Danger Space Explorers
Premise: The players are the crew of a small space freighter. They will engage in bounty hunting, prospecting, cargo runs, etc.…
Setting: Approximately 100 years ago Earth took to the stars. This was motivated as the earth had become a cesspool (it’s improved but over population and pollution are real problems still).
Earth was able to break the light barrio because of an asteroid that had landed on a moon of Jupiter. The asteroid had a small amount of a mineral named Banatanium. This mineral had strange properties that scientists were able to use to create the first FTL Drive. While the early days of FTL space travel were fraught with danger, earth learned how to navigate the perils and expand outwards.
- FTL: FTL is achieved by opening a portal into another dimension, traveling through the dimension, and opening another portal to exit. While this sounds simple, a lot can go wrong. Placing beacons (and gates) at certain sites makes in much safer. Note this has ramifications for communication as well
- Alien Life: No intelligent alien life has been found, but plant and non-intelligent animals have been found. Furthermore proof of intelligent life a millennium ago has been found (ruins, etc…). Oddly no fossil record has been found…
- “Artificial Humans”: There are three clone races (called Numen) and androids do exist. All are considered property.
- Setting Rules: Conviction, Dumb Luck, Fanatics, More skill Points, Wound Cap
- Arcane Backgrounds: Are limited by race, each AB has limited powers available
- Advances: Every 1-2 sessions
Character Creation
Concept: Many concepts should be based around ship roll. See Ship below
Races:
- Android
- As page 12, Replace Pacifist with Outsider (Major)
- May take AB Android Enhancements
- Human:
- Humans do not start with a free edge, instead they start with 2 hinderance points
- May take AB Psionic, Weird Science,
- Alpha Numen: Big, not so bright… Designed for Heavy Labor
- +1 Rank of Strength
- +1 Rank of Vigor
- Hardy
- +1 Size
- Low Light Vision
- Attribute Penalty -1 to Smarts rolls
- Clueless (-1 to Common Knowledge and Notice)
- Outsider (Major)
- No AB
- Beta Numen: Designed for technical (Scientists, pilots, etc…)
- Choose one Professional or Weird Edge
- Low Light Vision
- Sleep Reduction (1/2 Normal Sleep)
- Outsider (Major)
- May take AB Weird Science
- Gamma Numen: Designed for Interpersonal (Diplomat assistants, Retail, counseling, etc…)
- +2 to Persuasion
- Low Light Vision
- Quirk: Outsider regarding legal rights (Minor)
- All thumbs (Major)
Skills:
- Characters start with the 5 core skills plus 15 skill points (per Extra Skill Points)
- The following skills are highly recommended for the group to possess Electronics, Healing, Repair, Science
- Replace occult with Xeno, Spellcasting with Enhancement Manipulation
Edges:
- Background Edges should be taken at Character Creation only without special permission
- Disallowed: Artificer, any edge revolving around AB: Gifted or Miracles
- Sonic Stunner: Use stats of Shotguns, but nonlethal damage only
- Projectile and laser weapons are considered Heavy inside of ships (in other words you can damage a ship from the inside easily)
- Molecular weapons reskinned as vibro
- Body Armor (Armor +2, $200) can be used as the basis of space suit. For an additional +50 it includes a helmet with a 2-hour air supply. For +100 it includes the helmet and a 0-G flight pack
- Comlink: Comlinks include a series of sensors and a micro-computer (Think smart phone). They are wrist mounted ($100)
- Size: 8; Handling: +1; Top Speed 300; Toughness: 25 (6); Crew 5; Mods Remaining: 7
- Mods: FTL, Artificial Intelligence (d6), Atmospheric, Hanger, Sensor Suite (Planetary), 2xDuel Linked Light Lasers, Targeting System
- Crew: Captain, Navigator, Pilot, Science, Doctor
- Additional Crafts: 2 Flying bikes, (atmosphere only), 1 truck
AB Android Enhancement: a reskinned Magic, Spellcasting is called Enhancement Manipulation. Most powers are either no range or self if not an attack
Available Powers (Trappings): Blind (Bright light), Bolt (Built in laser), Boost (SO, Super charge), Burrow, Burst, Confusion, Damage Field (SO), Darksight (S0), Deflection (SO, Shield), Detect/Conceal Arcana (SO), Disguise (SO, Illusion Projector), Entangle (Goop Thrower), Farsight (SO), Fly, Havoc, Healing (NR), Illusion, Invisibility (SO), Light/Darkness (SO), Protection (SO), Relief (NR), Sloth/Speed (NR), Slumber, Stun, Wall Walker (SO), Warrior Gift (SO)
AB: Psionic : The trapping for all of these powers are based on telepathically affecting the target. If the person does not have a mind, it cannot be used, Mental Illusion Powers (MI) is a -1 pp limitation that some can see right through it
Available Powers (Trappings): Banish, Beast Friend, Blind (MI), Boost/Lower Trait, Confusion (MI), Deflection detect/conceal arcana, Disguise (MI), Divination, Empathy, Fear (MI), Illusion (MI), Invisibility (MI), Mind Link, Mind Reading, Mind Wipe, Object Reading, Puppet, Relief, Slumber, Speak Language, Stun, Warrior Gift
AB Weird Science
Available Powers (Trappings): Barrier, Blast, Blind, Boost/Lower Traits (NR), Bolt, Burrow, Burst, Confusion, Darksight (NR), Deflection (NR), Detect/Conceal Arcana (NR), Disguise (NR), Entangle (Goop thrower), Farsight (NR), Fly (NR), Havoc, Healing (NR), Illusion, Invisibility (NR), Light/Darkness (NR), Protection (NR), Relief (NR), Sloth, Slumber, Stun
Codes: SO: Self Only, NR: No Range, MI: Mental Illusion
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