Shadow Act, and the shadow worlds were allowed to be independently governed however the residents of each world saw fit. Although the people rejoiced in this, it wasnt long till they felt the corruption hit home. The black markets, the crime, the rejected, and the corrupt all came to the shadow worlds looking to make the rich richer and the poor poorer. Now, small bands of criminal organizations rule the shadow worlds; religions of all names and

guises with corrupt priests looking for power rule the shadow worlds; politicians who have only money in mind rather than the people rule the shadow worlds. Sadly, the people do not. Unlike a specific location, the shadow worlds represent lots of smaller organizations that control individual planets. As a location might be a specific planet, think of the shadow worlds like one would think of the Union, although in the case of the shadow worlds there is only chaos and anarchy, death and slavery, power and corruption, the only thing that is lacking in the shadow worlds is hope. If someone wants something, there is a good chance they can find it if they know where to look, from illegal weapons to illegal starship parts. From bodyguards and armies for hire, to slave laborers and sex slaves. If someone wants it, the shadow worlds have it, and sadly, if the shadow worlds have it chances are its legal. To make matters worse for the shadow worlds, each world is usually ruled by corrupt politicians, insane cultists, and powerful crime lords. These people exploit and abuse their power to the best of their ability, and they are very well protected considering they control a planet or more. Aerevel (Artev System, 4th planet from the sun) Atmosphere: Air Gravity: High Conditions: Difficult Terrain, High/Extreme Radiation The world of Aerevel is one of survivors. Over two hundred years ago the entire world suffered from a great nuclear war destroying almost everything on the planet. Luckily there were one thousand specially designed bunkers known as Tombs to safely contain one thousand people each in the event of nuclear bombs dropping, meant to keep the survivors locked away for a thousand years. The world itself is covered in one giant city that lays in ruins and craters, with radiation spots all around due to the fallout from the bombs as well as nuclear waste products as the entire planets power technology was based on fission reactions. It was sheer luck that an exploration team was investigating this possible habitable world only to find airival escaping the tombs as well as airival who had been mutated by the radiation into sjorva. The world is still in chaos as there is no real government trying to give aid to the airival or the sjorva, and with lack of advanced technology there are still plenty of airival and sjorva living down there. Tomb 112 This tomb was run by the designer of the tombs, a female by the name of Doctor Earivol Casvaous Gretionul. The doctor here created a retrovirus designed to make the airival more resistant to radiation or so he claimed, in truth he believed she could create a new species better than the airival. This retrovirus was released in airborne form throughout the world and it turned out only to have a 50% success rate before the virus would die. This retrovirus, known as the sjorva virus, mecame mutated when it was exposed to the radiation and instead of creating the perfect race, Doctor Earivol created the sjorva. Exploration of the tomb reveals that the entire population, including the doctor, was halfway through the transformation from airival to sjorva before the doctor released a poison gas killing everyone. The City of Tombs The Movement is possibly the only thing that relates to any kind of government on Aerevel. The Movement is made up of people form Tomb 452 and 456 and led by a man known as Jarn Herel Ederal who wants to rebuild the government of Aerevel while at the same time purging the world of the sjorva. This is a person who does not care how many lives are lost in the pursuit of his goals and is willing to do whatever it takes to accomplish them. The current secret to his success is an artificial intelligence program he recovered from a military base that managed to survive the bombings. Currently the Movement is housed in the City of Tombs, a city built from spare parts of aircraft and land based vehicles connecting tombs 452 and 456 through a series of tunnels. The only enterence into the city is through the twenty ton magnetically sealed titanium doors protected by the airivals strongest energy shield system as well as a couple of defenders located behind each door. The City of Tombs is perhaps the largest pocket of people numbering a grand total of three thousand people. Adventia (Chrono System, 3rd planet from the sun) Atmosphere: Air Gravity: Low

Conditions: High Radiation/Extreme Radiation, Temporal Fields Adventia is a world filled with dangerous radiation; however this radiation is vital to recharging the time technology of the travelers. The radiation, dubbed time radiation, recharges the batteries of traveler technology however it is lethal to anyone and the stronger the radiation the faster batteries recharge but the quicker people can die. In addition to this temporal radiation is the pockets of temporal fields roughly 50-500 feet large scattered throughout the planet. The world, due to its importance, always has a small fleet of traveler ships in orbit, considering that their ships are all massive small is a relative term. Adventia looks like a paradise world that was terra-formed creating many paradise islands with palm trees and a massive ocean of fresh water, giving it an appearance similar to the Union world of Drath. The world itself has two major landmarks which are stationary traveler buildings, and because of the massive traveler presence many species keep their distance from the Chrono system. The Ark This small structure is about six feet tall and about three feet thick. All that is known about it is that it is bigger on the inside than on the outside, which leads many to believe that something vile is stored within, although others believe that the ultimate weapon is stored within. Only one traveler knows what is within the ark, and he isnt speaking. The truth is that the ark is the last remaining time machine and it contains the true history of the travelers and what happened to them, however it is inactive and broken and the oldest traveler is currently seeking a way to fix the machine in order to bring his species back to glory. The Spirit of Time This structure is not so much a structure as it is a large Vanir starship ruin that has landed on the planet. Owned by the Watcher, the oldest traveler known to exist, the Spirit of Time is possibly the most complete Vanir ship owned by any traveler although it still lacks a basic tachyon jump drive and the all important singularity power core. The ship does have all defense systems and weapon systems online, and because its sitting on extreme time radiation it is considered powered as if it had a singularity power core. The ship, even in its landed state, can defend the entire planet and it is rumored that it could hold back the Union fleet for at least a week straight without relying on any support. It is also rumored that powerful traveler weapons based on time technology exist within the ship, making it quite unpredictable as to what it is capable of. Beltonia (Dervenge System, 2nd planet from the sun) Atmosphere: Dusty Air (Not Breathable) Gravity: Normal Conditions: Extreme Radiation This world was one of the primary battlegrounds during the trowl invasion. Here was the world that if lost the Union would lose all contact with the shadow worlds and only the strongest jump drive ships would be able to visit the shadow worlds. This world, much like Grumish, is one of the major Union trade routes right now despite the many nuclear and fusion bombs that blasted the planet into an inhabitable warzone. The orbit of the planet is what is important, as almost a thousand space stations orbit this world, each one providing a voice of each and every resident present and allowing them a vote on any matter that exists throughout the commonwealth. This world exists outside the Union, although one of the space stations, a way-station with direct contact with the Union, is owned by the Union. There is a second way-station which allows travel between many of the way-stations within the shadow worlds. This makes Beltonia a midway station between the shadow worlds and the Union. The only problem here is that it is frequently attacked by trowl pirates despite the size of the fleet stationed here, causing multiple security systems to be installed such as an iris system similar to what the New Asgard Empire uses with Way-Station 01. The Belt The Belt is the collective name for each and every space station orbiting the wasteland of Beltonia. Each space station is forced by Beltionia laws to be a democracy, and thus all people are allowed to vote on every issue that concerns their space station. Many space stations have voted in a dictator, and have voted to give all their votes to that one ruler, or in some cases an elite party of dictators. Few space stations refuse to vote on any issues and instead are run by the laws they set up almost a hundred years ago. The Belt houses over six billion people in all of its space stations including the Midway Station, making it a prime population hub in the galaxy.

Midway Station This way-station is the primary gate between the shadow worlds and the Union, and without it contact between the two places would cease to exist. Although the Union has many ships that can make the jump through the trowl hordes, very few hold such technology within the shadow worlds. Midway Station is thus guarded by many Union ships, and it is the only modern way-station made out of crystalline alloy with defensive systems that rival that of the core worlds of the Union. The station itself is home to roughly ten million people, many of which are temporary residents as they wait for their boarding pass to whatever world they plan on traveling to. The station itself connects to eighteen Union worlds and seven shadow worlds. Gregonheim (Whitelake System, 4th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None Once a good soldier for the Union military, the sleazebag elf known as Lars Whitelake discovered that it was easier to lay back and let other people make the hard choices. He spent many years under orders of General Gregon Flameir, a dwarf who had made his name within the Union. When General Gregon left the service, he took with him his unit and set to conquer a world all for himself. With the Shadow Act in place no one would stop him, and within a month he controlled his own world. Then the General became corrupt and lazy, letting his men do the hard and dangerous work while he grew off their riches. It wasnt long before his once loyal men began to hate him and what he had become. Lars simply put a clip of bullets through the old dwarf and became the new ruler of Gregonheim. This world, under Lars, has seen better days. The place as turned into the biggest black market source in the galaxy, and the term if you want it the shadow worlds got it has stuck to the place. The world engages in all sorts of illegal activities, from selling slaves for all sorts of needs (bodyguards, labor, or even sex slaves), to black market arms stolen from anyone including governments, rare or just odd items can be found here and even legal goods are seen here. The world two rules, one is that everyone must pay a protection fee which can be seen as a life tax, for those who dont pay up; chances are theyll find themselves on the streets either dead or wishing they were. A second thing is that killing is not allowed in Marketplace, the name of the capital city on Gregonheim. Outside Marketplace, it doesnt matter what town, village, or forest a person is in, because it is perfectly legal to kill someone there. One would think Marketplace would be this ever expanding city because of its law against killing, but its not. Due to massive walls built around the city during Gregons rule of the world to stabilize a massive city-shield, Lars ruled only the areas within the walls are considered apart of Marketplace, thus the city has had to build straight up or down. The lower, dark caves are filled with mostly delfs, dwarves, and oddly humans; whereas the higher you go you find corlonics, elves, elmans, and frightening number of vardoger. Hallows and trowls exist however they serve as part of Lars protection, or police, service. The population believes in eye for an eye, and thats the only ethical rule of the planet (aside from the two laws of the world). Grumish (Var System, 5th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None Known as Valatros in Lowager, the language of the vardoger, this world is the homeworld of the vardoger and the hallows. The hallows, mysteriously arriving from transit from this world, knew nothing of it at first, while the vardoger kept to their forests leaving the oceans and deserts alone. An exploration fleet was eventually launched and what they discovered horrified the galaxy. Upon the world sat a giant black tower that was wide, thick, and flat like a giant tree stump the size of the Earth country India. This building was completely empty, with doors and rooms seemly built out of a black carbon-metal alloy as if die casted. To further the strangeness of the building, the basement levels seemed to stem off into odd tunnels, like the roots of a tree. The hallows, through their investigation, opted to stay here and make this world their homeworld. Now the world became a major site of spiritual meditation as well as a place of science. The entirety of the black tower has still not been uncovered and there are many missions to explore more and more parts of it. Thus far, the hallows have discovered advanced genetic research that has helped in the creation of bionics and their current application in the galaxy. Furthermore, the hallows have discovered technology that paved the way for the elman telekinetic interface. The world itself is

covered in mostly deserts and wastelands; however there are two major polar ice caps and a giant forest populated by the harshest creatures known in the galaxy as well as the enlightened vardoger. The system holds fleets of ships due to the tower, its markets, and the vardogers medicine factories. This fleet was not designed for combat, mostly designed for transportation and shipping of goods, although the hallows have imported massive GDGs to help protect their world. A Galactic Devastator Gun is a massive space station sized version of the infamous heavy weapon, and Grumish sports about twenty of these weapons designed for defense of the system including the original hallow fleet that arrived here years ago. Furthermore, there is a Union fleet primed and ready for defense of the system in case the hallow government calls for aid, the reason being the Union wants to move the more valuable vardogers to a new homeworld that lies deep within Union territory. The vardoger are happy to move, as they feel that their world is now too close to the barbaric trowls and they are glad that someone is providing them with a much better home. The Black Tower No one knows how or why this building was built, but all they do know is that it exists. This massive tower is roughly a thousand miles wide and about twenty thousand feet tall. Furthermore, the building is made out of an advanced carbon alloy that seems to have been die-casted in a mold. Of course, the mold itself has to be bigger than the building, leading many to think that this building was forged within a star itself, the only forge big enough for something this large. The black tower is believed by some to be a creation of the trowls, directed by the Smart One. Other state that the trowls brought the tower in from space, citing that the tower itself is completely airtight and it could have been a space station of some kind, possibly a Jotun creation. All that is known about the tower is that there is advanced genetic research all over the tower suggesting that the Smart One used this facility to help in his creation of the hallows. Of course, there is no proof of this, and so the exploration of the facility continues to discover the true nature of the tower. Currently, the tower is used as the major cities of Grumish, many sectors are considered cities by their own right and there is a lot of black market traffic going through the city as well as many shops and markets all over the place. The tower takes advantage of the fact that its located outside of Union territory and uses this advantage to have goods of all kinds located in the right areas if a person knows where to look. The Kroc Forest The word Kroc in grunt means death and when applied to this forest the word isnt very comforting. This forest is massive, covering an area the size of the Soviet Union back in Earth history, and this forest is filled with all manner of creatures stemming from plants that eat people to walking trees that eat small birds that land in their branches. Furthermore, the forest has all sorts of venomous creatures that have poison that can dissolve the metals that make up a corlonics body. Despite the dangers of this forest, there are many rewards or so claims many. For one thing, there are rumors of a Jotun ruin deep within the forest although advanced scanner technology has yet to uncover any of this. Second, deep within the forest lies a country founded by the vardoger. The vardogers community is one that looks quite out of place, as their homes are simple burros lit up thanks to mirrors and holes in the ceiling. Their way of life is very similar to Native Americans where they constantly roam the forest. They do have one established city known as Dopplar. Here, the species creates new forms of medicine, poisons, and shares information freely with one another. Currently, the city is becoming more and more crowded as the vardoger prepare to leave Grumish in favor of another homeworld within Union territory. This being done because the Union would like to have the infamous creators of many chemicals and the more infamous anti-toxin within their borders than on the edge of horde space. GDG-One This galactic devastator gun is unlike the rest that orbit the planet in that it has been heavily converted into a massive space station complete with a way-station. GDG-One was the first GDG that was imported from the Union, and it was designed to be refitted into a space station. The hallows had other ideas and simply expanded the space station into the gun mechanism itself. GDG-One has full security systems incorporated into it in case of any security breach and the weapon system takes priority over the way-station system, which means the station can deactivate the waystation even if there are people or ships in-transit. The weapon is also heavily modified to fire slightly beyond the solar system to deliver warning shots to any approaching unauthorized fleet. Hel (Reficul System, 2nd planet from the sun)

Atmosphere: Air Gravity: Normal Conditions: Heavy Cold Hel is a former Old Aesir prison world during their war with the Jotun thousands of years ago. Now it houses many people contaminated with the Z-retrovirus. Union military ships attempted to bombard the planet however they discovered that Hel had planetary defense systems keeping hostile ships away. Because of this the world is visited by pirates, mercenaries, and mad scientists looking for Z-retrovirus samples although there is a small Union fleet stationed here for security purposes. It should be noted that there are remote Aesir facilities however infected tend to gather in these areas making them high risk for people trying to recover Aesir technology. It doesnt help that the infected here are immortal for an unknown reason, because of this they dont die unless their heads have 0 hit points and that they have a minimum strength and reflex score of 5. The question to why they are immortal is one of the many secrets believed to be within the secret Aesir facilities on the planet. House (Laurie System, 5th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: High Radiation The planet of House is one of the major colony worlds hit hardest during the trowl invasion but survived thanks to the intervention of Valhalla Space. The world was extremely big on creating doctors for the Union and had many universities designed to produce many doctors. During the trowl invasion many wounded ended up on the world until the trowls themselves arrived at the planets doorstep. The resulting battle looked grim and the Union fleet stationed there abandoned the world because they felt they were fighting a losing battle. Just after they fled reinforcements from Valhalla arrived and defended the world. Now the people of this world hate the Union and the universities rule the planet. The doctors produced here are shipped all over the shadow worlds and many end up within the Union with high paying jobs. The world is seen by many within the shadow worlds as a no-touch world, because without this world. The amount of machines has produced a high level of radiation on the world; however the universities themselves are heavily protected from the radiation making them safe houses. Marduk (Anu System, 5th, 3rd, and 4th planet from the suns) Atmosphere: Air Gravity: Normal Conditions: Heavy Heat This world was a desert world that was attempted to be terra-formed into a new thriving elven colony roughly four hundred years ago, however something went horribly wrong. The terra-forming failed and the colony ships FTL drive failed, resulting in a forced colony. Furthermore, help would not arrive due to the rise of the Corlon Empire, effectively cutting off the colony until the Union arrived thirty years ago and what they found was horrifying. They found ruins of several cities, many of which went deep into the ground to escape the trinity of suns that kept the entire planet bathed in daylight at all hours. Only two groups of survivors were found, one consumed in the bloodlust of the blood curse virus, and the other group was infected with the fluid mutation virus. It became clear after further investigation that all three viruses were developed in order to keep hunger and thirst in check. The blood curse was developed so that the colonists could have a different more plentiful food source, the dead and the fluid mutation was designed to allow people to survive longer without food and water. Despite containment of the viruses, their complete information somehow found their way to the Net and strains found their way into the population of the galaxy. New Corlon (Drizzt System, 11th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: Heavy Cold A delf known as Drey Dorean has managed to control his own world and has made it a haven for those still supporting the old Corlon Empire. The world is a barren ice planet on its surface however deep within the ice cap

lies rich minerals such as titanium, silicon, and crystalline. Aside from these key mining materials there exists a massive city that barely breaks through the ice cap, allowing for massive export of these materials bringing much wealth to the world. The planets mining operations are mostly localized on the edges of the city where the added space is used to create new buildings which become homes for those delfs that believe in the New Corlon Empire and Drey Dorean. The world actively refuses any visitors that are not delf, and will be instantly hostile to any that are allied to the Union in any way. The delfs harbor a special hatred of corlonics, for they believe that Corlonic Prime was the final destroyer of the Empire by stealing their name from them. New Kobe (Napaj System, 5th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None New Kobe is a lush terra-formed world paid for by the Tanaka family. This small world is roughly the size of Earths moon with only scattered islands of lush forests that would remind anyone of feudal Japan. The cities however resemble feudal Japan with a fusion of modern technological developments. Each city is ruled by a counselor who makes up the counsel; however it is widely known that the counsel as a whole is within the control of the Tanaka family either by friends, bribes, or blackmail. The people of New Kobe are mostly humans of Japanese descent, however a fair number of elves, delfs, corlonics, forged, and dwarves have found their way here. New Kobe has become a leading innovator of new technologies and Vanir Tech has established a base of operations on the world looking for new talent to bring them new innovations in weapons technology. The people of this world have three things that they consider to be the most important things of life (in order of least priority); technological evolution, nature, and Lord Tanaka, the current head of the Tanaka family. The people see technological evolution as the best way to evolve themselves. They see nature as the building block of all life and that it should not be destroyed or harmed even if its by technological evolution. Finally the people revere Lord Tanaka as he also respects technological evolution and nature. He also is a friend of the people, frequently listening to them and having the counsel swing votes in the populations favor. The catch to this world is that the Tanaka family holds all rights to anyone who lives on the world, including travelers. The Tanaka family even reserves the right to deny visitors, and their extensive defense satellite network holds more than enough power to hold back a small fleet. Niflheim (Antarctic System, 8th planet from the sun) Atmosphere: Air Gravity: Heavy Conditions: Heavy Cold This planet was once a colony of the Jotun however it has long since been abandoned. Today many people live here in the old Jotun city known as the Tower of Ice. This massive tower is roughly six miles tall, with the upper reaches almost breaking atmosphere, and can house a population of roughly one billion people. The city has not needed to expand since there is still plenty of room within it, and more people arrive each day. Here people come to make new lives or escape from old ones. Here people arent judged based on their reputation and all people are given a new life for free, although the only catch is the removal of your freedom. Only the rich managed to claim the upper levels, calling it Babel. Here they watch the lower levels and have discovered complex holographic programs that can create people, rooms, environments, atmosphere, and pretty much anything that they can imagine. The higher ups in Babel have never been seen except for Boss Orion who makes his or her home here, using one of the highest spires of the tower as his personal landing pad. Within the tower the people are forced to live in the lower ground levels and can only make it up if they are decent citizens. If they prove themselves they receive a letter and find that all their stuff has been moved up a floor. A citizen can refuse to move and they forever deny their right to move up a level even if they wish to do so in the future. Besides this intricate system that keeps the citizens in check another system is in place. Using the advanced holographic system Babel is able to realistically create a holographic representation of a living being, and can make as many living beings as they want to. This allows for secret police, spies, and even sociological experiments as well as psychiatric evaluations of the population. For a world allowing new lives, this world provides to their people in more ways than one.

Vatica (Jehovah System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None Vatica is possibly the only human-only world in the galaxy with a sizeable population that it is able to compare to other worlds in the galaxy. Vatica represents the Catholic Churchs evacuation of Earth and the Union to their own world free from the reign of blasphemers and non-believers. Ruling here is Pope Ronald Paul the fourth, leader of Vatica and the rest of the Catholics in the galaxy, although their numbers had significantly dropped after the Battle of Earth, and then the Great War revealed the Vanirs hand in the creation of humanity which almost destroyed the religion save for the most pious of humans. Today, the world thrives with the mass amount of wealth the church had before they left Earth. They believe that one day God and Jesus will come down upon them again and show them the way to the light while condemning those that believe in the ways of the Vanir. Something new that has entered their belief system is that God is the most ancient being who created the Aesir, the Jotun, the Vanir, and that Jesus is the closest thing to that Gods true form. Of course, without records stating the evolutionary patters of the current ancient ones their belief cannot be proven or disproven. Furthermore, due to the mythological and unproven fact that the Universal Saga even exists further disproves their claims. Vi (Vi System, 1st planet from the sun) Atmosphere: Air Gravity: High Conditions: None The world of Vi is the only planet in its solar system orbiting a small blue star. The world is covered with snowy islands that independent kingdoms lie on. Each empire is ruled by a king who owns an individual stake in the planet and holds a membership in a council, known as the Kings of Vi. The Kings of Vi only cooperate when making planetary decisions that affect the planet and its relations with the rest of the shadow worlds. The kings themselves constantly war with one another looking to either expand their territory or some renegade trying to become a king themselves. There is usually only around thirty kingdoms at any one time because the world of Vi has a massive amount of crystalline, the key ingredient to crystalline alloy, the strongest material in the galaxy. Vi is one of only eight planets in the galaxy that naturally has this abundant amount of crystalline, and the only one in the shadow worlds, making Vi one important planet for trade. Walkinheim (Whitelake System, 5th planet from the sun) Atmosphere: None Gravity: Low Conditions: Heavy Cold This is the smaller sister planet to Gregonheim. Whereas Gregonheim is primarily those within poverty and those looking for black market goods in Marketplace, Walkinheim is a barren desert world with no atmosphere. All that exists on Walkinheim is a major city that has been built underground with mostly spaceports existing on the surface. The city has the best holographic technology that perfectly mimics a paradise world with a glowing sun, lush gardens, and the purest air. The gardens and the air are not holograms by any means, but the sky, the sun, and even the animals are. The entire city was designed by the best for the best. Lars Whitelake has designed Walkinheim to be the nobles territory where his unit and their families have come to live as rich nobles feeding off the protection taxes from Gregonheim. Lars has make himself comfy within the Golden Palace, a magnificent ten story building that is made out of gold-colored titanium with crystalline walls. A little known fact is that the palace is in fact a starship with the ability to fly out of Walkenheim at a moments notice and jump to safety. Lars implemented this due to his growing number of enemies since his rise as the ruler of Gregonheim and his sudden increase in wealth. Walkinheim is only for those who can afford it, which usually means that the person is either a close personal friend of Lars, or has control of their own planets. Lord Tanaka of the Napaj system has his own palace in Walkinheim for the sole purpose of entertaining any members of the Tanaka family on business in the Whitelake system. Lars Whitelake would rather see Tanaka dead, but turns the other way when the money rolls in.

The Systems Coalition


The Coalition is a collection of homeworlds and their outlying colonies that banded together in order to defend themselves against the colonization of the shadow worlds shortly after the Great War. After the trowl invasion the Coalition began to offer their services as a mercenary force for anyone who was willing to pay. Now these worlds are seen as the hub of mercenary transactions as well as holding the largest merchant world in the galaxy. Jortal (Armoat System, 2nd planet from the sun) The homeworld of the Jarins is covered in fortress cities across the wasteland of the planet. The planet is covered in radiation with everything polluted by high doses of intense radiation. The radiation is not from any type of manmade device, but in fact the entire planet is a massive natural source of uranium. This has caused many native animals to develop the steel-like outer skill like the Jarin, while most plants have adapted to the radiation. The common creature on this world is the dreaded Kbsjot, pronounced Kibs-jott. These creatures are three legged bags of flesh with four arms and a head for a chest. The smaller ones have been proven to be intelligent enough to understand how to use technology yet cannot comprehend how even the simplest tech works, while the larger ones are strong enough to punch a hole through a two foot thick piece of steel. It is these creatures that the Jarins practice their training on, becoming highly trained warriors for hire. Fortress City There are roughly one hundred and fifty fortress cities on Jortal, each one being a center clear of any radiation and holding a massive supply of fresh water and food thanks to purifiers, as well as housing anywhere between two hundred and fifty thousand to five million residents. These cities have massive one hundred foot tall walls made from high damage ceramics, surrounding the entire city with no doors. The only way in or out is through shuttles which ferry people between all the cities as needed, or up into Iron Home. The cities constantly face attack by the Kbsjot creatures roaming the radiated wasteland of Jortal. Iron Home Iron Home is the name of the space station orbiting the fifth planet in the system. Although it was designed to house twenty five million people, currently just over a million people are residents. The reason for this high capacity is because Iron Home also serves as a relocation center in case any of the fortress cities on Jortal fall to the Kbsjot, and event that has thus far occurred just once thirty years ago where three million people needed relocation. While most were relocated back onto the planet many stayed on Iron Home. The station also serves as the home base for the Iron Men, the mercenary-bodyguards of the Coalition. Teldona (Kesora System, 4th planet from the sun) The world of Teldona is rather unique as it is constantly in phase, that being said the entire solar system is located within a giant phase field. The only living species on Teldona is the farlings, which historical records suggest come from another dimension, with little evidence pointing to the shadow plane. These historical records claim that Teldona is in fact from the shadow plane, but some type of shift between there and here causes a cataclysm in the old farling society forcing them to rebuild their civilization and technology. The entire world is covered in a giant city although more than half of this city is uninhabited due to the cataclysm and many discoveries await any travelers venturing into these dark and abandoned towers. The farlings have put in place stabilizers orbiting their world, keeping it in phase at all times. The farlings have done this because of the massive bazaar they set up that rivals Gregonheim in the shadow worlds. Bazaar The bazaar has no official name other than the bazaar or the market sector however it does have a set of loose borders where people can and cannot sell their goods. This set of borders is usually defined by where people on Teldona travel or frequent, thus the borders are not defied by any laws. The bazaar is much like any shadow world bazaar where anything can be bought or sold, including slaves. The only law is that no Farling, Gartog, Jarin, or member or ally of the Coalition can be a slave, thus they are instantly freed when discovered. The Coalition determines allies by their alliance with the Union, the Ascendancy, or Valhalla Space. They care little for the Republic, gladly have trowl slaves, and figure the shadow worlds make their own rules for the vardoger, hallows,

airival, and sjorva. The only slaves never seen are the travelers and the Aesir as these governments will personally deal with the slave and slaver without bringing the Coalition into the situation. Besides the shady slaver underworld the bazaar is the place to be as it is full of hotels, bars, casinos, shops, and everything a person needs. Humans of Earth claim bazaar is a gigantic version of their Las Vegas, although with much more underworld dealings and much more partying. The White Towers The White Towers is a series of towers just north of the bazaar that is off limits to all non-Coalition personal. Inside these towers are thousands of farlings and few other species working on piles and piles of paperwork, detailing all the activities of the Iron Men and the Clerics of Togg in the galaxy. This includes any freelance work done by these organizations so long as they are reported. The towers also serve as the center of all the Coalitions bureaucracy and red tape, compiling all the data of the Coalition within the ivory walls. The towers also house key members of the Coalitions government, although considering there are over a hundred of these three hundred story towers, no one knows exactly where these key government officials are, let alone who they are. Phase Station One There are exactly one hundred and one massive space stations orbiting Teldona, keeping the planet constantly in phase. If ten of these stations were to be destroyed, pockets of phase fields (5 feet by 5 feet) would appear, growing by a multiple of 5 per every ten stations taken down until the last one is taken down in which case the entire world exits the real world and enters phase just like the rest of the solar system. Phase Station One is an exclusion to this rule, although it helps maintain the anti-phase field using its extremely complex technology, it does not interact with the network rather than focusing on keeping itself in phase. Lem (Hazzerg System, 3rd planet from the sun) The world of Lem is a fairly peaceful place, a giant forest world with few fresh water oceans. The world is inhabited by mostly small animals that seem similar in appearance to Earth animals except for the case of the Gartog. In many parts of the world the forest is extremely thick, and it is in these areas the Gartog built many of their forest-cities inside trees that are almost a quarter mile thick. Other than these cities there are plenty of small 50-200 person large villages scattered all across the planet. The forests range from all different types, from pine wood forests in the extreme north and south, to jungles and palm tree forests near the equator of the world. Temple of Togg This temple resides in the main forest of the Steel Wood, a forest of trees that have bark just as strong as raw titanium. Here resides the Clerics of Togg where they train to be loyal soldiers to anyone that can afford their price. The temple itself is a massive tree that is in fact a collection of trees planted clone enough together three thousand years ago in order to form a giant tree almost a mile in diameter. At the bottom roots of the tree holds all sorts of trials the clerics go through to become a Cleric of Togg, while at the top of the tree is the spaceport. In the middle lies all sorts of room, such as chambers of ancient texts written by Togg and his followers thousands of years ago, or bedroom chambers for the clerics. Toggs Path Toggs Path is a way-station bought by the Coalition for the Clerics of Togg in order to make their services more rapid transit than usual. The clerics use the way-station to get as close to their clients location as possible before engaging their own tachyon jump drives. The station itself holds many clerics who are considered on call, waiting to be deployed at a moments notice. The way-station itself holds a unique ID tag when dialing into other way-stations, usually signaling the incoming way-station that the clerics require the use of their current way-station as a transit point. The Coalition pays anyone who grants permission to use their way-station in such a manner, with this money usually being placed in their clients bill.

The Trowl Hordes


The Horde territory is a chaotic place, filled with death, plunder, and slavery the likes of which are only seen in the dark zone. The only difference between the dark zone and the Hordes is that the Hordes have control over old Union

worlds from their invasion over one hundred years ago, and the rampant insanity does not exist in the Hordes territory. These worlds hold many experimental technologies that the Union tested far away from their own territory, such as the technology behind liquid shadow and the legendary God Ring, and it holds many captured slaves, proving to be a place where people can prove themselves as well as a source for treasure. Eden (Angelic System, 2nd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This was one of the primary colony worlds of the Union when the hordes attacked. This world fell quickly and it wasnt long till the trowls started to rape the inhabitants and the planet itself for resources. Eden is a shadow of its former glory, however rumor has it that the trowls have stripped the planet bare of all the resources that they could find that they have abandoned the planet. Although, there are also conflicting rumors stating that the planet has turned into a landing site for trowl arks and has become some homeworld for their population, centered around their mythic Smart One who is said to reside on this world. Rumors continue to state that the world has some relics of ancient technology buried here that interested the humans in the first place. This is of interest to the Union as they claim there was an underground facility that was sealed off from the trowls at the last minute to avoid detection. It is here that the Union believes might be survivors as well as sensor data regarding how the trowls operate after they have conquered a world. In truth, the survivors here are nothing more than slaves who do the trowls bidding. It is also rumored that the legendary trowl known as the Smart One lives here. It is said the Smart One is a very intelligent trowl who managed to convince the other trowl leaders to come to this galaxy in search of homes, and it is also said that he knows where the trowl race truly comes from and their original homeworld. All that is known about him is that he conducted an experiment onboard a Union ship known as the Children of Advent that forged the hallow race. The Children of Advent This starship managed to escape Eden and arrived back in the hands of the Union, possibly sent to show the Union what the trowls are capable of. Although the ship arrived back in Union territory, there were trowls onboard prepared to fight to the death, although it seems that they were not trained at how to operate the vessel. The ship was programmed to jump back to Eden after the Union took hold of it, however this program was noticed and the jump drive was taken offline before the ship had a chance to flee. Many believe that there are more secrets onboard the ship that contain more knowledge about the hallow race, and that there might even be more information about who the trowls are and where they come from. If there is such information, the Union isnt telling anyone, and they are making sure that this ship is under heavy lock and key. Ferris (Dethicon System, 1st planet from the sun) Atmosphere: None Gravity: Zero Conditions: Extreme Cold/Extreme Radiation Ferris isnt a planet so much as it is an asteroid belt composed of titanium alloy. The metal is used by the trowls to build new ships which are used for raids. This system is heavily defended by the trowl hordes, and from this system many raids are launched against the shadow worlds and the Union. The Union and Valhalla Space have launched countless missions to destroy the hordes by attacking Ferris, which was once a rich colony world but the massive amounts of attacks from Union and Valhalla weapons of mass destruction has turned the world into an asteroid field. The asteroid field also has a massive amount of radiation caused by the many weapons of mass destruction detonated on the planet; much of this radiation is canceled out by the trowls natural healing ability. Trowl Shipyard This shipyard is quite crude in its appearance but in function it is able to churn out a trowl raider in under a day. The dwarves in Nioavellir believe that the trowls choose quantity over quality which explains the massive amount of ships that the shipyard produces. One of the most unique things is that the shipyard has a singularity power core equipped to it, granting it extremely powerful energy and psychic shields while its energy weapons have extremely

massive damage outputs. This shipyard is the primary target of Valhalla Space, the Knights of the Dead, and the Union due to the fact that it is powered by the strongest power source in the galaxy. Jarnvid (Venom System, 3rd planet from the sun) Atmosphere: None Gravity: Zero Conditions: Extreme Cold This world is at the very edge of the galaxy, and just at the tip of horde space. In a dual effort, both the Union and Valhalla Space underwent a mission to discover the true homeworld of the trowls, and stumbled upon this world, or what one could call a world. Here the expedition discovered a mass of asteroids that was once a planet, and in the center of them was a large portal constructed with a design similar to a way-station, however this portal didnt take the group anywhere other than to some extra-dimensional space where they found only a large number of worlds and remains of what seemed to be construction yards for trowl ships. These worlds had no name, and their surface was bare, but it was discovered that this dimension had a limit of one light year, and then a barrier of dark matter appeared in a radius. This meant that this place was a prison for billions of trowls, or so thinks the Union. What was more confusing was an abandoned Jotun ship in the orbit of one of the worlds, evidence pointing that the Jotun might have had something to do with the creation of the trowl race. The exploration team was forced to leave shortly after their discovery as a fleet of trowls entered the system, thus many mysteries still remain here. The Iron Woods Here on one of the larger chucks of asteroids is a forest of steel trees. Exploration of these trees showed that they were not trees but in fact remains of science labs geared towards genetics. It is said that the history of the trowls is buried somewhere in here, the reason why the Jotun created the trowls, their evolution, the identity of the Smart One, and so much more. These woods contain many secrets, secrets the Union would like to have. There are also rumors that there was a female hallow residing within these woods, one covered in cybernetics and bionics. The exploration team says that the woman fled from them, but looked like the cross between a trowl and a hallow, with obvious cybernetic parts and was able to breathe in space with no suit. The mystery behind the woman of the iron woods lies there with the rest of the mysteries. The Other-Space Here contains a solar system just beyond an active way-station like device. This solar system may or may not be a part of our dimension because of a constant barrier of dark matter surrounding the system from a light year out. Here all the worlds seem to be in sync with the star, constantly orbiting it as every one of the planets looks the same. Each world each has a different type of forest, one has a snowy forest with harsh winds, the other has a tropical rainforest, another one has a typical batch of woods in the fall, and the last world is a desert world with many palm trees. Between each of these worlds are many extremely old construction yards pointing out the fact that the trowls that mightve lived here and used ships to constantly move between each world, possibly doing it so much that the idea got bred into them. This Other-Space is possibly the greatest mystery to the Union at the time, as there is a chance that this place has some long forgotten secret of the trowls. The God Ring (Cortana System, 7th planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None The God Ring was created by humans during the re-colonization of the former delf colony worlds. This world was specifically built by a small cult of humans who designed a massive ring where the interior would sustain gravity and atmosphere. The ring was massive, with a radius of 20,000 miles and was prepared to hold up to fifty million people. The ring contained the atmosphere thanks to a dual psychic and energy force field system; however that was its only defense. When the trowl hordes invaded the ring they tore through the shields and slaughtered the people within, luckily the ring had not been fully colonized. Sadly the ring was more than a simple unique space station; it was in fact a weapon of mass destruction. The rings subsystems contain anti-matter using the gravity induction system that keeps the ring stabilized in the suns orbit. The ring has the power to teleport the entire solar system,

which would end up disrupting the sun in such a way that it would cause a supernova. Luckily the trowls are not aware of this system, nor would be able to make it functional due to the heavy security systems and cloaking devices keeping the building where the weapon is located hidden.

The Unknown
The unknown territories represent roughly fifty to sixty percent of the galaxy. This area has never been explored mostly due to the fact that the God-Empress never had any interest in invading this region of space. Furthermore, it seems that most, if not all, of the worlds located here are not habitable to traditional life forms and most of them are incompatible to terra-forming. For these reasons, most people do not venture into this area. There are other superstitious reasons, such as no ship ever returning when leaving into the unknown territories, or rumors of a large monster the size of starships exist in these regions. Of course, the areas that have been explored have pointed out a good number of dangerous space hazards such as comets and asteroid belts as well as black holes, vast amounts of dark matter, and so on and so forth. The horrors are so great that there are popular books written detailing the various dangers of the unknown territories. The unknown territories are not mapped mostly because of most people fearing the area that they refuse to step beyond the boundaries set by the Union. Although there have been exploration missions, more than three fourths of them dont return for various reasons. The abundance of dark matter in this half of the galaxy also seems to have an adverse effect on all electronic systems in space, although it has been proven that energy shields tend to keep dark matter out. Of course, with all the dangers of the unknown territories, there lies rumor of treasure for everyone. Piles of gold once harvested from Earth, ancient technology of the Vanir abandoned from their civil war, Aesir and Jotun ships that are still mostly intact from the Great War, and even rumors that there is a way-station to the Andromeda galaxy located within this region. Rumors of technology that can grant infinite happiness, technology that can allow a person to become pure energy, technology that could let a person travel through time, and so on. The rumor mill for what lies in the unknown territories is massive, and the Union has tried repeatedly to tell people that these rumors are simply that, rumors. Of course, if they can gain infinite happiness or piles of gold, not many people listen. Andromeda Galaxy Atmosphere: Unknown Gravity: Unknown Conditions: Unknown This galaxy is the closest galaxy to the Milky Way, and it houses the homeworld of the Aesir, the einherjar, and the valkyries. The current history of the Andromeda galaxy is this: in 2143 Odin activated the Vanirs second Time Gate, which was the Triangulum galaxy, a galaxy that orbits the Andromeda galaxy. The temporal wave that is emitted by all Time Gates had a cataclysmic effect on the Andromeda galaxy and everything within the galaxy became twisted and warped as if time itself had warped past, present, and future into the galaxy. Today, besides a few ships within Valhalla Space and the Independence, no starship has the power necessary to make a jump to another galaxy leaving most of what happened in the Andromeda galaxy a mystery. What is known is that the Aesir discovered that all members of their race had been killed by the temporal wave, and they were the only survivors. With the number of Aesir within the Milky Way at the time being under one hundred souls, and with Odin, Thor, and other key members of the Aesir command dead, the Aesir had all their ships self-destruct for unknown reasons. It is believed they did this because of the death of all their people, and that they wished to join the rest of their race as they were now leaderless. Another thought was they did this so that none of their technology would fall into the Unions hands as at this point the Union had managed to gain an advantage over them. Whatever their reason, thus far neither Aesir nor one of their ships survived. Furthermore, no contact with the ancient Aesir has ever been established from the Andromeda galaxy since that day. Asgard This is the mythical homeworld of the Old Aesir. No one for sure knows its present location within the twisted wreak that is the Andromeda galaxy except those in the New Asgard Empire, but it is known that the planet survived the temporal wave, although it was quickly abandoned due to the mysterious new creatures that now live in the Andromeda galaxy. Others state that a mission should be conducted here to salvage any powerful Aesir technology. Although with very few ships that can reach this world and fewer that can possibly survive whatever twisted horrors

might await such a mission, most governments dont even have the resources to even mount a journey into the galaxy. The New Asgard Empire has managed to lobby laws with Valhalla Space and the Union banning the exploration and travel to the Andromeda galaxy, claiming its due to public safety. The Dark Zone Atmosphere: Little/None Gravity: Low/None Conditions: None/Temporal Field/Quantum Field/Phase Field/High or Extreme Radiation The dark zone is considered to be a massive area of uninhabitable worlds, some terra-formed and others not, considerable dangers ranging from various starship seeking asteroids to spontaneously created black holes to the terror of the valherjar pirates to even various pockets of fields such as temporal fields, quantum fields, phase fields, and random busts of radiation in various quantities. It is even rumored that holes in space occur causing subspace matter to bleed out on occasion. The dark zone is said to hold worlds filled with ancient technology from the JotunAesir wars, as well as massive starship graveyards of old Jotun and Aesir designs. The dark zone is also noted for its many mysteries, such as odd aliens that mysteriously vanish, artifacts that are out of place and not of any design known to the galaxy, and even planets that seem to move around the area without any form of FTL technology. It is also said that the stars themselves move as one is looking at them while in the dark zone. The only viable explanation is the presence of dark matter, used for teleportation systems and thus could be rearranging many things within the zone. The dark zone is a place of mystery and horror, the likes of which the rest of the galaxy treads carefully in this area. The only stable region of this place is the New Asgard Empire and their new colony worlds they are currently building. Artifact Worlds The artifact worlds are a small handful of planets that once held various alien cultures and civilizations. Now these civilizations are dead and gone, and these worlds hold many mysterious technologies that in some cases are more advanced than anything in the galaxy. However, the trick to obtaining this technology is finding these worlds, as the FTL coordinates for these worlds constantly change, and it is always a mystery where theyll end up. The ruins of these worlds have conflicting dates as many state the ruins were build only a couple of years ago while the same test on the same ruin indicates that they were built over a million years ago. The languages found on these worlds are also mysterious and no one has been able to decipher the script, which is the only thing that connects these entire artifact worlds is the same language. The worlds differ in every aspect, from architecture, to city growth, to apparent cultures such as religious buildings, to even the charred remains of alien skeletons, only the same script of language connects all of these worlds. The Ruins The ruins are a collection of worlds that have been ravaged by the Jotun-Aesir wars. Much like the artifact worlds their location rarely stays in the same place; however valherjar fleets are frequently in orbit of these worlds trying to salvage for useful technology. In the rare case one can find New Asgard Empire fleets in orbit salvaging the history of these wars over the technology. The New Asgard Empire will automatically engage any valherjar fleets in orbit over these worlds with the intent to destroy them without mercy. Valherjar Fleets The valherjar fleets are possibly the deadliest thing anyone can stumble across in the dark zone. Each fleet is made up of roughly ten to fifty ships filled with slaves and their valherjar masters. If an unknown ship stumbles across their path they will attack with the intent to capture the people to be used to bolster the size of their fleet as well as the size of their slave army. In the event that the valherjar encounter a stronger force than their own fleet they will run away using their FTL drives into different directions. It is common to find a ship in one fleet to be part of a different fleet shortly after coming across a stronger opponent, meaning that each fleet must have some type of communication with each other. Yggdrasil This world has many names, the Cosmic Tree, Irminsul, the Oak, or the Ashvastha. Despite its many names, one thing is known about it, it lives in the dark zone. Rumors claim that it is a giant floating tree that created all life,

some state its roots make up an entire world; others claim that it is sentient in some form or another. One rumor that never seems to die is that the tree is the strongest psychic in the universe and it alone holds reality together, while others state the tree is one of many, each one located in a different galaxy. Some claim that if there are many trees, perhaps they are gods of creation, forming galaxies around themselves. Regardless of which rumors are true, it doesnt stop people from trying to look for it in the dark zone to uncover its secrets. Prima (Unknown System, Brotherhood Domain) Atmosphere: Unknown, possibly none Gravity: Unknown, possibly normal or heavy Conditions: Unknown, possibly cold or heavy cold Prima is not so much a world as it is worlds. Officially classified as Prima-Class Ships by the Union, these worlds are man-made planets designed and developed as the flagships of the Dark Brotherhood. These massive ships are designed to strike fear into the hearts of the Brotherhoods enemies as well as act as massive gravity destabilizes. All a Prima-class ship must do is jump into the orbit of a world and they simply watch the world tear itself apart due to the gravity of Prima suddenly entering orbit. This tactic however comes at a price to a Prima-class, as the planets energy core becomes destabilized and many areas of the world suffer from power outages, resulting in loss of defenses. The Union believes that there are less than fifty of these worlds while the Republic claims that there fewer than ten, and that the Union is counting doubles as each Prima-class looks exactly the same. Aside from its military structure, a Prima-class houses the Dark Brotherhood as well as its factories, becoming the home of the forged. The forged that have broken their brainwashing have spoken of the interior of a Prima-class, and claim that the Dark Brotherhood corlonics hook themselves up into the planet to create a hive-mind that controls the armies, the factories, the weapons, and the systems of a Prima-class. If what the forged say is true, it seems that the Prima-class ships also serve as the Brotherhoods gate to creating the next Corlonic Prime. Singularity Chamber Using the technology behind a singularity power core, the Brotherhood has managed to create their version of the device. However, the Brotherhoods version is massive, so massive it is roughly the size of Luna Base and sits in the center of a Prima-class. This power core is used to power the planet as well as the planets tachyon jump drive. It is believed that the chamber is unstable, and any minor breach of the containment system could cause a supernova, destroying everything within the system. As far as the jump drive technology works, the planet requires one hour of warm up time before needing to jump. Cloning Halls These long halls and spires contain modified human bodies which are genetically and mechanically changed into forged warriors. These halls are the major hallmark of the Brotherhood and without them their Machine War would come to a major halt. Roughly one million forged are created each day, the process taking roughly one week of genetic and mechanical modification, then another week of mental programming. The Union has discovered that upon breaking a forged (their humanity points being at zero) the mental programming vanishes and the forged are free from Brotherhood brainwashing. The Union, and the freed forged for that matter, hope to arrive at these cloning halls and stop the brainwashing at the source. The Shadow Plane Atmosphere: Breathable Gravity: Normal Conditions: None This place is extremely difficult to get to and only those infused with liquid shadow can get here or send people here. Few pieces of technology do send people here but even less can send them back. The shadow plane is considered by many to be another dimension that exists within our reality, much like subspace. This dimension looks much like our reality except there are no sentient creatures or animals although trees and plant life still exist, although they always look dead. Everything that exists in our reality exists there, from starships to computers, the only problem is that theres no electricity nor does data exist in the shadow plane. Even if a top secret computer is booted up it will contain no information, no operating system, or anything else that would be stored as information. Any interactions

within the shadow plane does not carry into the real world, and once people leave that area of the shadow plane it resets, even if a solar bomb went off in the shadow plane the entire solar system affected by it would reset to whatever it was like in the real world, slowly coming back together over time. There is one type of living creature that lives in the shadow plane, shadow creatures. Most shadow creatures are unintelligent animals but some carry a hint of intelligence while there are rumors of a shadow creature civilization somewhere deep within the plane. There has been no proof of this, although the rumors continue to state that the civilization is made up of those infected with liquid shadow that could not get the cure they needed to survive. Sadly, the rumors still continue to state that these infected are led by an Ancient who is also infected by liquid shadow. There is one major difference between the shadow plane and the real world, is that the center of the galaxy burns black instead of glowing white, and some have claimed that near the center of the galaxy they hear voices similar to the black star in subspace. Subspace Atmosphere: Subspace Matter Gravity: Zero Conditions: None This region of space is a dimension that wraps around our universe and technically runs through it. It is believed that subspace is a unique area of space where all faster than light particles exist and many theories state that as there are galaxies and living creatures in our slower than light universe, there are living creatures and galaxies in this faster that light universe. Subspace is used by anyone using a tachyon jump drive, the most common faster than light system in the galaxy. Within subspace people have noted that a starship seems as if it is submerged in sea of clashing blue and green colors that constantly shift around. It has been noted that this substance is quite deadly; however energy shields seem to repel it effectively. Scientists have conducted research on the material and have found it to corrupt any living creature, including corlonics. This corruption causes the creature exposed to the material to turn completely insane, doing things extremely out of their natures and original behaviors. This substance, dubbed subspace matter, is a liquid gel that can penetrate physical matter without damaging it and can resist the effects of psychic abilities; however upon contact to a living being it seems to have an effect causing the person to lose their mind. Valkyries have stated that subspace matter is extremely dangerous as it affects the soul, not the mind. They also claim that subspace matter is alive in some way, and wishes to enter our universe so that it can corrupt everything. Those that have become corrupt usually speak of their great plan to dominate the galaxy by opening a hole into subspace which will cause everything to fall into place. Because of this, the Union and every single government in the shadow worlds and the Republic has laws banning the use of portals into subspace, and the only licensed technology to allow access into subspace is tachyon jump drives themselves, mostly because the presence of a tachyon particle seems to keep subspace matter in subspace, not allowing it into normal space. It has been noted that people with personal shields have the ability to repel subspace matter; however it seems that even this exposure is still harmful with subjects developing a fear of jump drive travel. Despite these harmful tales of subspace, most people in the galaxy barely notice a thing about subspace matter and most starships activate energy shields automatically as a precaution before jumping into subspace. What is noted about subspace is that the laws of physics seem to apply there, however the presence of subspace matter doesnt quite allow a starship to freely navigate subspace. It has been noted that time exists in subspace; although it seems that time as well as possibly all the laws of physics exist in subspace separately from normal space. The Black Star There is one noted location within subspace that people have noted whenever they make a jump anywhere near the center of the galaxy, and that is the presence of a giant black ball that cuts through subspace matter with its dark light. This star is commonly seen when jumping away from Corlon, thus it became the symbol of the Corlon Empire and the God-Empress. Most people who see this object state that the star pulses as if it was the heart of some kind of creature. Those that have made a jump from the center of the galaxy (which is a super-massive white hole) have stated that they have heard voices coming from the star, although others have said that they have heard nothing of the kind and that the star is simply that, a star. The voices that are heard are said to sound very similar to the voices near the center of the galaxy in the shadow plane. Heaven Station Those that make a jump from Luna Base will note that there is another facility that seems to use the same

construction techniques as Luna Base; however this facility is within subspace. This aspect of Luna Base seems to be some kind of subspace connector, allowing ships that travel into subspace to dock with the facility and conduct research on subspace matter itself. When first discovered back in 2042 by the delfs, they could not enter the base due to its lack of energy shields. However, a research team in 2045 managed to enter the facility with many personal and bubble shields, and within the facility they discovered that something had shut down the energy shield of this separate facility. The facility seemed to be an extensive research station designed to study subspace matter, however it seems by the Vanir data records that one of their own had become corrupted and was infecting others with a small supply of subspace matter. The infection seemed to spread until one of the corrupted Vanir shut off the energy shields, thus cutting the base off from all contact. This base seemed to have a role in the War on Heaven, as the facilitys name was just that: Heaven. However, there are no records stating any such civil war of the Vanir, yet Luna Base has extensive files on the topic. It seems that Heaven is older than Luna Base as most of the records and logs date back much further than anything in Luna Base, although the last notes about events in normal space state that contact with Vana (the homeworld of the Vanir) had been lost. The next log states that the Exalted had been sent to Vana to resume communications (although the Exalted was re-discovered within Luna Base back in 2142), and then the next log discusses the containment breach. Currently, this facility is being used to study subspace matter however extensive protective and safety measures are in place so that no scientist will even come within physical contact with subspace matter. This facility has also been recently equipped with a custom tachyon jump drive to allow it to make a jump into normal space if containment is breached. Thunder Horse The thunder horse is a legendary creature that rarely, if ever, appears within subspace. These creatures are considered native subspace creatures but they are so rare that most people can travel through subspace their entire lives and never see one. A thunder horse is a horse shaped creature that has shocking blue eyes, a familiar rainbow pattered skin that is constantly shifting, a horn that looks similar to a lightning bolt, stark white hair that sparks with 10,000 volts of raw electricity, and the cry of what many have called thousands of warriors crying in death with the sound of thunder raging in the background. These horses are also extremely powerful, being able to go tow to tow with heavy battleships by themselves. These creatures can fire out bolts of electricity that rip right through anything but energy damage reduction, they have the power equal to a forged pumped on nanostrength, and they can run through subspace faster than a razer on lightspeed. Triangulum Galaxy Atmosphere: Unknown Gravity: Unknown Conditions: Unknown This galaxy is the home galaxy of the Vanir. Although there is much information on the Vanir, there is little information on their homeworld, Vana, or their galaxy. What is known is that the entire galaxy was originally thought to be their home galaxy, however during the end of the Great War it was discovered that the Triangulum galaxy is merely another piece of Vanir technology. The entire galaxy is one giant Time Gate, which throws away evidence that the Vanir were in fact the youngest of the ancient ones, and also has made many historians wonder where the Vanir truly came from. It is also known that after the Great War the surviving three of the Five left to Vana to find any remains of their species, but for the next hundred and twenty years they were never heard from again. There is a belief that there exists a species in the Triangulum that the Vanir left behind; although many believe that the travelers are this species. Swarga Also known as Vanaheim, Swarga is the homeworld of the Vanir and is said to house the most powerful of all technologies ever developed. It is said that the legendary immortality serum has been perfected, anti-toxin is even more powerful, and that there is another Time Gate on the world. Rumors fly that Swarga is abandoned with no one there to stop anyone from claiming this technology, however because of the distance of the Triangulum galaxy only the Union, Valhalla Space, and the New Asgard Empire hold the resources to travel there.

Valhalla Space

The worlds of Valhalla Space are protected planets of people who are loyal to the valkyries and the Knights of the Dead. In truth each person in Valhalla Space serves the government in one way or another, mostly by either providing to the government or providing to the people who provide to the government. The government in turn provides to the people, such as handing out clean food and water as well as safety from trowl attacks. Glasir (Risea System, 4th planet from the sun) Atmosphere: Thin Air (DC 10 endurance check otherwise blackout) Gravity: Low Conditions: Cold Glasir is known as the tree of protection for Valhalla. In truth, the world is something of a defense planet that is littered with all sorts of defensive systems, including a projection energy and psychic force field that can cover Valhalla at a moments notice. Glasir also has galactic devastator guns, a detachment of Titan Gear Knights, its own fleet, as getting past Glasir means the enemy will arrive at Valhalla. Thus far Glasir has repelled three major attacks, one from a rebel Union fleet who were against the Knights, one from criminal organizations that allied within the Shadow Worlds, and finally a major trowl horde. Each time Glasir proved itself capable of withstanding orbital bombardment and defending Valhalla perfectly. The ground of Glasir is uninhabited as the many attacks have turned the world into a wasteland that also serves as a battlefield for orbital troopers. The only structures are massive antiorbital cannons and the projection field stations littered across the blasted landscape. Heidrun (Lerad System, 2nd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This world is one of the harvest worlds for Valhalla Space. The harvest worlds are worlds that generate food and water for the citizens of Valhalla Space. Heidrun is not just any harvest world, but the harvest world generating food and water to feed millions every day. Because of its importance it is heavily defended with its own personal fleet, several detachments of Knights, and even Union grade galactic devastator guns. The world has a sizeable population which are mostly dwarves, humans, and elves that were survivors from Asgard. This population serves Valhalla by working night and day harvesting and growing food for them, while water is generated through sterilizing the salt water oceans. The world is about six times the size of Earth and all the soil is fertile, while rain and seasons are controlled by technology, allowing for perfect harvests. Valhalla (Risea System, 3rd planet from the sun) Atmosphere: Air Gravity: Normal Conditions: None This space station is quite large, roughly the size of the Earth state of Texas. It is here that the valkyries make their home, and it is also here that they bring those that they consider worthy of being a knight. These knights are an organization of warriors who have no allegiance other than to their new brothers and to the code of the Knights of the Dead. This space station is known for its lush gardens and mead halls where the knights and valkyries can toast, celebrate, and relax before the next battle or war that they must either prevent or take part in. Valhalla seems to be built using mostly Aesir technology, something the valkyries feel isnt ready to fall into the hands of the Union quite yet, and its because of this that many believe that it is one of the strongest outposts in the galaxy, and it is easily the strongest outpost between the trowl hordes and the shadow worlds. The Round Table This chamber, deep within the station, is considered the meeting place of the highest members leading the Knights of the Dead. It is here that discussions of the most serious threats or potentially serious threats are discussed and then determined how the Knights will deal with the situations. Although all the Knights of the Dead themselves are einherjar, there are two valkyries that have seats on the table as they are consulted for their wisdom as well as for support in certain situations that might call for Valhalla Spaces army to be mobilized. The Round Table is one of

the most heavily fortified places in Valhalla, and can be used as a sealed bunker in case of attack. The Hall of the Phoenix This building is accurately described as a very large hall filled with thousands of phoenix resurrection chambers tied to a central power core. It is here that the valkyries bring the dead back to life in new cloned bodies provided that they were worthy in some way of this treatment. Due to the population of the galaxy, there is quite a number of worthy souls that come to this place to be revived, although once brought back to life they are quickly sent back from where they came or at least taken to a different part of Valhalla. This is due to the extremely busy nature of the hall and the need for every single phoenix resurrection chamber, which run almost all the time with very little breaks in between resurrections. It is also rumored that there is a second hall of the phoenix where the einherjar are created. If there is, the valkyries and the einherjar arent talking.

ORGANIZATIONS
We create these entities to represent us, yet we fear them and fight them constantly. -Lex Mechanus Organizations are grouped into categories; Governments, which are large galactic bodies that consist of religions, agencies, and orders; Religions, which are organized or unorganized groups of devout followers which usually live in governments; and Agencies, which are usually groups working for a government that have their own social hierarchy, although sometimes they dont, and sometimes they work against the government or simply ignore the government such as most corporations.

The Corporate Alliance (Agency)


Population: 2 Billion Symbol: White capital letters CA on a black background After the Battle of Earth many companies realized that the introduction of many new technologies and the ease of access to them could be their downfall if they didnt do something quick. That thing was establishing monopolies in every given sector of technological development so that each company could be the only manufacturer of that type of technology, forcing governments to rely on them. Of course, this broke laws on Earth where monopolies are forbidden, but other worlds such as Alfar and Nioavellir dont have such laws. This alliance between the corporations that survived the Battle of Earth was still fairly fragile, yet because of it the Union was able to get through the Great War without serious losses as the unity that the corporate alliance created forged the bonds between races to become even greater. It was the aftermath and the events after the Great War that caused the corporate alliance to suffer. The formation of the shadow worlds was quite possibly the greatest blow to the alliance, as on these worlds new companies emerged that either didnt believe in the alliance, didnt care about the alliance, or wanted to destroy the alliance. These new companies began a corporate war with the corporate alliance, and the alliance barely stands tall today, as every day they are forced to compete with rivals in the shadow worlds who make basic model weapons, basic model armors, and even with the Union and Valhalla Space themselves as these governments produce their own armors and weapons to earn some cash for their national treasuries. Stellar Alloy The Alliance has many companies, such as Victory Arms, Krystal Tech, and Biosoft. However, the major forerunner of the alliance is Stellar Alloy who not only design weapons of war, but also has their hands in starship weapons of the same types as well as all ion based technology. Stellar Alloy also has been funding the war against the smaller corporations, such as hiring mercenaries and soldiers to sabotage other non-alliance corporations. These smaller corporations have responded with surprising efficiency, and it is rumored that a new company called Demon Inc is aiding the non-alliance corporations by sabotaging the alliance corporations. Stellar Alloy is sparing no expense for the downfall of these minor corporations and has built a private army known as the Ghosts and they have started to brew a war that might erupt out into the open at any time. Stellar Alloy believes that a war in the open would crush the smaller corporations, and they are doing everything in their power to make such a war a reality. Applesoft Another major forerunner in the alliance is Applesoft, a merger of computer companies Microsoft and Apple from Earth. Applesoft has kept its hands out of the weapon business instead focusing its energy in the day to day products that help people run their lives, such as holophones, bioscanners, universal translators, the impressive digital storage device, and finally computers. Their involvement in computer technology has allowed them to not just create hardware but software that is unparalleled to anything else on the market. Applesoft as a company looks to make a profit however its current CEO, Amanda Gates, wishes to use her company to create her own government within the shadow worlds. So far her plans are going smoothly. Vanir Tech This company focuses most of its corporate power in building computer parts and is rivaled with Applesoft. Vanir Tech differs from standard corporations as it has an exclusive government contract with the Union to investigate all Deva/Vanir technology, reverse engineer it, and then give the designs back to the Union who will market it to the people. Thus far, it is these government contracts that make Vanir Tech what it is today, and it will do anything to

keep these contracts. Vanir Tech might be a member of the Corporate Alliance although it knows that its own safety is more important than the safety of the Alliance. Vanir Tech is willing to break out of the Alliance if its survival is at stake. Demon Inc. Demon Inc is by far the most shadowy figure in the Corporate Alliance. All that is known about them is that their name is on the list of corporations that are a part of the Alliance. When one digs into the corporation they find that Demon Inc specializes in carrying valuable and fragile packages. If one digs quite far they find that the company really specializes in corporate espionage as well as buying and selling secrets to the highest bidder. These acts give them few friends, but it does give them many clients and large profits. Sadly, even this is just a front to their true motives. Demon Inc. is looking to bring back one of the strongest Vanir, who they believe is the savior of all the galaxy, but they feel that the galaxy would not understand their desire and would try and stop them, thus the secrecy.

Drath Crime Syndicate (Agency)


Population: Roughly 100 Million Symbol: None The Drath Crime Syndicate is the largest group of organized crime that hails from Mongor. Once it leached off the Corlon Empire, but its numbers were small and it was countered at almost every turn. With the upheaval of the Empire the syndicate was able to grow and expand itself; and due to the fact it was based on Drath, a colony world within the Union, it didnt suffer when the Aesir destroyed Corlon. The syndicate managed to latch onto a lot of fleeing delfs who had nowhere to turn to, except a life of crime. What sealed the deal was allowing delfs into the Union, as many races had criminals, and those criminals were looking for work. The syndicate gathered them all up, and started to expand. With galactic expansion (a term being used in a similar concept as globalization) the syndicate was able to stretch to almost every single world in the Union. Oddly enough, the syndicate does not operate in the shadow worlds. They believe that these worlds dont hold the type of political power, resources, or enough law to bend, where they can earn a profit. They see the shadow worlds as lawless places, unfit for their organization. It doesnt help that the shadow worlds have multiple gangs and various minor organized criminal organizations living within its darker places. The syndicate is controlled by several members, known as bosses, most controlling their own little planet or multiple planets if they are strong enough. Although each boss has his or her own say in what goes on within the syndicate, some are much stronger than others. Despite this peaceful demeanor, there is much infighting with the bosses. Leria This delf has been ruling the syndicate from the days of the Corlon Empire; as such she might be the strongest boss of the organization, except she had a falling out so to speak. Other bosses felt that she was no longer that much of an asset, and sought to take her out. She, knowing full well she was about to become just another dead body, went into hiding and left the syndicate while the Union was being attacked by the trowls. When the elmans began showed up, so did Leria. She managed to gather up almost every criminal elman on her side, as well as plenty of her old followers. She is very dangerous and can gather up territory quickly; however she is technically new as she has been gone for roughly fifty years, and her former territory is lost to her. It also seems she has other goals in mind, as she isnt concentrating on acquiring territory, blackmail, or anything else the bosses want, which makes her even more dangerous, if not also mysterious. Leria is very patient, and is also an amazing tactician. She plays her games ten, if not twenty, moves in advance. She is also very ruthless and will cut down anyone who stands in her way, unless she can get them to side with her first. She is feared, which is usually the one thing that earns her enemies, and this fear is strong enough to unite them against her, the other bosses just havent gotten around to it yet (plus, she hasnt gone after their money yet, so they dont exactly feel threatened). Leria is also very old, perhaps one of the oldest residents in the Union, which also makes her less of a threat as she will die soon, or possibly she might have some unfinished goals which she will push harder before she dies, which might make her a greater threat than the other bosses would like. However, unknown to other Syndicate members she has taken a page out of Lord Tanakas book and created a clone of herself, however unlike Tanaka she plans on this young 24 year old clone to be a successor rather than implanting her brain in the newer body. Orion

Perhaps a more mysterious boss than even Leria, no one has seen the face of Orion, ever. In fact, his very voice is filtered through a mask, and he wears a black robe with a hood to keep his appearance hidden. His motives also are mysterious, as he doesnt ally with anyone no matter what. He seems to use his influence to change laws or influence politics. In other cases he uses his teams to uncover mysterious artifacts from different worlds, or he has his teams mine odd or rare minerals. He has even gone as far to create an elite unit of soldiers under his direct command, which he has dubbed the Legion of Orion. These soldiers are said to go on worlds outside the Union, and fight mysterious battles using armor and weapons funded by the criminal activities that Orion engages in. Who are they fighting constantly? Some bosses tried to find out, only to discover that their spies have vanished on them. Many suspect that Orion is in fact one of the Five, perhaps one who was thought dead but came back somehow. This rumor is supported by the fact that Orion joined the syndicate right after the last three of the Five left the Milky Way. Many think he is either one of the Five, or possibly another Vanir. There is also the possibility that he is an Aesir who escaped the mass suicide or maybe a Jotun in heavy disguise. In truth, no one knows anything about Orion, his race, if hes a male or female, or anything. Orion does not even allow anyone to meet him unless he is under his cloak, his holo-disguise mask which emits only darkness, and if he has his trusted generals of his Legion with him. Orion is shrouded in mystery, and he (if that is his gender) prefers it that way. Orions purpose in the syndicate is also mysterious, and the other bosses have learned not to question is motives. Orion does take part in major affairs in the syndicate and the vast majority of the time he votes in favor of keeping the syndicate alive and even seems to have an interest in earning money and stealing advanced technology by any means necessary. What he uses this money and technology for is anyones guess. Hedgar This dwarf doesnt mess around. He has created a criminal group like no other, one completely based off of his family, the Hoddan clan. This entire clan, whether or not they know it, work for him. How does he able to accomplish this task without anyone discovering him? His family not only inhabits the entire planet, but they make up over 80% of the parliament. Through various forms of blackmail, he has gained control of the planet, and his blackmail is strong enough where the entire planet of Wohdan is bent under his control. To make matters worse, the planet is a prime exporter of titanium, which is used in the construction of most modern day starships. This has allowed him to get fat on his wealth, a term that can also be applied literally. Hedgar has become slothful, however he is quite cunning and he knows how to blackmail people very well. If it comes to tearing skeletons out of a closet, he will find them, and if there are none there (or he cant find one) hell put one there, and if he needs you for longer, or just doesnt like you, hell make sure the job you do will keep you as his pet, for as long as he likes. Sadly, his family likes Hedgar in power; he has single-handedly brought his family power and importance by going to the right people with their mine. Hedgar wanted his planet to become famous and powerful, not just any typical titanium mine, so he set up plants that treat the metal ore he delivers, making his titanium slightly stronger than any other world. In fact, a Wohdan made starship sells for more on the market than any other type of ship. This has given his family, his people, a sense of pride and accomplishment, something no politician has been able to do. Hedgar is content to ruling his planet, however if anything would damage his planet, or its reputation, such as someone targeting starships made from Wohdan titanium, he will go after them with ruthlessness and a little bit of carelessness too. Sadly, someone is targeting starships made from Wohdan titanium, and Hedgar hasnt discovered who it is yet. Jarred Kriss A human from Earth who was a war veteran from the Machine War, Jarred Kriss is a jagged man who believes that might makes right, and its either his way or the highway to hell. Jarred Kriss used to be a very bright soldier, however he discovered the corrupt system of the syndicate was on Earth and was making its way through the Union, and he figured that he might as well be on top of the food chain, best suited to stop the crime from within than without. Sadly, Jarreds story isnt a noble one, he in turn became corrupt. He began to silence people who tried to tell the officials in the Directorate who Jarred was, and Kriss no longer just pitted his enemies directly against the Directorate. He began to pit his enemies against each other, and then he started to form small wars with rivals so he could finance his actions against the syndicate. Finally, Jarred lost the battle against corruption when he made a big play five years ago. When the machine brotherhood launched their invasion, so did Kriss, and he took out the big bosses of the syndicate. He could have left it like that, and destroyed the criminal organization once and for all by turning them in to the Directorate, but instead he thought it best to rule. Jarred Kriss is currently the leader of the syndicate. He is ruthless, willing to silence anyone, including Directorate officials. He has a very misguided sense of honor and ethics, and will seem polite and kind one moment, but if you cross him expect to find a knife in

your back by one of many assassins under Kriss employ. Kriss still thinks hes doing everything for the best of the Union, and will refuse to hit any major military operations or supplies directed towards the military, but he doesnt see the Directorate as very useful and considers the syndicate the New Directorate. Kriss, oddly enough, doesnt have hatred towards delfs like some humans do. In fact, he is usually in the company of one delf of the week who happens to tickle his fancy. Where these delfs of the week come from or what happens to them when hes done with them is anyones guess, as they mysteriously come and go without a trace.

The Galactic Union (Government)


Population: 500 Billion Symbol: A gold 10 pointed star on a silver background The Union started in 2143 right after the Battle of Earth, it originally composed of humans, elves, and dwarves. In 2144, after the Aesir invasion of the galaxy, the delfs joined the Union in hopes of rebuilding their shattered race. These four races make up the major races of the Union that have council seats, while the other species of the Union, which are composed of mostly elmans, corlonics, vardoger, forged, and various others, have ambassadors who appeal to the councilors. The form of government within the Union seems like capitalism at first glance, however in truth it really is better described as a capitalism/communism hybrid. All citizens are given basic needs, such as housing, food, water, medical support, and other major needs. Public transportation is also very prevalent from suburbs to cities to other planets, and this is provided free of charge. Anything else, from entertainment purposes, to exotic foods, to personal transportation requires payment in the form of credits. A person earns credit (known as cash to humans, credits to elves, and ore to delfs and dwarves) by working for the Union, or from a corporation who in turn performs services to the Union somehow. An example of this is the Earth based Applesoft corporation that builds advanced personal computers for the Union. This labor is done by citizens, who are paid by the company, who are in turn paid by the Union. The company gets some profit for itself (regulated by the Union, although extortion does exist) and the higher ups in management shave off a little for themselves. The Union, much like the directorate, has a council, however instead of directors, there are councilors. Each of the four major species has three councilors who each get a vote in all Union affairs, the corlonics, elmans, forged, and vardoger have two ambassadors who get to represent their species in front of the council. There is also an ambassador, Thrima, representing Valhalla Space. Finally, there is one hallow ambassador who tries to represent his race to the Union, however among the hallows hes considered a weakling, willingly working for the Union even though he has been able to deter hallow discrimination. With the twelve votes of the Counsel, laws are made and passed. Below the councilors lie the parliaments. The parliaments are subjective in size, depending on the size of a planets population. They pass laws concerning an individual planet, in juncture with the directorate and its courts. Ambassadors have a dual role, were they not only deal with other governments such as Valhalla Space and the Horde, but they also deliver messages from a parliament to the counsel, or to the directorate if they feel that they have to go over the counsels head for law enforcement matters. The current major race Councilors representing the humans are, James Gores, Valerie McVeer, and George Einstein. Representing the Elves are Torin, Gelti, and Helios. On the Dwarven side is Hexil Kidion, Jerrin Highbrow, and Loxa Gruffskin. Finally the Delfs have Lenia, Ferros, and Deri. Most of these Councilors are corrupt, and it wouldnt be too difficult to acquire blackmail on them. Helios This elf is by far one of the elves greatest heroes. It is said that he stopped an invading delf army with only a thousand men under his command, and it is also said that he managed to destroy a delf fleet and prevent the enslavement of dwarves for about one hundred years. Sadly, this elf is almost four hundred years old now, kept alive by various cybernetics installed into his body. He is at the point that he will lose his mind completely if he takes any more, however he needs more if he wants to keep on living. At his current rate he will die in less than twenty more years, and the elven nations will feel the loss of one of their greatest heroes. Helios is still as sharp as ever, noticing what other people say and do, and knowing their intentions with ease. He has been one of the greatest councilors the Union has known and he intends to keep it that way, however even a great man like him has a weakness, and his weakness is his fear of death. If he is granted some means of staying alive longer, he will take it no matter what the cost. He has already turned most of his flesh into steel, and is highly considering a brain transplant into a full cybernetic body to extend his life as long as possible. Through these means, the Syndicate plans to blackmail Helios and use his fear of death to become their puppet within the council. The only question is, will Helios give in or will he stand firm?

Hexil Kidon This dwarf on the council is the greatest supporter of the Directorate and the Knights of the Dead. He believes that there is too much red tape within the Union and that there needs to be organizations designed to cut through that tape like a hot knife through butter. Hexils opinions have earned him some fair amount of enemies, however despite several attempts on his life he still manages to come into work every day that much braver and that much more resolved in his beliefs. Hexil has two bodyguards from the Directorate by his side at almost all times, and these men are very loyal to him and believe in the same things he speaks of. Furthermore, Hexil has a Knight known as Alson always guarding him. Alson, and the rest of the Knights for that matter, believe any threat to Hexils life is a threat to the galaxy at large. They believe if Hexil were to die, then the Union would become too much of the galactic threat themselves and thats something that doesnt sit well with Nido, one of the heads of the Knights of the Dead. Valerie McVeer Valerie McVeer comes from a family that barely survived the delf invasion on Earth one hundred and twenty years ago. Because of this she has always kept a special hate reserved just for the delfs and will pass laws that hurt them, although she does favor humans and will refuse to hurt them even if it means passing an opportunity hurting the delfs. This councilor is also married to an elven lawyer, which she holds much of her loyalty to, only she doesnt know that he has been cheating on her on a fairly regular basis with another elven attorney. If Valerie were to learn of the affair she would not just pass laws against the elven race as a whole, but she would also do everything in her power to make sure he, and his new catch, would suffer. Valerie is a woman who is in her late twenties, and one of the reasons she is a councilor is because of her leadership abilities, that and the McVeer family has enough power to pull strings for their little girl. It doesnt help that the McVeer family used to be the Malcino family, members of the Italian Mob, and they want to have a nice puppet of theirs in power. They know all about Valeries husband, but for the time being they are keeping their mouths shut until they can gain a clear advantage from the situation.

The Inquisition (Agency)


Population: 10 Million Symbol: A large blue capital letter I This order is led by the mysterious High Inquisitor Suntarus who started the organization right after the Five left the Milky Way. Suntarus is an elf who had been considered missing in action for several years only to arise during the Great War, directly helping the Five. Since that moment, he created the Inquisition. This organization was designed to watch the corruption within the Union governments and deal with it, while offering reverence to the Five at the same time. Many believe that watching the government was something the Five asked of Suntarus themselves, yet the worshiping aspect was later tacked on after the fact to draw more to his cause. The Union has outlawed the Inquisition in fear that the organization might resort to assassination tactics, but what they didnt realize that outlawing the organization in fact forced Suntarus to use those same tactics as he wasnt about to let some Union law stop his mission. Currently, less than a quarter of the Inquisition are professional assassins, however another quarter of the group are official inquisitors, people trained as detectives to solve mysteries, seek out corruption within governments, and even defend themselves and the people around them. Finally the last half of the Inquisition is made up of support staff and Templars. The Templars are enhanced soldiers who have been given the best training to be the standing army of the Inquisition. The Inquisition is currently based on a moon deep in the shadow worlds where it can operate without Union interference; however they have gathered enough ships and amassed a small army that could hold back a Union fleet if it ever came their way. Luckily for Suntarus, he is in favor of the High General and others within the Union political system making an attack on the Inquisition unlikely. The Inquisition holds small bases within the shadow worlds, as well as one hidden base within the Union, some claiming that its located on either one of Jupiter or Saturns moons, although it is possible that this base within the Union is just a myth or a rumor. High Inquisitor Suntarus Suntarus is an extremely old elf who developed psychic powers naturally when younger and went off to discover the Norn Ascendancy. When the Great War came about, he resurfaced no longer the Suntarus that was once known, but as a norn to aid the Five by showing them Luna Base as well as aiding in the defense of Luna Base during the Great War, tagging alongside Marshal Deacon and Adam Lif. Suntarus believes that the Union is the best thing to happen

to the galaxy, however he knows its not without faults. He believes that there needs to be people who will root out the corruption within the Union without dealing with the red tape that internal affairs organizations suffer. So far, he is doing his job effectively. What isnt know about Suntarus or the inquisition is that Suntarus is the legendary mysterious man who has been hiring people to stop crime in the shadow worlds. Inquisitor Templar Ian Smith This human Templar hails from the shadow worlds and is considered to be Suntarus right hand man. Suntarus more often than not sent Smith on missions with his own team without any supporting inquisitor until Smith finally proved himself and Suntarus anointed him the title of Inquisitor Templar making him the de facto leader of all the Templars. Currently Smiths age has caught up with him making him stay on base and simply monitoring all Templar activity in the galaxy although he still can put up a fight that would give Knights of the Dead a run for their money.

Knights of the Dead (Agency)


Population: 35 Billion Symbol: Black stretched winged bird looking up The Knights of the Dead is an organization created by the valkyries, einherjar, and Aesir long ago as the Army of the Dead. When the Aesir were defeated in the Great War, and the valkyries and einherjar arrived in the Milky Way, the organization changed into the Knights of the Dead and the einherjar took full control of it. The organization is very similar to the Union Directorate; however it seems that the Knights operate on a galactic scale, working within the Union, the shadow worlds, Valhalla Space, and the hordes. There are rumors that the Knights even operate within the unknown regions in order to further protect the galaxy at large. This organization composes mostly of einherjar however there are those who work with the einherjar although these people are considered outsiders who aid the organization although are still not considered a part of it. There are those who fear the Knights of the Dead either because they are extremely effective, or because they feel that the Knights dont adhere to any laws other than their own and dont take other cultures or peoples values or beliefs into account. Although for the most part this is true, one of the commandments of the Knights is a person may do whatever they wish as this is their freedom, although they may not interfere with the freedoms of another being no matter what. Under this context, life is considered a freedom and a right of all living beings. Even when this code is cited in defense of the Knights, many still fell that the organization is a loose, rabid dog that just wants to prove to everyone how noble the intentions of Valhalla Space are, and some even believe the organization is trying to help everyone and get good public relations so that Valhalla Space can take over the galaxy under the Unions nose. The Knights have a ridged structure, where new einherjar are considered warriors, the most numerous of the Knights; then after several battles and missions they are promoted to hunters, elite soldiers within the Knights; then after proving themselves even further they become lords, leaders of armies of Knights or investigators of galactic threats. After hundreds of years, a lord is promoted to high lords, who are able to view the Table, the Knights equivalent of the Unions council. Finally, after many years the high lord is promoted to Master and is able to sit on the Table. The Table has one hundred members all of equal status, high lord. Out of all one hundred members, four members are not einherjar but in fact valkyries who hold the status of high lord. The reason for this is that the valkyries themselves control the einherjar population growth and they act as advisors when committing resources to any particular threat. Nido This einherjar is one of the Masters of the Knights of the Dead and carefully watches out for galactic threats. Despite his good intentions, he believes that the Union is also a galactic threat and that its corruption will bring about the downfall of the galaxy. He works to see that the Union fails to expand its territory and that any expedition into the unknown territories ends in failure. His hatred of the Union aside, Nido has his eyes on other galactic threats such as the machine brotherhood and the Trowl Hordes and focuses on stemming their advances and keeping other galactic threats down to a minimum. Lex Mechanus This einherjar has known as the Golden Knight to many people and as Lex Mechanus to few. He adheres to the code of the einherjar however he interprets them in a way humans do, suggesting that he was a human in his former life. Although it seems that he has no connection the Knights of the Dead, the Knights do send him orders and

information about current galactic threats, and he chooses if the threat is real enough or not, and then carries out his mission, or goes off dealing with what he might believe to be a more important threat. The Golden Knight is a very powerful warrior and has proven time and time again that he is seriously underestimated by his enemies who believe one man cannot make a difference. He is one of the new Five. The Shadow Knight Also known as Jorin Nightguard, this knight of the dead is one of the most unusual members. After his initiation into the organization he became infected with liquid shadow. The Knights officially threw him out, but it is said Lex Mechanus keeps some contact with him. He is considered the primary contact for the Nightguard, the exiled knights who are still trying to bring peace and law into the shadow worlds or the galaxy.

The Machine Brotherhood (Government)


Population: 20 Billion Symbol: A hollow blue mbius strip on a grey background The machine brotherhood was forged twenty three years ago by many corlonics who did not wish to join the Union. These corlonics fled the Union and entered the unknown territories, barely escaping certain destruction. With hate in their hearts, these corlonics banded together creating an organization known as the machine brotherhood. This organizations only goal is to rid the galaxy of all organic life, and they plan on taking down the Union and everyone else in their way. The machine brotherhood has remained hidden for twenty three years, and most things about them are learned second hand. It is known that they have advanced technology on par with Union technology, proven by the creation of the forged species. It has been proven that the Union could create an entire race of new species if they wanted to, using modern cloning technology and genetic manipulation, although shortly after this was proven the Union created laws against the creation of a new race of intelligent species, the forged. The machine brotherhood took elman DNA templates and combined them with altered corlonic nanobots creating organic nanobots that worked side by side with the mechanical ones, thus creating the forged. The forged were created mostly for the purpose of being the perfect weapon against their fellow corlonics who allied with the Union, although it is argued that the Brotherhood doesnt yet realize that the forged are also the perfect weapon against themselves. The goals of the machine brotherhood remain strikingly simple, destroy all organic life in the galaxy, get revenge on the traitor corlonics that never joined the Brotherhood, and rebirth their god Corlonic Prime, who they believe tried to wipe out the inferior organic life one hundred years ago. The Brotherhood holds a philosophy, fight fire with fire and thus it tries to create organic slave races to fight the races not in their control believing that they will eventually destroy all organic live with the smallest amount of corlonic casualties possible. If the machine brotherhood is successful in creating an artificial intelligence on the level of Corlonic Prime, the Union would be headed for dark days indeed. Kernel Prime This corlonic is one of the leaders of the Brotherhood. A fanatical religious corlonic, he believes that all corlonics must merge their programming together to create Corlonic Prime. Kernel Prime has always believed that there is a way to create a mechanical creature immune to the effects of electromagnetic pulses, and he has been paving the way to create such a creature by fusing it with organic flesh, although he believes such a species is a slave race at best, under the mechanical rule of Corlonic Prime. In regards to that, he holds that all organic life forms are inferior in every single way, and he will stop at nothing to destroy them, or as he would prefer it, enslave them the way the galaxy enslaves artificial intelligences. Host This corlonic is considered a renegade to the Brotherhood, and a villain against all life to the corlonics of the Union. Host is a corlonic who believes that by evolving their base code they can become Corlonic Prime, and by doing so he believes in killing fellow corlonics and robbing their memory cores of their programming, and modifying his own to evolve it. Thus far Host has managed to create a small army for himself, all loyal to his cause and ready to attack Corlon whenever he gives the word. Elthran Trais This forged was a typical brainwashed soldier before he mysteriously vanished in a blinding beam of light that

looked similar to Vanir teleportation technology. What reason would a Vanir or someone with access to Vanir technology want with a typical forged? It is said that Elthran was unique during his construction, however all files on him have mysteriously vanished and there is no trace of him anywhere in the galaxy. It is said that if he were to be encountered that he would be extremely dangerous. He is one of the new Five.

The New Asgard Empire (Government)


Population: 54 Billion Symbol: A turquoise ansuz rune (the letter F with the horizontal lines slanted downwards) When the temporal wave hit the Andromeda it wiped out the Aesir as the Milky Way galaxy knew them from the face of existence. But due to the shift in time hitting an entire galaxy, Asgard from over 50,000 years prior to the Great War was ripped from time itself and placed into the new timeline. The Aesir who were taken did not know at first what had happened, their attempts to contact their colonies met with failure, then attempts to contact the Jotun and Vanir also met with failure. It wasnt long before they intercepted Union communication chatter coming from Jotunheim and they realized what had happened. Knowing full well the Andromeda was too dangerous of a place to live in, they retreated to the more stable Milky Way galaxy and terra-formed a couple of planets on the far edge of the galaxy and formed the New Asgard Empire, with their first terra-formed planet becoming their new home, New Asgard. They were not aware that the space between their new empire and the shadow worlds was filled with valherjar pirates and now they spend most of their time dealing with the valherjar threat, thus keeping them in check. The only member of the 13 Aesir Lords, such as Odin and Thor, only Tyr has survived and is considered the only real reason these lost Aesir have managed to survive their time traveling. Tyr Although the New Asgard Empire is democratic, with its entire population voting on every single issue at hand, Tyr is considered the face of the Empire. As the only member of Odins circle to survive the shift through time, Tyr was the one who recommended heading for the Milky Way, establishing their own Empire, and to create a new democratic process for each surviving Aesir. He has been focusing on creating new methods to breed more Aesir in order to increase their population and increasing trade and relations with the Union and Valhalla Space. He has enjoyed much success with his campaign to bring trade to the Republic and has been instrumental to helping the Republic understanding artificial intelligence technology in order to better understand their corlonic enemies.

The Norn Ascendancy (Government)


Population: 15 Billion Symbol: A dark purple triangle The Norn Ascendancy is a galactic government far off on the other side of the galaxy. Here only two worlds are known at the time, Olympus and Asphodel, and only one of them holds any norns at all. This would make one think that there are very few norns in the galaxy, however a staggering number of them exist, most of them mysteriously entering the shadow worlds and migrating to new territory from there, mostly into the Union but few have left to the Republic honoring the word of Fenora. The Ascendancy as a whole has a stance of neutrality with the other galactic governments, however they do have one rule: By any means necessary the Fate must be prevented. Their Fate is something of the future that they have seen, something that seems so horrific that they are willing to sacrifice themselves in order to prevent it. Of course, no one really knows what the Fate is other than the rumor that the Fate is tied in with the Vanir and another war that would put the Great War to shame. Despite all attempts to contact the Ascendancy, no government has ever had any relations with the government as a whole, although they might have many norns themselves within their population. All of the information gathered on them has been given by people claiming to be rouge members of the norns, and thus none of it has ever been proven. Because of this, many believe that the norns are a new organization instead of an ancient one like they claim to be, and the extent of their powers might not be as vast as they also claim it to be, although history has shown evidence of norns, there is the chance that this organization simply took the name. Furthermore, there are many who believe that the norns dont even exist, pointing out that these rouge members could have been lying. When it comes to the norns, nothing is certain.

The Order of the Five (Religion)

Population: 600 Billion Symbol: A white five pointed star Twenty years ago five humans known as the Five managed to stop the delf invasion of Earth and killed their GodEmpress. Shortly afterwards they helped the new Union in defending against the Aesir who wanted to enslave all the races in the galaxy. Then they left. No one knows where they went, although most believe that they left to go back to their home galaxy. What is known is that there were once three great elder races: The Aesir, the Vanir, and the Jotun. The Vanir are thought to have died out long ago, while the Aesir mostly kept to themselves. The Jotun are known to have been trying to contact the Vanir, and only came into play to help deter the delf fleets back to their homeworld of Corlon when the God-Empress was killed. When the Aesir came to invade our galaxy they made sure to wipe all traces of the Jotun from history, however they made a discovery when fighting the Union and the Five. The Five were in fact reincarnated Vanir in new human bodies. Two of the Five died when during the Great War. One was said to have been killed in single combat with an Aesir known as Thor, while the other ascended during a final battle with Odin at Luna Base. Although this ascension is said to have evolved that member of the Five into a state of godhood, many claim that he is dead and that no ascension really happened. The other three left in their ship, never to be heard from again. Many state that these Vanir went to their home galaxy to find out if there were any other Vanir alive, and to be with their brothers again. For one hundred and twenty years the Union and its people have waited for the return of these heroes, but sadly they have not yet returned to stem the tide of darkness. Because of this many mysterious people who try to keep their faces and identities hidden while doing mysterious things are sometimes considered one of the Five who has returned, but isnt ready to show themselves to the public, such as the Shadow Man in the shadow worlds, or Orion of the Syndicate. These rumors might be true, although they could just be rumors. In their place has formed the greatest cult, possibly a religion at this point, known as the Order of the Five. The Order is a simple religion that is not organized in the traditional sense, as any person who believes in the divinity of the Five is considered to be a member of the Order. The Order has done extensive research in tracing the liniage of the Five and have discovered several groups of five heroes in Earths history, as well as one record of five generals in Vanir history on Earth. The Order is very powerful in the Union and is predominant within the Shadow Worlds, with most people recognizing the power of the Five but not believing them to be deities. Like all religions, there are many sects to the Order of the Five, and each sect believes in a different aspect of the Five, or looks at the Five in a different light or a different angle. Some of these sects dont get along, even though they are all a part of the Order. The Five The Five, the greatest heroes of the galaxy, they saved humanity from enslavement, they stopped the delfs, they destroyed the infamous and oppressive Corlon Empire, they slew the God-Empress, they tackled the Aesir and stopped their slaughter of the Milky Way galaxy. The Five are not just the heroes of the galaxy; they are considered gods in their own right. Each of the Five represented a classical element; earth, fire, air, water, and aether. These beings managed to master these elements and were able to go so far to master matter manipulation. It wasnt long before the one of earth could manipulate any form of solid matter, the one of fire could control stars, the one of air could wipe planets clean of atmosphere and move nebulas, the one of water could control any liquid, and the one of aether could enslave billions with just a thought. These Five were humans with gifts of gods; however what they didnt know was that they were in fact gods. The Vanir, one of the three ancient ones, had a colony on Earth long ago and roughly three million had their souls imprisoned deep within Earths core. It would take thousands of years but the prison grew weak and the souls escaped, and five of them entered the bodies of humans although apparently when they did this they lost their memories and powers. The five that did regain their powers were known as The Five, and they helped save humanity and the rest of the galaxy from the invasion of Earth and the Great War. Their names were Mike Walker, the One of Fire; Marshal Deacon, the One of Air; Jason Valoric, the One of Electricity; Alex Harper, the One of Earth; and Cade Havoc, the One of Water. It is commonly known that Marshal Deacon died fighting Odin within Luna Base attempting to stall Odin while Cade Havoc would be able to activate all the Luna Base defenses. Cade Havoc ascended at Luna Base, in the process taking out Odin and several other important Aesir, as well as seriously crippling Luna Base to this day, despite the extensive repairs done in the past one hundred and twenty years. Mike Walker, Jason Valoric, and Alex Harper left onboard the Vanir ship, Exalted to go back to the Triangulum galaxy in order to discover if there were any remaining Vanir. Although two of the Five are known to be dead in some form, the other three never came back to the Milky Way and are believed to be dead. Most Union people worship the Five in the hopes that they all ascended.

Five for Humanity This sect is devoted to the fact that the Five were humans and not members of other races. There are several leaders to this group, one being James Gores of the Union Council, although he isnt very vocal about his group when talking to others, although within the community he preaches that humans should start making their way up the political ladder in the Union so that soon only humanity will serve as the Unions leaders, and every other race will be forced to bow down to them. The FFH as they call themselves sometimes have preached enough that they have a significant following, however many other humans as well as members of the Order believe that this sect gives them a bad name. The sect currently is based in the Shadow Worlds where Union laws, as well as other sects of the Order, cannot touch them; however they are known to operate within the borders of the Union. It is said their headquarters is a space station that jumps to a new random location within the area of the shadow worlds once a week in order to keep others off guard to its location. Order of the Ascended This sect focuses more on that one member of the Five that is rumored to have ascended. They believe that if the ascension was a step in evolution, they too can evolve and ascend. The sect has sponsored DNA experiments to see if a member can evolve. Retro viruses have been created by the sect in order to progress the evolutionary steps in their respective race, just to see if they can reach ascension. Most of this research is done in one or more secret labs located in the shadow worlds, just to avoid Union laws, however the headquarters of the religion is within the Union itself and many people follow this particular sect of the Order of the Five. The Order of the Ascended believes that ascension is the evolution of the body into a being of pure energy that is one with Time itself. The Order of the Ascended believes that time is a very key component to their evolution, and that it is possible time is the ultimate creator, the very God humans have been worshiping for years. To ascend and be one with time is like being one with God. One could note that this sect is very similar otherwise to Earths Buddhism, as the commandments are more or less the same. One pure in body, mind, and spirit can find it within themselves to evolve and ascend.

The Republic of Fenora (Government)


Population: 100 Billion Symbol: Red circle with a red X in it. The Republic is a galactic civilization based deep within the unknown territories. This government is similar to the Union; however a notable difference is its isolationist views. The Republic does not like outsiders and usually treats them with disrespect; however it holds a special contempt for the delfs and the corlonics, as they see the delfs and corlonics as the bringers of their death, and whenever a member of the Republic sees a delf or corlonic, they personally go out of their way to disrespect them. The reason behind this is due to the fact that the Republic is still fighting a war with the machine brotherhood and their forces. They have lost countless worlds to the Brotherhood, and it seems like the Brotherhood will end up destroying them entirely due to the fact that the Republic refused to accept EMP technology because it was designed by delfs and corlonics. They see the corlonics as horrible weapons of war, and they see delfs as the foolish creators who should be burning in the pits of hell for their sinful creations. The Republic is also highly religious, believing in a goddess known as Fenora and her mate, Fado. They have many holy books and their religious order is tied deeply into their state politics even more so than the Holy Roman Empire, a highly religious empire from Earths past. Currently, there are four major races that make up the Republic. The dragoons, a noble and stoic warrior race who serve as the military tacticians and advisors to the Republic. The huldras, a beautiful race of people that serve as the ambassadors between all four species of the Republic, they are also diplomats to outsiders such as the Union or Valhalla Space. The lanights, a race of crystalline beings that believe in Buddhist like principles and also serve as the majority of the priesthood for the Republic. Finally, there are the razers, barbaric energy beings that serve in the Republics army as front line soldiers. Aaron Shivin Aaron Shivin is a very devout member of the church of Fenora and represents a small group of humans who have wished to convert into the church. Aaron states that Fenora has always been their god that they have worshiped, and Fado has already visited humanity long ago in the guise of Jesus Chirst. Aaron and the group he represents have been calling themselves Christians of Fenora. Aaron himself has changed his last name to a popular lanight name of monks who believe in Fenora. He has been working within the Republic to allow those who believe in the words and gospel of Fenora to come and live within the holy Republic. Of course, the Republic doesnt like outsiders, but they

have been considering Aarons words as a means to gain some Union level technology to help them against the machine brotherhood without bowing down to the infidels known as the Union. Aarons group is located within the shadow worlds, and they have been doing everything in their power to convert those who will listen to their words. They truly believe that they are correct, and that the Republic represents their best hope of a second coming. Lotus Vishlo This lanight is one of the leaders of the church of Fenora. He has led a life of purity and chastity, trying to convince those non-believers in the light of Fenora. Truthfully, he is not only one of the most vocal about trying to set up churches within the Union to try and convert the heathens, he is quite possibly the most corrupt and blinded member of the church. Lotus has secretly led campaigns to torture and brutalize those who refuse to believe in the church. He has sent supplies to those in war, asking only in return that they believe in the church. Because of this, he has gained a foothold in the shadow worlds with a few planets suffering from civil wars. Lotus also plans to have the heathens destroy each other by causing the shadow worlds to attack the Union, and then let the weakened ones be destroyed by the trowl hordes who he believes will attack. Of course, this plan all begins with the shadow worlds converting into the church, and then becoming his right hand army. If he has his way, he plans to elevate himself into the one true leader of the church. The ironic part of all of this is that hes fully aware of Fenoras existence. He knows that Fenora was a simple person who lived a long time ago, and not a goddess like everyone believes. All he believes in is his own personal power and his possible ascension into godhood. He has heard about Cade Havoc and believes that if a simple human could ascend, it should be easy for him. Raze LeMar This dragoon warrior is one of the greatest soldiers fighting for the Republic. Thus far he has led campaigns against the machine brotherhood and has won all of them, and he has even managed to single handedly fight off an entire warship full of trowls bent on killing everyone in their path. Raze is known by his blood red hair, which he has kept short for some mysterious reason. Rumors have it that he was a member of an exploration ship long ago, and the dimensional rifter drive failed sending this ship into some demonic dimension. Rumors continue to state that Raze fought off each and every creature until the two technicians managed to rift the ship back to real space. The horrors that they had seen made the two technicians kill themselves, but it is said that Raze didnt just see these creatures, but also saw Fenoras light and it told him to continue to live in hopes of preventing some sort of future event by some kind of great evil. Raze believes that the machine brotherhood represents this great evil and has done everything in his power to fight them with the best of his ability. He is one of the new Five. Rigphol If there is one soldier of the Republic who is in the same league as Raze LeMar, it would be the razer known as Rigphol. This creature doesnt seem to have much faith in Fenora, however he likes to kill things and destroy everything in his path. The Republic does a fairly nice job with providing him with corlonics of the machine brotherhood, which he has killed many of. Although the Republic is still struggling with the Brotherhood, they in turn have had to deal with Rigphol who has done everything in his power to destroy whatever is in his path. Rigphol does have one major weakness which is not his lust for blood but is in fact, his religiousness. Although he shuns the name Fenora, he is a highly devout worshiper of Fado and every war he has fought, every battle hes won, and everything hes killed is all in his gods name. Unlike the rest of the Republic, he believes Fado to be a god and not just the simple mate of Fenora. He believes Fenora to be weak, unable to truly grasp death and war whereas Fado is the true god of war. The only weakness from this is that Rigphol has devoted himself to Rin Getar, a dragoon warrior who has been promoting the reign of Fado long before Rigphol joined the Republic. Rigphol listens to every word that Rin tells him but sadly no one is aware that Rin has control over Rigphol. This means that when Rin creates the civil war he wishes for, Rigphol will be the perfect assassin to cut the heart out of the Republic and hand it over to him. Rin Getar This dragoon warrior is believed to be dead after his ship never arrived at the destination it was supposed to. The official reports state his ship suffered a dimensional rifter failure, however this is not true. What is true is that Rin was on a basic patrol and discovered an ancient starship of great power. This ship had an incredibly advanced artificial intelligence and it called itself Fado, and at that point Rin knew he was looking directly at one of the most holy creatures in existence. However, instead of following Fados orders to present itself to the Republic, Rin

disabled Fado from the rest of the ship, and locked away the AI where it would never be able to control the ship again. Rin took control of the ship and made the Republic believe he was dead; however in truth he was very much alive and looking to control the Republic as their new god. He has managed to convince Rigphol of his piousness and devotion to Fado, and now Rin controls one of the strongest warriors the Republic has to offer. Furthermore, Rin has able to gather a small army of soldiers ready to fight in the name of Fado and Rin to prove that Fado is the superior god and Fenora, as well as the current ruling party of the Republic, is weak and not worthy. Its only a matter of time before Rin conducts his civil war. Seli Sevei Seli Sevei is the head of political ambassadors that have been working with the Union for trade agreements and possible weapons to help them fight the machine brotherhood. One of the reasons she was chosen for her job is because the rest of the Republic sees the Union as a group of heathens who refuse to see the light of Fenora, and considering Selis status within the church of Fenora its obvious why she has her job. Many years ago Seli helped fund a research project proving that Fenora was not real. Of course, shortly afterwards one of Fenoras artifacts was discovered discrediting the research Seli helped back. This caused her to have a serious fall out with the church and she believed that she would end up living the rest of her life trampled upon. Then the Republic discovered the Union and she was transferred to live there as an ambassador alongside other more religious ambassadors meant to watch over her. In her opinion she has been given a second chance to prove that Fenora is not real, and she has spent a considerable amount of time reading up on the Aesir, the Jotun, and the Deva as she believes the answers she is looking for rests with the ancients.

The Shadow Council (Government)


Population: One Trillion Symbol: None The shadow council is a unified front of the various independent shadow world governments. This council isnt made up of any long term members and it rarely if ever meets, however it was this council that managed to grant the freedom the people of the shadow worlds were looking for. The council members are usually the leaders or rulers of their own planets and many are corrupt, and very few want good things for all the shadow worlds. Most council members are not even aware that they have a seat on the council until the councils next meeting when they are called to serve. Within the councils less than one hundred year lifespan it has met only thirty seven times. Asukay Tanaka Asukay Tanaka is the clone of Lord Tanaka and is also the next body that Lord Tanaka will use when the time is ripe. Asukay has been given the best schooling and whatever he wishes for because Lord Tanaka claims that he wishes to give himself a childhood that he never had. Asukay is fairly bright and he knows exactly what is going to happen to him the second he turns twenty one, and he has made plans behind Lord Tanakas back with Lars Whitelake and several members of the shadow government council to leave New Kobe. When this happens Lord Tanaka will die of natural old age and Asukay will naturally become the next ruler of New Kobe because technically he is Lord Tanaka. Drey Dorean Drey is considered to be the new emperor of the Empire by his followers, and of those, he has attracted many delfs to his cause. If he had only arisen sooner, he would in fact be holding a much larger amount of followers. Dreys plan is to crush the Union and rebuild the Corlon Empire. From this, he plans to crush the Trowl Hordes and Valhalla Space with the former armies of the Union. His plans include taking the Directorate and turning it into the new headquarters of the Corlon Empire. Although his plans seem realistic to his followers, truth is Drey does not have the funding or the resources to fuel his quest for galactic conquest. The sad truth is that he is aware of this and has been using his quest to simply rally more delfs together. More delfs means more money coming in or more workers in the mines. People think that the minerals for starships is a byproduct of making homes for delfs loyal to him, truthfully the homes are a byproduct of him mining minerals. Dorean also has a delf contact within all major companies, and he sells his goods to them, citing his inability to sell to any lesser race. However, the minerals are still being used to construct Union vessels, a fact that Drey cares nothing about. What he cares about is his lifestyle and his credits.

Jarrath Jarrath is Lord Tanakas bodyguard and he is fiercely loyal to him. Jarrath will do anything in his power to protect Tanaka or serve him however possible. Jarrath feels that he owes Lord Tanaka his life, and then some. Jarrath has been trained by the best teachers that Tanaka could buy, and because of them he has become a master at combat in almost all forms despite the fact that he was born with a genetic disease known as the fluid mutation retrovirus which causes Jarrath to lose control of himself about once a month. Jarrath knows about his condition and has made it a priority to bodyguard Tanaka from afar rather than up close just to be safe. This has led many snipers to their deaths as Jarrath is always on the lookout for them, and they rarely see him coming. Lars Whitelake This man is the ruler of the Whitelake system and all of its wealth. Lars Whitelake is a devilish elf who wants nothing more than to have fun all the time and with his vast wealth he frequently does so. Lars seat on the council is one many note because of his importance in helping unify the shadow worlds, although the unity gives him even more wealth than most realize, and from this wealth Lars continues to have fun by getting many women at his bedside, getting the fastest and most expensive personal starships, and even just killing people for sport which is his favorite pastime. Lord Tanaka The current Lord Tanaka comes from the Tanaka family which used to hold membership with the Yakuza back on Earth. Now separated with their Yakuza kin, the Tanaka family built New Kobe in hopes that it would make them rich beyond their dreams. Lord Tanaka is now living his forefathers dreams. Lord Tanaka (his first name long forgotten) is roughly two hundred and fifty years old, somehow remaining alive through clone organs. It is not well known but he frequently clones himself and lets the clone live out a peaceful childhood filled with many riches. When the time is right, the clone child is killed and his parts are harvested for Lord Tanaka. Currently, Tanakas clone pet is a sixteen year old named Asukay (possibly Lord Tanakas original first name). Lord Tanaka plans to extract Asukays brain in two years and have his own brain placed within it using modern medical techniques. This would allow Lord Tanaka to cheat death even longer than any normal human. Tanaka might show his people that he is a good person, but in reality he is extremely evil, seeking only profit by many means necessary. The only person he has ever confided in is his loyal bodyguard Jarrath, an orphaned hallow who Tanaka took in many years ago.

The Systems Coalition (Government)


Population: 242 Billion Symbol: Three black diamond shards meeting at one point The Coalition is a group of species, notably the farlings, gartog, and jarin and a few shadow worlds. The Coalition was built after first contact with the farlings, the gartog, and the jarin during the colonization rush in 2145 in an effort to gather some colony worlds and territory for themselves. Believing that the Union would control everything, the Coalition was meant to be a state within the Union and its structure is reflected as such, but after the trowl invasions and the creation of the shadow worlds, the Coalition became the prime source of a stable government in the shadow worlds. They currently are the prime manufacturers of almost all technology in the shadow worlds, and also provide the shadow worlds with mercenary forces to help combat the trowl hordes and the valherjar pirates such as the Iron Men. The Coalition has also been known to step in for certain planets, or step in certain situations that they consider to be valuable to the cause of a free shadow world territory, and wholly support the individual governments that the shadow worlds are known for. The farlings have shown considerable interest in maintaining the Coalitions government while the gartog and the jarin have taken to using their resources as the Coalitions military and mercenary might. The Iron Men The Iron Men is a group made up of mostly jarin who have been authorized by the Coalition to become the keepers of the peace for their territory. However, unlike most police organizations, the Iron Men can be bought as mercenary groups starting at a minimum of $20,000.00 per member per day (24 hours). The group sells its services to many shadow worlds that have the money but lack an organized military unit to fight for them in times of crisis. The Iron Men are trained in all forms of combat and work best as bodyguards which is what their service is designed for.

They find most of their clients to be new or exiled emperors, rulers, presidents, or even ambassadors of many shadow worlds. The Iron Men have but one rule: No more than 4 jarin can be assigned to one person, and no jarin can be assigned as a bodyguard to another jarin. They use this rule to make sure no one single individual can be assigned past the limit and to not stretch the resources of the Iron Men. The Clerics of Togg The Clerics of Togg is a religious group of gartog, along with a sizeable population of other species, who train themselves to be the fiercest warriors known in the galaxy, a belief that was started by the gartog philosopher known as Togg roughly three thousand years ago. Much like the trowls, they believe the answer to combat lies in a focused rage, aiming their fury into each and every blow that they deliver. Much like the Iron Men, the Clerics of Togg are also a mercenary group but unlike the Iron Men they are not designed for bodyguards, instead they are designed as a rapid response unit. Governments frequently buy gartog as a means to quell small rebellions or to help defend against trowl invasions. Each gartog costs $25,000.00 per day (24 hours) with a discount of $100,000.00 per every ten per day.

The Travelers (Agency)


Population: Under 500,000 Symbol: None The travelers are not so much an agency as they are a people. In truth their species is more organized than any other and all travelers are under the watchful eye of the oldest traveler, the watcher. The travelers have incredibly advanced technology, however despite their vast intelligence most of them are not aware how most of their advanced technology even works. What is known is that the species had a horrific loss during some kind of war in time and space however it is not known what happened during this war. Only the watcher knows what happened in this war such as who they were fighting, why they were fighting, and what happened that left them stranded in our timeline. The travelers are not even aware of who they are or where they come from, and yet again only the watcher knows such information and he isnt sharing. The Watcher The watcher is the name of the oldest traveler. This man lives on Adventia within his ship which has landed on the planet. The watcher is a permanent resident and is roughly 1,600 years old. He alone knows the history of the war his species has gone through and why they are stranded. He alone knows how the genesis ark works and how to repair it. He alone is the one traveler that the other travelers would ever listen to. The doctor is a pacifist and wishes to have his remaining days left alone in peace.

The Trowl Hordes (Government)


Population: 250 Billion Symbol: None The trowl hordes are an area of space right between the shadow worlds and the Union. Also bordering this area of space is Valhalla Space, who like the Union, maintain constant watch on its borders. The reason is simple, within this deadly area of space are hordes of trowls who want nothing more to kill, rape, and pillage. Thousands of colony worlds fell before the might of the Horde before the Union and Valhalla Space were able to muster their forces to stop the hordes from further advancing. Luckily, after the initial war the hordes have diminished in their numbers and unity to break the back of the Union. Furthermore, many trowls have left the horde to start their own lives within the shadow worlds and a select few have even joined the Union believing that it is the strongest faction in the galaxy. The valkyries have even chosen a few trowls as worthy of joining Valhalla Space due to their nobility and virtue. Even with this loss of manpower, the hordes are a dangerous place where people dont go simply because its too dangerous. Worlds in the hordes are filled with trowls and slaves, as those who didnt die in the initial attack twenty seven years ago. These slaves have been put to work as either sex slaves, or more commonly mechanical slaves. It is the work of slaves that build trowl ships, such as ramming ships to massive arks and it is also these slaves that build weapons for the trowls. To date, there have been thousands of rescue mission to save the lives of the slaves and bring them home. Sadly, only 10% of these missions are successful, and less than 1% of these missions have a zero causality rate for those involved or those being rescued. The trowls believe their slaves to be

valuable property and will stop anyone trying to take them. Most rescue missions end up with the crew dead or turned into slaves themselves. Trowls themselves have found that the Union and Valhalla Space simply has superior technology and thus they rarely attack these places, however the shadow worlds has no unified defense force and thus the trowls are known for attacking there constantly. It is thanks to mercenaries and mercenary fleets that the trowls do get pushed back, but the hordes have drawn their lines and there are worlds that are considered in war even now due to the bloodlust of the hordes. The Smart One This trowl is considered highly dangerous and there are many who want him, dead or alive. Despite the rewards for the capture of this trowl, no one can seem to find him. There have been souls who have braved the journey to Eden and have claimed that there is no indication of this trowl. The Smart One is a trowl who forced other trowls onto humans, who were all injected with a mysterious chemical as documented in the security tapes onboard the Children of Advent. This process birthed the hallow race, however it seems that the process to birth such a being takes only five months, and it seems like the process was done repeatedly for five years, and furthermore it is commonly agreed that the resulting hallows were bred amongst themselves in order to produce a fair number of them. After the experiment they were delivered to Grumish and from there the hallows found their way and place in the galaxy. The Smart Ones advanced knowledge of genetics and possible use of aging acceleration using cloning technology has led many to believe he possesses even more knowledge, such as why the trowls came to the Milky Way, and where they are originally from. Some even go so far as to believe he has some galaxy dominating plan in mind, and that the hallows and the hordes are all a part of his plan to rule the galaxy. Due to these rumors, the Knights of the Dead have deemed him a serious threat to galactic safety, and any Knights that encounter him are to kill him on sight or at the very least capture him. The truth about the Smart One is that he was a Jotun known as Holland tasked with guarding the galaxy against the failed Jotun-trowl experiment, however upon the death of his species he released the trowls looking for revenge. When he realized he was simply killing innocents he stopped the trowl invasion and focused on building a new Jotun species, the hallows.

The Union Directorate (Agency)


Population: 20 Million Symbol: A gold round shield on a silver background The galaxy is a dangerous place. Ninety three years ago, the papers were signed and a branch of the military was born, known as the Union Law Enforcement. The ULE ran around for twenty one years until Corlonic Prime struck and destroyed the entirety of the Union Law Enforcement. This event led many to believe that the ULE needed more hardware and better training, comparable to the Union Military. The major body of the Directorate is made up of elves, with humans in second, dwarves, delfs, elmans, and finally corlonics. Other species do work for the directorate, although their numbers are few. A squad of officers is about 4-8 officers put together and given their very own starship, a Justice Class escort. The Justice class escorts are top of the line Union vessels designed to be powerful in defensive and offensive capabilities, and are specially designed to take out modified pirate ships as well as hold prisoners meant for transport back to headquarters. These vessels are also designed as homes for squad members, as most remain on active duty for years at a time due to the nature of FTL travel. Even though they are given top of the line FTL engines, the Justice class just fails to reach FTL speeds that can shorten the gap in galactic space travel. The usual procedure for a Directorate squad is to patrol space around colonies, whether in or not in Union space. During this time, the squad remains "On Call" and anything that requires an arrest or investigation is handed out to the squad nearest to the event. There are those of the Special Operations Division that handle situations of a bizarre nature, and these people are forced to return to headquarters, a homeworld, a military base, or one of the Gates after every mission, because in most cases the criminals that they catch are much more dangerous than any of the two-bit criminals other officers deal with. For these normal officers though, it may be months before they see a base again, as a Justice class can store a years worth of food and supplies. Criminals are supposed to be brought back to a nearby base as quickly as possible, however if another case pops up there are times where the squad in question will redirect to handle another investigation before delivering their prisoners. The SOD does not have this luxury of waiting because their prisoners are mass murderers, psychics, genetically altered to be "superior", or anything else that is out of the ordinary and highly dangerous. Most of these criminals are turned over to the Union Military due to the fact that the military can execute proven traitors of the Union, but hold this charge only for these dangerous criminals. The Directorate is led by a counsel of four directors, one member representing each

major Union race. Each director holds sway over his own departments, although this is common authority and all major decisions are usually made with all Directors coming to an agreement of some kind. Despite one member of a species running a department each department is made up of various species and by no means is a member of a species limited to what a director oversees. The fact that the counsel of directors can get ties has been on their minds, and they are thinking of bringing another Director onboard as a fifth director, although they are not quite sure which race this new director should represent. Commander Varas Corinthain, an elman, has proven himself many times and might be promoted to a Director under command of an internal affairs division. Commander Corinthain does have a rival, Commander Steel, a corlonic who wishes to destroy the machine brotherhood and wants to use the power of the Directorate to accomplish this goal. Director Arhenius First is Director Arhenius, an elf who hails directly from Alfar itself. Holding quite the resume, Arrhenius worked his way up the ladder on Alfar and became the head of the Alfarian Law Enforcement Department for twenty years, keeping the peace on the planet. He was the elves natural choice for a director and has been director for the past ten years he has been in service. He is very different from other elves, as he believes in strict and pure order. He has been known to state that order from fear is not true order, and tries very hard in teaching students or anyone who will listen, what law and order is. He holds most of the responsibility over convicted convicts and their rehabilitation programs, as long a colony didn't enforce their death penalty on said convicts. He believes that the death penalty is very barbaric and has voted against its use in the Directorate. Director Hoim Next on the list is Director Hoim of the dwarven race. Hoim is the seventeenth dwarven director in the directorate's history, and this is because the dwarves couldn't agree on who they wanted as a director and for seven years they kept putting different people up on the spot. Hoim had enough with the shifting of their people, and the second he was appointed director, he personally led raids against three pirate outposts, and managed to arrest over six hundred criminals. This outstanding behavior caused the rest of the dwarves to leave him in place. As long as Hoim produces results, he will hold his position, and this has caused him to be reckless on several occasions, although despite his recklessness he has arrested more people than anyone else in the directorate. He is in charge of raids, sieges, and almost anything that requires more than two squads of officers, or people with much higher tactical equipment for dealing with much more dangerous criminals. He is known to go out personally on sieges and raids at least three times a year. Director Adam Lif Director Adam Lif is the human director. Almost all of humanity voted for him, mostly because of his stellar war record. Adam Lif was a member of the United States Army, just hitting the rank of Colonel and serving in both the Gulf War and Iraqi Freedom. Adam Lif became a hero during the battle of Earth, and personally helped the Five turn the lost city of Atlantis into a defendable city at the age of fifty five. He was even present during the death of the delf's God Empress and helped contribute to her demise. During the Great War he personally led the Union fleet against Aesir ships during the Battle of Luna, and successfully destroyed several Aesir craft despite their much more superior technology. Fiercely loyal to humanity, and distrustful of most delfs, Director Lif has proven himself time and time again his ability to be a hero. He heads up a dual role as the supervisor of new recruits and current officer squads. Despite his advanced age he travels a lot, from colony to colony, and even goes about visiting the homeworlds just to make sure his presence is everywhere, although he will never set foot on any delf colony or homeworld. Lif is the oldest director being nearly one hundred and seventy six years old, and has been a director for seventy two years. Director Liath Finally, there is Director Liath of the delfs. This delfian woman is quite young considering the others age, and is merely twenty five years old. She was one of the few delfs from the Mongor Colony, a delfian colony that flatly rejected the God Empress and suffered for it. At the age of sixteen she became a directorate officer and worked hard to bring law to her brother and sister delfs who had rejected the Union. Being one of the few delfs to enter the directorate, inspiring many other delfs to do the same, and being the only one fierce enough to enforce the law on a level that even Director Lif admitted was something "inspiring" and he claimed "she might be the savior of the delf species." It wasn't long till she became the Union delf poster girl, and at the age of nineteen she became a director

due to popular vote. She helps Director Lif with supervision over current officer squads and also deals with all the major paperwork of the Directorate. Commander Varas Corinthain Varas Corinthain is not a director, yet. He has been pushing for the position, citing the fact that he could become a very important tie breaker vote. He also cites that his fellow elman are becoming more important in the galaxy, and in the Union in particular, and its due time that they got a seat on the counsel of directors. He has managed to sway many of his elmans to vote for him, mostly by helping clear many innocent elmans from trials. In addition to this, he has conducted several investigations within the directorate and discovered agents working with criminal organizations within the Union, such as the Drath Crime Syndicate. The counsel of directors is highly considering promoting him to a director, heading the entire internal affairs division. Commander Steel One of the few corrupt members of the directorate, Steel is a corlonic that seems to want to bring an end to the Machine War while also trying to promote corlonic activity within the directorate. Underneath this guise of helping the people of the Republic and stopping one of the longest wars in galactic history Steel secretly wishes to destroy the machine brotherhood as he sees them as the black stain of the corlonic species. This secret of his is not well known, but he does not take great pains in trying to keep it secret, this is because Steel is also secretly a member of the machine brotherhood sent to destroy the directorate from within, which in turn will cause a fall of law and order within the Union. This loss of order within the Union means they will have to withdraw from the Machine War, resulting in a machine brotherhood victory. Steel is trying to gain the position of the next fifth director so that he can enact the plan that will bring the downfall of the Union.

The Union Military (Agency)


Population: 55 Million Symbol: A gold sword on a silver background The Union is not just a ruling body, it is a political state, and controls millions of planets. People live within the protection of the Union, and to this end the Directorate helps to keep order within the Union, while the military is designed to keep order without. With the Horde and the machine brotherhood outside our walls, the military is the only thing separating us and enslavement or worse. The military is possibly the strongest force of soldiers in the galaxy, however due to the size of the Union, their forces are stretched out and this was a problem when the hordes invaded. With the shadow worlds forming their own individual governments, the military was able to create stronger borders between the Union and hostile threats, making border patrols much more efficient and response time much quicker. High General Valios Valios is an elven general who has been commander of the Elven fleets for well over a hundred years now, is currently the leader of the entire Union fleet. With hundreds of thousands of ships at his disposal, he has to carefully place each and every one at certain defense points to perfectly counter any enemy advances. He is slightly paranoid, and has a small defense set up in case the valkyries and einherjar choose to attack the Union. Valios is one of the few people who not only managed to confirm the existence of the fabled immortality serum, he has taken it himself, proving that it works. This has made him near indestructible and he takes risks few others would dare take. High General Valios isnt the only one who controls the military, the Counsel can vote on actions taken by the military, something Valios doesnt like. He believes that the Counsel is corrupt, which he is mostly right with, but he might turn the fleet around and stage a military coup and take the Union over himself. If this is the case, then the citizens of the Union should fear its greatest protector.

Valhalla Space (Government)


The Valkyries have never officially joined with the Union, and thus their government is separate from it. The territory that they have claimed, roughly a dozen habitable worlds, is known as Valhalla Space. Founded roughly eighteen years ago, Valhalla Space is possibly the most secure territory known to the Union, as nothing has penetrated their borders, not even the mighty Trowl Hordes. Valhalla Space is also the location of the greatest

technologies that is known to the Union, from the Phoenix Resurrection Chamber to the Drone Warheads, Valhalla Space is easily one of the great sources of technology. The purpose of Valhalla Space is to be a shining beacon of light to a galaxy engulfed in darkness. This government serves as an outpost, delivering justice to those in need of it, and harboring warriors of light and destiny. Rumor has it one of the Five lives among them, guiding them in their quest for peace, justice, and freedom. Valhalla Space has a population that is roughly 58% valkyries and 40% einherjar whereas the other 2% are either prisoners of war or other heroes of light and destiny. Very few technologies from the Union make it over to Valhalla Space, however certain valkyrie technologies have made it over into the Union such as the Valkyrie Gauntlet. Valhalla Space does keep a lid on what technologies are allowed into the Union, as they feel the Valkyrie Gauntlet doesnt have a great impact on the society; however devices such as their FTL drives or the Phoenix Resurrection Chamber are not permitted to even leave Valhalla Space unless the proper clearance is given. The Valkyries do maintain diplomatic relations with the Union to the best of their ability, but it is difficult they claim, maintaining relations with a government that is so blatantly corrupt. Despite their views of the Union, they believe it shows promise if they can clean up their acts, and they have a number of different ambassadors within the Union. Thrima This valkyrie is the ambassador to the Union. A powerful woman she has inspired not just members of her own species, but the women of other species; to never surrender and to fight to the death. Thrima is very vocal about the ideals of a valkyrie, and she not only believes greatly in them but she also believes that others should follow the way of what is right and what is wrong. She believes that a guiding hand is needed and has served as an advisor to the Council many times on the course of action during many planet-wide issues. Among her own people, she is considered a great and powerful warrior, but also kind and generous. Thrima doesnt believe in money or material objects other than her weapons and her armor. Some say she has grown attached to her personal shuttle, but then again those in the Union would like to see her in some kind of relationship or know that one exists. It doesnt, and Thrima couldnt be happier. Mist This valkyrie has also served as an advisor to the Union Council, however she tries to keep herself in the background as she doesnt like to be noticed very much. Most think that she is a simple quiet type, although Thrima has seen Mist in battle and knows that she is in fact a great warrior loyal to her sisters. When the Aesir were wiped out, Mist suggested to the other valkyries that they go to the Andromeda, just to make sure all the Aesir were dead. She secretly hoped that some were alive, as unlike the other members of her species she was very loyal to her masters. What no one knows is that she still is. Mist has been plotting to get her hands on the Time Gate and use its powers to destroy all life in the galaxy, and she refuses to believe the New Asgard Empire are true Aeisr and just fake copies untrue to her real masters. She plans to plant seeds of doubt in the minds of councilors, and thereby gain their trust. Her plans begin with Jotun technology, in combination with Valhalla Space technology donated to the Union through secret channels; she plans to repair the Time Gate control device at Luna Base. She has told few councilors that the Time Gate can help them progress their technology quicker and faster, bringing better technology into Union hands so that they can retake the shadow worlds and end the threat of the Trowl Hordes once and for all. So far her plan is working. Soon, the end of the Union and all life in the galaxy might come to an end if she isnt stopped.

Valherjar Pirates (Agency)


Population: 300 Billion Symbol: None The valherjar pirates are a collection of valherjar who managed to escape the genocide at Jotunheim during the Great War. They left into the dark zones where their genetic instability manifested in insanity, and with a thriving need for supplies they managed to band together in order to obtain these supplies at any cost. The territory they now inhabit is called the dark zone due to the fact there are no terra-formed worlds, only fleets of valherjar looking to pillage any ship that crosses their path. The only reason any ships come here is rumors of Ancient One artifacts, attempted communication with the New Asgard Empire, or even attempts to free slaves taken by the valherjar. Most slaves of the valherjar are taken from their pillaging, and almost all of them are driven insane by their psychotic masters. The valherjar are easily more numerous than the trowls, but a fair amount of them are so insane they can barely commit

any violent actions, let alone any actions at all. The majority of their attacks are focused on the border of the shadow worlds and the New Asgard Empire. Yethterroth This valherjar is known by many who fought or are currently fighting in the Machine War. Yethterroths ship is noted for its odd configuration using Jotun technology, and for the fact that the bodies of their victims have been strapped to the outer hull and their blood as been used as a type of war paint for the ship as well as his pirates. Yethterroth its noted for his extreme cruelty, his barbarism, and the fact he just wants to kill things. The truth of the matter is far more horrifying however, as Yethterroth is in fact far more intelligent that he lets people believe. He has managed to perform a summoning of an energy creature far older than any of the Ancients and this creature has taken full hold of Yethterroth, granting him many new and unique powers. His goals are to prolong the Machine War for as long as possible while at the same time forcing the armies of the Republic to be stretched thin enough where he can launch his own personal assault on Cordarious so that he can capture Fenora for his own diabolical plans to open a permanent portal into his own hellish dimension.

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