Download Icar SciFi Space Opera RPG PDF

TitleIcar SciFi Space Opera RPG
File Size41.9 MB
Total Pages96
Table of Contents
                            Core Rules
	Number discs
	Character Creation
	Step 1: Concept
	Step 2: Deviant
	Step 3: Attributes
	Step 4: Skills
	Step 5: Character Information
	Step 6: Body, Armour and Stun
	Step 7: Close Combat Combos
	Step 8: Encumbrance
	Step 9: Roleplaying Points
	Step 10: Psychotheatrics
	Combat
	Close Combat
	Firefighting
	Dog Fighting
	Hacking
	Space Combat
Background
	Droid Space
	Human Occupied Space
	The Sectors
	Clusters
	Colonies
	Time
	Money
	Space Stations
	Space Travel
	Gaia
	Automatons
	The Human Race
	Akarak Nation
	Corporations
	Syndicates
	Recreation
Bionics
	Borgware
	Cyberware
	Incremental Bionics
	Bionics Installation Example
Technology
	Legality and Feasibility
	Sensors
	Gaia Entities
	Soft Light Projectors
	Hard Light Projectors
	Automatons
	Weapons
	Unpowered Armour
	Personal Shield Generators
	Powered Armour
	Engineering
	Beamer Technology
Scavenger Setting
	Scavenger Characters
	Special Skills
	Scavenger Operations
	Scavenger Equipment
	Anadar Cluster
Gamesmaster Guide
	Mechanics
	Characters
	Background
	Creating your own Skeletons
	Running an Icar sandbox
	Scavenger Setting Revisited
	Anadar’s Systems
	Campaign Sandbox
	Scavenger Setting Plotlines
	Introductory Missions
	Mission One: The Ungodly Act
	Mission Two: The Lethal Rings of Obyrworld
	Mission Three: Porcupine
Appendix
	Academia Skill List
	Life Skill List
	Medical Skill List
	Technical Skill List
	Task Skill List
	Psychotheatrics List
	The Timeline
	General Items Price List
	Skill Tree Cheat Sheet
Index
                        
Document Text Contents
Page 2

C o n t e n t s

2 Core Rules
2 Number discs
2 Character Creation
4 Step 1: Concept
5 Step 2: Deviant
5 Step 3: Attributes
6 Step 4: Skills
11 Step 5: Character Information
12 Step 6: Body, Armour and Stun
13 Step 7: Close Combat Combos
13 Step 8: Encumbrance
13 Step 9: Roleplaying Points
14 Step 10: Psychotheatrics
15 Combat
17 Close Combat
21 Firefighting
25 Dog Fighting
28 Hacking
29 Space Combat
36 Background
38 Droid Space
39 Human Occupied Space
42 The Sectors
44 Clusters
46 Colonies
51 Time
52 Money
52 Space Stations
55 Space Travel
60 Gaia
62 Automatons
66 The Human Race
68 Akarak Nation
70 Corporations
72 Syndicates
78 Recreation
80 Bionics
81 Borgware
82 Cyberware
83 Incremental Bionics
86 Bionics Installation Example
89 Technology
89 Legality and Feasibility
91 Sensors
92 Gaia Entities
93 Soft Light Projectors
94 Hard Light Projectors
94 Automatons
96 Weapons
98 Unpowered Armour
99 Personal Shield Generators
100 Powered Armour
101 Engineering
103 Beamer Technology
105 Scavenger Setting
106 Scavenger Characters
107 Special Skills
107 Scavenger Operations
109 Scavenger Equipment
109 Anadar Cluster
117 Gamesmaster Guide
117 Mechanics
118 Characters
118 Background
119 Creating your own Skeletons

121 Running an Icar sandbox
124 Scavenger Setting Revisited
128 Anadar’s Systems
131 Campaign Sandbox
132 Scavenger Setting Plotlines
134 Introductory Missions
135 Mission One: The Ungodly Act
136 Mission Two: The Lethal Rings of Obyrworld
138 Mission Three: Porcupine
140 Appendix
140 Academia Skill List
143 Life Skill List
146 Medical Skill List
147 Technical Skill List
150 Task Skill List
151 Psychotheatrics List
160 The Timeline
161 General Items Price List
184 Skill Tree Cheat Sheet
185 Index

Written and illustrated by Rob Lang

www.icar.co.uk

www.thefreerpgblog.com

Icar Version 4 Beta (14 July 2014) is released under a Creative
Commons Attribution - Non-Commercial - Sharealike License.

You may print this for non-commercial use.

You can release your own Icar modules but only under this
license.

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G a i a E n t i t i e s

Gaia Entities are intelligent programs that live inside Gaia. Then tend to be kept on a Gaiacard and can
be started whenever the Gaiacard is inside a terminal - ei-
ther a terminal you plug it into (tanked Gaia) or an immersive
terminal you walk into.

Style, shape and size

Entities come in all sorts of shapes
and sizes. The cheapest ones tend
to be simple geometric shapes.
More complex entities come in the
form of real world replicas, such
as pets or people. Human looking
entities are very popular as they
are easier for people to relate to.

Most hackers will have all sorts of shapes for entities,
sometimes matching to form a set of similar tools (such as
birds of prey). The entities given below come in a range of
shapes and sizes. An entity that might look cool should cost
a little more.

Permissions

You can start a Gaia Entity wherever you are in Gaia,
regardless of security level. However, a Gaia Entity may not
enter a higher security level unless given entry. For more
information on security, see Hacking on page 28.

One shot Entities

Most Entities can be used as many times as you like. However,
others are destroyed in the very act of using them. One shot
entities are always unique.

writing your own entities
To make your own, you need the Skill Gaia Design. If you
want to create something with Artificial Intelligence self-
sufficiency then you need the Skill Artificial Intelligence. The
designer will need a Gaiacard, although a Public terminal
will be enough to create the entity. The only cost is time. The
best rule of thumb is 1 hour per 100 credits. For an AI system,
it takes 2 hours per 100.

For example, to recreate the Shell Ent. Infotracker 20,
which costs 200 and is an AI; will take 4 hours to make
a similar system. If the player fails either Gaia Design or
Artificial Intelligence, then the time is wasted and they
must start again. In most cases, the player is better off buy-
ing the Entity.

publiC entities
Owned by a lot of people and used everywhere, these
Entities are created by legal companies and can be bought
quickly across Gaia. These Entities have a very low rarity. The
big three Gaia Entity companies are Gaianware, Ellipsian
Entities (or simply E2) and Shell Entertainment (Shell Ent.).

Infotracker
Public search AI
Type: AI

A search AI has the Research Skill at a low % but has the
ability to keep searching for something. The better the
research Skill of the AI, the more expensive it is. The AI will only

search for one thing at a time and the user must describe
in detail what it is they want. They can be used to find out
information, objects or people on Gaia. By their very nature,
they are free wheeling Entities and return periodically to the
Gaiacard to report findings.

If the Gaiacard is not plugged in, it cannot return any
information. If the Gaiacard is not plugged in for some time
and the owner moves through real space (not Gaia), then
when it is plugged in, it will take time for the Entity to find
the Gaiacard. The further you move without the Gaiacard
plugged in, the more difficult it is for the Entity to find the user.

Infotracker 20, Research 20%, Cost: 200, Rarity: 10%
Infotracker 30, Research 30%, Cost: 400, Rarity: 13%
Infotracker 40, Research 40%, Cost: 1000, Rarity: 14%
Gaianware Infotracker 50, Research: 50%, Cost: 1500,
Rarity: 15%

Gaia Personal Assistant
Type: AI

This Artificially Intelligent Entity will remain in one location
and take/give messages for you. To allow anyone to leave
a message, the Entity must be placed in a Public Space. The
Entity may be sent with a message for a specific person with
instructions on how to give the message.

Although Unique through its AI, the appearance of the
Entity can either be the rather boring ‘Neohuman’, a very
generic looking human Entity or a unique and attractive
form. Attractive Personal Assistants cost more. The more you
pay, the more attractive they will be. The Personal Assistant
will not follow the user around Gaia, it needs to be placed
manually by the user. Most people place a Personal Entity in
the Public Space of their apartment.

Shell Ent. Personal Assistant. Neohuman. Cost: 200. Rarity:
2%
Shell Ent. Personal Assistant. Mythological Creatures. Cost:
500. Rarity: 5%
Shell Ent. Personal Assistant. Famous People.
Gaianware. Personal Assistant. Male/Female. Cost: 400 -
5000. Rarity: 3%-10%
E2. Personal Assistant. Executive Package. Cost: 6000 -
8000. Rarity: 11%

training entities
A training Entity is an immersive Gaia simulation that people
use to learn new skills. Training Entities will not be able to
train as well as another human or experience but they can
be used to start someone off in a Skill. Every Training Entity
comes with a cap of the highest Skill percentage they can
train someone to. The more expensive the training Entity, the
higher the skill that can be attained.

A Training Entity can only train in a single skill and are unique
Entities. More than one person can train through the Entity.

For the rules using the Entities, see Improving Skills on page 9.
Training Entity up to 25%, 9000.
Training Entity up to 35%, 15 000.
Training Entity up to 55%, 20 000.

Write down the
Entities you own on
the back of your
character sheet.

haCking entities
Hacking Entities are Artificially Intelligent and illegal tools to
assist a Hacker in breaking into Gaia volumes and moving
around in them. Some provide more information to allow a
Hacker a better chance of finding their task, others aid in
dealing with Entities inside the system. Hacking Entities can
be sought out in the Undergaia or created by the character.
Finding a dealer in the Undergaia is more than a simple
skill check - you must be introduced, perform a favour and
demonstrate you are not a Star Enforcer before you get
anywhere near the actual Entities.

Most Hackers write their own (see Writing Your Own Entities)
and must pass Hacking and Artificial Intelligence skill checks.

A Hacker can carry many Hacking Entities on their Gaiacard
but if they are discovered by a Star Enforcer then they may
be arrested as a dealer, rather than simply a Hacker. Owning
Hacking Entities are illegal but Star Enforcers need hard
evidence that an Entity has been used to perform an illegal
act. However if your character is carrying many of them on
their Gaia card, then that is all the evidence needed to be
arrested as a dealer.

Back Door
Type: Hacking AI

Allows access back into a system once the character been
there. Best used when deep inside a system to gain entry
with one roll rather than having to hack all the way in.

Cost: 5000
Modifier to use: -20%

Refail
Type: Hacking AI

Covers up the character’s error and allows another try. When
you fail a dice roll, use Refail to re-roll it. You can only use one
Refail in a Hacking session.

Cost: 6000
Modifier to use: -20%

Trail
Type: Hacking AI

Follows another user or Entity on Gaia. Normally used to
follow non-Gaia savvy targets as it is not particularly subtle.
If the Character is being trailed by a Trail Hacking entity,
the Character must make a Hacking check to detect and
another to destroy it.

Most members of the public can be tracked with Trail.
Cost: 3500
Modifier to use: -10%

Stealth Trail
Type: Hacking AI

Follows another user or any item on Gaia and reports back
every minute on their location. Successful Hacking check
at Tricky (-30%) difficulty required to detect and unmodified
Hacking check to destroy.

Stealth Trail is intended for tracking Gaia-savvy targets. For
members of the general public, use the much cheaper Trail.

Cost: 5000
Modifier to use: -20%

Chameleon
Type: Hacking AI

Make any object in Gaia (doors, cars, trucks) look like
something else. Requires Gaia Know roll at Hard to detect
the Chameleon and see the real object underneath it. Once
the Chameleon is used to take on a form, it can only be used
for that form. For example, if the Chameleon is used to hide
a car as a Hauler then the Chameleon will only ever be able
to represent a Hauler.

Cost: 3000
Modifier to use: -20%

Looper
Type: Hacking AI

Loops all the real world sensors (camera, heat, movement
etc) within 50m. Anyone moving around in that area will not
be picked up by security. Includes weapon and medical
scans. This can be dangerous if used near medical facilities
and as such Loopers are searched for in those areas with
particular gusto.

Cost: 2000
Modifier to use: -10%

Generator Overloader
Type: Hacking AI

Solid state generators do not explode easily but a special
AI Hacking Entity can be created to push them to the point
of explosion. The Generator Overloader is easy to remove
but must be done when physically at the generator. The
larger the generator, the longer it takes to overload. Small
generators (lights, cameras) take 20 seconds up to large
(spacecraft, buildings), which take up to 10 minutes.
Generators powering bionics cannot be overloaded with
this Entity because there is a user constantly at the physical
location of the generator!

Cost: 4000
Modifier to use: -30%

S o f t L i g h t P r o j e c t o r s

Soft Light is holographic technology, created using a Soft Light projector. Unlike Hard Light, soft light cannot pro-
duce a force. It is just light. It shines, can be made into ani-
mations and may appear to be very real but it cannot affect
the rest of the world except shining light onto it. Soft Light
can render Gaia Entities in the real world but those entities
will only be visual representations, they cannot directly af-
fect anything.

Soft Light objects are normally used by artists. Soft Light
Entities can be animated in the real world and can be as
large, complex and beautiful as you need.

If a Soft Light projection is made to look real, the only way
to detect that it is a hologram (without touching it) is using
augmented sensors, such as EM or EG.

Soft Light in advertising

The most common use of holographic soft light is advertising
from brightly coloured displays showcasing a latest product
to a soft light human that walks alongside you and acts as a
salesperson. In some colonies, having a Soft Light salesperson
is seen as an insult, whereas elsewhere it is seen as a useful

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tool.

Soft Light in art and entertainment

Soft light is a malleable form of expression that is used
alongside music. Huge Soft Light projections are used by
artists to entertain and delight. Celebrations are often
accompanied by beautiful displays of Soft Light. In ‘In Fizz’
nightclubs, a Soft Light artists will be employed alongside a
DJ to create art on the fly to improve the experience of the
revellers.

Costs

Soft Light projectors are relatively inexpensive. Their size
relates to how large a volume they can project into. As a
guide to the sizes:

Shop floor area or whole apartment: 100
Entire floor of a mex building: 5000
1km x 1km x 1km volume: 10 000

The artistry involved in the projection acts as a multiple. Stock
celebratory images (such as Happy Birthday) will cost the
same as the prices listed above. A jobbing designer will have
a multiplier of 1.5 times and famous artists up to 5 times.

H a r d L i g h t P r o j e c t o r s

Hard Light projectors allow you to animate Entities in the real world. In a holoroom Gaia terminal, any Hard Light
Entity can be animated without any fuss. When outside a
Holoroom, creating a Hard Light shape is more difficult. Un-
fortunately, the more complex an Entity, the more expensive
the projector needs to be. The projector acts as its own self
contained unit and Hard Light objects can be loaded onto
it.

To use a Hard Light projector, use a Gaia terminal to move
a hard light object onto the projector. From this point on,
you can animate the object by squeezing the middle of the
projector and throwing it. As soon as the projector is clear
of your hand, it will animate the Hard Light object you’ve
set it to. There are a couple of exceptions to this (Hard Light
swords) but most projectors follow this method.

To de-animate, the object will have a way of deanimating
it (such as a simple switch or pad to press). The object with
instantly deanimate. Anything resting (or sitting) on the
object will fall to the ground.

limitations
A Hard Light projection has a zero armour rating (AR) and hit
points (HP). You can’t use a Hard Light image as armour. If it
takes any damage, it will de-animate.

Only complex Hard Light items can have a Blast Factor,
otherwise none. You cannot make bullets or lasers out of
Hard Light.

The object will not animate if there is an obstruction. You
can’t animate a 2m square box inside a 1m square box.

Hard Light projectors can only sense when the objects is
being touched. It cannot sense anything else unless it is part
of a more complex system.

Complexity
The more complex the object, the more expensive the
projector. For simplicity, projectors are produced with three
complexity types: Low, Medium and High. A description of
each is given below.

Low

No moving parts. No sharp edges. No complex materials.
Low detail.

Inflatable chair, Walking stick.

Medium

Some small moving parts. Some detail. No sharp edges.

Recliner chair, Umbrella, Parachute.

High

Nearly all of the High Complexity projectors are a special
case as they nearly always make part of another system.
They are often expensive, rare and easily replaced with a
real-world version that does the job just as well.

Some small moving parts. High level of detail. Sharp edges.

Sword (special case), Automaton.

A u t o m a t o n s

Buying an Automaton is not like buying a car. It’s more like buying a pet. Not only are there physical attributes
to account for but there is also a personality to decide upon.
It is personality that is most important to most people. Every
Automaton is different. Buying an Automaton follows these
steps:

♦ Choose either new or second hand
♦ Choose a Model
♦ Decide on a name
♦ Select a Personality Template
♦ Add Skills

new or seCond hand
Brand new Automatons begin with plain personalities,
whereas second hand, older Automatons can have quite
extreme personalities formed by their experiences. Due to
their quirky nature (and better Skills), older Automatons are
more expensive than new ones. Older Automatons also
appear to have more ‘common sense’, because they are
used to operating in a human world. New Automatons
are treated like children that have a gift for a few defined
subjects but are terrible in general social situations.

The Appendix of this book shows new Automatons only.
To make up a second hand one, use the given new ones,
reduce the hit points to indicate damage, set the personality
as an extreme version of one of the templates and add some
Skills. To calculate cost, make up the Automaton as if it is
new and then multiply using the following table. For really old
Automatons (100 years or more), then their value can be just
about anything. The Auto can be too eccentric to be useful
to anyone or be very knowledgeable and thus priceless.

The affect of an Automaton’s age on its value

Age (years) Value Multiplier
1-5 x 1
6-20 x 2
21-50 x 3
51-100 x 4
101+ See paragraph

Choose a model
Automatons come in two forms, Humanoid and Industrial.

Humanoid Automatons are designed to integrate with
society. They are based on the human form. The more
expensive ones have realistic synthetic skin and are difficult
to tell apart from humans without using some sort of sensors.
All Humanoid Automatons come with a basic personality
and a basic human empathy such that they can hold
conversations and understand tone and meaning.

Industrial Automatons are more like complex robots of old.
Normally large, strong and designed to perform a particular
range of tasks. They simply obey human instructions and
are trained such that they have an affinity with technical
subjects. They understand any tools that are fitted to them
and are normally trained to be able to work on a particular
group of tasks.

deCide on a name
A name might be a frivolous idea to the players and
Characters but to the Automaton, it’s very important. It is the
first connection that the Automaton has to the human world.

Applicable to new Automatons only.

seleCt a personality template
An Automaton’s personality is represented by a cut-down
Deviant Wheel, similar to the one on the normal Character
sheet. A Personality Template is an initial Deviant Wheel
that you pick from the list given below. Over time, the
Automaton’s personality will grow from this first step.

An automaton is judged by a cut down Deviant wheel:
Serious, Calm, Introvert, Machine, Virtuous. And their
opposites are on the other side of the wheel. The different
facets are described below:

Serious

A serious Automaton is one that has not yet developed a
sense of humour. A sense of humour is normally associated
with Automatons that have experienced a lot. Therefore,
brand new Automatons are unlikely to have a well developed
sense of humour.

Calm

Most Automatons appear to be calm when they are new
but they soon become excitable. If your Automaton will be
under fire, this facet should be high. If your Automaton will be
looking after children, then a low value is preferred.

Introvert

An introverted Automaton is a quiet one and keeps itself
to itself. It will not go out of its way to make friends and be
helpful to humans. However, if talked to then an introverted

Automaton will politely hold conversation.

Machine

This is a measure of how machine-like the Automaton’s
personality is. It is intrinsically linked to the other personality
facet. Initial personality templates are always set to 4.

Virtuous

This is a measure of how naive the Automaton is. Will it
automatically believe anything that’s told to it or is it a more
questioning Automaton. Initial personality templates are
always set to 4.

personality templates
Amicable

The Amicable personality
template is a good
starting point for any
Automaton buyer. It is
the default template for
the buyer who is not sure
what task the Automaton
will perform. An Amicable
Automaton is calm,
respectful, serious and
will look for opportunities
to be helpful. It is how
you might expect an
Automaton to be.

Clown

The clown is a lively, fun
and outgoing. They make
excellent companions
rather than business
Automatons. The Clown
personality template is
most often found with
Automatons who are
involved in child care.
Their light hearted view
on the world make them
popular with children.

Austere

The Austere Automaton is
ideal for business. Serious,
calm, capable and
an air of servitude. This
Automaton personality
will not embarrass you or
your company.

add skills
To make your Automaton
really useful to the team
as a whole, ensure that
it has Skills that fill gaps in the team’s abilities. Automaton
Skills come with a Skill percentage, cost a certain amount of
money and take time for the Automaton to learn. The more
complex the Skill, the more expensive it is and the longer it
takes to learn.

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Crossed Arm 74
Curve Surf Engine 58
Cyber Razor Cut 82
Cyberware 82

D
Dates 52
Dead Space 56
Defensive Moves 18, 182
Description, Character 12
Dess-Kay-Dar 110
Deviant 2
Diagnosis, Skill 146
Dockets 89
Dog Fighting

Example 26
Manoeuvre List 25
Rounding and Resolution 25
Turn Sequence 25

Dogfight Manoeuvre List 25
Dorian 37, 39, 42, 43, 44, 45, 55, 56, 60, 68, 79, 105, 119,
125, 161
Droids 38, 43, 62, 66, 67, 160

E
Earth 45
Ecopolitical, Skill 141
Empathy, Skill 145
Encumbrance 13
Endobioreorg 83
Endotek 70
Energy Disruption 98
Energy, Skill 149
Entering Combat 15
Entities 61, 92
Epochs (Skill Trees) 9
Essofin 109
Events 122
Evolution 66
Expeditionary 89
Explosives, Skill 142

F
Firearms 22
Firefight Example 24
Fire fighting 21

Example 24
Hit Modifiers 24
The Turn Sequence 22

Food Science, Skill 141
Forgery, Skill 141
Frame 84
Freight Gateway 47
Full page sheets 89

G
Gaian 71
Gaia News 71
Gaia, Skill 147
Gamesmaster Guide 117
General Flying 27
Generators 53, 59, 82, 83, 84, 85, 86, 87, 90, 93, 99, 162

Genetics, Skill 141
Genus Four 67
Genus Three 67
Genus Two 66
Graphics, Skill 140
Grav Field Generator 103
Grenades 97
Gun Fu, Skill 150

H
Hacking 28, 62
Hacking Entities 93
Hacking, Skill 147
Hand Weapons 20
Hard Light Projectors 94
Healing 16
Heavy Firing, Skill 151
Height, Character 11
High Orbit 56
High Velocity Grenades 98
History, Skill 140
Hit Modifiers 24
Home Gateway 47
House Granger 110
Human Life Span 80
Human Race 66
Human Resources 115

I
Imperium 36, 37, 38, 39, 43, 45, 57, 60, 62, 65, 66, 67, 68, 69,
72, 73, 74, 75, 76, 77, 160

Chambers 39
The Imperial Crescent 44
The Nexus 61

Impersonation, Skill 141
Improving Skills 9
Improvisation 20
Incremental Bionics 83
In Fizz 78
Instructor Courses (Skills) 8
Interrogate, Skill 145
Intimidate, Skill 146
Iss Horn Barnarder 106, 125, 126, 136, 138, 139

J
Journalism, Skill 140
Jumping Epochs 9

K
Kale 110
Kanster 71

L
Language, Skill 9
Law, Skill 140
Life 10
Light Firing, Skill 150
Light Jump 58
Lord E. Tacquent 110
Lords and Ladies 36, 40, 41

Lady Axa Erland 42

Lady Berrinda 42
Lady Jacqueline Crowell 42
Lady Tess Cannar 42
Lord James Walker 42
Lord Stephen Lawrence 42

Losing Control 27
Low Orbit 56
Low Velocity Grenades 97

M
Macroecology, Skill 142
Macromechanics, Skill 142
Madeline Stuo 105, 125, 180
Meat 6
Mechasys Extraction 107
Mechasys, Skill 149
Medical Basic, Skill 146
Medical Scanner 91
Medical skills 10, 146
Mesh 50

Meshrunners 50
Meshrunners 50
Mex 36, 45, 46, 47, 48, 53, 54, 55, 75, 78
Mex Cities. See also Mex
Money 52
Moss 72
Motor 84
Multiple Foes 21

N
Naggachef Cluster 44
Names, Character 11
Nanobiogenetics 82
Nanofactory 102
Napalm 72
Natural Biological Healing 16
Nearground 48, 50
Niopak Cluster 45
Nios 75

O
Obyrworld 110
Offensive Moves 18, 182
Oration, Skill 140
Organ Engine 84
Overview 36

Character Creation 2
Ownership Dockets 89

P
Peers. See also Lords
Personal Shield Generators 99
Persuade, Skill 145
Philosophy 66
Physical, Skill 142
Pick Pocket, Skill 145
Pilot, Skill 150
Pinnacle Trade Group 111
Place of Birth, Character 12
Planetball 78
Plotlines 121
Point to Point Light Jump 58

Poraq 72
Powered Armour 100
Powered Armour (PA) Combat, Skill 150
Powered Armour (PA) Use, Skill 150
Pri-Sot 110
Privacy 51
Psychotheatrics 14
Public Holidays 52

Q

R
Rail Fighting 79
Rail Fighting, Skill 144
Raised Fist 76
Ranges, Weapon 22
Rayengine Technician 116
Recreation 78
Rehabilitation 80, 81, 82, 84
Relationship Diagrams 122
Repair 16
Research, Skill 148
Rhot Orb 110
Roleplaying and Skills 7
Roleplaying Points 13
Rolling Initiative 17
Romar Cluster 45
Rounding and Resolution 25
RP Uses 14

S
Sandbox 121
Sayshell 37, 39, 40, 43, 44, 45, 46, 55, 56, 60, 110, 119, 125,
130, 132, 161
Scale Wall, Skill 144
Scam, Skill 143
Scanning 51
Scav Colony Technician 113
Scavenger Characters 106
Scavenger Equipment 109
Scavenger Operations 107
Scavenger Setting 105
Scav Security 112
Sector 55
Sector Maps 55
Sectors 36, 38, 42
Seduce, Skill 145
Self Taught Skills 8
Sensorium 84
Sensors 91
Shakespeare Universal Tech Kit 102
Shields 99
Silent Shadow, Skill 145
Silver Blade 77
Skeleton 5
Skeletons

and Statistics 6
Creating your own 119
Human Resources 115
Rayengine Technician 116
Scav Colony Technician 113
Scav Security 112

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Page 96

Zero G Technician 114
Skeleton Skills 8
Skills 2, 6

Academia 140
and Bionics 8
Difficulty Table 7
Improving Skills 9
Initial Values 8
Life 10
Medical skills 10, 146
Procurement

Instructor Courses 8
Self Taught 8
Skeleton 8

Roleplaying and Skills 7
Task Skills 150
Technical skills 10
Trees 9
Using Skills 6

Skill Trees 9
Sleight of Hand, Skill 145
Socioeconomics, Skill 141
Soft Light Projectors 93
Soul 6
Space Craft, Skill 148
Space Travel 55, 57, 60

Costs 57
Curve Surf Engine 58
Light Jump 58
Point to Point Light Jump 58
Spaceflight Types 58

Standing Up 18
Starbus 57
Star Civilisation 36, 41, 57, 74, 79
Star Fleet 36, 38, 43, 44, 45, 57, 58, 62, 73, 79

The Turus Cluster 45
Star Scientifica 36, 40, 44, 67, 79
Starting Skills 8
Statistics 2

Battle 6
Meat 6
Setting

Other systems 6
Random 5

Soul 6
Wit 6

Stealth, Skill 145
Street Deal, Skill 143
Street Fighting, Skill 144
Street Trading, Skill 143
Streetwise, Skill 143
Style, Skill 145
Sun Children 74
Surgery, Skill 146
Syndicates 72

Crossed Arm 74
Nios 75
Raised Fist 76
Silver Blade 77
Sun Children 74
Technomages 73
The Chrome 74
The Machine 76
Tortrac Heds 77

System Space 56

Systems Repair 16

T
Taking Damage 18
Task skills 150
Tech Kits 101
Technical skills 10
Technomages 73
Tech Scanners 91
Tef Cluster 45
Temporary Energy Sink 97
The Chrome 74
The Codex 69
The Imperial Crescent 44
The Machine 76
The Nexus 36, 61, 62
Thespian, Skill 141
The Turus Cluster 45
Time 51
Timelines 122
Tortrac Heds 77
Training Entities 92
Turn Actions 15

U
Undergaia 62. See also Hacking
Unpowered Armour 98
Using Skills 6

V
Vehicle, Skill 148
Vitero Cluster 45
Void Rescue 72

W
Weapon Combos 21
Weapon Ranges 22
Weapons 96
Weapon, Skill 149
Weight. Character 11
Wit 6

X

Y
Years 52

Z
Zaxcann 72
Zero G Operations 107
Zero G Technician 114

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Similer Documents