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The Final Frontier

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  1. THE FINAL FRONTIER
  2. By Finn Macginty O'Neill
  3. By John Doe
  4.  
  5. Summary of Mechanics
  6.  
  7. What You Need To Get Started: A pen, a 20 sided dice, a notepad for every player and a calculator.
  8. Summary of Dice Rolling: Whenever you need to roll for something requiring skill, you roll the die. The result you get is how you do at the roll.
  9. 1: Total failure. If firing a gun, the gun breaks. When building a device, it explodes. Dramatic, horrible failure.
  10. 2-6: Large Failure. You didn't suceed at what you wanted, and you get a -1 if you do it again.
  11. 7: Failure. You just didn't succeed.
  12. 8-9: Close failure. You almost suceeded, but something happened that prevented it. You can roll again if the situation and circumstances permit (As in, you can continue repairing the device but you cannot fire again in a gunfight)
  13. 10-12: Bare success. You have succeeded, barely. In a fight, this will probably stun your opponent but not do much else.
  14. 13-15: Success. You did what you wanted. In a fight, you will be able to knock the opponent to the ground.
  15. 16-17: Great success. You did what you wanted, and then some. In a fight, you gain significant ground.
  16. 18-20: Total success. You overcame the odds and suceeded brilliantly. In a fight, you probably knocked the enemy unconscious.
  17.  
  18. Jobs
  19. Drug Addict: An insane drug addict with no equipment except a drug. Begins with Substance Addiction (No extra points) and 50 credits.
  20. Drone: A factory worker with no starting equiptment at all except a gas mask. Begins with 300 credits and a small one room apartment. Begins with a job that pays 600 credits per in game month.
  21. Gangster: A space bandit who robs people for money. Can begin with any security weapon below laser pistol. Begins with 600 credits.
  22. Illegal Space Scavenger: A criminal who strips ships of their valuables. Begins with a scout-sized ship. Begins with 800 credits.
  23. Freelancer: A freelance space explorer. Begins with 1,200 credits and a random sized ship.
  24. Office Worker: An office drone under any of the megacorps. Begins with 3,000 credits and a regular job that pays 3,000 credits per in-game month.
  25. Mercenary: A soldier with no real allegiance who does work for money. Begins with 1,500 credits, a choice of weaponry or engineering tools and a Very Small ship.
  26. Legal Trader: A trader who is licensed. Begins with a below average trading ship and a random legal commodity, and 1,400 credits.
  27. Illegal Trader: A criminal trader who is unlicensed and deals in illegal goods. Begins with a very small stealth ship, a random illegal commodity and 1,200 credits.
  28. Doctor: A licensed medical/scientific practitioner who begins with any medical/scientific equipment below 940 credits, and 6,000 credits.
  29.  
  30. When creating a ship:
  31.  
  32. Roll for classification, purpose and then finally quality.
  33. Alliance
  34.  
  35. 1. Terran - The Terran Federation is a large government that owns the southern hemisphere of Earth, and is dedicated to creating a single government. Their ships are usually very well-made and there is rarely accidents. They use minimalist architecture and ships are spartan but pleasant.
  36. 2. Earth - The Earth Freedom Group is a coalition of governments that own the northern hemisphere of Earth. They want to keep countries and cultures alive and not have them be crushed by a huge government like the Terran Federation. Their ships are very similar to NASA, since the United States is part of the group, but are highly advanced with a slight problem of malfunctions due to advanced tech.
  37. 3. Alliance - Neutral in the loosest sense, the Alliance has had a long history, many leadership changes and control of many major colonies. It's large, imposing ships are often highly decorated with a large variety of metal.
  38. 4. Coalition - A union of like-minded industrial planets, the Coalition was founded quite recently, in 2212. Has violated many safety laws and standards, and the CEO has said on the matter, "I don't really give a shit. Workers complain if you make the most perfectly safe factory, so why not toughen the whiny fucks up?"
  39. 5. United Worlds - A semi-small coaliton of colonies founded in 2125 known for it's cheap, blatantly unsafe ships which are mass-produced by the hundreds each day.
  40. 6. Nanotrasen - A large, almost independent mega-corporation that was founded in 1961 as a pharmaceuticals company. Ships and stations tend to be very unsafe. There is an extreme overuse of windows as well.
  41. 7. North American Space Associates - After a NASA colonization effort towards deep space using cryogenic "Time" ships lost contact, it was assumed dead. However, during the restart of space colonization, it was found that a collection of people had already colonized the stars: the original colonizers. Dedicated to a society of Americana and spaceship building, they were already colonizing the stars around them and offered several new revolutions in space ship building. Their ships are often called the best made ships in the universe.
  42. 8. The Asian Cartel - Formed from colonies created on Mars by China and Japan, this government is quite famous for it's robots and electronics, and for the "Technological Zen" aesthetic, which makes their ships and colonies resemble ancient houses and zen gardens. Their most famous robotic products are the Nexus 6 series Replicant and the Model-4 Senshi, a robot that has been accurately described as a "Samurai Robot", with a built-in titanium katana and steel samurai armor.
  43. 9. Euro Union - After a total economic collapse, multiple countries went out into space to colonize planets to restart their countries economy. Due to well placed colonies and luck with minerals, the group was founded in 2104. Due to large amounts of wealth, their ships are very flashy with holograms replacing monitors and paper, and are often extremely useful but disliked when the power goes out. Their ships are also quite well-lit and well-made with the main problems being their reliance on unsafe plasma combustion generators which can backfire horribly in massive explosions.
  44. 10. Union - Founded as an attempt to stop the incredible amount of workplace violations in the future, this group is dedicated to helping the blue-collar worker groups. They always follow workplace regulations, being well-lit and extremely safe but they still retain a factory-like atmosphere. Liked by workers, disliked by corporations.
  45. 11. Mercenary - People from all walks of life can be called a Mercenary. Mercenaries do things such as recovery of lost ships, rescue and occasionally murder for money. Their ships can be from any alliance, but are usually third-hand and slightly broken in places.
  46. 12. United Corporate States - A collection of corporations formed into one huge megacorporation. They are mainly involved in factory work, and they produce a lot of items. However, they are (in-)famous for being highly "Forgetful" in their OSHA compliance, extremely cut-throat in profit making and being harsh to factory workers.
  47. 13. Syndicate - A group of people who are against Nanotrasen along with other megacorporations; Commits acts of terrorism against Nanotrasen ships and stations. Due to a ceasefire in 2243, the war is officially over and the Syndicates legalized, but the war still wages on secretly. It's aesthetics is reminisicant of art deco, but it's well known for it's shoddy work practices and unsafe materials in construction of ships.
  48. 14. Pitt Products Co. - An extremely fascistic and oppressive megacorporation, it has ties to human slavery and prohibits any examination of certain sections of it's ships. It's ships are designed specifically to the "Cold Steel in Black Oceans" architectural method, which means that their ships are highly remnisant of gothic catherdrals with stained glass windows. Also known as the "Fourth Reich" by it's CEO.
  49. 15. Sacromento Industries - A medium sized corporation that originated in 1970s California, specializing in lumber, in the future it quickly evolved into a quite large corporation that transported cargo and people across planets. Their ships and stations are reminicsent of 21st century NASA ships.
  50. 16. World of Tomorrow Products - Created by a highly eccentric CEO, this megacorporation is well known for it's 1950's "Zeerust" aesthetics, hence it's creative name. Very high quality but overly specific to it's aesthetics in places. Such as using fission reactors instead of the modern cold fusion or using food pills which have been known to cause constipation and gastorial pains instead of actual food.
  51. 17. Military - Ships owned and operated by the military forces of other Alliances such as the Terran Federation, the Earth Freedom group and etc.
  52. 18. Civilian - Usually created by small-time corporations or second-hand ships by other alliances. Can range from transport of cargo to traveling in function. Usually don't carry weapons or any offensive ability, and are usually user friendly due to their very nature.
  53. 19. Mining - Created by mining forces and medium sized corporations, these are for mining and mining related purposes. Usually very dirty and dark, one of the most famous ships of it's class being the Nostromo, a ship that disappeared in mysterous circumstances around the planet LV-426, AKA Hadley's Hope.
  54. 20. Scientific - Made for scientific purposes, these can range from independant scientists to nationalized research groups. These ships are well-known for their sterile surfaces and white tile-based floors and walls, but are infamous for the often terrible virus and xeno containment systems which leads to a lot of accidents.
  55. This section is for NPC ships.
  56. 21. Criminal - Stolen warship or merchant vessal, usually covered in tribal paint, ranges from "Tribal cannibals" to "space pirates" to "Slave ships filled with human cargo" to "Army deserters"
  57. 22. Xeno-Giger - Usually found crash-landed, these ships are filled with highly advanced tech from an unknown dead civilization. It seems that they are a blend of biological and technological materials. It is hard to tell what exactly happened to the civilization and why it is gone, but their legacy remains...
  58. 23. Xeno-Abandoned - Similar to long abandoned temples, everything is broken from long abandonment but is way beyond humanity, even if humanity is in the singularity. Usually taken over by criminals or used by the ancient robots that guard it.
  59. 24. Xeno-Reaver - Similar to criminal, but much more horrifying. Very old spaceships covered in spikes, chains, corpses tied to it and it gives off a large enough amount of radiation to kill. How the crew (or what, for that matter, the crew is) survives in the apparently hostile conditions is unknown. The crew have been mutated into insect-like creatures who require protein for their Mother (It appears to be in some gigantic monsterous creature in the center of the Reaver circle) by raiding planets and processing humans into protein.
  60.  
  61. Classification
  62.  
  63. 1. Fighter: A high-speed starship for dogfighting.
  64. 2. Destroyer: A ship meant for orbitial bombardment
  65. 3. Speedster: A ship that goes extremely fast.
  66. 4. Stealth: A ship that gives off no thermal readings and can be undetected.
  67. 5. Miner: An mining ship designed for breaking open asteroids for precious metals.
  68. 6. Transport: A ship designed to transport people and cargo.
  69. 7. Trader: A ship designed to hold cargo for trading materials in short-term.
  70. 8. Research: A ship designed for research purposes, such as medical, biological, geological, etc.
  71. 9. Pursuit: A ship designed for police work, such as stake-outs and pursuit.
  72. 10. Explorer: A ship designed for exploring unknown areas.
  73.  
  74.  
  75. Size
  76.  
  77. 1. Scout. Five rooms. Can hold 2 units of commodities. 3,000 credits.
  78. 2. Tiny. Ten rooms. Can hold 4 units of commodities. Costs 5,500 credits.
  79. 3. Very Small. Twenty rooms, maintaining. Can hold 8 units of commodities. Costs 6,000 credits
  80. 4. Somewhat small. Forty rooms, large maintaining corridors. Can hold 12 units of commodities. Costs 8,000 credits.
  81. 5. Small. Fifty rooms, sorted into decks. Medical, Engineering and Bridge. Can hold 16 units of commodities. Costs 10,000 credits.
  82. 6. Below Average. 65 rooms, sorted into decks. Medical, Engineering, Recreation and Bridge. Can hold 18 units of commodities. Costs 15,000 credits.
  83. 7. Average. 80 rooms, sorted into decks. Medical, Engineering, [Purpose of vessel], Recreation and Bridge. Can hold 24 units of commodities. Costs 20,000 credits.
  84. 8. Above Average. 90 rooms. Medical, Engineering, [Sub-purpose of vessel], [Purpose of vessel], Recreation and Bridge. Can hold 28 units of commodities. Costs 28,000 credits.
  85. 9. Large. 150 rooms. Medical, Science, Engineering, [Sub-purpose 1], [Sub-purpose2], [Purpose], Engine, Cargo, Recreation, Security and Bridge. Can hold 34 units of commodities. Costs 42,000 credits.
  86. 10. Colossal . 200 rooms. Medical, Science, Engineering, [Sub-purpose 1], [Sub-purpose 2], [Purpose], Engine, Cargo, Recreation, Security, Backup power, Residential Area, Shopping Mall and Bridge. Can hold 38 units of commodities. Costs 50,000 credits.
  87.  
  88. When Scavening a Ship/Colony
  89.  
  90. Current Status
  91.  
  92. 1. Distress call. Detailed.
  93. 2. Distress call. Garbled/different language.
  94. 3. Distress call. Screaming.
  95. 4. Distress call. Automated.
  96. 5. Total blackout of communications.
  97. 6. Evac pod found drifting
  98. 7. Lights are out on the ship as it drifts without any thrust toward where it was meant to dock.
  99. 8. Ship lost contact 50 years ago, but it's here right now.
  100. 9. Ship on the horizon, fifteen lightyears away. No response on the comms.
  101. 10. Routine repairs.
  102. 11. Went faster then light from last port, then disappeared for ten years.
  103. 12. Shipwreck. Scavengers set upon it.
  104. 13. Ship is about to crash into colony.
  105. 14. Ship found. No life signs. Squad sent in to determine what is wrong.
  106. 15. Ship appears to have been set upon by space pirates. Check it out.
  107. 16. Unknown energy emanating from the center.
  108. 17. Lots of life signs. Too many life signs.
  109. 18. Too few life signs.
  110. 19. No life signs, but something is moving inside.
  111.  
  112.  
  113. Oddities
  114.  
  115. 1. A perfectly spherical, metallic object that floats of it's own volition.
  116. 2. A nebulae that causes extreme intelligence and madness.
  117. 3. A strange side-effect of the new FTL engine that causes the viewer to see where humans go after they die. It's not pretty.
  118. 4. A planet that can think.
  119. 5. A man in a white trenchcoat with green eyes/a man in a dark, long cloak and a Venetian plague mask who sits motionless. He appears to be sleeping.
  120. 6. A mind-expanding drug manufactured from a plant growing on a meteor.
  121. 7. A locker that contains a wooden african idol.
  122. 8. A strange angel statue.
  123. 9. A strange stone tablet with a rune that hurts your head.
  124. 10. A monolith with a strange red aura.
  125. 11. An anomalous gas formation that causes hatred.
  126. 12. A file and a crate. The file is very foxed, but it is marked with an insignia of something called the "SCP FOUNDATION"
  127. 13. A cryogenic suspension chamber with an unknown alien inside.
  128. 14. The darkness around here seems oddly thick. Even with a flashlight, it barely penetrates. Something is in the dark.
  129. 15. Certain areas of the ship are quarantined for no readily apparent reason. All the cameras there are cut. Whether you can open them or not depends on the complication.
  130. 16. Apparently, everyone on the ship is dead. They look like they should be dead, but they are walking around... Even though in areas isn't any air or gravity. They keep asking why you are keeping your helmet on.
  131. 17. A strange transmission that seems to be coming from the center of the ship. You can't hear it properly, but if you get closer...
  132. 18. It appears that the things between dimensions are trying to claw their way through.
  133. 19. Around the ship, it seems that reality itself has gone very wrong. Non-euclidian physics, sometimes gravity switches around and such.
  134. 20. Time itself is ruined. The ship is teleporting between time periods.
  135. 21. The power is off and it won't turn back on. Many (often mutilated) corpses that appear to have been half-eaten are strewn about the ship.
  136.  
  137. Complications
  138.  
  139. 1. There are multiple breaches. Most of the ship is airless.
  140. 2. The AI and multiple subprograms are fighting each other.
  141. 3. A deadly virus was released by science by accident.
  142. 4. Captain tried to wipe all the data, it seems. There is little left, and it's quite vague.
  143. 5. A nuclear bomb has been activated. Your orders are to deactivate it/get something out before it blows up everything.
  144. 6. The engine is overloaded. It's beyond repair. Near the endgame, the fusion generator will overload completely. Ten minutes to escape.
  145. 7. A rescue team comes for you... then falls to the enemy, which gets it's hands on the high-grade military equipment the team had.
  146. 8. The ship is orbiting a black hole. The orbit is rapidly decaying, and if you do not escape in time, you will be in the event horizon and will not be able to escape.
  147. 9. The AI will automatically clone anyone who dies. Problem is that the machine is heavily decayed. Roll to see if you decay physically or mentally. Sometimes, if you get heavily injured, it'll automatically clone.
  148. 10. The intercom is malfunctioning and interfering with the radio signals. Once you head in, you won't be able to call for help.
  149. 11. There is an electrical storm ongoing. It will blow out lights and disable electrical tools.
  150. 12. A rival mercenary team is trying to do your objective before you.
  151. 13. There is an insane survivor stalking you and leaving threatening messages, occasionally appearing to sabotage your work.
  152. 14. The shuttle you came in on was heavily damaged thanks to meteors/intentional sabotage. You won't be able to get back.
  153. 15. The ship is under a perpetual meteor shower.
  154. 16. Your leaders have enacted a quarantine on the ship. You'll have to think smart to escape the ship without being wiped out.
  155. 17. Your entire team got wiped out apart from you and a few others.
  156. 18. The AI is trying to kill you.
  157. 19. The tram system/elevators are broken/blocked, you'll have to find another way to get places.
  158.  
  159. Items
  160. Funding depends on class.
  161.  
  162. Civilian Vehicles
  163. Civilian Hover Bike: An incredibly fast bike that is fitted with anti-gravity projectors. Can reach as far as the human body can take it, which is about 100 feet. Top speed: 200 k/ph.
  164. Costs 210 credits.
  165.  
  166. Military Vehicles
  167.  
  168. Military Hover Bike: An incredibly fast bike that is fitted with anti-gravity projectors. Can reach as far as the human body can take it, which is about 100 feet. Top speed: 200 k/ph. Also possesses machine guns on each side that can be automatically or manually fired. Costs 520 credits.
  169. High Speed All Terrain Apprehension and Persuit Vehicle (HISATAPV): An incredibly fast moving ground vehicle that can go on all terrain. Top speed is 130 k/ph. Costs 620 credits.
  170. Mobile Mortar: A large tank with a large mortar that can go incredible distances but is incredibly slow. Roll for distance and precision. Lower the roll for distance, the more minuses. 9-8 would be -1, 7 would be -2, 6-2 would be -3, 1 would be -4. Costs 760 credits.
  171. Hunter Tank: A tank designed specifically against mechs.
  172. Obliterator Tank: A medium sized tank (About 30 meters by 30) that uses a railgun as a turret. +3 against flesh and +3 against armor and buildings. Costs 1,400 credits.
  173.  
  174.  
  175. Mechs
  176. Buying a Mech: First, find an extremely well-kown/high-grades arm dealer; purchasing a massive, military grade hardware is NOT going to be an easy task. Fuel for mechs costs 400 credits.
  177. Elemental: A "mech" in the loosest sense; the Elemental is heavy power armour that is seven feet tall and usually possessed by the military and armed with light laser cannons.
  178. 5,000 credits. 4+ against being hit. Requires to be refueled every day.
  179. Cougar: One of the cheapest "heavy" mechs, the Cougar series stands at about 20 feet tall and is common in some parts of the galaxy. Often armed with a heavy machine gun and a laser cannon. 9,000 credits. 7+ against being hit, 10+ against enviromental hazards. Requires to be refueled every 10 IG days if in near-constant use.
  180. Atlas: The largest series of mechs, also discontinued, only around 20,000 Atlas mechs were made by World of Tomorrow products. They are 50 feet tall, commonly found in possession of warlords and the military, it is armed with two heavy lasers and a mech sized "shield" bolted to it's left arm. 50,000 credits to 100,000 credits, depending on the seller. 10+ against being hit by ranged weapons. 20+ against enviromental hazards, -15 against agility. Solar powered.
  181.  
  182. Spacesuits
  183. Antique RIG: -2 to getting hit. 90 credits.
  184. Civilian RIG: -1 to being hit. 530 credits.
  185. EVA Suit: -2 to feats of agility, but +1 against being hit. 600 credits.
  186. Security RIG: +2 against being hit. 1,400 credits.
  187. HECU Suit: +2 against hazardous materials such as radiation, biological and chemicals. 1,800 credits.
  188. Military Suit: +2 against being hit, and +1 to hitting with a weapon thanks to a HUD. 2,600 credits.
  189. Bunker Suit: +2 against environmental hazards such as extreme cold, extreme heat and acid. 2,800 credits.
  190. TEMPLAR Suit: +3 against being hit and +3 against environmental hazards. 3,200 credits.
  191. EAC Suit: +4 against being hit, using HUD can investigate an area (Roll to see what you find). 3,420 credits.
  192. SAVIOR Miniaturized Mech: +5 against being hit, ingrated laser rifle and contents of toolbox. Cannot use anything that can be held in hand without stepping out. 5,500 credits.
  193.  
  194.  
  195. Security
  196. Makeshift Laser Gun: Hits with +1. Roll after shooting to see if it falls apart. 85 credits.
  197. Electrical Baton: A baton with an electrical device that stuns an enemy for a solid minute but requires direct skin contact. 210 credits.
  198. Taser: Stuns an enemy for 30 seconds. 250 credits.
  199. Gunpowder Pistol: Using chemicals, fires a gunpowder and lead bullet at a fast speed. 350 credits.
  200. Gunpowder Shotgun: Does the same, but with more damage. +1 to hits, due to buckshot, but will degrade at a distance due to spread. 500 credits.
  201. Energy Beyonet: A flash-light shaped device that can be attached to any weapon and used as a beyonet. If not attached, it cannot be used since it draws power from the weapon. 680 credits.
  202. Gunpowder Assault Rifle: Does the same, but with burst fire options and single shot as well. +2 to hits. 980 credits.
  203. Laser Pistol: Can be fired through glass without breaking it, and causes burns instead of a bullet wound. +1 due to lack of recoil, but lacks the bonus if it's against an armored target. 500 credits.
  204. Laser Rifle: A long-range weapon designed for extremely long range. Has a scope and more power supply, thus a +2 against flesh. 890 credits.
  205. Plasma Pistol: Using heated plasma, this can melt through armored enemies. +3 against flesh, +2 against armor. 1,250 credits.
  206. Laser Shotgun: Unmatched in close quarters combat. +4 at meter length, degrades to +1 at 10 meters due to heavy inaccuracy. 1,150 credits.
  207. Chainsaw Lance: Highly deadly lance with a chainsaw attached. Can hit people up to two feet away. Roll after attack to see if it gets stuck inside the target if roll is successfull. Requires fuel. Often used by mercenaries who wish to be flashy. Illegal to carry. 2,000 credits.
  208. Plasma Rifle: More powerful version of the pistol. +4 against flesh,+3 against armor. 2,400 credits.
  209. Energy Swords: Usually used by flashy mercenaries and citizens from tribal colonies, this weapon is highly useful. It comes in short, two handed and spear varities. Short is useful in tight areas (+3 in tight corridors), two handed is useful in open areas (+3 in open areas) and spear is used far away (+3 to targets in a distance of 2 meters at least). In other cases, +3 is turned into -3. 3,500 credits.
  210. Phaser: Incredibly powerful, but will overheat with use (More then 10 shots) which requires a cool-down of ten minutes. Very experimental, you see. +5 against flesh, +5 against armor. 5,700 credits.
  211.  
  212. Engineering
  213. One Replacement Cable: Of any kind. 20 credits.
  214. Welder: Allows you to weld objects together and doors, and also good as a flamethrower in a pinch. 30 credits.
  215. Toolbox: A toolbox that consists of: A crowbar that can open unpowered, closed doors/containers, a screwdriver, a wirecutter and a wrench. 50 credits.
  216. Foam Sprayer: A fire extinguisher that is miniturized and can put out any type of fire. 80 credits.
  217. Hacktool: Allows you to open locked doors and containers with a successful roll. If you get a failure, roll again. If it's a failure, then the container/door has been bolted and cannot be opened short of smashing it open with a suitable weapon. Requires a license to hold. 240 credits, counting license
  218. Fifteen Meters of Replacement Cables: Of all kinds. 15 uses, in total. 100 credits.
  219. Arc Jumpstarter: A tool for jumpstarting electrical systems for a short time. 540 credits.
  220. Engi-PDA: A minitature computer that can be plugged into a working computer to analyze the electrical and mechanical systems onboard. If modified, can be used to hack the computer systems. 800 credits.
  221. Repair Droid: Can go into hostile terrain and repair objects. 1,300 credits.
  222. Diamond-Tipped Laser-Assisted Drill: A large drill that can pierce metal, rock, flesh and celestial barriers with ease. 8,700 credits.
  223.  
  224. Research/Medical
  225. Bandages: Strips of cloth to stop bleeding. 10 credits per roll, roll can be used 3 times.
  226. Medi-gel: A gel that can be swallowed or applied to a wound, but takes five minutes to have full effect. Comes in the varities: external wounds, organ wounds and bleeding. 50 credits.
  227. Medical Analyzer: A device that allows you to assess wounds with 100% accuracy, but requires batteries. 120 credits.
  228. Syringe Gun: A long-range syringe delivery system. Syringes include: 3-Quinuclidinyl-benzilate, a sleeping agent, Hyper Ricin, a toxic chemical that kills in seconds, and Galoixte Oxioate, a healing agent. 500 credits.
  229. Autopsy Kit: A computer system that connects to a nanite that examines the corpse of a human, animal or known alien, that gives a full summary of it's death. 940 credits.
  230. Biological Examination Device: A device that, when given DNA, analyzes it and gives a summary and an estimation as to what the creature is. 1,300 credits.
  231. Ragnaid: A chemical that heals instantly. One capsule. Fueled by rare crystal known as Ragnite, see below. 4,000 credits.
  232. Ragnite: Rare crystal found on a single planet. Can passively heal you for long amounts of time, but not at a powerful rate, or can be used instantly, which requires a recharge, meaning you cannot use it for the rest of the session or campaign depending on the seriousness of the wounds. 10,000 credits
  233.  
  234. Weapon modifacations
  235. Incendiary ammo: Incendiary ammo, lights the target on fire. Often in possession of the military. Costs 100 credits for 20 rounds. Works with most projectile weapons.
  236. Explosive charges: Highly explosive charges for laser weapons. Will harm people up to five feet away from explosion. Possessed mostly by the military and arms dealers. 200 credits for five charges.
  237. Scope: A basic scope that will help your long-range accuracy. Very common and found in shops. +2 to long range shooting. 15 credits.
  238. Grenade Launcher: A large, military grade under-barrel grenade launcher; can be attached to gunpowder and laser weapons. Can harm people up to 10 feet away from explosion. 150 credits. Ammunition for it costs 50 credits each.
  239.  
  240. Miscellaneous
  241. Watch: A basic digital watch to tell time. 40 credits.
  242. Backpack: A backpack that can hold fifteen items.
  243. Gas-mask: A mask used to filter out dangerous toxins and the like. 30 credits.
  244.  
  245. Narcotics
  246. Progenatorivox: A pill designed to treat a variety of deadly illnesses privately made by SquabbMerl Co., extensively advertised as a "life enhancing miracle" It has an extremely long list of sideffects including: Male lactations, salivations, hallucinations, vibrations, headaches, heart failure, kidney disease, liver failure, heart attacks, agitation, constipation, rust colored urination, mild electric shock sensations, life as seen in Dicken's fiction, dark predictions, humiliation, deportation and debter's prison. Legal. Costs 12 credits for two pills.
  247. Stimutacs: Blue pills manufactured around the galaxy, the effects of stimutacs include slightly increased strength (+1 to melee and unarmed), a state of rage and unintellgible rants. Causes no cravings. 20 credits. Legal.
  248. Yang's Sunshine: A crystal-like material formed into a circular object similar to a coin that is sniffed to cause amazing euphoria. It is in a grey area legally, it is illegal to sell without a license but you can buy it at special sections. If sold, you would have a 200 credit fine. 60 credits.
  249. Plutonian Nyborg: A purple powderlike substance quite like cocaine, gives the user an extreme state of euphoria, making them highly focused and relaxed as well. Illegal in many parts of the galaxy. Causes slight cravings. A fine of 400 credits or two months in prison if you possess it, 900 credits or six months in prison if selling. 200 credits.
  250. Synthemesc: A highly illegal, extremely rare drug gives the user enhanced reflexes. Sign of a person being under the influence of Synthmesc are reddened eyes and antsy behaviour. Causes EXTREMELY INTENSE cravings. 600 credits if found possessing, a year in prison if dealing. 350 credits.
  251. Killfrenzy: A drug that rots out your cerebral cortex, causing you to be constantly in an unstoppable rage (+5 to melee). Often used by warlords and criminal gang leaders on their underlings. Ten years in prison coupled with charge of "Crimes against humanity". 430 credits.
  252. Cardamine: An extremely illegal drug that is sought after by many people, giving the user feelings of godlike powers for an hour to several days along with incredibly enhanced psyichal abilities. (Roll). Depression shortly follows after the "high" is over. 10 years in prison if selling, 10,000 credits fine if possessing. 800 credits.
  253.  
  254. Commodites:
  255. These are to be traded at trade stations and at colonies. During colony generation, roll for demand for each commodity. Ten would be 100 credits for one unit of the commodity. With every increment 100 credits is added. With every decrease 10 credits is taken from the price. Bought in units, maximum amount can be decided by size of ship.
  256.  
  257. Food: Rations that can range from an ordinary breakfast, lunch and dinner to chocolates and sweets.
  258. Clothes: Warmth enhancing jumpsuits that change depending on the climate.
  259. Batteries: For powering electric tools and devices. Universally used model.
  260. Electronics: Handy electrical doo-dads that can range from a smartphone to a supercomputer.
  261. Tools: Random tools that can range from pickaxes to toolboxes filled with useful stuff.
  262. Seeds: Crops, herbs and similar stuff for planting in the ground or in greenhouses.
  263. Legal Narcotics: Drugs such as combat drugs and cigarettes.
  264.  
  265. Illegal Commodites
  266. Commodities like this will get you arrested. Rules for supply and demand still apply.
  267.  
  268. Illegal Narcotics: Drugs such as Yang's Sunshine, Killfrenzy and Cardamine that are illegal. If caught with them, serve the jail times for dealing listed in the narcotics section.
  269. Slaves: Enslaved sentients put in hermetically sealed 3x3 meter crates. If caught, life sentence.
  270. Weapons: Crates of weapons that range from simple sidearms to rocket launchers. If caught, fine of 5,340.
  271.  
  272. Colony Generator
  273. Roll twice, and the two results you have are the main biomes of the planet. For example, one planet can be both a swampy and arctic planet, or a jungelous on the few islands there are in a huge ocean.
  274.  
  275. Planet Biome:
  276.  
  277.  
  278. * 1. Inhospitiable. A planet that is opposed to life. Can have a toxic atmosphere, hostile animals or worse.
  279.  
  280. * 2. Arctic. A very cold planet, similar to Antarctica at worst and Siberia at best.
  281.  
  282. * 3. Desert. A very hot, near waterless planet.
  283.  
  284. * 4. Hive. A planet that has been turned into a city, or a factory.
  285.  
  286. * 5. Jungle. A planet covered in trees.
  287.  
  288. * 6. Mountainous. A planet that consists of peaks and hills.
  289.  
  290. * 7. Plains. A planet that is mostly flat, with lots of open plains.
  291.  
  292. * 8. Ocean. A planet that is entirely ocean.
  293.  
  294. * 9. Swamp. A planet that is covered in swamps and marshes.
  295.  
  296. * 10. Rivers. A planet that has an excess of rivers and river deltas.
  297.  
  298.  
  299. Alliance
  300.  
  301. 1. Terran - Well funded, minimalist.
  302. 2. Earth - Basic, utilitarian and white. Very white.
  303. 3. Alliance - Fancy, high class, lots of metal.
  304. 4. Coalition - Factory-like, dark, industrial.
  305. 5. United Worlds - Cheap, mass produced, shoddy.
  306. 6. Nanotrasen - Corporate skyscraper, seamless, pleasant.
  307. 7. North American Space Associates - Glided, yellow and blue, large.
  308. 8. The Asian Cartel - Simplistic, advanced yet simply made.
  309. 9. Euro Union - Like Normandy II. Advanced, lots of holograms and looks very sci-fi.
  310. 10. Union - Like a more pleasant version of Coalition. Well-lit, safe yet factory-like.
  311. 11. Mercenary - A more decayed and repaired versions of any of the above. Very old, very cheap, well-loved.
  312. 12. United Corporate States - Blatantly unsafe. Lack of guard rails, safety procedures, and lots of blood and gore in the places where no-one can reach (Normally).
  313. 13. Syndicate - Ominous, art deco gone horribly wrong, dark.
  314. 14. Axis - Black and grey, gothic, like a gothic cathedral.
  315. 15. Sacromento Industries - Like an actual spaceship/station. Gravity simulated by spinning it really fast. No real floor or walls.
  316. 16. World of Tomorrow Products - The future that never was. Very 1960's Buck Rogers.
  317.  
  318. Status
  319.  
  320.  
  321. * 1. Total Anarchy. Not in the good way. Criminals rule the streets and not even in the proper syndicate way.
  322.  
  323. * 2. Gang Rule. Gangs rule the streets and you.
  324.  
  325. * 3. Military Dictatorship. A single despot rules the colony with an iron fist.
  326.  
  327. * 4. Corproacy. Big brother is watching you, and he wants to sell you stuff. Ostientably ruled by whoever owns it, but corporations rule.
  328.  
  329. * 5. Communism. Everyone gets a fair share, trade is regulated by the government.
  330.  
  331. * 6. Democracy. Everyone gets a vote, and the market is free.
  332.  
  333. * 7. Xeno. Everyone appears to be possessed by a xenological artifact, like the Reavers, but luckily they aren't going to eat your flesh. They do act very off, though, and try not to stay there too long.
  334.  
  335. * 8. Wartorn. This colony is in the grim darkness of the future, because it's in a state of war between two entities.
  336.  
  337. * 9. Ghost Colony. The colony is completely abandoned. GMs discretion to roll for oddities.
  338.  
  339.  
  340. Purpose
  341.  
  342.  
  343. * 1. Mining. The colony is for mining the planet for materials.
  344.  
  345. * 2. Science. The colony is for research.
  346.  
  347. * 3. Military. The colony is for army training and construction purposes.
  348.  
  349. * 4. Factory. The colony is for manufacturing and producing products.
  350.  
  351. * 5. Farming. This colony is for farming and crops.
  352.  
  353.  
  354. Size
  355.  
  356.  
  357. * 1. Very small. One hundred.
  358.  
  359. * 2. Small. One thousand.
  360.  
  361. * 3. Below Average. Ten thousand.
  362.  
  363. * 4. Average. Hundred thousand.
  364.  
  365. * 5. Above Average. One million.
  366.  
  367. * 6. Large. Ten million.
  368.  
  369. * 7. Very large. One hundred million.
  370.  
  371. * 8. Huge. One billion.
  372.  
  373.  
  374. Character Skills
  375. You begin with 7 points to spend, with a maximum of 5 for each skill. Each trait costs 1, or gives one based on if it's negative or positive.
  376.  
  377. Ranged weapons - Guns, lasers, bows and arrows and don't forget crossbows!
  378. Unarmed - Anything that uses your body. Melee and weapons from the environment are not counted.
  379. Melee & Improvised Weapons - A glass bottle, a baseball bat or a lead pipe.
  380. First Aid - From bandages and guaze to healing gel and quick surgery, anything that can heal in a pinch.
  381. Computers - Hacking a computer, guiding a missile or trying to make a computer.
  382. Science - Chemistry, maths, physics. A little bit of everything.
  383. Doctor - Healing with proper equipment, such as in a hospital.
  384. Engineering - Repairing a spaceship, hacking a mechanical device, fixing a door.
  385. Speech - Talking your way out of a situation, seducting, bargaining.
  386. Stealth - Picking a lock, sneaking past a guard, breaking into a ship.
  387.  
  388. Traits
  389.  
  390. Mysterious Past (Negative)
  391. Your character has done some things. Some things he regrets. You can choose two free skills, but the GM can introduce characters from your past who may be ill-willed toward your character. You must also give a description of the past to the GM, but no-one else.
  392. Smartass (Negative)
  393. Your character has a tendency to speak his mind at times. If someone does something stupid, you must roll a D20 to see if you do not make a snide comment. Below ten is a snide comment.
  394. Sociopath (Positive)
  395. Your character has no emotions besides what he puts up as a facade. He has no qualms about murdering or manipulating, and is brilliant at socializing as a result. Automatic +3 to speech.
  396. Highlander (Positive)
  397. Your character comes from a very primitive (Iron Age) planet, and is quite good with many melee weapon, (+3) however, your character is frightened by guns and takes a very heavy penalty (-3) to attemping to use them.
  398. Beastman (Positive)
  399. Your character is part of an attempt to create slaves. Your character resembles a mammal or a lizard (-3 to speech) and is bond to a master if given. There are three models which offer different bonuses: Thinker Slaves (+3 to science), Soldier Slaves (+3 to Melee and Unarmed) and Factory Slaves (+3 to engineering)
  400. Supersoldier (Positive)
  401. Your character is designed to be the perfect soldier. +3 to ranged weapons, but you have to roll a D20 to see if you come out mentally imbalanced. Below ten, pick one: Scizophrenia, Paranoia, OCD, Bloodlust or Horrific Urges.
  402. Psychic (Positive)
  403. You have the ability to do a certain "power" through your mind, be it bending elements, reading minds and seeing the future. Their power will steadily increase with age, ending at 30 with almost god-like power within their abilities. The character should be 8-25, and the player may choose any power. The GM should be mild with this power. Reading the future requires a roll and can be subjective, telekinesis has a cooldown of ten minutes, reading minds is vague and requires concentration and may drive you mad, etc.
  404. Axelian(Positive)
  405. You have genes from a certain dead civilization through an unknown method. You have a natural affinity with technology (+3 to engineering) but staying with a group of larger then ten for extended periods may cause them to fall into cults and start worshipping you and sacrificing humans to you, due to the Axelian genes within you.
  406. Schizophrenia (Negative)
  407. Your character is affected with a disorder that causes hallucinations. The GM may outright lie to you about certain enemies/locations/items and tell the other players the truth using messages under the table/private messaging online.
  408. OCD (Negative)
  409. You need to do certain rituals and patterns (Flick all the lights off, finish every drink, straighten everything) or you will incur a bonus of -3 to all rolls until the session is done.
  410. Horrific Urges (Negative)
  411. You occasionally need to do certain rituals and patterns (Rape someone to death, wrap someone in barbed wire then stab them to death or slit their throat then make nice little drawings in their flesh) or you will go insane and do these rituals and patterns to anyone nearby. You may roll to prevent going mad, but incur disadvantages every time you continue to ignore the urges, starting with the second time -1 and ending with -5. Period of time between urges decided by GM, with a minimum of a week.
  412. Argumentive (Negative)
  413. Your character is in a constant state of internal rage. He will go into rants about nothing, and get annoyed at other people. -3 to speech due to constantly shouting voice and random insults. Typical conversation ends in crying and screaming for the victim and the character, respectively.
  414. Conspiracy Theorist (Negative)
  415. Your character hates the government (and any sort of authority figure) with a passion, often saying (untrue) "facts" in their defense, such as how the President is poisoning the water with fluroide, and how they're hiding that there are say, aliens beneath the desert. Your character will never trust anyone in authortity and will have to roll if given a direct order to avoid disobeying. Below ten, he refuses. One, he actively sabotages it.
  416. Substance Addiction (Negative)
  417. Your character is addicted to a certain drug, such as Yang's Sunshine. They have an active dependance on it and are almost constantly craving it. When not on the drug, they are often very fidgety and restless, along with suffering from the withdrawal effects of the drug. -5 to activities when in withdrawal.
  418. Iron Liver (Positive)
  419. Your character goes beyond drunk. He drinks five shots of vodka for breakfast and 90% of his ingested food is beer. 5% is paint thinner. Per week, you must spend 300 credits on this week's beer or your character will suffer -3 to activities. When given beer, your character will gain +2 to speech and Unarmed but will be at a disadvantage of -3 for the rest.
  420. Alien (Positive)
  421. Your character is an extraterrestiral of some sort. You give an idea for a race and your GM gives advantages and disadvantages.
  422. Zombie (Positive)
  423. Your character was a failed attempt at ressurection. Your former identity has been erased and you have no skills, but can learn them easier then most. Roll for how well put together you were. Below ten means you are falling apart and may have to roll to stop parts of yourself from falling off, and get a -3 to speech from your horrific appearance.
  424. Axelian Robot Abductee (Positive)
  425. A spaceship filled with robots made by the Axelians abducted your character, took him apart and haphazardly replaced his internal organs and flesh with cybernetic technology. Your character gets a +3 to a skill of his choice, but must choose a mental disorder due to the trauma of his abduction.
  426. Shapeshifter (Positive)
  427. Your character has the ability to manipulate his own genetic code. He can change his appearance with a roll to see how much he resembles the person, and can change his form with a roll as well.
  428. Blood Lust (Negative)
  429. Your character has an extreme urge to draw blood at many times and it takes a very long time for them to calm down after they've begun combat with someone/something.
  430. Bounty Hunter (Positive/Negative)
  431. Your character is/was involved in taking wanted criminals, dead or alive. 2+ to all ranged weapons due to past experience, however, your character is despised by most criminal orginizations/gangs, and many of them will try and kill them on sight.
  432. Tribal (Positive)
  433. Your character comes from an extremely primitive, savage colony (in the loosest sense) on an inhospitable planet. +1 to using both bows, spears and swords and other primitive melee weapons. However, the character is extremely uncomfortable in "high-class" situations such as a cocktail party or a meeting, and takes a -5 to speech in those situations.
  434. Ex-Convict (Positive)
  435. Your character commited a serious crime in the past and served some hard time in the bighouse for what they did. From brawling and riots, your character is quite a skilled street fighter and gains 1+ for both the unarmed and melee weapon skills, and has a few.. connections with certain people. However, your character cannot legally own a gun, pilot and own a ship and certain engineering tools, a hacktool and an engi-PDA.
  436. Thief (Positive/Negative)
  437. Your character was/is a skilled burglar and pickpocket, and gains bonuses to actions that involve areas of their expertise (i.e Picking a lock, reaching into someone's pocket without them noticing, cracking a safe) The player must roll a 1d20. If below 10, the player's character was apprehended by law enforcement in the past and spent time in jail. They gain the ex-convict traitor without the bonuses or extra point.
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