Sci-Fi Additions#

This page is the central home for sci-fi specific rules that extend or modify the core rules. Many of these rules are also referenced in context elsewhere in the SRD — on equipment pages, in combat, and in environmental rules — to avoid forcing page-switching mid-session. They are collected here for easy reference as a whole.


Combat & Environment#

Ballistic Weapons In Space#

Zero-Gravity Knockback: Full-auto ballistic weapons fired in zero gravity enviroments push the user back at a rate of 5ft per round until they can steady themselves with a larger object.

Heat Dissipation: Optional rules: Ballistic weapons fired in a vaccum quickly warp due to trapped heat. For futuristic space-faring settings, heat dissipation technology can solve this issue. For GMs that wish to include this effect, it is recommended to apply to the entire ballistic tag for ease of reference, and include a new tag on space-worthy ballistic weapons.

Extreme Environments#

The core Environmental Effects rules cover weather and conditions that wear characters down over time. Extreme environments — the surface of a volcanic moon, the vacuum of space, the ruins of a breached reactor — skip the slow buildup entirely. In these instances, at the end of each exposure interval an unprotected character suffers 1 VIT loss. No FORT check is made — the environment is beyond what the body can resist.

The GM sets the interval based on proximity and intensity: 1 round for direct contact or close proximity, 1 minute for ambient exposure, or longer for low-level unavoidable hazards like residual radiation.

Wounds are applied normally when VIT thresholds are met. When VIT reaches 0 rules for lethal damage apply.

Resistance — Extreme and exposure effects bypasses partial resistance. Full resistance provides immunity to exposure effects and halves extreme damage, providing ample protection as long as further damage is avoided. Full Resistance can be bypassed if both an extreme exposure event and a damaging event of the same type occure. In practice, this means characters using special heat shielded suits to protect themselves on a volcanic moon would be protected from the extreme exposure, but if lava erupted below them they would still be subject to damage and take half. See Damage Resistance for more on resistances.


Vacuum#

The hazards of a vacuum deserve special mention because it combines multiple items simultaneously. A character exposed to the vacuum of space without a sealed, pressurized suit immediately gains the asphyxiating condition and suffers extreme cold exposure.

Decompression — Sudden decompression (such as a hull breach) may also cause physical trauma. The size of the breach determines the amount of force and the amount of area affected by a decompression. Typically, Characters a within a radius equal to twice the size of the breach must succeed on a target 10 FORT check or suffer 1 VIT loss and a minor wound (typically a contusion or sprain). The GM may increase the target for explosive decompression.

Equipment — A pressurized suit prevents asphyxiation and decompression trauma but provides no thermal protection. A full space suit handles all three — asphyxiation, decompression, and cold resistance — but oxygen is still limited (1 hour for most suits, 5 hours for the EVA Suit). When oxygen runs out, asphyxiating begins regardless of suit integrity.

Radiation#

Unlike heat and cold, radiation exposure may not be immediately obvious to the characters. The GM may track radiation damage privately and reveal symptoms — the sick or fatigued conditions, unexplained burns — as they accumulate. Characters with detection equipment such as a Hazard HUD would know they are in danger. Low-level radiation zones may use longer intervals of 10 minutes or more, while active reactor breaches and similar sources use intervals of 1 round to 1 minute.


Specialized Equipment#

Standard space suits, pressurized suits, and field medical supplies like ARA-5 are designed for the expected hazards of space travel. Extreme environments push beyond what standard equipment is built for. GMs are encouraged to introduce specialized gear — thermal shielding, hardened radiation suits, cryo-rated armor — when the adventure calls for it. Such equipment might be purchased, salvaged, modified, or improvised, and its availability can drive meaningful preparation and decision-making at the table.


Equipment#

Communications#

Communication devices — also refered to as coms or com devices — are able to connect to other com devices within range directly or through networks. A direct connection links two or more devices within range of each other — no infrastructure required, useful in remote areas or environments without broad network coverage. A network connection routes through relay nodes such as towers, satellites, or space stations, and can extend a device’s effective range far beyond what it could reach on its own to other devices connected to the network. When using a network, devices only need to be within range of the nearest relay node, not the destination device. Relay networks vary in coverage and availability — well-developed systems have extensive infrastructure, while frontier or hostile environments may have none. Devices are encrypted using the same security protocols as computers. See computer interactions for more on infiltrating computer systems and networks.

Energy Shields#

Energy shields create temporary semi-transparent barriers that absorb damage on behalf of the wearer similar to physical shields. When activated energy shields grant a temporary DEF bonus that is depleted before normal DEF. Once the temporary DEF pool is depleted, any remaining damage applies to the defender’s DEF as normal. Unlike normal DEF, temporary DEF does not reset. Energy shields must be depleted or turned off to reset, with a new activation following the device’s supply rules. Objects and creatures cannot pass through an energy shield while it is active, offering a form of full cover to those on opposite sides, however, those on opposite sides can still target eachother and damage the shield until it is depleted. Attacks that cause automatic VIT loss, such as those from much larger opponents, only apply the VIT loss if the shield is depleted. Due to the high energy demand, energy shields often have few uses.

Heads Up Displays (HUDs)#

Heads Up Displays, or HUDs, are helmet upgrades that add a display layer to a visor, screen, or lense. They occupy a sublet of the head body slot — Head [HUD] — and as such can be paired with other helmet upgrades that do not occupy the [HUD] slot, such as com units. A HUD can be paired with any kind of helmet that has a visor, lenses, screen, or other viewport that the display system can overlay. Primary hardware and necessary sensors are integrated directly into the helmet, usually including a small camera to intake relative data.


Computer Systems#

Computer systems can be accessed from dedicated terminals. Most characters in sci-fi settings will interact with computer systems at some point. Navigating simple systems is considered common knowledge. Secured systems require more work — they may be encrypted, require physical keys, or fight back. Accessing a secured system requires the matching key or code, or a Comp Jack and some technical know-how.

Networks#

Networks are formed by a series of linked devices, primarily communication devices. Most networks are put in place to facilitate ease of communication and information sharing. For purposes of encyption, networks use the same security and interaction rules as computer systems, but the actions can be performed by connecting a comp jack to any connected device within range in place of a terminal. Networks with Security level 0 are usually known as public networks and can be connected to freely. Secured networks need access keys to be connected to, or to be accessed with the comp jack.

System Level#

A computer system’s security level determines how difficult it is to gain access or perform certain actions. When a security level is referenced for a check, use the base target from the chart below.

Security LevelBase Target
Level 01
Level 13
Level 26
Level 310
Level 415
Level 521

Level 0 systems are unsecured and do not require a comp jack or key/code to access. They may still have countermeasures — the base target is provided for bypass calculations.

Common Actions#

Actions are typically performed in the following order:

  1. Analyze
  2. Bypass
  3. Access
  4. Command or Search

Analyze (1 AP) — Requires a comp jack and a target 6 KNO roll. Reveals the system’s security level and any countermeasures it has. Recommended before attempting to access any secured system.

Bypass (3 AP) — Requires a comp jack and a KNO roll with a target equal to the system’s security base target +3. Allows a countermeasure to be deactivated or avoided before it can trigger.

  • A deactivated countermeasure cannot be triggered until it is specifically reactivated in the system with another bypass action.
  • An avoided countermeasure’s trigger mechanism is temporarily disabled for a number of rounds as determined by the user, then it returns to normal function. triggers can be deactivated for a number of rounds equal to the user’s KNO +3. This is useful for stealth and subterfuge, however, may lead to multiple bypass actions to prevent their trigger. Countermeasures avoided this way may require repeated Bypass actions to prevent triggering. A failed Bypass automatically triggers the countermeasure.

Access (2 or 4 AP) — Required to use a secured system. Using the matching key or code costs 2 AP. Using a comp jack costs 4 AP and requires a KNO roll with a target equal to the system’s security base target. If using a comp jack, this action can be split across turns as long as it is not interrupted — the KNO roll is made on the turn the action completes. Once accessed, the system can be used freely until locked out or reset.

Command (1+ AP) — Use hardware or software commands available on the system. Entering a command typically costs 1 AP; more complex commands may require additional AP or time. This could be turning on/off connected lights, connecting to a communication network, or beginning a download.

Search (2 AP) — Search the system for specific information. Requires an INS check, typically target 9, though information-dense systems may have a higher target. If attempting to access specific files on a computer system they must usually be found using the search action before they can be viewed or downloaded.

Security Countermeasures#

Countermeasures are an optional security layer that can be added to most systems. Unless there are obvious physical signs — such as visible automated weapons — countermeasures are undetectable without an Analyze action. Each countermeasure will have a trigger, a reset, and an effect.

Triggers#

Command — Activated when a specific command is entered into the system.

Failed Access — Activated on any failed access attempt, whether by incorrect key/code or comp jack tampering.

Failed Bypass — Activated automatically whenever a Bypass attempt fails.

Keyless — Activated whenever access is gained without the correct key or code.

Resets#

Automatic — Resets once specific conditions are met, such as a timer expiring, hostiles being eliminated, or the system being locked again.

Constant — Requires no reset; remains active unless disabled. Applies only to the Lockout and Log effects.

Manual — Must be manually reset after triggering, either within the system or physically on-site.

None — Single-use per access point. Once triggered it is exhausted.

Effects#

Alarm — Triggers an audible alert or silently signals a pre-programmed receiver. Analyze reveals which type, though the recipient of a silent alarm is not disclosed. Can be avoided or deactivated with a Bypass.

Automated Defenses — Activates automated defenses, typically turrets or traps. Can be avoided or deactivated with a Bypass.

Failsafe — Locks the system with a second security layer of the same level, which must be hacked separately. The new layer may have its own countermeasures, revealed with a new Analyze. Can be avoided or deactivated with a Bypass.

Lockout — All in-system actions require a DEX check against the system’s security level, and all KNO checks within the system are made at a minor disadvantage. Cannot be avoided — only deactivated with a Bypass. Once active it remains in effect until deactivated. Often triggered by an AI upon detecting an unauthorized user.

Log — Tracks all actions taken in the system. If accessed by comp jack, the user’s jack signature is recorded. Logs can be avoided on a per-action basis with a new Bypass for each action, but cannot be fully deactivated without removing the log file — which may itself create suspicion.

Terminal — Single-use per access point. Triggered by AI upon detecting an unauthorized user. Causes an electrical overcharge that destroys the terminal and deals minor burn damage and 1 VIT loss to the user. Cannot be avoided or deactivated with a Bypass, but the harm can be dodged with a successful target 12 DEX check.