Assassin Package
Advanced Weapon Training module Add Intelligence modifier to all Attack rolls
Cost: 40 DP
Protocol Package
Linguistic Training module
Add Intelligence modifier to all Social Field skills
Cost: 20 DP Sensor Package
Halve all penalties for distance Add Intelligence modifier to all Perceptive Field skills
Cost: 30 DP
Firewall Package
Locks out after failed hacking attempt for a determined period of time.
Add twice Intelligence modifier to hacking difficulty
Cost: 20 DP
Computerized Package Hacking Protocol module
Add Intelligence modifier (again, if necessary) to all Technical Field skills.
Cost: 40 DP
Mecha
Simply put, a Mecha is a (usually humanoid-shaped) robot you can pilot. Part-vehicle, part
automaton, Mecha are prized for the versatility and protection that they bring to the pilot within.
Their cost, however, is prohibitive, and often have
weaker armour or weapons than a vehicle or starship of equivalent size, leading many militaries to use only smaller versions to support squads of footsoldiers.
Adding the Pilot component to a frame is all that is necessary to turn a robot into a mecha.
While piloted, a mech uses the pilot’s defence and initiative as modified by it’s size as if it were it’s own. A pilot may choose to use the weapons or sensor systems, using his own attack and perception-based skills, or leave it to the AI, if the mecha has one. He may not roll twice and choose the better result!
While being piloted, a mecha’s
piloting compartment is considered to be a vulnerable point. Destroying the robot this way requires the pilot to make a separate critical damage PhR at the same difficulty as the mecha.
Hacking
Hacking into a robot without an AI is easy, you just need to connect to it with a computer. Most AI-less robots require a direct connection via cable to do this, leading many engineers secure the access panel at the back with locks and other security
measures. Since robots have only one access point, only one person may attempt to do this.
Hacking an AI is more in-depth, requiring a connection and a hacking check with a difficulty equal to the result needed to create the AI.
Successfully hacking an AI allows you to give it commands as if you were it’s owner and edit or remove existing instructions.
If more than one person is trying to command an AI- e.g. two hackers, or one hacker and the rightful owner- an opposed
Hacking or Artificial Intelligence check is made. Success by less than 40 confuses the AI, and it makes no actions this turn. Success by more than 40 allows the winner to
command the AI this turn. Success by more than 80 induces a lockout, and prevents the loser from making
another attempt for a pre-set amount of time, set at creation, usually a minute.
Access Panels (Security)
Very Difficult 1k
Expert
Difficult 200
Advanced
None 10k 50 None Cost
Moderate Basic
Routine Unprotected
Absurd Master
Wireless Only Welded Shut
Access Type
Heritage
The men and women of the future come from a very long line, their genetic code inherited from many who have defined their
civilization. Heritage is a means of quantifying the effect that being the product of thousands of generations of heroism and
evolution, as well as the inspiring effect an advanced culture can have on those that live inside it.
Characters receive one heritage point per level, rather than receiving a bonus to a
characteristic every other level.
Bonuses to attributes are subject to the usual rules if they would
increase an attribute above 10.
Survival of the Fittest 2pts
Perhaps your culture had an interest in social Darwinism, your family married for genetic strength, or perhaps you’ve had a few modifications along the way. In any event, you’re much more than the average specimen of your kind.
Each of your attributes under 10 increases by 1 point. This does not increase your attribute maximum.
Political Savant 1pt
Your ancestors knew when to talk, when to listen, and how to get what they wanted.
Add your power modifier to all skills from the social field. If the skill was already modified by power, you may add the bonus twice.
Standing on the Shoulders of Giants 1pt
You’re only one in a long line of innovators-their genius is your genius, and your hard work is only the end of a long line of
struggle for the betterment of mankind.
Add your power modifier to all knowledge skills.
Hidden Legacy 1pt
Never in the spotlight, your ancestors preferred to work behind the scenes.
You gain your power modifier to all subterfuge skills.
Machine Lord 1pt
You’ve never been more at home than among whirring gears and hissing pistons.
You gain your power modifier to all technical skills.
Legacy of Dread 2pts req. Disquieting
Your ancestors sat on a throne of the skulls of the vanquished, unapologetic about the suffering they had caused.
You are similarly unconcerned with the petty plights of others, and are able to channel your ancestors malevolence in your own life.
Intimidate always costs 1:1 for you.
Using Coercion with intimidate increases the penalty by your power modifier when used successfully.
The Call of Duty 1pt None may ask for what your ancestors delivered.
You die at (5+power)x
constitution rather than 5x and automatically overcome the state between life and death.
Fearless Pioneer 1pt
Your ancestors boldly went where none had gone before.
Add your power modifier to checks to resist natural hazards, such as pitfalls or acid.
Additionally, you may add your power modifier to all social rolls with other species.
Daredevil 1pt
Danger never stopped your ancestors from surviving to adulthood.
Add your power modifier to all athletic skills.
Ladies Man/Black Widow 2pts Maybe Casanova was a distant relative of yours?
Add your power modifier to all checks opposed by a sentient member of the opposite sex.
Additionally, these types of opponents will usually try to capture you alive rather than kill you, unless explicitly
ordered to do so. To retain this benefit, you must seek to do the same.
In Blackest Night 2pts Req. The Call of Duty
Your willpower is legendary, your strength of purpose unbeatable.
You add your power modifier to all resistances.
Enhanced Ability 1pt Stronger, faster, smarter.
Increase one of your ability scores by one point.
Genetic Recombination 2pts The animal within…
You may take a spliced template, provided you meet the requirements.
History of Service 1pt
Your father served in the military, and his father before him, and his father before him, and his father before him…
You gain your power modifier as an all action bonus whenever you are
affected by an emotional effect (even a negative one). When commanding others, you may grant this bonus with a leadership check.
Finest Hour 1pt
You have a reputation for amazing heroism under the worst situations. When cornered, you are able to share this cultural relic with those sceptical of your prowess.
When reduced to half or less life points, when engaged in an impossible ranked challenge, or when a companion has just been reduced to 0 life points or less within your line of sight, you may enter your ‘Finest Hour’, gaining an all action bonus equal to your power, halve any critical or fatigue penalties and becoming immune to all emotional effects. This lasts for the current scene, or until you die heroically.
As a side effect, this ability
improves all style results you make by two categories while it is active.
Strong-Minded 1pt
Your ancestors weren’t the smartest or the strongest of their race, their true strength was their persistence and determination to never give up.
You ignore the penalty for the fear effect, and take half effect from terror. Additionally, you add your power modifier to all mental
resistance checks.
Your ancestors specialized in making sure others met theirs.
After dropping an opponent to 0LP, you gain your power modifier as a bonus to initiative and attack for the rest of this and your next turn.
Child of Karras 2pts
Your ancestors believed life to be the ultimate competition, and they aimed to win.
You ignore your power modifier worth of penalties when rolling percentile dice.