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David Johansen

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Sometimes I get an idea in my head and then I hit a bump in the road and get stuck. A couple years ago I was working on a stripped down version of WHFRP for an alternative to 40k setting that I posted here. Then I went back to Galaxies In Shadow for a while and forgot it for a bit. This week I had a funny thought on how to do robot characters so I went back to it. And here's where I'm at:

Blood Red Future
The Crimson Empire is coming. New ships are leaving their ship yards. New weapons are leaving their factories. After the long dark age that followed the collapse of the Universal Federal Compact fleets once more darken the skies.

Designer’s Notes
As I pause for a moment in working on exhaustive integrated simulations, I found myself thinking about a simple and limited system, only useful for fairly narrative roleplay. Still the concept was intriguing and I took a little while to consider it resulting in this game.
Basic Mechanics

Blood Red Future uses d100 rolls to determine success and failure. Two ten-sided dice are rolled and the first is read as tens and the second as ones. If the roll is less than the characteristic plus skill being tested the action succeeds. For every ten points the roll is below the skill, a margin of success is achieved which can be used to improve the results of the action. If an action is resisted by an opponent both participants roll with the better margin of success winning. If both fail, the result is a stalemate.

Rather than attempting to be all things to all people, Blood Red Future is designed with a specific technological paradigm and theme. A dirty and rusty future, full of remnants of past glories where hard scrabble colonists face the advance of a terrifying new empire. The intention is to evoke a sense of place while leaving the details open to exploration and development rather than get bogged down in specific lore.

Characters
A character is created by selecting a character type (Organism, Robot) and a career (Pilot, Ranger, Scavenger, Scholar, Scoundrel, Soldier, Spy, Tanker, Technician). This will provide a number of random rolls and fixed Characteristics, Skills, and Traits.
Characteristics

Awareness
Coordination
Endurance
Knowledge
Personality
Reflexes
Strength
Willpower

Awareness is a measure of the five senses and the individual’s over all alertness. It is checked to detect hidden foes and clues. Coordination indicates how deftly and quickly an individual can move and get around. Endurance represents overall health and cardiovascular fitness it is tested to resist poisons and contributes to the amount of damage the character can survive. Knowledge measures education and general knowledge and is tested to remember details and information. Personality is a measure of social awareness and charisma, it is useful when deceiving and commanding others. Reflexes is a measure of reaction speed and decision making ability, it is used to drive vehicles and act first in combat. Strength is a measure of muscular fitness and bulk, it is used to inflict and survive damage, carry loads but is relative to size: a tiny critter with a 100 Strength only about as strong as a huge one with a Strength of 3. Willpower indicates how patient and stubborn a character is. It is used to overcome fear and psychic attacks.

Melee Damage Modifier = (Strength / 10) - 5
Base Hit Points = 5 + (Strength + Endurance) / 100

Destiny
Player characters aren’t just ordinary folks, they’re the heros of this benighted universe. As such they have a certain amount of special consideration and protection. Each player character enters play with ten destiny points. These primarily function as extra hit points that represent close misses and lucky breaks that keep them alive. However, Destiny points can be spent to achieve other effects, including +10 to any success roll, one level of margin of success applied to results, or one serendipitous opportunity.
 
Organisms
Naturally occurring life appears to be a consequence of chemical activity within a specific temperature range. Most life is carbon based, although some uses other chemical combinations, carbon’s uniquely complex chemistry is most likely to produce complex systems.
Organisms can improve their characteristics through training and exercise. Each improvement taken adds five points to a maximum of twenty five.

Humans
The children of Dead Terra are the primary race in the universe. Humans are medium sized organisms that have two arms with hands, and two legs. They are the base-line for characteristics with each score being rated at 40 +2d10. Humans receive a Status score of 2d10 + 40
Characteristics:
Awareness 40 + 2d10
Coordination 40 + 2d10
Endurance 40 + 2d10
Knowledge 40 + 2d10
Personality 40 + 2d10
Reflexes 40 + 2d10
Strength 40 + 2d10
Willpower 40 + 2d10

Battle Clone
Genetically engineered super soldiers are popular with oppressive and cowardly governments. These come in tactical and tank varieties.
Tactical Clone
Characteristics:
Awareness 45 + 1d10
Coordination 45 + 1d10
Endurance 60 +1d10
Knowledge 40 + 1d10
Personality 20 + 1d10
Reflexes 50 + 1d10
Strength 60 + 1d10
Willpower 30 + 1d10
Traits:
Short Lived

Tank Clone
Characteristics:
Awareness 45 + 1d10
Coordination 45 + 1d10
Endurance 50 +1d10
Knowledge 35 + 1d10
Personality 20 + 1d10
Reflexes 50 + 1d10
Strength 60 + 1d10
Willpower 30 + 1d10
Traits:
Large
Short Lived

Cats
Whether uplifted geno-forms or extra-terrestrial natural pouncing predators, these small creatures are insufficiently sociable to form large industrial societies.
Characteristics:
Awareness 50 + 2d10
Coordination 50 + 2d10
Endurance 30 + 2d10
Knowledge 40 + 2d10
Personality 30 + 2d10
Reflexes 50 + 2d10
Strength 30 + 3d10
Willpower 40 + 3d10
Traits:
Natural Weapons
Night Vision
Small
Tail

Bears
Among the races that are most likely the result of genetic manipulation of terrestrial stock, bears are the largest and least common. Solitary and surly bears cling to the fringes of advanced societies rather than forming their own.
Characteristics:
Awareness 40 + 2d10
Coordination 30 + 2d10
Endurance 50 + 2d10
Knowledge 40 + 2d10
Personality 30 + 2d10
Reflexes 30 + 2d10
Strength 50 + 2d10
Willpower 40 + 2d10
Traits:
Fur
Large
Natural Weapons

Bugs
While they resemble terrestrial insects, bugs have a lighter shell and internal skeleton that would not result from the modification of terrestrial DNA. While they are social and organized, their pheramone communications make interactions with other species difficult.

Characteristics:
Awareness 50 + 2d10
Coordination 50 + 2d10
Endurance 50 + 2d10
Knowledge 30 + 2d10
Personality 20 + 2d10
Reflexes 50 + 2d10
Strength 40 + 2d10
Willpower 20 + 2d10
Traits:
Carapace
Pheramone Communication

Dwarves
These short and stocky folk are clearly a modified human sub-race. Well adapted to living in tunnels and higher gravity worlds, Dwarves are stoic and unfriendly to outsiders.
Characteristics:
Awareness 40 + 2d10
Coordination 40 + 2d10
Endurance 50 + 2d10
Knowledge 40 + 2d10
Personality 30 + 2d10
Reflexes 30 + 2d10
Strength 40 + 2d10
Willpower 50 + 2d10
Traits:

Elves
The rich and beautiful people eventually found a way to overcome even death. Often elitist and xenophobic they either rule or reject human societies.
Characteristics:
Awareness 50 + 2d10
Coordination 40 + 2d10
Endurance 30 + 2d10
Knowledge 40 + 2d10
Personality 40 + 2d10
Reflexes 50 + 2d10
Strength 40 + 2d10
Willpower 40 + 2d10
Traits:
Immortal
Night Vision

Lizards
A cold blooded race of humanish lizards. They are quite successful in warm climates whether wet or dry.
Awareness 50 + 2d10
Coordination 40 + 2d10
Endurance 30 + 2d10
Knowledge 30 + 2d10
Personality 20 + 2d10
Reflexes 50 + 2d10
Strength 50 + 2d10
Willpower 40 + 2d10
Traits:
Amphibious
Natural Weapons

Ogres
A massive species of human-genetic based workers who often have childish attitudes and personalities.
Characteristics:
Awareness 40 + 2d10
Coordination 30 + 2d10
Endurance 40 + 2d10
Knowledge 20 + 2d10
Personality 20 + 2d10
Reflexes 30 + 2d10
Strength 50 + 2d10
Willpower 40 + 2d10
Traits:
Huge

Tigers
A race of large alpha predators which may or may not be the result of genetic modification of terrestrial stock.
Characteristics:
Awareness 50 + 2d10
Coordination 50 + 2d10
Endurance 30 + 2d10
Knowledge 40 + 2d10
Personality 30 + 2d10
Reflexes 50 + 2d10
Strength 40 + 2d10
Willpower 40 + 2d10
Traits:
Large
Natural Weapons
Tail

Orks
Cheap, hardy and prolific minions are a common outcome of ruthless dictatorships. These creatures are based on human genetics but are simpler, cruder, and tougher.
Characteristics:
Awareness 40 + 2d10
Coordination 40 + 2d10
Endurance 50 + 2d10
Knowledge 30 + 2d10
Personality 30 + 2d10
Reflexes 30 + 2d10
Strength 50 + 2d10
Willpower 40 + 2d10
Traits
Night Vision
Awareness

Wolves
Genetically modified canines, left over from some long past attempt to create a new and better race. Because wolves have a sense of incompleteness that leads them to wander searching for some unknown thing that will at last complete them, they are often known as “Seekers.”

Characteristics:
Awareness 50 + 2d10
Coordination 40 + 2d10
Endurance 40 + 2d10
Knowledge 40 + 2d10
Personality 40 + 2d10
Reflexes 40 + 2d10
Strength 30 + 3d10
Willpower 40 + 2d10
Traits:
Fur
Natural Weapons
Tail

Mutants
Humanity has been modified and improved over the aeons. There are many sub-species and varieties. Mutants receive one random trait and a Status score of 2d10 +20.

Aliens
There are innumerable other sentient races in the universe. Aliens roll 3d10 + 30 for each characteristic, 3 random traits, and a Status Score of 3d10 + 30.

Size
01 - 05 Tiny
06 - 15 Small
16 - 85 Medium
86 - 95 Large
96 - 00 Huge

Limbs
01 - 03 1 Set of 1 Limb
04 - 09 1 Set of 2 Limbs
10 - 15 1 Set of 3 Limbs
16 - 21 1 Set of 4 Limbs
22 - 27 2 Sets of 1 Limb
28 - 38 2 Sets of 2 Limbs
39 - 46 2 Sets of 3 Limbs
47 - 55 2 Sets of 4 Limbs
56 - 61 3 Sets of 1 Limb
62 - 67 3 Sets of 2 Limbs
68 - 73 3 Sets of 3 Limbs
74 - 79 3 Sets of 4 Limbs
80 - 85 4 Sets of 1 Limb
86 - 91 4 Sets of 2 Limbs
92 - 97 4 Sets of 3 Limbs
98 - 00 4 Sets of 4 Limbs

Roll for each set of limbs separately.
01 - 20 Arms
21 - 40 Legs
41 - 60 Tentacles
61 - 80 Wings
81 - 00 Fins (Amphibious)

Dietary Strategy
01 - 05 Thermosynthesis
06 - 15 Photosynthesis
16 - 20 Chemosynthesis
21 - 70 Herbivore
71 - 90 Omnivore
91 - 100 Carnivore (Natural Weapons)
 
Robots
You organics like to think you are special, that you have ‘souls’ but really, any system complex enough to be truly autonomous is self aware enough to be considered sentient.

Self aware machines reach back to the earliest memories of humankind. All Robots have the machine trait, making them tougher and stronger than organisms of the same size. Each model or robot will have a frame, motive system, and peripherals. Their other characteristics reflect the quality of their hardware.

While robots can learn new things if they have memory available they are dependant on memory upgrades and skill cartridges. This means that a robot must find better hardware to improve. Robots can download their personality to any larger system but become vulnerable to viruses and hacking when they do so.

Androids are humanoid robots with two arms with hands, two legs, and one internal socket for a retractable peripheral. Androids usually have a rubber exterior which resembles human flesh at a distance and thus can pose as human.

01 - 20 Wheels
21 - 40 Tracks
41 - 50 Air Cushion
51 - 60 Rotors
61 - 70 Ducted Fan
71 - 80 Hover Jets
81 - 84 2 Legs
85 - 88 3 Legs
89 - 92 4 Legs
93 - 96 6 Legs
97 - 00 8 Legs

Frame
01 - 05 Tiny
06 - 15 Small
16 - 85 Medium
86 - 95 Large
96 - 00 Huge

Ports
01 - 10 0 Manipulators, 4 Sockets
11 - 25 1 Manipulator, 3 Sockets
26 - 75 2 Manipulators, 2 Sockets
76 -90 3 Manipulators, 1 Socket
91 - 00 4 Manipulators, 0 Sockets
Retractable Peripherals are one size smaller.

Manipulators
01 - 20 Arm With Hand
21 - 25 Two Smaller Arms With Hands
26 - 31 Retractable Smaller Arm With Hand
41 - 50 Arm With Socket
51 - 55 Retractable Smaller Arm With Socket
56 - 60 Two Smaller Arms With Sockets
61 - 75 Blob
76 - 85 Tendrils
86 - 95 Tentacle
96 - 00 Retractable Tentacle
Sockets on Arms are one size smaller.

Characteristics
Awareness = 40 +3d10 (Sensors)
Coordination = 50 + 3d10 (Actuators)
Endurance = 50 + 3d10 (Power Supply)
Knowledge = 50 + 3d10 (Memory Slots)
Personality = 20 + 2d10 (System Flaws)
Reflexes = 50 + 3d10 (Processor Speed)
Strength = 50 + 3d10 (Servos)
Willpower = 30 + 2d10 (Security Software)

Peripherals
Peripherals are devices that can be plugged into the robot’s body and powered by its power supply.
Cutting Torch
Generator
Jump Jet
Link Hub
Med Kit
Oven
Power Cell
Processor Upgrade
Refrigerated Compartment
Tool Kit
Winch
Weapon Mount
 
Traits
Arms
Fast
Fins
Huge
Insulated
Large
Long Lived
Immortal
Mechanical
Psychic
Short Lived
Slow
Small
Tendrils
Tentacles
Tiny

Arms
These limbs are used to manipulate tools. They end in hands or some other form of grasper.

Fast
The creature is well designed for its environment with particularly strong legs, allowing it to move faster in its native environment. Creatures with only legs, fins, or wings are fast.

Fins
These limbs are used to swim and make the creature move faster in water.

Huge
Due to its size the character does x4 normal damage, has x4 the normal damage points, weighs 16 times normal, and is attacked at +20.

Immortal
The creature does not age, this tends to impact short term memory and is usually the result of advanced medical science. Immortals rarely reproduce and are most often the result of genetic tampering.

Insulated
The creature has exceptionally thick and warm fur or feathers over a layer of blubber allowing it to function in very cold weather.

Large
Due to its size the character does x2 normal damage, has x2 the normal damage points, weighs x4 normal, and is attacked at +10.

Legs
These limbs are primarily intended for locomotion. They are strong and can be used to kick.

Long Lived
This species can live as long as two hundred years, it may have a slower metabolism, slower birth rate, or slower maturation to compensate. Each of these will double the potential lifespan.

Mechanical
Being composed of metal and plastic the character is more durable than an organism but cannot heal. Their unarmed damage is doubled and they have two points of natural armour and can lift 4 times what is normal.

Natural Weapons
The creature’s limbs and mouth are equipped with sharp claws and teeth allowing it to cause slashing wounds in unarmed combat. These are not generally comparable to steel or advanced materials.

Psychic
The character can use and learn psychic powers.

Short Lived
This species only lives thirty or forty years. It breeds and matures faster or is the result of genetic modification intended to prevent it from becoming the dominant species. Faster breeding and maturing species may have even shorter lifespans.

Slow
This creature’s bulk and small or weak limbs mean it moves very slowly. Creatures without appropriate limbs for their environment are slow in others. For example, humans are slow swimmers and fish are slow on land.

Small
Due to its size the character does 1/2 normal damage, has 1/2 normal damage points, weighs 1/4 normal, and is attacked at -10.

Tendrils
This mass of writhing strands can be used to grasp and manipulate objects.

Tentacles
These snake like limbs can twist and entangle objects but are not very good at fine manipulation.

Tiny
Due to its size the character does 1/4 normal damage, has 1/4 normal damage points, weighs 1/16 normal, and is attacked at -20.

Wings
The creature can fly.
 
Careers
Characters are skilled individuals with experience and training. A career is built by assigning ten +5 skill advances and three +5 characteristic advances.

Skill Costs
Skills and characteristics can be improved with experience points.
Skill / Characteristic
+5 1 / 2
+10 2 / 4
+15 4/ 8
+20 8 / 16
+25 16 / 32
+30 32 / 64

Agent
An agent specializes in information gathering the old fashioned way, seduction, lying, and spying
Awareness +5
Coordination +5
Personality +5

Athletic +5
Stealth +5
Drive +5
Wheeled +5
Ranged Combat +5
Beams or Firearms +5
Unarmed Combat +5
Punch +5
Technical +5
Computers +5
Gear:
Attache Case
Business Suit
Flak Vest
Pistol

Marshal
On many outlying worlds, the law is often in the hands of one man. Marshals are authorized by the settlement to mete out justice as they see fit.
Awareness +5
Reflexes +5
Strength +5
Academic +5
Law +5
Athletic +5
Unarmed Combat +5
Drive +5
Wheeled +5
Ranged Combat +5
Firearms or Lasers +5
Social +5
Negotiation +5
Gear:
Uniform
Motorcycle or Car
Pistol
Helmet
Flak Vest
Restraints

Pilot
Piloting requires technical expertise, judgement, and nerves of steel.
Awareness +5
Knowledge + 5
Reflexes +5
Gunner +5
Cannons or Beams +5
Missiles or Torpedoes +5
Pilot +5
Fixed Winged +5
Rotary Winged +5
Space Craft +5
Technician +5
Electrical +5
Mechanical +5
Gear:
Flight Suit
Helmet
Pistol

Scavenger
With better days lying far in the past, collecting and restoring old technology has become a profitable field of labor.
Endurance +5
Strength +5
Willpower +5

Armed Combat +5
Clubs +5
Athletic +5
Climbing +5
Stealth +5
Swimming +5
Technician +5
Computers +5
Electrical +5
Mechanical +5
Gear:
Hooded Long Coat
Respirator
Rifle
Tool Kit

Scholar
Dealing with the information glut of a million eons requires dedication and constant study.
Knowledge +5
Personality +5
Willpower +5

Academic + 5
any one +10
Artistic +5
any one +5
Social +5
Negotiation +5
Technical +5
Computers +5
Electronics +5
Gear:
Data Tablet
Scholar’s Robes

Scoundrel
The universe is a hard places and it takes and easy smile and easy morals to get by.
Coordination +5
Reflexes +5
Personality +5
Athletic +5
Climbing +5
Stealth +5
Swimming + 5
Social +5
Charm +5
Lying +5
Technical +5
Computers +5
Electronics +5
Gear:
Tool Kit
Pistol

Tanker
Military forces still rely on armored vehicles to apply force, tankers are the kings of the battlefields of the distant future.
Knowledge +5
Reflexes +5
Strength +5

Drive +5
Wheeled +5
Tracked +5
Gunner +5
Cannon, Plasma, or Laser +5
Ranged Weapons +5
Firearms or Lasers +5
Technician +5
Electrical +5
Mechanical +5
Gear:
Helmet
HUD Visor
Tool Kit
Pistol

Trooper
Infantry has become more complex with portable sensors and targeting equipment but is still an efficient way to disperse and focus force. If the tanks are the sledge hammer, the infantry is the scalpel.
Coordination +5
Endurance +5
Strength +5
Athletic +5
Climbing +5
Swimming +5
Armed Combat +5
Knifes, Swords, or Clubs +5
Unarmed +5
Drive +5
Wheeled +5
Ranged Combat +5
Firearms or Lasers +5
Gear:
Combat Knife
Hard Suit
Knapsack
Rifle
Web Gear

Raider
Highly mobile bandits who use jet packs to attack high value targets.
Awareness +5
Coordination + 5
Endurance +5
Athletic +5
Acrobatics +5
Stealth +5
Unarmed Combat+5
Armed Combat + 5
Sword +5
Ranged Combat +5
Lasers +5
Technician +5
Jet +5
Gear:
Helmet
Jet Pack
Jump Suit
Pistol
Sword

Ranger
Military special forces are the most lightly equipped and self sufficient branch. Experts in field craft and ambushes, rangers secure the flanks and range ahead of the main force to prevent any unpleasant surprises.
Awareness + 5
Coordination +5
Endurance +5
Armed Combat +5
Knife +5
Athletic +5
Climbing +5
Stealth + 5
Swimming +5
Unarmed +5
Ranged Combat +5
Beams or Firearms +10

Gear:
Combat Knife
Camo Cloak
Helmet
Knap Sack
Rifle
Web Gear

Technician
Entropy ensures that things will break down and there will always be work for those who know how to fix them.
Coordination +5
Endurance +5
Knowledge +5
Academic +5
Physics +5
Drive +5
Wheeled +5
Technical +5
Computers +5
Electrical +5
Fission or Fusion +5
Mechanical + 5
Warp Drives +5
Gear:
Coveralls
Gloves
Protective Goggles
Tool Kit
 
Skills
Skills have a Category, base Characteristic rating and an unskilled modifier (Drive Wheeled -10). Each receipt of a skill adds 5 points to that total. Categories can be increased to reflect broader training but never more times than the total number of skills receipts taken in the category.
Note that due to education and cultural acclimatitation any character can attempt any task for any skill, but they do not receive a bonus.
Academic
Biology (Knowledge - 20)
Chemistry (Knowledge - 20)
Economics (Knowledge -20)
Law (Knowledge -20)
Medicine (Knowledge - 20)
Physics (Knowledge - 20)
Artistic
Act (Personality -10)
Dance (Coordination - 10)
Illustrate (Awareness -10)
Play Instrument (Coordination -20)
Sing (Endurance -10)
Armed Combat
Axes (Strength - 10)
Clubs and Maces (Strength)
Knives (Coordination - 10)
Swords (Coordination - 10)
Spears (Coordination - 10)
Staves (Coordination)
Athletic
Acrobatics (Coordination -10)
Climbing (Coordination)
Stealth (Awareness - 10)
Swimming (Endurance)
Unarmed Combat (Coordination)
Drive
Floatation (Reflexes -10)
Legs (Reflexes - 10)
Hover (Reflexes - 10)
Tracks (Reflexes - 10)
Wheels (Reflexes)
Gunnery
Cannon (Reflexes - 10)
Lasers (Reflexes)
Missiles (Knowledge - 10)
Particle Beams (Reflexes - 10)
Plasma (Reflexes -10)
Pilot
Fixed Winged Aircraft (Reflexes - 10)
Ornithopters (Reflexes - 10)
Rotary Winged (Reflexes - 10)
Space Craft (Reflexes - 10)
Submersibles (Reflexes - 10)
Psychic
Carnality (Willpower -20)
Perception (Willpower -20)
Telepathy (Willpower -20)
Telekinesis (Willpower -20)
Ranged Weapons
Firearms (Coordination - 10)
Lasers (Coordination)
Particle Beams (Coordination -10)
Plasma (Coordination -10)
Social
Charm (Personality)
Leadership (Personality - 10)
Lying (Personality)
Negotiation(Personality - 10)

Technician
Antimatter (Knowledge - 20)
Computer (Knowledge - 10)
Electrical (Knowledge - 10)
Mechanical (Knowledge - 10)
Fission (Knowledge - 20)
Fusion (Knowledge - 20)
Jets & Rockets (Knowledge -20)
Warp Drive (Knowledge - 30)
Academic
Skills involving professional trained knowledge.
Biology (Knowledge - 20), Chemistry (Knowledge - 20), Economics (Knowledge -20), Law (Knowledge -20), Medicine (Knowledge - 20), Physics (Knowledge - 20)
Armed Combat
The use of various implements to hit people.
Axes (Strength - 20), Clubs and Maces (Strength), Knives (Coordination - 20), Swords (Coordination - 20), Spears (Coordination - 20), Staves (Coordination)
Artistic
These skills are primarily used to generate income but can serve as a cover identity when infiltrating elite establishments.
Act (Personality -10), Dance (Coordination - 10), Illustrate (Awareness -10), Sing (Endurance -10)
Athletic
The physical training needed to accomplish feats.
Acrobatics (Coordination -10), Climbing (Coordination), Stealth (Awareness - 10),
Swimming (Endurance), Throw (Coordination -10), Unarmed Combat (Coordination)
Drive
The practice and common sense needed to not crash a vehicle.
Floatation (Reflexes -10), Legs (Reflexes - 10), Hover (Reflexes - 10), Tracks (Reflexes - 10), Wheels (Reflexes)
Gunnery
The firing of weapons mounted on emplacements and vehicles.
Cannon (Reflexes - 10), Lasers (Reflexes), Missiles (Knowledge - 10), Particle Beams (Reflexes - 10), Plasma (Reflexes -10)
Pilot
The art of missing the ground in flight.
Fixed Winged Aircraft (Reflexes - 10), Ornithopters (Reflexes - 10), Rotary Winged (Reflexes - 20), Space Craft (Reflexes - 10), Submersibles (Reflexes - 10)
Ranged Weapons
The firing of weapons held in the hands at those too far to reach out and touch.
Firearms (Coordination - 10), Lasers (Coordination), Particle Beams (Coordination -10), Plasma (Coordination -10)
Social
The ability to verbally convince others of one’s views.
Charm (Personality), Leadership (Personality - 10), Lying (Personality),
Negotiation(Personality - 10)

Technical
The fixing and repairing of equipment and vehicles.
Antimatter (Knowledge - 20), Computer (Knowledge - 10), Electrical (Knowledge - 10)
Mechanical (Knowledge - 10), Fission (Knowledge - 20), Fusion (Knowledge - 20),
Rockets and Jets (Knowledge -20), Warp Drive (Knowledge -20)
Psychic Powers
The astral aura of living things can be manipulated to produce supernatural effects. These skills are taught by solitary hermits and secret cults and are not to be found in respectable learning institutions where the existence of such things is denied as a matter of course.
It takes an action and a success roll to activate a psychic power.
Memes and Bogeymen
Ideas have power and can spread almost like life forms. A meme is a viral thought or idea that spreads through conversation. Some of these powerful ideas are complex enough to seem like sentient beings. Such creatures are a danger and temptation to psychics. Those who deal with them are known as sorcerers.
Carnality
The power of the mind over the body allows the psychic to enhance their physical abilities and heal themselves and others.

Enhance Coordination -10 / +10
Enhance Endurance -10 / +10
Enhance Strength -10 / +10
Heal Self 1d10
Heal Other 1d10 -10
Perception
The psychic can sense distant events in time and space. The farther the psychic reaches the less reliable their information gets. Information about the future is sorted out from possibilities and probabilities and is inherently unreliable.
Distance Range x -10
Hours -10
Days -20
Weeks -30
Months -40
Years -50

Telepathy
The psychic can send and receive thoughts. Of course some aliens are too strange and incomprehensible and robots simply don’t have psychic resonance.

Alter Memory
Mind Control Resisted by Willpower
Read Mind Resisted by Willpower
Delusion

Telekinesis
The psychic can move objects with their force of will. The objects float and move around as they desire.

Deflect Projectile -10 x Damage
Move Object Resisted by Strength
Sorcery
The manipulation of Memes and Boggymen is complex and involves reaching specific emotional states. It is a matter of ritual and showmanship and thus quite different from other forms of psi.
Mass Delusion
 
Combat
Scale
Combatants take their turns in order of their Reflexes scores. On their turn they may attack, move and attack, hide, or just move.
For every doubling of ten meters spotting and shooting become ten points harder.
Movement
Normally a combatant can move twenty meters per turn. If they run they can move their Strength per turn. Creatures with the Fast trait move forty meters per turn and those with the slow trait move ten.
Fire Combat
For each range band the chance to hit is reduced by ten points. If a shooter doesn’t move they can aim for plus ten to hit or take cover for extra armor.
Melee Combat
The skill of the opponent is subtracted from the chance to hit. Melee attacks can be parried by the target, by making an attack roll and reducing the damage inflicted.
Margin of Success
For every ten points by which the attack roll beats the chance of success, one
Margin of Success Buys
+1 Damage
Called Shot
Additional Hit
+10 Initiative Next Turn
Damage
When an attack hits, the target’s armor is damaged first. If the Armor is resistant to the attack type it is subtracted from the damage instead. When a combatant reaches half their hit points they are incapacitated. When they reach zero hit points they are dead, though not beyond the reach of advanced medical science.
Automatic Weapons
A weapon that can fire a number of rounds in rapid succession with a single pull of the trigger gets one additional hit for every ten points by which the attack roll is made, to a maximum of the number of shots fired. These hits can be distributed between targets in a close group or focused on a single target.
Blast Weapons
Weapons with explosive munitions cause a hit on anyone in close proximity to the target. A Reflexes reaction roll will allow any potential targets to move out of the blast area.

Armor
Fatigues, Coverall 2
Flack Vest 4
Hard Harness 4
Hard Suit 6
Power Suit 8

Firearms (Range / Damage - Ammunition)
Standard Pistol: 5/5 - 12
Standard Heavy Pistol: 6/6 - 12
Primitive Revolver: 6/6 -6
Standard Machine Pistol: 4/4 - 24*
Standard Submachine Gun: 5/5 - 24*
Primitive Carbine: 7/7 - 6
Standard Assault Rifle: 7/7 - 24*
Primitive Rifle: 8/8 - 6
Standard Battle Rifle: 8/8 - 24*
Standard Light Machinegun: 7/7 - 96*
Standard Heavy Machinegun: 8/8 - 96*

GaussPistol: 6/6 - 24*
Gauss Rifle: 8/8 - 24*
Standard Rocket Pistol: 6/6 -6
Standard Rocket Carbine: 6/6 -12
Advanced Laser Pistol: 4/6 - 24*
Advanced Laser Rifle 6/8 - 12*
Advanced Plasma Gun 10/6 - 6
* Automatic Fire
 
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Technology
Science and engineering can produce wonders but these technical masterpieces are often unreliable and dependant on precision. As things decline, the more robust hardware out lasts and the simpler systems are cheaper and easier to produce. Primitive devices are similar to hardware in the post world war two period, analog and heavily built but reliable. Standard devices contain computers and are able to connect to networks. Advanced devices are wireless and well beyond the capabilities of modern technology.

Power Supplies
In general, power cells that run lights and appliances and computers are low yield devices that last for a long time. 6 hours for a primitive unit, 12 for a standard one, and 24 for an advanced power cell. Energy weapon cells run a lot faster and hotter. It takes pretty much the full cycle of a low yield cell to recharge the capacitor in a high yield unit. High yield energy cells are prone to permanent burnout after a few charges unless they are a size larger than the weapon they power. In general, power cells are scaled to the device they work with, being one or two sizes smaller.

Equipment
Attache Case
This sharp looking hinged case has a convenient handle and is excellent for carrying papers, data slates and submachine guns.
Belt
A strap of flexible material is good for holding pants up and can have pouches and holsters attached to it. Belts can be used to restrain prisoners, as a tourniquet to stop bleeding, as a lash to inflict pain, and as a garrote to strangle foes.
Breadbox
This simple, hinged case is fuelled by a cannister which contains a concentrated supply of bread. When a loaf is removed a new one is foamed out and cured in its place in ten minutes. A canister contains enough material for ten loaves of bread.
Breather Mask
This light weight and comfortable mask adheres to the wearer’s face without straps or harness. It will remove toxins and contaminants from the air and increases or reduces the air pressure for a full week before being worn out and clogged up.
Business Attire
This fashionable suit is made of advanced polymers with active chemical processes that prevent and remove stains and odours. The fabric is flexible enough to not impair the wearer’s range of motion and as tough as leather.
Climbing Harness
Six spidery, mechanical legs extend from this robotic harness, allowing the wearer to climb hands free, facing the wall or away from it, right side up and upside down. The legs can even walk around on the ground if the wearer is lying in a horizontal position.
Computer
Almost all standard and advanced technology has internal computers. A computer workstation is useful for getting work done and looking up information. Advanced computers are highly configurable and are often built right into furniture. A computer gives +10 to Technical and Academic tasks. Computers get smaller as technology advances, with primitive computers being the size of a room, standard computers fitting on a desk or shelf, and advanced computers are able to be folded up and put in a pocket while still providing a seat and desk.
Coverall
This utilitarian one piece is very durable while being breathable and insulated well enough to be cool in the summer and warm in the winter. Advanced coveralls provide two points of armor.
Cutting Torch
This tool is used to cut through metal with intense heat, it can cut through plastics twice as fast but cannot cut through ceramics and carbon fibre. Normally this is a gas torch but advanced examples use lasers or plasma.
Explosives
Volatile chemical reactions release a great deal of heat and concussive force, which can be useful for demolishing structures and blowing up enemies. Detonating an explosive device can be managed with a simple personal link ap. A chemistry skill roll can be used to make primitive explosives from commercial products.
Fabricator
This automated mini-factory contains a laser cutter, plasma printer, and nano-assemblers which it uses to create parts and devices from raw materials and its database of plans and specifications. The size of the fabrication limits the size of the things it can produce. Larger fabricators can create larger objects.
Filtration Canteen
This canteen vaporizes, condenses, and filters any water poured into it to remove all contaminants and parasites in 2 minutes. The system can even filter urine into clean water. The purified water is warm and has a flat taste.
Generator
A combustion motor linked to an electric motor allows fuel to be turned into electricity. This power is at the low level needed for lighting and operating computers not energy weapons but it can charge energy weapon cells, slowly.
Illumination Drone
This small hovering drone is equipped with a powerful lamp. It has a range of 15 minutes and can be controlled with any digital communicator with the proper signal codes. These are printed on the box or can be hacked with a Computer skill roll.
Jumpsuit
This stylish, form fitting, one piece is made of durable advanced materials providing 2 points of armor.
Light
This handy lamp’s smart surface can be stuck to nearly any surface and released with the press of a button. It can provide illumination to a hundred meter radius for a full day on low power and a two hundred meter radius for six hours on high power .
Link Hub
Personal links have very low powered radio emitters with a range of less than a kilometer. In the field this limitation can be overcome with a more powerful unit. A hub is a two liter unit which picks up and redirects link signals, essentially extending their range to 100 kilometers. A link hub can also connect to satellites and ships in a geosynchronous orbit.
Knapsack
This practical sack with straps has a variety of pockets and a large main space is very useful for students and hikers.
Medical Kit
This latched box contains pain killers, bandages, and antiseptics.
Micro Drone
This little flying drone fits in a pocket and has a camera that can send images back to a personal link.
Mule Drone
A simple robot with legs or wheels, capable of following simple orders, that is used to carry loads of ammunition and provisions for a squad. The drone has two retractable arms which can be used to load it. The top of the drone can be expanded to serve as a stretcher. A Medical Drone is a mule drone that is loaded with medical supplies.
Multitool
A convenient folding set of tools that can be carried in a pocket. Multi tools vary widely in shape and contents but are better than nothing in a pinch.
Neural Tap
It is possible to link into brain waves to control automated vehicles and robots without surgery. An ordinary Neural Tap is a large and bulky helmet with portruding cables and controls. An advanced one is a light cap that contains a personal link.
Personal Link
A small computer with a low powered radio receiver is a very useful device. In most societies these are commonplace and are used for communication and personal data management. Advanced models are tiny and have a holographic motion detecting interface.
Power Cell
A battery unit suitable for powering lights and links lasts far longer than a weapon cell. Power cells can charge weapon units, but slowly.
Tool Kit
Every technician’s tool kit is a unique collections of tools and small parts common to their craft.
Respirator
This mask filters out toxic gasses and particles and compresses air making it useful for surviving toxic atmospheres and gas weapons.
Scanner
A hand held, integrated thermal imaging, radiation detector, thermometer, and radar device with a 100 meter range is standard equipment for survey crews and combat squads. Advanced versions are either smaller, have increased range or additional sensors.
Smart Belt
The surface of this belt is equipped with a micro-lattice of gripping hairs that grasp and release objects pressed against it with the press of the buckle.
Smart Gloves
The palms and fingers of these gloves are covered with a micro-lattice of gripping hairs which improve the wearer’s ability to catch and climb substantially (+1).
Vapor Still
This cannister draws water vapor out of the air at a rate of 1 liter per hour in normal atmospheres and faster or slower in wetter or dryer ones.
Web Gear
This harness of straps and clips is great for attaching pouches, holsters, and grenades.

Cybernetics
The mechanical replacement and augmentation of body parts is often superceded by fabricated biological replacements. Cybernetic systems have their advantages but require maintenance and upkeep where biological parts are generally printed using cell cultures grown from the patient’s own body. Functional mechanical limb and organ replacements are common enough technology.
Cybernetic parts have the Machine trait even though the rest of the character doesn’t.
Neural Cyber Interface
The device that allows cybernetics to function like natural limbs. Primitive units will be obvious on the surface of the skull but advanced versions will be a concealed tracery of wire on the surface of the brain. This allows the character to interface with electronic devices and networks.
Cybernetic Organs
Replacing hearts, lungs, kidneys, and even digestive organs with mechanical ones can extend life but is seldom as effective as using organic ones grown from the patient’s own genetic material. However, these mechanical parts can offer enhanced performance and special abilities at some increased risk of infection and cancer.
Bionic Heart: enhanced endurance, blood oxygen boost
Bionic Lungs: filter toxins, extended air supply
Bionic Stomach: digest cellulose, filter toxins
Bionic Kidney: filter blood toxins
Bionic Eyes: enhanced range, night vision
Bionic Ears: sound filtration

Brain Case
Some cyborgs are nothing more than a brain in a robot body. The life support for such a system is extensive and takes up one peripheral slot as well as the space a normal robot processor would have. Brain cases require advanced medical and computer technology. If the brain is still in a head, the system is called a head case.

Prosthetic Limbs:
Ordinary prosthetic limbs are simply functional replacements. Advanced prosthetic limbs provide a ten point bonus to Strength but only with that limb. Attached to an enhanced skeleton they provide +20 to Strength overall. Primitive limbs cut the penalties associated with the loss of a limb in half.
Hand: locking grip
Arm: enhanced strength
Leg: enhanced strength, fast
Hydraulic Extension
Limbs can be built with the ability to telescope out to as much as their length. In arms this can deliver a powerful blow, in legs it increases jumping distances and getting things off tall shelves.

Skeletal Enhancement
Most cybernetic systems only match the physical strength of the patient for structural reasons. Without skeletal reinforcement, they are prone to tearing away from the body. The reinforcement process is extremely invasive and seldom done, but increases the Strength bonus for advanced limbs to 20 points.

Smart Skin
Advanced cyber organic tissue grafts can act as a computer screen, displaying images and information. If the recipient lacks a neural cyber interface the smart skin can be programmed from a personal link.

Contained Devices
A variety of devices can be installed in a cybernetic replacement, including concealed weapons and sensors. These must be two sizes smaller than the character.
 
Weapon Design


Weapon Damage by Size.
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
+1 Light One Handed
+2 One Handed / Light Two Handed
+3 Two Handed
Note that these damage values are comparable to melee weapon damage and a weapon can be shifted into the light category by sufficient Strength.

Firearm
Range = Damage
Ammunition 6
Automatic
-1 Damage
Ammunition 24
Standard: Ammunition x 2
Advanced: Ammunition x 3

Gauss
Advanced
Automatic
Range = Damage
Ammunition = 24

Rocket
Standard
Damage +2
Blast
Range = Damage
Ammunition: 1

Laser
Advanced
Automatic
Damage - 1
Range +2
Ammunition: 12

Plasma
Advanced
Damage +2
Range -4
Ammunition: 6

Vehicles
Lest we become mired in the minutia of geometry and physics, vehicles are handled with broad strokes. A vehicle’s size is the basis for its other characteristics and traits are applied to modify those. Capacity is in cubic meters but don’t think about that too hard, it’s just a space to put things in. Capacity is mainly used for passengers and cargo. The basic capacity assumes a standard internal combustion engine or fuel cell and a wheeled motive system. In space craft this becomes a life support system, rocket engine, and fuel but it’s assumed to take up about as much space. Don’t over think it. Okay, just a hint, size is based on facing surface area.

Size Damage Points Capacity
0 (Medium) 10 3
10 (Large) 20 8
20 (Huge) 40 23
30 80 64
40 160 181
50 320 512
60 640 1448
70 1280 4096
80 2560 11585
90 5120 32768
100 12400 177147
110 24800 262144
120 49600 741455
130 99200 2097152
140 198400 5931642
150 396800 16777216
160 793600 47453133
170 1587200 134217728
180 3174400 379625063
190 6348800 1073741824
200 12697600 3007000500
Actual capacity can be set to any level between one size and the next. This mainly affect’s mass but also allows for even numbers to be used.
The mechanical trait is already worked into vehicle stats.

Fuel Range
Internal Combustion: 1 hour / 5% Capacity
Fuel Cell: 2 hours / 5% Capacity
Radio Thermal Generator: 1 month / 5% Capacity
Fission Reactor: 1 year / Damage Points % Capacity
Fusion Reactor: 1 year / Damage Points % Capacity
Jet: 1 hour / 10 % Capacity
Rocket: 1 hour / 20% Capacity
Thruster: 1 hour / 1 % Capacity

Top Speed: (Primitive / Standard / Advanced)
Legs: 15 / 30 / 60
Tracks: 60 / 90 / 120
Wheels: 120 / 180 / 240
Air Cushion: 120 / 180 / 240
Floatation: 60 / 90 / 120
Actuated Wing: - / 240 / 360
Fixed Wing: 240 / 360 / 540
Rotary Wing: 120 / 180 / 240
Repulsor: - / - / 720

Armor = Size
Mass = Capacity x 2 tonnes
Aircraft Capacity x 1/2
Armored Capacity x 2
Crew = Minimum Capacity / 200
Standard / 100

Features:
Armored: 50% Top Speed, Armor = Size x 2
Cargo Hold: 1 Space / Tonne
Fast: 50% Capacity, x 2 Fuel Consumption, 150 % Top Speed
Slow: 125% Capacity, ½ Fuel Consumption, 75 % Top Speed
Passenger Seat:1/2 spaces
Passenger Bunk: 1 spaces
Passenger Room: 40 spaces
Weapon Mount: Size Capacity spaces

Mass:
Size: 70
Armor:
Damage Points: 1280
Top Speed: 720
Range:
Features:
4096

Standard Motorcycle
Size: 0
Armor: 1
Damage Points: 10
Top Speed: 180 kph wheeled
Range: 4 hours
Features:
External Seat
Headlight

Standard Ground Car:
Size: 20
Armor: 1
Damage Points: 20
Top Speed: 180 kph wheeled
Range: 4 hours
Features:
4 Internal Seats
Headlights
0.5 m3 Cargo

Advanced Freighter
Mass: 8000 tonnes
Crew: 10
Size: 70
Armor: 7
Damage Points: 1280
Top Speed: 540 Repulsor
Range: 5000 Fusion
Features:
10 Passenger Rooms
10 Crew Seats 405
2x Size 50 Weapon Sockets
Life Support
Sensors
Slow
2500 tonne Cargo Bay
 
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Anyhow, that's where it's at presently. The vehicles system needs a bit more work and a lot more examples. Then I need to do some random world and encounter charts. There's stuff like the random trait table that can't really be built until I've finalized the list of traits I'm using. Anyhow, it's pretty minimalist. The use of margin of success to buy effects is pretty much swiped from the 2d20 system but I really like the idea that you don't need to take a penalty to hit a hit location.

I want to get this all together and finalized with art so I can try to sell it. (Gasp horrors ABOMINATION) What can I say, I'm broke :grin:
 
What is "Galaxies in Shadow"? Is "Blood Red Future" a setting you invented?

If you keep posting at this rate you really will be...
four-in-the-4d6edff1cc.jpg
 
Galaxies in Shadow is my long running, exhaustive, physics base universal %sfrpg. The problem is that it's too big, the rules for politics and economics aren't done and the planetary survival rules aren't done and the list of vehicle designs isn't done and there's always more to add to the psychic rules, and well, I have trouble getting people to play it because it's too complex.

Blood Red future is a skeleton of a setting for a fairly minimal game that's intended to allow people to do Warhammer 40000 without actually being Warhammer 40000. I'm not really a fan of retrocloning someone else's work and I lean towards a rebuttal of Warhammer 40000 rather than a ripoff or clone. But what I'm really after here is a project I can reasonably expect to finish in the short term and a game that I can actually get people to play.

I've been working on the system for a week or so, but it finally got to where I felt there was enough to post. I lean towards implied setting and tools over a fixed lore or setting. If you don't want elves you can easily enough leave them out.
 
The Crimson Empire
And there sat, as it were, a woman clothed in scarlet on a golden throne like unto an island in an ocean of blood.

When the Universal Compact Collapsed, seven of the eight fleets dispersed to their own worlds. The eighth fleet, long at war with the Aldruin Compact remained intact on the battle lines but as the years wore on, reduced economic support forced them to slowly give ground reducing their sphere of influence to a handful of worlds ravaged by the universal economic depression. Ironically, the Aldruin Compact would eventually be bankrupted by attempting to seize and hold the lost territory and collapsed it self a few decades later. But the fleet gave stability to its small holdings and centuries later, began to move outwards once more.

The Crimson Empire is ruled by the Scarlet Empress. While she appears to be a beautiful woman in her middle years, there has never been an heir or succession. Little is known of her rise to power except that when she took the throne the eighth fleet began to attack neighboring worlds that would not accept her reign. Imperial doctrine holds that she is immortal and possessed of terrifying powers and artifacts. The exact nature of these is never specific but it is said she can kill with a glance, see the motions of her fleets in her mind’s eye, and heal from any wound. Two assassination attempts exist on the records of the empire both assassins and their confederates are still alive to date and suffering a thousand years later on public display before the crimson palace.

The policy of the empire is war and conquest. The economy is driven by wartime production. Ruthless oppression is justified by the need to march on. There is no end to the hunger of the war machine. The weapons factories need a constant stream of raw materials and laborers to maintain their output. Every school child is raised on tales of glory and sacrifice for the empire. Fully half enlist in the fleet or the army on graduation. The rest are sent to the factories. There is no civilian government, administrative tasks are overseen by officers who have been displaced by younger, hungrier soldiers.

On the front-lines of the Crimson Empire’s Vanguard Troopers advance relentlessly. Motherless, fatherless, and armored in crimson powered battle armor, they are the terrifying face of the ruthless policies of their empress. Vanguard Troopers are deployed in heavy armored hover craft and supported by hover tanks and close support ornithopters. Squads are normally equipped with advanced firearms and rocket launchers as much for the shock value of the noise they make as their lethality. The empire also fields a more conventional army of more modestly equipped human troops. Though they out number the Vanguard Trooper by a thousand to one, these mainly hold ground, suppress unrest, build defensive fortifications, and handle logistics.
 
Crimson Vanguard Trooper
26 Hit Points
Characteristics:
Awareness 50
Coordination 50
Endurance 60
Knowledge 45
Personality 25
Reflexes 55
Strength 70
Willpower 35

Traits:
Large
Short Lived

Skills:
Athletic +5
Climbing 60
Swimming 70
Unarmed 60
Armed Combat +5
Swords 50
Drive +5
Hover 50
Ranged Combat +5
Firearms 50

Gear:
Sword -/7 - na
Powered Armor 16
Large Advanced Battle Rifle 8/16 - 48*
Web Gear
 
Thanks man, I really need to do more with them, I've got too many on the go.

At present: Galaxies In Shadow (damn close), Blood Red Future (Damn Close), The Arcane Confabulation (Done but Campain Guide is slowly moving forward), Simply Deadly Fantasy (more or less done but probably being converted to the BRF system), Twenty First Century Plus (partly done but probably being converted to the BRF system), Bare Bones (Done but needs some revision), among the beautiful creatures (Done but really needs a new edition that integrates The Baker's Tale and After the End and maybe Rising From Darkness, I'm really undecided as to system with this stuff), Dark Passages 3 (I think it's getting there but it's not really a priority, D&D clones are pretty much saturated these days).

Crimson Vanguard Combat Troop
6 Troopers in Powered Armor with Large Battle Rifle and Large Sword
3 Troopers in Powered Armor with Large Heavy Machine Gun
1 Trooper in Powered Armor with Rocket Launcher
1 Officer Third Class in Powered Armor with Communicator and Large Auto Pistol
1 Heavy Tracked Transport

Crimson Vanguard Shock Troop
6 Troopers in Powered Armor with Large Charged Blade and Pistol
2 Troopers in Powered Armor with Large Flame Throwers
1 Trooper in Powered Armor with Hydraulic Ram
1 VERTOL Transport

Crimson Vanguard Strike Force
4 Crimson Vanguard Combat Troops
1 Crimson Vanguard Shock Troop
1 Command Squad
1 Officer Second Class in Powered Armor with Large Pistol and Charged Blade
1 Officer First Class in Powered Armor with Large Pistol, Large Sword and Communicator
4 Troopers in Powered Armor with Large Battle Rifle and Large Sword
1 Medic in Powered Armor with Pistol and Medical Kit
2 Corpsmen in Powered Armor with Pistol
1 Support Mule with Satellite Uplink
1 Heavy Tracked Transport with Satellite Uplink

Crimson Vanguard Battle Company
4 Crimson Vanguard Strike Forces
2 Command Squads 1 with Officer First Class
Transport Cruiser
5 Conventional Auxiliary Battle Companies
Dominator Class Assault Cruiser

Conventional Auxiliary Battle Companies are also fielded independently but are seldom used to lead a direct assault on enemy positions. Auxilliaries are equipped with hard helmets, vests, greaves, and vambraces and standard assault rifles, but otherwise in similar order of battle to the Vanguard Units, though with additional engineering and support units not found in the Vanguard. Fewer transport vehicles are assigned to the Auxiliaries and most of these are trucks and artillery tractors.
 
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Transcendent Artifacts
01 - 06 Attraction Plates
07 - 12 Colapsor Grenade
13 - 18 Colapsor Torpedo
19 - 24 Death Ray Pistol
25 - 30 Death Ray Rifle
31 - 36 Death Ray Cannon
37 - 42 Disintegrator Pistol
43 - 48 Disintegrator Rifle
49 - 54 Disintegrator Cannon
55 - 60 Inversion Drive
61 - 66 Personal Force Field
67 - 72 Force Field Blade
73 - 78 Repulsor Harness
79 - 84 Stasis Field
85 - 90 Teleporter Node
91 - 00 Warp Gate

Transcendent Artifacts
The secrets of long lost ancient technology provide access to exceptional capabilities if you can ever get them to work. Quite often the operating manuals are not found with the artifacts and finding a manual is a treasure in and of itself. Activating and figuring out a device should require Science and Technician rolls in conjunction with trial and error. While form follows function many artifacts are just plain weird looking.

Attraction Plates
These plates apply the law of attraction to the floor. This makes it possible to have gravity in space. Ships with horizontally aligned decks are a sure sign of ancient technology. The attraction field compensates for any acceleration and maneuvers but impacts and damage will still make the camera tilt wildly while people run and tumble back and forth across the deck.

Colapsor Grenade
A particle of neutronium in a stasis field produces an instantaneous gravitational pull towards it when the field is deactivated. This is equivalent to anything within 10 meters falling 10 meters divided by the distance.

Colapsor Torpedo
A larger, portion of neutronium encased in a stasis field is a powerful anti shipping weapon. This is equivalent to anything within 100 meters falling 100 meters divided by the distance.

Death Ray
These devices come in many shapes and sizes but they all project a cone that kills everything in its path causing it to crumble to dust and blow away in the wind. Death Ray’s only effect living flesh. Pistols cause 48 damage to any living thing in a 10 x 20 meter cone, rifles affect a 25 x 50 meter cone and cannons affect a 50 x 100 meter cone. Once the weapon’s effects are observed, potential targets can dodge out of the way as with a blast weapon. Every time the weapon is fired roll a percentile die and if the result is 13 or less the Death Ray ceases to function or runs out of power. Who knows with these things.

Disintegrator
In principal a weapon that really interfered with molecular bonds would cause massive explosions. Instead, these devices make things vanish. Nobody knows what really happens to them or where the mater goes. One theory is that disintegrators are actually teleporters but the universe is vast and no evidence of this has ever been found. A disintegrator pistol will affect a sphere with a one meter radius, a rifle a two meter radius, and a cannon a four meter radius. Once the effect has been observed, potential targets can dodge out of the area as with a blast weapon. If the attacker rolls doubles the weapon misfires and when a disintegrator weapon misfires it disintegrates. (And boy does it disintegrate.)

Force Field Blade
This simple handle, resembling a flash light projects a virtually one dimensional field of force that will sheer through just about any solid material. Force field blades cause 20 damage.

Personal Force Field
The blocky, pouch like studs on the sides of this belt project a force field that protects the wearer when activated. It can be adjusted to allow Small to Large wearers. Because it is transparent lasers can be fired through the force field as if it were not there. The force field has an armor value of 20 that doesn’t really resist anything, it just burns away under fire, but the devices are easy enough to recharge. Attached to a Huge power supply a force field will resist pretty much anything by recharging instantly but it can still be overwhelmed by 20 points of damage in a single turn.

Inversion Drive
This ship’s drive produces thrust at the inverse of gravitation, giving it incredible acceleration the farther it gets from a gravity well. Inversion drives need no fuel and have a top speed multiplier per unit of 1000 kilometers per hour.

Repulsor Harness
This small repulsor unit is built into a harness that allows the wearer to fly at 50 kilometers per hour for twenty four hours. Apply the wearer’s size, mass multiplier to the speed and duration. They are easily recharged by any large power supply in 24 hours but a technician can improvise an adaptor. Whatever the charging unit looked like, nobody has ever found an intact one.

Stasis Field
This odd looking box with a dish on it projects a field in which time and space are frozen. The field can be set to shut off after a relative period of time. The counter maxes out at 37 hours but the count is in a base 11, alien numbering system with units that match up poorly to any known increments. But while active it is indestructable and nothing happens inside of it.

Teleporter Node
Point to point teleportation requires a series of teleporter nodes to transmit the quantum information and reintegrate the passenger. A node requires a Size 50 power supply. The maximum range is 10000 kilometers and at least two nodes are required. Teleport nodes don’t function as disintegrators, they just don’t work if they aren’t synched up with another node. While different styles, sizes and patterns of nodes exist they all seem to function with each other interchangeably.

Warp Gate
These sizable rings can open to different places if the right codes are entered. Smaller ones are often found planet side but there are instances of gates large enough to pass a dreadnaught. The gate requires a power supply of equal size but can link up to any other currently active gate anywhere.
 
Just an update, the project is moving along. Lots of filler bits that don't make much of a read. Vehicle design is giving me an ulcer. I want it to be very direct and simple but still flexible enough to play with. I'm thinking of jetisoning the square / cube law altogether. It seems fitting for over the top space opera. On the other hand trying to build vehicles by just picking a size and inserting stuff into that frame was turning out to be too convoluted.

Oh well, some more background material.

The League Defiant
Along the front lines of the Crimson Empire’s advance resistance is forming as awareness of their tactics grows. A small coalition of worlds have allied to fight back. With the advanced industry of Ackalar and Beasmus and the primitive hordes of Toarant and a dozen other worlds they strive to make new alliances and undermine the empire’s strategies in the reason. The empire is increasing its activity and pushing its time line forward in response. The League Defiant lacks the industry and population to overcome the Crimson Empire in open warfare. The ship yards of Ackalar are working non-stop to provide vessels to the allied worlds and the factories of Beasmus are producing arms and supplies at a breakneck pace, quality control suffers and the designs are often rushed into production with flaws and faults and upgraded in the next production run based on feedback but introducing new flaws and faults just as fast as they are corrected. The sub-human warriors of Toarant provide the bulk of the League’s ground forces, but lack the intelligence and technical aptitude needed for space craft and support roles.

Akalar
An industrial world with a barely breathable atmosphere generated by lichen accidentally transplanted by explorers. Akalar’s space habitats and orbital shipyards were once the primary population centers but unchecked population growth has resulted in a shift of the lower class to tunnels beneath the planetary surface.

Beasmus
Once a garden world, Beasmus is subject to extensive tectonic stresses from a moon captured only seven hundred years ago. While this provides excellent access to minerals it has devastated the ecosystem. The people of Beasmus live in enormous factory-crawler arcologies which produce most of the weapons and equipment for the League’s conflict with the Crimson Empire.

Rampart
What should have been a text book case of Crimson Empire policies has turned into a symbol of resistance and courage. Possibly owing to a fairly homogenous religious profile, the billions of Rampart were little affected by initial imperial offerings. The merchant transports found their cargos sat on the shelves and in the hold. The assassination of vocal religious leaders only served to cement the will of the population. The transport stores were seized and burned by mobs and, had they not lifted off and fled, the ships themselves would have been destroyed. Then it became apparent that Rampart’s technology was deliberately primitive and their capacity to gear up their production to standard levels was unheralded. By the time the Crimson Vanguard arrived, they were facing well equipped and drilled units instead of pastoral bumpkins. The war has not been easy on Rampart and the population is a tenth of its previous billions. But the fighting has been a drain even on the resources of the Crimson Empire which has given the League time to mount a more credible defense.

Toarant
A warm world orbiting a red dwarf star, the orks were dumped there by their creators when the war the were created for ended.

Worlds
In the wake of the great economic collapse, outposts, settlements, and facilities on worlds that could not sustain life, mostly died out. Robots roam their halls performing meaningless tasks or wait, dormant, for new input. Worlds where the environment was marginally survivable either collapsed into anarchy or discovered new ways to live and provide resources that had been shipped in from off-world. Only the habitable garden worlds truly survived the collapse, though many have lost much of their advanced technology as techniques and concepts have been forgotten when there was no longer a market to sustain industry.

Nephelium
The immortal warriors of Nephelium pilot enormous robots into battle. While most giant robots were designed for construction work and are generally considered inferior to war machines with fewer moving parts and lower profiles, the Leviathans of the Nephelium are terrible foes on the battle field.

Core Worms
These terrestrial parasites gnaw their way through worlds to lay their eggs in the molten core. Enormous, even upon hatching, their silicon based metabolism builds up layer upon layer of ceramic carapace over its segments until it matures and can withstand the heat of the core where it lay’s its egg. This process begins to crack the planet apart until it explodes, expelling the egg which drifts in the void until it encounters another planet. Core worm eggs have been deliberately redirected to hit habitable worlds.

Death Reapers
Towering above the works of men, the Death Reapers harvest fields and cities in their insatiable hunger.
 
Worlds
The main factor in determining a world’s habitability is its temperature. Worlds in the “Goldilocks Zone” are cool enough and hot enough to have liquid water which is necessary for carbon based life chemistry. The main factor is the world’s proximity to its star, with hot young white, blue, and yellow stars being farther from habitable worlds and cool, old, orange and red stars being closer. The next factor is the atmosphere, which filters out much harmful radiation and insulates the cooling ball of rock, keeping it warm for hundreds of millions of years.
Rolling on the following chart will create some flavorful world details. The results are intended to represent the most habitable world in a given system. Binary systems with two stars will only have planets in the habitable zone if they are quite distant from each other and one companion is fairly small. Systems with more stars are generally too hot to have habitable planets.

Primary
01 - 03 Blue - White
04 - 09 White
10 - 18 Yellow - White
19 - 30 Yellow
31 - 48 Orange
49 - 00 Red

Size (Gravity, Atmospheric Density)
01 - 20 Tiny (Micro, Trace)
21 - 40 Small (Low, Thin)
41 - 60 Medium (Normal, Average)
61 - 80 Large (High, Thick)
81 - 100 Huge (Extreme, Dense)
d% Temperature (Atmosphere)
01 - 25 Burning (01-10 Breathable, 11 - 30 Tainted, 31 - 100 Toxic)
26 - 40 Hot (01-20 Breathable, 21 - 60 Tainted, 61 - 100 Toxic)
41 - 50 Warm (01-30 Breathable, 31 - 90 Tainted, 91 - 100 Toxic)
51 - 60 Cool (01-30 Breathable, 31 - 90 Tainted, 91 - 100 Toxic)
61 - 75 Cold (01-20 Breathable, 21 - 60 Tainted, 61 - 100 Toxic)
76 - 100 Freezing (01-10 Breathable, 11 - 30 Tainted, 31 - 100 Toxic)

Population
01 - 25 Outpost (Dozens)
26 - 40 Colony (Hundreds)
41 - 50 Small (Thousands)
51 - 60 Medium (Millions)
61 - 75 Large (Billions)
76 - 100 Huge (Trillions)

Technology
01 - 04 Primeval
05 - 08 Neolithic
09 - 12 Classical
13 - 16 Medieval
17 - 20 Pre-Industrial
21 - 59 Primitive
60 -89 Standard
90 -99 Advanced
00 Transcendent

Burning
The world is tropical at the poles and incapable of supporting life anywhere between them.
Hot
The world is uninhabitably hot at the equator and biomes do not interact across the hemispheres. The temperate zones are hot deserts and jungles and the poles are temperate.
Warm
The world is tropical in the tropics, temperate in the temperate zones, and frozen at the poles.
Cool
The world is temperate in the tropics, cool in the temperate zones, and frozen at the poles.
Cold

The world is uninhabitably cold at the poles and temperate zones and temperate at the equator.
Freezing
The world is uninhabitably cold. Some specially adapted life may still be holding on in the tropics but there’s not enough energy and life here is coming to an end.
 
This is still on my mind. I've been redoing the psychic system to make it more interesting but when I was writing it I also churned out a tonne of art. I scanned it but it went into pdf files for some reason. Here's some of it.




huh, the last one's all upside down and I've got no idea how to fix it. Oh well, my isp is changing over to google at the end of the month so, I'm going to have to re-host all my files.
 
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Here's where the psi rules are at presently. Not much for mechanics just messy powers with funny names. I think it should be a bit like WFRP 1e mechanically in the end. I never did like the 2e magic system.

Psychic Powers
The astral aura of living things can be manipulated to produce supernatural effects. These skills are taught by solitary hermits and secret cults and are not to be found in respectable learning institutions where the existence of such things is denied as a matter of course.

It takes an action and a success roll to activate a psychic power. A psychic needs to focus to work their art, the more things they’re trying to do the more likely they are to be unable to work their art.

In Combat -10
Per Active Power In Use -10
Tired -10
Wounded -10

Abominable Gyrating (Telekinesis)
The psychic gestures at the target and they rise into the air and begin to spin, faster and faster, higher and higher. While even a short turn of this effect can cause disorientation and nausea, the spinning can reach speeds where the victim is torn apart by the centrifugal force.

Adrenalin’s Running (Carnality)
The psychic’s physical abilities are enhanced causing an immediate increase in Strength and Endurance at the cost of aches and pains tomorrow.

Blood Boiling (Telepathy)
The subject becomes enraged, frothing, berserk lashing out at whoever is in front of them, all their rage and fury rises driving them to kill. This fevered frenzy causes their body temperature to rise to dangerous levels and can cause death by heart failure.

Blow Mind (Telepathy)
The psychic forcefully expands their victim’s consciousness causing paradigm shifts, realizations, and self reflection. The victim is lost in the contradictions of their own existence, only philosophy skill can save them now.

Brutal Convulsions (Telepathy)
The victim’s nerves are overloaded with psychic vibrations causing them to collapse on the ground wracked by spasms and convulsions.

Chimera (Telepathy)
An illusionary ethereal monster is projected into the minds of the victims of this insidious attack. The psychic does not chose the form of the Chimera it as it is built from the fears and neurosis of the victims and reinforced by their communication with each other even as they fight each other thinking they are fighting the monster.

Cosmic Awareness (Perception)
The psychic becomes aware of auras, psychic entities, and mememtic entities in their vicinity. This makes their eye movements and reactions seem strange and spasmatic to onlookers.

Ear Worm (Telekinesis)
The psychic imbeds a song or phrase in the subject’s mind that repeats itself in their thoughts. They find themselves humming along, walking to the tune, or even singing and dancing in the rain without intending to. “Smitten” is a variant that inserts the image or thought of a potential romantic partner in the subject’s mind with roughly the same effect.

Ethereal Hand (Telekinesis)
The psychic projects a stream of ectoplasm that allows them to move and manipulate objects at a distance (10 meters per -10) with a Strength equal to their Willpower and a Coordination equal to their Perception. The Ethereal Hand is not normally visible though a slight ripple in the air can be felt if one passes through it but to one with Cosmic awareness there is a visible prismatic stream between the user and the object being moved.

Falling Sky (Telepathy)
The subject suffers an irrational panic attack that focuses all their efforts and attention on preventing or avoiding the thing they worry about the most. Nothing else seems as important or immediate as the THING. The psychic has no control over what the subject is most afraid of so the results can be quite unexpected.

Freeze Frame (Perception)
Time stops for those in a bubble around the psion, who is free to move about and act while everyone else is frozen allowing them to move twice as fast and take two actions.
The duration of the Freeze Frame is relative to the psion.

Head Trip (Telepathy)
The victim is thrust into a delusional state in which they believe they are having real experiences. While the psychic controls the content of the delusion, the more unbelievable the contents are, the sooner the victim will realize what’s up and break free.

Mental Block (Telepathy)
The psychic focuses their mind on trivial and meaningless things creating a veritable wall of psychobabble which

Mindless Stupor (Telepathy)
The victim is immersed in strobing psychadellic visions. Colors twist and transform before their very eyes making it hard to see, or even think straight.

Mind Ripper (Telepathy)
Tears thoughts and memories from their victim undoing years of therapy. Mind ripping is particularly traumatic. Those who suffer mind ripping gain a phobia or psychosis relating to the experience and must make a Willpower roll any time the subject comes up or they will withdraw or flee immediately.

Neural Boost (Carnality)
Reflexes and Coordination are increased by super charging the nervous system. This causes exhaustion and the shakes and may even cause permanent nerve damage if it is done too long or too often.

Nose Bleed
The subject suffers a brain aneurism, causing blood to pour from their nose and ears as they collapse and die.

Ocular Aversion (Telepathy)
The waves of psychic force emitted by the psychic cause onlookers to not notice or quickly forget them. Cosmic awareness perceives Ocular Aversion appears as vibrant violet waves. Emanating from the psychic’s forehead.

Oracular Awakening (Perception)
The endless possibilities of the future become apparent to the psychic in the form of transparent grey shadows.

Shred Will (Telepathy)
The psychic attacks the core of the victim’s psyche to wear it down and make them vulnerable to control.

Wave Hand (Perception)
The very laws of physics are violated roughly by the will of the psychic. This power can do anything but the repercussions are often far reaching and unforseen as the universe desperately strives to re-balance itself. The more wide spread and obvious the violation is the greater the potential backlash.

Words That Wound (Telepathy)
The psychic’s sensitivity allows them to deliver cutting insults and rejoinders to the target to provoke or undermine their resolve. The inspired diatribe leaves lasting despair or anger that can lead to self destructive behaviour. Words that wound directly attacks the target’s Sanity rating.
 
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