MERCENARIES

OF THE

GALACTIC FRONTIER


A MERCENARY’S GUIDE

TO THE GALAXY




Table of Contents

 

Foreword

The Mercenary Lifestyle

          Mercenary Missions

          Mercenary Bars

          Space Travel

People of Neo-Eden

          Humans

          Androids

          Enhanced Humans & Androids

Occupations

          Mercenary Occupations

          Educated Professions

          Uneducated Vocations

Appendix I: History of the Galaxy 

The Story of Lost Earth

          The History of Neo-Eden

Appendix II: Planets and Other Locations

          The Prime System

          The Gemini System

          The Frontier Systems: Apollo

          The Frontier Systems: Balder

          The Frontier Systems: Khoros

          The Frontier Systems: Ravian

          The Galactic Core

Appendix III: Noteworthy Groups

          Coalition Government

          Coalition Military

          Influential Corporations

          Mystic Coven

          Dark Coven

          Eclipse Remnants

Appendix IV: Technological Revolutions

          Quantum Gravity

          Energy Manipulation

          Medicine

          Genetic Engineering

          Power Sources

          Flexible Electronics

          Vector Burst Drive

          Gadgets

          Combat Suits

Appendix V: Starships

          Military Ships

          Mercenary Starships

          Other Ships


So You Want to Be a

Mercenary. . . .

 

You’ve heard the stories: Mercenaries traveling the Galaxy in the search of adventure; courageous liberators rescuing settlers from oppressive barons; powerful warriors raiding Corporate Labs and selling their secrets; crafty scoundrels flying one step ahead of the Coalition. . . .

 

My name is Jack Carson, Mercenary on the Starship Shadow Hawk. Eight years ago my sister, Jane Carson, and I heard the same stories. We left the mining colony where our parents raised us and our four other siblings. We strapped a laser pistol and sonic blade on our belts and traded everything we knew for a life of adventure in the stars.

 

Over the years we’ve had our share of fortune and misfortune, success and failure. What the stories don’t tell you is just how dangerous it really is out there. An unprepared Mercenary might find him or herself on the wrong end of a tragically short career. Jane and I made our share of mistakes, but we learned from them. Even gained some renown. Who knows, maybe one day there will be wide eyed youths hearing stories about the adventures of the Shadow Hawk.

 

All the members of the Shadow Hawk contributed to writing of this guide. It contains the collective knowledge that we have gained in our years traveling the Galaxy as Mercenaries. The life of a Mercenary is an exciting one. There is great risk but also great reward. It is my sincere hope that you find this guide useful in preparing yourself so you will prevail against whatever dangers the Galaxy throws at you.

 

See you on the Frontier!

-Jack Carson, 306 LE


 

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The Mercenary Lifestyle

 

Let’s get one thing clear. I’m not a writer. I’m a Mercenary, a Raider by occupation and pilot of the Shadow Hawk. My name’s Jane, Jane Carson. Everyone from the Shadow Hawk is helping write this guide. Personally, I’d rather be playing cards with the rest of the crew, but it’s my turn to sit in front of the terminal and type. So if I’ve got to be stuck here, at the very least, I’m going to tell one embarrassing story about my brother Jack.

                                                                

Jack and I were born on Thallo, one of the moons of Horae in the Apollo System. Neither of us had ever left Thallo when we decided to become Mercenaries. Jack decided that we’d have a better chance of being accepted onto a Starship if he pretended he was an experienced Mercenary. So we gathered some meager supplies and headed over to the Mercenary Bar at the local Spaceport.

 

We get to the Mercenary Bar and immediately Jack starts talking a big game. Kept harping on and on about his exploits, trying to impress the people who clearly knew better. Fortunately the Mercenary Crew thought it was hilarious and pretended to buy Jack’s act. A Mercenary named Tom Ryder approached me and agreed to give us passage if I was willing to help him play a prank on my brother. I agreed immediately.

 

It turns out that it’s fairly easy to recognize someone’s first time in space. We didn’t do Jack any favors by telling him that the sound of the Vector Burst Drive activating was the ship being boarded by pirates. Tom told Jack that since he had claimed to be such a great fighter that he could be the first line of defense, by himself. I won’t go into the details of the rest of the story, but suffice to say, it turned out exactly how you’d expect.

 

After that little initiation, Jack and I gradually got the hang of the Mercenary business. We moved between several Mercenary Crews until we finally earned enough to purchase our own Starship. If I understand the purpose of this Guide correctly it’s supposed to show you the Galaxy from a Mercenary’s perspective. So I’ll write about three important things that every Mercenary should know about: Mercenary Missions, Mercenary Bars and Space Travel.



Mercenary Missions

Even though Mercenaries often perform illegal activities they are legally recognized by the Coalition Government. The powerful families and corporations that control the Coalition Government often employ Mercenaries and therefore understand the niche that Mercenaries fill in the Galaxy. There are four general categories of jobs that Mercenaries perform. Failing any mission results in loss of pay and the Mercenaries gaining less status. Generally Mercenaries that are caught are not imprisoned or killed unless they are performing the most illegal of jobs or do something to make it personal.

 

Legal                                    

These jobs usually entail preventing some sort of illegal activity in place of the Galactic Coalition. This may be because the group does not want to involve the Galactic Coalition or is not capable of lobbying for Coalition support. Guard duty is a common example of this type of job. Since these jobs are legal failure generally only results in a loss of payment.

 

Smuggling

These type of jobs are illegal however they generally do not harm any particular group. As such the Coalition tends to go easy on Mercenaries caught smuggling or breaking other similar laws. The consequence of being caught is usually a simple fine and confiscation of cargo.

 

Sabotage

Sabotage includes damaging a group’s property or killing its personnel. A sabotage mission is usually commissioned by a rival group. Groups attacked by Mercenaries can usually manage a good guess as to who hired the Mercenaries. Rather than taking revenge on the Mercenaries it is more common for a group to simply commission a counter-strike against their competitors. It is generally preferred that Mercenaries perform tactical sabotage strikes since particularly brutal or damaging acts of sabotage encourage similar retaliation. Mercenary testimony is inadmissible in Coalition Courts. This allows powerful groups to commission strikes against their rivals, enemies or competitors without getting their own hands dirty. Mercenaries caught on a Sabotage mission are usually tortured for information and then released.

 

Assassination

Assassination is completely illegal. Killing personnel, scientists, security guards, and other low level employees is not considered assassination. The term only applies to killing someone very wealthy or influential such as a Coalition Assemblyman, high ranking member of the Coalition Military, the CEO of a Company or the family of anyone powerful enough to get the killing labeled an assassination. It’s not fair, but that’s life. Mercenaries that perform assassinations are usually hounded until they are captured or killed. Most Mercenaries avoid this line of work.

 

 

Mercenary Bars

Mercenary Bars aren’t ‘official’ buildings. There won’t be a big flashing sign that says: “Mercenaries in Here.” Mercenary Bars are just regular bars that Mercenaries are known to frequent. People looking to deal with Mercenaries congregate to these locations. It’s important that whenever you touch down in an area to head for the nearest Mercenary Bar and meet the locals.

 

Oh, and make sure to bring plenty of coins. The most common form of currency in the Galaxy is electronic credits. Unfortunately, the transfer of Coalition Credits requires a money transfer machine and is documented. Mercenaries often find it desirable to be paid in solid currency called coins. The standard coin is worth 100 Coalition Credits. Inside the Prime System it is difficult to use coins outside of Mercenary Bars, but they are fairly common on the Frontier. The majority of people in a Mercenary Bar will only deal in coins.


People

There are all sorts of people that frequent Mercenary Bars.


Bartenders: Bartenders make it a point to know everyone that comes in and out of the Mercenary Bar. Many are retired Mercenaries themselves. Bartenders can be enormously helpful in pointing out who’s who.


Mission Contacts: Often Mercenary Bars are used as places to meet contacts for missions. Sometimes contacts will arrange ahead of time to meet Mercenary Crews in at a specific Mercenary Bar. Other times contacts will simply head to the nearest Mercenary Bar and look for a crew to hire.

 

Information Brokers: Hackers, who often prefer to be called ‘information brokers’ often spend time at Mercenary Bars, waiting for Mercenaries to arrive that require specialized information. There is almost always an Access Terminal in the Mercenary Bar and many Mercenary Crews have individuals capable of hacking computers. Even so, the local hackers can be very useful since their familiarity with the local networks enable them to obtain better information in less time.


Black Market Traders: Locals with ties to the Black Market frequent Mercenary Bars quite often. They will be more than willing to buy, sell and trade equipment.


Other Mercenaries: Space is a big place and sometimes we forget that there are other Starships out there, full of Mercenaries just like yourselves. At times you might find yourself at odds with rival Mercenary Crews that are after the same job. It pays to be polite. You never know when you might need to work together. Additionally, there are far too many procedures for any one crew to have access to them all. Trading procedure services can be a good way to foster good will between Mercenary Crews.


Local Tough Guys: Most locals will avoid the Mercenary Bar unless they have specific business to take care of with Mercenaries. However, sometimes some rougher elements will go to the Mercenary Bar to relax. In the areas with heavier technology one can expect to find cyberpunk gangs. In the less high-tech frontier one can groups of local ruffians. These locals can be fairly fun if you’re looking to make a few wagers or learn how to move about the area undetected. Just try to avoid getting into a bar fight as the bartenders tend to frown on that sort of thing.


Technology

While each Mercenary Bar is unique and may have its own equipment here is a list of technological items that are commonly found in most Mercenary Bars.


Access Terminal: Access Terminals are excellent sources of information. Mercenaries can use the Access Terminal to find out relevant information about areas that they are knowledgeable in.


Vending Machine: Vending Machines carry common Mercenary Supplies. Components, ammunition, energy crystals and many more items can be purchased with coins at the vending machine.


Recharge Conduit: A recharge conduit is hooked into the local power supply. It enables Mercenaries to regain energy at one point per 30 seconds. Additionally, energy cells can be recharged at the recharge conduit in five minutes. The energy is not free. One coin will get a Mercenary access to the recharge conduit for ten minutes.


Medical Machinery: Mercenary Bars often contain automated medical machinery. The most common configurations include the procedures restoration, return, dispel magic, summon laborer and spirit quest. Restoration, return, dispel magic and summon laborer typically cost 3 coins. Spirit quest costs 5 coins.


Secret Rooms

Many Mercenary Bars contain secret rooms that are nearly impossible to locate without being shown their location.

 

Safe Houses: Some Mercenary Bars have hidden living quarters attached to them where Mercenaries that need to hide can remain until the people searching for them leave.


Escape Passages: Many Mercenary bars have hidden escape passages built in. If Mercenaries are ever cornered in a Mercenary Bar, the Bartender might be able to point out a hidden passage that they can use to escape.

 

 

Space Travel

There are three different types of travel in a Starship. There’s the Jet Engines, which are, to be quite honest, the most fun. Using the Jet Engines is the only part of space travel that requires any real skill. They are primarily used to move short distances. You can fly around inside a planet’s atmosphere, make short trips through space between a planet’s moons, dock with other ships or land on planets and take-off using the jet engines. You also use Jet Engines to align the Starship for Vector Bursts. That’s the second type of travel in a Starship. Starships have Vector Burst Drives that enable the ship to move great distances through space. The majority of time spent traveling through Systems is during Vector Bursts. The final type of travel is Jump Columns. Jump Columns are holes in the fabric of space that Starships can travel through to reach other Systems. One uses the Jet Engines to fly the Starship through Jump Columns, but this is usually a fairly mundane exercise as there’s only one way to go. . .straight.

                                                                           

Taking Off

The Jet Engines are warming up. The exterior doors are sealed. The comm unit turns on as air control gives us the go ahead. The Jet Engines fire up as the pilot grasps the throttle. The Starship jerks and we’re off the ground. The Starship rises through the atmosphere. As the planet’s gravity becomes weaker the artificial gravity slowly powers up to compensate. I can’t tell the difference. Motion sensitive people feel some discomfort. I’ve been told it’s like a mild form of vertigo but I wouldn’t know. Finally we’re free of the planet. It’s quite the sight. Without the planet’s atmosphere to obscure them the stars are brighter. The Jet Engines move us away from the planet. Seeing the planet itself disappear into a speck in the distance is quite a sight. One can’t help but to stare their first few times in space.                                   

 

Initiating a Vector Burst

Ships use Vector Bursts for any trips further than a planet and its moons. The pilot uses the Jet Engines to position the Starship and then enters the destination in the Navigation Computer. The Navigation Computer carefully performs millions of calculations as the Vector Burst Drive warms up. Once the calculations are finished, the pilot switches control to the Navigation Computer and the Vector Burst begins. The Starship begins to accelerate while the artificial gravity compensates. I’ve never met anyone that’s been bothered by this part of the journey. Probably a good thing since it takes a good ten hours for the ship to reach top speed, right around 1/10th the speed of light. The Starship can’t turn and no changes can be made to the course once a Vector Burst starts. The forces are so strong that even the slightest correction in course would rip the Starship in half. Once the Starship reaches the proper point, the Navigation Computer starts to slowly power down the Vector Burst Drive. The ship slows over the course of the next ten hours until the Jet Engines switch back on and the Navigation Computer returns control to the pilot. The only option that the Navigation Computer or the passengers have during a Vector Burst is to end it prematurely. It still takes ten hours to slow down, but the ship will stop only part way to its destination. Once a stop has begun there’s no way to start it up again until the Vector Burst Drive completely finishes powering down. Once that happens the Navigation Computer can calculate a new Vector Burst.

 

Jumping Between Systems

Vector Bursts are used to travel within a System (the Prime System, Gemini System the Frontier Systems and the Galactic Core). Vector Bursts are too slow to travel between Systems except the Gemini System and the Galactic Core, which happen to be very close to each other. Otherwise, if you want to travel between Systems you need to use a Jump Column. While in a Jump Column the pilot flies the Starship straight through what appears to be a prismatic column of solid energy. Starships impacting the walls of the Jump Column ricochet dangerously off the sides. If the pilot can’t quickly regain control then it is likely that a particularly bad impact with the Column Walls will destroy the Starship. After a few hours of travel through the Jump Column, one reaches the end of the Column and reenters normal space at the edge of another System. In order to get into a Jump Column one needs to use either a Jump Drive or a Jump Gate. Jump Drives are large pieces of equipment that can only be installed on larger ships, called Interstellar Ships. The rest of us are stuck using Jump Gates, stationary rings placed at the edges of Systems and operated and patrolled by the Coalition Military.

 

I’m not going to bother explaining how a Jump Column works. I hear there’s going to be another section of this guide dedicated to that sort of techno-babble. What I will tell you is that Jump Columns can’t operate too close to a big gravity source. The Prime System and the Frontier Systems all have Jump Gates set up about two weeks distance by Vector Burst from the center of the System. This is as close to the star as Jump Columns can operate. The Gemini System has two binary stars. They cancel each other out allowing Jump Gates to be set up a mere three days from the System’s center. As such, the Gemini System is used as a hub. All Jump Gates go to the Gemini System. There are no Jump Gates to the Galactic Core. The Black Hole in the center of the Galactic Core prevents Jump Columns from working within nearly a five month Vector Burst from the Black Hole.

 

Each check point has two Jump Gates: one for leaving, one for arriving. Jump Gates are constantly patrolled and have space stations nearby as well as a garrison. Starships dock at the space stations and get the proper papers to use the Jump Gate. Forgers and bribable officials make more than a few coins helping smugglers and others that want to travel incognito get the ‘proper’ paperwork. Truth is the check points are mostly for show. There’s too much traffic for every ship to be checked individually. However, in extreme circumstances, the Coalition Military can restrict flow through the Jump Gates. Once, I couldn’t get the proper paper work and had to piggyback off a military ship’s Jump Drive. The military ship opened the Jump Column. I flew in before the entrance closed. I had to keep dangerously close to the military ship so I could exit before the Column closed. I ran it too close and got detected as we were leaving the Column and had a thrilling escape to avoid capture. It was a close one, but I’d still rather get detected than risk having the Column collapse on me.

 

Things You May Come Across in Space

For the most part space is empty. However there are some things you might come across during your travels, some good, some bad. This is not a complete list as there are always surprises waiting out there.


Asteroid Fields: Vector Burst Drives can’t carry a Starship through an asteroid field. Instead Vector Bursts are plotted to the edge of asteroid fields and the pilot manually drives through the asteroid field. A new Vector Burst is initiated once the Starship has cleared the asteroid field. Some fields are more difficult to fly through than others. Personally, I like maneuvering through them. It really gives me the chance to play with the Starship’s Jet Engines.

 

Burst Disruptors: Pirates love using Burst Disruptors to trap Starships. They set up a series of Burst Disruptor buoys along trade routes. This enables them to hack the Navigation Computer of Starships in a Vector Burst. If they can overcome the computer locks, they can force the ship to stop the Vector Burst prematurely. After the ship finishes slowing down the Pirates begin their attack. One can either fight back or try to get away and start a new Vector Burst. Moral of the story, don’t cheap out. Buy a good Navigation Computer with a complex computer lock for your Starship.

 

Coalition Military Patrols: The Coalition Military usually leaves Mercenaries well enough alone. However, if they want to, a patrol can completely ruin a Mercenary Crew’s day. It’s illegal to operate a ship with weapons. Mercenaries can get licenses to have weapons, but it leaves them open to being drafted by the Coalition Military as privateers. Some Mercenaries conceal their weapons rather than getting a license or venturing through space defenseless.

 

Energy Storms: Spikes in the Galaxy’s energy fields can form unpredictably in space. Physically this results in an energy storm that can damage a ship passing through its boundaries.

 

Worm Holes: Occasionally Jump Columns open naturally. Good sensors can read the destination on the other side. Jump Columns that open naturally are often called Worm Holes. Worm Holes can even open inside a System, where an artificial Jump Column can’t operate. Lucky travelers will sometimes find Worm Holes that can greatly reduce their travel time or help them elude pursuers. Sensors can predictably detect how long a Worm Hole will remain open.


Nomad Fleets: The Nomads are a group of people that live on ships, traveling the Galaxy and never settling on land. Nomad fleets can be very helpful for Mercenaries having ship trouble or just looking to purchase some supplies. They also tend to know routes through space that others do not.

 

Planning a Trip

Let’s say ones on a small Frontier Planet and wants to travel to the Prime System. You get on a ship, take off from the planet. Position the ship for a Vector Burst to the nearest Jump Gate. The pilot uses the normal engines to dock with the space station at the Jump Gate. The ship refuels while you get your papers in order. The pilot takes the ship into the Jump Gate and flies it until arriving at another Jump Gate in the Gemini System. After leaving the Jump Gate, the pilot flies a ways using the normal engines to get clear of the Jump Gate traffic. Then the Vector Burst is initiated taking the ship to the Jump Gates going to the Prime System. After another stop at the space station to get papers the ship goes through the Jump Column and finally arrives in the Prime System. Once in the Prime System the ship can make one last Vector Burst to its destination. The pilot then uses the normal engines to make the final approach and land.

 

Fuel Consumption: It takes normal sized Mercenary ships about one coin of fuel to take off from a planet or moon. Space stations don’t require much fuel to leave. Moving the ship around in space using the normal engines requires negligible fuel. It costs about one coin of fuel every hour to move in a planet’s or moon’s atmosphere. Each Vector Burst costs one coin. Activating a Jump Drive requires five or more coins worth of fuel depending on the size of the ship. Flying through a Jump Column barely uses any fuel. So most trips within a System use up about two coins worth of fuel, one to take off and another to Vector Burst. Trips between Systems usually cost four coins since you’ll need to take off and perform a Vector Burst in your starting System, one in the Gemini System and one in the System of your Destination.

 

 

-Jane Carson

 

          

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People of Neo-Eden

 

As a Bounty Hunter I’ve had to track down people all across the Galaxy. When you’re confined to just one part of the Galaxy you don’t realize just how different the people of the Galaxy are. Traveling from the Prime System to the frontier is almost like entering another world. While Mercenaries stick out like a sore thumb wherever they travel, it pays to at least make an effort to understand the locals.


-Talon



Humans

The majority of the people in the Galaxy are ordinary, unenhanced humans going about their daily lives.

 

Frontier Society

The Barons own most of the frontier lands. When a planet is terraformed, a family will pay the expenses for initial colonization. As a reward they receive ownership over the planet. The Barons then sell small pieces of the land, after it is properly prospected, to settlers to initiate the colony. Barons rarely sell more than 10% of the planet’s land in this manner. Once colonized the planet receives a seat on the Galactic Assembly.

 

Wealthy families, looking to become more influential, will send one family member to be the Baron of the planet and another family member to take the seat on the Galactic Assembly. In this manner, the Assemblyman for the frontier planets have often never set foot on the planet or moon that they represent. All in all, the Colonists get the worse side of the deal. The Colonists are hardworking folk that have moved to the frontier for the promise of owning land. They do all the work and make the least money of anyone in the Galaxy. Most are motivated by the knowledge that in a few generations, when the frontier expands, their descendants will own a valuable, if small, piece of land.


The frontier has less technology than the rest of the Galaxy. As such, it makes for easy pickings for a certain breed of lowlifes. Generally, the colonists are protected by local Sheriffs. However, these folks are mostly a deterrent and are incapable of fending off any threats larger than local ruffians.


Frontiersmen are easy to identify by their workman’s clothing consisting of tough materials, such as canvas or leather, that can withstand their work. Most clothing is colored with dull earth-tones to make dirt less noticeable. Hats with large brims are not uncommon to protect workers from the sun. On worlds with loose dirt, bandanas are not uncommon, as they can be pulled up over the mouth and nose to avoid breathing in dust during a storm. Miners also use similar garb. Baron’s tend to flaunt their wealth and wear more expensive, less practical garments.

 

Modern Society

Outside of the frontier the rest of the Galaxy live prosperous lives permeated with technological comforts The majority of citizens are working class people. Many are educated and work high end jobs. Others work service jobs. The upper echelon is extremely wealthy. They control the government and the most influential corporations. They are also appointed to the highest military ranks. The dissenting youth of society are often called Cyberpunks, because they mutilate their bodies with unsightly machinery. Recently hover bikes have also become popular and Cyberpunks can often be found engaging in death defying races.

 

Lawless Society

The authority of the Coalition Government does not extend to all parts of the Galaxy. Specifically, the Galactic Core is completely unpatrolled by the Coalition. In this power vacuum there is only one rule: the strong survive. In this dangerous society, where people band together into gangs to survive, it is often best to avoid notice. The Galactic Core has no sun, so people often wear dark, unassuming clothes, so they can easily hide. Many criminals flee to the Galactic Core as it is difficult to find people there. As Mercenaries one might be sent after them. Additionally, Mercenaries might find the Galactic Core to be a good safe heaven if they are being hunted.

 

Nomad Society

The Nomads are a group of wanders. They do not live in any one place. Instead, they live on Starships and fly across the Galaxy in fleets. Each Starship has a captain who is the authority on that vehicle. Nomad fleets have larger Flagships called Rocs that are capable of opening Jump Columns for the entire fleet to travel through. The captain of the flagship is the leader of the fleet. Mercenaries can sometimes catch rides with Nomad fleets. Nomads are well known traders and will often barter for goods and services. They wear flight suits, often grease stained from working on their Starships.


Androids

In recent years the Inorganic-Organic Neural Network was developed. It can be implanted into a humanoid Android body, giving that Android the capacity to learn, be creative and possess other human intellect qualities. Androids appear human, although some have armored bodies. Socially, Androids range the gambit from robotic to indistinguishable from humans.



Enhanced Humans/Androids

Enhanced humans & humanoid androids have access to skills beyond those of normal humans. There are numerous enhancement templates available to humans and androids. No one may ever have more than one enhancement. Each enhancement has a set of core skills associated with it. Characters with an enhancement template must learn all of its core skills when they gain the enhancement. Some enhancements are only available at birth. Others may be gained at any time using technology. Knowing enhancements can greatly help one predict an opponent’s strengths and weaknesses. Mystics and GenEs are enhanced from birth. We have a couple, Corin and Erisi, on the Shadowhawk. They’ll give you some more in depth information on growing up enhanced.


-Talon

 

Human/Human Android Skills

The following list is the complete set of skills that unenhanced humans and androids can learn. Each enhancement entry will list only the additional skills that humans or androids with that particular enhancement gain access to.

Maximum Body: 8

Maximum Energy: 16

Maximum Rests: 10

Abilities: Potency I, respiration I (atmosphere), terrain I (solid)

Categories: Liquids I-V, pastes I-V, vials I-V, fashioning I-X, drugs & poisons I-V, traps I-V

Gadget Abilities: Body combat enhancements (focus, <type>), bound, flight I, hover, imbue (<type>), misdirect, speed

Feats: Bash body I, break limb I-II, critical shot I-III, critical strike I-III, deflect I-III, disarm I, dodge I-III, drop shot I, elude I-II, fend I, impale body I, injure internals I, injure vocals I, knockback I-III, limb shot I, parry I-III, pursue I-II, quick aim I-II, quick load I-II, slice limb I-II, strength I-V, surprise strike I-III, trick shot I, waylay I-III, willpower I

Gadget Feats: Assassinate I-II, augment I-III, bash body II, blast I-II, break limb III, cleave vitals I, conceal I-III, critical shot IV-V, critical strike IV-V, crush vitals I, disarm II, dodge IV-V, double I-III, drop shot II, elude III, fend II-III, hero’s stand I, impale body II, injure eyes I-II, injure internals II, injure vocals II, kill shot I, knockback IV-V, limb shot II-III, negate I-III, parry IV-V, pursue III, quickcast I-III, quick aim III, quick load III, recover I-III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III, surprise strike IV-V, true aim I-III, waylay IV-V, willpower II-III

Knowledges: Animal handling, appraise, astronomy, balance, bandage, bindings, biology, blindfight, catch, chemistry, climb I-II, clairvoyance, computers, coordinate, cosmology, crime, demolition, detect poison, disarm trap, electronics, embalm, enigmas, escape, fatal finish, fine arts, forensics, forgery, gambling, gaming, geology, history, hypnosis, identify, investigation, law, leap, literature, mathematics, mechanics, medicine, meditate, military, mutilation, navigation, occult, photography, pick locks, politics, pratfalls, pray, precognition, psychology, psychometry, read scroll, read tracing, region lore (prime system, gemini system, apollo system, balder system, khoros system, ravian system, galactic core), repair, rumors, sense aura, shields I-II, sleight-of-hand I-II, spiritsense I-II, splint, study, surgery, survival, swim I-II, teach, theology, throw, torture, tracking, vehicle driving I-V, vermin handling, weapon (axes I-III, blunts I-III, body combat I-III, bows I-II, guns I-II, mounted weapons, staves I-II, swords I-V, whips & chains), wear armor I-V

Gadget Powers: All

Gadget Procedures: All

 

Cybernetic Matrices

The Cybernetic Matrix Enhancement is implanted into an adult human’s nervous system. Many cybernetic systems are completely subdermal, although armored cybernetic systems extend above the skin. Cyberpunks tend to use lower quality cybernetics that are less aesthetically pleasing.

 

Cybermod-Zero

Stealth enhancing cybernetic matrix.

Additional Abilities: Body combat enhancement (length, poison reservoir, sharp), bound, hide I-III, increase body I-III, increase rests I-V, poison immunity, potency II, spatial location, speed, stealth

Additional Feats: Assassinate I-II, disarm II, dodge IV-V, elude III, injure eyes I-II, injure internals II, injure vocals II, pursue III, resist poison I-III, surprise strike IV-V, waylay IV-V

Additional Procedures: Alertness, alter aura, astray, awareness, custody, disguise, fleetfoot, furtiveness, invisibility, locate, misdirect, purify blood, shadow garment, smuggle, stealth games, theft protection

          Core Skills (12 Status)

Abilities: Stealth

Feats: Waylay I

Procedures: Stealth games

          

Cybermod-Alpha

Physical enhancing cybernetic matrix.

Additional Abilities: Danger sense, hide, I-V, immovable, increase body I-V, increase rests I-III, potency II-V, recuperate, regeneration I-II, unstoppable

Additional Feats: Bash body II, break limb III, cleave vitals I, critical shot IV-V, critical strike IV-V, crush vitals I, drop shot II, fend II-III, hero’s stand I, impale body II, kill shot I, knockback IV-V, limb shot II-III, parry IV-V, quick aim III, quick load III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III

Additional Procedures: Armor, bestow body, firm grip, iron guts, polish armor, reinforce armor, reinforce shield, reinforce weapon, repair item, review engagement, toughen limb,

          Core Skills (11 Status)

Body: 1 more than occupation

Abilities: Potency II

Procedures: Review engagement

 

Cybermod-Omega

Energy enhancing cybernetic matrix.

Additional Abilities: Absorption, hide I-II, increase energy I-X, increase rests I-III, misdirect

Additional Feats: Augment I-III, blast I-II, conceal I-III, double I-III, negate I-III, quickcast I-III, recover I-III, true aim I-III, willpower II-III

Additional Powers: All

Additional Procedures: Ascertain, barriers, bestow mana, bridge, call familiar, death awareness, dispel magic, earthworks, education, form laborer, form simulacrum, invocations, lecture, misdirect, node (healing), node (raising), restoration, return, séance, spiritquest, subservience, utilities, weapon (elemental)

          Core Skills (12 Status)

Energy: 1 more than occupation

Feats: Quickcast I

Powers: Dispel 1, sense magic 0

Procedures: Dispel magic, invocations


GenEs

Erisi is one of the best warriors I’ve ever met. She’s also a friendly woman once you get past her tough army exterior. Unfortunately most people in the Galaxy are prejudice against GenEs. The brown tattoo on her forehead immediately lets everyone she meets know she’s a GenE. She’s agreed to share a bit of her experiences, both in the Coalition Military and in the Galaxy.