This section is a work in progress and intended as a working preview only. Missing information and ongoing changes should be expected. Thank you for your patience while we continue to update and improve the system. – Anthony

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.

RuleSummary
Ballistic Weapons In SpaceRules addition
CommunicationsSubsystem
Computer SystemsSubsystem
Energy ShieldsItem type
Heads Up Displays (HUDs)Item type

Character Options#

Races#

RaceSummary
AndroidFreethinking robots with a tough chassis, upgradable component slots, and a battery for a power source.
ReptilianShapeshifters who hold one other humanoid form for life, detectable on an INS check.
Star-touched HumanFamously lucky humans — each grants every player character +1 Luck, stacking up to three times.
Zeta GreyHighly intelligent greys who can rescale their body between 3 and 9 feet once a day.

Abilities#

AbilitySummary
Battery SaboteurTurn battery cores into explosives.
Battery SaverRe-roll a failed supply roll once per day.
Companion BotDesignate a drone or robot as your companion.
Ghost ProtocolRemotely access a hacked system via linked comp jack.
OpensaysameBreak a door panel to guarantee it opens or closes.
OverchargePush a battery weapon beyond rated output for bonus damage.
Power Main TapTap a large power source to rapidly recharge a battery.
Rigged Comp JackBuild a makeshift comp jack from tech kit supplies.
SalvageRefill a supply die from mechanical wreckage.
Signal IntelligenceIntercept unencrypted communications with a comp jack.
Special EncouragementQuickly repair your companion for no supplies.
Swift Custom BatteryQuickly install mismatched batteries.
Tech ArmorInstall and remove upgrades and components without risk of damage.

Proficiencies#

ProficiencySummary
Comp Jack ProficiencySpecialized training in computer systems and the comp jack.
General RoboticsTrained in maintenance and repair of robotic parts and models.
General TechnologyTrained in the use of the Tech Kit.

Traits#

TraitSummary
Inter-Planet TravelerImmune system hardened by travel between planets.
Scrap HaulerAccustomed to carrying heavy loads in different environments.
Space AdeptAccustomed to zero and low-gravity environments.

Equipment#

Weapons#

WeaponSummary
Auto PistolBallistic. Full-auto. Concealable. 20ft range.
BipodRifles, Heavy Ranged. +4 attack when deployed, +10ft minimum range.
Compact RifleBallistic. Full-auto. Two-handed. 30ft range.
Drum MagazinesAll ballistic. Increased ammo die size.
Emergency HatchetThrowable [20ft].
Extended BarrelPistols, Rifles. +20ft normal range.
Forward Assault ShieldHeavy Ranged. Partial cover, -1 attack while active.
Heavy PistolBallistic. Single shot. 50ft range.
Heavy Rotary CannonBallistic. Full-auto. Bulky. Belt fed. Long reload. Two-handed. (5) 60ft range.
Knuckle TaserHand slot. Built in shock charger for a shocking punch.
Laser PistolBattery [small]. Single shot. Burn. 60ft range.
Laser RifleBattery [small]. Single shot. Burn. Two-handed. (10) 90ft range.
Light PistolBallistic. Semi-auto. Concealable. 30ft range.
Long RifleBallistic. Single shot. Bulky. Two-handed. (10) 50ft range.
Overcharge ChamberAll battery ranged. 3/day increase a damage die by one size.
Recoil Compensation SystemAll ballistic. +1 attack, negates zero-g knockback.
Reflex SightAll ranged. +2 to attacks at normal range.
Ripper BladeTwo-handed. Deals +5 shatter damage to armor.
Shock BatonBuilt in shock charger.
Shock ChargerAll melee. +1 damage, changes type to shock. FORT check or lose 1 AP.
Shock RifleBattery [medium]. Single shot. Arcing. Shock. Two-handed. 20ft range.
Standard Issue KnifeConcealable. Throwable [10ft].
Standard Issue RifleBallistic. Semi-auto. Two-handed. 40ft range.
Weighted CoreMedium melee, polearms, two-handed. +3 damage. Loses throwable tag.

Armor#

ArmorSummary
Auto-InjectorNeck slot. Auto-administers a preloaded injector on trauma.
Ballistic Shield+3 DEF, 1d12 Supply
Basic P-SuitMinimum protection for airless environments.
Chameleon UnitActive camouflage system.
Classic EvosuitAdvances space suit popular among pilots and hazardous atmosphere workers.
Collapsible Shield+2 DEF 1d8 Supply
Combat EvosuitAdvanced space suit designed for tactical use.
Combat VestSimple protective vest. No AGI/DEX penalty.
Coms UnitHead [Coms]. Encrypted radio, 1 mile range.
Emergency ShankArm slot. Single-use ranged or melee weapon.
Enforcer ArmorNo-frills armor favored by private security.
EVA SuitAn early model space suit, well equipped but bulky.
Hazard HUDHelmet [HUD]. Lowers hazard detection checks within 10ft.
Light Combat VestConcealable. Lower profile version of the combat vest.
MeBN HUDHelmet [HUD]. Matches faces to bounties on the Mark’em Bounty Network.
Padded Flight SuitOffers greater protection than a standard coverall.
SAFER UnitBack. A propulsion unit for navigating in zero gravity.
Scav GearGrants an extra body slot and +50 max carry weight.
Security Flight SuitTactical variation of the padded flight suit.
Site Safety GearBasic corporate-approved protective gear.
Targeting HUDHelmet [HUD]. Lock on to lower target number for ranged attacks.
Ultraweave EvosuitMost advanced Evosuit available.

Tool Kits#

KitSummary
Breaking and Entering KitBulky. Locks, traps, bypass tools.
Disguise KitAlters appearance, applies camouflage.
Medical KitHeals wounds and conditions.
Repair KitBulky. Machinery, vehicles, structures.
Tech KitElectronic components and equipment.

Misc Equipment#

ItemSummary
ARA-5Single use. Removes radiation wounds and conditions within 1hr.
Bio ScannerScans organic matter. 2 AP, 5ft range.
Bioskin VeilCreates a near-perfect disguise.
Boost Pack10ft directional burst for 1 AP; does not provoke Opportunity Attacks.
Comp JackRequired for interfacing with computer systems.
Coms HeadsetWireless connection for com devices.
Crash Foam CanisterSingle use. Stabilizes a Dying Android or automated machine.
Data SpikeDisposable high-speed USB data extraction device.
Decoy BeaconMimics com signals and life signs for 1hr.
Emergency BeaconSends a distress signal across a star system for 72hrs.
Emergency Oxygen Mask30 minutes of clean oxygen.
Emergency Trauma PatchSingle use. Closes lacerations and punctures. Works on Evosuits.
Field RationOne day of nutrients for one person.
Fuel CellsPressurized propellant canisters in small, medium, and large sizes.
Grapple-Line LauncherMagnetic grappling hook.
Gravity Anchor10ft gravity field, 10 min per roll.
Jump Boosters+10ft to horizontal and vertical jump.
Jump PackVertical launch up to 25ft or controlled arc; reduces fall damage.
Long Range Coms500 mile range. Connects to local networks.
Mag BootsAnchor to metal surfaces in zero/low gravity; -1 AGI while active.
Mag CuffsEncrypted magnetic handcuffs with wrist controller.
Mini Laser CutterDirect contact laser cutter/welder.
Mobile Phone1 mile range. Connects to local networks.
Pain Suppressant InjectorVariable dosage. Suppresses condition effects temporarily.
Personal Shield10pts protection for up to 3 rounds.
Portable HeaterHeats a small area.
Portable Water PurifierPurifies up to 5 gallons per supply roll.
Reactor CoresSelf-charging power cores for automated machines.
Remote DetonatorDetonates rigged explosives or systems.
Signature SpooferEmits a false bio-signature to scanners.
Solar Array PackCharges micro through large batteries via solar.
Squad Shield40pts protection, 20ft radius, up to 6 rounds.
Standardized Battery CoresPortable power available in multiple sizes.
Survival TentPressurized 10×10ft shelter for four.
Vitaboost InjectorSingle use. Heals 1 VIT or attribute damage.

Bot Components#

ComponentSummary
Audio ProcessorAdvantage on hearing-based INS, filter functions
Augmented Arm Actuators+2 STR for physical tasks while powered
Automatic Crash Foam SystemAuto-deploys on Dying; 1 use, 4 AP to restock
Backup Power CellSecondary Medium battery housing
Heavy Wrist LaserMounted laser rifle equivalent
Improved Cooling SystemResist burn, ignore heat environmental effects
Internal Comp JackComp Jack without occupying hands
Manipulator Override+2 DEX for fine motor tasks while powered
Optical SuiteLow-light, thermal, zoom
Reinforced Chassis Plating+3 DEF Bonus
Relay NodeSync into a shared sensor network
Repair SubroutineSelf-repair 1 VIT per long rest
Servo Boost Legs+10ft speed, +5ft jump while powered
Shield MountPartial cover while active. 1d12 Supply Die
Signal Mast, HeavyIncreases com range to 500 miles
Signal Mast, RetractableIncreases com range to 20 miles
Stabilizer GyrosResist knockdown, no falling damage under 20ft
Subdermal Plating+1 DEF Bonus, no slot conflict
Targeting Array+1 ranged ATK, limited daily uses
Wrist LaserMounted 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.

PlatformSummary
BALA fast-rolling recon drone built for rapid ground-level scouting.
HEL-1A small flying drone for aerial reconnaissance and light operations.
T00LA sturdy, adaptable assistant bot for a wide range of support tasks.
TRK-AA small, reliable robot platform for field and support roles.