UPDATE TABLE OF CONTENTS
- NEW TALENTS
- NEW FEATS
- NEW PRESTIGE CLASS: Drone Commander (not reposted in content update, click link to view)
- NEW PRESTIGE CLASS: Independent AI (not reposted in content update, click link to view)
- RULES REVAMP: Contacts
- RULES REVAMP: Knowledge Skills
- RULES REVAMP: Skills Trained Per Class
- RULES ADDITION: Profession Skill
- RULES ADDITION: Deception [Propaganda Campaign]
- RULES ADDITION: Learning Languages
- RULES ADDITION: Artificial Intelligence [Terran Soft AI] Manufacturers and Hit Points
- RULES REVAMP: Promotions
- RULES REVAMP: Alien Artifacts
- RULES UPDATE: Human (TAAF) Background Alterations
- RULES UPDATE: Human Background Contacts
- MINOR UPDATES
NEW TALENTS:
- Assault Training Talent Tree (Soldier, Elite Trooper, Officer (valid for Share Talent))
- Given the military realities of the galaxy, often small units of highly trained individuals can have a greater impact than massed troops. In order to ensure that they always have those sorts of individuals available, modern militaries select particularly talented soldiers to undergo additional training.
- Heavy Gunner: When using an autofire-only weapon, you may brace it using only one Swift action. Additionally, you may use your Strength modifier instead of your Dexterity modifier when making ranged attacks with weapons in the Heavy Weapons proficiency group.
- Prerequisites: Weapon Proficiency (Heavy Weapons)
- Grenadier: You may reroll any attack roll you make with a grenade, whether thrown or propelled by a grenade launcher. The range increments for all of your attacks with grenades also extend by two squares.
- Improved Heavy Gunner: Whenever you take the Full Attack action with an autofire-only weapon, that weapon is considered braced until the end of your turn.
- Prerequisites: Heavy Gunner
- Close Combat: Enemies you threaten provoke Attacks of Opportunity from you when making ranged attacks.
- Prerequisites: Martial Arts I
- Improved Autofire: When making autofire attacks, you may choose an area that is 1 square by 4 squares. Alternatively, you may choose to target an area that is 3 squares by 3 squares.
- Prerequisites: Weapon Proficiency (Heavy Weapons)
- Vanguard: Whenever an opponent makes a ranged attack against you in the Surprise Round, you may make an immediate attack against them as a reaction. This ability triggers only once per round, and only if you are not flat footed.
- Prerequisites: Point Blank Shot, Skill Focus (Initiative)
- Bionic Augmentation Talent Tree (Heroic Talents)
- Whether by design or accident, you found yourself in need of cybernetic replacement limbs. This talent tree helps you utilize them to their full potential.
- Special: Each talent a character has from this tree imposes a -2 cumulative penalty to their Magery checks, as it represents an abandonment of their natural form and a move towards the artificial.
- Augmented Strike: As a Swift action, you may add one die to your melee damage rolls until the end of the turn.
- Prerequistes: Cybernetic arm or arms
- Servo Assisted Leap: As a Swift action, you may add a bonus equal to your Heroic Level to your Jump checks.
- Prerequisites: Cybernetic leg or legs
- Targeting Optics: As a Swift action, you may add a +1 bonus to your ranged attack rolls and ignore the penalties for attacking at close range until the end of turn.
- Prerequisites: Any eye or it’s analog for your species as a cybernetic replacement. (CEC Nanoaugmentations of the Eye count (but not HUD))
- Concealed Weapon: Choose one weapon you own, that is made for creatures your size or smaller (so a human could choose a slugthrower pistol, since it is a medium weapon). That weapon is stored inside your cybernetic limb or body part. Thanks to mechanical assistance, you may draw this weapon as a Swift action (or a Free action if you have the Quick Draw feat) and you may re-roll any Stealth or Deception check to conceal this weapon, keeping the higher of the two results.
- Prerequisites: Any one cybernetic limb or body part
- Whether by design or accident, you found yourself in need of cybernetic replacement limbs. This talent tree helps you utilize them to their full potential.
- Creation Magic Tree (Magic Talents)
- Lasting Magic Item: Items you create with the Creation Spell last for a number of days equal to your character level before dissipating. Instead, you can choose to spend a Hero Point when creating the item to give it an indefinite (subject to GM fiat) duration.
- Prerequisites: Creation, Trained in Magery.
- Magic Crafter: Items you create via the Creation Spell gain one applicable benefit of your choice from the list associated with the Tech Specialist feat.
- Prerequisites: Creation, Trained in Magery
- Superior Magic Crafter: Items you create via the Creation Spell gain one applicable benefit of your choice from the list associated with the Superior Tech feat.
- Prerequisites: Magic Crafter, Creation, INT 17+
- Epic Talent Tree (Heroic Talents (level 21+ required))
- Quadruple Attack: Chose one weapon. Whenever you take the Full Attack action with the chosen weapon, you may make 3 additional attacks. These attacks and each attack you make until the start of your next turn, takes a -15 penalty as you’re sacrificing accuracy for speed.
- Prerequisites: Triple Attack with the chosen weapon.
- Inherent Power: Chose one Force Spell, Nanite Ability, Power, Spell you have in a suite. That Force Spell, Nanite Ability, Power, or Spell is now an inherent ability for you, and you may use it at-will. It is no longer expended when you use it.
- Prerequisites: Force Spell Training (Chosen Force Spell) OR NMS Training (Chosen Nanite Ability) OR Psionic Training (Chosen Power) OR Magery Training (Chosen Spell), Skill Focus (Force Control) OR Skill Focus (Nanite Control) OR Skill Focus (Psionics) OR Skill Focus (Magery)
- Special: This talent may be taken more than once. Each time it is taken, you must select a new thing.
- Attribute Increase: One of your attributes permanently increases by +2.
- Special: This talent may be taken more than once. Each time it is taken, you may choose to have it apply to the same attribute or to a different one. It’s effects stack.
- Epic Defense: Once per encounter as a reaction, you may force an opponent to reroll an attack or check that successfully targets one of your defenses. You must choose to use this ability before any damage is rolled or degree of success determined outside of the initial d20 roll.
- Nexus: Whenever you spend a Hero Point to effect an attack roll or check, if any one of the dice rolled comes up a 6, you immediately gain a Hero Point to replace the one you spent.
- Epic Cleave: Whenever you trigger your Cleave feat, you may move a distance up to your base speed before taking your next attack. You may not move more than your base speed in this way in a given turn.
- Prerequisites: Cleave, Great Cleave
- Instinctive Defense: You may use the Block and Deflect talents to defend yourself, even if you are not aware of the source of the attack. Additionally, whenever you are attacked while flat-footed, you may draw and ignite your lightsaber as a reaction.
- Prerequisites: Block, Deflect
- Epic Skill Focus: Choose a skill. Checks you make with that skill gain a +5 bonus. This bonus stacks with that from the Skill Focus feat.
- Prerequisites: Skill Focus in the chosen skill
- Special: You may select this talent multiple times, applying each selection to a different skill.
- Generic Psionic Talent
- Swift Manipulator: You may make a Deception check as a swift action (instead of a standard action) when attempting to feint in combat.
- Psion-Scholar: Whenever you take the Psionic Training feat, you may select one additional power, as though your Charisma score were two points higher. This bonus is retroactive, so you may select another power to add to your Power Suite for each time you have taken the Psionic Training Feat. In addition, when making Knowledge checks to recall knowledge about anything, you may re-roll the check if you are not satisfied. You must use the result of the re-roll, even if it is lower.
- Prerequisites: Psionics as a trained skill, at least one Knowledge as a trained skill
- Sense Psionically-Resonant Location: When you come within (10 x Your Heroic Level) kilometers of a location with a strong psychic presence, you get a vague impression of it’s direction and distance from you. You may receive a short vision or other knowledge of the site, at your GM’s discretion.
- Prerequisites: Psion-Scholar
- Transfer Self: In the quest for power, some psions have found it necessary to extend their lifespans unnaturally. One way of doing this is to transfer one’s self into another, ostensibly healthier body. The process of doing this is rather gruesome, as it effectively consumes one life to lengthen another. In order to use this power, you must spend a Hero point as a full round action and be within 5 squares of your intended target, who must be at the "helpless" stage on the condition track, willing, or otherwise unconscious. The target cannot be immune to Psionics. Make a Psionics check and compare it to your target’s Will Defense (including any bonuses versus Psionics). If you succeed, you take possession of the new body, forcing the original consciousness out. If your target is a cloned body or has been specially prepared for this procedure (such as through brainwashing or indoctrination) you automatically succeed on this check. You gain the physical attributes (Constitution, Dexterity and Strength) of the new body, but you retain all your mental attributes and skills. You also retain your original amount of hit points, modified by the differential between your old Constitution score and your new one. You gain no proficiencies or skills from the new body. Be aware that using this may have unforseen consequences on your sanity as elements of the old consciousness may rise up from time to time, or you may just become increasingly unhinged as you become increasingly more and more amoral.
- Prerequisites: Psion-Scholar, Heroic Level 15
- Psionic Thesis: When taking this talent, select a specific power. When using this spell, you gain one free Hero Point, which must be used to augment that use of the power, either through features of the spell itself or Psionic Techniques and Psionic Secrets. This ability does not let you exceed the limit of using only one Hero Point per turn. In addition, you gain one extra use of this power per encounter.
- Prerequisites: Psion-Scholar, Skill Focus (Psionics), Psionic Training
- Healer Talent Tree (Expert, Soldier, Combat Medic (incoming PRC), Medic)
- You have a knack for keeping people alive when they otherwise wouldn’t be.
- Medic: Whenever you make a Treat Injury check, you may re-roll that check. You must use the result of the re-roll, even if it is lower.
- Healing Knack: Whenever you make a Treat Injury or Magery check to administer first aid to another character, you may add one half of your heroic levels to the number of hit points that character recovers.
- Prerequisites: Treat Injury as a Trained Skill
- Improved Vital Transfer: When using the Vital Transfer spell on another character, you are considered to have spent a Hero Point to avoid taking damage yourself.
- Prerequisites: Magery as a trained skill, Lay on Hands
- Battlefield Medic: You may take 10 on Treat Injury or Magery checks to heal characters or use the Vital Transfer spell, even when you are in danger or under stressful conditions.
- Prerequisites: Medic
- Improved Healing: Whenever you make a successful Treat Injury or Magery check (including using the Vital Transfer spell) to move yourself or an ally up the condition chart, that character moves an extra step. This healing may not put that character above the first level of the condition chart. In addition, if you fail the character you are attempting to heal does not lose any additional hit points or move down the condition chart as a result.
- Prerequisites: Healing Knack
- Infiltrator Talent Tree (Scout, Elite Trooper)
- You have been trained to go places no one else can, and get back out without being seen.
- Sudden Strike: If you successfully attack an opponent who is flatfooted, your attack deals an extra die of damage.
- Prerequisites: Stealth as a trained skill, Uncanny Hide
- Improved Sudden Strike: If you successfully attack an opponent who is flat-footed, you deal an extra die of damage. Additionally, when making attacks against flat-footed opponents you score a critical hit on a natural roll of 19 or 20. This bonus damage stacks with that of Sudden Strike. If you would not hit your opponent on a 19, this ability does not allow you to hit them.
- Prerequisites: Stealth as a trained skill, Sudden Strike, Uncanny Hide
- Stealth Mastery: You may take 10 on Stealth checks, even when under stressful situations, but not when under attack.
- Prerequisite: Skill Focus (Stealth)
- Uncanny Hide: Whenever you are unaware of your foes at the beginning of an encounter, during the surprise round, you may as a reaction make a Stealth check to avoid being noticed, even though you would not normally get an action. This action does not work if you are being directly observed.
- Prerequisite: Stealth as a trained skill
- Improvised Tools: When using the Disable Device or Handle Explosives aspects of the Mechanics skill, you take no penalty for not using the proper gear.
- Prerequisites: Mechanics as a trained skill
- Concealed Arsenal: Whenever you make a Deception or Stealth check to conceal an item or weapon on your person, you may reroll that check, keeping the higher result.
- Investigator Talent Tree (Scout, Bounty Hunter, Enforcer)
- Whether self-taught or highly trained, you have learned to ferret out the truth in the most unlikely of places.
- Perceptive: You may make a Perception check instead of an Initiative check. Initiative is considered to be a trained skill for you. Any ability that would give you bonuses, or allow you to re-roll or take 10 on initiative checks gives you the same advantages on Perception checks for this purpose.
- Prerequisites: Perception as a trained skill
- Empathy: You may make Perception check instead of Gather Information checks. Gather Information is considered to be a trained skill for you. In addition, any ability that provides bonuses or allows for re-rolls or taking 10 on Gathering Information checks also gives these advantages on Perception checks for this purpose.
- Prerequisites: Perception as a trained skill
- Intuition: Once per day, you may have the Game Master make a Perception check for you as a Full Round Action that doesn’t provoke attacks of opportunity. You should specify a person, place or object associated with your current investigation or adventure. Based on the result of this check, your storyteller will give you a certain amount of information about the subject of your hunch.
- Roll Total:
- 14 or lower – Vaguely misleading information. Ex: Right person, but wrong crime.
- 15 – Vague information, but accurate. Ex: This person can be found in this part of town.
- 25 – More specific information, nothing solid. Ex: This person is a member of a local crime syndicate, and they hang out on the south side of town.
- 35 – Specific information. Ex: An individual’s exact whereabouts. Who is importing weapons.
- 45+ – Extremely specific information. Ex: A complete profile of the person, from how they dress to what they eat, where they live and who they hang out with.
- Prerequisites: Perceptive or Empathy
- Roll Total:
- Investigative Procedure: You can take 10 on Gather Information and Perception rolls, even when you are under attack or in otherwise highly stressful situations.
- Prerequisites: Perceptive or Empathy
- Rocket Jumper Talent Tree [Additions] (Soldier, Adding to Elite Trooper)
- Elevated Attack: On any turn you use a Swift action to activate your Jetpack, you gain a +5 bonus to your attack rolls with ranged weapons. Activating a jet pack as a free action via Jet Pack Training does not grant you the bonus.
- Prerequisites: Pilot as a trained skill
- Sudden Launch: As a reaction, you may expend one activation of your Jetpack to make a Pilot check, opposed by your opponent’s attack roll, to negate an incoming attack. This ability can be used once a turn and only effect ranged attacks.
- Prerequisites: Pilot as a trained skill, Evasion
- Elevated Attack: On any turn you use a Swift action to activate your Jetpack, you gain a +5 bonus to your attack rolls with ranged weapons. Activating a jet pack as a free action via Jet Pack Training does not grant you the bonus.
- Lineage Talent Tree (Moving from Expert to Heroic)
- CHANGE: This talent tree has now been moved to the Heroic talent tree, opening it up to all heroic characters.
- CHANGE: Wealth has been modified slightly. Corporate Agent and Expert now provide 5,000 credits per level, all other classes provide 2,500 credits per level.
- Five Star Service: You are known around the world as a connoisseur of the high life. You have a standing account with the foremost hotels, casinos, airlines, and other travel accommodations. You are never refused at the door of these establishments, and may use their services without spending any credits. When gambling or shopping, your credit is equal to 50,000 credits, plus or minus 5,000 times your Charisma modifier. You may attempt to increase this credit limit by making an opposed Deception check against the establishment’s financial director (a casino’s floor manager, a hotel’s general manager, etc.). Every point your roll beats the director’s roll by increases your credit limit by 5,000 credits. A natural 20 increases your limit by 50,000 credits. Be careful, however — a natural 1 cuts your standard credit limit in half. You are still responsible for repaying any money you spend on credit — this talent merely establishes your practical ceiling at each establishment.
Also, should you visit areas where five-star accommodations are unavailable, your deportment grants you an opposed Deception or Persuasion check (depending on the approach you prefer) against the person in charge of the finest rooms, clubs, and travel arrangements available to convince them to allow you to stay, fly, or gamble with their services as described above. Credit limits at lesser establishments begin at 5,000 credits per star, plus 500 times your Charisma modifier (e.g. success with your Deception or Persuasion check at a two-star casino would earn you a starting credit limit of 11,000 credits if you have a Charisma modifier of +2). Credit increases are gained in 500 credit increments, and a natural 20 increases your limit by 2,000 credits per star.- Prerequisites: Wealth
- Personal Staff: You have a small network of servants, assistants, and aides you may call upon in non-combat situations. You gain a number of non-combatant minions (butlers, secretaries, cooks, drivers, etc) equal to your Charisma modifier +2. You may fire and replace them, and they are considered to be helpful to their employer.
- Prerequisites: Wealth
- Magic Scholar Talent Tree (Magic talents)
- Mage-Scholar: Whenever you take the Magery Training feat, you may select one additional spell, as though your Wisdom score were two points higher. This bonus is retroactive, so you may select another spell to add to your Spell Suite for each time you have taken the Magery Training Feat. In addition, when making Knowledge [Arcana] or Knowledge [Galactic Lore] checks to recall knowledge about anything related to magic, you may re-roll the check if you are not satisfied. You must use the result of the re-roll, even if it is lower.
- Prerequisites: Mage Talent, Knowledge [Arcana] or Knowledge [Galactic Lore] as a trained skill
- Sense Magic Location: When you come within (10 x Your Heroic Level) kilometers of a location with a strong magical presence, you get a vague impression of it’s direction and distance from you. You may receive a short vision or other knowledge of the site, at your GM’s discretion.
- Prerequisites: Mage-Scholar
- Magic Thesis: When taking this talent, select a specific spell. When using this spell, you gain one free Hero Point, which must be used to augment that use of the spell, either through features of the spell itself or Mage Techniques and Mage Secrets. This ability does not let you exceed the limit of using only one Hero Point per turn. In addition, you gain one extra use of this spell per encounter.
- Prerequisites: Mage-Scholar, Skill Focus (Magery), Magery Training
- Mage-Scholar: Whenever you take the Magery Training feat, you may select one additional spell, as though your Wisdom score were two points higher. This bonus is retroactive, so you may select another spell to add to your Spell Suite for each time you have taken the Magery Training Feat. In addition, when making Knowledge [Arcana] or Knowledge [Galactic Lore] checks to recall knowledge about anything related to magic, you may re-roll the check if you are not satisfied. You must use the result of the re-roll, even if it is lower.
- Outlaw Tech Talent Tree [ADDITION] (and adding the Outlaw Tech talent tree to Expert)
- Mastercraft: Chose on of the following types of items: Ranged Weapons, Melee Weapons, Armor, Non-Starship Vehicles, Computers/Electronic Devices or Medical Equipment. When constructing items of the chosen type, you may choose to make a Mastercraft Item. Mastercraft Items provide a +1 Craftsmanship bonus to any rolls or scores that they effect or are used in. For example, a Mastercraft Medkit provides a bonus to Treat Injury checks when it is utilized, a Mastercraft Vibrosword provides it’s wielder with a bonus to his attack and damage rolls, and Mastercraft Armor has an increased bonus to Reflex Defense and Damage Reduction. In addition, each Mastercraft item gains a bonus Upgrade Slot that may be used to further improve upon the item.
- Prerequisites: Mechanics as a trained skill.
- Special: This Talent may be selected multiple times. Each new selection may be applied to a different type of item, or reapplied to the same item type. Multiple Mastercraft talents associated with the same type of item stack, allowing for greater Craftsmanship bonuses (+2 for twice, +3 for the third time, etc.) and creating items with an extra upgrade slot for each time selected.
- Mastercraft: Chose on of the following types of items: Ranged Weapons, Melee Weapons, Armor, Non-Starship Vehicles, Computers/Electronic Devices or Medical Equipment. When constructing items of the chosen type, you may choose to make a Mastercraft Item. Mastercraft Items provide a +1 Craftsmanship bonus to any rolls or scores that they effect or are used in. For example, a Mastercraft Medkit provides a bonus to Treat Injury checks when it is utilized, a Mastercraft Vibrosword provides it’s wielder with a bonus to his attack and damage rolls, and Mastercraft Armor has an increased bonus to Reflex Defense and Damage Reduction. In addition, each Mastercraft item gains a bonus Upgrade Slot that may be used to further improve upon the item.
- Shamanism Magic Tree [ADDITION]
- Planetary Attunment [CHANGE]: This talent now automatically provides its bonus when you are on your homeworld, no hero point expenditure is required.
- Ride With The Spirits: You may make Magery checks instead of Ride checks. You are considered trained in the Ride skill. Any effect that would give you bonuses or allow re-rolls on Ride checks also allows you to make those re-rolls on Magery checks for this purpose. In addition, you gain a +2 bonus on any Ride checks made in this manner when you are mounted on a beast you have Charmed.
- Prerequisites: Charm Beast
- Sniper Talent Tree (Soldier, Gunslinger, Assassin, Elite Trooper, Sniper (incoming PRC))
- Through a combination of natural ability and rigorous training, you have mastered the art of killing with a single shot from hiding.
- Clean Shot: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, you deal an extra die of damage on that attack.
- Prerequisites: Deadeye, any one other talent from this tree.
- Deadly Shot: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, your next attack is considered a Critical Strike if you roll a natural 19 or 20 on the attack roll.
- Prerequisites: Careful Aim, Greater Careful Aim, Weapon Focus [Rifle or Rifle-like exotic weapon]
- Greater Careful Aim: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, you gain an extra +1 bonus on that attack roll.
- Prerequisites: Careful Aim, Weapon Focus [Rifle or rifle-like exotic weapon]
- Opportunist: Whenever you ready a Standard action to make an attack with your Rifle or rifle-like exotic weapon, you are considered to have used the Aim action in conjunction with that attack, even if you have already used all your other actions for the turn.
- Prerequisites: Careful Shot, Adjust Aim
- Hidden Assailant: Whenever you use the Snipe aspect of the Stealth skill, the penalty to your Stealth check following your attack is reduced by 5.
- Prerequisites: Stealth as a trained skill
- Special: You may take this talent twice. The second time reduces the penalty by an additional 5 points, eliminating it.
- Weapon Mastery Talent Tree (Heroic Talents)
- Adaptable Mastery: By familiarizing yourself with a new weapon, you may benefit from your previous training with another weapon. To use this ability, you must spend at least an hour training with the new weapon. At the end of this period, you may choose any number of feats and talents you have that directly apply to the use of one weapon you are proficient with. Those feats and talents now apply to the use of the weapon you trained with (and all weapons that share a proficiency group with that weapon) and no longer apply to the old weapon. This effect lasts until you spend an hour to train with another weapon. Alternatively, you may decide to have your feats and talents return to their original configuration (before the original application of this talent) when you wake up on a given morning, no matter how they were applied previously. Training with a ranged weapon consumes ammunition at the GM’s discretion.
- Prerequisite: Tools of the Trade
- Tools of the Trade: Once per day as a Swift action, you may choose to transform your talent for wielding one weapon into skill with another. You may apply any feats or talents you have regarding one specific weapon (such as Weapon Focus, Double Attack, Multi-Attack Proficiency, etc) to another weapon of the same general type (Ranged or Melee) until the end of the current encounter. You must be proficient with the chosen weapon for this ability to work. For example, a character with Devastating Attack (Rifles), Double Attack (Rifles) and Weapon Specialization (Rifles) could transfer those feats to a Pistol or Heavy Weapon (making them Devastating Attack (Pistols) or Double Attack (Heavy Weapons) until the end of the encounter, assuming she was proficient in the use of those weapons.
- Special: This talent may be taken more than once. Each time it is taken, you may use this ability one additional time each day.
- Adaptable Mastery: By familiarizing yourself with a new weapon, you may benefit from your previous training with another weapon. To use this ability, you must spend at least an hour training with the new weapon. At the end of this period, you may choose any number of feats and talents you have that directly apply to the use of one weapon you are proficient with. Those feats and talents now apply to the use of the weapon you trained with (and all weapons that share a proficiency group with that weapon) and no longer apply to the old weapon. This effect lasts until you spend an hour to train with another weapon. Alternatively, you may decide to have your feats and talents return to their original configuration (before the original application of this talent) when you wake up on a given morning, no matter how they were applied previously. Training with a ranged weapon consumes ammunition at the GM’s discretion.
NEW FEATS
ACADEMIC CONTACTS
You have many credentials and friends in the academic world.
Prerequisites: Intelligence 13+, Scholarly.
Benefit: Once per session, you may re-roll one failed Knowledge skill check. Additionally, you have a 1-point discount on all current and future Academic-type contacts.
AQUATIC TRAINING
You’re trained to maneuver and fight in and around deep water.
Prerequisites: Survival trained skill, Swim trained skill
Benefit: You receive a +2 competence bonus to Perception and Survival checks made while you are in large bodies of water or coastal terrain. In addition, if you plan an ambush while in coastal, lakeshore, or riverbank terrain, your opponents’ Perception DCs to notice you during the surprise round are increased by 2.
CARD SHARK
You dabbled with competitive gambling for many years.
Benefit: You receive a +3 to any roll you make as part of a competitive gambling game, and are considered to be fully versed in the intricacies of all major competitive casino games. When you spend a Hero Point to boost any roll made as part of a competitive casino game, you roll one more die than you normally would.
EXPERIENCED LINGUIST
The character has a knack for learning languages, be they from races still alive or a million years dead.
Prerequisite: Intelligence 17+, Linguist
Benefit: Researching a language for one full day gives the character a basic linguistic knowledge of that language. The character may only possess basic linguistic knowledge of a number of languages equal to his Intelligence bonus at any one time.
As long as the character has basic linguistic knowledge of a language, he may attempt to comprehend and even communicate in that language. A character requires written examples of the language to decipher it and audio examples of the language to understand the spoken word. Whilst reading and listening to a language are challenges, speaking or writing an unknown language is much harder. To speak or write a language, the character must make an Intelligence check – the DCs are given in the table below.
The knowledge of a language only lasts for a limited time (a number of days equal to the character’s Intelligence bonus after the character stops studying). How long it takes to understand the basic linguistics of a culture is up to the Games Master but will usually take at least a few days worth of intense study.
Phrase Complexity |
Example Phrase |
Comprehend DC |
Communicate DC |
Easy |
My friend is hurt. |
5 |
10 |
Moderate |
Get me to my ship, over the next ridge. |
10 |
15 |
Hard |
Our ship is in orbit above your world and our doctor can heal your tribespeople. |
15+ |
20+ |
EPOXY SPITTER [SPECIES]
All Proximans can produce an organic, fast-setting epoxy for…ahem…reasons of biological importance. Either through a slight mutation in your genome or training, you can produce it at a large enough volume rapidly enough to be of use for other reasons.
Prerequisites: Proximan, CON 14+
Benefits: As a standard action, you can spit forth a glob of fast-setting epoxy into an adjacent square. While this can’t be used in an offensive manner (it doesn’t set fast enough to glue someone to the floor), it could be used for any number of uses, such as gluing objects together temporarily and sealing small hull breaches. More notably, it can be used as a temporary biological seal on a Proximan’s body. A Proximan who is currently in danger of exploding due to condition track movement (see ‘Ammonia Based’ in their species stats) can have this condition suppressed for 8 hours through the use of this feat.
HOME TURF
You know one neighborhood like the back of your hand.
Prerequisites: Character level 6+, Safe House OR a purchased lifestyle OR a rented lifestyle
Benefit: You may declare one of your safe houses, your purchased lifestyle, or your rented lifestyle, to be located on your home turf. You’re intimately familiar with this area, which is composed of 25 square blocks around your safe house in a city or a 20-kilometer radius around your safe house in a rural area.
While in your home turf, you gain a +4 familiarity bonus with all Gather Information, Perception, Pilot, Stealth, and Survival skill checks.
HOMETOWN HERO
You’re well-known and respected on your home turf, and the locals actively look out for you.
Prerequisites: Character level 9+, Persuasion trained skill, Home Turf.
Benefit: Gather Information checks made by others on your home turf that target you or your team suffer a circumstance penalty equal to 1/2 character level, even when you aren’t present on your home turf at the time. Whenever such an attempt is made, you’re informed of it within 2d10 minutes (via phone call, net message, gang signs, signal flares, or another pre-set method of communication), so long as you’re currently available for public contact.
Further, all residents of your home turf are considered to have a disposition toward you of ally unless you do something to change their opinion of you.
HUMILIATE
Your sharp wit and ruthless tongue can cow even the most headstrong opponent.
Prerequisites: Persuasion trained skill, Undermine.
Benefit: When you use your Undermine feat, you require only one standard action. Further, when you use your Undermine feat, your target refuses to directly oppose or attack you for one round, plus a number of rounds equal to your Charisma modifier (minimum 1).
Normal: Undermining an opponent requires one full round action.
LITTLE BLACK BOOK
You make friends easily — sometimes too easily.
Prerequisites: Charisma 13+, Silver Tongue.
Benefit: You gain a +2 competence bonus with all skill checks made as part of seduction attempts in romantic situations. Finally, you pay one less contact point to acquire any contact with whom you have enjoyed romantic interaction, minimum 1.
LUXURY SAFE HOUSE
An man’s home is his castle, and you’re never far from home.
Prerequisites: Character level 6+, Five Star Service, Safe House.
Benefit: Once per job/mission/adventure, you may declare one of your safe houses to be a luxury estate with up to 20 square kilometers of grounds (assuming the local area permits). While at this safe house, you gain the benefits of the Personal Staff feat and access to 10,00 credits worth of trendy and designer clothes. The estate includes six opulent guest bedrooms (in addition to your own quarters), a three-car garage, 300 man-days’ worth of gourmet food, an Olympic-size swimming pool, and entertainment facilities tailored to your personal decadent tastes.
While in your estate or on its grounds, you gain a +4 circumstance bonus with all Persuasion checks, presence checks, and seduction attempts, due to the prestige associated with mastery of such an impressive estate. At any time, you may designate up to a number of visitors equal to your Charisma modifier +1 as your ‘honored guests’. These persons receive a +2 circumstance bonus with the checks listed in this paragraph.
MARK
You can size someone up with a glance.
Prerequisites: Wis 13+.
Benefit: As a free action, you may target an NPC with this feat, ‘sizing him up.’ Name three skills. The GM must tell you which of those skills the target has the highest bonus with (i.e. which of those skills the target has the highest combined skill rank and ability modifier with), and which of the skills the target has the lowest bonus with. This feat does not confer the target’s actual skill training or ability bonuses — only their relative strength to each other. You may use this ability a number of times equal to your Wisdom modifier (though you may only use it once per round), and you may use it on the same person more than once.
PLAY THE ODDS
You are a cold and calculating gambler, able to study the odds and formulate strategies for victory that make bookies shudder.
Benefit: You receive a +3 to your roll for any house game. If the game is completely new to you, you need only play a single round to get the feel of it (play without penalties). Additionally, you roll two dice when spending a Hero Point to influence the outcome of house games.
SAFE HOUSE
Whether it’s an old family estate or just a rented flat, there’s always a roof over your head—usually one not far from the action.
Benefit: Using the Housing rules, generate a lifestyle of your choice (no more than 10 points), and pay three times that cost to maintain it. Once per session while you are in a major city, you may make use of a private safe house you own at the chosen lifestyle levels.
Special: You only need to obtain this feat once per planet and you are considered to have a place to crash in every major city on that planet. You may make up the locations and details of these safe houses as the game progresses, though the GM may overrule you at any time, describing a safe house as he wishes. Whether or not this feat covers major orbital installations around a planet depends on the economic status of those installations. Safe House [Earth], for example, might give you a suite in a space station orbiting earth, but it would not give you a suite on Luna.
SCHOLARLY
You have delved into a number of esoteric subjects in your spare time.
Prerequisites: Any one trained Knowledge skill
Benefit: You gain a +2 bonus to Knowledge skill checks and can make them untrained. In addition, you automatically succeed on any Knowledge skill check you roll if you roll a natural 19 or 20, gaining up to the knowledge that a total result of 20 would have gotten you.
THE PEN IS MIGHTIER
Your written words have as much impact as your personal presence.
Prerequisites: Intelligence 13+, Wisdom 11+.
Benefit: You may make a Persuasion check by sending a target NPC a written communication of at least one page (300 words), applying the sum of your Intelligence, Wisdom, and Charisma modifiers to the Persuasion check result. Unless you are a native speaker of the language in which the communication is drafted, you suffer a –8 circumstance penalty with this disposition check.
TUNNEL RAT
You know where you are when underground and where things are on the surface relative to your position.
Prerequisites: Human from Luna, or must have spent at least six months on Luna
Benefit: You have developed an almost instinctive sense of where the tunnels on Luna lead, what is above them and how to best navigate them. When underground, you can make a Survival skill check (DC 15) to locate yourself relative to any three specific surface features on Luna. You also gain a +1 circumstance bonus to Reflex Defense when underground or in cluttered, tunnel-like surroundings, as your training allows you to use cover and the environment to best defensive effect.
UNDERMINE
You excel at playing with people’s insecurities.
Prerequisites: Cha 13+, Deception trained skill, Perception trained skill
Benefit: You may use cunning suggestions to undermine another character’s resolve. After speaking to him for a full round you may make a Deception check opposed by the target’s Perception. If you succeed, a seed of doubt has been planted in the target and he suffers a –1 penalty to his skill checks and a –4 penalty to his initiative for a number of rounds equal to twice your Charisma modifier.
Special: You must be able to understand and be understood by the target before you can undermine them. Any single character can only be undermined once per session.
RULES REVAMP: Contacts
For a while now, the Contacts system has just given you contacts that you got from your background and they’ve sat there and done…nothing. Maybe you’d get a message from them every now and then. So I went and cannibalized some rules from Spycraft, rewrote them, threw them into a metaphorical crock pot, and let them cook for about a month. So brace yourselves, clench your sphincters, and get your typing hands ready, because this revamp is a bit extensive but it actually makes contacts useful for more than just ‘fluff.’
Over the course of their career, any good character builds up a network of personal contacts independent of their work connections. Even if they operates solely through cut-outs and intermediaries, each task puts them in communication with individuals who may become valuable assets during later tasks. It’s up to the character, however, to put forth the effort to maintain these connections after the initial encounters.
In game terms, any NPC whose disposition toward the character is friendly or better at the end of a job or mission, and who contributes to the success of the job or mission in some meaningful way, becomes a potential long-term contact. Specific examples include:
- A specialist whose services are acquired through a favor check.
- An expert whom the character contacts through his own research.
- An NPC whom the character successfully seduces (or who seduces the character).
An NPC who is directly tied to one of the character’s story feats cannot become a potential contact until that story feat is resolved.
CONTACT POINTS
Each time a character levels up, they gain one or more contact points. The amount of contact points a character gains per level is determined by consulting the table below. The minimum amount of contact points a character can gain per level is 1, no matter how horribly abrasive, irritating, and offensive you may be, it is sentient lifes’ tendency to form connections with people. A character that starts higher than level 1 receives the normal contact points they would have received for levelling from 1 to their starting level. Increases to Charisma DO NOT retroactively grant additional contact points.
Criteria |
Contact Points |
Charisma Modifier |
+CHA Modifier |
Trained in skills: Knowledge [Social Sciences], Persuasion |
+1/Skill |
Feats: Famous, Fan Service, Fascinating Information, Gorgeous, Jet Setter, Silver Tongue, Skill Focus (Persuasion), Superstar, The Look |
+1/Feat |
Any talent from the Influence, Inspiration, Leadership, or Lineage talent trees |
+1/Talent |
Influential Friends talent (Lineage tree, this stacks with the line above) |
+1 |
Powerful Friends talent (Lineage tree, this stacks with the two above lines) |
+1 |
Charming trait |
+1 |
Acquiring a Contact
To acquire an NPC as a long-term contact, the character must spend one or more contact points to establish the relationship. This must occur the first time the character gains a level after their initial meeting of the potential contact. The number of contact points that must be invested depends on the contact’s capabilities and the depth of the connection the character wishes to establish, is shown on table below. For deeper relationships, the NPC’s disposition toward the character must meet a certain minimum level at the end of the job or mission during which the character first encounters them (as shown in the table).
When a character acquires a new contact, they must define the contact’s type from the Contact Types list (see the Contact Types section, below).
Characters may earn contacts as part of their backstory rolls. These contacts are treated as 3-cost contacts that start at Level 2, though they can be improved to Level 3 by expending 1 contact point. Their Influence is determined when they are earned in the backstory, see the backstory section.
Contact Details |
Cost |
Minimum Disposition |
Contact is a… |
|
|
…specialist or other "one trick pony" (Nonheroic) |
1 |
|
…expert or other capable but lesser NPC (Mixed Nonheroic/Heroic) |
2 |
|
…special NPC (Fully Heroic) or backstory NPC (heroic status up to GM) |
3 |
|
Desired relationship involves… |
|
|
…information sharing (Level 1) |
+0 |
Friendly |
…exchange of favors (Level 2) |
+1 |
Helpful |
…field assistance (Level 3) |
+2 |
Ally |
Contact influence rating is… (Choose One, this cannot be changed after contact is chosen without GM approval) |
|
|
…Level 0 – Virtually no social influence; useful only for their Knowledge skills. |
+0 |
|
…Level 1 – Has one or two friends with some connections, or has some minor social influence |
+1 |
|
…Level 2 – Has a few friends, but not a lot of social influence. |
+2 |
|
…Level 3 – Knows several people in a neighborhood; a borough mayor or a gang leader. |
+3 |
|
…Level 4 – Knows several people and has a moderate degree of social influence; a city councilman or a low-level executive it a small-to-medium corporation. |
+4 |
|
…Level 5 – Known and connected across his state; a city/sprawl mayor or governor, notable fixer, or a mid-level executive in a medium-sized corporation. |
+5 |
|
…Level 6 – Knows a lot of people over a large area, and has considerable social influence; often holds a leadership position in a national corporation. |
+6 |
|
…Level 7 – Well-connected across a multi-state region; an executive in a state government or a national corporation. |
+7 |
|
…Level 8 – Well-connected on his own continent or colony, with considerable social influence; a mid-level executive in a small national government or multinational corporation. |
+8 |
|
…Level 9 – Well-connected worldwide, with significant social influence; a senior official in a small national government or senior executive in a multinational corporation; a low-level executive in a multiplanetary corporation. |
+9 |
|
…Level 10 – Extremely well-connected worldwide, with significant social influence; mid-level executive position in a major national government or multiplanetary corporation. |
+10 |
|
…Level 11 – Interplanetary power-player with extensive social influence; holds a key executive position in a major national government or multiplanetary corporation. |
+11 |
|
Miscellaneous |
|
|
Add an additional Type to the contact beyond the first (subject to GM approval, cannot be added after initial contact creation barring GM approval) |
+1 |
|
Benefits of Contacts
The benefits provided by a contact depend on the depth of the relationship, as follows.
Level 1 Contacts
A level 1 contact is someone with whom the character maintains regular communication, but whose ability or willingness to help the character is limited to consultation and research in his field of expertise. A level 1 contact never provides material assistance, only information. Once per session, a character may get in touch with a level 1 contact and request information that could be gained using any Knowledge skill in which the contact is trained (though hearing back from the contact may well take until the next session). The GM makes a skill check for the contact to determine whether the contact has the answers that the character needs. The skill check functions as if made by a character of a level 1/2 that of the character (assuming the contact does not have an established character level). Using a contact in this manner has no cost.
Level 2 Contacts
A level 2 contact is willing to go beyond simple information, and is capable of exercising some of their own influence on behalf of their friend, the character. They won’t place themselves in any personal danger on the character’s behalf. Once per session, the character may get in touch with a level 2 contact and request a service from them specific to the type of contact chosen (though delivering on that might take until the next session). A level 2 contact may also be used as a level 1 contact, but this counts as the character’s use of that contact for the session, rendering them unavailable for activation for the duration of the session.
At level 2, a contact can also be viewed as an old friend, or an on/off romance.
Level 3 Contacts
A level 3 contact is a close comrade who stands by the character even at great personal risk. With a little luck, a level 3 contact can even be persuaded to take the field at the character’s side.
During a session, the character may spend 1 hero point to attempt to activate a level 3 contact. He then makes a Persuasion skill check (DC 10 + the contact’s challenge level). With success, his contact is willing to provide personal assistance for the duration of the session. The contact joins the character’s team at the earliest possible opportunity and renders whatever assistance he can. They remain under the GM’s control, but all involved parties should keep in mind the relationship between the contact and the character when portraying interactions.
When a character declares their intent to activate a level 3 contact, but before they make the Persuasion skill check, the GM declare that the contact is unavailable for this serial. If this is the case, then the character’s hero point is refunded.
An character may maintain a maximum number of level 3 contacts at any time equal to his Charisma modifier + 1 (minimum 1), and may never activate more than one over the course of any single session. Close relatives do not count against this limit.
A level 3 contact may also be used as a level 1 or level 2 contact if they have not yet been activated, but this counts as the character’s use of that contact for the session, rendering him unavailable for activation for the duration of the session.
A level 3 contact can also be viewed as a best buddy, an active romance, or a close family member.
Contact Types
All contacts have at least one Type, which determines what that contact is capable of doing for the character.
Academic
- Level 1 (Knowledge Skill): Knowledge [Choose Any Two]
- Level 2 (Favor): A level 2 academic contact can do research on your behalf as a favor. This takes 1d6+1 days, but allows the contact to make a Knowledge check on your behalf with an additional +5 bonus, plus their influence rating. This can be made for skills beyond the two chosen for their Level 1 contact ability, however only the skills chosen in the level 1 ability receives the standard +5 bonus for being trained. The contact cannot be used for anything else while this favor is being undertaken. If you are level 11 or higher, the contact gains an additional +5 bonus to their Knowledge check for this as if the contact had Skill Focus in that Knowledge skill.
- Level 3 (Class Levels): Expert
- Examples: Librarian, Philosopher, Professor, Non-Technical Researcher, Teacher, Theologian
Blue Collar
- Level 1 (Knowledge Skill): Knowledge [Choose Two: Culture [Contact’s Species], Culture [Any Species], History [Contact’s Species], History [Any Species], Technology]
- Level 2 (Favor): A Blue Collar contact’s Favor varies wildly with their line of work. The GM will determine it each time you pick a Blue Collar contact, regardless of the level.
- Level 3 (Class Levels): Expert
- Examples: Assembly Line Worker, Construction Worker, Longshoreman, Maintenance Technician, Warehouse Worker
Business (Minimum Influence Level: 1)
- Level 1 (Knowledge Skill): Knowledge [Business]
- Level 2 (Favor): Rather than providing an active favor, a Business contact of level 2 or higher provides you with a discount on all products and services that they sell, or that their business sells. The discount is a percentage equal to 3x their influence level.
- Level 3 (Class Levels): Expert, Corporate Agent
- Examples: Arms Dealer, Business Owner, Corporate Manager
Computer
- Level 1 (Knowledge Skill): Knowledge [Technology]
- Level 2 (Favor): The contact can improve the defenses of one of your electronic items. This improves the defense barrier of that item by a number of steps equal to their Influence level + 1. This increase in defense barrier quality lasts for a number of sessions equal to one-half your character level.
- Level 3 (Class Levels): Expert, Scoundrel, Dedicated Technician, Superhacker
- Examples: Computer Professional, Hacker, Script Kiddie
Criminal (Minimum Influence Level: 1) [ADDON-ONLY – this cannot be the contact’s only type]
- Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Business, Civics, Culture [Contact’s Species] Social Sciences, or Tactics]
- Level 2 (Favor): Rather than providing a favor unique to the criminal type, the criminal type instead adds new, illegal, favor uses to other contact types.
- Business: A criminal business contact can provide you with inside information that you can use to try and turn a profit. Roll a Wisdom check and add the contacts Influence level to it. If you beat a DC 15, you gain 100 x Check Result in credits. If your check is between 10 and 14, you net no money. If your check is less than 10, you lose 100 x Check Result in credits and have a 50% chance of getting caught by financial regulators.
- Computer: The contact provides you with a single-use, pre-packaged Hack Action of your choice. The Hackcraft bonus for this Hack Action is equal to 1/2 your character level + 5. If you are level 3 or higher, add another +5 to the check (as if they had Skill Focus). For every 4 levels after level 3, add another +4 bonus to the check (as if the contact had used Hack Boost), up to a maximum additional amount of times equal to the contact’s Influence level – this represents being able to pull strings and be informed of backdoors as much as it represents the contact’s actual skill. You can only have one of these pre-packaged Hack Actions at a time for each Criminal Computer contact you have.
- Entertainment: A criminal entertainment contact can obtain illegal services and goods for you, and weapons up to restricted availability. The contact makes a Gather Information check as if they were trained in that skill, using the DCs for Black Markets where the contact is located. The contact adds their Influence level to this check. You must provide the credits to purchase the services, goods, or weapons.
- Exotic: Consult the GM, determined on a case-by-case basis.
- Government: A Criminal Government contact can obtain you a fake license for a single piece of gear. The Knowledge [Bureaucracy] DC to spot the fake license is equal to 10 + 1/2 Character Level + Influence Level.
- Journalist: A criminal journalist contact isn’t necessarily a ‘criminal,’ but they don’t pay attention to journalistic ethics and defamation law. The contact makes a Deception check as if trained in the skill, adding their Influence level to the check. This check functions as the Influence Crowd use of the Persuasion skill, though the DCs are 5 higher to represent manipulating a larger group of people. Additionally, the time it takes to use this is longer than 5 minutes, it is dependent on the method the journalist is using to spread the message you want them to spread. While a criminal contact can be both a Journalist and Media, the criminal favors each of those offer are identical.
- Law Enforcement: A criminal law enforcement contact can attempt to falsify evidence to get you off the hook for a crime. The contact makes a Deception check as if they were trained in the skill. This is countered by a Perception check by anyone who views the evidence. The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Deception) feat if you are level 7 or higher.
- Legal: This represents legal professionsals who are legitimatally criminal, and those who are simply ‘dirty’ or ‘crooked.’ A criminal legal contact can attempt to work their legalistic magic to get you off the hook for a crime or get you a lighter sentence. The contact makes a Deception check as if they were trained in the skill. This is countered by a Knowledge [Bureaucracy] or a Perception check by the Judge or prosecution. The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Deception) feat if you are level 7 or higher.
- Magic: A criminal magic contact can attempt to rig a game of chance for you (but only ones based on dice or coins). The contact makes a Magery check, adding their Influence level to the check. The check DC varies from locale to locale, and be aware that failing this check results in the contact temporarily becoming unavailable or permanently being lost.
- Media: A criminal media contact isn’t really a ‘criminal,’ but they don’t pay attention to journalistic ethics and libel/slander law. The contact makes a Deception check as if trained in the skill, adding their Influence level to the check. This check functions as the Influence Crowd use of the Persuasion skill, though the DCs are 5 higher to represent manipulating a larger group of people. Additionally, the time it takes to use this is longer than 5 minutes, it is dependent on the method the journalist is using to spread the message you want them to spread. While a criminal contact can be both a Journalist and Media, the criminal favors each of those offer are identical.
- Medical: A criminal medical contact gives you access to normally-illegal augmentations, such as CEC Nanoaugmentations and unusual cybernetics. The actual costs and difficulties of getting these installed varies, consult the GM.
- Mercenary: A criminal mercenary can go rough some one up for you. While this can’t be used to do any permanent harm to someone, it does function as if the contact was making a Persuasion check to intimidate, with an added bonus equal to their Influence level. If you are level 5 or higher, the contact is also treated as having the Skill Focus (Persuasion) feat.
- Military: A criminal military contact can arrange to ‘lose’ some military equipment in such a fashion that will lead to it ending up in your hands. Each time this Favor is used, the contact can arrange to have you provided with a piece of equipment of Military availability with a value equal to or less than 1000 Credits per Influence level of the contact.
- Psionic: A criminal psionic contact will use normally-forbidden psionic abilities on your behalf (such as making unauthorized deep scans). Their effective character level for these services is equal to their Influence level, if it is not specified as being higher than that.
- Street: A criminal street contact can let you in on the profits of whatever criminal enterprise they are working on at the moment. Using this favor nets you 100 x the contact’s Influence level in credits. Unlike most favors, it can only be used every other session, not every session.
- Technology: A criminal technology contact can illegally obtain goods and weapons for you of any restriction rating. The contact makes a Gather Information check as if they were trained in that skill, using the DCs for Black Markets where the contact is located. The contact adds their Influence level to this check. You must provide the credits to purchase the services, goods, or weapons.
- Traveling: A criminal traveling contact is a smuggler. As a favor, they can attempt to bring you goods that are illegal in your current location (you must provide the credits to purchase those goods), or can attempt to help you get goods out of your current location. How this exactly works is up to the GM.
- Vehicular: A criminal vehicular contact can serve as a getaway driver for you. They won’t participate in combat directly, but they can help you leave a scene. They are trained in Pilot and Stealth using the same rules for their Knowledge skill, and are considered to have skill focus in both of them if you are level 7 or higher.
- Wilderness: A criminal wilderness contact can get you access to a location which can be used as a temporary safehouse. While you are there, all DCs to locate you are increased by 2 x the contact’s Influence level. You can remain there a number of days equal to the contact’s Influence level, and a number of people equal to 2 x the contact’s Influence level can accompany you.
- Level 3 (Class Levels): Scoundrel, Assassin, Charlatan, Crime Lord, Outlaw
- Examples: Black Market Arms Dealer, Fence, Gang Member, Mafioso, Smuggler, Yakuza
Entertainment (Minimum Influence Level: 2)
- Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Culture [Contact’s Species]]
- Level 2 (Favor): An Entertainment contact can use a Presence action on your behalf. With Entertainment contacts of level 2 or higher, it is best if you determine their presence check bonus ahead of time. For the purposes of the Presence action, the Entertainment contact’s character level is equal to their Influence level.
- Level 3 (Class Levels): Expert
- Examples: Artist, Bartender, Dancer, Rock Star, Singer
Exotic (Exotic contacts cannot be selected, they can only be awarded by the GM)
- Level 1 (Knowledge Skill): Knowledge [Chosen by GM]
- Level 2 (Favor): Exotic favors are determined by the GM on a case-by-case basis subject to what the contact is.
- Level 3 (Class Levels): Case-by-case basis.
- Examples: Campaign-critical NPCs
Government (Minimum Influence Level: 2)
- Level 1 (Knowledge Skill): Knowledge [Civics and Any One Other Knowledge Skill]
- Level 2 (Favor): A Government contact can fast-track you through bureaucracy. If you have a Government contact and are making a Knowledge [Bureaucracy] check with the institution they work in, you add their Influence level to your Knowledge [Bureaucracy] check. If you fail a Knowledge [Bureaucracy] check with that institution, you can immediately use your favor for the session to reroll it.
- Level 3 (Class Levels): Expert
- Examples: Government Official, Political Staffer, Politician
Journalist
- Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Civics, Culture [Choose One], History [Choose One]]
- Level 2 (Favor): A journalist contact can do some digging around on the street to gather rumors and information by consulting with their own contacts. This functions as a Gather Information check with no credit expenditure required. The contact is treated as trained in Gather Information for this, and they add their Influence level to the check. If you are level 11 or higher they are treated as if they have the Skill Focus feat in it.
- Level 3 (Class Levels): Expert, Scoundrel
- Examples: News Anchor, Newspaper Editor, Reporter
Law Enforcement
- Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Civics, or Tactics]
- Level 2 (Favor): A law enforcement contact can act as a character witness for you, either to defend you against false accusations, or to help you acquire a license legally (which grants you a +5 bonus on your Knowledge [Civics] check to get the license).
- Level 3 (Class Levels): Scout, Soldier, Enforcer
- Examples: Beat Cop, Border Patrol, Detective, Sector Ranger, Undercover Cop
Legal
- Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Civics]
- Level 2 (Favor): A legal contact can attempt to work their legalistic magic to defend you in court. The contact makes a Knowledge [Bureaucracy] check as if they were trained in the skill. This is countered by a Knowledge [Bureaucracy] or a Perception check by the Judge or prosecution. The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Knowledge [Bureaucracy]) feat if you are level 7 or higher. The contact will not defend you in court if you are accused of a felony offense (or worse).
- Level 3 (Class Levels): Expert, Scoundrel
- Examples: Attorney, JAG, Judge, Lawyer, Paralegal
Magic [ADDON TYPE ONLY – this cannot be the contact’s only type, and it cannot be added to a contact with the Psionic type. At the GM’s discretion, contacts of some species may receive this type for free.]
- Level 1 (Knowledge Skill): Knowledge [Arcana]
- Level 2 (Favor): N/A, This is an addon-only contact type.
- Level 3 (Class Levels): Contractor, Mage
- Examples: SDA Mages, Risantha
Media (Minimum Influence Level: 2)
- Level 1 (Knowledge Skill): Knowledge [Choose Any One]
- Level 2 (Favor): A media contact does not provide an active favor – instead they are assumed to always be feeding you information about new developments in their line of work.
- Level 3 (Class Levels): Expert, Scoundrel, Corporate Agent
- Examples: Media Mogul, Media Network Employee
Medical
- Level 1 (Knowledge Skill): Knowledge [Life Sciences]
- Level 2 (Favor): A medical contact can use the Heal Damage, Install a Cybernetic Prosthesis (you must provide the prosthetic), Long-Term Care, Perform Surgery, Treat Disease, Treat Poison, and Treat Radiation uses of the Treat Injury skill for you at no cost. The contact’s Treat Injury skill is calculated like their Knowledge skill, and if you are level 7 or higher they are considered to have Skill Focus with Treat Injury.
- Level 3 (Class Levels): Expert, Combat Medic, Medic
- Examples: Cybernetics Technician (usually with the Technology type added on), Doctor, EMT, Physician
Mercenary
- Level 1 (Knowledge Skill): Knowledge [Tactics]
- Level 2 (Favor): A mercenary contact can place some of their soldiers at your disposal temporarily. This costs you 100 x Influence level credits, and the contact provides you with a number of equipped soldiers equal to the contact’s Influence level. The soldiers are nonheroic characters with a level equal to 1.5 x the Contact’s influence level, and support you for a number of days equal to the contact’s Influence level.
- Level 3 (Class Levels): Scout, Soldier, Bounty Hunter, Elite Trooper
- Examples: Bodyguard, Bounty Hunter, Gladiator
Military
- Level 1 (Knowledge Skill): Knowledge [Tactics]
- Level 2 (Favor): A military contact can act as a character witness for you, either to defend you against false accusations, or to help you acquire a license legally (which grants you a +5 bonus on your Knowledge [Civics] check to get the license).
- Level 3 (Class Levels): Soldier, Elite Trooper, Gunslinger, Officer, Pathfinder Sniper, Vanguard
- Examples: Border Patrol, TAAF Soldier
Psionic [ADDON TYPE ONLY – this cannot be the contact’s only type, and it cannot be added to a contact with the Magic type. At the GM’s discretion, contacts of some species may receive this type for free.]
- Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences]
- Level 2 (Favor): N/A, This is an addon-only contact type.
- Level 3 (Class Levels): Psion
- Examples: SDA Psions, Teuthidoids
Scientific
- Level 1 (Knowledge Skill): Knowledge [Choose Two: Civics, Earth Sciences, History [Choose One], Life Sciences, Physical Sciences, Technology]
- Level 2 (Favor): A scientific contact’s favor varies wildly with their field of study. The GM will determine their favor when a scientific contact is acquired, regardless of level.
- Level 3 (Class Levels): Expert, Scientist
- Examples: Researcher
Security
- Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences or Tactics]
- Level 2 (Favor): A security contact can help you test the defenses of an installation you are in charge of. It might take some time for them to get to you, but once they arrive they can make a Perception check (adding their Influence level to the check) to notice any security holes. If you are level 11 or higher they are treated as if they have Skill Focus in Perception.
- Level 3 (Class Levels): Scout, Soldier, Elite Trooper, Enforcer
- Examples: Bodyguard, Bouncer, Security Guard
Street
- Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Culture [Contact’s Species]]
- Level 2 (Favor): A street contact can do some digging around on the street to gather rumors and information by consulting with their own contacts. This functions as a Gather Information check with no credit expenditure required. The contact is treated as trained in Gather Information for this, and they add their Influence level to the check. If you are level 11 or higher they are treated as if they have the Skill Focus feat in it.
- Level 3 (Class Levels): Varies greatly with contact.
- Examples: Bartender, Bookie, Clubber (as in someone who spends a lot of time in clubs), Loan Shark, Waitress
Technology
- Level 1 (Knowledge Skill): Knowledge [Technology]
- Level 2 (Favor): A level 2 technology contact can modify your gear for you if you provide the funding. The contact has the Tech Specialist feat and provide those modifications at the standard costs and time required. The contact can also apply Equipment Modifications, Vehicle Modifications, and can use the Modify Weapon function of the Mechanics skill for you. The contact’s Mechanic’s skill modifier is that of a character one-half your level who is trained in Mechanics. Once you are level 3 or higher, the contact is considered to have the Skill Focus feat in Mechanics. Once you are level 6 or higher, the contact’s abilities increase to include the Starship Designer feat. Once you are level 9 or higher, the contact’s abilities to modify gear increase to include the Superior Tech feat. The contact cannot be used for anything else while this favor is being undertaken.
- Level 3 (Class Levels): Expert, Scoundrel, Dedicated Technician, Military Engineer, Saboteur, Scientist
- Examples: CEC Soldier, Mechanic
Traveling
- Level 1 (Knowledge Skill): Knowledge [Choose Two: Civics, Culture [Choose One (can be chosen twice)], or History [Choose One (can be chosen twice)]]
- Level 2 (Favor): A Traveling contact is always on the move, so they’re a bit harder to get to do work for you. However, a Traveling contact always has their ear to the ground, and is always listening for rumors. They’ll feed you information they learn during their travels, keeping you apprised of the situation in places where you are not.
- Level 3 (Class Levels): Expert, Scout, Ace Pilot, Bounty Hunter, Gunslinger, Officer, Pathfinder, Vanguard
- Examples: Courier, Wanderer
Vehicular
- Level 1 (Knowledge Skill): Knowledge [Technology]
- Level 2 (Favor): A vehicular contact can provide transportation for you and an additional number of people equal to their Influence level. This transportation lasts for a number of days equal to their Influence level (minimum 1). This ONLY provides transportation, the contact will not engage in combat (that requires a level 3 contact).
- Level 3 (Class Levels): Expert, Scout, Soldier, Ace Pilot
- Examples: Driver, Pilot
Wilderness
- Level 1 (Knowledge Skill): Knowledge [Choose One: Earth Sciences or Life Sciences]
- Level 2 (Favor): A wilderness contact can provide you a map of a known area or advice for handling an unknown area. The map allows you to make Survival checks while in that area as if trained in the skill, while the advice lasts for a number of days equal to the contact’s Influence level and similarly allows you to make Survival checks as if trained while in that area.
- Level 3 (Class Levels): Scout, Vanguard
- Examples: Naturalist, Wilderness Scout
Losing Contacts
The use of long-term contacts can put them at risk. If a character loses a contact through enemy action or other events (most likely through direct risks in the case of a level 3 contact), the character receives all of the contact points invested in the contact as a bonus the next time they gain a level.
Overextending Contacts
In times of extreme need, a character may fall back on their friendship with a level 1 or level 2 contact. This is never an action to be taken lightly, as it strains the relationship with the contact. If a character has already received their one free favor check per session from a level 2 contact, they may request a second one. This costs 1 hero point and immediately reduces the contact’s level to 1.
A character may also attempt to force a level 1 contact to function as a level 2 contact. This costs 1 hero point and requires a successful Persuasion check (DC 20). With success, the contact provides 1 free favor check as per the rules for a level 2 contact, but is immediately removed from play — they’ve been asked to go farther than they’re comfortable with, and never assists the character again in any fashion. A character who overextends a level 1 contact to act as a level 2 contact does not receive the contact points back the next time they gain a level.
A level 3 contact can’t be overextended, but activating them carries its own set of risks — namely, the fact that they’re headed into harm’s way by directly assisting the character. Overextending a contact voids the refund of invested skill points that a character normally receives for losing that contact (see above).
Roleplaying Contacts
Contacts should be more than just sets of numbers — they’re the people with whom the character has not only professional but personal relations. The GM should encourage players to flesh out their characters’ contacts. At minimum, they should provide names, brief descriptions, and a few interesting facts about each contact so they’re more than a guest appearance and a simple, "uh, he helps me."
The GM should always remember that a contact relationship is a two-way street. In other words, each character is also a contact for each one of their contacts, and may receive requests for assistance from them as well. A character who consistently refuses these requests or otherwise treats their contacts like objects rather than people runs the risk of losing those contacts unless they go out of their way to make amends. These requests for assistance can provide interesting complications during an job, however, or can even form the basis for an entire mission.
RULES REVAMP: Knowledge Skills
Okay, now that you’ve gone through the Contacts section, you’re probably wondering what those knowledge skills that were mentioned in there that weren’t in the actual rules. Things like…Knowledge [Civics]. Basically, the Star Wars Saga Edition system was never designed to work with knowledge-skill-heavy characters, so the rules for the Knowledge skills were pretty condensed. Consequently, you ended up with Uberscientists, who understood fields as unrelated as astronomy and soil science. And Knowledge [Galactic Lore] just got weird, since according to the rules you could take it and suddenly know stuff about species you’ve never met. So I’m separating out the knowledge skills somewhat. No longer does knowledge of theology also mean you’re an expert on criminology.
NEW KNOWLEDGE OPTIONS
KNOWLEDGE TYPE |
KNOWLEDGE COVERS |
Arcana |
Arcane lore, schools of magic, spells, spirits |
Art |
Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others. |
Behavioral Sciences |
Psychology, Sociology, Criminology |
Business |
Business procedures, investment strategies, and corporate structures. Navigating corporate bureaucracies. |
Civics |
Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes. Navigating government and military bureaucracies. |
Culture [By Species] |
Entertainment, cultural expectations and norms, societal quirks, theology, philosophy |
History [By Species] |
Events, personalities, and cultures of the past. Archaeology and antiquities. |
Life Sciences |
Biology, genetics, medicine, xenobiology |
Physical Sciences |
Astronomy, chemistry, physics |
Planetary Sciences |
Atmospheric sciences, ecology, geology, geophysics, geodesy, glaciology, hydrology, planetary geology, soil science |
Tactics |
Techniques and strategies for disposing and maneuvering forces in combat, military history |
Technology |
Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements. |
To determine the your character’s new knowledge skills, consult the table below.
OLD SKILL |
NEW SKILL |
Arcana |
Arcana (no change) |
Bureaucracy |
Choose One: Business or Civics |
Galactic Lore |
Choose One: Art, Culture [Your Species] or History [Your Species] |
Life Sciences |
Life Sciences (no change) |
Physical Sciences |
Choose One: Physical Sciences or Planetary Sciences |
Social Sciences |
Choose One: Art, Behavioral Sciences, Culture [Your Species], |
Tactics |
Tactics (no change) |
Technology |
Technology (no change) |
Some of these new knowledge skills can be used in place of other knowledge skills for specific functions. Examples are provided in the table below, but the GM has the final say.
SKILL |
CROSS-USE |
Art |
History (art history) |
Business |
Civics (navigating government bureaucracies) |
Civics |
Business (navigating corporate bureaucracies) |
History |
Art (art history), Tactics (military history) |
Tactics |
History (military history) |
RULES REVAMP: SKILLS TRAINED PER CLASS
Due to the change to knowledge skills (above) and the addition of the Profession skill (below), I’ve found it necessary to increase the amount of trained skills each class gets by 1. The new trained skills by base class are as follows:
- Expert: 7 + Intelligence Modifier
- Scoundrel: 5 + Intelligence Modifier
- Scout: 6 + Intelligence Modifier
- Soldier: 4 + Intelligence Modifier
- Nonheroic: 2 + Intelligence Modifier
RULES ADDITION: PROFESSION SKILL
You may make use of your trade to earn an income (your skill check result × 35 credits per full week of work). In addition, you know how to use the tools of your trade, and can perform tasks common to your profession. You are also capable of supervising any unskilled laborers that normally assist members of your profession, and can solve problems that crop up in the day-to-day completion of your tasks. For instance, a dentist can fill cavities, supervise dental assistants, fill out insurance forms, take tooth x-rays, and soothe a patient in pain, among other things. Your Game Master sets DCs for specific tasks.
Profession (Military)
Create Fortification (Extended Check, 2 Hours): With a successful extended skill check (DC 50), you may construct a camouflaged, 2-man fighting position with overhead cover that occupies a 2-square area. While up to any 2 characters are located in this location, they gain the benefits of half cover and concealment. Per the GM’s discretion, when you possess heavy gear (e.g. a bulldozer or a backhoe), the extended skill check interval is reduced to 5 minutes. Conversely, if you’re working without an entrenching tool or shovel (e.g. using a helmet and knife to improvise), you suffer a –10 circumstance penalty with each skill check made as part of this complex check.
Improvise Fortification (2 Minutes): With a successful check (DC 15), you may scrape out a 1-man improvised fighting position that occupies a single square. While you are prone or crouched in this location, it grants you one-half cover and one-half concealment from enemy fire only — it offers no save bonuses against artillery, grenades, or other explosions, nor does it conceal you from non-visual observation.
Know The System: You may use Profession (Military) in place of Knowledge (Civics) or Persuasion when making a skill check directly related to military personnel or a military bureaucracy.
Profession (Veterinarian)
As per the standard Profession skill check, you may use this skill to earn money as a veterinarian. This skill may also be used as a Knowledge (Life Sciences) skill concerning matters directly related to veterinary medicine and animal physiology. Finally, you may use Profession (Veterinarian) in place of Treat Injury when attempting to stabilize, diagnose, or treat an animal.
RULES ADDITION: Deception [Propaganda Campaign]
Propaganda Campaign: By playing on the thoughts, hopes, and fears of the masses, you can change their way of thinking about a certain idea, person, or group through cunning suggestions and propaganda. This normally requires a large-scale media blitz within the area to be affected, including such measures as posters, commercials, net advertisements, and public speeches. Propaganda campaigns require you to travel to the targeted area or to be in contact with subordinates located in the area.
Creating and distributing a propaganda campaign can happen relatively quickly — within a week if needed — but it takes at least one month for the campaign to sink into the minds of its targeted audience. The propaganda campaign’s monthly DC and cost is determined as follows.
Situation | DC | Cost |
Trying to improve an unfriendly disposition or worsen a friendly disposition | 15 | 10,000 Credits |
Trying to improve a hostile disposition or worsen a helpful disposition | 20 | 20,000 Credits |
Trying to improve an adversarial disposition or worsen an ally disposition | 25 | 30,000 Credits |
Affecting a single city | +0 | x1 |
Affecting a state/province | +5 | x3 |
Affecting an entire nation | +10 | ×10 |
Affecting an entire continent | +15 | ×30 |
Affecting the entire world | +20 | ×100 |
With success, the target area’s disposition toward the idea, person, or group is improved or worsened by one grade, as determined by the agent before he makes the Innuendo check. This adjustment appears one month after the Deception check is made, and lingers for one month thereafter, or until the propaganda campaign ends, whichever comes first.
Particularly important characters, must have their Will defense beaten by the check (with a +10 to +20 bonus vs the check) to be impacted by the propaganda campaign.
Retry: Yes, but more than one failed propaganda campaign makes the target populace more resistant to propaganda efforts. The DCs for each additional campaign involving the same idea, person, or group is increased by +2 per failed attempt.
RULES ADDITION: Learning Languages
This rule has been added to the Species page until I can find a better place to put it.
You can spend time to learn an additional language. It takes 20 days of training to gain a bonus language, and these days need not be consecutive. Each language requires a trainer who shares a language with you and knows the language you want to learn, or a book written in a language you know that explains the basics of the language you want to learn. You can train this way only a number of times equal to 1 + your Intelligence bonus.
Additional languages beyond this can only be obtained via the Lingustics feat. You cannot use this rule during character creation.
RULES ADDITION: Artificial Intelligence [Terran Soft AI] Manufacturers
Addition to the species rules for Artificial Intelligence [Terran Soft AI]:
Manufacturer: Just like how no two AI are alike, no two AI manufacturers are alike – but all AI that come out of a given manufacturer’s training facilities tend to share common quirks. Choose one of the manufacturer’s below.
- Artificial Solutions – Victor Suslovich’s Artificial Solutions pioneered the process of creating Soft AI. They aren’t the largest manufacturer of artificial intelligences in the market by any means, but they are the company on the cutting edge of AI research. Artificial Solutions AI are harder to come by, but they are more advanced than anything else on the market. When creating or purchasing a new Artificial Solutions AI, increase one ability score of the AI by 1.
- AssistTech – Specializing in AI designed to aid people rather than replace people, AssistTech makes personable artificial intelligences that are used in a wide variety of applications. They make Class I, II, III, and IV AI, which can be found everywhere from nursing homes to strategic planning offices. AssistTech AI provide an additional +2 bonus when boosting someone else’s skill check via aid another.
- Athens Artificial Intelligences – Athens Artificial Intelligence didn’t develop Class I and Class II AI, but they certainly figured out how to market them to the masses. They also maintain a wide range of brainwave donors renowned for their charisma and personality skills, ranging from random people employees know to famous celebrities. All AI manufactured by Athens Artificial Intelligences are exceptionally personable, no matter their class or designed purpose. An AI produced by them can use its Intelligence or Wisdom modifier instead of its Charisma modifier to determine its Persuasion skill modifier.
- Frozen Dynamics – Doing business primarily in Scandinavia, Frozen Dynamics (based in Denmark) produces AI which were designed to operate a wide variety of drone chassis in the harsh lands of the frozen north, where regular maintenance is sometimes few and far between. Primarily a manufacturer of AI for search and rescue purposes, Frozen Dynamics’s AI have nonetheless spread to a wide variety of uses and they can be found in all classes. Once per encounter, a Frozen Dynamics AI can ignore all negative penalties from its location on the condition track when making an ability check, attack roll, or skill check.
- Matsuda Corporation – Based out of Japan, the Matsuda corporation is a relative newcomer on the AI scene, only getting involved in the business in 2027. Still, thanks to their talented staff of trainers they’ve managed to carve out a niche market in AI designed to assist with mechanical work, rather than do the mechanical work itself. When assisting on a Mechanics check, Matsuda Corporation AI trained in Mechanics can add its Intelligence bonus (minimum +2) to the normal +2 bonus.
- United Intelligence – United Intelligence is a spinoff of a defense industry manufacturer from the Old USA. In the pre-war days, they built combat drones for the United States Air Force, and made some early forays into combat AI as well. These days, their primary business is AI, but no matter how many new brainwave donors they bring in and new AI trainers they hire, all of their AI still display a tendency to be a bit bloodthirsty. Consequently, United Intelligence AI are common on the heavily-regulated Class VI market, but extremely rare in all other classes. Once per encounter, a United Intelligence AI can add 1 die of damage to an attack.
Hit Points: An AI has no Constitution score, and it does not have a bonus or a penalty to its hit points due to this. While an AI is installed in a drone chassis, it adds its hit points to the drone’s hit points. Damage is subtracted from the drone’s hit points first, then from the AI’s. When the drone’s hit points reach 0, a drone with an installed AI continues to operate, but with noticeable degradation to its performance. While in this state, the AI is considered to be -2 steps on the condition track as a persistent condition until the drone is repaired. If an AI reaches 0 hit points from its own hit point pool, it deactivates and shuts down.
RULES REVAMP: Promotions
Okay, this is a huge block of text, but honestly its probably not going to alter any pre-existing characters (at least none of the PCs that I’ve gone through to check). The old promotion system for determining your character rank had…problems. Namely, it was totally based on the roll of a d20, and didn’t really offer a lot of chances for promotions. So I’ve adapted another rules set from Spycraft. Consequently, I’m also expanding out the rank structure for the Terran Alliance. There are now 9 levels of Enlisted rank (plus a 10th available by appointment), 9 levels of Officer rank (plus a 10th available by appointment), and there are now Warrant Officers (5 levels of them) in the Army, Marines, and Navy.
RANK AT CHARACTER CREATION
To determine a starting character’s pay grade/rank, use the following criteria to determine the number of promotion points he possesses, then consult either the Enlisted Rank Table or the Commissioned Officer Rank Table. These tables show the minimum promotion point totals necessary to attain each pay grade/rank, as well as the mechanical benefits for each, as described under Benefits of Rank.
Ability Bonuses: For each point of Intelligence, Wisdom, and Charisma ability bonus (not score), the character gains 1 promotion point. Conversely, for each point of ability penalty (not score) with any ability, the character suffers a promotion point penalty of —1.
Military Competence: If trained in Profession [Military] , the character gains 1 promotion point. If the character has the Skill Focus (Profession [Military]) feat, they gain an additional 1 promotion point.
Seniority: If the character begins play in the “middle age” category, they gain 3 promotion points. If the character begins play in the “old” category, they gain 6 promotion points. If the character begins play in the "venerable" category, they gain 9 promotion points. Finally, a character does not gain promotion points if they advance in age after character creation. Ability score modifiers from increased age may affect his chances for promotion, however. For more information
Feats: Some feats provide promotion points — or a promotion point penalty — as noted in their descriptions. Additionally, the Promotion feat has specific effects upon the character’s rank that are applied after his promotion points are calculated.
A character who begins as enlisted personnel may only become an officer by gaining either the Mustang or Warrant feats. A character who becomes either a commissioned or warrant officer remains in that rank/pay grade scale permanently, or until they leave active military service.
For games that start at a level higher than 1st, characters can take the Mustang and Warrant feats as normal during character creation.
ENLISTED RANK TABLE
Promotion Points |
Rank/Pay Grade |
Army |
Marines [Pre-2023 rank in italics] |
Navy |
Requisition Bonus |
Gather Information Bonus |
Persuasion Bonus |
0 |
E-1 |
Gunner (GR) |
Private (PR) [Soldat] |
Crewman (CM) |
+0 |
+0 |
+0 |
1 |
E-2 |
Gunner First Class (GRF) |
Lance Corporal (LCP) [Gefreiter] |
Senior Crewman (SCM) |
+0 |
+0 |
+0 |
3 |
E-3 |
Gunnery Corporal (GCP) |
Corporal (CPL) [Obergefreiter] |
Lead Crewman (LCM) |
+1 |
+0 |
+0 |
6 |
E-4 |
Specialist (SPC) |
Sergeant (SG) [Hauptgefreiter] |
Petty Officer Second Class (POSC) |
+1 |
+1 |
+0 |
9 |
E-5 |
Gunnery Sergeant (GSG) |
Staff Sergeant (SSG) [Stabsgefreiter] |
Petty Officer First Class (POFC) |
+2 |
+1 |
+0 |
12 |
E-6 |
Senior Gunnery Sergeant (SGSG) |
Senior Staff Sergeant (SSSG) [Oberstabsgefreiter] |
Chief Petty Officer (CPO) |
+2 |
+2 |
+1 |
15 |
E-7 |
Master Sergeant (MSG) |
Sergeant Major (SGM) [Unteroffizier] |
Master Chief Petty Officer (MCPO) |
+3 |
+2 |
+1 |
20 |
E-8 |
Senior Master Sergeant (SMSG) |
Senior Sergeant Major (SSGM) [Stabsunteroffizier] |
Senior Master Chief Petty Officer (SMCPO) |
+4 |
+3 |
+2 |
25 |
E-9 |
Chief Master Sergeant (CMSG) |
Command Sergeant Major (CSGM) [Befehlscorporal] |
Command Master Chief Petty Officer (CMCPO) |
+5 |
+4 |
+3 |
(Appointment Only) |
E-10 |
Master Sergeant of the Army (MSGM) |
Sergeant Major of the Marine Corps (SMMC) [Stabsunteroffizier der Marineinfanteristkorps] |
Master Chief Petty Officer of the Navy (MCPON) |
No Requisition Limit |
+8 |
+6 |
About E-7, E-8, and E-9: The ranks of E-7, E-8, and E-9 also cover the so-called "First Sergeant" (E-7), "Senior First Sergeant" (E-8), and "Chief First Sergeant" (E-9). A First Sergeant differs from an ordinary soldier of these ranks their education, professionalism, and proficiency with administrative duties. As their unit’s primary liaisons between the unit’s commander and its enlisted personnel, they’re part psychiatrist, part babysitter, part career counselor, part legal advisor, and a general font of knowledge on every aspect of their service branch. From an officer’s perspective, they’re the single best source of information about the unit, from the results of the latest rifle qualifications to the name of the most likely suspects in a petty theft case. From the perspective of enlisted personnel, first sergeants are the very right hands of whatever deity they choose to venerate or imitate.
Becoming a first sergeant involves a service record check to determine eligibility, an interview with a screening board composed of other senior staff, and a series of specialized training courses designed to prepare the character for the additional bureaucratic responsibilities assumed with the promotion.
In game terms, being a First Sergeant is represented by the Top Kick feat.
COMMISSIONED OFFICER RANK TABLE
Promotion Points |
Rank/Pay Grade |
Administration |
Army |
CEC |
Marines [Pre-2023 rank in italics] |
Navy |
TAPS |
Requisition Bonus |
Skill Check Bonus |
0 |
O-1 |
Yeoman (YEO) |
Cadet-Lieutenant (CDLT) |
Cadet-Engineer (CENG) |
Cadet-Captain (CDCP) [Kadettkapitän] |
Ensign (EN) |
Carrier (CAR) |
+0 |
+0 |
3 |
O-2 |
Junior Leftenant (JLFT) |
2nd Lieutenant (LT2) |
Corpsman (CPM) |
Squad Captain (SQC) [Kaderkapitän] |
Junior Lieutenant (JLT) |
Senior Carrier (SCAR) |
+1 |
+0 |
6 |
O-3 |
Leftenant (LFT) |
1st Lieutenant (LT1) |
Engineer (ENG) |
Platoon Captain (PLC) [Zugkapitän] |
Lieutenant (LNT) |
Flight Pilot (FLP) / Flight Engineer (FLE) / Operations Manager (OPS) |
+2 |
+1 |
9 |
O-4 |
Leftenant Commander (LFTC) |
Lieutenant Major (LTM) |
Squad Leader (SQL) |
Commandant (CMDT) [Kommandant] |
Lieutenant Commander (LCMD) |
Senior Flight Pilot (SFLP) / Senior Flight Engineer (SFLE) / Senior Operations Manager (SOPS) |
+3 |
+1 |
12 |
O-5 |
Administrative Commander (ACMD) |
Major (MJR) |
Senior Squad Leader (SSQL) |
Lieutenant Colonel (LTC) [Oberstleutnant] |
Commander (CMD) |
Postmaster (POST) (of <planet or major location>) |
+4 |
+2 |
15 |
O-6 |
Administrator (ADMIN) |
Major-Colonel (MJR) |
Engineering Colonel (ENGC) |
Colonel (COL) [Oberst] |
Captain (CPT) |
N/A1 |
+5 |
+2 |
20 |
O-72 |
Vice Admiral (VADM) |
Colonel-General (CLG) |
Lieutenant General (LTG) |
Brigadier (BGD) [Brigadegeneral] |
Vice Admiral (VADM)/Fleet Captain (FCAP) |
System Postmaster (SYSPO) (of Sol or Centauri) OR Service Postmaster (SERPO) (of the Navy, Army, Marines, or CEC), Flight Postmaster (FLIPO) |
No Requisition Limit |
+3 |
25 |
O-82 |
Admiral (ADM) |
Marshal (MSL) |
General (GNC) |
Brigadier (2 Stars) (BGD2) [Generlamajor] |
Admiral (ADM) |
N/A1 |
No Requisition Limit |
+4 |
30 |
O-92 |
Chief of <Bureau> (C<Bureau Abbreviation (ACC, Arch, IA, MInt, etc) |
Field Marshal (FMSL) |
Council General (CGNC) |
Brigadier (3 Stars) (BGD3) [Generallieutenant] |
Fleet Admiral (FADM) |
N/A1 |
No Requisition Limit |
+5 |
(Appointment Only)
|
O-102 |
N/A3 |
Marshal of the Army (GENA) |
N/A3 |
Brigadier of the Marine Corps [AKA 4-Star Brigadier] (BMC) [General] |
Admiral of the Navy (ADMN) |
Postmaster-General (PMG) |
No Requisition Limit |
+10 |
1 While the pay grades of O-6, O-8, and O-9 exist in TAPS, they are not actual ranks.
2 Promotion to flag rank (O-7 and above) is as much a matter of politics as competence. All prospective flag officers must be nominated by the Council of Ten and confirmed by the People’s Chamber and State’s Chamber before being promoted to O-7. If a character who is eligible for such a rank has taken actions that might place them in disfavor with those groups — or even one specific member of those groups — they may be refused promotion past O-6, regardless of their qualifications. On the other hand, connections are helpful when striving for flag rank. For all intents and purposes, the highest a player character can rise in the ranks for actual rank is O-6, barring odd circumstances. Players may receive a pay grade higher than O-6, however.
3 Administration and CEC have no O-10 rank officer currently. Administration has no representation on the Joint Chiefs since they report directly to the Joint Chiefs, and the CEC is represented on the Joint Chiefs by a Council General stationed at Tycho.
WARRANT OFFICER RANK TABLE
Promotion Points |
Rank/Pay Grade |
Army |
Marines [Pre-2023 rank in italics] |
Navy |
Requisition Bonus |
Gather Information Bonus |
Persuasion Bonus |
0 |
W-1 |
Gunnery Warrant Officer Fifth Class |
Marine Warrant Officer Fifth Class [Marineinfanterist Feldwebel] |
Naval Warrant Officer Fifth Class |
+0 |
+1 |
+0 |
3 |
W-2 |
Gunnery Warrant Officer Fourth Class |
Marine Warrant Officer Fourth Class [Marineinfanterist Oberfeldwebel] |
Naval Warrant Officer Fourth Class |
+1 |
+2 |
+1 |
7 |
W-3 |
Gunnery Warrant Officer Third Class |
Marine Warrant Officer Third Class [Marineinfanterist Hauptfeldwebel] |
Naval Warrant Officer Third Class |
+2 |
+3 |
+2 |
12 |
W-4 |
Gunnery Warrant Officer Second Class |
Marine Warrant Officer Second Class [Marineinfanterist Stabsfeldwebel] |
Naval Warrant Officer Second Class |
+3 |
+4 |
+3 |
18 |
W-5 |
Gunnery Warrant Officer First Class |
Marine Warrant Officer First Class [Marineinfanterist Oberstabsfeldwebel] |
Naval Warrant Officer First Class |
+4 |
+5 |
+4 |
A warrant officer is a specific type of officer, a technical specialist rather than a generalist with command training. Instead of being commissioned by the Grand Duchess as a military officer, a new warrant officer —at the W-1 pay grade — receives a warrant from the appropriate member of the Joint Chiefs who oversees his service branch. Pay grade/ranks W-2 and above are commissioned by the Grand Duchess, however.
The primary thing that sets warrant officers apart from their commissioned brethren is that they remain single-specialty soldiers throughout their careers, focusing on their chosen areas of expertise rather than attaining command and staff positions. The vast majority of warrant officers are formerly enlisted personnel who qualified for warrants after two to five years of service.
Almost all warrant officers are technical specialists, serving in support arms rather than combat arms. The exceptions to this rule are aerospace warrant officers, who can serve as pilots in the Army and Navy, and Army Special Forces warrant officers, who serve in all Special Forces positions. In terms of rank and respect, a warrant officer is roughly equivalent to a commissioned officer of equivalent pay grade, and is usually deferred to in technical matters within his area of expertise. In a command or combat situation, however, a commissioned officer almost always takes precedence.
In game terms, any character with an appropriate character background can begin play as a warrant officer, or become a warrant (officer during play by choosing the Warrant feat. Warrant officers determine their starting promotion points in the same fashion as enlisted personnel and commissioned officers, but learn their pay grade/rank and determine their rank benefits by consulting warrant officer rank table.
PROMOTION DURING PLAY
Each time a military character gains a level, they recalculate their total promotion points — after applying all his ability score bonuses, skill training, and feat selections from the new level, as well as any promotion points gained from commendations.
If the character’s new pay grade/rank after gaining the level is higher than their current rank, the character is promoted and immediately gains all benefits of the new rank as part of the process of gaining his new level.
If the character’s new pay grade/rank after gaining the level is lower than his current rank, due to reduced promotion points from permanent ability damage, they do not lose rank — they remain at their current rank. If the character’s new pay grade/rank is lower than his current rank due to promotion point penalties, however, they do lose rank, suffering a demotion of some kind.
Under no circumstances may a character gain more than 1 pay grade/rank increase per level increase. If the raw numbers indicate a double promotion, the character gains only 1 rank, gaining another when they gain another level (assuming they are still due the new pay grade/rank due to their recalculated promotion point total).
BENEFITS OF RANK
A character’s rank grants them a number of benefits when operating within the military command structure.
Benefits of Enlisted Rank: Enlisted personnel make up the majority of the military, and they’re eminently capable of manipulating its bureaucracy and supply system to their ends. Senior enlisted personnel also know how to get the most out of other military characters, through gentle and not-so-gentle persuasion. Depending on an enlisted soldier’s rank, they may gain a bonus to the amount of gear that they can requisition. They may also gain circumstance bonuses with Gather Information and Persuasion checks when dealing with other military personnel.
Benefits of Commissioned Rank: Officers can use their rank to secure additional military resources for the soldiers under their command. Depending on an officer’s rank, they may gain a bonus to the amount of gear that they can requisition. They may also gain circumstance bonuses with Gather Information, Knowledge [Civics], and Persuasion checks when dealing with military personnel and trying to obtain military resources.
DISCIPLINARY ACTION
The GM is encouraged to "award" promotion point penalties as a means of simulating disciplinary action and its permanent effects upon a soldier’s personnel file. These game effects are applied in addition to any non-mechanical consequences that may befall a soldier as a result of running afoul of the Code of Military Justice.
A soldier may incur a promotion point penalty through unwise feat selection, disciplinary action, and other effects, as shown on the table below. Sometimes a soldier shows themselves to be not only unworthy of promotion, but also generally unfit for military service, and the military ejects them for a reason of the GM’s choosing. The soldier loses all benefits of his rank and unless the GM determines that the conditions of the soldier’s release allow for a return to service, the soldier may never earn promotion points or a military rank again.
Whether this discharge is honorable or dishonorable depends upon why the soldier received the penalty. An honorable discharge might result from permanent ability score loss due to a combat injury, while a dishonorable discharge likely follows any conduct unbecoming an officer (even if the soldier is enlisted).
Special Note: The Unconventional feat does not enable a soldier to avoid the consequences of their actions. All military characters are universally subject to the GM applied effects in this section.
Cause |
Penalty |
Conviction for public intoxication; insubordination to, or in front of, a flag officer; a display of cowardice; responsible for a training accident resulting in property damage |
-1 |
Conviction for a DUI; disobeying a direct order from, or in front of, a flag officer; repeatedly displaying a borderline lack of respect for a direct superior; responsible for a training accident resulting in minor injuries to others |
-2 |
Repeatedly displaying a blatant lack of respect for a direct superior; responsible for a training accident resulting in the destruction of a vehicle or building |
-3 |
Responsible for a training accident resulting in serious injuries to others |
-4 |
Disobeying a direct order, resulting in massive property damage |
-5 |
Truly heinous offenses aren’t listed here. In general, any action that results in friendly or civilian casualties isn’t worth penalizing – it’s worth a court-martial and, in time of war, quite possibly the death penalty. Likewise, any drug-related offense is automatic grounds for a discharge, as are all capital crimes.
TERRAN ALLIANCE COMMENDATIONS
No new commendations are added here, but commendations now confer bonuses (beyond shiny medals) such as promotion points and skill check bonuses.
Medal of Honor – +4 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military. +4 Promotion Points (no max)
Order of Distinguished Service to the Alliance – +3 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military. Promotion point gain increases when promoted to a higher grade, but only by the difference.
- Knight-Commander – +3 Promotion Points
- Commander – +2 Promotion Points
- Officer – +1 Promotion Point
Order of the Terran Alliance – +2 to Gather Information, Knowledge [Civics], and Persuasion checks w/Alliance Citizens. Promotion point gain increases when promoted to a higher grade, but only by the difference.
- Knight-Commander – +3 Promotion Points
- Commander – +2 Promotion Points
- Officer – +1 Promotion Point
Silver Star for Valor – +2 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military. +2 Promotion Points on first award, +1 on subsequent
Sash of Merit – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military. +1 Promotion Point (maximum of 3 from this award)
Colonial Medal – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military and colonial citizens. +1 Promotion Point (maximum of 3 from this award)
Army/CEC/Naval/Marine/TAPS Commendation Medal – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military (+2 within the branch that awarded it). +1 Promotion Point (maximum of 3 from this award)
Commendation for Special Operations – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military (+2 within SpecOps, +3 with those who have clearance to know the details of the operation that led to you getting the award). +1 Promotion Point (maximum of 3 from this award)
Superior Service Medal – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military. +1 Promotion Point (maximum of 3 from this award)
Purple Heart – +1 to Gather Information, Knowledge [Civics], and Persuasion checks w/Military.
FEATS
These are listed separately from the NEW FEATS section because these feats deal almost exclusively with the promotion rework.
BY THE BOOK
You’re a structured, disciplined, soldier.
Benefit: When you gain a bonus from an Officer talent which was not used personally by you, the bonus is increased by an additional +2. Furthermore, you gain a +2 bonus on all Profession [Military] checks.
Special: You gain 2 promotion points when you possess By The Book. When you possess this feat, you may never select the Unconventional feat. Furthermore, when you possess the Unconventional feat, you may never choose this feat.
MILITARY MAN
Someone upstairs favors you. Through family clout, personal merit, or blind, stupid luck, you’ve been marked for greatness within the ranks.
Prerequisites: Must be a member of the military, can only be selected (or awarded as a bonus feat) at 1st level.
Benefit: You gain a +2 on all Knowledge [Civics] checks made regarding a military bureaucracy.
Special: You lose all benefits of this feat if you leave active military service. You may not choose a replacement feat, but you regain all benefits of this feat if you later return to active military service. Additionally, you gain 2 promotion points when you possess Military Man, plus an additional 1 promotion point per 5 character levels you possess (rounded down).
MUDFOOT
You’ve been in the thick of things…more than you care to think about. You know when to keep your head down and when to move, and regardless of how bad things get, you almost always seem to come out intact.
Prerequisites: Must be a member of the military, Profession [Military] as a trained skill, Squared Away
Benefit: While wearing true military fatigues (Service Uniform, Tactical Uniform, or other similar piece of clothing), you gain a +1 competence bonus to your Reflex Defense. If the fatigues are camouflaged to blend in with the surrounding terrain, this bonus is increased by an additional +1 (to a total bonus of +2). You do not gain this bonus when wearing heavy armor or other armor that conceals the fatigues.
MUSTANG
You’ve risen out of the enlisted ranks to become a commissioned officer.
Prerequisites: Must be a member of the military, enlisted pay grade E-5 or higher, INT 13+, WIS 13+, CHA 13+, Profession [Military] as a trained skill
Benefit: When you choose this feat, you become a commissioned officer and recalculate your promotion point total and rank accordingly. You permanently retain the disposition and skill check benefits granted by the enlisted rank that you held before you chose this feat (but not the requisition bonuses), in addition to any provided by your new commissioned rank.
Special: Not even the best sergeant in the history of warfare becomes a colonel overnight. When you choose this feat, your promotion point total is reduced to 0 (before you recalculate your promotion point total), effectively causing you to lose any promotion point bonuses that are not from feats aside from Promotion or from awards. Additionally, you lose all Promotion feats (see below), gaining an equivalent number of Skill Training feats.
PROMOTION
Your hard work has not gone unnoticed.
Prerequisites: Must be a member of the military
Benefit: Your rank is increased by 1 grade. This increase is applied after calculating your current rank with promotion points.
Special: You may choose this feat up to 3 times, each time increasing your rank by 1. When you possess this feat, you may never select the Unconventional feat. Furthermore, when you possess the Unconventional feat, you may never choose this feat.
SQUARED AWAY
You "walk the walk" and "talk the talk," and it shows – the brass loves you and you look like a recruiting poster.
Prerequisites: Must be a member of the military, Profession [Military] as a trained skill, The Look
Benefit: The disposition of each character in your branch of service is improved by 1 grade while you’re wearing true military fatigues (Service Uniform, Tactical Uniform, or other similar piece of clothing), a dress uniform, or a mess dress uniform.
Special: You gain 1 promotion point when you possess Squared Away.
TOP KICK
The consummate military professional, you’ve attained the exalted rank of E-7 or higher. The military bureaucracy is yours to command.
Prerequisites: Must be a member of the military, E-7 rank or higher, Knowledge [Civics] as a trained skill, Persuasion as a trained skill, Profession [Military] as a trained skill, By The Book
Benefit: You automatically succeed on all Deception, Knowledge [Civics], and Persuasion checks you make against military personnel in your branch of service when you roll a 19 or 20. Additionally, once per session, you may issue an order to a number of allies equal to your Charisma modifier as a free action. This order must be specific, such as “cover Molly while she gets the door open!” as opposed to “help Molly!” While the allies are carrying out this order, they receive a bonus equal to 1/5th your character level (rounded up) to all rolls related to carrying out the order (at the GM’s discretion). If you are the commander of your team, squad, ship, or group, you may use this ability one additional time per session. Finally, you gain a +5 bonus to all Requisition checks.
Special: Only members of a branch that have enlisted soldiers may choose this feat. You may not choose this feat if you have ever suffered a total promotion point penalty of -1 or higher from ANY source aside from Disgrace in training or Betrayal in Life Events, and you immediately lose this feat – gaining no compensation for the loss – if you ever suffer a promotion point penalty of -1 or higher.
UNCONVENTIONAL
That’s what nice commanders call you – less tactful colleagues use the word "insubordinate…" but they still admit that you can get the job done.
Prerequisite: Must be a member of the military
Benefit: You suffer no morale penalties when ignoring or disobeying a superior officer’s orders and are not punished for them, but you still suffer promotion point penalties for your disobedience.
Normal: A military character suffers a morale penalty when ignoring or disobeying orders.
Special: When you possess this feat, you may never select the By The Book or Promotion feats. Furthermore, when you possess either By The Book or Promotion, you may never choose this feat. Finally, you suffer a promotion point penalty of -3 when you possess Unconventional.
WARRANT
You’ve risen out of the enlisted ranks by passing the warrant officer exams.
Prerequisites: Must be a member of the military, enlisted rank E-4 or higher, INT 13+, Profession [Military] as a trained skill, any one of the following skills as a trained skill: Hackcraft, Mechanics, Pilot, Treat Injury, Use Computer
Benefit: When you choose this feat, you become a warrant officer and recalculate your promotion point total and rank accordingly. You permanently retain the requisition bonuses granted by the enlisted rank that you held before you chose this feat (but not the disposition and skill check benefits), in addition to any provided by your new commissioned rank.
Special: Only members of a branch that have enlisted soldiers and warrant officers may choose this feat. When you choose this feat, your promotion point total is reduced to 0. Additionally, you lose all Promotion feats (see below), gaining an equivalent number of Skill Training feats.
RULES REVAMP: Alien Artifacts
Okay, so the old alien artifact rules were clunky as heck. Yeah, they had the cool Clarke’s Third Law feel, but they were basically magical devices recycled without the intelligent aspect of the item. Plus they weren’t useful to people with low Wisdom scores, were difficult to keep track of, and rarely saw use. So, revamp time.
Alien Artifacts
The ruins covering countless planets give mute testimony to the long history of intelligence in the galaxy. Literally thousands of sentient races have raised their hands against the march of time, marking worlds with their work before fading back into dust. After they pass, their work remains as a riddle to those who will come after.
Despite appearances, most ‘alien artifacts’ do not fall into the category of super weapons millions of years ahead of current technology. Many species do not make it past the ‘wheel and fire’ stage of technological evolution. For those who do, the path of technological innovation remains fraught with peril. Species encounter many opportunities to destroy themselves long before they leave their own homeworlds, let alone reach out to the stars.
Even if the item does possess abilities beyond the technology of the current races, nothing guarantees anyone can use it. Most artifacts suffer from serious damage sustained in their millennia of rest. Many no longer contain sufficient power to perform whatever they were designed for. Some are little more than slag components held together by materials too tough to properly decay.
Even assuming the object works, it may not be possible to understand exactly what it does. Although all life speaks with one voice, the needs of each species remain radically different. For example, a medical sensor designed to detect a particular genetic abnormality in a long-dead species no longer possesses any practical purpose. It is a highly interesting scientific curiosity, but not something the average person or maniacal, would-be dictator cares about.
When building ancient artifacts a Games Master may choose one of two options: assigning artifact qualities to create an artifact with properties he knows or permitting the artefact to be a cipher to both him and the players. The latter option allows the Games Master to deal with the players from a position of obscurity, honestly saying he does not know what the item is for.
All ancient artefacts are severely restricted, if they are available at all.
Working out the Technology
In order to make an object function the user must either make either a Knowledge [History (Artifact’s Manufacturer)] check or work out its function using his normal scientific skills. The skill required is based on the technology type. Each successful check allows the character to deduce the function of one of the item’s attributes.
Technology |
Skill Required |
Check DC |
Chemical |
Knowledge [Physical Sciences] |
35 |
Crystal |
Knowledge [Physical Sciences] |
30 |
Electronic |
Knowledge [Technology] |
25 |
Life |
Knowledge [Life Sciences] |
30 |
Mechanical |
Knowledge [Technology] |
25 |
Nanotech |
Knowledge [Technology] |
30 |
Organic |
Knowledge [Life Sciences] |
35 |
Artifact Qualities
When building an ancient artifact using qualities the Games Master selects a template from the following list. He assigns the item a technology type and a number of attributes effecting how it operates. These elements combine to dictate the skill checks required to decipher the item’s function, to use the item and to maintain it assuming it is not self-maintaining.
All ancient artifacts have hardness 10 and 20 hit points per inch unless otherwise noted.
Artefact Templates
Select one of the following templates to determine the item’s basic function:
Armor: The item provides protection from a specific type of damage. This protection comes in the form of Damage Reduction. Armor template artifacts cover the body, project a force field or cover the skin with an unusual substance. They may appear as body armor, pieces of body armor, or jewelry.
Gear: The item provides a bonus (base of +5 equipment bonus) to one of the user’s skills. The item does not extend the range of the skill despite allowing it to function at nearly better, or sometimes near-legendary levels. Gear artifacts will not boost the Force Control, Hackcraft, Magery, Nanite Control, or Psionics skills. Gear artifacts can look like just about anything.
Weapon: The item deals damage. When creating a weapon artifact, roll a d100. On a roll of 1-50, the item is a melee weapon. On a 51-80, the item is a ranged projectile weapon. On an 81-100, the item is a ranged energy weapon. All ranged weapons start off doing 2d6 bludgeoning, piercing, or slashing (choose one) damage if a projectile weapon, or 3d4 energy damage if an energy weapon, with a range increment of 10 squares. All melee weapons start with a base of 1d8 damage. Weapon artifacts are almost universally identifiable as weapons to any spacefaring power, but strange form-factor weapons do exist – rings that shoot out blasts of energy, armor that is coated with microblades, and so on.
Artefact Technology
Once the Games Master selects a template he moves on to choose a base technology from the following list. Each technology type provides the artefact with specific advantages and disadvantages. Each technology type also has an inherent attribute that does not count against the attribute limit for the artifact.
- Chemical technology relies on unknown and exotic interactions between substances, sometimes assisted by unusual energy fields. Chemical items may have any number of attributes but consume themselves as they work. A discovered chemical item has 1d4 uses remaining in it before it ceases to function.
- 1d4 Maximum Attributes
- Inherent Attribute – Unstable: "Any sufficiently advanced technology is indistinguishable from a big gun," goes the saying. Chemically-based artifacts are inherently unstable if handled in the wrong way (or the right way). Any character that has determined at least the technology type of a chemical artifact can trigger the artifact to destructively overload. This explosively destroys the artifact two rounds after it has been overloaded, dealing 10d6 damage per use the artifact had left, functioning as an explosive charge that can be set with the Mechanics skill or as a grenade (which can be thrown at standard Simple ranged weapon ranges).
- Crystal technology is relatively hard and contains a self-renewing energy source. These items may be used once before requiring a 1d4 round recharge period before being used again. They generally have one attribute, plus one for every size category the item is over Fine.
- 1d6 Maximum Attributes
- Inherent Attribute – Innocuous: Crystal-based technology is just so utterly weird to most people that they have a hard time identifying an artifact as anything other than a decorative hunk of rock. Unless someone examining the artifact succeeds on a DC 30 Knowledge [Physical Sciences] check or has seen the artifact in use, they will assume that it is just a piece of jewelry, mundane rock, or other harmless thing. Consequently, all Armor artifacts based on crystal technology must have the Concealable attribute.
- Electronic technology relies on electrical conductivity and known physics principles to produce effects. These effects may be beyond the skill of any current interstellar power to create, but the item itself will follow known principles. Electronic items usually only have a single attribute. They require an outside energy source, as any internal storage they may possess long since drained away. The outside ‘charger‘ may be part of the item’s overall weight. The item stores enough energy for 1d6 uses when fully charged.
- 1d4 Maximum Attributes
- Inherent Attribute – Electrically Powered: Electronic artifacts are vulnerable to ion damage, like most technology. However, this vulnerability comes with a boon. Unlike artifacts which require in-depth methods of recharging, electronic artifacts can be recharged with a basic power pack as a move action.
- Life technology draws from and manipulates the force of life itself. These technologies are one step away from true organic technology. They may have up to five attributes. Using the item drains one hit point per round from the character. Most life-based items have some safety feature designed to prevent them from taking the user below zero hit points.
- 5 Maximum Attributes
- Inherent Attribute – Alacrity Enhancer: You can sacrifice 5 hit points to gain an additional move action on your turn. Each time you use this attribute beyond the first without getting a full night’s rest, you move 1 persistent step down the condition track.
- Mechanical technology relies on gears and Newtonian forces (not to mention exotic materials) to produce unusual effects. Mechanical items generally have one attribute. They require an additional, outside power source to activate. Once activated, they retain enough energy to function 1d6 times before requiring a recharge, which requires cranking the artifact (or a similar action) for a number of full rounds equal to the amount of times the artifact can be used before requiring a recharge.
- 1d4 Maximum Attributes
- Inherent Attribute – Change Form: Mechanical artifacts lack the flexibility of more advanced artifacts such as nanotech and organic ones, but they retain a fair amount of flexibility themselves. As a use of the artifact you can change it between Armor, Gear, and a Weapon (the type of the weapon is determined upon artifact creation). Attributes are shared across these three forms, and attributes that cannot be used for a specific form are disabled while the artifact is in that form.
- Nanotechnology relies on the application of million of machines less than one micrometer across. These machines work together to create the effect. The item itself is either a ‘home’, storing the machines or a ‘producer’, creating the machines on demand. Nanotechnology artifacts can be used 1d6 times before having to recharge, which requires providing the artifact half its weight in raw materials over the course of several hours.
- 1d6 Maximum Attributes
- Inherent Attribute – Nanoflexibility: Nanotech artifacts are inherently flexible due to the wide range of things that can be done with nanites. A nanotech artifact is treated as having a nanite ability pool with one randomly-determined ability in it. This ability can be used once per encounter as normal. This ability can be changed by making a DC 30 Knowledge [Technology] or Nanite Control check. If you do not have Nanite Control as a trained skill, you activate this nanite ability using your Knowledge [Technology] skill instead.
- Organic technology represents the pinnacle of technological development. Organic items are self-repairing, self-aware and require no external power source, and can be used any number of times. Some kinds of organic technology adapt over time, allowing the user to control its attributes after a fashion (5% chance of adaptive ability).
- 2d4+1 Maximum Attributes
- Inherent Attribute – Self-Aware: Organic artifacts are self-aware, conscious, and sentient. They’re not exactly intelligent on the level of what passes for a sentient species, rather they’re roughly like sentient animals, or young children. An organic artifact is treated as a 1st-level nonheroic creature with hit points appropriate for an object of its size. Unless it is motile, it has no Strength or Dexterity score. Its Constitution, Intelligence, Wisdom, and Charisma scores are equal to 6 plus the number of attributes the artifact has. It gains the usual feats and trained skills.
- Special Inherent Attribute – Adaptive: An adaptive organic artifact responds to the wishes of its user, altering its attributes to suit the user’s needs. By making a DC 35 Knowledge [Life Sciences] check, an owner of an adaptive organic artifact can change one attribute of the artifact to another. This takes 4 8-hour work periods and consumes a number of medpacs equal to the attributes that the artifact has.
Artefact Attributes
Artifacts can do ‘magical’ things: convert a man into an organically powered killing machine, transfer life from one person to another or project a holographic image deep into space. These abilities stem from technological innovations unknown to the races currently running the galaxy.
Generic Attributes
Any artifact may possess one of the following attributes:
- -1 kg to item’s weight.
- +2 to item’s hardness.
- +10 to item’s hit points.
- Call Artifact – The artifact has two components – the artifact itself, and a homing device. As a use of the artifact, you can cause it to return to the homing device from a distance of up to 20 squares. Weapon artifacts appear in your grasp, and armor or gear artifacts appear properly equipped.
- Tech-Based Autoshields – Tech-Based Autoshields come in four varieties: Energy, Explosive, Melee, and Ranged. Functionally, autoshields are treated as an additional hit point pool equal to 15 * the user’s Heroic Level. While the autoshields are active, damage comes off the autoshields before applying the effects of damage reduction. If you have any form of personal shielding (anything with an actual SR score), determine the effects on that before determining the effects on your autoshields. The autoshield’s hit points are also reduced by 1 HP per round when activated. Autoshields reduced to 0 HP are not destroyed, but are temporarily rendered inactive (switched off). Autoshields regenerates lost HP at a rate of 1 HP per round while the autoshield is switched off. Each activation of the autoshields (turning them on) counts as a use of the artifact. Autoshields can only be used while an artifact is worn, handled, or wielded (in the case of weapons). Each variety of autoshields protects against a different kid of damage. The same artifact can have multiple types of autoshields – in this case, the artifact still only has a single pool of autoshields hit points, it just can be used to protect the user from multiple types of damage. The types of autoshields are as follows:
- Energy – Protects against electricity, energy, fire, ion, radiation, and stun damage. When protecting from radiation, any damage that the user would take from the radiation is dealt to the autoshields.
- Explosive – Protects against bludgeoning/slashing/piercing damage, that is – damage that does all three kinds at once. The most common source of this damage is explosions.
- Melee – Protects against bludgeoning, slashing, and piercing damage dealt by melee attacks.
- Ranged – Protects against bludgeoning, slashing, and piercing damage dealt by ranged attacks.
Armor Attributes
The base armor artifact provides DR 5 and weighs 7 kg. Each time the armor prevents any damage counts as a use of the artifact. Each attribute affects the following:
- +1 DR.
- +4 DR against a specific damage type.
- Concealable – the item creates the armor rather than providing armor itself.
- Inertial Dampener – You can activate the artifact when falling to avoid any falling damage you would take. This counts as a use of the artifact, and you always land on your feet when you use this.
Gear Attributes
The base piece of ‘gear’ provides a +10 equipment bonus to one skill and weighs 5 kg. Using this skill bonus counts as a use of the artifact. Each attribute the item has gives it an additional bonus as follows:
- +3 equipment bonus to the core skill.
- +2 equipment bonus to a second, related skill.
- Inertial Dampener – You can activate the artifact when falling to avoid any falling damage you would take. This counts as a use of the artifact, and you always land on your feet when you use this.
Weapon Attributes
Weapon artefacts are always a hit with the players. Loud, flashy and capable of punching through armored plating, they make characters feel like a force to be reckoned with. Ranged artifacts weigh 1 kg, melee artifacts weigh 3 kg. Each time the weapon is used to make an attack (whether successful or not) counts as a use of the artifact. Further attributes modify the weapon as follows:
- Ranged Weapon Only: +5 square range increment.
- Ranged Weapon Only: +1 square radius to area of effect.
- Melee Weapon Only: +1 square reach.
- +1 damage (three +1 attributes add another die of damage to a weapon).
- +1 to attack rolls.
- Penetrate DR – the attack penetrates DR from anything other than organic technology or natural damage reduction.
- Variable – the item can control its damage – output, selecting any amount of damage up to the maximum rolled.
- Touch Attack – the item makes a touch attack rather than a regular attack, ignoring all forms of armor and natural armor.
- Keen – This weapon threatens a critical hit on a roll of 19 or 20, instead of only a 20. If you already threaten a critical hit on a roll of 19 or 20, you now threaten critical hits on a roll of 17, 18, 19, or 20. As normal, only a natural 20 is an automatic hit.
- Merciful – The weapon deals an additional die of damage, but all the damage the weapon does is nonlethal (if a melee weapon or a projectile weapon) or stun (if the weapon is an energy weapon). This ability can be activated and deactivated as a swift action.
RULES UPDATE: Background-obtained Alien Artifacts
Alien Artifacts discovered as part of your background are relics of ancient and unknown civilizations that wandered through the galaxy in ages past. Nobody knows who they are, but their relics seem to have withstood the test of time. The vast majority of these objects are in the hands of private collectors, or are scooped up by governments and private research agencies seeking to unlock their secrets, but you have managed to stumble across one of them and keep it for yourself.
To determine the nature of a background-obtained alien artifact, roll on the following table and then consult the GM. The GM generates all background-obtained alien artifacts as when and where the artifact was obtained has some impact on what the artifact is. No background-obtained alien artifact will be of the Chemical technology type.
D6 Roll |
Artifact Template |
1-2 |
Armor |
3-4 |
Gear |
5-6 |
Weapon |
D100 Roll |
Artifact Technology |
1-15 |
Crystal |
16-40 |
Electronic |
40-55 |
Life |
56-74 |
Mechanical |
75-89 |
Nanotechnology |
90-100 |
Organic (roll a d100 – on a 96-100, the artifact is Adaptive) |
RULES UPDATE: Human (TAAF) Background Alterations
Due to the changes in how promotions work made in the section above, some alteration is required to the TAAF backgrounds for Humans. The details are as follows.
Human Backgrounds
If either parent has the Soldier profession, you gain Military Man as a bonus feat.
Background
Veteran – For the moment, this one shall remain as-is. I’m working on ‘more proper’ rules for carrying over rank/promotion points from a national military to the TAAF. But be aware, there is a change inbound.
A Tradition of Service – You gain the Military Man feat as a bonus feat.
Training
Noted Accomplishment – +1 Promotion Point
Significant Accomplishment – +2 Promotion Points
Disgrace – -2 Promotion Points (does not disqualify you from the Top Kick feat)
Life Events
New Relationship – If you have 2 or more relationships going on at once, you have a chance of losing 1 promotion point each year this continues. The chance equals 25% * (Relationship Count -1)
Betrayal – -2 Promotion Points (but cannot rank you down)
Crime – -2 Promotion Points
Tours of Duty
Calculate the character’s starting rank after training as normal, though characters fresh out of training cannot be higher-ranked than E-3 or O-3, any promotion points that are above the E-3/O-3 requirements are retained and can be used for a higher pay grade, but they do not rank a character up until their next level gain.
Promotion Checks
Obviously, this mechanic goes bye-bye. Replace the every-two-years thing with "For every two years of service the character goes without a promotion point penalty, they gain 1 promotion point."
ANY "20: Promotion Checks" need to get replaced with…
"Roll a d20: 1-17 – reroll on this year and ignore any results of 20. 18-20 – You performed some distinguished service this year – reroll on the year table and ignore all results of a 20 to determine what you were doing when the distinguished service happened. Gain +2 promotion points and consult the GM to determine what you did."
2017
- Army/Marines/Navy
- Post-War Peacekeeping Duty – +1 Promotion Point
- Assigned to Teuthidoid Security Detail – +1 Promotion Point (total of +2 if service continued in 2018)
2018
- Army/Marines/Navy
- Assigned to Teuthidoid Security Detail – +1 Promotion Point
- Administration
- Involved with the Trial of President Abraham – +1 Promotion Point
2019
- Army/Marines/Navy
- Assigned to Project Janus Security – +1 Promotion Point (total of +3 if service continued through 2021)
2020
- Army/Marines/Navy
- Assigned to Project Janus Security – +1 Promotion Point (total of +2 if service continued through 2021)
- Administration
- Project Janus Assault Investigations – Commendation for Special Operations awarded (additional +1 promotion point if service continued through 2021)
- CEC
- Assigned to PROJECT PTAH – +1 Promotion Point
2021
- Army/Marines/Navy
- Assigned to Project Janus Security – +1 Promotion Point
- Administration
- Project Janus Assault Investigations – Commendation for Special Operations awarded (if you were assigned in 2020, you do not receive a second one)
- CEC
- Assigned to PROJECT PTAH – +1 Promotion Point
2022
- Army/Marines/Navy
- Participation in the Belt Rebellion – +1 Promotion Point
- Assigned to Post-War Asteroid Belt Peacekeeping Duty – +1 Promotion Point
- Administration
- Assigned to Public Relations – +1 Promotion Point
- Assigned to JAG – +1 Promotion Point
- CEC
- Participation in the Belt Rebellion – +1 Promotion Point
- Assigned to Post-War Asteroid Belt Peacekeeping Duty – +1 Promotion Point
- Assigned to PROJECT PTAH – +1 Promotion Point
2023
- Army/Marines/Navy
- Assigned to the Conqueror Project – +1 Promotion Point
- Participates in the 1st Alpha Centauri Exploration Mission – +1 Promotion Point
- Administration
- Internal Affairs – +1 Promotion Point
- JAG – +1 Promotion Point
- CEC
- Assigned to the Conqueror Project – +1 Promotion Point
- Participates in the 1st Alpha Centauri Exploration Mission – +1 Promotion Point
- NMS First Wave – +1 Promotion Point
2024
- Army/Marines/Navy
- Assigned to the Conqueror Project – +1 Promotion Point
- Administration
- Internal Affairs – +1 Promotion Point
- CEC
- Assigned to the Conqueror Project – +1 Promotion Point
2025
- Army/Marines/Navy
- Proximan Diplomatic Corps – +1 Promotion Point
- Administration
- Internal Affairs – +1 Promotion Point
- CEC
- Feng-Huang Shakedown Cruise – +1 Promotion Point
- TAPS
- No changes.
2026
- Army/Marines/Navy
- No changes.
- Administration
- No changes.
- CEC
- No changes.
- TAPS
- No changes.
2027
- Army/Marines/Navy
- Barnard’s Star Expedition – +1 Promotion Point
- Terraforming Protection – +1 Promotion Point
- Administration
- Terraforming Assault Investigation – Commendation for Special Operations awarded
- CEC
- Barnard’s Star Expedition – +1 Promotion Point
- Fought in Battle Against Martian Ecoterrorists – +1 Promotion Point
- TAPS
- No changes.
2028
- Army/Marines/Navy
- No changes.
- Administration
- No changes.
- CEC
- No changes.
- TAPS
- No changes.
2029
- All
- Heroic act that helped civilians escape – +3 Promotion points and awarded the Colonial Medal
- Army/Marines/Navy
- Diplomatic Corps – +1 Promotion Point
- Administration
- Joint Fleet Command – +1 Promotion Point
- CEC
- Military R&D – +1 Promotion Point
- TAPS
- No changes.
RULES UPDATE: Human Background Contacts
With the revamp to the contact system, the time has come to change the random contacts table for backgroud rolls. The new table is MUCH less military-skewed.
To determine the type of a contact, roll 2d10+2d4 and consult the table below.
2d10+2d4 Result |
Contact Type |
4 |
Exotic (CONSULT THE GM) |
5 |
Psionic (1d8-1 Influence PLUS Reroll additional contact type and use highest influence) |
6 |
Media (1d8+1 Influence) |
7 |
Business (1d8+1 Influence) |
8 |
Wilderness (1d8-1 Influence) |
9 |
Security (1d8-1 Influence) |
10 |
Scientific (1d8-1 Influence) |
11 |
Military (1d8-1 Influence) |
12 |
Medical (1d8-1 Influence) |
13 |
Computer (1d8-1 Influence) |
14 |
Technology (1d8-1 Influence) |
15 |
Legal (1d8-1 Influence) |
16 |
Blue Collar (1d6-1 Influence) |
17 |
Street (1d8-1 Influence) |
18 |
Academic (1d8-1 Influence) |
19 |
Vehicular (1d8-1 Influence) |
20 |
Journalist (1d8-1 Influence) |
21 |
Law Enforcement (1d8-1 Influence) |
22 |
Mercenary (1d8-1 Influence) |
23 |
Traveling (1d8-1 Influence) |
24 |
Criminal (1d8+1 Influence PLUS Reroll additional contact type and use highest influence) |
25 |
Government (1d8+1 Influence) |
26 |
Entertainment (1d8+1 Influence) |
27 |
Magic (1d8-1 Influence PLUS Reroll additional contact type and use highest influence) |
28 |
Exotic (CONSULT THE GM) |
MINOR UPDATES
- The Yoitsuni language has two components – the animalistic vocalizations of their natural form, and the far more useful subtle sign language that is used for Yoitsuni to covertly speak to one another while in humanoid forms. Yoitsuni can utilize Deception to communicate with one another via this sign language without difficulty, the lowest of the Deception rolls of the conversation participants sets the Perception check DC to realize that the participants are communicating.