everyone knows about the exodus. everyone knows about leaving … · 2018. 4. 28. · exodus....
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Everyone knows about the slow-boats - multi-ton metal encased habitats hurtling through voids
at speeds that shift their colors into the nearly ultra-violet shades of doppler-blue. The voids they traveled through
are so vast they might as well have been flies stuck in amber. Everyone knows about the slow-boats.
Everyone knows that Rome could have risen and fallen before they found the sanctuary of their distant suns.
And everyone knows about the Diaspora. Escape. Transition. Exodus.
Humanity exploding like shrapnel across a sea of stars so big that the center of the galaxy is a hole in space
itself far vaster than the solar-system that birthed us. Everyone knows about the Exodus.
Everyone knows about leaving The Garden. It's our oldest story and like any old story it gets told
over and over and over. Everybody knows.
But then there's the Cluster. And maybe you *don't* know about the Cluster.
A tiny stain of stars on the expansive fabric of the Milky Way and the even larger cloth of universe itself.
The Cluster--if every Exodus has its Promised Land, for some of the fragments of humanity this was it.
And it's yours.
This is the Cluster.Over a hundred suns
over five hundred worlds
The cluster is an aggregation of races, species, societies, peoples --
a place bigger than any city, any nation,
any single *world* you can imagine. It's teeming with trade. It's bursting with possibilities.
It'll surprise you. And if you take it too lightly, it'll kill you. But it's everything--
everything those sleepers on their slowboats could've hoped for.
Lucky you. You're there first.
StarCluster - by Marco Chacon, 2004
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StarCluster - An Introduction ................................................................................................................................ 2The Diaspora .............................................................................................................................................................. 5Society And High Technology ............................................................................................................................. 12Creating your Company ......................................................................................................................................... 32Company Design Worksheet ................................................................................................................................ 49StarCluster Character Generation ........................................................................................................................ 52Guide to Skills, PSI Skills, Edges, and Traits ................................................................................................... 104Playing the StarCluster RPG .................................................................................................................................. 118NPCs .............................................................................................................................................................................. 156Weapon Design Guide ........................................................................................................................................... 166SaVaHuTa Civilian Grade SpaceSuit System ................................................................................................... 181Equipment ................................................................................................................................................................... 190Starship Crews ........................................................................................................................................................... 212Commercial Starship Operation .......................................................................................................................... 213Ships ............................................................................................................................................................................. 226Ship Design and Construction ............................................................................................................................. 250Vehicles ........................................................................................................................................................................ 290Making the Cluster ................................................................................................................................................... 307Guide to Religions of the StarCluster ................................................................................................................ 324Aliens ............................................................................................................................................................................ 340Created Creatures .................................................................................................................................................... 350Creating Uplifts .......................................................................................................................................................... 354Example Uplifts ......................................................................................................................................................... 366Androids and Constructs ....................................................................................................................................... 380Example Bioroids and Designer Animals ........................................................................................................ 386Robot Design Guide ................................................................................................................................................ 394Politics .......................................................................................................................................................................... 411Appendix A: Optional Rules ................................................................................................................................. 420Character Design Worksheet ................................................................................................................................ 433
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StarCluster - An IntroductionIn the game of StarCluster, you play a civilian character from what isknown as The Cluster, a group of stars some 300 light years fromwhat was once the Solar system. You could take the characters in thisgame and use it to play military characters in the Cluster, but that isnot the intent of the game. The sister game In Harm’s Way: StarClus‐ter is designed to do this
Preface In the year 2250, life was good in the Solar system. Mars and Venushad been terraformed and well settled, Jupiter’s and Saturn’s moonshad thriving colonies, the asteroid belt was well developed, and eventhe nearer stars had been colonized. The Centauri colony was bus‐tling, and the Wolf and Barnard’s Star colonists were on their way.Earth had finally achieved peace under the Aegis of the UN, but eachnation retained it’s peculiar laws and social customs. There wasplenty for all, for the populations had declined markedly from their21st century highs while productivity and leisure time both soared. Itwas a Golden Age, and everyone acknowledged it so.
Then came the thunderbolt.
A disaster loomed, the scientists explained. The sun would be vapor‐ized, and with it, all life within 60 light years would be destroyed.Everything man had ever seen, created, become would be as nothing.But there would be time to prepare. No‐one now alive would die inthis cataclysm ‐ the disaster was at least 300 years in the future. Theydidn’t know exactly when, but as time went by they would be able topredict it more exactly. The peoples of the world heaved a sigh ofrelief that it would not happen in their time.
The far sighted began to make plans. The colony ship destined for theRoss 154 system was refurbished, reconstructed with far greater fuelcapacity, and redirected to a system well beyond the 60 light yearradius ‐ almost 300 LY distant, where the scientists felt the colonistswould be safe from the after effects of the solar destruction. This wasjust the beginning.
The Diaspora Around all the planets and moons of the Solar system, ships werebuilt. 10 to 20 thousand at a time, the people left for the stars, neverenough to make a dent in the natural increase of the population, but itgave hope to all that maybe their children, or their children’s chil‐dren, might get away. The UN commissioned ships and filled themwith people from various lands.Some of the richer nations built theirown ships and filled them with their own people. The UN coordi‐nated destinations for all the flights, assigning likely targets tounmanned fly‐by drones, which would report back to the colonyships already in flight in plenty of time for them to make minor mid‐course corrections.
The colonists on Centauri swarmed over the old slowboat that hadbrought them, desperately adapting the newest techniques fromEarth to their limited means. They would start late, but might justmake it. The older colonists for the most part ‐ and surprisingly manyyounger ones ‐ volunteered to stay to make room for the young. They
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had their voyage, and did not want to do it over again.
The richest destination for the new colony ships was the many worldsof the Cluster many, many stars with hundreds of worlds packedclosely together ‐ close enough so that travel between them by slowfusion drive was possible, although difficult and time consuming ‐close enough so that the night sky glowed with soft intensity.
As time went by and ship after ship left the system, those left behindbegan to feel the cold hand of death on them. Some escaped into reli‐gious fervor and asceticism, for after all, were not the prophesied EndTimes at hand? Others wallowed in unimaginable hedonism, count‐ing nothing as vice. Others strove for power by any means available,because, after all, they were humans. As the time of the last few shipsdrew near, panics erupted. Starships were stolen, vandalized,destroyed. Governments toppled and fell, in an effort by a few tosecure a place on those precious few starships which had not yet left.They had to reach 60 light years from Earth by the year 2650, or itwould be too late.
The last starship to leave the Solar system and reach the Cluster left in2449. For the next fifty years increasingly desperate gangs of hijackersleft, burning all their fuel in a last‐ditch attempt to reach the depart‐ing Diaspora and capture one of the previously launched vessels.Some even succeeded. Many more were never heard from again.
As the technology progressed, the fusion engines of the slowboatsbecame more efficient, faster. The first ships to leave earth were soonovertaken by those who left later. The last to leave was the first toarrive at the Cluster, spending only 1200 years on her journey. Theothers took considerably longer. Many techniques and devices weretried in an effort to minimize the impact of over a thousand years liv‐ing on a spaceship, but in the end the peoples who fled the Earthwere not the peoples who arrived at the end of that journey.
Each journey was individual, unique. One some there were bitter sec‐tional feuds between watches, on others charismatic religions sweptthe ship. Many tried creating synthetic cultures that each watchwould belong to. Hijackers tried to wrest control from the rightfulcrews on a few ships. On some the people mixed, on others theystayed separate. Sometimes the cultures disintegrated, on a few ofthese, the crew hunted each other through the corridors for meatwhile the ship’s primitive computer brains guided them in.
The Fury on Earth spent itself in a last few convulsions, then it wasgone. About the year 2660, the wavefront of destruction washed overthe Diaspora, and there were no more signals from home.
The ship from Centauri Colony made it past the magical 60 LY markby the skin of it’s teeth, and is expected to arrive in the Cluster anyday now. Scan the skies, children.
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The Diaspora
The ClusterThe Cluster is a loose star cluster of closely packed stars, linkedtogether by wormholes. It lies some 300 light years from Sol, and ittook Humanity an unbelievably long time to get there.
The Settling of the Cluster
The Cluster was settled by “Slowboats” ‐ sub‐luminal generationships, which used huge fusion engines to get up to their factional cspeeds ‐ from our solar system, though the Centauri colony also isknown to have successfully started towards the Cluster, although ithasn’t arrived yet. Several Slowboats are still incoming, in fact, andmay arrive any time.
The Slowboats were sent to save whatever could be saved of theEarth prior to its destruction. Astrophysicists in the solar systembegan to warn that something strange was happening with the Sun inthe middle 23rd century. by 2250, it was known that the solar systemand everything around it would be destroyed by about 2650.
The UN and several Earth nations, as well as the flourishing worldsof the solar system, built the Slowboats as arks, with most of the pas‐sengers in cold sleep, along with preserved seeds, frozen ova of ani‐mals and humans, and copies of Earth cultural icons ‐ books, music,and entertainment ‐ as well as science programs and data on elec‐tronic media.
The slowboats had to be at least 60 light years out from Sol by 2660 ‐although the precise time was not known ‐ in order to survive. Somevessels made it out after the cutoff date, but that was not in any sensean unmixed blessing.
There has been a colony ship reported within the last decade, thoughit proved dead, and there are others on their way. They were notaimed just at the Cluster, Humans scattered all over the galaxy, butthe Cluster was the target for many.
Sometimes there were troubles along the way. Several colony shipsarrived dead, and several more were damaged. On many ships, thehumans, with no hand in guiding the pre‐programmed ships, lackedpurpose and slid into savagery. On others, people were able to retaintheir focus and survived the trip relatively intact. At any rate, severaltens of millions of humans survived the trip and entered the Cluster.
This event, this tide of Humanity, is called the Diaspora, whichmeans the Scattering. The influx of these peoples occurred over along time period, with the densest time of arrivals some 300 to 400years ago. As each colony ship ‐ or sometimes a matched pair ‐ wasgenerally filled with people with something in common, the variousworlds they settled became little islands in the sea of space, and theDiasporan communities they harbored became isolated populations.Each world became a totality, and the small genetic differencesbecame exaggerated.
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Cultural Emulation The first slowboats packed a mixed colonist/crew from various ethnicand national backgrounds and assumed that they would work outany differences over the long voyage. This worked well for the firstinterplanetary colonies, and even for the Alpha Centauri colony,which was only a 40 year voyage at 0.1c speeds. When the colonyships left for more distant systems, however, there were several uglyincidents ranging from tensions between groups to bloody ethnic vio‐lence. It appeared that under the pressure of very long voyages, thesocieties of the ships were fracturing.
What was happening Two factors seemed to be working against the colonists. The first wasstandard factionalism between non‐homogeneous societies, eachattempting to preserve as much of its own social processes as possiblein the evolving shipboard standard culture. The second factor wasthe evolving shipboard culture itself, which caused social trauma tothose who were joining or rejoining the culture from decades in coldsleep. During the time they had been sleeping, their entire culturehad been radically altered by those awake.
A Solution The most commonly used solution was proposed by Dr. DanielleOtukwe of the University of Padua. Dr. Otukwe was a sociologist,and she proposed that the shipboard culture be an artificial one, cho‐sen by the crew from past cultures rather than living ones. Thisaddressed the fractioning factors in several ways:
The cultures were equally alien to all the people, lessening the pres‐sures between the Earth cultures present.
The artificial cultures were intended to be nearly static, drasticallylessening the culture shock to a community most of who’s memberswere in cold sleep at any given time.
The massive effort to learn a new language, new idioms, and newaesthetics served to unite the people of the ship in a common cause.
Once in place, the artificial culture worked like a natural culture tokeep the people united by shared commonalities.
Variants Not all colony ships used the Cultural Emulation method. It was,however, quite commonly used, particularly on those ships with aculturally/ethnically diverse group of colonists, as tended to be thecase with the UN launched ships. It seemed to be quite successful,and inspired a number of variants, such as Watch‐based emulationrather than Ship‐based emulation, where the watches were kept sepa‐rate rather than blended, and each watch maintained its own culturalemulation.
Frozen Sleep The “Pericles”, the last of the traditional “Slowboat” vessels launchedin the Diaspora from Earth left the solar system in July of 2449 AD,and was thus of the latest, largest, fastest design. Consequently, itwas the first of the Diasporan slowboats to reach the Cluster. This lastSlowboat was the only one known to incorporate the last new tech‐nology from Earth, true frozen sleep. The hibernation state inducedon all previous slowboats aged the colonists one year in every thirty,which meant that no other slowboat could reach the Cluster with its
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original colonists alive. The ʺPericlesʺ incorporated a new, scarcelytested frozen sleep technique in which the colonist never aged at allwhile in the sleep. Subsequent “Hijacker” vessels, however, didincorporate it
The HijackersFor those ships leaving too late to reach the 60 light year safety limitby 2650 AD, there was only one way to reach safety. If a ship couldboost at 0.4c, it could arrive at the safety limit in time ‐ after all, noone knew exactly when that would be ‐ but there would not beenough fuel to fully decelerate the ship at the end of its journey. Thatdidnʹt stop the desperate hordes of the Solar System. They soon real‐ized that they could decelerate to.3c and hijack those slowboatsalready on their way.
Piracy in Deep SpaceMore than one of these pirate vessels left the Solar System in the last150 years of the systemʹs lifetime, most of them failing because theywere built shoddily and as fast as possible, or because they simplydid not leave in time, even at 0.4c. Seven, however, succeeded inreaching the colony ships they were aiming for, with various out‐comes.
The first ship to reach the Cluster, the Pericles, arrived in the mid37th century, 1300 years after it launched. The Cluster was not theonly place the slowboats were sent to, but it was far enough away tobe truly safe, it was highly populated with livable worlds, and themore baskets these precious eggs were placed in, the better.
Some Slowboats arrived at their destinations dead, in some, the pas‐sengers had reverted to savagery, in most a coherent culture hadbeen maintained, but always at the cost of flexibility. Only a verystrong and rigid culture could keep 10 to 50,000 people from tearingit apart.
Note on the Seeders and the Etvar
The Seeders and the Etvar are alien races from the standard StarClus‐ter setting. The Seeders explain the prevalence of earth‐type life in theCluster, and the presence of Humanoids; while the Etvar are a pow‐erful alien race with cause to resent humanity. Neither are necessaryin your Cluster. Perhaps the humanoid species are the result ofgenetic manipulation on board certain Slowboats. Perhaps theHumans or some other species invented Jump Drive. It’s up to you.
The SeedersThe Seeders were an enigmatic culture who placed Earth flora andfauna in the Cluster ‐ and possibly elsewhere ‐ approximately a mil‐lion years ago, including some instances of Homo Erectus, fromwhich the humanoid species of the Cluster have descended. Theirtechnology seems little short of magic to the current inhabitants of theCluster, but there are no known, confirmed, Seeder artifacts. We haveno clue how they accomplished the things they evidently did, andcannot even imagine replicating them. They are considered technol‐ogy Level 12, as they were higher technologically than the Etvar.They may have created the wormholes that knit the stars of the Clus‐ter together.
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StarclusterStarCluster - An IntroductionPrefaceThe Diaspora
The DiasporaThe ClusterThe Settling of the ClusterCultural EmulationWhat was happeningA SolutionVariantsFrozen SleepThe HijackersPiracy in Deep SpaceNote on the Seeders and the Etvar
The SeedersThe Etvar CultureThe Years of IsolationNote on the Humanoids
Humans and HumanoidsTamana, Brass 2Adma, Iris 4
Faren, Plush 3Cultural Lineage Table
Society And High TechnologySociety & High TechnologyLife at Different Tech LevelsLife on TL 8 WorldsManufacturingMedicine & Health
Life on TL 9 WorldsTransportManufacturingMedicine & Health
Life on TL 10 WorldsManufacturingMedicine & HealthTranshumanism & Baseline HumansNanotechnologyAssembler VatsHealing Vats
Information TechnologyInteracting With TechnologyAugmented Reality
Different Approaches to Information TechnologyMinimalistsExternalistsInternalists
Technological DiffusionPricing Technology
Matter Transmission and Mind TransplantsTranslation TableTranslation Table Modifiers
ClonesCold Sleep (Peepsicles)
Creating your CompanyWhat is the Company?Financial DeterminationApportioning the CapitalDetermining the Type of CompanyTrading CompanyResource Extraction CompanyBounty HuntersTroubleshooting ConsultantsSmuggling CompanyTax Farming CompanyPolitician’s HenchmenMedical CompanyEspionageDetective Agency/Customs/PoliceDiplomaticExploration CompanyInsurance AgencyCult/ReligiousNews AgencyDisaster ReliefCourier ServiceMusical/Theatrical TroupeAcademic Research CompanySalvage CompanyDeciding the Composition of of CompanyCooperativeExtended FamilyCriminally Funded CompanyPublicly Held CorporationMega ConglomerateState-Financed CompanyNon-Profit CorporationHighly Leveraged CorporationIndividually FinancedVenture Capital PartnershipHome BaseFunding Areas of interestAreas of Interest
Guards and SecurityStarshipsReal EstateEspionageVehiclesMedical AssetsResearch LibraryDatabasesXenobiology DatabaseMedical DatabaseSociology DatabasePsionics DatabasePhysics DatabaseAstronomical DatabaseLegal Database
Library Subject Covered tableTrainingHeavy EquipmentLaboratoriesExpanding your CompanyTinySmallModerateFairly LargeLargeHugeEnormous
Company Design WorksheetCompany Name:Headquarters locationHome BaseCapitalSource of Funding
Areas of InterestGuards and Security:Starships:Real EstateEspionage:VehiclesMedical AssetsResearch LibraryTraining:Heavy Equipment:Laboratories:Logistics:Maintenance:
StarCluster Character GenerationCharacter Generation OutlineCharacter ConceptChoose SpeciesChoose/Create HomeworldCreating a Character from the Species Stats
Random MethodFinding VariationsLarge Variations
Non-Random MethodExample Step 1 (Vantor)Large Attribute ChangesExample Step 2 (Vantor, TL8)Tech Level Attribute Adjustments
LUCK, PSI, and Family LifestyleDescriptions of AttributesSTRCOORAGYENDCHARNote on INT and IQIQINTLUCKPSIFamily Lifestyle
Choose Augmentations page 76Background Skills page 69College or not? page 78Advanced Degree programs page 80
Go Into Professions page 82Advancement in your Profession
Choose Implants page 208Choose Traits page 106Equip your Character page 191Record your CharacterConstitutionAttribute BonusesSkill Chance - Target NumbersAttribute Multipliers
Start Play
SpeciesSastrasMalesFemalesTraits
SaHusMalesFemalesTraits
VantorsMalesFemalesTraits
VaHusMalesFemalesTraits
TagrisMalesFemalesTraits
HuTasMalesFemalesTraits
UpliftsAndroids and BioroidsAliensRobots
AugmentationsTech Level 8Low Level Augmentations:High Level Augmentations:
Tech Level 9-10Low Level Augmentations:High Level Augmentations:
Descriptions of AugmentationsExotic Appearance:Enhanced Sense:Fast Healing:Extraordinary Leaping:Exquisite Balance:Limited Immunity:Innate Weaponry:Burst of Strength:Burst of Speed:Knack:Hidden Reserves:Arbitrary Shape:Free-fall:Immunity:
Treatment of the Augmented
Background SkillsCultureSelecting the Character’s Background Skills.Example:
Using the TablesActions and Character Progression After PlayGenerating CharactersPaydayLifestylesPsionics
Background SkillsSkill Sets - TL 9-10Appropriate Skill Sets by character backgroundSkill Sets - TL 7-8Appropriate Skill Sets by character backgroundSkill Sets - TL 5-6Appropriate Skill Sets by character background
Template CharactersThe RancherThe ProfessorThe MechanicThe IntellectualThe FarmboyThe PlayboyThe AdventurerThe SoldierThe MusicianThe SocialiteThe CharmerThe CrookThe Button-PusherThe HunterThe ArtistThe Writer
The Skill CapsAdult LifePromotionsLifestyles from ProfessionsAging and Physical DeteriorationLUCKGood Examples of LUCKBad Examples of LUCK
CollegesUndergraduate DegreesAssociates DegreeAssociates in Mechanical Engineering (Example)Bachelor’s DegreeBachelors in Mechanical Engineering (Example)
Graduate DegreesMasters DegreeMasters in Specialty Engineering (2 Years)Doctorate DegreesPh.D. in Specialty Engineering (3 Years)
Liberal Arts CollegeArts CollegeExclusive CollegeEngineering (Tech) CollegeAgricultural & Mechanical (A&M) CollegeScience CollegePSI CollegeActing CollegeJourneyman ThiefSeminary CollegeArt CollegeMilitary Academy
ElectivesElectives Skill List
Graduate SchoolsMedical SchoolLaw School
ElectivesElectives Skill List
ProfessionsActorPre-requisiteWaiver RollLifestyleSkill List
AgentPre-requisiteWaiver RollLifestyleSkill List
ArchaeologistPre-requisiteWaiver RollLifestyleSkill List
ArmyPre-requisiteWaiver RollLifestyleSkill List
ArtistPre-requisiteWaiver RollLifestyleSkill List
Asteroid MinerPre-requisiteWaiver RollLifestyleSkill List
AthletePre-requisiteWaiver RollLifestyleSkill List
AttorneyPre-requisiteWaiver RollLifestyleSkill List
BiologistPre-requisiteWaiver RollLifestyleSkill List
Body ThiefPre-requisiteWaiver RollLifestyleSkill List
Bounty HunterPre-requisiteWaiver RollLifestyleSkill List
BureaucratPre-requisiteWaiver RollLifestyleSkill List
BurglarPre-requisiteWaiver RollLifestyleSkill List
BusinessmanPre-requisiteWaiver RollLifestyleSkill List
ChemistPre-requisiteWaiver RollLifestyleSkill List
Comm TechPre-requisiteWaiver RollLifestyleSkill List
Comp TechPre-requisiteWaiver RollLifestyleSkill List
ComposerPre-requisiteWaiver RollLifestyleSkill List
CustomsPre-requisiteWaiver RollLifestyleSkill List
CourierPre-requisiteWaiver RollLifestyleSkill List
CyberneticistPre-requisiteWaiver RollLifestyleSkill List
Cyber TechPre-requisiteWaiver RollLifestyleSkill List
DancerPre-requisiteWaiver RollLifestyleSkill List
DetectivePre-requisiteWaiver RollLifestyleSkill List
DiplomatPre-requisiteWaiver RollLifestyleSkill List
DoctorPre-requisiteWaiver RollLifestyleSkill List
Drive TechPre-requisiteWaiver RollLifestyleSkill List
Ecologist/PlanetologistPre-requisiteWaiver RollLifestyleSkill List
EngineerPre-requisiteWaiver RollLifestyleSkill List
EntertainerPre-requisiteWaiver RollLifestyleSkill List
ExplorerPre-requisiteWaiver RollLifestyleSkill List
FarmerPre-requisiteWaiver RollLifestyleSkill List
Gene TechPre-requisiteWaiver RollLifestyleSkill List
Genetic DesignerPre-requisiteWaiver RollLifestyleSkill List
GunnerPre-requisiteWaiver RollLifestyleSkill List
HistorianPre-requisiteWaiver RollLifestyleSkill List
InfiltratorPre-requisiteWaiver RollLifestyleSkill List
IntruderPre-requisiteWaiver RollLifestyleSkill List
JudgePre-requisiteWaiver RollLifestyleSkill List
LawmanPre-requisiteWaiver RollLifestyleSkill List
LinguistPre-requisiteWaiver RollLifestyleSkill List
MagicianPre-requisiteWaiver RollLifestyleSkill List
Maintenance TechPre-requisiteWaiver RollLifestyleSkill List
MarinesPre-requisiteWaiver RollLifestyleSkill List
Martial ArtistPre-requisiteWaiver RollLifestyleSkill List
MatTran TechPre-requisiteWaiver RollLifestyleSkill List
MechanicPre-requisiteWaiver RollLifestyleSkill List
MedicPre-requisiteWaiver RollLifestyleSkill List
Medical TechPre-requisiteWaiver RollLifestyleSkill List
MercenaryPre-requisiteWaiver RollLifestyleSkill List
MusicianPre-requisiteWaiver RollLifestyleSkill List
NavigatorPre-requisiteWaiver RollLifestyleSkill List
NavyPre-requisiteWaiver RollLifestyleSkill List
ObserverPre-requisiteWaiver RollLifestyleSkill List
Physician’s AssistantPre-requisiteWaiver RollLifestyleSkill List
PilotPre-requisiteWaiver RollLifestyleSkill List
PiratePre-requisiteWaiver RollLifestyleSkill List
PoetPre-requisiteWaiver RollLifestyleSkill List
Priest/ClericPre-requisiteWaiver RollLifestyleSkill List
ProgrammerPre-requisiteWaiver RollLifestyleSkill List
PsimanPre-requisiteWaiver RollLifestyleSkill List
RangerPre-requisiteWaiver RollLifestyleSkill List
ReporterPre-requisiteWaiver RollLifestyleSkill List
Robot RepairmanPre-requisiteWaiver RollLifestyleSkill List
Robot DesignerPre-requisiteWaiver RollLifestyleSkill List
Scan TechPre-requisiteWaiver RollLifestyleSkill List
Security GuardPre-requisiteWaiver RollLifestyleSkill List
ServantPre-requisiteWaiver RollLifestyleSkill List
Shield TechPre-requisiteWaiver RollLifestyleSkill List
Ship’s EngineerPre-requisiteWaiver RollLifestyleSkill List
Ship’s SecurityPre-requisiteWaiver RollLifestyleSkill List
SmugglerPre-requisiteWaiver RollLifestyleSkill List
Social WorkerPre-requisiteWaiver RollLifestyleSkill List
SpacemanPre-requisiteWaiver RollLifestyleSkill List
Special OperationsPre-requisiteWaiver RollLifestyleSkill List
SpyPre-requisiteWaiver RollLifestyleSkill List
StewardPre-requisiteWaiver RollLifestyleSkill List
SupercargoPre-requisiteWaiver RollLifestyleSkill List
SurgeonPre-requisiteWaiver RollLifestyleSkill List
TechnicianPre-requisiteWaiver RollLifestyleSkill List
ThespianPre-requisiteWaiver RollLifestyleSkill List
ThiefPre-requisiteWaiver RollLifestyleSkill List
ThugPre-requisiteWaiver RollLifestyleSkill List
Transport TechPre-requisiteWaiver RollLifestyleSkill List
UnemployedPre-requisiteWaiver RollLifestyleSkill List
Weapons TechPre-requisiteWaiver RollLifestyleSkill List
WorkerPre-requisiteWaiver RollLifestyleSkill List
WriterPre-requisiteWaiver RollLifestyleSkill List
Example CharacterCharacter ConceptChoose SpeciesChoose/Create HomeworldCreating a Character from the Species StatsSTRCOORAGYENDCHARINTIQLUCKPSIFamily Lifestyle
Choose AugmentationsBackground SkillsCollege or not?Advanced Degree programs
Go Into ProfessionsChoose ImplantsChoose TraitsChoose EquipmentPersonal Electronics:ClothingExploration EquipmentKitsProvisions and ShelterMultiToolSensory Enhancement DevicesSpace SuitWeapons
Guide to Skills, PSI Skills, Edges, and TraitsSkills and EdgesWhen to use skillsSkills and Levels of MasteryEdgesExample of Using an Edge in StarPercExamples of Using an Edge in StarKarmaExample of Using an Edge in StarNova and StarRisk
TraitsHow many traits for a character?How to use traitsDefault TraitsExample Traits
Refreshing TraitsUsing Traits in the different Task Resolution systemsStarPercStarKarmaStarNova and StarRisk
Skill TablePSI SkillsUsing PSIParameters
Unskilled PSI UseHunches
No-Cost PSI Skill Use
Non-Weapon CombatMartial Art: Brawl Style: HardGoverning Attribute:Strike Damage Determination:Special Move 1: ChargeSpecial Move 2: Found WeaponSpecial Move 3: Roundhouse
Martial Art: Unarmed Style: HardGoverning Attribute:Strike damage determination:Special Move 1: TakedownSpecial Move 2: Prone AttackSpecial Move 3: Disarm
SensesSensory Ranges
Playing the StarCluster RPGStarCluster Resolution MechanicsFor all VariationsCreating a characterGeneral Knowledge and LanguagesCategories
Applicable SkillsWeapons and SkillsFor example
Levels of MasteryFor example
Descriptions of Success or FailureFor example:
Resolution Overview
The StarPerc Percentile Task Resolution Sub-SystemTask ResolutionInitiative:Chance of Success:Skill CheckAttribute CheckCover Check
Quality of SuccessCombatTrading PointsFor example.For exampleWhat is Damage?
ConstitutionNormalHinderedStunnedCritical
How the Health Levels WorkRangesPoint BlankShortMediumLongFarVery Far
A weapon's Range rating is the range at which it is normally effectiveFor exampleIn a further example
Cover25% Cover50% Cover75% Cover100% Cover
HealingLarge ModifiersSmall ModifiersBurst FireFor example
Full Automatic (Suppressive) FireFor example
GrenadesFor exampleStun GrenadesFor example
Complex Problems and Solution PointsTask units:For exampleStarPerc Manipulation
Armor:Optional Rule: Flip Dice
The StarKarma Diceless Task Resolution Sub-SystemTask Resolution:Attribute BonusesTarget Numbers (TNs)Quality of SuccessTokens
Opposed ContestsInitiative:Effects of Skill MasteryTrading PointsConstitutionNormalHinderedStunnedCritical
HealingSmall Modifiers to Chance of Success:
Large Modifiers to Chance of Success:Ambushes and TacticsArmor ValueBurst FireFor Example.
Full Automatic (Suppressive) FireFor example
GrenadesFor exampleStun Grenades
Direct Modifiers to QualityStandard CoverExample:Cover from DashFor example:
RangesExample:
Complex Problems and Solution PointsExample:Task units:Example:
Notes on Play
The StarNova Task Resolution Sub-SystemTask Resolution:Attribute ModifiersInitiative:Chance of Success:Quality of success:Trading PointsConstitutionNormalHinderedStunnedCritical
HealingExample:Small Modifiers to Chance of Success:Large Modifiers to Chance of Success:
Ambushes and TacticsArmor:Burst FireFor Example.
Full Automatic (Suppressive) FireFor example
GrenadesFor exampleStun Grenades
Direct Modifiers to QualityStandard CoverExample:Cover from Dash
RangesExample:Example:
Complex Problems and Solution PointsExample:Task units:Example:
Notes on Play
The StarRisk Task Resolution Sub- SystemTask Resolution:Attribute ModifiersInitiative:Chance of Success:Quality of success:Trading PointsConstitutionNormalHinderedStunnedCritical
HealingExample:Small Modifiers to Chance of Success:Large Modifiers to Chance of Success:
Ambushes and TacticsArmor:Burst FireFor Example.
Full Automatic (Suppressive) FireFor example
GrenadesFor exampleStun Grenades
Direct Modifiers to QualityStandard CoverExample:Cover from Dash
RangesExample:Example:
Complex Problems and Solution PointsExample:Task units:Example:
Notes on Play
Troupe PlayUsing this game:Troupe PlayZero to Hero?Character Home Systems and Homeworlds
NPCsNon-Player CharactersChance Met NPCsThe Instant CharacterThe Temporary NPC
NPC Missions TableObject of Mission TableIncidental Skill TableNPC Relevant Skills TableRelevantSkill Level TableQuick StatsTable
NPC Relative Wealth TableRoll or ChooseResult
Quick and Dirty Personalities TableTraitsHow many traits for a character?How to use traitsDefault TraitsExample Traits
Refreshing Traits
Generic OpponentsGuerrillaTerroristCopOpponentArmyBrawl Damage:+9Squad LeaderHitmanMarine:
STR:10 COOR:10 AGY:10 END:10Weapon Skill:+6Other Relevant Skills: Dash+2, Observe+2, React+2Brawl Damage: +11Elite
STR 10 COOR 10 AGY 10 END 10Weapon Skill: +6Other Relevant Skills: Dash +5, Alert +2, Survival +2Brawl Damage: +11Femme FataleSpy
Note: The names are for illustrative purposes.The Permanent NPC
Weapon Design GuideHow it worksHow Many Weapons?
Basic Weapon Parameters:Range:Concealability:Damage:LifestyleModeSkills RequiredAccuracyHit Tables
Modifying a Basic WeaponKearny and Southern’s Model 1510 Target PistolA somewhat different exampleSister Waffenwerk (SWW) Model 21A GanglaserSample WeaponsGrossfeld und Schimmer Sniper ViperSeven Sons Model 22-8 Revolver “The Reaper”Rising Sun Spiked ChakramHusseini Mamba TubeMagma Industries Cerablade 4000Seven Sons Design Bureau Peacemaker
ModesThrow AwaySingle Shot:Semi-Automatic:Burst Fire:Full Automatic Fire
NotesThe Write Up
Basic Weapon Supplemental Parameters
SaVaHuTa Civilian Grade SpaceSuit SystemPersonal MetricsBase SpacesuitsBase Suit TypeBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Boss SuitBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Balloon SuitBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Basic ArmorBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Vacuum GearBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Skin SuitBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Lift FrameBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
FlexsuitBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Lift Frame IIBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
Plasteel Power ArmorBase Protection LevelDamage ReductionOptics AttachmentOther Sensor AttachmentSTR BoostAGY LimitSeal RatingPowerPakPower TapsA-Grav RatingInterfaceCommProgram SlotsLifestyleTL
OpticsOptic-LAOptic-IROptic-TSOptic-LAIROptic-IRTSOptic-LATS
Other SensorsOS-HAOS-HFOS-LF
Communications ChannelsMain ChannelSecondary ChannelBoss LevelBig Boss LevelSide Channel One-to-OneGround-to-Orbit
ProgramsPositioningMappingCommand Positioning
EquipmentEquipmentIntroductionMaterialsSpacesuitsClothingPower
DevicesPersonal ElectronicsDatastore (TL 8+)Mobile Link (TL 8+)Display Glasses (TL 8+)Camera Jewelry (TL 9)Contact Lens Display (TL 9)Interface Jack (TL 9)Computer Implant (TL 10)Shroud (TL 10)
Tools and Exploration GearGecko Pads (TL 8)Inflatashelt (TL 8+)Walkalong (TL 8+)Mini-Sensors (TL 9)Nutripac (TL 9+)Active Multi-Tool (TL 10)Explorer Bot (TL 10)Eye Drone (TL 10)Lift Belt (TL 10)MULE (TL 10)Portashelt (TL 10)
SpacesuitsSkinsuit (TL 9)Flexsuit (TL 10)How Much Equipment?
Personal ElectronicsClothing and Non-suit ArmorExploration EquipmentKitsProvisions and ShelterMultiTool/PowerToolTool List for MultiTool and PowerTool
Sensory Enhancement Devices
ImplantsJacksLifestyleTime CostTL:Benefits:Drawbacks:Description:
Ballistic ArmorLifestyleTime CostTLBenefits:Drawbacks:Description:
A-GravLifestyleTime CostTLBenefits:Drawbacks:Description:
CommunicationsLifestyleTime CostTLBenefits:Drawbacks:Description:
ComputerLifestyleTime CostTLBenefits:Drawbacks:Description:
Extended SensesLifestyleTime Cost:TLBenefits:Drawbacks:Description:
GillsLifestyleTime Cost:TLBenefits:Drawbacks:Description:
Natural WeaponryLifestyleTime Cost:TLBenefits:Drawbacks:Description:
Oxygen ScavengerLifestyleTime Cost:TLBenefits:Drawbacks:Description:
EcholocatorLifestyleTime Cost:TLBenefits:Drawbacks:Description:
Starship CrewsCommercial Starship OperationCrew ShiftsSingle ShiftMainday-AlterdayFirst-Second-Third Watch
Standard Crew AssignmentsBridge CrewPilotNavigatorCommunicationsComputerScanShields
Engineering CrewEngineerMaintenanceCybernetics
Optional Crew AssignmentsGunnerObserverSecurityStewardSupercargoMatTran
Leisure TimeEatingDrinkingWatchingGamingDatingExercisingGardeningCreating
Special CrewsMilitary CrewsFamily CrewsMarried CrewsCompany CrewsCommunal Crews
Crew Command and Command Devolvement
ShipsStarships and Space Travel in StarClusterJump LinesJump TravelTime in JumpShieldsJump TableThe Various Methods of Space TravelThe Orbital PositionsUsing the Transit CalculatorMoon Orbits
Technology LevelsNomenclatureShips without A-Grav
SpaceportsBackwards SpaceportGround SpaceportOrbital SpaceportMultiport
Space CombatCommunications and Computer ControlFiring weapons at targetPenetration of shieldsDamageArmorMaintenanceShip ConstitutionHindered LevelDamaged LevelHammered Level
Duties of the Crew in CombatEvery RoundEach Weapon Firing at Target:Each Hit on ship:Each Unavoided Hit:Each Unblocked Hit:Each Unabsorbed HitEvery Round:
Example of PlayExample Ships30 Ton Yacht250 Ton Merchantman450 Ton Showboat600 Ton Hospital Ship
Ship Design and ConstructionHullsConstruction MethodHullWeaponsPassengersMiscellaneousCostShip TraitsHow many traits for a ship?How to use traitsExample Traits
Using traits in the different Task Resolution systemsStarPercStarKarmaStarNovaStarRisk
PodsWork PodHullHull ArmorDrivesPassengersMiscellaneous
Utility PodHullHull ArmorDrivesPassengersMiscellaneous
Small CraftRunaboutHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical UsesSchoonerHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses80 Ton Small CraftHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses90 Ton Small CraftHull
Hull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses100 Ton Small CraftHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses
Small Ships120 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses150 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses180 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses250 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses300 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses450 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses600 Ton Small ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses
Medium Ships750 Ton Medium ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses1000 Ton Medium ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses1500 Ton Medium ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses3000 Ton Medium ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses
Big Ships6000 Ton Big ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses10000 Ton Big ShipHullHull ArmorDrivesScanShieldsWeaponsPassengersMiscellaneous
Typical Uses
VehiclesVehicle Modification SystemHow it works
Basic Vehicle Parameters:RangeFor example:On the VCS
MassFor example:On the VCS
AccelerationOn the VCS
Mounted Weapon SystemsWeapons - List of Weapon Ranges and DamagesMount TypesExample:On the VCS
Rocket TableArmorOn the VCSArmor Example
Max SpeedOn the VCS
CeilingOn the VCS
Carrying CapacityOn the VCS
ManeuvOn the VCS
StabilityOn the VCS
ConstitutionOn the VCS
LifestyleOn the VCS
Vehicle TraitsHow many traits for a vehicle?How to use traitsExample TraitsOn the VCS
Vehicle CombatDon’t sweat the details
DogfightingSetting up a Random DogfightSetting up the PlayersCalculating the proper amount of fuel
Combat ManeuversManeuv and StabilityStarPerc Only:StarKarma Only:StarNova Only:StarRisk Only:
Example VehicleFlitter -> Air TruckMassCarrying CapacityLifestyleWeapons and MountsMax SpeedAcceleration
Basic Vehicles
Making the ClusterSystem Generation TableWorld Generation TablePopulation Generation TableWhat if a Roll Just Doesn’t Fit?System Generation TableWorld Generation TablePopulation Generation TableSetting up an Example ClusterCreating a System: TenderloinRearranging the Worlds of TenderloinCompleting the Cluster
Cultural TraitsHow many traits for a culture?How to use traitsExample Traits
Using traits in the different Task Resolution systemsStarPercStarKarmaStarNova and StarRisk
World ConditionsHow many Conditions for a World?How to use ConditionsExample Conditions
Political TraitsHow many traits for a Political System?How to use traitsExample Traits
Using traits in the different Task Resolution systemsStarPercStarKarmaStarNova and StarRisk
The Tenderloin System ReduxCharWorld Conditions:Culture Traits:Government Traits:
Light BeltWorld Conditions:Culture Traits:Government Traits:
HeroWorld Conditions:Culture Traits:Government Traits:Blue RingWorld Conditions:Culture Traits:Government Traits:HaricotWorld Conditions:Culture Traits:Government Traits:AndalusiaWorld Conditions:Culture Traits:Government Traits:
Heavy BeltWorld Conditions:Culture Traits:Government Traits:
QuiverWorld Conditions:Culture Traits:Government Traits:TinkerbelleWorld Conditions:Culture Traits:Government Traits:
Creating an OrbitmapUsing the Transit Calculator
Guide to Religions of the StarClusterOverviewGrand CatholicismAhl al-Fiqh(Cyberlegal Islam)Taiping Mormonism (Family of Christ)Transhuman TheonarcissismAmida ChristianityClear SightMetadox JudaismPolytheocrasic MonismProvidencialismNeo-Adamite Christianitythe PenitentsMystical UnionEcumenic FundamentalismOld Order Atheism (Old Unbelievers)Other ReligionsHumanoid ReligionsSastraTagrisVantor
AliensAliensDiet:Size:Body Covering:Average Attributes:Bailey-Wolf Index NumberManipulatorLocomotorsLife CycleReproductionSensesSpecies Traits:Own Name:Familiar Name:Prejudicial Name:Alien Generation Table 1Alien Generation Table 2Alien Generation Table 3Species TraitsHow many traits for a culture?How to use traitsExample Traits
Using traits in the different Task Resolution systemsStarPercStarKarmaStarNova and StarRisk
Naming Your AliensSpecies and Culture
The Bailey-Wolfe Psychological IndexNeotropism:Sociability:Instinct:Logic:Foresight:Pattern Recognition:IndividualsHuman Rating
The Index and Letter CodeFinishing the Individual CharacterExample AlienDiet:Size:Body Covering:Average Attributes:STRCOORAGYENDCHARINTPSILUCK
ManipulatorLocomotorsLife CycleReproductionSensesBailey-Wolfe Index RatingSpecies Traits:Own Name:Familiar Name:Prejudicial Name:Shorthand Descriptor
Created CreaturesWhat are they?UpliftsThe First UpliftsUplifted Species
Designer AnimalsPopularity of Designer Animals
Androids and BioroidsVerifying Sapience
DownshiftsSapient DownshiftsThe Downshift Controversy
Creating UpliftsINTELLIGENCE (INT)Examples:INT -2INT -1INT 0INT 1INT 2+INT 7INT and IQ
STRENGTH (STR)STR 2-3STR 4-5STR 6STR 7-8STR 9-10STR 11-12
AGILITY (AGY)AGY 2-3AGY 4-5AGY 6AGY 7-8AGY 9-10AGY11-12
ENDURANCE (END)END 2-3END 4-5END 6END 7-8END 9-10END 11-12
SENSESVISION EXAMPLES:Vision 0Vision 2Vision 3Vision 5Vision Extras:
HEARING EXAMPLESHearing NoneHearing 0Hearing 1Hearing 3Hearing 4Hearing 5Hearing Extras:
TOUCH EXAMPLESTouch 0Touch 1Touch 2
TASTE EXAMPLESTaste 0Taste 1Taste 3
SMELL EXAMPLESSmell 0Smell 1Smell 3Smell 5
ELECTRIC EXAMPLESElectric NoneElectric 1Electric 3
PSIQuirksViolentTerritorialPack mentalityHerd mentalityParanoidReluctantNervousNo PropertyCannibalisticEasily DistractedDisgusting HabitsNo Personal SpacePlayfulLazyCuriousFeeding FrenzyTrustingThrill SeekingHunterSolitaryAcquisitiveLoyalFamily Group
Natural AttacksNatural Attack Effective Skill RankNatural Attack Damage
Special Attack
EdgesPhysical characteristicsManipulators
StanceSizeSIZE 1SIZE 2SIZE 3SIZE 4SIZE 5SIZE 6SIZE 7SIZE 8SIZE 9SIZE 10
AugmentationsVocalizationPoints AvailableFinishing the Individual Character
Example UpliftsExample - Skinner’s LabradorStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
Uplift Stat-blocksAttributesSTRCOORAGYENDCHARINT
Natural AttacksNatural Attack DamageNatural Attack Effective Skill RankSpecial Attack
SensesSightHearingTouchSmellTasteElectricPSI
Special NotesStanceSpeech
Armor EquivalentArmorSize
QuirksAugentationsDescriptionNeo-DolphinStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
Zhu’s ChimpanzeeStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
Murcheson’s HarpyStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
U10-Strain Flying FoxStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
The Kashin Krokodil IIIStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
Shark-ManStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksDescription
Neo-NekoStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksAugmentationsDescription
Dyfed CatsStatsNatural AttackSensesSpecial NotesArmor EquivalentQuirksAugmentationsDescription
Androids and ConstructsStanceConstructed Creature AttributesStatsINT and IQINT Examples:INT -2INT -1INT 0INT 1INT 2+INT 7
SensesSense List
VISION EXAMPLES:Vision 0Vision 2Vision 3Vision 5Vision Extras:
HEARING EXAMPLESHearing NoneHearing 0Hearing 1Hearing 3Hearing 4Hearing 5Hearing Extras:
TOUCH EXAMPLESTouch 0Touch 1Touch 2
TASTE EXAMPLESTaste 0Taste 1Taste 3
SMELL EXAMPLESSmell 0Smell 1Smell 3Smell 5
ELECTRIC EXAMPLESElectric NoneElectric 1Electric 3
PSIEdgesNatural AttacksSpecial AttackSpeech AbilityArmorChromskin
ReproductionQuirksTerritorialPack mentalityHerd mentalityParanoidPlayfulCuriousTrustingThrill SeekingHunterSolitaryAcquisitiveLoyal
Points available by Tech Level for ConstructsFinishing the Individual Character
Example Bioroids and Designer AnimalsConstruct Stat- blocksAttributesSTRCOORAGYENDCHARINT
Natural AttacksNatural Attack DamageNatural Attack Effective Skill RankSpecial Attack
SensesSightHearingTouchSmellTasteElectricPSI
Special NotesStanceSpeech
Armor EquivalentArmorSize
TraitsAugentationsDescriptionExample - Sani-maidStatsNatural AttackSensesSpecial NotesArmor EquivalentTraitsDescription
Example - GlitterthingStatsNatural AttackSensesSpecial NotesArmor EquivalentTraitsDescription
Example - Schiller’s Fliegenaffe (Flying Monkey)StatsNatural AttackSensesSpecial NotesArmor EquivalentTraitsDescription
Example - OrroreciecoStatsNatural AttackSensesSpecial NotesArmor EquivalentTraitsDescription
Example - SastralopeStatsNatural AttackSensesSpecial NotesArmor EquivalentTraitsDescription
Box bot
Creating a RobotRobot BrainsRobot TorsosRobot ExtensorsRobot ManipulatorsRobot LocomotorsRobot SurfacesRobot Power SuppliesRobot END
Robot Senses and SkillsRepairing RobotsPoints to rememberRobot PersonalitiesAberration TablesStandard RobotsSastra BotFloater botBarrel Bot
Robot Design GuideSpider botAnthro Bot
PoliticsPrefaceSaVaHuTa and the Diasporan CommunitySaVaHuTa:The Office of the ProcuratorThe Office of the ProconsulThreatsThe SaVaHuTa Legislature, The Han HouseJointly Administered WorldsProtected Worlds
The Diasporan Community:The Thieves WorldsThe Independent (Rogue) WorldsThe Alien Leagues and NationsThe Other WorldsThe Interworld CourtsNegotiations
Appendix A: Optional RulesOptional Rule: Sniping and Single Shot KillsOptional Rule: A Currency of FavorsOptional Rule: Plot PointsOptional Rule: Active DefenseOptional Rule: Mook RulesOptional Rule: Complementary SkillsOptional Rule: No MasteryOptional Rule: Attribute Based PSIOptional Rule: The DropOptional Rule: Hobby SkillsHobby Skill List
Character Design WorksheetBackground Skills:Initial Stats:Year by year record
EQUIPMENT SHEETClothingKitsGadgetsArmorWeaponsMisc EquipmentVehicles
Personal InformationBackground:Marital Status:Spouse:Children:
Current Residence:Family (siblings & parents):