A Cortex system/Serenity RPG modification.
"Lest we forget those no longer bound via mortal coil to this apathetic world, may they find mitigation and solace in oblivion..." - Unified Earth Councilor 'Fredrick Bates' at the launch of the EU-7 "Dora" colonization craft.
System: (Delta Trianguli)
Delta Trianguli is a binary star system comprised of a yellow dwarf (a normal sun, Delta Trianguli A) and an orange dwarf (Delta Trianguli B), four habitable planets orbit the system and a few other planets. The four habital planets are Terra Pleneta, Ursula, Sentry and New Mars. The other three uninhabitable planets are Octavia, Phoenix and Nora. Many of these planets have moons that are inhabitable, even if the planet is not.
Terra Pleneta: (Terra or Terror)
Named after the family who owns the towns two mines Sparks Mine is a relatively small establishment holding almost four thousand residents that maintain and operate a sizable iron ore and a newer gold mine that deliver raw material to Georgetown where it is refined and transported further along to New Melbourne's steel works and mint.
Three roads converge on the mine but only two are regularly used, the major roads exit the town to the east following the railway down to Georgetown and north to a small river port that connects to the F-13 sea where passengers take the long journey north to Port May.
The third road heads south-west past a small forest where hunters and trappers search for game and a few outlying homesteads, no one is known to travel far however and the ones that have never returned to tell of what's there.
The shipping between Port May and Sparks Mine was ended some years ago due to the large quantities of goods being stolen by Synths and pirate vessels, after a series of missing shipments both settlements agreed that the ships were too slow and vulnerable to attack.
Still some folk brave the open waters with the concept that because the shipping has ended the Synths and pirates have moved on and that it is preferable to other, more dangerous paths.
The town itself has little in the way of establishments, a general store and a doctors clinic are the only major attractions other then the miners tavern and the mines themselves.
A large percentage of the population is made up of mutants, both locals and drifters that take a break from wandering the wastes and test their strength at mining or join one of the town's mercenary bands.
Among them are a handful of free Synths that manage the railway and take care of the tavern, conflicts occasionally arise between the Synths and Mutants both drunk and sober regarding the former slaves tendency to kill mutants on sight but the majority of the populace is understanding and forgiving.
The miners tavern, a massive establishment catering to thousands of hungry, thirsty and bored workmen and women on a daily basis.
Massive halls and storerooms connect to the kitchens that see to the miners meals forming part of a hornets nest of prostitution, gambling and drinking. Those inclined to violence find their way to the tavern's fighting pits to settle grudges or compete for prizes, with such a system in place argument rarely get out of hand and only one all out brawl has ever occurred.
Distilled spirits are the only alcoholic beverage on tap, the patrons manage to find interesting things to mix it with though and there's injectors available for the Synth that's looking for a familiar buzz.
There is no law in Sparks Mine save for the word of the miners and the Sparks family's order of hired guns, those that find themselves in trouble are dealt with swiftly either thrown out of town or shot depending on the offense.
Debts can be negotiated with a term of working the mines or moving cargo, both have their own risks but it's better then being hacked apart and eaten.
Massive thermite cannons and a thirty foot steel fence form a perimeter around Sparks Mine, the town is well protected from mutant animals and other more technologically advanced aggressors.
A Synth cruiser shot down by the town's gunners lays abandoned to the north after an attempt to raid the town for supplies and new bodies.
Sparks Mine - Georgetown Railway
Two thousand kilometers between Sparks Mine and Georgetown and the majority of it covered by the massive train network, a large (300km) section was rendered useless decades ago during a conflict between a Synth dreadnaught and gravity.
The impact of the hulking spacecraft destroyed left little of itself inside a massive crater save for scattered scrap and ash but still scavengers pick through the remains occasionally digging out a salvageable weapon or hull plate.
As well as being a popular site for treasure hunters the broken line makes up part of the main road between Sparks Mine and Georgetown, bandits and monsters fight each other for dominance over the road and the rights to take their pick of tourists, scrappers and travelers.
The trains still run from the closest stations to the break carrying both cargo and passengers along the line, the majority of what they carry is transferred via a convoy of trucks between the two stations and once in a while a group of robbers is audacious enough to attack one.
For this reason the convoys run well armed and both Sparks Mine and Georgetown hire additional protection and offer bounties and rewards for known bandits and stolen property.
Planet Radius: 8000km
Planet Perimeter: 50240km
Gravity: 20 m/s2 (Approximately Double Earth Normal)
Roughly fifty million people live on Terror, twenty million of these are mutants (who tend to keep to themselves) and the rest are a mix of Human colonists and Synth's (both free and enslaved). Terra Pleneta occupants are a hardened people accustomed to the harsh environment of the planet, most settlements are created in the least irradiated zones close to the mines they work to trade precious metals off planet.
Over the past decade the Synth Utopia has made several invasions on the planet to raid for new slaves and ascertain the advantage of a full planet occupation, several towns and cities have fallen under the control of the Synths and as a result of resistance efforts Terror now has the highest population of free Synths in the system.
Mutants roam the wastelands of Terror unaffected by the conditions thanks to years of forced mutation and evolution, some communities trade with mining colonists but it is rare since Mutants are almost entirely self sufficient. When colonization ships open on Terror it is more then likely the occupants will run into a Mutant before finding any human civilization.
Mutants don't take kindly to Synth invaders, often organizing raids on the raiders themselves.
When colonization ships scattered and crashed on the planet during the initial terraforming events the systems sealed the colonists inside cryogenically frozen until the ship's sensors read the environment as safe, which is often a long time due to the high radiation levels from the faulty terraforming. Groups of the original colonists will occasionally emerge from the desert to join the local community even though they are over three centuries overdue. Colonist ships are a grand prize for pirates since they contain large weapon, food and equipment supplies as well as laboratories easily retrofitted for cloning. Grim stories are told of treasure hunters who have found a ship of colonists buried alive under the ever shifting desert sands or corroded away by the elements killing the occupants as they slept.
The only true form of government on Terror is the one enforced by Synth Occupying forces, towns and cities form their own independent governments and laws... which are accustomed to new people wandering in from no where and largely unenforced.
Rain is rare on Terra and the planet has little in the way of water, the storms generated by the world's fast moving air flows drag along large amounts of radioactive dust and debris. Massive electrical strikes ionize the surrounding air and ignite magnesium dust caught up in the storm raining down fire and lightning on everything in their path, the electric surges also cause severe damage to unshielded electrical equipment.
The storms rarely hit more then once every two or three weeks and although dangerous they rarely last more then half a day (20 hours), spaceships and permanent dwellings provide adequate protection from the wind, lightning and radiation.
Anyone caught outside in a storm is treated as entering an area of 500 Rem of radiation, if they aren't wearing protective equipment they can inhale radioactive dust causing further damage and be unable to see through the blinding sandstorm.
There is a 10% chance every minute of anything outside and unprotected of being struck by lightning and the following rain of burning magnesium, if hit they take 4d6 points of electrical damage divided between electrical and stun and another 1d6 fire damage from the magnesium.
Avoiding a strike takes a Hard (11) dodge or similar check (cover bonuses apply).
A Survival or Perception check can reveal when a storm will hit a number of hours before it arrives, if the storm is one hour away the check is easy (3), 2 hours is average (7), 3 hours is hard (11), 4 hours is formidable (15), 5 hours is heroic (19), 6 hours is incredible (23), 7 hours is ridiculous (27) and 8 hours away is impossible (31).
Originally numerous sensors and beacons were set up around the planet capable of detecting an oncoming storm or when sending a message when a storm hit them, years of electromagnetic interference have since disabled the system although it is possible to reactivate a single beacon if you can find one.
Each beacon can give up to 40 hours notice before a storm hits and requires a formidable (75) mechanical or technical engineering check to repair.
The original mass transit system of Terra composed of large sections of underground tubing and above ground track, the train runs on a set of electromagnets holding it stable inside a track of magnetic rings. Below ground sections are sealed pipes containing the rings/track inside, there are some stations and emergency stops along each section that are usually unmanned and locked from the inside. Overland sections are raised above the ground far enough to be out of reach of most of the wildlife but wear and tear without much in the way of maintenance available has left many of the sections too damaged for use and often beyond repair.
Each train runs under it's own power and is capable of reaching speeds up to 300 kilometers per hour transporting thousands of tonnes of minerals, supplies and passengers daily.
Synth forces have rebuilt the railroad in most of the settlements they occupy and their military strictly controls their use posting guards at each station, they use the transport mainly for supplies and troop movement.
Trains run daily between settlements with an intact line and tickets are sold for around $10 per station, the trains carry their own risks however and often travelers opt for more discrete transportation.
Robbers and Synths are a constant threat to the almost defenseless locomotives often using electromagnetic weapons to disrupt the trains then taking whatever they want at leisure.
Most often taken are the nuclear generators that power the trains as well as any easy to carry away cargo, the only thing worse then the bandits are Synths who take passengers and crew as slaves.
For these reasons conductors often hire mercenary escorts to fly overhead and defend the precious commodities within.
Terra has the longest day night cycle in the system, each day lasts around 40 hours followed by 40 hours of night. It takes roughly 2 years for a complete orbit around the suns and it's seasons are split into six months each of summer, autumn, winter and spring during which time the day temperature reaches up to 50 degrees celsius and the night can drop to -40 degrees Celsius.
Moons: Stapes, Yuri
Stapes is a relatively large moon which underwent a successful terrorforming process to bring it earth norm, it is almost entirely farmland supplying food and water to the occupants of Terror. It's run by a democracy that represents the entire moon's population of about a million people, Stapes uses a large 'planetary' defense system to repel Synth raiders.
Stapes is the closest moon to Terra Pleneta.
Yuri is a moon about the same size as Earth's moon although the temperature is at a far more stable range, Yuri has an atmosphere but no breathable air. Synth Utopians occupied Yuri and have a military presence there.
Yuri is the furthest moon from Terra Pleneta.
Ursula is a planet slightly smaller then Earth with an equally well evolved environment, food, water and plant life is plentiful and it is the home world of the Synth Utopia. A temperate planet Ursula has regular rainfall over almost the entire planet and it's rate of twist makes it's poles constantly move so almost every part of land on it is habitable.
Three billion Synths live on Ursula and all of them part of the Synth Utopia project (Synth Slaves), all of them grouped, directed and organized their Section Leaders who are commanded by Doctor Giles Summers their creator and founder of the utopia project.
The life of a Synth on Ursula varies, they all work, sleep and eat and usually in that order. Synths are mentally altered and have precious little thought, everyone is the same person effectively creating a paradise for 'everyone'. There is no arguing or fighting between people (working ones anyway), the leisure activities are basic and there is little in the way of need.
Anger, jealously, hated and many other emotions are filtered out of a working Synth's brain but it is not completely unknown for a Synth to break the mental conditioning and remember parts of who they were or start using 'unauthorized' emotions. For that a small group of military personal are located in each city to locate and repair anyone malfunctioning or to eliminate the threat to society.
Synth 'slaves' are made from captured humans, their mind is altered and several physical modifications are made to turn them into a Synth. The majority of Synth procreation is from cloning and captured slaves, although it is not impossible to procreate by tradition methods pregnancies rarely occur since clones have the same DNA.
Ursula has no moons.
Sentry is a habitable planet that orbits solely around Delta Trianguli B, it receives very little light until it's orbit shift enough to view Delta Trianguli A. The Planet has a day/night/high light cycle from when it shifts between the two suns and when it moves to the far side of the orange dwarf sun.
A relatively warm planet Sentry sustain a remarkably large range of plant life and much of it's surface is forest or rain forest, the majority of animal life lives beneath the massive trees for protection from it's high light cycle.
Since the planet sustains such a large quantity of usable lumber and the trees grow back at an incredibly fast rate much of the planet's dwellings are made of wood, Sentry also has large deposits of precious metals locked away beneath the root system of it's forests. Sentry makes great use of it's almost permanent day to grow vast quantities of plantations, sustain farmed cattle over a relatively small area since the grass grows so fast and produce a number of other farmed supplies such as silk, fish, spider silk and pharmaceutical products.
Spider silk fiber is farmed on Sentry and made by Gigas Aranea 'giant spiders' or Gigaspiders, a large non-venomous arachnid about the size of a small dog. The silk is cut from the spider webs then chemically softened and treated for longevity, molded to the required shape and left to dry forming a fibre stronger then steel and with very little weight. Spider silk fiber is used almost exclusively on Sentry as replacement for plastic.
The people of Sentry form part of an alliance with New Mars since their military is lacking in firepower required to keep the Synth's as bay, Sentry provides many resources to the Council of New Mars and in return the Council keeps it's massive military forces spread evenly between the two planets.
All in all about one and a half billion people live on Sentry permanently with millions more from New Mars coming and going.
Capricorn is a tiny moon in orbit around Sentry, it has no atmosphere and is currently in the process of being terraformed.
New Mars keeps a military dock on Capricorn for it's sizable fleet of starships that flies patrols around Sentry ever vigilant for a Synth invasion.
A planet slightly larger then Earth New Mars is home to the Council, a democratic federation now encompassing New Mars, Sentry and all of heir moons. Named after Mars from Earth's solar system since it resembled the red planet before it's terraforming it is also sometimes called 'The seat of council' in reference to it's planet wide government.
Almost half the world's water supply is fresh with a shallow ocean base and large river systems, this had led to the quick and massive growth in population on New Mars since even in the least developed sectors fresh food and water are available in large quantities.
Out of all the worlds in Delta Trianguli New Mars is the most like Earth, it's seasons, day/night cycle, temperature and atmosphere are almost identical with the only real difference being the planet's size and the low area of desert and jungle.
New Mars' vegetation and animal life is the least mutated in the solar system and it has the largest population of any one planet, close to four billion people live on New Mars.
The planet contains high quantities of helium, iron, silver, farm land and pure water. New Mars trades Protection and various other resources to Sentry for food and both Sentry and New Mars trade food and water to Terra Pleneta for Uranium, Iron and other minerals.
A large asteroid belt surrounds New Mars often hiding pirates and slave traders.
Moons: Gusstov, Klen 1 and Klen 2
Gusstov is the largest of New Mar's three moons and was terrorformed along with the planet, it contains a few cities and is considered both a resort and New Mar's office complex.
Klen 1, a largely unpopulated rock is inhabited by New Mar's military along with it's twin Klen 2. It has a breathable atmosphere artificially maintained by the forces there and is used as a military base.
Klen 2 is almost identical to Klen 1, it too has an artificial atmosphere and military base although it orbits further out then Klen 1 and thus has a larger Navy presence.
Octavia is an uninhabitable gas planet, is has no real interest to the colonists of Delta Trianguli except for it's one habitable moon.
Valkyrie is a large moon in orbit around Octavia, it sustains a small population of Anarchists living off it's plentiful resources. It's nights are long and the temperature is cold most of the year but it's soil is the most fertile of any moon in the system and life there has mutated to survive, Massive quantities of luminous fungi cover much of Valkyrie providing sustenance for the majority of lifeforms living there.
The moon is more often under rainfall then not and there is no ocean to catch the runoff water, it resides in the lakes and fungus covering the planet.
Some call the place beautiful and others call it a breeding ground of spores, pirates and terrorists.
Valkyrie is the largest supplier of biological weapons and medical advances in the system and trades freely with Terra Pleneta and anyone else willing to pay a fair price. About one hundred thousand men and women form the defense force of Valkyrie, 'Valkyries' are the most effective and powerful individual soldiers in the system sporting numerous biological and medical enhancements with extensive training.
Mutants are sometimes found on Valkyrie making up a small portion of it's two million inhabitants, mutation is almost a requirement of life on the moon and finding anything or anyone not mutated is almost certainly a new arrival.
A small planet far out of the center of the system, Phoenix was split apart centuries ago by a meteor strike and the shattered pieces now form part of an asteroid belt surrounding the planet. There is a small survey and mining operation on Phoenix sent by New Mars to find out if there is any financial gain to be had by establishing large scale mining of the shattered world.
Over a thousand people maintain the establishment on Phoenix complemented by another thousand military personnel to protect against pirate and Synth raiders.
Phoenix has no atmosphere, it's a cold dead rock that orbits the suns roughly every ten days.
Phoenix has no moons.
Nora is a tiny ice world on the edge of the system, no terraforming operation ever attempted to create an atmosphere on the planet and it is left to orbit the solar system in peace.
Nora has no moons.
In 2113 AD the first colonization ships left Earth and traveled through space to the Delta Trianguli system, each massive vessel housed hundreds of thousands of people cryogenically frozen ready to be revived and populate their new home. The EU-7 'Dora''s target was Delta Trianguli and as the ship came within sensors range of the system hundreds of years later the crew was astonished to find not only one habitable planet as their data suggested, but several.
Every colony ship was designed to split apart into several hundred pieces, spread out and land on various parts of the new planet and slowly terrorform the atmosphere to bring it to livable conditions. However, one of the caretakers had other designs for the new system.
Doctor Summers used an early version of the mind wiping virus 'Eraser' on much of the ships population and implanted them with a programmed mind he created making the infected men and women obey his every command, then sent them to overrun the ship.
Through the actions of the ships remaining crew members the terraforming sequence was activated breaking the ship apart before anyone else could be enslaved, enraged by the loss Summers turned the ship's weapons on the escapees determining that if he couldn't have them no one could. A technician called Richard Spheres managed to cut the power to the Dora's weaponry but not before several of the landing ships were destroyed and badly damaged, Spheres was captured and enslaved not long after.
Admitting his defeat Summers abandoned the planet and left in the main body of Dora to create his own little world, he settled his slaves on Ursula and formed the Synth Utopia stripping the people of their humanity in the name of peace.
Damaged with no hope of repair the wounded landing vessels crashed into the planet that would later be called 'Terra Pleneta' while the ships still capable of breaking free from the planet's gravity flew on to land on the other planets in the system and began their terraforming process. Mushrrom clouds bloomed over Terra Pleneta as the landing ships powerful engines overloaded turning the planet into a giant nuclear wasteland, but the ships computers were stubborn and still attempted to terraform the planet and remarkably they succeeded.
Much of the new world was still uninhabitable decades later as the terrorforming was finished, large pockets of highly irradiated land formed around the craters of crashed ships and the majority of water of the planet was now poisoned but still the prospect of bringing life to the new world was not abandoned. The surviving ships slowly stirred powering up reactors from their centuries long slumber, plant life was seeded across the entire surface of the planet and cloning laboratories began making copies of animals long dead and injected them with the Rapid Evolution Virus. Each species was scattered over the safe areas of Terra Pleneta to give them the greatest change of survival.
Last to be revived were the human passengers, some cloned from stored DNA, some awoken from their long sleep cryogenically frozen and all sent out to populate their barren new home.
3222 AD, The colonies have grown well even on the barren wasteland now known as 'Terror'. The Synth Utopia has grown by cloning, breeding and capturing people from the second establishment of the New Mars Republic. New Mars and Sentry's colonists have celebrated record birth rates repopulating their deserted cities after their allied assault against the Synth Utopia. Refugees trickle in from all over the system seeking and end to their hundreds of years of war on Valkyrie, the home of the Anarchist and all the worlds slowly recover from the last great battle against the Synths.
Life has mutated and evolved to such an extent that researchers couldn't keep up with the changes and few of the new species have been documented or even seen by human eyes. Plant life has flooded over Terra Pleneta as the radiation fades, Synth and Valkyrie scientists create new curiosities without fear of social or moral repercussions. The Terrans of Terra Pleneta breed new guard dogs and beasts of burden to better equip themselves against the rapidly mutating predators of the great wastelands and slowly the very humans themselves began to change from mutation, surgery or natural evolution.
As Delta Trianguli licks its wounds and prepared itself for the next great conflict more and more old colonization vessels activate sending forth clueless colonists into the jaws of hungry beasts or the hands of bloodthirsty pirates waiting to loot the ships as soon as the locks come off. Now the system is ready and waiting for the slightest agitation to send the tensed ball of fangs and claws into chaos...
Level Adjustments and Cortex:
When a session ends and a player is given the option to convert Plot Points into Advancement Points the maximum number of advancement points the player can convert is reduced by their level adjustment.
It costs a character their level adjustment in plot points to buy an advancement point, so if your character has a level adjustment of 2 then it would cost you 2 plot points to buy 1 advancement point.
Humans came to the system from earth nearly a millennium ago, some traveled cryogenically frozen to have their cells restored on arrival and many more had their DNA stored to be cloned and their minds captured on mind cards. Effectively sending unborn clones of themselves into space. Most 'pure' humans alive in the solar system presently are clones or rescued from long lost cryogenic storage, while they have little of the resistances or genetic enhancements of other species they're ability to take on beneficial viruses and mutations gives them great potential.
Humans have no natural immunities or resistance to viruses, both harmful and beneficial.
Synthetic or genetically altered humans have had their DNA altered to such a degree that they are no longer considered human, created as part of a utopia project Synth's receive a number of genetic enhancements and undergo several surgical procedures intended to make them more useful. The majority of Synth's are clones and captured humans administered with the mind wiping virus 'Eraser' and then imprinted with mind cards to make them 'ordinary'. Every Synth undergoes surgery to remove the stomach, intestines and appendix giving them a gaunt appearance. Teeth are removed and replaced with identical ones made of white titanium or similar noncorrosive alloys. Hair excluding eyebrows, eyelashes and the hair on their head is permanently removed via advanced laser surgery. An Intraveinous Feeder is implanted allowing Synths to be easily fed by nourishing fluids injected directly into the bloodstream. Synths are also injected with the Hyperimmuno Virus and Hypodegeneration Virus.
Most Synth's are underweight, gaunt and lacking in strength since the idea was to have them performing mundane tasks and not working in strenuous activities. Synthetic Soldiers however are boosted with the Adrenal Growth Virus and Strength Enhancer virus combined with various steroids growing them to a large size.
Synth's have a natural 25% immunity to Genetically Engineered Viruses and Disease, combined with the Hyperimmuno Virus they have an overall 75% resistance making further Viral enhancements and Mutations unlikely.
Synth's can only consume Intraveinal Nourishments.
Synth's get +2 to Agility and Intelligence and -2 to Vitality and Strength.
Synth Soldiers also receive +4 to strength from the Strength enhancer but consume 4 times as much food as normal.
Synth's have no chance of rejecting implanted synthetic organs, provided they were created from human or synthetic DNA.
Mutants came about on New Terra as a result of the lingering radiation and the Rapid Evolution Virus, living in hostile conditions in a barren and harsh landscape created a new race of humanity adapted to survive in areas of radiation and heavy gravity. Mutants look like seven to eight foot tall humans with sharp angular features, long limbs and discolored shades of skin that range from the human norm to rusty red and almost bleached white. Eyes are usually deep set with exceptionally large pupils and often bruised and darkened sockets, the pigmentation ranges from yellow and red to grey. Adaptation to their environment has given mutants incredible strength and mobility with a heavy tolerance to radiation, toxins and many diseases. Many of their teeth are sharp and pointed to help with eating the abundance of meat on Terra and short supply of plant life, in some cases Mutants have become dependent on many of the mutated parasites inhabiting Terra to digest the poisonous or otherwise dangerous plants and animals they need to survive.
The exposure to many genetically engineered viruses over time has built up a strong natural immunity to most viruses (including beneficial ones) and any infections are likely to be destroyed by their advanced immune system, their immune system and complicated genomes also makes the implantation of synthetic organs difficult if not impossible. Often a transplanted or implanted organ will be destroyed by the subjects immune system entirely unless it came from another mutant, Human and Synth transplants have an 80% fail rate and synthetic organs are only possible if they are specifically grown from Mutant DNA.
A Mutant's increased regeneration however gives them a far greater success rate with Mundane and Cybernetic enhancements then Humans or Synths and their rate of beneficial radiological mutations is high.
Mutants get +4 to Strength, +2 to Agility and Vitality and -2 to Willpower.
Mutants have a 25% immunity to Natural Viruses and Disease.
Mutants have a natural resistance to radiation of 30/-.
Mutants healing rate is twice that of a humans.
Mutants have a 25% chance of gaining a Radiological Mutation when dosed with the required amount of radiation.
Mutants have 60ft Darkvision.
Mutants have Heat and Cold resistance 5/-.
Mutants have a +2 Level Adjustment.
Although many organisms have cybernetic enhancements true Cyborgs have such an extensive part of themselves altered or replaced that they are no longer considered human. Cyborg's are essentially a few organs living inside a mechanical body, sometimes to the extent of being just a brain preserved inside a robotic suit. The most common Cyborgs (which are still incredibly rare due to the complex operations and advanced technology required to create them) are comprised of the subjects original face, some skin, brain and reproductive organs unless replaced with a synthetic version. The rest of the subjects vital organs are replaced by mechanical versions or removed entirely. The cybernetic nature of the resulting entity removes any chance of contracting a virus or disease and makes any kind of mutation impossible, the robotic arms and legs provide great strength and refinement of movement and the combination of both an endo and exoskeleton make Cyborgs difficult to damage. Radiation has minimal effect since it must first pass through the Cyborgs outer casing before it can effect any of it's organs, although any remaining skin can be burnt off resulting in most cyborgs having an entirely artificial exterior.
Although Cyborgs are difficult to damage they have no way to 'naturally' heal and any damage taken must be repaired manually by the subject or skilled mechanic. Cyborgs cannot be permanently disabled by electromagnetic devices but the shock can can seizures in their automotive functions, provided the shock is applied regularly or is powerful enough to cause a long lasting effect, this is their equivalent to non-lethal damage.
Cyborgs get +4 to Strength, Agility and Alertness.
Cyborgs do not require food or water.
Cyborgs cannot contract Natural and Genetically Engineered Viruses and Diseases, although certain Viruses such as Racheal's Disease, Mind Wipe and other diseases that effect the brain can be injected... voluntarily or not.
Cyborgs cannot receive transplanted or Synthetic organs.
Cyborgs are immune to mutation.
Cyborgs have no body to attach beneficial Parasites, although it is still posible for a parasite to travel on the subject's exterior.
Cyborgs have no chance of rejection or failure when recieving Cybernetic Enhancements.
Cyborgs have damage reduction equal to 8/Armor Piercing.
Cyborgs have Cold, Fire, Acid and Electricity resistance 5/-.
Cyborgs take stun damage from Electrical and Electromagnetic sources, stun damage is restored at a rate of 1 point per hour or can be repaired the same way wound damage is.
Cyborgs cannot heal wound damage and must be repaired (Mechanical Engineering/cybernetics or Technical engineering/Cybernetics to regain lost hit points). Cyborgs can repair themselves.
Cyborgs have Radiation Resistance of 30/-
Cyborgs do not age.
Cyborgs have the Intraveinous Feeder (for injected viruses etc) and Reactive Lenses implants.
Cyborgs have a +3 Level Adjustment.
One of the main problems with Delta Trianguli's technology is not in it's advancement, it's in it's usefulness. Centuries of electromagnetic warfare have destroyed most of the original electronic hardware in the system and the information lost is irreplaceable.
There has been no previous life anywhere in the system and as such there are no oil reserves, petrol and gas are unheard of. The majority of people use solar powered salt cells to power thermal engines and generators, larger settlements use nuclear power to supply their residents with energy.
Hydrogen powered vehicles are available on most large residential areas.
Unavailable chemicals on certain planets have lead to a massive change in weaponry, smokeless powder is only in large supply on Ursula and New Mars dropping the rate of firearm manufacture and after years of war their supplies have dwindled. The Valkyries formed new biological weapons ranging from a relatively simple dart launcher to rotting viruses capable of eating away plant flesh and bone. The most common weapon employed by Terrans are stored kinetic energy weapons, crossbows and spring guns and some even use old fashioned longbows to hunt for game. Lasers are a fairly new development, the key to powering the electricity guzzling weapons hand held counterpart was great advances in super dense batteries and far more efficient capacitors. The end result was a line of sight weapon with rechargeable ammunition that was only slightly heavier then a regular rifle, now it is rare to find a Synth or New Martian soldier that isn't equiped with one although they are still unlikely to be found in the hands of the public and the price to buy one is high.
Day to day appliances are fairly widespread, most television and similar systems were wiped out from electromagnetic bombing. Radio is still working for the most part but long range signals are either disrupted, blocked or lost as both the Synths and New Martians take efforts to halt all communication. Short range wireless is fairly effective but it often picks up old and disturbing signals, planet to planet communication is nearly impossible save for physically traveling to the recipient and giving them the message in person.
Large scale data transfers are typically done using mind cards, the information on them is cloned and distributed to the desired recipients and can recieve anything from a short text message to hours of memories from all senses. Mind cards also lead to a revolution in education and on Valkyrie they took the technology and the term 'freedom of information' to the extreme supplying all their combined knowledge to every citizen. The greater challenge of mind cards is extracting the information from a persons mind, this requires hours and sometimes days of work in advanced laboratories or hospitals and with the extent of electromagnetic interference obtaining information is becoming more and more difficult. For these reasons old colonization ships are often sought out by science and medical teams for their wealth of stored information and undamaged facilities capable of both extracting and cloning the information.
Medical advances have brought remarkable life expectancies to the system, not that everyone reaches their potential but with the new ability to regrow limbs and organs from cloning and nanorobotic surgeries even the most heavily wounded man can be brought back from deaths doorstep. Cybernetics has advanced so far that some people have even gone so far as to transplant a human (or equivalent) brain into a robotic suit. Diseases formerly fatal are now easily treated and cosmetic surgery is commonplace, assuming the patient can find a fully functioning hospital.
The majority of recent breakthroughs came from Valkyrie and it's science teams, with universal knowledge shared among it's population everyone is essentially their own doctor and many choose to put their knowledge to good use.
Valkyries managed to create several biological marvels including biologically powered weapons, waste disposal and purification plants, even artificially grown radio's networking out across the planet and unhindered by electromagnetic attacks.
Last edited by Ychrana; 12-09-2010 at 11:19 PM.
In addition to the Serenity RPG cortex system Skills.
-Bloom Plasma Emitters
-Architecture and Engineering
-Stored Kinetic Energy Weapons
Last edited by Ychrana; 09-18-2010 at 11:09 PM.
The standard rank and file soldier serving to protect the Valkyrie Anarchy, he's disciplined, battle ready and has a number of augmentations complemented by advanced biological equipment.
Much of animal and plant life in Delta Trianguli has mutated to some extent, but there are some true monsters out there especially on the radiation soaked Terra Pleneta and the dark biological nightmare of Valkyrie. Vicious predators never before seen by humanity haunt the great wastes and prey on the unprepared.
A large, slender quadruped mutated either from a dog or wolf.
This beast is as big as a horse and the natives of Terra Pleneta use them as mounts, the creatures have long slender necks and large ears not too dissimilar from the desert wolves of old earth.
Wild dogs are common on Terror but as cunning as they are they usually wont attack people unless hungry or threatened.
Riding Canines have short, tanned fur and a long tail they use for balance while running, some have spots and patches on their coat and others have patterns suggesting the creatures have interbred with other canines or lupines during their mutation.
They live for about 30-40 years.
Initiative:d8+ + d8
Burst of Str.:d10 + d10
Speed:Walk:20m, Hustle:30m, Run:30m+d8+d12+d2
Radiation Resistance 30/-
Natural Armor: 1, Reduces all damage taken by 2 except for Lasers, Armor Piercing ammunition, Explosives, Energy Weapons, Fire, Acid and Vacuum exposure.
A Terror Bird or Terrabird is a giant flightless species predatory bird native to Terra Pleneta, the name is partially due to it's natural habitat on Terra and partially for it's enormous size. Most likely mutated from an Ostrich or Emu although some specimens have a strong resemblance to chickens and other fowl.
Terrabird's stand around three meters tall and weigh around 200kg when fully grown, carnivorous and territorial the birds usually hunt alone or in pairs preferring to hunt lone game and rarely attacking large groups of people where they are easily outnumbered.
Wild Terror Birds are viscous hunters capable of running down near anything either stomping them to death or tearing them apart with their powerful beak.
Domesticated Terror Birds are prized mounts, capable guardians and are often used as pit fighters in gambling rings.
Terror Birds live for around 40 years.
Initiative:d8+ + d8
Burst of Str.:d12 + d12
Speed:Walk:20m, Hustle:30m, Run:30m+d8+d10
Radiation Resistance 30/-
Natural Armor: 2, Reduces all damage taken by 2 except for Lasers, Armor Piercing ammunition, Explosives, Energy Weapons, Fire, Acid and Vacuum exposure.
Squibs are genetically engineered lifeforms created by the Valkyries as a substitute to conventional weapons, the creature's are capable of spaceflight and spew powerful acids to destroy enemy spaceships and vehicles. The acid is sprayed from a gland on the Squib's head and while it only causes irritation to organic compounds the viscus fluid reacts violently with most metals and some plastics dissolving them rapidly, this was a design by the creature's creators since Valkyrie vessels are mostly organic tissue grown around a prebuilt frame.
At a glance a Squib looks like a very large, long, winged flatworm with a narrow head and large powerful jaws like a beetle. Squibs measure around 4 meters long and weigh around two hundred kilograms.
Within the worms metal hardened exoskeleton several pairs of organs combine chemicals in a combustion chamber and expell the resulting gases from vents between the plates in it's body propelling it through air and space at a respectable speed cabable of catching most space faring vessels.
As Squibs grow older they consume the dissolved metals of their 'prey' or other minerals fed to them by their handlers and the mixture is eventually absorbed and secreted across it's skin, eventually it dries into a hardened steel like coating for it's exoskeleton making the worms exceptionally difficult to kill.
Giant clouds form around the creature's home planet of Valkyrie composing several swarms of Squibs joined into one horrid mass for any unprotected vessel, this biological planetary defense prevents almost everyone except Valkyries from ever landing on the planet and so far has detered any Synth military action.
Despite their design Squibs make good pets, they have the intelligence of a well trained guard dog and tend to enjoy the company of their owners.
Each Squib requires roughly one tonne of food every month ($100 for specially grown feed from Valkyrie or an equivilant) and can live for around one hundred years.
Initiative:d12+ + d8
Burst of Str.:d6 + d6
Speed: Spaceship scale: 5 Thrust
Radiation Resistance 30/-
Natural Armor: 8, Reduces all damage taken by 8 except for Lasers, Armor Piercing ammunition, Explosives and Energy Weapons
Blind Sight: In addition to normal sight Squibs can see with thermal vision and detect via electroreception.
-Bite:d12 (Deals 1 Acid damage [Spaceship scale] to non-organics)
Creature Complications and Assets:
Blind Sight: (Major)
The creature can 'see' in the dark, either be using echolocation, thermal vision, electroreception or some other means of perceiving their surroundings.
Night Eyes: (Minor)
The creature can see normally in low light conditions. This does not mean the creature can see without a light source such as in total darkness, deep caverns or sealed, lightless bunkers.
The creature's natural weapons deal basic damage.
The creature uses one of it's perception specialties in conjunction with it's tracking skill.
The creature is completely mindless, perhaps it is incredibly stupid or more likely it has no brain. It does not learn, adapt, predict or hold a grudge it simply does what it does and moves on (if it's capable of movement).
The creature doesn't move or can't move on it's own, it could grow on a solid surface, rely on other creatures to relocate it or drift along with the wind or water current. This doesn't mean it can't lash out with a tentacle or shoot a poisonous barb it simply means that if you want to run away from it it wont be able to chase you.
Dull Sense: (Minor)
The creature has a poor sense, the creature takes a -2 step penalty whenever it uses on of it's dull senses. Creatures with a special sense such as thermal vision or echolocation may still have it dulled (Naturally or through injury etc).
Dim and Docile: (Minor)
The creature doesn't see trouble too well, a cow will stare into the headlights of an oncoming train, a jellyfish will swim happily into a hydro turbine intake and a domesticated puppy will stand by as a well armed man quietly robs a local liqueur store.
There's nothing wrong with the creature's senses, it just doesn't see a threat from things most people would steer clear of.
Last edited by Ychrana; 12-19-2010 at 09:06 PM.
Radiation is often an unavoidable hazard in the system, overloaded power plants, nuclear fallout and radiation from the sun are the most common sources.
The amount of radiation measured in an area is the amount a normal human would absorb in an hour without protection, so if a human entered an area measuring 100 rem and stayed there for two hours he'd have absorbed roughly 200 rem. Enough to make him sick but not likely to be fatal.
Radiation resistance is taken off the hourly dose and creatures with resistance also loose that amount of radiation every hour, so a mutant with radiation resistance of 30/ who entered an area measuring 100 rem and stayed there for one hour would absorb 70 rem of radiation then another hour after that his dose would drop to 40, then 10 etc...
Different types of radiation passes through different matter, Alpha radiation can be blocked by something such as paper, Beta radiation can be stopped by a protective suit or sometimes even normal clothing although this doesn't stop anyone breathing the radiation in the air. Gamma radiation passes through most objects and can only be blocked with heavy, dense elements such as lead.
Irradiated food sources generally give a certain dose after a period of time, they also have a more severe effect when eaten because there is no resistance from the bodies skin and muscle. The radiation goes directly to the persons organs.
Current radiation treatment involves flushing away all sources of radiation still on or in the body then applying cell dividers and often hypodegeneration viruses to create new uneffected cells and keep the patient alive until their radiation level decreases.
Radiation Exposure and Effect Chart:
Whenever a character is dosed with a high enough amount of radiation for a specific mutation roll a endurance check, if the subject has a resistance to mutation or a greater chance for mutation (such as a mutant's 25% chance) roll a percentile first to see whether they contract/resist the mutation.
Mutations are cumulative, when dosed with radiation the subject rolls for each mutation he has enough radiation to contract. For example if a subject takes 500 Rem he would roll for Dermal Mutation, Infrared Sensitivity and Radiation Sensitivity one after the other.
You cannot receive the same mutation more then once.
Under certain conditions in lightly irradiated areas subjects have obtained hardened almost leathery skin that is often off colour or bleached, the hardening of the skin is also adapted to resist further radiation burns effectively giving the subject radiation resistance 5/- and fields below 200 Rem didn't seem to do any harm at all. This hardening only seems to occur in subjects that have succumbed to over 200 Rem of radiation.
Some subjects that undergo mutation may gain vision reaching into the infrared spectrum and can see as though with thermal imaging up to 90ft, only subjects exposed to over 300 Rem ever mutate this ability.
Most studied mutants have the ability to sense the radiation in their immediate area and describe it as 'almost like tasting a tang', subjects usually describe the radiation levels as light, moderate, heavy and extreme amounts. Measuring the radiation shows 'light' being anywhere around 200 Rem, 'moderate' around 400, 'heavy' around 600 and 'extremely high' anywhere over 1000. Accurate estimates were given under 100 Rem with several Mutants often calling it 'safe levels' even though prolonged exposure can still be fatal in humans. This mutation only occurred in test subjects exposed to over 500 Rem.
A few subjects exposed to over 600 Rem were dissected and found to have a mutation in the lung lining and airway, further testing showed this lining filtered over 1000 Rem before it sustained any damage. This showed the subjects could breathe normally in high levels of radiation.
Rarely a subject survives over 800 Rem of Radiation and mutates incredibly compressed and long sections of muscle, the subjects showed increased strength and agility effectively giving them Strength and Agility +2 and increasing their hight by 20%. The wirey muscular skeletal system gives them the ability to jump and fall twice as far and run 10ft faster then normal.
Last edited by Ychrana; 09-18-2010 at 11:07 PM.
Converting Credits to Dollars: 1 Credit = $25
Due to the vast quantity of electromagnetic warfare and weapons used in the solar system cash is the only accepted currency in Delta Trianguli, as such banks are almost unheard of and automatic tellers are nonexistent.
Most people carry keep what they have somewhere safe when they aren't carrying it or exchange precious metals and equipment of approximately equal value as barter.
Terrans exchange traditional pieces of Silver, Gold and Platinum.
1 Platinum = $10
1 Gold = $5
10 Silver = $1
New Martians print standard currency.
Sentries use the New Martian dollar.
Valkyries only trade currency with outsiders preferring to barter with themselves if the need arises but they will trade in all forms of money adding it to the planets collected wealth.
Ursula is home to the Synth Utopia and thus has no market.
There are limitations on how different people can aquire equipment, for example a Synth which has no stomach could not acquire a Meter Worm and a Cyborg which has no kidneys or skin could not aquire Kidney flies, Dermal Implants or Nano-Splitter Cells.
Each player begins play with a certain amount of cash:
Rookie (Greenhorn): $18,750
Veteran (Veteran): $37,500
Elite (Big Damn Hero: $75,000
Standard ammunition for firearms cost 3 times the listed price, the same applies to explosives, grenades, rocket launchers etc. This is due to the rarity of chemical compounds necessary to produce effective ammunition and the rarity of factories capable of refining them. Laser batteries, bolts, arrows, etc are the same as normal.
Weapons and ammunition prices on New Mars is the same as normal.
Available on Terra Pleneta as a substitute for conventional propellants Thermite Projectiles use small thermite charges surrounded by water to propel a projectile in customized firearms.
While Terra lacks the chemicals required for normal smokeless power it has an abundant supply of rust, aluminium and lightly irradiated water with a population desperate for ammunition.
Relatively cheep and easy to produce thermite rounds require specially reinforced weapons that can handle the extra heat and force of the propellant, the base cost and weight for a thermite weapon is doubled and the cost to get an existing weapon modified for thermite rounds is the base price of the original weapon.
Thermite rounds add +1 step bonus to weapon damage and cost 1.5 times as much as the base ammunition (normal, armor piercing, incendiary etc).
Thermite rounds can be fired from a normal, unmodified gun but the weapon will explode after firing the first shot.
Thermite Assault Rifle:
A heavy winch operated ranged weapon utilizing a powerful spring to launch a bolt, arrow or similarly shaped projectile.
Spring guns gained popularity because they pack as much punch as a regular rifle but do not require expensive ammunition, the gun usually fires a thirty centimetre steel bolt that pierces most ballistic armors and can be collected and reused after firing.
Although not as effective as regular firearms since they have a slow reload time spring guns are cheap, easy to make and are available everywhere.
Spring Guns can also be modified with biological or mechanical reloading devices to improve their fire rate.
Ammunition: Bolt, Arrow, by design or DM discretion.
ROF: 1 / 2turns
A modified spring gun created by the Valkyries, the Bolt Thrower adds an organic muscle to operate the winch that locks the spring into place.
The organic addition adds a much faster rate of fire to the weapon although it's still slow compared to standard firearms (max 2xshots per round), the benefits of a Bolt Thrower is that it's silent, flechettes are readily available and apart from it's regular ammunition it can fire anything roughly the same size and shape.
Stories are told of men with spring guns shooting pencils at Synth slavers.
Bolt throwers have their own small stomachs fed with intraveinous solution, latest advances in the biological side of the weapon have bred a gland into the side that slowly grows it's own spines for firing (10 per week).
Ammunition: Spine, Bolt, Arrow, by design or DM discretion.
Food: One standard intravienous solution per month.
Price: $1000(Standard), $1800(Spine growing)
Bloom Plasma Lightning Gun
The BPLG uses a high powered laser's blooming effect to generate a conductive line of plasma to a target then runs an extremely high voltage current through the conductive line.
Care must be taken when aiming the gun however as the electrical current is indiscriminate and will run through any conductive material is comes into contact with, it is not advised to fire the beam when the electricity can conduct straight back to you.
Alternate power levels are available allowing the weapon to fire a deady line of lightning or a non-leathal current useful for incapacitating people.
The BPLG uses the same high density batteries as most laser weapons and while the weapon can fire a continuous laser beam continual streams of electricity are impossible due to the un-manageable amounts of heat it would produce.
Specific insulating protective gear will render the lightning gun ineffective, however the high powered laser can still do small amounts of damage to most targets.
-Fires wherever the laser bounces, including reflecting from mirrors (Will still conduct through the mirror) highly reflective objects and prisms... The secondary targeting laser (No damage) will point where the gun will bounce.
-Deals damage through conductive materials.
-Can only fire once per turn due to the massive heat generated needing to be dissipated.
-Effects non insulated equipment the same as an EMP.
-Requires atmosphere/does not work in a vacuum (Only does laser damage).
Damage 1d8stun & 1d8 Electrical or 1d8 Stun (Nonleathal), Ineffective against insulated object/entities -deals 1d2 Laser damage.
Ammunition: High density battery, 1 battery=10 shots
Spring gun bayonet:
A long steel blade that runs underneath almost the entire length of a Spring Gun, the blade is sharpened to a point and single edged capable of being wielded like a sword or a spear at the users will. When used as such the wielder uses his or her melee weapons skill.
The blade weights 3kg and does 1d8 damage.
Spring gun electric winch:
An electric motor added to the winch of a spring gun to automatically draw and load the weapon once fired. The motor runs on standard high density batteries and can load the weapon around one hundred times before the batterie needs replacing.
Increases the rate of fire for a spring gun to 2 shots per round.
Eagle eyes range finder:
A biological range finder created by the Valkyries using specially grown eyes inspired by the telescoping eyes of predatory birds that use triangulation to calculate distance and display the result on an lcd like screen.
Eagle Eyes can accurately tell the distance of whatever they're aimed at up to 1km away and are immune to electromagnetic weapons.
Range finders are a vital addition to ranged weapons that fire in an arc (such as spring guns, crossbows, bows etc) since from the range displaced by the device the user can set the weapon to the exact angle required to reach that range.
Eagle eyes provide a +1 step bonus when attached or used in conjunction with spring guns, crossbows, artillery, grenade launchers and most ranged weapons.
One intraveinous feeder pack can sustain a set of Eagle Eyes for six months.
Another biological device created on Valkyrie, Blast Shell begins life as a pasty mold not to far off smelling like mushrooms. The mold is then removed from storage and plastered over the desired object to be armored, over two days the outside layer becomes incredibly hard and dense.
Men and women have to keep moving their limbs to avoid the armor hardening over their joints, the inside layer thickens and becomes like rubbery skin.
After the shell has cured on the owner it is cut off and formed into a set of armor plates ready to be worn into battle.
Surprisingly the plates hold up incredibly well against knives, bullets and have some resistance to electrical based weapons.
Damage Reduction: 4 (To everything except armor piercing or laser based weapons)
Reduces Electrical Damage and Electrical Based Stun Damage by 4.
Spider Silk is farmed on Sentry from giant non-venomous spiders, it is used as an effective replacement for fabric, plastics and most metals.
Specially treated spider silk can be used to make almost any kind of standard armor imaginable, from ballistic mesh to full tactical suits.
The difference in using spider silk to regular materials is that the weight and flexability of the silk are much better then steel plates and just as strong, making a suit out of spider silk decreases the agility penatly by 1 (if any) and halves the weight.
Silk is expensive though and any suit made from it costs twice as much as normal.
Silk Plate Vest:
AR:4 wound (Torso only)
Agility Penalty: None (Reduced from -1)
Weight: 2.5kg (Down from 5kg)
Price:$1500 (Normal Vest is $750)
The workhorse of Miners, Lumberjacks and various other trades across Delta Trianguli Exoskeletons are steel or titanium frames supporting a solar thermal power plant running a host of air pumps providing power to pneumatic actuators (air muscles). Newer models use nuclear waste for heat generation but there is no shortage of sunlight on Terra and the standard solar salt cells on the suit can continue running for nearly a week on the stored heat from eight hours of sunlight.
Provided the suit is left to sit in the sun with it's solar array attached for at least eight hours a week it won't stop working until it literally falls apart... and some have.
Not designed for combat exoskeleton's provide little in the way of armor but most large mercenary groups use them for their ability to carry heavy equipment and weapons with no effort required by the wearer. Each suit can weight up to 500kg and allows to wearer to use vehicle scale weapons up to 1 pound cannons or warheads, mercenaries most commonly deploy exoskeletons with a heavy ballistic shield in one hand and a high powered machine gun or flamethrower in the other.
Each suit purchased comes with standard equipment including a drill, plasma cutter, nailgun, power saw, floodlight, climbing rig, solar array (for recharging) and radio. Although the suit itself is entirely mechanical the attached equipment is electrical and can be disabled by electrical attacks.
AR:1 (Can wear standard armor underneath)
Agility Penalty: -1
Strength Bonus: +6 step (Can go beyond the normal d12+d6 maximum for strength)
Life points: 10 (Is not effected by electromagnetic attacks)
Shredder's were created during the first Synth ocupations of Terran settlements when a group of lumberjacks welded steel plates to their old exoskeleton suits, picked up their massive saws and waded into a patrol of Synth Raiders.
The end of the day saw a slaughter and eventually the death of the lumberjacks but not before they'd thinned out the Synth's enough for the rest of the townsfolk to reclaim the settlement.
Nearly a hundred years later Shredders are still being built from existing exoskeleton suits but have recieved several improvements, the first was fitting specially made plates designed to fit the suit properly and the addition of a newer, more powerful saw.
Most Shredders are used as close combat shock troops with the addition of a vehicle mounted flamethrower and ballistic shield which are included in the price and can mount an additional ranged weapon in an attatchment on the suit's shoulder that follows wherever the wearer looks.
AR:2 (Vehicle Scale)
Agility Penalty: -1
Strength Bonus: +6 (Can go beyond the normal d12+d6 maximum for strength)
Life points: 10
Weapons: Mill Saw (Melee weapon, Damage 1d4 Wound vehicle scale) Mounted Flamethrower (Range: 30m, Damage 1d8 Wound vehicle scale, one fuel tanks allows 20 shots.)
Ballistic Shield: Provides light cover wherever the shredder faces.
-Audio Enhancers ($400, Ear implant)
Greatly enhance the subject's hearing effectively doubling their range of hearing and allowing them to hear higher pitches then possible in most humans, provides a +2 step bonus to Listen checks
Requires Nerve Conduits
-Binocular Implants ($1000, Optical implant)
Allow for 5x optical zoom, +2 step to Spot and Search checks.
Requires Nerve Conduits
-Computer Control Attachment ($800)
Required for several advanced implants this internal computer can also be used as an internal 'palm pilot' or basic hacking with leads generally extending from the users forearm where a control board and screen usually sit, although with the right training people can control it mentally.
-Iron Heart ($30,000)
A self powered electronic heart with electromagnetic shielding improves the subject's cardiovascular system raising their constitution, provides a +2 step bonus to constitution (vitality) checks.
-Motion Sensors ($1200, Optical implant)
Highlights any moving object or entity within 60ft
Requires Nerve Conduits
-Nano Splitter Cells ($50,000)
Work to clone and replicate cells in the body effectively tripling the subject's rate of healing regardless of radiation or any other effects to stop the natural splitting of cells.
-Nerve Conduits ($1000)
Shields the subjects nervous system from harmful electrical activity such as tasers and lightning strikes and external cabling allows the subject to use it's body's electrical current to power small pieces of equipment similar to a torch, phone or radio. Is also required to power several simple implants such as Radio Implants and Audio Sensors to which the cabling is internal. Provides resistance equal to Electrical/1 and Subdual/1.
-Night Vision Implants ($1200, Ocular implant)
Give the subject 120ft darkvision
Requires Nerve Conduits
-Radio Implants ($400, Ear implant, may be combined with Audio Enhancers)
A radio transmitter/receiver implanted under the skin by the ear canal and voice box respectively, allows for radio communication within a 5 mile radius on AM frequencies. Advanced models allow for greater range and AM/FM toggle.
Requires Nerve Conduits
-Thermal Sensors ($1200, Ocular Implant)
Highlights any form of heat, it is not effective if the surrounding environment is hotter then the target
Requires Nerve Conduits
-Bone Reinforcements ($40,000)
Perforated titanium is grafted around several or in advanced work as many as possible of the subjects bones making it extremely difficult for them to break, the downside is that if one does break complex surgery may be required to remove and fix or replace the broken titanium before the bone can be set to heal. An alternative is to use nano technology to fix the broken metal and injuries in the field however the cost of aquiring the nanotech may be greater then surgery.
Halves all Bludgeoning, Slashing, Piercing and Non Lethal damage rounded down (1 rounded down = 0), to break or disable any of the subject's limbs including breaking their neck, cutting off an arm, crushing the ribcage etc must overcome the titanium (dr 10 against everything except vehicle and ship grade weapons).
-Endotracheal Air filter ($1000, Neck implant)
A endotracheal tube in inserted into the subjects throat and attached to an air filter preventing various airborn chemicals, viruses, bacterium and radiation entering the lungs. Filter pads need to be replaced once a month before they loose effectiveness but advanced longer lasting versions are available.
-Intraveinous Feeder ($800)
Standard on Synth's whose stomach and intestines have been removed the Feeder allows for quick and easy injection of food compounds into the bloodstream.
-Reactive Lenses ($800, may be used with any other ocular implant)
An eye covering that can also correct eyesight reacts when exposed to bright light such as a laser or flashbang to protect the subjects eyes making it impossible for them to be blinded by anything that does not directly cover the eyes.
-Skin Pockets ($500)
A simple pressure activated box (or similar container) hidden under the skin and opened by touching the right spots, almost impossible to be found via frisking or searching the subject the only sign of the implant is the scar where it opens. Each implant is typically a 5cm x 5cm x 2cm box or pocket although larger sizes are available the difficulty (and price) of inserting them increases exponentially.
-Titanium Skin Inserts ($50,000)
Small Perforated Titanium plates are latticed under the subjects skin usually covering the arms, legs, head and chest but finer advanced work can cover the entire body. Gives the sebject damage reduction of 10 against everything except vehicle and ship grade weapons.
-Clockwork Respirator ($30,000 Lung Replacement)
A binary respiratory system allows the subject to breathe out and breathe in at the same time with a preset (usually high) rate of inhale and exhale, it effectively gives the subject +2 to consitution but makes it difficult to hold their breath (such as to prevent breathing in a toxic gas).
-Internal Compass ($2000, Brain Implant)
A small bizarre squishy organ grown under the brain allows the subject to inherently know north as well as determine it's elevation and whether it's facing up or down in complete darkness.
-Olfactory Replacement ($4000)
Replacing the nose and tongue of the subject with advanced synthetic versions gives them a greater sense of taste and smell with advanced versions able to detect various chemicals and poisons. +2 Step to Taste and Smell checks. Allows the subject to sense toxins and poisons with the appropriate checks.
-Second Stomach ($2000, Chest implant)
An organ designed to sit above the subjects 'primary' stomach and predigest food, the second stomach allows the subject to consume large quantities of food and not eat for several days. The second stomach gives a +2 step to the check against becoming sick from consuming rotten or poisoned food and water.
The subject must consume the same amount of food as normal but may choose to eat up to four days worth of food in one day and require no further consumption for another four days, this implant offsets some of the drawbacks from implants or mutations that require the subject to consume more food then usual.
-Synth Endotracheal Air Filter ($2000, Neck Implant)
The Synthetic version of the Endotracheal Air Filter is an organ grown against the throat of the subject that has the same air filtering qualities of the normal Endotracheal system however it does not require any changing of filters as the system cleans itself, nor does it hamper the subject's speach.
-Ditchers Grace ($4000 Injection, Blood parasite)
Ditchers Grace are microscopic parasites that live in the host's bloodstream after infecting a cut or wound, it is most commonly found in construction workers exposed to the dirt where the parasites reside without a host. A solely beneficial parasite Ditcher's Grace only uses the warmth of the body to live and gives a greater coagulation of the blood effectively doubling the host's rate of healing. Kidney Flies consume Ditcher's Grace and Hyperimmuno Virus has a 50% chance to prevent it's infection.
Ditcher's Grace die if dosed with over 100 rem of radiation.
-Eye Biters ($2000, Eye parasite)
Eye biters are tiny flying bugs that crawl behind the host's eyes and connect to both the optic nerve and eyeball, the insects turn the host's eyes black as extra blood vessels grow and burst in the sclera (white), over dilate the pupils and stimulate growth in the nerve stem. The resulting change gives the host the ability to see over 100ft in pitch black and twice as far in low light conditions, however the host also developes a sensitivity to bright light that is not debilitating but at least uncomfortable. This effectively gives the host 100ft darkvision, low light vision and a -1 step to attack rolls and spot checks in bright light. Eye Biters die if dosed with over 200 Rem of radiation.
-Hind Ticks ($1000)
These two inch round beetle like creatures usually engorge themselves on the back of the host's neck and sustain themselves with the host's blood, the tick provides it's host with some mental clarity and a faster reaction time as it releases chemicals that calm and steady. Subjects describe the experience as similar to 'a caffeine and sugar high that slows the world down', this effectively gives them +1 Step to Dexterity and Initiative checks and -1 step to Constitution checks.
Hind Ticks die if exposed to over 200 Rem of Radiation.
-Kidney Flies ($5000)
Kidney Flies are about 5 centimeters in diameter with short hooked legs and a long proboscis extending from the head, as their name suggests the flies drill into the host's kidneys but do not damage them, nor they sustain themselves with the host's blood. Kidney flies consume impurities and nutrients by filtration, they take out fats, poisons, chemicals and most harmful microbes effectively giving the host immunity to poison, drugs and disease. The host must consume 1.5 times as much food to sustain itself and the flies. Kidney flies usually travel in swarms and are never by themselves, they die if dosed with over 200 Rem of radiation.
-Meter Worms ($4000, Stomach Parasite)
A mutated meter long worm about an inch in diameter with several spines at it's head, the worms are parasitic in nature traveling until they find a host that is either incapacitated or willing then slides down it's throat turns around in it's stomach and seats itself just inside the host's mouth where it embeds it's spines to hold itself steady, the meter worm then lays tiny eggs in the host stomach which are passed in excrement. While riding in it's host the worm eats and breathes for it's host filtering any harmful elements rendering it immune to any digested or airborne chemical, virus or disease. The worms can extend up to 2 foot outside the host's mouth or withdraw entirely into the stomach, while riding in the stomach the worms do not hamper speech. The only downside to this bonding is that the host must eat twice as much to sustain itself and the worm. Meter worms die when dosed with over 200 Rem of radiation.
-Pompus Hygeinists ($800, Skin Parasite)
A microscopic parasite similar to dust mites the Hygeinist's live on the host's skin consuming dirt, oil, sweat and anything else that 'doesn't belong'. Pompus Hygeinists were genetically engineered to keep people clean in areas where regular bathing is impossible, the cleanliness makes it hard for the host to be scented and any attempt to track it by scent has a 50% chance of failure. Pompus Hygeinist's die when dosed with over 100 Rem of radiation.
Mind Cards are tiny data storage devices similar in shape to flash drives that contain recorded memories and functions by either cloning the original nerve cells from the host or imprinting memories onto artificially created cells.
A mind card can provide bonus points to skills or give someone special abilities by overriding their reflex actions or subconscious, give someone the recorded memories of another including sounds, tastes, sights, smells and feelings or allow someone to perform a set of skills they have no experience with. To use a card one simply takes off the end cap and injects the contained cells into the back of the head where they eventually
couple with the appropriate area of the recipients brain and become active.
Some cards can be as simple as written text or pictures while some are complex containing bizarre dreams with fictional emotions.
Mind cards are uncommon and difficult to create without specialized equipment, although it is possible for anyone with sufficient skill to create one with a memory recorder, a few cloned cells and an imprinting device.
Prices vary depending on the availability of recording equipment and the value of the stored information. A more advanced version of this technology is used to copy the entire mind of a person and implant it into another entity, artificial or reprogrammed minds are often used in this way to create servants or slaves.
Mind cards containing skill bonuses do not in effect give a bonus to skills, but put ranks into the skill.
As such you cannot exceed the maximum skill rank for your level by using Mind cards, so use them wisely.
If you use a Mind card for a skill that you already have the maximum ranks in it is treated as if you already knew the information on the card, therefor the card was useless.
In effect most mind cards contain Traits, Skill bonuses or recorded memories.
Each standard card can hold one Trait, one skill bonus or one hour of a person's memory.
Sample Mind Card (Ambidexterity): This card cuts out the hosts natural preference to their dominant hand allowing them to use both hands with equal skill and dexterity, this effectively gives them the Ambidexterity Trait.
Sample Mind Card (Knowledge - Chemistry): This card holds an incredible amount of formula's, basic procedures and various useful information regarding Chemistry, this effectively give the subject 2 skill points into the Knowledge(Chemistry) skill.
Each Mind Card only holds enough cells to supply one person. Empty mind cards can be filled with a new set of cells or discarded.
Card readers ($100) can be used to examine the information stored in a Mind Card but provide no immediate benefit other then checking against fraud. Although one can learn stored information manually through study feats such as ambidexterity can only be imprinted, not learned.
It is always advisable to check Mind cards before you use them as it is possible to hide viruses (beneficial or harmful) in any device you inject into yourself.
-Adrenal Growth Virus ($10,000)
Triples the size of the host's adrenal glands making them able to run further, fight harder and react faster providing an effective +1 step bonus to vitality and strength related checks. The virus takes two weeks to completely mutate it's host during which the host must consume twice as much food to sustain itself.
-Cell Divider ($500/dose)
Provides rapid regeneration of the hosts cells in large doses healing 1d4 wound damage per dose one minute after injection, the virus is rapidly mutating and can be injected several times without the host ever becoming immune to it. Hyperimmuno Virus gives the host a 50% chance for the virus to fail and provide no healing effect.
A very rare and expensive virus used to wipe the hosts memories reducing them to their base instincts with the mind of a child, this can be used to remove specific memories via memory recording and rewriting wanted memories back into the host's mind via mind cards but is more often used to create 'slaves' by removing the old mind and implanting a new programmed one.
-Hypernervous Virus ($2000)
Continuously stimulates the host's nervous system making it overly sensitive and increasing reaction time, provides a +2 step bonus to initiative and Touch based checks but makes the host take twice as much non-leathal damage. Hypernervous virus takes effect 1d4 days after it is contracted.
-Hyperimmuno Virus ($10,000)
Increases the host's lymphatic system, Leukocyte, T, B and Macrophage cell count and almost doubles the size of the host's Spleen (if it has one).
The virus takes almost a month to complete it's mutation during which the host must consume twice as much food to sustain itself after which the virus continues to promote the enhancement but does little to mutate the host, there is no cure for Hyperimmuno Virus and it rarely survives outside lab conditions. Although the only downside to the virus is that it makes it difficult for other beneficial viruses to effect its host the Hyperimmuno Virus is rare and difficult to manufacture.
Halves the chance of contracting a Natural or Genetically Engineered Virus or Disease and doubles the rate of recovery from any virus, disease, poison or chemical.
-Hypodegeneration Virus ($34,000)
Hypodegeneration Virus dramatically lowers the degeneration of the host's living cells tripling their lifetime and theoretically tripling their life expectancy.
-Mind Warp ($600)
Mind Warp is a barely contagious and continuously mutating synthetic virus that can be used to completely suppress the host's nervous system effectively placing them in a coma or in some cases distorting the host's senses making them hallucinate while limiting motor function. The effect is incapacitating and typically lasts a few days but has been seen to last over a week depending on the host, large doses are usually weaponized and can cause coma within 1d3 minutes and last 1d8+1 days while contracting the virus in small doses (by catching it off someone for example) usually causes hallucinations and loss of motor function after 1d4 hours and lasts 1d20 hours.
-Metabolism Booster ($10,000)
Greatly enhances the hosts metabolism increasing their rate of healing and digestion to process and remove harmful chemicals from the body, the downside is the amount of food that must be consumed to sustain the higher rate of function. All wounds are healed twice as fast and drugs and chemicals (such as caffeine, alcohol and most poisons) are removed twice as fast, however all chemicals, drugs and poisons will effect the host twice as fast and they must consume twice as much food to sustain themselves.
-Rachel's Disease ($120,000)
Formulated by Doctor Rachel Hurptman as a virus to stimulate cognitive function Rachel's Disease was named in her honor after she used it to great effect in creating the 'rapid evolution virus' before it burnt out her mind and killed her. The virus increases the electrical activity in the brain to an unstable level burning up the host's energy, this effectively provides a +6 to intelligence but requires the host to consume three times as much food to survive.
Rachel's Disease takes one week to effect its host and takes 2d10% off it's lifespan.
-Rapid Evolution Virus ($10)
A genetically engineered virus designed to cause extra mutations and cellular growth in both flora and fauna, the extra growth and mutations decreased the noticeable rate of evolution from thousands of years to hundreds of years and in some species even down to decades. The virus was released in early air filtration plants across all the terraformed planets and moons along with the cloning of most of earth's species over three hundred years ago, the effects helped the creatures and plant life quickly adapt to their new environments. However, the virus has been known to cause rare and exceptionable mutations especially in areas with high concentrations of radiation.
-Scars Virus ($4000)
Over a one month period this virus severely burns the dermal layer of skin growing thick tough scar tissue across the host's entire body, in this month the host will be in extreme amounts of pain giving a -4 to agility and will turn a hot red colour but when the mutation is complete it is almost invisible beneath the outer layer of skin and helps prevent further burns, cuts and abrasion raising their damage resistance by 1/-.
-Strength Enhancer ($40,000)
Encourages the growth of muscle in the host to a certain extent and increases their absorption of glucose and carbohydrates while promoting testosterone production in their body greatly increasing strength but while the virus is in effect the host must consume four times as much food as normal. The virus generally takes two weeks to finish working after which the host's body has usually overwhelmed the virus and become immune, hosts with increased viral immunity are usually injected with immunosuppressants before taking the Strength Enhancer. Provides +4 to Strength.
Food and Beverages:
Intraveinous feeder pack: ($12)
A 1 kg bladder pack or canister consisting of almost every vitamin, mineral, protien etc essential for sustainence.
Each bag is attatched to a feeding tube hooked into the bloodstream and provides enough food for two days, those without an Intraveinous Feeder can still consume the bag but it only provides one day's worth of nourishment as their stomach acid destroys some parts of the mixture and much more isn't readily absorbable through digestion.
Many organic weapons also use Feeder Packs to power themselves, in bad situations many have opted to feed their weapon instead of themselves.
A VTOL anti-armor jet aircraft purchased by the Terrans to help eliminate Synth heavy armor and vehicles, they also serve as a decent anti-aircraft fighter.
The Interceptor's twin cannons make short work of Synth tanks and Powered Exoskeletons, however despite their effectiveness several have been shot down by anti-aircraft crews partly due to the inexperience of the Terran pilots.
Seats: 2 (Pilot + Navigator/Gunner)
Speed: 1200kmph (Max)
Fuel: Hydrogen/Oxygen mix
Armament: 2x 1lb Autocannons, Range: Medium (3km), Damage 1d6 Vehicle Scale, 100 Rounds each.
8x 5lb Unguided Air to Ground Rockets, Range: Long (6.5km), Damage 1d10 Vehicle Scale
4x 10lb Air to Air Heat Seeking Missiles, Range: Long (6.5km), Damage 1d12 Vehicle Scale
Weight: 2 tonnes
Price: $400,000 (new)
Synth SRAAAPC (Short Range Anti-Aircraft Armored Personnel Carrier):
The most common personnel carrier of the Synth Military, it can carry up to twelve fully armed soldiers along with it's crew and is covered by a dual 30mm gattling cannon.
Made specifically to deliver and support troops as well as counter enemy gunships and lightly armored vehicles the SRAAAPC 'Sraps' is a good front line combat vehicle.
Seats: 12 + Driver, Commander/Navigator and Gunner
Speed: 140kmph (Max) / 0 (Minimum)
Armament: 2x 1 Pound Autocannons, Range: 3km, Damage 1d6 Vehicle Scale, 1000 Rounds each.
Armor: 1 Vehicle Scale
Weight: 10 tonnes
Height: 2m (3m with cannon)
Price: $200,000 (new)
Gear: Climbing rig, Basic first aid station.
Synth AAAPC (Anti-Aircraft Armored Personnel Carrier):
A Synth APC with it's standard autocannon replaced by a SAM turret and a short range radar for detecting enemy aircraft, most often employed to guard convoys and heavy armor against anti-vehicle aircraft.
It's only drawback is that most of the transport space is taken up by the radar and guidance systems.
Seats: 6 + Driver, Gunner and 2 Loaders
Speed: 140kmph (Max) / 0 (Minimum)
Armament: 20x 10lb Guided Ground to Air Missiles, Range: Long (6.5km), Damage 1d12 Vehicle Scale
Armor: 1 Vehicle Scale
Weight: 10 tonnes
Height: 2m (3m with SAM)
Price: $250,000 (new)
Short Range Radar, Climbing Rig, Basic first aid station.
A relatively small military vessel created by the Valkyrie Anarchy to fill the roll of a patrol craft and light skermisher.
All Valkyrie ships are organic materials grown into a prebuilt frame, the growth takes around six months and yields a remarkable combination of organism and machine.
The corridors and rooms of organic vessels are lined with feeding tubes, neural pathways, nerve endings and sheets of thick clear skin overlap most of the plating and internal organs.
Gunboats generally run patrol routes around Valkyrie acompanied by swarms of Squibs and run through the Synth 'blockade' of Terra Pleneta dropping off supplies, weapons and other small shipments.
Dimensions (LxBxH): 37 x 42 x 18 Meters.
Tonnage: 5,000 tonnes.
Speed Class: 6 Thrust/8 Ion-Drive
Crew Complement:22 (1 Captain, 2 Pilots, 1 Navigator, 2 Squib Handlers, 2 Gunners, 2 Mechanics and 12 Guardians.)
Crew Quarters:30 (10 Single Cabins, 10 Double Cabins)
Fuel Capacity: 600 Tonnes
Cargo Capacity: 200 Tonnes
Armor: 1 Wound (Spaceship Scale)
Healthy as a horse (Minor): Ship's vitality is added to maintenance rolls.
Organic (Major): The ship is a more a living organism then a machine, as a result it is completely immune to electromagnetic disablement (anything inside is also shielded from electromagnetic attacks), attempts to hack into it's systems and any attempts made to disable it from the inside take a -4 step penalty.
2 Short Range (20 Tonne) Shuttles
2, 20 pound cannons (100 rounds each)
8, 1 pound autocannons (1000 rounds each)
Infirmary (With 4 Beds)
40 Escape Pods
Maintenance costs:$33,333 Per Month
A heavy cruiser designed by the Synth Utopia to be capable of traveling long distances without any need to refuel and provide a combination of hospital, heavy weapons platform and communication center support.
Synth Cruisers (as with all Synth ships) primary weapons are heavy electromagnetic cannons built to disable enemy vessels, after overloading a ship with electromagnetic warheads the Cruiser's several armed shuttles board with large numbers of Raiders and if nescesary Heavy Combat Suits to capture the enemy crew alive and convert them into Synths.
On the inside Synth ships are overzealously clean, highly polished consoles line every room with every wire and hose hidden beneath brushed metal plating. The crew continuously shift about the ship cleaning and maintaining everything in sight, two pilots and navigators are always on duty while the others sleep and the six communication officers take operate the three communication swuites in turn.
Engineers and electrical technicians keep constant watch on the reactor and engines which are powerful enough to land the vessel planetside. Synth Cruisers are one of the largest military ships capable of landing and they are regularly used as a deterant for rioting and to destroy settlement defenses leaving the various communities relatively defenseless.
Among the Cruiser's armament is a section of heavy missile tubes capable of launching eighteen warheads at a time, each one directed by pair of sofisticated targeting arrays. If both arrays are destroyed there is no onboard guidance system and the missiles can only be dumbfired, some crews have still managed to hit larger vessels by flying in close underneath and launching the weapons at almost point blank range. A pair of cranes assists gunners in reloading the tubes by lifting missiles out of storage and running them along a rail in the missile bay.
Twenty autocannons are employed to counter enemy ordinance and to protect against Squib attacks, five heavier fifty pound cannons are used for ship to ship warfare and planetary bombardment.
There are no mess or recreational facilities in Synth ships as Synths do not need to 'eat' and have no concept of 'off duty' or 'leisure', whenever the crew isn't sleeping they're working and when they run out of work they either search for something to work on or stand idle waiting for orders.
Captured Synth Crusier's usually have part or all of the barracks converted to a galley and recreational room turning leftover space into cabins (which are more comfortable then bunks), spare storage areas where Intraveinal Nourishments are usually stored are turned into refridgeration units and freezers to keep standard food.
Dimensions (LxBxH): 194 x 44 x 60 Meters.
Tonnage: 50,000 tonnes.
Speed Class: 4 Thrust/6 Ion-Drive
Crew Complement: 262
4 Cruiser Pilots,
20 Shuttle Pilots,
6 Communication Officers,
4 Doctors, 8 Nurses,
28 Combat Suit Pilots,
Crew Quarters: 262 ( 14 Double Cabins, 3x 2 Man Communication Squites, Barracks with 76 Triple Bunks)
Fuel Capacity: 2000 Tonnes (800 Hours)
Cargo Capacity: 4000 Tonnes
Armor: 3 Wound (Spaceship Scale)
10 Armed and Armored Short Range (20 Tonne) Shuttles (Armor: 1 Wound Spaceship Scale, 2, 1 pound autocannons, 200 rounds each)
5, 50 pound cannons (100 rounds each)
6, 10 pound cannons (400 rounds each)
20, 1 pound autocannons (1000 rounds each)
18, 100 pound, medium range missile tubes
36, 100 pound, medium range missiles
Infirmary (With 20 Beds)
2, 200 pound electromagnetic cannons (20 shots each)
2 Targeting Arrays (Armor: 2 Wound, Spaceship scale, 4 Life points each.) Destruction prevents the cruiser from firing missiles.
Communication Array (Armor: 1 Wound, Spaceship scale, 2 Life points.) Allows transmissions to be broadcast and recieved without interference up to 1000km. Destruction prevents the cruiser from broadcasting and recieving.
28 Powered Combat Suits (Stored in Cargo Bay)
400 Escape Pods
Price (New): $225,000,000
Maintenance costs: $937,500 Per Month
Mass produced by the Utopia Synth Gunboats are made to be effective scouts and escorts for larger vessels such as large troop transports and dreadnaughts, Gunboats have become a common sight in the system as several have fallen into the hands of pirates and resistance forces.
Synth Gunboats contain a full crew compliment that rarely (if ever) leave their ships, pilots and navigators take turns flying and each cannon has it's own set of gunners. Two men manning the fifty pound cannons and one man on each of the four ten pound guns.
A rack of medium range missiles is mounted down the exterior of the ship's hull, the tubes cannot be reloaded during operations but give the scout a great boost in firepower.
Two electromagnetic cannons, the signature weapon of Synth ships are mounted in the nose shielded section of heavy plating.
Gunboats regularly use these cannons to disable enemy ships then quickly fall back to call for a Synth Cruiser to board and overpower the crew.
As with everything Synth there is no galley or recreational rooms in a Synth Gunboat, the extra space is utilized for an onboard engineering workshop and enough supplies to rebuild most of the ship's systems from raw materials.
On occasion Gunboats are utilized to drop off or evacuate ground forces, during such times raiders and combat suits are stored in the cargo bay.
A typical combat insertion sees the ship's two shuttles launched to drop squads in flanking positions while the Gunboat lands and deploys a larger number of combatants supported by heavy combat suits and the guns of the ship itself.
Dimensions (LxBxH): 83 x 30 x 16 Meters.
Tonnage: 10,000 tonnes.
Speed Class: 5 Thrust/7 Ion-Drive
2 Shuttle Pilots,
Crew Quarters: 18 (9 Double Cabins)
Fuel Capacity: 800 Tonnes (600 Hours)
Cargo Capacity: 500 Tonnes
Armor: 1 Wound (Spaceship Scale)
2 Short Range (20 Tonne) Shuttles
2, 50 pound cannons (100 rounds each)
4, 10 pound cannons (400 rounds each)
4, 1 pound autocannons (1000 rounds each)
12, 50 pound, medium range missile tubes
12, 50 pound, medium range missiles
Infirmary (With 2 Beds)
2, 100 pound electromagnetic cannons (50 shots each)
40 Escape Pods
Price (New): $4,000,000
Maintenance costs:$66,666 Per Month
Last edited by Ychrana; 12-12-2010 at 07:41 PM.
Complications and Assets:
In addition to the Cortex System Serenity RPG.
Born again Slave:
You were injected with a mind erasing virus, your mind was reduced to that of an infant and there is no reversal or cure for your condition.
Penalty: There is a lot you don't understand and your perception of the world is massively altered, that hungry hellhound everyone is fleeing from may seem like a cute puppy, that undetonated nuclear warhead is actually a fun computer gaming device and that big shiny button on the control panel of a cruiser would be really fun to press.
You don't hallucinate, you're not mentally impared in any way you just have no concept of the concequences of your actions... for better or worse.
Somewhere out in the solar system is another 'you' or several 'yous', they may be older, younger or severaly mutated but they all began with the same DNA and they more then likely share your appearence.
Penalty: People know you by your clone, they know what makes you tick and they know how to exploit you if need be. Everyone on your home planet gets a +1 step to social skills against you and your clones (including you against another clone or another clone against you).
Many situations may arise where one of your clones did something you get blamed for.
As a major trait your clones are everywhere and it is rare to enter a place where one of 'you' doesn't live, Everyone in the solar system gets a +1 step to social skills whilst interacting with you.
You were either born in space or you've spent most of your life in space and never developed in any normal amount of gravity, your immune system is out of whack and your body never grew any exceptional amount of muscle.
Penalty: You suffer a -1 step penalty to all physical attributes whenever you're not in space, on the plus side you never need to make Zero Gravity checks to move around or perform actions in zero gravity.
You're good with animals, and all their various mutations. Whether you've been around mutants all your life or you've never even seen a Riding Dog doesn't matter, you have a natural empathy with all creatures great and small.
Benefit: You can use all your normal social checks on animals, mutants and beasts, to make a pack of hungry Lupines leave you alone, convince a wild Terror Bird to let you ride it or persuade a genetically engineered monster to attack it's evil creators instead of you.
You're a psychopath, a champion brawler or someone that knows how to stretch their limits for the sole purpose of hurting people as much as possible.
Benefit: Once per game session you may choose to enter a blinding rage. For each rage you roll an endurance check, whatever the result is equals the number of minutes you can maintain the rage during which you receive a +2 step to all physical atttributes and a -1 step to all mental attributes.
As a major trait you can rage twice per game session.
Let the galaxy burn!:
You were born to kill, you're the harbinger of doom and the bringer of death. Ever since you were an infant you've studied how to kill, destroy and bring general ruin to everything you could possibly imagine.
You may never have picked up a gun in your life or even considered violence as an answer but you have a natural talent for understanding what would cause the most damage to anything you look at.
Benefit: You gain a +1 step to all combat actions, including shooting guns, melee attacks, targeting ship's cannons, setting explosives etc. Your desire to bring ruin may result in your own destruction but for as long as you live everyone you meet will know you as the most badass killer in existance.
Last edited by Ychrana; 10-12-2010 at 09:19 PM.