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TABLE OF CONTENTS

Chapter 1) The Origins of Humanity


Chapter 2) Character Generation
2.1. Character Concept
2.2. Careers In the Sapience Galacticus Universe
2.3. Primary Statistics
2.4. Derived Statistics
2.5. Skills
2.6. Skill List
2.7. Using Skills
2.8. Equipment
Chapter 3) Species of the Sapience Galacticus
Universe
3.1. Humans
3.1.1. Terran, Sol Republic
3.1.2. Padishar Imperium
3.1.3. Naerdis Sector
3.2. Assaga
3.3. Drazi
3.4. Fraal
3.5. Hoprin
3.6. Kzinti
3.7. Minbari
3.8. Mechalus
3.9. Narn
3.10. Perilo
3.11. Ruffunoc
3.12. Sesheyan
3.13. Snavori
3.14. Somni
3.15. T’sa
3.16. Weren
Chapter 4) Equipment
4.1. Weapons
4.2. Armour
4.3. Everyday Equipment
4.4. Space Craft
Chapter 5) Space Travel
Chapter 6) Vehicle Movement
Chapter 7) Vehicle Combat
Chapter 8) Life in the Sapience Galacticus Universe
8.1. Why Do We Travel
8.2. Paperwork
8.3. Science and Technology
8.4. AI
8.5. Vehicles in the Sapience Galacticus Universe
8.6. Psychics
8.7. sadflsj
Chapter 9) Civilizations and Planets
Chapter 10) There
Chapter 11) La;kdfj
Chapter 12) A;dlsfkj

1
WHAT IS SAPIENCE GALACTICA
Sapience Galactica is a generic RPG using the FUZION rules. The Sapience Galactica universe is set in a distant and
possible future where anything is possible. It is designed to be expanded by player input and to evolve.

The SG game is adaptable to player and GM desire and can cover all ranges of the Sci Fi spectrum. A game can be run on
the smallest scale of a group of teenagers on one planet, to the largest scale of a group of players in Galactic politics
traversing the stars to deal with war, peace, trade and discovery.

Inside this book are the basics of the galaxy, and some examples of what can be found. Some sections are left deliberately
vague, as detailing everything would constitute a volume the size of a planet. Players are encouraged to take inspiration
from the pages below and add or expand upon them. With the GMs permission, all is possible. The system is designed
that if a player brings a note, race, some tech or some concept from a book or other resource that, if balanced, can be
added to the game.

So step forth into the night. The universe is yours to discover……………..

2
THE ORIGINS OF government established, cementing the already century
HUMANITY old global peace keeping efforts into a governing body.
Ten years of war and terrorism erupt over the
Lost deep in human history is the origin of the existence of a global government, but when most of the
species. Long ago the original humans moved out western world and the Asian governments ally, fully
through space in massive colony ships that took several three quarters of the world are under EarthGov. Over
generations of crew to reach their destination. These the next three decades slowly more and more countries
ships were self-sufficient mobile countries that could join and a global peace settles. As a unified effort the
take an entire people from one planet to another. world science community strives to reach the races of
Millennia ago a group of humans were sent to the solar the galaxy.
system we call Proxima Centauri. Upon reaching their Forty five years later, with most of the solar
destination they found the planet decimated in the wake system explored by manned ships, and colonies are
of a planet-killer sized asteroid impact. With their ship thriving on Mars and the Moon. We receive our first
ageing and their resources relatively low, the people of visit, from the wrong people. Alien planet pirates launch
the ship headed for the nearest habitable planet aiming an attack on earth, their technology far superior to ours
to settle there. The problem came when they arrived in easily decimates the defence forces of EarthGov and
the system. The ship was not capable of making the start to lay siege to the Moon, kidnapping everyone and
extra century long journey, and it was forced to crash using them as slaves to be sold around the galaxy.
land. What was supposed to be a careful seeding of a Then, just as it looked like Earth was to be
planet was turned into a mad dash for survival and a invaded, the creators of the Sapient Species Guild, a UN
random, ill equipped emergency evacuation. All the like Galactic body, arrives and drives off the slavers. An
technology they were supposed to use to found their envoy of Original Humans, called the Fraal, arrive on
new civilisation was destroyed as the weakened ship Earth and meet with the leaders of EarthGov. Earth joins
burned into the atmosphere and crashed into one of the SSG and learns of its origins. Terrans are welcomed
Earth’s huge oceans. They lost their technology and all into the galactic community, and new trade and
semblance of ordered seeding had been destroyed. The technology is introduced. The sciences are expanded at
humans were scattered across the lands of Earth in a exponential rate.
random pattern. Devoid of their colonizing resources,
and suffering massive casualties the survivors were
forced back into an ancient living style, in a manner they
were not trained for. The colonists were forced to mix
with the primitive inhabitants and start over. Never
again did they hear from their parent worlds, for when
the second generation reached the original planet, they
saw the destruction that had been wrought and
assumed the colony lost in the devastation.
Twenty five thousand years later the humans
had forgotten their past and were building a new future.
They moved back through the evolution of civilisation,
art and technology and began once again to explore
space.
With the beginnings of space explorations the
Humans of Earth took the first bold steps and start to
colonise the other planets in their solar system. They
send probes into space and with them, messages of
greetings from us to whomever is out there. We had our
doubts and dreams as to the existence of alien life, but
these theories were all put to rest when an alien scout
ship was damaged by pirates and crashed in the middle
of Stockholm, in broad daylight. The world knew we
were not alone. The efforts to contact other worlds were
stepped up and messages were beamed out. The
communication array of the scout was smashed, but
there were other technologies that were discovered,
including the Hyperdrive or Jump Engine. This started a
new science as the surviving pilot worked with the
worlds scientists to develop Hyperspace travel.
The arrival of Arim Nolis also heralded a new
age in human society, faced with the undeniable truth
that there was an alien civilisation out there, the United
Nations petitions for unity on the Earth, and a global
3
TIMELINE
2025 First moon colony is set up.
2030 First manned landing on Mars.
2042 Launched from the moon, the first Mars colony
is landed.
2065 A Somni scout ship crashes in downtown
Stockholm. Alien stories are revived as true. No
Government is able to deny the proof. The ship
is so badly damaged nothing is gained from
the wreck except the theories on new
technology. Only one of the crew survives the
crash. Public outcry keeps him safe and alive.
Arim Nolis teaches us about his technology in
an effort to get home. He dies from the attack of
a paranoid terrorist, fearing the aliens and
opposing the new world government.

2097 It is decided to officially recognize the effective


planet wide government of the UN. EarthGov is
formed. The main policy s to reach out into
space and find the aliens. After ten years of war
and terrorism, inter continental war vanishes,
the

space program becomes human kinds single


greatest enterprise.
2113 Space stations are built around Venus, Jupiter
and Saturn.
2142 Heavy Worlders find Voyager.
2143 Heavy Worlders are poised at the rim of earths
system ready to invade.
2143 March 6, Humans sent on behalf of the SSG land
outside Alice Springs Australia. Next to Earths
biggest space launch facility. Mankind enters
the Galactic age. The calendar is stopped and
restarted. Time is now 0 Post Contact (PC). All
previous time is seen as Before Contact(BC).
15PC Alpha Centauri becomes earths first Inter-solar
Colony.
25PC Earth is admitted into the SSG, under the guide
of the other humans. We are now known as
Terrans from the Sol System.
29PC Terrans Using tech from the Human Coalition
build their first jump capable ship and first
starfighter. Earth is now fully space capable.
36PC Earth secedes from the Human Coalition and
forges its own place in the SSG. There is a brief
war over disputed territories. For the first time
in history, the conflict is over by Christmas.
38PC The Babylon Project is started.
48PC Babylon Prime comes online in orbit of Proxima
Centauri.
51 to
63 PC Babylons 2 through 7 come online ringing Earth
Space.

Now It is the year 71 PC, or 2214 by the old


reckoning. Earth is a PL7 world.

4
CHARACTER 50 Character Points These are divided among your
GENERATION Primary Statistics.

50 Option Points These are used to buy Race,


Skills, Perks, Talents and
Equipment. Flaws or
Complications will give you
more OP.

STEP 1 YOUR CHARACTER


CONCEPT
In order to build your character for Sapience Galacticus
you first need to look at your character concept. There
are no set character classes in Sapience Galacticus with
specific skill sets or abilities, with exception to the
Psychic, which for the most part is a non player class.
There are however a series of archetypes available to
give guidance and inspiration.
Your concept can be brief or intricate. On the
character sheet is Personal Statistics section. These four
pieces should summarise your character, their Name,
who is playing them, their Race and their Profession.
The profession can be their job, or a concept like
“Freelancer”. Feel free to add an adjective or two; Burly
Human or Grizzled Scout, just for flavour.

CAREERS IN THE SAPIENCE


GALACTICUS UNIVERSE
When building your character you need to keep in mind
your character archetype. There are no classes in the
Sapience Galacticus Role-Playing Game. However there
are several archetypes here to get you going. Most of
these terms are in common use, a person is going to be
called Soldier, Pilot, Tech, Free Agent etc. the rest is for
you to fill out.

Body Guard
In the Sapience Galacticus RPG Character Creation has 8 There is a specialist in combat, the defender of
steps. the important. The Bodyguard. Where every other
military specialist is generally focused on the
1. Concept destruction of the other person or material, the
2. Primary Statistics Bodyguard is the person trying to stop them. They have
3. Derived Statistics to be smarter than the
4. Skills attacker, braver, and more
5. Perks disciplined. They are
6. Talents professionals who for a
7. Flaws / Complications price, will step into harms
8. Equipment way for their employer.
Occasionally they are given
To do these things you are given certain information. All investigative roles, to pre-
of the above abilities are based around the expenditure empt attacks, or discover
of Points issued to you by the Game Master. At the who a mystery attacker is.
beginning of Character Creation your GM will issue you
with these points. The default Points for Sapience Bounty Hunter
Galacticus are:

5
The intricacies and differences of the local laws All of these organisations are run by people, Diplomats.
of the Member Planets of the SSG mean that not From Greedy to Idealistic, from Traditional to
always are SSG or other local authorities Revolutionary, there are all kinds. The diplomat
allowed to pursue criminals across character is usually a travelling envoy of a government
borders. Often there are looking to build ties from one government to
extradition treaties, but not another, settle disputes, find allies, or build trade.
always. Plus, once out of a planetary
system, a criminal has a large galaxy to Doctor/Medic
hide in. To add to this there are vast Where there are people, there are the sick.
networks of criminal organizations, No matter what the race, colour, kind, creed, genes,
these too on occasion need to find gender or guise they are. Enter the medical professional.
someone, for whatever reason they Ships doctor, colony doctor, combat medic, ambulance
choose. For these and a myriad of other officer. All these people travel the galaxy looking for
reasons, a Bounty Hunter is hired. adventure, or simply looking, plying their trade for any
Bounty Hunters are a specific kind of and all manner of patients.
mercenary, trained and skilled in the
apprehension and returning of
Explorer/Scout
Before a colony can be settled, a mine excavated,
wayward souls and or goods. Not all
a people studied, archaeology performed,
Bounty Hunters are bad people, but
someone has to find them. The brave
most are, others are down right evil.
and wandering scouts of the galaxy go
The more scrupulous members of this
looking for the next new thing, or an
profession try to build a reputation of
undiscovered old thing. Scouts can
only working Police cases, and
be independent, government or
delivering their mark whole and
corporate sponsored. Usually they
relatively unharmed. The lesser so will
are people who love to wander the
get a reputation for getting the job done, no matter what.
stars looking for the mysteries within,
Lethal or Benign, a bounty hunter is not to be crossed.
either for the sake of discovery, or the
Businessman money, which can be exorbitant if a
All over the galaxy, there is money to be made, rich mine of a rare element is found.
whether in trade, business or entrepreneurial pursuits.
In comes the business man. He could own a small
Fighter Pilot
Since there has been
general store on a backwater colony, or he could be
warriors on horses or chariots there
using a mobile city to mine the surface of am
have been the elite mounted
inhospitable planet. Merchant or Magnate, the
warrior. The fighter pilot has long
Businessman is a wheeler and dealer, it is his job to find
held the position of the bravest and fastest of them all,
a market, and supply it. Legally or otherwise.
from air craft to space fighter, no one travels faster, or
Colonist with more daring. The Mechanical Mercenary. Whether
With great risk, comes great freelance, government, corporate or
reward. The maxim of the Colonist. criminal, a fighter pilot sells his skills
There are worlds to be settled, in aerial combat.
realms to be conquered, and Other variations of this
land to be grabbed. The concept include the Power
colonist risks all they have to Armour Pilot, the Tank Driver
find the next big colony world, or even the humble
take a large chunk of it and bodyguard chauffer.
make it theirs. First in, best
dressed is still the way it works
with colonies. Corporations Free
will sponsor them, simply to
Agent
The Free Agent or,
put enough people on a rock to
Freelancer as they are often
see if there is a profit. Governments
called, are a mixed bunch of
offer dispensations to the unemployed to go to newly
Agents for hire. Part
discovered worlds and see if they are viable. Dreamers
Mercenary, part Trader and
and hard workers, the colonist sets out to find and carve
part Explorer, these pliers of the
out a little slice of the galaxy for themselves.
space lanes have a mixed
Diplomat reputation depending on who
The SSG is a governing body, that guides and you talk to. Often Freelancers
presides over other governments, who in turn run local are a fairly hard cut bunch, and
government, from System Government to Local Council. they have worked against one

6
group or another, giving them a mixed reaction when artifacts, the electronics wiz that develops spy gadgetry,
they touch down on any world. A Freelancer cares little these are the Military Civilians. They hold no rank in the
of what people think of their kind, only what they think military they are simply employed by them. Often
of the Freelancer themselves. To a Freelancer reputation Pilots, Scouts, Diplomats and Scientists find themselves
is everything, it is the commodity that they constantly in this role.
trade in.
Miner/Prospector
Freighter Pilot These rough and ready workers ply their trade
A Freighter Pilot is a died in the wool spacer. in the bowels of the galaxy. They
They space lanes and tides of hyperspace are the veins search the heavenly bodies for
and pulse of their lives. A Freighter pilot can be that one rich find that will
independent, though the cost of space craft can be set them up for life.
prohibitive, or more commonly is an employee of a Mostly they can be
trade conglomerate. The military is a great employer of found toiling in a
civilian pilots for mundane transports. There is a mixed corporate facility
blessing of safety and repetitive boredom if you can get earning a good wage
a short run to transport food and stationary around for in conditions that are
the Military. But if you want a real dangerous and light
profit and adventure, then years away from
you risk the trade luxury.
fluctuations and try to keep
your own ship flying long Noble
enough to make that one Within the galaxy
big deal. there are all types of
government. Inevitably there
Fringer are Feudal and Aristocratic
A Fringer is a governments, and from them
person that lives on the come the noble houses or castes.
fringe of life and society. The Nobles of the galaxy travel in
Not geographically, but and around the stars doing
morally and vocationally. whatever they may choose. Some
Fringers are your black sight see, some search for
marketers, shady dealers, adventure, others search for
fences, gamblers and those meaning, others are more trouble
that operate on the fringe of that they are worth and should
society, but the kind of be sent home to their overly
people that society always wealthy parents. The Padishar
provides a need for. Rough Imperium has a strong feudal empire, the nobles from
and usually armed these that are of space are excellent warriors and will often
people will do almost hone their skills by forming
anything if the deal is right. mercenary armies and
Money is the ultimate going from conflict to
equalizer, but often these conflict.
types will trade in goods,
information, favours and
power.
Pirate
Mercenary The bane of all
A Mercenary is a person who is a soldier for space flight. Space is huge,
hire. They sell their military skills to the side they and it would be impossible
choose. Often they choose the side with the biggest to locate one ship in that vast
wallet. Mercenaries are often called assassins or bounty array of nothingness.
hunters, for the lines between the three can blur so Unfortunately in order to
easily. A true mercenary will refrain from such safely traverse that vast
ambiguities. They restrict themselves to the roles of nothing you need to
soldiers or guards, body guarding or ship guard are adhere fairly closely to
preferred jobs as these are defensive roles that imply a pre-marked and surveyed
better nature. trade routes, meaning all
the ships are neatly gathered
Military Civilian together where they can be
The IT tech who builds in house security for the found. Pirates have all the
military, the research scientist who studies the alien romanticism of their ancient
7
forbears, and have all the odd traditions, like cyberware commonly seen versions are the historians and the
and bizarre body tattoos and sculpting. Most pirate explorers. These two are the ones who search the galaxy
leave their captives alive, it gives them less need to fight looking for modern technology and the lost technology
too hard, but you cannot open fire on a ship and not do of the hidden civilizations. They look for cures,
damage, death is often the result of a pirate broadside. weapons, advances and all the while adding their vast
knowledge to the crews they work with. Ship crews,
Priest/Pilgrim particularly diplomatic and freelancers tend to hire
Pilgrims are the linguists and cultural experts, you never know when
latest variant on the you are going to have to deal with a new or obscure race
missionary. These or species.
religious teachers ply their
trades as cooks, mechanics Soldier
and the such as a way to The soldier has not changed
travel from one flock to in all history. The soldier is a
the next. They usually person who is willing to put
only work for the price of their life on the line to
passage, and a little extra defend. They will defend a
for their destination, county, and nationality, a
though some will stay on world or an ideal, but at
larger crewed ships to the end of the day they
tend to the spiritual needs are defenders. Soldiers are
of the crew. Which trained professional
religion they worship warriors who take it upon
varies, some are even a themselves to act in service for
conglomerate polytheistic a variety of reasons. Some use
belief system that boils it as a way to escape
down several faiths to whatever upbringing they
single set of benevolent have. Others seek the glory
guidelines. It is often of being touted as a hero.
considered good luck to Some want to travel but
have a Pilgrim on board. cannot afford the costs.
Others want the skills they
gain so they can sell them
Police Officer once their service is complete.
All across the galaxy, there are those who will
not abide by the rules of the galaxy. To Spy
stop them, find them and prosecute them Secret Agent, Spook, Infiltrator and Assassin all
are all manner of Police organisations. of these are Spies. Governments and corporations
Police officer could reflect a local sheriff, always want to know what the other guy is up to. For
city cop or government or corporate this they use the Spy. Highly trained, and precise in
investigator. Backed by the authority their art, the spy is an invaluable tool in the race to get
of the organisation that sends them and keep information. Spies are as moral as the
out, Police Officers are sent to organisation which sends them, and are often picked
prevent, investigate and arrest because of loyalty to that organisation. The Spy
transgressors of the Law. The SSG adventurer could be freelance, or working in deep cover,
has many agents. or travelling on a specific mission.

Scientist/Scholar tech
In a society based on more of Techs, Techies, Technos, Operators, Machine
a technical progression than a Men, no matter what you call them, they are the
spiritual one, it is strange to see that backbone of any modern society. Ever increasingly the
the Pilgrim is seen as good luck, and people of the galaxy are more and more dependant on
the scientist is seen as either a the technology in their lives, and as a result they are
socially inept thinking machine, or dependant on those who can build and repair
a villainous mad creator. But the technology. To an alarming degree they have become
scientist is the beginning of all more important to a society that primary producers, as
exploration, and often even most of those are replaced by technology,
independent ship owners are Hydroponics, AI farming and full scale robotic farming.
reliant on science and scholarly A Tech is always needed, and most Techs have at least
pursuits to pay the bills. one specialty and a few secondary areas of expertise.
Scientists come in many and
varied forms, fields and desires. The more
8
Droid: Droid Techs look after modern robotics and AI characters in it than yours. Computer Techs are the
machines. They are part systems engineers, the network administrators and
programmer and part programmers of the galaxy. These days even a knife has
industrial mechanic. AI a chip in it to
machines and robots can be measure the
as big or small as the task sharpness of the
set for them, so the Droid blade. Every
Tech needs to be able to piece of tech
fix any and every part of needs a
them. computer to run
it, and every
Ship: Ship Techs (Wing computer needs
Nuts) keep starcraft a tech to set it
flying. If you cannot trust up, program it
your Tech on a ship, you and set it too its
should not be leaving task. Computer techs are everywhere in every technical
spacedock. Ships and service field. Even a Scholar needs to understand
computers, engines, how to use his new scanner gismo.
weapon systems and the
all important jump Cyber: There are those who will be surgeons, there are
drives all require those who will be healed. For everyone else, flesh is
multiple fields of weak so out with flesh and in with the Tech. Cyberware
technical knowledge, electronics, computers, fuel is an all too common fix for the modern health
systems and good old fashioned duct tape. problems. However, unlike the original machines,
Cyberware is not self repairing, so eventually someone
Weapon: Weapon Techs build and maintain the weapon needs to be able to fix it. Cyber techs build, design,
systems of the crew they work with. They can fix any install and repair all manner of technical marvels. They
weapon from a capitol ship turbine plasma cannon to have a working knowledge of surgery and are capable
the sleeve mounted one shot flash pistol hidden in your physicians in a pinch, but first and foremost they are the
boot. They can customize a gun, enhance it and modify mechanics of the flesh and chrome interface.
its capabilities. Very useful in a mercenary or military
group, and certainly a pliable trade in the darker ports Thief
of the galaxy. Pickpockets, cutpurses, petty lifters or the
professional cat burglar they are the ubiquitous Thief.
Armour: While many Thieves are
warriors run quickly inevitable in any
for the weapon tech society. Some see
to get all their gear their profession
fixed, it is the long as a noble
term survivors who tradition of taking
have learned to on the wealthy
cultivate a elite, others just
relationship with want a feed. A
the Armour Tech. thief can generally
All the big guns in get their hands on
the galaxy won’t whatever they
help if the first time a want, and with
shot comes your way little expense. If you
you are turned into a don’t care where it
fine red mist. Armour techs came from a thief
spend most of their valuable can be a good source
time modifying personal of equipment and
armour so it fits without too resources.
much encumbrance or
rebuilding the systems on power
Thug
Where there is crime there are crime lords. Some
suits and heavy power armour.
are wealthy controllers of whole star systems, others are
the peddler on the street. Both require a certain degree
Computer: If you thought hacking
of protection or brute force to accomplish their business.
the planet was a challenge, what about bouncing off six
The street peddler cannot afford the best. They take
hyperspace relays to hack into a global net in a different
what is there for the money. The Thug is the lowest
computer code in a different language that has 63 more
common denominator. Most thugs are just that, but
9
sometimes today’s Thug is tomorrows Assassin,
Mercenary or professional Bodyguard.

lost their licenses, all of these unfortunates can end up as


the destination-less wanderer.
Trader
Where a businessman works for or runs a
business, a trader is business. Traders buy and sell
anything and everything across the galaxy. Sometimes
they work in collusion with a Freelancer or Freighter
pilot for mutual profit. Why rely on one market when
you can use one market to make money in another.

Treasure Hunter
There have been civilizations that have been lost
before Earth was first settled. There are treasures of
cultures Eons old. Technology advanced beyond our
ken. Governments and corporations will pay fortunes
for these finds. Occasionally these cultures will leave
behind pure wealth in precious metals and minerals.
The treasure hunter is the free spirit who wanders the
outskirts of known space, pouring over texts ages old,
and searching for that one great treasure. Adventurers
don’t come any purer.

Vagabond
Not all land on their feet. The vagabond is a soul
wandering for the sake of wandering. They may be on
the run, or a spiritual journey, or maybe they simply
don’t like being tied down. Vagabonds rarely come from
the wealthy and powerful, but occasionally business’s
fail, mostly they come from poor backgrounds.
Prospectors too weak to work, colonists who lose their
colonies to natural or criminal disasters, pilots who have

10
STEP 2 (9) You are unrivalled in your home system
PRIMARY STATISTICS (10) You are unrivalled in your race
Your character has 12 Primary Statistics.
Everyday Skills
Several skills on the list are marked with an
PRIMARY STATISTICS
Asterisk. These denote Everyday skills. Your Everyday
INTELLIGENCE Your Intellect
skills are skills that the everyday person may have.
WILLPOWER Mental Fortitude
Every character starts with 1 Skill Rank in each of these
TECHNICAL Technical Aptitude skills. A GM may wish to alter one or more of these
PRESENCE Personal Interaction Skills skills depending on the campaign they wish to run.
MOVE How fast you walk/run
Reaction Speed and Hand The suggested skills are:
REFLEXES Eye Coordination  Education
DEXTERITY Physical Flexibility  Computer Operation
STRENGTH Brute lifting power  Personal Grooming
BODY How Tough you are  Social
 Awareness
CONSTITUTION Physical Endurance
 Basic Tech
PSI Your Psychic Potential
MENTAL DEFENCE Your Psychic Defence

Everybody has all of these statistics, only Psychics have


any points in PSI (and they are unplayable) and very
few people have points in Mental Defence. Mental
Defence is rolled to defend against mental attack,
without skilled training it is fairly ineffective and
training is impossible to find.

To create your character you have 50 Character


Points to divide amongst these stats. All races have a
minimum and maximum initial rating for all stats. At
character creation all characters must adhere to these
racial minimums and maximums, adventuring and
experience expenditure can take a character outside
these limits. A stat of 4 or 5 is considered galactic
standard, most NPC characters will have 40-50 CP.

STEP 3
DERIVED STATISTICS
Beneath your Primary statistics are your Derived
Statistics, these stats are based on your Primary ones.
Calculate and fill in these stats.

STEP 4
SKILLS
At character creation you are given 50 Option
Points. With these Option points you buy skills. You
may spend all your OP here or save some for Perks and
Talents. Skills are the foundation of your characters
abilities.

Skill levels
(1) You’ve been shown or briefly trained
(2) You are basically competent and can do it with
the manual
(3) You are fully competent and can do it without
the manual
(4) You are a professional who can sell this trade
(5) You are a well trained professional
(6) You are a recognised expert in your field
(7) You are a recognised master and instructor
(8) You are a genius/Olympic athlete
11
SKILL LIST Computer Tech
Awareness Notice The technical skill for building and repairing
Your Awareness of your surroundings. Used to parts and internal componentry for computers.
spot clues, hidden objects and people. Opposed At 5+ you are able to design and build them.
by Hide.
Computer Operation*
Acrobatics The use of computers. The ability to start, run
Your ability to flip tumble and roll. Used to and use a computer for every day tasks. At 5+
jump over low obstacles, dive behind objects, you are able to hack other computers. Computer
somersault etc. Operation is an Everyday Skill.

Aero Tech Con


The ability to repair and modify aircraft. At 5+ The ability to manipulate people into doing
you are able to design and build aircraft. what you want them to do. A con usually
involves lies and cajoling to achieve its end. Con
Animal Handling is also a bluffing or lying skill. Opposed by
The ability to groom and control animals and Human Perception.
livestock.
Cryotank Ops
Archery Ancient ships used Cryostasis tubes to preserve
The use of Bows and Crossbows. Opposed by their crew on long journeys. Some ships still
Dodge. have them as a backup system, and they are
great way to transport criminals or the severely
Athletics wounded. A cryotank puts a person into a
The ability to run over difficult suspended animation state and preserves them,
terrain, to run fast, to swing they age at about one twentieth the rate.
on ropes, use poles etc.
Cyber Tech
Basic Tech* The ability to repair and build
The generic ability to do cyberware. At high levels, 5+ you are able to
minor repairs to basic design your own cyberware.
technology, program your
DVDR, weld, carpentry etc. Dance
Basic Tech is an Everyday The ability to dance without
Skill. being a hazard to yourself or anyone else
on the floor.
Business
The skill used to run a Demolitions
business. Buying and selling Knowledge of the types and use
stock or produce, and make a tidy profit of explosive devices. You know how to
from skilled labor. make a bomb and place it in the best location for
maximum effect.
Climbing
Used to climb up and down objects. Diplomacy
The art of getting people to talk. You can use
Concentration reason to change someone’s mood or attitude
Used to stay focused on a task despite the and settle disputes.
distractions going on around you, like standing
on a moving ship or vehicle, pick a lock during Disguise
a battle. You can hide your features and make them look
like someone else. The difficulty to impersonate
Com Systems Ops someone is 25, +5 if they are of a different
Operation of complex communications gender, +5 if they are of a different human race,
equipment. Usually used to fight interference, +20 if they are of a different species.
jamming or such.
Dodge & Escape
Composition The skill you use to avoid ranged combat. If
The ability to write poetry, speeches, music or someone is shooting at you or throwing
other such artistic material. The player must something at you or using archery against you,
take this skill for each such type of creativity. you may roll a D&E roll to increase the target

12
number for them to do so. This skill is not used First Aid
in hand to hand or melee. This medical skill is for the immediate treatment
of a wound or injury. It is for the stabilisation
Education* and safety of a person, not the ongoing healing
Your level of education. 1 is basic, 2 is primary process. Roll a First aid vs. the number of
school, 3 is highschool, 4 undergraduate, 5 wounds taken and remove any penalties they
graduate degree, 6 PHD, 7 masters. Education is may have accrued do to being damaged.
an Everyday Skill.
Forgery
Electronic Security The ability to forge documentation. This is a
The ability to thwart electronic security devices. highly technical skill involving programming as
Card locks, keypads, any kind of sensors and well as paperwork.
locks using a circuit.
Gambling
Electronics The ability to gamble well. Roll for every hour
The ability to build and repair electronic you gamble, then compare rolls for all involved.
devices. Radios, comlinks, toasters, macro The highest roller has doubled his money, the
circuitry. At 5+ you are able to design and build lowest has lost the same amount. The second
them. highest has 150% of his money, the second
lowest has lost the same amount, and so on till
Expert everyone is resolved. Third 125%, fourth 110%,
This skill represents a level of knowledge on a everyone else is breaking even. If it is five
particular topic. Stamps, Guns, starships, aliens, people betting against the house, then resolve
planetary systems, or any other topic of choice. each as individual gambles.
It does not mean you can shoot, fly or speak a
language, but you can spot and identify these Gyro Tech
things. You must take a new Expert skill for The ability to fix and repair Gyro Machines. A
each topic. gyro is anything that uses a propeller to lift itself
off the ground, helicopters, VTOL planes etc. At
Fire Handgun 5+ you are able to design and build them.
The ability to fire any handgun/pistol class
weapon. Hand to Hand
The basic hand to hand combat skill. This is
used both offensively and defensively in hand
to hand combat. If used against someone
wielding a weapon they get a +5 bonus to their
attack and defense roll.

Hide / Evade
This skill is used to avoid pursuit. It is not an
immediate hiding or stealth skill, it is used to
stop people following you and finding you once
you go into hiding. Opposed by Shadow Track

Hover Vehicle Tech


The ability to fix, repair and modify a Hover
Vehicle systems. At 5+ you are able to design
Fire Heavy and build them.
The ability to fire any heavy weapon, such as
machineguns and heavy plasma cannons Human Perception
The ability to discern if someone is lying to you.
Fire Heavy Projectile Opposed by Con.
The ability to fire any grenade launcher or
rocket launcher. Intimidate
The ability to get someone to do something for
Fire Rifle you through the threat of violence or blackmail.
The ability to fire any rifle class weapon. Opposed by Willpower.

Fire SMG Jumping


The ability to fire any SMG class weapon The ability to jump high and far. The DC for a
long jump is the distance in meters times 5, +10

13
if there is no run up. The DC for a high jump is your martial art and the bonus is applied to
the distance in meters times 10. When your melee skill, not Martial Arts.
calculating a High jump for a wall, look at how
far the person must jump to get their head to the Punching Kicking
top. When calculating to vault a lower object, Grapple Trip
then calculate based on its height. Hold Throw
Weapons Punch + Kick
Languages
This is the skill you use to read and speak a Disarm Escape
different language than you own. There is no Dodge Blocking
galactic common, though most places in the SSG
speak a dialect of FRAAL. At +1 you are a Medicine
tourist, +3 you can get by with an accent, +5 you The standard medical skill for determining the
speak like a native, with an accent, +7 you have exact medical problem and how to treat it, also
no accent, +9 you have a better than average for curing disease and dealing with most health
vocabulary compared to a native. problems. This is the skill held by a GP, Dentist,
Chiropractor etc.
Leadership Melee
This is the skill used to lead others. It is mostly The ability to fight wielding weapons. Any and
used on NPC subordinates. If you roll a all melee weapons are used with this skill.
Leadership roll DC 10 plus the double number
of people involved in single task, you can get a Navigation
bonus to that task equal to the number of people The ability to plot and navigate a course for any
involved, or can divide the time required to do journey.
it by the number of people involved. If you roll
vs. the DC doubled then you can get both. Oratory
However you must decide before rolling, and if The ability to deliver speeches that people will
you fail you get neither. actually listen to. You are a charming speaker.

PA Tech
The ability to fix, repair and modify a Powered
Armour systems. At 5+ you are able to design
and build them.

Paint or Draw
The artistic creative process.

Perform
The ability to perform music, plays or any other
performing art. You must take this skill for each
art.

Personal Grooming*
The ability to look after your hygiene and comb
your hair. Personal Grooming is an Everyday
Skill.

Persuasion
The ability to get people to do things for you
without threats or lies.
Martial Arts
Martial arts are an advanced form of Hand to Photo & Film
Hand combat. They take twice as many The ability to use cameras of all types and kinds
character points to increase but have bonuses to get the best pictures and surveillance.
and penalties on some tasks. You get to build
your Martial Art. Look at the table below. You Pick Lock
may apply a +2 bonus to any maneuver, Used to defeat any mechanical lock.
however if you do so, you take a -2 penalty on
the maneuver next to it. A +2 to punching Pick Pocket
means a -2 to kicking. Note, a +2 to Weapons The ability to remove an item from someone’s
means you choose one weapon associated with person without being detected.

14
Pilot Skills
This is the skill used to Pilot the listed type of Streetwise
vehicle. There are many types of Pilot skills as The ability to find what you need and cannot
all vehicles require different abilities. Pilot get by walking into a shop. This is how you
Ground Vehicle is an Everyday Skill. access informants, shadow markets or buy less
than legal equipment.

Sub Tech
The ability to fix, repair and
modify a Submarine systems. At 5+
you are able to design and build
them.

Surgery
This medical skill is used
for performing surgical procedures.
You can treat major wounds with
this, install and remove Cyberware
and do transplants.

Survival
The skill used to find food, shelter in an
Programming
inhospitable environment.
The ability to write computer software and
install it. At 5+ you are able to hack programs. Swimming
The ability to swim, often used in hazardous
Resist Mental Attack
swimming conditions or when wounded or
The ability to resist Stress, telepathic attack and
burdened.
Intimidation. This skill costs double to non
psychics. Throw Grenade
The ability to use, and throw grenade type
Resist Torture – Drugs
explosives.
The ability to avoid succumbing the effects of
torture and drugs. Thrown Weapons
The ability to use throwing knives, axes,
Science
shuriken, rocks, bottles, spears etc.
An actual science skill. Biology, physics,
chemistry, psychology and others. You must Vehicle Artillery
take each science individually The ability to use large vehicle artillery, tanks,
battleships, etc.
Sensors
The ability to use and read complex sensor Ground Vehicle Tech
equipment, radar, IR scanners, ship sensors etc. The ability to fix, repair and modify a Ground
Vehicle systems. At +5 you are able to design
Shadow / Track
and build them.
The ability to follow and find a person avoiding
pursuit. Opposed by Hide/Evade Vehicle Weaponry
The ability to use Vehicle mounted weapons like
Social*
laser guns, rail guns, space fighter weapons, etc.
The ability to interact on a social level. Mix with
company and not completely embarrass Vehicle Weapons Tech
yourself. Social is an Everyday Skill. The ability to fix, repair and modify Vehicle
Weapon systems. At 5+ you are able to design
Starship Tech
and build them.
The ability to fix, repair and modify a Starships
systems. At 5+ you are able to design and build Weaponsmith
them. The ability to fix repair and modify character
portable weapons.
Stealth
This is the skill used when sneaking around to
avoid detection. It is both a hide and a sneaking
skill. Opposed by Awareness Notice.
15
USING SKILLS Opposed TNs are determined by the defender
Inevitably you will have to do something that is or person opposing the roll rolling:
not in combat. This is what all your other skills are for.
There are two types of skill checks, Target RELAVENT STAT+SKILL+2D6
Number Checks, and Opposed Checks. Any one skill
can be used to perform either type of check, based on On a tie, the person resisting or defender wins out.
the circumstance as determined by the GM. (Another option is the GM may like to use is “Hero’s
Advantage”, ties always favour the Player Characters)
Target Number Checks
These are the checks made when the Target taking 5 and taking 10
Number (TN) for the check is determined by automatic Instead of rolling dice to determine the level of
or static figures. The difficulty to pick a lock, or fly a success at a skill, a player may opt to simply take a score
ship over terrain. In this case the GM determines the of 5 or 10.
difficulty of a task, either from information or by A player may take 5 on any roll that is not
referring to the difficulty table. Then the player rolls: hurried or made with distraction. This is best used on
Tech skills and tasks where the player has plenty of time
RELAVENT STAT+SKILL+2D6 to act and knows they can do the task well.
A player may take ten if there is no bad result
If they roll higher than the TN set by the GM for a failure. That is, it is assumed that the player is
then they have successfully completed the task. If they checking and rechecking the work over and over, it
roll higher than double or triple the TN, then the GM is takes ten times as long, but the result is higher.
free to add bonuses for doing the task so well.
Preparation, and other
Task Difficulties equipment mods.
Task is TN Often when performing tasks, a player will
Very Easy 5 receive a modifier to their roll based on the situation or
equipment they are using. Some of these modifiers, or
Easy 10
mods are stated in the rules or equipment descriptions,
Moderate 15 others can be applied at GM discretion.
Difficult 20
Very Difficult 25 Critical Failure
Heroic 30 If on any skill attempt, you roll a double 1 or
double 6, you have had a Critical Result.
Legendary 40
Double 1, or a roll of 2, means you have somewhere
somehow completely failed. You didn’t take the safety
Examples off your gun, you have tripped over, crossed wires, or
A VERY EASY task is something most people just plain goofed. It is up to the GM to define where or
can do every day without a great deal of effort, however how this mistake has been made. As an option, the GM
this TN is offered as a starting point, It may be EASY to can make you roll on the following table.
make a cup of coffee, but during a hurricane, on an
aircraft, dogfighting, with no lights will take the task up 1. You fail and make the situation worse
higher. 2. You hurt yourself
An Easy Task is one that takes a little 3. You hurt an ally
concentration, but is within the scope of most people, 4. You hurt both you and an ally
even untrained. 5. Your equipment or the environment fails
A Moderate task is a task that requires some 6. You just fail.
training by a relatively competent person. Most TNs will
be about this number, before situational mods. Critical Success
Difficult and higher reflect a need for greater Double 6, or a roll of 12, means you have done
and greater skill, talent and equipment. Only the well particularly well, re-roll your 2D6 and add this the 12 to
trained or exceptionally talented should reach these get your new total. You may only re-roll once, even if
heights. you get another double 6. This represents that one in a
million luck shot.
Opposed Checks
These are checks made when the TN is Relevant STAT and SKILL
determined by the roll of another character. Conning Although the skills are listed by their most
someone, Stealth vs Awareness Notice, etc, your skill is relevant STAT, a GM may adjudicate to combine a
opposed by another. different STAT and SKILL, for example an
The roll you make is: Intelligence+Melee check to examine and discern a
particular fencing style.
RELAVENT STAT+SKILL+2D6

16
SPECIES OF THE Padishar Imperium
SAPIENCE The humans of the Padiashar Imperium are
GALACTICUS closer to baseline humans. Long ago the Padishar
UNIVERSE Emperor annexed the 15 worlds in that sector of space,
declared them his sovereign territory and shut off all
There are many races who are members of the
contact with the SSG.
SSG. The Sapience Galacticus RPG is designed that this
There are many planets in the Imperium, all are
be a game for any and all Sci Fi genre. The aliens here
noble houses of the Empire, but one is in constant
are listed as examples and options. Any other race you
conflict. The planet Arakis, also known as Dune. Here
can find in film, TV and literature that you want to play
the secret to how the Padishar Imperium managed to
you can, with GM approval. For the most part build the
survive without access to the Psi Guilds or Ballybran
race using the Atomik Alienz rules, included here, and
Crystals. Here there is a special chemical called the Spice
build the race. You must spend OP for any race that
Milange. This spice expands consciousness and alters
costs more than 75 Evolutionary Points. You do not gain
the mind of who ever takes it in its pure form.
OP for races that cost less. (Note that you should not use
Eventually after a couple of generations these people
racial bonuses and penalties in the AtAl system, just the
developed the ability to fold space like a Gravikinetic.
racial minimum maximum system used here. Hence
Padishar Gravikinetics are more powerful and far more
why the Kzinti is only worth 5 OP)
unstable, not to mention genetic mutants, who with each
generation look less and less human.
12.1. Kzinti
Socially the Padishar are a very feudal society. A
12.2. Mimbari
persons social rank greatly affects
12.3. Mechalus
their level of success, with all
12.4. Narn
rulership defaulting to the members of
12.5. Sesheyan
the Royal houses that rule the planets.
12.6. T’sa
These leaders are given titles like
12.7. Weren
Duke/Duchess, Baron/Baroness, Earl
etc.
HUMANS Beneath the nobility are the
OP Cost: 0
Guilds. These guilds rule over one or
Long ago, the Fraal
more profession. They are responsible
launched many colony ships from
for the recruitment and training of all
their dying homeworld. Many races
guild members, local populations my
are thought to have evolved from
be ruled by a local member of the
them, today those races are known
Planetary House, or a council made
as the “Descendant Races” They are
up of significant members of the
The Humans, The Padishar, the
guilds, which may or may not in turn
Naerdis, the Mimbari, the
be guided by a Noble.
Mechalus and the Fraal themselves.
So strong is the feudal nature
Of those, only three
of the Padishar, that nearly all
resemble their parentage. The
disagreements between nobles are
Humans, the Padishar and the
settled in a military fashion. So
Naerdis.
common is this that there is a
The Humans of the Sol
traditional set of rules governing the
Republic (Earth humans) are
process called the “Art of Canley”.
known as Terrans. The colloquial
Technologically the Padishar
becoming the official. Terrans are a
are equal to most of the SSG. Their
diverse group who have long been
designs may seem archaic, but this is
a segregated and competing
more an adherence to tradition than a
population. Riddled with wars and
lack of development. Artistically and
conflict, racial bias and social
socially the Padishar are not very
disorder, they are the latest race to
innovative, but in technology, science
join the SSG. With their sudden
and war they are highly innovative.
and unplanned joining of the space
faring races, they have recently entered a new age of Naerdis
enlightenment, though a great deal of the old hatreds Humans of the Naerdis (Nay-err-dis) Sector
are still present. were isolated as well, but not for as long or dramatically
Terrans come in three distinct archetypes with as Terrans or the Padishar. They are a taller race, with
subsets within, Caucasian, Asian and Negroid. The little or no genetic diversity. They have over time bred
subsets are numerous and varied. Other than the out all subspecies, leaving a single tall dark skinned,
physical appearance and cultural differences, all Terrans dark haired variant of the Terran Caucasian. They have
are essentially identical in capabilities. straight or wavy hair, brown eyes and strong angular
17
features, most prominent of which is a heavy brow, Human Character Creation
something others attribute to low intelligence, but
Statistics:
wholly inaccurate in relation to the Naerdi. HUMAN Min Max Min Max
When people meet a Naerdi for the first time,
INTEL 1 7 REF 1 7
they are often put out. When Naerdi meet, they do not
have a greeting. In stead they have a silence. During this WILL 1 7 DEX 1 7
silence they sum up the person in front of them, the TECH 1 7 STR 1 7
longer they remain silent, the more respect they have for PRES 1 7 BODY 1 7
the other. If someone is considered to be far below
MOVE 1 7 CON 1 7
someone else, then rather than wait minutes to go by,
they will offer their palms up, in supplicance to get the PSI 0 7 MD 0 7
other to speak.
The Naerdis are a very intellectual and spiritual Special Abilities:
people. It was religious separation that led to their initial Humans have no special abilities.
segregation. Over this time they developed art, culture,
science, martial arts, meditation, and spirituality. It was
hundreds of years before they returned to galactic life. It
ASSAGA
OP Cost: 0
was then the SSG discovered the reason for the
separation and vigilant defence of the borders. This is one of the founding races of the SSG. They are a
Naer, meaning proud and noble race. They
Knowing was the being the are led by an elected senate
colonists had met when they with the master of the senate
came to their designated colony being a monarch like role.
world when sent out by the The Royal family has a
original Fraal. Naer was the dynasty over three millennia
Sun of that system. Naer had old. Added to this are
seen a sun on the verge of various other families that
collapsing, about to wipe out a have moved in and out of the
local civilisation. So, Naer Royal family.
absorbed the sun into himself Historically the
and took over the role of life Assaga are a warrior culture
source for the system. that adopted a samurai style
Unfortunately the civilisation structure adhering to their
had already suffered greatly, polytheistic religion. Many
and was in decline. Naer tried wars were fought over which
to teach the people, with its of the deities had the right to
powerful ESP and vast rule the heavens, which led
knowledge, but he was barely to almost total mutual
able to get a few to survive. So annihilation of the world
when the colonists arrived he with nuclear weapons. This
invited them to stay, and with holocaust wiped out the
them came some simple more powerful factions and
microbes, that wiped out the those that survived formed a
last of the Natives. Naer was united faith, with a round
not angry, but sad. He offered table approach. (a
to school the colonists, to share his wisdom. He knew pentagram, with each god having their own seat) From
his time, though it was immortal, was coming to an end. this the Assaga formed a united planetary rule and
Existence was now beyond his endurance. So, he taught sought a way off their irradiated world. Soon after
the colonists about the limitless powers of the mind, and reaching the other planets of their system, the Fraal
the enlightenment to be gained. He taught them how to arrived and provided the technology to terraform both
expand their thinking and spirituality. He taught of the the new worlds and the old.
necessity to learn defence, but never attack unless it was The Assaga are a powerful and spiritual people,
a matter of survival. So after centuries of teaching and and find powerful allies in the Naarn. It was the Assaga
sharing of wisdom, some science and the art of mental who brought the Naarn into the SSG, recognizing a
powers, Naer bid farewell to the people, and simply similar spiritual and military history.
stopped existing. He altered his structure to create a
long and enduring solar system and was never heard assaga Character Creation
from again. It was not until then that the Neardi came Statistics:
out of their homeworld and looked to settle others. As
well as return as missionaries to the SSG.

18
ASSAGA Min Max Min Max Drazi Character Creation
INTEL 1 7 REF 1 7
Statistics:
WILL 1 7 DEX 1 7
Drazi Min Max Min Max
TECH 1 6 STR 2 8
INTEL 1 7 REF 1 8
PRES 1 6 BODY 2 8
WILL 1 7 DEX 1 8
MOVE 1 8 CON 2 8
TECH 1 7 STR 1 8
PSI 0 6 MD 0 6
PRES 1 5 BODY 1 7
Special Abilities: MOVE 1 6 CON 1 7
Assaga have no special abilities. PSI 0 6 MD 0 8

DRAZI Special Features:


OP Cost: 10 Tough Hide, Natural SP 5
Ultraviolet Vision
The reptilian Drazi are a powerful race in galaxy. Long
ago they were the enemies of the Fraal, but they lost FRAAL
their wars and succumbed to Fraal rule. Centuries later OP Cost: 10
they rebelled and threatened war again, if they were not
allowed to rule themselves. The Fraal acquiesced, but The Fraal (Fr-arl) are
with some provisos. First and foremost they were to the descendants of the
create a government based on a democratic paradigm original humans. Eons
and the military was to be totally subservient to it, at no ago they were a
time would a military leader hold office. Second the fledgling spacefaring
Drazi would endorse the creation of the SSG and allow a race living around a
free flow of information to the SSG, as well as having an dying sun. To survive
equal seat on the original chairing council. Third their they sent colony
military strength was to be kept to a minimal defensive ships to all the solar
level, as determined by the SSG leadership. The Drazi systems they
accepted and have ruled ever since. believed were
The Drazi have a strong reptilian ancestry, suitable for
though they are now warm blooded, the females still habitation. One of
have egg sacs, which mature and hatch in her womb, which was we call
giving berth to live young, who are ready for solid food. Proxima Centauri.
Drazi have no mammary glands. At adulthood, reached That colony was
within 20 standard years, they are about 160 cm tall and then thought lost,
come in three distinct subspecies, Dark Gray with Green leaving the Terran
Eyes, Green with Yellow Eyes or brown scales with Red Humans to evolve
Eyes. There is some variation within these castes, as into their own
interbreeding has taken place of the last few centuries. species.
Originally the Gray were a noble caste, the green a Meanwhile the
worker caste and other colonies of
the brown a warrior the Fraal have
caste. Opinion of survived the
the Warrior caste death of
varies from the evil their star and have moved on
that caused all the to colonise vast tracts of space towards the galactic core.
wars to the heroes They are the founding race of the Sentient Species Guild.
that liberated them The evolution of Fraal has been greatly affected
from Fraal by their life in space. The Fraal stand just over two
domination. (even metres tall and have long sylph bodies. They are a
though that conflict usually bald though some, particularly females, can
was a single have fine white hair, often worn short or in braids. Their
demonstration with skin is human tones ranging from a pale white through
no shot fired) Drazi to a dark tan. They have long folded back ears and large
have three sturdy deep dark eyes. The Fraal appear frail, and compared to
fingers and a humans they are, just not as much as they appear.
thumb, each tipped However the Fraal possess an intellect and wisdom
with a thick millennia older than ours. They are an advanced and
fingernail/claw. philosophical race.

19
Compared to humans and most other species, was the gravikinetic that their scientists sought to
the Fraal seem emotionless, this is not true, in fact the replicate with the jumpgate.
Fraal are simply very subdued in their expression of The Hoprin are ruled by an elected senate based
emotion, and are not so fickle in the change in emotion. on what is best described as a democratic meritocracy.
So mentally advanced are the Fraal that no other race Any person wishing to enter politics must have passed a
creates as many Telepaths, Telekinetics or Gravikinetics. specific education degree, based on ongoing study, a
Hoprin may run for a higher office, and is elected by
Fraal Character Creation popular vote.
Statistics: The reason for this need for science came from
the dying of their world. Millennia ago, they observed
FRAAL Min Max Min Max the galaxy, and knew that their sun was in its dying
INTEL 5 10 REF 1 7 stages. Once they knew that their sun was growing dark
WILL 5 10 DEX 1 8 they knew they had to work towards leaving. From
there their society evolved towards a scientific unity.
TECH 5 10 STR 1 5
Because of the darkness that the Hoprin have
PRES 1 8 BODY 1 5 evolved in, they can see with the smallest amount of
MOVE 1 8 CON 1 5 light, but have trouble with bright light. Even a sunny
PSI 0 10 MD 1 10 day can bring them great discomfort. Because of this
they tend to wear somber tones when away from their
Special abilities: world, but on world much brighter clothes.
Telepathy affinity Soon after starting to search the stars, a
Long lived powerful psychic thread lead the Hoprin to discover the
Fraal. The Fraal, already had colonised worlds and
started to create a wide spread government involving
HOPRIN other races. The Hoprin shared their technology and
OP Cost: 5 thusly were instrumental in helping create real time
communication across the galaxy and from that
allowing the SSG to come into being.

Hoprin Character Creation


Statistics:
HOPRIN Min Max Min Max
INTEL 3 9 REF 1 7
WILL 1 9 DEX 1 7
TECH 2 9 STR 1 6
PRES 1 7 BODY 1 7
MOVE 1 7 CON 1 7
PSI 0 10 MD 1 10

Special abilities:
Lowlight Vision, Bright Light sensitivity. Hoprin suffer
no penalties for low light, but do for complete darkness,
and suffer a -2 to any action that requires eyesight in
normal daylight. (sunglasses are a common addition to
counter this.)

KZINTI
OP Cost: 10

The Kzinti (Ka-zin-tee) are a powerful race of war bred


felines. Their resemblance to felines throughout the
galaxy has given them all manner of cat like names, but
the term Kzin simply means “people”. According to
human science, the Kzinti are felines. They have cat like
heads, of several different types, powerful built
The Hoprin are some of the greatest scientific minds of humanoid bodies with digitigrade legs. All species of
the galaxy. They were the original discoverers of Kzin have tails, though not all have tails long enough to
Jumpgate technology. Their race is highly psychic and it be seen. All Kzinti have three fingers, and two opposing
thumbs on each hand, (the second replacing the small
20
finger). Their toes are far more dextrous than a human’s
but not as much as a human hand. Like great cats, Kzin Special abilities:
have claws, for most species these claws are retractable. Balance, All Kzin gain a +2 to Athletics, Acrobatics and
Kzinti society is one based on a warrior culture. other such physical activities.
The Kzin empire regularly descends into civil war. Semi-Prehensile feet. Kzin can use their toes to do basic
There are a dozen castes in the society, some with sub manual jobs. They could hold a hammer but not use a
castes, they are as follows: pen. They can hold weapons, but suffer a -2 to their skill
for melee attack and defence and a -6 for ranged
• Emperor weapons.
• Warrior Command Claws, Kzin have claws with a DC of 2.
• Priest Leader
• Lord MINBARI
• Noble OP Cost: 0
• Warrior Elite
• Priest Warrior The Minbari are a humanoid race from the SSG.
• Warrior Believed to be another offspring of the Fraal, the
• Constructor Prime Minbari have evolved completely independently.
• Constructor Minbari are slight in build a generally
• Agrarian shorter than humans, though they can range in the
• Servitor same heights. They are immediately identifiable by
their large head crowns. Huge bone crowns that grow
The caste system is instead of hair. Otherwise Minbari are quite similar to
not as simple as a list. Where humans. They tend to be pale skinned and have brown
one’s cast falls on the or blue eyes.
hierarchy depends on the Minbari culture has three castes, Worker, Priest
situation, the needs of and Warrior Castes. These castes are ruled by the Gray
society at the time. The list Counsel, which is made up of three warriors, three
given here is a basic rule, priests and four workers. Workers have a greater
but for example. If a group presence because they are a greater part of the
of leaders from a farming population. Though moving from one
community wanted to build a caste to the other is possible, it is
new water and irrigation rare. The minbari mindset
system to grow more and better does not usually seek it.
crops. They would sit down with The castes can be
the engineers and plan it out. differentiated by dress
In this meeting the Farmers but also by their
(Agrarian) would be in charge and the crowns. Warrior
engineers (constructors) would have to defer to their crowns tend to have
social standing. Any warrior at the meeting would be at more spikes and
the bottom of the social hierarchy, unless he was sent to points, priest crowns
apply any tactical defence information for the meeting are more smooth and
so as to ensure the safety of the settlement, in which case flowing, with worker in
he would be in charge. between.
Most social gatherings have their social There is a single
hierarchy settled before such meetings by someone from sub caste in minbari
the higher castes to ensure there are no arguments. More culture, the Ranger.
than one war has started due to an affront caused by a Minbari rangers are a monastic order of warriors made
mistake in protocol. up of members from all castes, and even several non
minbari.
Kzinti Character Creation
Statistics: MINBARi Character Creation
Statistics:
KZIN Min Max Min Max
WARRIOR Min Max Min Max
INTEL 1 6 REF 4 12
INTEL 1 7 REF 4 10
WILL 1 7 DEX 4 12
WILL 1 8 DEX 4 10
TECH 2 6 STR 3 10 TECH 1 7 STR 3 8
PRES 1 6 BODY 1 10 PRES 1 7 BODY 1 8
MOVE 3 10 CON 1 8 MOVE 3 10 CON 1 8
PSI 0 6 MD 0 6 PSI 0 7 MD 0 7
21
MEchalus Character Creation
Statistics:
PRIEST Min Max Min Max
INTEL 3 8 REF 2 10 MECH Min Max Min Max
WILL 3 8 DEX 2 10 INTEL 3 10 REF 1 7
TECH 3 8 STR 2 8
WILL 1 7 DEX 1 7
PRES 1 8 BODY 1 8
TECH 4 12 STR 1 7
MOVE 1 10 CON 1 8
PRES 1 6 BODY 1 7
PSI 0 7 MD 0 7
MOVE 2 7 CON 1 7
WORKER Min Max Min Max PSI 0 7 MD 0 7
INTEL 1 8 REF 1 8
Special abilities:
WILL 1 8 DEX 2 8 Cyberware, All mechalus pay half humanity for any
TECH 1 8 STR 3 8 piece of cyberware (min 0.5). Also, mechalus never
PRES 1 8 BODY 2 10 succumb to cyber psychosis. However once the limit is
MOVE 1 8 CON 3 10 reached, or pushed, mechalus bodies give up, and the
organic component fails. It appears that no matter how
PSI 0 7 MD 0 7 adapted you are, the body needs a mind.
Longevity, Mechalus natural lifespan has
Special abilities: been increased by the nano technology.
Minbari Have no Special Abilities. Mechalus live beyond 250 years.
Machine Speak, Mechalus can directly
MECHALUS interface with most machines, their
OP Cost: 20 circuitry creates a translation. Nano wires
extend from the finger tips and tap
The Mechalus are a tall directly into an interface point. This
humanoid race, with a rather ability shortcuts the need for keyboards
unique symbiosis with and monitors and other IO devices.
technology. Long ago the race Because of this, most Mechalus tech has no
accepted technology into their such devices, guns don’t have triggers,
lives, and embraced cybernetics vehicles have no controls, etc.
as a natural part of their
existence, so much so that the
Mechalus have managed to
NARN
OP Cost: 0
combine nano technology with
their very DNA. This cybernetic The Narn are a race that have had a
enhancement to their DNA was turbulent history. They are a physically
never intended for creation of a powerful race and have always been
super version, simply a more technologically inferior to most other
resilient one, and to that effect races. As a result of this, they have a
it has been truly successful. history of slavery, mostly to the humans
Mechalus stand about of the Padishar Imperium. They have
two metres tall and are had several uprisings, and eventually the
humanoid. Their skin tends SSG stepped in and freed them. However
to be a pale blue, green or many escaped during the decades of service,
bronze, and their hair is and they roam as pirates and other
thick and cord like. The criminals, because of this, the Narn have a
first truly noticeable thing reputation for being criminal and
about them is the obvious intellectually inferior, a grossly inaccurate
circuitry in their skin. Mechalus stereotype. Narn do not have any form of
are true cyborgs. From conception, psychics.
nano technology is part of their development and their Narn are believed to have evolved from reptiles,
biology. This is seen as a live set of circuitry that runs however so evolved are they, that this is unproven.
just beneath the surface of the skin. Each circuit is Narn are tall by human standards, powerful built with
influenced by the DNA, and so is unique to the humanoid bodies. Their skin colour varies from a rich
individual. ochre red, to brown and earthy yellow, and is covered in
large dark spots, usually black, dark brown to dark blue,
depending on the skin colour. Narn eyes are small and
blood red in the iris. Their entire frame is solid built, and

22
In personality the Perilo are
curious and quiet. They are often
considered emotionless, but in
reality they are simply slow to
change emotion. Perilo are capable
of great emotions, but just not as
volatile as other races.
The Perilo are ruled by a
parliament called the Volu with a
senior parliamentarian called a
Volner.
The Perilo were introduced
their faces are heavy set, their skull is thick and to the SSG when their world was visited by slaver
reinforced. search ships a few centuries ago. Because of their quiet
nature, they were nearly overthrown, however the
slavers were not ready for the volatile nature of their
NARN Character Creation justice, and were out gunned when the population that
Statistics:
lived in underwater cities arrived, effectively tripling the
army. After the slavers were defeated, the Perilo
NARN Min Max Min Max
adapted the technology and called out into space. The
INTEL 1 7 REF 1 7 SSG answered the call and introduced them to the
WILL 1 8 DEX 1 7 galactic community.

TECH 1 6 STR 4 12 perilo Character Creation


PRES 1 6 BODY 4 10
Statistics:
MOVE 2 10 CON 4 10 PERILO Min Max Min Max
PSI 0 0 MD 0 0 INTEL 1 6 REF 2 8
WILL 1 7 DEX 2 8
Special abilities:
Vision, Narn can see into the ultraviolet spectrum. TECH 1 5 STR 2 8
PRES 1 7 BODY 1 7
PERILO MOVE 3 11 CON 1 7
OP Cost: 0
PSI 0 7 MD 0 7
The Perilo evolved directly from an aquatic mammal on
Special abilities:
their world, and as such still are avid waterfolk. They
Water Dwellers. Perilo may remain underwater for
still possess genetic traits that make them suitable for
CON minutes and can spend END to remain
aquatic life, a second clear eyelid for seeing underwater,
underwater.
a sonar like gland in their forehead and small prehensile
tentacles thought to be originally used to hold and find
food before flippers became hands. Perilo have no
RUFFUNOC
OP Cost: 5
fingers, instead pointed mitten like hands with two
tentacles coming from the wrist they have adapted to a
One of the founding members and current cabinet
thumb like state. Perilo have solid feet, but no individual
members of the SSG the Roffunoc were the first race
toes.
encountered by the Fraal as they began their
explorations of the galaxy. The Ruffonoc reacted
violently to the presence of the aliens, and a war was
nearly started. Luckily the Fraal were able to make
contact using their telepathy and stave off conflict and
meet with the leaders long enough to prove they had no
hostile intent. Since then a peace has existed between
the Fraal and the Roffunoc.
Roffunoc are a violent people whose ways have
been greatly tempered by their relationship with the
Fraal and SSG. Ruffunoc society was traditionally based
on military superiority, with rulership coming from
military high command. This is still true to a degree, and
many Roffunoc fill the higher ranks of the SSG military
organisation.

23
Roffunoc stand well over two meters and are looking for a hideout on the planet, and found a rich
strong. Their curved and spring loaded spines make and abundant source of food and natural materials.
them very agile and fast across land, aided by their Being enterprising they started a claim on the world and
digitigrade legs. The hands of a Roffunoc are actually 12 sold the claim to a large resource consortium which
tentacles held in a bone cup. This allows them high immediately established a star base on the planet. Soon
manual dexterity. Roffunoc also have three small trunk after this, the sesheyans attacked. The battle was sudden
like structures on their face. These are prehensile and are and brutal, and many colonists were killed, but far more
the nose of the race as well as used for eating, a practice sesheyans were killed. Immediately the SSG stepped in
many races have trouble adapting to. and made contact with the primitives. The corporation
proved its claim in the court, so the colony was not
removed. The net result was the sesheyans, who by their
nature were inquisitive and have a natural wanderlust,
were able to be admitted to the SSG, despite not being
ready, and have started to move about the galaxy.
Sesheyans are highly intelligent, and learn very quickly.
They master new
devices once shown
very quickly, but still
have trouble
grasping how
they work.

Sesheyans
stand about 1.5
metres tall, but are
actually a bit taller,
they stand hunched.
They have strange flat
heads with large
batlike ears. They have
six eyes. Their bodies
are humanoid, but
thin and athletic.
They also wrap
about their bodies
two membrane
wings which have
ROFFUNOC Character Creation lost the ability to fly,
Statistics: but can glide and fall
safely with. Their skin is
ROFFUNOC Min Max Min Max dark blue, brown,
green or gray.
INTEL 1 7 REF 1 7
WILL 1 6 DEX 3 9 SESHEYAN Character Creation
Statistics:
TECH 1 7 STR 1 7
PRES 1 7 BODY 1 7 SESHEYAN Min Max Min Max
MOVE 2 8 CON 1 7 INTEL 1 6 REF 2 8
PSI 0 6 MD 0 6 WILL 1 7 DEX 2 8
TECH 1 5 STR 2 8
Special Abilities PRES 1 7 BODY 1 7
Roffunoc have digitigrades legs and spring loaded
MOVE 3 11 CON 1 7
cartilage spines. Roffunoc gain a +2 to their move when
calculating their Sprint and Jump Derived stats. PSI 0 7 MD 0 7

SESHEYAN Special abilities:


OP Cost: 15 Wings, Sesheyans can glide on their wings. However in
Sesheyans are a primitive race from a dark 0.5 gravities or less, they can fly.
jungle planet. They have little technology of their own Acute senses. Sesheyans evolved in a dark canopy
and they have a hunter gatherer tribal society. About rainforest. They have low light vision and gain a +2 to
twenty standard years ago, some smugglers were all hearing checks.
24
SNAVROI snavroi Character Creation
OP Cost: 5 Statistics:
MALE Min Max Min Max
INTEL 1 7 REF 2 8
WILL 1 7 DEX 1 7
TECH 1 7 STR 2 8
PRES 1 7 BODY 1 7
MOVE 1 6 CON 1 7
PSI 0 7 MD 0 7

FEMALE Min Max Min Max


INTEL 1 7 REF 2 8
WILL 1 7 DEX 2 8
TECH 1 7 STR 1 7
The Snavroi are a reptilian species who have evolved
PRES 1 7 BODY 1 7
from a warm blooded serpentine heritage. Snavroi are
great artisans, they have a strange concept of art, in that MOVE 1 6 CON 1 7
art for the sake of art is pointless, art must have a PSI 0 7 MD 0 7
purpose. Snavroi do not paint on a canvass, but will
paint onto a wall, the purpose being to enhance the
space. Sculptures are usually built into pillars and ACHOI Min Max Min Max
cornices of buildings, with the exception of memorials. INTEL 1 6 REF 3 9
Snavroi have very vivid eyesight, and love the full
WILL 1 6 DEX 1 7
richness of colour. This can be garish to some, but colour
and hue are matched well. TECH 1 6 STR 3 9
In general the Sanvroi have narrow shoulders, PRES 1 6 BODY 3 9
with long thin arms, long thin torsos and short powerful
MOVE 1 7 CON 3 9
legs, with a short powerful tail that is barely long
enough to reach the ground, but even at full stretch has PSI 0 5 MD 0 5
enough strength to support the Snavroi.
Snavroi have three genders, Male, Female and Special abilities:
Achoi. Males are blue/green in colour and have long Ultraviolet Vision. All Snavroi can see into the
serpentine head hoods not unlike a cobra, the females Ultraviolet specrtum
tend to be yellow/orange/red in colour with elongated
pointed skulls. Achoi are an anomaly, and can be either SOMNI
colour set, usually shades of both. They are taller and OP Cost: 5
more powerful, with both sets of reproductive organs,
neither of which function. They also have more The Somni are a peaceful and philosophical people.
pronounced hoods. They are a slightly smaller race, rarely reaching more
Snavroi are egg laying, but the single or double than 1.6m in height, and are slim in build. The Somni
egg matures inside the female, the “skin” or shell is culture is based on a strict religious code based on
purged at birth. It is believed the Achoi is a strange mental discipline and introspection. Somni are regarded
unified twin. as thinkers rather than doers, and as such have been
Historically the Achoi are seen as heaven’s called cowards, as they are always ready to examine and
children, and many myths have arisen about mighty consider rather than act. In reality, the Somni are
Achoi warrior heroes. This is believed to be based on the brilliant diplomats and tacticians. When it comes time to
obvious size and physical superiority of the Achoi. act, the martial art that is the extension of their sophistry
Snavroi stand about 1.7-2.1m for males and comes into play. This martial art is based around quick
females, Achoi stand 2-2.6m and are far broader at the and effective action to immediately immobilize and
shoulder. defeat an opponent. Death of an opponent is rarely
sought, but will happen if no other option is viable.

25
T’SA
OP Cost: 5

T’sa are a strange reptilian race from the


Diaspora Regions. They are a small humanoid race with
scaly skin that comes in a variety of colours, generally
with dark patterns. T’sa stand between 1 and 1.5 metres
tall and are humanoid in shape. The T’sa developed
their own technology and bumped into the SSG as they
expanded their colonies. They are a very eclectic species
with a society that
appears random and
chaotic, in fact a great
many T’sa do not
understand it, however
it works for them and
it is often joked, that if
the T’sa ever became
truly organised, they
would overthrow the
universe, so it is better
to leave them be.
T’sa
technology is highly
advanced, with a
speciality in shield
design. The T’sa are a
This religious and philosophical doctrine runs very agile race, and so
their government and society. The government is an do not like to be
theocracy based on spiritual growth and knowledge encumbered by
base. Anyone ruling the government must pass three armour. To this end
qualifications known as paths. they have developed a
range of personal
Path of the spirit. defence devices based
The Somni must devote himself to the ideals of on shields. Although
enlightenment, forsaking formal marriage and joining not a race who favours
the holy order of leaders. war, they are more
than capable warriors,
Path of the Mind. and they have a
Here the Somni partakes of a formal political education, variant of martial arts
often involving spending time with other cultures and that uses these deflector shields and their
governments. agility.

Path of the People.


T’Sa Character Creation
Statistics:
Here the Somni lives a pauper working in a social
service role so as to understand the ways of the common
T’SA Min Max Min Max
somni.
INTEL 1 7 REF 5 12
SOMNI Character Creation WILL 1 7 DEX 5 12
Statistics:
TECH 1 7 STR 1 6
SOMNI Min Max Min Max PRES 1 7 BODY 1 6
INTEL 1 7 REF 1 7 MOVE 5 12 CON 2 8
WILL 4 10 DEX 1 7 PSI 0 6 MD 0 6
TECH 1 7 STR 1 7
Special abilities:
PRES 1 7 BODY 1 7
Natural Armour, T’sa hide is thick giving them natural
MOVE 1 7 CON 1 7 SP 5.
PSI 0 12 MD 0 12

26
WEREN
OP Cost: 10

Throughout the galaxy there are races of many


kinds, colours, creeds and designs. None is more
physically powerful or intimidating as a Weren.
Hunched over a Weren stands a little over 2 metres, at
full height it is closer to 3. They are as broad as they are
tall, usually about 1.5 metres. Their entire body is
covered in a thick multi layered fur coat, that in
historical times they have been hunted for. This coat has
a wondrous chameleon effect that they have some
control over. Weren faces are ape like, but furred and
they have massive tusks, that can point up, down or
both. They do not have claws, but powerful fingernails
that can rend bone.
The weren society is a feudal one, with lords
and barons who serve a warrior lord who is guided by
an ancestral emperor. The weren are a race of
dichotomies. Their warriors are all taught arts, and
philosophy. They embrace new technology to
preserve the old ways. Weren are by and large a
sociable and peaceful race, but when provoked
are bloodthirsty and brutal warriors. They are
creatures of respect and grace, but all their greeting
customs involve some form of show of strength and
weapons.
Weren have a strict honour code, which many
non weren find complex. An oath taken by a weren is
not something done lightly, pray a weren never takes an
oath to kill you.

weren Character Creation


Statistics:
WEREN Min Max Min Max
INTEL 1 6 REF 1 7
WILL 1 7 DEX 1 6
TECH 1 5 STR 5 15
PRES 1 7 BODY 5 15
MOVE 1 8 CON 5 15
PSI 0 5 MD 0 5

Special abilities:
Survival, All weren are trained to survive in the harsh
arctic climate of their world, they receive an additional 2
ranks in Survival as everyman skills
Chameleon, Weren can employ a chameleon effect on
their coats. This gives a +2 to stealth while active. It has
basic ability, and must be done consciously. Weren often
master basic effects, like white, black and such to keep
as a recognisable pattern to help non weren recognise
them.

27
GEAR AND EQUIPMENT electrical charge that disrupts nerve activity. Once hit
the victim takes the physical damage dealt as normal
PROGRESS LEVEL then must make a BOD roll versus the 3D6 Stun damage
Progress level is the rating any civilization by or be rendered unconscious for a number of minutes
the SSG. This indicates the level of technology a planet equal to by how much they failed the roll. A critical
has achieved and whether or not they are to be failure on this roll means a major nerve has been
approached to join the SSG. disrupted and the heart has stopped and you are going
into cardiac arrest.
PL0 Tool Age Neural is usually only put onto bludgeoning
PL1 Bronze Age weapons like staffs, maces and hammers, bladed
PL2 Iron Age weapons are capable of delivering the pulse but are
PL3 Steam Age generally designed for less benign purposes. Though
PL4 Chemical Age Neural pulse technology can occasionally be found on
PL5 Information Age gloves. A standard pistol power pack allows for 10
PL6 Fission Age pulses.
PL7 Fusion Age
PL8 Gravity Age Plasma Weapons
Plasma weapons are a hideous invention that
PL9 Enlightened Age
creates a blade out of energy. This weapon is effectively
PL10 Transcendence Age
bladeless until activated at which point a super hot
energy field is created and the blade forms as the air is
WEAPONS super heated to a plasma. This quality can also be added
Weapons in the Sapience Galacticus universe
to bludgeoning weapons but they do not gain the Armor
are vast and varied. Over the millennia, over the many
Piercing qualities. Plasma cannot be mixed with
races of the galaxy any and every form of melee weapon
Monofilament, Neural or Vibro weapons as they must
has been invented. The same can be said for the ranged
be physical.
weapon. For the most part, it boils down to the basic
mechanic of the weapon, slice, stab, bash or cleave. To Vibro Weapons
this end it is far simpler to apply a set of generic rules Vibro Weapons are constructed so as to have
for all weapons, and then simply add the various small sonic vibrators in it and small serrations along the
designs to one group of statistics or another blade. The vibrators cause the blade to oscillate
thousands of times a second, creating a blade that chews
For Melee weapons see the Fuzion Core rules. However through anything it touches.
there are certain developments in weapon technology Vibro can only be added to bladed weapons,
that make the humble sword an entirely different piece cannot be mixed with Monofilament weapons as they
of machinery. cannot have a serrated edge, Neural weapons as they do
stun damage or Plasma weapons as they have no edge.
Mass Weapons
Mass Melee Weapons have a small mass
This table shows how to modify the normal
generator built into them that upon impact with a target
weapons when adding these qualities. If you wish to
activates, effectively doubling the mass and momentum
add more than one quality then you take the modified
of the weapon. This unit is large and somewhat
price for each quality and add them together then add
cumbersome, and is and only is effective when added to
the price of the weapon again. For example if you had a
a heavy topped weapon such as a mace, hammer or axe.
normal Battleaxe costing 100 Credits. A Vibro Battleaxe
It has little or no effect on swords.
would cost 200 credits but a Mass-Vibro-Battleaxe
Monofilament would cost 500 Credits.
Monofilament Weapons are created so as to
have ultra hard edge that comes to as close as one atom Type WA DC Min Str Notes Cost Wgt
thick as possible. The edge is beyond razor sharp and Mass Weapon +0 +1 +1 x2 x2
cuts heavily through most surfaces.
Monofilament can only be added to bladed Monofilament +1 +1 +0 AP x3 0
weapons, cannot be mixed with Vibro weapons as they Neural Weapon +0 3D6 +0 Stun x2 0
must have a serrated edge, Neural weapons as they do Plasma +0 +1 -1 AP x4 x.75
stun damage or Plasma weapons as they have no edge.
Vibro Weapon +0 +1 +0 AP x3 x2
Neural Weapons
Neural Weapons have a small stun pulse
generator built into them. Upon contact they emit an

28
Flash Pistols Rail Guns
Flash weapons
are characterised by a
thick barrel housing
and the recoil exhaust
points in the top of the
gun. They also have a
clip, either in front of the
trigger guard or in the grip,
either pistol formation or uzi
formation. Flash rifles are
bullpup config.
Flash pistols are
cheaper than any other
weapon, they are fairly
common as is their
ammunition. However they
are loud and have
comparatively low accuracy. Rail weapons are long and heavy. They have
long barrels, a battery pack and usually a bullpup clip
for ammo.
Mass Guns
Mass weapons are
characterised by the
rather bulky build of the
weapon, they tend to be
stout in construction and
have one or two spherical
mass generators.

Lasers
Laser weapons are long and sleek, they
require a long focusing assembly and heat
dissipaters. A laser rifle will often be a pistol grip at
the base of a long barrel, with a battery sliding
along the bottom.

PPG Plasma Projection guns


PPGs use plasma and heat, so also have heat
dissipaters and long barrels, but the barrels are thicker
and heavier and shorter. The PPG is a generally a solid
looking weapon, all PPG rifles have stock, as PPGs have
recoil.
29
ARMOUR
Throughout the Galaxy there are hundreds of Nano Armour
ways and means of protecting yourself from harm. Originally of Mechalus design this technological
Inevitably it comes down to a few distinct types. Below marvel is a wonder of the modern age. Nano Armour is
are the rules for some of them. If a a suit of Nanoscopic machines that can change shape
player wants to be exotic then this and design to suit
is possible, but for game balance the wearer. In order
armour should have similar to wear Nano
capabilities and restrictions, no Armour the wearer
matter its origin. must have a
cybernetic implant
Armour Weave Clothing to control it. Those
(AC Cloth) who abhor such
This type of armour things often get a
is a cloth made with a single specialized
energy dispersing weave implant, but any
that slows projectiles and tech link will do. The
absorbs energy. Kevlar wearer then dons a
Weave Clothing is one body tight suit that
example. The Mechalus have acts as a comfort
Aperneas Weave, this comes layer, the nanites
from an artificially then adhere to this
replicated insect silk that has suit. Without the suit
similar properties. AC Cloth the nanites attach to
is versatile as it can be made every pore, follicle
into almost any type of and orifice of the
medium or heavy clothing, person making the
but it cannot be whole experience
atmospherically sealed, nor does it provide protection uncomfortable and
from disease or poisons. This is of course unless it is removal difficult if
purpose built. Most early space suits, and the cheap not embarrassing.
ones in modern times, are a sealed plastic or rubber suit, Specialised
with an AC cloth cover. Not too cumbersome and software then allows
providing adequate protection against hazards. the suit to operate under the wearers command.
Normally the suit offers minimal defense, it is in fact a
Hard Armour Inserts metallic soup the colour of oil on water. When first
Hard activated the suit then takes on a basic form. This form
Armour inserts is can be anything from a plain grey bodysuit to a cloth
another form of jumpsuit to clothing. However at a command the
light armour. armour can reconfigure itself to a light, body tight suit
These inserts are of hard armour plates, including a helmet that appears
added to normal to grow out of nowhere. This hard armour is still only
clothes or outfits basic protection, but it is fully sealed against
to provide a atmospheric poisons, gasses, chemicals and even sealed
heavier defense against vacuum. The armour is self sealing and
than AC cloth can. repairing, and can adapt to various add-ons, such as an
These plates can independent air supply, back packs full of equipment,
also be easily wearable flight and weapon systems and a myriad of
removed and other things. A common favourite is to have a fully
replaced as an kitted out helmet, with air, visual upgrades, gasmask,
outer layer on HUD and other options.
standard outfits.
Most military and Deflection Harness
paramilitary The T’Sa are a species who value their mobility.
forces, space farers They have their own hide to protect them against most
and heavy minor abrasions, so never thought to add to it. Along the
industrial workers way they developed a variant of E-Plates. Using a
add HA Inserts to their uniforms or atmosphere suits as mixture of sensors and small and powerful pulse grav
a good cheap alternative to the heavier powered armors. generators the Deflection Harness pushes away any
The upside is hard protection at a reduced cost, the incoming attack. It is far from perfectly effective. But
down side is they tend to be cumbersome. they can add to the already nimble abilities of the
wearer.
30
Deflection harness’s come in four strengths, and
thusly are rated one to four. When activated they add Power Armour
their rating to the wearers Defensive Value to avoid any Power Armour is a heavily armoured servo
ranged attack and half to dodge any melee or hand to assisted suit. Using powerful Hydraulics and advanced
hand attack. myomar they can run fast and carry heavy weapons in
their hands and/or as on board systems. They are
Hard Suit usually to heavy for flight systems, though jump jets
Hard suits tend and landing plates are common for hard insert.
not to have any on
board weapons, and if
they do they are only
ever anti personnel
weapons. A hard suit is
the most effective
armour for the standard
infantry soldier. Most
space suits tend to be
hard suits set up for the
hazards of free travel in
space. A Hard Suit is
the lightest thing you
can attach a jet pack or
similar device.

Body Tank
The difference
between a Body Tank
and a Suit of Power
Armour is the size and
the way it is fitted to
the pilot. The head,
hands and feet of a
body tank always
contain the head, hands
and feet of the pilot.
This means that the BT is rarely more than six or seven
feet tall, depending on design, and tend to look squat in
design.

31
Armor SP Enc Cost
Head Body Limbs
Uniform, Light 0 10 10 0 300
Uniform, Heavy 15 15 15 -1 400
Suit 0 10 10 0 300
Suit, Expensive 0 12 12 0 500+
Casual Clothes 0 10 10 0 300
Jump Suit 0 10 10 0 +100
Space Suit 15 15 15 -1 2000
Space Combat Suit 0 20 20 -2 2500
Nanosuit, Light 10 10 10 0 1000
Nanosuit, Medium 15 15 15 -1 1500
Nanosuit, Heavy 18 18 18 -2 2000
Deflection Harness, 1 Dodge +1 0 1000
Deflection Harness, 2 Dodge +2 0 2000
Deflection Harness, 3 Dodge +3 0 3000
Deflection Harness, 4 Dodge +4 0 4000
Hardsuit, Light 15 15 15 -1 3000
Hardsuit, Medium 20 20 20 -2 5000
Hardsuit, Heavy 25 25 25 -2 8000
Bodytank, Scout 20 20 20 -2 50K
Bodytank, Assault 25 25 25 -3 80K
Bodytank, Defender 30 30 30 -3 100K
Power Armor, Light 30 30 30 -2 100K
Power Armor, Medium 40 40 40 -3 150K
Power Armor, Heavy 50 50 50 -4 200K
Weapons
Handguns/Pistols WA Conc Avail Damage Load ROF Range
Flash 0 J E 3D6 10 2 50
Flash Heavy -1 J E 4D6 8 1 50
Laser +1 P E 2D6 30 2 75
Laser, Heavy +1 J C 3D6 20 2 75
Mass 0 J C 4D6 12 1 40
PPG 0 P E 3D6 20 2 40
Rifle
Flash 0 N C 5D6 20 2 200
Flash Auto 0 N P 5D6 30 3/30 200
Flash Heavy 0 N P 6D6 15 1 300
Laser 0 N C 4D6 50 2 500
Laser Heavy 0 N P 5D6 40 2 500
Mass 0 N P 5D6 20 1 100
Mass Heavy 0 N R 6D6 25 1 100
PPG 0 N C 5D6 30 2 100
Rail 0 N P 6D6 30 1 500
Heavy
Flash Machine 0 N P 6D6 100 25 400
Laser Cannon 0 N P 6D6 200 2 800
Mass 0 N R 7D6 100 1 200
Rail Cannon 0 N R 8D6 100 1 1000
Grenade
Chemical Stun 0 P C 50 1 1 20
Frag 0 P P 80 1 1 20
Laser 0 P P 80 1 1 20
Mass 0 P P 80 1 1 20
Stun 0 P C 50 1 1 20

32
EQUIPMENT LISTS.
Accommodation Sensor Equipment
Sleep Shell 40 Water Tester 100
Hotel Room/ Star 40 Atmospheric Sensor 150
Flat/Room 40 Micro Viewer/microscope 1000
House/Room 80 Chemical Analyzer 2000
Poor Area x1 Binoculars, Basic 200
Moderate Area x2 Binoculars, Multifunction 1000
Good Area x3 Security
Elite Area x4 Biometric Decryptor/Bonus, Max 5 500
Clothes Biometric Lock, / DC Hack, Max 40 5
Coveralls 50 Cardlock Decryptor/ Bonus, Max 5 200
Jumpsuit, Armored +SPx10 Cardlock, Per DC to Hack, Max 30 5
Jumpsuit, Generic 60 Keylock Per DC to Pick, Max 30 3
Jumpsuit, Pilot 70 Lock Pick Set, 25
Jumpsuit, Utility 80 Padlock, Per DC to Pick, Max 20 2
Outfit, Business 500 Voicelock Decryptor/ Bonus, Max 5 300
Outfit, Causal 200 Voicelock, Per DC to Hack, Max 30 5
Outfit, Formal 300 Survival Gear
Outfit, High Fashion 1000 Bedroll, Basic 50-500
Sneak Suit 100 Bedroll, Thermal 100-1000
Space Suit 2000 Breath Mask 500
Survival Suit 2000 Campstove 200
Uniform 300 Canteen 20
Meals Diving Gear 1000
Takeout 20 Foodpack, 1 day 40
Diner/Café 30 Fusion Generator 5000
Restaurant / Star 40 Lighter 10
Home 10 Solar Charger 1000
Transport Tent, 1 Person 100
Cross Continental Land 100 Tent, 10 Person 2000
Inter System, Mass / Day 1000 Tent, 2 Person 200
Inter System, Private / Day 2500 Tent, 4 Person 500
Orbital Shuttle 200 Tent, 6 Person 800
Orbital Taxi 500 Tent, 8 Person 1200
Pan System 1000 Trenching Tool 20
Public Trans 5 Water Purifier 500
Taxi / km 5 Tools
Trans Continental Air 200 Electrical Tools, Basic 25
Stowage x.5 Electrical Tools, Full Workshop 2000
Economy Class x1 Electrical Tools, Medium 50
Business Class x2 Electrical Tools, Professional 100
Luxury Class x3 Fabrication Tools, Each 100
Personal Electronics Mechanical Tools, Basic 25
Camera 200-5000 Mechanical Tools, Full Workshop 2000
Datachip 20 Mechanical Tools, Medium 50
Dataglove 1500 Mechanical Tools, Professional 100
Home Entertainment 3000 Plasma Torch 150
I-LINK 1000 Toolbelt 50
Military Comm 500 Torch 10
Personal Comm 200 Waldo, Crane 10000
Vidcomp 50-5000 Waldo, Large 2000
Vizor 500 Waldo, Medium 500
Wristwatch 5-500 Waldo, Micro 200

33
themselves. The costs given here are per room, you get a
Medical kitchen and bathroom for free when you buy one room.
This price is per 10 local days, but is only a guide.
Day in Hospital 500
Day in Intensive Care 1000 Area Multipliers
Doctor Visit 100 Multiply the cost of your hotel or housing by the
Field Med Kit 500 area in which you find it.
First Aid Kit 200
Hypospray 200 CLOTHING
Medipod 2000
Prescription 20
Coveralls
Coveralls are a
Surgery, Major 2000 general set of heavy
Surgery, Minor 500 weave suit that is worn
Surgery, Moderate 1000 over lighter clothes. It
Trauma Patch 200 provides basic protection
from dirt.
ACCOMMODATION Jumpsuit
Sleep Shell A jumpsuit is a
The sleep shell is a small self contained hotel full body cover that is
room barely big enough for one or two people. (Two either one or two piece.
person ones cost double). Inside is a bed, Netcomp and a Includes boots or shoes
small microwave style food heater. These Shells tend to and the various
be stacked one on top of the other and are also known as modifications needed for
coffins or cartons. They are found all over the galaxy as their designed purpose.
cheap overnight accommodation, usually in ports and The jumpsuit is the
big cities. generic clothing of the
spacer. They range from
Hotel Rooms tight fitting pilot suits to
There is no such thing as a standardised room. baggy pocket filled tech
These can be in many shapes and forms, the price here is suits, with variations in
a vague guide. Hotels run for half a star to five stars in between. They can have
half star increments, this price is for a single or double a series of armour plates
bed per night, more people cost more. Facilities include attached for an extra 100
a bathroom, fridge, Netcomp, and once you get to 4 stars credits, this gives SP 10
usually a small kitchen. but is mostly designed
for safety rather than
Housing combat.
Even one race will have ten thousand variations
on a theme. Basically you get houses that stand by Outfits
themselves and flats or apartments that stack upon Every player
starts play with a set of Clothes. Depending on the
GM and your character, this should be a Casual
Outfit, or an appropriate jumpsuit. These outfits
include, tops, bottoms, under ware and shoes.
They may also include basic hats, gloves,
jewellery as the GM allows.

Sneak Suit
The Sneak Suit is a tight jumpsuit with
mild camouflage capabilities, it will change basic
colours to match the environment, green, blue,
black, white, grey, mottled, as needed. It is also
made of sensor absorbing material that helps hide
it and disperses personal heat randomly to avoid
thermal detection. The Sneak suit gives +2 to all
Stealth rolls.

34
Space Suit data on a Chip which can be swapped out or connected
This is a vacuum to a computer for upload.
sealed suit with a 4 hour air
supply, magnetic boots and small Comms
grav pulse manoeuvre pack used all Comms are a generic communication device,
over the galaxy for zero atmosphere they vary in function from simple 2 way audio to
expeditions. Usually worn over a multiperson video conferencing with built in camera
light jump suit it has SP 10 and other functions. These devices can link into a local
standard but for an extra 1000 network for planet wide communication, but are usually
can come armoured to SP 20 used for local comms and are limited to 20kms for
with a -1 encumbrance. The civilian models or 50kms for military.
helmet usually has at least a
basic electronics suite, with Datachip
binoculars, HUD and comm. The Datachip is a generic data storage device,
usually using optical relay circuits, the chip uses
Survival Suit hyperstring storage for massive amounts of data. They
The survival suit is an come in a number of designs, but are mostly
environmentally (not standardised throughout the SSG to a small plastic card
vacuum) sealed suit 10mm by 50mm by 3mm. Some have digital capacity
designed for readers on the side, advanced models have list of files.
surviving harsh
environments. They
Dataglove
The modern computer, not in the palm of your
have solar receivers on a
hand, but as the palm of your hand. The Dataglove is a
heater/cooler backpack, air
fully functioning personal computer that is worn over
recycler and basic water
the hand. (usually the off hand). The processor unit is
purifier. They are capable of
small and depending on the capabilities of the unit sits
supporting a person for a
in the back of the glove or extends up the forearm. Top
week with no other resources. The more resources
of the line models have holographic interfaces but most
available in the environment, the more time it will last.
connect to a Vizor or video screen, forearm screens are
Uniform also popular. Many units come with a small glove for
Most police, naval and military units have a
uniform of some description. These are usually
provided free, occasionally you may need to buy one.

Transport

Cross Continental / Trans


Continental
This cost is for any one of the fast cross country
mass travel services available on planet, aircraft, rail or
similar. This is for basic class, there are higher classes for
double and triple cost.
Transcontinental is from one continent to
another, same transport, just further, usually a flight.
the other hand for dual input.
Intersystem
Intersystem is for one star system to another using bulk I-LINK
or mass transit. It comes in various classes, from The I-LINK is the same as a Dataglove, it is a
stowage, a crowded shared bunk system to Luxury class small personal computer, but is a pocket/palm model. It
travelling with state rooms and luxury appointments. too has a holographic projection keyboard, and holo or
Orbital Shuttle/Taxi on screen display.
An Orbital Shuttle is a bus service to move to
orbital stations or near orbit facilities. An orbital Taxi is Vidcomp
for one or two people and is not restricted to flight A Vidcomp is a home PC connected to a
schedules. network. Few home computers are more than a terminal
connected to the home processor, and planetary web.
PERSONAL ELECTRONICS They are screen, keyboard and other input device.

Camera Vizor
The digital personal camera is a multifunction A Vizor is a video output device worn like a
still and video recorder, usually in 3D and stores the monocle or glasses. The Visor can receive data from any
output device, Dataglove, computer, workstation, or
35
comm. They can look purposeful, or like regular card or datachip to gain access, Voicelocks run off voice
sunglasses. Some have built in video receivers so can recognition software and biometric locks use things like
transmit or record what they see, and have cyber visual DNA, Retinal, Fingerprint, Bioelectric and other
upgrades, like vision modes and image enhancement. biological triggers to gain access.
Hacking these systems requires a variety of
tools to get past them.

SURVIVAL GEAR
Bedroll
A bedroll is as simple as a mat to lie on or a full
sleeping bag or even a swag. Thermal bedrolls are
similar but with a heat stopping layer to prevent heat
getting in or out and usually some kind of built in
temperature regulation device for heating and cooling.
A common trick is to have the top layer of your bedroll
made of solar material, so it charges from daylight to
provide power at night.

Breath Mask
A Breath Mask, or Gas Mask is designed to
SENSOR EQUIPMENT provide clean air in a hostile atmosphere. Some have
Water Tester independent air supplies, or supplementary air supplies
This small device can analyse liquids to match to aid with the filtered air. They are designed for
your physiology to determine if it is drinkable. It gives multiple species, with a selector on the filter. These
content and detail, and recognises things like alcohol as devices will last weeks in an environment that does not
a poison, and determines if a liquid is safe. require supplemental supply.

Atmospheric Sensor Canteen


A small device for the explorer. It analyses gases The humble canteen is still around, in new and
and atmosphere for chemicals, pollens or biohazards interesting designs. Some backpacks have built in liquid
and radiation. A full breakdown, cross referenced with reservoirs and other jumpsuits and survival suits do too.
your species is then given indicating the safety of an
environment.
Campstove
A campstove is a small chemical or fuzion stove
Chemical Analyser that will cook most meals on. Most have fuel or power
Chem analysers work on hard objects, they can for about 5 days cooking.
be small or large devices into which sample pods are
placed for full mass spec breakdown. They can analyse
Diving Gear
There are many types of Diving gear, from suits
virtually any solid.
with air tanks, to masks that have gills, hard shell, soft
shell, with or without propulsion. The most common
type is a suit with a semi permeable membrane that
extracts oxygen from the water, then moves it to a small
tank and supplies it to the wearer, power for this comes
from the breathing and swimming of the owner, and all
gases are recycled.

Foodpacks
Foodpacks contain small ration bars that can be
broken into six portions. Each portion provides half a
meal for the average adult, with vitamins, minerals and
calories. They are usually relatively tasty, and come in a
variety of flavours, however they become bland fairly
soon. In theory with an ample supply of these and
water, a person can survive indefinitely.
1From Top Left, Sensor Suite, Sample Pods, Palm Holo
Display, Atmosphere Sensor
Fusion Generators
Fusion Generators are small reactors that are
SECURITY backpack portable. However they are extremely heavy
This outlines various locks, a padlock and key (about 70kg) . They do however provide enough power
lock are more sophisticated, but essentially the same. to run a small camp for lighting, cooking, sensors, water
Cardlocks use intricate code circuitry built into a small purifier etc for weeks.

36
large one would be set up in a workshop for pulling car
Lighter engines out, or holing large ship components in place,
Fire, the first step in most cultural evolution. Crane waldos can lift a cargo container or truck. Mostly
The ability to make fire is a rare need, but for when you they have six arms but can have four to ten.
do, you use a lighter, they come in both gas and laser
variants. MEDICAL
Solar Charger Field Med Kit
Solar collection is now nigh on perfect, and solar This is slightly more advanced and specific than
panels are built into most useful devices. Knapsacks, a generic first aid kit. This is what a military medic
tents, bedrolls, hats, cloaks and other devices. Solar would carry or the kit an explorer may carry. They have
Chargers are a small device for storing power with a more bandages, disinfectants and things like trauma
large solar collector on top. 12 hours charge will usually patches and bone glue etc.
provide power for 2-4 people for a couple of nights.
First aid kit
Tents This small device contains mixtures of
Tents come in a multitude of shapes and stimulants and healing chemicals, as well as bandages,
designs, from folding, to solar panelled to inflatable. bandaids, scissors and the like to deal with most
These are rough guides for prices. everyday first aid needs.

Trenching tool, Hypospray


The ubiquitous folding shovel, come pick, come Hypos are used to deliver chemicals and drugs
axe come whatever you can get it to do. Many come to a person straight through the skin, and usually light
with hollow handles for storing other small survival clothing. They can be pre loaded with a variety of things
tools. but usually need a physician to check dose and
materials. A Standard hypo will hold about 5 doses of
Water Purifier material, a multi hypo will hold five – two dose pods
This device takes most liquids, and some high like a revolver.
moisture solids and extracts pure H 2 O. Then when able
it will add mineral additives to supplement diet and Medipod
make the water drinkable. For when you are in big trouble, a medipod is
needed. The Medipod is a hermetically sealed pod that
TOOLS encases the patient in a sterile environment and has a
basic AI onboard to deal with major injuries. It has an
Electrical Tools independent air supply, or if allowable will cycle
These tools are for the building, and purify outside air. The AI will perform basic
maintenance and repair of electrical medial aid and can perform resuscitation. A
devices such as computers, ship systems, medipod can keep a person alive for
cookers, solar units and such. A basic up to 12 hours without recharge.
set is a small pocket pouch with a few (Game info, anybody placed in a
common tools, a medium set has a few medipod operated with a DC20
more tools, and a couple of more sizes in first aid roll will not deteriorate in
a small toolbox, a Professional toolset is a health for 12 hours, with a new
large toolbox (too big to carry) full of all roll and resupply of drugs and
manner of hand tools, a workshop contains all materials needed. If the patient
the stationary equipment as well as fabrication is at negative hits when placed
tools. in the medipod the DC
increases by 5 for every 12
Mechanical Tools hours the patient is in there
Mechanical tools are designed for
and will not heal. If on
bigger purposes, engines, major structures and
positive hits, then the patient
larger machines. The sizes are the same.
gains a x2 multiplier on their
Fabrication tools Recovery.)
These are drills, power saws, sanders, filers,
buffers and routers, all the larger powered hand tools. Trauma Patch
A trauma patch is a mix of chemicals, drugs and
Waldo nanosurgeons in a patch about twenty centimetres
A waldo is a small set of arms controlled by one square. When placed on a wound and used with a First
of three ways, voice command, cybernetically or by a aid roll DC10+hits lost in the wound, the wound
small basic AI. A micro Waldo is worn on the forearm, stabilises and heals at double rate. The wound must be
helmet or sits on a desk, a medium sized one would fit completely covered by the patch.
in a backpack and set up in a small area as needed, a

37
CYBERWARE determine your humanity loss, once you run out of
humanity, you usually slip into something called
Science and technology have achieved great and Cykosis, at which point you hope it is a quiet babbling
wonderful things in the fields of medicine. Nanotech stat, from which you can be rescued, and not a blood
and advanced Genetics have cured most things. There thirsty rampage, which is likely to get you killed.
are some things however that cannot be fixed, and for Mechalus pay half humanity cost, and always
those situations, cyberware is used. Cyberware is the enter a quiet coma at the point of over cyberisation.
use of mechanical devices to replace and/or augment
normal physical function. For simple organ or limb Limits
replacement, most people opt for a cloned part, but Cyberware is capable of some truly amazing
cyberware is cheaper and allows for more flexibility. things, and for some great transformations. Full body
In most cultures cyberware is considered to be a prosthetics are available, which look both natural and
sign of poverty or poor taste, which led to a counter mechanical, however with the prevalence of Androids,
culture and then eventually acceptance. Different people those that choose a mechanical look tend to get treated
have differing opinions, but basically the galaxy frowns poorly. There are even some cases where people have
on the use of cyberware, the Fraal in particular do not chosen full body prosthetics of another race. This can be
use cyberware unless it is particularly needed, and even very damaging to the mind, but some do it. The Weren
then it tends to look as real as possible. The Mechalus hate this process, and tend to kill imposters on site, on
have adapted their DNA to carry nanobots Weren worlds, this murder is never charged.
that implant circuitry into the For any other purpose, every system in a
biological body can be replaced with a perfect and

body from normal functioning version. Mostly the


conception. The replacement of organs and limbs is done
Mechalus are born cyborgs, and their bodies readily with clone parts, but these take time to grow, often
adopt new technology. people will have temporary cybernetic parts while in
Cyberware is quite prevalent, combat cyberware hospital while they wait the week or so for the organ or
is a little harder to come by, and can lead to some limb to be readied for transplant. This process has no
awkward questions at planetary customs. However with Humanity loss as it is temporary.
proper licences and registration, almost anything can be
gotten anywhere.
Removal
Often people will get their upgrades
downgraded, either by choice or legal force. When this
Cost happens, more surgery must be paid for, as well as new
Cyberware has two costs, the first is the
financial, first you have to buy the item, then pay to get cloned parts, and for any cyberware owned for more
it installed. Most techs charge standard surgery costs, no than a week or so, you only get half humanity back.
matter the option, but this can be negotiated. The second
cost is the burden on the mind and body. Cyberware has
Lists
The scope of cyberware is massive, to that end
a humanity cost. The more you chip away at your body only the basics are listed here, for more information
the more you chip away at your ability to relate to other check out Fuzion Supplements and Cyberpunk 2020.
people. When you install cyberware, you roll to

38
STARSHIPS and other suspicious activities put them in the prime
place of gaining tech and the contracts to use them. They
Space travel is the back one of the galaxy. It is built some of the worlds most advanced passenger
the single greatest technological feat of the races of the aircraft, fighters, the first Space Fighter, first space
SSG and surrounding peoples. Commerce, Exploration, passenger craft, and the first Earth made Jump capable
Travel, and Astronomical Research are all only possible ship. Considered the Rolls Royce of the modern
by the use of space travel. In the past the ships were Spacecraft market. (note that Rolls Royce was one of the
slow and cumbersome, today a single pilot can fly a companies in the original conglomerate, and the main
small fighter across a solar system in a matter of hours. engines on all Aieuro vessels still have the RR and an
Starships are simple transport for most, a dream engraving of the Spirit of Freedom.)
for some, a way of life for others. The Space pilot takes Their ships are expensive and the most reliable
the greatest of risks and reaps the greatest of freedoms. in the sky. They have military grade electronics, life
There is nowhere in the known galaxy you cannot go if support, sensors and shield systems. They are stylish
you have a ship. fast but notoriously hard to self repair, most standard
The actual number of makes, models and services need major dry dock facility to open the vessel
designs of starships is impossible to fathom given the up and perform.
scope of the races in and around the SSG. Beyond are They are the best you can get, if you can
some examples of the more common ships and styles. maintain the running costs and are not determined on
The main industry in the starship industry is the making much in modifications.
manufacturing of base chassis and the additive
components. Rarely is a simple starfighter built, instead  Repair costs are 125% of standard
a hull is built, and a series of options for the engines,  Modifications get a -3 Situation Bonus.
computers, generators and weapons are released. A
customer simply picks the options they want and order ZAIBATSU AEROSPACE
the number of ships they can afford. Rarely will a Zaibatsu Aero is the Japanese aerospace
manufacturer deal in small quantities, instead you have conglomerate. They are a division of Zaibatsu
to go to a dealer who has bought mass components and Industries. ZI have ventured into all facets of space
is now selling them in packages and off the rack. travel, from massive starships to the tents you use on
planets with hostile atmospheres. They make flight
Within the Sapience Galacticus universe, there suits, guns, torches and entertainment electronics. If you
are literally hundreds of thousands of ship designs. are in space, you have ZI stuff on board
There are ancient ships, new ones, varying types and
classes of ship, and dozens of configurations within a  Repair costs are 100% of standard
class.  Modifications get a +1 Situation Bonus.

CORPORATIONS NASA CORPORATION


There are hundreds of manufacturers in the The original space exploration administration.
known galaxy. Here are some: NASA has survived as a national or government funded
aerospace research and development organisation.
Corporations of the Terran Alliance They are still developing technologies, and still
run most government space stations around Earth. Their
INStar ships are notoriously boring to look at, but the “lowest
INStar is a mass producer of cheaper transport. bidder” mentality is gone so NASA competes on the
They have a reputation for building the distinctly open market. Their ships tend to be of sturdy, practical
average vehicle. However they are extremely easy to get design, and are simple to fly and maintain. Most Earth
parts for and fairly easy to perform any repairs. They are Alliance non combat vessels are NASA ships.
also dedicated to having all standardized and multi-fit
couplings and connections. Most dedicated pilots who ARES FLIGHT SYSTEMS
are on a tight budget often buy an INStar then install a Premier space fighter producers. Not necessarily
more reliable engine. the best machines in the sky, but one of the more
prolific. All Earth Alliance fighters are Ares ships.
 Repair costs are 90% of standard
 Modifications get a +2 Situation Bonus.  Repair costs are 90% of standard
 Modifications get a +0 Situation Bonus.
AIEURO
Aieuro has a long history of premier aircraft HEINLAND IND.
manufacture. Growing out of a conglomerate that can A small transport ship manufacturer. German in
trace its history back to the Pananvia Tornado and the origin, using Martian corporate backing and aiming to
Eurofighter. Also as the premier European air craft fill the transport lanes with their stocky cockroach
manufacturer they were able to first obtain the looking ships. The ships are practical if lacking a stylish
technology supplied by the alien scout Arim Nolis. This aesthetic, and are functional. They thus far have a decent

39
reputation for reliability, though they do not have the
production values or output of the bigger firms, so parts
are not as easy to obtain.

 Repair costs are 100% of standard


 Modifications get a +0 Situation Bonus.

SE’ILIO STARCRAFT
Beautiful and graceful to watch, the Se’Ilio
Starcraft are the pride of the Fraal homeworld. They
have flowing and graceful style, almost organic. Their
technology is state of the art, PL8. However, the ships do
suffer a little for their art, they are expensive, hard to
maintain, on the rare occasion something breaks, and
often they sacrifice a little practicality for their art. One
remarkable feature is the fact that they are spacious.

 Repair costs are 120% of standard


 Modifications get a -4 Situation Bonus.

40
SPACE TRAVEL vessel. Different races have different methods of
In the Sapience Galacticus universe the races of
accomplishing this. But essentially they all do the same
the galaxy have discovered a way to travel the immense
thing. Cut a hole in space to go into
distances between the stars in a matter of days or hours.
Hyperspace, then once a destination is reached cut
The means by which this is accomplished is through a
another back into Realspace.
parallel universe known as Hyperspace.
Hyperspace is a dimension that sits along ours, 2) Jump Gates
and is linked by gravitational forces but where the laws Jump Gates are stationary Jump engines.
of Physics and Space work differently. In hyperspace Usually placed near a planet or space station, these gates
distances are distorted and reduced, also the have a framework that allows repeated openings of
relationship between acceleration and energy are Hyperspace portals. They store massive amounts of
different meaning the speed of light is many times power and can generally operate constantly, though no
faster. This allows a ship to travel at about 2 light years portal can remain open, a jump gate can open and close
per hour with a standard hyperdrive. Hyperdrives are a 30 second gate with as little as a fifteen second gap
special drives for use in hyperspace. The dimension in between them.
which we reside is known as
Realspace.
Travelling through hyperspace
requires special adaptations to regular
starship engines, but is a relatively
straightforward process. Getting into
hyperspace however is a far greater
problem, the barrier between
Realspace and Hyperspace is not easily
breached. There are three known ways
with which a ship may enter
hyperspace:

1) Jump Engines
Jump Engines use various
techniques and technologies to create a
gravimetric disturbance and open a
portal to hyperspace. These engines
require a great deal of power and are
usually quite large, too large to put into a fighter scale
41
3) Psychic Fold all then tell of suddenly being in hyperspace. The
Psychic Fold is the last great magic of the journey takes 1.78 seconds, plus the time to actually
universe. Those races that have developed Psychics enter the tunnel. This 1.78 seconds is the time in which
often find a group of telekinetics known as the flashes happen and the actual transition between
Gravikinetics. When these individuals concentrate, they spaces takes place. Nobody knows what happens during
can open hyperspace portals. One gravikinetic can open this time, and the recordings only go for 0.31 seconds.
a portal big enough for a fighter class vessel, and only According to some interviews, Gravikinetic psychics
for themselves, the moment a Gravikinetic passes have a different experience if they are involved with the
through the portal it shuts. Larger vessels and convoys creation of the jump gate. They appear to experience the
of vessels require multiple GKs to do the job. most excruciating pain and most divine pleasure, and
for them it appears to go on for minutes, longer
Hyperspace experiences for more powerful GKs.
Hyperspace, as the common name goes is a
dimension of space discovered through gravitational Nav Canals
technology. In simple terms it is a place where the Once you are in hyperspace you must follow the
cosmic strings of all energy and matter vibrate Nav Canals. Nav Canals are pre-explored paths through
differently. Hyperspace is seen by the human eye as a hyperspace to various destinations. These paths are
coloured swirling mass of clouds, with lightening created by careful research and brave exploration to
flashes and odd storm formations, like massive nebulae locations. Once the location is confirmed as being
these colours can be multi hued, but are usually a swirl somewhere worth going, then the explorers place a
of one or another. Within hyperspace, thought to be as Keystone Buoy. These keystone buoys are powerful
least as big as Realspace, there are planetoids and the enough to send a signal through hyperspace that
occasional sun. The massively fluctuating gravity fields another ship can follow. These Canal Diggers then lay
within hyperspace make such creations rare. There are the best course in for the journey and drop Canal Buoys
species that have made their homes there, though the along the way. Any other ship with a nav comp can then
manner in which they got there remains a mystery. follow these buoys along to their destination.
There are two reasons that the authorities do not
Jumping a Gate wish you to stray from these canals. The first is that if
Nobody knows what it is like to jump a gate,
something goes wrong they know where you are
nobody. Visually, according to recording devices, the
supposed to be. The second is that only pirates,
tunnel opens, there is a flash of white light, a flash of
smugglers and other vagabonds have business away
dark and a flash of light in the negative colour to what
from the canals, so if you are away from the canals you
the local hyperspace is then you are in hyperspace. The
are a pirate, smuggler or vagabond. SSG authorities
journey back is similar, in the opposite sequence, with
patrol hyperspace looking for such parasites and are not
the tunnel only seen at entry. However, no one can give
likely to be in a friendly mood when they find them.
you a personal account of the experience. Most people
Space travel is dangerous enough without others
see the tunnel open and many feel a brief sway in the
picking you off.
gravity, a few tell of an instant of narrowing of vision,

42
VEHICLE MOVEMENT  Impossible Terrain (DC 25) Driving off road with
trees and large rocks. A windy dirt road in the rain
Flying driving and riding KPH/Space Mod with heavy traffic. Flying in combat in a dense
the many and varied vehicles of 20 -5 debris field.
the Sapience Galacticus universe 50 0
all have the same mechanics SPEED MODIFIERS
100 +5
when it comes to resolving
150 +10 MANOEUVRE COMPLEXITY
actions. Essentially it is the pilots
200 +15 * Can be performed in
skill versus the difficulties Manoeuvre Mod
created by speed and the terrain 300 +20 conjunction with any other
through which they travel, being 400 +25 Straight Line -5 manoeuvre. (also not
it a desert, a city street or open 500 +30 45 Degree Turn 0 recommended in ground
space. Movement is resolved 90 Degree Turn +5 vehicle or power armour)
thus: 135 Degree Turn +10
180 Degree Turn +15
Pilot rolls: Bootleg Turn +20
2D6 + Reflexes + Piloting Skill + Vehicle Loop* +20
Manoeuvrability Barrel Roll* +10
VS
Terrain Difficulty + Speed Modifier + Manoeuvre MOVEMENT RESULTS
Complexity

Fail Result Now take the result


By of the Pilot Skill Roll and
compare it to the difficulty of
0-5 Slight Slide
the Manoeuvre. If the pilot
6-10 Slide rolled equal to or higher than
11-15 Spin the difficulty then the roll
16-20 Minor Collision succeeded and the vehicle
21-25 Collision moves the full amount of its
26+ Major Collision Move. A pilot that rolls less
than the difficulty will have
various results depending on how much they missed the
roll by:

 Slight Slide: Vehicle Slips and all occupants suffer –3


to all rolls for the rest of the round.
 Slide: Vehicle slips right out and all occupants suffer
Terrain Difficulty –6 to all rolls for the rest of the round and –3 for the
The terrain difficulty is the base difficulty for next.
any roll. First determine this then add modifiers for  Spin: Vehicle spins out of control and loses all
speed and complexity. Ultimately it is up to the Game movement for the rest of the round and the next as
Master to figure this difficulty. Here are some guideline well as Slide result.
examples:  Minor Collision: Vehicle suffers a minor collision
(Half Damage) and suffers Slide Result. If there is
 Very Easy Terrain (TN 0) Driving on a sealed road nothing to hit then consider this a Spin result.
in good condition with no hindrances or traffic.  Collision: Vehicle into another vehicle or nearby
Flying in open space. object. Vehicle suffers full damage and suffers a
 Easy Terrain TN 5) Driving on a winding road in Spin result.
good condition or in light traffic. Flying in a area  Major Collision: Vehicle Plows head long into an
with other vessels or light debris. object or other ship. Vehicle suffers double damage
 Moderate Terrain (TN 10) Driving in traffic, on a and if by some miracle is still working then suffers a
dirt road or on a winding sealed road in the rain. Spin result.
Flying in traffic, or a debris field. Flying in combat
in open space. Collision Damage
 Difficult Terrain (TN 15) Driving in heavy traffic, Divide vehicle speed (Kph or Space) by 20 then roll that
on a winding dirt road in the rain, off road in open many D10 damage. Vehicle armour counts but not
terrain. Flying in combat in a debris field or heavy shields..
traffic.
 Very Difficult Terrain (TN 20) Driving in heavy
traffic in the rain. Off road in rough terrain. Flying
in dense traffic or debris.
43
VEHICLE COMBAT
Vehicle and Space combat is resolved much the Making the Attack
same way as character ranged combat. It follows the 1. Determine Range to gain a base difficulty
steps outlined below. 2. Apply modifiers
3. ATTACKER rolls 2D6 + Reflexes + Starship Gunnery
Manoeuvring Skill + Weapon Accuracy
First you must resolve the position of the combatants. 4. DEFENDER rolls 2D6+ Reflexes + Starship Piloting
They can be in one of three positions: Skill + Starship Manoeuvrability.
1. Flying Head On. Meaning both may attack. 5. If the attacker rolls higher than the Defender then
2. Flying at an Intercepting Angle. Meaning both must they have hit the Defender and then you resolve
manoeuvre to attack. damage. If the scores are equal or the Defender rolls
3. Flying one in front of the other. Meaning the higher then the attack has missed and you move on
pursuer only can attack. to the next action.
Note: If a ship or vehicle has turret weapons or 6. If a hit the Attacker rolls the damage dealt based on
weapons with a fire arc facing the opponent the gunner the weapon used.
may attack without manoeuvring or a chased opponent 7. The damage applies the damage to the shields. If the
may attack behind them. SDP of the shields are depleted then the damage is
applied to specific locations on the vessel
Flying or driving engaged in combat has all the 8. All damage is subtracted from the total SDP of the
difficulties of terrain with the added problem of vehicle.
shooting your opponent or avoiding being shot. 9. The Defender rolls HIT LOCATION to determine
Manoeuvres in space must still overcome the difficulties where the hit has landed.
of terrain. However the difficulties are not compounded 10. If a specific location suffers 10% of its total SDP or
but compared individually. Meaning a pilot may roll more damage from a single hit, it is destroyed.
well enough to avoid an attacker, but still fail to 11. Once a vessel is reduced to less than 10% of its total
manoeuvre around hazardous terrain resulting in a SDP, it shuts down.
crash, or vice versa. 12. Once all SDP are depleted, the ship is inoperable,
the GM may choose if it is dead in space, or
CHASES detonates.
If two vehicles are involved in a chase then they
both may manoeuvre to gain the advantage. The pilots HIT LOCATION
may try to gain the upper hand as part of the Terrain Roll LOCATION
manoeuvre roll. Once the rolls are made, if both have 2D6
succeeded in the roll, or both have failed and are both
2 Nose
still in the fight, then the rolls are compared to each
3 Weapons
other to see if they change position. If one succeeds and
one fails, the one who fails automatically loses the 4 Port Wing
advantage, and finds their opponent on his tail. 5 Dorsal
To Compare the rolls, add the characters total to 6 Port Side
the modifiers they received for Speed and 7 Main Hull
Manoeuvrability and check the result on the table 8 Starboard Side
below. The mods are added to shoe that a complex 9 Ventral
manoeuvre makes it hard to stay in advantage. 10 Starboard Wing
11 Weapons
Difference Changes 12 Engines
0-5 No Change
6-10 Highest Has Advantage
11-15 with a +2 to hit, or may break off
16-20 with a +5 to hit, or may break off
21+ with a +8 to hit, or may break off

If a pilot decides to break off then add the two


“Move” or “Space” speeds of the vehicles together and
this is the difference is range. If they decide to attack,
then they get the best bonus to attack that they qualified
for.
For Head On and Interceptions if there is no
change then it is assumed that the ships fly past each
other and come around again.

44
LIFE IN THE SAPIENCE Wanderlust
Throughout history there have been those who simply
GALACTICUS are not happy sitting still. For them space is the ultimate
UNIVERSE destination, one hundred million other places to be.
Space is full of wide eyed and dream filled youths who
want to see it all. Often these dreams are met with harsh
reality, but for the survivors there can be no other life.

Pilgrimage
The more science strikes out to solve the mysteries of the
universe the more mysteries it finds. And as people get
more and more science, the stronger they hold onto
faith. A new breed of explorer has come into being, the
Pilgrim. Males and Females of all species travel alone or
in groups bringing with them the foundations of their
faith. For some they go as missionaries, others go into
the heavens to find the gods themselves, or to find the
divine within. Pilgrims are often a welcome sight among
WHY DO WE TRAVEL spacers, because they usually travel on the back of their
For the most part people living in the Sapience skills, they make the best chefs, mechanics and
Galacticus universe go about their lives as anyone entertainers, plying skill for passage.
would. They work, play, shop, eat sleep and dream.
Most of the time people will not see space flight, a small Treasure Hunters
percentage ever leave their solar system and fewer still It is well known that the civilisations that now inhabit
leave their own species’ area of the galaxy. But there is a the galaxy are not the first, not even the second. There
spacer culture. As small as this percentage is, it is still a are ancient places full of lost and remarkable technology
small percentage o of a vast population of all the peoples and valuable treasure waiting to be found. These rag tag
of the SSG. Explorers, traders, businesspeople, bands of adventurers seek out these treasures, usually
adventurers and attendees to the many galactic travel getting enough to cover their bills, occasionally they will
destinations and events. find a great mystery and, if pirates don’t get them first,
make it rich.
Spacers are a growing breed. They are like the
mariners of old, and as space flight becomes more
commonplace, the easier it is to get out there. Some
common reasons people go into space are:

Employment
The military now exists purely as a space defence force.
Earthgov maintains a force in three divisions, Fleet,
Marines and Civilian Contractors. There are also many
private enterprises out in space, explorers, mining
consortiums, terraforming activities, colonisation efforts,
galactic tourism and a massive merchant navy. Any one
of these organisations will attract the space wanderer,
most civilian pilots and crew are ex-military or at least
ex-military civilian contractors, most of the big
corporations insist on that level of quality training
before they issue a commercial licence. At the end of the
day, even space stations need janitors.

Terraforming and
Colonisation
Once a planet is deemed habitable, often once a large
enough biodome is created on a planet without a Crime
suitable atmosphere, then all sorts of incentives are Space is really big, and hiding in the middle of nowhere
offered to anyone who is brave enough to live on a is really easy. Piracy is the number one problem in the
planet that is not quite happy to see them. Not to galaxy, smuggling being a close second. Drugs, guns,
mention the risk of pirates, slavers, smugglers and the vice, slaves and all manner of stolen goods and
like. Most of all this process attracts all kinds, contraband have a forbidden market, where there is a
professionals like engineers, architects and the like, as market the less scrupulous will make a sale. Wealth and
well as plumbers, welders, carpenters and anyone who power have always been a draw card, and some will do
is willing to work as unskilled labour. anything and go anywhere to get it. The complexity of
the galaxy just makes it easier.
45
COMING AND GOING These allow people to travel and trade freely across the
Each government, solar system, planet and SSG, and most non member worlds accept them. Either
space station has their own protocol for coming and of these are similar to the IPOC, though the military one
going. Inevitably it boils down to a search of all is a quarter the size, and have more detailed
belongings, comparing them to a list of contraband and information. Catcalls hold all the trade licensing
confiscation of all prohibited items, followed by some information. Most systems, as a form of tariff, charge for
sort of background check to make sure you are not a licence to trade within their boundaries. These can be
wanted by any authority immediately in connection bought in lots of one off, one SSG month, one year, five
with that port. years and ten years.
So what do you need? The SSG has created Any pilot who wishes to operate within the SSG and
many things to expedite this process. Universal member systems must have his SSG Systems Pilots and
currency, galactic identification and passports, a Navigators Operating Licence (PANOL). PANOL
reference and navigation guide for as many systems as information is stored on the Catcall.
possible for travellers to check so as not to make any Anyone carrying weapons requires an SSG
mistakes, including where possible a cultural guide. To Personal Weapons Permit (PWP or Perp) for small arms.
enter a port you will need your identification, the SSG Heavy weapons and explosives require much more
issue Identification Port of Call Cards or IPOCs for stringent licensing, a Heavy Weapons and Explosives
short, you will need a visa, usually issued on arrival Permit (Heavy Perp) is usually only issued to Civilians
once you have passed customs, and proof of exit. Proof while they are on military contract, or through some
of exit is something that proves that you can leave again, corporate licences for explorers or deep space operatives
a return ticket or a vessel or something that states you who have a genuine need.
will not become trapped on the world. If you are In order to operate a ship in SSG space it must
immigrating there is a myriad of other electronic be registered through the SSG, either directly or via a
paperwork you will need. member world. Any ship found operating within SSG
space must either be immediately registered, with a fine
PAPERWORK attached or is confiscated until registered and further
Every person who has ever left his or her own planet fines paid. SSG registrations are called Starship
has an IPOC. These are a card five centimetres by ten; Registration and Spaceworthyness Certificates, (StarReg
they have a holographic photo of you on them and a Cards) they come with their own electronic card a
hardcopy of the number on them. Hidden on them in number emblazoned on the hull of the vessel and a
virtually hack proof fiberoptic Hyperstring circuitry is a tamperproof signal emitter in the engines. They contain
full database of who you are and where you have been. the vehicles make model, owners name and information,
This includes name, race, genetic profile, physical well as a recording of the ships energy and engine
description, and professional information. Falsifying this emission signature. Attached to this is also any Arms
data or using a forged IPOC usually gets you sent home Load Out Permits (ALOP) for every weapon the vehicle
to your planet of origin for a stiff jail sentence, and a ban has. Most ships have one or two small weapons. The
from ever holding an IPOC again. SSG fully admits that piracy and other dangers exist and
On top of this those who work in a space travel that vessels need to be able to defend themselves. If
capacity have an ID. Military personnel have an ID card anyone abuses this privilege they can never hold a
called their Military Identification and Serial Card PINOL again and most have their IPOC and Catcall
(MISC or Dogtag). Non military have their SSG Civilian revoked.
Travel and Commerce Licence (CiTCoL or Catcall). So the average adventurer will have with them an:
 IPOC
 Catcall
 PERP
 PANOL
 StarReg
 ALOP

46
SCIENCE AND temperature ions from a chemical fuel source. Infinitely
TECHNOLOGY IN THE more efficient and controllable than the ancient solid
SAPIENCE fuel rockets of the ages, Ion Drives allow a ship to have
GALACTICUS the power and manoeuvrability of a fighter jet. However
UNIVERSE the bigger the ship the more fuel needs to be on board to
manoeuvre and propel the vehicle. So I-Drives are
unpopular on capitol scale vessels.

Grav Drives
Another form of drive, suited better to heavier
caption ships is the Gravity Driven or Grav-Pulse
Drives. G-Drives create a gravity field around the vessel
causing it to fall. If you change the x, y and z axis plane
of the field, the ship will fall in different directions. With
only two fields, full manoeuvrability is possible, though
most capitol ships have at least three plus redundant
Over the past centuries the advances in systems. The down side is the size of these. They are
technology have been exponential. With humanities bigger than I-Drives and lose effectiveness when made
entrance into the galactic stage technology exploded in small enough for a small vehicle.
capacity, and even though overall human tech was
inferior to that of the galaxy, the advances in foundation Force Fields
technology filtered through to other fields, meaning Using Gravimetric distortions in space, a
humans showed the experts how to do it better. physical barrier can be created. This barrier can be
One advance that changed the way technology aligned to stop, energy, radiation, or physical material.
and science was perceived was the Arin Scope. This Force fields have certain definite limitations. They
piece of technology allowed science to prove the require a defined border, that is they cannot hang freely
existence of and study the Superstring. A Superstring is in space. To this end all shields sit in frames or can be set
the foundation to all energy and matter in the universe, up as either a dome or elliptical/spherical full surround
and hyperspace. In brief, a string is a wave of energy shield such as on a space craft. An energy shield is also a
that oscillates in different ways. Depending on how it radiation shield, with full shields you can have no
behaves, it is something different, matter in the form of sensors or communications. Larger vessels often have
protons and electrons, magnetism, gravity, light, heat or hyperspace communicators that circumvent this
anything else. Once science had access to Superstrings problem. These then contact a less shielded ship at the
then it was able to deliberately plot the back of the battle line that then communicate
progression of itself. All sciences became a directly with the small ships. Physical shields
sub discipline of String Theory. The Arin can be set to one of two frequencies, Macro
scope has many forms depending on which shielding or Micro Shielding. Macro shielding
species invented it, but they all do the same stop all matter from passing through, giving full
thing. protection. Micro shields are weaker and use a
With the final discovery of Gravity reinforcing wave pulse to only stop things at the
waves and the ability to manipulate it molecular level, anything bigger can pass
scientists were able to do real advances. through these soft shields, even though they are
Gravity can manipulate the fabric of space significantly slowed. Roughly if propulsion is
itself. So with control of gravity several base not changed then a Micro Shield will halve the
technologies were created. velocity of any object. These shields are used to
seal space breaches or hangars, though Micro
Ionic Reactor shields are often used as deceleration fields for
The internal energies of a small safety nets and systems.
molecular reactor could be created and then
harnessed. Ionic Reactors use an ionic-charged Artificial Gravity
fuel to create an abundance of energy. This Space stations and spacecraft now have
fuel is usually a form of charged heavy water, Eildon Plating (E-Plates) in the floors and
but space and military vehicles use a richer surfaces of their vessels. They generate a
chemical fuel that produces masses of gravimetric pull that can be set generally
energy per gram. The smallest of these from zero G to up to five G, though most
reactors is about the size of a motorbike civilian models max out at three G.
engine, while the largest are set into city
power grids and are several stories high.
Antigravity
Eildon Plating can also be set to
counter gravity. This means that with
Ion Drives enough plating and enough energy, even
I-Reactors have another purpose. They can
produce large amounts of radiation free high the biggest vehicles, vessels and cities can be

47
suspended in a gravimetric field. Most vehicles have a action. An AI is and forever will be bound
standard power unit, such as an ionic reactor that by the limits of the programming
powers the E-Plates and then an Eco jet or such to supplied by the creator. Therefore it is the
propel the vehicle. ruling of this Court that AI are property,
therefore cannot own property and are
Hyperstring Processors not protected by the rights and privileges
Hyperstring Processors allow for computer assigned by the SSG to all living species. “
circuits to work in three dimensions and at the sub
atomic level. Binary is now replaced with Trinary and Supreme Judicial Council
processors are now the size of pinheads. Long ago home SSG
computers reached a level of processing that was
beyond necessity. The home computer is a full house While there have been some direct attempts to
network system that regulates all functions and has contravene this statement of law, no one has been able to
multiple workstations using high-resolution voice refute it. If an AI is given free and open reign on its
recognition software and enough memory to record the actions then chaos ensues and the machine usually shuts
whole life of a family, but is only a box the size of a down as its processors burn out from overload. For the
toaster. machine to function it must have parameters, as all
The common PC of the time is the Dataglove. A Natural Intelligences from birth have what are
forearm gauntlet that holds enough processing space to commonly referred to as Instincts. AI have no natural
do everything a current PC does at perfect resolution instincts, therefore rely on programming, therefore are
and sound. This gauntlet is then usually wireless created tools and nothing more.
connected to a set of VR glasses. The more compact and
advanced actually have only holographic controls and Functioning
output.
AI
AI IN THE SAPIENCE function
GALACTICUS UNIVERSE through a
variation on a
“While mankind never really single piece of
achieved a true AI, other races did. The technology; The
concept was alive for a long time in the Intelligence Matrix.
mind of inventors, until finally it became The Artificial
a reality. It is believed that the Humans Intelligence
would have reached AI within a Matrix or AIM,
generation, in point of fact no other race works through
had created such an intricate approximate multiple
with the use of simple Difference difference
Programming. Further more the addition processes. It
of the concepts used by the humans to the creates a Multi
existing AI system made no small Difference
contribution to the science of creating Dual
intelligence.” Processing
Procedure.
Published Diaries For
Polar Holm: Master of AI Science, SSG simplicity one is called
Science Guild the Vertical process the
other the Horizontal. Each
In then modern world the use of Artificial of these two processes is a
Intelligence as whole has created much debate. There series Difference Engines
are those who hate them, those who use them and those that independently
who wish to see them liberated from their status as
slaves. All in all they are a common occurrence in the
SSG but individual cultures will view them in different
ways and use them to different ends. Current law states:

“A created intelligence is exactly that: a


created tool for the use in tasks. An AI is process the possible actions that
not a fully functioning Sentient Creature. can be performed compared to
They do not exhibit naturally occurring highest probability of success
genuine emotional responses, nor are based on the parameters of the programming. The
they capable of completely autonomous Vertical Process always calculates based on the Yes

48
Action, the Horizontal always calculates the No Action. sounding voice or deliberately robotic looking eyes.
Both processors then compare the one with the other The producers of the Nedelex 900 series
and make a decision. The action with the highest of pleasure model androids claim the
chance of success based on the programmed absolute perfection of their models, hair
parameters is chosen. This simple matrix is skin and precise symmetry, is the
then layered to make a more intelligent markings. The governing body reacted
machine. The AIM is often installed in with the insistence of a logo being
one, two or three layers. This creates placed prominently on the body.
three distinct levels of machine, Nedelex reacted by putting a tattoo
Single Matrix (M1), Dual Matrix on the left bum cheek, stating that
(M2) and Poly Matrix (M3). given the purpose of the models, this
Higher and more complex was prominent. The addition of these AI to
layered systems exist (M4+), but vehicles allows access to a very clever auto
these are expensive due to the pilot as well as a fully interactive diagnostic
complexity of the programming tool. Droid ships are fairly common, particularly in
required, as each new layer doubles single pilot long range craft, usually as a form of
the amount of programming. Because of company. About one third of vessels have them, and
this higher-level Polymatrix AI machines are usually another third have them as simple central computers,
only seen in government, corporate and scientific with no voice or personality programming, purely data
mainframes. in and data out.
Given that this level of processing takes place in Individual owners and pilots will customise the
a HyperString Processor (see section on Computers) a personality interface to suit their needs. Some even
standard three levelled Polymatrix is sphere about 15 purchase a Golem body for them to interact through.
centimetres across, depending on the complexity of The Nedelex 920 series is for this purpose, with a few
parameters, plus the memory storage facility. To this optional extras. Another common one for explorers is
end the single greatest use of these machines the AIMBOT Industries All Seeing Eye series
is in Androids. (pronounced ACE), which are a small antigrav unit with
A robot is a non-AIM a sensor package and interactivity unit (eyes, ears and
equipped tool that speaker).
autonomously performs a
task, such as the robot arm Nedelex Android Industries
in an automotive
Ltd
production facility. An 100 Series
AIM equipped The 100
machine has many series is a base
names, based on the level M1 worker
translations and droid. They are
concepts assigned suited to simple
by the various manufacturing,
creators. industrial or
Sometimes commercial
they are called cleaning, mining
a Difference and other such
Engine tasks
Thinking
Automaton (D.E.T.A.), a Difference 200
Reaction Original Intelligence Device (D.R.O.I.D.) or
Series
The 200
mistakenly Robots and the commonplace Golem, a semi-
Series is an M1
derogatory name from human philosophy and myth.
unit with better
Droids can be found at the hearts of most complex
interactive
vehicles, especially spacecraft, or in the form of Android
software than the
servants and workers. These androids fill a great deal of
100s. they are a
menial roles, particularly hazardous environment work.
common servant
Overall they are cheaper to maintain than biological
model. They make
workers and for simple tasks their margin for error is far
good
smaller, plus they do not go on strike, need meal breaks,
have bad days, get distracted or anything else that a
Sentient does. Some Androids can look very human,
these are illegal, every Android must have clear
markings of a machine. The most common of these is
usually something like seams in the skin, a fake
49
waiters/waitresses, counter attendants, bar staff etc. with the latest upgrades for all the necessities of running
a space craft.
300 Series
The first of the M2 products from Nedelex, these 800 Series
are the common servant and service models. They can These
be nannies, butlers or a more complex version of a 200. Military droids are
They are found in better bars and restaurants as well as the other machines
in roles such as public transport drivers and places like adapted for military
casinos and behind counters that provide more than use. They are found in
point of sale service. many military roles, but
often have otherwise
400 Series highly illegal combat
The 400
software and weapons
series is
attached to them. Possession of
considered to be
these outside of the military can
the most
have lethal results depending on
remarkable of
the law agency that discovers you.
achievements.
They are
considered to 900 Series
have the most Pleasure. M2 Each year they produce a new
complex model. This year the 934, which comes in the 934M and
programming and the 934F, each then comes in one of twenty five faces or
capabilities. They twenty five bodies and three human skin colours (black,
are found in the white, Eastern). Giving a full model number of 934M-19-
roles of lawers, 12-E for the tall strong asian male in the 34 model.
advisors, There are really expensive full function M3 models. This
diplomats, and upgrade doubles the price, but creates a full companion
even surgeons. droid.

500
Series
Called 500 HazMats, these industrial droids are
geared up versions of the 200s and 300s. They are rarely
human like, as their shape is defined by their task. The
500 is designed to work in any environment where
humans cannot go, space, deep sea, radioactive areas
etc.

600 Series
The 600 series are all designed to work
in smaller and less complex vehicles. This can mean in
anything from a ride on lawnmower to a light aircraft or
E-plate equipped car.

700 Series
The 700s, or Space Sevens are designed for the
complex and hazardous journeys of space vehicles.
More complex versions of the 600s they are equipped

50
VEHICLES IN THE
SAPIENCE GALACTICUS
UNIVERSE
Essentially there are four types of vehicles,
Land, Air, Water and Space. All now run using a
variation on a few pieces of technology. Vehicles are
made by multiple companies on each planet, and
there are hundreds of member worlds in the SSG and
half as many again non member worlds. Cars, trucks
bikes and every variation thereof are produced in
infinite models. The ways in which these vehicles
move based on simple principles and similar
technology.

GROUND VEHICLES commonplace as to be seen as just there. The wealthy all


Ground vehicles, whether tractor or sports car
all have wheels that require drive. Ionic Reactors are the tend to have a long distance aircraft of some sort.
simplest and most efficient way to create enough power
to run electric engines to turn those wheels. However in BOATS AND SEA CRAFT
the ways of tradition, efficiency will be traded for more Sea Craft are the oldest of the non biological
speed and greater performance. To this end there are propelled vehicles. Solar cell sails help back up I-Reactor
racing model I-Reactors and tractor I-Reactors, and there power systems to for on board power and emergency
are some that just like the sound of a top of the line fully prop drives. Speed boating can either be I-Reactor or
tuned chemical internal combustion motors. Chemical Combustion depending on your passions. I-
Reactors are especially useful on boats as they run off
HOVER VEHICLES Heavy Water (H 3 O), something that occurs naturally in
Hover Cars are the bonus gained with the all seawater.
invention of the E-Plate. I-Reactors produce the power
to run the E-Plates that elevate the vehicle, either to a SPACECRAFT
limited range of about 1 metre or to a flight altitude of Spacecraft use all the technology as well, I-
kilometres. The same I-Reactors then super heat gasses Reactors for power, E-Plates for on board gravity and
put into electric turbojets (Electrojets) to give landing on planet, Gravpulse drives, Ion Drives, Force
propulsion, antiquated versions using electric driven Fields, Mass weaponry and a hundred other things that
propellers. There are Hover variants of most land based have come into being in recent history. Typically a
vehicles, only the heavy vehicles that require too much vessel will have enough shielding to at least make planet
power and don’t run efficiently on E-Plates are left on fall if need be. The greatest restriction to interplanetary
their wheels. Hover cars and bikes are the most popular. flight was the expenditure of energy to reach orbit and
As always, you build a the care needed to not burn up when re-entering an
vehicle, atmosphere. Force Fields and Eildon plating have
accomplished this. Though some ships still use thrusters
to take off and land with the E-Plates merely an aid.
Space craft range from one man fighters, to massive
transports measured in Kilometres in length.

and
someone
will try to make a high performance variant, which
inevitably leads to a racing variant and a new sport.

AIRCRAFT
Aircraft have become even safer and more
reliable with the advances in technology. I-Reactors
run powerful E-Plates, and powerful Electrojets to
propel the vehicle. Some still use wings for lift and
manoeuvring, but these still have E-Plates as back
ups. Add to this M1 AI control systems and multiple
redundancies now allowed for with smaller more
efficient systems, and air flight is now so

51
PSYCHICS other technology to transfer thought from mind to mind.
Many of the races of the galaxy, including Though sensory memory can be recorded and displayed
humans have developed psychic potential. Even the on electronic media.
Terran humans of Sol. Psychics come in two distinct The Psychic develops soon after self awareness,
disciplines, Telepaths, who have the ability to project for humans about age 2-5, though if low in power or
thoughts and read minds with anyone in line of sight, or inhibited, it can manifest as late as puberty. When it
they know personally, and Telekinetics who can move does is usually manifests in Sensitivity, the ability to
objects and create various effects, including the receive thoughts. There are some key events or
gravimetric fields necessary for Hyperspace travel. discussions children have that alert parents to
Psychics generally make up about one in fifteen Sensitivity, and from there testing can take place.
thousand of a population, depending on the species. Different races treat their Psychics in different
Most psychics are identified at an early age and are ways. Some honour them, some revile. Eventually if
given an education that incorporates their abilities. They allowed to live, the Potential is taken for schooling to
are extremely powerful master their mind, shield
people and tend to perceive their thoughts and the
reality in a vastly different thoughts of others. There are
way. Their very presence is many careers for Psychics
enough to unnerve most and those that manage to
people, and the fact that pass rigorous exams and
they can be so destructive trials can command vast
breeds a stigma of distrust sums for their services. The
and fear. This creates a confirmation and validation
Society of the Mind, a of the abilities of Telepaths
society made up of various has revolutionised the court
races, who prefer the system, the civil legal system
company of aliens to those and is now part of most
of their own race, because corporate law.
they are all of this There is a branch of
heightened awareness. psychiatry, called
Because they are so Telepsychiatry, where
different, and so powerful, powerful Telepaths can
psychics are not considered enter the mindscape of
a playable character. mentally ill patients and
attempt to rectify the issue.
Eve with the infinite
diversity in the galaxy, The life of a telepath
there are certain is vastly different to a non
commonalities that take sensitive person. Telepaths
place. Carbon based, hear the pulse of the
oxygen breathing, duo universe and the heartbeat
sexual and the like. There of the civilisation in which
are variations of course, but they dwell. Their level of
these are more the consciousness is vast and
exception than the rule. But entirely beyond the
one thing that occurs, comprehension of the
almost completely across mundane mind. To this end
the board, is the Psychic. telepaths have a great deal
Certainly it is part of the of trouble integrating with
evolution of any species that they begin to cross the regular society. The unity of the mind creates another
barrier from internal to external thought. Somewhere at society, and this small and alien set will find better
some point, the mind begins to comprehend the greater company in the telepaths of other races long before the
sum of knowledge that exists outside the four physical mundane minds of their own.
dimensions. At this point of enlightenment, the Psychics gather in communes and monasteries,
concordant harmonics of the universe become both modern and ancient, to study, belong and be
perceivable. Thought and matter become entwined and protected. There have been accounts of attacks on such
from this, thought can affect matter and transcend places, and the fates of those responsible, if known, are
distance and the limitations of the individual. horrific beyond belief.
Scientific study has shown, that thought is A telepath must make a living, and some try to
another process that takes place at the sub atomic string hold mundane jobs, but eventually their difference
level, and by measuring string activity, thought can be either sets them apart or they are ostracized. Some
tracked. As yet, no one has been able to develop any become artists, others serve in organisations where all
52
staff are Sensitive, creating a work environment that is
mundane in application, but sensitive in execution.
However most register as Commercial Telepaths, or
Minds for Hire as the vernacular goes. Even a low level
telepath can live quite comfortably on the income they
can charge. Many of the more successful will support
the monastery from which they come.

Telekinetics
Telekinesis is the ultimate crossing of mental to
physical. A telekinetic can, with enough skill, perform
almost any physical feat with their mind. They can melt
items, freeze them, detonate them or simply propel
them. Telekinetics can fly, can make others fly and can
with a thought eviscerate. Telekinetics are the physical
manifesters of the mental Telepaths. Many atrocity has
been committed by TKs, and in ancient history they
have made themselves gods. However, anyone who
develops TK, soon learns that no matter their skill, the
Telepaths are stronger in affecting the mind.

Gravikinetics
As stars move, so do the minds of the
Gravikinetic. The GK usually has a small amount of TP
skill, some TK skill, but for them, the universe and its
motion is their thought. The power of gravity is based
on the interrelationship between matter and mass. To a
GK stars are not masses separated by naught, but nodes
on an infinitely entangled web of gravimetric attraction.
Classed as a specialist field of TK, the GK often trains in
the mundane tasks of moving objects with gravity.
Things like working in the place of a crane, or a space
tug. From there they graduate to more intricate tasks,
like arranging atoms in a field for study, to eventually
training to fold the fabric of space and time and open the
jumpgates to hyperspace, allowing ships to move
through the galaxy.

Nearly every race has Psychics, some have more and


better but few have none. For example, the humans of
the Padishar Imperium do not have naturally occurring
psychics. However they have access to the Spice
Melange, which increases the mindspace and allows
some people to attain psychic powers. Over centuries
they have bread mutants who have become changed by
the spice and developed psychic powers, these mutants
breed pure and can always use spice to become
sensitive, however without the spice, they become
naught.

53
PLANETS AND Primary members have no votes in any Guild activity,
CIVILISATIONS but all activities must pass a secondary vote of the
Primary worlds, giving them the power of veto on any
THE SSG endeavor. In this vote all Primary members have one
vote, except the Fraal which as founding members have
The SSG is a United Nations Style organisation where a two and the Prime Speaker has three. As the Fraal are
mutual pooling of funds for the egalitarian benefit of all usually in the role of Prime, they only get three, not five.
members. In early Galactic History there were numerous
warring Empires and governments. The SSG was Prime Speaker Amin’Caar is the leader of the assembly
created as a defensive tool for smaller racial groups to of the Sentient Species Guild. He governs the assembly
have a united defence, this grew to form a pseudo of the guild, but does not rule the Guild. The office of
protectorate and then a full fledged government. Aetho Nari is to act as a spokesperson for the decisions
The SSG has no authority over the interior rule of one reached in the SSG and to be a figurehead and
race or another, however gross misconduct against the contextual leader to the member races of the Guild.
Charter of Sentience can result in sanctions and with The position does have a lot of power, but the
enough of an outcry, military action for crimes such as Speaker can strongly influence the politics, and there are
genocide and other severely despotic rule. layers of protection to prohibit a Speaker from having
too much control.
There are three types of membership to the SSG:
There is another sort of membership in the form of
Applicant Guest Attendees. Guests are welcome to come and
Applicant membership is for any system or race that observe. Some governments, like the Padishar
wishes to be a member but has yet to be given voting Imperium, have permanent attendees, as such they have
rights. This is a process where the Applicant is observed been given a special status with permanent Guest
and judged worthy of membership, usually by membership. In the case of the Padishar Imperium, they
comparing the behaviour of the Applicant to the Charter are not members because they see themselves as
of Sentience. Once an Applicant has proven themselves superior to the SSG, they refuse to have their Emperor
worthy, they are granted Secondary Membership. bow to any leadership and their use of slaves and other
Applicant members are granted a presence in the guild activities are against the Charter of Sentience.
and may ask questions at a meeting, but may not vote.
Applicant members may choose to tithe income to the Terrans in the SSG
guild. As most Applicant worlds tend to be broke Tithe The terran human race was thrust into the galactic stage
is not expected. after a long period of accidental exile. Though
genetically descended from the Fraal, the Terrans are
Secondary now a different species. EarthGov currently holds a seat
Secondary Membership makes up the bulk of the as a Secondary Member of the SSG and is seeking means
membership of the SSG. Each member government may to be a Primary Member. EarthGov contributes to the
have one Representative in the Guild and each SSG military, but maintains its own as well.
Representative has one vote for actions by the SSG.
Secondary Members must Tithe 10% of their Gross What is Sentience as defined
Domestic Product and supply soldiers to the SSG by the SSG.
Military. There are currently 814 secondary members. The SSG is based around the preservation of all life, and
seeks to protect any and all species. It acknowledges that
Primary some species are omnivorous or carnivorous, but will
Primary Members are the head governing body of the not allow the hunting or slaying of sentients. So what
SSG, they form the Cabinet of the SSG. There are only defines a sentient from an animal. SSG charter of
nine members to the Cabinet, from the Primary Sentience defines sentience as the cultural adaptation of
Members the Prime Speaker is chosen. esthetic tool making. Essentially, it is not enough to
The current races in the Cabinet are: bang rocks together, you must shape and construct
Fraal tools, and have those tools adopted by the cultural
Mechalus group. The adjudication and interpretation of this ruling
Mimbari for any given species is a process that takes careful
Naarn consideration. Depending on the level of tech possessed
Roffuni
Sharbo by a culture the decision of sentience can be immediate
Kzin or taken over time.
Drazi
Primitive Litho-tech species are the baseline. Obviously
such species are not capable of joining the SSG, they can
Prime members are required to run the SSG and as such barely comprehend space, but in such cases as they are
pool their gross domestic budgets with the SSG. A discovered, they are observed and protected from
complex array of Tithe and Draw is used by the Primary slavery or domination. Only once a civilization reaches
Members to run their domestic and galactic activities. the point of primitive space travel are they seriously
considered for access to the Guild. Any race who even
54
attempts inter system travel is approached and invited Traffic flow is constant and busy. Air traffic is divided in
to become applicant worlds. There have been some 20m levels with corridors running in compass
cases, such as the Sesheyans where a race who was directions.
barely in the bronze age have become member worlds.
The Sesheyans were never meant to be, but because they Altho Spaceport is a large structure that is a layered ship
were first discovered by slavers and forcibly removed dock. Around Altho there are many places to land a
from their world and forced onto the galactic stage, the ship, public and private, theses smaller places are
SSG immediately moved to protect them and judged the usually reserved for private or diplomatic ships. The
complexity of their culture worthy of application for public access ones are for hire, and tend to be expensive.
membership. The great Space port tower is a busy nest of incoming
and outgoing traffic.
SSG HOMEWORLD Customs on Althomea are rigorous and thorough, albeit
The SSG was born out of the need for a peacekeeping streamlined. Most people who come on private charter
force and mutual respect for life. To maintain the or ships are processed rather quickly. Those arriving in
stability and neutrality of the SSG, it was decided that its mass transit dock with one of the many orbital stations
home would belong to no race. To this end, a neutral and from there either come down by shuttle or skyhook.
planet in the core sectors was chosen. Originally an Customs in this situation can take up to an hour, with
inhospitable world without life beyond mould and shuttles leaving regularly.
moss, Althomea was chosen to be terraformed and
turned into the capitol world of the SSG. Althomea has Althomea’s Population is controlled. It was decided that
two massive continents split by long thin seas, with the planet would primarily function as a government
many archipelagos. There are more than forty cities of world, and would not sustain its own native population,
various sizes and overall a population in excess of 1.6 lest that become an issue. This is why the population is
billion. so small, on a planetary scale. Many sentients call
Althomea home, and have for many generations. The
First Altho Klar, the capitol city was built, a massive governing body makes up merely 21% of the
domed terrarium city with a contained atmosphere, the population, the rest functioning in running the local
massive atmospheric processors built into the walls. society. Those who have such heritage are considered
Eventually other satellite cities were built and following “Citizens of the SSG” without a homeworld and are
that the planet was made habitable enough that the represented by the SSG Prime Speaker. Local
domes could be removed, and the out pour of atmo government is handled on a city basis, and are elected.
from the walls was enough. Less than a century later,
the gengineered plants and introduced ecology was
stabilized and from there the cities grew into the Wildlife
massive sprawl they are today. Altho Klar was planned Because Althomea’s ecology was hand crafted,
well in advance, and is a beautifully crafted city with the eco system has a full variety of animal life to help
massive parks, lakes and cultural centers. The original sustain the system. Some were gengineered from the
wall has been replaced by a massive circular road, called ground up and are unique, if somewhat familiar, others
Wallway, and the satellite cities have been subsumed by are mildly adapted and some are directly imported. The
the sprawl. At the extremities of the city there is a world builders were highly experienced and the
massive forest that surrounds the city, and beyond that selection was done very carefully. There is a full spread
spots of civilization. of insects, arthropods, avians, reptiles, monotremes,
Altho Klar has a population of 27 million and is an mammals, fish and others. There are herbivores,
octagon approximately 50km across, plus the carnivores, super predators, micro fauna and everything
surrounding forest, which varies in size, averaging in between.
about 10km thick. There are several urban centers
around the main central city, giving the city the
Creatures of note
nickname the Crown. Buildings are designed to be Altho Shatter Drake
beautiful and are primarily made of a white duracrete or The shatter drake is a massive reptilian similar
glass and metal. to a monitor. It is hexapedal, with a long neck and tail,
the bullet shaped head has a powerful beak like mouth
The tallest building is the Guild headquarters, which is with tow prehensile tongues. The feet are large flat and
1425 meters high, starting at 412m wide at the base, it clawed, with webbed toes for swimming. Average size
curves to a spire only 43m wide at the tip. From this a is about half a meter at the shoulder and five meters
metal spiral of antennae and communications long, larger specimens have been trapped at one meter
equipment reaches another 60m higher. Around this high and over twelve meters.
magnificent structure are many other buildings, The skin is dark brown with black speckles, or
themselves of impressive height, hundreds of meters green from algae if in a swampy environment. The
tall. Shatter Drake is classified as poisonous though it has no
fangs or venom, but has powerful and lethal bacteria in
its mouth which disables prey and begins the digestion
55
process. Shatter Drakes are farmed and harvested
because of the powerful broad spectrum anti bacterial
properties of their blood. When refined, the extracts can
be adapted to most species, particularly other reptiles.
Shatter drakes are found in warm climates, in
either rocky deserts or shallow warm swamps. Their
diet consists of anything that moves and a lot of things
that don’t. They are capable of hunting fish, herbivores
and other reptiles and prefer to store and eat later as
carrion. Shatter drakes hunt by stalking or laying in
ambush and attacking with a single powerful high
speed strike. The force of the blow can kill most
humanoids, and the bite can kill with equal efficiency,
failing that death from infection usually happens within
forty eight hours. Most creatures who escape the attack
with a bite wound collapse after a few hours, at which
the Drake hunts at its leisure.

Carrion Hawk
This avian is a raptor bred to hunt the small
rodents of the world. It is a soft gray in colour and has
powder blue wingtips and head hood. On average a
carrion hawk has a wingspan of one and a half meters,
and stand perched at about half a meter. It is called a
carrion hawk because in conjunction as a predator, it
will also eat carrion of larger prey. Carrion Hawks are
capable of being domesticated and used for forms of
falconry.

Peach Monkey
The peach monkey is a small blood red furred
primate with large dark eyes and pointed flat ears. The
Peach Monkey stands about one meter fully erect, with a
body about half that. Mostly tree and cliff dwellers,
Peach monkeys are renown for moving into cities and
living in building nooks. Peach monkeys live off stone
fruit, and the occasional rodent, are inquisitive and
friendly. These monkeys are easily domesticated, and
highly intelligent

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