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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
Back to Top
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
Back to Top
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.
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