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- 1

Children of the
Arc

A Victus Role-Playing Game

2 - Table of Contents

Put publication and copyright info here.

Table of Contents - 3

Children of the
Arc
Table of Contents
Table of Contents
Children of the

Arc 1
A Victus Role-Playing Game
Children of the Arc 3
Table of Contents

4 - Introduction

Introduction
Welcome
Welcome to Children of the Ark - A Victus role-playing
game.
In this version of the Victus Roleplaying System, you
get to play the part of explorers from the not-toodistant future; explorers who were the unwilling
victims of corporate genetic tampering in the
early twenty-first century. After being unlawfully
experimented on, you were forced into an ages-long
cryo-sleep and sent out to explore the far reaches of
the galaxy in a slow, sub-light speed spaceship. Fate
has left you alone and stuck in the deep void of space
ten thousand years from the time you were born into.
The world you will wake into is far different from the
one you were forced from.
There is a good side to things, though; the torturous
experimentation you went through has left you
immortal, and gifted. The things you can do are
astounding, and would awe and inspire people, if you
were anywhere near them, instead of lost in the deep
void of space.
Do not worry overlong about being lost, though. Soon
enough, one of the dreaded Council warships that
roam human space will respond to the archaic beacon
in your ship that activated when you awoke, and with
the help of its feared Angels and their heavy plasma
cannons, bring you ancient travelers back to its home
base.
Whether you want to go or not.

About the
Setting
The game of Children of the Ark is set in the far future,
where humanity has spread over the vastness of the
galaxy. Humankind is nominally ruled over by a
mysterious group known as The Council, which almost
never interferes in the general affairs of the galaxy.
When they do choose to intervene, their presence is
immediately felt, and is nigh unstoppable.
Strange alien races abound, although humanity is
dominant. Armies of creatures from the Warp rampage
forth to feast upon humankind, and are fought back
in vicious battles. AIs help humanity manage affairs,
although the occasional AI rebellion makes for
difficult times.
There are other powerful beings out there. The Council
are the ultimate bogeymen; incredibly bizarre,
amazing, and sometimes horrifying things have been
attributed to them. The aliens from the Warp are
strange creatures with odd powers and frightening
habits. You yourself have some reality-defying abilities,
and there are a thousand others like you out there.

Introduction - 5

How to Play
What is a role-playing game?
How do you play a role-playing game?
What you need to play this role-playing game
To play Children of the Ark, you need the following:

A d20 (20-sided dice)

A d6 (six-sided dice)



Strong liquor, a super computer, and
an iron lung (all of these are optional, but highly
recommended for no good reason).
What characters do in Children of the Ark
Characters in Children of the Ark (referred to as
COTAs in short) are immortals with strange powers
over reality. They can manipulate energy and gravity,
influence minds, create things out of nowhere, travel
vast distances in the blink of an eye, and do many
other things.
Youll quickly discover that while your immortal
characters are capable of almost anything, there are
others out there who are capable of the same feats,
and some who are vastly more powerful, and dont
look too kindly on disruptions in the galaxy theyve
carefully nurtured. Your characters will want to
develop their skills and abilities, and do so while
staying out of the probing eye of the Council for as
long as possible.
Characters will carve out an enclave for them to
manage or rule over in their local area of space. Or
they will become a police or mercenary force, helping
out their locality or the highest bidder. They can go on
the warpath, or become adept politicians. They can
become masterful tradesman or craftsman, or fulfill
almost any other role in galactic civilization. The only
thing COTAs tend to have in common is that they rise
to the top of whatever ladder they choose to climb in
life.

6 - Character Creation

Character
Creation
Before you can begin play, you need to define the
abilities of your character in a way that allows the
character to work with the rules of the game. This
section will show you how to do that.
If you are already familiar with the Victus game
system, feel free to just use the Character Quick
Reference section to build your character. If this is
your first time making a COTA, you may want to read
through the sections following the Quick Reference
for a detailed description of each step in the character
generation process.
Before moving on to the Quick Reference section,
though, the form on the previous page should be
printed out or copied for use. This is the Character
Sheet, which will be used to record the various
abilities of the character you will create.

Quick Reference
Immortal power level
Every character starts with an Immortal Power
Level (IPL) of 12.

Attributes
Every Character has 6 main attributes:
Strength (STR) - The ability to push, pull slice,
dice, chop, and carry.
Agility (AGI) - The ability to move and maneuver.
Durability (DUR) - A characters toughness and
endurance.
Thought (THT) - A characters intelligence,
learning ability, speed of thought, and ability to
react.
Will (WIL) - The ability to resist mental attacks,
perform well under pressure, general focus, and
perception.

Presence (PRS) - The ability to react well socially,


and to manipulate others.
Attributes values are determined by distributing 56
points amongst the 6 attributes, with a minimum of 1
and a maximum of 12. Human average for an attribute
is 4.

Powers
Characters start out with 1 level in Body
Reconstruction, and 1 free power level to spend where
they wish.
List of powers:
Body Reconstruction - Regeneration and the
ability to return to life after death.
Matter Creation - The ability to create anything
material.
Life Creation - The ability to create living
creatures of all sorts.
Energy Control - The ability to create and
manipulate various forms of energy.
Warp Control - The ability to survive, thrive
within, and manipulate the warp.
Gravity Control - The ability to create and
manipulate gravity fields.
Continuum Control - The ability to perceive, and
to create teleportation portals to different places.
Electrokinesis - The ability to manipulate
technology and to transfer into technological
devices.
Shapeshift - The ability to transform your body
into various forms.
Influence - the ability to mentally probe, attack,
control, and manipulate others.
Illusion - the ability to alter others perception of
reality, and construct illusionary phantasms.

Character Creation - 7

Subpowers

Cooking (Food Coma)

Characters start out with 3 picks from the subpowers


list. If they wish, they may trade their free power level
from above for an additional 3 subpowers.

Gambling (Bluff)

List of subpowers:
The Chef
Contingency Man
Educated
Evil Eye
Grit
Immunity to Poisons and Diseases
Innate Pilot
Mojo
Photographic Memory
Sharpened Senses
Sustained
Telepath
Thick skinned
Tinkerer
Warlord

Skills
Characters have their THT x 2 in skill points to spend.
They get 1 free level in Literacy and Pilot - Land.
Masteries are listed in parenthesis behind each skill.
Skills list:
Acrobatica (Anime Leap, Arboreal Movement,
Autododge, Roll with Impact)
Alertness (Panoramic Vision, Danger Sense)
Artistic Ability (Masterpiece)

Example: Music (Calm/Engross, Master


Musician)
Example: Storytelling (Enthrall)

Astronavigation (Absolute Direction Sense, Linear


Algebra)
Bargaining (Hagglorious)

Bio-Engineering (Genisis Device)


Climbing (Spider-climb)

Computer Systems (Create/Control AI, Armageddon


Virus)

Engineering (MasterCrafter, Pinnacle of Structural


Design, Enhanced Shields, Warp Power)
Literacy (Linguist)
Lore (Sage)

Medical (Mad Surgeon)

Melee (Hurled Weapon, Quickdraw, Weapon Barrier,


Reflexive Deflection, Counterattack, Ambidexterity)
Missile (Quickshot, Gun Kata, Point Defense,
Ambidexterity, Blind shot, Disarm, Death Blossom)
Pilfer (Stage Magician)

Pilot Planetary (Professional Driver, Stunt Driver,


Defensive Maneuvering)
Pilot Starship (Defensive Maneuvering)
Research (Sponsored, Genius)
Rope Use (Hard Rope)

Running (Speed of the Fury)

Security Systems (EagleEye, Catburgler)


Stealth (Backstab)

Swimming (Aquatikhan)
Trade Skills (Master)

Example: Woodworking (Mastercarver)

Example: Glassblowing (Artisan, Glass Sword)

Tactics (Aura of Command)

Weapon Systems (Quickshot, Point Defense)

Calculated Values:
Hit bonus: AGI+Melee, AGI+Missile
Parry: AGI + Melee + 11
Evade: AGI + Acrobatica + 11
DR:
Physical: DUR / 3 (rounded down)
Mental: WIL / 3 (rounded down)
Hit Points:
Physical: DUR + (DUR * Grit)
Mental: INT

8 - Character Creation

Making Your
Character

Attributes for COTAs are generated by spreading 54


points across the 6 attributes, with a minimum of 1,
and a maximum of 12 in any given attribute.

Strength (STR)
The following sections will cover the various aspects
of making your character in much greater detail.

IPL
IPL Stands for Immortal Power Level and is a special
attribute distinct the other
IPL Ability Gained
attributes listed below.
1
Body Reconstruction This attribute sets the
maximum value of any
4
Subpower
other attribute, and for
8
Subpower
all Power levels. It also
10
Power
determines the number
of powers an Immortal
12
Subpower
has. Only Immortals or
16
Subpower
specially created creatures
20
Power, Subpower
(see the Life Creation
power) have the IPL
24
Subpower
attribute. Humans that
28
Subpower
dont have an IPL attribute
30
Power
(non-immortals, in other
words) have an effective
IPL of 10 for the purpose of attribute and power limits.
Characters get 1 power for every 10 IPL points, plus
the base power of Body Reconstruction. Characters
also get a subpower for every 4 IPL points they have.
Starting characters always have IPL 12, which gives
them Body Reconstruction, one other power, and 3
subpowers.

Attributes
Characters have 6 basic attributes in the Victus game
system: Strength, Agility, Durability, Thought, Will,
and Presence. An average human has a score of 4 in
every attribute. The maximum a normal person can
have in an attribute is 10, although realistically, 99%
of the population never reaches above a 8. Immortals
can exceed these values, although they are limited by
their IPL attribute, which starts the game at a value of
12. and increases by one for each successful mission
(awarded by the council representative/gm).

The physical ability to push, pull, slice, dice, chop,


and carry. Strength determines the base amount of
damage done with a punch, or adds to the damage
done with a hand-held melee weapon. The amount of
damage bonus is equal to the strength rating.
Other functions of strength, such as the Maximum
lifting capacity (defined as being able to lift something
above your head), and jump distances are determined
by the table below.
Max

Horizontal Standing Running

Strength Lift(lbs) Jump

Jump

Jump

28

.5

1/2

40

2/4

57

1.5

3/6

80

4/8

113

2.5

5/10

160

6/12

226

3.5

7/14

320

8/16

453

4.5

9/18

10

640

10

10/20

11

905

5.5

11

11/22

12

1280

12

12/24

13

1810

6.5

13

13/26

14

2560

14

14/28

15

3620

7.5

15

15/30

16

5120

16

16/32

17

7241

8.5

17

17/34

18

10240

18

18/36

19

14482

9.5

19

19/38

20

20480

10

20

20/40

Character Creation - 9

Agility (AGI)

Durability

HP

DR

Represents manual dexterity, speed, and


maneuverability, as well as the ability to avoid
something. This score is used in conjunction with
skills to strike at an opponent or to dodge out of the
way of their blows. All Speeds are all in yrds/sec.

10

10

11

11

12

12

13

13

14

14

15

15

16

16

17

17

18

18

19

19

20

20

Walking Jogging Sprinting # Actions


Agility Speed
Speed
Speed
/ round
1

.5

1.5

1.5

4.5

2.5

7.5

3.5

10.5

12

4.5

13.5

10

10

15

11

5.5

11

16.5

12

12

18

13

6.5

13

19.5

14

14

21

15

7.5

15

22.5

16

16

24

17

8.5

17

25.5

18

18

27

19

9.5

19

28.5

20

10

20

30

Durability (DUR)
A characters overall toughness and endurance, and
lets you survive not managing to avoid someone
with a lot of strength.This stat is used to determine
a characters resistance to damage. The number of
Hit points (HP) a character begins with is equal to
their durability. (The Grit sub-power can increase hit
points over this amount). Durability also determines a
characters Damage Resistance, or DR.

Thought (THT)
Intelligence, learning ability, analytical skills, speed
of thought, ability to react well to new situations.

Memory is also represented by this attribute, but only


to a lesser extent. Thought is the attribute associated
with most skills, and also determines the starting
number of skill points (THT x 2). It is also used for
determining base initiative, and as the base attribute
for determining attacks in dataspace (see section for
Computer Combat).

Will (WIL)
Willpower. Resisting mental attacks, performing well
under pressure. This stat is also necessary for difficult
or drawn out tasks, and also represents the characters
perception and attention to detail. Will is also used to
determine your health in dataspace (See section on
Computer Combat).

Presence (PRS)
Deals with all social situations. A high presence
allows a character to influence others around him or
her. Presence also determines your ability to withstand
social attacks (See section on Social Combat).

10 - Character Creation - Powers

Powers

to your skill rating to create an Effective Skill Level,


which is the value you use when you need to roll that
skill.

Effective Strength: How much you can create, how


damaging you
are, etc, per
Strength
Area Of Effect
action. Also
Power & Base
Range (sphere of yards
limits maximum Level Damage (yards)
radius)
mass/max lift).
1
2
4000
200
So with matter
creation you
2
4
8000
400
might fill up
3
6
12000 600
the maximum
4
8
16000 800
available
5
10
20000 1000
volume with
whip cream, but 6
12
24000 1200
youd limited to
14
28000 1400
a much smaller 7
16
32000 1600
volume of gold. 8
Range: How far
from you you
can invoke your
power.
Area of Effect:
The area
covered by the
effect of the
power.

Vector
Movement Movement
Rate (yards/
Rate
second)
(miles/sec)
1000

5000

2000

10,000

3000

15,000

4000

20,000

5000

25,000

6000

30,000

7000

35,000

8000

40,000

18

36000

1800

9000

45,000

10

20

40000

2000

10000

50,000

11

22

44000

2200

11000

55,000

12

24

48000

2400

12000

60,000

13

26

52000

2600

13000

65,000

14

28

56000

2800

14000

70,000

15

30

60000

3000

16

32

64000

3200

17

34

68000

3400

36
72000 3600
Movement Rate: 18
19
38
76000 3800
Your speed
in combat. It
20
40
80000 4000
takes 5 rounds
to accelerate to full speed. Not all powers grant
movement abilities.
Vector Movement Rate: Your speed out of combat. It
takes 5 minutes to accelerate to full speed.
Line of Sight: Almost all powers require line of sight to
effectively use. Exceptions will be noted.
Bonus skill levels: Due to the innate understanding
and mastery over fundamental universal forces that
you get from powers, certain powers grant what is
known as bonus skill levels. Bonus skill levels add

Permanent
Effects: Some
powers that only
have temporary
effects can make
those effects
permanent
by using the
power as if it
were 10 levels
lower. So, an
immortal with
Gravity Control
at 11 can create
a permanent
localized gravity
effect with an
effective Power
Level of 1.

Power
specialties: As
you get more
15000
75,000
proficient in
16000
80,000
a power, you
17000
85,000
may specialize
to gain bonus
18000
90,000
abilities, or to
19000
95,000
gain certain
20000
100,000
abilities faster
than others.
Details on individual power specialties are in each
powers section. Some common specialties (specialties
that may be taken with many different powers) are
listed here:
Skilled - Each level of this specialization adds one
to a bonus skill level awarded by the power.
Juggernaut - When determining effective strength
of the power, add 2 per level of this specialty (or
one to the effective strength when added to an
Immortals base strength for damage). Some powers
have specialized variants of this specialty which are
described in their respective power descriptions.

Character Creation - Powers - 11


Permanence - When determining the power
level of permanent applications of a power, add 1
per level in this specialty to determine the effective
power level.
Area of Effect boost - When determining the
area of effect of a power, add 1 for each level in this
specialty to determine the effective power level.

Body Reconstruction
(Immortality)
Every Immortal has 1 free level in
this power.
Body Reconstruction is the
power that makes a being an
Immortal. It allows them to heal
at unbelievable rates, re-grow lost
limbs and organs, and even create
a new body from scratch if the old
one is destroyed.
Things to note:
It takes 32 days to create a
new body at power level 1. This
time is halved for each increase
in power level (see the table
below). The new body can have
any appearance the Immortal
desires; it does not have to
reflect the old body. However,
unless the Immortal makes a
successful geneticist skill check,
with a difficulty dependent on
how different the new body is
from his original, he is restricted
to his own species.

per level of body reconstruction for every action


spent in healing.
Creating a new body is much harder than
healing, and takes much longer (see the table).
Immortals with completely destroyed bodies are
thrown into Ghost Form (see below) while their
bodies are reconstructing. Reconstructing bodies
stay incorporeal until fully formed, at which
point they simply appear wherever the Immortals
Ghost happens to be at that moment. The Ghost is
automatically attached to the body at this point.
Ghost Form

When the body of an Immortal is


Body Reconstruction Time to create
completely destroyed, or damaged
Level
a new body
beyond repair (i.e. Hit Points are
1
32 days
reduced past negative Durability),
the Immortal goes into their Ghost
2
16 days
Form. Their consciousness is
3
8 days
transferred out of their body, and
4
4 days
floats around in a free form state,
able to see into the real world,
5
2 days
but unable to affect it. They are
6
1 day
also able to see and communicate
7
12 hours
with other Ghosts floating about, if
there happen to be any.
8
6 hours
9
10
11
12
13
14
15
16
17
18

19
Regeneration (including
20
regeneration of lost body parts)
occurs at a rate of healing 1
point of damage per round per power level (meaning
that an Immortal with a Body Reconstruction of 4
could heal 4 points of damage per round).
Concentrated healing (spending an action
for healing) lets you heal at an accelerated rate
even compared to standard Body Reconstruction
healing - gain an extra 1 point of health back

While in Ghost Form, an Immortal


can move about as they wish at a
1 hour
speed of 10 feet per second. They
32 minutes
are pretty much unaffected by
anything in the real world, able
16 minutes
to move through matter, energy,
8 minutes
and void with equal ease. They
4 minutes
can see and hear into the real
world, but all other sense (touch,
2 minutes
taste, sense) are useless. They
1 minute
see into the world as if they had
32 seconds
a body with eyes at their current
16 seconds
location (which means that if they
are located inside a wall, they
8 seconds
arent going to be seeing much of
4 seconds
anything). Also, in Ghost Form,
everything is lit as if the ambient
lighting is that of dusk. This applies to brightly lit areas
as well as regions of absolute darkness.
3 hours

When in Ghost Form, the Immortal automatically


begins the process for the construction of a new body.
This process does not require any concentration on
the Immortals part, leaving them free to wander
around and do whatever they wish during this time.

12 - Character Creation - Powers


The Immortal can pause the creation at any time if
they wish, allowing them to hold back on joining a
new body until they are ready.
New bodies are created in Ghost Space, and do not
exist in the real world until the Immortal transfers
it over after completion. Ghosts can see the semicompleted bodies of other Ghosts floating over their
heads, and generally can tell how much longer it will
take for those bodies to complete. Once the body is
completed, the Immortal can leave it in Ghost space
indefinitely. When he is ready to reform in real space,
the body is instantly transferred over, and the Ghost
joins with the new body.
As a note, only Immortals form Ghosts. Normal
humans, or creatures of other species, do not form
Ghosts; this is a function of the Body Reconstruction
power.
Specialties
Body Energy Knitting - Each level of this
specialty adds to the Body Reconstruction level
when determining how long it will take to reform a
new body.
Fast Healing - Each level of this specialty adds
to the Body Reconstruction level when determining
how many hit points automatically heal per round,
or per action spent concentrating on healing.

Matter Creation (Mass)


Duration: Permanent
Immortals with Matter Creation have the power to
create something out of nothing, despite the fact that
reality says it can not be done. Using Matter Creation,
an Immortal can create anything from a lump of gold,
to air for breathing in space, to complex machinery.
Complex items require both knowledge (in the form of
the appropriate skills) and time to create. The difficulty
varies depending on the object; a toaster is much
easier to create than a spaceship. The object can be
made anywhere in the Area of Effect, centered on the
Immortal (giving this power an effective range equal to
the Area of Effect, instead of the default range).
Things to note:
Living matter cannot be created with Matter
Creation. Food can be created; however, provided
that it is dead.
The amount of mass that can be created is limited
by the effective strength of the power (use the
maximum lift column on the strength table).
Cronium, the primary ingredient in the fuel for
long range hyper-drive engines, can not be created,
as part of it exists outside of real space.
It is possible to make many different types of
matter simultaneously, though this may require skill
checks.
Matter Creation adds 1 bonus skill level per level
of the power to the Engineering skill.
Impromptu barriers have a strength and durability
equal to 2 points of DR and 2 HP for each level of
Matter Creation.
Items can not be created inside solid objects (line
of sight), with the exception that objects can be
generated inside an atmosphere (gas is displaced). This
does allow for actions such as poisoning a target by
creating poisons all around them, but does not allow
one to do things such as creating a ball of rubber
cement inside someones chest cavity. Matter can not
be created inside a living creature at all unless line
of sight is possible (if you are inside a living ship,
swallowed whole, etc).
When using Matter Creation as an attack (such as
the poison example described above, or creating an
anvil above someones head), use the missile skill
to determine whether or not the attack is successful.
The damage from the attack is the powers effective

Character Creation - Powers - 13


strength plus any accuracy successes.

Life Creation (Life)

Specialties

Duration: Permanent

Enhanced Memory - Each level purchased of this


specialty adds two to the maximum number of item
types you can create instantly and stacks with the
photographic memory subpower.
Fast Creator - Each specialty level purchased
is added to the Matter Creation level when
determining item creation times.
Prolific Creator - For each specialty level
purchased, the Matter Creationist can construct
an additional copy an object in the time it takes to
construct one such object. So, with Prolific Creator
at 1, you can create 2 objects at once, with Prolific
Creator at 2, you create 3 copies of the object
simultaneously, etc. This cant be combined with
an attack to make an attack more lethal (attacks
always do damage based on effective strength), or
cover more area, as this specialty is still subject to
effective strength limitations on how much mass can
be created at once. This specialty is perfect for mass
producing weaponry to outfit an army of robots
that you mass produce!
Quick Item Creation Rules
Matter creation and all required skills to create an
item must be at the minimum level required for that
item. No skill check is required for standard items
that arent rushed (i.e. That you take the full length
of time required to create the item). To rush an item,
make the appropriate skill checks, and each success
over the required difficulty number reduces the time
required by 10%, to a minimum of 10% of the base
construction time. A failed roll means that a nonfunctional item was created.
Quick item creation rules are to allow a Matter
Creationist to easily mass produce average grade
equipment. Customized equipment can not be made
with the quick creation rules - see Equipment section
in the Core rulebook for details on how to create
customized equipment.

Immortals with Life Creation are gods amongst men.


They can create any creature that their mind can
imagine. They can take their followers and grant them
powers, heal their armies, create armies out of thin air,
and summon hideous monsters to do their bidding.
Some very complicated life forms can be generated
with this power.
Creatures can be created with powers or sub-powers,
if the Life creator so desires, allowing for some truly
unique minions.
If intelligent creatures are created, they have their
own will. Although they are inclined to be obedient
towards their creator when first created, this can
rapidly change. Influence or Presence can help
immensely with controlling intelligent creations.
Things to note:
Life Creationists can heal 2 points of damage per
power level for every action they spend in healing.
They can heal any living target (including themselves
and other immortals).
Recently fallen creatures can be revived using
this power. This is only doable with mortals; other
Immortals have an essence that is beyond the scope
of this power. See the table to determine how long
after death a creature can be revived.
Each level of Life creation grants a bonus skill
level to the Bio-Engineer skill.
New creations are created with up to 6 x Life
Creation level in creature points.
It takes 1 second per creature point to create a
new life form.
Each Power Level given to a creature costs 2
creature points. The creator must possess the
power to be granted. Creatures have maximum
power levels equal to 2 less than their Creators
power level in that power at the time of creation.
Each attribute rating costs one creature point.
Creatures have maximum attributes equal to the
effective strength of the creators Life Creation.
If creations have STR 0, they are paralyzed.
Creatures can not have DUR 0; they must have some
hit points in order to live. If they have AGI 0, they
can only flail around sadly - coherent locomotion is
beyond them. (And yes the shame of AGI 0 means

14 - Character Creation - Powers


they will never be happy). THT 0 creatures are
purely instinctual, and have trouble following orders.
WIL 0 creatures are very malleable and obedient,
but will not follow orders for longt hey are easily
distracted by shiny things and candy. And especially
by shiny candy. PRS 0 creatures are hideously ugly
and freaky things by any races standards, even their
own.

Bio-Engineer skill check when modifying an


existing mortal creature. In addition, when doing
modifications to existing mortal creatures, reduce
the time taken by up to 12 seconds per specialty
level, although each modification takes atleast 1
action.

Symbiosis - Create bio-organic equipment to be


grafted onto organisms. Each level in this specialty
Creatures get starting skill points equal to their
allows the Life Creationist to amalgamate an
THT x 2, and can raise skills
additional living creature onto
Revival Time Limit
normally as an NPC after that
an existing creature (mortal
(see Advancing your character
Life Creation Level
Days since death or immortal). The benefit of
section). Newly created
this symbiosis over creating
1
2
creatures have no knowledge
something like bio-organic
2
4
base, although they can be
armor (which can be done
created with very strong
with the base power) is that
3
8
instincts. This limits starting
creatures can use the best
4
16
skill points to physical areas.
of their attributes and power
5
32
The exceptions are neural
levels when acting in unison.
jacks or telepathy which
When symbiotic creatures
6
64
can be used to assist in the
are damaged, that damage is
7
128
teaching of desired skills. Jacks
divided evenly amongst the
256
must be bought or constructed 8
merged creatures, rounding up.
with Engineering or Matter
9
512
Psycho Doc - Each level of
Creation.
this specialty adds to the Life
10
1024
Modifications to existing
11
mortal creatures is possible
12
as well. This can only be
done on willing targets.
13
The difficulty is Damn Near
14
Impossible, and failure
15
results in an excruciating
14
death for the victim. If a
creature is given the Body
15
Reconstruction power, they are
16
no longer mortal, and further
modifications are impossible. 17
It takes the standard time of
18
1 second per creature point
19
to do modifications. New
attribute values are determined 20
based on the amount of
creature points the Life Creator has to spend, not the
old values.
Specialties
Fast Creator - Each level of Fast Creator allows the
creation of creatures 12 seconds faster than normal,
to a minimum of 1 action per creature created.
Mutator - Each level of Mutator adds 2 to the

2048
4096
8192
16,384
32,768
65,536
131,072
252,144

Creation level when determining


the total amount that can be
healed per action.
Healing Aura - This
specialization allows the
immortal to heal all targets (that
they desire to heal) within the
area of effect (as determined by
the level of the specialization,
not the level of Life creation).

Minion Master - For each


level in this specialty, an extra
1,048,576
creature (identical to the initial
2,097,152
creature created) can be created
in the time it takes to create one
1,194,304
creature. So, with Minion Master
at 1, you can create 2 creatures at once, with Minion
Master at 2, you create 3 creatures simultaneously,
etc. This specialty is perfect for cackling evilly while
shouting Rise up, my minions! as you create your
evil henchmen army.
524,288

Character Creation - Powers - 15

Energy Control
(Energy)
Duration: Concentration
Immortals with Energy Control are living dynamos.
They can be walking pillars of destruction at higher
levels. They are capable of tasks such as blasting
targets with beams of annihilation, protecting
themselves with force fields and energy absorption
fields, or flying by launching energy out of their body
as a form of thrust.
Things to note:
Attack damage is determined by effective strength.
As Energy Control immortals launch energy
missiles almost constantly, they gain a bonus skill
level to the missile skill per level of Energy Control.
Melee attacks can be made with Energy Control.
The damage is the greater of Effective Strength or
STR+Energy Control. Examples of this attack would
include hitting opponents with a charged fist, using
a coherent beam of energy as a plasma sword, etc.
Area of Effect attacks can be made. The damage
is equivalent to half of the effective strength of the
power, and no extra damage is made for additional
successes on the attack roll.
After reaching Energy Control level 5, the
controller can mimic the effects of Chronium power,
empowering starship engines and allowing them to
travel up to 1000 light years per day without using
up any Chronium fuel.
Energy Absorption, an innate ability of this power,
soaks damage equal to the effective strength of the
power automatically every round (the player can
choose which attack to have this come into play.
If desired, it occurs after other forms of damage
resistance and mitigation). The absorbed energy is
dissipated harmlessly into the surrounding region
by the Immortal. Kinetic, potential, and pure
energy attacks can all be absorbed, though mental
energy attacks can not. In addition to the 1 free
absorption per round, additional energy equivalent
to the effective strength can be absorbed per action
sacrificed.
Permanent energy sources can be created with
an effective strength of power level - 10. Check the
power ratings table below to determine what this
effective strength corresponds to in terms of power.

Energy controllers may shut down all power


sources within the area of effect centered at the
Immortal as long as the sources power rating is
less than the immortals Energy Control level. This
requires the following roll: Energy Control+WIL+d20
vs. 11+(total rating of all power sources to be shut
down). The controller may choose which power
sources within the area of effect to shut down.
The power sources remain disabled as long as the
controller concentrates (sacrifices 1 action/round).
Sources

Power Ratings

Smaller Energy Weapons & Items


(pistols, rifles, heavy rifles)

Weapon
Damage

Hover car fusion engine, power


armor, cannon

14

Heavy robot armor, tank, cronium


20
weaponry
Starship engines

16 + 7*SizeClass

Space Station or City

58

Planetary power source

64

Specialties
Controller - When attempting to shut down power
sources, this specialty level may be added to the skill
check.
Field Specialist - Each level of Field specialist
adds 2 points of damage absorption on top of the
normal energy absorption ability.
Blaster - Each level of this specialty adds one to
the effective strength of the power when determining
damage (this is similar to the Juggernaut common
specialty, and replaces it).
Speed Freak - Each level of this specialty adds
to the energy control level when determining
movement rate.

16 - Character Creation - Powers

Warp Control (Warp)


Duration: Concentration
The immortal with this power has an innate
understanding and control of the adjacent dimension
where time/space is compressed. This chaotic alternate
universe can be very dangerous for the uninitiated. An
immortal with this power can survive in the vacuum of
space or in the horror of warp space indefinitely. They
can also protect others within their area or effect from
the ravages of space or warp space.They can open
fractures into warp space at will, and communicate
with the denizens of that bizarre realm.
Things to note:
Warp Control provides bonus levels equal to the
level of warp control to the Astronavigation skill and
the melee skill. In addition, a Warp controller will
never critically fail an astronavigation check.
Warp controllers can fully communicate with,
and are initially viewed as friendly by the denizens
of warp space. By default, Xelomites wont attack
them, seeing them as one of their own; living ships
will respond positively to them, although no special
control is granted.
Warp controllers can create rifts between real and
warp space. The size of this rift is determined by the
area of effect.
Once a rift is opened, Warp controllers can create
pseudopods, or tendrils of warp space bio-mass
stretching out from the rift. These tendrils act as
directed by the Warp controller, and function as
an extension of him. The tendrils can extend out
into real space or jump space, up to a distance
determined by the area of effect.
Tendrils have the standard effective strength as
determined by the level of Warp Control.
A sensory node that the Immortal can see/hear/
touch/taste/talk normally though exists at the end
of each tendril.
Any damage a tendril takes is effectively taken
by the immortal, and will deplete his hit points
accordingly. The tendril has the same dodge, hit
rolls, armor, DR, etc as the immortal, and counts
as line of sight for remote attacks.
Warp controllers can shield those that they choose
to protect from the ravages of both real and warp
space, as long as they are within the area of effect,
centered on the Immortal. This means they wont

freeze or suffer radiation burns, or asphyxiate.


Specialties
Tendril specialist - Each level of this
specialization adds on to the Warp controller
level when determining the effective strength of
the tendrils created by the Warp controller. (This
replaces the Juggernaut common specialty).
Summoner - This specialization allows the
Warp Control to summon friendly warp creatures
(including Xelomites). The number of creatures
summoned is equal to Summoner level x 3.
If desired, and if the Summoner level is high
enough, a Xelomite Lord can be summoned
instead of 15 xelomites.
If desired, a bio-ship can be summoned instead
of 9 normal xelomites. The bio-ship will have the
stats of an average Heavy Warship.
Gate Specialist - Each level of this specialization
adds to the Warp Control level when determining
the area of effect for the size of a gate created, or for
protecting others in the void of real or warp space.

Character Creation - Powers - 17

Gravity Control
(Gravity)
Duration: Concentration/permananent
This power grants Immortals the ability to control the
force of gravity. They can use gravity to achieve many
different effects, such as bringing remote objects to
themselves, manipulating objects at a range, making
themselves attracted to remote points (as a form
of flight), changing the effects of gravity within the
internal structure of an object (increasing its mass and
density as a result), and creating areas and paths of
altered gravitation.
Things to note:
Due to their constant manipulation of objects
and themselves, Gravity controllers gain bonus skill
levels to their Acrobatica skill equal to their level in
Gravity control.
Gravitic attraction can be controlled on a fine
enough level to effectively grant the user telekinesis
(by making an object attracted to your hand, making
a sudden change in attraction along someones
face, telekinetically punching them, etc). Effective
strength of the power controls the amount of weight
moved or damage done. When fine motor control
is required (such as for wielding a knife remotely, or
picking a lock, or operating a computer) the effective
strength is halved.
Gravitic blasts allow the Gravity controller to hurt
his opponents at a range. Damage is determined by
the effective strength, and the missile skill is used to
determine whether or not you hit your target.
Gravitic Lock Downs are a form of telekinetic
grapple, allowing the Gravity controller to bind their
opponents. A successful ranged attack must be made
to initiate the lockdown, at which point, the grapple
rules (in the Combat section) come into effect.
Note: Gravitic Lock Downs function at half effective
strength. However, they can be used against multiple
targets at once, if so desired, provided they are all
within the area of effect.
Density Manipulation - The Gravity controller,
can, by increasing or decreasing the gravitic
attraction of the internal atoms and molecules of
an object, change its density. This has the effect of
making an object more durable, and heavier; or
weaker and lighter. Only non-living matter can be
affected by this power, with the exception of the

immortal, who can affect himself as he desires.


The maximum change that can be affected
by density manipulation creates an increase
or decrease of 2 DUR per gravity control level
compared to the base DUR of the object.
Mass is increased by the maximum lift value,
with the change in DUR as the effective strength.
Density changes are permanent. They can,
however, be modified again by gravity control,
but the density change cant exceed the
maximum change as determined by the original
DUR of the object, not the current DUR.
To modify a material, roll Gravity Control +
d20 vs. DUR (of the target) + 11.
When increasing your own DUR, it is
suggested that you increase it to 1 less than the
maximum, to allow you to move. At maximum
density, you can just counter your additional
mass with your gravity movement power.
Gravitic flight can be achieved by making yourself
gravitationally attracted to a point in the direction
you wish to travel.
Gravitic attraction can be set up between any two
points (no mass needs to be present at either point).
Entire objects can be defined as one point.
Gravitic pathways can be established, allowing for
things like rivers doing loops in the sky, or upside
down walkways. Effective strength determines the
maximum load that can be carried by the pathway at
any given moment.
It is more difficult to control the gravity in an area
as opposed to for a single object. When doing area
effects with Gravity Control, halve effective strength.
Permanent gravity effects can be made using an
effective Gravity Control level 10 below your actual
level.
Specialties
Gravitic Strength - Each level of this specialty
adds on to the Gravity Control level when
determining Effective Strength.
Monstrous - You are a density monster! Each level
of this specialization adds on to the Gravity Control
level when determining the maximum change in
DUR a Gravity controller may increase their own
density by. These bonus levels do not increase the
Gravity Controllers mass or weight, and so do not
add to encumbrance.

18 - Character Creation - Powers

Continuum Control
(Space)

Portals are created with the opening facing the


immortal, and the exit point facing away from the
immortal.

Duration: Instantaneous / Concentration

Permanent portals are created at an effective


power level of Continuum Control - 10.

Through sheer force of will alone, an Immortal with


this power can bend the space-time continuum.
Continuum controllers are completely aware of
everything in their target area, no matter how well
shielded by technology. Immortals with this power
may take themselves to a remote area instantly by
creating a portal through space-time. This empowers
them to traverse vast reaches of space with a single
flicker of thought. At higher levels, they can create
permanent portals between locations (moving or
fixed), allowing anyone to cross through them at any
time.
Things to note:
Each level of continuum control provides bonus
skill level to the Alertness skill.
One scan of any area within range may be made
for free each round, and before the creation of each
portal.
Technological cloaking fields are immediately
scanned through. Cloaking fields created by the
Illusion power require a contested power role to see
through.
The range determines how far away you can scan,
or how far away you can teleport; the area of effect
determines the area scanned with one action, and
the maximum size of the teleportation portal. The
minimum size of a portal is 1 foot in diameter.
Scans do not count as line of sight for other
powers, or for missile attacks. Portals do.
Opening a portal to a remote area gives the user
a free scan of the area around the remote end of the
portal just before the portal is opened. This allows
the Immortal to not open a portal into a solid object,
as they can choose to port anywhere within the area
of effect about a chosen location.
Portals can be created in the exact physical outline
of the Immortal if desired, allowing them to teleport
themselves under any circumstances. In this case,
the Immortal doesnt have to move, either - they
are instantly sent through the portal to the remote
destination.
Teleported objects maintain their momentum from
before they traversed the portal.

Objects that do not pass completely through a


portal are not transferred. Gates are made in the
same intertial frame as the creator, so if they were
created on a ship, they move with the ship; if they
were created on a planet, they move with the planet.
There is no mass limit to what can be teleported
- if it can be fit through the portal, it will be
transferred. If the Continuum controller could make
a portal large enough, he could teleport a planet.
To teleport an unwilling person or object (such as
a spaceship or vehicle that is attempting to dodge)
the Continuum controller must align themselves so
the gate will open correctly (if the vehicle is fleeing
the controller, for example, the gate will function
correctly. If they are charging the controller, then
it wont). A hit roll is needed using the missile
skill vs. the targets evade to create a gate in the
right position, close enough that they cant dodge
it. Alternatively, unwilling victims can be hurled
through a gate, if grappled.
All gates are 2-way portals.
Specialties
Omniscience - Add Omniscience to Continuum
Control to determine the effective power level when
determining the area of effect to be scanned.
Portal Master - This specialty adds to Continuum
Control when determining the maximum size of a
portal.
Farcaster - This specialty adds to the Continuum
control level when determining the maximum range
of a portal or personal teleport.

Character Creation - Powers - 19

Electrokinesis
(Machine)
Duration: Concentration
Immortals with this power are supernaturally gifted
at manipulating machines and technological devices.
They are able to bypass computer security systems,
generate new programs at will, control vehicles and
starships by thought alone, overload weaponry, or
even hijack an army of robots. They can transfer
themselves into machines, or travel via conductive
materials and even energy waves, after shifting into an
electronic form.
Things to note:
Effective Strength determines how much mass
(specifically, inanimate objects) can be converted to
electrical form along with the Electrokinetic.
Electrokinetics get +1 THT per level.
Electrokinesis levels are added as bonus levels to
the Computer Systems skill.
Movement in electronic form is determined by the
Movement Rate of the Electrokinesis power level.
To take control of an object, the following
requirements must be met:
The object must be within the Area of Effect of
the power, centered on the Immortal.
A contested roll must be won by the
Electrokinetic. The roll would be:
Power level + Will + d20
vs.
Strength(target object) + 11
If the target object has security software
installed, then Hacking combat may be necessary
to bypass the security system.
Control will be maintained for as long as the
Immortal concentrates.
Multiple objects can be controlled. In such
situations, the highest object strength is used for the
contested roll, with an additional difficulty modifier
of +1 for every doubling in the number of targets (+1
for 2 targets, +2 for 4 targets, +3 for 8 targets, etc).
When controlling multiple objects, the controlled
objects can act in unison for a single action on the
part of the Electrokinetic. Controlled objects can be

shut down at will as a free action.


Controlled objects must remain within the range
specified by the Electrokinesis power level to remain
controlled.
Specialties
Machine Command - When taking control of
remote systems, add Machine Command level to
the Electrokinesis level to determine the value of the
contested roll.
AI Empathy - Each level of this specialty adds
2 to Presence when dealing with AIs. Having this
specialty will generally ensure that AIs are nonhostile to the Immortal when initially meeting them,
unless external circumstances are involved.
Electronic Form Mastery - Each level of this
specialty increases maximum speed when in
Electronic Form, as well as adding to THT and WILL
when in Hacking Combat.

20 - Character Creation - Powers

Shapeshift (Body)
Duration: Permanent
Shapeshifting Immortals have the ability to transform
their physical selves into a virtually unlimited range
of different shapes. They can re-form themselves into
metallo-organic structures, shift into blob-like beings,
change their facial features to make themselves look
like someone else, cover themselves in chitinous body
armor, etc.
Things to note:
The Immortal can shapeshift into forms that allow
him to fly at normal movement rates. Shifting into a
form that can propel itself in the vacuum of space
may require the study of other life-forms (such as
Xelomite bioships) that can do this before it can be
replicated by the Immortal.
Shapeshifters can shift their items and equipment
with them into their various forms, generally
retaining the armor and DR functionality of such
objects. The amount of mass they can shift with
them is determined by the Maximum Lift capacity of
the Effective Strength of their Shapeshift power.
Forms that dont require breathing and are resistant
to temperature fluctuations and decompression may
be used to survive in space indefinitely.
Any form can be assumed, even partial changes
for different body parts, as long as the mass of the
body remains constant, and the final size fits within
the area of effect of the power. This can allow for an
incredibly dense insect, or a hollow gaseous giant
form.
Matter unwillingly separated from the shifter
quickly revers to its original form and dissolves in a
number of rounds equal to the Effective Strength of
the power.
Matter willingly separated from the shifter will
remain indefinitely, but will inflict damage on the
shifter proportional to the amount of mass shifted.
This matter can be shaped as a simple object (no
moving parts) made of the appropriate organic
materials, if desired.
For forms or partial body shifts that involve
creating a melee attack mode (biting, claws, blades,
etc), the damage done is the Immortals strength +1
per level of shapeshifting, or the Effective Strength of
the power, whichever is greater.

The Immortal gains +1 DR per level of shapeshift


as they strengthen their physical form, and learn
tricks like doubling vital organs, etc. This DR is not
effective against mental attacks, but does add to all
forms of armor and other power-based defenses for
physical attacks.
A shapeshifter can encapsulate other willing
vehicles or characters if desired, and if they fit within
the area of effect. This allows the encapsulated
object or person to add the shapeshifters bonus DR.
However, when the combined form is attacked and
hit, both suffer the full damage, though each gets to
use their DR.
Specialties
Tough - Each level of this specialization causes
the Shapeshifters immortal form to be much tougher,
adding +1 DR per level.
Grit Master - Through the judicious use of
duplicate organs, each level of this specialization
adds one bonus level to the Grit subpower when
determining hit points.
Inconceivable - This specialty adds levels to
the Shapeshifter level when used to determine the
maximum speed and area of effect.

Character Creation - Powers - 21

Influence (Mind)
Duration: 1 round, + 1 additional round for each extra
success / Permanent for psychic surgeries.
Influence is the ability to manipulate the mind and
memories of others. An Immortal with Influence is
capable of picking up the thoughts of others, changing
their memories of past events, affecting their emotions
and judgements, mentally blasting someones brain
to do damage, and even control the autonomous and
voluntary body functions of their targets.
They can mentally reprogram their targets with hidden
sleeper commands, alter their personalities in subtle
or blatant ways, or shut down their ability to heal.
Things to note:
Mental blasts cause actual permanent brain
damage, and attempt to lobotomize the target.
Damage is effective strength, and is resisted as
social combat (use WIL for DR). Attack is rolled as a
missile attack.
Opponents can be Knocked Out. To do this, roll
Influence + d20 vs. Targets WIL + 11. The duration
of the knock out is 1 round + 1 round per success.
When attacking someone with Influence, the
target will know what direction the attack is coming
from.
Each level of Influence grants +1 PRS.
To have an effect that lasts longer than the
standard duration, mental surgery is required.
Mental Surgery
Mental Surgery is a difficult procedure that
permanently changes the mental structure of the
target, if they are mortal. Immortals will recover
from involuntary mental surgery within an hour
or so.
It can only be performed on unconscious or
physically restrained targets.
It requires at least 1 minute to complete. This
time can be longer if multiple changes are to be
performed.
To successfully complete a mental surgery, roll:

Influence allows an Immortal to pick up surface


thoughts. To pick up simple thoughts, or what a
target is actually thinking at any given moment, no
roll is required. To get detailed information from a
target, roll:
Influence + WIL + d20 vs.
Targets WIL + Influence 11.
Implanting surface thoughts, or using the power of
suggestion, can be accomplished with a roll of:
Influence + WIL + d20 vs.
Targets WIL + Influence + 11.
Implanted suggestions have a duration of 1 round
+ 1 round for each success.
Permanent changes can be done via psychic
surgery, OR via using the power as if it were 10
levels lower.
Specialties
Precise Lobotomy - This grants the ability to erase
memories, including the memories of how to use
powers, skills, photographic memory slots, etc. The
game effect of this is to grant back XP. Each level
of this specialty allows the Influence Immortal to
wipe the memories from another willing creature,
including another Immortal, freeing 1 skill level per
specialty level. The mental toll is severe, and this can
only be done once per game session per target.
Mind Flayer - Add 2 to the effective strength of
Influence when calculating the mental blast damage.
Also, add 1 to the Knock Out roll for each level of
Mind Flayer posessed. This replaces the Juggernaut
common specialty.
Coolness Field - Each level of this specialization
grants 2 bonus PRS to the Immortal.
Puppetry - This specialization allows a special
Puppetry attack which grants complete control of
a target for a few moments, if successful. In effect,
this is a temporary transfer of conciousness; the
Immortals body goes limp while controlling another
via Puppetry. This power has the standard duration
for Influence. The roll required is:

Influence + d20 vs. The targets Will + 11

Influence + Puppetry + d20

This roll must be made for each change.

vs. WIL + Influence + 11

22 - Character Creation - Subpowers

Illusion (Senses)
Duration: Concentration
This power lets Immortals control what others can see
and sense. They can make completely believable, and
incredibly complex illusions, fooling not only people
but machines, cameras, and sensors as well. They can
even use this power to make themselves and others
disappear, effectively cloaking them.
Things to note:
The illusion can occupy the full area of effect, and
can occur anywhere within the range. Illusions can
cover any and all senses. There is a chance that an
illusion may be detected (see below).
Each level in Illusion grants a bonus level to the
stealth skill.
Illusions can be attached to a mass object, such
as a rock, or a ship. In such cases, the Illusion will
move with the object. If the object is destroyed, then
so is the Illusion.
Characters with the Illusion ability are able to
conceal their presence from others. In combat,
this gives a +1 bonus per level of Illusion (with a
minimum of +4) to their Evade and Parry abilities,
due to them being hard to spot. This makes them
atleast as difficult to spot as someone with the best
cloaking devices available on the market.
To detect a person or item hidden with Illusion,
a successful check must be made, except in cases
where the hidden person gives away their presence
(by falling into something, or attacking someone,
etc). Note - succeeding on the check only lets the
detector know that something is there; they do not
see through the illusion, and the hidden person/
object still has the bonuses that come from being
hidden. The roll needed for a successful check is the
following:
Detectors Alertness + WIL + d20
vs. Objects Stealth + AGI + 11
To see through an illusion, the detector must roll:
Alertness + WIL +d20 vs.
Illusionists THT + Stealth + 11

When a group of people are trying to detect


(such as a group of guards standing sentry), use
the highest WIL and Alertness in the group, and
add +1 for each doubling of the group size (so +!
For 2 people, +2 for 4, +3 for 8, etc).
No skill or attribute imitated by the Illusionist via
an illusion can be greater than the effective strength
of the Illusion power.
Specialties
Houdini - Add 2 to the effective strength of the
Illusion power, when using an illusion to imitate
a skill or attribute. This replaces the Juggernaut
common specialty.
Hidden Master - Each level of this specialty adds
+1 to Stealth, Parry, and Evade.
Mysterio - Each level of this specialty add +1 to
the difficulty to see through the illusions created.

Character Creation - Subpowers - 23

Martial Warfare
(Battle)
Duration: Continuous
For those players who are not easily impressed with
the glittery showboating of other powers, there is
an answer: Martial Warfare! This power makes an
Immortal the ultimate military fighting machine.
Martial Warfare Immortals are nimble, quick, and
lethal. They are also strong-willed, savvy, and tough.
Things to note:
Each level in Martial Warfare grants one bonus
level in Acrobatica, Alertness, Melee, Missile, and
Tactics.
Martial Warfare grants a one-time bonus of +3 to
AGI. This does not increase with level.
Each even level in Martial Warfare (levels 2, 4, 6,
8, etc), grants a bonus point in DUR and WIL.
Specialties
Super skilled - Each level of this specialization
adds one bonus skill level to two of the following
skills: Acrobatica, Alertness, Melee, Missile, Tactics.
This specialty replaces the Skilled common specialty.
Ultimate Agility - For every level of this
specialization, a bonus point in AGI is granted.
Enhanced Toughness - For every level of this
specialization, a bonus point is WIL and DUR is
granted.

Subpowers
Starting Immortals may choose 3 sub-powers in
addition to their primary power. Additional subpowers are gained after every 4 IPL. When creating
new characters, you may sacrifice 6 THT, and lose the
ability to raise your characters THT in the future, in
exchange for 3 additional sub-powers.
Aquatic Affinity - This sub-power yields +4
bonus levels to the swimming skill, the ability to
breathe underwater, and innate friendliness with
undersea life. You receive no penalties when in a
liquid environment.
The Chef - You were trained at the HL Culinary
Institute and Martial Arts school. Get a +2 bonus to
the Melee, Acrobatica, and Cooking skills.
Contingency Man - The Immortal with this power
can mysteriously summon up random non-chronium
based items as needed. They can use this power for
up to 5 items a week worth 500 sands each, or 1
item worth up to 2500 sands. Beginning characters
start off with up to 10,000 sands worth of items that
they may have created in the past. This sub-power
(like the Matter Creation power) can defy the laws of
physics and is explained by the Immortals ability to
subconsciously create needed items
Educated - Characters start out with 8 extra skill
points. Also, they can raise one starting skill up to
level 8, if desired.
Evil Eye - The Immortal can give their target
a baleful glare of such intensity and filled with
such hatred that the target will fall to the ground,
quivering in fear and stunned, rendered unable to
act. If desired, the intensity of the Evil Eye can be
so overpowering that the targets will suffer actual
damage from coming under its gaze. The Evil Eye
can be used once per day per point of WIL. Attacks
are rolled using:
PRS + d20 vs. WIL + 11
Successful attacks will render the target prone and
inactive for 1 action, plus an additional action per
success.
Grit - (Durability) - Characters with Grit are
tough bastards. This power is incredibly useful for
those Immortals that often engage in dangerous

24 - Character Creation - Skills


activities such as melee combat, absorbing plasma
bolts with their faces, and leaping off of tall cliffs
without a safe way to arrive at the bottom unhurt.
Grit grants a character their DUR x GRIT in extra
hit points (i.e. A character with a Grit of 1 has
double his DUR in hit points). Unlike most other
sub-powers Grit can be raised with XP, in the same
manner as a power.
Grit 5 - Not Dead Yet - Characters strong
in Grit become ridiculously tough, refusing
to feel wounds that would drop other people.
Characters with this specialty do not pass into
unconsciousness when going below 0 hit points;
they may stand and fight until they die. Also, they
gain the unique ability to strangle opponents
with their own dangling innards. When fighting
after Not Dead Yet is activated, characters have a
skill penalty equal to their negative hit points.
Immunity to Poisons and Disease - You are
immune to poisons and diseases of all sorts.
The Mojo - Characters with the Mojo tend to be
very well spoken, or incredibly attractive, or both.
Characters get +4 to PRS when dealing with people
who would be attracted to people of their gender.
Ninja - A master of stealth, acrobatics, and scaling
sheer surfaces. Ninjas get a +2 bonus levels to their
Stealth, Acrobatica, and Climbing skills.
Innate Pilot - These characters are masters of
piloting all forms of vehicular transports. Innate
pilots get +4 bonus skill levels to all pilot-related
skills. As a result, Innate Pilots are NEVER unskilled
at a piloting roll, even if they havent bought the skill
in question.
Photographic Memory - You dont ever forget
anything. You remember every detail about every
little experience you have ever had; everything you
have ever read or seen remains clearly in your mind.
This power is invaluable for those Immortals with
powers such as Matter Creation or Life Creation; it
allows them to hold the structures of their creations
clearly in their mind, allowing for rapid, instant
recreation of certain pre-memorized objects.
Immortals with the Matter Creation power and
Photographic Memory can learn how to instantly
create a number of different types of items
(within the powers area of effect and mass limits)
equal to the Immortals THT+Matter Creation
level.

Immortals with the Life Creation power and


Photographic Memory can learn how to instantly
create a number of different types of items
(within the powers area of effect and mass limits)
equal to the Immortals THT+Life Creation level.
Immortals can re-choose which items they
have pre-memorized whenever they raise their
powers level.
Sustained - Sustained Immortals dont need to eat,
drink, breathe, or sleep. Ever.
Thick Skinned - These Immortals were abused by
pigmy alligators as children, and as a result, get +2
to their DR. This is cumulative with DR gained from
Shapeshift, DUR, and armor.
Sharpened Senses - You are constantly aware of
your surroundings. Get +2 bonus levels added to the
Alertness skill. Your sharpened vision also grants +2
bonus levels to the Missile skill. And since a major
aspect of stealth is knowing where your opponents
are looking, and not being there, your enhanced
perception gives you +2 bonus levels to your stealth
skill as well.
Telepath - You are sensitive to the minds of others.
Once per day per WIL point, you get to make an
opposed WIL check of
d20 + WIL vs. Targets WIL + 11
to successfully pick up surface thoughts. For every
extra success rolled, additional information may be
gained, including information that the target may be
concealing. Telepath also confers +2 bonus levels to
the Bargaining skill.
Tinkerer - Immortals with this subpower are
masters of building , creating, and engineering.
Tinkerers get +2 bonus levels to their Computer
Systems, Engineering, and Bio-Engineer skills.
This means that the Tinkerer is never unskilled at
constructing items, even if they dont have the skills
needed.
Warlord - You are a master of combat and strategy.
Warlords get +2 bonus levels to the Melee, Missile,
and Tactics skills. This means that a Warlord is never
unskilled at combat, even if he doesnt have the
appropriate skills.

Character Creation - Skills - 25

Skills
In addition to attributes, characters have skills to help
round out their abilities. Starting characters get THT
x 2 in skill points for character creation. Each skill
point can be used to buy 1 level in a skill. Starting
characters can buy a skill up to a maximum of level 6.
Skills are listed in Bold in the list below. Following
each skill is the attribute it is most commonly rolled
in conjunction with (in parenthesis), along with any
masteries that skill may have, in italics.
Having a skill at Level 1 means that you are a
novice in that skill. In the case of a trade skill, such
as woodworking, this means you can hold down a
very basic job performing that trade, working under
another skilled craftsman. Levels 4-6 are what are
possessed by most professionals of that skill. Having
a skill at levels 7-9 indicate you are a true expert in
that field, and at level 10+, you are a renowned and
recognized master.
Skill masteries - Once a skill reaches level 10, your
character gains a mastery in that skill. Additional
masteries are gained every 4 levels after level 10, if
one is available for that skill. Masteries help show that
you are truly a legendary master at that skill. A master
of Computer Systems, for example, can create Sentient
AIs; master gunmen can shoot incoming attacks out of
the air, etc.
All characters have 1 free level in the skills Literacy
and Pilot Land.
Skills List
Literacy [1 FREE SKILL LEVEL] - (THT) Every character gets this at Level 1 at no cost. This
skill gives the ability to speak, read, and write the
characters native language.
Linguist - By making a Very Difficult skill
check, you can speak, understand, and read
fragments of any language you happen to
encounter.
Pilot Land [1 FREE SKILL LEVEL] - (AGI) Every character gets this at Level 1 at no cost. This
skill gives the ability to pilot land vehicles (car,
hovercar, hover tank, etc) in addition to high tech
surface seafaring vehicles.

Professional Driver - The ability to move at


2-3 times the speed of the rest of the traffic, take
part in high speed chases, spin out and crash
without killing yourself and your passengers, etc.
Stunt Driver - The ability to do insane moves
in a land-based vehicle like leaping across an
opening drawbridge, drive a vehicle with almost
no functional parts, etc. Add +4 to skill checks
made in such situations.
Defensive maneuvering - The pilots skill in
evading hostile drivers gives +4 to the Vehicles
evade. This can go above and beyond the
maximum evade of the vehicle.
Acrobatica - (AGI) - Acrobatica is the skill you
use to jump, flip about, do crazy acrobatic moves
such as running across tightropes, etc. It is also
the primary skill used in avoiding getting hit by
incoming attacks.
Anime Leap - This mastery lets you jump to
crazy heights or distances, allowing you to leap
over charging tanks, jump high up, flip around,
and come down sword first for a death from
above attack, etc. For standing jumps, add 10 +
Acrobatica level to the jump distance. Horizontal
distances are increased by 3 x ( 10 + Acrobatica).
Having a running start will let you double these
increases.
Arboreal Movement - Much like Tarzan or a
Ninja, you can travel through the trees with this
mastery. Your maximum speed while performing
Arboreal Movement is 6 x your base movement
rate.
Auto-Dodge - You are so nimble that once per
round, you may attempt to dodge an attack that
would normally have hit you as a free action.
This includes attacks that critically strike you, as
well as Area of Effect attacks, provided you have
enough movement speed to escape the area of
effect. The success of your dodge is determined
by a roll of AGI + Acrobatica + d20, vs the initial
hit value of the attack (or 30, in the case of an
Area of Effect attack).
Roll with Impact - Your insane agility allows
you to minimize the effect of any attack as long
as you are conscious, including surprise attacks.
Effectively, this mastery grants you additional
DR equivalent to your Acrobatica divided by 3,
rounded down.

26 - Character Creation - Skills


Alertness - (WIL) - This skill determines how
aware you are of your surroundings, and how much
attention you pay to the things that are going on
around you. It is the primary skill used in making
perception checks.
Panoramic Vision - Your extraordinary spatial
awareness allows you to have 360 vision.
Danger Sense - In case you are about to fall
into an ambush, or be the victim of a surprise
attack or trap, the council representative gives
you one action (not a full round of actions) to
react. This action occurs before the surprise
happens, and you get to perform it knowing what
the intended surprise will be. As a result, when
you have the Danger Sense mastery, you are
never surprised; in combat situations, you will
always get your full evade/parry in such cases.
Artistic Ability - (PRS) - Characters with this
skill can create any type of art. They can also use
their skills and training to judge the value of art, or
objects of beauty.
Masterpiece - You are able to produce
masterpieces of art, earning amazing wealth and
fame as well as the envy and respect of your
peers. Each month the master can earn 1 billion
* (Artistic ability - 9) in sands.
Astro-Navigation - (THT) - Space travel is
incredibly treacherous for those that dont know
where they are going; this skill allows a character to
calculate a safe path to navigate to their destination.
Also, this skill represents knowledge in higher level
mathematics.
Absolute Direction Sense - Your character has
an innate feel for where he is in in the universe,
and can chart his way to the nearest inhabited (if
desired) or life-sustaining world without any special
instrumentation.
Linear Algebra - Your mastery of this strange
and bizarre magic math lets you play with
probabilities for a limited time. If the check
succeeds (a standard skill roll at crack-trip
difficulty), you can not be knocked unconscious
(reduced to 0 hit points) for your AstroNavigation level in rounds. This check may only
successfully be made once per day, although
you can keep trying until you do succeed. Also,
if you are about to be knocked unconscious or
killed, you can attempt to make the roll as a free
action, just as you are taking the damage. Many

have wondered why this mastery is called Linear


Algebra, but the masters are not telling; all that is
known is that they are so good at rotating matrices
and calculating eigenvectors that somehow, they are
rendered invincible, at least for a time.

Bargaining - (PRS) - This is the skill of negotiating


in any situation, whether it is haggling to reduce the
price of an item, negotiating a good business deal, or
convincing others to go along with your plan. When
attempting to haggle over the price of something,
each side may roll a bargaining check. Each success
grants a 10% shift in price in the winners favor, up
to 50% of the base price being negotiated.
Hagglorious - You never have to pay more
than the base price, no matter how badly you
negotiate. Likewise, you will always get at least
the base price when attempting to sell, as long as
there is an interested buyer available. In addition,
once per session you can talk one non-player
character out of some incredible gear for free,
and theyll be thankful for the chance to have
helped you out.
Bio-Engineer - (THT) - This skill allows the
character to understand the building blocks of
life, and enables the character to do research in
genetic engineering. It grants basic first aid abilities,
allowing you to heal one point of damage to a
target, within 10 minutes of their being wounded.
It also trains you to perform surgery, prescribe
medications, get employment at a hospital, use
advanced medical equipment, etc. As a note, high
levels of genetic engineering is illegal in most of the
galaxy; Bio-engineers with a skill level of 6 or higher
are outlawed by the edict of the Council. In all of
Linked Space, and the majority of Free Space (who
generally fear the Council), such characters will be
hunted down and destroyed if discovered.
Genesis Device - You understand the
technology of terraforming a planet rapidly
and violently, and can create a world-changing
Genesis Device. All existing life on a single
planet where such a device is deployed suffers
20 damage per round for 5 rounds, as the initial
biological forces manifest by recycling existing
matter. Using normal laboratory facilities, it takes
one year to construct such a device, at a skill
difficulty of 30.
Ancient Immortal Secret - You have rediscovered the very knowledge that the

Character Creation - Skills - 27


council once developed. Through incredible
breakthroughs you can now turn normal beings
into Immortals. While this particular mastery isnt
very useful to a COTA directly, normal humans
would sacrifice much for such knowledge,
or to be the recipient of such a gift. It takes
approximately 1 incredibly painful year for the
process to be completed on an individual, and
close to 10 million sands worth of supplies and
equipment. The immortal created will have
a randomly determined starting power and
attributes (use the character generation rules, if
applicable).
Medico - The specialist gains the ability to graft
foreign body parts onto any biological entity. The
parts must be grafted into an appropriate area
(a dark vision eye from a cave crawler can go
into a human eye socket, for example, or a claw
can replace a hand). You can even do full body
replacements (putting a humans head onto a
monkey body, a monkey head onto a giraffe body,
etc).
Climbing - (AGI/STR) - Allows a character
to climb scalable surfaces, or any surface using
appropriate climbing gear.
Spiderclimb - Allows a character to climb
any surface (including being upside down on
a ceiling) without equipment, and even while
appearing to be casually walking along.
Computer Systems - (THT) - The ability to use
any computer system, write useful programs, and
hack into computer systems. Hacking is described
in the computer combat section. Creating programs
works as follows: computer programs are created
with skills. So, to create a program, first figure out
what skill is being emulated. Programs require 1 day
per skill point to be emulated; the programmer of
such a program must possess the skill to be emulated
at a level 1 higher than the desired value. So, in
order to write a level 5 Astro-navigation program,
the programmer must possess Astro-navigation at
level 6. The difficulty to create a program is 14+skill
level desired.
Create and manipulate AI - Masters with this
ability can create a sentient AI with a THT, WIL,
and max skill up to their Computer Systems level
- 1. The time required to create an AI is 1 week
per THT + WIL of the AI. See the AI section in the
Galactic Populous chapter of the Core Rule Book

for more details.


Armageddon Virus - Masters with this ability
can create the king of all computer viruses. This
self-replicating, rapidly mutating, devastatingly
offensive virus acts as an extension of the master
himself, so finely tuned is his creation. Use the
characters THT and WIL as the basis for the
computer combat stats for attack upon every
computer in a network of the masters choosing,
no matter how vast.
Cooking - (THT) - you know how to prepare
amazing meals of incredible taste and visual appeal.
Food Coma - You can completely satiate
anyone who eats one of your meals. They no
longer wish to do anything other than sit there
and digest. You can calm down entire hordes of
people this way. In-game effect: Anyone eating a
food coma meal is limited to 1 action per round
for the next 2 hours.
Engineering - (THT) - This skill covers the various
fields of engineering (power systems, mechanical
engineering, electrical engineering, chemical
engineering, etc). Players can construct a variety
of technological items, ranging from chemicals,
drugs, explosives, electrical systems, engines, armor,
weapons, space ships, etc. The time required for
construction depends on the materials, workers, and
facilities available.
Master Crafter - The engineer can create
masterly crafted items. Any such item gives a +2
bonus to Hit, or to one other skill or value for
which the item might be appropriate.
Pinnacle of Structural Design - Any
items crafted by a master with this specialty
automatically have a DR 4 higher than it
normally would. Also, they have 50% more hit
points (rounded down) than normal.
Souped Up - Any items crafted by a master
with this specialty which have their own agility
(i.e. Vehicles, space ships, robotic armor, etc)
have a base agility 4 higher than they normally
would.
Enhanced Shields - Any items crafted by a
master with this specialty may be created with
built in force fields that grant 4 points of shield
DR.
Gambling - (PRS) - With this skill, you are
proficient with all sorts of betting games. This

28 - Character Creation - Skills


extends to knowing the rules of the game, as well
as the appropriate behaviors (such as maintaining a
good poker face).
Bluff - You are such a good talker that in the
face of certain doom, you can convince your
opponents that you have a superior position.
With a successful role of:
PRS+Gambling+d20
vs. WIL+Gambling+11
you get one extra free action (Bluff itself counts
as a free action) as your opponent pauses, unsure
of what to do in the face of your certainty. Bluff
can only be used once per round. If there is
no opponent available to bluff, the gambling
master may attempt to bluff the universe itself,
with a crack-trip difficulty roll. Example: As Ace
plummeted off the mountain, he made a final
attempt to curse the very planet itself, denying
gravity in the process, which allowed him
another chance to grasp a nearby tree root as he
hurtled past.
Herb Lore - (THT) - Your knowledge of strange
plants and serums lets you perform first aid similar
to the Bio-engineer skill. It also grants you +2 bonus
levels to your cooking skill (this is +2 total bonus,
not +2 per level of Herb Lore).
Medicine Man - You can create poisons that
do 1 point of damage per round (bypassing all
DR) for Herb Lore level in rounds. Each round,
a DUR check can be made by the victim with a
difficulty of Herb Lore + 11 to resist the damage.
Now shut up and take your medicine! Yes, its good
for you! No, it does NOT burn!

Lore - (THT) - Characters with this skill have a


comprehensive base in a basic area of knowledge.
This can cover subjects like like History, Galactic
Lore, Technology, Alien Cultures, etc. To recall
information, make a standard Lore skill check,
with a difficulty depending on how obscure the
knowledge is.

Sage - You KNOW. About everything. You can


make a lore skill check about any topic to have
heard something about it, regardless of whether
or not you have a specialty in it.
Melee - (AGI) - This skill represents practice and
training in unarmed combat as well as combat
using weapons without a range (which includes

anything that stabs, pokes, slashes, and smashes).


Melee also grants the ability to parry melee attacks
(using AGI+Melee+11 for the parry value). Parry can
only be used against melee attacks that have a base
damage of +5 or less as compared to the defenders
base damage. Note that this allows incredibly
strong creatures to parry something as powerful as
an energy sword with their bare hands, due to their
incredible strength being able to turn aside even
such a vicious blow.
Lethal Targeting - Anything is lethal in
your hands, and most weapons are even more
effective than normal. Add +3 base damage to
any melee weapon damage, including unarmed
damage.
Hurled Weapon - Masters of this ability can
throw melee weapons up to 10+STR yards away
from them as an attack.
Quick Draw - Add your melee skill to your
initiative. This initiative bonus is applicable to all
situations, and is cumulative with other initiative
bonuses.
Weapon Barrier - Lets you attempt to stop
an attack after it penetrates your Evade or Parry.
To use the Weapon Barrier, make a To Hit roll.
If your roll is equal to or greater than the roll
that hit you, you successfully knock the attack
aside with your weapon barrier. Weapon Barrier
can be used as a free action once per round;
additional uses require an action per use.
Weapon Barrier can only be used against attacks
that have a base damage of +5 or less compared
to the weapon used in the barrier.
Reflexive Deflection - Add +2 to your parry
and evade against all attacks (both melee and
missile).
Counter-Attack - This mastery allows you to
attempt to strike back at an opponent if their
melee attack misses you. This ability can be used
once per round per attacker that uses a melee
attack on you. To Hit rolls made using Counter
Attack are made with a -2 penalty. This counts as
a free action.
Ambidexterity - This mastery allows a
character to fight using a weapon in each hand.
The second weapon can be a melee or missile
weapon. Having the extra weapon grants an
extra attack (not an extra action) per round.
This extra attack is at a +2 penalty To Hit, and

Character Creation - Skills - 29


is executed simultaneously with one of the
characters normal attacks. This allows it to be
used in situations where characters normally
only get one action (such as an ambush or a
surprise round attack).
Missile - (AGI) - This skill grants proficiency with
all ranged weaponry, with the exception of ship
based weapons and artillery.
Lethal Targeting - Anything is lethal in
your hands, and most weapons are even more
effective. Add +3 base damage to any missile
weapons you use.
Quick Shot - Add your missile skill to your
initiative. This initiative bonus is applicable to all
situations, and is cumulative with other initiative
bonuses.
Gun Kata - Your combat skills in missile
weapons have progressed to the level that you
ideally place yourself in order to avoid incoming
attacks of all varieties. Add +2 to parry and evade
against both missile and melee attacks.
Point Defense - You can attempt to counter
any missile attack (even after it would normally
penetrate your evade, parry, or other defenses)
by shooting it down before it can strike you.
This may be done once per round for free;
additional point defense actions require the use
of one action each. You do not have to beat the
opponents initiative, as you are reacting to their
attack. After their attack roll is made, make a
To-Hit roll. If your roll is equal to or better than
your opponents roll, you successfully shoot
their attack down. Ammunition is used up in a
Point Defense. Ammunition must be thrown or
shot; you cant use point defense with a melee
weapon in your hand. Lastly, Point Defense can
only be used against attacks that have a base
damage of at most +5 compared to that of the
weapon being used for Point Defense.
Ambidexterity - This mastery allows a
character to fight using a weapon in each hand.
The second weapon can be a melee or missile
weapon. Having the extra weapon grants an
extra attack (not an extra action) per round.
This extra attack is at a +2 penalty To Hit, and
is executed simultaneously with one of the
characters normal attacks. This allows it to be
used in situations where characters normally
only get one action (such as an ambush or a

surprise round attack).


Blind Shot - Masters of this specialty can
target opponents even when their vision is
impaired or blocked, with no penalty. They do
need to be aware of the targets (have seen them
once, detected them with danger sense, etc).
Disarm - If your target is holding a weapon,
you can make a To Hit roll with a -4 penalty,
and either disarm them or damage their weapon
(your choice) on a successful roll.
Death Blossom - You can fire a missile attack
at every opponent within the range of your
weapon, and to whom you have line of sight to.
This is limited by the amount of ammunition in
your weapon, of course. Also, this takes a full
round, not just a single action.
Music - (PRS/AGI) - Characters with this skill
can read music, play an instrument, and create new
music. They need to pick a specific instrument to be
proficient at when buying this skill.
Calm/Engross - The ability to so involve
an audience into listening to your music that
they no longer pay attention to what is going
on around them while you are playing. This
can even be done if the target audience is not
listening to you when you start playing. The ingame effect is that anyone within hearing range
looses 1 action/round while you concentrate
on playing (requires the sacrifice of one action/
round).
Master Musician - Masters with this ability
can automatically play any instrument they pick
up.
Pilfer - (AGI) - This skill represents training
in sleight of hand, looting, picking pockets, etc.
In order to successfully pull off a pilfer, make a
standard skill check vs. the opponents Awareness.
Stage Magician - Master stage magicians can
perform completely impossible acts of sleight of
hand, such as removing other peoples clothing
unnoticed at a distance of 10 feet, or other
equally unlikely tasks.
Pilot Starship - (AGI) - The ability to pilot any
starship or fighter out there, given a few minutes
of time to familiarize yourself with potentially
unfamiliar control systems. This may take slightly
longer for alien ships. The Pilot Starship skill also
covers piloting of aircraft limited to atmospheres.

30 - Character Creation - Skills


Defensive Maneuvering - The pilots skill in
evading attacks gives the starship a +4 to Evade.
This can go above the maximum Evade of the
vehicle.
Research - (THT) - Useful for inventing new
technologies or for replicating existing knowledge
that you do not possess. Things researchers can
do include designing new technology, upgrading
existing technology (increasing the AGI of a starship,
for example, or adding a +2 skill bonus to an
item), etc. The difficulty in researching an item is
equivalent to the difficulty in creating the item +2.
The required to do the research is equivalent to
twice as long as what it would take to create an
equivalent item once knowledge on how to create
it is available. For each success over the minimum
required, the research time is reduced by 1 week, to
a minimum of 1 week.
Sponsored - The character has become a
master at finding money from various grants,
and has gained an incredible amount of
flexible spending as a result. The character has
at their disposal a monthly research budget of
(Research-9) billion sands.
Genius - The character halves all research
times.
Running - (DUR) - This skill covers the training
involved with jogging for more than a few minutes.
Characters with Running double the amount of time
they can move at jogging or sprinting speeds for
each level of running.
Speed of the Fury - Double all land
movement rates (walking, jogging, sprinting).
Security Systems - (THT/AGI) - The ability
to find, neutralize, and bypass security systems.
Security systems can range from simple mechanical
traps such as trip wires and sensor plates to complex
electronic systems such as laser beam triggers,
motion sensors, and analytic cameras, but does not
cover things like security software, such as firewalls
and black ice AIs. To detect a security system, make
a perception check. Disabling a system is a standard
skill roll using either THT or AGI (depending on the
type of system) vs. a target number determined by
the complexity of the system.
Eagle Eye - Security systems are automatically
detected - no roll necessary.
CatBurgler - You have the ability to bypass any

security lock, passing through while leaving no


trace.
Stealth - (AGI) - The ability to hide, sneak around,
and generally avoid detection when you wish to do
so.
Ambush - This mastery gives +1 to base
damage per level of stealth when attacking a
target that is surprised.
Backstab - This mastery gives +1 to base
damage per level of stealth when attacking
a target that is being attacked this round by
someone that is on the opposite side of them
than the backstabber.
Storytelling - (PRS) - The ability to tell good
stories, and to entertain an audience, possibly for
money.
Enthrall - Gain the ability to so engross an
audience in your story that you can start to
implant subtle suggestions in their minds. Use a
storytelling roll of:
d20 + Storytelling + Influence
vs. WIL + Storytelling + 11
to determine if you succeed in planting your
suggestion. Suggestions must be worded as a
single sentence of 10 words or less, and cant be
used to do something that would directly harm
the listener or someone they truly care about.
Swimming - (AGI/STR) - Characters with this skill
know how to swim, and can do so at AGI/2 yards
per second, for DUR*10 mintutes.
Aquatikhan - The character has the ability
to summon to him several local species of fish
to him when he is underwater, although he can
not speak to them or command them. Also, the
character can swim at his normal movement
rates.
Trade skills - (Varied) - This ability covers skills
such as those used by Merchants, Dancers, Bankers,
Electricians, Carpenters, Glassblowers, etc. When
choosing this skill, the player must choose one craft
that their character will now.
Master - The character has become a master of
their trade, and can now make items renowned
for their quality and workmanship. In game
terms, these items can convey a +2 bonus to an
appropriate skill, value, or roll.

Character Creation - Skills - 31


Tactics - (THT) - Characters with this skill are able
to cohesively direct groups of attackers, increasing
their ability and effect. If a character with Tactics is
directing an attack or defense, all combatants on
the side of the tactician gain a +3 to all Hit rolls as
well as to their Initiative. If two tacticians are battling
against each other, a contested skill roll is made,
with the winners side getting the bonus.
Aura of Command - The strategic master now
adds +6 to the Hit and Initiative rolls of all allied
combatants, and is always successful at this two opposing masters, both of whom have Aura
of Command, will grant both sides a +6 bonus.
They can not fail to inspire their troops and
create a masterful strategy that should lead them
to victory. Such masters may even engage in a
land war in Asia and win.
Legendary General - The leadership of this
tactics master is legendary! Enemies quake
in fear of the mention of their name. Troops
from opposing forces will abandon their posts
when they learn who they are up against. Any
organized force that is known to have this
tactics master as their general gains additional
volunteers who flock to their cause. A percentage
of troops equal to the Generals tactics skill will
leave the enemy and join up with the Legendary
General.
Weapons Systems - (AGI) - Characters with this
skill are trained to be able to use starship-based
weapons and artillery.
Quick Shot - This mastery grants a +1 to
Initiative for each weapon systems level. This
initiative bonus is applicable to all situations, and
is cumulative with other initiative bonuses.
Point Defense - You can attempt to counter
any missile attack (even after it would normally
penetrate your ships evade, shields, or other
defenses) by shooting it down before it can strike
you. This may be done once per round for free;
additional point defense actions require the use
of one action each. You do not have to beat the
opponents initiative, as you are reacting to their
attack. After their attack roll is made, make a
To-Hit roll. If your roll is equal to or better than
your opponents roll, you successfully shoot their
attack down. Ammunition is used up in a Point
Defense. Point Defense can only be used against
attacks that have a base damage of at most +5

compared to that of the weapon being used for


Point Defense.

32 - Character Creation - Advancing Your Character

Calculated
Values

their weapon (even if their weapons are their fists, or


fist-like equivalents). Parry can only be used against
other melee-based attacks. To calculate parry, use the
following:
Parry: AGI + Melee + 11

The last step in creating your character is to calculate


some basic values that you will be using often while
playing the game.

Hit Bonus
Your hit bonus is what you will add to a d20 roll in
order to attack in combat situations. There are several
different Hit bonuses that may be applicable to your
character, depending on what you use to attack, and
whether the attack is in the physical realm, or in the
computer realm. Use the list below to calculate the
various Hit bonuses which may be applicable to you:
Melee: AGI + Melee
(Hand to hand combat, melee weapons, ShapeShift/Warp Control based attacks)
Missile: AGI + Missile
(Ranged weapons, Influence/Energy Control/
Gravity Control based attacks)
Computer: THT + Computer Systems
(Computer-space, AI, Electrokinesis based
attacks)
Social: PRS + Bargaining
(Convincing others against their will)
If you do not possess a given skill, then your HIT
bonus using that skill will be the appropriate attribute
- 2 (for the standard unskilled penalty).

Evade
Evade is what you use to not get hit by someone
determined to make good use of their Hit bonus.
Evade is a static value, and represents the difficulty
number that your opponent must roll against to
successfully hit you. Your evade can be calculated as
follows:
Physical Evade: AGI + Acrobatica + 11

Computer Evade: THT + Computer Systems + 11


Social Evade: PRS + Bargaining + 11

Parry
Those who are skilled in melee weapons have another
option to avoid getting hit - they can parry using

DR
DR is your Damage Resistance, and it represents how
much damage your body can ignore before getting
injured, in cases where you fail at Evading or Parrying
your opponents attack. Characters have two types
of natural DR in COTA - Physical and Mental. In
addition, certain powers, sub-powers, and equipment
give DR as well. As a general rule, abilities that
modifies the COTAs body to increase DR (usually
designated as Skin DR) will stack on top of natural DR.
DR from equipment such as armor, or from abilities
such as forcefields do not stack on top of natural DR.
Physical DR: DUR / 3 (rounded down)
(Used in the case of almost all attacks in the
physical realm).
Hacking DR: WIL / 3 (rounded down)
(Used for computer-based attacks).
Social DR: WIL / 3 (rounded down)
(Used for social and mental attacks).

Hit Points
Lastly, damage that makes it through your DR will
start to deduct from your Hit Points. This represents
actual injury to your body (or mind). Hit points are
calculated as follows:
Physical Hit Points: DUR + (DUR * Grit)
Social / Mental Hit Points: WIL

Data Space Hit Points: WIL + (WIL * Computer


Science)

Number of Actions
This value determines how often you can act in a
round, or how many different things you can do.
The number of actions that a character can take is
determined by:
Number of actions: AGI / 4 (rounding down).

Character Creation - Advancing Your Character - 33

Advancing
Your
Character
Gaining XP
On average, a game session of COTA will earn a
character 15-20 XP, depending on how much was
accomplished. Non-player characters, such as
hirelings and henchmen will earn 5XP per game
session.

Gaining IPL
IPL is usually awarded at the end of a story arc. There
is no set schedule for awarding IPLs; rather, it is up to
the Council Representative as to when to hand them
out.

Spending
Experience
Points
Attributes and Skills
To raise an attribute or skill to the next level, it costs
the value of the next base level (not effective level!) in
XP. So, to raise DUR from a 3 to a 4 costs 4 XP.
Every level must be purchased; you can not raise
something from level 2 directly to level 4, for
example. Attributes can be raised to 10 in this manner
for a normal human, and up to the IPL for a COTA.
Skills have no maximum level limits.
Buying a new skill (one in which you dont possess
any levels) costs 1 XP.

Powers and Subpowers


Raising a sub-power (for those that can be raised, such
as Grit) or an Immortal power is more expensive - it

costs twice the next level in XP to increase. So, to


raise something like Continuum Control from level 4
to level 5 costs 10 XP.
Purchasing specialty ranks in a power is just like
purchasing power levels - each level costs twice the
next level in XP. Specialties can only be raised up to a
maximum of one-half (rounded down) of your power
level. Buying a new specialty costs 2 XP, and may be
purchased once a power reaches level 2.
New powers and sub-powers can only be acquired by
an appropriate increase in IPL. When such an increase
grants you a new power or sub-power, the first level is
automatically gained for free.

34 - The Rules

The Rules
Making Rolls
and Checks
Making Basic Checks
A basic check is performed by rolling:
Where ATT is the appropriate attribute, and the target
number is determined by the difficulty table, or by the
ATT+d20 vs. Target number
taking the targets appropriate attribute + 11, in the
case of an actual opponent.

Power Checks
If a power is involved in the contested situation then
use the power value instead of the attribute.
Power + d20 vs.
ATT + SKILL(if appropriate) + 11
In certain cases, the COTA using the power can add in
an appropriate skill as well.

Skill Checks
When a skill you possess is applicable to a situation
calling for a role, you can make a skill check instead
of a basic check. This allows you to add your skill
level to appropriate attribute, making the roll
ATT + SKILL + d20
vs. Target number
Where the target number is determined by the
Difficulty table, or in the case of an opponent, by the
opponents ATT + SKILL + 11.
As a note, while most skills have an appropriate
attribute listed in their description, this does not mean

that that is the only attribute that can be associated


with using the skill; merely the most common one. As
an example, with the trade skill Smithing, it would be
a STR + Smithing + d20 roll to make an item that you
have already learned how to make, but to determine
how to create a new item, it would be an INT +
Smithing + d20 roll.
Difficulty Numbers
Skill /Action
Check

Difficulty Situation

Easy

Something attainable by
an unskilled person

Sub-Par

14

Something that a hobbyist


would attempt.

Average

18

Something a skilled
professional would
attempt.

Tough

22

Something that would be


a challenge for an expert.

Very Difficult 26

Something only ever


attempted by a true
master.

Damn-Near
Impossible

30

Something so amazing
one human in a
generation could do it.

Crack-Trip

34+

Something not generally


possible by the rules of
reality.

You need to be a master (level 10+) in a skill before


you can even attempt something that is of crack-trip
difficulty.
Situational Penalties
Being underwater: -4 to hit and base damage
Unskilled: -2 Penalty
Blind: -4 penalty
Cloaked target: varies based on cloaking
technology used, up to -4 penalty.

The Rules - 35
Social Interaction Situational Penalties
Target angered: -4
Target happy: +4

Making the
Actual Roll
The attribute involved in a given roll is not always
fixed; different situations call for different attributes.
The Council Representative will decide what is
appropriate in a given situation.
Once the appropriate attribute (or power) and skill
have been determined, the Council Representative
will assign a difficulty, either based on the difficulty
table, or the skills and attributes of the opponent. At
this point, the person making the attempt rolls a d20
- this represents the randomness in any attempt you
may make. A roll of a 1 is an automatic failure unless
the character is a master of the skill (level 10+). A roll
of 20 is an automatic success except in the case of a
crack trip difficulty. Also, a 20 lets you to re-roll and
add on to the original roll, allowing you to achieve
exceptionally high target numbers. Often, this is the
only way to succeed at a crack-trip difficulty roll.
The last thing to note is that an extra success is
given for every 2 over the target number. In combat
situations, this turns into extra damage. In other skill
checks, this has varying effects, usually making your
success more spectacular, or your task happening
more quickly, or resulting in a much better final
product.
For social interactions, roll a
PRS + SKILL + d20
vs. Targets WIL + SKILL + 11
Where SKL represents the appropriate social skill.
Additional situational modifiers [neutral 0, target
angered +4 difficulty, target happy -4 difficulty, +skill
bonus if applicable]) may apply; these are up to the
Council Representative. There are times when this
form of interaction is inapplicable (when arguing with
your mother, or in most action sequences for instance,
although intimidation or a demand to surrender may
be possible when used in unison with an impressive
act).

Example of a roll: Bob Rica wants to leap off of a


moving bus traveling at 50 mph and grab onto the
roof of a car going the opposite direction, during a
torrential hail storm. Once he lands on the car, he
wants to open the passenger door, and sit down inside
before his hair gets too wet. For his roll, Bob takes his
AGI (a 5) and his Acrobatica (a 2) to get his bonus of
7. His roll will be:
5 (att:agi) + 2 (skill:acrobatica) + d20
The Council Representative decides that this is Damn
Near Impossible (and rightly so - how is he going to
keep his hair dry in such a storm?). This gives Bob a
target number of 30. This means that Bob must roll
a 20 in order to succeed, since that will grant him
an automatic success. It is conceivable that with the
add-on roll from the 20, Bob could actually make
the target number of 30, since he would only need
to roll higher than a 3 on the add-on die, but that is
not necessary to succeed. A good roll on the add-on
would add to his successes, though, allowing him to
succeed more spectacularly.
Bob thinks it over quickly, and decides that the odds
of rolling the 20 are too high for him. So instead
he decides to just leap on top of the car, which the
Council Representative decides is something of
average difficulty, or a target number of 18. This only
requires Bob to roll an 11, which he decides is far
more reasonable, and makes the attempt.
Some common rolls

Perception checks: WIL + Alertness + d20


Shooting a target: AGI + Missile + d20

Picking someones pocket: AGI + Pilfer + d20

Opening a lock: AGI + Security Systems + d20

Navigating a spaceship: THT + Astrogation + d20

36 - Rules - Combat

Combat
Rounds, Initiative
and Actions

distance equal to their movement rate in that one


action. Attacks can be Physical, Social, or Hacking
attacks, all of which are resolved in the same basic
way - you roll your Hit as a skill check (d20 + AGI
+ Missile if youre shooting a gun, for example) vs
the targets Evade. Calculating Evade is covered in
the Character Creation section, under Calculated
Values.

Attacks and
Damage

Rounds

Attacking

Combat is fast and vicious in the Victus Game system.


Rounds are 1 second long, which means that most
battles are over in 3 to 5 seconds; it doesnt take that
long to have a sword thrust through you, or to shoot
your opponent in the face and blow out their brains.

An attack succeeds if the attackers HIT roll is equal to


or greater than the opposing characters TARGET value
(which can be determined by using their EVADE or
PARRY value, depending on what they choose to do).

Initiative
A characters Initiative determines when in the round
they get to go. To determine a characters Initiative,
roll the following:
THT + d20
Note: Certain skill masteries, such as Quick Shot may
add to the initiative roll.
THT is used to determine initiative even for actions
requiring other attributes, as Initiative represents how
quickly a character decides what course of action to
take in any given situation.
A character takes all of his actions on his initiative. In
the event that two individuals have the same initiative,
have them roll a d20 to settle the order that the two of
them act in, with the higher roll getting to go first.
If they wish, instead of acting on their initiative, they
may hold one action as an interrupt triggered by
another event, I blaze away with my harpoon gun at
the first target through the door. Or they may delay
all their actions until after an event happens, I delay
my initiative until the first guy comes into the room.
Initiative is re-rolled at the beginning of every round.

Actions
An action is either a movement or attack (so if you
want to move and attack it requires 2 actions). A
movement action allows a character to move a

The HIT roll is determined by:


HIT Bonus + d20 vs. Targets Evade or Parry
(See the Calculated Values section for the appropriate
Hit Bonus for different kinds of attacks).
For every 2 (rounded down) that you exceed the target
number by, you gain an extra success, which helps
increase the damage done.
Attack Roll modifiers
Underwater: -4 to attack, -4 to damage (unless
weapon is modified for underwater).
Foreign Environment: -4 to attack.

Unable to see target: up to -4 to attack.

Damage
Damage from a successful attack is calculated as
follows:
Base Damage + Extra Successes
So, if your weapon has a base damage of 6, and you
exceed your target number by 8, you do 10 damage (6
+ 4 from successes). The maximum damage you can
do is twice the base damage of the weapon, no matter
how many successes you get.
Once you determine how much damage you do,
subtract your opponents DR from that value. So, if

Rules - Combat - 37
you did 10 damage, and your opponent has 2 DR,
then you do 8 Hit Points (10 - 2) of actual damage to
your target.
Automatic Successes (when the attacker rolls a 20)
always do at least 1 point of damage to the opponent,
no matter how good they are at evading, or how much
DR they have.

Effects of Damage
When a character is reduced to 0 Hit Points or lower,
they are knocked unconscious. When they have taken
enough damage to reduce them past their -DUR
(negative Durability) value (i.e. down to -5 if they have
4 DUR), they are killed. Certain powers and abilities
may modify these values.
When a vehicle, device, or mechanical construct
(such as a robot or android) is damaged to 0 hit points,
they rendered inoperable, and lose all functionality.
When such items are reduced past their -HP (i.e.
to -25 if they have 24 hit points), they are utterly
annihilated; they can no longer be repaired, but must
be rebuilt from scratch.

Initiating a grapple takes 1 action, even though two


rolls are involved. First you roll to hit the target; then,
if successful, you can roll an opposed strength check
to lock your opponent in your grapple. So, the rolls
you need to make are:
1) - AGI + Melee + d20 vs. Evade or Parry
2) - STR + d20 vs. STR + 11
In the second roll, the STR represents effective
strength; you can use your actual strength, or in
cases where powers are applicable, you can use
the effective strength of the power. Situations where
powers can be used are as follows:
Power

Use

Energy Control

Defensive - Can fly away

Warp Control

Offensive - Can use tendrils to


grapple

Gravity Control

Offensive - Can use gravitic lock


downs
Defensive - Can Fly Away

Special
Situations
Surprise
In some situations, attackers may attempt to catch
their targets unawares. This is usually accomplished
via a successful stealth roll, although other methods of
accomplishing a surprise are also possible.
When a target is surprised, they get no attribute or
skill bonus to their EVADE, and are unable to PARRY.
The target number for the attacks becomes the default
of 11. Attackers get to make only 1 attack as a surprise
attack; they do not get their full round of actions.
Once this one attack happens, everyone gets to roll
Initiative, and then the new combat round progresses
as normal.

Shapeshift

Offensive / Defensive - Can use


shape-shifted limbs / fly away

Vehicles have an effective strength (usually based on


their engine type and size class), and can be grappled.
Victims of successful grapples have their evade
reduced to the default of 11. They can only make
restricted movements, giving them a -10 modifier
to attacks and any relevant skill checks. The grapple
continues until the victim successfully breaks free
(they may attempt to break free once per action;
these attempts are not subject to the -10 penalty). The
grappler must use all their actions to maintain the
grapple.
While a grapple is being maintained, the grappler may
squeeze the target once per round for their maximum
strength damage (2 x STR).

Concentration
Grapple
An attacker can attempt to grapple a single opponent,
effectively grabbing them and holding them in place.

Abilities that require concentration require the


sacrifice of one action a round. If a character has
additional actions, they can use those as they wish
without breaking concentration.

38 - Rules - Combat

Line of Sight
Line of sight involves actually seeing the target with
your own eyes; cameras or scans do not count for line
of sight. Vision through a Continuum Control portal
does count as line of sight, however.

Vehicle Combat
For vehicle combat, the attack SKL used to calculate
the HIT bonus is usually Weapon Systems for the
larger vehicle mounted weapons. Small turret
mounted weapons (Heavy Rifles or lighter) are fired
using the Missile skill. Evade is calculated using the
appropriate piloting skill.
Lastly, in Vehicle Combat, the AGI used for calculating
the HIT of hull mounted weapons is that of the
gunner, and the AGI for the EVADE is that of the pilot,
but both are limited to a maximum AGI matching
that of the vehicle. Turret mounted weapons are not
limited in this manner, but have other draw backs (see
the Vehicle Construction section in the COTA Main
Rulebook).
Example: So, using a Vehicle with 8 AGI, and a pilot/
gunner with a 10 AGI, a 4 Piloting and a 4 Weapon
Systems skill, the best EVADE possible is 23 (8 + 4
+ 11). The best HIT bonus with any hull mounted
weapon is 12 + d20 (8 + 4 + d20). If the pilot has
an AGI of 4, on the other, hand, these values are as
follows:
Hit: 8 + d20

(4 + 4 + d20)

Evade: 19 (4 + 4 + 11)

Matter Creation
attacks
Creative matter creators can find ways to use their
ostensibly non-combat ability in decidedly offensive
ways. If Matter Creation is used in an attack, the
damage is equal to the effective strength, regardless of
the form the attack takes.
Poisons created with matter creation will generally
have an onset time of 1 round. Poisons ignore armor,
but do not ignore DR from Durability. Unless a tough
will check is made, the target loses 1 action a round
from debilitating effects (coughing, hacking, etc) in
addition to the damage sustained per round.

Automatic fire
All rifles and pistols may be fired in auto mode. (Most
cannons do not have this capability). Unloading a
auto burst at a target not only gives the shooter a
better chance of hitting a target but can increase the
damage caused. Unfortunately in a round where
burst fire is used no other actions may be taken as the
weapon takes the full attention of the shooter.
There are two modes of auto fire: targeted burst and
spray. A targeted burst gives a +2 to hit modifier,
takes 6 shots of ammo, and hits the target 1d6 times.
A spray gives a -2 to hit modifier, and a single attack
roll is applied separately to each target chosen. It also
takes 6 shots worth of ammo and may hit 1d6 targets
within a 180 arc in front of the shooter.

Structural DR
Reference Table
Listed below are some standard DR and HP for
structures:
Structure

DR

HP

Normal Building

10

24

Large Building (10 floors)

12

40

Giant tower (100 floors)

16

60

Military base

20

60

Military Fortress

28

80

Moon/Space Station w/Shields

36

160

Earth Sized Planet

44

400

Rules - Combat - 39

Hacking Combat
Hacking combat works identically to standard combat,
using the hacking Hit Bonus, DR, HP, and Evade
values. WIL also serves as STR and DUR in Data
Space. THT serves as PRS and AGI. Computer Systems
skill functions as Grit. Security systems have their own
THT, WIL, and Computer Systems skill, representing
their strength in Data Space.
Once a security system is defeated, the hacker has
broken in. They may then rifle through the contents of
that data space, or attempt to make changes. Making
changes requires a Computer Systems check vs. The
target systems THT + 11 to avoid the changes being
noticed by any users or guardian AIs. If the hacker
is defeated (his hacking hit points are reduced to 0),
he has failed to penetrate the system defenses. In
addition, he is identified as an intruder attempting
to break in, and his system entry point is also
determined.
Listed below are the ratings for some standard
computer systems that may be encountered.
Computer System

Rating

Small company

Planetary Corporation

Local Bank

10

Planetary Bank

11

Galactic Corporation

12

Military AI

14

Free rebel AI

16

In most cases, a system rating serves as the value for


THT, WIL, and Computer Systems.

Movement
Combat Movement
During combat, a character can move at his normal
movement rate at the cost of one action. Movement
occurs at the same time as all other actions (usually on
Initiative, unless actions are held for some reason).

Non-combat movement
A character can move at their jogging speed for 5
x DUR minutes. Sprinting can be performed for 5 x
DUR in seconds. The running skill will extend both
these times.
Walking can be maintained indefinitely.

40 - Rules - Combat

Space Travel
The difficulty for traveling more than 10 light years
per jump requires an Astro-Navigation check, with a
difficulty number of 21 + 1 per 100 light years to be
travelled. Failure indicates an error in destination of
100 light years per point failed by. A critical failure
will often result in re-entering space inside a star,
which will inflict 30 points of damage a round to a
ship.
Note - some large ships have enough DR to be able to
survive this.

Note - Masters of the Warp will never critically fail an


Astro-navigation check.

Note - NavComputers will never critically fail an Astronavigation check.

Equipment - 41

Equipment
Now we get to the good stuff... What you can buy to
make your travels across the galaxy more interesting.
The equipment section is divided into 3 different
equipment lists (General Gear, Combat Gear, and
Vehicles and Space ships) followed by a section on
how to make custom equipment. Before we get to the
lists, though, well cover a few basic terms used to
describe the equipment.
Cost: How much it costs to buy the item in question
on the standard market. Various areas that you may
travel through have different restrictions on what is
legal or not, and so not every item you may desire
may be available via legal means. In this case, the
thriving galactic underground black market is there to
meet your needs. However, buying items via the black
market is often substantially more expensive, and the
availability of what you want cant be relied on.
Sands: Currency in the COTA universe is measured
in Sands. 1 Sand has approximately the same buying
power as 1 US doller. Sands are generally exchanged
via electronic transactions, and are represented using
the symbol . Sands got their name because the
current economic standard is back by stores of the
special metal Chronium, with 1 sand equal to 1 small
grain of Chronium. For more detail on the history
and usage of Chronium, see the relevent part of the
settings section in the COTA Core book.
Weight: How much the item weighs, in pounds.
The Council, which established most of the rules,
regulations, and standards of human space, came
from the old United States of America region of Earth,
which used the English system of measurements,
and forced them into general use across human
civilization. Note - under this system, 1 ton = 2000
pounds.
Tech Level: What the technology rating of a planet
(or other region in question) must be in order for the
item in question to be readily available on that planet.
This is for the standard market availability; higher tech
level items may be available on the black market, for
an exorbitant amount of Sands. Also, a lab facility or
workshop must also be at the Tech Level requirement
in order to make the item.
DR: How tough the item is, and how much damage it

absorbs without effect (in the case of armors).


HP: Certain items (usually Vehicles and Starships)
have a HP rating as well. This represents how much
damage the item can take (after DR). When an items
HP is reduced to 0, it is no longer function. When its
HP is reduced past the negative starting HP, the item is
completely annihilated.
Required Skills: What skills are needed in order to
create the item. This applies for both craftsmanship
as well as Matter Creation methods of making items.
It also applies when upgrading an existing item,
though generally, you use the skills required for the
upgrade, not for the base item. (I.E. Adding shields to
a Dreadnought only requires level 8 in Engineering,
not the 10 that is required to make a Dreadnought.
However, changing the Dreadnoughts Agility would
require level 10).
Difficulty: The difficulty check number for making the
item. This is rolled using the skill with the lowest level
out of all those necessary to make the item.
Time: The time required to construct the item, using
normal means and production schedules.
Vehicle Agility: Most vehicles that move have an AGI
attribute. This determines not only the maneuverability
of the vehicle, but also its ability to aim devices
attached to it, or held by it. It also limits the Vehicles
maximum real-space speed. The maximum To Hit
bonus that can be achieved by a vehicle is 2*AGI
(before modifiers for autofire or situation).
Other things of note:
Technologically cloaked items get a +4 bonus to
their Evade and Parry values if they are detected and
attacked. They are not normally visible at all, except
for a slight rippling effect at the edges of ones
vision. Machines do not sense this at all.

42 - Equipment - General Equipment

General
Equipment
Antigrav Backpack / Hoverboard: A large,
camping sized, waterproof and durable back pack.
Can also come in the form of a small hoverting cart.
Removes all encumbrance for items stored within it,
up to 1200 pounds. A charge on an Antigrav pack
will last for about a week.
Cost: 1200

Required Skills: Engineering

Tech Level: 1
Time: 1 day

Programs: Computer software, which mimics skills.


Cost: (10 * skill level mimicked)

Required Skills: Computer Systems, skill being


mimicked
Weight: N/A

Difficulty: 14 + skill level mimicked


Tech Level: 2

Time: 1 day per skill point

Weight: 0 lbs.
Difficulty: 20
Tech Level: 4
Time: 4 days

Booster Pack: A large rocket pack that can carry up


to 640 lbs. at high velocity (effective strength 10).
The speed is 10 yards per vehicle agility point per
second. Vehicle agility is 10 (can be raised up to
20 bumping difficulty by 1 and cost by +50% per
point, yielding a max speed of 200 yards/sec which
is pretty damaging to an unprotected passenger).
Use the Pilot starship skill. Raise the construction
difficulty by 1 point per vehicle agility point over 10,
and +1 week of construction time per point. The cost
increases by +50% per difficulty point over the base.
per point.
Cost: 2000

Required Skills: Engineering


Weight: 20 lbs.
Difficulty: 22
Tech Level: 4

Time: 1 week
Portable Washer: A sterilizing beam, which can also
shake out dust and dirt with an ultrasound emission.
Cost: 400

Required Skills: Engineering


Weight: 1 lb.

Difficulty: 20

Food Replicator: A device that is about the size


of a microwave oven but colored bright purple
(cannot be recolored or painted over). Replicated
preprogrammed meals. Takes about 2 sands worth of
power per replication.
Cost: 1500

Required Skills: Engineering, Chemistry


Weight: 5 lbs.
Difficulty: 16
Tech Level: 4

Time: 8 hours
AI-Artificial Intelligence: An AI with THT, WIL and
Max skill equal to characters Comp Systems 1 can
be created. The time to create an AI is 1 week per
the THT + WIL. Starting skill points equal 2XTHT
as per normal characters although instead of level
6 the maximum starting skill level is Comp Systems
skillCreator -1. As an example a bank AI with 8 THT,
8 WIL requires 8+8 or 16 weeks (and the AI begins
with 16 skill points). Electrokinesis immortals can
do this in 1/60th the time at power level 1, 1/120th
the time at power level 2 etc. (similar to Matter
creation table). AIs can also create/manipulate AIs in
1/60th the time. The difficulty is Thought+Will+11.
The cost for an AI is 10(THT + WIL)/2. So an elite
military grade AI with 12 THT and WIL costs 1e12
or 1 trillion sands. AIs with a 11 or higher THT or
WIL are outlawed in the private sector and require
special permits. AIs with THT, WIL in the 4-6 range
are prevalent throughout free space and link space.

Equipment - General Equipment - 43


The have a default presence of one.
Cost: 10 * (THT+WIL)/2

can be up to a mile or more. Nearly indestructible.


Battery life is 1 month.

Required Skills: Computer Systems (mimimum


level 10)

Cost: 1000

Weight: N/A

Weight: 1 lb.

Difficulty: THT+WIL+11
Tech Level: 6

Time: 4 weeks
Android: Completely loyal. Self-repairing, can
store a lot of facts and useless trivia, and can learn
up to 2*THT levels of skills. STR:10 AGI:10 INT:AI
Dependent WIL:AI Dependent PRS:4 DUR:12. More
powerful android frames have been constructed (for
each point of STR, AGI and/or DUR up to 6 above
the listed values add 1 to the difficulty and +50% to
the price).
Cost: 500,000 (plus a separately purchased AI)
and the ridicule of all your neighbors.
Required Skills: Engineering, Chemistry
Weight: 500 lbs.
Difficulty: 26
Tech Level: 6

Time: 4 weeks
Robot: Basic humanoid or otherwise. These are
simple bots with simple programming. They can
perform duties such as cleaning, simple combat, and
monitoring. They have the following stats - STR:4
AGI:4 INT:0 WIL:0 PRS:0 DUR:4
Cost: 1000

Required Skills: Engineering, Chemistry,


Computer Systems
Weight: 100 lbs. +

Required Skills: Engineering


Difficulty: 20
Tech Level: 4
Time: 5 days

Power Boots: Increases base (walking) movement


rate by 4. Built in thrusters propel the wearer at up
to 50 yards/sec for 3 hours. Magnetics available for
Zero-G environments. Effective strength of 10.
Cost: 100

Required Skills: Engineering


Weight: 2 lb.

Difficulty: 21
Tech Level: 6
Time: 4 days

Cloak Suit: Envelops the wearer in an invisibility


field, completely undetectable (although
occasionally a slight rippling might be seen). Grants
+4 deflection bonus in combat. Generally illegal.
Battery life of 8 hours.
Cost: 1,000,000

Required Skills: Engineering


Weight: 3 lbs.
Difficulty: 26
Tech Level: 8

Time: 4 weeks

Difficulty: 20

Shielded Briefcase: Prevents scans from seeing the


contents of the briefcase. Also can be configured to
reflect back an image of clothing or papers, etc.

Time: 1 week

Cost: 6000

Tech Level: 2

Neoglasses: Multi-spectrum goggles. Looks like


a cool pair of sunglasses, and enables the wearer
to see in visible, UV, Infrared, X-ray, and Magnetic
spectrums. Can also function as a microscope (400x)
or telescope (400x), note that normal visual range

Required Skills: Engineering


Weight: 5 lbs.
Difficulty: 22
Tech Level: 4
Time: 4 days

44 - Equipment - Weapons and Armor

Weapons and
Armor
Plasti-Steele Ceramic plate armor: This kind of
body armor is usually work by law enforcement
types and military ground troops. It is fairly flexible,
strong, and highly impact resistant. This armor is
cumulative with skin-based DRs. For every point of
damage over the DR (of the armor and any shields
the wearer may have, or Energy Control absorption
expended) the plate takes 1 point of damage in
addition to the wearer possibly getting injured. The
# of these durability representing Hit points is 24
before the suit is made useless.
Cost: 500

Required Skills: Engineering

Weight: 15 lbs.
Difficulty: 21
Tech Level: 4
Time: 2 days
DR: +6

Stealth Suit: A resilient and comfortable light


armor. This armor is cumulative with skin-based
DRs. For every point of damage over the DR (of
the armor and any shields the wearer may have, or
Energy Control absorption expended) the suit takes
1 point of damage in addition to the wearer possibly
getting injured. The # of these durability representing
Hit points is 40 before the suit is made useless.
Cost: 500,000

Required Skills: Engineering


Weight: 8 lbs.
Difficulty: 24
Tech Level: 6
Time: 4 days
DR: +6

Personal Shields: This armor takes the form of a


waist belt with straps that reach over the shoulders,
and a small pad at the small of your back attached to

the belt. It generates an invisible force field around


your body, and can be worn under your normal
clothing, making it practically undetectable without
special equipment. Very popular amongst the rich
and the corporate elite, as well as space traders
involved in shady businesses. Shielding is effective
against all physical and energy attacks.
Cost: 1,000,000 per DR

Required Skills: Engineering


Weight: 2 lbs.
Difficulty: 24
Tech Level: 8

Time: 4 weeks

DR: Up to +4 (or +8 with certain masteries)


Full Body Armor: A Powered Armor suit. Used by
extraction teams and for special missions. Some of
the more expensive models can have shields built in,
personal shields may be extended beyond this close
fitting armor if stronger than any built in shields.
They have an assisted STR of 10 and Vehicle Agility
of 10 (This can be increased for the more expensive
suits to a normal max of 20 or a max of 28 with
power systems mastery). Max running speed is 1
yard/sec per vehicle agility point. To build enhanced
suits, it costs an additional week and 1 extra points
of difficulty for each vehicle agility point. Variants
have been known to exist with multifunctions,
such as hover bikes that jet assisted hops (distance
5yards x Vehicle Agility, height half this) in robot
form (increase difficulty by 2 and add 2 weeks to
the construction time). All of these armor suits have
12DR and 12 hit points. Up to 4 points of shields
may be added but they lower the armor agility by 1
point per (although they dont affect the maximum).
The cost increases by +50% per difficulty point over
the base.
Cost: 1,000,000

Required Skills: Engineering


Weight: 200 lbs.
Difficulty: 24

Tech Level: 6 (8 with shields)


Time: 2 weeks

DR: 12 (up to 16 with shields)


HP: 12

Equipment - Weapons and Armor - 45


Heavy Robot Armor: A large powered armor robot
standing about 7-10 yards tall. Used by extraction
teams and for special missions. Some of the more
expensive models can have shields built in. They
have an effective STR of 20 and an vehicle Agility of
9 (STR can be increased up to 26, add +1 difficulty
per point and +50% of the base cost per point,
Agility can be increased for the more expensive suits
to a normal max of 18 (2x9) or 26(2x13) with the
Power Systems Skill Mastery). Max running speed
is 5 yards/sec per vehicle agility point. To build
enhanced suits, it costs an additional week and
1 extra points of difficulty for each vehicle agility
point. Variants have been known to exist with
multi-functions such as star fighters or hover tanks
(increase difficulty by 2 and add 4 weeks to the
construction time). All of these armor suits have a
base of 16 hit points. Up to 6 points of shields may
be added. The cost increases is +50% per difficulty
point over the base.
Cost: 1 billion

Required Skills: Engineering


Weight: 30 tons
Difficulty: 25

Tech Level: 6 (8 for shields)


Time: 4 weeks

DR: 16 (22 max with Shields)


HP: 16

Weapons
Chronium Items: Besides being the key ingredient
to ultra powered energy systems, cronium is
an incredibly durably substance (its the weight
of adamantium but much stronger). While
outrageously expensive, items can be made out of
cronium in lieu of the standard materials (cronium
plates for plasti-steel armor, cronium threaded
stealth suit, or even cronium Heavy Robot Armor).
In this way almost any item can be made using
cronium. The additional cost is 1e9 credits per
100lbs (so cronium plate armor costs .15 * 1e9
= +1.5e8). The additional labor cost for working
cronium is 10 times this (for the plate armor
example its +1.5e9 for the labor). Cronium items

have +6 DR, as well as an additional 40 hit points


or durability points. The base creation time is
multiplied by 8 and the construction difficulty is 6
greater than normal.
Weapon

Time

Cost / shot

Pistol

30

16 days

10 million

Rifle

30

16 days

10 million

Heavy Rifle

30

16 days

10 million

Cannon

34

1 month

100 million

5 months

1 billion

Assault Cannon 38
Chronium Weaponry

Demolitions: Grenades with timers and directed


blast. Voice or key pad activated. Optionally
explodes if tampered with. Generally restricted or
black market purchase. Where legal, price is twice
that of an equivelant grenade.
Laser, Plasma, and Chronium Melee variants:
These are battery powered charged weapon hilts
that become full weapons when activated. The Base
damage for one of these weapons is either a Small
Weapon (Str+1), a One-Handed Weapon (Str+2) or
a Two-Handed Weapon(Str+4), i.e. a knife, sword,
and two-handed sword respectively. The battery life
is listed at 1 hour of continuous use. The minimum
charge for activation is a ten minute period so a
single battery can be used a maximum of 6 times
before it needs to be recharged/refueled( for cronium
weapons). Normally these items can be plugged
into any wall socket or outlet to recharge, but Mag
weaponry requires ammo. Amunition cost is 1 per
20 slugs.

46 - Equipment - Weapons and Armor

Weapon

Damage Ammunition Cost

Difficulty
Tech Level to
Required Construct

Mag Pistol
(Base Weapon)

10

20 slugs

100

17

3lbs

100 yards

2 days

Laser Pistol

12

25 beams

1000

20

3lbs

500 yards

4 days

Plasma Pistol

14

20 blasts

5000

24

3lbs

200 yards

4 days

Cronium Pistol

20

20 blasts

10

32

3lbs

500 yards

4 days

One-Handed
Melee Weapon

Str+2

100

17

4lbs

1 yard

1 days

Two-Handed
Melee Weapon

Str+4

200

19

8lbs

1 yard

1 days

4 hours

16

1lbs

1 yard

Battery:1hr
Base+2 minimum
500
10min

20

same as
weapon

1 yard

2 days

Battery:1hr
Base+4 minimum
2000
10min

24

same as
weapon

1 yard

4 days

10

32

same as
weapon

1 yard

2
weeks

2lbs

10+Str
yards
thrown
(5 yard
radius)

1 day

2lbs

10+Str
yards
thrown
(5 yard
radius)

2 days

2lbs

10+Str
yards
thrown
(5 yard
radius)

2 days

Punch/Kick

Str (stun
damage)

Laser Weapon
(melee)
Plasma
Weapon
(melee)
Cronium
Weapon
(melee)

Plasma
Grenade

Time to
build

20

Str+1

Photon
Grenade

Effective
Range

1 yard
(10+Str
yards
thrown)

Small Weapon
(knife)

Concussive
Grenade

Mass

Battery:1hr
1e8 per
minimum
battery
10min

10

12

14

1 per

1 per

1 per

50

250

500

20

22

24

Equipment - Weapons and Armor - 47

Weapon

Damage Ammunition Cost

Difficulty
Tech Level to
Required Construct

Mass

Effective
Range

Time to
build

10+Str
yards
thrown
(5 yard
radius)

2
weeks

Nuclear
Grenade

20

1 per

1000000 4

26

2lbs

Tactical
Nuclear
Explosive

30

1 per

28

50lbs

4
weeks

Full Nuclear
Blast

40

1 per

28

500lbs

16
weeks

Anti-Matter
Bomb

60

1 per

10

32

1000lbs

52
weeks

48 - Equipment - Weapons and Armor

Planetary
Vehicles
Unless otherwise noted the maximum vehicle agility
is 2 times their listed base or starting vehicle agility
(most vehicles in COTA have a base vehicle agility of
8 with a max vehicle agility of 16).
HoverTank: vehicle agility: 9, Effective strength
of 20. Single Cannon depending on tank type and
a heavy rifle usually of the same type, which is
attached to the top for anti-personnel. Both weapons
are aimed internally by one pilot and 2 gunners,
but a single pilot may also man both guns. Speed is
10 yards/sec per vehicle agility point. Add 1 week
construction time for each shield point.
Cost: 50 million

Space
Vehicles
The adamantium based hardened space vehicles are
designed to take the rigors of jump space and the
occasional Plasma Cannon Blast. They are structural
wonders and juggernauts. Inertial dampers and subspace communicators (they travel at light speed
through jump space, allowing almost instantaneous
communication) and gravitational simulators are
standard. Specially designed hull mounted jump space
field modifications allow starships in COTA to travel
through atmospheres without interracting with local
air molecules to cause friction.

Most standard drives can only uphold the energy


Required Skills: Engineering, Computer Systems necessary to remain in jump space for a few minutes (
fission, fusion, and anti-matter), so short 10 light year
Weight: 20 tons
jumps can be made and it requires a 24 hour period
Difficulty: 19
to recharge and rest the ships engines. Cronium drive
systems can maintain jump space for much longer and
Tech Level: 4 (8 with Shields)
may re-enter jump space many times in the same day.
Time: 4 weeks
Supplying Cronium fuel for any ship is 1e9 credits per
DR: 16 (20 with Shields)
day. Combat speeds are determined by agility (agility
* 1000yards/sec for speeds). Note that the space and
HP: 16
atmosphere combat speeds are identical. The hull
Vehicle Agility: 9
phase modulator that allows frictionless atmospheric
travel was discovered in the year 11,232 by Dr. Hans
Ludencreinz, an immortal working for the council,
Patrol Hover Car: Lightly armored hover
while he was working on a new method for cooking
car commonly used by security forces for riot
and freeze drying entire crops of chickens upon
suppression and by police forces. Often equipped
reaching maturity. The required skills to build space
with heavy mounted weaponry.
faring vessels are Power Systems, Electrical & Mech
Cost: 20,000
Engineering, Chemistry, Computers. Starship docking
Required Skills: Engineering, Computer Systems bays (for ships large enough to have them) allow
room for additional vehicles that must be obtained
Weight: 2,000 lbs.
independently (purchases separately). The skeleton
Difficulty: 18
crew to keep a ship at full functionality is 10% of the
Tech Level: 2 (8 with Shields)
lower end of the listed crew size (minimum 1). The
maximum amount of personnel on a ship is equal
Time: 1 week
to double the listed crew (for Short periods of time
DR: 8 (12 with Shields)
a larger number of people can reside in the docking
HP: 12
bay, and other empty ship compartments, up to 4
Vehicle Agility: 10
times the listed crew). Active AIs may take the role of
multiple crew personel, up to 10 crew member per
AI THT point (the ultra fast quantum computers can
complete most tasks before you finished considering

Equipment - Weapons and Armor - 49


them) although they require bots (simple robots) equal
to 10% of the minimum crew size.
All of the listed warships are assumed to have cronium
drive systems. This doesnt add any extra expense or
time. The cronium drives are capable of normal 10
light year jumps without the expenditure of fuel. But
for full speed travel 1000 light years/day cronium is
consumed at the rate of 1e9 sands per day.
Ships hit points refer to hull damage and vital systems.
Once a ship reaches 0 hit points, then internal
damage starts to occur and the ship is a sitting duck.
Space Fighter: Cronium drive systems
Cost: 1 billion

Crew:
Slots:

Cost:

Required Skills: Engineering


Weight: lbs.

Difficulty: 20
Tech Level: 4
Time:
DR:
HP:

Required Skills: Engineering, Computer Systems

Vehicle Agility:

Difficulty: 21

Size Class:

Time: 4 weeks

Crew:

Weight: 10 tons

Size:

Tech Level: 6 (8 with Shields)

Weapons:

DR: 14 (18 with Shields)

Slots:

HP: 16

Vehicle Agility: 10

Cost:

Size Class: 0

Required Skills: Engineering, Computer Systems

Crew: 1-3

Difficulty: 20

Slots: 5/5

Time:

Weapons: 2 mounted heavy rifles

Weight: lbs.

Size: 7-10 yards

Tech Level: 4

Scout / Cutter / Corvette: Chronium Drive Systems


Cost: 5 billion

DR:
HP:

Vehicle Agility:

Required Skills: Engineering, Computer Systems

Size:

Difficulty: 20

Weapons:

Time:

Slots:

Weight: lbs.

Size Class:

Tech Level: 4

Crew:

DR:
HP:

Cost:

Vehicle Agility:

Required Skills: Engineering, Computer Systems

Size Class:

Difficulty: 20

Size:

Weight: lbs.

Weapons:

Tech Level: 4

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