recursal/Fanatic-Fandom huggingface dataset:
Paladin

**Paladins** are a combat class. Skilled in both psionics and the art of war, paladins are among the most deadly adversaries in the galaxy.

## Game Rule Information

### Basic Information

#### Necessary Attributes

Paladins rely on wisdom, which affects their psionics, and strength, which affects their martial skills.

#### Skills

Paladins receive (2 + intelligence modifier) x 4 skill points at 1st level and 2 + intelligence modifier skill points at every subsequent level.

#### Racial Restrictions

Only Canen and certain mutants may be paladins.

### Class Features

#### Proficiency

Paladins are proficient with all weapons and all armor.

#### Abilities

Paladins may use a number of psionic abilities

##### Psionic Abilities

A Paladin may receive the following number of psionic abilities, according to ability and character level. Note that the values below are added to the character's wisdom modifier.
Disrupt Bot

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Disrupt Bot**, the caster can hack into minor systems of a synthetic mobile unit, by shooting a nanoprobe at the target, and cause 1d6 electrical damage. Although the damage cannot be saved against, the nature of the hacking requires a successful ranged hit roll and can be resisted by synthetics with powerful firewalls.
Character Sheet

A **Character Sheet** is a document which contains all the information necessary for a player character in Space Truckers. It is broken up into a number of sections, each with a number of fields.

## Basic Information

* Character Name - The full name of the character
* Player Name - The name of the player
* Race - The race of the character
* Class - The combat class of the character
* Size - The size of the character (based on race)
* Level - The level of the character
* Current XP - The current number of experience points the character has
* XP at next level - The number of XP required to achieve the next level
* Alignment - The alignment of the character
* Law vs Chaos - The number of points a character has in the law vs chaos axis
* Good vs Evil - The number of points a character has in the good vs evil axis
* Senses - A list of the senses of the character (based on race)
* Attribute Scores - A list of attribute scores and their relevant modifiers

## Combat Information

* Base Attack Bonus
* Melee Attack Bonus
* Ranged Attack Bonus
* Initiative
* Mana and Energy
* Armor Class
* Armor Check Penalty
* Psionic Failure Chance
* Damage Reduction
* Current Hit Points
* Max Hit Points
* HD
* Current Mana
* Current Energy
* Saving Throws
* Attacks

## Skills

* Skills
* Skill Points
* Max Ranks
* Languages

## Feats and Traits

* Feats
* Traits

## Equipment

* Equipment
* Shield Generator
* Credit Balance
* Items

## Character Information

* Age
* Age Category
* Racial Lifespan
* Height
* Weight
* Gender
* Nationality
* General Appearance
* Family
* Personality
* Background
Prestidigitation

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Prestidigitations** are minor tricks that psionics use for practice or simple entertainment. Once cast, a prestidigitation enables the caster to perform simple psionic effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of casters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools or weapons. Finally, a prestidigitation lacks the power to duplicate any other ability effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only for 1 hour.

Many psionic casters use the ability for minor entertainment, such as coin tricks, etc.
Beam Technology

**Beam Technology** is a technology which allows the creation of plasma beams. The beams themselves are in fact a superheated plasma held in a shape by micro-lasers. The plasma beam is capable of penetrating most materials.

Beam Technology is used in many fields, most notably weaponry and security. Beam weapons deal beam damage.

## Game Rules

To keep a beam active, there is a heavy energy reserve cost, depending on the individual equipment. In addition to this, every beam weapon consumes the amount of damage it deals to a target in energy every single time it deals damage (unless the beam is not activated and the weapon is being used as a blunt-force weapon).
Analyze Psionics

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

Using **Analyze Psionics**, a caster can discern all psionic effects present in a number of objects and/or creatures. Each round, the caster may examine a single object or creature that is visible. In the case of a psionic item, the caster learns the function of the item and how to activate it (if appropriate), as well as more specific details at the GM's discretion.

In the case of an object or creature with active effects, the caster learns the effect and its relevant details. An attended object or a creature may attempt a Will save (DC caster level + 10) to try and block the analyzing if it so chooses. If the save is succesful, it cannot be analyzed for another 24 hours.
Penrose Singularity Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Complexity
 Weapon Category
 Wielding

The **Penrose Singularity Rifle** is an extremely powerful assault rifle, based on Singularity Technology, developed by the Earth Federation governments. Only a few are in existence today, and their use is illegal in Galactic Union space.

When fired, it creates a powerful localized singularity at the location the shot lands. Anyone in a 2m radius around the impact location is dealt 15d6 damage. Those killed by the singularity cease to exist. A reflex save (DC 20) may be attempted to halve the damage.

## Manufacturer

The Penrose Singularity Rifle was manufactured by the Earth Federation before it was discontinued after singularity technology was outlawed by the Galactic Union.
Leske Security Corporation

The **Leske Security Corporation** (**LSC**) is a military wing of the Galactic Union, based on Leske, which serves as a police force for the Scelendra System. It is composed of all major Union races, although is mostly Kriktan. The corporation also produces weapons and armor. Although most of these are only produced for the Union military, some pieces are sold to the public as well.

## LSC Weaponry

Weapons manufactured by the Leske Security Corporation tend to be more devastating, increasing the critical hit multiplier at the expense of the critical hit range.

* LSC 10 Gague
* Plasma Rifle
Analyze Tech

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

Using **Analyze Tech**, a caster can discern all tech effects present in a number of objects and/or creatures. Each round, the caster may examine a single object or creature that is visible. In the case of an item, the caster learns the function of the item and how to activate it (if appropriate), as well as more specific details at the GM's discretion.

In the case of an object or creature with active effects, the caster learns the effect and its relevant details. An attended object or a creature may attempt a Will save (DC caster level + 10) to try and block the analyzing if it so chooses. If the save is succesful, it cannot be analyzed for another 24 hours.
Attack

A character's **Attack** represents their accuracy with a weapon, be it melee or ranged. An attack roll is made each time a character wishes to hit a target with a weapon. When a character makes their attack roll, they roll a d20 and add their attack bonus (other modifiers may also apply). If the attack roll is equal to or greater than the target's AC, the attack is succesful and the character may then roll for damage.

A natural 1 (d20 lands with the 1 up) is an automatic miss whereas a natural 20, (d20 lands with the 20 up) is an automatic hit and may even lead to a critical hit.

## Attack Bonus

With a melee weapon, the attack bonus is equal to:

Base Attack Bonus + Strength Modifier + Size Modifier + Miscellaneous Modifier

With a ranged weapon, the attack bonus is equal to:

Base Attack Bonus + Agility Modifier + Size Modifier + Miscellaneous Modifier
Laser Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Laser Rifle** is a very powerful assault rifle which makes use of laser technology. It was first developed by the Kriktans, but has since been manufactured by several different corporations.

## Manufacturers

Laser Rifles are manufactured by:

* Illen Armoury

* Kin-Shemsi Weapons
* Leske Security Corporation
* Nukren Arms
* Pandae Weapons Corporation
Nukren Arms

**Nukren Arms** is a Kriktan manufacturer of weapons and armor based on Tsakyr. It is the foremost Kriktan manufacturer and supplies the Kriktan Empire military with equipment.

## Nukren Weaponry

Nukren Arms weapons tend to pack more of a punch (+5%damage) and tend to hold more ammunition (+1 ammo capacity), at the expense of accuracy (-1 hit) and critical hit range (-1 critical hit range).

* Nuktriki
* Plasma Rifle
Kryptonita

La **Kryptonita** es un mineral radioactivo proveniente del planeta Krypton. Tras la destrucción de Krypton, cierta cantidad de Kryptonita acabó llegando a la Tierra.

## Historia

Tras la destrucción de Krypton, muchos trozos de este material fueron enviados al espacio, y varios de ellos llegaron a la Tierra.

Bajo un sol amarillo, los Kryptonianos expuestos al mineral sufren de una pérdida casi total de sus poderes y su energía, y los hace sentir extremadamente débiles y enfermos. Conociendo esto, el D.E.O. creó un dardo de kryptonita para detener a Kara Danvers cuando necesitaron detenerla.

## Apariciones

### Temporada 1

* "Pilot"
* "Stronger Together"
* "Bizarro"
* "For the Girl Who Has Everything"
* "Falling"
Level

In Space Truckers, each character has a **level**, which describes their experience and prowess in their chosen combat class.

## Leveling Up

When a character gains a set amount of experience, they level up. The amount of experience, as well as other stats associated with leveling up across all combat classes are listed here.

* The XP of each level is equal to *XP(n-1) + 1000(n-1)* where *n* equals the level and *XP(n-1)* equals the XP of the previous level.
* The Max Skill Rank determines the maximum number of ranks a character of a certain level can spend in a skill. It is calculated using the formula *n+3*, where n is equal to the level of the character.
* A character is given a new feat (not including the feats granted by class, race, etc.) at the 1st level and at every level divisible by three after that (3rd, 6th, 9th, 12th, 15th, 18th, etc.)
* A character is granted a point to spend in increasing an attribute score of the player's choice by 1 at every level divisible by four (4th, 8th, 12th, 16th, 20th, etc.)
Armor Class

**Armor Class** is a character statistic which determines how well a character can avoid damage. The higher the armor class, the more difficult it is for an opponent to score a hit.

## Determining Armor Class

Armor class is determined by adding up 10 plus the scores of the following factors:

* Armor - The Armor Class of a piece of armor
* Shield - The Armor Class of a shield generator
* Natural - The Armor Class granted by racial traits
* Agility Modifier - The Armor Class granted by a character's agility
* Size Modifier - The Armor Class granted by a character's size
* Misc Modifier - The Armor Class granted by miscellaneous factors, such as psionics

Thus armor class is determined using the following formula:

*AC = armor + shield + natural + agility mod + size mod + misc mod + 10*

### Touch Armor Class

Touch Armor Class is determined using the above factors, but excludes the bonus given by armor and shield generators. Thus the formula for touch armor class is:

*Touch AC = natural + agility mod + size mod + misc mod + 10*

Touch Armor Class is used when an attack ignores armor and shields.

### Flat-footed Armor Class

Flat-footed Armor Class is determined using the above factors, but excludes the bonus given by agility. Thus the formula for flat-footed armor class is:

*Flat-footed AC = armor + shield + natural + size mod + misc mod + 10*

Flat-footed armor class is used when a character is surprised or is otherwise unable to attempt to dodge an attack.
Basic Education

Subtype
 Mana/Energy Cost
 Level
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Once a day, specialists may use the **Basic Education** ability to make any knowledge check with the specialist's level + intelligence modifier to use like a knowledge skill.

## Example of Use

Ted, a level 1 human specialist with 13 intelligence, wishes to identify a certain rock formation. Unfortunately for him, he has no skill ranks in Knowledge:Geology or anything similar. Desperate to identify the formation, he opts to use his Basic Education to try and recall some past general knowledge which may apply to the situation. The Knowledge:Geology DC to identify this particular formation has been set by the GM as 14. Ted rolls a d20 and gets a 13, which when added to his intelligence modifier, earns him a 14, which allows him to identify the formation.

Had Ted rolled a 12 or lower, he would not have been able to identify the formation.
Plasma Rifle

Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category
 Wielding

The **Plasma Rifle** is an assault rifle based on Beam Technology. Like all beam and plasma weapons, it consumes its damage in energy.

## Manufacturers

Plasma Rifles are manufactured by:

* Darkstar Mercenary Corporation
* Illen Armoury
* Kin-Shemsi Weapons
* Leske Security Corporation
* Nukren Arms
* Pandae Weapons Corporation
KS-19 Assault Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Kin-Shemsi 19 Assault Rifle (KS-19)** is an assault rifle developed by the Ikk'tari manufacturer, Kin-Shemsi Weapons. It is used galaxy-wide, bust mostly within the Ikk'tari military.

## Manufacturer

The KS-19 is manufactured solely by Kin-Shemsi Weapons.
Tech Abilities

**Tech Abilities** are abilities which may be used by tech classes (Agent and Engineer). They expend energy. Like psionic abilities, they are categorized into 10 levels, from 0 to 9.

## Subtypes

Every Tech Ability has a subtype. The subtypes are as follows:

* Chemical
* Electrical
* Hacking
* Kinetic
* Utility

## Tech Abilities

### Level 0

* Acid Splash
* Detect Tech
* Discern North
* Disrupt Bot
* Flare
* Immunoboost
* Minor Overflow
* Override Electronics
* Repair

### Level 1

* Activate Drone I
* Adrenaline
* Aimbot
* Anti-adrenaline
* Babel Drive
* Chloroform
* Detect Life
* Detect Secret Doors
* Enhance Weapon
* Fluorescence
* Grease
* Holographic Image
* Identify Tech
* Jammer Signal
* Jump Boots
* Kinetic Barrier
* Lesser Confusion
* Medical Scan
* Minor Explosive Shield
* Obscuring Mist
* Produce Flame
* Omnimaul 2000
* Set Alarm
* Shocking Grasp
* Tech Overload
* Undetectable

### Level 6

* Acid Mist
* Analyze Tech
Beam Halberd

Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category
 Wielding
 Minimum Strength

The **Beam Halberd** is an advanced form of halberd. It consists of a heavy-duty shaft with an activatable beam-blade.

As with all beam weapons, each attack consumes its damage in energy.

 Manufacturers

Beam Halberds are manufactured by:

* Smash and Bash Equipment
* Uykhasha Entertainment
Shield Generator

**Shield Generators** are devices which establish a kinetic barrier around a certain area. Portable Shield Generators (PSG) are used to create these barriers around the user, increasing protection.

## Portable Shield Generators

Although manufactured by different manufacturers, all PSGs are given a tier, denoting the strength of the kinetic barrier, and a Edward-Mannerheim Ratio (EM), denoting their required energy reserve. The Tier (A, B, C, etc.) corresponds directly to the AC of the PSG and the EM ratio number (I, II, III, etc.) corresponds to one tenth of the energy reserve.

For example, a DW-BII is a Dicks and Williams Fabrications PSG with +2 AC (B denoting Tier 2) and 20 energy reserve (II denoting EM 2; 20 energy).
Septus-12

**Septus-12** is a standard, Jovian gas giant in the Lin System. One of its moons, Lwa, is notable for being the homeworld of the Lwargi. Septus-12 is currently under the control of the Darkstar Mercenary Corporation, who is based primarily on Lwa.

Aside from the significant colony on Lwa, the DMC also controls multiple lunar and orbital stations, designed primarily for fuel and mineral collection, refinement and distribution.
Timeline of the Milky Way

1224 BC - Kriktans achieve spaceflight

1153 BC - Kriktans invent the V-Reactor

753 BC - Florians achieve spaceflight

549-552 BC - Florians invent the V-Reactor and FTL drive

484 BC - Naxarls achieve spaceflight

397 BC - Naxarls invent V-Reactor

392 BC - Naxarls invent the FTL drive

312 BC - Kriktans establish first contact with the Florians. An alliance between the two is created.

68 - Naxarl first contact with Kriktans. Start of the Naxarl-Kriktan War.

78 - Uxen achieve spaceflight

87 - Florian involvement in the Naxarl-Kirktan War

91 - End of Naxarl-Kriktan War. Galactic Union formed.

103 - Uxen invent V-Reactor

112 - Uxen invent FTL drive

171 - Xenozorgs invent V-Reactor

187 - Xenozorgs achieve spaceflight and invent FTL drive

203 - Uxen first contact with Kriktans. Start of the Uxen Conquest.

205 - End of the Uxen Conquest. Uxen become a client race of the Kriktans.

701 - Xenozorg first contact with the Galactic Union

1378 - Canen achieve space flight

1403 - Canen invent the V-Reactor

1407 - Canen invent the FTL drive

1542 - Bandus invent the first atomic bomb

1567 - Canen make first contact with the Galactic Union.

1568 - Canen join the Galactic Union.

1574 - The Palag Uu begin a nuclear war on Aaku which spirals out of control, resulting in the destruction of much of the planet.

1593 - Florians discover Aaku. They uplift the Bandus and begin 'repairing' Aaku, driving out the Palag Uu and earning the loyalty of the Bandus

1876 - Discovery of Lwargi by Kriktan colonists

1953 - Ikk'tari achieve spaceflight.

1957 - Humans achieve spaceflight

2043 - Humans first perform a succesful V-Reaction at CERN, which destroys the facility. In subsequent years, V-Reaction becomes the standard source of energy for Earth.

2047 - Humans develop their first FTL drive. Pebble Island Reactor constucted by the United Kingdom.

2053 - Pebble Island Reactor incident leads to the entire population of the Falklands being infected with V-Radiation.

2055 - First signs of V-Radiation-induced genetic mutation noted in the Falklands.

2069 - Human first contact with the Canen. Humans are introduced to the Galactic Union.

2076 - Canton V-Reactor incident leads to much of Ohio's population being infected with V-Radiation.

2086 - The Falklands cedes from the United Kingdom and becomes the Democratic Republic of the Falkland Islands, led by president Arnold Parker, a mutant.

2092 - Assassination of President Arnold Parker of the Democratic Republic of the Falkland Islands. Mars Base 3 established as a mutant haven.

2106 - Ikk'tari invent the V-Reactor and the FTL drive

2122 - Ikk'tari first contact with humanity. Alliance established between the Ikk'tari and humanity. Ikk'tari are welcomed into the Galactic Union.

2132 - Current date
Constitution

**Constitution** is an attribute in Space Truckers. It measures a character's health and stamina. Constitution affects:

* Fortitude Saving Throws
* Health

## Races

The races which have, on average, more constitution than others are:

* Kriktans, who gain +2 constitution
* Lwargi, who gain a +5 for constitution, on top of 4 dice from a 4D6 roll (where other races choose only 3 dice from a roll of 4D6)
* Mutants with toxin immunity, who gain +4 constitution
* Naxarls, who gain +2 constitution

The races which have, on average, less constitution than others are:

* Ikk'tari, who suffer a -2 penalty to constitution
* Mutants with an extra arm or leg, who suffer a -1 penalty to constitution
* Mutants with a hyperactive brain, who suffer a -2 penalty to constitution
* Xenozorgs, who suffer a -3 penalty to constitution

## Classes

All classes benefit from constitution as it directly affects health.
Psionic Missile

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Psionic Missile** is a psionic ability which sends out a missile of psionic energy at a target, dealing 1d4 + 1 psionic damage. Psionic Missiles never miss a target, but cannot be aimed at specific areas of a target.

For every two levels beyond 1st (3,5,7,9), the caster gains another missile, with a maximum of five missiles at level 9. Each missile may be shot at a different target, but the target must be specified before each missile is sent.
Acid Mist

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

Using **Acid Mist**, the caster can release a thick cloud of poisonous, acidic gas which, in addition to slowing down those caught in the mist and obscuring sight, deals 2d6 chemical damage to any within the mist. Does not affect creatures who are immune to chemical damage. Friendly fire possible.
Mana

**Mana** is what characters consume when using psionic abilities. It is determined using the following formula:

*Mana = 100 + level x wisdom modifier*(minimum 1)  *x 10 + miscellaneous modifier*

Mana can be restored using certain consumable items and regenerates at a rate of *10 x character's level x wisdom mod*(minimum 1) every time the character rests for a considerable period.
Laser Technology

**Laser Technology** is a technology which allows the creation of lasers. Laser Technology has applications in almost every field, from medicine to entertainment and, of course, weaponry.

Laser Weapons fire short, concentrated lasers at targets, dealing laser damage.

## Game Rules

Laser weapons do not require any special type of ammunition (they use normal ammunition for the type of weapon) and do not use up any energy.
Strength

**Strength** is an attribute in Space Truckers. It measures a character's physical strength and muscle power. Strength affects:

* Melee attack
* Strength Checks (for things like bashing crates or breaking down doors)
* The Swim skill

## Races

The races which are, on average, stronger than others are:

* Lwargi, who gain a +5 for Strength, on top of 4 dice from a 4D6 roll (where other races choose only 3 dice from a roll of 4D6)
* Mutants with an extra arm, who gain +1 Strength
* Naxarls, who gain +2 Strength

The races which are, on average, weaker than others are:

* Ikk'tari, who suffer a -2 for Strength
* Mutants with toxin immunity, who suffer a -2 for Strength

## Classes

While all classes benefit from strength, some do so more than others. Soldiers and Paladins benefit hugely, as higher strength scores are required to wield more powerful weapons.
Steal Tech Ability

Subtype
 Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using this ability, specialists may steal a tech ability from a target trained in tech abilities and then use it once for double the energy cost, provided the specialist is of the level high enough to use that ability.

The target is still able to use the stolen ability. The target may be friend or foe.

## Example of Use

Ted, a 3rd level human specialist, decides that he wants to cast Acid Splash, a 0 level tech ability. Acid Splash costs 10 energy to use, so Ted expends 5 energy stealing the spell from Luk, an Ikk'tar engineer. Later, Ted is able to use Acid Splash only once at the cost of 20 Energy. Once he has used the ability, he may no longer use it until he steals it again.
Air Walk

Mana/Energy Cost
 Level
 Cast Time
 Range
 Duration
 Resistance

Using **Air Walk**, the subject can tread on air as if walking on solid ground. Moving upward is not unlike walking up a hill, though the subject cannot move upwards or downwards more than 45 degrees, and at half the subjects normal walking pace.

In strong winds the subject may experience difficult movements and, at the GM's discretion, may even take damage or other penalties from exceptionally strong winds.

Should the ability's duration expire while the subject is still in the air, the subject floats downward gently at a rate of 60ft per round for 1d6 rounds. Should the subject not reach the ground within this time, they will fall the rest of the distance normally, taking 1d6 damage for each 10ft of fall (see fall damage).

As with all psionic abilities, Air Walk may be dispelled. If it is dispelled, the effects wear off instantly and the subject will not be protected from any fall damage.

Air Walk may be cast on a vehicle or mount, but in the case of a mount the animal requires special training (Handle Animal DC 25). In the case of a vehicle, it requires a very experienced driver (Driving DC 25).
Acrobatics

The **Acrobatics** skill is used to perform acrobatic maneuvers such as balancing, climbing, jumping, tumbling, etc. It is also used to negate fall damage and determine reflexes. Those looking to be more agile and acrobatic are recommended to take up this skill.

A successful acrobatics check allows the specified acrobatic maneuver to be performed, while a failed check results in a failed maneuver.
Smash and Bash Equipment

**Smash and Bash Equipment** is a weapons and armor manufacturer which specializes in melee and thrown weapons. Although originally owned by a a private Naxarl company, the manufacturer has changed ownership thousands of times. It is currently owned by a private Florian firm.

## Smash and Bash Weaponry

Smash and Bash weapons tend to be bigger and more unwieldy than most (-1 hit, reduce crit range by 1, unless 20), but deal considerably more damage (+10% damage).
Virtual Particle Reaction

The **Virtual Particle Reaction** is a process in which muons are collided to from virtual particles by temporarily breaking the law of conservation of energy. The creation of virtual particles (V-Particles) creates a massive energy surge which can be collected.

The V-Reaction is the primary source of energy for all members of the Galactic Union and is the only known energy source (apart from experimental Dark Energy) sufficient to fuel Hyperspace FTL Travel.

## History

### Canen

Canen invented the V-Reactor in 1403 and the FTL drive in 1407

### Florian

Florians invented the V-Reactor in 549 BC and, by 552 BC had invented the FTL drive.

### Human

The first effective human V-Reaction took place at CERN in 2043. The uncontrolled energy surge blew CERN apart, but subsequent reactions were more successful and by 2046, V-Reaction became the standard energy source of Earth and was incorporated into the first FTL drives in 2047.

In 2053 the Pebble Island V-Reactor, developed by the United Kingdom in the Falklands in 2047, exploded. The V-radiation from the blast infected the entire population of the Falkland Islands and by 2055, the first signs of genetic mutation in the children of V-radiation sufferers was recorded. In 2076, the Canton V-Reactor suffered a meltdown and a significant portion of Canton Ohio was infected.

Following first contact with the Galactic Union in 2069, V-Reactor design has been significantly improved.

Apart from those two events, no V-Reactor in Earth Federation Space has suffered an accident.

### Krikta

Kriktans invented the V-Reactor and FTL drive in 1153 BC

### Naxarl

Naxarls invented the V-Reactor in 397 BC and the FTL drive in 392 BC

### Uxen

Uxen invented the V-Reactor in 103 AD and the FTL drive in 112 AD.

### Xenozorg

Xenozorgs invented the V-Reactor in 171 and the FTL drive in 187

## Military Use

The V-Reaction's potential to create massive surges of energy can be utilized much like a nuclear weapon. The main constraints being that the apparatus needed to sustain a reaction for a period long enough to generate sufficient energy which would not merely dissipate into short wavelength radiation, is rather unwieldy. However small scale implementations of typical V-Reactor technology have been successful in powering conventional projectile weapons, using electromagnets, such as Gauss rifles.
List of Manufacturers

This page lists all known weapons and armor **manufacturers** in the Milky Way.

Darkstar Mercenary Corporation - A powerful mercenary corporation which has also branched into the field of manufacturing.

Dicks and Williams Fabrications - A British manufacturer, foremost in the Earth Federation

Illen Armoury - The foremost Canen manufacturer

Kin-Shemsi Weapons - The foremost Ikk'tari manufacturer

Leske Security Corporation - The official manufacturer of the Galactic Union.

Nukren Arms - The foremost Kriktan manufacturer

Pandae Weapons Corporation - The foremost Florian manufacturer

Smash and Bash Equipment - A manufacturer which manufactures melee weapons exclusively

Unu Weaponry - The foremost Bandu manufacturer

Uykhasha Entertainment - A Naxarl Gladiatoral Entertainment Firm which manufacturers weapons for the arena
Psionic Abilities

**Psionic Abilities** are abilities which may be used by psionic classes (Psion and Paladin). They expend mana. Like tech abilities, they are categorized into 10 levels, from 0 to 9.

## Subtypes

Every Psionic Ability has a subtype. The subtypes are as follows:

* Acumen
* Alteration
* Evocation
* Transmutation

## Psionic Abilities

### Level 0

* Cure Minor Wounds
* Dancing Lights
* Daze
* Detect Poison
* Detect Psionics
* Exhausting Touch
* Light
* Prestidigitation
* Psionic Mark
* Purify
* Resistance
* Telekinesis
* Telepathy
* Minor Ventriloquism
* Weak Freeze

### Level 1

* Animate Rope
* Bane
* Burning Hands
* Cause Fear
* Charm Person
* Chill Touch
* Color Spray
* Command
* Cure Light Wounds
* Detect Alignment
* Disguise Self
* Elemental Protection
* Enlarge Person
* Entangle
* Empower
* Erase
* Expedite
* Featherfall
* Hypnotism
* Identify Psionic Item
* Inflict Light Wounds
* Jump
* Lesser Restoration
* Lift
* Major Ventriloquism
* Mental Protection
* Psionic Aura
* Psionic Disk
* Psionic Missile
* Psionic Shield
* Psionic Stone
* Psionic Turmoil
* Ray of Enfeeblement
* Reduce Person
* Remove Fear
* Sleep
* Throw
* Undetectable Alignment
* Unseen Servant
Knowledge

The **Knowledge** skill actually encompasses a number of skills. Knowledge represents a character's knowledge of a particular field. Those looking to have a greater knowledge of a certain field are recommended to take up a knowledge skill.

Each knowledge skill acts separately; leveling up one will not level the other one up. A character can roll a knowledge check to determine a fact. The DC is dependent on how common or difficult the knowledge is and the specificity of the skill. With the GM's permission, players may make up new knowledge skills. The following are examples:

* Architecture
* Astronomy
* Chemistry
* Geology
* History
* Local (more specific knowledge on a certain star system or race)
* Mathematics
* Physics
* Religion
* Synthetics
* Xenobiology
Babel Drive

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

In the event of a translator malfunction, one can use the **Babel Drive**, which allows the caster to understand any language (spoken and written) included in the Interstellar Language Library. The Babel Drive does not allows the caster to speak or write in a language, only comprehend it.
Mercury

**Mercury** is the 1st planet orbiting Sol. Established on Mercury's poles are two Earth Federation colonies, North Hermes and South Hermes. Each colony mines the poles for Iron, Helium-3 and various other minerals. Each colony has also set up large solar farms. Additionally, North Hermes is an industrial centre. Mercury is flagged as a spacetrucking hotspot.
Telekinesis

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Telekinesis**, the caster can lift objects and or creatures with his/her kind. The weight limit is equal to half that which the caster would normally be able to carry, but is reliant on wisdom rather than strength. If the target moves more than 6m away from the caster, the ability ends.

The caster can also propel the object/creature as a standard action.
Tsha-Meka

**Tsha-Meka** is a small, terrestrial planet orbiting Lin. Due to almost non-existent mineral wealth and the comparative prosperity of nearby planets, Tsha-Meka is largely ignored by the Kriktans in the system.

A number of conspiracy theorists claim to have witnessed Mass-Destruction weapons testing on the planet, and the conspiracy theory has become a popular interweb meme.
Graviton Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Graviton Rifle** is a powerful assault rifle developed by the Darkstar Mercenary Corporation.

The Graviton Rifle consumes an assault rifle clip and delivers a powerful concussive blast which deals 2d10 damage and knocks a target down unless they pass a reflex save (DC 20).

## Manufacturer

The Graviton Rifle is manufactured solely by the Darkstar Mercenary Corporation.
Psion

**Psions** are a combat class. Psions are masters of psionics.

#### Skills

Psions receive (4 + intelligence modifier) x 4 skill points at 1st level and 4 + intelligence modifier skill points at every subsequent level.

#### Racial Restrictions

Only Canen and certain mutants may be psions.

### Class Features

#### Proficiency

Psions are proficient with light weapons and armor.

#### Abilities

Psions may use a number of psionic abilities

##### Pisonic Abilities

A Psion may receive the following number of psionic abilities, according to ability and character level. Note that all values are added to the wisdom modifier of the character.
Overload Tech

Subtype
 Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Overload Tech** floods the target with electrical energy, which shorts any electrical equipment(including electrical weapons) for 2 rounds and deals 1d4 electrical damage per caster level. A reflex DC of 8 will prevent the damage from being delt but will still short the equipment for 1 round.
Acid Splash

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Acid Splash**, the caster fires a short spray of weak corrosive acid at a target creature or object, dealing 1d3 chemical damage. The caster must succeed a hit roll to ensure the splash hits the target. Targets that are immune to chemical damage take no damage from Acid Splash.
Dicks and Williams Fabrications

**Dicks and Williams Fabrications** is a human weapons and armor manufacturer based in Britain, Earth. It is the foremost human manufacturer and supplies Earth Federation armies with all their equipment.

## Dicks and Williams Weaponry

DW Weapons are usually more accurate than others (+1 hit), but at the cost of a smaller ammunition capacity (-10% ammo capacity, minimum 1).

* DW 12 Gague
Xenozorg

The **Xenozorgs** are a race of sapient humanoids from Zortho. most notable for their ability to shapeshift into other humanoid forms. The Xenozorg government, the Quorguan Empire, is socialist and incredibly secretive; notorious for falsifying nearly all released data pertaining to the empire and for barring all other races from entering the heart of the empire.

## Physiology

In their normal forms, Xenozorgs stand on average at about the same height as humans. Xenozorgs have a leathery, dark green skin. Xenozorgs tend to be much leaner than humans. Xenozorgs have incredibly weak bone structures, a direct result of their natural shape-shifting ability, and thus cannot withstand much physical trauma. This weakness does not, however, render them any less fit than other species.

Their shape-shifting ability is limited to species which the individual Xenozorg has extensively studied and that are within certain size and weight parameters. Any special abilities (such as psychic powers, poison, etc.) are not gained by the Xenozorg upon shape-shifting.

Xenozorgs of walk hunched to facilitate transformation into species which walk on all fours. Xenozorgs mature at about 16 and have an average lifespan of about 120 years.

## History

The prehistoric ancestors of the Xenozorgs used very basic shape-shifting to avoid predators. Overtime, through evolution and augmentation through technology, Xenozorgs have perfected this ability.

In 171, the Xenozorgs invented the V-Reactor and achieved space flight and FTL flight shortly after, in 187. By their first contact with the Galactic Union in 701, they had already efficiently colonised three other systems in the Quorguan Nebula, as well as set up outposts in many other systems in the nebula.

## Society and Culture

The Xenozorg ability to change shape has led Xenozorgs, by nature, to be very secretive. Secrets and lies are respected in Xenozorg society: "Honesty is stupidity" is a common Xenozorg saying.

Xenozorg Society is socialist, led by the Quorguan Empire: the exclusive authority in the Quorguan Nebula. Xenozorgs are extremely industrious and militaristic; boasting one of the strongest militaries in the Galactic Union, of which the Quorguan Empire is a member. All Xenozorgs of age are considered militia, and may be recalled to the empire at any time by the government.

Modern Xenozorgs live in government barracks and sleep in pods which supply individual Xenozorgs with daily nutrient rations. These measures have been put into place to counteract overcrowding, as well as to more efficiently dole out nutrient rations.

Xenozorgs have no known contemporary religions.

## Game Rule Information

Xenozorgs are considered to be of the humanoid and organic types.

### Racial Traits

Shape-shifting

+4 Bluff, +4 Sense Motive

-3 Constitution

1D4 HD
Kinetic Barrier

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

Using **Kinetic Barrier**, the caster creates an invisible, kinetic barrier around a target, increasing their AC by +4 for the duration of the ability.

Additionally, the ability renders the target immune to psionic missiles for the duration of the ability.
Earth Federation

The **Earth Federation** is the representative government of humanity, and is made up of the American Federation, the Russian Federation, the European Union, the People's Republic of China, the United Kingdom and Republic of India and a number of less influential nations. The Earth Federation represents humanity in the Galactic Union and is charged with the control of almost all of humanity's fleet.

The capital of the Earth Federation is Horizon, on Luna.

## Government

The Earth Federation is a Constitutional Republic led by Prime Minister Arthur Seager. The Delegation on the Union Council is comprised of:

* Chief Ambassador Amelia Cole
* American Ambassador Michael Parks
* Russian Ambassador Nikolai Mendrenov
* European Ambassador Monica Luogo
* Chinese Ambassador Jiao Lin
* British Ambassador Andrew Pike
* Indian Ambassador Fajar Patel

The delegation also consists of a number of representatives from human colonies.

## Earth Federation Space

* Sol System - Capital System of the Federation home to Earth
Alignment

**Alignment** is a value which represents a character's morality. It works on two scales, Law vs. Chaos and Good vs. Evil, resulting in nine possible alignments:

## The Nine Alignments

1. **Lawful Good** - A character who acts as a good person is expected to act, with strict morality, is Lawful Good
2. **Lawful Neutral** - A character who follows a strict code, such as a law or tradition, without regards towards morality, is Lawful Neutral
3. **Lawful Evil** - A character who follows a strict personal code of evil is Lawful Evil
4. **Neutral Good** - A character who does good how s/he sees fit, without following expectations or code, is Neutral Good
5. **Neutral** - A character who does what she feels is right to do, with no regards towards morality or hierarchy, is true neutral.
6. **Neutral Evil** - A character who does evil how s/he sees fit, without following expectations or code, is Neutral Evil
7. **Chaotic Good** - A character who does good with no regards towards law and order, is Chaotic Good
8. **Chaotic Neutral** - A character who follows their whims and goes against order and hierarchy is Chaotic Neutral
9. **Chaotic Evil** - A character who does evil on their whim, disregarding the powers of law (both good and evil) is Chaotic Evil

## Law vs Chaos

On the scale of Law vs Chaos, a 20 or below represents a chaotic alignment and an 80 or above represents a lawful alignment. A score of 50 represents a neutral alignment.

Lawful acts (such as upholding the law, following a code or tradition, etc.) give points, whereas chaotic acts (such as stealing from the rich to give to the poor or actively breaking a law) remove points.

## Good vs Evil

On the scale of Good vs Evil, a 20 or below represents an evil alignment and an 80 or above represents a good alignment. A score of 50 represents a neutral alignment.

Good acts (such as helping people or donating to charity) give points, whereas evil acts (such as killing an innocent or robbing a bank) remove points.
Electronics

The **Electronics** skill is used to create and operate electronic devices. It is also used to hack into computer systems. Those looking to create electronic devices, for personal use or for sale, and those looking to become master hackers are recommended to take up this skill.

When creating or operating electronics, an electronics check is rolled against a DC, determined from the complexity of the electronic device. When hacking, the DC is determined from the complexity of the encryption.
Appraise

The **Appraise** skill is used to determine the credit value of merchandise. Those looking to earn credits through the buying and selling of goods are recommended to take up this skill.

A failed appraise check estimates the value at 50% to 150% of its actual value (unless performed untrained, in which case no estimate is given). A successful check estimates the value with a 10% margin of error (unless performed untrained, in which case the appraise check estimates the value at 50% to 150% of its actual value).
Racetrack

The Racetrack is one of the most fundamental features of our game. It is tile based for easy construction and easy implementation of a map editor.

### Basic features

* Finish line
* Rectangular curves
* Checkpoints
* Different track surfaces with different properties

### Additional Features

* Branches
* Obstacles
* Circular curves

### Tiles

The racetrack-building is a mechanisms that is based on tiles. Different tiles have different properties. Driving through mud for example should slow down the drivers car.

An list of possible tiles and their properties:
Laser Sniper Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Laser Sniper Rifle** is a powerful sniper rifle based on laser technology.

## Manufacturer

The Laser Sniper Rifle is manufactured by:

* Illen Armoury

* Kin-Shemsi Weapons
* Leske Security Corporation
* Nukren Arms
* Pandae Weapons Corporation
Light

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

**Light** causes an object to glow like a torch, shedding bright light in a 7m radius (and dim light for an additional 7m feet) from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of psionic darkness does not function.

A light ability (one with the light descriptor) counters and dispels a darkness ability (one with the darkness descriptor) of an equal or lower level.
Ventriloquism

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Resistance

**Ventriloquism** allows the caster to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The caster chooses what type of sound the ability creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on the caster's level. The caster can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise the ability produces can be virtually any type of sound within the volume limit.
Telepathy

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Telepathy**, the caster can telepathically send messages to any target, regardless of their own telepathic ability. The caster can choose multiple targets, provided they are within the ability's range. The ability transmits sound, not meaning. It doesn’t transcend language barriers.
Earth

**Earth** is a terrestrial garden world in the Sol System. It is the human homeworld.

## Governments

Earth and humanity are represented in the Galactic Union Council by the Earth Federation.

The most influential governments on Earth are the American Federation, the Russian Federation, the European Union, the People's Republic of China, the United Kingdom and Republic of India. Although many other governments exist, they are not nearly as influential.
Detect Poison

Mana/Energy Cost
 Level
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

The caster can detect any poison within the radius using **Detect Poison**. The ability can be used to determine whether a creature, object or area has been poisoned. Using a Wisdom DC 20 check (or any other relevant check), the caster can identify the type of poison.
Lwa

**Lwa** is a moon of Septus-12, most notably known as the home of the Lwargi. It is also the only known location in the universe where the crystal-life phenomenon occurs, thus making it the only location where Lwargi can be created. It is owned by the Darkstar Mercenary Corporation.

## History

In 1876, Kriktan colonists discovered the Lwargi on Lwa while assessing the value of Septus-12 as a fuel source. Following standard Kriktan first-contact protocol, the Kriktans attempted to uplift the Lwargi. This attempt, due to the limited intelligence of the Lwargi, failed and the Kriktans sold the colonisation rights of the moon to an independent organisation, Darkstar Mercenary Corporation, which has since capitalised on the selling of Lwargi as bouncers, bodyguards, soldiers, etc.
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Minor Explosive Shield

Subtype
 Mana/Energy Cost
 Level
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Minor Explosive Shield can be established around the caster. When established, the shield takes 1d4 pts damage and explodes when depleted. Damages units in melee range for 1d4. If the duration expires before the shield is depleted, it does not explode.
Pandae Weapons Corporation

The **Pandae Weapons Coporation** is a Florian manufacturer of weapons and armor based in Pandae, Triun. They are the foremost Florian manufacturer and supply equipment to the Florian Systems Alliance's military.

## Pandae Weapons Corporation Weaponry

PWC Weapons tend more towards larger ammunition capacity (+10% ammo capacity, minimum 1), but at the cost of reduced accuracy (-1 hit).

* Cryogenic Rifle
* Plasma Rifle
Jan

**Jan** is a habitable desert planet in the Lin system. It has two moons, Jan In and Jan Nissen. Although unsuitable for agriculture and relying on Unuk for water supply, the planet boasts a booming industrial colony, Tkot, where minerals from the system are refined and processed for use across the galaxy.

The atmosphere, while containing a small percentage of oxygen, is unsuitable for Kriktan physiology and thus Kriktans on the planet are required to wear breathers or remain within closed environments.

The Capital of Jan, as well as its only major settlement, is Tkot.