Sci-Fi Module#
This page links to useful information specific to a sci-fi themed setting in a space environment, whether that be enterprising traders, ambitious space pirates, or explorers on strange planets.
It is a quick reference: every entry the module adds, one line each, linked to its full rules. Read it to see the module as a whole, or use it as the grab-and-go list when you are building a setting and want the sci-fi layer without reading the whole SRD.
Nothing here is maintained by hand. Each table is generated from the blocks themselves, so a new sci-fi ability appears the moment it is written.
Rules Additions#
Sci-fi rules that extend or modify the core rules. Full text, with the combat and environment context around them, on Sci-Fi Additions.
| Rule | Summary |
|---|---|
| Ballistic Weapons In Space | Rules addition |
| Communications | Subsystem |
| Computer Systems | Subsystem |
| Energy Shields | Item type |
| Heads Up Displays (HUDs) | Item type |
Character Options#
Races#
| Race | Summary |
|---|---|
| Android | Freethinking robots with a tough chassis, upgradable component slots, and a battery for a power source. |
| Reptilian | Shapeshifters who hold one other humanoid form for life, detectable on an INS check. |
| Star-touched Human | Famously lucky humans — each grants every player character +1 Luck, stacking up to three times. |
| Zeta Grey | Highly intelligent greys who can rescale their body between 3 and 9 feet once a day. |
Abilities#
| Ability | Summary |
|---|---|
| Battery Saboteur | Turn battery cores into explosives. |
| Battery Saver | Re-roll a failed supply roll once per day. |
| Companion Bot | Designate a drone or robot as your companion. |
| Ghost Protocol | Remotely access a hacked system via linked comp jack. |
| Opensaysame | Break a door panel to guarantee it opens or closes. |
| Overcharge | Push a battery weapon beyond rated output for bonus damage. |
| Power Main Tap | Tap a large power source to rapidly recharge a battery. |
| Rigged Comp Jack | Build a makeshift comp jack from tech kit supplies. |
| Salvage | Refill a supply die from mechanical wreckage. |
| Signal Intelligence | Intercept unencrypted communications with a comp jack. |
| Special Encouragement | Quickly repair your companion for no supplies. |
| Swift Custom Battery | Quickly install mismatched batteries. |
| Tech Armor | Install and remove upgrades and components without risk of damage. |
Proficiencies#
| Proficiency | Summary |
|---|---|
| Comp Jack Proficiency | Specialized training in computer systems and the comp jack. |
| General Robotics | Trained in maintenance and repair of robotic parts and models. |
| General Technology | Trained in the use of the Tech Kit. |
Traits#
| Trait | Summary |
|---|---|
| Inter-Planet Traveler | Immune system hardened by travel between planets. |
| Scrap Hauler | Accustomed to carrying heavy loads in different environments. |
| Space Adept | Accustomed to zero and low-gravity environments. |
Equipment#
Weapons#
| Weapon | Summary |
|---|---|
| Auto Pistol | Ballistic. Full-auto. Concealable. 20ft range. |
| Bipod | Rifles, Heavy Ranged. +4 attack when deployed, +10ft minimum range. |
| Compact Rifle | Ballistic. Full-auto. Two-handed. 30ft range. |
| Drum Magazines | All ballistic. Increased ammo die size. |
| Emergency Hatchet | Throwable [20ft]. |
| Extended Barrel | Pistols, Rifles. +20ft normal range. |
| Forward Assault Shield | Heavy Ranged. Partial cover, -1 attack while active. |
| Heavy Pistol | Ballistic. Single shot. 50ft range. |
| Heavy Rotary Cannon | Ballistic. Full-auto. Bulky. Belt fed. Long reload. Two-handed. (5) 60ft range. |
| Knuckle Taser | Hand slot. Built in shock charger for a shocking punch. |
| Laser Pistol | Battery [small]. Single shot. Burn. 60ft range. |
| Laser Rifle | Battery [small]. Single shot. Burn. Two-handed. (10) 90ft range. |
| Light Pistol | Ballistic. Semi-auto. Concealable. 30ft range. |
| Long Rifle | Ballistic. Single shot. Bulky. Two-handed. (10) 50ft range. |
| Overcharge Chamber | All battery ranged. 3/day increase a damage die by one size. |
| Recoil Compensation System | All ballistic. +1 attack, negates zero-g knockback. |
| Reflex Sight | All ranged. +2 to attacks at normal range. |
| Ripper Blade | Two-handed. Deals +5 shatter damage to armor. |
| Shock Baton | Built in shock charger. |
| Shock Charger | All melee. +1 damage, changes type to shock. FORT check or lose 1 AP. |
| Shock Rifle | Battery [medium]. Single shot. Arcing. Shock. Two-handed. 20ft range. |
| Standard Issue Knife | Concealable. Throwable [10ft]. |
| Standard Issue Rifle | Ballistic. Semi-auto. Two-handed. 40ft range. |
| Weighted Core | Medium melee, polearms, two-handed. +3 damage. Loses throwable tag. |
Armor#
| Armor | Summary |
|---|---|
| Auto-Injector | Neck slot. Auto-administers a preloaded injector on trauma. |
| Ballistic Shield | +3 DEF, 1d12 Supply |
| Basic P-Suit | Minimum protection for airless environments. |
| Chameleon Unit | Active camouflage system. |
| Classic Evosuit | Advances space suit popular among pilots and hazardous atmosphere workers. |
| Collapsible Shield | +2 DEF 1d8 Supply |
| Combat Evosuit | Advanced space suit designed for tactical use. |
| Combat Vest | Simple protective vest. No AGI/DEX penalty. |
| Coms Unit | Head [Coms]. Encrypted radio, 1 mile range. |
| Emergency Shank | Arm slot. Single-use ranged or melee weapon. |
| Enforcer Armor | No-frills armor favored by private security. |
| EVA Suit | An early model space suit, well equipped but bulky. |
| Hazard HUD | Helmet [HUD]. Lowers hazard detection checks within 10ft. |
| Light Combat Vest | Concealable. Lower profile version of the combat vest. |
| MeBN HUD | Helmet [HUD]. Matches faces to bounties on the Mark’em Bounty Network. |
| Padded Flight Suit | Offers greater protection than a standard coverall. |
| SAFER Unit | Back. A propulsion unit for navigating in zero gravity. |
| Scav Gear | Grants an extra body slot and +50 max carry weight. |
| Security Flight Suit | Tactical variation of the padded flight suit. |
| Site Safety Gear | Basic corporate-approved protective gear. |
| Targeting HUD | Helmet [HUD]. Lock on to lower target number for ranged attacks. |
| Ultraweave Evosuit | Most advanced Evosuit available. |
Tool Kits#
| Kit | Summary |
|---|---|
| Breaking and Entering Kit | Bulky. Locks, traps, bypass tools. |
| Disguise Kit | Alters appearance, applies camouflage. |
| Medical Kit | Heals wounds and conditions. |
| Repair Kit | Bulky. Machinery, vehicles, structures. |
| Tech Kit | Electronic components and equipment. |
Misc Equipment#
| Item | Summary |
|---|---|
| ARA-5 | Single use. Removes radiation wounds and conditions within 1hr. |
| Bio Scanner | Scans organic matter. 2 AP, 5ft range. |
| Bioskin Veil | Creates a near-perfect disguise. |
| Boost Pack | 10ft directional burst for 1 AP; does not provoke Opportunity Attacks. |
| Comp Jack | Required for interfacing with computer systems. |
| Coms Headset | Wireless connection for com devices. |
| Crash Foam Canister | Single use. Stabilizes a Dying Android or automated machine. |
| Data Spike | Disposable high-speed USB data extraction device. |
| Decoy Beacon | Mimics com signals and life signs for 1hr. |
| Emergency Beacon | Sends a distress signal across a star system for 72hrs. |
| Emergency Oxygen Mask | 30 minutes of clean oxygen. |
| Emergency Trauma Patch | Single use. Closes lacerations and punctures. Works on Evosuits. |
| Field Ration | One day of nutrients for one person. |
| Fuel Cells | Pressurized propellant canisters in small, medium, and large sizes. |
| Grapple-Line Launcher | Magnetic grappling hook. |
| Gravity Anchor | 10ft gravity field, 10 min per roll. |
| Jump Boosters | +10ft to horizontal and vertical jump. |
| Jump Pack | Vertical launch up to 25ft or controlled arc; reduces fall damage. |
| Long Range Coms | 500 mile range. Connects to local networks. |
| Mag Boots | Anchor to metal surfaces in zero/low gravity; -1 AGI while active. |
| Mag Cuffs | Encrypted magnetic handcuffs with wrist controller. |
| Mini Laser Cutter | Direct contact laser cutter/welder. |
| Mobile Phone | 1 mile range. Connects to local networks. |
| Pain Suppressant Injector | Variable dosage. Suppresses condition effects temporarily. |
| Personal Shield | 10pts protection for up to 3 rounds. |
| Portable Heater | Heats a small area. |
| Portable Water Purifier | Purifies up to 5 gallons per supply roll. |
| Reactor Cores | Self-charging power cores for automated machines. |
| Remote Detonator | Detonates rigged explosives or systems. |
| Signature Spoofer | Emits a false bio-signature to scanners. |
| Solar Array Pack | Charges micro through large batteries via solar. |
| Squad Shield | 40pts protection, 20ft radius, up to 6 rounds. |
| Standardized Battery Cores | Portable power available in multiple sizes. |
| Survival Tent | Pressurized 10×10ft shelter for four. |
| Vitaboost Injector | Single use. Heals 1 VIT or attribute damage. |
Bot Components#
| Component | Summary |
|---|---|
| Audio Processor | Advantage on hearing-based INS, filter functions |
| Augmented Arm Actuators | +2 STR for physical tasks while powered |
| Automatic Crash Foam System | Auto-deploys on Dying; 1 use, 4 AP to restock |
| Backup Power Cell | Secondary Medium battery housing |
| Heavy Wrist Laser | Mounted laser rifle equivalent |
| Improved Cooling System | Resist burn, ignore heat environmental effects |
| Internal Comp Jack | Comp Jack without occupying hands |
| Manipulator Override | +2 DEX for fine motor tasks while powered |
| Optical Suite | Low-light, thermal, zoom |
| Reinforced Chassis Plating | +3 DEF Bonus |
| Relay Node | Sync into a shared sensor network |
| Repair Subroutine | Self-repair 1 VIT per long rest |
| Servo Boost Legs | +10ft speed, +5ft jump while powered |
| Shield Mount | Partial cover while active. 1d12 Supply Die |
| Signal Mast, Heavy | Increases com range to 500 miles |
| Signal Mast, Retractable | Increases com range to 20 miles |
| Stabilizer Gyros | Resist knockdown, no falling damage under 20ft |
| Subdermal Plating | +1 DEF Bonus, no slot conflict |
| Targeting Array | +1 ranged ATK, limited daily uses |
| Wrist Laser | Mounted laser pistol equivalent |
Creatures & NPCs#
The automated machines and the platforms built on them. Full rules on Sci-Fi Creatures & NPCs. The parts that go inside a bot are equipment, and are listed under Bot Components above.
| Platform | Summary |
|---|---|
| BAL | A fast-rolling recon drone built for rapid ground-level scouting. |
| HEL-1 | A small flying drone for aerial reconnaissance and light operations. |
| T00L | A sturdy, adaptable assistant bot for a wide range of support tasks. |
| TRK-A | A small, reliable robot platform for field and support roles. |