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A TABLETOP ROLEPLAYING ODYSSEY

COREBOOK
CREDITS
CREDITS

Developed from the original 2d20 System design by Jay Little and Star Trek Adventures 2d20 System by Nathan Dowdell.

Lead Designers Writers Editors


Virginia Page, Samantha Webb Jason Brick, Oz Mills, Mike Ptak ‘NorseHound’, Martin Cirulis, Keith Garret, Virginia Page, Ben Maunder
Virginia Page, Nathan Dowdell, Samantha Webb
Ar t Dir ectors Cover Ar tist Interior Ar twork Ar tists
Katya Thomas, Kris Aubin Aaron Kambeitz Carlos Cabrera, Ariel Orea, Boris Martsev, Paolo Puggioni, Chaim Garcia,
JB Casacop, Szymon Dmitruk, Nikita Vasilchuk, Gilles Augustijnen (KONTROL)

Graphic Designers Pr oofr eader Pr oject Managers Pr oduction Manager


Jen McCleary, Robert Denton Ben Maunder Virginia Page, Ben Maunder Peter Grochulski

Modiphius Entertainment
Chief Cr eative Of ficer Chief Operations Of ficer Managing Dir ector
Chris Birch Rita Birch Cameron Dicks
Head of Pr oduct Head of Development Head of Cr eative Services
Samantha Webb Sophie Williams Jon Webb
Cr eative Coor dinator F inancial Contr oller Logistics and Pr oduction Manager
Kieran Street Luc Woolfenden Peter Grochulski
Ar t Dir ectors Studio Coor dinator Photog rapher
Kris Aubin, Rocío Martín Pérez Rocio Martín Pérez Fátima Martín Pérez
Lead 3D Designer Senior 3D Designers 3D Designers
Jonathan La Trobe-Lewis Colin Grayson, Christopher Peacey, Ben de Bosdari, Joana Abbott,
Domingo Díaz Fermín Sean Bullough
Lead Graphic Designer Graphic Designers Audio and V ideo Pr oducer
Michal E. Cross Christopher Webb, Leigh Woosey, Mark Steve Daldry
Whittington, Stephanie Toro Gurumendi
Editor Development Coor dinator Developers
Bryce Johnston Jason Enos Ethan Heywood, Jono Green
2d20 Developer QA Testers Senior Pr oject Manager
Nathan Dowdell Dominic Westerland, Nathan Perry, Gavin Dady
Samantha Laydon
Pr oject Managers Assist ant Pr oject Managers Operations Manager
Ben Maunder, Chris Shepperson, Daniel Lade, Haralampos Tsakiris John Wilson
James Barry
Factory Manager Lead Pr oduction Operative Senior Pr oduction Operatives
Martin Jones Anthony Mrris Drew Cox, Warwick Voyzey
Pr oduction Operatives Tool Makers Customer Service and
Joshua Froud-Silverstone, Louis Paul Hartle, Alex Taylor, Luke Gill, David Hextall Accounts Manager
Jake Pink, Miles Turner, Thomas Bull Lloyd Gyan
Events Manager Community Manager Translations and Publishing
Gregoire Boisbelaud April Hill Manager
Matt Timm
Distribution and Key Marketing Manager Marketing Coor dinator
Accounts Manager Ben O’Brien Shaun Hocking
Gary Moore
Customer Suppor t Repr esent ative Webstor e Manager Bookkeeper
Chris Dann Apinya Ramakomud Valya Mkrtchyan

Editor, Gearbox Gearbox Licensing Team


Meredith Hershey Erica Stead, Mikayla Jackson, Barbara Radziwon, Matt Costa, Sean Haran
Special Thanks
Dr. Jonathan Cohen, Jeff Skal, Joel Watson, Randy Pitchford, Meredith Hershey, Nathaniel Wattenmaker, Christine Marten,
Dante Silva, Brian Burleson, Rob Cunningham, and The Blackbird Interactive Team

Modiphius Entertainment Ltd. www.modiphius.com


39 Harwood Rd, Modiphius Entertainment
London SW6 4QP, United Kingdom Product Number: MUH052361
[email protected] ISBN: 978-1-912743-99-5
© 2019 Gearbox. Published by Gearbox Publishing. Homeworld, Gearbox & the Gearbox Publishing logos are registered trademarks,
and theHomeworld logo is a trademark of Gearbox Enterprises, LLC. All Rights Reserved.
The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2020. All 2d20 system text is copyright Modiphius Entertainment Ltd.
Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in
an historical context. All Rights Reserved., except the Modiphius Logo which is Modiphius Entertainment Ltd.
CONTENTS

CONTENTS
Truths..................................................... 34
Foreword by Martin Cirulis ............................ 1
Defining Aspects................................................34
Intr oduction.. ............................ 2
Starting Points......................................... 37
Come Aboard the Mothership.................... 2
Step One: Kiith Background...................... 39
Your Journey.......................................................2
Kiith Naabal........................................................39
What Is in This Book?..........................................2
Kiith Soban.........................................................40
What You Need to Play.......................................3
Kiith S’jet............................................................41
The Universe of Homeworld ...................... 4
Kiith Paktu..........................................................42
The People...........................................................4
Kiith Manaan......................................................43
The Ships.............................................................5
Kiith Somtaaw....................................................44
Chapter 1: Step Two: Environment............................. 46
Cor e Rules................................
Rules ................................ 6 The Capital City of Tiir.......................................46
Characters...........................................................6 The Southern Lands Along the Majiirian Sea ���46
Dice......................................................................6 The Khontala Mountains...................................47
Scenes.................................................................6 Wandering Settlements.....................................47
Truths...................................................................7 Step Three: Upbringing............................ 48
Attributes, Skills, and Focuses................... 8 Artistic and Open...............................................48
Attributes.............................................................8 Diplomacy and Politics......................................49
Skills....................................................................8 Nomadic or Rural...............................................49
Focuses...............................................................9 Technology and Science ...................................50
Tests........................................................ 9 Travel and Trade.................................................51
Attempting a Test...............................................9 Step Four: Profession............................... 52
Complications...................................................11 Command and Military Track............................52
Assistance.........................................................13 Engineering and Technical Track......................52
Opposed Tests..................................................13 Research and Exploration Track.......................53
Momentum, Threat and Fortune............... 15 Step Five: Career..................................... 54
Momentum........................................................15 Junior Officer......................................................54
Threat.................................................................16 Experienced Officer............................................54
Fortune .............................................................17 Veteran Officer...................................................55
Chapter 2: Step Six: Career Events............................ 56
Experimental Technology .................................57
Action and Combat . . ............. 19
Loss of a Friend..................................................57
Action Scenes......................................... 19
Admired by Another Kiith...................................57
Range & Distance..............................................19
Experimental Test Flight....................................58
Action Order......................................................20
Unexpected Command......................................58
Making an Attack..............................................21
Serious Injury.....................................................58
Action in Zero-G................................................22
Conflict with a Hostile Group............................59
Action in Vacuum..............................................23
Mentored for Your Talent...................................59
Stress, Injury, & Recovery.................................24
Medical Crisis.....................................................60
Social Conflict........................................ 27 Abandoned Your Principles...............................60
Social Tools.......................................................27 Stuck by Your Ideals..........................................60
Chapter 3: Invented a New Battle Strategy........................60
Character Cr eation . . ........ 32 Technological Advancement.............................61
Commendation...................................................61
Characters in Homeworld......................... 32
Prevented a Resource Shortage.......................61
Attributes, Skills, and Focuses................. 32
Devastating Accident.........................................62
Attributes...........................................................32
Skills..................................................................33
Step Seven: Finishing Touches................. 63
Attributes............................................................63
Focuses.............................................................33
Skills...................................................................63
Talents................................................... 33

i
Defining Aspects................................................63 Weapon Stress Rating.....................................106
Maximum Stress and Challenge Dice...............64 Range................................................................106
CONTENTS

Final Stats Check...............................................64 Kinetic Weapons..............................................106


Role.....................................................................65 Beam Weapons................................................106
Rank....................................................................67 Explosive Weapons..........................................106
Personal Details.................................................68 Effects...............................................................107
Equipment..........................................................69 Ship Combat.......................................... 107
Example Character:............................................70 Environment and Zones...................................107
General Talents........................................ 71 Distances..........................................................108
Combat Talents........................................ 74 Rounds and Turns............................................108
Command Talents.................................... 74 Making an Attack.............................................108
Engineering Talents.................................. 75 Breaches...........................................................109
Repairing Damage............................................110
Exploration Talents .................................. 75
Flight Talents........................................... 76 Ship Combat Momentum Spends...................110
Medical Talents........................................ 77 Large-scale and Simplifed Fleet Combat.111
Challenge Dice...................................................78 Fighters................................................. 112
Using a Supporting Character...........................80 Corvettes............................................... 116
Creating a Supporting Character......................81 Frigates................................................. 121
Resource Units...................................................83
Super Capital Ships................................ 126
Buying Advancements.......................................83
Non-Combat Ships................................. 129
Gaining Resource Units.....................................83
Motherships.......................................... 133
Other Ways to Gain RUs....................................84
The Kushan Mothership..................................133
Chapter 4: The Kadeshi Mothership.................................137
Weapons and Equipment....
Equipment .... 85 The Bentusi Exchange.....................................140
Weapons................................................. 85 The Taiidan Imperial Flagship.........................143
Anatomy of a Wapon.........................................85 Other..................................................... 145
Weapon Types and Range.................................85 Mysterious Ships and Derelicts............... 148
Effects.................................................................87 Building Ships........................................ 151
Qualities..............................................................87 Ready-Made.....................................................151
Weapons of Homeworld............................ 89 Quick Creation .................................................151
Weapons and Cultures.......................................89 Ship Construction............................................152
Melee..................................................................90 Step One: Select a Chassis.............................153
Ranged................................................................93 Step Two: Assign Attribute Points..................154
Explosive Weapons............................................95 Step Three: Spend Points on Upgrades..........154
Equipment and Gear................................. 97 Step Four: Assign Derived Stats......................156
Anatomy of Equipment and Gear......................97 Special Functions................................... 156
Standard Equipment .........................................97 Class 1..............................................................156
Other Equipment................................................99 Class 2..............................................................157
Chapter 5: Class 3..............................................................158
Ship Combat . . ....................... 101 Installable and Strange Technology......... 160
Gravity Well Technology .................................160
Starship Statistics.................................. 101
Hyperspace Technology..................................161
Ship Attributes.................................................101
Strange Technology ........................................162
Scale.................................................................101
Progenitor Technology....................................163
Hull Points........................................................102
Buying Advancements.....................................164
Special Functions............................................102
Fuel...................................................................102 Chapter 6:
Operating a Ship.................................... 103 Historical Briefing...............
Briefing ............... 165
Commanding Officer Actions..........................103 Overview............................................... 165
Helm Actions....................................................103 The First Time..................................................165
Sensor Techician Actions................................104 The Fall of Hiigara............................................165
Tactical Actions...............................................105 The Exile...........................................................166
Communications Actions................................105 Early Settlement & Heresy Wars.....................166
Other Actions...................................................105 The Age of Reason...........................................167
Ship Weapons ....................................... 106 Khar-Toba Era...................................................167

ii
Destruction and Exodus..................................167 S’jet History......................................................207
Landfall.............................................................167 Story Seeds......................................................209

CONTENTS
Period of New Wars.........................................167 Kiith Naabal........................................... 209
Futures Yet Undreamt......................................168 Building Civilization.........................................209
A Brief History of the Kushan.................. 169 Naabal Culture..................................................209
Pre-Exile............................................................170 Naabal History.................................................210
Exile..................................................................171 Story Seeds......................................................211
The Age of Reason...........................................175 Kiith Manaan......................................... 211
Pre-Exodus.......................................................177 The Travelers....................................................211
Exodus..............................................................180 Manaan Culture................................................212
Key Battles of the Homeworld War.................180 Manaan History................................................213
Post-Exodus.....................................................183 Story Seeds......................................................214
Locations ............................................. 185 Kiith Somtaaw........................................ 214
Hiigara..............................................................185 The Great Miners..............................................214
The Angel Moon...............................................186 Somtaaw History.............................................215
Kharak...............................................................186 Somtaaw Culture.............................................215
Khar-Toba.........................................................187 Story Seeds......................................................216
Inner Rim..........................................................187 Kiith Siidim............................................ 216
Outer Rim..........................................................188 The Chosen Ones.............................................216
The Great Wastelands.....................................188 Siidim Culture...................................................217
The Great Nebula.............................................188 Siidim History...................................................217
Karos Graveyard...............................................189 Story Seeds......................................................218
Galactic Council Center...................................189 Kiith Hraal............................................. 218
Taiidan..............................................................190 The Assembly Line...........................................218
Artifacts................................................ 192 Hraal Culture....................................................219
The Guidestone................................................192 Hraal History....................................................219
Hyperspace Core..............................................193 Story Seeds......................................................219
Planet-Killers....................................................194 Kiith Kaalel............................................ 220
The Unbound....................................................194 The Shadow Walkers.......................................220
Star-Metal Scrolls............................................194 Kaalel Culture...................................................220
Chalice of Life...................................................195 Kaalel History...................................................221
The Burning Spear...........................................196 Story Seeds......................................................221
Sword of Caaliburnous....................................196 Minor and Vassal Kiith............................ 222
Chapter 7: Kiith Sagald......................................................222
Kiithid Society Briefing......
Briefing ...... 198 Kiith Tambuur...................................................222
Kiith Ferriil........................................................222
Organization.....................................................198
Kiith LiirHra.......................................................223
History of the Kiith...........................................198
Kiith Jaraci.......................................................224
Kiith Gaalsien........................................ 199
Alliances Form....................................... 225
The Religion of Kah’a.......................................199
The Daiamid.....................................................225
Gaalsien Culture...............................................200
The Northern Coalition....................................225
Gaalsien History...............................................200
Kiith Paktu and the Southern Coalition..........226
Story Seeds......................................................201
Post-Guidestone Discovery.............................227
Kiith Paktu............................................. 201
Modern Era Alliances............................. 229
The Distant Kiithid...........................................201
Kiith Paktu........................................................229
Paktu Culture....................................................201
Kiith Soban.......................................................229
Paktu History....................................................202
Kiith S’jet..........................................................230
Story Seeds......................................................202
Kiith Naabal......................................................230
Kiith Soban............................................ 203
Kiith Manaan....................................................231
Taking the Red.................................................203
Kiith Somtaaw..................................................232
Soban Culture...................................................204
Kiith Siidim.......................................................232
Soban History...................................................204
Kiith Hraal.........................................................233
Story Seeds......................................................205
Kiith Kaalel.......................................................233
Kiith S’jet............................................... 206
Serving the Truth..............................................206
S’jet Culture......................................................207

iii
Chapter 8: Experience and Promotion...................... 275
Galactic Community..........
Community .......... 234 Challenging Values..........................................275
CONTENTS

Taiidan.................................................. 234 Running Combat.................................... 277


Imperial History................................................235 Combat Encounters.........................................277
Political Leadership.........................................237 Combat in Space..............................................278
The Taiidani......................................................238 Crafting the Game.................................. 280
Additional Locations........................................239 Scenes and Encounters...................................280
Adventure Seeds..............................................239 Mission Design.................................................281
Turanic Raiders ..................................... 241 Campaign Design.............................................281
History..............................................................241 Chapter 10:
Political Leadership.........................................242 Non-Player Characters....
Characters .... 282
Additional Locations........................................244
Kinds of NPC......................................... 282
Adventure Seeds..............................................244
Creating NPCs....................................... 283
Kadesh.................................................. 245 Creating Minor NPCs.......................................283
History..............................................................245
Creating Notable NPCs....................................285
Political Leadership.........................................247
Creating Major NPCs.......................................287
The Kadeshi......................................................247
NPC Roles............................................. 293
Nebula Locations.............................................248
Bureaucrat........................................................293
Adventure Seeds..............................................249
Explorer.............................................................293
Bentusi.................................................. 250 Mercenary.........................................................293
History..............................................................250
Merchant..........................................................294
The Bentusi......................................................252
Noble.................................................................294
Unbound...........................................................253
Refugee............................................................294
Bentus...............................................................253
Rogue................................................................294
Adventure Seeds..............................................254
Scavenger.........................................................294
Galactic Council .................................... 256 Using and Running NPCs........................ 295
History..............................................................256
Adversaries.......................................................295
The Council.......................................................256
Allies.................................................................295
Additional Locations........................................257
Neutral Parties.................................................296
Adventure Seeds..............................................258
Kushan Fleet Personnel.......................... 299
Progenitors ........................................... 260 Somtaaw Mechanic (Minor NPC)....................299
Adventure Seeds..............................................260
Naabal Wing Commander (Minor NPC)..........300
Chapter 9: Soban Bodyguard (Minor NPC).......................300
Gamemastering.. ................ 263 Paktu Pilot (Minor NPC)...................................301
Running Homeworld............................... 263 Manaan Captain (Notable NPC)......................301
Leading the Adventure.....................................263 Paktu Operative (Notable NPC).......................302
Styles of Play....................................................265 S’jet Medical Officer (Notable NPC)................302
Captain Sanja Naabal (Major NPC).................303
Managing the Rules............................... 266
Admiral Pash Paktu (Major NPC)....................304
Tests.................................................................266
Karan S’jet, Neuroscientist (Major NPC).........305
Momentum.......................................................266
Fleet Command (Major NPC)..........................306
Truths................................................................266
Truths and Defining Aspects...........................267 The Taiidan Military............................... 307
Threat................................................................267 Taiidan Fighter Pilot (Minor NPC)...................308
Opposed Tests.................................................268 Taiidan Navigator (Minor NPC).......................308
Extended Tests.................................................269 Taiidan Security Officer (Minor NPC)..............309
Challenges........................................................271 Turanic Raiders...................................... 313
Player Characters.................................. 273 The Kadeshi........................................... 317
Command and Military Track..........................273 Bentusi Traders..................................... 320
Engineering and Technical Track....................274
Medical and Research Track...........................274

iv
Foreword by Martin Cirulis 

FOREWORD
Unlimited Potential a crusade to regain a long lost Homeworld;
which was finally named Hiigara in tribute to
Whenever I have been asked by fans or
all peoples forced from their homelands. This
reporters about my thoughts on the Homeworld
process was repeated once again with the
Universe, that is the phrase that leaps to mind
development of Homeworld: Cataclysm which
first. From the game itself to the effect it had
added more history, more Kiithid and detailed
on the careers of the people connected to
how the survivors of Kharak were adjusting to
it, Homeworld was an explosion of creativity
the shattering of their culture and the political
whose shockwaves are still being felt. As
fallout from their crusade.
witnessed by this RPG in your hands right now.  
All this work was a joy to do but it also left
Homeworld was the game that turned Relic
a nagging feeling behind. While it was great to
from a dream to a world class developer in
hear fans talking about how much they loved
one fell swoop. It marked my own transition
the manuals it was also a reminder of how
from gaming journalist to gaming writer and
much of that material just couldn’t make it into
designer. It begat Homeworld: Cataclysm, a
the computer games themselves. It all had that
side story project that helped start another
bittersweet taste of untapped potential.
developer, Barking Dog studios, and members
But now, thanks to Modiphius, all that has
of that team eventually came together to form
changed! As you can see, they have created a
the development studio I now head up, Kerberos
massive RPG based on the original Homeworld
Productions. Recently, Blackbird Interactive,
computer game and source material, and I
(founded by key members of the original Relic
could not be happier about it. Finally, all that
team) continues to carry the Homeworld flag
potential can be tapped by a new generation to
forward into new territory with their excellent
tell new stories and get to know the Homeworld
Deserts of Kharak series. And now Modiphius
Universe in a deep and personal way. This
has taken Homeworld into a whole new realm
is your chance to try your own answers to
with this amazing RPG package. Not bad for
questions we posed so many years ago.
one, passionate little computer game.
In this tome you will encounter all of
Like I said...Unlimited Potential
humanity’s oldest flaws...Greed, Fear, Hate,
It has been 20 years now since I was first
Xenophobia, Cowardice, and Tyranny. But
asked to write the final script for Homeworld and
striding alongside these shadows you will find
then, when that was done, the real hard work
all that is best in us...Courage, Strength, Genius,
began on the background materials. Relic had
Understanding, Freedom, and Mercy. And
laid out the historical details of an epic mystery
all this against a backdrop of Machiavellian
buried in the sands of an alien world, but they
Politics and a Galaxy of Mystery where the past
wanted a bit more flesh around its bones and
rarely stays in its place and being quick of mind
so, myself and my partner at the time, Arinn
is as important as being quick on your feet.
Dembo, set out to create a culture for that
What lays before you are endless stories from
desperate world of exiles. Within a few short
dozens of creative people over 20 years.
weeks, the people of Kharak gained identities
In other words...
based on extended family groups known
Unlimited Potential.
as Kiith. Story points now became events
Enjoy!
that shook society. Alliances and grudges
—Martin E. Cirulis, July/2019
that would stand for centuries formed from
Writer/Story Designer Homeworld
timeline references. Tragedies and triumphs
Writer/Designer Homeworld: Cataclysm
now set the stage for the death of a world and

1
INTRODUCTION
INTRODUCTION

Come Aboard
the Mothership
Welcome to Homeworld: Revelations, a roleplaying game based on the 1999 real-time strategy
videogame Homeworld. The original videogame showed you the Exodus, the incredible journey
that an exiled people undertook to reclaim their home, Hiigara. After the burning of their exile
planet, a punishment for the crime of engineering long jump hyperdrive technology, each
mission of the game took you one step closer to the goal, forcing you to battle hostile enemy
ships and command your fleet to get back home.

Homeworld was ultimately about the journey of a people to make it back to their true home, a
story of strategy, loss, battle, hardship, reclamation, self-discovery, and above all, hope.

Your Journey What Is in This Book?


Homeworld is the story of a journey. In the Chapter 1: Core Rules
video game, we see this journey from the This chapter explains the core rules of the
view of the Kushan fleet and their epic battles Homeworld 2d20 System that all players and
against the Taiidan and other aggressors gamemasters need to know.
as they seek to reclaim their homeworld,
Hiigara. Chapter 2: Action and Combat
This book will give you everything you This chapter explains the rules behind action
need to play the personal journey of the scenes and combat as well as the tools for
people on those ships, to explore their lives, social conflict.
discoveries, hardship and loss, cultures and
histories. The stories and campaigns you can Chapter 3: Character Creation
create will explore what else is out there to be Character creation takes you through the
discovered, with new exciting locations and lifepath, to help you create your own unique
artifacts, or revisiting familiar favorites, the character for Homeworld as well as showing
potential for exploration is unlimited. you how to advance your characters over time.
Some mysteries were never uncovered; Chapter 4: Weapons and Equipment
who or what was responsible for a mysterious Here you will find lists of equipment and gear
ship that took control of any others that passed that player characters have access to, along
too close? How did the Karos Graveyard with their rules for using them in play.
come to be the home of innumerable
derelicts and what was the purpose of the Chapter 5: Ship Combat
strange little ship that dragged others away Find detailed information on the ships of
to a forgotten corner of the graveyard? Homeworld. This includes stat blocks for the
ships encountered in the game, as well as
rules for ship-to-ship combat.

2
Chapter 6: Historical Briefing before them, advancing the story, while
This chapter gives an overview of the history describing how their players act and respond

INTRODUCTION
of Homeworld all the way from pre-exile to the world around them. Usually, you want
Hiigara, right up until the reclamation of to have between three and six players. You
Hiigara at the end of the Exodus and includes can play with less or more than that, but
new locations, secrets, and artifacts for you these present their own challenges.
to discover.
The Game Master
Chapter 7: Kiithid Society Briefing One of the players within the group takes on
Here you will find detailed information on the role of the gamemaster. This player does
all the major Kiith and the vassal clans not have a player character and instead,
within them. Learn about their alliances and they are the host of the game. They set up
politics and be inspired with adventure ideas the encounters and scenes and know which
for using these Kiith in your games. direction the story takes. Gamemasters play
all the non-player characters that the player
Chapter 8: Galactic Community characters can interact with, non-player
A chapter looking at the story and lore behind characters might be allies, adversaries, or
the other factions of the Homeworld universe. even supporting characters.
A wealth of information and campaign ideas
including the Taiidan, Bentusi, Galactic Characters
Council, and more. Every player (except the gamemaster) creates
a player character. Chapter 3: Character
Chapter 9: Gamemastering Creation takes players through the steps
A chapter dedicated to giving gamemasters
needed to create their own player character.
advice on how to run games within the
You can choose your Kiith background, the
Homeworld universe using its themes and
nature and location of your upbringing, as
lore as well as optional and expanded rules
well as your current career within the Kushan
based on those in the core rules chapter to
fleet. You also get a chance to create a
enhance Homeworld campaigns.
selection of supporting characters, who you
Chapter 10: Non-Player Characters can control when your player character is not
This chapter will detail how to create and use involved in the action.
non-player characters, as well as providing
a large collection of pre-made non-player Dice
characters for you to use in your campaigns. Homeworld uses two types of dice. The first
is a d20, which is a twenty-sided die and
What You Need can be found in most hobby and gaming
stores. In this book, the abbreviation
to Play ‘d20’ is used when referring to this die.
To begin your journey, it is recommended The second type is a d6, or six-sided dice.
that you have the following: When this type of dice are called for, they
are referred to as challenge dice. Modiphius
Players Entertainment sells custom Homeworld
Every game needs a group of players. One challenge dice, with unique logos to represent
takes on the role of the gamemaster and the their results. If you do not have access to
other players take on the role of the player these, you can use regular d6s and consult
characters. The players work together to the table on p.6 to see the equivalent
face the challenges the gamemaster places challenge dice results.

3
It is recommended to have at least 5d20s or campaign. It is also useful to have note
and 6d6s or challenge dice. Players and paper, to record notes about in-game events,
INTRODUCTION

gamemaster can share or roll dice multiple or those of other characters and can help the
times if there are not enough of one type. gamemaster to keep track of the story.

Paper and Pencils Tokens, Beads or Chips


All players who have a player character It is recommended to gather some tokens,
will need a character sheet to record their beads, or chips (such as poker chips) for
players attributes and statistics on. You use during play. These are used to track
can download a character sheet from www. Threat and Momentum for the gamemaster
modiphius.net or you can choose to use and players. You can choose to write down
some plain paper to record your character. It these totals if you wish, but the visual
is recommended that you use pencil on your aspect of Momentum or Threat building and
character sheets, making it easy to change diminishing can add a unique experience to
aspects of your character during a game the game.

The Universe
of Homeworld
Some of you reading may already be familiar with Homeworld, its people, factions, histories,
and technology. For those who are not, this section describes in broad strokes the core
elements that set the Homeworld universe apart from many other Sci-Fi games and RPGs.
More information on the themes and tone of Homeworld and how to use them in your games
can be found in Chapter 9: Gamemastering, while a deeper dive into the histories and people
of the universe can be found in Chapter 6:Historical Briefing and Chapter 7:Kiithid Society
Briefing.

The People world, Hiigara, against the Taiidan who had


destroyed Kharak.
The Homeworld video game introduced us
Though unified in their cause, the Kushan
to the Kushan, a people made up of various
people are made up of different Kiith, each
clans called Kiith, who were returning to their
one distinct in its place in Kushan society;
true home world and discovering the history
each one renowned for a particular industry,
of their people on the journey known as the
and each individual member an individual in
Exodus. The Kushan had a vast history that
their own right. They are people struggling
was mostly lost to them. Exiled to the planet
for survival, a people trying to reclaim what
Kharak, they had lost all knowledge of their
was lost.
true ancestry until a ship was discovered in
While many other people and factions
the sands of their desert planet. Many years
exist, and Homeworld’s universe is as diverse
later, they would take to the stars to test
as our own, it is key to note that everyone is
the hyperdrive they discovered and would
‘human’, to some degree or another. There
pay the price for it, the burning of their
are no ‘jellyfish aliens’, no big bad monsters
planet. Leaving them a ship bound people,
to fight except those humans create, or
they fought a war to get back to their home
those that humans become. Even the most

4
mysterious beings, like the Bentusi, who technology and screens. Ships are built for
are bound into their ships at the very core, purpose, whether that be combat, supporting

INTRODUCTION
were perhaps once human, or human-like. a colony or collecting resources. Vessels in
The Taiidan, the enemies of the Kushan, this universe don’t have shields or endless
are ‘human’ just the same as they are. arrays of weaponry, instead relying on armor,
This is what makes Homeworld unique, the a limited number of weapons, and the skill of
challenges you face, the evils you try to fight, their pilots and tactical officers in battle.
the mysteries you uncover, are all based in Space battles are devastating and involve
the nature of humanity and what it creates, navies with a vast array of ships. From
what it was and what it could be. single person fighter craft to super capital
ships with crews in the hundreds. Ships can
The Ships hyperjump, entering a secondary type of
Perhaps the most recognizable aspect of space that allows travel over huge distances.
Homeworld is its ships. The look and feel Some are even able to Far Jump, crossing
of ships within Homeworld were inspired by hundreds of thousands of lightyears in the
‘70s spaceships and starships. Rather than space of days or weeks. Whole navies can
having the sleek, clean lines that we are so move from one system to the next in little
used to with modern sci-fi, Homeworld’s more than the blink of an eye.
ships are angular, more industrial looking, From ships designed for war and piracy,
with panels and bold patterns. Interiors to those whose occupants are biologically
have a more unified space, fewer corridor bound into their ship’s systems and those
umbilicals and instead rooms that allow that have mysterious origins controlled by AI,
you to pass from one to the other, lit with the ships of this universe are truly unique.

5
Chapter 1

CORE RULES
CHAPTER 1: CORE RULES

The following section covers the core rules of Homeworld: Revelations, which will be used
throughout the rest of the game. Every player should have a basic understanding of these
concepts during play.

Characters as X in the text, where X is the number


of Challenge Dice you must roll. If you do
There are two types of character in
not have access to these specially marked
Homeworld, player characters who are
Challenge Dice (available from Modiphius’s
controlled by the players, also referred to as
Webstore), you can use regular d6s and
PCs, and non-player characters controlled by
consult the table below for the results.
the gamemaster, referred to as NPCs.

Dice Scenes
Just like the events of a TV show or movie,
Homeworld uses two types of dice. The first
gameplay in Homeworld is structured in
is a twenty-sided die, called a d20, used to
scenes. Each scene covers a period of time,
decide the outcome of a character’s action.
during which you attempt to achieve a goal,
In most circumstances, more than one d20
overcome a problem, or engage in some
will be rolled at once. This is known as the
significant activities.
dice pool.
Some scenes contain more structure than
The d20s are used for resolving tests,
others: an example of this would be action
two or more will be required. This is noted
scenes, where the scene is split into rounds
as Xd20, where X is the number of dice to be
and turns and you can perform a limited
rolled. So, 2d20 means that two twenty-sided
number of actions in a set order. This will
dice should be rolled.
be explained later in Chapter 2: Combat and
The second type is a d6, or six-sided die.
Action.
When these dice are called for, they are
Scenes are the interesting parts of the
referred to as Challenge Dice and are noted
story, and tend to skip past the less interesting
parts. Different groups may feel differently
Challenge Dice about what is or isn’t interesting, so it’s up to
D6 Result you and your group to decide what to play out
Result
and what to skip.
1 1 The gamemaster is the one responsible
2 2 for setting the scene and reacting to what
the players choose to do within it. When the
3 0
scene has concluded, or nothing else can be
4 0 done in that place, the gamemaster moves
5 1, plus effect on to the next one.

6 1, plus effect

6 CHAPTER 1
Truths Truths are described as:
Truths describe something significant about
An advantage. The truth is beneficial. Ad-
a scene, person, place, environment, or
vantages can make an activity possible
object. You don’t have to think of them in too
that wasn’t possible before, reduce the
much detail as a player, but it’s good to be

CHAPTER 1: CORE RULES


difficulty of a test (see Tests p.9), or
aware of how they affect the game.
cancel out a complication (p.11).
Truths don’t have any specific duration;
they remain in play until they are no longer A complication. The truth is problemat-
true, either because the scene changes or ic. Complications can make previously
you find a way to overcome them. Truths are possible tests impossible, increase the
important because they help the gamemaster difficulty of a test, or cancel out an ad-
determine what is and what isn’t possible. vantage.
There are numerous ways that advantages A threatening circumstance. The truth
and complications can be added or created adds Threat to the Threat pool to rep-
in a scene by players and the gamemaster, resent something or someone within a
which are described further on in this chapter. scene that poses a risk beyond normal
Characters also have truths, and these situations.
can act as either advantages or complica-
tions depending on circumstance. These are
discussed in Chapter 3: Character Creation.

Example
When describing the scene, the gamemaster tells the players they are standing in a darkened
corridor of a wrecked ship. There appears to be water leaking from somewhere overhead and electrical
cables are sparking in the pools of water on the floor. In this description, the darkness and the
electrical cables in the water are truths in the form of a complication and threatening circum-
stance. The darkness acts as a complication, increasing the difficulty of the test to navigate
the corridor by 2. The sparking electrical cables in the water increase the danger in the area for
the players far outside the normal hazards they might encounter on a wrecked ship, enough to
add 2 points of Threat to the pool and acting as a threatening circumstance.
One of the players then decides to boost the brightness on their wrist computer to use
as a makeshift flashlight. The small amount of light is only enough to benefit them trying to
navigate the area, but this acts as an advantage for the player, reducing the difficulty of their
test to navigate the hallway by 1.

CHAPTER 1 7
Attributes, Skills,
and Focuses
CHAPTER 1: CORE RULES

Attributes, skills and focuses are the main three spects of a character that you will use to make
tests in Homeworld.

Attributes • Will is your character’s sense of


Your character has six attributes—Agility,
self, their mental strength, and their
Brawn, Coordination, Insight, Reason,
self-discipline. Strong-willed charac-
and Will—which encompass their innate
ters tend to be single-minded, even
capabilities. These attributes have scores
stubborn, and have forceful personal-
that range from 7 to 12. This will become
ities.
more important later on in Chapter 3:
Character Creation but they are mentioned
here for the purposes of describing tests.
Skills
Your character also has six skills—Combat,
• Agility is your character’s speed, Command, Engineering, Exploration, Flight,
balance, and movement. Agile char- and Medical—which cover their training and
acters are quick and can move with expertise. These skills have scores that range
precision. from 1 to 5.
• Brawn is your character’s physical
fortitude and endurance, as well as
their ability to be forceful. It also en- • Combat is your character’s skill in
compasses their health and physical hand-to-hand combat and their abil-
conditioning. Brawny characters are ity to use weapons, both melee and
strong and hardy. ranged. It also covers tactical knowl-
• Coordination is your character’s fine edge and the practice and under-
motor skills, accuracy, and sense of standing of ship combat.
time and rhythm. Coordinated char- • Command is your character’s skill in in-
acters are good shots and excel at terpersonal interactions including lead-
sleight of hand and other delicate, ership, negotiation, and motivating and
precise tasks. coordinating others. It also helps them
• Insight is your character’s perception, to resist coercion and can help others
instincts, and ability to comprehend resist fear or panic.
the world around them. Insightful • Engineering is your character’s skill in
characters are observant and shrewd, using, repairing, or building technolo-
and are often said to be wise. gy. This covers the understanding of
• Reason is your character’s ability to systems and build of ships, weapons,
apply logic, intellect, and learned facts and other small devices and non-elec-
to a situation. Reasoned characters trical mechanical items.
tend to be rational or contemplative, • Exploration is your character’s skill in
and are often driven by a need to learn scientific research and study as well
or understand. as history, archaeology, and their abili-
ty as an explorer.

8 CHAPTER 1
• Flight is your character’s skill at pilot- Focuses
ing and using the systems of a ship. Your character also has a number of focuses.
• Medical is your character’s skill at di- These represent specialist training, practical
agnosing and treating those who are experience, or knowledge of specific fields.
ill or injured. It covers the knowledge Focuses do not have a rating of their own,

CHAPTER 1: CORE RULES


of trauma and treatments both mental but can be applied to relevant skill tests to
and physical. improve the chances of success.

Tests
There are situations when your character will attempt to do something and their success would
be in doubt, or failure and complications would be interesting.
Tests are usually called for by the gamemaster, either to decide whether your character succeeds or
fails at what they want to do, to avoid a hazard, or just to see how well they do something. Each test has
a number of possible outcomes that can affect the scene or the characters.

Attempting a Test c. Each die that rolls a 20 causes a


complication— something in the
A test involves your character’s attributes and
situation that might make things
skills, and requires you to roll two or more d20s.
harder for the character (see Com-
How to attempt a test is described as follows:
plications, p.11).
1. The gamemaster chooses which attri-
bute and skill are appropriate for the 5. If the number of successes is equal to or
test being attempted. Add together your exceeds the difficulty of the test, then the
character’s attribute and skill. This is test has been passed and the character
the target number for the test. The tar- has achieved what they wanted to do.
get number is the number you must roll a. They might be able to do even better.
equal to or under with each d20. Any extra successes beyond the dif-
ficulty threshold generate Momen-
2. The gamemaster then sets the difficulty
tum (see Momentum, p.15).
of the test. This is a number from 0 (easy)
to 5 (almost impossible). The difficulty is 6. The gamemaster describes the outcome
the number of successes the player must of the test, based on it being passed or
roll on their d20s to pass the test. failed, and players may use Momentum
spends if they wish. Complications from
3. You take two d20s, and may choose to
rolling any 20s are then resolved.
purchase extra d20s (see Momentum
and Threat, p.15). Once additional dice Note that you may never roll more than
have been purchased—if any—you roll your 5d20 on any test, regardless of where
dice pool. the additional dice come from, such as
4. Each d20 that rolls equal to or less than Momentum spends or talents.
the target number scores 1 success. The combination of attributes and skills
a. If there is an applicable focus, each used for the test are normally decided by the
die that rolls under the value of the gamemaster. Sometimes the rules will call
skill scores 2 successes. for a specific pairing, and you can suggest
combinations, but the gamemaster has the
b. Each die that rolls a 1 scores 2
final say.
successes.

CHAPTER 1 9
Example
Dianna’s character Kaiia wants to try to fix a broken keypad which opens the doors to a ship’s
engine room. The gamemaster decides that to do this Dianna will need to make a difficulty 3
test using Coordination + Engineering. Kaiia’s Coordination has a score of 10, and her Engi-
CHAPTER 1: CORE RULES

neering has a score of 4, giving her a target number of 14. Kaiia also has a focus called “Ship
Repairs” representing her expertise in the repair and upkeep of ships.
Dianna decides not to purchase any additional dice and then rolls 2d20. The first die scores
an 8 and the second scores a 3. The first die is under the target number, so scores one success.
The second die is under the target number, but it is also under the value of the skill Dianna used
on the test. As a focus that applies, this die scores 2 successes instead of 1. With 3 successes,
Dianna has met the difficulty of the test, which means she’s passed and Kaiia manages to
repair the broken keypad.

Setting Test Difficulty test may be so simple that it does not require
When the gamemaster asks for a test to be dice to be rolled in order to succeed. These
made, they set a difficulty for the test. Most are difficulty zero tests. If a test is difficulty
tests will have a base difficulty of 1, though 0, it can be passed automatically. However,
harder tests can go as high as 5 or more. On because no roll is made, it generates no
top of the base difficulty, the gamemaster Momentum—even bonus Momentum from
should take into account any other factors talents, particularly advantageous situations,
such as truths which may increase or etc.—and the character cannot spend any
decrease difficulty. Momentum on the test either.
The gamemaster will always tell you the The gamemaster can ask you to roll for
difficulty of the tests you attempt—your a difficulty zero test; this is only done when
character is able to evaluate how difficult an it is important how well your character does
activity is. This allows you to determine what something that they cannot fail at. When
you need to do to have the best chance of the gamemaster asks for a difficulty zero
success. test in this instance, the test automatically
succeeds and any dice which roll under the
Difficulty Zero Tests target number generate momentum. When
Certain circumstances can reduce the doing this, complications from rolling a 20
difficulty of a test to as low as 0. Sometimes a can still occur.

Example
Ashad’s character Miir wants to try to search through fleet intelligence files to look for
information on a person he’s investigating. The gamemaster decides that as Miir has access to
these files, the test would be difficulty 0, meaning no roll is needed. However, the gamemaster
wants to see how much information Miir can find in the time that he has, and so asks Ashad
to roll for the difficulty 0 test. Ashad rolls 3 successes, and because the difficulty is 0 this
generates 3 points of Momentum. The gamemaster decides that 3 successes mean that Miir
manages to find all of the information available on the person he’s investigating within the time
he has, and he even has some Momentum that can be used later on when looking through it all.

10 CHAPTER 1
Complications meaning that complications happen on a
When attempting a test, each d20 that rolls a roll of 20. Increasing the complication range
20 creates a complication, which comes into by 1 means that complications occur for
play once the test has been resolved. Each 20 each d20 that rolls a 19 or 20 on that test.
rolled can only produce a single complication. Each time this range is increased by one, it

CHAPTER 1: CORE RULES


As described on page 7, complications lowers the number needed to roll to suffer a
are truths that have a negative effect. You can complication. The complication range of a
pass a test and still suffer a complication, as test can never be more than 5.
they represent inconvenient problems your
character has to now deal with. The normal
Success at Cost
Some tests can’t be failed outright but there
effect of a complication is to increase the
is a chance that problems will occur. In a
difficulty of related tests by 1, or to make it so
situation like this, the gamemaster can allow
that a test that is normally possible cannot be
you to succeed at cost, either telling you this
attempted.
If you don’t want your character to suffer
a complication, or the gamemaster doesn’t
want to put one into play, it can be paid off by Complication Complications
adding 2 points of Threat to the Threat pool Range Occur On.. . .
(see Threat, p.16).
1 20
Complication Range 2 19-10
A test can be made riskier without raising
3 18-20
the difficulty. This is done by increasing
the complication range of a test, making it 4 17-20
more likely that complications will occur. 5 16-20
A test has a base complication range of 1,

CHAPTER 1 11
before you attempt the test or providing this test has been successful, no Momentum can
option after a failed test. When you succeed be spent to improve its outcome.
at cost, a failed test results in a successful In some cases, the “cost” you have to
outcome but your character suffers an face can be greater, causing your character
immediate complication—this is in addition to suffer multiple complications when
CHAPTER 1: CORE RULES

to any complications from rolling a 20 (if any succeeding at cost, though this should be
dice were rolled for the test). Athough the made clear when the option to succeed at
cost is given.

Example
Nita and Jerome’s characters are trying to jury-rig the engine of their salvage corvette, needing
to escape a Taiidan base before they are found in the docking bay. They fail the test to do so,
but the gamemaster offers to let them succeed at cost. The gamemaster tells them they can
turn their failure into a success by suffering a complication. The engine of the ship will only be
able to run so long on the jury-rigged repairs they have made and is likely to fail not long after
they leave the base. Deciding that escaping the base and trying to get help is better than being
caught, Nita and Jerome accept the complication, and the gamemaster describes how they
manage to succeed on the test.

Improving the Odds


Homeworld provides several ways for you to improve your chances of success, by buying
up to 3 extra d20s to roll on a test. Extra dice allow you to score more successes to hit
higher difficulties or to generate more Momentum.
• Momentum. Spending points allows you to buy additional dice.
• Threat. You can buy d20s by adding to the gamemaster’s Threat pool (p.16) instead of
spending Momentum. The cost is the same as if you were spending Momentum.
• Fortune. When acting in line with your character’s truths, you can spend Fortune to
re-roll dice, introduce a new element to the scene, or buy a critical success.
• Talents. Some talents (p.71) grant bonus d20s or other ways to improve your
chances in specific circumstances. Dice gained this way count towards the number
of bonus d20s that can be purchased, and count as the first d20 bought when
calculating cost.

When buying bonus d20s for non-player characters, there are fewer options—
the gamemaster may only spend points of Threat to buy d20s.

12 CHAPTER 1
Assistance the successes of the assistants are added
toward passing the test. Any complications
Characters can work together when trying
rolled by the assistants also come into play.
to pass a skill test. Whoever is making the
When you assist you do not have to use
test is the leader and the others involved are
the same attribute and skill combination
assistants. The gamemaster has the final say

CHAPTER 1: CORE RULES


as the leader, but you should describe what
on how many, if any, players are allowed to
your character is doing to help. You cannot
assist depending on the circumstances.
roll more than 1d20 or spend Momentum to
The leader makes the test as normal
improve your roll when assisting. In combat,
and each assistant rolls 1d20 using their
assisting takes up your character’s turn.
character’s attribute + skill combination. As
long as the leader scores at least one success,

Example
The player characters, Feiiah, Taureaan, and Riian, are trying to wire a piece of advanced ancient
technology into their ship’s computer system. Riian, the engineer, is making the test to install
the technology, making a Coordination + Engineering test at difficulty 4. Feiiah and Taureaan
can assist on this test. Feiiah is the pilot and knows the ship’s systems well, so is assisting
using Reason + Flight, and Taureaan is a researcher specializing in ancient technology and so
uses Reason + Exploration to assist. As long as Riian’s player rolls at least one success, any
successes that the assisting players roll will be added to Riian’s. Riaan’s player rolls 2d20 and
gets 2 successes. Feiiah and Taureaan’s players each roll 1d20 and both get 1 success. With 4
successes in total, the crew manage to attach the ancient technology to their ship.

Opposed Tests
On occasion, your character is likely to find
• If both characters succeed. Compare
themselves trying to beat an opponent or some
the amount of Momentum generated
other active resistance. These situations call for
on each roll. The side with more Mo-
an opposed test. In an opposed test, an active
mentum passes the opposing test
character is attempting to do something, and a
and gets the result they wanted. The
reactive character is trying to resist or avoid the
losing side does not keep any Momen-
active character’s attempts.
tum they generate.
Both characters attempt a test normally,
• If there is a tie. The active character
with a base difficulty of 1, which may be
breaks the tie and passes the test.
adjusted based on circumstance. This means
• If both characters fail. Neither side
characters may have a different difficulty for
achieves their goal.
their respective tests. The outcome of the
opposed test depends on both characters’
results. The character who is successful
performs the action they were attempting.

CHAPTER 1 13
Example
Niaah is in a struggle with a Turanic raider who has boarded her ship to try to steal a weapon
she has been working on. The raider has grabbed the weapon but Niaah also grabbed it and is
attempting to pull it out of their hands.
CHAPTER 1: CORE RULES

Niaah is the active character here, and is making a test with Brawn + Combat at difficulty
1 to try to take back the weapon. The Turanic raider is trying to resist Niaah by making an
opposed Brawn + Combat test at difficulty 1. Niaah rolls 3 successes and the Turanic raider
rolls 2 successes. Both characters pass their tests but Niaah has more success than the raider,
meaning she wins the opposed test. As Niaah rolled more successes than she needed, she
generates 2 Momentum.

Extended Tests
Extended tests are used when you need a series of tests in order to succeed, such as
fixing a complicated piece of technology, or when you need to complete something over
time such as conducting research. Rules for extended tests can be found in Chapter 9:
Gamemastering. They work much the same as making a normal test, with a few extra steps.

14 CHAPTER 1
Momentum, Threat,
and Fortune

CHAPTER 1: CORE RULES


Momentum, Threat and Fortune are ways to increase the odds of success, change the scene,
and use your character’s beliefs to influence your roleplaying.

Momentum • Purchase d20s. Get up to 3 extra d20s be-


Momentum is generated any time you fore rolling the dice pool. The first d20 costs 1
score more successes than needed Momentum, the second costs 2, and the third
to pass a test. Each extra success costs 3.
generates 1 point of Momentum. • Create Truth. After a successful skill test,
You never start an adventure with you can spend 2 points of Momentum to in-
Momentum; it only comes from action, troduce an advantage or complication to the
but it can be saved between scenes scene. This must relate to the test you made
or sessions. Momentum can be spent and is subject to gamemaster approval. A
immediately when you earn it, or saved truth created in this way can never increase
for later in a Momentum pool. or decrease the difficulty of a skill test by
Some situations or talents grant more than 1.
bonus Momentum on specific tests • Ask a Question. For 1 point of Momentum
or in certain circumstances. This is you can ask the gamemaster a question re-
added to any Momentum generated lated to the current scene or the test you just
on a successful test. Sometimes it is made. The gamemaster must answer truth-
specified that bonus Momentum can fully, but can be as vague as they wish.
only be spent in a specific way. Bonus • Inflict Extra Stress. Spend up to 3 Momen-
Momentum cannot be saved—it must tum to inflict extra stress after a successful
be used or it is lost. attack. Each point of Momentum spent in-
flicts one stress (see Stress, Injury, and Re-
Spending Momentum covery, p.24).
Momentum is spent to improve the • Additional Minor Actions. For 1 point of Mo-
outcome of a successful test, or improve mentum your character can take an addition-
the odds of a test before you roll. al minor action in combat.
Most uses for Momentum can only • Additional Skill Test. By spending 3 points
be spent once on any given test, or once of Momentum, you can immediately attempt
in any given round in combat, but some a second skill test, or take a second major ac-
spends (such as Ask A Question) can be tion in your turn. The difficulty of the test is
used as often as you like. Gamemasters increased by 1.
should use their discretion to decide • Talent. Some talents require you to pay for
what spends can be repeated on a their effects with Momentum (see Talents,
test. Gamemasters should encourage p.71).
players to be creative in how they spend • Keep the Initiative. In combat you can spend
Momentum, allowing them to develop 2 Momentum after your turn ends to pass the
the narrative outcomes of successful next turn on to a character you are allied with,
skill tests. The following options are instead of handing play over to the enemy.
always available.

CHAPTER 1 15
Saving Momentum • Momentum. Whenever you use a Mo-
You can save Momentum if you don’t want to
mentum spend, you can choose to
spend it immediately. This saved Momentum
give the gamemaster Threat in place
is called the Momentum pool. It can never
of spending Momentum, or a combi-
contain more than 6 Momentum and can be
nation of the two. For abstract uses
CHAPTER 1: CORE RULES

added to and spent by any player.


not detailed in the rules, gamemasters
You can use Momentum from the pool
must decide if Threat can be paid to
any time it is required. Momentum from
accomplish what you wish to do.
the pool can be combined with Momentum
• Complications. When your charac-
from a successful test to pay for Momentum
ter suffers a complication on a test, it
spends. Momentum does not have to be
can be avoided by adding 2 Threat to
spent all at once. It can never be wasted, nor
the pool. A non-player character must
can it be used on a failed test.
spend 2 Threat to avoid a complication.
At the end of each scene, one point of
Gamemasters can also spend 2 Threat
Momentum is lost from the pool; it cannot
to introduce a complication.
be saved forever.
• Threatening Circumstances. Some
Threat environments, non-player characters,
or objects introduce the threatening
The gamemaster makes use of Threat to
circumstance truth (see p.7).
present challenges for you. This can be through
• Non-Player Character Momentum.
effects like changing something in a scene
Each extra success an NPC rolls
or spending it like Momentum for non-player
generates Threat for the gamemas-
characters. You can, in some circumstances,
ter and is added to the Threat pool.
give the gamemaster Threat instead of spending
Gamemasters can spend Threat for
Momentum.
their NPCs in the same way you spend
The gamemaster starts each session with
Momentum.
2 points of Threat per player. This collection of
• Reinforcements. The gamemaster
Threat is called the Threat pool, and the growing
may bring in additional NPCs during
and diminishing of this pool mimics the rise and
a scene. Minor NPCs cost 1 Threat,
fall of tension. There is no cap to the Threat pool.
while Notable NPCs cost 2 (see Chap-
Threat, like Momentum, can be spent and
ter 9: Gamemastering for information
gained in a number of ways depending on what
on types of NPC). Ship reinforcements
the gamemaster deems appropriate. Anything
cost Threat equal to their Scale.
you can do with Momentum, a gamemaster
can do with the equivalent amount of Threat.
Gamemasters should be creative in how they More about how gamemasters can use Threat
spend Threat, and in what they allow you to can be found in Chapter 9: Gamemastering.
pay for with Threat, but the following options
for spending and generating Threat are always
available:

16 CHAPTER 1
Why Should I Give the GM Threat?
You might be wondering, why do I want to give my gamemaster Threat? Isn’t that
something they use to help the bad guys or cause terrible things to happen to my
character? The short answer to this is kind of. Threat is a way for the gamemaster to

CHAPTER 1: CORE RULES


create difficult situations, introduce new perils, and sometimes help NPCs who aren’t on
your side. However, it is also the way that your gamemaster keeps the game interesting
and exciting. Without Threat, they can’t raise the tension in the game as effectively and
they can’t make things challenging in an exciting way to push your characters to their
full potential.
Think of it this way: as the player you have control of how exciting an adventure
you have when playing Homeworld. When you give your gamemaster Threat, and the
more willingly you give it, the more thrilling and interesting the game becomes as they
challenge you and your character.

Fortune • Good Roleplaying. The gamemaster


Your character starts a session with 1 can choose to award Fortune to you
Fortune point. You can never have more for good roleplaying, a clever or in-
than 3 Fortune points at any time and you ventive idea, or as a reward for doing
can only spend 1 Fortune point per scene. something extraordinary in the game.
Fortune is used alongside your character’s
defining aspects. These are a few key state-
ments that define your characters personality, Spending Fortune
physicality, thoughts, and feelings towards the Fortune points can be spent whenever one of
world. More about these can be found in Chap- your character’s defining aspects might help
ter 3: Character Creation, p.34. in a situation. You invoke the defining aspect,
Fortune can be gained in three ways: explaining how it might help you, and then
you can choose one of the following Fortune
• Accepting a Complication. One of spends:
your character’s defining aspects may
have the potential to cause a signifi- • Buy a Critical Success. A Fortune
cant complication in the scene for you point may be spent during a test to set
or another character. The gamemas- a single d20 in a pool to a result of 1
ter may offer you a point of Fortune (generating 2 successes). This option
in exchange for having your defining must be selected before you roll any
aspect cause this complication. dice on that skill test, but can be after
• Challenging a Defining Aspect. When the purchase of d20s using Momen-
you challenge a defining aspect (see tum.
p.34), you immediately gain a For- • Re-roll a Dice Pool. A Fortune point
tune point but must cross off the de- may be spent to re-roll any number
fining aspect, making it unusable in of d20s in your character’s dice pool.
the future. At the end of the session, This option may be selected after the
you should create a new defining as- dice have been rolled.
pect, showing how your character’s
ideals or thoughts have changed.

CHAPTER 1 17
• Make It Happen. You immediately Example
create a truth that applies to the cur-
Eleanor’s character, Illia, has the defining
rent scene or introduce a new story
aspect “I’ve already lost too many friends
element. It must relate to the test you
to this war.” During a combat scene, a
have made, or the defining aspect you
CHAPTER 1: CORE RULES

good friend of Illia’s is shot by a Taiidan


invoke, though it may represent some-
officer while they are boarding a Taiidan
thing happening in a flashback, or it
ship. Illia wants to attempt to stabilize
may be assumed to have always been
her friend to prevent her from dying.
true but only now become relevant.
Eleanor decides to invoke her character’s
This may be used before or after you
defining aspect, saying that it represents
make a test.
her character’s determination to save her
friend after already losing so many others.
The gamemaster agrees that the defining
aspect makes sense for the situation
and allows Eleanor to spend a point of
Fortune. Eleanor decides to use the Buy
a Critical Success Fortune spend, which
buys her one die that has already rolled
a 1. With two successes already from her
Fortune spend, Eleanor makes the test to
stabilize the dying character, generating
another success. With 3 successes, she
has passed the test and Illia can keep her
friend alive.

18 CHAPTER 1
Chapter 2

ACTION AND
COMBAT

CHAPTER 2: COMBAT & ACTION


This chapter focuses on how physical combat and social conflict is played out and resolved in
Homeworld: Revelations.

Action Scenes
These are scenes in which your characters Individual zones can have truths defined
are under pressure or in conflict. Sometimes when the gamemaster first describes them.
a scene will become an action scene through This may be as simple as providing cover, or
the decisions of the characters in your group, imposing difficult terrain, but the gamemaster
and other times an action scene can become can devise objects that can be interacted
a regular scene for the same reasons. There’s with, hazards to overcome, or even terrain
no need to state when a scene is an action that changes under specific circumstances,
scene or not—it is only used to determine such as when spending Threat.
when your character’s actions need to be
presented in a structured order with rounds Distances
and turns. Movement and ranged attacks rely on
knowing the distance you are from your
Range & Distance target. In combat, the placement of zones
determines this distance. To keep things
Zones simple, range is measured in four categories
In battle, knowing where you are is important. and one state:
Rather than track everything in precise dis-
tances, Homeworld resolves this using zones. • The state of Reach is when an object
Zones are the way in which the location of or character is within arm’s length.
a scene is divided, and they determine how When you are in Reach you can attack
close or far away things or people are from the in close combat or perform actions
characters present in the scene. Zones have where you need to touch a target or
no fixed size, and the gamemaster decides subject of your action. When in Close
how many zones a location has. For example, range you can freely move into and
the length of a corridor might consist of two out of reach of a character or object.
zones, each of the small crew bunk rooms off • Close range is defined as the zone a
it a zone each, while the atrium at the end of subject is within at the time.
the corridor is separated into three zones. • Medium range is defined as any zone
Gamemasters who desire concrete values adjacent to the subject’s current zone.
rather than abstract ranges can choose to Medium range is a distance of 1 zone.
set specific sizes and shapes for individual • Long range is a distance of 2 zones.
zones, essentially using them as a large grid. • Extreme range is a distance of 3 or
more zones

CHAPTER
CHAPTER1 2 19
Action Order this triggering event or situation occurs,
In action scenes the characters’ actions and you interrupt play and make your test.
decisions are split into rounds and turns. You must declare the triggering event
During a round, each character in the scene when you choose this action. You can
takes a single turn. During a turn, a character still perform minor actions during your
can take a minor action and a major action. turn as normal.
At the start of an action scene, the • Sprint. You make an Agility + Combat
CHAPTER 2: COMBAT & ACTION

gamemaster determines a single character test with a difficulty of 2. If you succeed,


to take the first turn. This depends on which you move anywhere within Long range
character is most likely to act first, though (2 zones). Sprint can be taken while
it is usually a player character. In a situation within Reach of an enemy.
where an NPC would not normally act first, the • Stabilize. You attempt to stabilize an
gamemaster can allow them to by spending 1 injured character within Reach. This
point of Threat. is a Reason + Medical test; success
After a character has completed their turn, means that the injured character is
the player hands the action to the opposing stabilized and will not die at the end
side, who will choose a character to act next. of the scene, but they remain incapaci-
No character may take more than one turn in tated (see Stress, Injury, and Recovery,
a round. This continues until everyone in the p.24).
scene has taken their turns, and then a new • Skill Test. You attempt some other ac-
round starts. Sometimes one side’s characters tion that requires a skill test, such as
will have all taken their turns while the other still using equipment, attempting to create a
has characters who are waiting to act. In this truth, or moving through difficult terrain.
case, all remaining characters who have not yet
acted take their turn before the round ends.
Minor Actions
Minor actions are activities you can undertake
Major Actions that do not count as a test, and do not require
You can take a single major action each turn.
dice to be rolled. You can take one minor action
Under some circumstances you can attempt
per turn, and a second minor action at the cost of
a second test, but you can never attempt
1 Momentum. There are many different things
more than two tests in a round.
you can do as a minor action; gamemasters
The following major actions are common
can judge what can or cannot be done, but the
to conflicts.
following are the most common:
• Assist. You aid another character with
• Aim. You may re-roll a single d20 when
their test (see Assistance, p.13).
making an attack before the start of
• Attack. You make an attack (see
your next turn.
Making an Attack, p.21).
• Draw Item. You may pick up an item
• Pass. You choose not to attempt a
within Reach, or draw a weapon or
test. If you take no minor actions this
other item carried on your person or
turn, then you do not count as having
stowed in your gear. If the item does
taken a turn, and may act later in the
not require a test to use, it can be used
round instead.
immediately, allowing you to draw and
• Ready. You declare that you are wait-
use the item with a single minor action.
ing for a specific situation or event to
• Move. You move to any point within
occur before attempting a test. Once
Medium range (1 zone), as long as it

20 CHAPTER
CHAPTER2 1
range of the attack increases by
does not require a test to be made. You
+1 for each creature within Reach
may also stand or drop prone as part
of your target; a complication
of this movement. If there are one or
causes one of those other
more enemies within Reach of you, or
creatures to be hit by the attack
if you have performed the Sprint ma-
instead.
jor action this round, this minor action
3. If the attack is successful, then you inflict
cannot be performed.
stress, rolling Challenge Dice equal to

CHAPTER 2: COMBAT & ACTION


• Prepare. You prepare for, or spend
the weapon’s stress rating plus your
time setting up, a major action. Some
character’s Combat skill.
tests require this minor action to be
4. A number of stress is subtracted equal to
taken before the test can be attempted.
your target’s armor rating, before stress
is applied to the target. If after subtracting
stress equal to your target’s armor any of
Making an Attack the following occur, the target receives
The process for making an attack is as follows: an injury:
1. Choose the weapon you want to attack a. 5 or more stress is inflicted in one
with, and a target within range. attack.
2. Make a skill test, determined by the type b. The attack inflicts enough
of attack: stress to bring the target to their
a. Melee: Opposed Brawn + Combat maximum stress.
test, with a difficulty of 1. c. Your target is already at their
b. Ranged: Coordination + Combat maximum stress and suffers
test, difficulty 2. The difficulty further stress.
increases by +1 for each zone d. A combination of these conditions
outside of the weapon’s range, can occur from a single attack,
nearer or farther. The complication resulting in multiple injuries.

CHAPTER
CHAPTER1 2 21
Movement & Terrain Example
If the area or zone that you are moving Jasmin’s character, Kalana, is attempting
through is free from obstructions to attack a Taiidan officer. She decides
or hazards, then usually no test is to use her blade, meeting him in melee
required to move. combat. Jasmin must make a Brawn +
Zones or areas that have hazards, Combat test with a difficulty of 1, opposed
by the Taiidan officer’s Brawn + Combat,
CHAPTER 2: COMBAT & ACTION

dangers, or difficult terrain may require


a test in order to pass through them. also with a difficulty of 1. Jasmin rolls a
In combat, this would use your major success and the Taiidan officer fails his
action to attempt the test. Examples test, meaning Kalana passes the opposed
include: corridors blocked with debris, test.
narrow pathways with a risk of falling,
unstable surfaces, and moving in zero
gravity. Action in Zero-G
Sometimes, failure on a test to move More properly known as micro-gravity, zero-G
through hazardous or difficult terrain environments can be tricky to traverse,
can inflict stress on your character. especially in stressful situations. This is most
A table with guidelines on the stress evident in the way that such environments
ratings of common hazards can be alter how characters move.
found in Chapter 9: Gamemastering, • Prone: Characters in Zero-G cannot drop
p.263. prone or stand. A character knocked prone
by an attack or other effect will instead
drift and spin in place and increases the
Difficulty of their next skill test by +2 as
Prone they struggle to reorient themselves.
When a character is prone, the follow- • Direction of Movement: There is no up or
ing rules apply: down in a Zero-G environment; characters
• The difficulty of ranged attacks can move in any direction they wish.
against them are increased by Similarly, this also means that characters
1, unless the attacker is within cannot fall in the conventional sense.
Reach. • Propulsion: A character in a Zero-G
• The difficulty of melee attacks environment cannot move themselves
against them are reduced by 1, as without having something solid and
are ranged attacks made within stable to push off from, or some other
Reach. way of propelling themselves. To push off
• They cannot take the Sprint action. from an object, a character must be within
• Ranged attacks against a prone Reach of it. A character may move to a
foe have their difficulty increased point not within Reach of a solid object,
by 1, unless the foe is within but that may leave them stranded and
Reach. unable to move further.
• Melee attacks and ranged attacks • Self-Propulsion: Some armour, environ-
within Reach have their difficulty ment suits, and similar gear may allow
decreased by 1 against Prone foes a character to move in Zero-G without
within Reach. “pushing off” something.

22 CHAPTER
CHAPTER2 1
• Minor Action Movement: These actions Action in Vacuum
are unchanged. However, a character
Fighting in the cold vacuum of space can be
must have some means of propelling
risky, as a breached suit can end a soldier’s
themselves to make such a move.
life as easily as a bullet.
• Major Action Movement: A character may
Vacuum is a hazardous terrain. Each
move as a major action, but this differs
round that a character exposed to vacuum
from normal movement. The character
must attempt an immediate Brawn +
chooses a direction and a distance (the
Medical test with a difficulty of 1. Failing

CHAPTER 2: COMBAT & ACTION


number of zones the character wishes
this test inflicts 5 Vicious 1 damage,
to travel); the distance is the difficulty of
ignoring all resistance. Each successive turn
an Agility + Flight test. If this test fails,
the character is exposed to vacuum, the
the character still moves the distance
difficulty of the test increases by one.
chosen, in the direction chosen, but they
don’t manage to control their movement A character can avoid these penalties if
properly. The character may end up they wear a space suit (or armour equipped
disoriented as if they had been knocked to serve as a space suit) or the Immune
prone, they may overshoot and travel too to Vacuum special rule. However, while
far, or they may collide with a solid object, being innately immune to the effects of
suffering 2 stress per zone moved. hard vacuum is an infallible solution to the
• Attacks: A character fighting in Zero-G problem of combat in such an inhospitable
increases the difficulty and complication environment, a space suit can fail.
range of melee and ranged attacks by 1 Whenever a character is hit by an attack
each. Enemies can attack from a greater while wearing a space suit, roll 1 , or 2
range of directions, and the force of a if the weapon has the Vicious X effect. If an
melee attack, or the recoil of a firearm, Effect is rolled, the suit is ruptured and is
can be difficult to control. considered to have failed.
• Other Actions: If an action involves A failed space suit loses one of its limited
moving a heavy object, the difficulty is uses at the end of each combat round until
reduced by 2, but the complication range the damage is repaired; if the space suit’s
increases by 2. oxygen runs out, the character suffers the
• Zero-G Training: When a character normal effects of vacuum.
makes a Combat or Exploration skill test Patching a damaged space suit is
in Zero-G they use their Flight score if relatively straightforward: suits come with
it is lower: characters unfamiliar with patch kits that allow them to be resealed
moving in zero-G tend to be more limited. easily in an emergency. It takes a major
A character with the Zero-Gravity Training action and a Coordination + Engineering
talent (p.75) ignores the difficulty test with a difficulty of 1, at which point the
and complication range increases for rupture is closed. It is worth noting, however,
operating in Zero-G. that characters cannot easily receive medical
attention for their while wearing a space suit:
the suit prevents access to the patient’s
wounds.

CHAPTER
CHAPTER1 2 23
Stress, Injury, take by 2. Types of armor can be found in
Chapter 4: Weapons and Equipment, p.85.
& Recovery
When successful in making an attack or
when suffering the effects of a hazard, Example
Challenge Dice are rolled equal to the weapon Kalana’s blade has a stress rating of 2
or hazard’s stress rating. If a character is the and she has a Combat skill of 3, meaning
one inflicting stress, you also add additional she rolls a total of 5 . Rolling a total of
CHAPTER 2: COMBAT & ACTION

Challenge Dice equal their Combat skill. You 5 points of stress, and with the Taiidan
add up all the results of the Challenge Dice officer not wearing any armor, Kalana
to determine how much stress is inflicted. inflicts all 5 points of stress, which is
If an effect is rolled and the weapon has a enough to cause an injury.
combat effect listed in its description, that
effect is triggered (see Chapter 4: Weapons
and Equipment, p.85).
Injuries
If your character suffers too much stress,
If you do not have access to specially
they receive an injury, as shown below. You
marked Challenge Dice, you can use regular
can receive more than one injury at once if
d6s and consult the table below for the
two or more of the conditions are met.
results.
The ways in which you can receive an
injury are as follows:
Challenge
D6 Result
Dice Result
• If after subtracting stress equal to your
1 1 target’s armor any of the following
2 2 occur, the target receives an injury.
• 5 or more stress is inflicted in one
3 0
attack.
4 0 • The attack inflicts enough stress to
5 1, plus effect bring the target to their maximum
6 1, plus effect stress.
• Your target is already at their max-
imum stress and suffers further
Stress stress.
Your character has a maximum stress,
equal to their Brawn + Combat. Each time Injuries have the potential to take you out of
your character suffers stress it brings them the action, putting your character in a critical
closer to this maximum. Your character loses condition.
all their stress at the start of a new scene,
providing they have had time to catch their • If your character receives two injuries,
breath or rest. they are incapacitated and can no lon-
ger act in the scene but will recover at
Armor the end of it.
Some items and objects can give you • If your character receives a third injury,
resistance to stress. Items such as body armor they are in a critical condition: if they are
do this by having an armor rating. Each point not stabilized they will die at the end of
of armor rating reduces any stress inflicted by the scene. They will also die if they re-
1. For example, if you are wearing body armor ceive any further stress.
with a rating of 2, you reduce any stress you

24 CHAPTER
CHAPTER2 1
Some environmental effects also come Avoiding Injury
with a risk of inflicting stress and injury, Once per scene your character can avoid
such as falling from great heights, being set taking an injury. They still suffer stress and
on fire, exposure to hostile environments, any other effects the attack inflicts, but the
engineering accidents, and a range of other injury is avoided. You can do this by paying
hazards. Chapter 9: Gamemastering has 2 Momentum or Threat, or by taking a
more advice on hazards and environmental complication. Either you or the gamemaster
effects. should narrate how your character avoids

CHAPTER 2: COMBAT & ACTION


the injury, especially if you choose to suffer
Recovery a complication.
Injuries are much harder to treat than stress.
They don’t go away at the start of a new
scene; instead, they require a test to treat
Example
and cannot be treated during combat. If you Alvin’s character, Maatia, is trying to treat
attempt to treat an injury you must make an injury he received when he fell from
a Reason + Medical test with a difficulty a height while exploring some ancient
of 2. If the character being treated is in Hiigaran ruins. He makes a Reason +
critical condition add 1 to the difficulty. This Medical test, with a difficulty of 2. Alvin
difficulty can be increased or decreased, rolls 2 successes and a complication. He
depending on the situation your character is manages to heal the injury, but because
in or equipment they have available to them. of the complication the gamemaster also
If you roll a complication when trying to asks Alvin to create a defining aspect
treat an injury, the gamemaster might ask you relating to the injury, thinking that as the
to create a defining aspect reflecting some group are still exploring the ruins this
lasting damage or effect the injury has. The would be interesting. Alvin creates the
gamemaster will only call for this if the effects defining aspect “I have a newfound fear
of the injury or the circumstances around how it of heights,” representing how the injury
was received would be interesting or important. brought on a phobia of heights for Maatia,
See p.34 for more information on defining possibly something that will affect him as
aspects. he explores more of the ruins.

Cover
Ducking behind some form of cover can make you harder to hit. It’s up to the gamemaster
how much the difficulty of an attack increases from a piece of cover, based on the
material and how much of it obscures you from an enemy’s line of sight. Hiding behind
a console gives you a good amount of cover, but might still leave you partially exposed,
increasing the difficulty to attack by 1.
In some cases, gamemasters may allow cover to increase your armor. Carrying a
dislodged metal panel in front of you like a shield for example, might increase your armor
by 1 instead of making you harder to hit. Your opponent might still throw a grenade in
your direction, but the panel will help take some of the stress from the attack.
The gamemaster as the final decision on if cover makes you harder to hit or increases
your armor. More guidance and a table for common types of cover can be found in
Chapter 9: Gamemastering.

CHAPTER
CHAPTER1 2 25
Combat Momentum Spends a successful attack. Each point of Mo-
Momentum can be especially key in conflicts mentum spent inflicts one stress. (See
and combat. Listed below are some of Stress, Injury, and Recovery p.24.)
the most common spends used in action • Additional Minor Actions. For 1 point
scenes. You are encouraged as a player to be of Momentum your character can take
creative in how you spend Momentum, and an additional minor action in combat.
the gamemaster should feel empowered to • Additional Skill Test. By spending 3
CHAPTER 2: COMBAT & ACTION

allow Momentum to be spent in ways other points of Momentum, you can imme-
than listed below if they feel it is reasonable. diately attempt a second skill test, or
take a second major action in your
• Purchase d20s. Purchase up to 3 extra turn. The difficulty of the test is in-
d20s before rolling the dice pool. The creased by 1.
first d20 costs 1 Momentum, the second • Keep the Initiative. In combat you can
costs 2, and the third costs 3. spend 2 Momentum after your turn ends
• Inflict Extra Stress. Spend up to 3 to pass the next turn on to a character
Momentum to inflict extra stress after you are allied with, instead of handing
play over to the enemy.

26 CHAPTER
CHAPTER2 1
Social Conflict
Not all conflict is physical in nature. Some fights are fought and won with words alone.

At the heart of social conflict is a desire or objective, which takes the form of a request: one side wants
something that the other side can help them obtain. At its simplest, it comes down to one character
asking another a question, or a character presenting another with a choice or consequence.

CHAPTER 2: COMBAT & ACTION


The tests made for social conflict are the Deception
same as any other test: it has a difficulty, Effective deception requires skill, cunning, and
can be opposed, and can be affected by an understanding of who is being lied to. It
circumstances and truths. If a test is failed can be used by itself to make a request seem
your character does not get the outcome more reasonable, or to attempt to lie about
they want, and they are prevented from trying someone or something to your benefit. Used
again without some change of circumstances in conjunction with other tools, it can create
or altering the request. If the test succeeds, an even more significant impact, such as
then your character receives the outcome using it with evidence to present false proof of
they desire. Like all tests the attribute + someone’s guilt, with intimidation to make a
skill combination is driven by context. The threat and hide that you don’t have the means
combination used and what is and is not to back it up, or with bribes to turn a negotiation
possible changes in each situation. It may be to your benefit.
useful to break up a goal into smaller, more
reasonable objectives, each with their own
distinct test, rather than making a single test When deceiving someone, you attempt
to achieve your goal. to convince them of some fact or facts
that are untrue. If you succeed in a test
Social Tools to deceive someone, that person gains
a truth representing the lie they now be-
Social tools are the methods by which
lieve to be true. Deception is always an
your character can alter the context and
opposed test, with your difficulty based
circumstances of a social conflict. The main
on how believable the lie is to the target,
way of doing this is by using truths.
and the target’s difficulty being deter-
During a social conflict, each side may
mined by their suspicion of the lie or
have different goals, meaning that each
your character.
side will engage in their own tests to further
those goals. Even in something as seemingly
one-directional as an interrogation, the If the target discovers that they were deceived,
interrogator will be trying to get information, they will hesitate to trust your character in
while the interrogated party may have a goal the future, and may even seek recompense or
all of their own, such as trying to prove their retribution. Complications suffered while lying
innocence. may reveal flaws in a deception, making the
target suspicious.

CHAPTER
CHAPTER1 2 27
Example Attribute + Skill Combinations: Evidence
• Lying about your scientific knowledge: Evidence gives proof of (or credibility to)
Will + Exploration your claims. Providing evidence is usually
• Pretending not to know about something: a straightforward affair, but convincing
Reason + Command someone that the evidence is legitimate may
• Discern if someone is lying about the be difficult, particularly if that person expects
condition of a ship: Reason + Flight deception, which may increase the difficulty
CHAPTER 2: COMBAT & ACTION

• Work out if someone is lying about their of the test.


combat capabilities: Insight + Combat Evidence may come in the form of physical
proof, such as letters, notes, objects, etc, or
it may come in the form of testimony from
Example a witness, or the recreation of an event or
phenomenon that can be shown to someone.
Dariuus is trying to convince a Turanic Evidence can be used in conjunction with
raider captain that he has defected from any of the other social tools; providing proof
the Kushan fleet. This a ruse in order to of your ability to carry out a threat can be
infiltrate the raider’s ship, and so requires vital when intimidating, giving evidence of
Dariuus to deceive the raider. Dariuus your ability to pay during negotiations can
makes a Will + Command test with a smooth things along, and even deception can
difficulty of 4, opposed by the Turanic benefit from the right forged documentation
raider making an Insight + Command if it helps make the lie more believable.
test with a difficulty of 1. The raider’s
test is easier, as they are suspicious of Examples of Evidence:
the “defecting” Kushan character. Dariuus • Witness testimony
passes his test with 5 successes, and • Letter or log with incriminating or exoner-
the Turanic raider passes with only 1 ating information
• Forensic proof that someone was present
success. Using the rules for resolving
in an area
opposed tests, Daruis is the winner,
• Forged documents and fake IDs
convincing the raider that he is honest in
what he says. The raider gains the truth
Each piece of evidence acts as a truth,
“Cautiously Believes the Kushan Defector,”
raising or lowering the difficulty of the
representing her believing Dariuus.
associated test. Some evidence might
be crucial enough to lower or raise the
difficulty by 2 or more, where as evi-
dence that can be easily disputed or is
less trustworthy in nature may only raise
or lower the difficulty by 1.

28 CHAPTER
CHAPTER2 1
Example
Dariuus, now aboard the Turanic raider ship, is taken to a questioning room. While the Turanic
raider captain believes the story of his defection, she is still a little suspicious and is looking
for some proof or evidence to back up his claim. During questioning, Dariuus presents a data
log with information on the Kushan fleet’s movements. The data is false, with the intention
of helping Dariuus gain enough trust to access to the Turanic raider’s ship systems, but still
acts as evidence to the captain who is unaware that it is not genuine. During the conversation

CHAPTER 2: COMBAT & ACTION


to further convince the captain of his honesty, Dariuus must succeed on another opposed
Will + Command test; however, the falsified data log acting as evidence, the difficulty of the
test is reduced from 4 to 3 The captain is opposing with Insight + Reason with the difficulty
increased from 1 to 2, because of her “Cautiously Believes the Kushan Defector” truth. Both
make their tests and Dariuus wins the opposed test. The gamemaster changes the captain’s
truth to “Trusts the Kushan Defector,” representing the effect the evidence had in proving his
claim.

Social Conflict Intimidation


Intimidation is when you use threats to
in Combat compel action, often by convincing others
that their non-compliance will be met with
Social conflict and combat are not
severe consequences.
mutually exclusive: as long as you
can communicate, you can engage in
social conflict. The most natural uses Intimidating someone is an opposed
for social conflict in combat are to test, with the difficulty of each side be-
convince the other side to stop fighting ing based on the opponent’s perceived
or to surrender, or to try and influence strength and ability to carry out the threat
the way the enemy will act. made. If successful, intimidation imposes
In these instances, it’s worth a truth on the intimidated character rep-
remembering that communication resenting their fear of the threat. Failing
doesn’t have to mean speech, text, or to intimidate someone makes further at-
anything complex. Actions can convey tempts to intimidate them in that scene
ideas as effectively as words. A shot more difficult, often requiring even great-
from a weapon can be a threat, while er threats to compensate for this.
conveying a false appearance—such as
a feigned retreat—can be an effective The drawback of intimidation is that it is
deception. Using these non-verbal inherently hostile, which can cause problems
cues, as well as more precise forms of its own. Employing it creates a tension
of communication, can be an effective between the two sides, which can worsen
way of ending a fight. other forms of interactions, cause lingering
resentment, or even provoke a target to
aggression.

CHAPTER
CHAPTER1 2 29
Example Attribute + Skill Combinations:
• Trying to be physically threatening: Brawn Example
+ Combat Now aboard the Turanic raider ship and
• Using intellect or knowledge to threaten having gained the trust of the captain,
someone: Reason + Exploration Dariuus sets to work trying to access their
• Resisting threats of physical violence: systems and gather information on them
Will + Combat for Fleet Intelligence. Over a few days he
• Resisting intimidation by trying to work begins to get to know the crew and slowly
CHAPTER 2: COMBAT & ACTION

out if a threat is credible: Reason + gains enough trust to be allowed to use


Command their ship’s systems. During a data file
download, however, he gets caught by
Negotiation one of the crew. Dariuus’ only option is to
Negotiation involves the offering of compen- try to intimidate the crew member into not
sation in exchange for granting a request. revealing what he’s been doing.
This compensation can take many forms, Dariuus threatens the crew member,
with different people and different circum- saying that he’s been able to gain the
stances susceptible to different offers. trust of the captain to the point of being
allowed to be armed on the ship. If the
crew member doesn’t agree to keep quiet
Negotiation means creating a truth that is
about what they’ve seen, he’ll attack them
an advantage that represents a favorable
and then claim to the captain that the
position created by the offer, and a truth
crew member is really the one trying to
that is a complication that represents the
pass information on to the Kushan forces,
cost of that offer. Each new offer is con-
manipulating the ship’s logs to prove it.
sidered a new change of circumstances
Dariuus must make a Reason + Flight
for any tests that need to be made.
test to carry out his threat, as he’s using
logic and his obvious knowledge of the
Negotiations may involve position shifting ship’s systems to prove he can carry out
from both sides, as they make and retract the threat. The crew member will oppose
offers, or discover that the other party him with Will + Command to avoid
doesn’t have what they want. being threatened into keeping quiet. The
The drawback to negotiation is that you gamemaster sets both tests at difficulty
can end up offering more than you wanted 3, as there is reasonable evidence to
to give up, or find out that what you obtained suggest Dariuus can carry out his threat,
was worth far less than the price you paid for but the crew member is also loyal to his
it. Failing to provide what was offered can captain. Dariuus only rolls 2 successes,
also produce serious problems, especially if meaning he fails the test, while the crew
the negotiations were based on a lie. member rolls 3 successes, meaning the
It’s worth remembering that few people threat fails, and any attempt Dariuus
will be amenable to trade or negotiate with makes to continue to threaten them is
those they’ve been threatened by, and such made more difficult.
trades may have a steeper cost because of
previous hostilities.

30 CHAPTER
CHAPTER2 1
Examples of Negotiation: • You want to free a prisoner from an enemy
• You want aid from someone who is usually vessel. Advantage: Something the enemy
your enemy. Advantage: Owing them a wants. Complication: Freeing an enemy
favour. Complication: Favour to be called prisoner.
on at any time. • You want access to a place normally
• You want someone to share information restricted. Advantage: Promise of access
you desperately need. Advantage: Large to an equally restricted place in exchange.
sum of resources in payment. Complication: Complication: Possibility of secrets being

CHAPTER 2: COMBAT & ACTION


Overpaid to get the information. stolen.

Example
With his threat failing to frighten the crew member, Dariuus is captured and placed in the ship’s
brig. The Turanic raider captain decides to try to ransom their new prisoner back to the Kushan
fleet. Ayana’s character is placed in charge of the hostage negotiations and must come to an
agreement with the captain in order to get Dariuus’ character back.
Ayana’s character Ashaara makes the first offer of the negotiation, creating the advantage
“Something the Turanic Raiders Need” by offering a large number of resources in exchange for
Dariuus’ return, which also introduces the complication “Loss of Resources for the Kushan.”
An opposed test is made for Ashaara to convince the captain this is a good offer, but it is
unsuccessful.
Further offers are made, with the advantages and complications being changed each time
as each side makes and retracts offers. Some offers might lower or raise the difficulty of any
tests made, depending on how favorable they are. Some might make a test impossible if one
party outright declines the offer.
Eventually Ashaara offers a ship in exchange for Dariuus, deciding that the information
he might know is more critical to the fleet than a single ship. This creates the advantage “A
Very Generous Offer” as it gives the Turanic raiders access to Kushan technology, and the
complication “Loss of A Ship” representing the cost of the trade. Where the previous tests to
negotiate were at a high difficulty, this offer is favorable enough to the captain to lower the
difficulty significantly, giving Ashaara a good chance at succeeding in getting Dariuus back.
Whether or not either side keeps to their agreement, however, is another question.

CHAPTER
CHAPTER1 2 31
Chapter 3

CHARACTER
CREATION
Characters in Homeworld: Revelations can be anything from the pilots of a fighter ship from
every Kiith, to Nabaali engineers trained in hyperdrive technology, to Mananni performers-turned
CHAPTER 3: CHARACTER CREATION

diplomats and anything in between. Creating a character can be as simple as rolling on some
tables or completely customizing each choice using the lifepath system.

Characters in
Homeworld
Characters are divided into three types for the purposes of play.

• A player character is the one you play to participate in the game.


• A supporting character is one you control when your player character is not present in the
scene.
• A non-player character is controlled by the gamemaster. Sometimes, if a non-player
character is friendly to the player characters, the gamemaster may allow you to direct that
non-player character during tense situations such as combat.
The elements that make up a character are described in the sections below.

Attributes, Skills,
and Focuses
These are described in Chapter 1:Core Rules but are repeated here for reference.

Attributes • Agility is your character’s speed,


Your character has six attributes—Agility,
balance, and movement. Agile char-
Brawn, Coordination, Insight, Reason,
acters are quick and can move with
and Will—which encompass their innate
precision.
capabilities. These attributes have scores
• Brawn is your character’s physical
that range from 7 to 12.
fortitude and endurance, as well as
their ability to be forceful. It also en-
compasses their health and physical
conditioning. Brawny characters are
strong and hardy.

32 CHAPTER 3
• Coordination is your character’s fine mo- • Engineering is your character’s skill in
tor skills, accuracy, and sense of time and using, repairing, or building technology.
rhythm. Coordinated characters are good This covers the understanding of the
shots and excel at sleight of hand and other systems and build of ships, weapons,
delicate, precise tasks. and other small devices and non-electri-
• Insight is your character’s perception, cal mechanical items.
instincts, and ability to comprehend • Exploration is your character’s skill in
the world around them. Insightful scientific research and study, as well
characters are observant and shrewd, as history, archaeology, and their abili-
and are often said to be wise. ty as an explorer.

CHAPTER 3: CHARACTER CREATION


• Reason is your character’s ability to apply • Flight is your character’s skill at pilot-
logic, intellect, and learned facts to a situa- ing, and using the systems of a ship.
tion. Reasoned characters tend to be ratio- • Medical is your character’s skill at di-
nal or contemplative, and are often driven by agnosing and treating those who are
a need to learn or understand. ill or injured. It covers the knowledge
• Will is your character’s sense of self, of trauma and treatments both mental
their mental strength, and their self-dis- and physical.
cipline. Strong-willed characters tend
to be single-minded, even stubborn,
and have forceful personalities. Focuses
Your character also has a number of focuses.
Skills These represent specialist training, practical
experience, or knowledge of specific fields.
Your character also has six skills—Combat, Focuses do not have a rating of their own
Command, Engineering, Exploration, Flight, but can be applied to relevant skill tests to
and Medical—which cover their training and improve the chances of success. See Chapter
expertise. These skills have scores that range 1: Core Rules, Attempting a Test (p.9) to
from 1 to 5. see how focuses affect skill tests.

• Combat is your character’s skill in


hand-to-hand combat and their abil-
ity to use weapons, both melee and Talents
ranged. It also covers tactical knowl-
edge and the practice and under- Talents represent training or an enhanced
standing of ship combat. skill in a particular area.
• Command is your character’s skill in
interpersonal interactions including Each talent has a circumstance, which details
leadership, negotiation, and motivat- when the talent can be applied, and an effect,
ing and coordinating others. It also which is the benefit that the talent gives you.
helps them to resist coercion, and can Some talents have requirements you must
help others resist fear or panic. meet in order to obtain the talent.
A full list of talents can be found on p.71.

CHAPTER 3 33
Truths
Your character will always have at least one truth which will always be the character’s Kiith
background.

Truths that affect characters are employed truths with Momentum. They can represent
in the same way as truths for a location or anything from minor injuries, to dispositions
situation, to increase or reduce the difficulty towards other characters (see Social Conflict
of tests. Often, a character will gain truths p.27), and even conditions imposed on
when they are affected by them during them by locations or situations. Truths, and
CHAPTER 3: CHARACTER CREATION

play. These truths might be introduced their effects upon play, are described in full
through rolling complications or by creating on p.266.

Example
Lexa’s character, Oriia, rolled a complication when attempting to run to an escape pod.
Describing how Oriia slips and falls as she runs, the gamemaster decides that the complication
imposes the truth Injured Leg. Any physical activities that this truth could apply to will now
increase in difficulty by 1 until Oriia can find a way to remove the truth.

Defining Aspects your character, or regretting an action that


they took. It can also represent positive events
Defining aspects are similar to truths, but
that happen to your character, like making a
are described separately as they are usually
breakthrough on important research, saving a
gained when your character experiences a life-
person’s life, or receiving the promotion they
changing or traumatic defining event, or when
have always dreamed of. Sometimes a defining
you roll a complication when trying to treat an
aspect is neither inherently good nor bad, it is
injury.
just a way to describe a key aspect or belief of
With your gamemaster’s approval you
your character.
can choose to gain a defining aspect during
Defining aspects can also be gained if
play due to your character experiencing a
you roll a complication when trying to treat
significant or life-changing event. This might
an injury. When gained in this way, the truth
be something like losing a good friend (or even
you gain will usually represent some lasting
the loss of one of the other player characters),
damage caused by the injury.
failing at something that was important to

Example
Andrea’s character, Tiia, is a medic who values the lives of her crew and her people above all
else. When it comes to creating a defining aspect, Andrea writes one that fits the outlook and
ethos she wants Tiia to have: “I Save Lives, It’s What I Do.” This could act in Tiia’s favor in the
game, allowing her to spend Fortune at a critical moment to save a life, but it could also be
used by the gamemaster to put her in danger, forcing her to risk her own safety to save one of
the crew should the situation arise.

34 CHAPTER 3
Roleplaying with Truths & Defining Aspects
Truths are more than just a mechanical way to lower or raise the difficulty of a test. Truths
can also determine how your character might think, feel, and act in situations outside
of where those truths might help or hinder them from a games mechanic perspective.
If your character has the truth “Injured Leg”, though this might make tests involving
physical movement more difficult, it will also inform ways to roleplay your character.
Someone with an injured leg might be irritable because of the pain or they might react by
trying to pretend the pain is not as bad as it is, so that others don’t know they are injured. It
will also change how your character walks and holds themselves, which may or may not be

CHAPTER 3: CHARACTER CREATION


noticed by other characters in the game. They might also think up ways around situations
that involve physical movement where they would not usually, because the pain makes
them rethink what they might normally do.
Likewise, defining aspects are also a good opportunity to roleplay. If your character
has the defining aspect “I Lost a Good Friend and I Won’t Let It Happen Again,” you
might roleplay them as being reminded at times of that friend; perhaps it influences
them to take on some of that lost friend’s mannerisms or hobbies in order to keep their
memory alive. You might roleplay them as being cautious of dangerous situations if
people they care about are involved. A defining aspect might even be something the
character wishes to overcome or move past, giving you as a player the chance to work
with the gamemaster to have interesting character development in your game.

Defining Aspects &


Fortune Example
Defining aspects are used to gain and spend Adrea’s character, Tiia, finds herself trying
Fortune points (see Chapter 1: Core Rules, to revive a critically injured crewmate.
p.17). When your defining aspect would She’s purchased extra dice with Momen-
help with a situation or a skill test, once per tum but is short by two successes on the
scene you can choose to invoke it to spend test. Andrea then decides to invoke her
a point of Fortune. This can be used to buy character’s defining aspect “I Save Lives,
a critical success, re-roll a dice pool, or It’s What I Do” so that she can spend a
introduce an advantage or story element to point of Fortune to re-roll the failed dice in
the scene. her dice pool. With the re-roll she manag-
es to gain the extra two successes need-
ed to pass the test. Andrea now cannot
spend Fortune again in this scene.

CHAPTER 3 35
Likewise, because a defining aspect can Challenging a Defining
be both good and bad, it may also have
the potential to cause a problem for your Aspect
character in a scene. In this case, the When you have a defining aspect that might
gamemaster can offer you a point of Fortune cause you a complication or a negative
for your defining aspect to cause this consequence, you can choose to challenge
complication. This might be through asking that value by acting against it if the situation
your character to act or react in a certain way is appropriate. If you ever refuse Fortune
to the situation, or it might be to introduce a from the GM for acting in accordance with
truth to the scene that causes a complication. your defining aspect, you must challenge
CHAPTER 3: CHARACTER CREATION

If you refuse to stick by your defining aspect that aspect. You immediately gain a Fortune
then you challenge that aspect (see below). point but must cross off the defining aspect,
making it unusable in the future. At the end of
the session, you should create a new defining
Example aspect, showing how your character’s ideals
Later in the campaign, Tiia watches as or thoughts have changed.
one of her crewmates is escorted at
gunpoint onto an enemy ship after a
failed battle while she and the rest of the
Example
crew are hidden behind a pile of debris. During a struggle with some Taiidan
The gamemaster offers Andrea a point soldiers, the crew manages to force the
of Fortune if she acts to try to save the squad into a retreat, with only one of the
life of the crewman, believing him to be crew taking an injury. The only soldier left
in mortal danger if he boards the enemy in the area has been abandoned by his
ship. Andrea accepts, and decides that squad after taking a near-fatal shot to the
Tiaa breaks cover and offers herself as chest. The soldier begs for help from the
a hostage, either alongside or instead of crew and the gamemaster offers Andrea a
her crewmate, in an effort to keep him out point of Fortune if she follows her defining
of danger or be there to protect him if he aspect “I Save Lives, It’s What I Do” and
needs it. attempts to save the Taiidan soldier’s life.
Andrea decides that after witnessing one
of her crew suffer an injury at the soldier’s
hands, her character, Tiia, refuses to try
to save his life, challenging her defining
aspect and refusing to accept the Fortune
to act in accordance with it. Andrea still
gains a point of Fortune for challenging
her defining aspect, but must now cross
it off and can no longer use it. At the end
of the session, she will need to create a
new defining aspect, representing how
Tiia’s view has changed. She decides that
will be “I Won’t Save the Life of the Guilty,”
an aspect that comes with a whole new
range of possibilities for her character.

36 CHAPTER 3
Lifepath Creation
The lifepath is a series of steps that represent important events of your character’s life, and the ways
those events shape your character’s nature are reflected in the mechanical choices each step presents.

The lifepath consists of seven steps. As shape the character. If you don’t have a
you work through each step, the results are concept then you can always use the random
added to the character you are creating. roll tables or look at the Kiithid background
At this stage, you should have a character information on pp.37–43 for inspiration.

CHAPTER 3: CHARACTER CREATION


sheet on hand. These can be found on p.322 Example concepts include:
of this book, and can be downloaded from www.
modiphius.net. You can use a sheet of plain • An engineer who likes ancient experi-
paper, but a purpose-made character sheet mental technology
presents the information in an orderly fashion. • A performer from Kiith Manaan who
It’s a good idea to use a pencil when writing wants their work recognised outside
down information and notes during character of the Kushan people
creation, as elements can change during the • A diplomat who is interested in fur-
process and as a campaign progresses. thering the empire and economy of
Before beginning lifepath creation, it helps their people
to have a concept in mind for your character. • A S’jet researcher who is keen for
This can be based on a Kiith background or more ground exploration
just an idea of what they might do or want. • A command officer who is searching
This way you can make choices that help for their moment of glory

Starting Points
All characters begin with a score of 7 for All characters begin with a score of 1 for
each attribute. each skill.
Your finished character may not have more Your finished character may not have more
than 12 in any attribute and may only have than 5 in any skill, and may only have one skill
one attribute at 12. However, during the at 5. However, during the character creation
character creation process, your character process, your character may end up with a
may end up with a higher attribute—this can higher skill—this can be resolved at the end
be resolved at the end of character creation. of character creation.

CHAPTER 3 37
Lifepath Overview
At the start of the lifepath, your character’s attribute scores all start at 7 and all their
skills start at 1.

• Three points to spend on two or three


Step One attributes
Choose your character’s Kiith • +2 to a single skill, +1 to two other
background. The options presented in skills
this rulebook are Naabal, Soban, S’jet, • Three focuses
CHAPTER 3: CHARACTER CREATION

Paktu, Manaan, and Somtaaw. Each • One talent


background grants:
• +1 to three different attributes Step Five
• One truth Choose how long your character’s
• Access to talents unique to that career has been so far—are they young
background and inexperienced, experienced in their
• One talent field, or somewhere in between? Your
character gains:
Step Two • One defining aspect
Choose your character’s environment. • One talent
This is the area of Kharak that your
character grew up in. Each environment
grants: Step Six
Determine two important character
• One defining aspect events. Your character gains:
• +1 to one attribute and +1 to one skill
• Two points for attributes
Step Three •

Two points for skills
Two focuses
Choose your character’s upbringing. This is • (Possibly) A defining aspect on some
the kind of education your character had career events.
and the kind of influence their parents and
mentors had. Each gives your character:
Step Seven
• +2 to one attribute and +1 to a second
Finishing Touches.
attribute
• +1 to a single skill • Adjust attributes and skills that go
• One focus above the maximum scores for each
• One talent • Choose a final defining aspect
• Record derived scores for maximum
Step Four stress and additional Challenge Dice
• Choose rank and role
Your character is part of the Kushan • Record personal details and starting
forces. Pick a single track from Command;
equipment
Technology and Engineering; or Exploration
and Research. This grants your character:

38 CHAPTER 3
Step One: Kiith Background
Choose a single Kiith (clan) background for your character.
Each Kiith entry has some basic information on their background, but further information can
be found in Chapter 7: Kiithid Society Briefing.
You may choose your character’s background freely, or randomly roll on the Background table.

Background d20 Roll Page

CHAPTER 3: CHARACTER CREATION


Kiith Naabal 1-4 209
Kiith Soban 5-6 203
Kiith S’jet 7-9 206
Kiith Paktu 10-13 201
Kiith Manaan 14-17 211
Kiith Somtaaw 18-19 214

Kiith Naabal
A Kiith with a mysterious past, politically
motivated and keen to advance Kiithid society.
Emerging toward the end of the Heresy
Wars from their hidden valley refuge, Kiith
Naabal’s true origins are mostly unknown.
Their crest resembles symbols found on the
Khar-Toba and it is recognized among most
scholars that the Naabal descend from the
engineering corps of the ship that brought
the Exiles to Kharak.
After helping bring about the end of the war,
Kiith Naabal helped rebuild the infrastructure
on Kharak, building alliances and driving
forward the construction of the Mothership. As
a people they are content to fade away from
the spotlight while working to advance Kiithid
society in any way possible.

CHAPTER 3 39
Attributes Kiith Soban
Increase Insight, Reason, and Will by 1. A martial Kiith with a brutal past, now turned
mercenaries for hire.
Truth
Kiith Naabal. Your people have an aversion to After the lands of two lesser Kiithid were
violence except in defense of the advancement invaded and the survivors of the attack were
of Kiithid society. Pushing for this advancement punished for their resistance, the leader
is at the core of your Kiith, though they prefer of the group of survivors, Soban the Red,
to do so away from the spotlight. demanded support for vengeance. When the
Kiith-Sa refused, he and his followers tore the
Talents Kiith colors from their bodies in shame and
CHAPTER 3: CHARACTER CREATION

Your character gains a single talent from adopted the name Kiith Soban, also known
either the talents list on p.71 or the as “the Kiith of Spirit.” They
exclusive talents listed below: abandoned their previous
Kiith and lands and
became mercenaries
Political Mind for hire.
Requirements: Kiith Naabal or game-
master’s permission
With your people known for their help in
the advancement of Kiithid society, you
find it easier to make your opinion heard
and considered during talks on such mat-
ters.
You gain a bonus d20 on tests to per-
suade, convince, or negotiate on matters
that would affect Kiithid advancement
or progress.

Pacifist at Heart
Requirements: Kiith Naabal or game-
master’s permission
Your people were self-declared pacifists
until intervening to stop the horrors of
the Heresy Wars. Now that those days are
over, your people still find peace prefera-
ble to bloodshed.
You gain 1 bonus d20 on tests to per-
suade those who would resort to vio-
lence to find a peaceful solution. If suc-
cessful, you create an advantage that
aids in keeping the peace.

40 CHAPTER 3
Their soldiers and commanders were highly Kiith S’jet
prized and when paid for would battle without
An ancient Kiith descended from the first
care for personal risk until the minute their
city of Khar-Toba, with minds for science and
service was over. At that point, even in the
engineering.
middle of battle, they would return to their
own Kiith. Kiith such as Kiith Naabal often Kiith S’jet is an ancient and respected Kiith,
hire the Soban as operatives. once responsible for the preservation of the
Guidestone, and the builders of the Temple
Attributes Observatory. They were the first to plot the
Increase Agility, Brawn, and Coordination by 1. path of planets in the Kharak system to
Truth d e r i v e a calendar from them, discovered

CHAPTER 3: CHARACTER CREATION


Kiith Soban. You believe that Kiith who ignore the cycle of sandstorms
the needs or the pain of their people are no upon the planet, and
true Kiith. If you are hired as a mercenary or predicted where the
operative, you carry out your duty for the paid rains would fall at
duration and not a minute longer. the end of that cycle.

Talents
Your character gains a single talent from
either the talents list on p.71 or the
exclusive talents listed below:

Formidable
Requirements: Kiith Soban or game-
master’s permission
Your people are highly prized warriors
and commanders who make formidable
opponents.
When you succeed at making a melee
attack, you inflict an additional point of
stress.

Taking the Red


Requirements: Kiith Soban
In order to “take the red” and join Kiith
Soban, you had to endure the ceremony
of having your previous Kiith colors ripped
from your body.
If you need, or are hired, to pose as a
member of another Kiith, the difficulty of
any tests to keep your deception hidden
are reduced by 1 to a minimum of 1.

CHAPTER 3 41
Their people are scribes, scientists, and Kiith Paktu
explorers, some of the brightest minds upon
A Kiith with humble beginnings, venturesome
Kharak.
and full of hope.
It was the S’jet who worked on the core
of the Mothership’s design, and one of their When the Siidim abandoned their religious
own became the living command core of the teachings those from other Kiith were con-
Mothership. sidered to be “Gritiidim,” or sandpeople.
Kiith Paktu were caught in the middle of this
Attributes conflict, one of the many Kiith considered
Increase Coordination, Insight, and Reason by 1. Gritiidim, and were forced to cross the Great
Banded Desert to escape. Majiir Paktu led his
CHAPTER 3: CHARACTER CREATION

Truth people to the southern lands and towards


Kiith S’jet. As a S’jet, you value research and what came to be known as the Majiirian Sea,
exploration. Your Kiith is a well-respected one, where they eventually
and one of the few that has proof of its lineage flourished. Kith Paktu is
back to the first city of Khar-Toba. You know your a clan full of hope and
history and the background of your people well. innovation.

Talents
Your character gains a single talent from
either the talents list on p.71 or the
exclusive talents listed below:

Innovator
Requirements: Kiith S’jet or
gamemaster’s permission
Your Kiith have some of the brightest
minds ever known to the Kushan and are
the heart of scientific advancement.
Whenever you attempt to create or combine
technologies, if you purchase at least one bo-
nus d20 you may re-roll any one failed die in
your pool.

Theoretical Knowledge
Requirements: Kiith S’jet
Your theoretical knowledge encompasses
many subjects, even those you don’t have
practical experience in.
Once per scene when a test would be made
more difficult because you lack understand-
ing of a subject and you succeed on that
test, you may ask the gamemaster two free
questions, as per the Obtain Information Mo-
mentum spend.

42 CHAPTER 3
When things get rough, they can often be heard Kiith Manaan
saying the motto “I can smell the sea.” Kiith
A nomadic Kiith consisting of tradesmen and
Paktu make up a large number of the command
entertainers.
staff aboard the Mothership.
The wandering Manaani are well known to
Attributes most other Kiith. Once living a nomadic life
Choose three different attributes and increase on Kharak, they went from place to place,
them by 1. trading their services and entertainment for
goods. Rumors of them pillaging and stealing
Truth were common, but have very little truth
Kiith Paktu. As Kiith Paktu you are resilient behind them, and many Kiith opened their

CHAPTER 3: CHARACTER CREATION


and strong in the face of adversity, always gates to the Manaani in order to watch their
finding a way to overcome what is in your way. actors and magicians, hear the songs and
words of their singers
Talents and poets, or take
Your character gains a single talent from either advantage of the
the talents list on p.71 or the exclusive trades of their
talents listed below: craftsmen.

I Can Smell the Sea


Requirements: Kiith Paktu or gamemas-
ter permission
The motto of the Paktu is enough to give
anyone strength when they need it most.
Whenever you assist another character
using your Will attribute, the character
being assisted may re-roll 1d20.

Survivor
Requirements: Kiith Paktu or gamemas-
ter permission
Kiith Paktu have always been hopeful and
resilient even in the toughest of times, con-
tinuing after others would not.
You increase your maximum stress by 3.

CHAPTER 3 43
In later years aboard the Mothership and Kiith Somtaaw
post-landfall on Hiigara, their trading made A hard-working, deeply religious Kiith composed
them one of the wealthiest of the Kiith and of miners and engineers.
a number of them became statesmen and Before the Heresy Wars, Kiith Somtaaw were
diplomats. The desire for new experiences, one of the primary religious Kiith. They took a
however, still burns in their blood. practical approach to their faith, believing their
day to day work made them worthy of the reward
Attributes of its completion in the eyes of their god. After
Increase Brawn, Coordination, and Reason by 1.
war broke out, they were mostly cut off from the
Truth rest of the world for nearly two centuries. In the
CHAPTER 3: CHARACTER CREATION

Kiith Manaan. Kiith Manaan are renowned year 789 KDS Kuura Somtaaw had a prophetic
as traders and entertainers, with many having dream of the god Sajuuk plunging a red sword
broad skills and an even bolder personality. into the earth. After ordering several families to
For those that moved away from trade, the dig in the area, they found a rich supply of iron ore
need to broaden their horizons turns them into and Somtaaw became a mining Kiith. Somtaaw
diplomats, ship engineers, and pilots. They are steel became the most famous on Kharak and
an adaptable people who thrive on challenge and was extremely valuable in times of war.
new experiences.
Attributes
Talents Increase Agility, Reason, and Will by 1.
Your character gains a single talent from either
the talents list on p.71 or the exclusive tal-
Truth
Kiith Somtaaw. This is a Kiith brought back
ents listed below:
from the edge of disaster by an incredible
prophetic vision. Faith is as key to Somtaaw
Master Negotiator society as mining is.
Requirements: Kiith Manaan
Kiith Manaan are known for their ability to
Talents
Your character gains a single talent from either
barter and trade.
the talents list on p.71 or the exclusive
You gain 1 bonus d20 on any skill test related talents listed below:
to negotiating the RU value or the trade of an
item.
Faith
Requirements: Kiith Somtaaw
Truth of the Trade Your people, though no longer a primary
Requirements: Kiith Manaan religious Kiith, still hold to their faith after
You are a skilled trader or business person receiving the prophetic visions that stabi-
among your people. lized Somtaaw society.
You receive a truth reflecting a specific Once per session, you may spend 3 Mo-
aspect of your trade. Whenever this truth mentum to establish a truth about the
would affect a skill test and that test gen- nature of a prophetic vision or a belief
erates Momentum, you generate an extra related to your faith. When the truth be-
point of Momentum. Example truths in- comes relevant to a skill test, you gain 1
clude: Singer, Master Metal Sculptor, Elec- bonus d20 on the roll.
tronics Engineer.

44 CHAPTER 3
Demolitions Expert
Requirements: Kiith Somtaaw or game-
master permission
Your Kiith are well trained in the handling
and use of explosives.
When you use an explosive weapon, it
deals an additional point of stress.

CHAPTER 3: CHARACTER CREATION


Example
Ellie is creating a character for an upcoming
Homeworld campaign using the lifepath
system. She decides to roll randomly for her
Kiith background. Rolling a 14, she gets Kiith
Manaan; seeing potential in that background,
she writes “Manaan” on the Kiith background
on her character sheet. Then she adds
1 to her starting scores in Coordination,
Brawn, and Reason, as noted in the Manaan
background. She writes down the truth “Kiith
Manaan” and selects the talent Truth of the
Trade. This talent gives her an additional
truth, representing her trade. She decides
that her character acted as a private pilot for
hire, and creates the truth “Charter Pilot”.
After selecting her background, Ellie’s
attribute scores are as follows.
Attributes: Agility 7, Brawn 8, Coordination 8,
Insight 7, Reason 8, and Will 7.

CHAPTER 3 45
Step Two: Environment
Select one environment to define which part of Kharak your character grew up in.
You may choose the environment freely, or roll on the Environment table.

Environment d6 Roll Page


Capital City of Tiir 1-2 46
CHAPTER 3: CHARACTER CREATION

The Southern Lands Along the Majiirian Sea 3-4 46


Khontala Mountains 5 47
Wandering Settlements 6 46

The Capital City of Tiir The Southern Lands


The capital city of Tiir was located near Along the Majiirian
Kharak’s northern pole and was at one time Sea
hidden from most of the population by Kiith
The southern pole of Kharak was a place of
Naabal before their emergence in the Heresy
freedom for many Kiithid, predominantly Kiith
Wars. Tiir eventually became home to the
Paktu. The climate was far more temperate
Daiamid, the coalition government of nearly
than the inhospitable deserts at the equator,
all of Kiithid society, and in turn became the
and the presence of the Majiirian sea—one
center of life for many on Kharak, up until the
of only four seas on the planet—meant that
burning of Kharak in 1216KDS.
its shores and surrounding lands had rainfall
and vegetation, making the area capable of
Attribute sustaining farmland.
Choose one of the three attributes your
character’s Kiith background improves.
Increase that attribute by 1.
Attribute
Choose either Insight or Will. Increase that
attribute by 1.
Skill
Choose Command, Flight, or Engineering.
Increase that skill by 1.
Skill
Choose Combat, Exploration, or Medical.
Increase that skill by 1.
Defining Aspect
You gain a defining aspect relating to
growing up in or around the capital city of
Defining Aspect
You gain a defining aspect relating to
Tiir. Examples include: Interest in Daiamid
growing up in the southern lands. Examples
Politics, Enjoys Other Kiith Culture, Always in
include: I Prefer the Freedom of Open Spaces,
a Rush.
Grow Anything Anywhere, Uncomfortable in
Busy Spaces.

46 CHAPTER 3
The Khontala Attribute
Mountains Choose either Agility or Brawn. Increase that
attribute by 1
The Khontala mountains were the ancestral
home of Kiith Somtaaw until Kharak burned Skill
in the Kharakian genocide. With Somtaaw Choose Command, Exploration, or Medical.
settlements built into the side of the Increase that skill by 1.
mountains themselves and only a single main
route in and out—the Kasaar Road, protected Defining Aspect
by the mercenaries of Kiith Soban—the area You gain a defining aspect relating to
was well defended. Not only was this a place growing up in the desert regions of Kharak.

CHAPTER 3: CHARACTER CREATION


of work due to the Somtaaws’ strong work Example Trading is Second Nature, I Admire
ethic, but the Shimmering Path was also Strong Leaders, My Wandering is Often Seen
home to some of Kharak’s most revered as Indecisiveness.
religious temples.

Attribute Example
Choose either Coordination or Reason. Now it’s time for Ellie to select an
Increase that attribute by 1. environment for her character. Wandering
Settlement would be a good choice with
Skill the Kiith background she picked, but
Choose Combat, Flight, or Engineering. she decides to roll on the table to see if
Increase that skill by 1. anything sparks inspiration. With a roll of
1 she gets The Capital City of Tiir, which
Defining Aspect she thinks will be more interesting than
You gain a defining aspect relating to picking Wandering Settlement. She writes
growing up in the southern regions of Kharak. in the environment on her character
Examples include: Hard Work is Worth the sheet. She adds 1 to her Coordination
Reward, My Work is My Religion, Holds Kiith attribute, and 1 to her Exploration skill
Soban in High Regard that the environment provides. She also
needs to create or select a defining aspect
Wandering reflecting that environment. She chooses
“Enjoys Other Kiith Culture” with the idea
Settlements that her character chose to remain in the
Not all Kiith kept permanent settlements. capital not just for trade and to earn a
Some Kiith, such as Kiith Manaan and even living, but also to experience the cultures
some members of Kiith Paktu, were known and ways of the other Kiith.
for roaming Kharak, settling where they
wished and leaving when they willed. Many After selecting an environment, Ellie’s
of these settlements relied on trade or good scores are the following.
fortune to keep up supplies, along with the Attributes: Agility 7, Brawn 8, Coordination
skill of their people and drive of their leaders 9, Insight 7, Reason 8, and Will 7.
to continue to thrive.
Skills: Combat 1, Command 1, Engineering
1, Exploration 2, Flight 1, and Medical 1.

CHAPTER 3 47
Step Three: Upbringing
Select one upbringing for your character and decide if they accepted it, or rebelled against
it.
Your character’s upbringing, and their acceptance or rebellion of it, can determine much about
who they are.
You may choose your character’s upbringing, or randomly determine it from the Upbringing
table.
CHAPTER 3: CHARACTER CREATION

Upbringing d6 Roll Page


Artistic and Open 1 48

Diplomacy and Politics 2 49


Nomadic or Rural 3 49
Military or Mercenary 4 50
Technology and Science 5 50
Travel and Trade 6 51

Artistic and Open Skills


You were allowed to pursue a number of Your character’s creativity and self-
options in your upbringing, being encouraged expression means they are able to take on
towards the arts and creativity in all its many roles, even those that might not be at
forms. No matter what you favor, you learned first be considered creative pursuits.
a great deal about many cultures and self- Choose Command, Engineering, or Explo-
expression. ration. Increase that skill by 1.

Attributes Focus
If your character accepted this upbringing, Your character gains one focus that should
their outgoing nature makes them more relate to their preferred way of applying their
receptive and understanding of people and creative skills. Examples include: Historical
the world around them. Art, Acting, Literature.
• Increase Insight by 1.
• Increase Will by 2. Talent
Your character also gains a single talent
If your character rebelled against this either from their Kiith background or the
upbringing, your character cares more about talents list on p.71.
taking action and is less concerned about
self-expression.
• Increase Agility by 1.
• Increase Coordination by 2.

48 CHAPTER 3
Diplomacy Nomadic or Rural
and Politics You grew up in a rural or nomadic community,
where you spent much of your time away
You grew up exposed to the politics of the
from the densely populated cities. You may
Kiithid, starting within your own Kiith and
have roamed from place to place in search of
possibly all the way up to the Daiamid. This
a permanent home, or to find new resources
may have been through a family member
when those you had were depleted.
who was a diplomat or politician, or it could
have been because there was political turmoil Attributes
within your Kiith during your upbringing. If your character accepted this upbringing,

CHAPTER 3: CHARACTER CREATION


their tough, practical life on the land gives
Attributes them a strong work ethic and a healthy body.
If your character accepted this upbringing,
• Increase Coordination by 1.
they’re disciplined and well-versed in the arts
• Increase Brawn by 2.
of debate.
• Increase Coordination by 1. If your character rebelled against this
• Increase Will by 2. upbringing, they are likely to have embraced
science, technology, and the fruits of
If your character rebelled against this
civilization
upbringing, then they’ve instead sought more
• Increase Will by 1.
tangible things to focus on.
• Increase Reason by 2.
• Increase Brawn by 1.
• Increase Reason by 2. Skills
Your character’s experience living off the land
Skills and growing up on the edge of civilization
Your character has familiarity with the
taught them to fend for themselves and
practices and perils of diplomacy, politics,
made them an expert in moving across long
and the law.
distances in good time.
• Choose Command, Flight, or Combat.
• Choose Flight, Combat, or Medical.
Increase this skill by 1.
Increase that skill by 1.
Focus Focus
Your character gains one focus that should
Your character gains one focus that should
relate to their experience in diplomacy
relate to their previously rural lifestyle and
and politics. Examples include: Composure,
the skills they learned. Examples include:
Debate, Diplomacy, Espionage, Interrogation,
Survival, Improvised Weapons, Tracking.
Law, Philosophy, Fleet Protocol.

Talent Talent
Your character also gains a single talent
Your character also gains a single talent
either from their Kiith background or the
either from their Kiith background or the
talents list on p.71.
talents list on p.71.

CHAPTER 3 49
Military or Technology and
Mercenary Science
You grew up around soldiers or mercenaries. You were brought up around technology or
You are no stranger to combat, weapons, and mentored in the ways of a particular science.
the rigidity of military life. This might be because you were raised in a
technology heavy environment, or because
Attributes you were mentored to pursue a talent within
If your character accepted this upbringing the sciences.
they are used to a rigid, militaristic lifestyle.
• Increase Coordination by 2. Attributes
CHAPTER 3: CHARACTER CREATION

• Increase Brawn by 1. If your character accepted this upbringing,


If your character rebelled against this they care about precision, accuracy, and
upbringing, they prefer an open lifestyle, logical thought.
without the restraint of command or • Increase Coordination by 2.
responsibility. • Increase Reason by 1.
• Increase Agility by 2. If your character rebelled against this
• Increase Insight by 1. upbringing, they still have technical talent,
but rely on a broader range of skills and
Skills are open to unorthodox methods of solving
Your character’s exposure to the ways and problems.
traditions of a military upbringing makes • Increase Agility by 1.
them versatile in their skill set. • Increase Insight by 2.
• Increase any one skill by 1.
Skills
Focus Your character has familiarity with the latest
Your character gains one focus that should research and advanced technology.
relate to their connection to the military, • Choose Flight, Exploration, or Medical.
covering skills learned during their formative Increase that skill by 1.
years. Example focuses: Hand-to-Hand
Combat, Handguns, Long Range Weapons, Focus
Explosives, Military Custom. Your character gains one focus that should
relate to their field of study and inquiry.
Talent Examples include: Astrophysics, Neuroscience,
Your character also gains a single talent Space Flight, Cryogenics.
either from their Kiith background or the
talents list on p.71. Talent
Your character also gains a single talent
either from their Kiith background or the
talents list on p.71.

50 CHAPTER 3
Travel and Trade Example
You are accustomed to the world and the Next Ellie must select her upbringing. She
fast-paced lifestyle of trade and business. decides not to roll for this one, knowing
Watching those around you sell, buy, and that the Travel and Trade upbringing
then sell for even more, you learned the value best suits her character. She chooses to
of good business and trading your skills for accept this upbringing, with her character
whatever you need. embracing the idea of business and travel-
based lifestyle, and so increases her
Attributes attributes for Will by 2 and Agility by 1 as
If your character accepted this upbringing,

CHAPTER 3: CHARACTER CREATION


noted in the accepted upbringing option.
they are used to a lifestyle of travel and fast-
She also chooses her Engineering skill
paced business.
from the options given, increasing it by 1.
• Increase Will by 2.
Ellie also needs to select a focus relating
• Increase Agility by 1.
to her skills in her business or trade. As
If your character rebelled against this her trade piloting is her trade, she decides
upbringing, they may have stepped away to create the focus “Small Craft” reflecting
from business or trade to find their own her skill in piloting small vessels. Ellie also
identity. selects the talent Daring (Flight) from the
• Increase Insight by 2. talents list.
• Increase Reason by 1.
After selecting her upbringing, Ellie’s
Skills scores are the following.
Your character’s experiences with a family Attributes: Agility 8, Brawn 8, Coordination
business or a trade gives them further insight 9, Insight 7, Reason 8, and Will 9.
into an area of expertise.
• Choose Command, Engineering, or Explo- Skills: Combat 1, Command 1, Engineering
ration. Increase that skill by 1. 2, Exploration 2, Flight 1, and Medical 1.

Focus
Your character gains one focus that should
relate to the nature of their or their family’s
business, covering skills that are valuable
during trade, or which were useful in other
ways. Examples include: Stone Masonry, Pilot,
Entertainment, Bartering.

Talent
Your character also gains a single talent
either from their Kiith background or the
talents list on p.71.

CHAPTER 3 51
Step Four: Profession
Select a single profession track.
Your character’s profession determines the type of training they have received.
You may choose your character’s profession track freely, or randomly determine it from the
Track table.

Track d6 Roll Page


CHAPTER 3: CHARACTER CREATION

Command and Military Track 1-2 52


Engineering and Technical Track 3-4 52
Research and Exploration Track 5-6 53

Command and Talent


Military Track Your character also gains a single talent,
The command and military track is for those either from their Kiith background or the
who wish to work in a diplomatic role, a talents list on p.71.
command position, or on the front lines of
defense, either on a space station or ship. Engineering and
Attributes
Technical Track
Your character gains three points to increase The engineering and technical track attracts
attributes freely. Choose to either: those who are interested in how technology
• Increase one attribute by 1, and another works and those who want to pilot craft and
by 2. design them.
• Increase three attributes by 1.
Attributes
Skills Your character gains three points to increase
You must select your character’s main skill. attributes freely. Choose to either:
• Choose either Command or Combat. • Increase (one attribute by 1, and another
Increase this skill by 2. by 2.
• Increase three attributes by 1.
Then select any other two skills. You may
not increase any skill to higher than 4 at this Skills
stage. You must select your character’s main skill.
• Increase two skills by 1 each. • Choose either Engineering or Flight.
Increase this skill by 2.
Focuses
You select three focuses, at least one of Then select any other two skills. You may
which should relate to the command and not increase any skill to higher than 4 at this
military track. Examples include: Diplomacy, stage.
Tactics, Leadership. • Increase two skills by 1 each.

52 CHAPTER 3
Focuses Focuses
You select three focuses, at least one of You select three focuses, at least one of
which should relate to the character’s chosen which should relate to the character’s chosen
track. Examples include: Piloting, Navigation, track. Examples include: Field Surgery, History,
Flight Systems. Kiith Lore.

Talent Talent
Your character also gains a single talent, Your character also gains a single talent,
either from their Kiith background or the either from their Kiith background or the
talents list on p.71. talents list on p.71.

CHAPTER 3: CHARACTER CREATION


Research and
Exploration Track Example
Now Ellie must choose a profession for
The research and exploration track is for
her character. She again decides not to
those who feel the need to delve into the past
roll, knowing that the Engineering and
and uncover lost and hidden secrets, or those
Technical Track works best for her trader-
who wish to aid others, either through direct
pilot. She gains 3 points to spend freely
care or researching ways to improve Kiithid
and chooses to increase three attributes
society.
by one, selecting Agility, Coordination,
and Reason. For her skill increase, she
Attributes selects Flight and adds the increase of
Your character gains three points to increase
2 to her Flight skill. Then she selects two
attributes freely. Choose to either:
other skills, Exploration and Command,
• Increase one attribute by 1, and another
and increases these by 1 each. Ellie also
by 2.
gains three focuses, and decides on Flight
• Increase three attributes by 1.
Systems, Temporary Repairs, and Kiith
Skills History. Lastly, she selects another talent,
You must select your character’s main skill. Historian, from the talents list.
• Choose either Exploration or Medical. After selecting her profession, Ellie’s
Increase this skill by 2. scores are the following.
Then select any other two skills. You may
not increase a skill to higher than 4 at this Attributes: Agility 9, Brawn 8, Coordination
stage. 10, Insight 7, Reason 9, and Will 9.
• Increase two skills by 1 each. Skills: Combat 1, Command 2, Engineering
2, Exploration 3, Flight 3, and Medical 1.

CHAPTER 3 53
Step Five: Career
Select one career option for your character.
Your character’s career represents how long they have been in their role and the level of
experience they have.
You may choose your character’s career, or randomly determine it from the table below by
rolling a d6.

Career d6 Roll Page


CHAPTER 3: CHARACTER CREATION

Junior Officer 1-2 54

Experienced Officer 3-4 54

Veteran Officer 5-6 55

Junior Officer Whenever you succeed at a test where


As a junior officer, you have not been in your you purchased a die, you receive 1
position long. You are eager to learn but naïve bonus Momentum. You cannot hold a
about the nuances that your work sometimes rank higher than Lieutenant while you
requires. possess this talent.
Defining Aspect
Your character receives a defining aspect,
which must reflect the character’s
Experienced Officer
inexperience and naïveté in some way. You have a number of years’ experience
Examples include: Over-Ambitious, Intimidated working in your position. You have a feel for
by Senior Officers, All of the Confidence the people you work with and know what is
Without Any of the Experience. expected of you.

Talent Defining Aspect


Your character gains the following talent: Your character receives a defining aspect,
and this can be chosen freely.

Font of Potential Talent


Requirements: Junior Officer (only Your character gains a single talent, which
available during character creation) may be chosen freely from the talents of your
character’s Kiith background or the talents
You are inexperienced, but show promise
list on p.71.
in your role.
You may not have or increase any
attribute above 11 or any skill above 4
while you have this talent (and may have
to adjust attributes and skills accordingly
at the end of character creation).

54 CHAPTER 3
CHAPTER 3: CHARACTER CREATION
Veteran Officer Veteran
You have spent most of your life working in Requirements: Veteran Officer (during
your position. You know it well, better than character creation, or at the gamemas-
most others, and know how to do your job ter’s discretion)
with ease and to a high standard.
You are wise and experienced, with
Defining Aspect your peers often looking to you for your
Your character receives a defining aspect, expertise.
which must reflect the character’s years of Whenever you make a test where one of
experience and the beliefs they’ve formed your focuses would be relevant and you
over their long career. Examples include: Not purchase one or more extra dice, the
Surprised by Much Anymore, I’m a Respected cost of the second die is reduced by 1.
Officer, I’ve Seen and Done It All.

Talent Example
Your character gains the following talent: Now Ellie must select her character’s
career. She decides that her character
is an experienced officer, having left
behind her life of trade many years ago
to become a pilot for the Kushan forces.
She gains a defining aspect which she
can freely choose, and picks “A Trader for
Life.” Finally, she selects the talent Push
the Limit from the talents list.

CHAPTER 3 55
Step Six: Career Events
Select two career events for your character.
Your character’s career will have been made up of many defining events. Some of these events
will stand out in your character’s past as moments that shaped and affected them.
Your character will have two career events that reflect key moments in their career. Each career
event also includes a few questions to consider about how the event happened and how it
affected the character.
CHAPTER 3: CHARACTER CREATION

You may choose your character’s career events, or randomly determine them from the Career
Event table.

Career Event d20 Roll Page


Experimental Technology 1 57

Loss of a Friend 2-3 57

Admired by Another Kiith 4 57

Experimental Test Flight 5 58

Unexpected Command 6 58
Serious Injury 7-8 58

Conflict with a Hostile Group 9-10 59

Mentored for Your Talent 11 59

Medical Crisis 12 60

Abandoned Your Principles 13 60

Stuck by Your Ideals 14 60

Invented a New Battle Strategy 15 60

Technological Advancement 16 61

Commendation 17 61

Prevented a Resource Shortage 18 61

Devastating Accident 19-20 62

56 CHAPTER 3
Experimental Attribute
Technology Your character has experience with loss.
• Increase Insight by 1.
Your character is or was involved in testing
an experimental technology. This technology Skill
is not yet in common use, but they have Your character has a personal understanding
experience with it. of grief and recovery.
What was the discovery, breakthrough, • Increase Medical by 1.
or invention? How would this technology be
used in the future? Was the experimental
Focus
Your character gains a focus which should
technology useful, dangerous, or obsolete?

CHAPTER 3: CHARACTER CREATION


reflect the character’s experiences, but it may
Why did your character volunteer to take
also represent a skill or pursuit the character
part in the experiment? If your character
takes up in their absent friend’s memory or
didn’t volunteer, how did they end up being
to prevent the same thing happening again in
part of the test?
the future. Examples include: Grief Counseling,
Attribute Persuasion, Compassion.
The nature of the technology being tested Defining Aspect
gave your character an insight into a new Your character gains a defining aspect
expertise. representing the effect that the loss of their
• Increase any attribute by 1. friend had on them. Examples include: I Lost
Skill the Only Friend I Had; I Won’t Let Anyone
Your character either had, or gained, an Else’s Death Be on My Hands; I Treasure Every
understanding of how experimental technol- Moment with Those I Care About.
ogy is developed.
• Increase Engineering by 1. Admired by Another
Focus Kiith
The character gains a focus, reflecting their Your character earned either the official praise
involvement with experimental technology. of another Kiith faction, or the friendship of
Examples include: Experimental Technology, someone important within another Kiith—
Invention, Improvisation. either way, they are now considered to be a
friend to that people.
Loss of a Friend • Which Kiith has given them praise? What
A close friend of your character recently was the reason? How did they earn this
passed away or is absent from your Kiith or contact’s respect and friendship?
character’s life for some other reason. • Does the character have any friends
• Who was the friend? How did the character or contacts in that Kiith who can be
know them? contacted for help?
• What impact does their death or absence
have? What was the circumstance around
Attribute
Your character is in excellent standing, being
their absence? Who, if anyone, was to
respected and considered a friend to the Kiith
blame?
or their ally.
• Increase Will by 1.

CHAPTER 3 57
Skill Focus
Your character has a broader understanding The character gains a focus, which should
of other Kiith and their culture and history. reflect the character’s experience on the
• Increase Exploration by 1. experimental flight. Examples include:
Experimental Craft, Tactics, Flight Protocol.
Focus
Your character gains a focus, which should
reflect the character’s experience with other
Unexpected
Kiith. A focus of X Kiith, replacing the X with Command
the name of that Kiith, is a good example; Due to a crisis, a test, or other unexpected
CHAPTER 3: CHARACTER CREATION

another option would be any focus that circumstance, your character had to take
represents skills or techniques specific to command. This may have been command of
that culture. a group of people, a ship, or an operation.
• What was the reason for them taking
Defining Aspect command? What, if anything, went wrong?
Your character gains a defining aspect which • Was the character a good leader?
should reflect their relationship with the Kiith,
the person who admires them, or their view Attribute
on inter-Kiith relationships. Examples include: Your character had the ability to recognize
I Value the Friendship of Kiith Naabal; Respect what was needed and improvise during a
Between Kiith Is Better Than Violence; Allies crisis.
Are More Important Than Enemies. • Increase Insight by 1.

Experimental Test Skill


The experience of being pushed into
Flight leadership has given your character a new
Your character was selected or volunteered insight into what is needed from a leader.
to be part of a test crew for an experimental • Increase Command by 1.
craft in order to aid in the advancement of
flight technology. Focus
• Why was your character selected? If they Your character gains a focus which should
volunteered, why did they want to do this? reflect their experiences during the crisis.
What was your character’s role as part of Examples include: Leadership, Inspiration,
the crew? Composure.
• Was the experiment successful? Did your
character enjoy the experience? Serious Injury
Your character suffered a serious injury and
Attribute needed to spend a period of time recovering.
Your skill at operating new technology, ships,
This may still have a lasting effect on the
and machines surpasses that of your peers.
character.
• Increase Coordination by 1.
• What was happening when the character
Skill was injured? Who or what was responsi-
Your experience with an unpredictable and ble?
experimental ship gave you new insight into • What did the recovery entail? How much
piloting vessels. does it affect the character now, and in
• Increase Flight by 1. what way?

58 CHAPTER 3
Attribute Skill
Your character’s recovery only served to Your character is adept with a multitude of
push their strength, endurance, and physical weapons and combat strategies.
capability. • Increase Combat by 1.
• Increase Brawn by 1.
Focus
Skill Your character gains a focus, which should
Spending time around medical facilities and reflect skills they honed during the fighting.
doctors, along with understanding their own Examples include: Hand-to-Hand Combat,
injuries, has left your character with some Rifles, Handguns.

CHAPTER 3: CHARACTER CREATION


medical insight.
• Increase Medical by 1. Mentored for Your
Focus Talent
Your character gains a focus, which should A highly respected officer took notice of
reflect the circumstances of the character’s your character’s talent with ships and
injury, something that helped them through technology. For a time, your character served
recovery, or something they took up after as the officer’s aide, gaining the benefit of the
recovering. Examples include: Athletics, Art, officer’s experiences and lessons.
Philosophy. Who was the officer? Does the officer
remain a contact or even friend of your
Defining Aspect character?
You gain a defining aspect representing a
lasting effect of the character’s injury or Attribute
the way they recovered. Examples include: The officer’s lessons came in many forms,
Hesitant to Fight Because I Still Have Shrapnel giving your character a broad range of
in My Shoulder; Recovery Improved My Ability experience and knowledge.
to Endure Stressful Situations; I Don’t Trust • Increase any one attribute by 1.
That Peaceful Situations Won’t Turn Violent.
Skill
Conflict with a Your character spent time as the officer’s
pilot, studying the structures and procedures
Hostile Group of the Kushan fleet.
Your character was involved in a conflict with • Increase Flight by 1.
a hostile group and lived to tell the tale.
• Who was involved in the conflict? Why did Focus
it occur? Your character gains a focus, reflecting the
• What was the character’s part in it? Who lessons learned. Examples include: Fleet
won? Protocol, Chain of Command, Advanced Flight
Maneuvers.
Attribute
Your character’s physical conditioning and
endurance allowed them to make it out of
this conflict alive.
• Increase Brawn by 1.

CHAPTER 3 59
Medical Crisis Skill
Your character had to deal with a medical Your character is good at exploring new
crisis. This might have been a fast-spreading ideas and their roots.
disease, the result of a major incident or • Increase Exploration by 1.
accident, or needing to do emergency surgery
on an important individual.
Focus
Your character gains a focus reflecting the
• What was the medical crisis?
event and its aftermath. Examples include:
• Did you deal directly with those affected?
Persuasion, Inspiration, Investigation.
How was the character involved?

Attribute Stuck by Your Ideals


CHAPTER 3: CHARACTER CREATION

Helping those in distress during a massive Your character was placed in a situation
crisis helped your character understand where they chose their own principles and
people. ideals over a close friend or superior. This
• Increase Insight by 1. was seen as a betrayal in that person’s eyes.
• Who was the friend or superior? What
Skill were they doing or what did they ask your
Dealing with a problem of this nature was character to do? Does your character
a true display of your character’s ability to regret their choice?
provide aid in any situation. • What were the repercussions of this? Was
• Increase Medical by 1. your character right?

Focus Attribute
Your character gains a focus, which should Your character has a good sense of self and
reflect how they helped during the crisis. chose to stick by their own ideals rather than
Examples include: Infectious Diseases, rashly following others.
Emergency Medicine, Triage. • Increase Will by 1.

Abandoned Your Skill


The ability to take charge, hold to their
Principles principles, and deal with the events that
Your character ended up in a situation where followed give your character insight into
they had to choose between their own ideals leadership.
and a close friend or superior. They chose • Increase Command by 1.
to abandon their principles in favor of that
friend or superior. Focus
• Who was the friend or superior? What Your character gains a focus reflecting the
situation was your character in? Which event and its aftermath. Examples include:
principles did you have to abandon? How Resist Coercion, Official Protocol, Leadership.
does the character feel about it now?
• Did this have repercussions? Was the Invented a New
character in the right?
Battle Strategy
Attribute Your character invented a new battle strategy
Your character learned to listen to the ideas using methods previously unthought of. This
and principles of others and is not afraid to may have been a strategy involving ship
question their own. movements and tactics or ground combat
• Increase Reason by 1. techniques.

60 CHAPTER 3
• How and why did your character invent • Increase Engineering by 1.
the new strategy? Has it been tested, and
was it successful? Focus
• What was the strategy devised? Your character gains a focus, reflecting
their work or expertise. Examples include:
Attribute Strange Technology, Technology Development,
Your character’s tactical mind and quick Archaeology.
thinking and fast reflexes are an asset to any
team you are on. Commendation
• Increase Agility by 1. Your character took action in a crisis, over-

CHAPTER 3: CHARACTER CREATION


came a critical problem, or performed some
Skill other act showing heroism or exceptional
Your character has practical and theoretical
skill, earning them a commendation.
knowledge of battle.
• What did your character do to earn the
• Increase Combat by 1.
commendation? Who awarded it to you?
• Did this have other repercussions among
Focus your Kiith? How public is the knowledge
Your character gains a focus, reflecting their
of the event?
decisive battlefield leadership. Examples
include: Combat Tactics, Tactical Planning,
Leadership Under Fire. Attribute
Your character’s physical health and condi-
tion played a part in being able to carry out
Technological the action they took.
Advancement • Increase Brawn by 1.
Your character was one of a team of
people responsible for a technological Skill
advancement. This might have been creating Gaining a commendation gave your character
a new software or machine, or uncovering many opportunities to learn and experience
and repairing an older technology that new things.
sparked an improvement to existing tech. • Choose any one skill. Increase that skill
• What was your character’s role in the by 1.
team? What did the advancement do?
Does it still function now? Focus
• How much is known about this The character gains a focus reflecting the
new technology? Is it stable or still event and its aftermath. Examples include:
experimental and potentially volatile? Athletics, Survival, Emergency Medicine.

Attribute Prevented a
Your character has studied and worked on
extensive amounts of technology, software, Resource Shortage
and machinery. Your character was key in preventing a
• Increase Reason by 1. shortage of resources, finding a way to
temporarily improve resource production (or
Skill reduce consumption).
Your character is able to understand • What caused the shortage of resources?
unfamiliar technology and theories due to • How did the character solve the problem?
their extensive research.

CHAPTER 3 61
Attribute
Your character’s precision when dealing Example
with the complicated nature of resource Now Ellie must select two career
collection, distribution, and production was events that are defining moments for
key to their success. her character. She decides to pick one,
• Increase Coordination by 1. Experimental Test Flight, and roll randomly
for the other. Experimental Test Flight
Skill allows her to increase her Coordination
Your character has familiarity with harvester by 1 and her Flight by 1, and she gains a
ships as well as resource production and focus representing her experience on the
CHAPTER 3: CHARACTER CREATION

collection processes. flight, which she decides is Tactics. She


• Increase Engineering by 1. also has a think about the event itself
and decides that she was selected for
Focus the experiment and that’s what started
The character gains a focus, reflecting their her career with the Kushan fleet. She was
expertise. Examples include: Life Support Sys- the pilot for the test flight with a small
tems, Engine Mechanics, Resource Collection. crew of people. Overall the flight was a
success but the experiment wasn’t, due to
Devastating the ship needing too much power to run,
Accident but she enjoyed it so much she signed up
for every experimental flight she’s heard
Your character survived a devastating acci-
about since.
dent. This might have been through luck,
For her second career event, Ellie rolls
experience, or because of the aid of another. and gets a 19, a Devastating Accident.
They may have even helped aid others in the She increases her Agility by 1 and her
chaos. Combat by 1 and gains a focus in Sur-
What was the accident? When and vival. Thinking about the event itself, El-
where did it happen? How serious was the lie decides that she was in flight around
incident? What did your character do when Kharak’s outer atmosphere when an out-
it happened? of-control corvette collided with her ship.
How many people were affected? How The junior officer on board had suffered
long did it take before help arrived? a serious engine malfunction and didn’t
follow emergency protocol. Ellie’s char-
Attribute acter’s ship was torn open and pulled
Your character was able to stay out of danger her into the vacuum of space. She was
in the chaos of the accident. prepared, having her short-term breather
• Increase Agility by 1. hooked up to her helmet, , but her crew
were not so lucky and lost their lives.
Skill After selecting her career events, Ellie’s
Your character has experience with perilous scores are the following.
situations. Attributes: Agility 10, Brawn 8, Coordina-
• Increases Combat by 1. tion 11, Insight 7, Reason 9, and Will 9.
Focus Skills: Combat 2, Command 2, Engineering
Your character gains a focus, which should 2, Exploration 3, Flight 4, and Medical 1.
reflect their experiences. Examples include:
Emergency Protocols, Emergency Medicine,
Survival.

62 CHAPTER 3
Step Seven: Finishing Touches
Your character is nearly finished at this point. There are a few more choices to make, and many
of these are more free than other sections of the life path. This is also the chance to check
over your character, make sure that nothing has been missed, and fill in a few other important
sections.

Attributes Skills
A character may not have any attributes A character may not have any skills above 5

CHAPTER 3: CHARACTER CREATION


above 12, and may not have more than one and may not have more than one skill at 5 (if
attribute at 12 (if the character has the Font the character has the Font of Potential talent,
of Potential talent, from Step Five: Career, from Step Five: Career, they may not have
they may not have any attributes above 11 any skills above 4 instead). For any skill that
instead). For any attribute that has a rating has a rating above and beyond those limits,
above and beyond those limits, reduce it until reduce it until it is within the limit. For each
it is within the limit. For each point reduced point reduced on a skill, increase another skill
on an attribute, increase another attribute by by one, though the limits noted above must
one, though the limits noted above must still still be obeyed. The character’s skills added
be obeyed. A character’s attributes, added together should add up to 14.
together, should add up to 54.

Example
Now Ellie must add the finishing touches to her character. She checks her attributes: none are
over 12 and her attributes add up to 54. Ellie also checks her skills: none are over 5 and they all
add up to 14. Ellie’s final scores are as follows.
Attributes: Agility 10, Brawn 8, Coordination 11, Insight 7, Reason 9, and Will 9.
Skills: Combat 2, Command 2, Engineering 2, Exploration 3, Flight 4, and Medical 1.

Defining Aspects some examples of positive, negative and


neutral defining aspects.
Your character now gains a final defining
Defining aspects that are inherently
aspect. These are explained on p.34. Your
positive might represent a positive outlook
character may already have one or more
your character has, a defining achievement,
defining aspects from Step Six: Career Events
an aspect of their nature or personality that
of the lifepath. In this case, you still gain a
defines them, or a physical trait that stands
defining aspect here in addition to those.
out. Examples include: I Was Responsible for
Your defining aspects can either be
a Technology That Saves Lives; I Have a Voice
inherently positive, negative, or neutral.
That Can Cut Through a Crowd; Finding Joy in
Defining aspects, even those that appear
My Work Keeps Me Motivated.
positive, might have the potential to cause
Inherently negative or problematic defin-
you complications in certain situations, so it
ing aspects might represent an outlook
is worth considering how the defining aspect
your character has that is less than ideal; an
affects your character as you make decisions
aspect of their personality that represents a
and roleplay them during play. Below are
vice or a problem they are dealing with, or

CHAPTER 3 63
something about their nature or physicality Lastly, neutral defining aspects can
that causes them an issue. This may be due represent something that defines your
to a previous traumatic event, the character’s character, but is neither inherently beneficial
upbringing, or the kind of work or training nor detrimental to them to begin with. The
they have taken on. Examples include: All Tai- defining aspect may be one of those two
idan Are the Enemy No Matter How “Innocent”; things in different situations, but otherwise it
I Fear Working on the Salvage Crews After My is just a noticeable feature they have or an
Accident and Will Do Anything to Avoid It; I outlook they hold. Examples include: I Prefer
Lack a Sense of Humor and Often Come Off Talking to Violence; I Married Someone from a
Blunt in Conversation. Different Kiith Family; The Law of the Daiamid
CHAPTER 3: CHARACTER CREATION

Should Never Be Broken.

Example
Now Ellie must create a defining aspect for her character. She chooses to have a positive
defining aspect, but knows that it could also be a source of conflict for her character later, so
she chooses I Do Not Fear the Unknown, I Seek Its Thrills.

Maximum Stress Final Stats Check


and Challenge Dice Your character should have at least 4 talents,
• Maximum Stress. Your character has 6 focuses, 1 truth, and 3-5 defining aspects,
a maximum stress equal to their Brawn dependent on their choices throughout the
attribute plus their Combat skill. lifepath.
• Additional Challenge Dice. On all
successful attacks, your character inflicts
a number of additional equal to their
Combat skill.

Example
Now Ellie works out her maximum stress by adding her Brawn and Combat skill together,
giving her a maximum stress of 10. Her Combat skill is 2, so she will roll an additional 2
when making an attack. Finally, she checks that she has at least 4 talents, 6 focuses, 1 truth,
and 3-5 defining aspects.

64 CHAPTER 3
Role Executive Officer Talent
The roles listed here define your character’s
When another character in communica-
job within their crew. When you choose a
tion with you attempts a test, you may
role, you also gain its accompanying talent.
always assist on this test.
Not all ships or facilities will have every role,
and aboard smaller ships or stations some
personnel may hold more than one role. If Technical Operations
you decide to take on more than one role, you
must select only one talent to gain. Often you Manager
will want to play the senior members of the Requirements: Technical and Engineering

CHAPTER 3: CHARACTER CREATION


crew, but this will vary from game to game, track only.
so it’s worth checking with your gamemaster The technical operations manager covers a
on which roles are most appropriate for the few roles, and aboard larger ships, stations or
campaign they are running. facilities these may be divided between two or
more individuals, with the most senior ranked
Commanding Officer being in charge of all technical operation
Requirements: Command and Military track managers present. Generally, they are
only. responsible for overseeing the engineering
crew, repair, and maintenance, and ensuring
The commanding officer, or CO, is generally that everything stays at optimum operating
the officer in charge and responsible for capacity.
the rest of the crew. In order to hold the
rank of captain you must hold the role
of a commanding officer, though not all Technical Operations
commanding officers are captains. Manager Talent
When making a test to repair, modify, or
Commanding Officer Talent jury-rig a piece of equipment or a system
Once per scene you may attempt a test that you are unfamiliar with, you may re-
to rally a character. This is a Will + Com- duce the difficulty of the test by 1.
mand test with a difficulty of 1. On a suc-
cess, the cost of the first die bought by
the rallied character is reduced by 1. Chief Security Officer
Requirements: Frigate or larger, or station
based. Command and Military track only.
Executive Officer On larger ships and facilities, the head
Requirements: Command and Military track of security oversees the ship’s security
only. personnel. They are responsible for ensuring
The executive officer, or XO, is the second in the safety of the ship or facility, and are
command under the commanding officer. included in combat situations to advise on
If the commanding officer is for any reason tactical and battle plans. The chief security
absent or indisposed, command passes to officer is also responsible for resolving
the executive officer. This is generally who disputes, the investigation of criminal
the senior staff report to, with information matters, and any disciplinary proceedings
filtering up through them to the captain. that arise.

CHAPTER 3 65
Chief Security Officer Pilot
Requirements: Technical and Engineering
Talent track only.
Once per scene you may use the Addi-
Pilots are responsible for the navigation and
tional Minor Action Momentum spend at
flight of ships. Some pilots are trained across
no cost.
multiple vessels, while others specialize in
only one. Not only must they be capable of
standard flight, but they are also trained in
Chief Medic evasive, defensive, and aggressive tactical
Requirements: Research and Exploration
maneuvers, and in some cases must also
CHAPTER 3: CHARACTER CREATION

track only.
be able to competently operate a ship’s
The medical officer is responsible for the weapons systems.
health and well-being of the crew and other
persons aboard the ship, and on frigate- Pilot Talent
class ships and larger they lead the medical
When operating or repairing technology
department.
associated with ships, you may always
use your Flight skill instead of Engineer-
Chief Medic Talent ing.
When making tests to heal a character’s
injury, you gain 1 bonus d20—counting
as your first die bought—on the test. Researcher
Requirements: None
Researchers cover a broad range of exper-
Communications Officer tise. This can be anything from studying nan-
Requirements: None
otechnology or bioengineering to archeology,
Usually senior crew, but not always, the ancient history, or astronomy.
communications officer is responsible for
keeping in contact with Fleet Command and Researcher Talent
intelligence. On some ships and stations,
Choose one area of research that is
they also operate and monitor the sensor
your primary study, and gain this as a
arrays and other such equipment.
permanent focus. Additionally, once per
session, you may declare that you have
Communications Officer experience in a specific field of study.
Talent Gain this as a temporary focus until the
When a test you attempt involves an end of the session.
unfamiliar language or encryption, you
reduce the difficulty by 1.

66 CHAPTER 3
Engineer
Requirements: Technical and Engineering Medic Talent
track only. When aboard the ship, station, or facility
you are posted at, you always have the
Engineers are responsible for ensuring that truth “Medical Department,” which rep-
the ship remains operational and functional. resents available medical supplies.
They may also be the main operators of the
tactical or sensor systems if necessary.
Rank
Engineer Talent Once you have decided on your character’s

CHAPTER 3: CHARACTER CREATION


When aboard the ship, station, or facility role, you should determine which rank they
you are assigned to, you gain the truth hold. For the most part, a character can be
“Every Rivet, Every Bulkhead,” represent- of any rank they wish, with a few exceptions.
ing your technical knowledge of the sur- Some of the following ranks require a
rounding facilities. character to hold a particular role, and the
option selected in Step Five: Career may limit
your character’s rank.
Security Officer
Requirements: Command and Military track Captain
only. This rank can only be selected by the
commanding officer, and no more than one
While most Kushan operatives are trained in
character may select it.
combat, security officers are specialists in
this field. Not only are they trained for ground Commander
combat, they are also trained in watching This rank is the lowest rank that the
for suspicious or criminal behavior among commanding officer may have.
the crew and defusing situations that could
escalate into violence. Lieutenant Commander
This rank is the lowest rank that may be
Security Officer Talent taken by a character with the Veteran talent.
When aboard the ship, station, or facil-
ity you are posted at, you always have Lieutenant
the “Advantage Security Detachment,” This is the highest rank that may be taken by a
which represents the ship’s other secu- character with the Untapped Potential talent.
rity personnel. It is also the lowest rank that may be taken
by any character with the role of executive
officer, technical operations manager, chief
Medic security officer, or chief medic, as those roles
Requirements: Research and Exploration are only available to experienced personnel.
track only.
Crewman
Medics are responsible for the health and This is the lowest rank available.
well-being of the crew and other persons
aboard the ship. On larger ships medics serve
under the chief medic, whereas smaller ships
may only have one or two medical crew.

CHAPTER 3 67
who they are. What is your character like? Are
Example they thrill seeking and looking for adventure?
Ellie must now choose a role for her char- Or are they thoughtful, thorough, and fond
acter. Given her character’s background of routine? Are they comfortable in their
and backstory, she chooses the pilot role work and life, or are they striving for the next
and adds the Pilot talent to her character goal? Having an idea of your character’s
sheet. She also chooses her rank and de- personality will help you roleplay them during
cides that due to her character’s experi- the game and give you a base to start with
ence she is a commander. as your character evolves and changes over
time.
CHAPTER 3: CHARACTER CREATION

Personal Details Appearance


This next step is the one that takes your Deciding what your character looks like is
character from a series of choices and also important. This can be their physical
numbers on a character sheet and helps description: are they tall or short? What build
them feel like a living person within your do they have? What uniform do they wear?
Homeworld games. Do they have any distinctive features? It can
also be a description of how they appear to
Name others, such as habits, behavioral quirks, or
Every character needs a name. In Homeworld even the impression they try to give others.
a character’s name usually reflects their Kiith
and will normally use their Kiith name in place Relationships
of a surname. You can choose to break this How your character interacts with others—
convention if you wish, but it’s good to note both the other players’ characters and non-
which Kiith your character belongs to and player characters—is important. A few points
select a name that feels right for the setting. to consider would be:
Kushan names often make use of double • Does your character get on with the rest
vowels, such as “ii,” “aa,” and “uu,” leading to of the crew? If not, why?
names such as Majiir or Chiisur. Any easy • How does your character regard the other
way to include these into an existing name members of the crew?
is to take the name, such as Amara or Idris, • How do you know the other members
and then double up the vowels already in of the crew? Are you friends with any of
the name, leading to names like Amaara or them?
Idriis. However, many Kushan names break • Do you have any rivals or enemies?
this convention, opting to forgo the double • Aside from the crew, who else is your
vowels as seen with names such as Karan, character close to or friendly with? Who is
Rachel, and Jeremiah. this person and what do they do?
These details can make the interaction
Personality between all the characters more interesting
Now that you have an idea of your character’s and add more depth to your character.
background and abilities, it’s worth thinking Like their personality, your character’s
about how their experiences have shaped relationships can, and should, evolve over
time.

68 CHAPTER 3
Example Equipment
Lastly, you have your character’s equipment
Now Ellie must work out her character’s
and gear. All characters start with some basic
personal details. She decides to pick
equipment. This includes items issued to all
the name Kiiara. Using the choices and
personnel as well as any equipment that your
backstory she formed during the earlier
character needs to perform their role.
stages of the lifepath, Ellie decides that
All characters receive the following:
her character is hard-working but a thrill-
• A wrist computer (p.98)
seeker who likes new experiences and
• An emergency breach patch (p.97)
has a curiosity for the unknown, though
• A pair of goggles (p.98)

CHAPTER 3: CHARACTER CREATION


she always keeps herself prepared for
• A short-term breather (p.98)
the worst-case scenario. She is friendly
• A work uniform in the style of their Kiith
with her crew but is colder toward junior
and role
officers, especially those who don’t follow
• A set of tools or equipment appropriate to
protocol, because of her accident. She still
their role (p.65)
likes to trade and make offers, especially
• A utility blade or combat knife
if it’s for equipment, and will often still
• A personal item that is important to
trade her piloting skills for resources.
your character (you choose the item
When thinking about her relationships,
but the gamemaster can veto anything
she decides that she does get on with the
inappropriate or far-fetched)
rest of the crew, though she doesn’t know
them too well. She regards the captain At the gamemaster’s discretion, those
and the other officers with respect both from a martial Kiith background can carry
for them as people and their rank, but a sword, and those with security positions
keeps a close eye on the junior officers in (normally at least one person within the
the group to make sure that they adhere crew) will have access to a pistol. See p.97
to proper procedures. She also decides for more information on gear.
that she is close to her brother, who she
names Kinaal; he took a different path
than she did, becoming a minor diplomat Example
within the fleet. Lastly, Ellie records her starting equip-
ment and chooses her personal item. She
decides that her character has a bracelet
made of metal from the hull of her dam-
aged ship, a reminder to herself to always
be prepared for the worst. She writes in
her utility blade’s weapon stats on her
sheet, remembering to add her 2 bo-
nus to the stress rating of the blade in the
Challenge Dice box. She also notes down
her unarmed attack with a stress rating
equal to her combat skill. Ellie’s character
is now complete, and she is ready to start
playing!

CHAPTER 3 69
Example Character:
Name: Kiiara Soban Role: Pilot

Kiith Background: Soban Armor Rating: 1


Environment: Capital City of Tiir Max Stress: 10
Upbringing: Travel and Trade
Rank: Commander
CHAPTER 3: CHARACTER CREATION

Requisition Units: 0
Injury

Attributes Equipment
Agility 10 Brawn 08 Wrist computer
Coordination 11 Insight 07 Emergency breach patch
Pair of goggles
Reason 09 Will 09
Short-term breather
Skills Work uniform
Combat 02 Command 02 Mechanic’s tools

Engineering 02 Exploration 03 Utility blade


Bracelet made of old ship
Flight 04 Medical 01 metal.

Focuses Defining Aspects Truths


Flight Systems A Trader for Life Kiith Soban
Kiith History Enjoys Other Kiith Charter-Pilot
Small Craft Culture
Survival
I Do Not Fear the
Tactics Unknown I Seek Its
Temporary Repairs Thrills

Range
Weapon Stress Rating Effects Qualities
and Type

Utility Blade 3 Reach Vicious 1 Debilitating

Unarmed 2 Reach Knockdown

70 CHAPTER 3
Talents
Talents provide a benefit to your character, representing training or an enhanced skill in a
particular area.
Each talent has a circumstance, which details when the talent can be applied, and an effect
which is the benefit the talent gives you.
Some talents have a requirement, which you must meet in order to obtain the talent. You may
only obtain a talent once unless specified otherwise in the talent description.
The following talents are available to all characters, unless otherwise noted in the

CHAPTER 3: CHARACTER CREATION


requirements. Players should feel free to rename these talents to better fit their characters if
needed, as it will not change the rules for the talent. In this case keeping note of the original
name of the talent can be useful for referencing.

General Talents
Adaptable chosen skill, and you buy d20s by adding to
Requirements: None Threat, you may re-roll a single d20 in your
dice pool. You may select this talent multiple
You may always use Flight instead of times, once for each skill, but you may not
Engineering when attempting to assess a select any skill which has already been
problem or repair damage to a ship. selected for the Cautious talent.
Cautious Dedication
Requirements: None
Requirements: None
When you select this talent, choose a single
You may spend a Fortune point before
skill. When you attempt a skill test using the
attempting a skill test where you have an
chosen skill, and you buy d20s by spending
applicable focus. If you do so, you score two
Momentum, you may re-roll a single d20 in
successes for each die that rolls equal to or
your dice pool. You may select this talent
less than twice the character’s skill, instead
multiple times, once for each skill, but you
of the skill’s normal rating.
may not select any skill that has already been
selected for the Daring talent. Deep Study
Requirements: None
Collaboration
Requirements: None The first time you spend one or more
When you select this talent, select a single Momentum on the Obtain Information spend
skill. Whenever an ally attempts a skill in a scene, you may ask one additional
test using that skill, you may spend two question of the gamemaster.
Momentum to allow them to use your score
for that skill, and one of your focuses (if
Defensive
Requirements: None
applicable).
On your turn during combat, you may use your
Daring major action to make an Insight + Combat
Requirements: None test with a difficulty of 2. If successful, the
When you select this talent, choose a single next attack against you is increased in
skill. When you attempt a skill test using the difficulty by 1.

CHAPTER 3 71
Defuse the Tension Fearless
Requirements: None Requirements: None
Whenever you attempt a test to persuade Whenever you attempt a skill test to resist
someone not to resort to violence, you may being intimidated or threatened, the cost to
add a bonus d20 to your dice pool. buy the first bonus d20 on that skill test is
reduced to 0.
Endurance Training
Requirements: Combat 3+ or Exploration 3+ Field Medicine
Your maximum stress is increased by 3. Requirements: None
When attempting a Medicine task, you may
CHAPTER 3: CHARACTER CREATION

Expertise ignore any increase in Difficulty for working


Requirements: +3 in selected skill without the proper tools or equipment.
When you select this talent, choose a single
skill. When you attempt a skill test using Historian
that skill, you may spend a Fortune point to Requirements: None
succeed automatically (but generating no When making tests to recall Kiith history,
Momentum). or history on a subject you may reasonably
have studied, you may re-roll a single d20.
Exploit Opportunity
Requirements: None Improvised Weapon
When you attempt an attack against an Requirements: None
unaware enemy, someone unable to defend When using an improvised weapon you may
themselves, or someone suffering from re-roll a single d20 in your dice pool.
a truth that represents a weakness or
vulnerability, the attack gains the Piercing 2
damage effect.

72 CHAPTER 3
In the Nick of Time Survivalist
Requirements: Engineering 3+ or Exploration 3+ Requirements: None
Whenever you succeed at an Engineering or You may reduce the difficulty of tests to
Exploration test as part of an extended test, navigate and overcome dangerous terrain or
roll a Challenge Dice. If you roll an Effect, you environmental conditions—such as difficult
inflict an additional point towards completing climbs, unstable flooring, or maneuvering in
the extended test. zero gravity—by 1, to a minimum of 0.

Intense Scrutiny System Maintenance


Requirements: Reason 9+ or Coordination 9+ Requirements: Engineering 3+ or Flight 3+

CHAPTER 3: CHARACTER CREATION


Whenever you succeed at a test using Reason When you select this talent, select a single
or Coordination as part of an extended test, system from the ship attributes. When
roll a Challenge Dice. If you roll an Effect, you making a test to mitigate the effect of a
inflict an additional point towards completing breach to that system, you may re-roll one
the extended test. d20. This talent may only be selected once.

Morale Boost Systems Expert


Requirements: None Requirements: None
Whenever you assist an ally using Command, When you take this talent, select a single ship
the ally you assist may re-roll a single d20 in system. When you make tests that use this
their dice pool. system, you may re-roll one d20. This talent
may only be selected once.
Empathetic
Requirements: None Tactical Weapons Expert
When using Insight to determine the Requirements: None
intentions or feelings of another character When at the tactical station aboard a ship
you gain a bonus d20 on the test. and taking the Fire Weapon action, if the
difficulty of this attack would increase due to
Push the Limits the target ship being at a smaller scale, you
Requirements: None may spend 1 point of Momentum to reduce
When you attempt a test using Flight that has the difficulty of the attack by 1.
increased in Difficulty due to environmental
conditions or damage to the engines, reduce
Troubleshooting
Requirements: None
the Difficulty by one, to a minimum of one.
When you use Engineering as part of a
Resilient successful test to understand an unfamiliar
Requirements: None system or technology, you may ask the
Your character’s armor rating increases gamemaster one free question relating
by 1, which stacks with any armor they are to your assessment, as per the Obtain
wearing. Information Momentum spend.

Second Wind Vigilant


Requirements: None
Requirements: Brawn 9+ or Medicine 4+
Whenever you attempt a skill test to detect
The character may spend one Fortune to
danger or hidden enemies, reduce the
remove all stress they are currently suffering.
difficulty by 1.
This does not count as an action, but it may
only be done on the character’s turn.

CHAPTER 3 73
Combat Talents
Pack a Punch Reactive
Requirements: Combat 2+ Requirements: Combat 3+
The character’s unarmed attacks gain the During the first round of any combat, you and
Vicious damage effect. your allies may ignore the normal cost of the
Keep the Initiative Momentum Spend.
Protector
Requirements: Combat 3+ Deadly Shot
Requirements: Combat 4+ and Coordination
CHAPTER 3: CHARACTER CREATION

When an ally within Close range is targeted by


an attack, you can make an Agility + Combat 9+
test with a difficulty of 2. The difficulty of When the character makes a ranged attack
this test can be increased or decreased by with a weapon with the Vicious quality, that
the gamemaster to account for any relevant quality is increased by 1.
truths. On a success you move to protect
that ally and become the target of the attack Close Protection
against them. Requirements: Combat 4+
When you make a successful attack, you may
spend one Momentum to protect a single ally
within close range. The next attack against
that ally before the start of your next turn
increases in difficulty by 1.

Command Talents
Coordinated Leadership do, choose a single ally. The next task that
Requirements: Command 2+ ally attempts counts as having assistance
from you, using your Will + Command.
Once per round you may use the Prepare
minor action to grant an ally a minor action Strength of Command
of their choice (performed immediately). You Requirements: Command +4, Will 9+, and
must be able to communicate with this ally. player character
Interrogation Once per scene, you can direct another
Requirements: Command 3+ character as a major action. Select a single
allied character who you can communicate
When you succeed at a test to coerce with; that character may immediately
someone into revealing information in a attempt a major action outside of their turn.
social conflict, you may ask the gamemaster If this action includes a skill test, you assist
a question as per the Obtain Information them.
Momentum spend.
Battle Command
Follow My Lead Requirements: Command 4+ or Combat 4+
Requirements: Command 3+
During an action scene, if you assist an ally
Once per scene, when you succeed at a test as your major action, and would then pay
during combat or another perilous situation, Momentum or Threat to Keep the Initiative, you
you may spend one point of Fortune. If you reduce the cost of this Momentum spend to 0.

74 CHAPTER 3
Engineering Talents
Zero-G Engineering piece of equipment. This may take the form
Requirements: Engineering 3+ of a brand new invention, or be a modified
version of existing equipment. Each time
When making tests using Engineering you select this talent, determine the device
in zero-gravity environments, ignore any and the function it performs. When used
difficulty increase caused by the absence of appropriately, the device functions as an
gravity. Increases in difficulty due to space advantage, but its experimental nature
suits or other environmental challenges are

CHAPTER 3: CHARACTER CREATION


means that the complication range of tests
not affected by this talent. to use the device is increased by 2.
I Know My Ship Jury-Rig
Requirements: Engineering 3+ or Flight 3+ Requirements: Engineering 4+
Whenever you attempt a test to determine Whenever you attempt an Engineering
the source of a technical problem with your test to perform repairs without the proper
ship, add one bonus d20. equipment, you may reduce the difficulty by
1, to a minimum of 0. If you do this, however,
Inventor the repairs are temporary and will last only
Requirements: Engineering 4+, Reason 9+,
a single scene, plus one additional scene
and player character
per Momentum spent before they fail again.
You have constructed or invented a new Jury-rigged repairs can only be made once.

Exploration Talents
Computer Expertise Zero-Gravity Training
Requirements: Exploration, Flight, or Engi- Requirements: Exploration or Combat 3+
neering 2+ and Agility 9+
Whenever you attempt a Task that involves When the difficulty of a test would increase
the programming or study of a computer due to being in zero gravity or low gravity
system, you may add a bonus d20 to your conditions, you may ignore this difficulty
pool. increase. Additionally, when the difficulty of
a test would be increased due to you wearing
Experienced Mind a space suit or other protective equipment
Requirements: Exploration 3+ designed for zero or low gravity conditions,
you may decrease the difficulty of this test by
You may always use Exploration instead of
1 to a minimum of 0.
Command to persuade, convince, or deceive
as long as your technical, scientific, or Perfect Recall
exploratory knowledge can be used to create Requirements: Exploration 4+
a plausible argument.
Once per session, when you attempt a test,
you may spend 2 Momentum to gain a
temporary focus of your choice for the rest
of the session. However, any test that uses
this focus (specify before rolling) increases
its complication range by 1.

CHAPTER 3 75
Specialization Momentum. This Momentum cannot be
Requirements: Exploration 4+ or Reason 9+ saved in the group pool, but instead must be
spent immediately on a Momentum spend
When you select this talent, choose a focus
relevant to the test made, such as (but not
that you have. When this focus would apply
limited to) Create Truth, Obtain Information,
to a test, each die that would generate
or Inflict Extra Stress.
2 successes also generates a point of

Flight Talents
CHAPTER 3: CHARACTER CREATION

Starship Identification Tactical Weapons Expert


Requirements: Flight 2+ or Exploration 2+ Requirements: Flight 3+ or Combat 3+
Whenever you succeed at a Flight or When at the tactical station aboard a ship
Exploration test to identify a type of starship, and taking the Fire Weapon action, if the
or to try to understand an unknown form of difficulty of this attack would increase due to
starship, you may either ask the gamemaster the target ship being at a smaller scale you
a question as per the Obtain Information may spend 1 point of Momentum to reduce
Momentum spend, or create a truth as per the difficulty of the attack by 1.
the Create Truth Momentum spend.
Defensive Attack
Fly-By Requirements: Flight 4+
Requirements: Flight 3+ Whenever you succeed at the Attack Pattern
Whenever you use the Additional Skill Test action you may spend 2 Momentum. If you
Momentum spend to make a test using one do, the difficulty to target your ship does not
of the ship’s attributes, you do not increase decrease by 1 as normally caused by the
the difficulty of the second task. Attack Pattern action.

Precise Evasion
Requirements: Flight 4+
Whenever you succeed at the Evasive Action
test, you may spend 2 Momentum. If you
do, the ship does not suffer the increased
difficulty for attacks normally caused by
Evasive Action.

76 CHAPTER 3
Medical Talents
Quick Study severity of a patient’s condition, you
Requirements: Medicine 2+ may diagnose one additional patient per
Momentum spent.
When attempting a task that will involve an
unfamiliar medical procedure, or which is Doctor’s Orders
to treat an unfamiliar species, ignore any Requirements: Medicine 4+
difficulty increase stemming from your
When you attempt a task to coordinate
unfamiliarity.

CHAPTER 3: CHARACTER CREATION


others, or to coerce someone into taking or
First Response refraining from a specific course of action,
Requirements: Medicine 3+ you may use your Medicine skill instead of
Command.
When you attempt the Treatment task during
combat, you gain a bonus d20. Further, you Applied Knowledge
may always succeed at cost, with each Requirements: Medicine 4+ and Reason 9+
complication you suffer adding +1 to the
Select one skill when you choose this talent.
difficulty of healing the patient’s injury
Once per scene before attempting a test with
subsequently.
this skill, you may spend a point of Fortune to
Triage substitute your Medical skill in place of the
Requirements: Medicine 3+ skill you would have used. This Fortune spend
does not need to be linked to a defining aspect.
When you attempt a task to identify specific
injuries or illnesses, or to determine the

CHAPTER 3 77
Creation in Play
Creation in play allows you to partially create your character, while leaving many details
undefined until you choose to define them as you play. Creating a partial character this way is a
shorter process, but one that requires you to know what you want the character to do. For this
reason, some elements that are left until last in lifepath creation are determined up front with
creation in play.

This method uses the following steps: 4. Assign Your


CHAPTER 3: CHARACTER CREATION

1. Choose your character’s rank and role.


2. Assign your character’s attributes. Character’s Skills
3. Choose your character’s Kiith. Next, choose two skills; one of these is
4. Assign your character’s skills. assigned a value of 4 and the other is
5. Choose a single defining aspect. assigned a value of 3. Leave the other
6. Total Maximum Stress and Additional four skills blank at this stage. They will be
Challenge Dice determined during play.
7. Begin play!
5. Choose a Single
1. Choose Your Defining Aspect
Character’s Role Finally, choose a single defining aspect. This
You should first determine the role that you should be the neutral defining aspect as
would like your character to fill, as they will described on p.64.
be created to fill the chosen role rather than
choosing a role once completed. The list of
roles can be found on p.65.
6. Total Maximum
Stress and Additional
2. Assign Your Challenge Dice
Your character has a maximum stress
Character’s equal to their Brawn + Combat skill. On all
Attributes successful attacks, your character inflicts
You have the following scores to assign to a number of additional equal to their
your character’s attributes in any order: Combat skill.
10, 9, 9, 8, 8, 7
7. Begin Play!
3. Choose Your At this stage, your character should have their
Character’s Kiith role, their Kiith (including the accompanying
truth and talent), a single defining aspect,
Next, select your character’s Kiith by
and a full range of attributes and two of their
choosing from the options in the lifepath
six skills.
creation starting on p.37. Add any attribute
increases and truths this gives you, and gain
a talent as described.

78 CHAPTER 3
The gamemaster should then begin play, • Talents. Your character has three
devising a basic mission for the group of talents left undefined. At any point
partially-created characters. This scenario during the session, you may declare
mainly serves as an opportunity to introduce that you’re choosing to define one of
and flesh out your characters. During this their talents. You choose one talent,
scenario, each character in the group should for which your character must meet
have a basic opportunity to show off their the requirements (if any). Play then
skills. Your character will have the following resumes with the character gaining
elements left undetermined. the benefits of that talent. However,
the character may not retroactively

CHAPTER 3: CHARACTER CREATION


• Skills. Your character has four skills benefit from having the talent—they
left undefined. Whenever called upon cannot change things that happened
to attempt a test that would use an before the talent was gained.
undefined skill, you may declare that • Defining Aspects. Your character
you’re choosing to define that skill. will have 2-4 defining aspects still left
Your character’s remaining skills may to identify. You may declare at any
be given one of the following ratings: time that you are specifying a defin-
3, 2, 2, and 1. Each one of those rat- ing aspect. As with normal character
ings may only be used once. The test creation, these should represent key
is then attempted using that newly aspects of your character.
defined skill.
• Focuses. Your character has six fo-
Once the first session is done, all the
cuses left undefined. Whenever called
characters should be fully developed and
upon to attempt a test, you may de-
fleshed out. If your character still has
clare that you’re choosing to define
elements undefined, you should feel free
one of their focuses. Choose a focus
to decide upon those elements after the
applicable to the test being attempt-
first session, or leave them undefined until
ed. The test is then attempted using
subsequent sessions.
the newly defined focus.

CHAPTER 3 79
Supporting Characters
As described at the start of this chapter, supporting characters are the other type of characters
that players create and control during a game of Homeworld. Supporting characters are
less detailed and are created in a less involved manner than player characters, and a single
player does not permanently own them. Instead, supporting characters are created when
circumstances require them within the game.

Supporting characters serve the following in a location occupied by a different set of


CHAPTER 3: CHARACTER CREATION

purposes within Homeworld: characters, you can easily switch to the


• They allow you to take on different roles appropriate characters without having to
in play, to access a skillset that doesn’t stop and figure out who is involved and who
exist among the player characters, to play isn’t.
a more active role in an adventure that If you have multiple characters in a single
doesn’t focus on your player character, scene, such as your player character and
or to account for players who are absent supporting characters you usually control,
from a session. then you may only control one of them.
• They allow you to split characters between Characters who are not under the direct
different activities in different locations control of any player cannot perform the
without being left out of the game for full range of actions and tests available to a
long stretches: you can use supporting character under a player’s control. Instead,
characters in scenes where your main they can do the following things:
character isn’t present.
• They allow smaller groups of players to • Minor Actions. An uncontrolled char-
bolster their numbers during play to help acter will perform whatever minor
overcome challenging situations. actions or other incidental activities
are needed to keep up with the player
Using a Supporting characters, or to follow the orders of
Character player-controlled characters with au-
thority over them.
At the start of a scene, you may choose
• Tests. An uncontrolled character can-
which character you are using: your player
not attempt a test that has a difficul-
character, or one of the supporting characters
ty above 0. Uncontrolled characters
currently available. For the duration of that
may, however, assist (see Assistance
scene, you will control the character you
p.13) to benefit player characters,
have chosen.
though they may only do so once per
Where chain of command becomes
round in combat.
significant, supporting characters do not
• Combat. Uncontrolled characters
usually hold senior positions, and often
do not receive a turn during combat;
do not have authority over the other player
instead, an uncontrolled character’s
characters; beyond that, compare the
minor and major actions (per the lim-
individual ranks of characters.
itations above) are resolved as part of
Both you and the gamemaster should
the actions of player characters—the
keep note of where player characters and
uncontrolled characters follow the
supporting characters are at different times.
orders of their superiors immediately.
This means that if the gamemaster ends a
scene, and then establishes the next scene
80 CHAPTER 3
• Complications and Injury. Uncon- veto a supporting character being introduced
trolled characters can be injured in if they feel it would not be reasonably
combat and can suffer complications possible.
as normal. However, an uncontrolled If the majority of the main player
character may not spend Momentum characters are present in a scene, you may
or add to Threat to avoid an injury. have no more than two supporting characters
Further, in any situation where a play- present.
er character would suffer a complica- When creating a supporting character,
tion or receive an injury, if there are use the following procedure:
one or more uncontrolled characters

CHAPTER 3: CHARACTER CREATION


in the scene, the player may choose to 1. Purpose: Determine what purpose
have the uncontrolled character suf- the supporting character will fill. Are
fer the complication or injury instead. they an engineer, medic, researcher,
If the uncontrolled character suffers security officer? This will shape the
an injury they cannot be used in any rest of the character.
way for the remainder of the scene. If 2. Attributes: Assign the character’s
the injury is not treated by the end of attribute scores. These are 10, 9, 8, 8,
the scene, they will die if they don’t re- 7, and 7, allocated in any order. Also
ceive medical attention. If your player at this stage, choose the character’s
character is incapacitated, you may Kiith, note down their Kiith truth, and
immediately choose to take over an make any adjustments to their attri-
uncontrolled character for the remain- butes accordingly.
der of the scene. 3. Skills: Next, assign the character’s
skills. They will have scores of 4, 3, 2,
Further, uncontrolled characters can be 2, 2, and 1, arranged in any order.
treated as an advantage, to allow a test to 4. Focuses: After this, choose three fo-
be attempted which would otherwise be cuses for the character. At least one
impossible or to reduce the difficulty of a of these should match up with the
test—simply providing an extra pair of hands purpose defined in step one.
and an extra set of senses can be valuable. 5. Finishing Up: Finally, give the char-
acter their standard issue equipment
Creating a (see p.97), choose an appropriate
Supporting name and rank for the character, total
their maximum stress (equal to Brawn
Character + Combat) and total how many addi-
The number of supporting characters tional challenge dice of stress they do
present during any game is variable, and when they attack (equal to their Com-
individual players do not own any supporting bat skill). It is worth nothing that sup-
characters—they are created by the group porting characters don’t usually have
and can be controlled by any player. a rank above lieutenant. The game-
To create a new supporting character and master can allow supporting charac-
introduce them to a scene for the first time, ters higher in rank at their discretion.
it costs 2 RUs (see Character Advancement,
Resource Units, p.83). It must make sense Supporting characters do not have the same
and be possible for the supporting character level of detail as player characters, and
to enter the scene, and gamemasters can initially will lack talents and defining aspects.

CHAPTER 3 81
Supporting characters can obtain these
details and develop during play. • Talents: The supporting character
Whenever a supporting character is gains a single talent that they meet
introduced to an adventure, and this is not the requirements for. This option may
the first time they have been introduced, the be chosen up to four times, gaining a
player introducing them may choose one of different talent each time.
the following options: • Defining Aspects: The supporting
character gains a defining aspect.
• Attributes: The supporting character This option may be chosen up to three
increases a single attribute by 1. This times.
option may only be chosen once.
CHAPTER 3: CHARACTER CREATION

• Skills: The supporting character in- Once all the options listed above have
creases a single skill by 1. This option been taken, a supporting character cannot
may only be chosen once. improve further simply by being introduced
• Focuses: The supporting character to an adventure. However, supporting
chooses one additional focus. This characters can also be improved as part
option may be chosen three times, of a player character’s advancement (see
gaining a new focus each time. p.83).

82 CHAPTER 3
Character
Advancement
Character advancement is the way a character grows, improves, and changes as you play in a
Homeworld campaign.

Resource Units increase an attribute without needing to


reduce any others.
Resource units, or RUs, are the way you

CHAPTER 3: CHARACTER CREATION


pay for advancement. RUs can be spent to Increasing Skills
improve player and supporting characters as When you increase your characters skill, you
well as paying for items (p.83–98) and ship pay RUs to increase it by 1.
upgrades (p.154).
Character advancement options, as well New Focuses
as items and ship upgrades, have an RU cost. There are two ways in which your character
This is the number of RUs that you must can gain a new focus. The first is to replace
spend in order to gain the advancement. an existing focus with a new one, and the
Players can pool their RUs together to second is to pay a higher RU cost to add a
pay for higher cost items, upgrades, and focus without replacing any others.
advancements if needed, but each player
keeps track of their own RUs. You may only New Talents
advance your character at the beginning When adding new talents to your character,
or end of a session or adventure at the you can choose to replace an existing talent
GMs discretion (ask your GM which they for one that you meet the requirements for, or
intend to do), and you may only choose one you can add an additional talent for a higher
advancement each time. RU cost.

Buying Gaining Resource


Advancements Units
You can advance your character in a few The most common way to gain resource units
ways: by increasing their attributes and is being awarded RUs by the gamemaster at
skills, or giving them new focuses and the end of a session. The gamemaster should
talents. Each advancement has two different always award 1RU for each of the following:
RU costs, one for player characters and the
other for supporting characters (after they • The player was present for the
have already achieved all advancements for session.
appearing in an adventure). • The player used one or more defining
aspects to spend Fortune during the
Increasing Attributes session.
You can increase your character’s attributes • The player challenged one or more
in two ways. The first is to reduce one defining aspects during the session.
attribute and raise another, essentially • The players completed a key story arc,
moving points from one attribute to another. mission or other milestone.
The second is to pay a higher RU cost to

CHAPTER 3 83
Gamemasters are encouraged to also Other Ways to Gain
award RUs for good roleplaying, achieving
a personal milestone of some kind within
RUs
the story, personal character development, Players can also gain RUs during gameplay.
and for other reasons related to the players A non-player character might offer RUs as
moving the story or their characters in an payment for a mission, for completing a task
interesting direction. Usually, between 1-4 or hiring a character, and characters might
RUs per session is appropriate, but the have the opportunity to trade items for RUs.
gamemaster can choose to award more Resource units can also be gained through
should they wish to. resource collector and controller ships over
CHAPTER 3: CHARACTER CREATION

time at the gamemaster’s discretion (see


Resource Collector and Resource Controller
p.129-128).

Player Character Supporting Character


Advancement
RU Cost RU Cost
Reduce one attribute by 5 (You may not 5 (You may not increase
1 and then raise another increase an attribute an attribute over 12
attribute by 1 over 12 this way.) this way.)
Replace one focus 5 5

5 and must meet the 5 and must meet the


Replace one talent requirements for the requirements for the
talent. talent.
10 for the first
Increase one attribute increase, 20 for any 20
after the first.
10 for the first
Increase one skill increase, 20 for any 20
after the first.
10 for the first
Add one talent increase, 20 for any 20
after the first.
10 for the first
Add one focus increase, 20 for any 20
after the first.

84 CHAPTER 3
Chapter 4

WEAPONS
AND EQUIPMENT
This chapter provides descriptions of a range of common items, weapons, equipment, and
technology in use by the various factions of Homeworld: Revelations.

Weapons

CHAPTER 4: WEAPONS AND EQUIPMENT


Homeworld has several weapons available
for use by both the player characters and
Weapon Types and
NPCs. Often, weapons aren’t just useful for Range
battles and fights, but can also show a lot In Homeworld, weapons are categorized as
about the way of life and technology level of either melee or ranged. The difficulty of a
those who wield them. This chapter focuses test increases by 1 for each range category
on player character weapons and equipment. closer or further away the target is from the
Information and rules on ship-mounted range of a weapon. The rules for ranges and
weapons can be found in Chapter 5: Ship zones can be found in Chapter 2: Action and
Combat along with the rules for ship combat. Combat, p.19.

Anatomy of a Wapon Melee


Melee weapons are usually either blunt,
All weapons have a few defining key points: pointed, or edged—such as batons, spears,
or swords—and are used when you are
• Type. Melee or ranged, determining within Reach of your target. They are good
how the weapon is used. for close combat situations but are difficult
• Range. Reach (for melee), Close/Me- or impossible to use at range. Some melee
dium/Long (for ranged). weapons, such as knives, can be thrown,
• Stress Rating. The number of chal- but a test to attack suffers from a difficulty
lenge dice rolled when making a increase.
successful attack, not including addi-
tional challenge dice from your char- Ranged
acter’s Combat skill. Ranged weapons are separated into three
• Effects. Some weapons also have ex- categories: ballistic, beam, and explosive,
tra effects with a successful attack. which determine what the weapon fires and
• Qualities. These are additional re- how it works.
strictions or benefits that apply to the • Kinetic. These weapons fire conventional
weapon’s use. projectiles, such as lead-tipped or hollow-
• Use Limit. Some weapons will only point ammunition at high speed to cause
function so many times before they injury or damage to their targets. These
are unusable. These weapons have a are the most common kinds of ranged
use limit, once a weapon hits this limit, weapon.
it ceases to function.

CHAPTER 4 85
• Beam. These weapons use energy tech- reaction causes powerful shockwaves,
nology, such as ion technology, and work a huge heat output, or sometimes both.
by accelerating a particle to high speed This can range from an explosion only
or by releasing a concentrated beam of powerful enough to blow the lock on a
energy. These kinds of weapon are so rare door, to one powerful enough to breach a
they are often thought of as myths. wall or collapse a building.
• Explosive. Explosive weapons, such Ranged weapons are best used when you
as grenades, work by taking explosive are not within Reach of your target and work
material and forcing it to undergo a rapid best when your target is within the weapons
chemical reaction triggered by a shock range.
or a detonator. The rapid nature of this

Ranged Weapons in Zero Gravity


CHAPTER 4: WEAPONS AND EQUIPMENT

Not all weapons are designed to fire in zero gravity conditions. Conventional firearms are
often unable to accommodate propulsion ammunition (See Ammunition). Some weapons
are specially designed for zero gravity or to accommodate propulsion ammunition to.
Firing a kinetic weapon in zero gravity without the use of propulsion ammunition will
cause you to be pushed backwards from the force of the gun. Tests to fire weapons
without propulsion ammunition are increased in difficulty by 3, and push you away from
your target a number of zones equal to the weapon’s range (regardless of if you hit or
not) unless there is something to prevent you moving, such as an obstacle or tether. For
example, if you fire a gun in zero gravity without the correct ammunition, and the gun has
a range of medium, you will be pushed 2 zones in the opposite direction of your target.
Gamemasters can find further information on zero gravity and its effects in Chapter 2:
Action and Combat, page “Action in Zero-G” on page 22.

Ammunition • Lead Tip. Standard ammunition for all


All ranged, kinetic weapons, unless otherwise firearms. Lead-tipped bullets cost 1 RU.
noted, use standard, lead-tipped ammunition • Hollow Point. This ammunition is
and this is accounted for in the weapon’s intended to penetrate shallower than
stress rating. In Homeworld, ammunition standard lead-tipped ammunition but
is not tracked individually by bullet or clip, has far more stopping power. When used
instead it is assumed that a character gains against live targets, bullets tend to lodge
enough for their weapon when it is acquired. in the body, causing further damage.
If a complication is rolled on a test to Add 2 to the weapon’s stress rating,
use a weapon that requires ammunition, the weapon gains the Debilitating quality
the gamemaster can choose that the and the Vicious 1 effect. If purchasing a
complication represents you firing the last of weapon with hollow-point rounds add 3
your bullets. You must then pay the RU cost RU to the cost. Hollow-point bullets cost
for the ammunition (or find a way to obtain 3 RU.
more) before being able to fire the weapon • Rubber Tipped. This ammunition is best
again. used for crowd control or when the risk
Several types of ammunition are available of damaging the integrity of an interior
to players at the gamemaster’s discretion: hull is too great for normal ammunition.
It can take the form of rubber bullets, or

86 CHAPTER 4
cartridges filled with rubber pellets. The
Intense weapon increases by one for
weapon’s stress rating becomes 2 , each effect rolled.
it loses the Lethal quality, and gains the
• Knockdown. The target is knocked
Non-Lethal quality. The weapon gains the
prone. The target may resist this ef-
Knockdown effect. If the weapon takes
fect by spending 2 Momentum.
cartridges, such as a shotgun, the weapon
• Piercing X. The attack ignores X
also gains the Area effect.
points of the target’s total armor.
• Propulsion. This type of ammunition is
• Vicious X. The attack inflicts X points
used specifically for weapons designed to
of additional stress for each effect
work in zero-gravity combat. After leaving
rolled.
the weapon’s chamber, the bullet’s rocket
• Persistent X . The weapon leaves
propulsion kicks in, sending it towards its
behind a lingering energy field, which
intended target at an incredible speed. The
continues to damage the target. The

CHAPTER 4: WEAPONS AND EQUIPMENT


combined use of population ammunition
targets suffers an additional X
and the weapons release of counter mass
energy means these types of bullets are damage at the end of their next turn.
only suitable for use in zero-g combat. If
used outside of zero-gravity combat the
stress rating of the weapon increases by
Qualities
The following additional qualities alter the
3 but the complication range of tests
way a weapon functions, some in positive
to fire the weapon are increased to 4 (A
ways, others by applying restrictions.
complication is rolled on a 17, 18, 19, and
20). Complications rolled this way will
inflict 2 of stress on the user with the • Accurate. If the character performs
Persistent 2 effect as the energy blow- the Aim minor action before making
back on the weapon emits high levels of an attack with this weapon, then any
radiation and heat. number of d20s may be rerolled.
• Cumbersome. The weapon cannot be
Effects used to attack unless a Prepare minor
action is performed during the same
Some weapons have effects which are
turn.
triggered when you roll Effects on a Challenge
• Lethal. If the character attempts to
Die. Sometimes only a single Effect needs
make a non-lethal attack with this
to be rolled for these to be triggered, other
weapon, the difficulty of the attack
times the number of Effects rolled improves
increases by 1.
the Effect’s outcome.
• Debilitating. Medical tests to perform
first aid on characters injured by this
• Area. The attack affects a wider area weapon, or to heal injuries caused by
and can affect several targets at once. this weapon, increase in difficulty by
The attack automatically affects any 1.
character or damageable object • Hidden X. When the weapon is hidden,
within Reach of the initial target plus any search of the owning character re-
one additional target per Momentum quires an Insight + Combat or Reason
spent. + Combat test, with a difficulty of X, to
• Intense. The attack inflicts massive locate the weapon. A character may
harm on a target. The Momentum use a minor action to conceal a Hid-
cost to avoid an injury caused by an den weapon.

CHAPTER 4 87
• Inaccurate. The difficulty of ranged • Non-Lethal. If the character attempts
attacks made with this weapon in- to make a lethal attack with this weap-
crease by 1 and characters gain no on, the difficulty of the attack increas-
bonus from using the Aim minor ac- es by 1.
tion. • Special. Some weapons have special
• Charge. The weapon has an adaptable listed as a quality. This is usually used
energy supply, allowing its potency to with weapons that have additional
be scaled to various levels. If the char- special rules specific to each weapon.
acter performs a Prepare minor action More information can be found in the
before attacking with this weapon, weapon’s description.
they may add one of the effects listed
in the Charge description.
CHAPTER 4: WEAPONS AND EQUIPMENT

Obtaining Weapons and Equipment


All characters have access to basic equipment such as the free equipment you receive
during character creation. It can be assumed that you can gain access to any equipment
that would be reasonable for your characters role without the need to pay the RU cost.
Equipment that a character would not reasonably own, have immediate access to or
that is significantly better than the standard equipment they receive will need to be
purchased with RU (see Chapter 3: Character Creation, Character Advancement, p.83).
The gamemaster can use their discretion when deciding if a character needs to pay the
RU cost for an item, depending on the situation and the character’s circumstances.
All equipment has an RU cost which differs depending on how common or rare an item
is, as well as how simple or complex its design is. Characters can combine their RUs to
purchase higher RU cost items. Some items cannot be bought with RU and so do not
have an RU cost, these are usually items or weapons made of materials that you do not
have access to normally, are too complex to replicate or because they are technology no
longer in production, and must be found, bought, or traded for.

88 CHAPTER 4
Weapons
of Homeworld
This section gives you information on Martial weapons are still popular,
weapons found in Homeworld: Revelations. especially with Kiith Soban (a Kiith with a
It is not designed to be an exhaustive list martial background), in the form of swords,
of all possible weapons, but rather lists the knives, and daggers. Most bladed weapons
most common weapons that can be found bear the mark of Kiith Soban, as their steel
and used. Players should check with their was known to be the best to work and hold an
gamemasters before selecting weapons, and edge. Kiith Soban had a contract with Kiith
gamemasters should feel free to customize Somtaaw to produce weapons, eventually

CHAPTER 4: WEAPONS AND EQUIPMENT


these, flavor their descriptions or create leading to Somtaaw steel weapons being
new weapons according to their needs. considered the finest there was.
The weapons’ tables included will give During the exodus, the Kushan often
suggestions on factions that might use these reverse engineered Taiidan weapons to
weapons, but these are guidelines rather improve their own, despite the age of some
than rules. of that weaponry, much of it was made with
techniques slightly more advanced than their
Weapons and own, which when replicated, allowed the
Cultures Kushan to improve their weapons greatly.
Weapons are not only good for combat in Taiidan
Homeworld but are also useful for indicating Taiidan weapons were made with slightly
the technological and sometimes political more advanced techniques than some other
or cultural stance of a faction. High- factions, such as the Kushan or the Turanic
tech weaponry indicates a faction that is raiders, but much of their weaponry was over
militaristic or well-funded; weapons that produced. Weapons in use by the military are
are second-hand, jury-rigged or made from old because there was little need to develop
scrap material might suggest a culture that new weapons when so many of them already
recycles heavily, or has limited resources, existed. Often when a weapon breaks down,
whereas a culture with advanced weapons it is cannibalized for useful parts, and a
in poor condition might suggest a once modular system among Taiidani weapons
militaristic way of life that is now struggling. means they are easy to repair. Their age,
Below are some of the main factions within however, means they can just as easily fall
Homeworld with some information to help apart again.
gamemasters describe or flavor weapons Most veterans or high-ranking officers
from the weapons tables to fit each one. will carry a ceremonial blade—though
these do still function as weapons—as well
Kushan as a hard-hitting, reliable side arm. High-
Much of the Kushan people’s technology was ranking commanders or generals often carry
reverse engineered from that found on the weapons that have been handed down to
Khar-toba. Firearms were standard projectile them, and they are usually both ornate and
weapons, well-made but lightweight. They deadly.
often featured sleek designs, sometimes Alongside firearms, swords, knives, hand-
with metallic accents or light personalization axes, and daggers are still popular, with
to denote Kiith or manufacturer.

CHAPTER 4 89
most infantry soldiers carrying a combat use for traditional weapons. If there was
knife or dagger on their person. This is often ever a time that the Bentusi used firearms or
because even the best, well-kept firearms are melee weapons, those days have long faded
at risk of jamming or breaking down due to from the galaxy’s collective memory. Even
component wear. Commanders usually carry less is known about the Progenitors. While
a short blade. Because of their versatility some relics have been found and their ships
and low maintenance compared to Taiidani display proof of advanced technology, no one
firearms, edged weapons are made of more knows exactly what weaponry they used on
expensive advanced metal alloys, allowing the ground.
them to keep their edge and be lightweight
at the same time. Melee
Melee weapons are used at close range,
Kadeshi usually in hand to hand combat. They are
CHAPTER 4: WEAPONS AND EQUIPMENT

The isolationist Kadesh gain nearly all most effective against foes wearing little to
weapons through scavenging. When a ship no armor and are often the best way to deal
that has entered the nebula is stripped for with combatants when you wish to simply
parts, the Kadesh often have boarding crews subdue them, rather than kill. The exception
search the vessel first for any other useful to this is bladed weapons, which often, are
resources. It is during these searches that designed for lethal force.
firearms are often found. Though the Kadesh
have been making knives and daggers for Baton. A defensive, cylindrical club-like
generations, firearms are nearly always weapon usually made of metal. They can be
scavenged. The Kadesh can repair firearms collapsed to conceal them, granting them the
and create ammunition, but as they rarely Hidden 2 quality while collapsed.
board enemy vessels while the occupants Shock Baton. A cylindrical club-like weapon
are still alive, preferring to attack them from usually made of metal usually used as a
the safety of their ships instead, firearms are defensive weapon. Shock batons are not
rarely used. Knives and bladed weapons are collapsible due to the power supply they
easier to make and easier to maintain, and require. They deliver a non-lethal but painful
often serve both as weapons for protection electrical shock making them useful as a
and as ornamental or religiously symbolic compliance weapon or defensive tool.
items.
Club. Collective name for blunt weapons that
Turanic Raiders can be swung to cause blunt force trauma.
The Turanic raiders have several sources of Combat Knife. A knife designed for hand to
weapons. The most common came from the hand and close combat fighting. They have
Taiidan, who supplied the Turanic raiders not a thick grip and generally have a smooth
only with decommissioned ships, but also blade with a serrated section close to the hilt.
firearms. Though these suffer the typical These usually have a fixed blade, but folding
issues of upkeep and repair. Trade and theft combat knives can also be found. These are
were also common sources of weapons. also good as a multipurpose survival knife.

The Bentusi and Dagger (Standard). A standard fighting


dagger. Usually either double- or single-edged
Progenitors with a sharp point. These are designed for
Very little is known about the weapons from close combat to inflict piercing wounds in a
these two great civilizations. The Bentusi short space of time.
being shipbound means that they have no

90 CHAPTER 4
Melee Weapons
Range
RU
Weapon Stress Rating and Effects Qualities
Cost
Type
Reach Hidden 2*, 2
Baton 1 Knockdown Non-Lethal

Reach Non- Lethal, Charge 3


Shock Baton 2 Knockdown (Intense or Vicious)

Club 2 Reach 3

Combat Knife 2 Reach Vicious 1 Debilitating 4

CHAPTER 4: WEAPONS AND EQUIPMENT


Dagger Reach Vicious 1, 4
2 Hidden 1
(Standard) Piercing 1

Dagger Reach 5
2 Vicious 1
(Ceremonial)
Reach
(Close
Hand Axe 2 Inaccurate 5
range if
thrown)

Long Blade 3 Reach Vicious 2 6

Machete 3 Reach Vicious 1 6

Reach Vicious 2, 8
Officer’s Blade 3 Piercing 1

Short Blade 3 Reach 7

Unarmed Strike equal to Reach Knockdown -


Combat skill

Utility Blade 2 Reach Hidden 1 2

*See item description

CHAPTER 4 91
Dagger (Ceremonial). A dagger used Utility Blade. A small knife, usually with
primarily for ceremonial reasons or designed a retractable blade that is designed to be
to be multipurposed. Often these do not have used as a tool as part of a technicians’’
a sharpened edge but do have a sharp point. or engineers toolkit. Other knives such as
Sometimes carried purely for decorative scalpels or knives used for wood carving can
purposes but can also be used as a weapon. also fall under this category.
Hand Axe. A short axe weapon designed
to be used single-handed. Its head features Improvised Weapons
one sharpened side and one side that can
Sometimes, you may not have a
be used as a hammer. Hand-axes are small
enough to be used as a melee weapon but weapon to hand, but instead will pick
can also be thrown if they are well-balanced. up an item and attempt to use it as
one. These are improvised melee
CHAPTER 4: WEAPONS AND EQUIPMENT

Long Blade. A long sword weapon that can weapons. What can be used as a
be made from a variety of materials. Long weapon is up to your imagination
blades can be carried on the side of the hip, and the gamemaster’s discretion.
but larger ones might be carried on the back. Gamemasters can work out the stress
They are good keeping combatants at a rating of an improvised weapon by
distance but are generally slower to use than comparing it to the weapons list here
shorter blades. to find the next closest thing, and then
Machete. A broad blade that can be used like reduce the number of Challenge Dice
a sword or axe, but also with survival utility. you would roll by one or two to reflect
They have shorter handles but long blades its improvised nature. It is up to the
that can be swung with great force. gamemaster to decide if it would have
any effects or qualities.
Officer’s Blade. An implement used by
Taiidan officers and members of the Taiidan Example:
Elite Guard. Officer’s blades are only carried On the deck of a wrecked derelict ship,
by those of importance or high skill with Jaanan finds himself unarmed, facing
blades. A mid length blade slightly shorter off against another crew who are also
than a long blade, they are made of a metal investigating this ship. To defend
alloy that holds an incredibly sharp edge and himself, he picks up a thin piece of
is as light as most short blades. sheared-off metal that has a sharp edge
Short Blade. A short sword weapon that can and uses it to attack. To decide how
be made from a variety of materials. These much damage the improvised weapon
are usually carried on the side of the hip. does, the gamemaster looks for the
Used for closer quarters combat due to them next closest weapon on the list; a short
being shorter and lighter than a long blade, blade—the metal has an edge and is light
they are often paired with a dagger by those enough to swing easily. The gamemaster
skilled in their use. Short blades can also be decides it does 2 of stress (one less
carried ceremonially, but even these blades than the short blade’s stress rating to
tend to have an edge. reflect the weapons improvised nature).
Unarmed Strike. An attack that does not use The gamemaster could also decide that
a weapon, such as a punch, kick, shove or since the sharp edge is jagged and torn,
putting someone in a hold. the weapon gains the Vicious 1 quality
to reflect this.

92 CHAPTER 4
Ranged in operations requiring precision, stealth or
Ranged weapons are the mainstay of most where ammunition is scarce.
militaries, the further you are from your Composite Pistol. A lightweight pistol
enemy, the safer you are, especially if your that is easy to handle, predominately made
weapons perform better at range than theirs. of polymer composite with a metal firing
Though some weapons, like sidearms are assembly. Capable of firing both lead-tipped
designed to be used in close quarters with and hollow-point ammunition.
reasonable accuracy, the real fire power
comes in the form of rifles, allowing further Composite Rifle. A lightweight rifle,
range and more stopping power. Guns predominately made of polymer composite
that fire in zero-gravity conditions are also with a metal firing assembly, capable of
available, but often have disastrous effects firing both lead-tipped and hollow-point
when used in areas under normal gravity ammunition. These rifles are lightweight and

CHAPTER 4: WEAPONS AND EQUIPMENT


conditions. easy to assemble. These rifles are capable of
All ranged weapons are assumed to come firing single shot, three-round bust and fully
with standard lead-tipped ammunition (see automatic.
p.86) unless otherwise noted. Electro Kinetic Rail Gun. Rail guns use an
Accelerator Pistols and Rifles. A weapon electromagnetic charge to propel slugs of
designed to fire in zero-gravity conditions. physical ammunition at incredible speeds.
Accelerator rifles have a much lower recoil The velocity of the weapon causes traumatic
than traditional firearms. This is achieved injuries in its targets that are very difficult to
by releasing a counter mass of energy as heal, but the cumbersome construction of
the gun is fired, preventing kickback in zero the weapon leaves it difficult for personnel
and low-gravity conditions. Alongside this, to handle.
the weapon fires projectiles slower than Extended Rifle. A rifle that has an adapted
conventional weapons, but uses ammunition firing system and longer barrel allowing it
that has short-burst rocket propulsion, to take shots at an extended range with the
sending bullets towards the targets at same single shot, three-round bust and fully
incredible speed. While powerful, using automatic capabilities of a standard rifle. The
accelerator weapons outside of zero and low extended range however means that the rifle
gravity conditions can be catastrophic, as is less accurate overall, as it does not have
the energy blow back from the gun and the the same precision, calibration or extended
ammunition once fired is very concentrated. scope of a sniper’s rifle.
While this is not a problem while firing
Pellet Shotgun. A shotgun designed to fire
in space suits, or other specialized suits
small rubber pellets. Most often use aboard
designed to protect against radiation and
ships or for riot or crowd control to subdue
immense heat, traditional armor cannot
without causing loss of life or damage to the
protect against the energy blow black.
ships structure.
Automatic Pistol. A pistol capable of firing
Precision Rifle. Made with a lightweight
on full-automatic. These kinds of pistols
metal alloy, precision rifles are heavier
can use up large amounts of ammunition
in weight than those made of polymer
in a short space of time and can be wildly
composite, making them steadier when firing.
inaccurate due to kickback. They are often
The latest in internal ballistics technology
used to riddle an area with bullets quickly
and precision milled parts makes them far
for covering fire, though are seldom used
more accurate than the standard rifle. These

CHAPTER 4 93
Ranged Weapons
Stress Range RU
Weapon and Effects Qualities Notes
Rating Type Cost

Lethal, Comes with


Debilitating, propulsion
Accelerator Piercing 2,
3 Medium ammunition. 8
Pistol Vicious 1 Special (See
description) Designed for zero-g
combat.

Lethal, Comes with


Debilitating, propulsion
Accelerator Piercing 3,
4 Long ammunition. 12
Rifle Vicious 2 Special (See
description) Designed for zero-g
CHAPTER 4: WEAPONS AND EQUIPMENT

combat.

Automatic 4 Close Inaccurate


Vicious 1 8
Pistol

Composite 3 Close 4
Pistol

Composite 4 Medium 6
Rifle

Intense,
Electro Lethal,
Kinetic Rail 4 Long Knock-
Cumbersome 15
Gun down,
Vicious 3
Extended 4 Long Inaccurate 12
Rifle

Comes with
Pellet 2 Medium Area Non-lethal rubber-tipped 5
Shotgun
bullets

Precision 4 Medium Piercing 1, Accurate


Rifle 10
Vicious 1
Sidearm 3 Close Piercing 1 Accurate 6
Pistol
Accurate,
Sniper Rifle 4 Extreme Piercing 1 10
Cumbersome

94 CHAPTER 4
rifles are capable of firing single shot, three- them to lose balance, making aiming or even
round bust, and fully automatic. simple movement difficult. The bright flash
temporarily blinds targets for up to five
Sidearm Pistol. These pistols are usually
seconds, and leaves an after image that is
used by military personnel and are designed
disorientating, impairing moment and aim.
to be easily serviceable. They have much
The grenade’s casing is built to remain intact,
more stopping power than a standard
avoiding injuries from shrapnel meaning
composite pistol and can punch through light
these can be used in close combat under the
armor if a shot is well placed.
right conditions.
Sniper Rifle. A rifle capable of hitting targets
Plasma Explosive. These explosives are
at extreme range, aided by scopes and the
highly volatile and produce a devastating
ability to precisely calibrate it to account
effect. The hot ionized gas that comprises
for wind, trajectory, and other external
the plasma is difficult to contain, making

CHAPTER 4: WEAPONS AND EQUIPMENT


environmental factors. Only capable of firing
these explosives expensive to make and rare
a single shot at a time, this rifle also requires
to find. The explosion of such a device often
its user to properly aim and take external
produces large shockwaves and incredible
factors into account to be accurate.
amounts of heat, and a lingering field of
Explosive Weapons radiation that can cause further injury to a
target.
Explosive weapons are best used with
caution. While a stray bullet might rupture Polymer Explosive. An explosive that
the hull of a worn-down ship or puncture vital is malleable and difficult to accidently
elements within its substructure, explosives detonate, polymer explosives contain a
have the potential for catastrophic damage mixture of explosive material, binding agents
and massive loss of life. Not all explosives and plasticizer. This kind of explosive cannot
are lethal, but even non-lethal options like be detonated accidently, such as with
stun or smoke grenades can work against heat or large force and instead must use a
the reckless or unlucky. dedicated detonator device. It is often used
in places traditional explosive won’t fit in,
Grenade (Fragmentation). A grenade with such as in the seal of a door or the lock on a
an outer shell designed to break apart when compartment, and in large quantities can be
detonated. The shockwave propels the powerful enough to breach a ship’s hull.
shrapnel of the outer shell outwards, which
causes additional damage to targets in the RPG (Rocket Propelled Grenade). A
area. launcher that fires rocket-like grenades at
high speed towards a target, producing
Grenade (Smoke). A grenade that when both a high heat output, shockwaves, and
detonated, produces a large plume of smoke shrapnel. Cumbersome to use and heavy to
for between fifty to ninety seconds. The carry, these weapons are only used in ground
smoke can be a variety of colors depending combat and often against targets within a
on the purpose of the grenade. Red or white structure.
is usually used for signaling, while black or
grey is used for concealment. Other Weapons
Aside from the previously mentioned
Grenade (Stun). Also known as flashbang
weapons, there are a few others that are
grenades or sound bombs, these grenades
present within the Homeworld universe. The
work by emitting a blast that deafens targets
weapons that follow either have been or
and disturbs the fluid in the inner ear, causing

CHAPTER 4 95
Explosive Weapons
Range
Stress RU
Weapon and Effects Qualities
Rating Cost
Type
Grenade (Fragmentation) 4 Medium Area, Vicious 1 Lethal 3

Medium Non-Lethal, Special


Grenade (Smoke) 0 Area 2
(See description)

Medium Non-lethal, Special


Grenade (Stun) 0 Area 2
(See description)

Medium Area, Vicious 2,


Plasma Explosive 5 Lethal 6
Persistent 3
CHAPTER 4: WEAPONS AND EQUIPMENT

Cumbersome,
Polymer Explosive 5 Reach Piercing 4 Special (See 8
description)

RPG
(Rocket-Propelled 6 Long Area Cumbersome 8
Grenade)

are currently in use by one or more factions plot points or part of a larger scheme, rather
present within the galaxy. These weapons than something the players would fire as they
are too big, or too catastrophic for the would any regular weapon.
players alone to use, and are better suited to
ADWs (Atmospheric Deprivation Weapons).
ADWs are some of the most destructive
weaponries ever used. They are detonated in
low orbit and the result is literal deprivation
of the planet’s atmosphere. Temperatures
on the surface can reach so high that the
air burns. Any living creature is quicky
incinerated due to the heat, or choked by the
lack of essential gasses, such as oxygen.
Even after the atmosphere is destroyed the
planet remains uninhabitable by any kind
of life, as well as vulnerable to space debris
collision and radiation.
Fusion Bombs. These weapons hold a high
payload of explosive material, and work
via thermonuclear reaction. While some
large ships can launch these in the form of
missiles, they are often slow to launch and
re-arm making them less suitable against
nimble ships. The devastation caused by
fusion bombs is severe, even in space, as
they produce extreme heat and radiation.

96 CHAPTER 4
Equipment and Gear
Equipment and gear are used to refer to other important items a character might carry that
aren’t weapons. This can range from the tools of their profession, like a medic’s kit or tool kit,
armor, or incidental items that may be useful, like storage drives or wearable technology.

Anatomy of Standard Equipment


Equipment and Gear The equipment here is considered standard
Like weapons, equipment and gear have a for all Kushan crew members and is available
few key defining points: as part of character creation (see p.32).
If a player should lose, break, or reach the

CHAPTER 4: WEAPONS AND EQUIPMENT


• Use Limit. Some equipment will only use limit of an item, it can be replaced at the
function so many times before it is cost of resource units. At the gamemaster’s
unusable. Once a piece of equipment discretion these items can be replaced
hits this limit, it ceases to function. without cost to the players if they deem it
• Purpose: This describes what the appropriate.
item does when used. Sometimes this Emergency Breach Patch. A small palm-
is narrative; other times it will list rules sized stick containing a chemical compound
which apply to the item. used to temporarily patch small-scale
• RU Cost: This is the cost in resource damage in a ship’s hull or substructure,
units that the item costs or may be or any solid object. The stick is snapped,
worth. activating a chemical reaction between the
• Armor Rating: If an item would pro- two compounds and it is then pushed into
vide armor, this will list its armor rat- the hole. Providing the hole itself is no larger
ing. than the size of a fist, the compound expands

Standard Equipment
Use RU
Equipment Purpose
Limit Cost
This item has enough oxygen to provide a
Short Term 1
Breather
character with 10 minutes of breathable air, providing 10
the mask or canister are not damaged.

In situations where environmental conditions would


affect vision, such as high winds or debris, the difficulty
Goggles of any tests relating to vision are decreased in difficulty 10
by 1. If you would take damage from such a condition,
these goggles give you a single point of armor.

Patches small breaches in solid objects.


Emergency 1 In ship combat, you can use a breach patch to ignore
Breach Patch the effects of a breach, providing you can get to the
5
area safely to activate it.

Allows for communication and the


Wrist Computer
download and transfer of files.
5

CHAPTER 4 97
within moments to completely fill and seal Wrist Computer. A small
the breach. This repair is only temporary screen strapped to the
however and will become brittle over time. wrist. Connecting
wirelessly to
Goggles. These are used to protect the
communicate
eyes from dust, debris, and high wind, with
within a ship,
specialized versions also being used to
and to receive
protect against chemicals or welding sparks.
updates from
Short Term Breather. A small lightweight Fleet Command and
oxygen mask attached to a hand-sized Intelligence. The wrist
oxygen canister. Often hung on the utility belt computer can also wirelessly
of work overalls or a jumpsuit, or around the interface with other computers allowing
neck of some pilots, these breathers allow the download and transfer of information;
CHAPTER 4: WEAPONS AND EQUIPMENT

someone up to 10 minutes of breathable If exceptionally large transfers are required,


air. Useful for working in environments wrist computers can be wired into the
where the air is dangerous to breathe, as a appropriate technology.
safety assurance when working outside of
ideal atmospheric conditions or in medical
emergencies, most crew carry these. A Note on Creativity
Advanced technology often creates
opportunities for creative thinking,
and players may come up with ways
to employ the equipment they carry in
unusual or unexpected ways to solve
problems. This should be encouraged:
those unexpected solutions to
a problem are the stuff exciting
adventures are made of, and they can
make for great memorable moments
that define a campaign.
However, don’t be too quick about
saying yes to an unusual solution. It’s
often useful to place a cost or condition
upon this kind of improvisation. Maybe
an improvised use of a device causes
it to be damaged or expended so that
it can’t be used again without repairs.
Maybe it takes time or skill to convert a
device to serve a new function, creating
a new challenge for the players to
overcome.
In short, encourage creativity, but
pair those options with an opportunity
cost or a challenge to keep things
interesting.

98 CHAPTER 4
Other Equipment maneuverability but is effective against
bladed weapons and ballistics alike.
Non-plated Body Armor. Lightweight body
armor made from a thin, lightweight polymer Composite Plate Body Armor. A lightweight
weave. Though it’s not much use against composite armor, reinforced with heavy
bullets, its slightly padded in vital areas and plate. The composite used to make the plates
is effective against bladed weapons. is lighter than traditional plate, allowing
better maneuverability and comfort while
Hard Plated Body Armor. Heavier armor still employing the same level of protection
that features bullet proof plates over the vital as hard plate.
areas of the torso, back and arms. Heavier
than non-plated armor, it’s not ideal for Taiidan Soft Plate Armor. Lightweight armor
operations that require stealth or optimum that provides thin plating over the chest and

CHAPTER 4: WEAPONS AND EQUIPMENT


Other Equipment
Use Armor RU
Equipment Purpose Rating Faction
Limit Cost
Non-plated Body Provides protection to the vital
Armor 1 n/a 15
areas of the body
Hard-plated Body Provides protection to the vital
Armor 2 20
areas of the body
Composite Plate Provides protection to the vital
Body Armor 2 30
areas of the body
Taiidan Soft Plate Provides protection to the vital
Armor 2 Taiidan 20
areas of the body
Taiidan
Reinforced Plate Provides protection to the vital
3 Taiidan 25
Armor areas of the body

Mechanic’s Lowers the difficulty of tests by 1


Toolkit 5 that would benefit from the use of n/a 10
the toolkit

Lowers the difficulty of tests by 1


Medic’s Toolkit 3 that would benefit from the use of n/a 5
the toolkit

Archaeology Lowers the difficulty of tests by 1


Toolkit 3 that would benefit from the use of n/a 5
the toolkit

Researcher’s Lowers the difficulty of tests by 1


Toolkit 3 that would benefit from the use of n/a 5
the toolkit
Weapon Repair Reduces the difficulty of repairing
Toolkit 1 n/a 5
a broken weapon by 1

Allows the wearer to survive in


space, protectetd from radiation
Space Suit 6 1 n/a 25
and vacuum exposure. Contains
an air supply which lasts an hour.

CHAPTER 4 99
back but allows for unrestricted movement. and provides a pressurized environment.
The elbows, shoulders, and knees have light A space suit also contains a refillable air
padding to protect joints from impact during supply; limited uses represent this air supply,
battle. with each use representing approximately 10
minutes of breathable air.
Taiidan Reinforced Plate Armor. The
reinforced plates that cover the chest and
back are more durable and impact-absorbing
than soft plate, at the cost of being heavier.
Creating Weapons,
Additional soft plating around the torso and Items and Equipment
arms, and a thicker, tighter woven ballistic
weave make it a safer, but more restrictive The potential variety of equipment
armor to wear in situations where shrapnel, out there is far greater than can be
bullets or heavy impacts are expected. easily covered by this book, let along
CHAPTER 4: WEAPONS AND EQUIPMENT

this single chapter. For this reason,


Mechanic’s Toolkit. A toolkit containing most items of technology are handled
basic mechanics tools for light repairs. in a broad and abstract way, with the
Limited uses represent finite resources specifics of an individual make of rifle
such as spare parts, adhesives, and other or wrist computer being less important
consumables. than what characters do with those
Medic’s Toolkit. A toolkit containing tools.
basic field medical supplies. Limited uses For the most part, this is fine:
represent a finite quantity of medicines and small details like make and model
wound bindings. are matters of description, and don’t
Archaeology Toolkit. A tool kit containing necessarily need to be reflected in the
brushes, tweezers, gloves, and bags or rules. But sometimes, that’s not the
cannisters for cataloguing and collecting case. Sometimes, an item the players
archaeological finds. Limited uses represent come across may not be accurately
a finite supply of disposable or single-use represented by something already
items, such as gloves, as well as a limited listed here.
capacity to store finds. In these situations, the best
Researcher’s Toolkit. A kit containing approach is to find the item that most
instruments vital to the owner’s field of closely matches the item you’re trying
research. Limited uses represent consumable to create, and then to adjust it as
resources and single-use items within the kit, necessary. This may require adding
appropriate to the type of research being or removing an Effect or Quality from
done. a weapon or increasing or decreasing
the stress rating. For non-weapon
Weapon Repair Toolkit. A kit containing
items, flaws or problems with the item
the materials and tools required to repair
can be reflected by increasing the
minor damage to a weapon or to upkeep its
complication range of specific tests
condition. Limited uses represent a finite
or tasks using the item, while specific
supply of cleaning solvents and spare parts
benefits of the item can easily be
expended during use.
reflected by allowing the item to grant
Space Suit. A fully enclosed suit designed one or two extra Momentum on some
to allow the wearer to operate in space. successful tests (with the caveat that
It provides protection from background this extra Momentum can’t be saved).
radiation, a degree of thermal insulation,

100 CHAPTER 4
Chapter 5

SHIP COMBAT
This chapter covers all the rules for ship combat on both player character and fleet level scales as
well as providing a list of ship statistics for the most common ships in Homeworld: Revelations.
The end of this chapter also covers creating your own ship and advancing it.

Starship Statistics
Just like characters, starships are repre- • Weapons covers the tactical and offensive
sented using a series of statistics; however systems of the vessel. Ships without a
these work slightly differently than they do Weapons score can’t make attacks.

CHAPTER 5: SHIP COMBAT


for characters.
Ship Actions
Ship Attributes When you are using the ship as a tool to
• Communications encompasses the attempt a skill test, you resolve the test by
transmission, encryption, decryption, and using the ship’s Attribute + your Skill for a
retrieval of subspace signals on a range target number. So, instead of using your own
of frequencies, as well as a variety of Agility + Flight scores when flying the ship in
other forms of signals transmission and an attack formation, you would use the ship’s
reception, measuring spatial variations Engines + your own Flight to make the target
present within a region, and plotting a number.
course using that data, using the ship’s When using non-player character ships,
library and records. rather than having six skills for the crew,
• Computers represents the ship’s library you assign them a static value to add to the
and operational computer systems. ship attributes, representing how competent
• Engines covers the propulsion and power the overall crew is. The table for this can be
generation systems of the vessel, and its found on p.105.
ability to move and maneuver through
space. Ships without an Engines score Scale
can’t move. Vessels come in a wide range of sizes, from
• Sensors covers the vessel’s sensor suites small strike craft to grand battleships. A
and probes—which allow it to scan and ship’s scale is a representation of its size, and
monitor its surroundings—as well as the it influences several other ratings a starship
scientific systems that interpret that data. will use. Scale is a number, from scale 1 for
• Structure covers the physical construc- fighters to scale 6 for motherships.
tion of the vessel, from its hull and super- A ship’s scale is used to determine a
structure, to its thermal and radiation number of other things, including its damage
shielding, basic infrastructure, life support output and how much stress it takes to
systems, and artificial gravity. impair, disable, or destroy specific systems.

CHAPTER 5 101
Scale Ship Class Example Ships
1 Strike Craft Interceptors

2 Strike Craft Corvettes

3 Capital-Class Frigates

4 Super Capital-Class Destroyers

5 Super Capital-Class Carriers


Kushan Mothership,
6 Mothership-Class
Imperial Flagship

Hull Points Fuel


Each ship has a hull points score, a maximum Any ship of scale 1 or 2 has a fuel rating which
CHAPTER 5: SHIP COMBAT

amount of stress a vessel can suffer, represents the fuel capacity of the vessel.
equal to its Structure + Scale. This score Sometimes fuel must be spent to support
represents the integrity of the hull, and how actions taken with the starship, and fuel can
much damage it can take before things get be lost because of complications, hazards, or
critical. If an attack inflicts enough stress to breaches. There are some exceptions to this,
reach the ship’s hull point maximum, inflicts such as ships larger than scale 2 which have
5 stress in one attack, or inflicts any stress the Fuel Rating special function listed.
when a ship is at its hull point maximum, it When launching from a mothership or a
causes a breach. carrier, the ship has a full tank of fuel. This
provides characters with a pool of fuel points
Breach to draw from when attempting actions with
Breaches represent serious damage to the ship, or otherwise using technology that
the ship or its systems. Each of the ship’s draws power from the ship’s fuel. A ship’s fuel
attributes can endure a number of breaches capacity is equal to its Engines attribute.
equal to the ship’s scale before that system The basic operation of the ship—life
is damaged. If a ship’s attribute suffers support, communications, computers, and
breaches equal to the scale, that system is basic maneuvering—does not cost fuel
destroyed. points, but some actions, like attack patterns
or evasive maneuvers, require you to spend
Special Functions fuel points to perform the action.
Ships have special functions representing
areas of specialization or design, providing Running Dry and Refueling
similar benefits to the talents of player If a ship runs out of fuel points while in
characters, but the context is determined by space, the ship is adrift and moves on its
the ship rather than character behavior. current trajectory at its current speed until it
is picked up by a salvage corvette or support
vessel or is intercepted another way. To
refuel, you need to dock at a mothership, a
repair corvette, or a support frigate.

102 CHAPTER 5
Operating a Ship
Starship operations are a straightforward
matter, in game terms. Characters will spend
Helm Actions
When you’re in the pilot seat, you can make
a lot of time aboard ship, and they will want to
the following actions. During combat, these
take full advantage of the systems, facilities,
are all major actions. Where the action
and personnel on board. Actions involving
names a class of ship, the action can only be
a ship are split into two broad categories:
done with those classes. A ship without an
actions taken on board a ship, and actions
Engines score cannot move.
taken with the ship.
• Maneuver: The pilot moves the ship to
• Actions Aboard Ship: If the ship is a
anywhere within Medium range.
location for an action, not the tool used to
• Full Throttle (Strike Craft): The pilot
complete the actions, then the skill test is
spends 1 fuel point to move to anywhere
resolved normally, using your attribute +
within Long range.
skill combination for a target number.
• Evasive Action (Capital-Class and

CHAPTER 5: SHIP COMBAT


• Ship Actions: If the activity is making
below): The pilot moves swiftly and
use of the ship’s systems—like using its
unpredictably, attempting to foil enemy
computers or flying it to a location—then
targeting. The pilot attempts an Engines
you resolve the test by the ship’s attribute
+ Flight test with a difficulty of 1. If
+ your skill for a target number.
successful, attacks against the ship by
Other Minor Actions ships of equal or lower scale increase in
Characters can accomplish other minor difficulty by 1. However, attacks made by
actions during combat, just like they can in the ship also increase in difficulty by 1.
normal combat—move from a position in the This effect lasts until the pilot’s next turn
cockpit or bridge of a ship to another point and has a fuel requirement of 1.
on the ship, prepare actions, or interact with • Attack Pattern (Capital-Class and
the environment. The GM has the final say on below): The pilot flies a steady course
what you can accomplish with a minor action making it easier to target the enemy,
during your turn. attempting a Weapons + Flight test with
a difficulty of 1. If successful, attacks
Commanding Officer made by the ship decrease in difficulty by
1 (to a minimum of 1). However, attacks
Actions made targeting the ship also decrease in
If you are in command of a larger vessel, difficulty by 1. This effect lasts until the
such as a frigate or capital ship, you can pilot’s next turn and has a fuel requirement
coordinate the actions of the crew. of 1.
• Direct: Choose one other crewmember • Ramming Speed: Choose a single
currently on the bridge; that officer takes enemy vessel within Long range and
a single major action, determined by the move toward it at full throttle. Upon
commanding officer. You assist their skill contact make an attack using Engines
test, using the Command skill. + Flight with a difficulty of 2 (modified
• Rally: You attempt a Will + Command due to comparative scale, see p.109). If
test with a difficulty of 0; this test is used successful, the attack inflicts a number
to generate Momentum, either to use of of stress equal to 2 + the ramming
straight away or to save in the group pool. ship’s scale, with the Breaching and

CHAPTER 5 103
CHAPTER 5: SHIP COMBAT

Vicious effects. The ramming ship also


suffers a number of of stress equal to
Sensor Technician
2 + the target’s scale, with the Breaching Actions
and Vicious effects. If the ramming ship is • Chart Hazard: Using navigational sen-
scale 1 or 2, this action costs 1 fuel. sors, you can mark hazards in the vicin-
ity of the vessel and its planned course
and determine the safest route around,
Hyperspace Jumps past, or through them. This is a Sensors
Fleet Command calculates and insti- + Flight test with a difficulty of 2. If suc-
gates any Far Jump hyperspace jumps, cessful, nominate a single hazard or other
engaging the whole fleet at once. A dangerous phenomenon nearby; the dif-
Far Jump is not something the pilot ficulty of any test to avoid that hazard is
or navigator of a ship can do alone, reduced by 2. You can nominate one addi-
and therefore isn’t an option for player tional hazard or dangerous phenomenon
characters. for every two Momentum spent.
• Scan: You use the ship’s sensors to
Short Jumps, which capital and su- locate objects or phenomena in space.
per capital-class ships can do inde- This is a Sensors + Exploration test with
pendently from a mothership, can be a difficulty of 0. Interference, ambient
controlled by the players. Short Jump conditions, or particularly unusual or
drives require time to recharge after unfamiliar phenomena increase this
use, and like Far Jumps are not always difficulty. Momentum spent on this action
one hundred percent accurate in their is normally to Ask a Question about the
arrival destination. objects being scanned.

104 CHAPTER 5
• Scan for Weakness: You scan an
enemy vessel, looking for vulnerabilities.
Other Actions
• Override: You can attempt an action
Targeting an enemy ship, attempt a
normally performed at a different station
Sensors + Combat test with a difficulty of
than the one you are at. The difficulty
2. If successful the next attack against the
of any test made using this action is
enemy ship gains the Piercing 2 quality.
increased by 1.
Tactical Actions
• Fire Weapon: Nominate a single active
weapon system on board the ship, and a
NPC Ship Operations
viable target for that weapon, and make Gamemasters don’t need to take into
an attack. This is a Weapons + Combat account the abilities of individual crew
test. The base difficulty of this attack on the ships they control. Instead, NPC
is 1, modified by scale, truths, or other ships have both attribute and skill
circumstances (enemy actions, spatial values for their target numbers.
conditions, etc.). Because individual NPC crew are not

CHAPTER 5: SHIP COMBAT


being tracked, each NPC ship takes a
Communications number of turns in a round equal to its
scale. If an NPC ship takes the same
Actions action more than once in a turn, the
• Send/Receive Transmission: You attempt difficulty increases by 1 each time.
to establish a communications link with Instead of using one of six skill
another ship. This requires a Communi- values to add to a non-player character
cations + Engineering test with a diffi- ship, you instead decide the quality of
culty of 0. The difficulty increases based the crew. The crew quality provides a
on interference and other factors that single skill score to use in place of
would impede communications systems. individual skill scores when making a
Success means that a channel has been test using the ship’s attributes. A basic
opened and a message can be sent or crew quality might indicate a ship that
received. is undermanned, or a crew who are
• Intercept: You try to pick up and inexperienced, whereas an exceptional
decipher the transmissions of others. crew quality might indicate a highly
Select a single ship within Long range to trained or extremely efficient crew.
intercept communications from. This is This table can also be used to represent
a Communications + Engineering test the crew quality of player ships in large-
with the difficulty set by the gamemaster scale fleet combat (see p.111).
based on the level of encryption.
• Signal Jamming: You transmit signals Crew Quality Skill Score
to interfere with the target’s attempts
to communicate. Choose a single ship Basic 1
within Medium range to jam. This is a Proficient 2
Communications + Combat test, with a Talented 3
difficulty of 1, 2, or 3, chosen by you before
Exceptional 4
you roll. Success means that the target
increases the difficulty of Send/Receive
Transmission (above) by an amount equal
to the difficulty you chose.

CHAPTER 5 105
Ship Weapons
Weapon Stress and used on larger capital ships as defensive
weapons to counter strike craft.
Rating
Each weapon mounted on a ship has a stress Beam Weapons
rating, showing the number of Challenge
Dice ( ) that are rolled to inflict stress on a Ion Cannon (Frigates and
target (see Making an Attack, p.108). Some above)
weapons list scale as their stress rating, Originating from the Bentusi, ion cannon
which means you roll a number of equal technology was traded with the Kushan
to the ship’s scale. For example, a corvette during their return to Hiigara. Ion weaponry
firing its small projectile cannon has a scale uses an accelerated particle beam to cut
of 2, so you will roll 2 for that attack’s through hull and armor plating, and causes
stress. devastating damage to larger ships. These
CHAPTER 5: SHIP COMBAT

weapons require long barrels and high


Range energy consumption, meaning only frigates
Each weapon has a range, which is the and larger vessels are able to mount them.
maximum range it can be fired at. See the
table below. Explosive Weapons
Kinetic Weapons Magnetic Mines
Magnetic mines lie in wait for vessels to
Projectile Cannon fly nearby and are often used to prevent
Projectile cannons magnetically accelerate a enemy ships from advancing on strategically
projectile to high velocities in order to punch important routes or locations. When their
through the hulls of other ships. They’re built-in identification device detects that
common to fighters, corvettes, and frigates, a nearby vessel is not a friendly one, their

Stress Rating
Weapon Category Range Effects

Guided Missiles Explosive Close 2 Area


Small Ion Piercing 2,
Beam Medium Scale + 2
Cannon Vicious
Large Ion Piercing 2,
Beam Medium Scale + 3
Cannon Vicious
Magnetic Mines Explosive Contact 3 Breaching
Persistent 2,
Plasma Bomb Explosive Close 4
Piercing 1
Small Projectile
Kinetic Close Scale Versatile 2
Cannon
Large Projectile
Kinetic Close Scale + 1 Versatile 2
Cannon

106 CHAPTER 5
onboard thrusters activate and push them of the initial target, and then one additional
towards the hull of the ship, where their target within Close range of the initial
magnetic properties attach them to the hull. target for each Momentum spent.
They detonate upon impact, their explosions • Breaching: The weapon inflicts massive
ripping through hulls in a large blast radius. damage to enemy vessels. If the
attack inflicts a breach to a system, it
Guided Missiles automatically inflicts one additional
Missiles are anti-strike craft weapons breach to the same system.
designed to track and destroy small targets, • Persistent X : The attack leaves
such as strike craft. Their explosive payload, behind a lingering energy field, which
as well as being fired in clusters, enables continues to damage the target. The
them to take down multiple craft in formation target ship suffers an additional X
very effectively. damage at the end of its next turn.
• Piercing X: The attack ignores X points of
Effects the target’s armor for each effect rolled.
• Area: The attack automatically affects • Versatile X: The attack gains X points of

CHAPTER 5: SHIP COMBAT


any ship or damageable object within bonus Momentum if successful.
Contact • Vicious: The attack inflicts +1 stress per
effect rolled.

Ship Combat
Being familiar with how character combat works in Chapter 2: Action and Combat is useful for
understanding how ship combat is managed, as they use the same basic mechanics with a few
changes.

Environment and interference, while open space may have


larger zones. GMs who desire concrete values
Zones rather than abstract ranges are encouraged
An environment for starship combat covers to set specific sizes and shapes for individual
a large area—potentially tens or hundreds of zones, using them as a grid.
millions of kilometers across, and even this Individual zones may have effects
is only a fraction of the area within a star attached to them, providing some
system. This may be the edge of a nebula, concealment or interference, hindered
an asteroid belt, the orbit of one or more movement, or hazards.
small planets, or any other region of space. Zones help players visualize their vessel’s
The environment is divided into zones based place in an encounter, and its relative
on physical objects, spatial phenomena, and distance to other objects or enemies.
other features of the area. Starship combat As zones are defined by the bodies and
zones are also defined in three dimensions, phenomena around them, tracking a vessel
with zones “above” and “below” one another, can be a matter of simple description—an
and with empty zones to provide sizeable enemy might be “behind the moon at Long
gaps between objects and phenomena. range” or “on the edge of the gas cloud at
Zones have no fixed size: zones within Medium range.” This has the advantage of
a nebula may be smaller, representing relying on natural language and intuitive
more difficult movement and scanning concepts, rather than specific game terms,

CHAPTER 5 107
and avoids the tracking of specific distances Distances and Sensors
which can become fiddly where there are A ship can scan and detect objects, vessels,
many vessels present. and phenomena over a certain distance
If you want to have a more concrete in every direction. A ship’s sensor range is
understanding of the locations of ships, you Medium unless it has a special function that
can use maps with zones and features drawn alters that range.
on them, along with models or tokens to Allied ships that have maintained a
represent moveable objects. connection to Fleet Command allow you to
see what they see on their sensors, allowing
Distances you to target ships within your weapon’s
Movement and ranged attacks are measured range even if they are outside your own
in ranges. In combat, the relative placement sensor range.
of zones determines this distance.
• Contact is when an object or another
ship is touching the vessel, like when
Rounds and Turns
smaller ships dock with the mothership, Ship combat is broken up into rounds and
CHAPTER 5: SHIP COMBAT

or a reckless pilot makes a desperate turns, just like combat at the personal
ramming speed attack. Contact isn’t a scale. Players each take a turn, taking minor
specific range, but rather is a state that and major actions, alternating with their
a vessel can enter when it moves—at opponents until every PC crew member and
the moment a ship moves into or within NPC ship has taken a turn. NPC ships take a
a zone, the pilot may freely declare that number of turns equal to their scale.
the vessel is moving into or out of Contact
with an object or another vessel. Making an Attack
• Close range is defined as the zone the The process for making an attack with a ship
ship is within at the time; a distance of 0 is as follows.
zones.
1. Choose a target and a weapon: Pick a
• Medium range is defined as any zone
target in range, and select which ship-
adjacent to the vessel’s current zone; a
mounted weapon you want to attack
distance of 1 zone.
with.
• Long range is defined as 2 zones away
2. Make a Weapons + Combat test: The
from a vessel’s current zone; a distance of
base difficulty of the attack is 1, but
2 zones.
can be adjusted due to ship scale (see
• Extreme range is beyond Long range; a
Scale and Attacks), truths, or other
distance of 3 or more zones.
circumstances. If you target a specific
system, the difficulty increases by 1. If
Communications you don’t target a specific system, roll
and Range randomly on the Random System Hit
Communication within starship combat is table.
a simple matter: communications work at 3. Inflict stress: If the attack is successful,
faster-than-light speeds that far exceed the roll equal to the weapon’s stress
maximum velocity of a starship, meaning rating and total the results.
that communicating with anyone else in a. The target subtracts stress equal to
the same combat is instantaneous whether the armor it has.
they are within Close range or out at Extreme b. The remaining stress is applied to the
range. target.

108 CHAPTER 5
4. Check for Breaches: If after armor is For example, if a frigate attacks a fighter,
subtracted the follow conditions occur, the difficulty of the attack is increased from 2
you cause a breach. to 4, due to the frigate being scale 3 and the
a. You inflict 5 stress in one attack. fighter being scale 1 (the difference being 2).
b. The attack inflicts enough stress
to bring the target to their hull point Breaches
maximum. Breaches are a measure of the damage to a
c. Your target is already at their hull point system on the ship—with enough breaches
maximum and suffers further stress. a system will become damaged or even
destroyed. Each system has a breach track
Random System Hit Table equal to its scale, so for example a frigate’s
Engines (Scale 3) can suffer 3 breaches
D20 Roll System Hit before they are destroyed and the ship can’t
1 Communications maneuver!
2 Computers Damaged Systems

CHAPTER 5: SHIP COMBAT


3-6 Engines When a system has suffered a number of
breaches equal to half the ship’s scale, that
7-9 Sensors
system is damaged. Tests made using that
10-17 Structure system have their difficulty increased by 1,
and they may suffer a specific effect based
18-20 Weapons
on the system.
• Computers: The complication range
Scale and Attacks for any test made using any other ship’s
Targeting larger ships is easier, while system is increased to 18-20.
targeting smaller ships is harder. If the ship • Engines: If the ship has a fuel track, 1
you are targeting is larger than yours, the point of fuel is lost at the end of each
difficulty of your attack is reduced by the round of combat.
difference in scale, to a minimum of 1. If you • Structure: A random player character
target a ship that is smaller than yours, the aboard the ship takes an injury from a hull
difficulty of your attack is increased by the breach, falling debris, or other ship-based
difference in scale, to a maximum of 5. damage.

All Hands, Abandon Ship!


Larger ships, like frigates and capital ships, are fitted with escape pods, each of which
can hold a small number of the crew allowing them to either survive in space for a short
while, or fly to a nearby planet and await rescue.
The gamemaster may ask you to make an Agility + Combat test at an appropriate
difficulty to reach an escape pod, if you have a chance to abandon ship before the
structure collapses or the ship explodes.
What happens to the ship and her crew after they’ve abandoned ship is up to the GM
to determine.

CHAPTER 5 109
Destroyed Systems Ship Combat
When a system’s breach track is full, having
breaches equal to its scale, that system
Momentum Spends
Spe nds
is destroyed and can no longer be used: Ship combat is affected by Momentum as
tests using that system are impossible, much as any other part of the game, with
and actions relating to that system cannot combat Momentum spends affecting ship-
be done (for example, if the engines are based attacks, and other spends affecting
destroyed, the ship cannot Maneuver, go Full other tests.
Throttle, take Evasive Maneuvers, or make an • Purchase d20s: Purchase up to 3 extra
Attack Pattern). d20s before rolling the dice pool. The first
d20 costs 1 Momentum, the second costs
Destroying Whole Vessels 2, and the third costs 3 (for a maximum
If the Structure system of a ship is destroyed, total of 6).
the ship breaks up and is entirely destroyed— • Create Truth: After a successful skill test,
all aboard are killed and it can no longer be you can spend 2 points of Momentum to
used. introduce an advantage or complication
CHAPTER 5: SHIP COMBAT

to the scene. This must relate to the test


Repairing Damage you made and is subject to gamemaster
If a ship has been damaged, you can attempt approval. A truth created in this way can
makeshift repairs in order to mitigate the never increase or decrease the difficulty
damage from breaches, but breaches can’t of a skill test by more than 1.
be removed by the crew. To remove the • Ask a Question: For 1 point of Momentum
breach’s effect you’ll need to be at the right you can ask the gamemaster a question
location on the ship to be able to repair the related to the current scene or the test
damage, and attempt a Coordination +
you just made. The gamemaster must
Engineering test with a difficulty equal to the
answer truthfully, but can be as vague as
number of breaches the system has. If you
they wish.
succeed, you remove any negative effects of
• Inflict Extra Stress: Spend up to 3
the system’s damage, but do not remove any
Momentum to inflict extra stress after
breaches from the breach track.
a successful attack. Each point of
If that system suffers more breaches,
Momentum spent inflicts one stress (See
it may be damaged again or destroyed if it
Stress, Injury, and Recovery p.24).
suffers enough.
• Additional Minor Actions: For 1 point of
During battle or other challenges, the ship
may also suffer complications that relate to Momentum your character can take an
the condition or function of the ship. These additional minor action in combat.
can also be removed by Engineering tests, • Additional Skill Test: By spending
which represent making on-the-fly repairs to 3 points of Momentum, you can
hold things together until the ship can visit immediately attempt a second skill test,
a repair vessel or a mothership. The base or take a second major action in your turn.
difficulty of these repair tests is 2. The difficulty of the test is increased by 1.
• Keep the Initiative: In combat you can
Removing Breaches spend 2 Momentum after your turn ends
Breaches can only be removed and properly to pass the next turn on to a character
repaired by docking with a vessel or station you are allied with, instead of handing play
that has the Repair special function. The over to the enemy.
docking bays on facilities like this have
teams of engineers and resources enough to
patch up a ship to full working order.

110 CHAPTER 5
Large-scale and
Simplifed Fleet Combat
At some points during your Homeworld players some control over the situations that
campaign, you may want to run large-scale they enter into, with the possibility of making
fleet combat, just like you could in the it easier or harder to complete whatever
original video game. Doing this for an entire goal their player characters have set out to
fleet falls outside of the scope of the rules achieve when they arrive on scene.
presented here. You can, however, play out
parts of a larger battle where multiple ships Example
might be present. This can allow the players
to control ships they might otherwise not get A fleet of Turanic raider ships has engaged
to use and is useful if you want to see how the Kushan fleet and the player characters
players affect those larger battles. are sent out into the battle to help rescue

CHAPTER 5: SHIP COMBAT


When using large-scale ship combat, it a support frigate that’s become trapped
is advised that you keep the scenes short, by the enemy vessels. The gamemaster
showing only the bits that would affect the tells the players that before they go out as
players, or that the players can affect. This their characters, they are going to play out
is for two reasons: completing a single round the small skirmish happening around the
of combat on that scale can take a long support frigate for a few rounds. However
time, and it removes the individual player the scene is left when they finish, that
characters from the action. is what the player characters will be
The easiest way to tackle this scale of entering into.
combat is to give each player control of During the “zoomed out” battle, with
a single ship and assign that ship a crew each player controlling a different ship,
quality. Rather than using their player the players manage to take out one of the
characters’ stats, players use the stats of missile corvettes attacking the support
the ship and the crew quality rating to make frigate, as well as severely damaging two
tests. Just like NPC ships, they can act a enemy interceptors. They do, however,
lose one of their own heavy corvettes in
number of times in a round equal to their
the process. The gamemaster decides
scale, with initiative passing back and forth
that now is a good point to zoom back
just as it does in regular ship combat. In this
in and have the player characters enter
way, the players play these ships just like the scene. When the characters arrive in
the gamemaster plays NPC ships. Making their ship, they find the conditions of the
index cards with the ship stats on them, or battle are in their favor, with many enemy
photocopying pages from this book to hand ships severely damaged and the missile
to players, can help keep this manageable. A corvette destroyed. They do notice the
drawn map marking zones and using tokens distress call coming from a friendly heavy
to represent ships can also be useful. corvette which appears to have taken
This kind of play works best when the a bad hit. Thanks to the actions of the
players can play out a small skirmish within a players when “zoomed out,” saving the
larger battle, before “zooming in” and entering support frigate is a little easier, but they
that same battle as their player characters also have the crew of the heavy corvette
who are experiencing the consequences of to rescue.
the players’ “zoomed out” actions. It gives

CHAPTER 5 111
The Ships of Homeworld
Fighters
The smallest strike craft, fighters are single-person vessels making up a large proportion of
any fleet, flown in formation in specific attack patterns and used to take out larger ships that
struggle to keep up with their speed.

SCOUT INTERCEPTOR

Class: Strike Craft Class: Strike Craft


Faction: Kushan,Taiidan Faction: Kushan, Taiidan, Turanic Raiders
CHAPTER 5: SHIP COMBAT

Small but fast, scouts are used to scope Interceptors are small ships, less
out enemy locations and create diversions. maneuverable than the scout but far more
They are ideal for harassing enemy ships effective in taking out other strike craft,
to draw their fire, while avoiding taking such as corvettes and other fighter vessels.
damage due to their maneuverability. In large numbers, they have even been used
to take out capital ships.
Communications 10 Scale: 1
Fuel: 12 Communications 10 Scale: 1
Computers 09 Armor: 0 Fuel: 10
Computers 09
Engines 12 Hull Points: 7 Armor: 1
Sensors 10 Weapons: Engines 10 Hull Points: 8
Small Projectile Weapons:
Sensors 09
Structure 06 Cannons: Close
Small Projectile
range, 1 Structure 07 Cannons: Close
Weapons 08 (Versatile 2)
range, 1
Weapons 10 (Versatile 2)
Special Functions:
Speed Burst: When making the Full Throttle Special Functions:
action, spend 1 additional fuel to move to
anywhere within Extreme range. Anti-Strike Craft Design: Inflict +1 against
strike-craft-class ships.

112 CHAPTER 5
ATTACK BOMBER CLOAKED FIGHTER

Class: Strike Craft Class: Strike Craft


Faction: Kushan, Taiidan Faction: Kushan, Taiidan (possibly)
The attack bomber was engineered when Easily the stealthiest ship in the Kushan
technological advances allowed for plasma fleet, the cloaked fighter relies on the
bomb technology to be made small enough element of surprise more than anything
to be fitted inside fighter ships. The slow- else. The onboard cloak generator uses
moving plasma bombs are devastating: light-curving energy fields to fold the
harder to use against small craft but background scenery around the ship’s hull,
effective against capital ships. making it appear invisible to sensors and
the naked eye. Unfortunately, this field is not
Scale: 1
effective when making attacks, meaning
Communications 10 this ship is at its most vulnerable when
Fuel: 10

CHAPTER 5: SHIP COMBAT


Computers 09 firing.
Armor: 1
Engines 10 Hull Points: 8
Weapons: Communications 10 Scale: 1
Sensors 09 Plasma Bomb Fuel: 11
Structure 07 Launchers: Close Computers 09
range, 4
Armor: 1
Weapons 10 (Persistent 2, Engines 11 Hull Points: 7
Piercing 1)
Weapons:
Sensors 09
Small Projectile
Special Functions: Structure 06 Cannons: Close
range, 1
Anti-Capital Ship Design: Attacks made using
the plasma bomb launchers against capital-class
Weapons 10 (Versatile 2)
ships are decreased in difficulty by 1. Attacks
using plasma bomb launchers against ships Special Functions:
scale 2 or less are increased in difficulty by 2.
Cloak: As an action, the fighter can spend fuel
to cloak itself. While cloaked the fighter cannot
be the target of an action, cannot be tracked on
enemy sensors, and may not make attacks. The
cloak lasts for a number of rounds equal to the
number of fuel points spent.

CHAPTER 5 113
DEFENSE FIGHTER

Class: Strike Craft


Faction: Taiidan only
Defense fighters are small strike craft,
designed solely for taking out projectiles
before they hit their target. As they have
no true offensive capabilities, these ships
are incredibly vulnerable in battle and easy
targets. They are used rarely, often deployed
only to help protect capital ships until they
reach their destinations before being called
back to a carrier or mothership. SWARMER
CHAPTER 5: SHIP COMBAT

Class: Strike Craft


Communications 09 Scale: 1
Faction: Kadeshi only
Fuel: 10
Computers 09 Armor: 0
Swarmers are small strike craft, developed
and used only by the Kadesh. Often used
Engines 10 Hull Points: 7
in large numbers, splitting into groups of
Weapons:
Sensors 11 ten to twelve ships, swarmers can easily rip
Defense Fighter
Structure 06 Emitter Beam (see apart smaller strike craft and capital ships
special functions) alike. Their small size gives them limited
Weapons 10 fuel capacities, however, meaning that they
exhaust themselves quickly in combat,
Special Functions:
leading them to head to fuel pods mid-battle
Defense Fighter Emitter Beam: Once per round,
when within Close range of any ally ship that to refuel.
is the target of a successful attack, the stress
inflicted by the attack on the ally ship is reduced
by 2 .
Communications 08 Scale: 1
Fuel: 10
Computers 09 Armor: 0
Engines 10 Hull Points: 7
Weapons:
Sensors 09
Small Projectile
Structure 06 Cannon: Close range,
1 (Versatile 2)
Weapons 10

Special Functions:
Swarm: You may increase the damage of your
weapons by 1 for each point of fuel spent, up
to your fuel capacity.
Small Fuel Capacity: When taking an action
in combat that has a fuel requirement, this
requirement is increased by 1.

114 CHAPTER 5
ADVANCED SWARMER Fuel Pod
Class: Capital ship
Class: Strike Craft Factions: Kadeshi only
Faction: Kadeshi only Fuel pods are used by the Kadesh to
Advanced swarmers feature better armor refuel their swarmers and advanced
and heavier weapons than their lighter swarmers during battle. These frigate-
counterparts. Due to this, they often move in like ships will often move in to Close
groups of three, rather than in larger groups range in a battle in order for swarmers
of ten to twelve. Despite their improved to dock and refuel. While the fuel pod’s
weaponry and armor over regular swarmers presence gives swarmers the ability
and having a higher fuel efficiency, they to stay in battle to tear ships apart,
still require fuel pods to keep them active in the fuel pods themselves possess
battle. no armor and only a single projectile
cannon. This makes them incredibly
vulnerable in battle. Taking out fuel

CHAPTER 5: SHIP COMBAT


Communications 08 Scale: 1 pods is the best way to disable a group
Fuel: 7 of swarmers, leaving them adrift in
Computers 09 Armor: 2 space with no way to refuel.
Engines 10 Hull Points: 9
Scale: 3
Weapons: Communications 08
Sensors 09 Fuel: 7
Small Projectile Computers 09 Armor: 0
Structure 08 Cannon: Close range,
1 (Versatile 2) Engines 09 Hull Points: 12
Weapons 11 Weapons:
Sensors 08 Small Projectile
Special Functions: Cannon: Close
Swarm: You may increase the damage of your
Structure 09
range, 3
weapons by 1 for each point of fuel spent, up Weapons 10 (Versatile 2)
to your fuel capacity.
Small Fuel Capacity: When taking an action
in combat that has a fuel requirement, this Special Functions:
requirement is increased by 1.
Refuel: The fuel pod can refuel strike craft (scale
1 or 2). Each turn the target ship is in contact
with the fuel pod it refuels 3 fuel points.

CHAPTER 5 115
Corvettes
A secondary type of strike craft, corvettes are larger than fighters and require a crew of at least
4 – 6 people to run properly. Corvettes are used as escorts, offensive craft and protection for
non-combat ships.

LIGHT CORVETTE

Class: Strike Craft


Faction: Kushan, Taiidan
The light corvette is often used for decoy
maneuvers or the protection of resource
collection ships in the Kushan fleet.
CHAPTER 5: SHIP COMBAT

Originally developed as one of the first larger


strike craft (compared to fighters), it proved
to be slower than smaller strike craft and
had less weapon power than larger vessels.
Both the Kushan and the Taiidan tend to STANDARD CORVETTE
prefer other corvette vessels, such as heavy
corvettes, over the light corvette for outright Class: Strike Craft
offensive maneuvers. Faction: Turanic Raiders
The standard corvette is a craft employed
Communications 10 Scale: 2 solely by the Turanic raiders. With a heavily
Fuel: 9 armored hull, the corvette can survive
Computers 08 Armor: 1 heavy assault better than other strike craft.
Engines 10 Hull Points: 10 Though their firepower is weaker than
Weapons: some other corvettes, their extended fuel
Sensors 08 compartments mean they can operate for
Small Projectile
Structure 08 Cannon: Close extended periods before needing repairs or
range, 2 refueling.
Weapons 08 (Versatile 2)

Special Functions: None Scale: 2


Communications 08
Fuel: 11
Computers 08 Armor: 4
Engines 11 Hull Points: 12
Weapons:
Sensors 08
Small Projectile
Structure 10 Cannon: Close
range, 2
Weapons 07 (Versatile 2)

Special Functions: None

116 CHAPTER 5
HEAVY CORVETTE

Class: Strike Craft


Faction: Kushan, Taiidan
Designed to be the most heavily armored
strike craft of both the Kushan and Taiidan
fleets, these ships are also capable of
unleashing burst fire, making them excellent
contenders against frigates and other
armored capital-class ships.

Scale: 2
Communications 09 Fuel: 8
SALVAGE CORVETTE
Computers 09 Armor: 3

CHAPTER 5: SHIP COMBAT


Hull Points: 10
Engines 08 Class: Strike Craft
Weapons:
Sensors 07 (Kushan only) Small
Faction: Kushan, Taiidan
Projectile Cannons: Although these corvettes do not possess
Structure 08 Close range, 2
(Versatile 2)
any weapons, they are invaluable to any
Weapons 11 fleet. In large enough numbers, salvage
(Taiidan only) Large
Projectile Canons: corvettes can use their subversion routines
Close range, 4 to capture and neutralize ships as big as
(Versatile 2)
super capital-class ships. Often, this is done
to bring those ships back to a mothership
Special Functions:
or carrier in order to capture them for the
Charged Burst Attack: Spend 2 Momentum
before making an attack roll; if the attack hits faction’s own use.
ignore 2 armor.

Communications 10 Scale: 2
Fuel: 9
Computers 10 Armor: 1
Engines 09 Hull Points: 9
Weapons:
Sensors 08
None
Structure 07
Weapons 08

Special Functions:
Salvage Subversion Routines: You can board
and gain control of enemy vessels that you are
in Contact with, equal to the salvage corvette’s
scale. To gain control of the ship, make a
Computers + Flight test with a difficulty of 1. In
order to capture larger vessels, more salvage
corvettes are required, up to the target vessel’s
scale.

CHAPTER 5 117
MINELAYER CORVETTE

Class: Strike Craft


Faction: Kushan, Taiidan
Minelayer corvettes are most useful in
creating a good line of defense. Often, they
are used to create hazardous minefields,
designed to target capital ships as they
approach. Their lack of maneuverability
and the slow-moving or static nature of the
mines mean they are less useful in close
REPAIR CORVETTE combat. The mines they lay are programed
to ignore ships of the same fleet, making
Class: Strike Craft friendly fire almost unheard of.
CHAPTER 5: SHIP COMBAT

Faction: Kushan, Taiidan


This corvette is designed to repair and refuel Communications 09 Scale: 2
ships, from strike craft all the way up to Fuel: 7
Computers 09 Armor: 3
capital ships. Their maneuverability means
they can undertake such actions during Engines 07 Hull Points: 12
combat, helping to keep ships in the battle Sensors 07
Weapons:
without needing to return to a carrier or Magnetic Mines:

mothership. In the event of an emergency, Structure 10 Contact range, 3


(Breaching)
these ships can also be dispatched to help Weapons 10
recover pilots or crew in distress.
Special Functions:
Lay Mines: Create a hazard within the zone and
Communications 09 Scale: 2
designate it “Minefield” (mark it with a truth).
Fuel: 10 Ships within the minefield must pass an Engines
Computers 09 Armor: 0 + Flight test with a difficulty of 2, or be struck
by a mine attack (as above). Allied ships are not
Engines 10 Hull Points: 10 affected by this difficulty increase and cannot be
Weapons: struck by these mines.
Sensors 08
Small Projectile
Structure 08 Cannon: Close range,
2 (Versatile 2)
Weapons 08

Special Functions:
Repair: The repair corvette can repair ships up to
frigate scale. Make a Computers + Engineering
test, difficulty 2, to remove 1 breach from a
target ship’s system. Spend 2 Momentum to
repair one more breach.
Refuel: The repair corvette can refuel strike craft
(scale 1 or 2). Each turn the target ship is in
contact with the repair corvette it regains 3 fuel
points.

118 CHAPTER 5
MULTI-GUN CORVETTE

Class: Strike Craft


Faction: Kushan, Taiidan
Developed in response to Kadeshi swarmer
pods, the multi-gun corvette is an essential
strike craft. It is capable of hitting multiple
targets at once, as well as having the
maneuverability to go head-to-head with
other fighter vessels.

Communications 09 Scale: 2
Fuel: 9
Computers 09 Armor: 2

CHAPTER 5: SHIP COMBAT


Engines 09 Hull Points: 10
Weapons:
Sensors 07
Large Projectile
Structure 08 Cannons: Close
range, 3 (Area,
Weapons 10 Versatile 2)

MISSILE CORVETTE
Special Functions:
Class: Strike Craft Multi-gun: The corvette’s projectile cannon attack
gains the Area effect.
Faction: Turanic Raiders only
Multiple Targets: Ignore the first difficulty
Though outclassed by even light corvettes increase when making additional attacks after
due to their low maneuverability and rate the first in a round, as long as each target is
different.
of fire, missile corvettes do well in groups
when they are able to concentrate fire on
a small number of targets. Employed in
the Homeworld War to take out Kushan
research ships, these unassuming vessels
are not to be underestimated.

Communications 09 Scale: 2
Fuel: 8
Computers 08 Armor: 3
Engines 08 Hull Points: 12
Weapons:
Sensors 08
Guided Missiles:
Structure 10 Close range, 2
(Area)
Weapons 09

Special Functions: None

CHAPTER 5 119
AMBASSADOR CORVETTE

Class: Non-combat (Strike Craft) Communications 09 Scale: 2


Faction: Kushan, Taiidan Fuel: 10
Computers 09 Armor: 3
The ambassador corvette is a modified heavy
corvette design. Stripped of weapons, these Engines 10 Hull Points: 12
ships were often painted a distinct color, such Weapons:
Sensors 07
None
as white, different from their native fleet’s
colors. Used to transport ambassadors or
Structure 10
other dignitaries, these ships remain heavily Weapons —
armored and highly maneuverable in case of
emergencies. Special Functions: None
CHAPTER 5: SHIP COMBAT

120 CHAPTER 5
Frigates
Often used as protection escorts for other vessels, frigates are capital ships that straddle the
line between the larger, slower super-capitals, and the quicker strike craft. They possess better
weaponry than most smaller vessels, but lack the armor of a true capital ship, leaving them to
rely on speed to take on bigger enemy ships.

ASSAULT FRIGATE SUPPORT FRIGATE

Class: Capital Class: Capital


Faction: Kushan, Taiidan Faction: Kushan, Taiidan
Considered to be the workhorse of most Support frigates were designed after it
fleets, the assault frigate is a front-line ship became apparent that repair corvettes
in any combat situation. As they are easily could not operate as effectively under

CHAPTER 5: SHIP COMBAT


able to take down strike craft and other heavy fire. Though not as agile as repair
capital ships, assault frigates make up a corvettes, support frigates are able to
large portion of a fleet’s navy. repair up to ten fighters and four corvettes
at once, while also being able to fire off
powerful enough attacks to keep larger
Communications 10 Scale: 3 ships at bay.
Armor: 3
Computers 09
Hull Points: 10
Engines 09 Communications 10 Scale: 3
Weapons:
Large Projectile Armor: 2
Sensors 07 Computers 09
Cannons: Close Hull Points: 10
Structure 10 range, 4 (Versatile Engines 09 Weapons:
2)
Weapons 10 Plasma Bomb Sensors 07 Small Projectile
Launchers: Close Cannon: Close
range, 3 Structure 10 range, 3
(Breaching) (Versatile 2)
Weapons 10
Special Functions:
Short Jump: Once per round, when making Special Functions:
the Maneuver major action, you may spend 2 Repair: The support frigate can repair ships of
Momentum to move to a point within Long range any scale. Make a Computers + Engineering test,
instead of Medium. difficulty 2, to remove 1 breach from a target
ship’s system. Spend 2 Momentum to repair one
more breach.
Refuel: The support frigate can refuel strike craft
(scale 1 or 2). Each turn the target ship is in
contact with the support frigate it refuels 3 fuel
points.
Short Jump: Once per round, when making
the Maneuver major action, you may spend 2
Momentum to move to a point within Long range
instead of Medium.

CHAPTER 5 121
ION CANNON FRIGATE

Class: Capital
Faction: Kushan, Taiidan
Similar in design to the assault frigate,
the ion cannon frigate forgoes projectile
cannons or any secondary weapons in favor
of a single, powerful ion cannon. This uses
a long particle accelerator that runs down
the center of the ship, powered by fusion
energy. More than capable of dealing severe
damage to capital ships, the ion cannon
frigate is a staple of both the Kushan and
Taiidan fleets.
CHAPTER
CHAPTER5:5:SHIP

DRONE FRIGATE
Communications 10 Scale: 3
Armor: 2 Class: Capital
Computers 09 Hull Points: 13
Faction: Kushan only
Engines 09 Weapons:
The drone frigate is designed to be a holding
SHIPCOMBAT

Small Ion Cannon:


Sensors 07 Medium range, 5 and control ship for the twenty-four drones
Structure 10
(Piercing 2, Vicious) it houses. Artificial intelligence systems
COMBAT

aboard the ship control and track the


Weapons 10 drones.
Special Functions:
Short Jump: Once per round, when making Scale: 3
the Maneuver major action, you may spend 2
Communications 11
Momentum to move to a point within Long range Armor: 3
instead of Medium.
Computers 09 Hull Points: 13
Engines 09 Weapons:
Drone Launcher
Sensors 07 (see Special
Functions)
Structure 10
Weapons 09

Special Functions:
Launch/Retract Drones: As an action, a drone
frigate can launch 1 gun drone sphere (see
sidebar). The gun drone sphere is launched into
the same zone as the frigate. It takes actions
using the drone frigate’s turn.
Short Jump: Once per round, when making
the Maneuver major action, you may spend 2
Momentum to move to a point within Long range
instead of Medium.

122
122 CHAPTER5 5
CHAPTER
Gun Drone Sphere DEFENSE FIELD FRIGATE
Class: Strike Craft
Factions: Kushan only Class: Capital
A gun drone sphere is a swarm of AI- Faction: Taiidan only
controlled drones equipped with small One of the few non-combat capital ships of
projectile cannons used to engage the Taiidan fleet, the defense field frigate
strike craft. As the gun drone is was built as a larger version of the defense
controlled by an artificial intelligence, fighter. Using electromagnetic waves, the
it uses the frigate’s attributes and its ship generates an EM field around its hull
own skills as target numbers for any that repels attacks from guided missiles,
skill tests. It can only suffer a single magnetic mines, and projectile weapons.
breach of any kind—a second breach Often used to help take down carriers or
destroys it. A drone must be within motherships, these ships are part of the
Medium range of the drone frigate that lead assault, protecting other ships by

CHAPTER
controls it to take any actions. taking all the heavy fire. Though the EM field

CHAPTER5:5:SHIP
is strong, it must be recharged after each
Combat 03 Scale: 2 use and is useless against ion cannon fire.
Armor: 0
Command – Hull Points: 12
Engineering – Breaches: 2 Communications 10 Scale: 3

SHIPCOMBAT
Armor: 3
Exploration – Computers 10 Hull Points: 13
Flight 02 Engines 09 Weapons:

COMBAT
Field Generator
Medical – Sensors 08 (see Special
Functions)
Structure 10
Weapons:
Weapons 07
Small Projectile Cannon: Close range, 2
(Versatile 2)
Special Functions:
Short Jump: Once per round, when making
the Maneuver major action, you may spend
2 Momentum to move to a point within Long
range instead of Medium.
Field Generator: You may spend 2 points of
Momentum to activate the ship’s EM generator.
While the EM field is active, attacks made
against you with projectile cannons, magnetic
mines, and guided missiles inflict no stress. The
EM field remains active for a number of rounds
equal to your scale (unless you deactivate it
before then), and must recharge for a number
of rounds equal to your scale before it can be
used again.

CHAPTER5 5
CHAPTER 123
123
ION ARRAY FRIGATE

Class: Capital
Faction: Turanic raiders only
Ion array frigates are similar in many ways
to ion cannon frigates. What distinguishes
the Turanic raiders’ ship is the ion array that
is attached to it. The array uses magnetic
fields to harness free ions from space.
This allows the frigate to focus its attacks,
making it more powerful and increasing its
range.
CHAPTER 5: SHIP COMBAT

Communications 09 Scale: 3
Armor: 3
Computers 10 Hull Points: 13
Engines 08 Weapons: MULTI-BEAM FRIGATE
Large Ion Cannon
Sensors 07 (modified for
Ion Array, see
Class: Capital
Structure 10 special functions): Faction: Kadeshi only
Long range, 7
Weapons 11 (Piercing 2, The multi-beam frigate is one of the most
Vicious) powerful ships in the Kadeshi fleet. These
ships were used in groups of three or four,
Special Functions: and with their devastating ion cannons they
Short Jump: Once per round, when making could take down capital ships with ease.
the Maneuver major action, you may spend 2
Momentum to move to a point within Long range
instead of Medium.
Ion Array: The ship’s ion cannon increases its Communications 10 Scale: 3
range category by 1 and its stress rating by 1 . Armor: 3
Computers 09
Hull Points: 13
Engines 09
Sensors 07
Structure 10
Weapons 11

Weapons: Special Functions:


Large Ion Cannon: Short Jump: Once per
Medium range, 6 round, when making
(Piercing 2, Vicious) the Maneuver major
action, you may spend
2 Momentum to move
to a point within Long
range instead of
Medium.

124 CHAPTER 5
BENTUSI CARGO BARGE

Class: Capital
Faction: Bentusi
The cargo barge was used by the Bentusi as a transport vehicle. At least one of these frigate-
like ships can be found aboard a Bentusi tradeship. It is unknown whether this ship functions
via artificial intelligence, is commanded solely by the tradeship its on, or if one or more Bentusi
are bound to the barge itself.

Scale: 3
Communications 09
Armor: 1
Computers 10 Hull Points: 11
Engines 08 Weapons:
None

CHAPTER 5: SHIP COMBAT


Sensors 08
Structure 08
Weapons –
Special Functions:
None

CHAPTER 5 125
Super Capital Ships
Requiring massive amounts of resources, power and crew, super capital ships serve as the core
of a fleet’s main offensive force. Fitted with heavy armor and hard-hitting weapons, they are the
most difficult ships to produce, but also the most difficult for an enemy to take on. Due to their
cost to make, these ships are often escorted into battle by at least a squad of strike craft and a
number of frigates.

DESTROYER MISSILE DESTROYER

Class: Super Capital Class: Super Capital


Faction: Kushan, Taiidan Faction: Kushan, Taiidan
The destroyer was developed after First developed by the Taiidan, and later
advances in the technology of fusion power encountered by the Kushan, this ship
CHAPTER 5: SHIP COMBAT

on capital ships allowed for larger, more was built around the modified frame of
powerful ships to be built. The destroyer a destroyer. It lacks secondary weapons,
was designed as a step up from a heavily instead relying on powerful missile
armored frigate. Sporting better armor and launchers. These ships can easily take
heavier weapons, the ship is designed to be out groups of strike craft. Some feature
a frigate killer. Its large size, however, means on-board missile factories, allowing them to
that it often has difficulty taking out strike replenish ammunition mid-combat.
craft, and is usually accompanied by fighter
ships to aid in this.
Communications 10 Scale: 4
Armor: 4
Scale: 4 Computers 09
Communications 09 Hull Points: 15
Armor: 4 Engines 07 Weapons:
Computers 09 Hull Points: 15 Guided Missiles:
Sensors 07 Close range, 2
Engines 08 Weapons: (Area)
Small Projectile Structure 11
Sensors 07 Cannon: Close range,
4 (Versatile 2) Weapons 11
Structure 11 Small Ion Cannon
Turrets: Medium
Weapons 11 range, 6 (Piercing Special Functions:
2, Vicious) Missile Volley: The missile destroyer can launch
all of its missiles at a single target. If you
choose to make a missile volley attack, add 4
Special Functions: and the Vicious effect to the attack. Once the
missile volley attack has been made, the missile
Short Jump: Once per round, when making
destroyer can no longer make attacks.
the Maneuver major action, you may spend 2
Momentum to move to a point within Long range Missile Factory (optional): The ship has an
instead of Medium. onboard missile factory. After firing a volley
attack, you may spend Momentum equal to the
ship’s scale to replenish its supply of missiles.
This takes a number of rounds equal to the
ship’s scale, after which the ship may make
attacks or use Missile Volley again.

126 CHAPTER 5
CARRIER ATTACK CARRIER

Class: Super Capital Class: Super Capital/Mothership


Faction: Kushan, Taiidan Faction: Turanic raiders only
Carriers were initially designed to support Attack carriers are solely used by the
smaller fleets and to manage operations Turanic raiders. They act both as a carrier
away from a mothership vessel. Often for strike craft and as a mothership-like
heavily armored and sporting projectile vessel, but are also designed to be combat
weapons, these ships were not designed as capable in their own right. They have
offensive vessels. Instead, they were able heavy armor and an array of devastating
to oversee combat situations, as well as weapons: two large ion cannons and 10
constructing vessels as large as frigates. hull defensible guns, allowing them to take
Carriers can hold up to fifty fighters and on strike craft and capital ships alike. The
twenty-five corvettes at a time. sheer number of hull defensible guns means

CHAPTER 5: SHIP COMBAT


the attack carrier can target multiple ships
at once. Due to the expensive and time-
Communications 11 Scale: 5
consuming nature of building such a ship,
Armor: 5
Computers 10 these are often used as a last resort.
Hull Points: 16
Engines 08 Weapons:
Small Projectile Communications 11 Scale: 5
Sensors 07 Cannons: Close Armor: 5
range, 5
Computers 10
Structure 11 (Versatile 2)
Hull Points: 15
Engines 07 Weapons:
Weapons 09
Large Ion Cannon:
Sensors 06 Medium range, 8
Special Functions: (Versatile 2)
Command Ship: The commanding officer aboard
Structure 10
Hull Defensible
this ship may use the Direct action for any ship
they have a communication link with, and may
Weapons 11 Guns: Close range,
5
assist using Communications + Command.
Construction Ship: The carrier can construct
vessels of scale 3 and lower (see Building Ships, Special Functions:
p.151). Command Ship: The commanding officer aboard
Repair: The carrier can repair ships of any scale. this ship may use the Direct action for any ship
they have a communication link with, and may
Make a Computers + Engineering test, difficulty 2,
assist using Communications + Command.
to remove 1 breach from a target ship’s system.
Spend 2 Momentum to repair one more breach. Repair: The carrier can repair ships of any scale.
Make a Computers + Engineering test, difficulty 2,
Refuel: The carrier can refuel strike craft (scale 1
to remove 1 breach from a target ship’s system.
or 2). Each turn the target ship is in contact with
Spend 2 Momentum to repair one more breach.
the carrier it refuels 3 fuel points.
Refuel: The carrier can refuel strike craft (scale 1
or 2). Each turn the target ship is in contact with
the carrier it refuels 3 fuel points.
Multiple Targets: Ignore the first difficulty increase
when making additional attacks after the first in a
round, as long as each target is different.

CHAPTER 5 127
HEAVY CRUISER THE KAPELLA (DESTROYER)

Class: Super Capital Class: Super Capital Ship


Faction: Kushan, Taiidan Faction: Taiidan (Rebels)
With the exception of mothership-class The Kapella is a destroyer vessel formerly
vessels, heavy cruisers are the largest ship part of the Taiidan Imperial High Guard,
in any fleet, being four times the size of a an elite navy unit of ships dedicated to the
destroyer. The key offensive ships within a protection of the Imperial Flagship and the
fleet, with incredible firepower and only the Taiidan homeworld. Its commander, Captain
best of the best for crew, heavy cruisers Elson, was part of the Taiidan Rebellion.
are the most feared and the most targeted. Turning against the Taiidan Empire, the
Capable of engaging multiple ships at a Kapella was piloted to meet with the
time, the heavy cruiser is designed to be Kushan fleet, where it became an ally of the
the ultimate killer of capital ships and strike Kushan navy.
CHAPTER 5: SHIP COMBAT

craft alike.

Communications 09 Scale: 4
Scale: 5 Armor: 4
Communications 09 Computers 09
Armor: 5 Hull Points: 15
Computers 09 Hull Points: 17 Engines 08 Weapons:
Engines 07 Weapons: Small Projectile
Sensors 07
Large Projectile Cannon: Close range,
Sensors 07 Cannons: Close Structure 11 4 (Versatile 2)
range, 6 Small Ion Cannon
Structure 12 (Versatile 2) Weapons 11 Turrets: Medium
Weapons 12 Large Ion Cannons: range, 6 (Piercing
Medium range, 8 2, Vicious)
(Piercing 2, Vicious)
Special Functions:
Special Functions: Short Jump: Once per round, when making
the Maneuver major action, you may spend 2
Multiple Targets: Ignore the first difficulty
Momentum to move to a point within Long range
increase when making additional attacks after
instead of Medium.
the first in a round, as long as each target is
different.

128 CHAPTER 5
Non-Combat Ships
Often the most vulnerable if caught in an ambush, non-combat ships are used for resource
collection, research, or recon. Non-combat ships are usually accompanied by escorts, such as
corvettes, to ensure their safety.

RESOURCE COLLECTOR

Class: Non-Combat Ship (Capital-Class)


Faction: Kushan, Taiidan
These ships are key for gathering resources. Their phased disassembler arrays can extract
base elements at the molecular level from almost any source, and convert them into resource
units that can be used for construction or trade. Resource collectors can also refuel strike craft,

CHAPTER 5: SHIP COMBAT


though they are rarely used in combat as they lack any true offensive capabilities.

Scale: 3 Special Functions:


Communications 10
Armor: 0 Phased Disassembler Array: The resource collector
Computers 09 Hull Points: 11
can break apart asteroids, starship scrap, and other
metals in space to produce resource units (RU).
Make a Weapons + Engineering test with a difficulty
Engines 09 Weapons: of 0, with each success generating 1 RU. Resource
10 Phased Units must be refined before they can be spent, and
Sensors
Disassembler the gamemaster may limit the disassembler array’s
use or require time to be spent on gathering RUs.
Structure 08 Array (see special
If used as a weapon against a target, such as a
functions)
ship, the difficulty of the attack increases by 3. The
Weapons 07 phased disassembler array has a range of Close and
a stress rating of 3 with the Breaching effect.
Refuel: The resource collector can refuel strike craft
(scale 1 or 2). Each turn the target ship is in contact
with the resource collector it regains 3 fuel points.

CHAPTER 5 129
RESOURCE CONTROLLER PROBE

Class: Non-Combat Ship (Capital-Class) Class: Non-Combat Ship (Strike Craft)


Faction: Kushan, Taiidan, Kadeshi Faction: Kushan, Taiidan
(unknown), Turanic raiders (unknown) Probes are small unmanned ships that
Resource controllers serve as mobile possess no armor and no weapons.
stations where resource collectors can drop What they lack in offensive or defensive
off their materials while in the field. This capabilities they make up for with powerful
reduces travel time, as collectors do not sensors. They can be used to spy on enemy
need to travel back to the mothership or a fleets, or sent to map and chart an area, as
carrier. Resource controllers also have the well as undertaking any number of other
ability to refuel and repair strike craft, often discreet reconnaissance missions. Their
being able to dock ten to twelve fighters and small size means that unless placed within
up to two corvettes. sensor range of an enemy ship they can
CHAPTER 5: SHIP COMBAT

remain unnoticed for long periods of time.


The only downside to this is that they have
Communications 10 Scale: 3
a limited range of travel and very little fuel,
Armor: 0
Computers 09 meaning once they are placed, they cannot
Hull Points: 12
return to the ship that launched them.
Engines 09 Weapons:
None
Sensors 09
Communications 10 Scale: 1
Structure 09 Armor: 0
Computers 08 Hull Points: 7
Weapons 07
Engines 10 Weapons:
Special Functions: None
Sensors 12
Refinery: The resource controller can be
used to refine metals collected by resource Structure 06
collectors. This requires a Weapons +
Engineering test with a difficulty of 0, and each
success refines 1 RU.
Weapons –
Repair: The resource controller can repair
ships of scale 2 or lower. Make a Computers Special Functions:
+ Engineering test, difficulty 2, to remove 1 One-Shot Engine: A probe has limited fuel, only
breach from a target ship’s system. Spend 2 allowing it to fly once to Extreme range. Once
Momentum to repair one more breach. it has covered a distance of 3 zones, it can no
Refuel: The resource controller can refuel ships longer move.
of scale 2 or lower. Each turn the target ship Advanced Sensors: Whenever a character uses
is in contact with the resource controller it the probe’s Sensors they may reduce the difficulty
regains 3 fuel points. of the test by 1.

130 CHAPTER 5
RESEARCH SHIP CLOAK GENERATOR

Class: Non-Combat Ship (Capital-Class) Class: Non-Combat Ship (Capital-Class)


Faction: Kushan, Taiidan Faction: N/A
These ships are created for the single This ship is capable of generating a cloaking
purpose of research and development. field large enough to cloak two frigates.
Often they are relied upon to analyze new Ships within the field remain invisible until
technology, and then replicate or develop it the field is powered down, the generator
for the fleet to use. Occasionally research is destroyed, or the cloaked ships attack.
ships will link together, giving them access Though useful in battle, the cloaking field
to bigger and better laboratories as they can only be generated for short periods of
share resources. time before it needs recharging.

Scale: 3 Scale: 3
09

CHAPTER 5: SHIP COMBAT


Communications Communications 10
Armor: 2 Armor: 1
Computers 11 Hull Points: 11 Computers 10 Fuel: 6
Engines 08 Weapons: Engines 06 Hull Points: 10
None Weapons:
Sensors 09 Sensors 11 None
Structure 08 Structure 07
Weapons – Weapons –

Special Functions: Special Functions:


Laboratories: The research ship is purpose-built Cloaking Field: This can hide vessels of capital
for R&D. The ship’s laboratories count as an class or below with a combined scale of 6.
advantage, decreasing the difficulty of any tests Activating the cloaking field costs fuel equal
using the ship’s Computers, and making complex to the combined scale of the ships within it,
research tasks possible. and the cloak generator must stay within Close
range of the ships it is cloaking. While within
the cloaking field, ships (including the cloak
generator) cannot be tracked on sensors and
may not make attacks. If the Computers system
of the ship is damaged, the ship can only cloak
vessels with a combined scale of 3. The cloak
lasts for a number of rounds equal to the cloak
generator’s scale before needing to recharge.
Recharging costs 2 points of fuel and takes a
number of rounds equal to the ship’s scale.

CHAPTER 5 131
CRYO TRAYS

Class: Non-Combat Ship Scale: 2


Communications 10
Faction: Kushan Armor: 1
Computers 10
Cryo trays were used to house nearly Fuel: 10
600,000 Kushan people in cryogenic sleep. Engines – Hull Points: 10
Frozen as early as twelve years before the Weapons:
Sensors 11
launch of the mothership, many of the None
people within the cryo trays had no idea of Structure 08
the genocide their planet suffered until they Weapons –
were awakened for training, or until the day
of landfall on Hiigara. The trays themselves Special Functions:
have enough power and secondary systems None
to continue to function for a short period of
CHAPTER 5: SHIP COMBAT

time—even after sustaining heavy damage—


so long as the outer hull is not punctured.

132 CHAPTER 5
Motherships
Mothership-class vessels are the largest vessel in a fleet. They act as a central command hub,
and in some cases are also colony ships that support a large population of civilian personnel.
Other mothership-class vessels are given such status due to their size, or the sheer number of
occupants that live or work aboard a vessel—such as a Bentusi Exchange ship—regardless of it
being used for colony purposes or not. Often, motherships are named by the people who created
them: in the case of the Kushan, theirs takes the name Mothership.

The Kushan Mothership

THE KUSHAN MOTHERSHIP

CHAPTER 5: SHIP COMBAT


Class: Mothership
Faction: Kushan

Communications 11 Scale: 6
Armor: 6
Computers 10 Hull Points: 18
Engines 10 Weapons:
Point Defense Grid:
Sensors 09 Close range, 3
(Versatile 2, see
Structure 11 special function)
Weapons 07

Special Functions:
Point Defense Grid: You do 1 less damage against
scale 3 ships and above, but do an additional 2
damage to ships of scale 1 and 2.
Command Ship: The commanding officer aboard this
ship may use the Direct action for any ship they have
a communication link with, and may assist using
Communications + Command.
Construction Ship: The Mothership can construct Construction and Design
vessels of scale 5 and lower (see Building Ships,
p.151).
The plans for the Mothership were first
Repair: The Mothership can repair ships of any scale.
agreed upon in 1159KDS. Without knowing
Make a Computers + Engineering test, difficulty 2, to what the Kushan would be met with upon
remove 1 breach from a target ship’s system. Spend 2 leaving Kharak’s system, the ship was
Momentum to repair one more breach.
Refuel: The Mothership can refuel strike craft (scale 1
designed to be part carrier and colony
or 2). Each turn the target ship is in contact with the ship, part factory and construction vessel.
Mothership it regains 3 fuel points. Layers of armor and heavy plating make up
the outer hull, and within is every facility
imaginable to provide the resources and
infrastructure to produce everything
from ships to food. The Mothership was

CHAPTER 5 133
designed from the ground up to be a self- Life Aboard
sustaining, temporary colony home for the Despite the advanced capabilities of the
Kushan. Mothership, life aboard is not easy. A large
The construction of the infrastructure number of people is still needed to crew
needed to even begin work on the Mothership the ship and its supporting vessels, even
took twenty years, with the construction of with Karan S’jet at the heart of the ship.
the scaffold taking a further ten after that. After the destruction of Kharak, a number
Twenty-five years later the last sections of of the cryo tray sleepers were awakened to
the Mothership’s outer hull were completed, be drafted into the newly forming Kushan
but additional work was still needed to finish military. All crew members of the Mothership
the vessel before it would be ready for a test are between the ages of seventeen and
voyage. fifty, as no one outside that age range was
The final hurdle in the Mothership’s design accepted into the cryo sleep program that
was in how to deal with the number of began twelve years before the Mothership’s
people needed to manage the main bridge. construction. This move to form a military
With incredible amounts of data needing to prompted months of daily drills and training
CHAPTER 5: SHIP COMBAT

be processed in a short period of time, the to get all those drafted crew up to active
bridge crew would have needed to be in the service standard.
hundreds. Having that many command staff Every individual aboard lives their work.
on the bridge was unmanageable, paralyzing Most crew members will work six to eight
the chain of command, and by extension the hours before having personal and rest time.
ability to keep the ship running optimally. At any point, however, a crew member can
With this issue threatening to put an end to be called to their station to begin work
the hope of returning to Hiigara, Karan S’jet, immediately due to emergency situations. It
a neuroscientist, came forward, producing is mandatory to spend at least an hour a day
research that she believed could help. She training and exercising, sometimes as part
suggested using a living brain to process the of a crew member’s job. Despite the artificial
data alongside the Mothership’s computers gravity aboard the Mothership, it is key that
and offered herself as the subject. She was the crew stay healthy in order to prevent
wired into the ship’s central processing core injury and sickness.
using her own research to successfully Even though for much of its journey the
integrate herself into the ship, effectively Mothership and the Kushan people were at
becoming the mind of the Mothership and war, they still celebrated religious holidays
the voice of Fleet Command. Eventually, eight and events together. These were often much
decades after the first construction began, the more humble than they would have been
ship would be ready for the first test of the on Kharak, with resources being heavily
hyperdrive. controlled, and the ship still needing to have
Although the construction of the a working crew, but events like this kept
Mothership united Kiith clans across Kharak, spirits high.
it was not without loss or pushback. In total,
2,357 Kushan lost their lives across the Key Areas
timeline of the vessel’s construction. In their • Fleet Foundry. The automated systems
memory, each of their names was engraved of the fleet foundry can assemble ships of
on the central hyperdrive core, with the any class and size with ease thanks to the
Kushan believing that their spirit of bravery Kushan use of modular technology. The
and hope would follow the Mothership when foundry also contains a massive hangar
the time came for the voyage to Hiigara. bay used for servicing ships and housing

134 CHAPTER 5
them when the Mothership initiates a Far • Fleet Command. Karan S’jet bound
Jump. herself to the Mothership in order to
• Resource Storage Areas. When resource become Fleet Command. Only with
collectors and controllers bring material a living brain handling the huge data
back to the Mothership, it is transfers the shunts that the Mothership requires can it
contents of their hold ready to be reduced function properly. Karan can handle every
to its component elements by a phased update and alert that the Mothership
disassembler array. Once on board the produces and can then choose to deal
Mothership, a magneto-hydrodynamic with them automatically or alert the crew.
shunt field sorts these elements according During combat she can observe the status
to their atomic weight and then transports and position of every ship in the fleet, as
them to storage shells. Many of the well as analyze all systems and combat
Mothership’s resources are stored within response activities within the Mothership.
huge honeycomb-like structures that lie • Fleet Intelligence. The fleet intelligence
under the surface of the Mothership’s decks are located just below the main
hull, covering at least 65% of the space bridge of the Mothership. The main area

CHAPTER 5: SHIP COMBAT


between the hull and the internal is a large spherical chamber filled with
structure. These storage shells can be workstations manned at all times by a
vented in the event of an emergency, and rotating crew of scientists, diplomats,
they add to the Mothership’s armor. linguistics experts, and tactical officers.
• Navigation. A whole section of Most of the data coming into the
the Mothership is dedicated to the Mothership is analyzed here through
navigational computer system for the Karan S’jet’s systems, with experts giving
hyperdrive. Not only does the navigation their conclusions, findings, or tactical
center of the ship control the Achieved recommendations. From here, the ship’s
Target Interrupt of the hyperspace sensor array can also be accessed, as can
core—a priority interrupt that discharges the fleet archives.
the core when the target destination has • Cryogenics. The vault area within the
been reached—but it also controls two Mothership that holds the cryo trays—
other emergency interrupts: The Anomaly containing 600,000 Kushan people—is the
Interrupt and Safety Interrupt. When a most heavily armored part of the ship. The
gravimetric anomaly is detected, the cryonic vault is three kilometers tall and a
Anomaly Interrupt discharges the drive kilometer across, storing all six cryo trays.
and puts the ship back into normal space. As a deviation in temperature of even a
Safety interrupts only occur in the case of single degree could be fatal to the sleepers
irregularities in the quantum waveform, outside of the revivification process, there
or if the Mothership’s hull integrity is are a number of safety protocols built
compromised, forcing navigation to again into the vault. The trays are linked in with
discharge the drive and enter normal the Mothership’s main reactor core, but
space. As hyperspace is still not yet fully should this go offline the vault has its own
understood, the drives are only capable separate auxiliary fusion pylons built into
of inducing a linear tunneling effect, and its walls, each one capable of handling
control of the distance is still imperfect. the power the vault needs to keep the
Scientific limitations mean the Kushan cryo trays working. Access to these vaults
can only use 6% of the core’s full power, is only given to a select few officers and
and navigation can only control it when scientists, those responsible for running
using no more than 2% of its power. diagnostics and monitoring the vault and
the trays’ conditions.

CHAPTER 5 135
HyperDrive Technology and Hyperspace
Little is still known about exactly how hyperdrive technology works, due to its progenitor
origins. Hyperdrives give ships the ability to Short Jump, meaning they can travel faster
than light over a short distance. Such drives are available from the Bentusi and are
widely used on ships of capital-class and larger.
The presence of a hyperspace core allows a hyperdrive to Far Jump. This allows travel
across even vaster distances that would, even with a Short Jump drive, take months
or years to complete. Only three hyperspace cores exist. One is with the Bentusi. The
second is built into the hyperdrive of the Kushan Mothership. At the time of the Kushan
return to Hiigara, the existence of the third core was unknown.
Hyperdrives work by generating a quantum wavefront, sometimes referred to as a
quantum tunneling effect. This can often be seen as a window-like phenomenon opening
up in normal space that passes over a ship and pulls it into hyperspace.
Little is also known about hyperspace. It is theorized that hyperspace does not exist
independently of normal space but is instead created when the hyperdrive is engaged.
CHAPTER 5: SHIP COMBAT

There are other theories that suggest hyperspace is its own independent space, with the
possibility of lifeforms existing within it, but this is yet to be proved. While in hyperspace,
it is impossible to know for certain where in normal space you are positioned, meaning
that any jumps, especially Far Jumps, can be wildly inaccurate the farther you travel.
Rather than measuring just the distance you travel, you also need to know how long it
would take you to arrive, as part of calculating when to disengage the drive is based on
when the correct amount of time has elapsed. Due to hyperspace not being independent
of normal space as far as it is understood, it is affected by large gravitational anomalies,
such as gravity wells or large planets and stars. If an object produces enough of a
gravitational pull, it can rip a ship out of hyperspace.
Exiting hyperspace is an easy affair and is simply done by powering down the
hyperspace drive. The quantum tunneling effect will end on its own, ejecting a ship from
hyperspace. In the event that a ship is forcibly pulled from hyperspace, most hyperdrives
have safety features that detect these anomalies and power down the drive to lessen the
damage to a ship.

136 CHAPTER 5
The Kadeshi Mothership
THE KADESHI MOTHERSHIP

Class: Mothership
Faction: Kadeshi

Communications 08 Scale: 6
Armor: 6
Computers 09 Hull Points: 18
Engines 11 Weapons:
Small Projectile Cannon:
Sensors 10 Close range, 6
(Versatile 2)
Structure 11

CHAPTER 5: SHIP COMBAT


Small Ion Cannon:
Weapons 10 Medium range, 6
(Piercing 2, Vicious)
Rotating Ram: See
special function

Special Functions:
Rotating Ram: You may spend 3 points of Momentum to use the rotating ram when making an attack
using the ramming speed action. Attacks against capital-class ships and above decrease in difficulty by 1
and you do an additional 2 of damage on a successful attack.
Command Ship: The commanding officer aboard this ship may use the Direct action for any ship they have
a communication link with, and may assist using Communications + Command.
Construction Ship: The mothership can construct vessels of scale 5 and lower (see Building Ships, p.151).
Repair: The mothership can repair ships of any scale. Make a Computers + Engineering test, difficulty 2, to
remove 1 breach from a target ship’s system. Spend 2 Momentum to repair one more breach.
Refuel: The mothership can refuel strike craft (scale 1 or 2). Each turn the target ship is in contact with the
mothership it regains 3 fuel points.
Hyperspace Inhibitor: The hyperspace inhibitor has a range of Medium. When a ship in hyperspace moves
into range of an active inhibitor, it is pulled out of hyperspace and suffers 5 of damage. Ships within a
mothership or a carrier do not suffer this stress. Ships within range of a hyperspace inhibitor cannot use
any hyperjump capabilities, such as Short Jump or Far Jump.
Short Jump: Once per round, when making the Maneuver major action, you may spend 2 Momentum to
move to a point within Long range instead of Medium. The Short Jump drive must recharge after use for a
number of rounds equal to your scale before it can be used again.

Construction and Design its purpose, or due to the Kadeshi develop-


The three Kadeshi motherships were con- ing an extreme xenophobic attitude toward
structed with materials cannibalized from anything connected to their exile or outside
ships that passed through the Great Nebula of the nebula. The three motherships would
on trade routes or mining operations. It is have been repaired and added to over this
presumed that construction of these ves- period, and perhaps no longer resemble the
sels began as a result of the transport ship motherships their Hiigaran ancestors would
the Kadesh arrived on no longer being fit for have begun to build over 4000 years ago.

CHAPTER 5 137
In order to move through the vast and of weaponry. Unlike the Kushan mothership,
dangerous nebula with ease, the Kadeshi the Kadeshi motherships sport projectile
motherships were designed in a needle-like and ion cannons, salvaged from vessels
shape. This allowed them to move quickly, that passed through the nebula. This gives
both to catch up to invading ships and to their ships heavy firepower, even without
run from them if necessary. Built for combat, the ability to unleash hundreds of Kadeshi
sporting ion cannons and projectile weapons, swarmer pods—small fighter craft that fly
they are also capable of constructing and in formation and can tear a ship apart in a
releasing smaller swarmer pod vessels and matter of minutes. The outer hull is capable
the fuel pods that they require, making even a of moving at incredible speed, allowing the
single mothership a formidable foe in battle. ship to ram capital and super capital-class
Alongside these reinforcements, the Kadeshi vessels at high speed, causing little damage
motherships have a rotating hull that can to itself but devastating a target ship.
spin at thousands of revolutions per minute
before ramming into ships as big as super Life Aboard
capital-class with little damage done to the Community, work, and preservation are the
motivations aboard the Kadeshi motherships,
CHAPTER 5: SHIP COMBAT

mothership itself. Dodging such an attack is


difficult due to the mothership’s speed. and life revolves around them. Each
The internal architecture of the mothership must ensure that production and
motherships is similar to that aboard the recycling of necessary resources does not
Kushan mothership, as they are both based fall behind. Crews work at all hours to ensure
on the designs of the original Hiigaran these processes keep running, and to ensure
transport ships. The heights of interior that the sensor operations keeping a close
ceilings, door frames, and consoles are watch on the nebula are always manned. Lack
much taller, however, as the Kadesh live in a of resources or production, or crew members
gravity-light environment, meaning that over who fall behind on their duties, are taken
time they have developed elongated bodies seriously. Being unable to provide for the rest
compared to the Kushan. of the community can result in the offending
Despite being shipbound since arriving crew being ostracized from Kadeshi society
in the nebula, never trading with others, until they find a way to redeem themselves.
and having to survive by repurposing and While community and the religious tenets
cannibalizing passing ships, the Kadeshi of the Kadeshi make their life of isolation
possess advanced technology. The greatest seem more idyllic than it is, all three of the
examples of this are the hyperspace inhibitors motherships still suffer from dissent and
that each of the three motherships possesses. crime among their crews. Theft of resources or
Not only do these prevent capital and super the deliberate interference with resources are
capital ships from advancing on the fleet the most common crimes, often committed
quickly in combat using Short Jumps, they either to ensure a crew does not fall behind
also prevent ships from leaving the nebula via on production, or to slow the production
hyperjump. This gives the Kadeshi swarmers of another crew so as to look better in the
time to ravage invading fleets before they eyes of the mothership leaders. Despite the
can attempt to flee, now lacking the ability extreme religious views and strict tenets of
to Short Jump. With all three motherships the Kadeshi, there are some who believe far
capable of using hyperspace inhibitors, they less than they allow others to see. Sometimes
can cover a large area of space, and even if these are ostracized crew members who lose
one of them fails the inhibitor effect is not their faith; other times it is Kadeshi who, with
lost. Alongside this, they also have an array the true hopefulness and will of youth, have

138 CHAPTER 5
grand ideas of a way of life without the fear filtered and processed here is either sent
of the great evil and living for survival. Openly back shipboard to be used by the crew,
holding these views or associating with those or is sent to be used in the fusion reactor
who do can have extreme consequences systems of a ship if it is too contaminated
in Kadeshi society, resulting in permanent to effectively filter.
exclusion, severe punishment, and sometimes • Sensors Operation Center. The Kadeshi
even death. The leaders of each mothership keep a close eye on all that goes on within
regularly receive reports from crew members the nebula in order to prevent trespassers
tasked with looking for signs of crime or loss from entering—and if they do, prevent
of faith, and are in charge of deciding upon an them from leaving. While many ships have
appropriate solution. issues with their sensors in the nebula
due to the abundance of gas pockets and
Key Areas heavy elements, the Kadeshi motherships’
• Construction Bay. Like most motherships, sensors are tuned to filter the interference
the Kadeshi motherships each have a out, giving them a tactical advantage
large construction bay. As the Kadeshi against any who enter. From the operation

CHAPTER 5: SHIP COMBAT


only produce a few varieties of ships— center, the three motherships can
multi-beam frigates, swarmers, and their triangulate their sensors, as well as see
fuel pods—the automated systems here through those of their ships, giving them
can complete construction on these ships a wide view of anything within the nebula.
incredibly quickly using the materials • Cleansing Temple. On the rare occasion
that come from the ship’s recycling that a trespassing ship surrenders to
center. This bay also has room for over a the Kadeshi without protest, accepting
hundred swarmers to dock for repairs and the offer to stay within the nebula over
maintenance. destruction, the cleansing temple is where
• Recycling Center. This is an area adjacent the crew are taken. The ship is stripped
to the construction bay where resources of its technology and then recycled,
and captured ships are taken for recycling. preventing the crew from leaving the
All shipboard waste is also recycled here, nebula or having anyone track it down.
including water. Ships are broken down to They are then taken through to the
their base components, and any that can’t cleansing temple. In a religious ceremony,
be used as-is are broken down further into the “unclean” crew members are forced to
raw materials, which are then sent over renounce their ties to anything outside of
to the construction bay. Other resources, the garden, swear themselves to a life of
such as gases or materials collected from maintaining and caring for the garden, and
the nebula, are also reduced down to be ritually cleansed in water. At the end of
their base elements here and sent to the this, they are given new clothing, with their
construction bay. Food waste is broken old being recycled, and are recognized as
down and either sent as a compost-like “clean” by the Kadesh. It is here that they
material to hydroponics to help grow food, are educated on Kadeshi life and customs
or has any remaining mineral and vitamin so they might integrate into the rest of the
content extracted so it can supplement population.
food or help in making medicine. Water

CHAPTER 5 139
The Bentusi Exchange combat situations, it is common knowledge
that attacking the Bentusi never ends well
for the assailant. Exchange ships carry
THE BENTUSI EXCHANGE heavy ion cannons that use ion technology
far in advance of any other spacefaring race.
Class: Mothership With an extended range and damage output
Faction: Bentusi on these weapons, even the Turanic raiders
think twice about attacking such a heavily
defended ship. They are also the only other
Communications 09 Scale: 6
race in the galaxy (besides the Kushan,
Armor: 6
Computers 10 and formerly the now-ancient Hiigarans) to
Hull Points: 18
possess a hyperspace core, allowing them to
Engines 09 Weapons:
simply outrun any vessel that might pose a
Large Bentusi
Sensors 10 Ion Cannons: genuine threat.
Long range, 9 The technology of the Bentusi surpasses
Structure 12 (Piercing 2, Vicious) that of any other known race, save for the
CHAPTER 5: SHIP COMBAT

Weapons 11 long-lost Progenitors. Much like the Kushan


mothership, the Bentusi ships require a living
Special Functions: host in order to process the sheer volume of
Command Ship: The commanding officer aboard information that such a vessel takes in. Their
this ship may use the Direct action for any ship integration into the ship is far more advanced
they have a communication link with, and may
assist using Communications + Command. than that of Karan S’jet, and they also
Repair: A Bentusi Exchange ship can repair ships display more navigational control over their
of any scale. Make a Computers + Engineering hyperspace core. Though it is not known how
test, difficulty 2, to remove 1 breach from a target
ship’s system. Spend 2 Momentum to repair one many Bentusi are connected to a single ship,
more breach. functions usually performed by a living crew
Refuel: A Bentusi Exchange ship can refuel strike are instead run by maintenance bots and
craft (scale 1 or 2). Each turn the target ship is in
contact with the Bentusi Exchange it regains 3
what some describe as “living technology.”
fuel points. It is unknown how long ago their integration
into their ships took place, but many would
guess it must have happened thousands of
years ago. Due to this advanced integration,
Construction and Design the Bentusi are unable to separate from their
Not much is known about the construction ships, and they experience an unnaturally
or the reason for the design of the Bentusi extended life—possibly thousands of years—
Exchange ships. The Bentusi have been because of it. The secrets of how the Bentusi
shipbound for as long as any historical reached the technological advancements
records have been kept, and it is not known required for such a feat of bioengineering are
where they repair their ships or if they even unknown, and not shared with the rest of the
construct new vessels. galaxy.
The ships are designed in a horseshoe- Life Aboard
like configuration with the front and sides For the Bentusi, life aboard their ship is life
being heavily armored. The rear of the ship as their ship. As far as anyone is aware, the
is open, the whole length of it filled with Bentusi do not need sleep, nor food in any
openings to hangars so that traders might traditional sense, and are able to process
dock to trade resources. Though this open information and pilot their ships without the
back design might seem counterintuitive for

140 CHAPTER 5
need for rest. All their time is spent managing entities present here, while others only
the trade and collection of resources and mention a single Bentusi. No one knows
maintaining ship systems, either through for sure what exactly resides within this
their direct connection with the ship or mysterious chamber.
through the use of maintenance robots of • Trade Floor. A large section of the
varying size and function. exchange is dedicated to open trade. Here
For those who stay long periods on traders can set up temporary shops to
Bentusi vessels, such as those that set up sell their wares to patrons of the Bentusi
shop on the trade floor of a Bentusi Exchange Exchange and can later trade with the
ship, life is very different. Due to the absence Bentusi themselves for anything they
of day and night in space, as well as on the may need. This trade floor is kept in order
Bentusi vessel, most merchants and traders by small assistance and security robots
will default to the hours of the night/day controlled by Bentusi AI, though they are
cycle of their homeworlds and their usual rarely needed, as the Bentusi reputation
routines. This leads to a trade floor which as a force to be reckoned with is widely
effectively never closes. Traders often bring known.

CHAPTER 5: SHIP COMBAT


enough supplies to last them their stay on • Private Meeting Chambers. These areas
the exchange, and once they have sold or are often used when the Bentusi make
traded their goods they either leave via their first contact with a spacefaring race,
own ships or wait until the Bentusi are near a allowing them to speak or trade in private.
station or planet that they wish to travel to. Such an area was used when they first
This is especially common for those using encountered the Kushan, to make sure
ships too small to support a hyperdrive, none knew of the meeting with the exiles,
using the Bentusi Exchange both as a place which was forbidden at the time. These
to trade and a way to move to places within areas can also be used when trading
the outer rim trade routes at a pace far faster technology directly with the Bentusi that
than their own ships could manage. they may have a special interest in. In
all cases, anyone who enters here will
Layout often be greeted by a service robot under
• Sanctum. Very few people have ever
control of the Bentusi.
claimed to have seen inside a Bentusi
• Archive. Because much of the space on
ship’s sanctum. None of the reports have
a Bentusi vessel is not needed for crew
ever been verified, and accounts of what
or quarters, aside from meeting rooms
is within differ so vastly that many believe
and the trade floor, it either houses
them to be false. The sanctum is the area
materials and resources for trade, or the
of the ship where a Bentusi’s physical,
many service robots that maintain and
biological form—or what is left of it—
repair the ship. A large area of the ship,
exists. It is in this room that the body and
however, is a dedicated computer core
mind are integrated into the ship in a feat
that acts as an archive for the Bentusi.
of incredibly advanced bioengineering.
Any and all information that an exchange
Unverified accounts report that the
ship comes across about technology,
Bentusi are so integrated into their ships
hostile encounters, spacefaring races, or
that you can’t tell where the physical body
historical records is stored here. No one
ends and the ship begins, while others
knows how much information is held, or
describe strange-looking humanoid
how far back such archives stretch, but
creatures suspended by cables and
this is shared among all Bentusi Exchange
wires, supported by strange technology.
ships.
Some report that there are multiple

CHAPTER 5 141
Turanic Raider Motherships
The Turanic raiders don’t use a traditional mothership-class vessel in the same way that
the Taiidan or the Kushan navies do. A group of Turanic raider ships is called an “entente”
and is often held together mostly by agreement between the captains of the ships within
it. As their tactics are often that of piracy, ambush, and surprise, they require ships with
speed and heavy combat capabilities. Rather than have a mothership, which are often
slower and less capable alone in combat, each flotilla of ships will have at least one
attack carrier within its ranks (see p.127). This serves as the main command ship of
any given Turanic fleet and is treated as a combat-capable mothership.
Life aboard these vessels is often hard. For the most part, Turanic ships are an
unwelcome sight, and many spacefaring races and planets would prefer not to encounter
them. They trade very little except with the imperialist Taiidan who pay them in goods
and decommissioned ships, supporting their tendency to act as a mercenary group.
Resources can become scarce at a moment’s notice if a fleet has not raided or received
payment in some time. A life free of traditional military regulation means there is no
CHAPTER 5: SHIP COMBAT

strict regimen to life aboard any of their ships. Crews do the jobs that must be done to
keep the ship and the entente running, but outside of that they are free to do as they
wish. Often goods and services are traded through a barter system, bought and paid for
in an exchange of further goods, services, or information.
Due to many Turanic ships either being heavily altered decommissioned Taiidan
ships, or those captured in their raids and then repaired, there is no consistent layout
or technology across those ships. Ententes can vary from having heavy weapons and
advanced technology (for those that can take on particularly powerful fleets) to having
nothing more than simple kinetic weapons and a fleet consisting of low-power ships.

142 CHAPTER 5
The Taiidan Imperial Flagship of the mothership. This allows
it to act as a carrier of massive
proportions compared to other
THE TAIIDAN IMPERIAL FLAGSHIP mothership-class vessels that
rely solely on a hangar bay.
Class: Mothership
The internals of the ship fol-
Faction: Taiidan low standard Taiidan architec-
ture and fabrication. The internal
Scale: 6 layout is optimized for protecting
Communications 10
Armor: 6 the emperor and the command
Computers 09 Hull Points: 18 centers aboard the ship in case
Engines 09 Weapons:
of an enemy fleet boarding,
Small Projectile allowing the Taiidan high guard
Sensors 09 Cannons: Close to reach them quickly with
Structure 11
range, 6 advantageous positions.
(Versatile 2)

CHAPTER 5: SHIP COMBAT


Weapons 10 Life Aboard
Life aboard the imperial flagship
Special Functions: is one reflective of a regimented
Command Ship: The commanding officer aboard this ship may military regime. Everyone aboard
use the Direct action for any ship they have a communication
link with, and may assist using Communications + Command. is held to the highest standard, in
Construction Ship: The mothership can construct vessels of uniform, decorum, and speech.
scale 5 and lower (see Building Ships, p.151). Shifts generally last six to ten
Repair: The mothership can repair ships of any scale. Make a hours, though there is little to
Computers + Engineering test, difficulty 2, to remove 1 breach
from a target ship’s system. Spend 2 Momentum to repair one do in rest time other than sleep,
more breach. eat, or train. Officers that gain a
Refuel: The mothership can refuel strike craft (scale 1 or 2). placement on the flagship are
Each turn the target ship is in contact with the mothership it
regains 3 fuel points. always expected to be at the
peak of their ability. In its day-to-
day running outside of a direct
wartime engagement, the crew
Construction and Design is on regular rotation, with only a handful
The Taiidan imperial flagship is not just the of commanding officers staying aboard for
mothership of the Taiidan imperial fleet, but it longer than a few months at a time.
is also the ship that Taiidan Emperor Riesstiu Daily life only becomes more difficult
IV the Second commanded the fleet from when the Emperor makes an appearance
before its destruction in the Homeworld War. on the ship, sometimes on a whim to make
The ship itself is different in configuration an extended stay. In times of war, however,
from other motherships. It has a blocky, he installs himself as the commander of
rectangular construction with two separate the Taiidan military, promoting even tighter
hangars, allowing ships to deploy from the security aboard—such as the presence of
flagship at a rapid pace. Both of these hangars the Taiidan Elite guard—to calm his paranoid
are well protected from the sides by large fears that someone will seek to strike from
arms that extend from the main body of the within. During these periods the Emperor’s
ship, giving some cover to ships as they pass command of the flagship can sometimes
in and out. Aside from the internal hangars, result in him making strange requests, as
ships are also able to dock on the underside well as drastic changes to procedure and

CHAPTER 5 143
life on board in order to exercise and remind Identical in every way to the true quarters,
others of his power. it is designed to cause confusion to any
boarders in the event of an attack, giving
Layout the Taiidan guard aboard a chance to
• Emperors Quarters. Perhaps one of the find, apprehend, and execute any who
most heavily armored and defendable would threaten him. At any given time,
areas of the ship is the Taiidan Emperor only the elite guards who are stationed
Riesstiu IV the Second’s quarters. The outside either of the quarters know which
room is filled with life support technology quarters is which, and this information is
for when the emperor wishes to stay never divulged to anyone outside of the
onboard the flagship. It also has a number emperor’s elite high guard escort.
of security measures built in, such as • Fleet Command Center. The heart of the
bulkheads that can lower in the event flagship is the command center. From
of a hull breach and its own artificial here the command crew can contact
atmosphere system independent from the any ship in the fleet, either directly or
rest of the ship. It also features its own through various relay stations positioned
CHAPTER 5: SHIP COMBAT

power supply, ensuring that the emperor’s throughout Taiidan space. It is manned at
life support is not at risk if the ship’s all hours by hundreds of personnel, and
power fails. The room is heavily guarded receives thousands of reports per day
by elite members of the Taiidan high about events happening within the Taiidan
guard at all times, though it’s a risky job— sphere of influence. The crew here are all
if the Emperor has a paranoid episode and experienced military officers, tacticians,
suspects for even a moment that a guard scientists, and analysis experts, each
cannot be trusted, he will have them and every one of them loyal to the empire
executed. and the emperor without question. From
• False Quarters. Due to Emperor Riesstiu here, entire fleets of Taiidan ships can be
IV the Second’s paranoia that anyone commanded and organized. The emperor
and everyone is out to threaten him, himself can view and hear any and all
the imperial flagship also features a information that comes through the
duplicate of the Emperor’s quarters. command center from his quarters, as
well as broadcast to the empire.

144 CHAPTER 5
Other GRAVITY WELL GENERATOR

There are a number of other ship-like Class: Non-Combat


vessels in Homeworld. Not all of these are
Faction: N/A
manned craft, and are often devices rather
than true ships, but are important to a fleet Gravity well generators are a dangerous
nonetheless. technology that are still not fully
understood. Capable of generating an
immensely strong gravitational field,
SENSOR ARRAY they can stop strike craft in their tracks,
rendering them useless in battle. Using a
Class: Non-Combat single powerful generator—or sometimes a
Faction: N/A number of them working in concert—it
is also possible to pull ships out of
Designed to expand the sensor range of
hyperspace into normal space, causing
mothership-class vessels, sensor arrays

CHAPTER 5: SHIP COMBAT


massive amounts of damage. Their only
allow a ship to detect the presence of ships,
failing is that they cannot be refueled. Once
resources, and other special phenomena at
they have run out of charge, they must
an extended range.
either be shut down and never reused, or
they explode.
Communications 10 Scale: 2
Armor: 1 Scale: 3
Computers 10 Communications 08
Hull Points: 7 Armor: 1
Engines – Weapons: Computers 09 Hull Points: 10
None
Sensors 12 Engines 07 Weapons: None

Structure 07 Sensors 09
Weapons — Structure 10
Weapons —
Special Functions:
Long Range Sensors: The sensor array has a
sensor range of Long.
Special Functions:
Gravity Field: As an action, the gravity well
High Resolution Sensors: The sensor array
generator can create a large field around it that
generates 1 bonus Momentum from a successful
stops all strike craft within Medium range from
test when it uses its Sensors attribute.
moving. Once activated, the gravity well generator
self-destructs after 3 rounds, inflicting 3
(Piercing 2) to all other ships within Close range.
Gravitational Hyperspace Drop Out: As an action,
the gravity well generator can attempt to pull a
ship from hyperspace. Make a Sensors + Combat
test with a difficulty of 5, reducing the difficulty
by 1 for each additional gravity well generator in
Medium range (to a minimum of 1). If successful,
any ships currently in hyperspace within Long
range are pulled into normal space. The target
ships suffer 5 of damage with the Piercing
effect. Ships within a mothership or a carrier are
not affected by the damage; only the transporting
ship is affected.

CHAPTER 5 145
HEADSHOT ASTEROID PROXIMITY SENSOR

Class: Non-Combat Class: Non-Combat


Faction: N/A Faction: N/A
Created by the Taiidan as a superweapon Proximity sensors are used to detect
to use against the Kushan fleet as they cloaked ships within a given area.
approached Hiigara, the Headshot Asteroid
posed a massive threat to any ship in its
Communications 10 Scale: 2
path. At its core, large engines had been
Armor: 1
fitted to accelerate the 200,000-ton asteroid Computers 10 Hull Points: 8
to a deadly speed, meaning that surviving a
collision with it was impossible. Possessing
Engines – Weapons:
None
no weapons other than its size and speed, Sensors 11
the Headshot Asteroid was accompanied by Structure 06
CHAPTER 5: SHIP COMBAT

a fleet of ships to protect it on its course.


Weapons —

Communications – Scale: 5
Special Functions:
Armor: 5
Computers 07 Hull Points: 17
Extended Sensors: The proximity sensor has a
sensor range of Long.
Engines 11 Weapons: Cloak Detection: The proximity sensor can
None detect ships using the Cloak special function
Sensors – within Medium range. While within the proximity
sensor’s range, cloaked ships can be targeted as
Structure 12 normal.

Weapons —

Special Functions:
Deadly Collision: The Headshot Asteroid makes
its way to a target without deviating from its
course. Each round, the Headshot Asteroid moves
two zones in a direct path toward its target.
Collision with the asteroid inflicts 9 with the
Breaching and Vicious effects.

146 CHAPTER 5
HYPERSPACE INHIBITOR HYPERSPACE INHIBITOR
(STANDALONE) (NETWORK)

Class: Non-Combat Class: Non-Combat


Faction: N/A Faction: N/A
Hyperspace inhibitors are used to prevent
ships from using hyperdrive technology.
Communications 10 Scale: 2
The device disrupts the quantum wavefront
Armor: 1
generated by a ship’s hyperdrive, either Computers 10 Hull Points: 9
preventing it from leaving or pulling the
ship into normal space. It does this by
Engines –
exponentially increasing the amount of Sensors 12
energy needed to power the hyperdrive, Structure 07
making it impossible to start (or causing it

CHAPTER 5: SHIP COMBAT


to fail). These devices can be standalone or Weapons —
built into ships.
Weapons: None
Special Functions:
Communications 9 Scale: 2
Hyperspace Inhibitor: Each hyperspace
Armor: 1 inhibitor has range of Medium. When a ship in
Computers 10 Hull Points: 11 hyperspace moves into range of the inhibitor, it
is pulled out of hyperspace and suffers 5 of
Engines – Weapons: None damage. Ships within a mothership or a carrier
do not suffer this stress. Ships within range of
Sensors 12 an active hyperspace inhibitor cannot use any
hyperjump capabilities, such as Short Jump or
Structure 09 Far Jump.
Network: A network allows inhibitors to work over
Weapons — a larger area, increasing their range from Medium
to Long. The network has a scale equal to 2 plus
Special Functions: the number of inhibitors in the network. The
inhibitors’ hull point maximum is equal to 9 plus
Hyperspace Inhibitor: Each hyperspace
the number of inhibitors in the network. When the
inhibitor has range of Medium. When a ship in
network has suffered breaches equal to half its
hyperspace moves into range of the inhibitor, it
scale, its range decreases to Medium.
is pulled out of hyperspace and suffers 5 of
damage. Ships within a mothership or a carrier
do not suffer this stress. Ships within range of
an active hyperspace inhibitor cannot use any
hyperjump capabilities, such as Short Jump or
Far Jump.

CHAPTER 5 147
Mysterious Ships
and Derelicts
Within Homeworld a number of other strange ships and derelicts were found by the Kushan. The
origin or true purpose of some of these ships is still unknown.

GHOST SHIP

Class: Unknown Scale: 6


Communications –
Faction: Unknown Armor: 6
Computers 12 Hull Points: 17
The Ghost Ship is a huge derelict vessel
discovered by the Kushan when it caused Engines – Weapons: None
anomalies in their hyperdrive, forcing them
CHAPTER 5: SHIP COMBAT

Sensors 09
out of hyperspace. Surrounding the ship
was a fleet, assembled from vessels of
Structure 11
vastly different origins, including Taiidan Weapons —
ships. The Ghost Ship was able to gain
control of capital ships through the use of Special Functions:
a subversion field, though strike craft were Subversion Field: The Ghost Ship is able to gain
unaffected. Those vessels within the field control of capital-class ships that come within
Close range. When a ship enters the subversion
were unable to move, except to rotate and field, its Engines score becomes 0 and tests
attack other passing ships. The Ghost Ship using the ship’s attributes become impossible
while within the field. On the captured ship’s turn,
has no working weapons—instead relying it makes a single attack against any ship not
on its stolen fleet to protect it—but it does controlled by the Ghost Ship. Strike craft are not
affected by the subversion field.
possess heavy armor. After destroying
the subversion field, the Kushan were able
to extract alien technology from the ship,
allowing them to begin work on gravity well
technology. It appears the Bentusi were
aware of the ship, but did not dare approach
it.

148 CHAPTER 5
JUNKYARD DOG JUNKYARD OFFICE

Class: Strike Craft (Corvette) Class: Unknown (Super Capital equivalent)


Faction: Unknown, possibly Progenitor Faction: Unknown, possibly Progenitor
The Junkyard Dog is a corvette-like ship A derelict of unknown origin with a partial
found in the Karos Graveyard. The origin split running across the width of the ship,
and purpose of the Junkyard Dog has never the Junkyard Office is thought to be some
been discovered, but it is thought to be kind of control or relay center for whoever
progenitor technology, possibly built to operates, or once operated, the Karos
be some kind of protection for something Graveyard. Protected heavily by auto guns
within the Graveyard. With a huge pair of and the Junkyard Dog, both seeming to
jaws on the bow of the ship, the Junkyard operate on some form of AI, the derelict is
Dog was able to capture ships up to super still seemingly operational, with lights still
capital-class and then secrete them away visible within the vessel. It was from the

CHAPTER 5: SHIP COMBAT


somewhere within the Graveyard, leaving communications relay here that Captain
some ships functional but badly damaged. Elson of the Taiidan destroyer Kapella sent
a transmission to the Taiidan resistance
to call for reinforcements, only being able
Communications 7 Scale: 2 to make it to the office with the help of the
Armor: 4 Kushan fleet. Very little is known about the
Computers 8 Fuel: 10 rest of the derelict.
Engines 10 Hull Points: 11
Weapons: Jaws
Sensors 09 (see special Scale: 5
function):
Communications 11
Structure 09 Armor: 4
Contact, 3 Computers 09 Hull Points: 11
(Piercing)
Weapons 10
Engines – Weapons:
None
Special Functions: Sensors 07
Jaws: The Junkyard Dog can make an attack
within Contact range of another ship using its
Structure 08
Jaws. Make an attack using Weapons + a Crew
Quality of 4 at difficulty 3 (adjusted for scale
Weapons –
and truths). If successful, the attacks inflicts 3
of stress. You may spend 2 points of fuel on
Special Functions:
a successful attack to capture the target ship,
providing it is super capital-class or below. Once Advanced Communications: The Junkyard Office’s
captured, the ship can no longer use its Engines communications relay can send and receive
attribute to move. When the Junkyard Dog communications from Extreme range and beyond.
moves, the captured ship moves with it. The gamemaster has discretion on the distance
these communications can travel. Additionally,
Speed Burst: When making the Full Throttle
tests to Intercept or Signal Jam are decreased in
action, spend 1 additional fuel to move to
difficulty by 1.
anywhere within Extreme range.

CHAPTER 5 149
KHAR-TOBA KHAR-SELIM

Class: Ancient Hiigaran Khar-Toba Class: Super Capital (Non-combat Support)


transport-class (Mothership) Faction: Kushan
Faction: Hiigaran (Ancient) The Khar-Selim was designed as a support
Khar-Toba-class transports were built by ship. Its mission was to travel to the
the ancient Hiigarans as sublight transport outskirts of the Kharak system in order
vessels, used to transport large numbers of to observe and monitor the hyperdrive
people. Many of these were created in the tests that the Mothership was performing.
space of a single month on the orders of It was destroyed before the Mothership
the Galactic Council after the decision was arrived by the Turanic raiders, as part of the
made to exile the Hiigarans. The sublight Taiidan’s attack on the Kushan. When the
transports built for this purpose were Mothership arrived, all that was left of the
massively flawed. During the exile, many Khar-Selim was its bow—the rest of the ship
CHAPTER 5: SHIP COMBAT

were destroyed due to engine or structural was reduced to debris. The vessel had no
defects, and many others detoured off offensive capabilities but did have improved
course, such as the transport ship found in sensors and computer systems in order to
the Great Nebula belonging to the Kadesh. provide analytical data on the hyperdrive
The only other recorded finding of one of test.
these ships is on Kharak; known as the
Khar-Toba, it is the ship that brought the Scale: 5
Hiigarans to Kharak, eventually becoming
Communications 09
Armor: 1
the planet’s first city after it landed. Computers 10 Hull Points: 12
Engines 08 Weapons:
Communications 08 Scale: 6 None
Sensors 12
Armor: 3
Computers 09 Hull Points: 14 Structure 07
Engines 10 Weapons: Weapons –
None
Sensors 07
Special Functions:
Structure 07 Advanced Sensors: Whenever a character uses
the Khar-Selim’s Sensors attribute they may
Weapons – reduce the difficulty of the test by 1.
Advanced Computers: Whenever a character uses
Special Functions: the ship’s Computers attribute they may reduce
the difficulty of the test by 1.
None

150 CHAPTER 5
SHIP CREATION
While the descriptions in The Ships of Homeworld on pp.110--148 can be used for ships across
several fleets with little change, you may decide that you wish to create your own unique
ship. This might be a vessel for the player characters, or it could be for a new NPC ship of the
gamemaster’s design.

Building Ships
There are three methods that you can use
for creating a new ship: ready-made, quick
Quick Creation
This method is designed to allow you to
creation, or ship construction.
quickly create ships during play, and is best
Which Method Do I Use? suited if the ship you require is similar to

CHAPTER 5: SHIP COMBAT


Each method lists its pros and cons, as well those that already exist. While this option
as what the method works best for. Use this has less customization, it is fast and simple
when deciding which to go with in any given to use.
situation. You may choose to only use one of To create a ship using quick creation,
these methods, or you might use all three in follow these steps.
combination, depending on your needs. 1. Select an existing ship stat block that
matches the type and class of ship you
Ready-Made want.
2. Reduce attribute scores by a total of
The quickest and easiest way to create a
3 points, then increase up to three
player character ship is to simply select a
attributes by a total of 3 points.
ship from the Ships of Homeworld part of
3. You may replace any existing special
this chapter and use that, allowing players
functions with special functions of equal
to upgrade as per the rules in Ship Upgrades
class (see Special Functions, p.156).
(p.154). It is worth noting that when using
this method, player character ships will be This method, just like the ready-made
slightly increased in power, as many of the method, creates ships that are slightly
ship stat blocks have already had various increased in power, as the stat block is
upgrades added to them. written to include upgrades.

Pros Pros
• Quickest method • Quick but more customizable
• Slightly more powerful PC ships • Slightly more powerful PC ships
Cons Cons
• Least customization • More time consuming
Best for? Best for?
• Creating a ship quickly when you need • Creating a ship quickly but allowing
a small amount of customization for something unique
• Player ships that the players will only
control for a short period of time

CHAPTER 5 151
CHAPTER 5: SHIP COMBAT

Ship Construction Ship Construction


This method is like a character’s lifepath
system, as it is a longer series of steps that
Overview
allow you to build a ship and customize Step One: Select a chassis. This deter-
it completely. Unique player ships can be mines the scale and class of your ship.
created this way, as well as NPC ships, which
Step Two: Assign attribute points to
have a few additional steps.
the existing chassis you selected. Each
scale of ship has a different number
Pros of points to assign. NPC ships have
• Most customizable additional points to assign here also.
Cons
• Ships may be slightly less powerful Step Three: Spend points on upgrades.
than those made with the ready-made Purchase weapons, special functions,
and quick creation methods and armor for your ship.
• Most time consuming Step Four: Assign derived stats. Using
Best for? your ship stats, calculate your fuel, hull
• Creating unique NPC ships different points, and weapon stress ratings.
from those that already exist
• Creating unique player ships that they
will control for an extended period

152
152 CHAPTER 5
Step One: Select a Chassis
The chassis you choose will determine the scale and class of your ship. Scale affects how many
points you have to spend on increasing attributes, and how many points you have to spend on
upgrades in Step Three, as well how many and which weapons you can mount. The class of ship
is important for some ship actions and special functions.

Chassis Type Scale Class


Fighter 1 Strike Craft

Heavy Fighter 1 Strike Craft

Corvette 2 Strike Craft

Capital Ship 3 Capital-Class

Super Heavy 4, 5 Super Capital-Class

CHAPTER 5: SHIP COMBAT


Mothership 6 Mothership Class

Fighter Chassis Maximum Weapon Mounts: 1


Communications Computers Engines Sensors Structure Weapons
08 08 09 09 06 07

Heavy Fighter Chassis Maximum Weapon Mounts: 1


Communications Computers Engines Sensors Structure Weapons
08 08 08 08 07 08

Corvette Chassis Maximum Weapon Mounts: 1


Communications Computers Engines Sensors Structure Weapons
08 08 07 08 08 08

Capital Ship Chassis Maximum Weapon Mounts: 2


Communications Computers Engines Sensors Structure Weapons
08 08 07 07 09 08

Super Heavy Chassis Maximum Weapon Mounts: 2


Communications Computers Engines Sensors Structure Weapons
08 08 07 07 09 08

Mothership Chassis Maximum Weapon Mounts: 2


Communications Computers Engines Sensors Structure Weapons
08 08 07 08 08 07

CHAPTER 5 153
Step Two: Assign Attribute Points
You receive a number of points to spend on increasing the base attributes of your ship’s
chassis, as detailed in the table below. Each point increases an attribute by 1, and you can
assign these to any attributes you wish. Player character ships may not have any attribute
with a score of more than 11, and may only have one attribute with a score of 11.

Scale Attribute Points to Assign


1 5

2 5

3 6

4-5 8

6 10
CHAPTER 5: SHIP COMBAT

Step Three: Spend Points on Upgrades


You receive a number of points to spend on upgrading your ship depending on your ship’s
scale. If your ship is a non-combat ship, you receive half the number of points to spend. The
table shows how many points you receive based on the scale of your ship. These points can be
spent on armor, weapons and special functions.

Scale Upgrade Points Upgrade Points for Non-Combat


1 4 2

2 6 3

3 8 4

4 10 5

5 12 6

6 14 7

154 CHAPTER 5
Armor Weapons
Your ship’s armor can be increased by 1 for You may have a number of weapons
each point you spend. equal to the weapons mount maximum
on your chassis type. You must meet the
requirements listed for the weapons you
select.
Stress Point
Weapon Category Range Effects Requirements
Rating Cost
Capital Ship
Guided Chassis (or
Explosive Close 2 Area 1
Missiles gamemaster
permission)
Small Ion Piercing 2, Capital-Class
Beam Medium Scale+2 2
Cannon Vicious and above
Large Ion Piercing 2, Capital-Class

CHAPTER 5: SHIP COMBAT


Beam Medium Scale +3 1
Cannon Vicious and above
Corvette
Magnetic
Explosive Contact 3 Breaching 2 Chassis, scale 2
Mines
or above
Plasma Persistent 2, Weapons score
Explosive Close 4 3
Bomb Piercing 1 of 10 or higher
Small
Projectile Kinetic Close Scale Versatile 2 3 Any
Cannon
Large
Projectile Kinetic Close Scale + 1 Versatile 2 3 Any
Cannon
Hull
Weapons score
Defense Kinetic Close Scale
of 11 or higher
Guns

Special Functions Class Point Cost


You may purchase special functions for your
ship. There is no limit to how many special Special Function
functions you may have, but you must meet 1
Class 1
the requirements for each as listed in Special
Special Function
Functions, p.156. The table to the right 2
Class 2
details the cost of each special function
during ship construction based on its class. Special Function
3
Class 3

CHAPTER 5 155
Step Four: Assign Derived Stats
Now assign any final derived stats for your ship.

Fuel Weapon Stress Rating


If your ship is scale 1 or 2, you have a fuel Any weapon stress rating that lists scale as
rating equal to your Engines score. part of the number of you roll should
have the scale added to the total number
Hull Points of Challenge Dice you roll for the weapon’s
You have a maximum hull point score equal stress rating.
to your Structure + Scale.

A Note on NPC Ships for Gamemasters


Gamemasters will often need to create ships to fit a specific purpose within a campaign
which these creation rules may not cater to—especially if they are designed to be vastly
different from the other ships presented in this chapter. In this case, gamemasters are
CHAPTER 5: SHIP COMBAT

always encouraged to use their judgment in augmenting ship attributes and stat blocks
outside of what is presented here. If the ship you’ve created requires an additional
special function but you don’t have the points for it, feel free to add that special function
anyway. If you wish to increase the attributes of a ship beyond what’s written here to
make an interesting challenge for the players, then do so. Creating fun adversaries or
interesting ships for the players to interact with should always be your primary goal
when creating NPC ships.
It is worth nothing, however, that many players will want to explore or even capture
particularly powerful or strange ships. When creating such a vessel it is worth bearing
this in mind in order to keep the power scale of the players in line with your campaign.

Special Functions
Special functions are additional abilities that your ships have, similar to player character talents.
Each special function has a class that determines its cost during ship construction, an RU cost
when adding it during ship advancement, and requirements your ship must meet to gain the
special function.

Class 1
Advanced System Anti-Strike Craft Design
Requirements: Chosen Attribute 9+ Requirements: None
RU Cost: 8 RU Cost: 5
Select a single ship attribute when you buy Inflict +1 against fighters and corvettes.
this special function. Whenever you make a
test using that system, reduce the difficulty Charged Burst Attack
of the test by 1, to a minimum of 1. You Requirements: Strike Craft
may select this special function up to three RU Cost: 5
times, for a different attribute each time. Spend 2 Momentum before making an
attack roll; if the attack hits ignore 2 armor.

156 CHAPTER 5
Extended Sensors to the ship’s scale. To gain control of the
Requirements: Sensors 10+ ship make a Computers + Flight test with
RU Cost: 5 a difficulty of 1. In order to capture larger
Sensor range is extended to Long. vessels, more corvettes are required, up to
the target vessel’s scale.
Fuel Requirement
Requirement: None Small Fuel Capacity
RU Cost: 5 Requirements: Fuel Rating
When you take this special function, your RU Cost: 2
ship gains a fuel rating equal to your When taking an action that has a fuel
Engines score and is subject to the same requirement, this requirement is increased
fuel rating rules as scale 1 and 2 ships (see by 1.
p.102).
Speed Burst
Ion Array Requirements: Strike Craft
Requirements: Scale 3+, Ion Cannons RU Cost: 5
When taking the Full Throttle action, spend

CHAPTER 5: SHIP COMBAT


RU Cost: 8
The ship’s ion cannon increases its range 1 additional fuel to move to anywhere within
category by 1 and its stress rating by 1 . Extreme range.

Salvage Subversion Swarm


Requirements: Scale 1, Small Fuel Capacity
Routines special function
Requirements: Corvette Chassis RU Cost: 6
RU Cost: 8 You may increase the damage of your
You can board and gain control of enemy weapons by 1 for each point of fuel
vessels that you are in Contact with, equal spent, up to your fuel capacity.

Class 2
Additional Weapon Mount Cloak
Requirements: None Requirements: Strike Craft
RU Cost: 8 RU Cost: 12
You can mount an additional weapon to As an action, the craft can spend fuel
your ship. to cloak itself. While cloaked the fighter
cannot be the target of an action, cannot
Anti-Capital Ship Design be tracked on enemy sensors, and may not
Requirements: None make attacks. The cloak lasts for a number
RU Cost: 10 of rounds equal to the number of fuel points
Attacks made against capital-class ships spent.
are decreased in difficulty by 1. Attacks
against ships scale 2 or less are increased in Cloak Detection
difficulty by 2. Requirements: Scale 3+, Sensors 11+
RU Cost: 12
A ship equipped with cloak detection can
reveal ships using the Cloak special function

CHAPTER 5 157
within Medium range. While within the cloak Multi-gun
detecting ship’s sensor range, cloaked ships Requirements: Scale 2+, Large Projectile
can be targeted as normal. Cannons
RU Cost: 8
Command Ship Projectile cannon attack gains the Area
Requirements: Scale 3+, Communications
effect.
10+
RU Cost: 8 Multiple Targets
The commanding officer aboard this ship
may use the Direct action for any ship they Requirements: Weapons score of 10+, large
have a communication link with, and may size weapons
assist using Communications + Command. RU Cost: 10
Ignore the first difficulty increase when
Lay Mines making additional attacks after the first in a
Requirements: Magnetic Mines round, as long as each target is different.
RU Cost: 5
Refuel
CHAPTER 5: SHIP COMBAT

Create a hazard within the zone and


designate it “Minefield” (mark it with a truth). Requirements: Corvette Chassis, or scale 3+
Ships within the minefield must pass an RU Cost: 12
Engines + Flight test with a difficulty of 2, You can refuel strike craft (scale 1 or 2).
or be struck by a mine attack (inflicting 3 Each turn the target ship is in contact with
, Breaching). this ship, it regains 3 fuel points.

Far Jumps in Your Games


You will notice that the Far Jump is listed as a special function in some ship stats without
any rules mechanics and it is not listed in the special functions list. This special function
indicates the ship has a hyperspace core and is capable of making Far Jumps. The use
of Far Jumps should enrich or further the story and the game, and is not intended to be
a game mechanic the players can control directly (see Hyperjumps, p.102/163). Whether
a ship is Far Jump capable—and how much players can be involved in the decision to Far
Jump—is entirely up to the discretion of the gamemaster.

Class 3
Cloaking Field within the cloaking field, ships (including
Requirements: Scale 3+, Computers 10+, the cloak generator) cannot be tracked on
Fuel Requirement special function sensors and may not make attacks. If the
RU Cost: 15 Computers system of the ship is damaged,
The cloaking field can cloak vessels of the ship can only cloak vessels with a
capital class or below with a combined scale combined scale of 3. The cloak lasts for
of 6, for instance three scale 2 fighters. a number of rounds equal to the cloaking
Activating the cloaking field costs fuel equal ship’s scale before needing to recharge—that
to the combined scale of the ships within costs 2 points of fuel and takes a number of
it, and the cloak generator must stay within rounds equal to the ship’s scale.
Close range of the ships it is cloaking. While

158 CHAPTER 5
Construction Ship Missile Volley
Requirements: Scale 5+ Requirements: Scale 4+, Weapons 10+,
RU Cost: 20 Guided Missiles
The ship can construct vessels of scale RU Cost: 15
3 and lower once per round (see Building You can launch all of your missiles at a
Ships, p.151) by spending Momentum. single target. If you choose to make a
Scale 1 ships cost 2 Momentum, scale 2 missile volley attack, add 4 and the
Ships cost 4 Momentum, and scale 3 ships Vicious effect to the attack. Once the
cost 6 Momentum. missile volley attack has been made you
can no longer make attacks using guided
Field Generator missiles unless you possess the Missile
Requirements: Scale 3+, Computers 9+, Factory special function, or you return to the
Structure 9+ mothership to resupply.
RU Cost: 15
You may spend 2 points of Momentum to Repair
activate the ship’s EM generator. While the Requirements: Corvette Chassis, or Scale

CHAPTER 5: SHIP COMBAT


EM field is active, attacks made against you 3+, and Computers 9+
with projectile cannons, magnetic mines, RU Cost: 15
and guided missiles inflict no stress. The EM The ship can repair ships up to capital-class.
field remains active for a number of rounds Make a Computers + Engineering test,
equal to your scale (unless you deactivate difficulty 2, to remove 1 breach from a target
it before then), and must recharge for a ship’s system. Spend 2 Momentum to repair
number of rounds equal to your scale before one more breach.
it can be used again.
Short Jump
Missile Factory Requirements: Scale 3+, Engines 8+
Requirements: Scale 4+, Weapons 10+, RU Cost: 15
Missile Volley special function Once per round when making the Maneuver
RU Cost: 15 major action, you may spend 2 Momentum
The ship has an onboard missile factory. to move to a point within Long range instead
After firing a volley attack, you may spend of Medium. The Short Jump drive must
Momentum equal to the ship’s scale to recharge after use for a number of rounds
replenish the supply of missiles. This takes equal to your scale before it can be used
a number of rounds equal to the ship’s scale, again.
after which the ship may make attacks or
use Missile Volley again.

CHAPTER 5 159
Installable and
Strange Technology
While the special functions listed previously are
common enough to be available to most fleets, Researching for
further special functions or weapons can be
added to ships though installed technology. Technology
Often, this technology is recovered from new Using the rules for an extended test on
vessels or fleets that a ship encounters, found p.269, the gamemaster may require
within derelict vessels, recovered from ruins you to complete research on a tech-
on other worlds, or traded from people such as nology before you can have it installed
the Bentusi. Listed here are some technologies on either your ship or ships within your
that players might be able to salvage, find, or fleet. Once you have researched the
CHAPTER 5: SHIP COMBAT

otherwise research and add to their ship as technology, you can install it on your
installed technology (see p.164), but it is vessel by paying the RU cost listed in
encouraged that you create your own, based the advancement table on p.164.
on the needs of your campaign and players.

Gravity Well Technology


Gravity technology is seldom used, but when it is, it often comes with destructive properties.
From pulling ships out of hyperspace to disabling whole squadrons of strike craft, it is powerful
tech.

Gravity Field range. If the technology is turned off, turning


Ships or structures that can activate a it back on resumes this countdown.
gravity field can disable strike craft. Gravity
field generator devices are normally single- Advanced Gravity Field
use due to their destructive nature. Unless This allows a ship or structure to generate
turned off prematurely (leading them to be a gravity field that does not suffer the same
discarded) they will explode, as they are destructive properties of its predecessor.
impossible to refuel.
Requirements: Gravity Field special
Requirements: Capital-class or above, function
structure 9+ RU Cost: 20
RU cost: 10
As an action the vessel can create a large
As an action the vessel can create a large field around it that stops all strike craft
field around it that stops all strike craft within Medium range from moving. This
within Medium range from moving. Once lasts for a number of rounds equal to
activated, unless turned off the vessel the ship’s scale. The unit must recharge
self-destructs after 3 rounds, inflicting 3 between uses for a number of rounds equal
(Piercing 2) to all other ships within Close to the ship’s scale.

160 CHAPTER 5
Gravitational Hyperspace As an action, you can attempt to pull a
ship from hyperspace. Make a Sensors +
Drop Out Combat test with a difficulty of 5, reducing
Strong gravitational forces can pull a ship the difficulty by 1 for each additional ship
out of hyperspace—planetary bodies do this generating a gravity field in Medium range,
naturally, and artificial gravity generators to a minimum of 1. If successful, you pull
can be configured for this effect. any ships currently in hyperspace within
Requirements: Capital-class or above, Long range into normal space. The target
Gravity Field special function ships suffer 5 of damage with the
RU Cost: 20 Piercing effect. Ships within a mothership
or a carrier are not affected by the damage;
only the transporting ship is affected.

Hyperspace Technology

CHAPTER 5: SHIP COMBAT


Hyperspace technology has been around for as long as any spacefaring race can remember,
often in the form of hyperdrives. A later development was the use of hyperspace cores that
allow Far Jumps, as employed by the Bentusi and Hiigarans. After the first Hiigaran-Taiidan
war, hyperspace inhibitor technology came into use, which allows a ship or fleet to prevent
hyperjumps.

Hyperspace Inhibitor Advanced Hyperdrive


These are capable of preventing hyperspace Though the most common type of hyperdrive
jumps by forcing a hyperdrive to require is the kind capable of Short Jumps, more
exponentially more power until it is unable to advanced versions have been found.
supply it and shuts down. Inhibitors can be Requirements: Research (Stress 12, 3
used as standalone units or structures, or be breakthroughs, resistance 1)
built into a ship. RU Cost: 20
Requirements: None The advanced hyperdrive allows ships of
RU Cost: 20 scale 2 to possess Short Jump drives. Once
The hyperspace inhibitor has a range of per round, when making the Maneuver major
Medium. When a ship in hyperspace moves action, you may spend 2 Momentum to
into range of an inhibitor, it is pulled out of move to a point within Long range instead
hyperspace and suffers 5 of damage. of Medium. The Short Jump drive must
Ships within a mothership or a carrier do not recharge after use for a number of rounds
suffer this stress. Ships within range of an equal to your scale before it can be used
active hyperspace inhibitor cannot use any again.
hyperjump capabilities, such as Short Jump
or Far Jump.

CHAPTER 5 161
Strange Technology
Out in the wider universe reside many abandoned planets and derelict ships from civilizations
long past and lost to history. Occasionally, travelers and explorers come across these ruins and
find unexplainable technology. From the subversion field of the Ghost Ship derelict, to the drone
technology traded by the Bentusi, there is no end to the possibilities of what might be waiting
to be found.

Subversion Field Advanced


First seen on the derelict Ghost Ship Communications
and used to capture capital-class ships,
subversion fields seem to work on some kind Though it is easy enough for ships within
of intelligent AI, capturing ships for the host the same fleet to communicate, especially
vessels’ purposes. if a mothership or carrier is present, the
technology to transmit communications
Requirements: None over vast distances is still rare. Such a
RU Cost: 20 system could be found in the Junkyard
CHAPTER 5: SHIP COMBAT

The ship is able to gain control of ships of a Office of the Karos Graveyard.
particular class (pick one when you select Requirements: None
this) that come within Close range. When a RU Cost: 20
ship enters the subversion field, its Engines
score becomes 0 and tests using the ship’s Using the Junkyard Office’s communications
attributes become impossible while within relay, you can send and receive
the field. On the captured ship’s turn, it communications from Extreme range and
makes a single attack against any ship not beyond. The gamemaster has discretion
controlled by the host vessel. Strike craft are on the distance these communications can
not affected by the subversion field. travel. Additionally, tests to Intercept or
Signal Jam are decreased in difficulty by 1.

162
162 CHAPTER 5
Drone Technology You gain the drone launcher weapon, which
Sold by the Bentusi, drone technology allows gives you access to the following special
AI-controlled drones to be launched from a function.
ship, normally for combat purposes. Launch/Retract Drones: As an action,
you can launch 1 drone sphere. The drone
Requirements: None sphere is launched into the same zone as
RU Cost: 15 the ship. The drone sphere takes actions
using the ship’s turn. (See p.123 for drone
sphere stats.)

Progenitor Technology
The Progenitors were an ancient race, long disappeared from the galaxy, that are said to be
the originators of hyperspace technology. Their now-derelict ships and ancient tech are much
sought after and rarely found, but when discoveries are made, strange new technology often
comes to light.
Pulsar Beams Progenitor Ablative Armor

CHAPTER 5: SHIP COMBAT


Suggested to have been a creation of the Made of a super-hardened metal, in a
Progenitors, pulsar beams were used by process long lost to time, this armor can
the ancient Hiigarans on their ships as be salvaged from progenitor derelicts and
anti-corvette and anti-frigate weapons. reworked. Too rare and time-consuming to
They work using a similar technology to ion rework for armoring an entire hull, it is often
cannons, but fire beams that last for shorter used to armor the weakest points on a ship.
intervals and have an incredibly high rate of Requirements: Research (Stress 12,
fire. breakthroughs 4, resistance 2)
Requirements: Weapons 10+ RU Cost: 25
RU Cost: 20 You may increase the ship’s armor by 1.
Category: Beam Attacks made against the ship targeting a
Range: Medium specific system are increased in difficulty
Stress Rating: 4 , 6 against corvette by 1.
and frigate ships
Effects: Vicious 2 Creating New
Technology
Progenitor Ion Cannons When creating new technology, game-
These ion cannons are capable of firing a masters should consider what role it
devastating constant beam at their targets, plays in their game. Is it intended to
making them incredibly dangerous to ships challenge the players, or is it intended
of all classes. These weapons are easily for them to recover such technology for
able to penetrate the hull of even the most their ship or fleet’s benefit? Technology
heavily armored ships. that is designed to be adversarial to play-
Requirements: Capital-class or above ers is often powerful, meaning it may not
RU Cost: 20 always be suitable for players to research
Category: Beam or add to their ships, and this should be
Range: Medium considered when creating any new tech-
Stress Rating: Scale + 4 nology. Further advice for gamemasters
Effects: Persistent, Piercing 3 can be found on p.263.

CHAPTER 5 163
SHIP ADVANCEMENT
Ship advancement is how you improve and modify your ship. This can be for customization or
to optimize it for a specific mission.

Buying be able to pay the RU cost and meet the


requirements of the special function in order
Advancements to purchase it. You can remove a special
You can advance and upgrade your ship in function from a ship for free, but if it is a
several ways, from improving its attributes requirement for another special function,
to adding weapons or special functions. you lose that too.
Each advancement has a resource unit
cost, just like character advancements do. Add Weapons
When purchasing an advancement, you can You can add additional weapons to your
choose to have a single player pay the cost, ship, based on the maximum number of
CHAPTER 5: SHIP COMBAT

or you can pool RUs from multiple players. weapon mounts on its chassis. This is used
for weapons that you have free access to
Increasing Attributes within your fleet, such as those listed on
There are two ways to purchase an attribute p.106. Weapons that are added as installed
increase. The cheaper option is to increase technology may ignore your maximum
an attribute by 1 while decreasing another number of weapon mounts.
by 1, essentially moving the attribute points
from one system to another. The other is to
pay a higher RU cost to increase an attribute
Install Technology
You can add and install technology that you
by 1 without needing to reduce any others,
find, trade for, or salvage. The gamemaster
though this can only be done three times.
might decide that once you acquire the
technology, you must complete research on
Adding Special Functions it first (see p.160). Once you have acquired
You can add additional special functions to the technology, you pay the listed RU cost to
your ship, with the RU cost dependent on add it to your ship. This might come in the
the special function you select. You must form of a special function or a weapon.

Advancement RU Cost
5
Increase one attribute by 1
You may not increase an
and decrease another by 1
attribute over 12 in this way
Increase one attribute by 1
10 for the first, 20 for each additional
(max 3 times)
Add weapon Kinetic: 10 Beam: 20 Explosive: 20
Add special function RU cost listed on special function
RU Cost dependent on technology
Install technology
(see p.158–261)

164 CHAPTER 5
Chapter 6

HISTORICAL
BRIEFING
Overview
The history of the Kushan people, of their From even this earliest known stage, the
time on Hiigara, on Kharak, and on Hiigara propensity of our people for war, and
once again, is shrouded in the mystery of their proficiency at it, are clear. We were
conflict and the fogs of war and time. Much an aggressive and resourceful people, a
has been forgotten, or actively suppressed. force to be reckoned with.
To the best of our reckoning, here is what
historians, anthropologists, and researchers

CHAPTER 6: HISTORICAL BRIEFING


have been able to discover. The Fall of Hiigara
The martial acumen, fighting spirit, and
The First Time technological advantage of the early Kushan
The Hiigaran empire occupies the most nearly prove too much for the galaxy to
powerful position in the galaxy, but they are resist. Ultimately, a great alliance led by the
not content. Near the end of this period, the Taiidan and Bentusi beat them further back
Hiigarans discover the Hyperspace Core: until surrender is inevitable. Although many
a powerful artifact from the Progenitors, of their enemies advocate that they should
allowing rapid hyperspace travel. Chafing be destroyed to the last child, more merciful
under the restraint of their neighbors, the souls prevail. The Hiigarans are sent into an
Hiigarans use it to wage war on the Taiidan eternal exile.
Empire and their previous allies, the Bentusi.

Short Jumps and Far Jumps


Two kinds of hyperspace travel are known to be possible. Short Jump technology is
relatively simple, and hundreds of species have either developed it independently, or
reverse-engineered it from devices purchased or captured from other races. This form is
reliable, but limited to a few light years at a time.
Far Jump technology remained the exclusive domain of the Bentusi for centuries, until
the Hiigarans discovered the second Hyperspace Core. It was this power that tempted
and permitted their sneak attack on the Taiidan homeworld, setting in motion all that
followed. Its workings remain a mystery, a lasting artifact from the Progenitors yet to be
fully explored and understood.

CHAPTER 6 165
One can only speculate about whether Early Settlement &
our ancestors’ population could have
been purged from the universe. It is far
Heresy Wars
more likely that splinter groups would The first few thousand years of life on
have escaped into the darkest corners Kharak are characterized by physical and
of the galaxy, biding their time until they environmental hardships. Over time the
were again strong enough to wreak re- Hiigarans forget their origins, naming
venge. In a way, that is exactly what hap- themselves the Kushan and believing they
pened. are native to Kharak. Vicious holy wars
between the various Kiithid (clans) nearly
destroy the Kushan until a science-and-logic-
The Exile based ideology emerges supreme.
All surviving Hiigarans leave their home
Again, we see the true nature of our
on a generations-long journey across the
hardy and courageous people. Even un-
stars. Only a fraction of the transport
der extreme conditions, they found the
ships complete the passage. The survivors
time and energy for martial pursuits. It
ultimately settle on the desert planet of
staggers the mind to think what the ear-
Kharak.
ly Kushan could have accomplished if
CHAPTER 6: HISTORICAL BRIEFING

It strains belief that any people could only they had turned that drive to art, or
survive such a thing intact, but if history science, or peacemaking instead of war
teaches us one lesson in full, it is that during those early years.
our people can endure... anything.

166 CHAPTER 6
The Age of Reason survival, ultimately reclaiming our home on
Under a scientifically-minded hegemony, Hiigara.
the Kushan experience rapid development
across most fields of science. It is during this One wonders what might have happened
time that the xenogenesis theory (the idea had we been greeted into the galactic
that their people were not originally from community with open arms. Would the
Kharak) first gains popularity. At the end need for war have inevitably surfaced?
of this period, Khar-Toba, the Guidestone,
and the Hyperspace Core are discovered,
changing everything.
Landfall
Restored to their homeworld, the Kushan
The records are thin here, but I suspect resettle the ancient cities and reconnect with
the competition between researchers a planet somehow familiar to their bones.
and industrialists served as a proxy for The old clans begin to reassert themselves,
armed conflict. The clash of ideas, after and the Hiigarans again become a galactic
all, is not so different from the clash of force by combining their military might with
arms. a sense of general goodwill from the Galactic
Council.

CHAPTER 6: HISTORICAL BRIEFING


Khar-Toba Era Here again we see a brief example of
For a century, the entire Kushan population what we can accomplish when not at
bends its will toward applying what was war. We restored the planet, society, and
found in Khar-Toba — both toward rapid place in the galaxy at what can only be
space deployment and toward mounting an called an alarming pace. This despite
expedition to their millennia-lost homeworld. challenges of identity, and the loss of
They construct an enormous mothership over 98% of our population.
both to test new hyperspace technology, and
to form the center of the journey to the cradle
of their species.
Period of New Wars
The Pax Hiigara was not long-lived, as
Here we have a taste, just the barest conflict is the rule of life within the Inner
glimmer, of what we could accomplish if Rim. Over the two centuries after Landfall,
they were not on a perpetual war footing. the Hiigarans become embroiled in two new
What our people did in just one hundred conflicts: the Beast War and the Vaygr War.
years is nothing short of miraculous. Both end in victory for the Kushan, though
at heavy cost. This period ends with the
opening of the Eye of Aarran, which brought
Destruction the entire galaxy, and perhaps others, into the
and Exodus reach of civilized species.

The Kushan test the hyperdrive with cata- These episodes may well predict our
strophic results. The test triggers an ancient future place in an enlightened galactic
monitoring system, and the Taiidan respond society. We seem custom-made for war.
to the Kushans’ unknowing defiance of a mil- Perhaps we best serve the greater whole
lennia-old edict by murdering every soul still as an entire species of protectors and
on Kharak. In response, the Kushan mount a peacekeepers.
desperate war and journey far to ensure their

CHAPTER 6 167
Futures Yet what perils lurk in the spaces beyond the
Undreamt Eye. Decades or centuries may pass before
the next crisis, but the people stand ready to
Years near and far distant hold unknown meet it.
adventures, trials, tribulations, and victories
for Hiigara and its people. Some of those We know as little about the coming
conflicts have their seeds sprouting even centuries as we do about Hiigara’s deep
now. Splinter Taiidan sects still loyal to the past. However, one thing is certain.
Emperor lurk in dark corners. The Turanic Whatever the future holds for us, it will
raiders are again on the rise. None can say not be boring.

A Matter of Time
Different records of the Kushan give the dates of their exploits using different
reckonings. Of those, these are the four most commonly used in Hiigaran history.
• GSY (Galactic Standard Year). None remember what event corresponds with its
Year Zero, but it must have been momentous.
CHAPTER 6: HISTORICAL BRIEFING

• KDS (Kharakian Dating System). Developed by Kiith S’jet during the Exile. Year Zero
corresponds to the date the system was created.
• BHL (Before Hiigaran Landfall), running backward from the end of the Homeworld
War. (Year 100 BHL is ten years before year 90.) This reckoning (and AHL) was
declared by Karan S’jet in celebration of the Kushans’ arrival on Hiigara.
• AHL (After Hiigaran Landfall), running forward from the end of the Homeworld War.
(Year 100 AHL is ten years after year 90.)

Era KDS GSY BHL AHL


The First Time – ~5500 - 6510 ~4010 - 3000 –

Fall of Hiigara – 6510 3000 –

The Exile – 6510 - ~7800 3000 - ~1710 –

Early Settlement 1 - 520 ~7800 - 8814 ~1710 - 696 –

Heresy Wars 520 - 820 8814 - 9107 696 - 403 –

Age of Reason 830 - 1106 9107 - 9400 403-110 –

Khar-Toba Era 1106 - 1216 9400 - 9510 110 - 1 –

The Exodus 1216 9510 1-0 –

Landfall Era 1217 - 1232 9511 - 9526 – 0 - 15

Era of New Wars 1232 - 1332 9526 - 9626 – 15-115

Age of S’jet 1332 and 9626 and 116 and



onward onward onward

168 CHAPTER 6
A Brief History of
the Kushan
To truly understand what forces could push any species to such rapid advancement, ferocious
warfare, and reckless optimism, one must understand the journey of that species from first to
last. This is an attempt to chronicle that journey, as best as can be determined.

The history of the Kushan peo-


ple is best considered in parts, Timeline of the Kushan
each providing defining events
• Unknown Progenitors rise, live, and die
and underscoring key character-
• 0 Galactic Civilization Begins
istics. Combined, they form the
• Unknown Bentusi Discover First Hyperspace Core
fire and forge for the metal of
• ~5500 GSY Galactic Council Formed
this people.
• 6509 GSY Discovery of Second Hyperspace Core
• Pre-Exile: from the earliest
• 6510 GSY Guidestone Created
historical record to the Hiiga-
• 6511 GSY Taiidan Empire Relocates Capital to

CHAPTER 6: HISTORICAL BRIEFING


ran Empire’s defeat at the
Hiigara
hands of the Taiidan.
• ~5800 Exiles Land on Kharak
• Exile: the Kushan journey
• 8294 Kiith S’jet Establishes Kharakian Dating
through the stars, and their
System
time on Kharak up to the Age
• KDS 513 Massacre at the Ferin Sha
of Reason.
• KDS 520 Beginning of the Heresy Wars
• Age of Reason: an era of
• KDS 652 First Southern Crusade
relative peace, prosperity,
• KDS 700 Final Southern Crusade
and unprecedented scientific
• KDS 820 Heresy Wars End
advances.
• KDS 1024 Mission Silumiin Riots
• Pre-Exodus: beginning with
• KDS 1106 Discovery of Khar-Toba by Radar
the discovery of Khar-Toa
Satellite
and ending when the Moth-
• KDS 1110 Operation Khadim
ership made her first hyper-
• KDS 1112 Rediscovery of Second Hyperspace Core
space jump.
• KDS 1135 Rediscovery of Guidestone
• Exodus: the destruction of
• KDS 1155 Mevath Segald Presents the Guidestone
Kharak and campaign to
to the High Ministers
reclaim Hiigara.
• KDS 1159 Construction on the Mothership
• Post-Exodus: all events
Commences
after Karan S’jet set foot on
• KDS 1216 The Burning of Kharak and Launch of
the soil of the homeworld,
the Mothership
including the Beast War and
• KDS 1217 Assam Kiith’sid Established as New
Vaygr War.
Capital of Hiigara
• AHL 15 The Beast War
Read on for full details of
• AHL 114 Makaan locates the Third Hyperspace
each of these eras: their most
Core
significant events, and the con-
• AHL 115 The Vaygr War
sequences of those events for
the Kushan and the galaxy.

CHAPTER 6 169
Pre-Exile equally driven to expand, they had already
Although Hiigara is known to have been clashed with the Hiigarans, who were more
inhabited by the Hiigarans for many aggressive in nature, in minor skirmishes
thousands of years prior to the exile, their over border systems. The Taiidani proved
records only extend back to approximately better politicians, and swayed the will of
3500 GSY. Prior to that, no reliable the Council against Hiigara. They awarded
information exists. Reliable histories of the multiple disputed systems to Taiidan, and
time before the Exile are thus a history of the placed a thirty-light-year exclusion zone
Inner Rim systems, of which Hiigara is one. forbidden to the Hiigarans.
Even the earliest histories fade into myth Hiigara might have faded into a historical
and legend prior to the Bentusi’s discovery of footnote if not for a fateful accident. Hiigaran
the First Hyperspace Core. Using this artifact explorers discovered the Second Hyperspace
to make hyperspace jumps farther and faster Core drifting in the Great Wastelands.
than other species, they sold their knowledge Installed on the warship Sajuuk’s Wrath, it
and technology to those races that could allowed them to deliver attacks far behind
afford it. In time, this unified hundreds of far- Taiidan lines, and to avoid or ambush reprisal
flung worlds into a galactic community. As fleets. The Hiigarans mounted a brutal
the community grew and the need for greater surprise attack which decimated their rival’s
seat of power. In less than three days, a series
CHAPTER 6: HISTORICAL BRIEFING

cooperation became increasingly evident,


that unification became codified by the rise of offensives destroyed the Taiidan fleets and
of the Galactic Council. Hiigara, already demolished the Taiidan homeworld, including
a growing power, was among the sixteen millions of civilian casualties. The campaign
empires to first sign the accords. was among the most destructive in five
Taiidan was another of the initial signatory thousand years of recorded military history.
worlds. Neighbors to the Hiigarans and

Diverse Daiamids
The word Daiamid has been used throughout Hiigaran history to refer to a governing body
existing above, but with the blessings of, the leadership of the individual clans. Though
many may have existed in earlier times, three Daiamids are known to have existed.
The First Daiamid governed Hiigara in the time before the Exile. This body ruled over
the Hiigaran Empire, made the decision to attack Taiidan using the Second Hyperspace
Core, and elected to betray the Bentusi during the peace accords. It was disbanded after
Hiigara’s defeat, entirely disappearing as the Exiles boarded their prison vessels.
The Second Daiamid formed in the ashes of the Heresy Wars under the leadership of
Kiith Naabal. Far from despotic or power-hungry, it directed the efforts of all Kushan
toward recovering from the horrors of war and exploring the universe through empirical
research. All members of the Second Daiamid perished in the Kharakian Genocide.
The Third Daiamid still exists, having formed as the Kushan reclaimed Hiigara as their
own. Only time will tell whether they will remain the spiritual descendants of the Second
Daiamid, or succumb to the temptations of spoils and empire, repeating the mistakes of
the First.

170 CHAPTER 6
The Galactic Council united against were destroyed by Hiigaran weapons during
Hiigara, demanding an unconditional the First Time, and that the victims were
surrender from the Hiigarans. They were Taiidani. This discovery comes during tense
to abandon their fleet within the exclusion peace talks between Hiigara and Taiidan,
zone and turn the Hyperspace Core over and news of it could derail the proceedings
to the Bentusi. The Hiigarans professed to entirely, leading to yet another devastating
surrender, then instead made an eleventh- war. The players are tasked with bringing the
hour surprise attack against the Bentusi—a news to the Galactic Council and the peace
race long held to be invulnerable—who had emissaries, but parties within the Taiidan
offered to act as mediators. Such was the crave open war and will stop at nothing to
power and confidence of the Hiigarans at the foil the player characters’ mission.
height of their power. Bentusi Gambit: Though notoriously
The Bentusi responded by joining the close-lipped, the Bentusi race still has its
Taiidan in war against the Hiigarans. share of leaks and rumors. One such rumor
Their technology, combined with the states they are staging for a new expedition
remaining Taiidan elements, led ultimately into the Great Wasteland, where they
to the destruction of the Hiigaran fleets. have found a new Progenitor site replete
The Hiigarans were helpless, defeated. with previously unimagined technologies.
The Taiidan Empire, still blood-mad with Although the Bentusi are allies of Hiigara,

CHAPTER 6: HISTORICAL BRIEFING


grief, demanded the peoples’ complete High Command still wants a Kushan presence
destruction. They would settle for nothing at the dig. The player characters have a key
less than genocide. role in this mission, though its exact nature
Bentusi emissaries and other member is up to the gamemaster. They could be
worlds of the Galactic Council called for operatives in search of precise coordinates,
a halt to the killing, ultimately convincing diplomats applying pressure for an invitation,
the Taiidan to relent. However, the empire or a raiding party send to take direct action.
demanded Hiigara be stripped of life, not
through slaughter but by exile. The Hiigarans Exile
were to leave the Inner Rim, never to The exile began as the time of the Hiigarans
return—and never again to use hyperspace on Hiigara ended. The entire population
technologies of any kind. boarded great transport ships and embarked
Great Questions Remain. What were the pre- on a multi-generational journey away from
space-travel Kushan like? Why were their the Inner Rim. Precisely how long they
dreams of empire stronger than their sense traveled is lost to time.
of self-preservation? When did intelligent It is known that the Hiigarans forgot
life first evolve or appear on Hiigara? How themselves during these times of trouble.
did the Hyperspace Cores get to the Great They forgot where they were from, who they
Wastelands? were, and why they were drifting among the
stars to begin with. Within the Daiamid, the
Adventure Seeds Hiigarans became history, and eventually
Echoes of the Past: An exploration vessel legend, myth, and prophecy. Only the Taiidan
encounters a crypt world: an outpost some remembered fully, and watched the Outer
forty light years from Hiigara, devoid of life Rim with suspicious eyes.
but littered with abandoned cities. A research Before reaching Kharak, many of the
and exploration party finds remains of the convoy’s ships had been lost. Some fell
population, now dust for many thousands of apart as their components aged. Others
years. Further investigation determines they were victims to pirate raids, accidents, and

CHAPTER 6 171
even sabotage. Still others simply drifted out The Heresy Wars
of contact with the rest of the fleet, due to The nominal cause of this horrific conflict
comms failure, navigation failure, or mutiny. is a clash between Kiith Gaalsien and Kith
Only a single ship made it to Kharak; even Siidim, two powerful Kiithid with oppositional
that desolate and harsh desert world looked religious views. Kiith Gaalsien, an ancient
welcoming when compared to the life any and conservative sect, maintained that it
living Hiigaran could remember or imagine. was the holy lot of the Kushan to suffer
And so they settled on Kharak, eventually from birth to grave in penance for some
forgetting their origins, believing themselves great evil committed by their ancestors. By
to be native to the desert planet. The contrast, Kiith Siidim’s theology claimed that
Hiigarans became the Kushan. The first half- all Kushan except the Siidim were inferior
millennium was a time of conflict between
creatures, born of the sands of their planet...
the clans and the harsh environment of their
and that the Siidim were born among the
new home, during which they lost all memory
stars to rule over the other Kiithid.
of any life but that in the desert. Technologies,
Although this clash is what brought
industries, and histories vanished from all
the entire world to war, it’s likely it was not
Kushan minds, replaced by the immediate
necessary. During that century, conflict
needs of survival on this inhospitable world.
between different Kiith was so universal, one
During those first few generations, nearly
skirmish or another would have tipped the
CHAPTER 6: HISTORICAL BRIEFING

all technological knowledge was lost as


balance. Gaalsien and Siidim were simply in
survivors fled the first city built around the
ruins of their transport. Within just a few the right war at the right time.
generations, the Kushan had to rediscover War raged beginning in 520 KDS.
nearly everything from first principles. Thousands were burned or otherwise
Over centuries, the Kiithid conquered slaughtered as heretics. None were safe, since
what parts of Kharak they could. They any given belief was heretical to somebody.
learned to survive the crippling heat, to tame The less remembered about these years
its animal life. The poles began to sport the better, but two atrocities stand out as
agricultural fields, then villages, then cities. instructive examples and warnings.
As life became more stable and comfortable, Kiith Gaalsien staged three crusades into
Kushan minds turned to matters of religion. the southern polar regions between 652 and
The Kiithid fought against one another, first 700 KDS, hoping to replenish their waning
for resources, then over matters of faith. resources from the wealth of those more
Early in the 6th century KDS, a religious peaceful territories.
dispute between Kiith Gaalsien and Kiith Three hundred years of warfare destroyed
Siidim boiled over into open, world-spanning entire clans. Resources needed to keep
war. the desert at bay were diverted to military
In 513, seven years before the official endeavors, leading to widespread water
start of the war and following Kiith Siidim’s shortages and dehydration. As supplies
rapid change in religious view—now believing dwindled, command of even the militaries
themselves to be divine and all other Kiithid began to break down. Anarchy within and
to be lesser—Siidim soldiers massacred between the Kiithid ruled. After surviving a
unarmed celebrants at the Manaani festival galactic war and five hundred years in the
called the Ferin Sha. The blood feud this desert, the Kushan were on the brink of
slaughter sparked extended well into the warring themselves into extinction.
Heresy wars, and the act is remembered to Their salvation, unsurprisingly to students
this day by more than a few Manaani. of Kushan culture, came first in the form of
further war. A small northern clan, Kiith Naabal,

172 CHAPTER 6
developed the long-forgotten technology of Great Questions Remain: Why, among the
chemical explosives. Possessing firearms billions of worlds of the Outer Rim, was
and bombs while their rivals did not, they Kharak their destination? How did their
established their rule over the planet in just histories and institutional knowledge fade
two decades. Fortunately for the survivors, so swiftly and so completely? What Kiithid
their religion was based on science, logic, existed prior to the exile, only to die out
and rational exploration of both the universe completely or be subsumed during the years
and ideas. They wanted neither power nor between Hiigara and Kharak?
reprisals—just an end to the war and the
survival of their species.
Under their rule, Kharak entered the Age of
Reason.

The Kiithid of Kharak


Life on Kharak was dominated by groups of Kiithid: large, powerful factions and clans
with influence worldwide, which competed for resources and the domination of their
respective ideologies. Hundreds, if not thousands, of clans rose and fell during the
Kushans’ time in exile, but some stand out with special significance.

CHAPTER 6: HISTORICAL BRIEFING


• Kiith Hraal: a younger Kiith, formed at the beginning of the Age of Reason.
Engineers and industrialists.
• Kiith Jaraci: a clan of technicians specializing in sensor technology and astronomy,
a vassal to Kiith S’jet.
• Kiith Kaalel: spooks, handlers, fixers, and media jockeys. This Kiith has cornered
the market on information and black markets.
• Kiith Manaan: traders and explorers, this Kiith was entirely nomadic until the Age of
Reason. They still produce the best scouts and diplomats.
• Kiith LiirHra: the most recently formed Kiith, born of an alliance between Kiith Liir
and Kiith Hraal. They are pilots, engineers, and shipbuilders.
• Kiith Naabal: saviors of the Kushan, their technology ended the Heresy Wars. They
focus on research and industry, along with wielding power for its own sake.
• Kiith Paktu: a martial Kiith, these warrior-philosophers are known to aid weaker
Kiith fighting a losing but righteous cause.
• Kiith Sagald: devotees of Mevath Sagald, who found the Guidestone. They are
highly technical, specializing in vehicle research, development, and manufacture.
• Kiith Siidim: conservative, but no longer religious, they remain faith-based. They
have a long history of betraying the other Kiith on moralistic grounds.
• Kiith S’jet: philosophers and scientists. One of the oldest Kiith, and the first to
embrace xenogenesis.
• Kiith Soban: joined only by the free choice of adults, this band of mercenaries is
populated by survivors of raids and war. They are expensive and follow the flow of
payment.
• Kiith Somtaaw: a mining clan with a nearly fanatical belief. Tolerated largely
because of the resources they supply.

CHAPTER 6 173
CHAPTER 6: HISTORICAL BRIEFING

Gone But Not Forgotten


Some Kiithid no longer operate openly and are said to have faded to memory long ago.
Whether or not those rumors are true is for the future to determine.
• Kiith Ferrill: a lesser religious Kiith destroyed by Kiith Gaalsien during the Heresy
wars. While active, they were staunch allies of Kiith Siidim.
• Kiith Gaalsien: now outlawed for their religious fanaticism, which nearly destroyed
life on Kharak. They live on underground, carrying on a clan old enough to be
mentioned in even the oldest texts.
• Kiith Tambur: this clan of medical experts was all but destroyed during the
Kharakian Genocide. Since landfall, the last living member has begun reviving the
clan with new goals.

The Kiith system existed long before the Exile, and since they have returned to Hiigara—
and enough of the population has awakened from cryogenic sleep—the Kiithid have
begun to reassert themselves.
See Chapter 7: Kiithid Society Briefing for full details of the major Kiithid and their
interactions.

174 CHAPTER 6
Plot Seeds advances across industries ranging from met-
Shades of Heresy: An expedition to allurgy, to computer science, to communica-
investigate buried ruins on an obscure island tions, to energy. And those advances allowed
in Hiigara’s southern ocean has discovered for further refined techniques of exploration
new scriptures carved into ancient rock and experimentation. They combined into an
similar to that of the Guidestone. These upward spiral of development rocketing the
scriptures bring many Kushan to realign Kushan inexorably toward a space age.
themselves into the old Kiithid, as well Although not all factions were entirely
as some new ones. Conflict is open, and devoted to this new direction, the Age of
war may be imminent. The players must Reason saw unprecedented cooperation
investigate the incipient rise of a particularly among the Kiith. Many believe it would have
charismatic Kiith-Sa, one marching under a not been possible without such unification.
banner of xenophobia and moralism, and find It was during this time that biologists
a way to slow his climb before he can foment and anthropologists made a startling and
a second Heresy War. confusing discovery: the Kushan shared very
Hunting Taiidan: The newly reformed Kiith little biochemical or genetic similarities with
Tambur has just one goal: the capture and the other species of Kharak. All other species,
slaughter of war criminals involved with the with the exception of one strain of bacteria
and a single, small mammal, had highly

CHAPTER 6: HISTORICAL BRIEFING


Burning of Kharak. From the Imperial staff
down to the lowliest communications officer similar DNA, RNA, and chemical makeup, but
or minor weapons technician, all must die. the Kushan were different.
Some support this cause without hesitation,
while others worry that rage occluding mercy
is what leads to atrocities like Kharak. Players
Krill S’jet
might enjoy a campaign about exactly that, The first scientist to collate enough
playing one of the first cells of the Tambur genetic and biological information to
mission. Others will prefer a more nuanced realize the Kushan were chemically
approach, where their characters are different from the majority of life
responsible for tempering and directing the on Kharak. He first put forward the
efforts and anger of the Tambur. xenogenesis theory, but died before it
was proved by the Guidestone.
The Age of Reason
With their energies turned away from survival Of the myriad explanations put forward
and conflict, and toward scientific exploration, for this anomaly, the xenogenesis hypothesis
the Kushan can truly be said to have made up was the most widely accepted. Though
for lost time. Whether their minds had grown scientists had no idea where, or how, their
keen from so many generations of hardship, people had come to Kharak, most believed
or from some atavistic remnants of their old the theory was sound. Those who rejected
technologies, the next few centuries saw the xenogenesis did so on religious grounds,
culture’s abilities grow less like they were but they were thoroughly outnumbered, and
discovering the secrets of the universe, and holy conflicts were still out of vogue, with
more like they were simply remembering the Heresy Wars still strong in the cultural
them. memory.
Every branch of science saw major break- As the Kushan began the orbital
throughs: biology, zoology, botany, chemis- exploration phase of their incipient space
try, physics. Those breakthroughs brought age, this theory gained additional support.

CHAPTER 6 175
Early probes and astronauts found a cloud Great Questions Remain: What other
of metallic debris orbiting the planet, some artifacts of the old Hiigaran technologies
of which even bore the markings of artificial still lie buried beneath the sands of Kharak?
manufacture. When brought down to the What happened in the last moments of Khar-
surface, the samples were found to contain Toba before it became a forgotten ruin? Are
there branches of discovery and exploration
elements and isotopes unseen on Kharak.
that were missed during the Age of Reason,
These were definitely of extrakharakian which could have changed the course of
origin. Many (correctly) believed them to be history even more significantly?
artifacts of whatever means of conveyance
had brought their people to the desert planet
sometime in the long-forgotten past. Though Mevath Sagald
they held no secrets about the Kushans’ The Kushan in charge of the final
stellar origins, they provided hints into even exploration of Khar-Toba, some twenty
deeper secrets of metallurgy, manufacturing, years after the first dig unearthed the
and material sciences. The Kharakian great city. Her small team was almost
Renaissance continued at its breakneck entirely overwhelmed by the elements,
pace. leaving her to explore largely on her
In 1106 KDS, a simple operational error own. Mevath Sagald discovered the
settled the matter once and for all, and Guidestone in 1135 KDS, making her
CHAPTER 6: HISTORICAL BRIEFING

ushered in a new era in the history of Kharak. one of the most significant beings in
A satellite intended to gather information Hiigaran history.
about the stars beyond the Kharak system
instead got turned in orbit and sent back
telemetry about the planet itself. At the time Plot Seeds
nobody knew how much this would indeed Revenge of the Kiith: An even more extremist
tell the Kushan about the rest of the galaxy. faction within what remains of the Gaalsien
The imagery found a large mass of metal is utterly opposed to the idea of leaving
seventy-five meters beneath the surface of Kharak. Their agents work in the shadows,
the equatorial desert. Initial analysis indicated sabotaging research labs, assassinating
the mass might be an undiscovered, ancient industrial leaders, and sowing seeds
city. Whatever its true nature, it was centered of discord. The PCs are part of a team
around a large structure of dense metals. assembled to stop them before their actions
Additional satellite flyovers were arranged, stop the great plan or, worse, lead to further
open warfare between the Kiithid.
each confirming this was no malfunction
Hidden Treasures: The Taiidan genocide
or atmospheric anomaly. Something was
on Kharak raged at over 1700 degrees
waiting under the sands.
centigrade, enough to snuff out all life on
It took four years to gather the resources
the planet... but not enough to destroy
and support—as well as great personal everything of value. Years after the Exodus’s
hardship on the part of the expedition—to end, a few brave or foolhardy Kushan are
mount a foray into the hazardous zone and intent on returning to Kharak to scavenge
excavate the area. What they found proved the ruins for valuable minerals, materials,
to be worth every second of time, every erg and artifacts which may have survived the
of personal energy, every unit of trade and destruction. The PCs are members of one
currency expended. The team had found such expedition, and discover shortly after
the Khar-Toba, the First City, and everything, landing that not everything on Kharak died in
everywhere, would change for everyone. the attack.

176 CHAPTER 6
Pre-Exodus a solid state hyperspace module. A key to the
The Kiithid mounted two expeditions to stars! With it, the Kushan could explore the
explore the anomaly, of which only the galaxy as their ancestors had, if only they
second was successful. They found a ruin could learn how to make it work.
that proved to be the oldest city on Kharak, The existence and nature of the
a find that would fill the careers of hundreds Hyperspace Core had been entirely forgotten
of archaeologists, but it was the lesser prize among the Kushan. More than forty years of
discovered in the desert that year. What was consistent study were needed before anyone
truly world-changing was the central metallic knew how to use it, and its final secrets were
mass: a starship, ancient beyond measure. not realized until over a hundred years after
Khar-Toba, it appeared, had been built they returned to Hiigara.
around the wreckage of an ancient vessel, The second treasure of Khar-Toba took
perhaps by the very people who landed longer to find, but held in many ways even
(or crashed) it on the surface of the world more power over the people of Kharak:
all Kushan then called home. Most of its the Guidestone. This ancient tablet was
structure and components had rotted to discovered in an observatory near the heart
nothing, but enough of it remained for there of the ruined city by a young archeologist
to be no doubt. The xenogenesis theory named Mevath Sagald. It was badly damaged
and worn, but still visibly bore the inscription

CHAPTER 6: HISTORICAL BRIEFING


seemed irrefutably proven—but that was not
all. of a galactic map pointing to a single star
At the very center of the ruined ship, system located far away in the galaxy’s
two artifacts from the Kushans of the stars Inner Rim. One word was still decipherable:
remained, buried and hidden, but largely Hiigara, a word that translates to “our home.”
intact. The first took ten years to analyze, It is safe to say no two words in the history
and what it turned out to be was staggering: of the galaxy have wrought such change so
quickly.

CHAPTER 6 177
177
Such an important relic could have among the poorest clans, felt this massive
plunged Kharak into centuries of war as the output of energy, resources, and genius was
various clans fought over its possession. a waste. They believed the Kushan would
Sagald realized this, so after she found the be better served by putting that work into
Guidestone, she presented it to the High terraforming Kharak or otherwise improving
Ministers of the Daiamid, proclaiming the life on the planet herself.
stone property of all Kushan everywhere. Despite the dissidence, the immense cost,
This act can be said to be the moment and the technological challenges, the great
Kharak’s people turned their eyes to the sky Mothership was at last completed. It was
and set their whole race on a new path. a mammoth vessel, capable of everything
Discoveries from within the city and the a colony would need when it reached its
ship allowed scientists to reverse-engineer destination nearer the Galactic Core. It
technologies that otherwise would have included elements of a troop carrier, survey
required five hundred years or more to ship, and military station, and was equipped
develop. Simultaneously, news of their with manufacturing bays themselves as
interstellar home galvanized the population. large as industrial districts on the surface.
Nearly the entire planet bent its will toward a Last, but not least, it was built to house
single new purpose. Their people would leave the cryogenically frozen forms of many
the desert cradle that had been their home millions of Kushan, sleeping until they could
CHAPTER 6: HISTORICAL BRIEFING

for over forty centuries. They would build a disembark on Hiigara once the planet was
colony ship capable of traversing the great reached.
distance, and set up civilization in the place After a century of a new age for Kharak
from whence they came. had passed, a still newer age dawned. Karan
It took over one hundred years to unlock S’jet merged herself with the Mothership, and
the secrets of the hyperdrive induction the ship took its first jump into hyperspace on
module, and to construct a ship that could a mission to rendezvous with the Khar-Selim,
carry it and survive the journey back to sent out earlier using conventional drives. It
Hiigara. Kharak was not ready. They had to was a small jump: just out to the edge of the
design new industries and materials just to Kharak system and back, but it drew a bright
create the materials that would, decades line in the histories of the Kushan, their two
later, then allow the invention of even worlds, and the galaxy entire.
more advanced materials needed for this
Great Questions Remain: Did other artifacts
mammoth task. Entire schools of physics
and technologies, not commonly known but
and astronomy formed, fell, and were revised.
lying in caches, also facilitate this changing
The world was once again in turmoil, but
of Kushan ways? As the Kushan made their
instead of one of war, this turmoil was of
first steps into space, why did no nearby
development, advancement, curiosity, and
civilizations notice the emissions? What
hope.
motivated Mevath Sagald to put others ahead
This is not to say that support for this effort
of her own clan and give the Guidestone to
was universal. Many factions, especially
all?

178 CHAPTER 6
The Mothership Karan S’jet
Building the Mothership was the Although she was a brilliant neurosci-
greatest feat of engineering in the entist, Karan S’jet was not prominent
history of the Kushan. It took twenty enough to make a name for herself
years just to create the facilities needed but for a twist of fate. When technical
to begin construction on the vessel difficulties with controlling the Mother-
herself. Nearly the entire asteroid belt ship made it clear they would need to
of the Kharak system was pulled into create a neural link between the ship
a parking orbit, to be broken down via and a live being, S’jet was in a fateful
fusion torch into the elements needed. middle position. She was established
The construction scaffold for the and experienced enough to succeed at
Mothership required an additional ten the task, yet not so senior she wasn’t
years, and was 25.6 kilometers long expendable should the attempt fail.
at its completion. The ship was plainly It did not fail. She became Fleet
visible in the night sky: the closest Command of the Mothership, and the
thing to a moon Kharak had ever first Unbound of the Hiigarans, leading
experienced. her people across the galaxy and to

CHAPTER 6: HISTORICAL BRIEFING


With the scaffold completed, a team their home. She detached from the
of ten thousand workers and twenty- ship to walk her new homeworld for
five thousand robots worked day and some 115 years before the Vaygr War
night for eighty years before she was called her once again to meld her mind
ready to be fitted with the hyperspace with a machine. By the end of that
module. Over two thousand people war, she linked with the Progenitor
died in the process. The cost of this Mothership Sajuuk. With her lifespan
project was great before the ship first extended by her cybernetic connection
moved under her own power, but none to a ship older than some stars, none
could guess the final toll its creation can tell how long she will live or what
would demand. wonders she will witness before her
consciousness fades.

Mission Silumiin Riots


Resistance to the Mothership plan unified around Per Doine, a theologian who preached
that a terrible fate would befall the Kushan if they returned to the stars. His message
sparked the religious fervor of many, and the movement culminated in a riot where a
mob attempted to prevent the launch of a vital Silumiin launch vehicle.
The event could have sparked a new conflict to rival the Heresy Wars, but High
Technocrats instead spoke to the gathered crowd, delaying them until the launch was
successful. Had they resorted to violence, who knows what might have resulted?
Of course, we now know that Per Doine had been correct. For over 99.5% of Kushan,
their return to the stars did mean a terrible fate.

CHAPTER 6 179
Plot Seeds weapon of mass destruction which raised the
Trade Wars: During the pre-exodus era, surface temperature to over 1,700 degrees
many lines of scientific innovation and centigrade, the melting point of brass. Three
exploration were opened but abandoned hundred million Kushan died in minutes. A
because they were not relevant to the task few ships of whatever fleet had committed
at hand. After landfall, a scientific gold rush this genocide were still in orbit, bombarding
could commence where various Kiithid and a handful of remaining cryotrays filled with
factions compete to be the first to bring new the last survivors of Kharak society not
products and ideas to the galaxy. There are aboard the Mothership. The fleet destroyed
fortunes to be made, which means there are the attackers, keeping some of their officers
conflicts to be had. The players are in the alive as captives.
thick of it, as agents, enforcers, and guards The interrogation yielded ominous news.
to the Kiithid they call family. When the Mothership entered hyperspace,
Forbidden Knowledge: It is known that at her drive signature had been detected by
least a small group of Khar-Toba passengers a vast empire near the galactic center.
kept some information about the past Unbeknownst to any Kushan, this experiment
throughout the journey into exile. What if had violated a four-thousand-year-old treaty
knowledge of the Taiidan-Hiigaran treaty forbidding hyperspace travel to the Kushan.
The punishment for violation was utter
CHAPTER 6: HISTORICAL BRIEFING

that forbade the Hiigarans or their ancestors


from using hyperspace technology survived, destruction.
either in a splinter sect, or in documents lying Alone, but bent on revenge, the Mothership
in a ruin somewhere on Kharak? A tragic but and her fleet gathered the survivors and made
stirring campaign could place the players a hyperspace jump to the Great Wastelands,
as the sole inheritors of that truth, trying a region of space dense with asteroids and
desperately to keep their people out of space similar resource-rich bodies, where they
before fire rains down on everyone they have hoped to hide, gather resources, and prepare
ever loved. for... they weren’t certain what.
What followed was a mad exodus, a rush
Exodus of violence and bloodshed across half the
galaxy known as the Homeworld War. A year
The Mothership’s hyperspace jump was a later, the Kushan had defeated their enemies
partial success. It was capable of traveling and reclaimed Hiigara.
many millions of miles instantaneously,
but did arrive a few thousand kilometers
off course. Her mission was to rendezvous
Key Battles of the
with the Khar-Selim, a science ship which Homeworld War
had been sent ahead a decade earlier to aid • First Contact, during which the Mothership
the Mothership if she were damaged and to fleet first encountered Turanic raiders
assist in any other way necessary. over the drifting corpse of the Khar-Selim.
However, scouts from Mothership They defeated the ambushers, collected
soon discovered the Khar-Selim had been flight recordings from the science vessel,
destroyed by ships from another world, ships and rushed back to Kharak to help bolster
that attacked the Mothership and its escort the planet’s defenses.
fighters shortly thereafter. A brief battle • The Kharakian Genocide. The Mothership
ensued, after which the fleet returned to fleet returned home to find their planet
Kharak. There they made a grisly discovery. already victim of an atmospheric
Kharak was burning, the victim of a deprivation weapon. Kharak was aflame,

180 CHAPTER 6
and a rearguard of whatever fleet bore emerged with better ships and weapons
responsibility was attacking the cryotrays than they possessed when they entered.
carrying the last surviving Kushan in Once again, their quick understanding
existence. Small but determined, the fleet and application of discovered technology
destroyed and captured the enemy units, proved pivotal to their success as a
saving their race from extinction. people.
• Great Wastelands Campaign. This pair • The Battle of Supernova Station.
of battles marks the beginning of Kushan Following information gathered by their
offensive strategy. The Mothership fleet analysts, the Mothership fleet attacked
moved to the resource-rich Wastelands a lightly defended research station,
to repair, refit, and use her fabrication gaining access to Taiidan comms and
bays to turn floating debris into ships of vital tactical data that directed the
war. When they were ready, the fleet then remainder of the war. This conflict, fought
hunted down the Taiidan and Turanic in the gravity well of an active supernova,
ships directly responsible for the death of resulted in heavy radioactive saturation of
Kharak. This campaign included a lesser- both fleets. Smaller vessels disintegrated,
known, but decisive, victory preventing while even capital ships had to divert
Turanic carriers from returning to their power to keep their crews alive.
homeworld, a skirmish colloquially • Rescue at the Tenhauser Gate.

CHAPTER 6: HISTORICAL BRIEFING


dubbed “The Raider Retreat.” Intelligence assets discovered the Taiidan
• Diamond Shoals. An engagement were staging an ambush against the
against nature itself which could have Bentusi in retribution for their aiding the
proven pivotal. A minor hyperspace Kushan forces. The Mothership fleet
miscalculation made the entire fleet immediately made the hyperspace leap to
re-enter normal space in the middle of assist their allies, easily overpowering the
a dense asteroid field. Only quick use of small force sent to destroy the peaceful
heavy weapons won the day, shattering trading species. This engagement is
the roiling planetoids moments before largely considered the beginning of the
impact. end of the war. The Bentusi acting alone
• The Kadeshi Campaign. The Kushan were technologically and economically
attempted to avoid the bulk of Taiidan superior to the Taiidan. Allied with
forces by traveling through a forbidden the ferocious Kushan, they were an
nebula, known to its inhabitants—the insurmountable enemy.
Kadeshi—as the Gardens of Kadesh. While • The Battle at the Galactic Core. This
inside they engaged in a battle against the battle was the final Taiidan offensive
Kadeshi, who attempted to destroy them. of the war, in which they used gravitic
The Kadeshi at the time believed that hyperspace interdiction devices to pull the
allowing interlopers to leave the nebula Mothership fleet out of hyperspace for an
would bring an ancient evil to destroy ambush. Though the trap sprung perfectly,
them all. The engagement resulted in an the forces in play were insufficient to
intriguing discovery: that the Kadeshi and defeat the Mothership fleet. Near the end
Kushan were both of Hiigaran origin. of this engagement, the Kushan made
• Discovery at the Sea of Lost Souls. In this contact with rebel elements within the
age, wars are won with technology. The Taiidan forces.
Kushan are unforthcoming about exactly • Karos Graveyard Mission. Another side
what happened in this brief engagement mission in which the Kushan did not
with automated, ancient vessels, but they directly engage Taiidan forces. Instead,

CHAPTER 6 181
they escorted a member of the Taiidan disgusted with the decadence of their ruling
Rebellion, Captain Elson, to a derelict elite and wanted to defect—as soon as they
ship in which the Rebellion had hidden found a side to which they could. The Kushan
a communications array. The Karos provided that side, helping elements of the
Graveyard is notoriously well-protected by rebellion reach vital communications nodes
AI guardians, so even this battle did not so they could rally forces in support of the
end without losses. Hiigarans.
• The Hiigaran Campaign. The end of
the Homeworld War took place in three
stages, during which the Mothership Captain Elson
fleet assaulted the heavily fortified Commander of the Taiidan elite guard
Taiidan assets in and around the Hiigaran destroyer Kapella, Captain Elson
system. Conflict began when they was the Kushans’ first contact with
again encountered Taiidan hyperspace Rebellion elements. He approached
inhibition and engaged Taiidan frigates the Mothership and allowed his vessel
before moving into the battle proper. From to be boarded, then orchestrated the
that point, most historians consider the Kushans’ coordination with other
outcome unavoidable. A battle within the defecting Taiidan vessels.
Hiigaran system—even with Karan S’jet’s Little is known of this officer’s
CHAPTER 6: HISTORICAL BRIEFING

systems directly attacked by the Emperor, personal life, other than that he was
bringing her offline—resulted in a crushing raised to respect martial tradition and
defeat of the Taiidan main forces. grew to become disgusted with how
Afterward, the Emperor’s guard fought little of it remained at the heart of the
viciously—right up to the death of the empire. After the Homeworld War, he
Emperor himself (though some believe he returned to Taiidan to participate in the
made an escape)—but not successfully. restructuring of his home government.
The battle ended with Hiigara firmly in
possession of the Hiigarans.
Finally, the Galactic Council itself, the
Despite their determination, innovation, and
same force that had prevented the Taiidan
tactical genius, the Kushan almost certainly
from slaughtering the Hiigarans millennia
would have failed if not for the help of
earlier, arrived at the end of the war to
three factions. The first were the Bentusi, a
recognize the Kushans’ claim to Hiigara. They
trading species ancient beyond measure who
assisted in defeating the Taiidan stronghold
forgave the Hiigarans their ancient betrayal.
on the planet, and returning it to its original
They gifted and traded technologies to the
inhabitants.
Mothership fleet to help them prepare for the
coming conflict. Great Questions Remain: How long had rev-
Later in the war, when the Emperor olutionary forces within the Taiidan Empire
discovered the Bentusi’s dealings with the been waiting for an opportunity to stage a
Kushan, the fleet had a chance to return coup? What other civilizations resulted in
the favor. They rescued the Bentusi from a splinters from the Exile getting lost along
Taiidan ambush, bringing their military might the way? Did the Galactic Council make its
into the fray. decision out of good faith, or was a power
Their second allies were rebel elements manipulating votes for reasons yet to be dis-
within the Taiidan forces, who had grown covered?

182 CHAPTER 6
Plot Seeds The paradise of Hiigara was scarred by
Diaspora: Analysis of records from the scorched-earth efforts of the evacuating
intercepted transmissions, and those of Taiidani. Cities lay in ruin, fields burnt and
member worlds from the Galactic Council, poisoned. Even livestock and fish populations
suggest the Great Nebula is not the only were put to death, for no reason other than to
home to groups that splintered off from the deny Hiigarans sustenance.
Caravan of Exile. Fully a dozen potential Little by little, over the first decades, the
sites are identified as possible homes for the Kiithid rebuilt. As their cities rose again, they
Kushans’ long-lost brothers and sisters. The unearthed records and histories, music and
PCs are to lead an expedition to explore these art, sealed away since the Exile. They began
sites and bring their people home. Many of to rediscover their place in the galaxy, and
these civilizations are, of course, warlike, their history.
heavily armed, and eager to fight. Some felt guilt over the aggression that
You Killed My Father: Though the started their five-thousand-year sojourn.
Homeworld War was made necessary by Others felt the Burning of Kharak evened, or
the Taiidan view toward the Kushan, that is exceeded, any balance on that score. Most
not to say it didn’t kill thousands. Despite refused to trouble themselves with such
peace treaties, a cabal of grieving family philosophies and focused on the hard work
members of those who fell fighting against at hand.

CHAPTER 6: HISTORICAL BRIEFING


the Mothership fleet has begun a campaign What followed quickly leaves the realm
of terrorism against the Hiigarans. The PCs of history and becomes the stuff of current
learn of their plot to assassinate Karan S’jet, events, and even popular culture. What is
and must stop it. to become of Hiigara, the Kushan, and even
the remains of Kharak is uncertain. One
might say they are at the mercy of fate, but if
Landfall history has proved anything, it has shown us
the Kushan have never been content to be at
The names of the first Kushan to
the mercy of anything.
again set foot on Hiigara were never
Two other major events stand out from
recorded, but everybody remembers
this period: the Beast War and the Vaygr War.
who was the last to disembark. Karan
Though this book focuses on games in the
S’jet successfully uncoupled from
Homeworld universe set between the Exodus
the Mothership and walked through
and the years just after landfall on Hiigara,
cheering throngs onto the surface of
these events are described briefly for the
their new world. This event, dubbed
purposes of the timeline and understanding
“Landfall,” marks the beginning of
events post-landfall.
the new Hiigaran calendar, and is
celebrated wildly by every living Kiith. The Beast War
The Beast War began when a Somtaaw
rescue party brought a distress beacon
Post-Exodus aboard their vessel, the Kuun-Lan. The
This era of Kushan history begins as Karan beacon was point zero for a sentient virus
S’jet is extracted from the Mothership and known as The Beast. Taiidan Imperialist
becomes the last to disembark and stand holdouts had made contact and struck a
on the soil of Hiigara. Though all were bargain with the Beast as revenge for their
relieved and joyous to have reached their defeat during the Homeworld War.
destination, the arrival was not without its
disappointments.

CHAPTER 6 183
Despite early victories due to its Great Questions Remain: What other secrets
unconventional form and methods, the Beast and histories remain hidden in the ruins
was contained by the Taiidan Republic and on Hiigara, and how might they impact the
Hiigaran forces. Early in the war, the Beast growing rifts between the Kiithid? Did the
captured the gigantic battlestation Nomad Taiidan’s sabotage of the world end with the
Moon from the Taiidan and turned it against physical destruction, or are there subtler
those who would resist them. threats lurking in forgotten corners? What
The resourcefulness and vigor of the new threats or discoveries might pour
Kuun-Lan crew and their allies stopped what through the hyperspace gates of the Eye of
could have been a galaxy-devouring bioform. Aarran? Will the Progenitors be among them?
Once they broke its back in combat, they
spread word of the sentient virus across the Plot Seeds
Inner Rim, and the weakened creature was What Came Before: Both major conflicts
expunged from the galaxy. after Landfall were related in one way or
another to Progenitor artifacts of ancient
The Vaygr War design and terrible power. Indeed, the end of
The Vaygr War began when the Vaygr despot the Homeworld War strongly suggested the
Makaan—the leader of a group of nomadic existence of even more powerful machines
space-faring tribes—came into possession just waiting to be claimed. The PCs become
CHAPTER 6: HISTORICAL BRIEFING

of a third hyperspace core. He used the part of a society or mission to capture


discovery to position himself as a messianic as many Progenitor artifacts as possible,
leader, and combined his control of the Vaygr caching them away so that no others can
with the tactical advantages of hyperspace unlock their secrets before the Hiigarans do.
travel to quickly conquer most species of the Collect Call: Emissaries from the opposite
Galactic Council. In less than a year, Makaan side of the Galactic Core make contact with
controlled most of known space other than the Hiigarans, claiming that remnants of
the Hiigaran system. the Taiidan Empire, supported by member
The surprise attack of the Vaygr against planets of the Galactic Council, are repressing
the Mothership fleet was a galvanizing effect their people. They weave a vivid picture of
not unlike that of the Burning of Kharak. slavery, reprisals, and worse atrocities born
Hiigara put all of its resources into defeating from nothing more than superior firepower.
this new enemy. The conflict raged across They beg for help in defeating an enemy
the galaxy, as the Hiigaran and Vaygr forces the Hiigarans know all too well. The PCs
raced to uncover and use more Progenitor are sent to lead or support a mission to
secrets lying dormant in space. free these oppressed friends from another
In the final battle of the war, Karan S’jet star. However, these newfound friends
captured the remaining two hyperspace are not what they claim. Rather, they are a
cores, activating all three on board the relic race of vicious pirates, raiders, and slavers
ship Sajuuk. This unlocked yet another attempting to trick the Hiigarans into helping
Progenitor artifact: a network of hyperspace them defeat legitimate local authorities.
gates surrounding a single nexus dubbed the Whether or not the adventurers discover this
Eye of Aarran. before participating in a power-shifting battle
The discovery of the Eye of Aarran marks is up to the gamemaster’s tender mercies.
the beginning of the Age of S’jet, and the
end of this chronicle. What futures await the
Kiithid, only the deities know for certain, and
only the Hiigarans themselves will enact.

184 CHAPTER 6
The End Times
Some believe the Hiigarans’ return to their homeworld and the opening of the Eye of
Aarran align with certain prophecies passed down from before recorded history. Those
prophecies predict a galaxy-ending—possibly universe-ending—apocalypse. Hence,
believers refer to the current era as “The End Times” and spend the years preparing their
souls.

Locations
The Kushan have always been a mobile
people. Even when they first occupied
Hiigara
One of the jewels of the Inner Rim, Hiigara is a
Hiigara, they were not content to remain on
rich and temperate world of blue oceans and
their planet of birth. Instead, they spread
green forests. It is warm, humid, and home
out through the stars. When Kharak was
to a rich ecosystem of flora and fauna unlike
destroyed, they united and moved as one
all but a few neighbor worlds. Rainforests,
through the galaxy. As a people, they care

CHAPTER 6: HISTORICAL BRIEFING


lush grasslands, and marshes cover most of
less about where they stand than that they
its lands, and its rich volcano-fed soils feed
are standing.
planets throughout the sector.
This does not mean, however, that some
The cities of Hiigara during the years after
locations are not more important than
Landfall are a study in contrast. The brutalist,
others when considering their history. A few
utilitarian, industrial sprawls left by the
stand out with special historical, tactical,
Taiidan are slowly being replaced by more
or religious significance. Here are the most
ornate structures that meld with, rather than
important.

CHAPTER 6 185
replace, the local landscape. The capital, of a surrender order, the ship carrying the
Assam Kiith’sid, is the most thus changed, Second Hyperspace Core crashed into the
consisting of lush estates and headquarters Angel Moon rather than hand over the core.
for the major Kiith, each with stunningly Around the same time, other Hiigarans carved
beautiful greenspaces and airways to make the Guidestone out of stone taken from its
it feel more like a garden than a metropolis. surface.
The farther one travels from Assam By the time the Kushan returned to
Kiith’sid, the more cities and outposts Hiigara, there were none alive who had
resemble the Taiidan sprawls. Pollution and ever lived beneath a moon. However, it is a
rampant development leave their scars, near certainty that after landfall, the great
almost as though the Taiidan wanted to celestial orb produced some ancient sense of
punish the planet itself for the sins of her familiarity as they beheld their new night sky.
peoples. Though most Kushan point their
eyes and minds to the stars, still some Kiithid Plot Seed
have made it their holy mission to return The Hammer Falls: A rogue comet passes
Hiigara to the beauty they imagine they between Hiigara and the Angel Moon,
remember. disturbing the orbits of both. Two months
later, scientists determine that the orbits
Plot Seed are degrading, and that the bodies will crash
CHAPTER 6: HISTORICAL BRIEFING

Booby Trap: While the Kushan reoccupy into one another in two years’ time. Various
Hiigara, environmental scientists discover methods of preventing the catastrophe have
an anomaly near the equator. Some kind been suggested, ranging from redirecting the
of “nanotechnology bomb” is converting comet to pass back through, to mounting
ocean water into a toxic gas. Technological great engines on the moon to restabilize
readings show it is a final parting gift of the the orbit, to destroying the moon entirely.
Taiidan Empire, and if left operational will Whichever method the Hiigaran rulers
poison every living thing on the planet within ultimately choose, the PCs are called upon to
ten months. The players must explore the execute the plan.
installation, which is 1,000 feet underwater
and under heavy AI guard, and find a way to Kharak
stop it before a second genocide can take A blistering, desiccated world, Kharak is
place. inhospitable to most life except at its poles,
where the climate becomes temperate
The Angel Moon enough for long-term survival. Elsewhere, the
Hiigara’s sole moon, this satellite is just only life either burrows deep underground or
under half the size of its planet, suggesting is exclusively nocturnal.
to some astronomers that the Hiigara-Angel This empty planet in an empty system
Moon orbit is actually a rare binary planet. Of in the empty Outer Rim of the galaxy would
the two, however, only Hiigara has signs of have formed, lived, and died unexceptionally
liquid water. (and possibly entirely unrecorded) but for
The Angel Moon has a rocky, barren the arrival of the Hiigarans. These exiles
surface pocked with craters and other marks inhabited the planet for nearly four thousand
of meteor impact. It has long held ritual and years. It now lies scorched, abandoned,
cultural significance, beginning with its being and uninhabitable due to the destructive
featured in the crest of the Hiigaran Empire. power of the Taiidan Imperial forces during
Later on, as Exile drew near, the moon the Kharakian Genocide, and their use of
played an even greater role. In defiance atmospheric deprivation weapons.

186 CHAPTER 6
After their return to Hiigara, the Kushan Plot Seed
never returned to Kharak. Still, they mark Shadow from the Past: As the leadership
its existence with reverence and love as the and people of Hiigara become increasingly
only place they could call home during their peaceable, a splinter Kiith calling themselves
centuries of exile. Kiith Khar-toba emerges among some fringe
elements. They call for a proud and warlike
Plot Seed stance among the other starfaring races, and
An Ancient Garden: Some three years after
claim direct lineage to those who defied the
landfall, archaeologists on the Angel Moon
Exile by bringing the hyperspace core and
make a stunning discovery. The Khar-
Guidestone with them. The PCs get involved
Toba was not the only vessel to smuggle
in this potential uprising, instructed to
technology and secrets aboard. Following
either re-absorb most members into greater
those leads, the researchers found hints
Hiigaran society, or to find a way to break its
among notes from the scriptures of Exile
back once and for all.
hinting at the locations of those caches.
Study would have continued at a sedate pace,
were it not for Taiidan Imperial spies stealing
Inner Rim
the information. The PCs are now part of a The colloquial name for a vast area of
breakneck race back to the Outer Rim to galactic space occupying the region between

CHAPTER 6: HISTORICAL BRIEFING


beat the Taiidan rebels to those caches, the Great Wastelands and the Galactic Core.
before they can turn whatever technological It is home to many dozens of species and
wonders are there against the Hiigarans. a similar number of polities, including the
Galactic Council and the Taiidan Empire.
Khar-Toba Hiigara is located here, among many
millions of other worlds. Although starfaring
The name can refer to both the Exile ship
civilizations doubtless occupy other portions
Khar-Toba, which bore the hyperspace core
of the galaxy, this is where most of the story
from Hiigara to Kharak, or the city that
of the Kushan takes place, and thus is the
accreted around its wreckage in the desert.
center of storytelling in the Homeworld game.
Historically, however, the city is usually what
is meant. Plot Seed
Khar-Toba is located near Kharak’s Planet-Killers: After the end of the
equator, and is widely considered the oldest Homeworld War, Hiigaran and Bentusi forces
city on the planet. Although facts are hard rounded up all of the atmospheric deprivation
to come by, historians believe the ship Khar- weapons belonging to the Taiidan, in the
Toba crashed, forcing the survivors to begin hope of preventing a repeat of the Kharakian
building immediately, as they were stranded genocide on any other world, but three are
in a hostile climate with no help coming. now missing. Whoever stole them cannot
The people of the city ultimately lost have beneficial goals in mind for possessing
their battle against Kharak’s cruel elements, such weapons. The PCs must search the
and the city was devoured by the sands. Inner Rim for the potentially devastating
For thousands of years it lay in wait. Its missiles, and either destroy them or bring
discovery by a rogue imaging satellite them back under Hiigaran control. While
sparked all events leading to the Exodus, and they’re at it, they may need to discover who
every consequence thereof. It once again is behind the plot to steal and use them in
became a center of Kushan exploration and the first place.
identity, until it was scourged of all life in the
Kharakian Genocide.

CHAPTER 6 187
Outer Rim desire float free here for the taking. Because
Circling the Galactic Core, the Inner Rim is the of this, many wars and many more small
center of galactic civilization, location of the pirate or raiding actions have marred the
home worlds of dozens of advanced races. peacefulness of this deep and lonely space.
Past the Inner Rim are the Great Wastelands, It is also worth noting that Progenitor
and beyond them the wilderness of the Outer artifacts, including the three hyperspace
Rim. This vast expanse of millions of stars cores, were all discovered among the
and billions of planets has, for reasons as yet floating debris of the Great Wastelands. The
undiscovered, developed very little intelligent Progenitors created technology at a level of
life, and almost no spacefaring civilizations. power modern civilizations only dream of,
In the story of the Inner Rim, this zone and more than one philosopher or historian
of deserted space has only one point of has speculated that some kind of disaster,
significance. Among its billions of worlds is accident, or war created all those parsecs of
Kharak, the home-in-exile of the Kushan. It is lifeless, crushed matter.
to there they were sent when they lost their
first war against the Taiidan, and from there
Plot Seed
Sentient Stone: Although they first thought
they came in their fury when the Taiidan
the observations madness, multiple scholars
Empire burned all the life from that world.
have identified a disturbing pattern among
CHAPTER 6: HISTORICAL BRIEFING

Plot Seed some objects floating within the Great


Horrorcaust: Although most Kushan prefer Wasteland. Asteroids and other chunks of
life on Hiigara or elsewhere in the Inner Rim, interstellar rock are moving on their own,
after the war some explorers, scientists, and in contradiction to their predicted gravity-
misfits opted instead to explore these lesser- driven paths. What’s more, they appear to
known spaces. Over decades, evidence has be moving in a pattern. Sent to investigate,
mounted that intelligent life was once at the players discover the stone is not just
least as common in the Outer Rim as the debris, but some kind of Progenitor stone
Inner, but it was all destroyed over the course technology. What the patterns mean, and
of a few years. The PCs learn of the cause: how dangerous the technology is, is for the
an intergalactic raiding force bearing terrible players to discover.
weapons. Worse, they learn of its imminent
return. The Great Nebula
Called the Garden of Kadesh by its guardians,
The Great this collection of interstellar dust and
Wastelands gas occupies an arc covering more than
one hundred billion cubic light years.
Not even the most knowledgeable scientists Astronomers differ on whether it comprises a
of all the species of the galaxy understand dense cluster of multiple nebulae, or a single
why few planets and stars formed fully in the super-nebula, but it is the largest object in the
swath of space between the Inner and Outer galaxy.
Rims, but this dark space between the stars Such a dense and expansive collection of
is an undeniable reality. gases and other rare materials is tempting
Over millennia, this immense patch of for miners and other speculators, but the
nebulae, asteroid belts, and floating clouds Nebula is a dangerous place from which none
of protean debris has been a resource for are said to return. Within dwell the Kadesh, a
thousands of civilizations. Raw materials for cousin race to the Kushan who have made
everything a million worlds could possibly raiding and piracy part of their religion and

188 CHAPTER 6
core way of life. They ambush any ships vessels and seriously damaging even
found within the Nebula, insisting their crews dreadnaughts. Combined with the light,
surrender and join them, or be destroyed for maneuverable Junkyard Dog-class salvage
“defiling” their garden. corvette, this is a dangerous place to come
High energy levels from the Nebula, if you don’t want your ship to remain forever.
combined with hyperspace interdiction The Karos Graveyard played a pivotal role
technologies of the Kadeshi, make it possible in both the Homeworld War and the Vaygr
for them to pluck vessels out of hyperspace war. In the first, the Kushan were led there to
to materialize inside the Nebula for easy help elements of the Taiidan Rebellion reach
ambush. a communications relay hidden among the
The Nebula has become marginally safer hulks. In the latter, two great battles took
since the Homeworld War, during which place here between the Mothership fleet and
the Kushan Mothership fleet destroyed the the forces of Vaygr. Doubtless, innumerable
main branch of the Kadeshi forces. However, lesser conflicts have taken place between
surviving fleets still patrol the area, and into the drifting corpses of once-proud vessels.
the vacuum other raiders have come.
Plot Seed
Plot Seed Galactic Net: One of the AIs tasked with
Gold Rush: With the Kadeshis’ power broken, defending the Graveyard has reached

CHAPTER 6: HISTORICAL BRIEFING


the rich elemental wealth of the Great Nebula singularity. Quickly compromising and
is again open for mining. Hundreds of fleets controlling the lesser computer systems
converge on the vast space to capture the within the derelicts, it retasked the Junkyard
rarest materials, turning the Garden into a Dogs with cannibalizing some vessels to
hotbed of conflict, piracy, and skirmishes. make others operational. Intelligence assets
Amid the chaos, surviving Kadeshi prey upon are uncertain as to when the AI awoke,
those too weak to defend themselves from but the problem became apparent when
their continuing holy war. PCs embroiled in ships were sent to investigate anomalous
this could be prospectors trying to seek out readings among the hulks. The task force
a living (or a fortune!), emissaries struggling was destroyed, losing all hands. A fleet must
to unite enough treasure-hunters to restore be sent to reason with or destroy the AI fleet,
order, or Hiigaran military sent to establish which threatens to dwarf even the combined
law by force. resources of the Galactic Council if it can
activate even half of the ruined vessels
Karos Graveyard surrounding it.
A huge debris field located in an unoccupied
system within the Galactic Core, this inter- Galactic Council
stellar junkyard is the final resting place of Center
derelict and abandoned starships by the tens Less of a location and more of a concept,
of thousands. Everything from ruined scouts the Galactic Council Center is wherever
and fighters, to decommissioned capital the quorum of Council delegates meets to
warships, to ancient and enormous hulks discuss the official business of that loose
rumored to be Progenitor vessels float here confederacy of species, worlds, and political
in the endless silence of space. entities.
Because of the rich material value and the The Council meets regularly to enact
occasionally overlooked classified secret, the legislation, or discuss enforcement thereof,
Graveyard is heavily guarded by automatic in a vast cloud of glittering ambassadorial
mass drivers capable of destroying smaller vessels. It remains for weeks as private and

CHAPTER 6 189
public proceedings dictate the course of the Taiidan
immediate future of the galaxy. Center of the Taiidan Empire and location
Smaller meetings also occur to make of its original Imperial Palace, this planet is
decisions about smaller, but urgent matters. the hub of the largest polity in the recorded
These are usually attended by fewer species, history of the Inner Rim. It is almost entirely
though many often bring the proxy of several urban, with every land mass between its
small allies. Near the end of the Homeworld north and south polar regions covered with
War, one such meeting took place to vote construction. The poles and oceans sport
on whether or not to restore Hiigara to the installations, factories, and facilities of
Kushan. various sorts, and the space above is thick
The Council has little power if outmatched, with satellites and stations out to 20,000
as evidenced by the Taiidans’ military might kilometers above the atmosphere.
allowing them to act openly against the Green spaces are carefully groomed parks
Council’s will. However, it represents the and estates, kept intact by the wealth of
desires and interests of many hundreds of leading royal and industrial families. Some
worlds. It has a moral authority that even of these are enormous, encompassing many
the strongest polities hesitate to defy, and hundreds of square kilometers, but there are
backs that authority with a nigh-unstoppable no truly wild spaces remaining on the planet.
combined fleet.
CHAPTER 6: HISTORICAL BRIEFING

One such park is the location of the former


capital area, which was utterly destroyed
Plot Seed with massive civilian casualties during the
Among the Most Luminous Stars: For a less
initial Hiigaran attack on the planet. Today,
violent, but still conflict-ridden game, the PCs
it is a kilometers-wide, perfectly circular,
are among the first Kushan representatives
monument to those losses.
to the Galactic Council. They attend the
Life on Taiidan during both the Empire and
first major convocation, and plunge head-
the Republic is feudally structured, with royal
first into intrigue, backstabbing, politicking,
families controlling interest in corporations,
and betrayal of the highest order. Naturally,
which control the lives of their employees.
Imperial Taiidan elements and spies are
Most citizens live in vast arcologies dedicated
on hand to put the upstarts in their place,
to one branch of their parent company.
violently if necessary. Can they both survive
Competition between corporations, and
and make a good first impression on this new
between branches within corporations, is
society of which they wish to become a part?
nearly warlike in its ferociousness, especially

Riesstiu IV the Second


The last Emperor of the Taiidan Empire, he was renowned for bringing corruption and
waste among the ruling class to heights previously unimagined. He was a full genetic
clone of the previous Emperor, brought into being after his predecessor died.
Riesstiu was brutal in putting down elements of the nascent Taiidan Rebellion, and was
the individual responsible for ordering the Kharakian Genocide. It was also his decision
to ambush the Bentusi, a command decision history proved to be an enormous mistake.
He is said to have died in the Year 0 AHL, in the final Battle of Hiigara and the end of the
Homeworld War, though many claim he survived the fight and is waiting somewhere in
the galaxy, biding his time and plotting revenge.

190 CHAPTER 6
now that the Republic has opened up greater Homeland War, these factions have operated
social and economic mobility. more openly, calling for reform.
Casualties were massive, both among
military and civilian targets. Even thousands Plot Seed
of years later, after the ultimate defeat of A Meeting of Minds: The players become
Hiigara, the atrocity is neither forgiven nor embroiled in a plot to use atmospheric
forgotten. The planet is an opulent, decadent deprivation weapons against the Taiidan
ruin ruled by squabbling noble families with homeworld. Vengeful, extremist elements
only one thing in common: their hatred for among some clans wish to do this as revenge
the Kushan. for the Kharakian Genocide, and are willing to
In recent years, a Rebellion has begun stop at nothing to see it done. As the player
gathering force among the military and characters investigate this conspiracy, they
professional classes of Taiidan. Chafing uncover an appalling truth. The Hiigaran
under the waste and taxation of their rulers, extremists are being funded and manipulated
and disgusted by their lack of moral compass, by remnants of the Taiidan Imperials, close
these souls fought a shadow war on their relatives of Riesstiu IV the 2nd, who wish
home planet and others. Since the end of the to destroy their own planet before allowing
more proletarian hands to grip its helm.

CHAPTER 6: HISTORICAL BRIEFING


Lesser Locations
A listing of every location of significance within even the Inner Rim is beyond the scope
of any print book. However, what follows are some of the more interesting or important
lesser locations in the story of the Kushan.
Balcora: a black hole cluster at the galactic center dense enough to prevent use of
hyperspace within a radius of five hundred light years. The Progenitor supervessel
Sajuuk was found there during the Vaygr War.
Bridge of Sighs: a ring of hyperspace inhibitors and defensive units positioned
surrounding the Hiigara System, set up by the Taiidan Empire to defend the world from
the approaching Kushan Mothership fleet.
Gehenna: An asteroid field within Vaygr space surprisingly thick with Progenitor relics
and artifacts. The Hethlim Ice Fields, where the Third Hyperspace Core was found, are
within.
Kiith’sid: the seat of power during the Age of Reason, seat of the Daiamid on Kharak and
center of the efforts to create the Mothership.
Shining Hinterlands: a region of the Galactic Core located in the south and center. The
location of the Karos Graveyard.
The Diamond Shoals: a thick asteroid field at the border of the Great Wastelands and the
Great Nebula of Kadesh.
Tiir: once a hidden Kiith Naabal city located at Kharak’s north pole. It became their
capital as the clan gained power at the end of the Heresy Wars and in 830 KDS became
the capital of Kharak.
Turanic Raider Planetoid: a massive asteroid in the Great Wastelands serving as a
remote base for the Turanic raiders. Heavily, almost insurmountably defended by orbital
and surface weapons, it is still easily bypassed or cut off from supply lines.

CHAPTER 6 191
Artifacts
In a galaxy as long inhabited as that of the On the smooth-polished surface, they carved
Kushan, the Bentusi, and the Taiidan, great many things, including a diagram showing
works of art, architecture, science, and the location of the Kushan homeworld.
technology are inevitable. Some, however, The creators of the Guidestone smuggled
have survived—hidden or well-known—since it aboard the ship Khar-Toba, and joined their
before recorded history. When found, they kinsfolk in exile. Through the generations,
have had galaxy-changing effects on the while others forgot every aspect of their
order of things. identity, a splinter group passed the secret
What follows is a list of the most of the Guidestone down the decades. When
influential artifacts found in Kushan history. the Khar-Toba crashed in the High Desert
It is not an exhaustive list, and it represents of Kharak, it is unknown whether those who
only the smallest fragment of what may exist bore the stone from the wreckage knew its
in the far reaches of space. full nature, or only revered it as an artifact of
their heritage.
The Guidestone When, thousands of years later, the
Guidestone was unearthed, most of its
CHAPTER 6: HISTORICAL BRIEFING

In 5610 GSY, the Hiigarans had suffered


defeat at the hands of the Galactic Council surface was pitted and scratched. Much
and the Taiidani. Sentenced to exile, they of what was on it was illegible, practically
prepared to board the great prison ships that invisible, but the location of Hiigara was clear.
would ultimately bear them to Kharak. A sect The discovery sparked all events leading
whose name is long forgotten carved the up to and through the Homeworld War.
Guidestone out of a piece of vacuum-cooled Throughout that conflict, the Guidestone
stone from the surface of the Angel Moon. resided aboard the Mothership.

192 CHAPTER 6
At the end of the war, when the Kushan The first known core was found by the
were again granted the right to inhabit Bentusi, and used by the race of traders to
Hiigara, the stone was relocated to the new spread their wares across a much greater
capital city and enshrined. It still rests in that area. Their work with the core, especially
place of honor today. It is a curiosity and relic, in selling their own, lesser hyperspace
of little practical use, but serves as a totem of technologies, created the Outer Rim Trade
the Hiigarans’ journey across the galaxy and Routes, which form the backbone of galactic
back in the face of overwhelming odds. civilization to this day.
The ancient Hiigarans found the second
Plot Seed core, floating in the Great Wastelands. By
Secrets Deeper Still: New imaging of the using it to their tactical advantage, they
Guidestone has enabled scientists to decipher defeated the Taiidan Empire but were
some of the fainter or damaged etchings subsequently defeated by other species.
on its surface, and has also revealed it to Although forbidden to use it, the Hiigarans
contain some kind of technology, previously managed to smuggle it aboard one of their
unknown to the Kushan, that gives promise exile ships. It was lost in the desert until its
of further hidden information. Although rediscovery sparked the Homeland War and
translation, astrogation, and research into the Kushan return to the Galactic Council.
how the technology works is still ongoing, Over a century later, the Vaygr warlord

CHAPTER 6: HISTORICAL BRIEFING


the best analyses suggest it holds a second Makaan found a third core and used it
map, to a world on the opposite side of the to wage a holy quest for an even greater
galaxy. No other information has yet been Progenitor artifact. He was defeated, but the
discovered, but the PCs are approached Vaygr War (and the two great Hiigara Wars)
to participate in or lead the expedition to serve as bloody illustrations of the power and
investigate this incredible new find. potential influence of these ancient objects.
More surprising still, when the three
Hyperspace Core cores are activated within close proximity,
they open access to a network of Far Jump
Although limited hyperspace travel is hyperspace gates and permit passage to
common throughout the galaxy, the regions hitherto far out of reach even of the
Kushans’ command of advanced hyperspace Bentusi. It is possible these artifacts hold still
technologies gave them advantage in their more surprises for the coming centuries.
initial campaign against the Taiidan, and
in the Homeworld War. When they initially Plot Seed
discovered it under the sands of Kharak, Giant Killer: Suddenly, and without
Kushan scientists believed it to be an artifact immediate apparent cause, all three known
of their earlier civilization. This proved true, hyperspace cores cease working. It takes
but in fact the device is far older than that. weeks to coordinate an investigation using
Hyperspace cores predate all known slower and less-reliable faster-than-light
extant galactic societies, and are believed travel, but researchers finally pinpoint a
to be creations of the Progenitors, a highly cause. A gravitic anomaly of unprecedented
advanced species that vanished long before power, like a mobile black hole, has suddenly
the modern era. Three cores are known to appeared near the center of the galaxy. It
exist, each of which can be installed in a is unmistakably linked with the cores in a
starship to make it capable of instantaneous manner scientists do not yet understand.
travel across distances far greater than other A research party is mounting to visit the
techniques, and with far less risk. anomaly and see what can be done, with the
PCs along as security, experts, and support.

CHAPTER 6 193
Planet-Killers Unbound are able to control their ships
Immense, starship-shaped vessels with the same way a normal being controls their
atmosphere-igniting missiles, these ships arms, fingers, and tongue. This makes the
were deployed near the end of the Vaygr vessels themselves extremely responsive,
War in an attempt to do to Hiigara what and reduces the need for much of the crew
the Taiidan did to Kharak. Indeed, some required to staff conventional ships.
similarities between these ships and those For their part, Unbound experience
that committed the Kharakian Genocide substantially extended lifespans, and a
suggest a common designer, or at least consciousness that extends outward by many
common design principles. light years. The experience fundamentally
None know where the Vaygr found or changes a mind, making them less cognizant
stole these horrific weapons of war. Theories of short-term and immediate concerns, and
include finding them in a cache of Progenitor more interested in the play of decades and
weapons, secret research and development centuries.
of their own, or some kind of “devil’s bargain”
made with the Bentusi. Whatever their origin,
Plot Seed
Bound Elsewhere: Without warning, every
the Hiigarans and the Taiidan are just two of
ship linked with an Unbound individual
many empires working to reverse-engineer
begins a series of Short Jumps toward a
CHAPTER 6: HISTORICAL BRIEFING

the mammoth ships.


single point near the Galactic Core. They
Plot Seed are not responding to communications, and
All Speed to the Dark Places: On the border even those carrying a hyperspace core are
of Vaygr space is a dense debris field limiting themselves to Short Jump modes
orbiting a black hole as water orbits a drain. of travel. Are they being controlled by
Recently, reports simultaneously reached the some sort of computer virus? Or have they
intelligence apparatus of the Taiidan, Turanic collectively realized something of galactic
raiders, Hiigarans, and at least a dozen other importance? The players are among those
polities that the field contains several dozen sent to rendezvous with the nearest ship
atmospheric deprivation weapons. The race and investigate. They can only hope this
is on to claim them, or at least destroy them new, unified mission does not include the
and deny them to others. The players are destruction of interlopers.
among those involved in the race, tasked
with stopping enemies of the Kiithid from Star-Metal
Star- Metal Scrolls
gaining the means to re-enact the Genocide. Said to have been written by Sajuuk himself
in a language no others could read, this set of
The Unbound scrolls is sacred to the Somtaaw. On Kharak,
Not a single artifact, but a facet of physical they were kept in the upper temples of the
technology with far-reaching repercussions. Shimmering Path on Lungma Jun, the peak
The Bentusi first coined the term, using of a mountain on the Khontala Mountain
it to refer to living beings who became range on Kharak, known as “the Roof of
neurologically intertwined with a spacefaring the World.” Many said they did not exist, or
vessel. Karan S’jet was the first Kushan remained only as ennobled dust after long
to become Unbound, but the practice was millennia lying unused.
already common among the Bentusi by that None know for certain what knowledge
time. the scrolls contained, or even what language
they were scribed in. Rumors range from
untold heights of profound holy wisdom, to

194 CHAPTER 6
the true history of the Kushan, to prophecies discovered by Kiith Naabal, thus ushering in
and divinations about the coming end of the their hegemony and the Age of Reason.
world. After the discovery of the Guidestone, Since landfall, splinter sects of multiple
more modern theories suggested the scrolls Kiith—especially those decimated by the
contained technological secrets and the Burning of Kharak and now disenfranchised
names of the ancient Hiigarans’ enemies. due to their low numbers—have sought the
During the decades of the Mothership’s Chalice both in ruins from ancient Hiigara
construction, many moved to open the and in the vaults of the Taiidan. Again, this
vaults at the top of the Shimmering Path, search has been to no avail, in large part due
to see what secrets the Star-Metal Scrolls to the fact that none know exactly what the
might hold. The Somtaaw resisted this until, Chalice looks like.
tragically, the Burning of Kharak ended the Some literalists continue to insist it is an
debate once and for all. actual drinking cup with magical properties,
None know whether the Scrolls were or technologies so advanced as to seem
destroyed in the Burning, or if they still wait in magical. Others suggest it is a forgotten
an unopened vault at the Roof of the World. medical wonder, or a matter printer capable of
spinning even living tissue out of component
Plot Seed atoms. The theories of its nature are nearly
Cyphers: During the same year, three as numerous as the rumors of its location.

CHAPTER 6: HISTORICAL BRIEFING


different groups come forward, all claiming A more recent, but provocative, theory is
to have returned to Kharak and recovered that the Chalice is not a discrete physical
the Star-Metal Scrolls still intact. Are they object at all. Instead, this hypothesis holds
all lying? Are they all telling the truth? What it is a store of data containing technological
of the claim by two of the groups that they and religious truths so powerful as to change
have learned how to decipher the writings the course of history. One offshoot of this
upon them? How might the PCs fit into the thinking is the idea that there is no single
intrigues surrounding these claims? Chalice of Life at all, but that it is a designator.
Those holding this belief suggest that the
Chalice of Life Guidestone was a Chalice of Life, as was the
None have ever seen the Chalice of Life itself, Hyperspace Core and the Eye of Arran.
but it is mentioned in scriptures dating back
before the Exile. Descriptions vary wildly, Plot Seed
and many scholars believe most or all are Fountain of Truth: Discovered in a forgotten
metaphorical in nature, attaching physical vault on a still-mostly-abandoned city on
qualities descriptive of the essential nature Hiigara, a set of ancient records dispels
of this powerful artifact. many myths about the Chalice. According
Whatever its physical form, the Chalice to these records, it is a singular and real
has been connected with surges in power, device smuggled aboard the Sound of
influence, and technological development Righteousness, one of the Exile ships
for the Kiith that possessed it in pre-exile that drifted off course prior to reaching
history, and later with prophecies of great Kharak. The players are among the groups
power. Some say the underlying cause of the now determined to recover the Chalice by
Heresy Wars was a clandestine search for following the known course of the lost vessel,
the Chalice, rumored to be located in several and must fight both Kushan and Taiidan
remote locations across Kharak. It was never forces to succeed.
found, though a few still insist it was actually

CHAPTER 6 195
The Burning Spear Sword of
Legend and myth surround the nature and Caaliburnous
the early history of the Burning Spear, but it This name actually refers to two different
is now thought to be a piece of technology symbols of power. Initially, it was an actual
discovered centuries before the Hiigarans sword: a relic from the earliest days of
found the Second Hyperspace Core. Early Kushan culture on Hiigara. Historians
tales and records suggest its name is believe it served as a symbol of hegemony,
eponymous: an actual spear capable of passed from Kiith to Kiith as the wheels of
shooting fire from its tip in times long before power turned. Wars were not fought over it,
advanced firearms existed. exactly, but they were fought over territories
As technology advanced, so too did the and resources, and possession of the Sword
Spear. It evolved into a siege weapon, then of Caaliburnous passed from hand to hand
a hand-held laser, then the core of advanced along with victory.
shipboard weaponry on various capital The possessor of the sword was said to
vessels on surface navies and eventually be gifted with wisdom and foresight, and
starships. A handful of technical readouts an ability to anticipate the movements of
suggest the component core to the Burning power, people, and resources to lead their
Spear was metallic, cylindrical, and capable people forward with confidence and success.
CHAPTER 6: HISTORICAL BRIEFING

of connection to nearly any device so long as Whether or not that assertion was taken as
that device was a weapon. literal truth, the sword was always held in
The Burning Spear vanishes entirely from high reverence and its owner granted respect
authoritative record-keeping in the years just beyond their abilities and endeavors.
before Hiigarans discovered the Hyperspace As technology moved from the sword
Core. The last vessel to bear a Burning Spear and shield, through chemical firearms and
weapon, the Terimah-Datang, exploded losing body armor, to planet-breaking mega-guns
all hands, during a systems test at the edge and energy barriers, the sword became
of the Hiigara system. Still, stories remain more and more symbolic, more an object
that the Spear was smuggled off board, of sentimentality than of reverence. Still, a
salvaged in the aftermath, or simply still splinter sect of Kiith Kaalel smuggled it off
floats in space, invulnerable to the energies Hiigara during the exile.
of the explosion. History loses the thread on the Sword at
this time. It might have been lost as a ship
Plot Seed was destroyed en route, or forgotten in a
Blaze of Fury: A team of historians
corner of whichever planet the ship ended
and xenoarcheologists has discovered
up on. By the Age of Reason, the sword was
incontrovertible proof that the Turanic
utterly lost to time, and considered by many
raiders came into possession of the Burning
just a rumor.
Spear some five hundred years prior to the
In the fifteenth year AHL, a group of
Homeworld War, and that it is somehow
engineers from Kiith Naabal forged a new
related to their cycle of aggression. Its
Sword, made of ore from both Hiigara and
recovery could mean an end to their reign of
Kharak, as well as scrap metal taken from
terror, if only the PCs can locate and infiltrate
the Mothership. This blade, made from the
their headquarters successfully.
steel of all three Kushan homes across its

196 CHAPTER 6
history, was named Caaliburnous in honor of movement and accumulation of power
the ancient weapon, and has already begun after landfall. Among them, some believed
to earn a degree of public adoration. Who is the Sword of Caaliburnous was aboard the
to say what its reputation might be in five Mothership, ready to be claimed by the Kiith
thousand years? destined to rise into hegemony once the war
was over. Throughout the conflict, a subtle
Plot Seed and brutal shadow war raged throughout the
Shadow Sword: During the Homeworld War, capital ships as various factions sought the
nearly all Kushan were single-mindedly driven sword. The PCs might be agents of one such
toward victory as their only goal. However, faction, or members of a group tasked with
some sects were already considering the ending the conflict.

CHAPTER 6: HISTORICAL BRIEFING

CHAPTER 6 197
Chapter 7

KIITHID SOCIETY
BRIEFING
The strongest social identifier in Kushan society has always been the social construct known
as the Kiith. A person’s Kiith (plural: Kiithid) is not only a family and societal identifier but also
usually informs an individual’s background and profession. Though many diversified Kiithid
exist, the largest and most powerful Kiith to come from Kharak are organized according to
professions they specialize in.

Organization ancient Kiith has been found on Hiigara.


Archeologists now believe that the social
A Kiith’s organization begins with the
structure of the Kiith has been with the
Kiith-Sa, or ruling family, that makes major
Hiigarans since the beginning, making it
policy decisions for the entirety of the Kiith.
as significant to the Kushan people as the
In ancient times a Kiith-Sa was the family
Guidestone itself. Perhaps more so.
with the eldest members, but in recent
years the Kiith-Sa is the individual family
that has accrued the most power, wealth, Ancient Origins
CHAPTER 7: KIITHID SOCIETY BRIEFING

and influence within the Kiith. Beneath While some of the major Kiithid can
the Kiith-Sa is a secondary family whose trace their origins definitively to the
members act as moderators, hearing and First City of Khar-Toba, evidence
resolving disputes between the dependent recovered on Hiigara suggests the
families and their Kiith-Sa. The rest are Kiith structure is even older. Most
dependents who follow the direction of the surprisingly of all, several modern
Kiith-Sa. In individual families within the Kiith are thought to have originated on
Kiith, the leader or head of the household is Hiigara, including Kiith S’jet and Kiith
bestowed the title of Sa. Sagald.
The hierarchy of a Kiith is by no means
static. Individual families may change their
By and large the family structure of a
status depending on their accomplishments
Kiith remained unchanged for thousands
within the Kiith. Individual families may also
of years. However, in ancient times, there
choose to change their alliances and break
was a greater need for interdependence as
away to join another Kiith, or form a Kiith of
the Kushan people struggled to live on the
their own if their numbers are sufficiently
fringes of the desert. A vassalage system
strong.
existed wherein entire Kiith could pledge
History of the Kiith allegiance to another, larger Kiith while
retaining some degree of autonomy and
Aside from the Guidestone, the social land ownership. During the Heresy Wars
construct of the Kiith may be the only thing this system was abused by Kiith Siidim and
to survive the journey from Hiigara almost Gaalsien to extract tribute and manpower
intact. Several markings familiar to modern from the lesser Kiithid in order to perpetuate
Kiith have been found in the First City of their wars. When Kiith Naabal struck out of
Khar-Toba, and even more evidence of the Tiir in 810 KDS, this system was abolished.

198 CHAPTER 7
The greatest change to the Kiith structure considering the dramatic depopulation of
in recent years was the utter decimation many Kiith. Many smaller Kiithid disappeared
of Kharak during the Mothership’s launch. entirely as their numbers were too small to
While the Sleepers—colonists in suspended petition for land rights on their new home.
animation—represented a large swath of These small Kiithid were forced to give up
Kharak’s population, not every Kiith had a their cultural identities and join with the larger
presence among them. Of a population of Kiithid in order to claim land on Hiigara. Some
three hundred million, only a little over six Kiithid, refusing to bow to the pressure of the
thousand souls survived into the exile. Still larger Kiithid, purchased military surplus
more were lost on the journey home. from the Homeworld War and embarked on
When the exiles had returned to Hiigara their own destiny in the stars.
the entire Kiith structure had to be revisited,

Kiith Gaalsien
In ancient times, Kiith Gaalsien were one of they believed the Kushan exile was to pay for
the major religious Kiithid of the day. Devoted some great sin of hubris in the past, and the
to what they believed was saving the planet Kushan people were cast out of paradise. In
from sinful living, they instigated the Heresy penitence for their sins, the Kushan people
Wars in 520 KDS. Three hundred years later were made to suffer until Sajuuk deemed
they were defeated, and after destroying the them worthy. Any act of hubris, so the

CHAPTER 7: KIITHID SOCIETY BRIEFING


temple city of Saju-ka in a fit of madness, Gaalsien believed, would extend the duration
they were exiled to the desert. They would of the exile. The code of behavior the
continue to plague the rest of Kushan society Gaalsien followed to find approval in the eyes
before they died in the fires of Kharak’s of Sajuuk was called the Decree of Kah’a.
destruction. The Kah’a changed little over the centuries,
bringing the teachings into conflict with the
The Religion of Kah’a rest of Kushan civilization (particularly Kiith
There are many denominations of the Siidim). Ultimately, the Gaalisen–along with
worship of the Great Maker Sajuuk, Whose the Decree of Kah’a–were defeated at the
Hand Shapes What Is. Many are divided over end of the Heresy Wars, and rather than
the reason why the Kushan people were change their ways to better coexist with the
abandoned on Kharak. For the Gaalsien, other Kiith, they destroyed their last holy city
and fled into the desert.

The Decree of Kah’a


Broadly speaking, the Kah’a is an ancient set of desert survival tactics that are couched
in religious law. In general terms, the laws of the Kah’a forbade:
• Excessive use of resources
• Taking risks on untried methods
• Favoring the individual over the Kiith
• Hoarding or keeping precious items
• Challenging the status quo

CHAPTER 7 199
Kiith Gaalsien saw the rest of the collected
Kiithid as wayward brothers and sisters, A Gaalsien Portrait
rather than enemies to defeat. Though they Regardless of one’s adherence to the
clung to the ancient ways out of a sense of ancient desert survival laws maintained
tradition, ultimately their worries turned out by Kiith Gaalsien, every individual
to be true when the Taiidan Empire arrived believes strongly in the curse over the
to enact the vengeance prophesied by Kushan people. Temperate Gaalsien
the Gaalsien. No Gaalsien, however, could will gently chide others to amend their
envision that the Kushan people would ways and serve according to the Kah’a,
overturn the curse and reclaim paradise in though many take a more militant
spite of the odds against them. approach.

Gaalsien Culture
By far the most socially conservative Kiith on For centuries the Gaalsien were a major
Kharak, Kiith Gaalsien existed as a walking player in the spiritual lives of the Kushan
reminder of the Kushan’s past as desert people, until more temperate areas became
nomads. For example, the Kah’a demands accessible. As their influence began to wane,
that all must completely cover the skin to the Gaalsien launched the Heresy Wars in an
protect it from direct sunlight. Every member effort to bring all other Kiithid to heel.
of Kiith Gaalsien follows this tradition, In 717 KDS Kiith Gaalsien performed an
forgoing the practice only during ceremonial act so terrible, it would never be forgiven. In
CHAPTER 7: KIITHID SOCIETY BRIEFING

occasions or when indoors. a fit of madness, rage, or both, they destroyed


Kiith Gaalsien is also rigidly traditional the temple city of Saju-ka and fled into the
in family roles and social mobility. The Sa desert. The Kiith was thought nearly extinct
of every family is always a male, and the until they began attacking the northern Kiithid
secondary is always a female. The Kiith-Sa with advanced weaponry salvaged from
was always the eldest patriarch of the oldest crashed spaceships in 1075 KDS. Operation
family line, and exceptions were always the Khadiim once again set the Gaalsien back, as
result of treachery on the part of jealous the K’Had Sajuuk—the Kiith-Sa—was killed on
families. his flagship at the ruin of Khar-Toba.
Families in Kiith Gaalsien tended to be During the Mothership’s construction it
austere, following the belief that luxury in any was rumored Kiith Gaalsien was gathering
form was sinful. Aberrations from traditional strength once again, preparing to sabotage
practices were discouraged at best, but the Mothership Program. For this reason the
typically punished in brutal fashion. The hyperspace test was advanced, throwing
worst punishment in Gaalsien law was direct any Gaalsien plans off-balance. The fateful
exposure to the desert for a number of hours test would later be perceived as threat by
decided by the elders based on the severity the Taiidan, and result in them instigating
of the crime. the attack on the planet—the event known
as the Kharakian Genocide. This resulted
Gaalsien History in the extinguishing of the Gaalsien outside
There are legends attesting to Kiith Gaalsien’s of any undercover agents hiding among the
origins in the First City of Khar-Toba. The Sleepers, the Mothership’s personnel, or
oldest documents to survive from those surviving orbital crews.
ancient days bear the sigil of Kiith Gaalsien,
and are historically dated to that time period.

200 CHAPTER 7
Story Seeds
The Lingering Curse A Broken People
Kushan intelligence had been anticipating After a botched assassination attempt
a major Gaalsien raid for years as the against Karan, a Gaalsien cell has turned
Mothership was nearing completion. With the themselves in after the death of their
timetable of the hyperspace test advanced leader. After a debriefing the members are
it was believed the saboteurs were caught enlisted in the Kushan special forces for
ill-prepared and unable to enact their plans. their skill set. The player characters’ party
In the chaos of Kharak’s destruction these is assigned several of these specialists and
saboteurs were overlooked, and it is possible given a mission to infiltrate a Taiidan remote
they may still be hiding. The players are observation post. Can the Gaalsien members
assigned by Fleet Intelligence to investigate be trusted now that their religion is a lie? Or
the Mothership’s high-security departments will they adopt the crusade to Hiigara as a
for any operatives. new cause to fight for?

Kiith Paktu
The Kiith of the south stood physically, and in At the turn of the century a social
many ways culturally, distinct from the rest movement sprang up which resisted northern
of Kharak for close to three hundred years. influence. Over the next two hundred years

CHAPTER 7: KIITHID SOCIETY BRIEFING


After their flight to the south in 490 KDS the Kiith Paktu would fluctuate their involvement
only contact Kiith Paktu had with the north with northern affairs, infamously denying
was via Manaani sand-sailer. It wasn’t until support for Operation Khadiim (on account
Kiith Naabal laid the Great Northern Way, of the failure of Operation Skaa-Brii). Only
connecting north and south by steam car, the discovery of the Guidestone brought
that the Paktu were reintroduced to the Kiith Paktu back into involvement with
rest of Kushan society. By then they were the northern Kiith, and then mostly in
already culturally distinct from their northern competition with the north for contributions
cousins. to the Mothership Program.

The Distant Kiithid Paktu Culture


Kiith Paktu’s distance from the north for The flight from the north had changed Kiith
over three hundred years helped the Kiith Paktu in many ways, but at their core they
to remold themselves into a society of their still remained an agrarian Kiith. For centuries
own, distinct from the northern Kiithid. The after arriving in the south they still practiced
only connection between the two continents the traditions of the farming Kiith, such as
was through Manaani sand-sailers, and until the seasonal celebrations coinciding with the
the war’s end contact was rare. harvest and respect for an honest day’s work.
Though they were invited to the Daiamid There is a powerful streak of atheism
in 820 KDS, Kiith Paktu only maintained a within Kiith Paktu, and a general distrust of
token presence there until the Great Northern organized religion as a tool for oppression.
Way was opened up in 912 KDS by Kiith Though worship of Sajuuk is not discouraged
Naabal. This new route led to an increase in among the Paktu, there is no organization for
Paktu presence both in the Daiamid and in worship of the gods, and it is mostly a private
the north. affair.

CHAPTER 7 201
their diplomats to Tiir. The Great Northern
A Paktu Portrait Way expanded contact between the two
continents but spawned its own problems
Members of Kiith Paktu are culturally regarding social integration.
distinct from the rest of the north- In the era of spaceflight Kiith Paktu
ern-origin Kiithid in several ways, established and maintained one of the
particularly with their approach to au- largest rocket bases on Kharak. The five-pad
thority. Independent and headstrong, a complex at the foot of the Hunon Mountains
Paktu needs to either be in charge of was responsible for the launch of the Silumiin
the situation or have their role clearly rocket in 1024 KDS, and later saw much of
defined for them so they can handle the large-scale hardware lifted into orbit.
their tasks as they see fit. Even into the Homeworld War, Kiith Paktu
remains competitively independent.
The cultural divide with the north is
perceptible in Kiith Paktu’s choice in the arts. Significant Paktu
While the Northern Kiith generally prefer
continuity, tradition, and contemplation, Chiisur Paktu—Admiral of the
the Paktu prefer instant gratification, the Kushan Fleet
ephemeral, and planning for tomorrow. While
the two sides regard one another as alien Notable for his ability and skill in tac-
on the worst of days, many can admire the tical decision-making, Admiral Chiisur
Paktu for their anticipation of the future. Paktu was responsible for, or involved
CHAPTER 7: KIITHID SOCIETY BRIEFING

in, the creation and execution of some


Paktu History of the Kushan’s best tactical maneu-
vers. Though a man of high intelli-
Kiith Siidim’s policies on cultural supremacy
gence, he often clashed with the other
displaced Kiith Paktu in 488 KDS, forbidding
admirals, most notably over the use of
any Kiithid from living upstream of the Siidim
super capital-class ships when he be-
least they pollute the waters the Siidim had
lieved that a larger force of strike craft
to drink. With the religious Kiithid of the era
would be more effective, both in cost
becoming more intolerant of non-believers,
and on the battlefield.
Kiith Paktu had no choice but to embark on
a desperate quest to the fabled southern
continent. Only seventeen families reached
the Hunon Mountains, and even fewer lived
Story Seeds
to see the Great Majiirian Sea that lay on the The Runaways
other side. The issues regarding Kiith fleet integrations
Kiith Siidim and Kiith Gaalsien attempted are an unspoken problem known to Fleet
to assault the southern lands; all three major Intelligence. As every Kiith is specialized
attempts were repelled by the Paktu, including according to their trade, getting them
the last attempt made by Liam Gaalsien who to integrate operations can be difficult,
arrived at the pass of the Hunon Mountains especially on the journey home. A ship
with his army mostly intact. The only friendly containing a Paktu majority may decide the
contact Kiith Paktu had at the time with journey to Hiigara is not worth it to them,
the north was through Manaani tradesmen. and choose a separate set of hyperspace
Serving as intermediaries between the two, coordinates when the fleet jumps to their
once the Heresy Wars were over Kiith Paktu next destination. With the fleet needing every
relied on Manaani transportation to bring ship it has, a player character party may be
202 CHAPTER 7
sent to recover them. This is especially the naturally makes them rivals (friendly or not)
case if the defecting vessel is a super capital- of other Kiithid they work with, in spite of
class. their Sa’s attempts to the contrary. The player
Rival Camp crew may be in competition with a group of
The independence of Kiith Paktu, combined all-Paktu members that enjoy tormenting the
with their social disparity with the north, player characters.

Kiith Soban
Traditionally a Kiith will focus their entire are guilty of violating taboos or committing
effort on one trade or another, turning it into crimes unacceptable to the other Kiithid,
an art form. Few can compete with Kiith and have no place to go other than exile to
Soban in the area of warfare and tactics, as the deserts. In Kiith Soban individuals can
the Kiith has honed its trade to perfection start anew, better themselves, and serve a
with a long history of fighting in every war on powerful Kiith that is well regarded among
the planet purely as mercenaries. its peers.
Those who join Kiith Soban perform
Taking the Red a ritual called “Taking the Red.” Kneeling
Kiith Soban is notable on Kharak by being before the Soban-Sa, individuals forcibly
one of only two Kiithid that one cannot be rip the colors of their previous Kiith from

CHAPTER 7: KIITHID SOCIETY BRIEFING


born into. The members of Kiith Soban are their bodies, rejecting ties to the past and
made up of those who, for one reason or entering Kiith Soban with no attachments.
another, flee their home Kiith and seek a They are then joined together with other new
new beginning. Some who join Kiith Soban members, coming up together as a small

CHAPTER 7 203
family in themselves connected by ties of the sense of family that individuals lose
blood and service. when they join Kiith Soban.
As mercenaries, Kiith Soban’s trade While members of Kiith Soban are
consists of hiring out their services in all permitted to form whatever social liaisons
manner of warfare, serving as security guards, they wish when off-duty, marriages and
frontline soldiers, strategy consultants, children are strictly forbidden in Kiith Soban.
special ops forces, bodyguards, and more. Children that are conceived are always either
Individuals employed in the service of a client given up as foundlings with other Kiith, or
Kiith will don that Kiith’s colors and obey their their parents are forced to leave Kiith Soban.
orders until the contracted deadline. Once Though the Soban are typically
the deadline is reached, down to the minute characterized as humorless and professional,
and second, the hired warriors will shed their this is not the case. While the Sobani pride
adopted colors and return home. Contracts themselves in their skills in warfare, behind
cannot be extended or renegotiated on the closed doors they are as casual as any other
spot, and they must be made in advance Kiith. However, this fact is not shared with
through the Soban-Sa. outsiders, in order to preserve the Sobani
mystique as warriors.

Washouts Soban History


A life of military service may seem Appropriate for a Kiith with such a bloody
valorous to some, prompting glory- reputation, Kiith Soban’s origins lie in raids
CHAPTER 7: KIITHID SOCIETY BRIEFING

seekers to abandon their Kiith and on the western shores of the Second Sea by
join Soban to gain a sense of power. Kiith Balel in the year 416 KDS. The survivors
The grueling lifestyle of the Soban of the massacre fled to their Sa and desired
always weeds out those lacking the to lead a retribution raid. The Sa of Kiith Lehi
commitment to the cause, many declined, and on that day Kiith Soban was
returning to their own Kiith. Those who born out of the exasperated survivors. Soban
are desperate and cannot return to their the Red personally commanded his followers
past lives end up in the desert, usually in the attack that razed their previous homes.
becoming victims of the Gaalsien or When they passed, no stone was left standing
Khaaneph. on another.
Kiith Soban continued to exist as a
landless mercenary Kiith, where their bloody
Soban Culture reputation made them desired as shock
Since its beginning Kiith Soban has
embraced ties of service and survival, rather
than blood lineages. Where families exist in
The Games
other Kiithid, the Soban have Units. Each Unit Every Sobani is expected to partake in
is approximately 12-20 individuals arranged seasonal training sessions to maintain
in the traditional way, with one Sa and a fitness and keep them occupied.
Second to oversee a group of dependents. However, every year one training cycle
Following Sobani military culture, the Sa is given over to a Kiith-wide athletic
is also the highest ranked member in the competition known as the Games.
unit. The chain of command is not strictly Teams are formed from across several
observed within a Unit, however, as these are families to compete in events that run
social organizations designed to maintain back-to-back over three months.

204 CHAPTER 7
Story Seeds
A Sobani Portrait
Members of Kiith Soban immediately
Generational Gap
Kiith Soban’s numbers swelled as colonists
impress with their professionalism,
in cryo-sleep were awakened to fight in the
poise, respect, and strength. Though
Homeworld War. Some who had no ties to
they do not make great conversational-
anyone else in the fleet decided to join Kiith
ists (at least with outsiders), members
Soban, especially the desperate. Taaran
of Kiith Soban are frank speakers with
Soban-Sa recognizes these desperate
a high degree of confidence in their
acolytes suffering from trauma and needs to
abilities. Lifelong Sobani stand apart
weed them out. To do so, the player crew may
from those who recently joined during
be recruited to assist one of these new Soban
the Homeworld War, as these new
units to test their mettle in combat and
members lack their cold professional-
rescue them in case something goes wrong.
ism and confidence.
The Red Secret
The circumstances surrounding Taaran
troopers and stalwart guardians. During the Soban-Sa’s election to the Soban have been
Heresy Wars they were frequently contracted rather suspect. Before Kharak’s destruction
by the religious Kiith for their services, he was a senior cadet in the space training
occasionally fighting between themselves program and seniority should have gone
as their services were bought by competing to Commander Akarda Soban, who died

CHAPTER 7: KIITHID SOCIETY BRIEFING


Kiith. under mysterious circumstances during a
Kiith Soban of today has begun to boarding action on the Taiidan Frigate. Fleet
expand its operations into space warfare, Commander Johnas Soban is concerned,
which turned out to be a prudent move. The and discreetly asks the players to investigate.
largest detachment of Soban to survive the Beware: prying into Soban secrets is more
burning of Kharak were training onboard the dangerous than many realise.
Mothership for combat in microgravity. They
serve as the core of the Kushan fleet’s special
operations forces.

The Gilded Night


Kiith Soban was not blind to the war destroying their planet, but it was paralyzed over
which side to assist to end the war. Secretly Kiith Naabal contacted the Soban-Sa with
a proposition. In exchange for advanced technology, no Soban would lift a hand against
the Naabal. The agreement lasted for a hundred years after the Heresy Wars, ending with
the Dispute at Hatar.

CHAPTER 7 205
Kiith S’jet
Since the earliest days on Kharak, Kiith S’jet S’jet accomplishments in many scientific
has been dedicated to finding, recording, and areas are well known. Their first mastery was
announcing the truth. This has given them a in astronomy, allowing them to calculate the
unique place in Kharak’s history as providers path of the planets in the Kushan system
of essential knowledge that changed the to establish the Kharakian Dating System.
destiny of the Kushan people over the years. In time their focus expanded to genetics
and geology, allowing them to discover the
Serving the Truth truth that Kushan life was not biologically
Kiith S’jet’s predilection for finding the connected to the rest of Kharak.
truth can be traced as far back as the First Additionally, the fastidiousness of S’jet
City of Khar-Toba. Upon the doors into the scholars served them well in record keeping
Temple Observatory where the Guidestone and law, making them excellent judges.
was found, the seal of Kiith S’jet had been Though this is not as celebrated as their
boldly carved. Certain equations for astral scientific pursuits, practicing S’jet judges
calculations within were also attributed to were deemed incorruptible in office. Legal
Kiith S’jet, making them one of the few Kiith officers from S’jet were just as feared as
with a validated connection to the First City. those from Soban for the piercing questions
they could ask during a cross-examination.
CHAPTER 7: KIITHID SOCIETY BRIEFING

206 CHAPTER 7
Penalty of Hostility An S’jet Portrait
Kiith S’jet were too valuable as allies Many S’jet are thinkers and scientists,
for any one Kiith to attempt conquering preferring to use their skills and
them and turning them into vassals. attributes in the pursuit and use of
Any Kiith that attempted to interrogate knowledge. Though they are opposed
a S’jet scholar was punished with to using this knowledge for gaining
an embargo that lasted no less than power, members of the Kiith are not
100 years. As large parts of Kushan above employing these means if it
society depended on meticulous S’jet furthers their objectives. It is a mistake
bookkeeping, the threat was dire to to characterize the S’jet as meek and
contemplate. Kiith Gaalsien is the only humble—on Kharak it is a saying to
Kiith that suffered this penalty. never underestimate the silence of a
S’jet in dire times.

S’jet Culture They drew the ire of both Siidim and


Traditionally the S’jet have maintained a Gaalsien during the Heresy Wars, but only the
culture of passionate study and inward latter moved against them directly by sacking
contemplation. Many raised in Kiith S’jet are Abaard. The Siidim continued to use their
taught to pursue one kind of study or another services and treated them fairly, but withheld
and master that subject into adulthood. On supplies and shelter to S’jet scholars when

CHAPTER 7: KIITHID SOCIETY BRIEFING


average, members of Kiith S’jet tend to have the Siidim disapproved of a S’jet publication.
a broader education than their counterparts In recent history the star of Kiith S’jet
in other Kiithid. Though they lack the gifts has been on the rise. Operation Khadiim
specialization brings, as a whole they are in 1110 KDS was their first major military
more familiar with a wider range of subjects. accomplishment in the modern era; Rachel
That being said, modern S’jet are careful S’jet was instrumental in the success of the
to whom they disclose the truth, when it is mission and locating the First City of Khar-
delivered, and how it is presented. While it Toba. Still later as S’jet-Sa she supported
is said that a member of Kiith S’jet cannot the findings of Mevath Sagald when she
lie, they will go to some creative lengths to presented the Guidestone to the Daiamid in
reframe the truth to hide a particular aspect 1135 KDS. More recently Karan S’jet, next in
of it when they choose. line for the position of Sa with her people,
offered herself up for an experimental
S’jet History surgery to solve a critical problem with the
Kiith S’jet has been a constant presence Mothership’s computer systems.
across society on Kharak; rather than cluster
in one place they tended to gather where they
needed to in order to gather data. Before the
Heresy Wars their greatest learning centers
were clustered in Sadsaior, Abaard, Saju-ka,
and Khar-Atekh. The Kharak Dating System
was their greatest accomplishment in
ancient days.

CHAPTER 7 207
Significant S’jet
Karan S’jet—Fleet Command
Regarded in hindsight as the most pivotal figure in the entire Kushan Race, Karan S’jet’s
sacrifice allowed her to command the Mothership’s computer systems with her brain and
solve a critical problem that threatened to scrap the Mothership Program entirely.
Her background, by contrast, is surprisingly modest. Though she was born to Huur and
Ajora S’jet-Sa, she was effectively raised by her maternal grandfather Cambaal S’jet. He
imbued her with a gentle respect for life and sparked her interest in neuroscience, which
led to her enrollment in the Academy of Advanced Sciences in Tiir. She later accepted
an invitation to join the Mothership Program in part to escape the responsibilities of
leadership her father was thrusting upon her.
Karan’s research into developing a neural network proved to be a key solution to a
complicated problem facing the Mothership Program. While no computer network could
keep up with the staggering processing load from so many systems, a living brain could,
and Karan would not allow anyone else to undergo the procedure she developed. Over
the objections of her father, it took three months to install Karan as Fleet Command.She
required multiple surgeries to adapt and prepare her body and limps for the connectors,
wires and transmitters needed to join her with the Mothership, and whole crews of
engineers worked to build the chamber she would reside in. Ultimately these were a
CHAPTER 7: KIITHID SOCIETY BRIEFING

success, and even after being successfully disconnected from the Mothership upon
landfall on Hiigara, Karan regained normal functionality of her limbs and mind.
Her journey from simple researcher to guardian angel and savior of the Kushan people is
a thing of legend. Even before landfall on Hiigara, Karan was becoming revered by those
who equated her with the gods of old. Though she modestly declines to accept her fame,
the Hiigaran people cannot stop praising the one who gave up everything to lead them
all to paradise.

Cynsk S’jet—Fleet Intelligence Moderator


The voice of Fleet Intelligence comes from the rank-and-file S’jet families on the Dassar
grasslands. During the Homeworld War, Cynsk was responsible for communicating vital
intelligence between the Fleet Intelligence forum and Fleet Control elements. Originally,
he was to be accompanied by two other panelists, but they were on Kharak when the
planet was burned, leaving Cynsk the sole speaker during the journey to Hiigara. Never
once did he waver during the battle, nearly driving himself to exhaustion during the fight
over Hiigara as he strove to keep mothership operations under control without Karan’s
influence.

208 CHAPTER 7
Story Seeds
Blind Ambition Judge Advocate General
Many S’jet find themselves in fleet specialist One vital yet overlooked function in the
positions as field science officers, or panelists Kushan Navy is the office of the Judge
in Fleet Intelligence. While their skills are Advocate General. While inter-fleet conflicts
formidable in these areas, there are the are typically downplayed, they do happen,
occasional eccentrics from S’jet who forward and the JAG office handles these affairs
beliefs that are not necessarily accepted by quickly and precisely. It was founded by the
others—or safe to speak aloud. Cassandra Honorable Ruel S’jet, a formidable judge
S’jet, xeno-archeologist and cryptographer, in his own right. Recently the young Sa of
is certain the Taiidan operate with a secret what remains of Kiith Lehi has died under
coding machine for hidden transmissions. mysterious circumstances, with the possible
None were found on the captured frigate over suggestion that he was murdered for some
Kharak, yet she’s emphatic in this belief. She reason. The player crew is assigned to assist
pulls rank on the player crew and conscripts Ruel from Fleet Intelligence to investigate the
them into a mission to retrieve one of these situation.
cypher devices—whether it’s real or not.

Kiith Naaba
Naaball

CHAPTER 7: KIITHID SOCIETY BRIEFING


Civilization on Kharak, and much of Kushan their own as a massive manufacturing and
industry, is indebted to Kiith Naabal for its engineering Kiith, surpassing many of their
continued existence. Naabal’s emergence offspring Kiithid that hyper-specialized in one
from Tiir to end the Heresy Wars, and their area or another. Their greatest engineering
assistance in the rebuilding afterward, helped feats on Kharak included the great Storm
usher Kushan society into the modern era. Breaker barrier and The Great Northern
Way. Kiith Naabal also constructed many
Building Civilization major components for the Scaffold and the
In the modern era Kiith Naabal has been Mothership itself.
renowned for their engineering and
construction accomplishments. All of this Naabal Culture
comes from two and a half centuries of While they are remembered as the saviors of
hoarding scientific innovations and secrets Kushan civilization following their campaign
from across the planet. With advances to end the Heresy Wars, members of Kiith
such as steel working, gunpowder, concrete Naabal are rather modest about their Kiith’s
pouring, and more, Tiir became a fairly history and contributions. A Kiith of pacifists,
advanced city compared to others across the they would rather move on to build the future
north that were suffering in the Heresy Wars. instead of dwelling on the past in a war
By the time the wars were over Tiir stood as they were reluctant to fight. Generally, Kiith
the first marvel of the modern world. Naabal would prefer to influence Kiith policy
While Kiith Naabal was happy to share in subtle ways, usually through back channel
these secrets with any Kiithid interested in arrangements and monetary investments in
the knowledge, they worked to perfect their projects headed by other Kiithid.
trade over the centuries. They came into

CHAPTER 7 209
Members of Naabal are characterized
as being stalwart, dedicated workers in A Naabal Portrait
many areas of engineering and technical It is commonly said of the Naabal that
mastery. Within Kiith Naabal, the structure they carry a hidden strength in their
of the collected Kiithid is replicated in poise and attitude. The Homeworld
miniature by many families joining together War has sparked within them an
and specializing in certain engineering ancient drive that is guaranteed to see
trades. This structure fostered many family them through any dire situation for the
collectives to leave Kiith Naabal and grow sake of survival. They make excellent
apart from the whole, but just as many and diligent engineers and officers,
families remained with Naabal to keep the getting the job done no matter the cost
Kiith strong in the face of competition. for the sake of staying ahead of defeat.
Like Kiith S’jet’s dedication to truth, Kiith Compared to the Somtaaw’s down-to-
Naabal’s unspoken dedication has been earth workmanship, the Naabal will
supporting the future of Kushan civilization. pursue a task because it will serve
As the mothership project began to near the higher goal of getting the Kushan
completion many in Kiith Naabal expressed people to Hiigara.
interest in seeing the mission succeed. Kiith
Naabal supports a slightly higher number of
members among the Sleepers, which many
have taken as a sign of their desire to be a The Capital of Tiir
part of the future. Ifriit Naabal-Sa’s last act as leader of
CHAPTER 7: KIITHID SOCIETY BRIEFING

his people was to establish the Daiamid


Naabal History as a forum where all Kiithid could
Little is known about Kiith Naabal before gather and resolve their differences
their explosive entry into the Heresy Wars, peacefully. The Daiamid’s first meeting
other than some symbols found in Khar-Toba place was in a building that had once
loosely resembling the Naabal seal. They been a temple dedicated to the god of
were also a particular target of the Gaalsien accord and trade, Jaanah.
for persecution, but little else is known.
The city of Tiir, founded in 510 KDS, was
a refuge from the outside world where all of
Kiith Naabal could gather for safety. Very few more advanced than anything else on Kharak.
knew of the path into the Hidden Valley where Within ten years, they won the Heresy Wars.
Tiir had been established. Over the course of Kiith Naabal was content to fade into
the Heresy Wars tradesmen and refugees history and bask in what they had helped
that happened upon Tiir were welcomed and foster into creation, until the Guidestone
allowed to make their lives anew in the city. was brought to the Daiamid. Determined
The ascension of Ifriit Naabal to Sa of to bring the Kushan people to the lost
his people changed everything. Learning homeworld, Kiith Naabal began to re-emerge
that major life-sustaining infrastructure from behind the scenes and make deals with
on Kharak was being destroyed to deprive the other Kiith. They have a slightly higher
enemies of resources, Ifriit knew life on percentage of Sleepers among the colonists,
Kharak was doomed unless something was having argued that their expertise would be
done. It was under his command that the needed on their homeworld if it was found
Naabal armed themselves and stormed from uninhabited.
Tiir with an army that was two generations

210 CHAPTER 7
Story Seeds The Builder’s Wager
A Shadow of Supremacy Due to the vast size of the Mothership’s
Though their majority is slight, some Kiithid construction bays, several Kiithid have
in the fleet suspect the Naabal are planning gathered here to practice their specialization
some kind of power move to become the in starship construction. Naabal, LiirHra,
dominant Kiith when the fleet returns to and Paktu all have a stake in building ships
Hiigara. True or not, some Kiithid are acting for the war effort. While this usually results
on this suspicion, and it does not help that in friendly competition, some in the Kiith
Nadaari Naabal-Sa is currying influence in may decide to take this too far. The PCs will
his role as the fleet’s Master Engineer. either be recruited to stop it or encouraged to
perform some creative sabotage for one Kiith
or another to gain prestige.

Kiith Manaan
Known to other Kiithid as “the travelers,” Kiith These traditions followed the Manaan
Manaan is the largest and most capable of the into the modern era, and the Kiith evolved
landless Kiithid, exceeding even Kiith Soban as all of Kharak had evolved. Traveling on
in terms of reach and self-sufficiency. Across foot gave way to increasingly sophisticated

CHAPTER 7: KIITHID SOCIETY BRIEFING


Kharak they were regarded as the strangest sand-sailers, which then gave way to steam-
of all Kiithid on account of their landlessness powered ground vehicles and Kharak’s
and the way they have forsaken the safety of first air passenger service. As spaceflight
a hearth and home. In the modern era they evolved on Kharak the Manaan also began
retain their practice as traders, but have to take to the stars, and many were aboard
also expanded into being diplomats, political the Mothership during the hyperspace test
leaders, test pilots, and scouts. serving as crewmen.

The Travelers
Following their insatiable urge for adventure, The Ferin Sha
the caravans of Kiith Manaan would cross Though Kiith Manaan had no home to
the width and breath of Kharak’s expansive call their own, one patch of land that
deserts. In exchange for the hospitality they had significance to them was the Ferin
expected at stops along their journey, the Sha, or dancing ground. Every year
travelers offered two important commodities most of the Mannani would congregate
to the ancient world: rare cargoes and at the Ferin Sha to participate in a
entertainment. week-long celebration of merriment
For those living at the edge of the desert it and drinking. Fighting was forbidden
was hard to come by even mundane cargoes, at the Ferin Sha, and outsiders were
and the toil of a day’s hard labor allowed occasionally invited to participate.
little respite in order to simply survive. The
arrival of a Manaani caravan often heralded
a festival that was eagerly anticipated by the
landed Kiithid graced by their presence.

CHAPTER 7 211
Manaan Culture
CHAPTER 7: KIITHID SOCIETY BRIEFING

Kiith Manaan is the largest of the landless A Manaani Portrait


Kiithid, maintaining a traditional nomadic Members of Kiith Manaan are carefree
lifestyle even into the modern era. In ancient and free-spirited. Loving their
times the Kiith was judged as a threat to independence as much as members of
upstanding morals and the decency of young Kiith Paktu, they are less disdainful of
men and women. This antipathy is easy to authority figures and the status quo.
understand in retrospect: a Kiith that would They prefer to evade engagements
eschew hard work to live off the goodwill rather than stand their ground.
of others was hardly a condoned behavior Manaani diplomats and performers
by the landed Kiith. The Manaani labored have a great degree of charisma;
under this suspicion for the early centuries of charm is never lacking among Manaani
Kharak history, but it never seemed to bother and they use this leverage to attain
them. their goals. If nothing else, members of
Members of Kiith Manaan are possessed by Kiith Manaan know how to tell a tale. A
an insatiable desire for new experiences and Manaani is also quick to try new things
adventures. The Manaani could never stay in or volunteer for a new procedure,
one place for long and resisted any attempts always eager to have new experiences.
to settle or civilize their Kiith. They often
travelled in caravans consisting of a single-
family group that typically included up to a
dozen people. Following the Heresy Wars the
population size of the caravans increased as
transportation became more sophisticated,
and by the time of the Mothership’s launch it

212 CHAPTER 7
was common for Manaani to travel together and spaceflight was first attained by Naju
in larger communities. Manaan when he built his own rocket and
The modern era has seen Manaan shift attempted to reach orbit. Though he didn’t
slightly in their priorities. Coming into survive the attempt, he spurred Kiith Manaan
wealth after the Heresy Wars due to their to begin investing in space travel.
trade networks, the Manaani began to
produce more statesmen, administrators,
and diplomats. Kiith Manaan also has the The Ambassadors
greatest focus on the arts out of the major Serving as intermediaries between
Kiithid, and Manaani performances are the north and south Kiithid, combined
rivaled only by Kiith Kaalel. Even with all of with their lucrative income from their
this, the spirit of adventure is still strong with trade enterprises, forced Kiith Manaan
the Kiith, for many Manaani signed up to join to consider moving into administering
the Mothership Program to be a part of the their assets. Following the Heresy
exiting future of the Kushan people. Wars Kiith Manaan began producing
more diplomats and political leaders to
Manaan History meet these needs.
The earliest recorded mention of Manaani
nomads comes from an account in 340
KDS, where the dwellers of the White
Desert accused them of stealing the tribute
Significant Manaan

CHAPTER 7: KIITHID SOCIETY BRIEFING


due to their Sa that season. Stories like Jeremiah Manaan-Sa—
this reinforced the ancient stigma that Ambassador
Manaan were a Kiith of thieves, a threat to
upstanding morals and decency. They were The second son of the Sa, Jeremiah
also accused of witchcraft and sorcery, for did not anticipate being elevated to
no other explanation could account for how greatness when he was awakened
they sneaked illegal cargo through intensive from cryo-sleep and told he would
searches. become the Sa of his people. He took
The Manaan suffered badly in the the news in stride and vowed to do the
Heresy Wars, as their merriment was best he could by his Kiith. Jeremiah
viewed as heresy to both the Siidim and volunteered for the position of Fleet
Gaalsien. Persecution across the north was Ambassador when the role was created
punctuated by an attack on the Ferin Sha in following the disastrous encounter
513 KDS that left few survivors. The myth of with the Turanic raiders. In contrast to
Manaani pirates became a grim and terrible the stereotype, he is understated and
reality for more than a century afterward as thoughtful. He has a magnetic charm
they exacted revenge against the Siidim. By that helps him as a leader and as a
656 KDS the Manaani had exhausted their diplomat representing his people.
appetite for blood and returned to trade.
In the modern era Kiith Manaan continued
to serve as traders across the deserts. They
grasped many early technological advances
regarding vehicles and travel, utilizing them
to increase their trade profits. The first air
passenger service was flown by the Manaan,

CHAPTER 7 213
Story Seeds Missing in Action
The New Ferin Sha In order to gain more flexibility in fleet actions,
With Kharak destroyed and the Kushan Fleet research and design has created a
people facing possible extinction if they lose prototype hyperspace-capable strike craft.
a battle, things are grim. Not helping matters A Manaani crew immediately volunteered to
is the realization that, following the battle fly it, and two hours after launch their return
with the Kadesh, the Kushan people were is overdue. Investigating with a support
forced to commit cultural genocide against frigate and attendant strike craft, the PCs
their cousins. In the face of this despair, discover them interacting with another minor
Jeremiah Manaan-Sa suggests holding a galactic power and involved in a racing event
Ferin Sha in one of the unused areas of the happening there. The party needs to navigate
Mothership. With so many people clustered the local politics and find a way to retrieve
together in celebration the Ferin Sha could the prototype or destroy it before the Taiidan
be a great nexus for any adventure requiring find it.
the intersection of so many people across
the fleet.

Kiith Somtaaw
CHAPTER 7: KIITHID SOCIETY BRIEFING

One of the great religious Kiithid of the Their expertise was in great demand
past, Kiith Somtaaw of today is a Kiith of across Kharak, especially in the aftermath of
rugged, deterministic miners and explorers. the Heresy Wars, since many mining Kiithid
While their inner faith has never left them, were conscripted and expended by the
compared to the other religious Kiithid they combatant Kiithid as vassals. Kiith Somtaaw
have become more practical-minded as the was also the first Kiith to pioneer asteroid
centuries wore on. mining, and for the Mothership Program
they designed and managed the scaffold’s
The Great Miners massive Phased Disassembler Array (a key
Following the Heresy Wars, Kiith Somtaaw technology in ship construction).
came to be identified as a major mining Kiith
with a side-specialization in engineering
(particularly regarding mining operations).
A Miner’s Life
On Kharak it took several years for them During the Homeworld War and even
to perfect their materials extraction and afterward, Kiith Somtaaw came to fully
processing trade from virtually nothing. As a embrace their specialization as miners.
result, however, Kiith Somtaaw helped define Due to only having a small numbers of
the modern understanding of planetary Sleepers from the Kiith, Somtaaw faced
geology and materials sciences. While absorption upon landfall and fought to
Kiith Naabal pioneered steel working, Kiith maintain their freedom. Ultimately they
Somtaaw developed alloy-manufacturing succeeded, and for many years leaned
techniques into an art form of its own. on the trade of mining in order to exist
cohesively as a Kiith.

214 CHAPTER 7
Somtaaw History Somtaaw Culture
The origins of Kiith Somtaaw are lost to In keeping with their religious roots, Kiith
time, but it is known they must have found Somtaaw often produces hardworking,
passage through the Khontala Mountain diligent individuals that complete the job
range sometime in the mid 200s. Allegedly no matter the difficulty. For the religiously
receiving visions from Sajuuk, the earliest inclined among the Somtaaw, a day’s labor is
Sas of Kiith Somtaaw established the thirty- not only a requirement to keep the house and
three temples of the Shimmering Path home, but also an act of faith. By persevering
leading up to the summit of Lungma Jiin. to see the next day and complete the next
Many who wished to prove their worth in the task, it was proof in the eyes of Sajuuk that
eyes of Sajuuk would undertake a pilgrimage one was worthy of the boon gathered as the
up the Shimmering Path, often ending at the reward of that work. Though Kiith Somtaaw
Seventh Temple within the walls of Gydeo. gradually secularized, the notion that work
could be its own reward has carried far from
its religious origins.
A Test of Faith Kiith Somtaaw maintained many of
While the Gaalsien believed the exile their ancient religious ceremonies into the
was punishment for the sin of hubris, modern era. Those who lived on the Khontala
Kiith Somtaaw believed the exile Mountain range often undertook the ascent
was a test of endurance. The Kushan along the temple paths, more as an act of self-
people were being judged by Sajuuk worth and social esteem than for religious

CHAPTER 7: KIITHID SOCIETY BRIEFING


and the gods to determine whether reasons. Among the youth it was a matter
they were worthy of being elevated to of pride over how far one could ascend the
become peers of the gods themselves. Shimmering Path. Accordingly, rock-climbing
The virtues of patience and diligence, and mountaineering was popular among the
practiced in the ancient religion, would Somtaaw.
carry on in the Somtaaw beyond their
secularization after the Heresy Wars.
A Somtaaw Portrait
The Heresy Wars threatened to starve the Members of modern Kiith Somtaaw
isolated Somtaaw until a vision in a dream are practical, down-to-earth realists
guided their Kiith-Sa to a remote area of the with a strong work ethic. Never the
Khontala Mountain range. Digging into the creators of new technology, instead
sediment, the Kiith discovered the highest they apply existing technology in new
quality iron ore ever found on Kharak. Rapidly ways. Though they till the earth and
Kiith Somtaaw purchased equipment to set work hard at mundane assignments
up a mine and refined the ore to produce in mining, their cleverness shouldn’t
high-quality steel. In exchange for keeping be underestimated—especially in the
the only road into the Khontala Mountains matter of making things work. They
free of raiders, the Somtaaw offered Kiith won’t always come up with the most
Soban exclusive rights to the steel. This trade innovative or elegant solution, but the
agreement is alleged to exist to this day, solutions they find are practical and
where a hidden discount is applied to Sobani work in the long term.
purchases of Somtaaw material.

CHAPTER 7 215
Significant Somtaaw
Emilia Somtaaw—Fleet Intelligence Officer
One of the many Fleet Intelligence forum operatives, Emilia was originally appointed to
serve in minerals analysis composition once the Mothership was underway. During the
hyperspace test she was onboard to calibrate the system, and following the destruction
of Kharak she was assigned on a permanent basis to Fleet Intelligence. She is known for
being stubborn: once dedicated to an idea she has to see it through to completion. She
is not afraid to go out into the field to prove or disprove a point. In the Great Nebula she
petitioned Fleet Command to board the derelict sister ship of the Khar-Toba, and in the
Sea of Lost Souls she personally investigated the Ghost Ship.

Story Seeds other Kiithid within the minining core, Fleet


Intelligence need someone to step in to
The Stubborn prevent tensions rising.
Cloistering is a problem that Fleet Command
always struggled with over the course of the An Inquiry
Homeworld War, though the problem was Somtaaw’s strongest collective of individuals
not widely recorded. It’s easy for a collected was on a lone resource controller ship. Being
group of hyper-specialized social units to all
CHAPTER 7: KIITHID SOCIETY BRIEFING

separated from the fleet and predominantly


gather in one profession or another, even a mining operation, many Somtaaw operated
though the leaders of the fleet wanted to there out of the eyes of fleet security. There
emphasize that they had to band together. are rumors something of ill repute is going
The problem flared up to varying degrees, on, with stories suggesting everything from a
but perhaps the worst was always Kiith farm producing illegal drugs to the center of
Somtaaw’s possessive attitude toward the a growing rebellion. In reality the worst thing
mineral harvesting equipment. When a small aboard the Redemption is a still producing
group of Somtaaw miners begin to show a alcohol the resource controller passes out to
xenophobic attitude towards members of crews on the collectors.

Kiith Siidim
A Kiith of mystery and secrets, as one of the
ancient religious Kiith, Siidim’s origins stretch
The Chosen Ones
One tenet of the Siidim’s beliefs is the notion
far back into Kharakian history. As a of the
that they alone are special among the
participants in the Heresy Wars, they can
people of Kharak. Labeling the other Kiithid
also be considered one of the most notorious
as “Gritiidim”—otherwise known as “sand
Kiith in history. Their repeated attempts at
people”—the Siidim held that they alone were
seizing glory for themselves ultimately led to
of divine origin. Naturally this belief brought
their downfall.
them into direct conflict with Kiith Gaalsien,
who saw Siidim’s cosmology as the utmost
heresy. The Heresy Wars lasted 300 years

216 CHAPTER 7
and ended with the capitulation of Kiith censure in 1110 KDS they were a formidable
Siidim in the three-day siege of Mataar in 820 political force.
KDS. The Kiith’s expulsion from the Daiamid
Though they made the right renunciations, once again diminished their power, and after a
Kiith Siidim never fully abandoned their self- hundred years this took its toll upon the Kiith.
adoration streak. In 1110 KDS they betrayed Though many of the proud older families still
their S’jet allies during Operation Khadiim and clung to the belief they were special, many of
attempted to take the city of Khar-Toba, and the smaller families renounced their Kiith ties
the hyperspace core within, for themselves. and joined with other Kiith in order to survive.
Ultimately they failed, resulting in the Kiith’s By the time the Guidestone was discovered,
censure by the Daiamid and the limiting of Kiith Siidim had been reduced to only two
their contribution to the Sleepers. Only 200 thousand individuals—hardly a major Kiith.
Siidimi were accepted on the Gold List to
become colonists.
A Siidim Portrait
Kiith Siidim produced many hardened
Alien Origins military commanders, political leaders,
When the exiles interfaced with priests, and officials. One trait they all
the intergalactic community, they had in common was holding information
inadvertently discovered the truth and loyalty to the chest, never giving it
of Kiith Siidim when their sigil was freely and always holding information
back for the sake of some future gain.

CHAPTER 7: KIITHID SOCIETY BRIEFING


recognized by the Bentusi. Evidence
points to the Siidim being the Though they did not work well with
descendants of a lost thirty-five-ship others unless pressed, they were often
convoy that departed from Nisilbis professional in their field and operated
nearly three thousand years before the with conviction that their way was the
exiles returned to Hiigara. By the time right one. Not even censure from the
this was discovered, however, Kiith Daiamid dulled this determination.
Siidim’s numbers had diminished too
far to stand on their own, becoming
absorbed by Kiith Somtaaw after Siidim History
landfall. Kiith Siidim’s origins are hazy, though it
is now known they are survivors from the
various ships that crashed upon Kharak
Siidim Culture after the exiles’ arrival. They always believed
The Siidim have always held themselves they came from the heavens, and the first
above their peers, and this arrogance never mention of them in Kushan history speaks of
left even though they were defeated in the travelers emerging from Cape Wrath bearing
Heresy Wars. Nevertheless, after making the unbelievable riches and speaking in tongues.
right apologies and reparations Kiith Siidim Hard as it may be to believe now, the
worked hard at restoring their influence cosmology of Sajuuk and the other Gods
through back-room deals and currying began with Kiith Siidim. They peacefully
favors. The Kiith entered the Daiamid in the practiced this belief until the rise of Sasaraad
early 800s and became a major conservative Siidim-Sa, who gained new insights from
force, downplaying progressive laws in order ancient Siidimi writings and introduced a
to maintain traditional Kiith values. Untill their new doctrine in the mid-400s. Indirectly, this

CHAPTER 7 217
doctrine of Siidim’s lone divine origin would Kassalid Siidim. During the Homeworld
ignite the Heresy Wars that almost destroyed War he was regarded as one of the most
the planet. aggressive boarding team leaders, and more
After their defeat they re-entered Kushan than once he was cautioned for his behavior.
society and worked to regain their former The player characters could be assigned
place, forging a powerful military and to such a leader, having to decide for
significant political leverage. However, they themselves if they want to resist this man’s
would never again challenge the other Kiith thirst for blood or face justice from the fleet
as they once did in ancient times. Their one when he inevitably goes too far.
attempt in 1110 KDS failed spectacularly,
resulting in censure from the Daiamid. Only Marala’s Itch
with the discovery of the Guidestone did The Siidim’s pride burns in spite of the
the Siidim once more return to the Daiamid, censure, and some of the Siidimi that made
offering ancient records that appeared to it aboard the Mothership are not concerned
reinforce the story of their origin. Helpful as with the fact that they face extinction. Marala
Kiith Siidim were, they were never formally Siidim is one such individual. Daughter of
accepted back into the Daiamid, and few the Siidim-Sa, she was admitted to the Gold
made it to Hiigara after the Homeworld War. List with forged credentials stating she’s an
accomplished drill instructor and mentor. She
Story Seeds uses this position to recruit personnel into
her cadre, trading favors in order to solidify
The Right of Command some sort of position. The player crew might
CHAPTER 7: KIITHID SOCIETY BRIEFING

Censured as they were, Kiith Siidim either be caught up in her net of intrigue or
maintained their formidable standing sent to deal with her, since Fleet Intelligence
army and this experience was seen as has noticed her performance does not match
valuable to the Mothership Program. Only her stated skills.
four individuals were granted a provisional
command posting, and one of them was

Kiith Hraal
Remembered for the audacity of their
founding, Kiith Hraal has settled into
The Assembly Line
Kiith Hraal struggled to find an identity in
being a primary manufacturing Kiith in
their early years, until an epiphany occurred
competition with Kiith Naabal. With a portion
to their Kiith-Sa when she witnessed
of their number leaving to join Kiith Liir
engineers from Kiith Naabal struggle with
and advance aerospace technologies, Kiith
designers from Kiith S’jet to assemble a
Hraal maintained a focus on appliances and
steam locomotive. Using the last of her Kiith’s
ground-based equipment. Many were drafted
finances to buy the rights to this vehicle (as
into becoming subsystem engineers during
well as construction equipment), she had
the Homeworld War.
her Kiith optimize the assembly process by
breaking it down into simple tasks. In effect,
Kiith Hraal perfected the first assembly line.

218 CHAPTER 7
Kiith Hraal expanded this practice beyond
mere manufacturing to include strategy A Hraal Portrait
consulting. It was not a reach to identify that Individuals from Kiith Hraal are
every Kiith had a strength, and that bringing typically stereotyped as traveling in
them together could result in the betterment groups, rarely far away from other
of the whole. What made Kiith Hraal stand members of their Kiith or close friends
out was the ability to effectively negotiate from other Kiithid. There is some truth
between all concerned parties to come to this assumption, as Kiith Hraal often
up with an agreement that all could find approaches a problem by breaking
satisfying. Though they lacked the charisma down the issue into smaller tasks
and experience of the Manaan, Kiith Hraal and assigning the best individuals
was often praised for their ability to get to handle those tasks. While this
the disparate Kiithid to find agreement on occasionally makes members good
specific projects. leaders, they often prefer to eschew
the responsibility of leadership in favor
Hraal Culture of handling support duties. The Hraal
In many ways, even after four hundred years are also seen as good technical and
the Kiith is still reeling from their turbulent record-keeping assistants.
formation at the end of the Heresy Wars.
Being a blend of five different Kiithid, Kiith
Hraal has a few conflicting and contradictory After developing the construction line,

CHAPTER 7: KIITHID SOCIETY BRIEFING


traditions that still confound members of the Kiith Hraal began to match Kiith Naabal in
Kiith in combined gatherings. Most families construction efforts, with a particular focus
take it on a case-by-case basis, looking on domestic appliances and machinery. By
forward to a day when the Kiith is fully also choosing to focus on ground vehicles
integrated. instead of aerospace technology, they
Yet Hraal’s diversity in background witnessed a portion of their Kiith depart to
composition is also their greatest strength, join with Kiith Liir, becoming the formidable
for their scattered background brings many LiirHra that would dominate the emerging
different skills to the Kiith that has allowed aerospace market.
members to come together on many different
projects. Story Seeds
Hraal History Learning to Compromise
Nissa Hraal is one of the few morale and
Days after the formation of the Daiamid, five administration officers overseeing the fleet’s
Kiith that faced absorption from the larger social behavior and well-being. She’s assigned
Kiithid met in a tent outside Tiir and discussed to work on a particular area of inter-Kiith
the fate that awaited them. Refusing to bow relations, particularly regarding competition
to the larger Kiithid, instead they elected one between the Kiithid in engineering. She’s been
of their number to represent the combined assigned the player characters, and she tasks
whole. As the Kiith had not been introduced them with interviewing the respective heads
formally and there was no process performed of the different Kiithid in that department and
for the joining, the Daiamid did not know how bringing this information back to her. With it
to proceed. Only the amused interjections of she’ll find a way forward and ask the player
Kiith Paktu, Somtaaw, and Soban maintained characters to help her.
calm under the great arc of the Daiamid and
allowed the proceedings to continue.

CHAPTER 7 219
Home Stretch
Mytar Hraal, a production consultant, has pulled out of hyperspace by the Kadeshi and
been brought aboard the research vessel this corvette is needed as soon as possible.
in order to optimize the production train of The player characters are thrust into
the new multi-gun corvette. The timing is completing the tasks that Mytar gives them
fortuitous, for the Mothership has just been while the research ship is under fire from the
Kadeshi.

Kiith Kaalel
No Kiith in the history of Kharak has had The Kaalel to this day maintain a
a history as fractured and contradictory formidable and experienced intelligence arm,
as Kiith Kaalel. Though the Kiith has been and their expertise in this area exceeds even
stable for the past four hundred years, their the Sobani. Like the Sobani, the majority of
early history is more mythical than a matter their number comes from waking officers
of record. In the present they are known aboard the Mothership during the hyperspace
by many as a Kiith of entertainment and test. They formed the backbone of Fleet
spectacle; few are aware of their darker Special Operations during the Homeworld
nature in intelligence and subterfuge. War.

The Shadow Walkers Kaalel Culture


CHAPTER 7: KIITHID SOCIETY BRIEFING

Kiith Kaalel has had a few identities over In spite of their ethically questionable
the years, but the thread of their identity as intelligence-gathering and information-
spies begins in the Heresy Wars. Never the currying enterprise, the Kaaleli are still
center of attention, Kiith Kaalel eked out an entertainers. With their specialty being media
existence on the fringe, getting by at the and performance productions, they have
expense of others by instigating fights and led the way in pioneering new formats of
escaping the consequences. This mastery entertainment, especially in performance art.
of evasion served them well, working so Most Kaaleli who mature in the honest trades
effectively that portions of Kiith Kaalel were are very good actors and performers. Many
unaware of the others’ existence. When the legendary stars in Kushan society come
Daiamid was formed, three Sas came to Tiir from Kaalel; competition with the Manaan
professing to represent the Kaalel! is (playfully) fierce when determining who
When modern communication became produces the best entertainers.
more sophisticated, Kiith Kaalel emerged Kaaleli who choose the shadowy side
as a major media and entertainment Kiith. of their trade are quiet and intelligent. If
Both the modern telethon and televised a S’jet is incapable of lying, one is never
gameshows are their inventions, and they sure if a Kaaleli operative is giving you
soon became rivals of Kiith Manaan in this the truth. Kaalel employed in intelligence
respect. However, around 1113 KDS a S’jet operations are even more skilled in the arts
analyst discovered hidden signals in Kaalel of impersonation and disguise than their
broadcasts, exposing an intricate intelligence public performance counterparts, and it’s
network the Kaalel had been operating for said they can impersonate almost anyone
centuries. with sufficient training.

220 CHAPTER 7
Kaalel History
The earliest mention of Kiith Kaalel is more
Dark Magic
a matter of myth than record. The Kiith For generations the Kaalel lived on the
was said to originate with Kaalel the seer, a shores of the Powdered Sands where
wandering prophet of the desert. Claiming to they operated the most ornate theatre
see visions of gods dancing in the stars at constructed before the Heresy Wars.
night, he preached a bizarre dogma that held Naturally this made them a target
someday the gods would return from the sky for Kiith Gaalsien, but when the army
and lift the worthy into heaven. His earliest arrived to punish the Kaaleli not a soul
followers became Kiith Kaalel. was found in the settlement. It was as
Before the Heresy Wars they were known if the Kaaleli had just vanished into thin
as entertainers of great repute. Their stage air, leaving their possessions behind
plays drew audiences from many cities away, with no sign of struggle. The Gaalsien
and every performance was unique. The were quick to condemn the Kaaleli as
performance of the Kaaleli was regarded as practitioners of witchcraft, and to this
one of the treasures of the ancient world. day there is no explanation of how the
Kaaleli accomplished this feat.
A Kaalel Portrait
The Kaalel are a curious mix of levity Story Seeds
and duplicity. They often enjoy games The Deep Sting
and gaming, especially if these games

CHAPTER 7: KIITHID SOCIETY BRIEFING


Fleet Special Ops has tasked the player team
involve treachery and critical thinking. with a routine intelligence operation against
Puzzles are also a favorite pastime of a mundane Taiidan outpost. Their mission is
the Kaalel and they often quiz others to extract what they can in a probing mission.
with riddles to entertain themselves. A Soban contingent is attached to them
For Kaalel following their darker in order to do the heavy lifting; the team is
impulses, one can never expect to supposed to focus on the infiltration. During
earn the truth from them, ever. Their the mission it comes to light the real test is
capacity for supplying non-answers to against the team leader of the Soban, who
direct questions is a thing of legend. was suspected of being a traitor. Another
Another quality of legend is the ability member of the Soban team is also a Kaaleli
to keep a secret: if a Kaaleli promises agent assigned to shadow the suspect. The
to keep a trusted truth hidden, no player characters are there to assist the mole
amount of interrogation will force that in case anything goes wrong.
fact from them. Unravel the Box
The player characters are ordered by Fleet
They disappear through large portions Special Ops to capture a specific Taiidan
of the Heresy Wars, returning to the light officer they’ve identified as a survivor from
only at the end of it. They plied their trade a battle with the Taiidan. He’s wanted as a
as entertainers while building a formidable witness to bring to the Galactic Council for
intelligence network within Kushan society the Taiidan’s crimes. However, after the
that escaped attention for centuries. Before PCs recover him it’s discovered he’s a deep
this, only a select few knew for certain that cover Kaaleli agent who has been gathering
the Kaaleli traded in secrets. Many times they intelligence for the past several months, and
would work through intermediaries in order the players unwittingly extracted him.
to practice their trade.

CHAPTER 7 221
Minor and Vassal Kiith
Over the course of Kharak’s history, hundreds of Kiithid have come and gone. Beyond the
individual Kiithid mentioned here, there are still many others with their own stories and history.

Kiith Sagald Kiith Tambuur


Originally a Kiith of transportation and Originally a Kiith of desert shamans and
caravans, during the Heresy Wars they fortune-tellers, Kiith Tambuur’s earliest
became vassals under Kiith S’jet for mention is when the entire Kiith, fleeing
protection. The three hundred years of Siidim persecution, arrived in the valley of
working closely with Kiith S’jet saw this Tiir in 621 KDS. The people elected to remain
Kiith gradually shift priorities, developing there, and with the numbers they presented
into a Kiith that was increasingly interested were able to maintain their Kiith identity while
in archeology as a means to preserve their working under the Naabal as a vassal Kiith.
own culture within Kiith S’jet. Though Here they redefined their Kiith to focus on
archeology never exceeded their successes medicines and pharmaceuticals, emerging
in vehicle manufacturing, nevertheless the from the Heresy Wars as one of the leading
Kiith was the only one specializing in cultural medical Kiithid.
archaeology when Khar-Toba was uncovered As Kharak came out of the shadow of
in 1110 KDS. the Heresy Wars many other medical Kiith
CHAPTER 7: KIITHID SOCIETY BRIEFING

Kiith Sagald was immediately summoned began to rise, and in response Kiith Tambuur
to oversee the excavation work, and after began to specialize more. By the time the
thirty years they were the only ones to remain Guidestone was presented to the Daiamid,
on the site as interest wandered away from Kiith Tambuur had become focused entirely
the past. Mevath Sagald, the last director on micro-miniature surgery. Only twelve
overseeing the excavation of the ancient city, members were selected for the Gold List, and
single-handedly discovered the Guidestone of them only Ifriit Tambuur survived after the
within the shielded celestial temple. cryo-trays were attacked by the Taiidan.
After analyzing the object and recognizing Following landfall Ifriit would seek
its significance, Mevath traveled to Tiir revenge by becoming a bounty hunter
personally to present the Guidestone, and her pursuing Taiidan war criminals. A handful of
research, to the Daiamid. When the stone’s similarly dispossessed individuals joined Ifriit
authenticity was proved twenty years later, Tambuur and his quest for vengeance.
Mevath’s decision to bring the Guidestone to
the Daiamid directly was hailed as the most Kiith Ferriil
significant act of the past thousand years. The last and most enlightened of the
Kiith Sagald slowly came to embrace religious Kiithid of early Kharak history, Kiith
more of their archaeology heritage as they Ferriil enjoyed a period of power between 300
became specialists in uncovering the Kushan and 530 KDS before the Heresy Wars took
people’s lost history. Lacking the influence of hold. To oppose the stronger Gaalsien they
the larger Kiithid, only six hundred of their allied with the Siidim in the belief that the two
number were selected for the Mothership major religious Kiithid could crush the one.
Program, and after landfall on Hiigara they By the late 700s, however, it was evident Kiith
once again became vassals to Kiith S’jet Ferriil was in decline.
simply to survive.

222 CHAPTER 7
At the infamous battle of Danac in 811 Liir persisted for years in producing higher

CHAPTER 7: KIITHID SOCIETY BRIEFING


KDS, the greatest army assembled by Kiith quality vessels than what could be typically
Ferriil was poised to assist Kiith Siidim in found from other Kiith. During the Heresy
repulsing the relentless assault of the Naabal. Wars they had the interesting distinction of
The order to advance never came from Kiith being a willing vassal clan to Kiith Siidim,
Siidim, and the Ferriil found themselves manufacturing high-quality sand-sailers and
suddenly attacked by the armies of Naabal. pleasure craft for Siidimi tastes. After the
Unable to mount a counter-attack of any kind war they turned their trade to commercial
the entire army was wiped out, and with it the applications with no regrets.
largest demonstration of power the Ferriil This fascination for producing sand
had. vehicles expanded into all manner of craft,
Shortly afterwards Kiith Siidim absorbed especially fast-moving ones. After Kushan
Kiith Ferriil’s holdings into their ranks, starting society attained flight, Kiith Liira moved into
a long-lasting accusation that Kiith Siidim this space as well, producing faster and
arranged the destruction of the Ferriil army in more exquisite aircraft for private owners.
order to gain their assets and wealth. By the Only when they expressed an interest in
end of the Heresy Wars, Kiith Ferriil was no space travel did the fortunes change for the
more. Kiith, merging with interested scientists and
engineers from Kiith Hraal. Forming a new
Kiith LiirHra Kiith, LiirHra, the combined engineering genius
This began as Kiith Liir, a splinter from Kiith of both Kiith began to create formidable and
Manaan. Kiith Liir’s primary focus in ancient impressive air-space vehicles. Their crowning
days was perfecting sand-sailers, building achievement was the Sadaar space plane,
better and better vehicles to cross the edges making a maiden flight in 1106 KDS.
of the Great Banded Desert in faster and Kiith LiirHra would compete with Kiith
more comfortable ways. Never a large Kiith, Paktu for aerospace technological prowess,

CHAPTER 7 223
223
and it was anyone’s guess which Kiith name the Khar-Toba was given when it was
would prove the stronger. When Kharak first spotted on satalite scans–in the sands of
was destroyed in 1216 KDS, Kiith Paktu had the Great Banded Desert. Though he gained
a greater number of Sleepers and active little fame from the discovery, he became the
personnel on the Mothership. Nevertheless, face of a campaign by Kiith Jaraci to put more
members of Kiith LiirHra served in support observation and sensor satellites into orbit to
and technical positions within the fleet, explore the Kharak system for more debris.
also having a hand in developing new space Kiith Jaraci only had a handful of members
vehicles. Upon landfall on Hiigara, Kiith among the Sleepers, serving as sensors
LiirHra absorbed the survivors of Kiith Hraal specialists aboard the Mothership. It was the
to bolster their numbers. Jaraci who first noted the constant contact of
the Kadesh mothership as it approached after
Kiith Jaraci the Mothership entered the Great Nebula.
A minor technical Kiithid that began as Following landfall on Hiigara, Kiith Jaraci was
vassals to the S’jet, specializing in telescopes absorbed into Kiith S’jet. Remarkably, they
and other optical instrumentation. As split again seventy-five years later to once
technology advanced they turned their trade again focus on signals technology, with a
to more specialized sensor systems, focusing preference in Progenitor sciences.
on satellite systems communications and Although Kharak is no more, many of the
orbital signaling. alliances and allegiances Kiithid feel among
Fortune would have Leykab Jaraci make the Kushan fleet were forged on Kharak in the
years leading up to the Mothership’s fateful
CHAPTER 7: KIITHID SOCIETY BRIEFING

the fateful discovery of the Jaraci Object–the


hyperspace jump.

224 CHAPTER 7
Kiith Politics
Alliances Form
Most modern Kiith alliances can be traced to Kiith Naabal opened the doors of their trade
the span of time between the emergence of institutions as a gesture of good faith. Other
Kiith Naabal in 810 KDS, before the start of Kiithid were soon to follow, and before long
the Age of Reason in 830 KDS, and the launch the structure of modern Kiith society began
of the Mothership in 1216 KDS. Coming out to take shape.
of the end of the Heresy Wars, Kiith society
had to rebuild itself in the wake of Kiith The Northern
Gaalsien’s exile and Kiith Siidim’s decimation. Coalition
Where once there was a ruling class of Kiithid By far the most advanced and sophisticated
overlaid on top of local communities, now of the major political powers on Kharak, the
every Kiith had the power to rule itself and Northern Coalition was formed when Kiith
determine its own alliances. From this, the S’jet came before the Daiamid in 1057 KDS
initial territories of Kiith ownership were to announce that the Great Barrier Mountains
drawn as individual Kiithid moved into the could no longer hold back the desert. What
power vacuum left behind by the Gaalsien started as a construction coalition turned
and Siidim.

CHAPTER 7: KIITHID SOCIETY BRIEFING


into a defense pact when Kiith Gaalsien
struck with a massive force in 1074 KDS
The Daiamid during the Siifar Kor’shesh: The Night of the
The Daiamid established by Ifriit Naabal-Sa Fiery Daggers.
in 813 KDS did much to shape the current While the Northern Coalition contained
political landscape of the Kiithid, especially a vast majority of the Kiithid on Kharak,
in the north. This forum was a place where complete with their separate traditions and
the varying Kiithid, regardless of size or beliefs, the culture of the Northern coalition
profession, could meet to resolve their is fairly homogeneous. There is a widespread
political differences and establish laws belief in Sajuuk and the minor deities; most
that governed trade and policy between Kiithid hold the same moral beliefs, and
the Kiithid. Initially it was used only for this many of them share the same language. By
purpose—the northern Kiithid were still 1110 most average citizens in the coalition
stocking arms and equipment to prepare for were fairly well educated with advanced
the next war after the Heresy Wars. It wasn’t attainment degrees, but there were plenty of
until social tensions between Kiith Siidim people in the rural areas with simple, basic
and Kiith Naabal almost reached a head education. With the exception of those living
that Maora Hraal-Sa interjected in a heated on the fringe of the desert, many citizens
council session. Declaring that the walls of in the Northern Coalition did not live in
the Daiamid did not stop at the extent of the discomfort, nor did they feel threatened by
building, she emphasized that the mission the environment as their distant ancestors
statement of the Daiamid did not apply to did. Cities in the Northern Coalition were fairly
just economics or trade, but to society as advanced as well, with typical populations
a whole. The Daiamid, not wars between numbering in the thousands. Tiir, the capital
Kiithid, would be the place to settle those city, was the largest settlement in the north
differences. Moved by her speech, days later and the most heavily guarded.

CHAPTER 7 225
While the goals of the Northern Between Naabal and Siidim were the
Coalition were aligned as far as the planet other uncommitted Kiithid. Kiith S’jet was
was concerned, until the recovery of the not interested in politics and choosing
Guidestone there were major powers in the sides. Dedicated to the truth, they and
society of the Northern Coalition that did not Kiith Hraal were often called upon to be
share the same political goals. Between 900 mediators between the two political blocs,
KDS and 1080 KDS the major rivals in the often fostering compromises in the law. Kiith
political sphere of the northern hemisphere Manaan remained aloof from many political
were Kiith Naabal and Kiith Siidim. decisions, only stepping in to support matters
While Kiith Naabal had been content that concerned Manaani independence.
to gradually fade in the glow of ending the Kiith Paktu was also a wildcard, for while
Heresy Wars, as the founders of the Daiamid they remained distant from the matters in
every Naabal-Sa that followed Ifriit felt some Tiir, but they would make their voice heard
responsibility to protect the alliance. When when their own interests were impacted
it became apparent that not every Kiith was (though on occasion they did weigh in to
working in the interests of the group, the Sas support S’jet). Kiith Soban also remained
of Naabal began cultivating alliances with at arm’s length from extended Kiith politics,
other like-minded Kiithid in order to maintain content to maintain the peace and keep an
some semblance of control and order. With eye on potential threats to the security of the
the wounds of the Heresy Wars still fresh, northern continent.
Kiith S’jet was reluctant to deal with the Many smaller Kiithid typically joined their
Naabal on any issue outside of preventing political weight with one major power bloc or
CHAPTER 7: KIITHID SOCIETY BRIEFING

another war. Kiith Soban’s alliance with Kiith another during this time in Kushan history,
Naabal still held, and Naabal was able to although there were two times the disparate
garner even more support once the doors Kiithid rallied to oppose one of the major
were open to Naabal schools. In this way power blocs. The first was the opposition of
the Naabal curried a significant amount the new trade laws passed by Kiith Siidim,
of influence in order to keep Kiith Siidim in which would have decreed that unless a
check. Kiith’s membership exceeded a thousand
The Siidim had fallen far since the days souls, it could not vote on economic matters
of the Heresy Wars, surviving only through within the Daiamid. The second was when the
compensation and humility. Though they collected trade Kiithid moved to stonewall
were knocked down, they would rise again, efforts by the Naabal to impose exchange
and within a hundred years the proud Siidim taxes on the Manaan and other desert-based
were currying favor and exchanging wealth Kiithid. In both cases it was anticipated that
with other Kiithid. For a time Kiith Somtaaw a new Kiith power bloc would be in place to
was their strongest ally, willing to buy political challenge the dominant two, but they failed
leverage from the Siidim in exchange for their to manifest on both occasions.
rich steel production. The Kiithid Matara and
Balel would count themselves as strong allies Kiith Paktu and the
of the Siidim as well. In general, the Siidim
were interested in conservatism and control.
Southern Coalition
While they were no longer as dogmatic as When Majiir Paktu and his followers arrived
their ancient enemies the Gaalsien, some felt at the Majiirian Sea in 490, many vowed
the Siidim had not changed over the years to never again concern themselves with
and were using their political capital to once the affairs of the north. Let the Siidim and
again seize power. Gaalsien destroy themselves in a futile, costly

226 CHAPTER 7
war. Kiith Paktu would survive on this virgin Even after the Guidestone was found
land that seemed almost like paradise after Kiith Paktu still put some distance between
the year-long journey across the desert. This themselves and the northern Kiithid. Now
sentiment would remain with Kiith Paktu and the barriers between them were legal and
their associate Kiithid of the south until the cultural, erected by Kiith Paktu to maintain
Guidestone was presented to the Daiamid. their cultural distinction from the other
Since the Heresy Wars and into the Time Kiithid in the north. This was exacerbated
of Reason, Kiith Paktu held themselves at by Kiith Paktu’s drive to develop aerospace
arm’s length from Kiith politics. Until the technologies, bringing themselves into
Great Northern Way was constructed in competition with a swath of Kiithid in the
912, passage to the south was perilous north that were trying to do the same.
for conventional sand-sailers. Given how Accordingly, Kiith Paktu had a strong
difficult the journey could be, Kiith Paktu was space-based presence when the Mothership
insulated from many of the cultural norms was launched, and a great many space
of the north and so began to develop in a installations put there by Kiith Paktu were
different way. targeted by the Taiidan. Though the missile
Although Kiith Paktu officially accepted defense system was built primarily in the
the invitation into the Daiamid in 915, the north, targeting data was provided by Kiith
southern Kiith maintained only a token Paktu satellites. The final act of Kiith Paktu
presence in Tiir. Time and again they ignored on the planet was to launch the Guidestone
invitations from the various northern Kiithid into orbit, since it had been taken to Majiir for
to increase their presence in Tiir and join the a final analysis before it departed with the

CHAPTER 7: KIITHID SOCIETY BRIEFING


greater Kharak community. The only Kiith Mothership.
that appeared to reach the Paktu was Kiith
S’jet, as their pursuit of truth was honored by Post-Guidestone
the Paktu in the years following the Heresy Discovery
Wars. Kiith Manaan was also an allied Kiith Though many Kiithid could dispute the
to the Paktu, to the extent that Kiith Paktu gradual destruction of Kharak until they saw
ceded the Amariid Flats as the new Ferin their own fields destroyed, the appearance of
Sha. However, one thing binding these Kiithid the Guidestone offered a physical, tangible
together was the reluctance to participate in piece of evidence that the Kushan people
the central political struggles at the heart of were not native to the planet. Combined with
the Daiamid. genetic analysis provided by Kriil S’jet in 836,
Kiith Paktu shared the southern continent the Guidestone offered the final piece of the
with very few Kiithid, the largest of which puzzle of the Kushan’s origins on the planet.
were Kiith Atarad and Kiith Naael. Overall That a scientific explanation was offered to
the culture in the south was more relaxed explain a theological tenet was a powerful
and agnostic than the Sajuuk-worshipping wave that shook Kiith beliefs to the core. In
religions of the northern Kiithid. Laws were the aftermath of this shock, learning that
more relaxed and tended to be decided they were indeed an exiled people, Kushan
more by local governments than the central society struggled to move forward.
authority at Majiir. Many small sects and Very quickly Kiith S’jet proposed a
minor cults found a home in the southern solution. In a passionate speech before the
continents, though they tended not to last Daiamid, Rachel S’jet (Now Kiith-Sa of her
long. Kiith Paktu would allow many things people) proposed an audacious project that
in their society, but taboos that involved offered the best hope of survival for the
harming another were not tolerated. Kushan race: construct a vessel, then use it

CHAPTER 7 227
to return to the homeworld. As other plans was the best one possible with Kushan
were deemed impossible or indefinable, the sciences. While there was no question that
Mothership Plan began to gain more traction the Mothership had to be completed, varying
among the northern Kiithid. The plan was Kiithid struggled in their own way to get
adopted into action in the first Triad of 1159. the better share of who would be among
As the Mothership was being constructed the Sleepers, or what legacy would be
in orbit, Kiith Naabal returned to the political carried aboard the Mothership to pass on to
scene by offering their numerous engineering successive generations on their homeworld.
and manufacturing techniques in the Though minor, these power struggles did
assistance of the Mothership Project. This have an effect on the Mothership Program.
gesture of goodwill was well received by Kiith The Naabal managed to get the largest
S’jet, finally mending the breach between percentage of individuals on the Gold List
the two Kiithid that had divided them since through subtle means and backchannels.
the Heresy Wars. Kiith Naabal also renewed Kiith Paktu was in heavy competition with
their alliance with Kiith Soban out of the Kiith LiirHra for developing future aerospace
desire to build craft that could be as capable technologies. While Kiith S’jet had the unique
in warfare as in scientific endeavors. In and distinct position of elevating Karan S’jet
this, Kiith Naabal began to lead the charge to Fleet Command, Sorjan Soban-Sa waged
in constructing the Mothership. Even Kiith a personal war with the Mothership Program
Paktu joined in the effort, fielding their larger committee to outfit a full military command
launching facilities to begin construction of hierarchy for the journey. Ultimately many of
the massive scaffold in orbit that would be these struggles would come to naught, as
CHAPTER 7: KIITHID SOCIETY BRIEFING

used to build the Mothership. the Mothership’s early hyperspace test would
Over two hundred years the Scaffold, herald the destruction of Kharak. With the
and then the Mothership, were slowly built. planet’s loss, none of the far-ranging plans
Every effort of Kharak was being turned concerning the Mothership’s final outfitting
toward ensuring their only shot at survival would come to pass.

228 CHAPTER 7
Modern Era Alliances
While the Guidestone has united the Kushan Kiith Manaan
people in a way no other cultural revelation Another longtime ally of the Paktu. Like S’jet,
has done, giving their civilization a singular the Manaan’s connection with Paktu has
goal to return to Hiigara, it has not entirely always been free of politics, relying on trade
stopped political ambition. and merriment to establish warm relations.
Detailed here are some basics on the The Manaan also served as a buffer of sorts
relationships and alliances between many of between the two coalitions.
the major Kiithid. Though this doesn’t cover
all the intricacies of some of these alliances, Kiith Naabal
it should serve as a guide for gamemasters Even before the hyperspace test Kiith
who wish to use these alliances in their Naabal had a rivalry with Kiith Paktu over the
games. completion of the Mothership. Kiith Naabal
represented the collective north to many
Kiith Paktu southerners, and Kiith Paktu was eager to
Generally, Kiith Paktu holds itself slightly show up Kiith Naabal. This rivalry abated
aloof from the other Kiithid. This isn’t out of only briefly during the Homeworld War, until
distrust as much as the cultural divide that priorities over the reconstruction caused
grew between the two coalitions on Kharak. them to clash once again.
With a few exceptions, they are wary of

CHAPTER 7: KIITHID SOCIETY BRIEFING


the major Kiithid that formed the Northern Kiith Soban
Coalition, especially ones with religious roots. Traditionally the mercenary Kiith has always
After landfall on Hiigara, Kiith Paktu kept its distance from Kiith politics, preferring
formed a kind of opposition coalition to Kiith coin and steel to determine what their beliefs
Naabal. While the Naabali worked to stabilize are. This has more or less been maintained
the political situation on Hiigara and establish over the centuries, though some Kiith-Sas
a sense of permanence, Kiith Paktu insisted within Kiith Soban have taken the posture of
on respecting the rights of the individual seeing themselves as guardians of Kushan
Kiithid within the new Daiamid. Many Kiithid civilization, willing to intercede on some
that survived landfall owe their existence heated conflicts and supply peacemakers to
to Kiith Paktu’s stubborn determination to ensure the situation does not escalate into
argue for the individual. violence.
Kiith Soban retained their professionalism
Kiith S’jet during the Homeworld War since there was no
An ally of Kiith Paktu in the days following way to maintain their mercenary existence.
the end of the Heresy Wars. Emissaries from Upon Hiigara the Sobani became stalwart
Kiith S’jet were interested in exchanging defenders of the planet and its newfound
knowledge free of politics, something those space, buying up much of the war surplus
in Kiith Paktu appreciated greatly when to establish a new space navy. As recent as
reconnecting Kushan society during the twenty years after landing on Hiigara, Kiith
Mothership’s journey and post landfall on Soban began renting its services out to other
Hiigara. star civilizations within the galactic core.

CHAPTER 7 229
Kiith Naabal savior of the Kushan people. Though Karan
Before the emergence of Kiith Naabal during S’jet commanded significant influence, as
the Heresy Wars, Ifriit Naabal-Sa approached did her Kiith by extension, both were careful
the Soban in secret to establish a hidden never to abuse their power. In addition to
pact. In exchange for advanced technology, maintaining Kushan society through the
Kiith Soban would stay their hand against the transition to Hiigara, Kiith S’jet’s primary
Naabal. This treaty lasted nearly a hundred focus has been unearthing the truth and
years until the Naabal allowed warriors from connecting the exiles of the present to their
Kiith Soban to enter an ambush. This betrayal forebears of the past.
sundered the trust between the two sides,
though a permanent alliance was reforged
Kiith Naabal
It was discovered during the Heresy Wars
between them during the construction of the
that some S’jeti families carried a secret
Mothership.
alliance to Kiith Naabal, using S’jet immunity
Kiith Siidim to pass secrets back to Tiir. This revelation
Both military Kiith maintained a kind of almost tore Kiith S’jet apart, and while Fliir
friendly rivalry of resources around the early S’jet-Sa managed to keep her Kiith together, a
1000s on Kharak. Once the Siidim betrayal slight schism exists between the two Kiithid
was known Kiith Soban cut off all contact to this day over using science as power.
from their former allies.
Kiith Paktu
Kiith Somtaaw After the Manaan, Kiith S’jet is one of the few
CHAPTER 7: KIITHID SOCIETY BRIEFING

In exchange for protecting the road into the to hold respect from the Kiith who formed
Khontala Mountain Ranges, Kiith Somtaaw the Southern Coalition. S’jeti scholars made
granted Kiith Soban access to the high- a favorable impression with the southern
quality steel Kiith Somtaaw was now Kiith on their first visits, and both Kiithid
producing. After the treaty period ended Kiith collaborate heavily over scientific ventures.
Somtaaw still maintained friendly relations This mutual respect continued through the
with Kiith Soban, continuing to the present Homeworld War and after landfall on Hiigara.
day.
Kiith Naabal
Kiith S’jet Following their explosive invasion from Tiir to
Ever dedicated to the truth no matter how end the Heresy Wars, Kiith Naabal has done
hurtful it is, for the longest time Kiith S’jet what it can to support the reconstruction
was not interested in playing politics or of Kushan civilization. Many modern-day
policy since creative lies only served to harm industrial Kiithid can trace their beginnings
the truth. Over the course of the Heresy Wars, to Kiith Naabal in learning the once-secret
S’jet learned that framing the truth could arts of metalworking, modern construction,
be essential to survival, as the truth could and complex machinery. For years afterward
also hurt in ways worse than weapons and Kiith Nabaal were content to slowly fade in
warfare. In the political arena Kiith S’jet is the glow of what they built, but the effort to
generally open and friendly towards the other return to Hiigara brought them back out of
Kiith in pursuit of the truth. stagnation.
During the Homeworld War and afterward Kiith Naabal’s renewed zeal to stabilize
Kiith S’jet gained a newfound reputation as Kushan society was welcome on Hiigara,
their own Sa, Karan S’jet, was hailed as the as Kiith Naabal oversaw most of the

230 CHAPTER 7
reconstruction of the damaged and facilities, it was in their interest politically
abandoned cities in the wake of the Taiidan and socially to support Naabal’s efforts at
evacuation. However, in trying to shelter reconstruction.
the survivors of the Homeworld War by
absorbing them into Kiith Naabal, they Kiith Manaan
gained the antipathy of the lesser Kiithid The travelers have always been at arm’s
and their supporters. Ataral Naabal-Sa had length from internal Kiith policies, but the
hoped to foster growth in the way Naabal events of the Heresy Wars and the aftermath
had in the aftermath of the Heresy Wars, but made them reconsider their involvement.
in the modern era this was seen as a power Though they remained a nomadic Kiith
grab. Leading the charge against them were even into the present, their representation in
Kiith Paktu and Kiith Somtaaw, which argued the Daiamid grew in order to increase their
successfully for the rights to independence profits and guarantee their freedom.
for the lesser Kiithid. While the other Kiithid enjoyed landfall
on Hiigara, Kiith Manaan was unique among
Kiith S’jet the major Kiith in maintaining a larger-than-
The deepest wound in Kiith relations normal space fleet. Acquiring many postwar
regarding the Naabal was with Kiith S’jet. ship hulls and building their own, Manaan
In order to prevent knowledge from being established a very early trade network all on
lost forever on Kharak, Kiith Naabal used their own. As many other Kiithid were turning
every means to secure it in the face of against Naabal leadership for absorbing the
war. Exploiting the S’jet cost them a closer

CHAPTER 7: KIITHID SOCIETY BRIEFING


lesser Kiithid, Kiith Manaan stood by them,
connection, and while both Kiithid came embracing a role as mediators between the
together for the Mothership Program, Kiith other Kiithid.
S’jet remained at arm’s length from Kiith
Naabal after the exiles returned to Hiigara. Kiith Siidim
The ancient vendetta with the vandals of the
Kiith Somtaaw Ferin Sha never completely went away, in
Relations between the Kiith were benign until spite of the Kiith moving on from bloodshed
landfall on Hiigara. As Kiith Naabal sought to and war after a hundred years. Though
protect more people at the expense of their Manaan gave them the benefit of the doubt,
Kiith identities, Kiith Somtaaw led the charge they never fully trusted Kiith Siidim, and the
in opposing further absorption and waged a feeling was reciprocated. It was one of the
protracted legal battle for independence. This great ironies of the landfall on Hiigara that
resulted in Kiith Somtaaw, and many minor some of the few Siidim that remained joined
Kiithid, having access to the Mothership to with Kiith Manaan to survive.
build vessels of their own to leave Hiigara.
While Kiith Somtaaw was happy to depart Kiith Paktu
Hiigara, it forced the Naabal to reflect on The two Kiithid have had a connection for as
their approach to the reconstruction. long as Kiith Paktu has held independence;
Manaani traders travelled with the Paktu on
Kiith LiirHra their journey south while on Kharak. Ever
Having worked closely with the Naabal during since, Kiith Manaan has acted as a mediator
the Homeworld War in designing starships, between northern and southern Kiithid,
LiirHra came to Naabal’s support during having a foot in both political spheres and
the power struggles on Hiigara. As the Kiith facilitating trade between both. This remains
quietly took over space-side manufacturing true to this day.

CHAPTER 7 231
Kiith Naabal Kiith Soban
The engineering Kiith has always been a The ancient agreement sealed long ago still
beneficiary of Manaan’s trade and courier carries weight with both Kiithid. Though
services, and Kiith Manaan benefitted from the relationship has ebbed and flowed over
the engineering Kiith’s ability to manufacture time, it has never fractured, and the Kiithid
vehicles for the Manaan. After landfall on have an unspoken respect for one another’s
Hiigara, as political groundswell was rising traditions. To this day, it is a popular rumor
against Kiith Naabal, Kiith Manaan was one that Kiith Somtaaw has a hidden discount
of the few allies of the Naabal that worked given to Soban purchases of raw materials.
to reach some kind of accord between both
sides. Kiith Siidim
While the Kushan cosmology of Sajuuk
Kiith Somtaaw originated with Kiith Siidim, this Kiith has
On Kharak, the Kiithid of the Khontala range done much to damage their own reputation
were content to remain in their mountain with the rest of Kushan society out of a vain
stronghold and rarely dealt directly with pursuit to prove their special heritage. Kiith
other Kiithid. The Heresy Wars changed Siidim’s pride goaded Kiith Gaalsien into
this as the war intensified. The first step in launching a war that nearly destroyed Kharak
interacting with the other major Kiithid was in its intensity. Following that conflict, Kiith
securing protection rights from Kiith Soban Siidim made an effort to remain a part of
in exchange for an amazingly beneficial Kushan society and rebuild.
CHAPTER 7: KIITHID SOCIETY BRIEFING

consignment of high-quality steel produced Ultimately, the Kiith’s second attempt at


by Kiith Somtaaw. The incorporation of the supremacy did not do much better, and Kiith
Daiamid at last brought Kiith Somtaaw out of S’jet halted Siidim’s clandestine attempt
seclusion. at a power-grab during Operation Khadiim.
Kiith Somtaaw’s position changed Kiith Siidim were censured by the Daiamid,
radically when the exiles returned to Hiigara. and trade with them was severely restricted.
Under threat of absorption from Kiith Naabal, With only two hundred of their number being
the Somtaaw entered a protracted legal admitted to the Mothership, the Kiith was too
battle to secure their independence. Arguing small to stand on its own and was ultimately
that they deserved just as much as the disbanded.
other Kiithid in terms of starship tonnage,
they manufactured a mothership of their
Kiith Gaalsien
Siidim’s traditional enemies from the Heresy
own and set off to find their own destiny
Wars. Much effort was expended by the
elsewhere. They became the vanguard of a
Siidim to exterminate the Gaalsien and win
new movement among the lesser Kiithid to
this centuries-long struggle well after it was
abandon their home world and seek their
already decided.
fortunes among the stars.

Kiith Naabal Kiith Paktu


The Paktu have a special distaste for Kiith
Though Kiith Naabal may have had the
Siidim, who were responsible for their
intention of finding a home for every able-
displacement in ancient times. In the modern
bodied individual during the Hiigaran landfall,
era Kiith Paktu avoids engaging with the
to the Somtaaw this Naabali altruism
Siidim, with their Kiith-Sa going as far as
seemed like a power grab. Years after the
avoiding the representatives of Kiith Siidim in
exiles’ return home Kiith Somtaaw still views
the Daiamid. It was a great irony when some
Kiith Naabal with disdain.
232 CHAPTER 7
of the broken Siidim were absorbed into Kiith their separate ways until the Homeworld
Paktu on Hiigara. War. Afterwards, Kiith LiirHra absorbed any
remaining members of Kiith Hraal as there
Kiith Naabal were more survivors counted among the
The antipathy gained during the Heresy Wars former Kiith.
never abated between these two Kiithid, even
if both learned to set it aside for the sake of Kiith Kaalel
preserving Kharak’s habitable environment. Publicly the Kiith was viewed as nothing more
Kiith Siidim and the Naabal could never than a group of eccentric entertainers until
agree on anything in the Daiamid and would the Daiamid learned of Kiith Kaalel’s secret
oppose one another on almost every policy. intelligence network. Since then the other
Kiithid have been utilizing the Kiithid’s talents
Kiith Hraal to get more political leverage, and Kiith Kaalel
Being a Kiith barely four hundred years in used the threat of blackmail to maintain their
existence, the Hraal do not have a storied own independence. However, the Kiith has
history with many other Kiithid. They have always seen itself as a stabilizing force on
grown in competition with Kiith Naabal over Kharak by making sure certain parties do not
manufacturing of certain goods, though with prevail over others.
Naabal’s dominance in manufacturing Kiith
Hraal began to focus on domestic appliances Kiith S’jet
and equipment—one of the few areas Kiith On the face of it, these Kiithid are diametric
Naabal did not have a strong competitive opposites of one another, though this does

CHAPTER 7: KIITHID SOCIETY BRIEFING


presence. not make them hostile. Many in the Daiamid
believe the Kaalel leak information freely
Kiith LiirHra to the S’jeti as they are the ones to make
Kiith LiirHra formed from parts of Kiith the best use of information in an impartial
Hraal that wanted to focus on aeronautics; way. It’s suspected even the outing of their
Kiith Hraal has no animosity towards Kiith intelligence network may have been planned.
LiirHra. The two Kiithid were content to go

CHAPTER 7 233
Chapter 8

GALACTIC
COMMUNITY
The whirlpool galaxy is a big place, and the Kushan aren’t the only people who claim one of its
many planets as their home. This chapter discusses some of the major forces and factions
within the Homeworld: Revelations universe, as well as providing plot seeds for gamemasters to
involve these factions in their campaigns.

Taiidan
The main political and military powerhouse empire afraid of becoming a victim again.
within the galaxy until their defeat in the Its emperors became obsessed with gaining
Homeworld War, the Taiidan were a corrupt power and wealth, and with this came
imperial society whose reach extended corruption. After the fall of the Empire, a
further and deeper than many realized. number of the remaining Taiidan worlds
Once the victims of war at the hands of formed a republic, with many happy to be
the Hiigarans thousands of years ago, the free from the rule of the corrupt and paranoid
CHAPTER 8: GALACTIC COMMUNITY

Taiidan slowly developed into a tyrannical emperor.

234 CHAPTER 8
Imperial History With most of the Taiidan fleet protecting
Much like the Hiigarans’ own stellar imperium, their borders, they were entirely unprepared
the Taiidan Empire came into being during for the Hiigaran people’s unprecedented
the numerous uprisings that ignited across invasion. Patrol fleets, garrisons, and other
the galaxy when, four thousand years ago, military targets were quickly destroyed as
the Bentusi failed to maintain galactic peace. the full force of the Hiigaran fleet moved
The comparative impotence of the Bentusi’s with impunity, crushing any defense quickly
peacekeeping efforts in the face of outright and without meeting significant resistance.
war blazing across the stars caused, or led The attack had come so quickly, and so
to, entire regions of space being conquered effectively, that word of the first attacks had
where once smaller planetary governments not even reached the Imperial Palace on the
stood. Taiidan capital planet before the Hiigaran
Being a dominant force in the galaxy fleet reached orbit, unleashing its arsenal.
allowed the Taiidan some power in the The Taiidan military attempted a
diplomatic efforts that would eventually defense, throwing themselves into the
form into the Galactic Council, but they knew fray with courage and will, but against the
they had to maintain that power lest it slip overwhelming onslaught of Hiigara their
through their fingers. Seeing the might of the hopes were in vain. Even the Imperial Elite
Hiigarans’ war fleets on their borders, which Guard could not hold back the combined
had previously easily shattered the defenses firepower of the full Hiigaran war machine
of neighboring systems, the Taiidani would and the fury burning brightly behind it.
say they used every political resource at their The firepower of the Hiigaran navy fell for
disposal (including getting their hands dirty) a full day, striking military targets across the
to ensure that the Galactic Council kept the surface of the planet, and when the Hiigarans

CHAPTER 8: GALACTIC COMMUNITY


Hiigaran war machine on a tight leash. After were certain that the Taiidan capital was
tense diplomatic efforts and keen political militarily crippled, they finally returned home.
maneuvering, the Galactic Council ordered
the Hiigaran fleets to withdraw, the disputed
A Cycle of Violence
While a retributive counterattack on the
territories were awarded to the Taiidan
Hiigarans by the Bentusi provided safety
Empire, and a safe exclusion zone was placed
from future attacks by the Hiigaran people,
between the people. The Taiidani people
the Taiidan Empire had been thrown into
could once again relax, as they were safe for
complete disarray. The ancient race of the
now. What they could not have foretold was
Bentusi even declared its involvement would
the sudden fortune and untempered wrath of
be their final military act before disarmament.
the Hiigaran people.
With the popular Emperor having been killed
The Hiigaran Invasion in the orbital bombardment, the Imperial
Armed with a newly-discovered Hyperspace territories fractured. It was in this time that
Core, the Hiigarans followed the example of Admiral Riesstiu came to the fore of the
the Bentusi and withdrew all their myriad Imperial Navy’s attention.
fleets, forming them into one giant super- Seen as a military exemplar, and
fleet. This remade Hiigaran navy surrounded known for his brave deeds during various
the flagship Sajuuk’s Wrath in which the campaigns, Riesstiu was able to quickly gain
Hyperspace Core was installed. Then, the confidence of the rest of the fleet and
making use of their newly-acquired Far Jump promise them something that was on the
capabilities, they quickly struck deep into minds of every Taiidan: swift justice. With the
Taiidan territory. Hiigaran fleet in ruins after its engagement

CHAPTER 8 235
with the Bentusi, and the Bentusi themselves worlds of the Taiidan are currently known
unwilling to step in militarily, the Hiigarans to be corrupt, decadent, and in danger of
had brought about their own punishment. political infighting.
The young admiral moved swiftly. On the galactic stage, while the Imperial
Gathering the fleet, his retribution was swift Navy was a powerful entity, the Taiidani
and precise: The fleet began a push from found themselves somewhat at the whims of
Taiidani space to the Hiigaran homeworld. the Galactic Council. While militarily capable
Every planet along the way was given of securing border territories from other
the choice: join the Taiidan Empire, or be governments, such actions would no doubt
annihilated… every planet but one. Thinking incur the wrath of the Council’s sanctions
that the Hiigaran people would not take and embargoes. Five hundred years ago, an
their threat seriously, Riesstiu ordered answer came in the form of a vast fleet of
the first planet in their path razed and its raiders from the Turan sector on the edge of
sacrifice used as an example to the rest of Taiidani space.
the Hiigaran Empire. It worked: few worlds After tense negotiations with groups
chose destruction over subjugation, and the of these Turanic raiders, the Taiidan
Taiidani fleet continued inexorably towards started making use of their firepower
Hiigara. and decentralized nature to assault local
As the fleet closed on the Hiigaran planetary forces while maintaining plausible
homeworld, the other regions of the galaxy deniability as to the raiders’ actions before
quickly attempted to intercede through moving in their own navy to maintain a
sanctions and attempts at diplomacy. “peacekeeping force,” eventually subverting
Eventually, the Galactic Council gathered the governing entities and replacing them
enough support to bring the Bentusi to with puppets.
CHAPTER 8: GALACTIC COMMUNITY

intervene. While the ancient race had Such expansion continued, with empress
promised not to get involved in warfare, and emperor being replaced, assassinated,
they declared that they would be willing to or abdicating over the years. With the
arbitrate negotiation between the remaining appointment of its current emperor Riesstiu
Hiigaran worlds and the Taiidani admiral IV the Second, however, the Empire may be in
himself. The two sides met, and after greater danger of fracturing.
tense and bitter negotiation the Hiigarans The legacy of Riesstiu IV the Second
acquiesced to the idea that exile would be continues that of his predecessor, Emperor
preferable to annihilation, their planets and Riesstiu IV: the previous emperor, mad
territories ceded to the Taiidan Empire. with power and paranoia, had enacted a
law stating that all future emperors would
A Golden Age? be clones of himself, implanted with their
For the next four millennia, Taiidani society predecessor’s memories. As his “father” was
rebuilt and flourished. The legacy of Riesstiu a tyrannical man, the son was not much
was twofold. First, the Hiigaran homeworld, more than a continuation of an elderly man’s
its infrastructure and world intact, would descent into madness. In addition, with his
become the new seat of the Taiidan Empire. various advisors and supporters vying for
Second, the new emperor would be Riesstiu power in a corrupt political system, Riesstiu
himself, and his bloodline. was able to exert immense political sway by
Four thousand years of civilization, using his allies’ fear of treachery accusations,
however, have taken their toll on Taiidani and thus execution, to his advantage.
culture. While there have been years of great As the horrors of Riesstiu’s reign came
peace, expansion, and thriving economy, the to a head, his hand-picked group of advisors

236 CHAPTER 8
eventually ordered him contained to a life rest of the Empire, what was meant to be a
support system long before his body required threat designed to keep the populace in line
it, using the fact that the cloning process had instead incited rebellion across the imperial
left his body damaged and weak as leverage. planets. The rebellion would have been short-
Yet, even as he was contained he still wielded lived, but during the Kushan people’s long
enormous power despite the efforts of his pilgrimage to Hiigara, the newly-spacefaring
closest confidantes. people found allies in the rebel faction
The fractures in the Taiidan Empire they encountered and together both sides
widened further under Riesstiu’s heavy- managed to progress toward the Imperial
handed rule, and before long an organized capital, eventually retaking it. The Galactic
rebellion began forming in imperial regions. Council, summoned by the Bentusi, arrived
Dissension spread, tempered somewhat by just as the Kushan entered orbit, and to avoid
the Assembly of Lords, until Riesstiu made unnecessary bloodshed the Council ceded
the grave decision to bombard the city- Hiigara to its original occupants.
world of Triistara which was in the process
of openly rebelling against heavy taxation. Past the Homeworld War
While the Emperor had hoped to stifle any In the wake of this final war and with the loss
uprising (and in truth the act was effective of their capital planet Hiigara, the Taiidan
at pacifying all but the most fervent rebels), Empire effectively broke apart; either due
the news of the bombardment turned the to infighting, a loss of infrastructure, or the
empire’s populace, as well as a good deal of dying breaths of corruption, the various
the Assembly, against him. former-imperial worlds realigned themselves
At present, the Emperor’s advisors mostly politically, eventually forming groups of
aim to keep him sated, hoping to prevent roving Taiidani Imperial Loyalists, the Taiidan

CHAPTER 8: GALACTIC COMMUNITY


further hunts for rebels which may end up Republic, and independent worlds. Due to the
with their own executions, and the empire infighting between these factions and their
sits on a political knife-edge. A mix of true allies, the Taiidan would never again be a
and false loyalty is on the lips of over half great power in the galaxy.
of the military and political figureheads, and
open rebellion is secretly whispered among Political Leadership
the rest. Emperor Riesstiu IV the Second is the current
supreme leader of the Taiidani political
The Homeworld War system and topmost admiral in their stellar
When the Kushan, remnants of the Hiigaran navy, although he has not been seen in public
exiles, made their first hyperspace jump save for major political events for many
in four thousand years, their efforts were years. The Assembly of Lords, a secondary
detected by sensor posts in the surrounding governing body, is well aware that Riesstiu
Taiidani space. This news quickly reached has the same memories and therefore
the Emperor’s chambers, and he was quick to ambitions as his predecessor, but it was long
act: Riesstiu ordered the use of a devastating since politically neutered to be nothing more
weapon designed to strip a planet of the than a committee that processes and gives
majority of its atmosphere, killing anyone an official veneer to Riesstiu’s decisions.
remaining. Kharak, refuge of the Kushan As such, the only major decisions by the
people, was scoured of life. governing bodies are wide-reaching changes
When the deployment of this weapon, made from the Emperor’s chambers, where
unused since the Taiidani attack on Hiigaran life-support systems keep him alive and his
worlds millennia before, was broadcast to the

CHAPTER 8 237
closest advisors often fear for their own The Taiidani
safety should they mumble any form of Taiidani society reaches all the way from
disagreement. the nobles in gleaming cities of the core
On a planetary level Taiidani culture can worlds to the agricultural workers of the
largely be considered feudal. Ladies, lieges border planets. While the vast majority of the
and lords hold sway over continents, if not Empire is in a state akin to serfdom—working
entire planetary bodies or star systems. on the industrial planets, acting as traders,
These are the individuals who attend the or maintaining the machinery of a farming
Assembly of Lords and try to forward their world, for a few examples—there is always
own political intent. Below that is the vast the potential of social mobility. In exchange
swath of other nobility, but due to the corrupt for a minimum ten years’ military service, any
political machinations of the Empire they citizen of the Taiidan Empire can be given a
have no real power unless they reach the choice of education and scientific placement,
Assembly or gain favor with an Assembly land, or a ship, allowing them to escape the
member. This lack of innate noble power has same rigors expected of the underclasses.
led to long, ceremonial titles being common This has led to a social stratum of military
as individuals try to present themselves as nobles who are largely scorned by those
superior through presentation alone. who gained their position by birthright and
derisively called “mobles,” a pun on their

The Assembly of Lords


Please find below request OM-140885, a public information request on the current
CHAPTER 8: GALACTIC COMMUNITY

makeup of the highest tiers in the Assembly of Lords and their purviews.
• Lord Rashor, Mother of Medicine—Health care
• Lady Asha, Exarch of the Air and Keeper of the Eternal Strings—Entertainment
• Lord Gisdalve, King of the Oceans of Knowledge, Knower of Knowledge, Abrogator of
Lies and Destroyer of Falsehoods—Historical Records and Archives
• Liege Barbola, Conductor of the Million Mouths—Food and Resource Logistics
• Lady Eytapea, Keeper of the Keys and Holder of the Sky’s Ear—Internal Security and
Navy Liaison
• Lady Korvakke, Supreme Justice Keeper of the Known Galaxy—Law and Justice

As you may know, various advisory positions exist alongside these individuals, which
assist the Assembly in various ways or are involved with other sections of governance;
however, the above are the heads of the primary sections of government as laid out in
law LEX.PACO.19110283.
If you have any further queries please do not hesitate to contact us again. Our details
can be found at the top of this data stream.
Yours sincerely,
The Office of Lord Gisdalve, King of the Oceans of KnJ(*#93#f[DATA STREAM
DISCONNECTED]

238 CHAPTER 8
hopes of social mobility. Still, the story of the be crewed by the relatively new graduates
mechanic or farmer who joins the military, transported by elevator from the surface.
then rises through the ranks to eventually sit It is said that the Internal Security branch of
on the Assembly of Lords, is a common one the Taiidan Navy also holds its headquarters
of hope through the imperium. here, but the secretive defense organization
Due to the strong military tradition, has been known for its decentralized nature
Taiidani culture exemplifies discipline in in the past few centuries, so such rumors
one’s life. Those serfs who haven’t seen may be little more than echoes of its prior
the horrors of warfare are largely excited history.
to help their local communities in terms of
maintaining order and ensuring one always Adventure Seeds
“does their part,” while veterans who come
back with either grand stories or pragmatic
Some Space Away from
post-war attitudes are held as local heroes in Family
the communities they return to, if they return On receiving a coded message from a Taiidan
at all. listening outpost, the player characters
quickly ascertain that it is from a low-ranking
Additional Locations member in the Taiidani Assembly known as
Ayshus, Liege of the Unfettered Thought.
This section is designed to provide a few
Ayshus is worried. They are concerned for
examples of Taiidani locations the players
their son who became enamored with the
could encounter in their travels.
idea of a navy lifestyle and is now an officer
Taiidan Veteris aboard a small patrol ship close to the
Taiidan was an advanced planet. The center Great Nebula of Kadesh. On investigation,

CHAPTER 8: GALACTIC COMMUNITY


of the Taiidan Empire prior to the war with the Liege had discovered that their son had
Hiigara, this planet was bombarded for been ordered into that role by the actions
a full day by orbital missiles, its military of their political rivals as revenge for the
installations and Imperial Palace utterly scientifically-minded Liege granting research
destroyed by the Hiigaran onslaught. Today, opportunities in the nebula to another noble.
it stands as Taiidan Veteris, a cenotaph to the Due to the high frequency of ships being lost
billions who died during the bombardment at the edge of the nebula, it was seen as the
and subsequent fallout suffered by those not perfect location to put the son in danger. The
able to evacuate in time. Liege wishes for plausible deniability and to
A few locations have been cleared of work outside of Taiidan law, so got in contact
radiation and turned into parks or memorials, with Kushan who have been making a name
a reminder of the glory of old Taiidan. In for themselves. They know that the players
other locations, sandstorms whip up around are not Taiidani, but consider their family’s
skyscrapers, a visible reminder of the danger safety above political allegiances.
of the empires outside Taiidan space. As such, they are asking the players to
either protect their son from danger or, should
Ferox the ship face danger of destruction, attempt
All officers in the Taiidan navy start their to evacuate their son back to Taiidani space.
journey at Ferox. Shuttles from all over the In return for the safety of their son, the Liege
empire ship new recruits to the large Navy has offered to share the location of a Taiidani
Academy hosted at its equator, and the archaeological site near the nebula, which
advanced shipyard encircling the planet they say contains artifacts potentially related
constantly produces new vessels ready to to the history of the Hiigaran people.

CHAPTER 8 239
In the Eye of the Boulder While discovering the source and true
Corvux, Lady of The Darkness and Potentate purpose of her artifact may be useful,
of Strategic Thought, was a military noble her position and motivations are as yet
from a lower-class industrial world who first unknown. Players showing her their worth
gained recognition three years ago when her may well find her a cunning, sympathetic
ship’s captain and first officer were killed ally with progressive ideas in relation to
during a skirmish with a small rebellion on Taiidani politics. Those who respond to her
a border world known as Resta. She took antagonistically, however, may find both her
command of the ship and quickly made a allies and keen strategic prowess to be a
name for herself by getting the vessel to the thorn in their side. She will tend to consider
relative safety of a planetary ring and then the player characters to be useful so long as
using the ice and rocks there to her advantage they act in her interests, but will not suffer
in destroying or causing the surrender of the fools lightly.
pursuing rebel ships.
Recently she has been seen a lot in the A Last Resort
broadcasts from the core worlds as she A Kushan mining vessel has picked up a
gains more and more political esteem in her distress signal from a nearby system. The
work. This may, however, have something to Taiidani tourist world Elaprasa has come
do with the arm-ring she wears, part of her under attack from Turanic raiders. Usually
visual identity and political “branding,” which allied with the Taiidan, this small group has
seems to be little more than a decorated started acting of their own volition and is
pebble. Kushan scientists have recognized raiding outlying Taiidani territories.
two symbols etched into its surface—they Elaprasa is asking for assistance and,
appear similar to, but not identical to, symbols while hesitant if a Kushan vessel responds,
will gladly take aid from wherever possible.
CHAPTER 8: GALACTIC COMMUNITY

in the Kushan language for “Communication”


and “Liberty.” Unbeknownst to them, however, a Taiidani
In actuality, while Corvux is a keen patrol vessel is on an intercept course and
strategist and wise political player and would hasn’t let Elaprasa know about its arrival
have likely succeeded politically regardless, because it would prefer to deal with this
she has risen through the ranks far more Turanic group once and for all. If the Kushan
quickly than any in recently times due to are there when the Taiidan arrive, it will take
her use of Progenitor items found when her a potentially dangerous situation from bad
ship defeated the rebels in the rings of Resta. to worse. Not only are the Taiidan likely to
Standing beside a specific stone dais, which question the Kushans’ presence in their
Corvux has had fashioned into the surface space, possibly considering them involved
of her office desk, allows her to ascertain in the attack as an invading force, but the
whether others she overhears are telling the incoming vessel is captained by a fanatical
truth or lying. She has used this to her benefit loyalist to the Emperor and is likely to
on numerous occasions, and has blackmailed consider receiving aid from the Kushan to be
or revealed secrets on numerous political traitorous, a problem for Elaprasa itself.
opponents to help her in a race to the top.

240 CHAPTER 8
Turanic Raiders

CHAPTER 8: GALACTIC COMMUNITY


Not all of the people of the galaxy are as Some believe them to be exiles, fleeing or
civilized as the Galactic Council would prefer. banished following a long-forgotten war,
On the edges of galactic society the idea of whereas others consider the number and
freedom uninhibited by advanced culture appearance of the people to be nothing more
draws in some who cannot hold themselves than the natural expansion of a nomadic
to the laws and rules of their previous life, and people; they may be sending fleets of ships
allows those without a love of very specific from one region of space to another in
ideals of cultural enlightenment to thrive. order to seed a new area as they leave a
Sometimes these “rebels and barbarians” are settled people behind. The Turanic people
cast down by the very societies they escaped themselves have never referred to a specific
from, but others can find a home among like- reason for their sudden arrival or any sort of
minded groups and together forge a destiny creation myth, suggesting it was never kept
for themselves in the wider galaxy. One of as part of their oral tradition or was perhaps
the more successful groups of these people even erased from recorded history.
in modern history appeared from the Turan Regardless of the exact nature of their
sector of the galaxy, and since then this arrival, around five hundred years ago the
particular group has been dubbed by many first Turanic fleets were spotted in areas
as “The Turanic Raiders.” adjacent to the Taiidan Empire, appearing
from the Turan sector of the galaxy. These
History pirates and marauders quickly made a
Historians disagree on the exact reasoning name for themselves, attacking shipping
behind the expansion of the Turanic fleets. lanes, pillaging star ports, and stealing what
they could get their hands on to bolster

CHAPTER 8 241
their own rag-tag fleets with ship parts or Any group of ships is occasionally called
even whole vessels. The Taiidan Empire an “entente” by outsiders due to these
quickly determined that should it attempt constantly-shifting temporary agreements,
to engage, it would start a long, drawn-out but each entente is usually headed by either
conflict with a decentralized and dangerous a group of the captains from each vessel, or
foe. Instead, Taiidan sent messages to what in some cases a single charismatic figure
they had determined to be the most powerful who leads the group in purpose. Stories have
Turanic fleets and offered them a deal: desist been told of the death of such a figure—either
from stealing and pillaging inside Taiidani by direct action or even by accident—leading
space, and in return the Taiidan would pay to the breakdown of an entente as the
handsomely in ships and goods for the use of remaining captains vie for control.
Turanic fleets as a form of mercenary crew. Individual ships are usually either
Now official privateers, the Taiidani navy familial—with a group of related individuals
quickly saw the use of the Turanic fleets growing up in and around a particular vessel
in various border skirmishes, letting them with the more experienced members being
attack and decimate the local militia, then in charge—or a blend of numerous close-
letting the raiders take their pickings before knit families who each have understanding
sending in Taiidani ships and ground forces of different aspects of the vessel. One group
to impose local order. It wasn’t until Turanic may be familial engineers and work the
fleets were seen flying decommissioned engines and repairs, while another might
Taiidani ships that many places even knew have spent years behind the controls of said
there was anything more complicated going ship, entrusted to guide it to it to its intended
on than a sudden unprovoked attack from destinations, knowing the lives of everyone
pirate fleets. Once the planets of the Empire aboard are at stake should they take extreme
risks.
CHAPTER 8: GALACTIC COMMUNITY

realized this, however, the idea of Turanic


Fighting between ententes is rare, but
fleets as a bogeyman which might be sent
it does happen. Usually groups are able
after you if you rebelled caused many unruly
to ally with each other and organize it so
planetary systems to turn away from sedition
that if one has a claim or item that another
and acquiesce to more and more imperial
wants, barter will begin, which can even lead
edicts, where before they might have scoffed.
to one entente joining another for a raid on
Many of the Empire’s enemies with the ears
a second location so that each group ends
of the Galactic Council were also worried,
up equally privileged. Every ship in such a
as an attack could now come which the
group seems to know and understand the
Council’s sanctions wouldn’t affect and that
stakes should things escalate to fighting, so
the Taiidan would claim no knowledge of. A
even if tempers fray and a deal is not struck
new era of plausibly deniable warfare had
it is far more likely that one group will vacate
begun, and the Taiidan Empire had struck the
rather than endanger their families. When
first blow.
this happens, however, it is said that raiders
Political Leadership carry long-lasting grudges, and a slight might
be remembered in negotiations years down
While ostensibly belonging to the same the line, when some or all of those originally
faction of people, Turanic fleets are not in involved might be long dead.
fact made of a single political group. There
is no central government, and each flotilla of
vessels is likely to be crewed by groups who
are in a temporary, verbal alliance rather than
any codified structure.

242 CHAPTER 8
Who Are The People From Turan?
“Not ones for discussing much of their ways with outsiders, very little is actually known
of Turanic culture, save for that which can be inferred from their actions and how
they present themselves. It’s known that amongst their own people they simply call
themselves “The People” rather than any form of nomenclature, and consider outsiders
to be strange and beneath them.
Even more curious is that when they state that they are “The People,” they do so
with a burst of gestures, and sometimes even facial expressions. It has not yet been
ascertained what these gestures mean, although it has been theorized that they may
refer to their own ship, fleet, or family within the wider Turanic social structure, as it’s
rare to find two groups of the barbarians who perform the same strange gesticulations.
As for asking them? I wouldn’t recommend it. These people have been found to be
extremely guarded about sharing information with outsiders. Only the most trusted
diplomats and ambassadors, such as myself, have been allowed to discuss much outside
of negotiating agreements for action to be taken by an entente, let alone entering a ship
or discussing private matters.
Still I, Walia, Diplomat-Lord to the Outer Realms and Guardian of Anthropological
Accords, have discovered something that may one day save your life.
Secrecy—they love it!
The raiders who hailed from Turan are nothing if not sticklers for keeping every bit
of information they can to themselves. If one of their own is suspected of disclosing
secrets of their people, be it under the influence of alcohol, as pillow talk, or just in
casual conversation, they will be reprimanded, scorned, and may even be killed should

CHAPTER 8: GALACTIC COMMUNITY


they seem as though they are going to defect to another entente or ship.
Be careful, for if these people think you know something they don’t want to get out,
they won’t stop until they know either that it’s public or the carrier of the information
is reduced to slag. For that reason, I have maintained an open comm-link with a local
listening post during every negotiation with these people. That way they know that if
something slips, there’s no point killing me as it’s already too late.
I would recommend further investigation. These people often take their families with
them, but it’s been witnessed that they occasionally leave their children and elders on
smaller ships or outposts when it’s known that the ships they are on will encounter
particular danger. If we can capture such a group, they may be able to reveal more to us
than we’ve previously been able to ascertain…”

— Taken from “Who Are the People from Turan?”, a compiled journal of research on
the Turanic people by Walia, Diplomat-Lord to the Outer Realms and Guardian of
Anthropological Accords.

CHAPTER 8 243
Additional Locations they have already commandeered a nearby
This section is designed to provide a few asteroid-mining outpost and broadcast
examples of Turanic locations the players an open offer for barter. The raiders likely
could encounter in their travels. recognize the worth of the items they have
attained, as well as the stores of fuel and
The Hulk materials in the mining outpost itself, but
While the raiders have no real home, this either have little need for them or are still
location has often been described as a core searching for something of specific worth.
of their domain. A growing field of dilapidated For any fleet travelling through this
ships, connected together with umbilicals, sector, this is a fantastic opportunity to get
the location is a center of Turanic barter, hold of additional fuel, supplies, or even rare
organization of ententes, and sharing of goods and artifacts which the marauders
cultural traditions. Most non-raider ships themselves have little need for. The difficulty,
that approach are destroyed without a single however, will be in determining what can be
communication, although a few have on bartered for the Turanic people’s business. It
occasion been allowed past its patrols, and is said that anything can have a price at such
most of them have returned safely. a market, including the act of helping the
raiders on their next mission.
Breadbasket For those who feel helpful, Telapé II has
Usually after an entente has raided a been requesting aid and support to get its
location, its crew will move on. After the raid stolen goods back. A significant amount of
of agricultural planet Yggrisix (now known its infrastructure’s core technology has been
as “Breadbasket”) and the Turanic flotilla’s lost and is likely for sale on the open market,
discovery of what its people produced, the but with supplies often running low is it worth
raiding entente decided to remain. Forcing
CHAPTER 8: GALACTIC COMMUNITY

helping a backwater independent world in


the population into servitude, they managed exchange for inexact promises and offers of
to secure food for themselves and many other gratitude?
ententes in the Turanic regions in exchange The final spanner in the works is that
for barter. The production of food in the region Telapé II’s central database computer, a
for an otherwise spacefaring power quickly core component in its global infrastructure,
became significant enough that Breadbasket
has already been sold to a broker from the
is now considered to be too high in value for
independent world of Halashen, a corporate-
any other group to risk raiding it. The people
controlled world with heavy security. The
maintain a level of organizational autonomy
central computer core of Telapé II could fetch
from their would-be oppressors, as the
a high price on Halashen and help capitalist
entente that sits in orbit knows far better than
groups maintain some power over the local
to interfere with the farmers on the planet
markets. As such, the security around the
below who grant them their power, meaning
purchased device is both heavily armed and
both groups now hold to a strange truce.
armored, and it would take a focused or well-
planned attack to remove the prize from their
Adventure Seeds clutches.
But Wait, There’s Ore!
A Turanic fleet has recently ransacked Sabotaged Relation’s
the independent world of Telapé II. The Ships
circumstances of the raid are not notable, A large Turanic fleet has been detected
but the raiders are likely to have left little of on an inbound course to a friendly vessel.
value behind. The unusual situation is that This vessel contains samples and research

244 CHAPTER 8
related to a recent dig site located in what make their way through the matriarch’s
used to be Hiigaran space, and it’s known ship before an effective defense can be
that the Taiidan would prefer that it not fall established. Just remember, however, that
into the hands of the Kushan people. Even the grudges of the people from Turan are
worse, the inbound fleet is one known for known to last a lifetime...
its brutality and take-no-prisoners attitude;
should the fleet catch up, the information or A Defective Turncoat
artifacts may not even make their way back A group of marauders has chosen to defect!
to the Empire before being destroyed. This is a big deal, as a huge amount of
Intelligence suggests, however, that the intelligence can be gathered on the position,
Turanic fleet is a tenuous alliance of smaller makeup, and effectiveness of many of the
ententes, held together by respect for a Turanic fleets if the defectors’ requests can
singular matriarchal figure in the group, a be met.
familial elder who leads the groups from a The individuals are on their way to a
powerful fleet carrier of Taiidani design. nearby patrol cruiser, ready to be brought on
It is thought that should this elder be board and questioned. There is currently no
neutralized, the entente will fall apart and the plan to resort to anything except welcoming
flotillas will go their separate ways. The fleet is them in with open arms and a small amount
soon to be approaching a small nebula, which of wariness as to their upbringing.
can be used to hide the engine signature of a What is not known, however, is that hidden
scout vessel, and Turanic-style outfits can be among the years-old wreckage of a nearby
procured should espionage be the preferred battle is a sizeable Turanic entente, ready
method of infiltration. Alternatively, fast and to power up and engage the patrol cruiser
directed aggression from a boarding party once the defectors reveal their true colors,

CHAPTER 8: GALACTIC COMMUNITY


may allow a well-prepared team to quickly intending to disable its engines at the earliest
opportunity.

Kadesh
Secretive and cult-like, for thirteen genera- the exiles from their homeworld across the
tions the Kadeshi people and their society galaxy. Space, however, is full of dangers,
have survived in their current form within the and the Hiigarans soon found themselves
Great Nebula of Kadesh, preying on and sal- with a lack of supplies and without allies in
vaging ships which happen to pass through. the galaxy due to their actions during the war,
So dependent have they become on those which the Taiidani had made sure to paint in
who would enter the nebula, while remain- a distinctly poor light.
ing fearful of the Taiidani outside, that their It is not known exactly how it started,
entire culture and purpose for being centers either as the result of a breakdown of their
around remaining within its borders. transport or as an active choice, but as
the small flotilla of transport ships moved
History past a great nebula known in databases as
The history of the Kadesh is one of “Kadesh,” a group of Hiigarans came to the
desperation and self-reliance. When the belief that they would not make it to a new
Hiigaran people were exiled from their home home in Kharak. In addition, even if they
following their war with the Taiidan, multiple did make it they believed their life would
primitive transport ships were used to move be difficult enough without the threat of

CHAPTER 8 245
vengeful Taiidani discovering where they had After the outlawing of Taiidani vessels
been exiled to. With that in mind, one of the entering the Great Nebula, the Kadeshi
transport ships chose not to travel farther; found themselves at a crossroads. They
using the thick and wide nebula to hide from could choose to find a new place in the world
listening posts, these Hiigarans used what outside the nebula, risking everything they
they could of their vessel, as well as what had on the mercy of the Taiidani, or they could
they could gather of the nebula’s materials, remain within, use what resources they had
to produce food, tools, and resources with gathered, and focus entirely on the survival
which to survive. of their people within the borders of their new
Fairly quickly, it became obvious to the home. It is not remembered how the decision
Kadeshi Hiigarans that they would have to was made, but the result was absolute. The
make use of more materials than just those Kadeshi stayed within their new home in the
which the nebula provided. It was clearly stars, safe from Taiidani reprisal.
a vital tool in their ability to hide from the Soon the Kadeshi turned to matters of
Taiidani as well as a hindrance in that it could basic needs. Air, food, and water were in
not provide some of the rarer materials they short supply, and the merchant vessels that
would need to survive. If they stayed, the previously traversed their region no longer
Kadeshi realized they would need to continue risked even the slightest shortcut through
to build ships, maintain life-support systems, the nebula, so once again the Kadeshi
and grow food over a long period. They made stepped up to the task. With the nebula
the decision to stop harvesting the nebula central to their way of life, they managed to
itself and go after a more varied and valuable find a way to use the bare minimum of its
resource: other ships. materials to create what they needed, but
Starting with what few assets they had with great work on their part. The nebula
CHAPTER 8: GALACTIC COMMUNITY

to begin with, and without a sense of mercy had become the garden that would feed
following how they had been treated by the them for generations to come. Great ships
Taiidani, the Kadeshi started raiding supply were created from the Kadeshi fleet to house
ships that would come through the nebula their people, from which smaller craft could
hoping to cut time off their journey. Small be launched to either tend to the “Gardens”
ships at first started to disappear, but as (the name the Kadeshi gave to the various
the Kadeshi gained additional material and regions of the nebula), or protect the home-
learned how best to make use of the nebula’s ships themselves. These ships also retained
unique stellar terrain, they became more and the ability to intercept hyperspace travel, as
more aggressive in their raids. Every part of a few ships daring enough would still enter
a plundered ship would become a Kadeshi their space and be captured, providing the
vessel, and every member of its crew who Kadeshi with abundant new supplies.
would not join the cause was put to death. Over the years, the stories of how the
Soon, even ships that procured security Kadeshi came to reside in the nebula became
escorts would not make it from one side of hazy even among the people themselves.
the nebula to the other, and the entire region Ancient databases started to malfunction
was considered off-limits to all but the most and records were lost or damaged. The
daring crews. Still, through all this time, history of their people became an oral one,
the Taiidani never uncovered the origin of and with this the natural propensity of people
the “Kadeshi” raiders and even the Bentusi to create myth and legend led to both a loss
warned others from straying into the nebula of knowledge as to where the Kadesh come
should they wish to be heard from again. from, as well as the creation of tenets which
would turn into a religion. The Kadeshi people

246 CHAPTER 8
hold these tenets true thirteen generations authority to those in their purview; each
after they started tending to their Gardens, ship is otherwise free to manage its role in
even if they do not truly understand why. producing fuel, food, and other necessities
Their tenets are centered on the following for the Kadeshi people.
truths.
• The Kadeshi are a people charged with The Kadeshi
maintaining their holy Gardens. Most of a Kadeshi crewmember’s life is
• Those who enter the Gardens will join the dedicated to tending the Gardens of Kadesh
Kadeshi or die. and ensuring the safety and security of the
• The Kadeshi must hide, as it is said that if other members of their home-ship. For the
they are found by the Great Evil they will most part, this holy work maintains each
surely be destroyed. citizen in what they consider a modest
• The evil ones outside the Gardens must lifestyle aboard their ships. A lack of outside
never learn of the Kadeshi, under any influence and external contact for nearly four
circumstances. thousand years, however, as well as a lack
of medical supplies, has led to a relatively
Political Leadership sterile environment within the ships. The
The leadership of the Kadeshi people is heavily Kadeshi themselves have largely grown up
steeped in its religious nature, the necessities in environments which make little use of
of becoming a spacefaring society, and the gravity, artificial or otherwise. As such, they
importance of every individual in maintaining are generally taller than other humanoids,
traditions which keep them alive. These days, with slim bodies and longer limbs. Those
the key decisions for the fleet are made by who encounter them may recognize a certain
the Triad of Custodians, a group of three grace to their movements attributed to

CHAPTER 8: GALACTIC COMMUNITY


individuals who each live aboard one of the working in zero gravity, but which can easily
three largest home-ships of the fleet. They be misinterpreted as a symbolic religious
are traditionally chosen from those who gesture.
champion an unbiased equality between Cleanliness is important to the Kadeshi
ships, role, age, and gender or lack thereof. people, and symbolic gestures of running
The vows these Custodians take exemplify water over one’s head are a common gesture
this to a level of paragonhood, and prior Triad of formal greeting, often combined with the
members have been removed from their lowering of a hood if one is being worn. As
positions due to flagrant displays of bias in water is a limited resource in the nebula,
the past, opposition to which filters down to be recycled and used in cleaning, food
into all Kadeshi culture. production, and as a necessity for life, to
When a decision is to be made, or a waste water is seen as one of the society’s
significant event is to take place, the Triad greatest taboos. Not a religious crime, but
home-ships return to the Cathedral of certainly an insult to whoever your host may
Kadesh—a region of space relatively clear yet be.
surrounded by some of the thickest pockets As every home-ship is a part of the upkeep
of the nebula—in order to discuss the issues of Kadeshi society, should a ship fall behind
and broadcast the results of the decision in its production it may find itself the target
to the rest of the smaller home-ships of the of Perlustration. A form of inquisition, the
fleet. role of Perlustration is to determine whether
Each of the smaller ships is led by a the ship or its crew are fit for continuing to
chaplain, who acts as captain and holy perform their holy duties. While oftentimes
this leads to a much-needed overhaul of

CHAPTER 8 247
the ship and a welcomed upgrade to its The Cloister
systems, occasionally it has managed During the peak of the Kadeshi people’s
to root out a lack of training, spates of raiding operations, to try to preserve the most
theft, disenfranchisement, or even dissent life and resources they would often attempt
among the crew of a home-ship. On rare to threaten those intruding on the nebula
occasions, however, the ship is determined with overwhelming force. If successful in
to be unrecoverable, and its crew must be their intimidation, the intruding ships would
moved on to other vessels as the original be captured, stripped for parts and resources,
ship is broken down for supplies. This can and the crew being brought into join Kadeshi
occasionally lead to the splitting apart of society. If unsuccessful, the ensuing battle
friends, social groups, or even occasionally would equally assure that the intruding
larger families as space aboard each ship fleet did not leave the nebula. A sacrificial
can be at a premium. ambassador would be chosen to impart the
“join or die” message from a small swarmer
Nebula Locations ship—they would often be destroyed shortly
The Kadeshi nebula is vast and contains a after sending the message as the situation
number of key locations, sparse as they may became clear to the victims of the raid.
be. As the Kadeshi religion started to
grow, this ambassador became more of a
The Triad Home-Ships ceremonial position, and one was kept on
The Cathedral of Kadesh, a wide region of every Triad home-ship. The individual from
space close to the center of the nebula, was the crew would be chosen personally by the
the first place cleared of useful resources Custodian of the ship, and would often spend
before the Kadeshi sought out other ships months in an area of dense gas known as The
CHAPTER 8: GALACTIC COMMUNITY

instead of nebula material. Now it stands Cloister with minimal food and water. Should
mostly empty save for a few pockets of they survive and get back in contact with
resources and the regular visitation by the their home-ship, they would be celebrated as
three vast Triad home-ships, the Day’s Moon, symbolically surviving on the very essence of
Dusk Mist, and Night’s Sun. Each of these the nebula itself, and be chosen to speak for
ships is known for hosting families of differing the Kadeshi people to those who breach their
opinions on how to progress. The Day’s Moon borders.
are extremely traditionalist and have the The gases of the Cloister are incredibly
strongest following, being the most vocal and dense, preventing deep sensor scans, but
strongest proponents for continued isolation over the years it has become dotted with
of the Kadesh. The Dusk Mist believe they hundreds of swarmers—some of which may
could send stealth ships out into the universe still contain records of older Kadeshi history,
to gather supplies, and stay away from having been left alone since their inhabitants
whatever might be out there. The Night’s Sun starved to death centuries ago.
cling to an obscure part of their oral tradition,
which states that their people split in two long The Graveyard
ago. While others believe that those who left While the Kadeshi try to use everything
them perished, the Night’s Sun feel like they they come across in a bid for survival, not
may find these others one day, with the hope everything is recoverable. Unsalvageable
that these distant cousins may help them radioactive ship parts, unrecyclable alloys,
overcome the great evil surrounding them. and other unusable items are dumped in a
single location to avoid others running into
them. Rumors abound among the Kadeshi of

248 CHAPTER 8
The Kadeshi After the Homeworld War
During the Homeworld War, the Kushan Mothership and the Kushan survivors aboard
travelled through the Gardens of Kadesh in search of their homeworld, Hiigara. In doing
so, they unknowingly desecrated the Gardens and angered the Kadeshi, frightening
them into attempting to force the Kushan to stay.
After a furious battle, not only did the Kushan escape the Gardens, but in doing so
they destroyed the Triad’s capital ships at the Cathedral as well as transmitting the
truth of the Kadeshi people’s origins. With the Kadeshi leadership in disarray and its
people reeling from the revelations of their history, they underwent a drastic change in
outlook. Just over half traveled to Hiigara after the war. While they started to integrate
into society, most took on roles related to asteroid mining and orbital industries due
to their difficulties in gravity-based environments. As for the rest, some dispersed into
the galactic population to live as best they could independently, while others retreated
further into the nebula where the remaining Kadeshi outposts and enclaves were built.
While the nebula is safe for the most part, occasional reports of raids by individuals are
received by local patrols. These raiders are assured of the evil of usurpers, proclaiming
that they have survived the end of all things, or simply refusing to believe that there is
now ostensibly a peace between themselves and whoever they happen to be raiding.

strange engraved stone items, dumped due for his courage and quest for scientific glory.

CHAPTER 8: GALACTIC COMMUNITY


to a lack of obvious use, deposited among He leads the expedition from his research
the vast field of detritus. vessel, the Exposition, and intends to collect
material samples from eight equidistant
Adventure Seeds areas on the edge of the nebula.
Kariak’s tenacity is legendary among his
Cloud Storage crew, all of whom have come from various
Kariak Spark is a leading researcher of a other independent Council worlds, and the
small scientifically-oriented world under the only thing that would prevent him from
purview of the Galactic Council. Like many continuing on the mission is danger to his
outside the Taiidan Empire, he is curious as research partner and intended husband,
to what now causes the Taiidan themselves Ygri Velistradivus, whose mother, head
to avoid the nebula, and as such has of her family unit, will only allow Ygri to
petitioned the Council to allow an expedition marry should Kariak prove he can provide a
to investigate its borders. The Council has beneficial education for her son throughout
agreed, so long as Kariak includes members his life. This includes coming back from the
of diverse local empires in a knowledge- research trip alive...
sharing capacity. As such, the expedition is
composed of ten small science ships from a In Bad Faith
variety of sources, including the Taiidan and After their ship is attacked and destroyed
Kushan, who are providing scientific minds, by mysterious drone ships during a rescue
supply, and protection from pirates. While the mission on the edge of the Great Nebula,
Taiidani and the Bentusi have both warned of the crew find themselves awakening in a
the dangers of lost ships, Kariak is known sterile, zero-gravity room. The white walls,

CHAPTER 8 249
clean lights, and low hum of an air filtration Sects in Zero Gravity
system suggest a hospital ship, but it is not A strange vessel has been spotted on the
to be. The only other individual present, a edge of the Great Nebula. Its elongated,
previously-unknown Taiidani naval officer, white, umbrella-like structure is reminiscent
wakes up scared. The crew soon learns that of eyewitness reports occasionally taken from
she had been pretending to be too ill to talk vessels travelling through the nebula, and
to her captors, a group who call themselves readings from its hyperspace system are so
the Kadesh. The officer admits that she unusual that both scientists and the Taiidan
pretended to be unconscious while the rest navy have asked if they can get some scans
of her crew were captured, interrogated, and from closer up. Long-distance scans suggest
either pressed into what she describes as that it appears to have made a hyperspace
“some nonsensical cult” or killed. She doesn’t jump without any support craft, possibly due
want to die, and strongly suggests to the to malfunction as aside from lighting and life
crew that they pretend to join the cult like she support its on-board systems do not seem
will if they want to stay alive. to be active; even its gravity generators are
The crew of the home-ship the player malfunctioning (if it ever had any).
characters find themselves on have captured In addition to independent worlds
the PCs’ vessel and have begun the process interested in new technology, it is known that a
of surveying it for parts. Within twenty-four Taiidani research vessel is on its way, escorted
hours they will begin to strip it of its weapons, by a few frigates due to wariness regarding the
engines, and anything else they can take, so nebula. Broadcasts on Taiidani frequencies
if the players wish to escape they will need to have warned against others approaching the
play along until they can gain access to their vessel, but the opportunity to learn more about
ship once more, or somehow find another this new faction is too enticing to many in the
way out of the nebula.
CHAPTER 8: GALACTIC COMMUNITY

galactic community, including the Kushan.

Bentusi
A mystery and an enigma, the Bentusi are the
longest-living and oldest known race in the
History
The Bentusi have been involved with
galaxy, and yet the least understood. While
galactic politics since the first of the modern
their exact nature is yet to be determined,
interstellar empires formed thousands of
they have acted as mediators, peacekeepers,
years ago and, it should be noted, were likely
traders, and guides for younger races. Their
around long before then. Experts disagree on
history touches on every race’s introduction
exactly how old their race is, but it is known
to the galactic stage, yet they choose to
that the Bentusi were the first to discover one
remain apart themselves.
of the Hyperspace Cores, bringing their race
Despite not having a firm hand in the
to a position of ultimate power in the galaxy.
development of the galaxy any more, the
With this Progenitor device in their hands
Bentusi’s continued presence in every corner
they had the ability to cross vast interstellar
of the galaxy makes some wonder how
distances with not only a few of their ships,
involved they truly continue to be...
but the full complement of their fleet.

250 CHAPTER 8
Had the Bentusi been a cruel people, the The Bentusi’s role as galactic overseers
galaxy would have feared their grasp of the continued successfully for nearly half a
secrets of Far Jumping. Instead, the Bentusi millennium, but ultimately not all races would
used this power to act as peacekeepers accept their guidance. Some saw the Bentusi’s
and guides, mediators of the galaxy. When power as a heavy hand when they wanted to
one people decided to act against another, grasp their own destiny amongst the stars,
the Bentusi would arrive with not just a few while others considered the Bentusi’s actions
ships but their entire advanced fleet. While to be little more than galactic totalitarianism,
they would never strike first, local fleets were forcefully preventing conflict even if the
unable to do much against an entire armada conflict would demonstrably lead to positive
bristling with technology far in advance of change. Eventually, across the galaxy,
their own. As such, many a negotiation was dictators and powerful system-wide groups
started at the proverbial end of a Bentusi ion found themselves able to act with impunity,
cannon. knowing that uprisings that grew too powerful
As they watched the galaxy settle into would be put down by the “benevolent”
this relatively peaceful state, the Bentusi Bentusi. As more and more races gained
found themselves as intergalactic traders, interstellar travel, the Bentusi eventually
introducing the less-advanced secrets of found themselves facing a critical mass of
Short Jump hyperspace travel and a wider wars, rebellions, and armed insurrections
universe to many less technologically across the galaxy which even they struggled
advanced races. This benevolence would to deal with. Worst of all, with the introduction
eventually lead to a larger problem, however, of interstellar communication many races
which the Bentusi had not foreseen: the cork found a way to coordinate the declarations
could only remain in a volatile bottle for so of war. When this eventually happened, the
long. Bentusi suddenly faced a galaxy ablaze with

CHAPTER 8: GALACTIC COMMUNITY

CHAPTER 8 251
hundreds of conflicts in the space of a few Having hoped the Hiigarans would be
hours. an equal to them when they had found the
When the galactic conflicts eventually Second Hyperspace Core, and having uplifted
started to die down, ancient grudges finally the galaxy only to watch and aid in the fall of
settled, the Bentusi found they were no longer one of their symbolic children, the Bentusi
facing a disparate galaxy of small powers, chose to diminish in the galaxy. The Bentusi
but a number of mighty empires which had announced that they would go into a period
formed whilst they had been busy elsewhere. of mourning, after which their ships would
While the Bentusi still had the means to undergo disarmament. Aside from a final act
take on the imperial fleets of many of these of negotiation which prevented the Hiigarans’
groups, they found themselves unable to genocide at the hands of a vengeful Taiidan
deal with the newfound power of the newly and led to their exile to Kharak, the Bentusi
organized worlds. Trade routes for the would no longer act as peacekeepers, even
Bentusi were blockaded, and the resources should it be demanded of them.
previously offered to the Bentusi were held Their statement remains preserved in
back until the old peacekeepers agreed to the Council’s archives, and it is known to be
let the younger races start to self-govern as quoted often in lessons of galactic history.
independent groups, eventually leading to
the governments of these territories banding
together as a form of Galactic Council, taking The Testimony of
over the role of authority they felt no longer the Bentusi
suited to the Bentusi.
The Bentusi withdrew from galactic politics “We retract our martial support from
for the most part, sending representatives on the Council we once founded. Never
again will the Bentusi wage war for
CHAPTER 8: GALACTIC COMMUNITY

their behalf to the Galactic Council, but were


brought back into the situation when the the cause of peace. We bind our hands
Hiigarans, one of the Council’s founder races, before the collected worlds. We will
found a Hyperspace Core of their own. The remain, if permitted, members of the
Hiigarans had grasped this new technology Council, no more nor less than any
and had used it to decimate the core worlds other. May a new age of peace prosper
of their neighbor, the Taiidan Empire. The free from our influence.”
Bentusi were requested under Council edict
to act as intermediaries in the matter and for
the Hiigarans to relinquish their Hyperspace The Bentusi
Core to none other than the seemingly neutral Despite their long history on the galactic
ancient race. stage, there are no reliable reports from
Unfortunately, the Hiigarans’ acquies- anyone who has ever seen what a single
cence to the edict was a lie: they intended to Bentusi even looks like. All planetside
draw the Bentusi into a trap in order to steal negotiations are performed via mediators
the First Hyperspace Core for themselves. and any direct contact with Bentusi vessels
When the Bentusi harbor ship chosen for the is dealt with via either drone ships or ship-to-
exchange, the Bentus, came under attack, ship communication. While Bentusi ships are
it responded with speed, experience, and vast and regularly make deliveries or pickups
advanced countermeasures, destroying the of cargo around the galaxy, those who enter
Hiigaran fleet and leading to the Hiigarans’ Bentusi cargo bays describe the areas as
eventual exile to Kharak. vast, cavernous, and mostly empty save for
the movements of robotic drones of various

252 CHAPTER 8
sizes, functions, or intelligence which move As the ship is in a way themselves,
quickly between tasks. Bentusi find it distasteful to have another
While the Bentusi do not act directly within contained within the inner most areas of
the galaxy, their hand is still occasionally felt. the ship for prolonged periods. They allow
Strange coincidences in decisions made short interactions for the purposes of trade
and sequences of events have often lined and initiating diplomacy, but most direct
up to favor trade with the Bentusi, or benefit interaction is done by via audio channels from
groups or individuals the Bentusi have the ship or on the trade floor of the vessel.
supported in the past. These can never be Direct interaction with anyone within the
traced back to the Bentusi specifically, but inner parts of the ship is performed by robotic
occasionally captains have reported taking servants or third parties.
a mission from an intermediary who does Due to the process that Bentusi undergo,
not know the task’s sponsor, but which leads it is presumed their bodies do not age while
to being given a strange message to deliver connected to the ship. As such, every Bentusi
or minor simple task to perform, which then may be centuries, if not millennia old, and
has massive unexpected repercussions in so they consider most other races’ disputes
the region. Many of these captains have and concerns to be little more than a flicker
mentioned Bentusi happening to be in the in time.
same system at the time, but not always.
What is known is that the Bentusi are Bentus
old, very old. They were here when the first The harbor ship Bentus is the largest Bentusi
of the current empires started to travel vessel known in the galaxy. Whereas many
among the stars, ready with their offers large Bentusi vessels regularly trade and act
of trade, hyperspace technology, and a as facilitators with other races, the Bentus

CHAPTER 8: GALACTIC COMMUNITY


welcoming stance bringing younger races is known to engage in the largest and most
into the galaxy. It is not known just how far significant trades in the galaxy, providing
back their history goes, and common belief facilities and mediation for even some of the
among those who have interacted with them most fraught negotiation. Multiple ships are
is that their people once lived alongside the able to dock within the inner docks of the
Progenitors themselves; however, what role vessel, and its onboard systems can provide
they played in that relationship is lost in the for numerous visitors’ needs.
annals of time. Before the diminishment of the Bentusi
in interstellar peacekeeping, the Bentus was
Unbound the vessel chosen to receive the Second
The truth of the Bentusi, unknown to the Hyperspace Core from the Hiigarans four
larger galaxy, is that they are no longer thousand years ago, and although that event
completely human. Like Karan S’jet of the was fraught the Bentus is still used for the
Kushan, they have chosen to combine their more momentous events involving the
bodies cybernetically with their ships in order Bentusi to this day.
to allow themselves complete control over
their vessels as though they were an extension
of their own form. At this point, if the Bentusi
ever had a homeworld, its existence and
location is lost to legend.

CHAPTER 8 253
Tales Told Over A Drink
“Yeah, I’ve heard it. Heck, ask any imperial officer an’ they’ll ‘ave heard it too durin’ their
Tier One sim-trainin’. The Bentusi are weird, after all.
OK, what I ‘eard is that there was this one crew, see. They found one of their ships, just
adrift in an asteroid field. Musta gotten hit or summin’, as it ‘ad this big ‘ole in it, and the
power wasn’t on through the entire starboard side. They board it, reasons why change
with every story, and go through the decks. They don’t find nuffin’ but robots an’ cargo,
stuff to trade with, that is until they get to the bridge, or what they thought would be the
bridge.
In the middle was this big, like, pillar or some’in. ’S always stone, and looks old as…
well, older than anythin’ else they’d ever seen. Wires comin’ from it too, or near it, or
hoverin’ round it—depends how spooky you wanna make the story. Some stories say
they hear a moanin’ comin’ from the stone, or a tappin’. Others say they see a face etched
into it, an’ the eyes seem to follow them.
‘Ow the story ends changes every time. Sometimes the robots come outta the ship
and attack ‘em, sometimes the crew gets scared and leaves, but whatever happens they
never find out just what that big rock is.
But like I said, just ghost stories…
Another Nectar? I’ve a tab ‘ere.”
—Rien, Bannerbearer to the Favored Colonies of Riesstiu IV the Second, Captain of the
Lightning’s Triumph
CHAPTER 8: GALACTIC COMMUNITY

Adventure Seeds technology from across the surrounding


region of the galaxy, and believe the planet
Rock Your World where this new race lives may have some
One of the PCs finds a message addressed upon its surface. The main problems for
directly to them underneath a paperweight the delegate will be finding this race among
after another client’s mission. Checking the various dangerous stellar phenomena,
the security cameras reveals it was placed establishing first contact, and working out
there by an automated maintenance drone, what this new race might want in return for
but aside from that it is unknown where the the first trade exchanges.
message came from. The message itself Should the players do a good enough
is a strange request. A Galactic Council job in this role it could lead to other jobs,
delegate requires a security escort during the again from their mysterious and generous
exploration of a set of systems in a volatile benefactors. But what agenda do they have?
region of space, as they believe one of the
planets is home to a new race, one that has To Sync a Ship
only just made its first steps among the A Bentusi ship is currently sitting in the orbit
stars. If the Council delegate is right, they of a gas giant, fully active yet immobile.
wish to discover what this new race may Attempts to contact it have been met with
have to offer. silence, and contacting other Bentusi has
In truth, the Bentusi have been using been met with a single sentence response:
this Council delegate to gather Progenitor “The Unbound is exploring.”

254 CHAPTER 8
The gas giant the ship is orbiting is part
of a Hiigaran system, and the Daiamid has The Bentusi in Play
agreed to send in a group to explore, provide Of all the races in the galaxy save the
humanitarian aid, or otherwise investigate. Progenitors, the Bentusi are the most
The PCs have been given a shuttle and enigmatic. They are distant, secretly
provided with any reasonable equipment manipulative, and have the potential to
they deem necessary to look into what may be discreetly pulling the strings in many
have happened. corners of the galaxy. When presenting
The players will discover over the course this race to players, you should seek to
of the mission that the Bentusi vessel is new, demonstrate the mystery behind them
with not a scratch on it. The robotic servants by rarely interacting directly between
on it are also slightly out of control, seeming Bentusi ships and player characters.
to either be malfunctioning or taking It may also help to have early missions
defensive action at the drop of a hat. What from the Bentusi be almost nonsensical
has happened, it seems, is that the Bentusi in their results, with the players being
incorporated with the ship has recently made to feel like small pieces in a
been moved from another vessel, one which much larger set of events by having
received irreparable damage while entering repercussions for their actions that
hyperspace too close to a suddenly-erupting they did not expect.
supernova. The Bentusi is slowly forming and
The Bentusi are inherently not
exploring connective neural pathways and
“equals” compared to the other races
coming to terms with being on a new ship,
of the galaxy. Their long life and
and while they are not intending harm to the
level of advancement would cause
player characters, some of the automated
them to perceive younger races as

CHAPTER 8: GALACTIC COMMUNITY


systems aboard the ship may choose to
especially mercurial, and their aims
defend the vessel in the absence of direct
should be considered carefully by the
command.
gamemaster as part of decades-long, if
not possibly millennia-long plans.

CHAPTER 8 255
Galactic Council
The Galactic Council, an interplanetary humanoids were the dominant species type
body built around a collective agreement of in the galaxy. Various theories have been
trade, negotiation, and humanitarian goals, offered to explain this, none of them proven.
has been at the forefront of galaxy-wide Despite occasional genetic characteristics
politics for millennia. Since its inception it as befit developing on worlds with differing
has become bloated, sluggish in making environmental conditions, for example, the
decisions, and generally a shadow of the council ensured that everyone could come
tenets it was formed with, but it has mostly together under the idea that they were
kept a form of peace over its members and benefiting humankind.
the wider community. Everyone has the right to join, so long
as they agree to act toward the benefit of
History the Council as a whole, if not its individual
In the aftermath of the Bentusi’s inability members. This theoretically egalitarian
to ensure the security of large swaths of outlook has, however, led to a wide range
the galaxy, and the ensuing development of of difficulties in wildly different cultures
various large empires and other factions in cooperating. The Council is known to
the wake of great wars, sixteen groups came rarely act with speed, and many races still
together to negotiate a pact that would allow remember the destruction of Mirballa, a
them an unprecedented level of organization planet that needed evacuating a century ago
and power in the wider universe. This Galactic due to the collapse of its closest star. The
Council included races that would guide the Council was in the second year of negotiating
CHAPTER 8: GALACTIC COMMUNITY

fate of events for millennia to come, such as the method of evacuation when the star
the Hiigarans, the Bentusi, and the Taiidani, went supernova, bringing an effective end
as well as various smaller powers. It included to continued negotiations. In the aftermath
a wide range of different governing bodies, of this tragedy, the Council still took twelve
from republics to dictatorships to monarchies further years to pass a resolution ensuring
and other less common government styles. speedier debate in the future.
Since its inception, many races have joined Despite Mirballa, the Council’s fastest
the Council—and many have been effectively resolutions usually come about due to
removed from it, such as the Hiigarans—and the importance the government places
the Council has made decisions that have on avoiding the destruction of two of its
affected the lives of trillions of individuals. resources: habitable space and genetic
diversity. While the galaxy is vast, planets
The Council that can support life are in no way abundant.
As such, crimes of this nature are considered
The Galactic Council is made up of a wide
abhorrent, with government bodies being
range of planetary and interplanetary
forcibly removed from office by the
governments, all attempting to work for their
temporarily allied forces of other Council
own interests while collectively improving
members should genocide or biosphere
the status of humanity. In negotiation and
destruction take place.
communication early in the Council’s history
At present, the Galactic Council is
one thing became very obvious, however: as
composed of dozens of empires as well as
communication with far-flung regions of the
hundreds of independent worlds. While no
galaxy became easier, it was made clear that
single government is forced to join, not doing

256 CHAPTER 8
The Galactic Council In Play
The Council offers gamemasters an opportunity to explore a wide variety of game types
in the universe of Homeworld. While the Taiidani provide the feeling of an “evil empire”
in the Kushan’s Journey to their home of Hiigara, the Kadeshi provide an enigmatically
dangerous potential foe, and the Bentusi a mysterious benign presence, the Council is
the backdrop to most of the rest of the civilized galaxy. Its members are as varied as
the planets themselves in terms of culture, governance, or visual style, and as such may
have almost infinite possibilities in how they present themselves to players.
The Galactic Council also provides a method for the players to get involved with the
wider politics of the universe, and the frustrations of Council bureaucracy a reason for
planets or individuals to want players to act with expedience.

so would risk alienating trading partners to spring up, although due to the searing
and put anyone outside the organization at heat on one side from the star and stark cold
a severe disadvantage at the negotiating opposite, the population of Brauntor has long
table. Even the Taiidan Empire has remained been limited in its ability to spread across its
a part of the Council, despite Riesstiu IV face.
and Riesstiu IV the Second’s dramatic and The people on this planet built large
paranoid nature. dam-based cities on the ever-flowing rivers
While it does not have a military of its own, streaming from the colder side of the
the Council has been known to encourage or planet toward the sun. Due to this they hold

CHAPTER 8: GALACTIC COMMUNITY


mandate action from its member states, and strong religious beliefs of life being about
its members do occasionally take matters attempting to escape from the cold, dark
into their own hands, hoping the Council will places of the world into locations of great
be too slow in debating to provide reasonable light and prosperity.
aid to either side. Smaller planetary bodies Over the years, they have slowly grown
are often forced to get the attention of larger accustomed to the idea of other races living
governments and empires to petition for in the dark of space, but they themselves
recognition of their resolutions, and getting more often choose to remain on their own
the attention of the Council by anything less world. As such, the people of Brauntor have
than a planetary body can take decades. become skilled in the art of taking part in
interplanetary politics from a distance, their
Additional Locations brokers and traders often working remotely
This section is designed to provide a few to further the needs of the planet.
examples of Council locations the players
could encounter in their travels. Eclipse Park
After Tarkos I was evacuated due to
Brauntor dangerous stellar phenomena, the Galactic
The tidally-locked planet of Brauntor shows a Council’s Eclipse Consortium petitioned
unique situation when it comes to planetary to purchase the planet from its original
makeup. With one side constantly facing population in exchange for restitutions, a
its sun, the consistent twilight in a thin ring request which was approved after a number
around the planet allowed for a civilization of bribes and years of political wrangling.

CHAPTER 8 257
Over a period of decades, Tarkos I was factions in which the Council’s peacekeepers
transformed into the largest sporting and required the purchase of Ambition weaponry,
leisure facility in the known galaxy, Eclipse they found themselves able to continue with
Park, with a wide variety of stadiums, impunity.
recreational facilities, and entertainment These days, Ambition keeps its own law.
complexes built and themed around the The local laissez-faire attitude towards trade,
ruins of the Tarkos people’s ancient cultural private affairs, and security crept toward
heritage sites. Ambition becoming known as lawless, but
These days, Eclipse Park is most famous after the transition into the Commonwealth,
for the Eclipse Run, a month-long race that the various worlds tended towards self-
takes place once every three years. Entire regulation. None of the Ambition’s locations
sections of the planet are closed off as want a poor reputation for tourism and the
millions gather to take part in the biggest safety of its visitors, so those with the money
pentathlon to be broadcast to the empires. and power hire and maintain effective law
Participants are expected to run, ski, swim, enforcement, and a set of principles laid
ride local fauna, and spelunk through a set down in a well-understood Commonwealth
course that takes them through a variety of constitution ensure that crimes against the
artificially-created environments. person are dealt with harshly, though the
same may not be said for property.
The Ambition
Commonwealth Adventure Seeds
“Everything can be found through Ambition”
is the phrase often broadcast from this Fortune Favors the Bold
group of quasi-independent worlds. In Fortune was a fertile planet until it gained
CHAPTER 8: GALACTIC COMMUNITY

8123 GSY, a group of five Galactic Council knowledge of its interstellar neighbors and
worlds grew restless under the bureaucracy the wider galactic community. Less than
and difficulties that being a part of the a hundred years after joining the Galactic
Council brought. They seceded over the Council, corporate greed on Fortune has
course of a further ten years of negotiation, strip-mined the planet to the brink of
eventually ending up forming the Ambition complete ecological collapse. With rising
Commonwealth. sea levels and environmental disasters on
After this occurrence, the Commonwealth an unprecedented scale on the horizon, the
had years of difficulty maintaining trade government is seeking aid from the Galactic
with the Galactic Council, almost leading to Council in an effort to gain the technological
economic collapse before it was collectively resources to combat the tide of devastation.
realized that more extreme trading options The government has managed to gain
were now available to them with little to no the favor of a local tri-system hegemony,
repercussion. the Principalities of Queros, who soon have
Through a period of transition, the planets an opportunity to petition the Council on
of the Commonwealth changed their primary behalf of the people of Fortune, but they
exports from foodstuffs and industrial require something in return. As payment to
equipment to narcotics, weapons, and the players, Fortune has offered a strange
other controversial markets. They quickly artifact, similar in nature to the Hiigarans’
found themselves at the mercy of Council Guidestone but containing a different,
embargoes, but with illicit trade outside unique set of coordinates. The people of
Council space incredibly prosperous, and due Fortune have no way of finding what is at
to a brief nearby skirmish between Council the suggested coordinates as they are too

258 CHAPTER 8
distant, but have stated that they are willing The State of Things
to part with it should the PCs attain for Not everybody from Council worlds is entirely
Queros whatever it is they want, which at first happy with the state of things as they are in
glance seems like the fulfillment of a debt to Council territory. The Firebird Mantle is a
yet a third Council race... group that believes the Council members
are little more than useless bureaucrats,
The Rest Is History unable to help them or others due to the
Shortly after the Homeworld War, in which amount of time they take to debate anything.
the Kushan reclaimed their ancient home Tonight, the Mantle plans to disrupt the area
planet of Hiigara, the Galactic Council has a around Council sessions with displays of
difficult time on its hands. It has decided that demonstration outside the Council buildings,
in order to prevent genocide of a people, and and project its concerns on nearby towers to
partially in fear of the power the Hiigarans gain the attention of news broadcasts.
now have with no opposing force, it will need Unfortunately, not all of those aligned
to negotiate a pact between the Hiigarans to The Firebird Mantle wish for peaceful
and the newly forming Taiidani Republic. protests, and more radical members intend
Each has its own demands and needs, one to cause direct disruption to the Council
of which is the return of any ancient Hiigaran session itself. Most intend to simply try to
artifacts from Taiidani worlds to Hiigara. enter the session and make noise or other
The Taiidani Republic might have acts of direct civil disobedience, but a rumor
acquiesced to this request, but they are a new is circulating that one or more may have a
and fractured people and there are loyalists firearm or even an explosive on them.
who may want to prevent any real peace The PCs have been hired, not as security
between the “traitorous” leadership of the for the building, but by a minor industrial
Republic and the race who killed their glorious

CHAPTER 8: GALACTIC COMMUNITY


colony’s government. These employers are
former Emperor. Any reclamation will need to trying to get a small trade tariff law changed
deal with this faction’s interference, as well that will directly affect them by allowing the
as negotiating to retrieve the artifacts from colony to start making a profit. They know
various Council worlds that may have owed that any disruption will stall their process by
the former Taiidani Empire but consider any anything up to decades, by which point the
previous treaties voided with the creation of colony will be seen as having failed, so they
the new republic. The Council has promised have asked the characters to ensure that
to get them back as fast as they can, but the nothing happens to disrupt the processes of
Daiamid has no faith in the Council working state.
with speed. The Daiamid will ask the PCs to
use “any means necessary” to retrieve these
items, and stress they will attempt to deal
with the fallout themselves.

CHAPTER 8 259
Progenitors
Ten thousand years before the events of the
Homeworld War, long before any recorded
Adventure Seeds
history of anyone save maybe the Bentusi, Are You Afraid of The
it is known that there was a race of people Dirk?
called the Progenitors. It is not known Stenstorp is backward and primitive. The
who they were, where they came from, or planet’s people are barely past discovering
what became of them, but their influence agriculture, technologically, and have been
in the galaxy has been unparalleled via the found to have little to offer… except the ritual
discovery and use of their relics by the other stone dagger with a strange sheen that is
people of the galaxy. used by one village. Every ten years, a young
It is understood that the Progenitors’ adult from the village is selected by an elder,
technology was far in advance of anything laid down on a slab, and the dagger is plunged
otherwise known throughout the galaxy. into their chest. The individual dies… for a
Their surviving ships and devices have shown day. After this they return from the dead, their
themselves to be incredibly durable, and any mind far sharper but their body quickened so
automated systems found in Progenitor that in a little over ten years they will die of
technology have been found to be completely old age. They act as the village’s elder for
functional even to this day. In addition, the that period and have been known to guide
Hyperspace Cores found by the Bentusi and the village to great things.
the Hiigarans—the most powerful objects left A strange sign has appeared in the sky
from the Progenitors’ time—are still perfectly recently: a great ball of fire that hit the ground
CHAPTER 8: GALACTIC COMMUNITY

functional to the extent that they could, in the a few kilometers from the village. Among the
future when better understood, be reverse- rubble where it landed was found a strange
engineered by the younger races in order to metal artifact containing a group of humans
develop Far-Jump technology of their own. (the player characters).
Most armed Progenitor ships that have When the PCs get a good look at the
been found, usually in defense of a Progenitor ritual dagger, they may notice that it doesn’t
outpost or as part of the protection for a just have a sheen, it actually appears to
larger ship, turned out to be fully automated, have a strange holographic surface. If they
and have needed to be dealt with before other investigate further, they may find that the
races could access the locations. In fact, the dagger is not the only piece of Progenitor
dangerous nature of such automated drones technology the village seems to have found...
has led to some experts concluding that the
Progenitors were destroyed by their own Gravity of the Situation
creations long ago. This has been rebuked After the discovery of the Guidestone and
by others who have pointed out that the the subsequent return of the Kushan to their
relative rarity of Progenitor objects remaining homeworld of Hiigara, the newly resettled
suggests they may have simply left for parts Hiigarans decided to seek out additional
unknown, leaving little behind. stone-based technology, colloquially known
as StoneTech. Having found a small smooth
pebble with a similar molecular state to
the Guidestone, the Hiigarans moved it
to a secure location in space and started
researching what it could possibly do. Ten

260 CHAPTER 8
hours later, all contact with the research like to see the situation resolved one way or
station was lost, and any large ships that another.
approached closer than fifteen thousand
kilometers started to report fluctuations A Stone’s Throw Away
in gravity that got stronger the closer they Tikk and Cosgrove are notorious pirates who
got. The station is still visible to cameras met following the collapse of the Taiidan
and scanners, however, suggesting the Empire and subsequent return of Hiigara to
fluctuations dissipate at some distance the Kushan. Using their expertise they stole
closer, and small probes have approached a historical artifact being transported by a
unscathed, suggesting a smaller ship may Kushan vessel from one planet to another.
approach unhindered. They are now on a ship, the Long Arm,
The player characters have been tasked headed for one of the Bandit Kingdoms and
with discovering what happened at the have already left Kushan space. The Kushan
research station and, if possible, disengaging did not realize that this was Progenitor
whatever process has activated the strange StoneTech, and neither did the pirates. The
aura surrounding the station. Nobody knows Bentusi, however, did.
the state of the crew aboard, and while life While the player characters have been
support still seems to be active from scans, requested by the Daiamid to reclaim the old
no communications have been received. artifacts, not knowing what they truly are, the
A final point of interest is that a Bentusi Bentusi have sent an encrypted message to
vessel arrived an hour before the mission, a Taiidani noble they work with to track Tikk
sitting just outside the gravitational aura and and Cosgrove down. The noble has resorted
not responding to messages of greeting. It is to hiring a Turanic entente to do the dirty
unknown why the Bentusi are here, although work, and the Turanic raiders are more than

CHAPTER 8: GALACTIC COMMUNITY


it has been assumed that they would also happy to accept any collateral damage that
may occur along the way…

CHAPTER 8 261
A Journal on Progenitor Technology
“While we cannot be assured of it, the homogenous nature of humanity throughout the
galaxy does lend some credence to the idea that the various lineages of people we see
were all originally one gene pool, or in some way seeded throughout the galaxy. Now, we
cannot know for certain whether or not this was on purpose, and as such we do not know
if we are of the same lineage as the Progenitors themselves or if we are some form of
experiment which, if I may say so, seems to have gone unquestioningly in our favor thus
far. I hear the Prodigy series of prose is rather popular, and I did have a little horrified
chuckle at the idea that we were a former slave race, which is why we were left behind
when they disappeared.
[The lecturer pauses as the audience laughs.]
Now, fiction aside, if you look at this deep scan here you can see that the state of the
molecules in this device actually acts as a form of holography, meaning it can present
itself as anything it wants to should it be programmed as such. Of the very few objects
we’ve found, we’ve seen artifacts that look like simple rocks that may have had an effect
on the fabric of space in the surrounding area, as well as fragments of cloth that act
as holographic screens such as this one when manipulated in the correct way. We’re
honestly unsure as to the limits of what the Progenitors’ technology can do, let alone
how. So remember, in the extremely rare circumstance that you find anything, make sure
to report it to your local authority as early as you can so it can be taken away to be
studied.”
—Excerpt from a lecture by Arthoe, Head Researcher of the Council University of Welga
CHAPTER 8: GALACTIC COMMUNITY

VI, to new students of archeology

262 CHAPTER 8
Chapter 9

GAMEMASTERING
“The sacrifice of thousands has left a trail of destruction
behind us, like a path across the galaxy...” – Homeworld

Running Homeworld
The story of Homeworld may at seem difficult to translate into a tabletop roleplaying game. Its
focus is on ship-to-ship combat, with very few named characters. Though it deals with a galaxy-
spanning journey and history dating back several thousand years, the game’s scope remains
narrowly focused. This chapter examines those challenges and offers solutions for expanding
that focus to include individual characters, without losing the feel of the classic game.

Leading the • Frame the action: You describe the scene


or encounter, in terms of who, what,
Adventure where, when, and why (though some of
As the gamemaster, you provide narration, these won’t be immediately apparent to
non-player character action, and the outcome the player characters).
of player decisions. You use the rules to • Establish truths: You call out any
progress the story being told around the apparent truths impacting the scene and
table. You frame a story for your players, help

CHAPTER 9: GAMEMASTERING
communicate how they might impact
them make informed choices, and describe play.
the world they interact with… but you also • Players take actions: The players say
control the antagonists and set their plans to what they’d like to do within the scene or
thwart the player characters. encounter.
• Resolve action: The players either roll
Telling a Story dice or describe how they are going about
Your role is not to compose an entire narrative, their desired actions, and you adjudicate
but to create a setting and circumstances the result.
in which the player characters will act. You • Respond to the actions: You narrate the
introduce the players to a scene, mission, or consequences of the players’ actions,
campaign and then see what they do with it. describing what happens as a result,
You must structure the story while leaving keeping in mind the scene’s truths and
space for player agency. One way to do this is context in the greater story.
to have key points of the story prepared, but • Repeat until the scene or encounter
to leave the details for discovery at play. It’s is resolved: You describe when the
important to have a clearly defined beginning, core dramatic question of the scene or
and to anticipate the most likely outcomes encounter is answered, and how the story
so you have some idea of what happens next. transitions to the next.
Though groups differ, the rhythm of this
storytelling often goes like this:

CHAPTER 9 263
A truism of gamemastering: “Encounters • Player frames their action: The player
never survive first contact with the players.” tells you what they’d like to do.
Players consistently think of solutions • Ask for the relevant dice roll: You decide
you haven’t planned for, or come up with a on the best rule mechanic to resolve the
completely new use for a skill, or succeed action, then set the difficulty, taking into
against the odds through sheer luck. Players account truths, complications, and Threat.
are inventors as much as the gamemaster is • Agree on attribute and skill target
a storyteller. Your ability to creatively adapt number: Work with the player, but you
the story in response to the character’s have final say.
actions is key to the fun and progress of the • Resolve dice roll(s): The player forms
story being told. their dice pool and rolls, comparing the
results to the target number, and declares
Resolving the Rules their successes or failures.
Another of your roles is to decide which • Describe the result: You describe the
rules come into play and how. You will call effect of success or failure. If a success,
on players to complete tests or engage in the player may spend Momentum to
Conflict. You interpret the results of dice rolls influence the result.
for tests, Extended tests, and Challenges.
Though you should encourage players to In all cases, you have the final say in rules
suggest which attribute and skill combination decisions—even if that decision contradicts
is used, you have the final say. a rule in this book. There may come a
These responsibilities mean you should situation in which enacting the rules to the
be familiar with the rules. The game will slow letter would be either narratively impossible
down if you need to look things up during or nonsensical for the Homeworld universe.
play. If a rule does need checking, consider
asking one player at the table to check those
specific rules while play continues. It’s also Failing Forward
CHAPTER 9: GAMEMASTERING

fine to “wing it”, using your best judgement to Failing forward is a fantastic phrase for
keep the action going. Even if you contradict how to respond when player characters
the rules as written, you can always make fail or lose a conflict. It represents the
changes and adjustments between sessions. idea that even if a dice roll doesn’t
The players at the table are there to succeed, that result should still propel
enjoy roleplaying as their characters but the action forward and drive the story
are also there to play a game—with rules to its completion.
and challenges to overcome. Some players A failed test may not have the desired
enjoy trying to “beat” the game or “win” result, but might suggest alternative
each scenario. While this is in no way a less courses of action. A failed attempt to
valuable way to enjoy playing Homeworld, open a locked door should never force
remember at no time should you play against the game to a halt, but it could push the
the players. characters to find other ways through,
Deciding on the outcomes of tests and or around the locked portal.
dice rolls are the two middle points of Failure can also mean successful
encounters but it’s worth examining them in forward progress, but in a way that
more detail: makes further action more difficult.
The locked door might open easily, but
trip a blaring (or silent) alarm.

264 CHAPTER 9
Styles of Play Spooks and Spies
Although Homeworld and its sequels stuck Throughout the journey to Higara, the
to a single-play experience, the universe of Kushan suffer from a dangerous lack of
the present offers several play styles. The information, only learning key truths late in
following are different themes a gamemaster the game. Though not shown in the original
may want to consider while devising a game. game, a team of intelligence operatives
working in the larger galaxy could provide
Bridge Crew vital knowledge, contacts, and technology to
The player characters are the bridge crew of a Fleet Command.
single vessel within the Fleet, responsible for
their part of the larger action of the journey to Support Personnel
Higara. Over the course of a campaign, they The player characters take on the roles
gain renown, and with it, responsibility for of support personnel: the mechanics,
increasingly dangerous and critical missions. scientists, medical technicians, and other
people who keep the fleet able to fight. Such
Masters and Commanders “lower decks” campaigns often focus more
The player characters each play the captain on personal drama, with the larger conflict
(or another key officer) of a different ship. serving as backdrop.
They could form a task force or squadron,
or each command the flagship of a large
portion of the fleet. This style is best for
groups who like more ship-to-ship combat
and less in-person action.

CHAPTER 9: GAMEMASTERING

CHAPTER 9 265
Managing the Rules
While the basic rules for tests are covered in Chapter 1: Core Rules, applying those rules in play
requires your best judgment. The following advice can help you make calls with confidence.

Tests Third, consider the test’s timing in the


game. Later in a session, players have access
Any activity where there is doubt in the
to more Momentum and can handle higher
outcome, and where failure or complications
difficulties. Likewise, a session should close
are interesting, or where a specific degree
with a climax. It’s unsatisfying to begin play
of success is important, can be handles as
with a difficulty 4 test and spend the rest of a
one or more tests. A test represents a single
session on easy errands.
attempt to overcome some resistance or
Finally, consider the mood of the group. If
conflict, simple enough to complete in one
your table seems bored, up the ante. If they
iteration of effort. Firing a weapon at an
seem frustrated, make a few tests easier to
enemy is a test, as is convincing a supply
accomplish.
chief to upgrade your sensors array. Winning
the Battle of Kadesh is not.
As outlined in Chapter 1: Core Rules, tests
Momentum
require the player involved to roll two or more Chapter 1: Core Rules includes an incomplete
d20. You should work with the player to list of possible ways to spend Momentum.
choose which attribute and skill combination At any stage, any player can propose a new
to use as the target number, and to set the way to use Momentum. The GM should
difficulty of the test, as follows. Encourage unique and creative Momentum
spends by players either inside or outside
Test Difficulty the context of rolling to complete a test. The
CHAPTER 9: GAMEMASTERING

Difficulty represents how challenging a scope of application here is as wide as the


test is, illustrating in the game rules the gamemaster and player’s imagination.
difference between hitting a target during a
training exercise and trying the same shot Truths
under heavy bombardment with half your Truths highlight circumstances that impact
lower decks on fire. Set difficulty based on character actions. Truths which always
four considerations. benefit characters are called advantages,
First consider the test itself. The default while those that always hinder characters
difficulty of most tests is 2, but increase or are called complications. Some are neither
decrease this based on its inherent challenge, inherently advantageous nor complicating,
the environment, established obstacles, or having potential to do either depending on
relevant truths. what characters do with them.
Second, consider enemy interference and Truths can:
friendly assistance. If opposition is trying • Increase the difficulty of a test
to hinder them on or off screen, this might • Decrease the difficulty of a test
increase the difficulty if not turn it into an • Make a test possible, where it otherwise
opposed test. Additional help beyond other wouldn’t have been possible
player characters assisting might decrease • Make a test impossible, where it otherwise
the difficulty. would have been possible

266 CHAPTER 9
A given truth can last for several scenes, because of the circumstances, present the
multiple rounds, or several game sessions. player with a decision:
You can introduce them while framing The player character can either:
a scene, in the middle of action through • Accept a complication about their truth or
spending 2 Threat points mid-play, or by a defining aspect, and receive one point of
character spending Momentum. Fortune.
Truths should last for as long as they are • Decline the complication.
applicable, and don’t necessarily change or If the player accepts the complication,
go away when the story leaves a location. it increases a test’s difficulty, or may make
It might well be present should the story certain tests impossible. Complications
return to that location. The truth, “Toxic relating to values are always personal and
Atmosphere” for a planet exists every time don’t affect other characters.
your characters visit that world. “On Fire” Always clearly communicate the
will almost certainly be over after a few consequences of accepting the complication
hours. “Broken Drive” remains in place until before players agree to it. This preserves
somebody successfully repairs it. their sense of agency even though you are
Truths are divided into several types. inhibiting their action. Players may wish to
Situation truths tend to only be temporary, challenge the truth or defining aspect that
while Location truths will come up every time caused them complications, which you
the players visit that place, and a character should encourage. It lets their character
or Species truth reflects a certain character, grow and develop.
particularly non-player characters.
Particularly potent truths may have num- Threat
ber after them. A “Hazardous Atmosphere 2”
Threat provides a unique mechanic to
truth increases Difficulties by 2 rather than
raise stakes, increase difficulty, provide
just 1 and may make some tests impossible
Complications, and change the scene to
without an appropriate advantage. It essen-

CHAPTER 9: GAMEMASTERING
produce greater drama.
tially counts as two identical truths.
The gamemaster begins every session
with two Threats for each player at the table,
Truths and Defining and gains Threat in the following ways:
Aspects • Immediate Momentum: Whenever the
Values form the fundamental aspect of character spends Momentum, they may
a character’s beliefs and personality. In choose to pay some or all that cost by
Homeworld, those values take the form of adding 1 point of Threat to the pool for
truths and defining aspects, as described in each point of Momentum that would
Chapter 3: Character Creation, p.32, which otherwise have been spent.
players can use to grant them a use of their • Complications: When a character suffers
Fortune, as described on p.17. You can a complication on a test, they you may
also these values to encourage drama and choose not to have a complication take
tension. effect, in exchange for adding 2 points to
Citing a truth or defining aspect to the Threat pool.
develop a complication for a player uses the • Threatening Circumstances: The danger
character’s beliefs to make their lives more of an environment, action, character, or
interesting. If either value would ever mean circumstances may warrant adding 1 or 2
that the character would not act as the player Threat to the pool automatically.
intends, or if it brings up dramatic conflict

CHAPTER 9 267
• Non-player character Momentum: Non- It’s especially effective to spend Threat
player characters with unspent Momen- with a clear tie to how Threat was generated.
tum cannot save it as player characters If the scene says there’s an alarm panel and
can. Instead, they add 1 Threat for each a non-player character activating that panel
Momentum they earn but don’t spend on may add 1 Threat to the pool, then that
their turn. Threat could naturally be used to bring in
reinforcements, creating a sense of cause
When framing a scene, you choose which
and effect. This approach can be helpful for
truths impact how the player characters
making Threat seem like a natural part of the
interact with the environment. Once the
process, rather than something abrupt or
action is underway, the only way to change
intrusive.
those circumstances is the use of Threat, or
through the actions of non-player characters.
Threat works best as a creative tool
Opposed Tests
to change the circumstance or shift with Only sentient beings should attempt opposed
dramatic impact. For example, Threat could tests. Other forces, however dynamic and
bring in a half-dozen Taiidani reinforcements hazardous, exist as truths, or as obstacles
to a battle on a relic space station, but would to be overcome. Opposed tests present an
create even more drama by initiating its self- opportunity to highlight important non-player
destruct sequence! characters, and to generate extra Threat. Use

Threat Spends
• Non-player character Momentum: The Threat pool mirrors the players’ group
Momentum pool. Non-player characters may use Threat just like player characters
use group Momentum.
• Non-player character Threat Spends: For any action or choice where a player
CHAPTER 9: GAMEMASTERING

character would add 1 or more points to Threat, a non-player character performing


that same action or choice must spend the equivalent number of points of Threat.
• Non-player character complications: If a non-player character suffers a
complication, you may prevent the complication by spending 2 Threat.
• Complication: You may create an additional complication by spending 2 Threat.
• Reinforcements: You may bring in additional non-player characters during a scene.
Minor non-player characters cost 1 Threat each, while Notables cost 2. Starship
reinforcements cost Threat equal to their scale.
• Environmental Effects: You may trigger or cause problems with the environment by
spending Threat.
• Reversal: You may end a scene or encounter prematurely, with the situation
unresolved, by spending 2 Threat for each player character present in that scene
or encounter. Describe how the situation escalates or deteriorates in a major way—
such as large numbers of enemy reinforcements, or an imminent catastrophe—and
then end the scene. Never use this to harm the player characters directly, only to
radically change their circumstances. Always give the players a few moments to
discuss their new situation introducing the subsequent scene.

268 CHAPTER 9
opposed tests in moments of direct, non-life- to mark off, at which point a breakthrough is
threatening, conflict or where both player achieved (see below).
characters and non-player characters are The progress indicated by completing
striving for the same simple goal within a work may represent time spent on a test,
scene. discrete steps completed, or both. Use a
Interpreting the results of an opposed short Work Track, between 5 and 10, for
test calls for detailed narration, with the simple procedures or for an Extended Test
possibility of both sides succeeding on the that isn’t central to the story. The most epic
test or failing. How should one party win if and compelling extended tests have a Work
both succeed at their test? What if both fail? Track of up to 20.
Opposed tests build character, drama, or
tension as well as having unexpected and Resistance
exciting consequences for the story. Especially tricky extended tests may
have resistance, which works much like
Extended Tests armor or cover and reduces the amount
Some actions are too complicated or take of Work accomplished with a successful
too long for a single test. Extended tests test. Momentum spent by the players can
represent such efforts. This might be a reduce this value; this can be made sense of
lengthy action like sneaking through an dramatically by the characters finding a way
enemy-occupied hulk, or something short- around the difficult factor or succeeding at
term but complex like breaking the code lock their test in such a way that it mitigates the
on a secure door. obstruction of their attempts. The GM is free
Extended tests use the same mechanics to assign any level of resistance that they
as attacks. A character attempting to deem appropriate.
contribute to the extended test should
make a single relevant attribute + skill
Breakthroughs
Breakthroughs are like Injuries: once enough
test. If successful, they roll 4 , plus any

CHAPTER 9: GAMEMASTERING
are scored on an extended test, the test is
applicable bonus .
complete. Some extended tests will only
Work require a single breakthrough, whereas
The Work Track of an extended test is others may need two, three, or even more.
analogous to the stress track in combat. The exact number of breakthroughs needed
The stress rolled on gets marked off the is determined by the GM.
track until there is no more Work remaining

Melee Attacks in Combat


Melee attacks in combat are always opposed tests and, with three potential outcomes:
• Attacker Wins: The attack hits, roll stress, accounting for qualities, and track the
stress on the losing character.
• Target Wins: The attack misses and the attacker strikes back. Roll stress and track
it on the attacking character.
• Draw: Nobody is hurt. The battle continues unless the player character chooses to
succeed at cost.

CHAPTER 9 269
For extended tests with more than one Complications
breakthrough, each represents an increment When complications come up during
of significant forward progress. A character extended tests, they have ramifications for
scores a breakthrough when they complete the Work or resistance of the test. Establish a
the Work Track of an extended test, or any truth, a direct consequence of the character’s
time that they complete Work (make another actions, that make some aspect of project
successful test) after the Work Track has more difficult.
CHAPTER 9: GAMEMASTERING

been exhausted. Just as with combat, they For extended tests with active resistance
also score a breakthrough at any time they or high stakes, you may also set up a
complete five Work in a single attempt. Consequence Track. This works exactly
The number of breakthroughs an extended like an extended test’s Work Track, with you
test requires is called the test’s Magnitude, rolling 4 each time a character rolls a
and usually ranges between 1 and 5 (so a complication, marking the impact on the track
Magnitude of 3 means that the extended as it heads towards ultimate failure on the
test requires 3 breakthroughs to complete). extended test. Instead of breakthroughs, the
It makes for more dynamic and interesting Consequence Track heads towards setbacks.
play if each breakthrough has an observable Each setback increases the difficulty of
impact on progress. Consider having both an subsequent tests by 1. A test has as many
in-story result, and a meaningful change in setbacks as it requires breakthroughs and is
mechanics like: all setbacks are exhausted, the extended test
• Reducing the difficulty of subsequent fails.
tests for this extended test by 1.
• Reducing the extended test’s resistance.
• Granting +1 for successful tests.
• Establishing a new truth that impacts the
difficulty of subsequent tests.

270 CHAPTER 9
Peril and Time Challenges
Only introduce an extended test where A challenge is a series of tests, or even
there is a definitive pressure on the player extended tests, where the outcome of one
characters to achieve the test; that ultimately can influence or allow access to another
provides excitement and drama. The kind of stage in the challenge. Each challenge has
pressure varies by situation, as described in a series of key tests to be completed by
the examples below: the player characters; each representing a
• Combat: The Extended test takes place job they must complete before the overall
during combat and can only be attempted problem can be overcome. You can structure
on a character’s turn as a Major or Minor challenges in several ways.
action. The rest of the combat rages
around them, endangering their lives, Linear Challenges
wounding comrades, and potentially Tests in a linear challenge happen one after,
damaging the object of the extended test. with the second test available only after
• Consequences: The extended test itself the first is successfully completed. To get a
is risky, with meaningful consequences meeting with the captain of a heavy cruiser,
either for failed tests, or for complications the player characters might need to first
that occur during attempted tests. convince an aide to interrupt the captain’s
• Limited Attempts: The extended test breakfast, then talk their way past a security
can only be attempted a set number of guard, and finally speak directly to the captain
times, with consequences for failure if the and make their request. Going directly to the
characters run out of tries. captain without the intermediary steps would
• Peril: The extended test takes place be a rude and insubordinate act, destined to
under perilous circumstances. This might fail.
be a constant hazard that inflicts stress
every round, or a risky environment that Gated Challenges
adds Threat with each attempt. Gated challenges resemble a flow chart,

CHAPTER 9: GAMEMASTERING
• Time Pressure: The extended test must offering different paths from beginning to
be completed within a set amount of end, but where some choices might cut off
time and exceeding this time limit either options. When building a gated challenge,
makes it impossible to progress or results note your final objective at the middle or
in some severe consequence. end of the structure, then place other key
tests around it. Use arrows to indicate what
tests must be completed before moving on
to others.

Bypass
electronic lock
on vault door Search vault
contents for hidden Activate relic
relic

Break down door


to vault

CHAPTER 9 271
Group Challenges a typical test attempt should require two
When a group attempts a challenge, intervals of time, which can be reduced to
remember who is helping and where. If a one by spending 1 Momentum.
character tries to assist another, they can’t Once that’s framed, track how long the
also help another character elsewhere. A players take in their attempts to complete
character who tries to assist on every test the challenge. Have a meaningful conclusion
can’t provide enough help on any one test prepared for if they run out of time.
to be useful. The gamemaster is the final
adjudicator on who can assist and where.
Opposition
Non-player characters may interfere with
Non-key Tests player character progress or be attempting
Players may want to prepare for a key test the same challenge in direct competition.
by doing work that doesn’t complete the The former produces disruption, while the
challenge. Allow successful non-key tests latter is a contested challenge.
to lower the difficulty of a key test, provide Disruption increases the difficulty of one
advantage, or establish a new truth, but it will or more key tests. This might happen directly
never directly complete a key test. Tests of as an increase in the difficulty, or indirectly
this type could include searching for the tools by placing obstacles in the player characters’
needed to complete the key test, or trying to paths. If the non-player characters are
rally others to help with the main challenge. present, they might turn some key tests into
opposed tests (see p.13).
Timed Challenges A contested challenge is a race. Resolve
Adding time pressure to any challenge them in turn order, like during combat. Both
escalates tension. To do so, estimate how sides take turns attempting tests until every
many intervals of time the challenge takes, character has acted, taking as many rounds
and how long each interval is. One might as needed before one side completes the
take three intervals, each a day long. Another challenge. In a gated challenge, one side’s
CHAPTER 9: GAMEMASTERING

might take five intervals, each a minute long. completion of a key test might lock that test
Though the GM is free to adjust the timings, to their opposition, forcing them to attempt
the challenge via a different route.

272 CHAPTER 9
Player Characters
Homeworld is an epic science-fiction story full of adventure and discovery, but it’s both more and
less than that. It is less in that its focus is not on such common tropes as planetary discovery,
interacting with a broad tableau of alien species, or finding a way to get ahead in the complex
weave of galactic finance. It is more in that it fosters a sense of greater purpose, noble sacrifice,
and focused devotion to a single cause.
In that sense, this is not your usual space opera, or even your typical military science-fiction game.
Within the missions and campaigns, each player character plays part of a larger whole. This section will
help you highlight those roles while simultaneously balancing them against player agency.

Command and difficult challenges. Create scenes where the


opportunity to use this attribute exists.
Military Track One pitfall of a strong diplomatic player
Command Role character at the table is the need to balance
Players taking the role of a commanding their desires against players who want to
officer want to bring leadership to the fight. A solution to this is to create scenes
play group dynamic. They form the center where one can contribute to the other. Allow
of decision-making within the group. In the warrior to subtly intimidate, assisting the
most games, group consensus is the core diplomat in negotiations. During a fight, let
decision-making process, but the presence the diplomat demoralize the enemy, granting
of an officer can change this. Story elements, some meaningful advantage to their fighting
may, at times, call for a command decision to friends.
be made. This can be done out of character,
as a group discussion, but the command role
Soldier and Security Roles
After Burning of Kharak, every living Kushan
shines brightest when one person must make

CHAPTER 9: GAMEMASTERING
is a member of the Fleet and its military.
a difficult decision. It pays to build those into
That said, only a few have the training and
session design to create this opportunity.
temperament to become members of the
Command calls characters to assist
front-line forces. A player who has opted
and guide others. In combat, command
for these characters want to fight, to win via
characters may order others, granting them
stratagems and feats of arms.
additional actions in that round. They also
Such characters often come into conflict
form a focal point in ship combat, as their
with diplomats, as they each wish to solve
orders are followed by bridge crew. They can
problems in opposite ways. This conflict can
become a linchpin in tactical play, managing
add much color and fun to your Homeworld
strategy while other characters carry out
game.
their duties.
The difference between soldier and
Diplomat Role security roles can be subtle. Both use arms
A player taking on a diplomat character to solve issues and are responsible for the
wants to negotiate treaties, gather allies, safety of their fellow Kushan. In general,
and intimidate enemies to win without soldiers are responsible for this when in
a fight. They excel in scenes that rely on contact with the enemy. Security forces
the Presence attribute, especially where handle physical threats inside the ships they
success can create a shortcut through more protect.

CHAPTER 9 273
Engineering and A technical character can be challenging
because they always seem to have a
Technical Track workaround for every challenge you put
Engineering Officer forward. Embrace that and make it merely
Engineering characters keep their ships the first step of solving the problems inherent
running, whether that means installing newly in a mission.
printed drive components or rerouting power
to a damaged vessel. They spend a lot of M edical and
time in the engine room, empowering their
colleagues who steer the vessel and fire its
Research Track
weapons. Research Roles
The biggest challenge with game- Characters in a research role revel in
mastering for an engineering officer is keep- unlocking the mysteries of the universe, but
ing them involved in the larger story. Their are cognizant of the potential hazards of their
skillset is of limited use outside of their profession. After all, didn’t the development
engine room. This is fine in ship combat of the hyperdrive lead to the decimation
and similar areas where engineering actions of the Kushan and the Burning of Kharak?
play a direct role. Outside the ship, build in Still, the secrets they reveal might make the
ways for their knowledge to interact with the difference between survival and extinction
environment to create truths that can tip the for the entire race.
odds. It might seem challenging to find
appropriate tests for a research-oriented
Conn Role character in the middle of a firefight or space
Conn roles aboard starships focus heavily battle, but remember that there are many
on piloting and navigation, and players who mysteries abound in the vastness of space
choose this role imagine controlling vast and many small details to uncover.
starships, flying nimble fighters through
CHAPTER 9: GAMEMASTERING

battle, or piloting shuttlecraft on missions of Medical Roles


exploration or reconnaissance. Every war calls for people who can plug holes,
Conn characters shine while behind the stitch wounds, and bring the nearly dead
controls of a ship of some sort, which can back to fully alive. The medical personnel of
make it harder to find things for them to Fleet do that for the Kushan. Characters who
do when not at the helm. Fortunately, the seek out this role love the thrill and challenge
universe is full of vehicles so you can give of their work, especially when complicated by
them something to do in most situations. the realities of a battle in progress.
Although they’re not fighters, medical
Technical Role characters can be the easiest sort for which
Technicians keep the equipment working to create challenges. Every time another
and the guns firing, while also making character makes a mistake, or simply gets
new discoveries and exploring captured unlucky, the medic has a chance to act.
technology. Some are happiest in the lab, If that chance is under enemy fire, in a
while others crave the excitement and decompressing airlock, or some other tricky
challenge of the field. situation, so much the better.

274 CHAPTER 9
Experience
and Promotion
Character progression and development is a key part of tabletop roleplaying and can be
especially powerful in a military structure like that of the Kushan Fleet. Player characters grow
in ability as they overcome obstacles, and their reputation may lead to ever-increasing power
and responsibility within the command structure.

Challenging Values If they did, then award a Normal Milestone,


which allows the player to make one of the
A character’s truths and defining aspects
following advancements to their character.
form their personal values. A character
• Choose two skills. Reduce one of by 1 (to
may progress through challenging a truth or
a minimum of 1) and increase the other by
defining aspect, representing the changes
1 (to a maximum of 4).
war and conflict wreak upon even the
• Choose one of the character’s Focuses
strongest of people. When they challenge a
and replace it with another Focus.
value, the player character loses that truth
• Select a supporting character that was
or defining aspect temporarily but gains one
used during that adventure and apply one
point of Fortune for use later in the mission.
of the above options to that supporting
At the end of the mission, the player
character.
must replace that value to reflect how their
A milestone change may represent shift-
character has changed. This should be
ing priorities or roles. Maintaining high com-
plausible, meaningful, and related to the
petence requires regular study and training,
experiences of that mission.
so a shift can often see expertise diminish in
one area and rise in another.
Milestones

CHAPTER 9: GAMEMASTERING
Milestones represent growth and develop-
ment of player characters over the course
Spotlight Milestones
A Spotlight Milestone awards that player
of a mission. All take place at the end of an
character who most stood out during a
Adventure. There are three kinds of Mile-
mission. This character must already fulfil
stone: Normal Milestones, Spotlight Mile-
the requirements for a Normal Milestone,
stones, and Arc Milestones.
and must also meet one of the following
requirements:
Normal Milestones • The character clearly had a significant
A Normal Milestone occurs at the end of
impact on the mission.
an adventure. Take note, for each player,
• The character reached a key stage of
whether their character did at least one of
personal development during the mission.
the following during the adventure:
• Challenges a truth or defining aspect.
You can also let the players decide at the
• Was injured by a lethal attack.
end of each mission which player character
• Used at least one truth or defining aspect
should be awarded the Spotlight Milestone.
positively and at least one truth or defining
With a Spotlight Milestone, the character
aspect negatively.
receives a single choice from the Normal
Milestone list, and a single choice from the
following list:

CHAPTER 9 275
• Choose two attributes. Reduce one of Receiving an Arc Milestone grants the
those attributes by 1 (to a minimum character one option from the Normal
of 7) and increase the other by 1 (to a Milestone list, one from the Spotlight
maximum of 11). Milestone list and one option from the
• Choose one of the character’s talents and following list:
replace it with another talent. • Choose a single attribute, and increase it
• Select a supporting character that was by 1, to a maximum of 12.
used during that adventure and apply one • Choose a single skill, and increase it by 1,
of the above options to that supporting to a maximum of 5.
character. • Select one additional talent.
• Choose two of the ship’s attributes. • Select one additional focus.
Reduce one of those attributes by 1 (to a • Select one additional truth.
minimum of 6) and increase the other by • Select a supporting character that was
1 (to a maximum of 12) used during that adventure and apply one
of the above options to that supporting
These represent shifts in the character’s
character.
priorities, or the character refitting ship
• Choose one of the ship’s attributes, and
systems or retraining personnel, which can
increase it by 1, to a maximum of 12.
take considerable effort.
You may wish to award Arc Milestones
Arc Milestones more organically, for example at the end
When a player character has received two or of each major concluded story arc in an
more Spotlight Milestones, the next Milestone ongoing campaign, or at the completion
they receive will instead be an Arc Milestone. of a character’s personal story arc over the
The number of Spotlight Milestones required course of several missions.
increases with each subsequent Arc
Milestone received, as follows:
CHAPTER 9: GAMEMASTERING

Arc Milestones Spotlight Milestones Required Before


Received Receiving an Arc Milestone
0 2

1 3

2 4

3 5

...each successive... +1

276 CHAPTER 9
Running Combat
Combat Encounters Truths
A special subset of encounters, combat Zones in combat can have truths, just as
encounters, use the most complex rules in the combatants themselves do. Consider
the game and carry the highest stakes: the placing one interesting truth in each zone for
very lives of the player characters! characters to interact with. Terrain, such as
Snow Dunes or Slippery Floor are common
Pacing examples. Hazards like On Fire or Tilted 45
Combat encounters are more structured Degrees, and opportunities like Equipment
than scenes or other encounters. While in a Cache are other options.
scene, any character may act in any order. In Some truths will be obvious to the
combat, characters act in turns and rounds players from the beginning. Others might be
to represent and organize the passage of unlocked based on a character’s location, or
time during the conflict. A round is a single a successful test performed in a particular
block of time, in which each participant in the zone.
combat acts on a turn. There are as many
turns in a round as there are characters able Combatants
to act. Combatants often, but not always, take two
Turns move back and forth between sides: the player characters with their allies,
the player’s characters and allies, and the and the opposing non-player characters.
non-player characters that are run by the When building the opposition, take note of
gamemaster. It’s your decision which side what brought the conflict to a head. This will
goes first, but you should favor the players help determine how many combatants are
unless you have a specific reason to do involved, what the opposition is comprised

CHAPTER 9: GAMEMASTERING
otherwise, such as during an ambush. You of, and how hard they are willing to fight. It
may also spend 2 Threat to have the player’s will also guide where you position them at
opposition act first. the beginning of the combat encounter.
You must balance the strength of the
Establishing Zones opposing non-player characters against the
Zones make up the spaces in which a number of player characters and their allies.
combat encounter takes place. They have no As a general guide, three Minor non-player
fixed size and it’s up to you to determine their characters equals two player characters.
shape based on the terrain of the combat A Notable non-player character equals one
area. The sizes of zones may also depend player character, and a Major non-player
on the features present in the encounter, character equals two player characters.
becoming proportionally smaller or larger Thus, a group of five player characters would
depending on the space available for the face average opposition with any of the
combatants. Deck-to-deck action will have following groups:
smaller zones than a fight on open ground. • A mob of 8 Minor non-player characters
Once you establish zones, note how they • A squad of 6 Minor non-player characters
are connected to one another, and whether and a Notable non-player character
movement between them is free, obstructed, • Two teams, each of 1 Notable non-
or impossible. player character and 2 Minor non-player
characters

CHAPTER 9 277
• A strike force of 5 Notable non-player first during each round from any single crew
characters role increases in Difficulty by one.
• A Major non-player character with 4 Minor Multiple ships may take some effort to
non-player character guards track, in terms of number of turns taken, or
• A command team of 1 Major non-player tests per crew role, so note basic information
character and 3 Notable non-player for each starship you control.
characters Starship combat differs from personal
• A single Major non-player character with a combat, where each PC acts independently
Notable non-player character advisor and following broad orders. Player characters
3 Minor non-player character guards will find success much easier if they work
more cohesively as a team, with each of their
individual actions contributing to guide their
Fighting Smart ship into advantageous positions and victory.
Sentient beings value their lives, and Use the multiple actions of NPC starships
even zealous warriors may flee when to telegraph intent and build tension, while
death is certain. Don’t hesitate to the players attempt to anticipate what each
finish a combat encounter with the move by the opposition means the unfolding
player characters’ opposition fleeing battle.
the scene. This may lead to a chase
encounter as the next action in the
Establishing Zones
Zones for starship combat can be more
game, or provide victory with fewer
abstract than personal combat, with
resources expended had the enemy
zones representing the empty space
fought to the bitter end.
between planetary bodies in space or other
phenomena. However, the speed of ships
and range of weapons means distance and
Combat in Space location are more important.
CHAPTER 9: GAMEMASTERING

Pacing • Starships at Close range may be tens of


Combat encounters in space work similarly kilometers apart, or in the same zone.
in terms of pacing, with rules for non-player • Starships at Medium range may be
character vessels (generally referred to as thousands of kilometers apart, or in the
NPC ships or vessels) being streamlined adjacent zone.
for ease of play. Space combat still takes • Starships at Long range can be thousands
place over turns and rounds—Turns moving to hundreds of thousands of kilometers
back and forth between both the players apart, or 2 zones away (roughly the
characters and secondary characters in distance from Earth to the Moon).
the relevant bridge roles, as well as the • Starships at Extreme range will be 3 to
gamemaster’s NPC starships. 5 zones away, or roughly the distance
Individual non-player character crew- between 2 planets within a solar system.
members’ turns are not tracked like their
player counterparts. Instead, each NPC ship It may be useful for more simple starship
takes multiple turns during each round—one combat encounters to keep the ‘map’ of the
turn for each point of Scale the ship has—rep- encounter based on the descriptions of the
resenting the individual actions of that ship’s bodies and phenomena in the scene, “behind
crew. However, each test attempted after the the moon,” or “inside the nebula” rather than
mapping it out on the tabletop.

278 CHAPTER 9
Obstacles and Crew
Attribute Skill
Phenomena Quality
Phenomena in space usually form their own Basic 8 1
zones, due to the size and nature of spatial
bodies. Each will have one or more truths Proficient 9 2
that interact with nearby starships, such as
Talented 10 3
“Gravity Well”, “Concealing Ring”, or “Orbital
Defense”. Exceptional 11 4

Combatants
An NPC ship does not have specific crew at Scale of 3 will take about half as many turns
individual positions on the bridge. Instead, in a round as three player characters will.
each NPC vessel has a Crew Quality, which With that in mind, having multiple starships
provides ratings which serve as the attribute with a similar Scale to the number of players
and skill scores needed by the vessel for any at the table will lead to NPC ships taking two
given test. Non-player character crew used or three times as many turns as the player
in this way are always considered to have an characters. Take caution to not have too
applicable Focus. many turns above the player’s limit.
Starships of similar size are consid- Conflict is not always fair, and the story of
ered similar in strength and capabilities. A Homeworld is one of overcoming seemingly
good indication of balance when building a hopeless odds. Facing a clearly superior
starship combat encounter is the Scale of a force can serve to motivate players to seek
ship. Because NPC starships take as many diplomatic solutions or dig deep to come up
turns as their Scale value, a starship with a with brilliant tactics.

CHAPTER 9: GAMEMASTERING

CHAPTER 9 279
Crafting the Game
The basic unit of a Homeworld game is the mission: a single story told between you and your
players in which the characters strive to accomplish a defined goal. Every mission consists of
several scenes and encounters, the building blocks of the story you tell.
Some games will consist of a single mission, then end. Others are campaigns: a series of missions
each representing part of a longer story. The original Homeworld videogame told the story of Fleet’s
journey from Kharak to Hiigara, over the course of sixteen missions.

Scenes and after the core question is resolved. This


keeps these otherwise slower sequences
Encounters from grinding to a halt.
Build a mission in a string of scenes and
encounters. Scenes favor role-playing, Encounters
discovery, and drama over rolling dice. Encounters are action sequences, where
Encounters test characters in the forge of the characters are tested through raging
conflict and action. Good missions mix both, conflicts and feats of derring-do, rolling dice
though an ongoing campaign might favor and spending resources, changing the story
scenes for one mission, then encounters for with their success or failure. Encounters
the next. encompass everything from dramatic
negotiations to large starship battles.
Scenes If a scene has a question at its heart,
Scenes advance the plot or develop risk is at the center of every encounter. The
characters by answering interesting player characters have a clear goal at the
questions. Will the crew decipher the ancient encounter’s outset, which changes the story
database and discover its secrets? Will
CHAPTER 9: GAMEMASTERING

in their favor. If they fail, things get worse for


the Commander grant them the resources them and the characters they care about.
they need? Can they maintain order and You can’t anticipate every possible action
hope among their marines as the situation the players might attempt to resolve an
deteriorates? Will the rivalry between two encounter, and for many gamemasters such
player characters blossom into a powerful player ingenuity is part of the fun. Consider
partnership, or endanger the mission? planning for a talking solution, a thinking
Scenes should call for tests. If there is no solution, and a fighting solution for each
question about success or failure, the action encounter you design. This should give you
is unlikely to be appropriate for a scene. Rolls enough material to improvise details around
should not impede the flow of the story, but the specifics of players actions.
offer interesting directions and decisions Although it can be dramatic to build an
based on their success or failure. Failure encounter where the player characters must
should never mean the game stalls until a lose for the story to progress, consider these
success is rolled, but rather force players to carefully. Players tend not to like losing, and
choose a different path. some even take it personally! Better to have
Know when to start and end a scene. Start interesting, story-driving resolutions for both
at the crux of the action and end immediately winning and losing encounters.

280 CHAPTER 9
Mission Design Campaign Design
A mission is a series of scenes and If you want to run an ongoing campaign, it
encounters, and comprises a unit of helps to think of it as a season of a television
storytelling within your Homeworld game. show, with each mission representing a
Missions are subdivided into sessions, with single episode. There are two basic methods
each session being one iteration of playing of building a campaign.
together with your group. A finite campaign starts with a defined
Different groups have different needs for goal so epic it takes multiple missions to
play sessions. Some meet for regularly for reach. The Homeworld video game is one
two hours, while other play only occasionally example of a finite campaign. You build such
but in long games when they do. When you a campaign much like you do a mission:
know how long your sessions will last, plan determine the goal, then map out the
for one scene or encounter per 30 minutes missions your game will require to reach it.
of playing time, plus two or three extras for if An open campaign has no determined
things move faster than anticipated. end. You follow the desires of the player
It’s possible to match your missions and characters and the outcome of the missions
sessions exactly, with each mission built to wherever they take you. Building this kind of
occupy one session of time in real life. You campaign means creating just one mission
can also plan for a single mission to play out at a time and crafting the next from seeds
over multiple sessions. planted in previous games.
To build a mission, map out the goal
for your player characters, then note what
scenes and encounters stand between them
and achieving that goal. From this skeleton,
the story you tell with your players can unfold.

CHAPTER 9: GAMEMASTERING

CHAPTER 9 281
Chapter 10

NON-PLAYER
CHARACTERS
Characters in Homeworld: Revelations fall into two broad categories. Player characters, including
PCs and supporting characters, are controlled by the players. Every other living being in the
game is controlled by the gamemaster, and called a non-player character, or NPC.
This chapter describes the different kinds of NPCs, how to create them for use in play, and how they
function in a game. It finishes with game descriptions of major types of NPCs found in the Homeworld
universe, and some individuals your players are likely to encounter during a campaign.

Kinds of NPC
NPCs in Homeworld represent the vast and their bodyguard/handler. A single notable
diversity of humankind, coming from NPC would be a decent challenge for a PC
every imaginable background, polity, and acting alone, but a cooperating party would
environment. Despite this dizzying variety, make short work of one.
they all fall within three general varieties, Major NPCs can be very powerful, and
based on the role they play and the degree of represent the major allies and nemeses
threat they represent to the player characters of the campaign. This category includes
and their plans. the mighty admirals pursuing the Kushan
Minor NPCs are the mooks. These are fleet, the player characters’ formidable
your faceless squad of Taiidan guards, your commander, even Emperor Riesstiu IV and
CHAPTER 10: NON-PLAYER CHARACTERS

rabble of malcontent mutineers, and the Karan S’jet herself. These individuals are
mob of survivors between the PCs and the crafted as carefully as any player character,
supplies they’re attempting to scrounge. They and some can represent a legitimate threat
represent no real danger as an individual, but to the entire PC team.
in large enough numbers can ruin a PC’s day. All three kinds of NPCs share the fact
Notable NPCs are more dedicated and that they are controlled by the gamemaster,
resourceful, with specialized skills and a rather than a player. Beyond that, each fills
larger role in the story. If a minor NPC is a a different niche in the game and runs by
faceless guard or team of engineers, the different rules.
notable NPCs would include a lead scientist

282 CHAPTER 10
What’s in a Name?
Major NPCs are explicitly given names as part of their creation, because they each play
a large enough role in your story that the player characters are almost certain to learn
it. Besides, giving the major adversaries and allies names makes them more vibrant and
easier to form relationships with, which makes the game more fun.
This doesn’t mean other NPCs don’t also have names, just that you needn’t spend extra
effort giving a name and backstory to every enemy fighter pilot who may die without a
line of dialogue. Of course, each NPC is an individual with a name and background, but
the player characters may never have a chance to learn about either.
One good technique here is to keep a sheet of paper with lists of five to ten names for
each culture with NPCs who appear in a given play session, along with a list of five to ten
simple identifying characteristics like “shock of white hair”, “long burn scar on chin”, or
“afraid of hard vacuum.” Don’t assign them to any given minor or notable NPC ahead of
time, but pull from the lists in order or at random whenever you suddenly find yourself in
need of extra detail for these lesser parts.

Creating NPCs
The process for creating player characters described in Chapter 3 works well for building the
deep, multifaceted individuals who act as protagonists in your Homeworld: Revelations story.
However, it is time-consuming. Were you to go through that involved process for every single
guard, quartermaster, technician, and pilot who appears in your campaign, you wouldn’t have
time to build thrilling missions. In this section, we discuss how to build each type of NPC, giving
them just enough detail to serve their purpose.

Creating Minor To create a minor NPC:


• Begin by describing their heritage and

CHAPTER 10: NON-PLAYER CHARACTERS


NPCs main role in the narrative. For Kushan
Minor NPCs rarely last longer than a single NPCs, see the description on p.299. For
scene. They get little to no dialogue, and what non-Kushan, see p.307. Distribute scores
of 9, 9, 8, 8, 7,7 to their attributes. Apply
dialogue they do get is often restricted to a
any increases due to background.
blustering threat, shout of alarm, or bubbling • Choose two skills at a rating of 2, and two
death moan. In a movie, their credit might not skills at a rating of 1. Leave the remaining
even be a name, but rather a designation like skills at 0.
“Henchman #4”, or “Man in Telephone Booth”. • Add one or two talents or special rules, as
Such NPCs need few details outside described on p.291.
what will be relevant to their time in the • Assign one truth relevant to the scene you
narrative and should not eat up too much build the NPC for. This does not have to be
of a gamemaster’s time for creating them. the background truth listed for PCs who
In many cases, you can lift an appropriate share the same background.
minor NPC from the section of this chapter • Determine the final details:
• Derive Stress from combining their
starting on p.299. Otherwise, creation is a
Brawn attribute and Combat skill.
simple and streamlined process. • Assign weapons or other relevant tools.
For weapons, derive stress as Weapon
+ Combat skill.

CHAPTER 10 283
Example
Turani Pirates
For an upcoming session, the gamemaster decides they want a Turanic Raider crew to fight
with the PCs over some salvage. None of the pirates are meant to survive the fight, so she
decides they will all be minor NPCs. They build them using the following steps:
They give them the Turanic heritage, as befits their role as Ferocious Space Scavengers
They assign the highest attributes to Agility and Brawn, and the lowest to Insight and Reason.
Then, because the NPCs are Turani, adds the +1 increase to Agility, Brawn, and Coordination.
This gives a result of Agility 10, Brawn 10, Coordination 9, Insight 7, Reason 7, Will 8
As pirates, these raiders would emphasize the Combat and Exploration skills. They assign
them a rating of 2, and a rating of 1 to Engineering and Flight. Medical and Command get a
rating of 0.
For the first Talent, they like Resilient (p.73), because it makes these potentially fragile
minor NPCs a little harder to crack. It also simply adds to the character’s math and doesn’t
require them to remember to use it, which makes handling a horde of NPCs a little easier.
For the second Special Rule, they want to reflect the wild, piratical nature of the Turani. They
decide these pirates are masters at using their environments to advantage, getting a bonus
d20 on any attack made when they use or create a Truth to their advantage in combat. They
call it Anything’s a Weapon if You’re Brave Enough.
They set the pirate gang’s Truth as Hungry Enough to Kill
They calculate Stress using the total of Brawn + Combat, for a total of 12.
They arm each with a [[gun]] and [[armor]], remembering to add 1 point of protection from
the Resilient Talent. Finally, they decide each pirate carries one tool the PCs find useful and
reminds themself to make a quick random roll list before play begins.
CHAPTER 10: NON-PLAYER CHARACTERS

Minor Details
If you are playing Homeworld: Revelations using miniatures, it’s easy to keep track of
which minor NPC is which in a pack of adversaries. If not, you may wish to add a single,
superficial, identifying detail to each minor NPC in a group. This allows your play group
to quickly communicate which minor NPC is doing what or being targeted by the player
characters.
For example, this technique allows for the gamemaster to say “The redhead and the
one with the dented armor fire at you, while the short one and the woman with the long
scar duck out the door”. Likewise, your players can choose to focus all fire on “the one
with the red jacket”.

284 CHAPTER 10
Creating Notable
NPCs
Notable NPCs take up more screen time, and
have more robust roles, than minor NPCs.
Sometimes, they are leading a group of minor
NPCs. Other times, they serve as lieutenants
to major NPCs. In either case, they are closely
comparable to Supporting Player Characters
and form a more formidable obstacle to the
PCs when encountered.
Because of their larger, and often
recurring, roles, a notable character is both
more powerful and more completely defined
than a minor NPC.
To create a notable NPC:
• Begin by describing their heritage and
position or purpose in the narrative. If
needed, give the NPC a name.
• Make their most important or applicable
attribute a 10. Distribute scores of 9, 9,
8, 8, and 7 to the remaining attributes.
Adjust from there with the increases due
to their heritage.
• Make their most important or applicable
skill a 3, with two more skills at a rating of
2. Two more skills are at 1, with the final
skill rated at 0.
• Name two or three appropriate Focuses

CHAPTER 10: NON-PLAYER CHARACTERS


centred around what the NPC is most
likely to do while in the presence of the
player characters.
• Add one or two Talents or special rules, as
described on p.291.
• Give them one or two Truths, based on
their reason for being in the role they play,
including if appropriate their Background
Truth. Some notable NPCs rate a Defining
Aspect as well, depending on their exact
purpose in the game.
• Determine the final details:
• Derive Stress from combining their
Brawn attribute and Combat skill.
• Assign weapons or other relevant
tools. For weapons, derive damage as
Weapon + Combat skill.

CHAPTER 10 285
Example
Arawn S’jet
Knowing they plan to send the PCs on an extended mission far from the main fleet, the
gamemaster decides to send a competent assistant to help keep everything in repair. Because
this helpful ally will spend the bulk of their time in the background, but also will appear
repeatedly throughout the mission, they decide notable NPC status is most appropriate.
They could have chosen to make them a Supporting Character but wanted to keep them
gamemaster-controlled.
They decide on a multitalented tinker, skilled in repairing both ships and people. They decide
on a male from Kiith S’jet, named Arawn S’jet, who goes by Ronnie to his friends…but the PCs
can call him Arawn, at least at first.
They assign Reason as Arawn’s most important attribute, and Brawn as his weakest. Of
those remaining, they decide Coordination and Insight are most central to his role. After adding
1 each to Coordination, Insight, and Reason because of his S’jet heritage, the final scores are
Agility 8, Brawn 7, Coordination 10, Insight 10, Reason 11, Will 8
Arawn is skilled at both Medicine and Engineering, but the gamemaster notes the PCs have
a reasonably competent medic, so assigns a 3 rating to Engineering, and 2 each to Medical
and Exploration. She assigns the 0 to Flight (Arawn is a terrible pilot), for final skills of Combat
1, Engineering 3, Flight 0, Command 1, Exploration 2, Medical 2.
For Focuses, the gamemaster chooses Emergency Medicine and Power Systems, each
reflecting tasks Arawn will likely be called upon to perform during his time in play.
For the first Talent, they choose from the Kiith S’jet talents, opting for Innovator (see p.42).
It seems appropriate for the curious polymath they have in mind.
For a second Talent, the gamemaster wants to make up for the lower Medical skill rating left
over after they assigned skills. From the Medical Talents listed on p.77, they choose First
Response, so Arawn can more easily save the day when the PCs are in a bind.
CHAPTER 10: NON-PLAYER CHARACTERS

Ronnie’s Kiith gives him his first Truth: Kiith S’jet. The gamemaster gives him a second Truth
of Likes Systems Better Than People. After some thought, they decide Arawn’s Defining Aspect
is Cannot Leave a Puzzle Unsolved. He studied both medicine and engineering because he
couldn’t stand leaving one a mystery.
They calculate Stress using the total of Brawn + Combat, for a total of 8.
They issue Arawn an automatic pistol for a personal sidearm, plus the standard equipment
for Fleet crew listed on p.97. For flavor, they also decide Arawn is never without a deck of
playing cards, but that he only plays solitaire.

286 CHAPTER 10
Creating Major NPCs
If you have the time and interest to do so, it’s
perfectly feasible to build each major Kushan
NPC using the lifepath creation system described
in Chapter 3, the faster Creation In Play method on
p.78, or the non-Kushan rules on p.307. This
will result in a fully realized, rounded character
and might also provide some backstory to help
you roleplay that NPC well.
However, in most cases a gamemaster already
has a role in mind when creating a major NPC.
They know this individual will be a tyrannical
enemy admiral, a hotshot hostile pilot with over
100 confirmed kills, or a cagey black market
arms dealer who always shows up when he is
most needed and can turn the highest profit. The
process below both speeds up and facilitates
building an NPC from that starting point.
The process follows nine steps, eight
of which take place before the NPC
has their first appearance in play:
1. Choose the NPC’s Concept
2. Choose the NPC’s Role
3. Assign the NPC’s attributes
4. Assign the NPC’s skills
5. Choose Focuses for the NPC
6. Create Talents for the NPC
7. Establish Truths and Defining Aspects for the

CHAPTER 10: NON-PLAYER CHARACTERS


NPC
8. Finalize the NPC with details
9. Add additional characteristics in play

Choosing NPC Concept


Decide what the major NPC will accomplish in
the story you are telling. This decision has no
real impact in game mechanics, but helps guide
your decisions about other steps in the creation
process. You might base this concept on the
position the NPC occupies in their organization
or the narrative of your game. You might take it
from the other direction and base it specifically on
what you want them to represent for your players.
You might even start with a compelling concept,
then think up how to insert this colorful character
into your missions.

CHAPTER 10 287
Assigning NPC Attributes
Example Begin every minor at a score of 7, then assign
Issahla Mejris 14 more points as most appropriate for the
The gamemaster wants to insert a re- NPC’s role, skills, and fundamental nature. No
curring trickster character who appears minor can exceed a score of 12. Apply any
again and again, sometimes as an antag- increases due to Background.
onist and sometimes as the only source If the NPC is from a Background not
of help the PCs desperately need. They described in this book, choose the three most
decide on a roguish trader and thief with suitable minors and add 1 to each.
a knack for showing up where opportunity For NPCs you plan to occupy the
is the hottest, and the Kushan Exodus rep- campaign for many sessions, with a climactic
resents some of the hottest opportunity showdown near the climax, you may wish
she’s ever seen. For this major NPC, the to further increase the attributes from this
gamemaster decides a Turani who has starting point. See p.295 for details about
left the Empire to make her fortune is a how to do this.
perfect match.
Choosing NPC Skills
Begin every skill at a score of 1, then freely
Choosing NPC Role assign 10 more points, with an upper limit of
Think about the major NPC’s role in whatever 5 for any given skill.
organization or group they are a part of.
In many cases, the roles described for Choosing NPC Focuses
characters within the Fleet are appropriate Select two or three Focuses for the major
whether the NPC is Kushan. For example, NPC at this time, leaving the remainder to
the rules for a Chief Security Officer of the discover in play.
Taiidan are the same as those for a Chief
Security Officer among the Kushan. For other
roles, the gamemaster can select one of the Example
roles described in this chapter, or create a Issahla Mejris
CHAPTER 10: NON-PLAYER CHARACTERS

suitable role using these as examples. The gamemaster wants Issahla to be


If you create a role for a specific major NPC, a thinker, not a fighter, so emphasizes
remember to assign or create an appropriate among her minors Reason and Insight.
Talent to accompany the decision. She works alone too often to have any true
“dump stat”, but of the remaining minors,
Coordination and Insight trump her Brawn
Example and Will. The gamemaster spends her 14
Issahla Mejris extra points accordingly. As a Taiidani, she
Issahla Mejris is no longer part of any gains an increase in Brawn, Coordination,
command structure, and thus none of and Insight, bringing the final totals to:
the Roles listed for player character Agility 9, Brawn 9, Coordination 10, Insight
members of Fleet really apply. Instead, 11, Reason 11, Will 9.
the gamemaster selects for her the Rogue Issahla is first and foremost an explorer
Role, reflecting both her extralegal status and a pilot, with some necessary fighting
and her willingness to bend the rules. That experience and not much interest in
Role comes with the Rogue talent. anything else. Using those priorities, the
gamemaster distributes her skill points
thusly: Combat 2, Engineering 1, Flight 5,

288 CHAPTER 10
Establishing NPC Truths
Command 1, Exploration 5, Medical 1.
At this time, the gamemaster selects and Defining Aspect
Sucker Punches and Assessing Value as Define two to three Truths for the major
Issahla’s two Focuses as reflects a woman NPC currently. One should center around
with her unique lifestyle. The other three their overall duty or motivations within their
to be determined during play. background, culture, or organization. The
other should be related to their specific role
within the first scene where they appear in
Creating NPC Talents your game. Leave the remaining Truths for
Note the Talent associated with the NPC’s
discovery during play.
Role, then create or select one or two
Similarly, choose a Defining Aspect for the
appropriate Talents or special rules for the
NPC. This should interact directly with your
major NPC at this time, leaving one or two to
purpose for the character in the mission, even
discover during play.
the entire campaign.

Example Example
Issahla Mejris Issahla Mejris
For Issahla’s first Talent, the gamemaster Issahla has forsaken her Taiidani heritage
selects from the existing Talents listed so that Truth does not suit her. Instead,
in Chapter 3. They are tempted to take the gamemaster decides to give her the
Adaptable, to make up for Issahla’s poor Truth of A Woman Without Kin, then adds
Engineering. However, that’s unlikely Fight Dirty or Don’t Fight at All to reflect
to ever come up in the game for an her favorite fighting styles and her Sucker
NPC. Instead, she opts for Zero Gravity Punch Focus. For flavor, they decide on a
training, deciding that Issahla loves to third quirky Truth of Prefers Barter over
engage opponents in null gravity, taking Cash.
advantage of this ability. For Issahla’s Defining Aspect, the
But the gamemaster also wants to gamemaster thinks hard about what

CHAPTER 10: NON-PLAYER CHARACTERS


make Issahla a daredevil, a risk-taker might drive her, express her personality,
who embraces life fully even when it’s and give her plenty of reasons to interact
hanging by a thread. To do this, they takes with (and annoy!) the PCs. They land on
inspiration from the Wrathful special rule, Curiosity Hasn’t Killed This Cat Yet.
and turns it on its ear to create the Daring
Rogue special rule. Issahla derives great
joy from near misses and tight scrapes. Finalizing NPC Details
Whenever she takes Stress but does not Make some notes about the NPC’s personality,
receive an Injury, she immediately adds 1 appearance, relationships, and equipment as
Threat to the pool. demonstrated by the NPCs described from
Combined with the Rogue talent from p.299. It’s not necessary to define every
her Role, Issahla begins play with three of
aspect of these details at once; just do those
her four Talents defined.
that you already feel are important, and those
likely to come up during the character’s first
few appearances in the game.
At this stage, also determine the NPC’s
total maximum stress and additional damage
dice. As with player characters, an NPC’s

CHAPTER 10 289
maximum stress equals their Brawn + of the character to be revealed as the tale
Combat skill. On all successful attacks, they unfolds (again, this is much like the major
inflict a number of additional equal to characters in a show or novel).
their Combat skill. The third reason is related to the role
of Major NPCs as a part of the fiction a
Example gamemaster creates with their players.
Some of the most memorable scenes in
Issahla Mejris storytelling happen when a friend or foe
The gamemaster decides Issahla is of reveals an aptitude or resource nobody knew
average size and build, with an unruly they had until that moment, and which turns
shock of black hair sometimes dyed bold the tide of a scene to save the day or place
colors like pink or magenta. She wears new, exciting obstacles in the path of the
baggy clothes and a thick jacket, and protagonists. By leaving room to discover
always carries an assortment of bags, and reveal Truths, Defining Aspects, Talents,
pouches, and satchels. She’s brash and and Focuses as play progresses, you likewise
abrasive in public, and even more so leave room for this kind of dramatic, table-
in private conversation. Satisfied that turning reveal.
these tags will be enough for her first few As play progresses, the gamemaster
encounters with the PCs, she stops there, should define these remaining aspects as
leaving further color to come up during needed. Sometimes this will happen in the
play. middle of a scene, when the NPC could
The gamemaster calculates Issahla’s create something interesting, challenging, or
stress as the total of her Brawn (8), and dramatic if only they had a little something
Combat (2), for a total of 10. Her bonus extra. Other times, this happens during
damage dice equal her Combat skill, or prep between sessions, as the gamemaster
2 . realizes they are needed for a certain scene
Finally, the gamemaster decides to unfold. It can be especially fun to set a
Issahla has all of the equipment a Kushan Truth or Defining Aspect as a direct response
crew member would carry, though each to how much the Player Characters have
CHAPTER 10: NON-PLAYER CHARACTERS

item is from a different place and culture. irritated the NPC in question.
She also carries a large accelerator pistol
and one stun grenade.
Example
Discovery During Play Issahla Mejris
At the end of this process, you have a defined When play begins, Issahla still has three
NPC who still has several slots left open and Focuses, three Talents, one Truth, and one
undefined: Defining Aspect left undefined. Early in
• Three or four of six Focuses the session, things progress to where she
• Two or three of four Talents has a chance to ambush pursuing PCs
• Two or three of four Truths and make an escape. The gamemaster
• One of two Defining Aspects decides Exploit Opportunity would be
perfect here (and in overall keeping with
These are left open for three reasons. Issahla’s character), so she assigns the
First, it speeds the process of prepping this Talent on the fly, filling her final Talent
NPC for play, letting the gamemaster focus slot.
their efforts on other aspects of creating
the game’s story. Second, it allows for parts

290 CHAPTER 10
Talents and Special Rules
It’s possible to use the player characters’ Example
talents as described in Chapter 3 for many Issahla Mejris
NPCs, but at times their roles in the story, or Issahla’s Daring Rogue Talent is a
the mechanical differences between player variation of the Wrathful item from the
characters and non-player characters will not list above. When injured, this NPC stops
fully be reflected in the existing rules. In such having fun, but she enjoys close scrapes
cases, the gamemaster can assign a special maybe a little too much. The gamemaster
rule to the NPC in question. decided to trigger this Talent whenever
It is fairly easy to design a special rule by Issahla receives stress but does not
basing in on a similar Talent, then tweaking it receive an Injury. Because this is likely
to better suit the situation. Use the list below to happen more often than Issahla being
not as specific Talents to choose from, but as Injured, she reduces the Threat increase
frameworks and inspiration to create Special to 1 instead of 2
Rules for NPCs.
When a Special Rule described below
You may also assign some specific Special
calls for “a particular Task” or “acting in a
Rules available only to NPCs with unique
particular way”, it is asking for a limitation
access to abilities beyond realm of normal
to the rule, so it only applies under clearly
humanity. These might be the result of special
defined circumstances. For example, a
equipment, genetic tinkering, or generations-
Special Rule might only apply to Engineering
long esoteric skills. Gamemasters should use
Tasks, or in a situation where the NPC is
outnumbered in a fight. these options sparingly, both to preserve the
Proficiency: When performing a particular verisimilitude of the game and to keep these
Task, or acting in a particular way, add one rare and unusual abilities memorable.
bonus d20 to the roll. Extraordinary Attribute X: An automatic
Threatening: When performing a par- success is added on Tasks using a single
ticular Task, or acting in in a particular way, attribute. The number of automatic
and buying one or more additional d20s with successes can exceed 1. For example, an

CHAPTER 10: NON-PLAYER CHARACTERS


Threat, the NPC may reroll a single d20. NPC with Extraordinary Reason 2 gains two
Guidance: Whenever assisting another bonus successes on all Tasks using Reason,
NPC or PC in a particular way, they may re-roll in addition to any generated by rolling.
their d20. Fast Recovery X: The NPC recovers from
Substitution: When performing a stress and injury quickly. At the start of each
particular Task in a particular way, the NPC of its Turns, the creature regains X Stress,
may use a specified different skill instead of up to its normal maximum. If the creature is
the normal skill required, and/or may use a injured at the start of its turn, it may instead
specified Focus with a different skill. spend two Threat to remove that injury.
Familiarity: When attempting to perform Immune to X: The NPC is unaffected by
a particular Task, the NPC may reduce the conditions caused by a Trait present in the
Difficulty by one, to a minimum of zero. scene, such as cold, disease, fear, heat, pain,
Additional Threat Spent: Whenever or vacuum.
performing a Task with a particular skill, the Machine X: The creature is a cybernetic
NPC may spend 1 Threat to gain a specific or organism, composed partially or entirely of
unique benefit. mechanical parts and technology. It is highly
Wrathful: The NPC grows angry when resistant to environmental conditioning,
challenged. Whenever it suffers an Injury, add reducing the difficulty of Tasks to resist
2 to the Threat pool. extremes of heat and cold by two, and it

CHAPTER 10 291
is immune to the effects of suffocation,
starvation, and thirst. Further, the machine’s Example
sturdy construction grants it Resistance Gavic IX
equal to X. The gamemaster designs a mission
Menacing: The NPC is visibly dangerous, where the PCs must enter an abandoned
and projects that danger out toward all supply depot protected by an AI that has
who perceive it. When it enters a scene, gone homicidally mad. This major NPC is
immediately add a point of Threat to the pool. the core challenge and adversary for the
Night Vision: The NPC can see in dark adventure.
environments via one method or another. It being a machine, the gamemaster
Tasks they attempt do not increase in assigns Gavic IX the Immune to Cold,
difficulty because of darkness. Immune to Disease, Immune to Heat,
Threatening X: The NPC is powerful and Immune to Pain, and Immune to Vacuum
dangerous, with a vitality and allows it to special rules, as well as the Machine
dominate encounters. It begins each scene 5 special rule. Even if the PCs can find
with X Threat, that may only be used to its core processing centers, they are
hardened against harm.
benefit itself, and which are not drawn from
the general Threat pool.
CHAPTER 10: NON-PLAYER CHARACTERS

292 CHAPTER 10
NPC Roles
A surprising number of NPCs can simply use something roughly equivalent Roles to those
provided for PC creation. A Taiidani Communications Officer is mechanically the same as a
Kushan Communications officer. The rules for a Chief Medic in Fleet work fine for a Chief Medic
from the Turani or the Bentusi. However, NPCs in non-military positions may need to choose one
of the Roles below to reflect most accurately who they are and what they do.
Note that, unlike PC Roles, NPC roles have no prerequisite requirements. The same holds true for
NPCs you want to give PC Roles. Put these characters in Roles as most appropriate and beneficial to the
story, unlimited by the math of their minors and skills.

Bureaucrat Mercenary
The Taiidan Empire runs on the engine of The galaxy is a dangerous place. Whether
bureaucracy, as does almost any other the brisk trade in professional, armed men
culture with sufficient population and and women make it more or less dangerous
resources. Bureaucrats are found running a is…debatable. Whatever the truth of it is,
civilian station, clustered about important mercenaries stand ready to do violence on
personages, and manipulating situations behalf of the highest bidder.
behind the scenes for their own benefit.
GM Note: a mercenary company is likely to
include individuals with the Mercenary role,
Bureaucrat Talent as well as specialists using a PC Role to
A Bureaucrat has access to the resourc- reflect their position and skills.
es and authority of their organization.
Through bullying, wheedling, and trading
favors, a Bureaucrat may always use Mercenary Talent
their Insight skill instead of Reason. Mercenaries are a tough breed. If a Mer-
cenary survives any scene in which they

CHAPTER 10: NON-PLAYER CHARACTERS


have received one or more Injuries, they
Explorer enter the next scene with one Injury fully
Hundreds of polities stake out claims across healed.
the vast reaches of the galaxy, but most
of its vast expanse remains uncharted.
Explorers visit these unmapped spaces, and
the echoing shells of abandoned locations,
looking for fame, fortune, or simply their next
adventure.

Explorer Talent
Explorers must rely on random scraps of
esoteric knowledge gained as they ply
their trade. Once per session, an explor-
er can declare familiarity with a specific
field of knowledge, gaining a temporary
Focus in that field until the end of the
session.

CHAPTER 10 293
Merchant Refugee Talent
Everybody in the galaxy needs something
Years of hardship has inured refugees to
somebody else has, and merchants make
many things more fortunate souls would
that flow of goods and services happen.
consider impossibly daunting. Whenev-
These NPCs run the gamut from affluent
er faced with hunger, fear, cold, heat, or
supplies’ traders, to independent shop
exhaustion, they may ignore the effects
owners, to black marketeers, to humble men
of the first iteration of damage from any
and women running a stall in the corner of a
given source.
space station.

Merchant Talent Rogue


Whenever a Merchant rolls at least one A rogue is a maverick who operates outside
Success on any Test involved in negoti- the structures and systems of galactic
ating deals or assessing the value of an society. Most tend to by jacks-of-all-trades,
item, they gain one additional Success working alone or with a small and trusted
on the roll. crew. They’re found in every dive bar and
gambling hall in the galaxy, always looking
for their next big score.
Noble
Many galactic polities have a formal system Rogue Talent
of nobility and royalty. Others have a class A rogue lives and dies by their luck, and
of defacto nobles based on wealth, fame, seems always prepared for even the
or military rank. Whatever the case, Nobles oddest of circumstances. The game-
enjoy a level of prestige and resources far master may spend 1 Threat at any time
above their average countrymen. Often, they to declare a rogue has the perfect piece
have the skills and drive to match. of equipment for a situation.
CHAPTER 10: NON-PLAYER CHARACTERS

Noble Talent
Nobles are so accustomed to getting
Scavenger
their way, those around them often leap When war and calamity turn a corner of the
to comply without thinking. Whenever a galaxy into a corpse, scavengers come to
Noble rolls at least one Success on any pick the bones. These survivors know how
Command Test, they gain one additional to make something out of nothing, and aren’t
Success on the roll. always too picky about how abandoned their
next derelict truly is.

Refugee Scavenger Talent


Even before the Kushan Exodus, war was Scavengers work with what they have on
an ubiquitous part of life in the galaxy. With hand. On any Test using equipment, they
war comes destruction, and with destruction may ignore up to 2 additional Difficulty
comes refugees. These huddled masses of imposed by unfamiliarity, poor quality,
displaced humanity can be found in every or lack of suitability from the equipment
corner of civilization, usually in the worst they use.
parts of town.

294 CHAPTER 10
Using and
Running NPCs
A gamemaster controls the wide cast of allies, adversaries, bystanders, and neutral parties
the player characters and supporting characters encounter on their missions throughout a
campaign. It’s a big responsibility, and a rewarding challenge. In this section, we discuss some
of the rules and best practices for making it a success.

Adversaries depending on the circumstances, again just


like Momentum earned by a player character.
As gamemaster, you take on the role of the
The Momentum spends on the following
various antagonists the PCs meet, and act as
table (Immediate and Repeatable) are among
obstacles in the path of their success. This
the most commonly called upon by NPCs in
includes roleplaying their time on screen,
action.
and resolving actions for those characters by
Likewise, if an NPC does anything that,
rolling dice, activating Talents and Focuses,
had a PC done it, would add Threat to the
and spending Threat.
gamemaster’s pool, it instead adds an
When an adversary NPC attempts a Task
equivalent amount of Momentum for the
or acts in combat, the rules work largely
Player Characters.
the same for them as they do for Player
Characters. However, a few important
exceptions apply when the NPC takes
Allies
damage in combat. These rules streamline Although some friendlies in the game are
play for groups of NPCs, so the focus remains Supporting Characters, controlled by the
on the player characters and most important players, the galaxy is a huge and well-
non-player characters. populated place. Many other allies are NPCs
A minor NPC cannot spend Threat to avoid controlled by the gamemaster.

CHAPTER 10: NON-PLAYER CHARACTERS


damage, which means any damage above 5 Playing and rolling for allied NPCs is much
Stress, after Resistance, immediately defeats like doing so for adversaries, with a handful
this kind of foe. A notable NPC can spend 2 of differences when it comes to Momentum
Threat to Avoid an Injury once per scene, just and Threat.
like a player character. Major NPCs can do When NPC allies roll excess Successes
so as many times as the Threat pool permits, on a Task, they add to the players’ pool
giving them an advantage over the PCs and of Momentum just as PCs do. When they
potentially ensuring their survival through spend Momentum, it pulls from the players’
multiple missions in an ongoing game. pool just like any character controlled by
NPCs adversarial to the player characters the players. The gamemaster may decide to
use the gamemaster’s Threat pool as a spend Momentum on the allied NPC’s behalf,
pool of Momentum, as well as its usual or the play group might choose to have the
function of allowing alterations to the scene players alone decide which NPCs get help
or encounters. When NPCs gain excess from Momentum, and when.
successes while attempting Tasks or attacks, NPC allies to the player characters use
those extra successes can be banked as the players’ pool of Momentum, taking from
Threat, just as PCs can with Momentum. You it when they wish to impact a scene, and
may want to immediately spend the Threat, adding to it when they roll excess successes.

CHAPTER 10 295
Momentum Spends
Threat Spend Cost Effect
Avoid suffering a single Injury. The cost may be paid
by suffering a Complication instead. Other factors
Avoid Injury 2I may increase the cost further. Different types of
NPCs have different rules affecting this Threat
spend.

Additional Minor Immediately take an additional


1
Action minor action in combat

Immediately attempt a second skill test or take a


Additional Skill Test 3
second major action in combat.

After a successful skill task, spend 2 Momentum (or


Threat) to introduce an advantage or complication to
Create Truth 2 the scene. This must relate to the test just complet-
ed, and can never increase or decrease the difficulty
of subsequent skill tests by more than 1.

One weapon held by the target is knocked away


Disarm 2
and falls to the ground within Reach

Extra Minor Actions 1IR Take additional Minor Actions, 1 per 1 Threat spent

Spend up to 3 Momentum (or Threat)


Inflict Extra Stress X
to inflict one extra stress per point spent.
CHAPTER 10: NON-PLAYER CHARACTERS

Pass the action order to another ally instead of the


Keep the Initiative 2I enemy; may only be done once before the enemy has
taken at least one action

Grants a single bonus d20 to a Task. No more


Purchase d20s 1+ I R
than 3 bonus d20 can be bought in this way

Talent (varies)

Likewise, in an NPC takes an action that fundamentally neutral toward the PCs, their
would add Threat, they add that threat to the goals will either be helpful or hindering to
gamemaster’s pool in the same way PCs do. them, thus telling how to treat them in each
scene. Sometimes, a character might change
Neutral Parties their status from scene to scene, or even
In many, if not most, cases, NPCs in a scene between Turns during the same situation.
can be considered allies or adversaries Such is life in a dangerous galaxy.
to the player characters. Even if they are Truly neutral parties rarely have enough
stake in the action to add to Momentum or

296 CHAPTER 10
Threat. It’s often best to treat neutral minor When you do roll for a neutral NPC and
NPCs as a terrain challenge or background they gain Momentum, have them spend it
effect, for example creating a crowd of immediately to make their situation safer or
noncombatants in the PC’s field of fire that get them closer to whatever goal they have
increases Task difficulty to shoot an enemy. in the scene.

Different Rules for Different NPCs


Besides the distinction in creation and purpose in the game, a few details in rules apply
to the different kinds of NPC.
• Minor NPCs cannot spend Threat to resist suffering an Injury. They do not have
Focuses. They lack Values, and thus neither have nor can spend Fortune.
• Notable NPCs can spend two Threat to resist suffering an Injury, but may only do
so once in any given scene. They have Focuses and may have a Defining Aspect.
Those that do still cannot spend Fortune.
• Major NPCs have a full range of Focuses, Values, and Talents. They may spend two
Threat to Avoid an Injury and may do so as many times at the Threat pool permits.

Promoting and Improving NPCS


When an NPC exists just for a single scene or mission, there’s little point in improving
them. They’re there, and then they’re gone, just like so many things in an adventurous
life. Even so, you may wish to tweak the results of NPC creation to reflect the unique
nature of an adversary, or to keep opposition challenging enough for a consistently
improving group of PCs.
Further, what was intended as a one-time minor NPC might become a favorite friend or
enemy of your play group and warrant a “field promotion” to an NPC of higher category.
To quickly promote a minor NPC to notable, add 1 point each to their best two
attributes, add 1 point to each skill, and give them two Focuses, a Talent, and a Truth.

CHAPTER 10: NON-PLAYER CHARACTERS


Finish by adjusting their Stress and damage to match.
To quickly promote a notable NPC to a major, add 1 point each to two attributes where
best appropriate (while observing the maximum score of 12), then add 4 points to their
skills (again, observing the maximum rating of 5). Give them four more Focuses, two
more Talents, and a new Truth. Finish by adjusting Stress and damage, then establishing
their Defining Aspect.
While you’re taking care of the mechanical adjustments, also remember to pay similar
attention to making the NPC more detailed, colorful, and realized. It’s a good idea to
think about what made your players pay attention to the character and expand on those
aspects.

CHAPTER 10 297
Categorizing NPCS
If you’re uncertain which kind of NPC a given non-player character should be, it helps
to think of them in terms of how they might appear in a movie or show about your
Homeworld: Revelations campaign.
• A Minor NPC is incidental. They have little to no dialogue, and mainly there as an
extra in the background, a minion to be ordered about, or part of a mass of foes to
fight.
• A Notable NPC gets a little more attention. They might have a name, or take part
in a meaningful dialogue that imparts important plot knowledge, or get some extra
attention in a scene because of their skills, ability, or importance to the story. They
rarely show up in more than one or two scenes, and even more rarely reappear once
the mission or episode is over.
• A Major NPC: is named and fully developed. They get lots of time on screen and
plenty of dialogue with the player characters, often serving as the focal point
for an entire adventure. Some appear not only in multiple scenes, but in multiple
missions. They become the main recurring allies and adversaries of the campaign.
Some are even both.
CHAPTER 10: NON-PLAYER CHARACTERS

298 CHAPTER 10
Kushan Fleet
Personnel
Although each game of Homeworld: Revelations centers around the exploits of the player
characters and their supporting characters, the Fleet encompasses many thousands of souls.
Some 600,000 survived the Burning of Kharak, and many of them might cross the paths of the
PCs over the course of their various missions.

Presented here are some sample specimens from that proud lineage, for use as NPCs and
supporting characters. Although each is built already assigned to a specific Background, it’s
simple to switch them to a new one by adjusting the Background and accompanying Truth,
attributes, and Talents to match.

Somtaaw Mechanic Attributes


(Minor NPC) Agility 09 Brawn 07

The life of a mechanic and that of


Coordination 09 Insight 07
a religious zealot make for natural Reason 10 Will 09
partners. Both paths require one to follow
scrupulous rules, perform the proper
Skills
acts at the proper time, and to keep one’s
honor clean and ever-ready. Thus, it is no Combat 01 Command 00
surprise that after the Burning of Kharak, Engineering 02 Exploration 01
many from Kiith Somtaaw gravitated to
the repair bays and fabrication rooms Flight 02 Medical 00
within the fleet. She may be reticent to

CHAPTER 10: NON-PLAYER CHARACTERS


talk, and wince at the bawdy humor of her
crewmates, but her work is as diligent and
exacting as her faith.

Truths: Knows Where Every Tool Is, Always


Maximum Stress: 8
Weapons: Composite Pistol (Close, 4 )
Talents: Collaboration, Jury-Rig
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Mechanics Toolkit (use limit 5).

CHAPTER 10 299
Naabal Wing Attributes
Commander Agility 07 Brawn 07
(Minor NPC) Coordination 08 Insight 10
Command of a fighter wing consists of Reason 09 Will 10
ten parts daring exploits, and ninety parts
keeping the brave, loyal children in the
squad from getting themselves killed. Skills
It’s easy to hide fear for self under the Combat 01 Command 02
demands of this holy endeavor, but so
Engineering 01 Exploration 00
much harder to mask the fear those one
leads. Life among the Naabal prepared Flight 02 Medical 00
him for this duty, but he wonders always
if it prepared him enough.

Truths: Knows the Name, Birthday, and Hat Size of Every Pilot He’s Ever Commanded
Maximum Stress: 8
Weapons: Composite Pistol (Close, 4 ), Combat Knife (Reach, 3 , Vicious 1,
Debilitating)
Talents: Starship Identification, Follow My Lead
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer

Soban Bodyguard Attributes


(Minor NPC) Agility 10 Brawn 10
CHAPTER 10: NON-PLAYER CHARACTERS

Nothing brings joy to the heart of any Coordination 09 Insight 07


Soban as the prospect of a righteous
battle, so it is little wonder why so many Reason 07 Will 08
found themselves serving as security
forces within the Fleet. Whether he is Skills
standing between a ranking officer and an Combat 02 Command 00
unruly rabble, or leading a boarding issue
against an unlucky infidel, he will always Engineering 00 Exploration 02
be easy to find. He will be at the center of
the battle.
Flight 01 Medical 01

Truths: Kiith Soban


Maximum Stress: 12
Weapons: Long Blade (Reach, 5 , Vicious 2), Composite Rifle (Medium, 6 )
Talents: Protector, Vigilant
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Non-Plated Body Armor ( 1).

300 CHAPTER 10
Paktu Pilot Attributes
(Minor NPC) Agility 09 Brawn 08

Some other Paktu are content on the


Coordination 09 Insight 08
bridge of a capital ship, working as part of Reason 07 Will 07
a gleaming, well-oiled machine comprised
of steel, fuel, bodies, and minds. That
Skills
is not his way. This pilot lives for the
diamond-studded loneliness of hours Combat 02 Command 00
in the cockpit. Perhaps they awaken Engineering 01 Exploration 01
ancestral memories of crossing the
Great Banded Desert at night. When that Flight 02 Medical 00
loneliness awakens in weapons fire and
high-G turns, the pride and resilience of
his people shine like those same heavenly
lights.

Truths: Addicted to High-G


Maximum Stress: 10
Weapons: Composite Pistol (Close, 5 )
Talents: Push the Limits, Fly-By
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer

Attributes
Manaan Captain Agility 07 Brawn 09
(Notable NPC) Coordination 09 Insight 10

CHAPTER 10: NON-PLAYER CHARACTERS


His people were never thought of as leaders Reason 10 Will 09
and warriors, but for her an ancestry of
entertaining crowds shifted very naturally
Skills
into a lifetime of leading men. In charge
of a corvette, frigate, destroyer, he is very Combat 02 Command 03
aware of the responsibility he bears. Not Engineering 02 Exploration 01
just for the lives any mistake could cost,
but for what her failure might do to the Flight 01 Medical 00
reputation of her Kiith.

Defining Aspects: Driven by Fear of Failure


Focuses: Kiith History, Motivational Speech, Resource Allocation
Maximum Stress: 11
Weapons: Sidearm Pistol (Close, 5 ], Piercing 1, Accurate)
Talents: Battle Command, Empathetic
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Access to a Space Suit, Hard Plated Body Armor (Armor Rating 2).

CHAPTER 10 301
Paktu Operative Attributes
(Notable NPC) Agility 10 Brawn 09

Paktu overcome. Whatever task lies


Coordination 07 Insight 10
before them, they endure, attack, and Reason 09 Will 08
improvise until they have completed it.
Such a heritage makes natural special
Skills
operatives, inured to hardship, and
obsessed with mission completion. Combat 03 Command 00
Sometimes the sea they smell is the tang Engineering 01 Exploration 02
of an enemy’s blood, but they excel equally
in more subtle operations. Flight 02 Medical 01

Truths: Kiith Paktu, I Can Smell the See


Defining Aspects: The Worst Place to Be Is In My Way
Focuses: Kiith History, Computer Security, Hiding in Plain Sight
Maximum Stress: 12
Weapons: Sidearm Pistol (Close, 6 , Piercing 1, Accurate)
Talents: Daring Exploration, Defuse the Tension
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Access to a Space Suit, Hard Plated Body Armor (Armor Rating 2).

S’jet Medical Officer Attributes


(Notable NPC) Agility 07 Brawn 08
It is said that of all the sins a Kushan Coordination 09 Insight 10
CHAPTER 10: NON-PLAYER CHARACTERS

warrior can commit, the gravest is to die


in the presence of a Fleet medical officer. Reason 09 Will 10
These doctors ply their craft with equal
courage in a well-lit ship’s infirmary, Skills
and amid the chaos of battle. Do not Combat 01 Command 02
underestimate them: their knowledge of
anatomy makes them efficient killers if Engineering 00 Exploration 02
the moment calls for it.
Flight 01 Medical 03

Truths: Kiith S’jet, Today Is a Terrible Day to Die


Defining Aspects: Hot When Safe But Cool Under Pressure
Focuses: Kiith History, Emergency Medicine, Field Surgery
Maximum Stress: 9
Weapons: Sidearm Pistol (Close, 4 , Piercing 1, Accurate)
Talents: Daring Exploration, Defuse the Tension
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Access to a Space Suit, Medic’s Toolkit (Use Limit 3).

302 CHAPTER 10
Captain Sanja Naabal (Major NPC)
One does not rise to command a major vessel like a Carrier or a Dreadnaught without
demonstrating competence, earning enemies, and surviving their attempts end one’s career.
Sanja Naabal, captain of the Warming Hearth, is no exception to
this rule. Her crew respects, loves, and fears her as one might a
family matriarch

Attributes
Agility 09 Brawn 09
Coordination 09 Insight 12
Reason 10 Will 10

Skills
Combat 02 Command 05
Engineering 02 Exploration 02
Flight 04 Medical 01

Truths: Kiith Naabal, Resting Intimidation


Face, No Hobbies But The Job
Defining Aspects: I Live to Avenge My
Children Who Burned While I Flew
Focuses: Astrogation, Computer Security,

CHAPTER 10: NON-PLAYER CHARACTERS


Kiith History, Logistics, Three-Dimensional
Tactics
Maximum Stress: 11
Weapons: Sidearm Pistol (Close, 5 ,
Piercing 1, Accurate)
Talents: Battle Command, Dedication,
Resilient
Equipment: Emergency Breach Patch, Short
Term Breather, Goggles, Wrist Computer,
Access to a Space Suit.

CHAPTER 10 303
Admiral Pash Paktu Attributes
( Major NPC) Agility 08 Brawn 11

Only the finest and most esteemed of


Coordination 08 Insight 10
Kushan rise to ranks of this responsibility. Reason 11 Will 11
The Admiral is officially assigned to the
Carrier Breath of Fire, with his quarters
Skills
and ready rooms there, but he has the
most uncanny ability to appear with a Combat 04 Command 04
grim chuckle and an eagle eye wherever Engineering 01 Exploration 03
and whenever his subordinates most wish
he wouldn’t. Flight 02 Medical 02

Truths: Kiith Paktu, Loves Sports, Almost Too Attractive


Defining Aspects: Born to Lead
Focuses: Capital Ship Tactics, Defusing Tension With Humor, Kiith History, Troop
Discipline, Wrestling
Maximum Stress: 15
Weapons: Sidearm Pistol (Close, 7 , Piercing 1, Accurate)
Talents: Daring (Combat), Intense Scrutiny, Coordinated Leadership, Strength of
Command
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Access to a Space Suit.
CHAPTER 10: NON-PLAYER CHARACTERS

304 CHAPTER 10
Karan S’jet, Attributes
Neuroscientist Agility 10 Brawn 08
(Major NPC) Coordination 10 Insight 11

In the years before and after the Kushan Reason 12 Will 09


Exodus, Karan S’jet was human and only
that. She loves her people and revels Skills
in scientific discovery. Born on Kharak Combat 01 Command 02
to a prominent neuroscientist, she
discovered a fascination for and aptitude Engineering 05 Exploration 01
in theoretical computing, especially the
interface between man and machine. Flight 02 Medical 05
After the discovery of the Guidestone, she
turned her mind to solving the problems
of creating a computer powerful and
responsive enough to control the titanic Mothership, finally proposing the installation of a
human brain.
Showing the courage of her Kiith, she volunteered her own brain for the experiment. Even
as the Mothership’s construction neared its end, she had her own nervous system altered to
connect with the vessel’s systems. Technicians installed her and she became, for a time, Fleet
Command (see below).
When the Kushan reached Hiigara, Fleet Command was the last to step onto the planet’s
surface. Although some feared she could not be safely extracted from the Mothership’s CPU, the
procedure was successful, and she walked among her people once more as Karan S’jet.

Truths: Kiith Somtaaw, Curious Mind


Defining Aspects: Brilliant Cybernetics Expert

CHAPTER 10: NON-PLAYER CHARACTERS


Focuses: Computer Programming, Computer Security, Cybernetics, Neuroscience,
Neurosurgery
Maximum Stress: 9
Weapons: None
Talents: Cautious Engineering, Intense Scrutiny, Inventor
Equipment: Emergency Breach Patch, Short Term Breather, Goggles, Wrist Computer,
Access to a Space Suit.

CHAPTER 10 305
Fleet Command Attributes
(Major NPC) Agility 10 Brawn *
Coordination 10 Insight 12
During the Kushan Exodus, Karan S’jet
melded her nervous system with the Reason 12 Will 10
central processing unit, sensors, and
controls of the Mothership. She became *While installed in Mothership, Karan S’jet has no control
something more than herself, while over her body, and thus no Brawn Ability to reference.
She uses her Agility and Coordination when personally
retaining core aspects of her personality. controlling aspects of her vessel.
Some have said that when the Kushan
made landfall at Hiigara, the delay in Skills
removing Karan from her neural cradle Combat 02 Command 04
was not the grand gesture she allows
people to assume. Rather, it took her Engineering 04 Exploration 01
some time to willingly disconnect from Flight 04 Medical 01
the awesome power and unbounded
awareness of connection to her entire race.
Others say to even suggest such a thing is tantamount to heresy. Karan S’jet, heroine of her
people, has no words on the subject.
Note: This NPC has been improved per the rules on p.295, representing the super-human
alterations to her consciousness and body.

Truths: Kiith Somtaw, Cybernetic Consciousness, Called to Duty


Defining Aspects: Leader and Hope of Her People
Focuses: Astrogation, Communications, Computer Security, Logistics, Neurosurgery
Maximum Stress: Not applicable
Weapons: Not applicable
Talents: Cautious Engineering, Cautious Flight, Intense Scrutiny, I Know My Ship, Inventor
CHAPTER 10: NON-PLAYER CHARACTERS

Special Rules:
• Machine Integration: Fleet Command’s consciousness extends into every sensor
of her ship, including data feeds from outlying vessels
• Uncanny Amalgamation: The gamemaster may rule that certain attacks against
Fleet Command have limited or no effect due to the unique nature of her body and
mind. Likewise, Fleet Command may be vulnerable to attacks that would not impact a
normal human
Equipment: Fleet command carries no personal equipment but has access to and control
off Mothership’s entire suite of systems.

306 CHAPTER 10
The Taiidan Military
Millennia ago, the Taiidan drove the Hiigarans out of the galaxy in
response to the threat they posed. Although even many Kushan
can concede to the righteousness of that act at the time, in the
many centuries since, the Taiidan have grown to resemble
saviors less, and more from that which the galaxy must
be saved. Their mad Emperor grows more paranoid and
power-hungry with each passing day.

Still, some loyal to the original tenets and values of


the proud Taiidan still live within the military and
bureaucracy. In game terms, loyalists and rebels
both use the statistics listed below. They receive
the same training, grew up in the same settlements,
and use the same equipment. It’s just the reasons
they fight, and how comfortable they are with…
questionable…orders that differ.

CHAPTER 10: NON-PLAYER CHARACTERS

CHAPTER 10 307
Taiidan Fighter Pilot Attributes
(Minor NPC) Agility 09 Brawn 09
Coordination 10 Insight 08
Trained, tested, and true, Taiidan fighter
pilots are among the most capable, Reason 08 Will 07
and most disposable, members of their
military. They are ruled by ties of military Skills
codes, family connections, and planetary
pride. Some may fear death, but it would
Combat 02 Command 00
be difficult to prove that to anybody Engineering 01 Exploration 01
watching them fight.
Flight 02 Medical 00

Truths: Young Hotshot


Maximum Stress: 11
Weapons: Sidearm Pistol (Close, 5 , Piercing 1, Accurate), Combat Knife (Reach, 4 ,
Vicious 1, Debilitating)
Talents: Tactical Weapons Expert
Equipment: Taiidan Soft Plate Armor (Armor rating 2)

Taiidan Navigator Attributes


(Minor NPC) Agility 07 Brawn 09

The navigators of the Taiidani fleet Coordination 10 Insight 08


turn the will of their captains into Reason 09 Will 08
CHAPTER 10: NON-PLAYER CHARACTERS

the movement of vast ships of war.


Responsible for the helm and navigations
systems aboard their home ships, some
Skills
make their vessels move in a veritable Combat 01 Command 01
ballet of exotic metals and raging Engineering 00 Exploration 02
energies. Others can barely get out of
drydock without breaking something, but Flight 02 Medical 00
those tend to be protected by powerful
families and vindictive patrons, so
they remain in their stations while their
crewmates struggle to pick up the slack.

Truths: A Man of Great Ambition


Maximum Stress: 10
Weapons: Sidearm Pistol (Close, 4 , Piercing 1, Accurate), Combat Knife (Reach, 3 ,
Vicious 1, Debilitating)
Talents: Tactical Weapons Expert
Equipment: Taiidan Soft Plate Armor (Armor rating 2)

308 CHAPTER 10
Taiidan Security Officer
(Minor NPC)
Security officers of the Taiidan
Empire protect individual,
ships, or installations
from threats both
internal and external.
When on the bridge,
they man the ship’s
weapons arrays. When on
assignment, they serve as shock
troops or a bodyguard detail. Every
Taiidani captain or count hopes to be
issued a capable security officer and fears
the day their detail discovers the price of their
loyalties.

Attributes
Agility 09 Brawn 10
Coordination 09 Insight 08
Reason 07 Will 08

Skills

CHAPTER 10: NON-PLAYER CHARACTERS


Combat 02 Command 01
Engineering 00 Exploration 02
Flight 00 Medical 01

Truths: Taiidani
Maximum Stress: 12
Weapons: Precision Rifle (Medium, 6 , Piercing 1, Vicious 1, Accurate), Pellet Shotgun
(Medium 2 , Area, Non-lethal, Rubber Bullets), Officers Blade (Reach, 5 , Vicious 2,
Piercing 1)
Talents: Resilient
Equipment: Taiidan Soft Plate Armor (Armor rating 2)

CHAPTER 10 309
Taiidan Explorer Attributes
(Notable NPC) Agility 09 Brawn 10

Most Taiidani are happiest in well-


Coordination 09 Insight 11
defined roles within well-defined spaces Reason 08 Will 07
they know very well, but not everything
the Empire requires takes place in
Skills
such a comforting environment. A
Taiidani Explorer lives the spirit of their Combat 01 Command 00
earlier ancestors, and is found on away Engineering 02 Exploration 03
missions, sector surveys, and hunts in
ancient ruins. They are a cut above their Flight 02 Medical 01
more timid and tame brethren, and more
formidable to say the least.

Truths: Embarrassment to the Family, Has a Favorite Gun


Defining Aspects: Always Looking for the Big One
Focuses: Carousing, Petty Larceny, Stellar Cartography
Maximum Stress: 11
Weapons: Sidearm Pistol (Close, 4 , Piercing 1, Accurate), Utility Blade (Reach, 3 ,
Hidden 1)
Talents: Experienced Mind, Survivalist
Equipment: Archaeology Kit (Use Limit 3) or Researcher’s Kit (Use Limit 3), Goggles.
CHAPTER 10: NON-PLAYER CHARACTERS

310 CHAPTER 10
Perillier, Imperial Assassin
(Major NPC)
If you ask him about his childhood, he gives no
answer. If you ask those who knew him then,
they say he never changed. Perillier, and those
like him, were bullies as children and grew into
deadly, competent adults. He likes nothing better
than to exercise the ultimate power of life and death
over another human being. The paycheck and
backroom accolades are merely a convenient
side benefit.

Attributes
Agility 09 Brawn 09
Coordination 10 Insight 08
Reason 08 Will 07

Skills
Combat 02 Command 00
Engineering 01 Exploration 01
Flight 02 Medical 00

CHAPTER 10: NON-PLAYER CHARACTERS

Truths: Taiidan, Blends in a Crowd, Polyglot


Defining Aspects: The Ultimate Gentleman Assassin
Focuses: Disguise, Escape & Evasion, Poisons, Surveillance
Maximum Stress: 19 (includes Endurance Training Talent)
Weapons: Sniper Rifle (Extreme, 9 , Piercing 1, Accurate, Cumbersome), Sidearm Pistol
(Close, 8 , Piercing 1, Accurate), Short Blade (Reach, 8 )
Talents: Combat Expertise, Deadly Shot, Endurance Training, Political Mind
Equipment: Any 5 pieces of gear of the gamemaster’s choosing to suit the mission at
hand.

CHAPTER 10 311
Emperor Riesstiu Attributes
IV the Second Agility 07 Brawn 10
(Major NPC) Coordination 12 Insight 10

Riesstiu IV the Second was supposed to Reason 09 Will 11


be a fully functioning clone of the first of
his name, but the process went terribly Skills
wrong. The being decanted in the imperial Combat 03 Command 06
clone labs bore the physical traits of his
predecessor, but quickly showed deep Engineering 02 Exploration 02
mental failings. His behavior became
erratic, then despotic, then descended Flight 02 Medical 01
into madness.
An accounting of the horrors and
atrocities he inflicted upon his own people during the years of his reign will one day fill libraries,
but none compare to his rage and hatred against the returning Hiigarans. When he became
aware of that people, and the opportunity to commit genocide their appearance afforded, he
bent his entire mind and will toward the task.
Note: This NPC has been improved per the rules on p.295, representing his status as an opponent
to be defeated at the climax of the campaign, after the PCs have significantly advanced themselves.

Truths: Taiidan, Overweight, Nobody Tells Me No


Defining Aspects: Mad Emperor
Maximum Stress: 13
Weapons: None
Talents: Command Collaboration, Defensive, Command Expertise, Strength of Command
Equipment: Symbol of Office
CHAPTER 10: NON-PLAYER CHARACTERS

Taiidan Characters
Taiidani are a militaristic people who value bravery, military strength, and their rigidly stratified
class system. Most are fiercely proud, quick to anger, and long to hold a grudge if they feel their
honor has been questioned or besmirched. They make loyal friends, and dangerous enemies.

Attributes: Increase Brawn, Coordination, and Insight by 1.


Truth: Taiidani. You always know your exact social position in respect to every Taiidani in
the room, and the best way to honor or leverage that position.
Talents: Your character gains a single talent from either the talents list on p.71 or the
Political Mind talent described on p.40.

312 CHAPTER 10
Turanic Raiders
One might wonder why the Taiidan allow these ragtag reavers to continue their operations,
considering the comparative might of their two cultures. The reason
is simple: these pirates carry out attacks too dirty for even the
Taiidan to claim for their own. They operate without the official
letters of marque that might legitimize their violent trade, but
their supply stocks fill both from
spoils and unmarked shipments left at
certain rendezvous points.

Turani Raider
(Minor NPC)
Wild, violent, and free, a Turani raider never flinches
from a fight. That fight may be with a prize freighter
that didn’t surrender voluntarily, with an intercepting
corvette intent on bringing him to justice, or with a
crewmate that looked at him funny after a few drinks.
It doesn’t matter. He’ll jump to it with the same
ferocity and skill.

Attributes
Agility 10 Brawn 10
Coordination 08 Insight 08

CHAPTER 10: NON-PLAYER CHARACTERS


Reason 07 Will 08

Skills
Combat 02 Command 06
Engineering 01 Exploration 01
Flight 02 Medical 00

Truths: Filthy but Tough as Rivets


Maximum Stress: 12
Weapons: Hand Axe (Reach, Close Range if Thrown, 4 , Inaccurate), Automatic Pistol
(Close, 6 , Vicious 1, Inaccurate)
Talents: Survivalist
Equipment: Access to a Space Suit, Composite Plate Body Armor (Armor Rating 2)

CHAPTER 10 313
Turani Veteran (Notable NPC)
There are old Turani, and
bold Turani, but few old,
bold Turani. A Turani
veteran has learned to
temper his wild violence
with a deadly cunning.
Do not mistake his scars
for signs of weakness. He learned
from every mistake they represent.

Attributes
Agility 10 Brawn 11
Coordination 09 Insight 08
Reason 07 Will 09

Skills
Combat 02 Command 01
Engineering 01 Exploration 02
Flight 03 Medical 00
CHAPTER 10: NON-PLAYER CHARACTERS

Truths: Turani, Can Sense Weakness


Defining Aspects: What Doesn’t Kill Me Makes a Delicious Meal
Focuses: Dirty Jokes, Flying With Stealth, Intimidation
Maximum Stress: 13
Weapons: Long Blade (Reach, 5 , Vicious 2), Composite Rifle (Medium, 6 ), Grenade
(Fragmentation, 6 , Medium, Area, Vicious 1, Lethal)
Talents: Fly-By, With My Crew At My Side
Equipment: Access to a Space Suit, Weapon Repair Kit (Use Limit 1), Composite Plate
Body Armor (Armor Rating 2).

314 CHAPTER 10
Turani Tinker Attributes
(Minor NPC) Agility 08 Brawn 09

Though Turani warriors sometimes


Coordination 09 Insight 09
look askance at their more technically Reason 10 Will 08
minded crewmates, none dare cross
one while sober. They understand these
Skills
boffins keep their ships running despite
the many abuses Turani life heaps upon Combat 01 Command 01
these vessels. A Turani tinker can repair Engineering 03 Exploration 02
anything they can steal the parts for, and
most things even if they can’t. Flight 02 Medical 00

Truths: Turani
Maximum Stress: 10
Weapons: Automatic Pistol (Close, 5 , Vicious 1, Inaccurate), Utility Blade (Reach, 3
, Hidden 1)
Talents: Cautious Engineering
Equipment: Mechanic’s Toolkit (Use Limit 5), Researchers Kit (Use Limit 3).

Turani Characters
The Turani are savage raiders and dedicated survivors, driven from system to system but still
somehow emerging from each exodus largely intact. They value their crew and family above all,
except perhaps the thrill and spoils of a good fight.

CHAPTER 10: NON-PLAYER CHARACTERS


Attributes: Increase Agility, Brawn, and Will by 1.
Truths: Turani. You belong to a long tradition of raiders and pirates, proud survivors all.
Surviving adversity and triumphing through ingenuity, wits, and applied violence honor
your crew, your people, and your ancestors.
Talents: The character gains a single talent from either the talents list on p.71 or the
exclusive talent listed below:

With My Crew At My Side


Requirements: Turani or gamemaster permission
The Turani work best when surrounded by their crewmates.
Choose one skill. Whenever another Turani assists you with that skill, you gain 2 additional
bonus d20 for the Task. If you use that skill to assist a Turani, they gain 1 additional bonus
d20.

CHAPTER 10 315
Araan Kalik, Turanic Brigand
(Major NPC)
Above the roiling chaos of a Turanic crew stands a
captain with the moxie and bloodlust to keep
them all in line, or at least following orders. Such
brigands enjoy first choice of the loot, first choice
of bedmates, and the best private cabin their
ship can supply, but they sleep there with one
eye wide open. The fastest route to command
among the Turani is the death of a captain.

Attributes
Agility 11 Brawn 11
Coordination 09 Insight 10
Reason 08 Will 11

Skills
Combat 04 Command 03
Engineering 02 Exploration 03
CHAPTER 10: NON-PLAYER CHARACTERS

Flight 03 Medical 01

Truths: Turani, An Eye for Glory, An Eye for Gold


Defining Aspects: Must Maintain Command At All Costs
Focuses: Feats of Strength, Lead from the Front, Stripping Salvage, Wrestling
Maximum Stress: 15 (18 with Endurance Training Talent)
Weapons: Sidearm Pistol (Close, 7 , Piercing 1, Accurate), Machete (Reach, 7 ,
Vicious 1).
Talents: Endurance Training, Follow My Lead, Pack a Punch, Second Wind
Equipment: Hard Plated Body Armor (Armor Rating 2)

316 CHAPTER
CHAPTER
10 10 316
The Kadeshi
This lost Kiith reunites in fire and blood with their long-lost kin when the Fleet encounters their
Garden in the center of a mysterious nebula. They are devoted zealots, fearless combatants, and
unshakeable friends once their trust is earned. Some say they’re off-putting with their constant
prayer and unhesitating violence, but on the right day nobody says no to either when it comes
from a friend.

Kadeshi Kinsman Attributes


( Minor NPC) Agility 10 Brawn 10

Unlike their more specialized cousins Coordination 08 Insight 08


from Kharak, the Kadeshi train as jacks Reason 07 Will 08
of all trades. Each kinsfolk is theoretically
capable of serving in whatever capacity
their collective needs, be that as an Skills
engineer, a pilot, a warrior, or a medic. All Combat 02 Command 00
do willingly whatever they must to protect
Engineering 01 Exploration 01
their Garden and continue their people.
Flight 02 Medical 00

Truths: Kadeshi
Maximum Stress: 12
Weapons: Composite Rifle (Medium, 6 ), Long Blade (Reach, 5 , Vicious 2)
Talents: Empathic

CHAPTER 10: NON-PLAYER CHARACTERS


Equipment: Space Suit, Any toolkit of the gamemaster’s choice

CHAPTER 10 317
Kadeshi Pod Attributes
Fighter Agility 10 Brawn 08
(Minor NPC) Coordination 10 Insight 08
Reason 07 Will 08
Pod fighters receive more specialized
training than their kinsfolk, to better
prepare them for the rigors of space Skills
combat. They also receive even deeper Combat 02 Command 00
psychological conditioning. To be a
Kadeshi pod fighter is to be a zealot Engineering 01 Exploration 01
among zealots, fearless and resolute in Flight 02 Medical 00
furthering the cause of their people and
their faith.

Truths: Kadeshi
Maximum Stress: 10
Weapons: Composite Rifle (Medium, 6 ), Long Blade (Reach, 5 , Vicious 2)
Talents: Empathic, Fly-By
Equipment: Short-Term Breather, Emergency Breach Patch, Any toolkit of the
gamemaster’s choice, Space Suit

Kadeshi Captain Attributes


(Notable NPC) Agility 09 Brawn 10

A Kadeshi kinsman who displays many Coordination 09 Insight 08


CHAPTER 10: NON-PLAYER CHARACTERS

years of service and aptitude receives


Reason 07 Will 08
promotion to a position of command,
accompanied by social status far above
the rank and file. Kadeshi captains may Skills
be in command of a starship, as the name Combat 02 Command 01
implies, but one can also found leading
a scientific exploration, a sanitation
Engineering 00 Exploration 02
department, or a marine boarding party. Flight 00 Medical 01

Truths: Kadeshi, Bound by Belief


Focuses: Details of His Home Sector, High-Speed Flight
Maximum Stress: 12
Weapons: Composite Rifle (Medium, 6 ), Long Blade (Reach, 3 , Vicious 2, Piercing 1)
Talents: Empathetic, Vigilant
Equipment: Space Suit, any toolkit of the GM’s choice, Status Symbol

318 CHAPTER 10
Areshem, Attributes
High Gardener Agility 09 Brawn 09
(Major NPC) Coordination 10 Insight 10
As Kadeshi captains are to kin, thus Reason 10 Will 11
High Gardeners are to captains.
These paragons rise to lead armies,
communities, and fleets, command the Skills
lives of thousands, and dictate the course Combat 02 Command 05
of Kadeshi society. Most spend their time
Engineering 02 Exploration 02
at the hub of their sphere of influence, but
an annual council session at the center of Flight 03 Medical 02
the Garden nebula hosts a gathering of
every single one.

Truths: Kadeshi, Star of the Rimward Wing, Deep Scholar of the Tablets
Defining Aspects: Warrior-Monk
Focuses: Fleet Tactics, Logistics, Kadeshi History, Security Protocols
Maximum Stress: 12
Weapons: Ceremonial Long Blade (Reach, 5 , Vicious 2, Also acts as a symbol of office),
Sidearm Pistol (Close, 5 , Piercing 1, Accurate)
Talents: Command Expertise, Coordinated Leadership, Strength of Command, Uncanny
Communication
Equipment: Ceremonial Long Blade (Symbol of Office, as noted above)

Kadeshi Characters
The Kadeshi live in a communal theocracy so saturated with duty to the cause it almost

CHAPTER 10: NON-PLAYER CHARACTERS


resembles a hive mind. Each member of this lost Kiith serve and protect the Garden with
absolute vigor and zeal.

Attributes: Increase Insight, Reason, and Will by 1.


Truths: Kadeshi. The protection and sanctity of the Garden are not the most important
things in the galaxy. They are the only things. All else, even the character’s life, is
secondary.
Talents: The character gains a single talent from either the talents list on p.71 or the
exclusive talent listed below:

Uncanny Communication
Requirements: Kadeshi or gamemaster permission
The Kadeshi live in such harmony they communicate with subtle gestures and facial
expressions invisible to outsiders.
As a Minor action, the character may communicate even complex information to another
character with this Talent without making noise. No character not possessing this Talent
has any chance of understanding what was communicated.

CHAPTER 10 319
Bentusi Traders
Bentusi talk little, wait patiently, and carry the weight and wealth of ancients. It is unlikely that
many Bentusi take part in the day-to-day struggles of the younger races, but when they do a
small act, it might turn the tide.

Wandering the galaxy with no home planet, the Bentusi have merged with their ships via a
process like that pioneered by Karan S’jet, though as best as other species can tell each ship
has multiple Bentusi merged into different systems of the vessel and their society.

Note that all Bentusi NPCs described here are Notable or Major NPCs. The rank-and-file members
of this species remain hidden in their enormous ships, or (some speculate) simply no longer
exist in this fundamentally changed people.

Bentusi Mouth Attributes


(Notable NPC) Agility 08 Brawn *
Coordination 08 Insight 11
The Bentusi keep largely to themselves
while still relying on trade to sustain their Reason 10 Will 09
population. A Bentusi Mouth takes on
the duty of representing her people and Skills
their interests to other races. Although
Combat 02 Command 03
not the only Bentusi on a ship that takes a
trade representative on board, the Bentusi Engineering 01 Exploration 02
Mouth is likely the only one with whom an
outsider will speak. Flight 00 Medical 01
CHAPTER 10: NON-PLAYER CHARACTERS

Truths: Bentusi, Cybernetic Consciousness, Canny Negotiator


Defining Aspects: Ambassador of My People
Focuses: Assessing Value, Negotiation
Maximum Stress: not applicable
Weapons: not applicable
Talents: Cautious Command, Collaboration
Special Rules:
• Machine Integration: A Bentusi Mouth’s consciousness spreads through many
sectors of their ship and all data and information feeds associated with their duty
• Uncanny Amalgamation: The gamemaster may rule that certain attacks against a
Bentusi Mouth have limited or no effect due to the unique nature of her body and
mind. Likewise, a Bentusi Mouth may be vulnerable to attacks that would not impact a
normal human
Equipment: A Bentusi mouth carries no personal equipment but has access to and
control of an entire suite of ship systems.

320 CHAPTER 10
Bentusi Fist Attributes
(Notable NPC) Agility 09 Brawn *
Coordination 10 Insight 09
In the present age, the Bentusi are a
peaceful people, but they owe that to a Reason 08 Will 08
past regretfully smeared with the blood
of billions. A small portion of their Skills
population keep that deadly tradition alive.
They reside in the weapons and defenses
Combat 03 Command 00
core of a Bentusi trade vessel, idle but Engineering 01 Exploration 02
ever-watchful, and ready to defend their
ship with brutal efficiency. Flight 02 Medical 01

Truths: Bentusi, Cybernetic Consciousness, Intimidating Manner


Defining Aspects: Bred for Battle
Focuses: Ambush, Single Combat, Small Unit Tactics, Threat Assessment
Maximum Stress: not applicable Weapons: not applicable
Talents: Defensive, Reactive
Special Rules:
• Machine Integration: A Bentusi Fist’s consciousness spreads through many sectors of
their ship and all data and information feeds associated with their duty
• Uncanny Amalgamation: The gamemaster may rule that certain attacks against a Bentusi
Fist have limited or no effect due to the unique nature of her body and mind. Likewise, a
Bentusi Fist may be vulnerable to attacks that would not impact a normal human
Equipment: A Bentusi fist carries no personal equipment but has access to and control of an
entire suite of ship systems.

Bentusi Characters
The ancient Bentusi take the long view on matters. If they can’t get what they want from this CHAPTER 10: NON-PLAYER CHARACTERS
individual or situation, another one down the road will provide all that is necessary.

Attributes: Increase Coordination, Insight, and Reason by 1.


Bentusi have no Brawn attribute. When building an Bentusi with an array, assign the lowest
score to Brawn, then record their Brawn score as an “*”
Bentusi have no maximum stress but are taken out of a scene when their ship’s system is
breached. If their ship’s system is destroyed, they die.
Truths: Bentusi. You are patient but decisive, beholden to a tradition and culture with the
weight of millennia both driving it and weighing it down.
Talents: The character gains a single talent from either the talents list on p.71 or the
exclusive talent listed below:

Ancient Bloodline
Requirements: Bentusi or gamemaster permission
The Bentusi are long-lived as individuals and as a race. They remember many things.
Once per scene, you may use the Reason attribute for any given Task, recalling a technique or
fact relevant to the situation.

CHAPTER 10 321
Name: Role:

Armor Rating:
Kiith Background:
Environment: Max Stress:
Upbringing:
Rank:
Requisition Units: Injury

Attributes Equipment
Agility Brawn

Coordination Insight

Reason Will

Skills
Combat Command

Engineering Exploration

Flight Medical

Focuses Defining Aspects Truths


CHARACTER SHEET

Range
Weapon Stress Rating Effects Qualities
and Type

Utility Blade 3 Reach Vicious 1 Debilitating

Unarmed 2 Reach Knockdown

322 CHAPTER 10
INDEX
A 273, 277, 282–283, 295–298 B
Ambassador Corvette 120
Abandon ship 109 Ambition commonwealth 258 Barbola, Liege 238
Accelerator pistols and rifles Ammunition 86 Bentusi 250
93–94 Hollow point 86 Adventure seeds 254
Action 6, 19–20, 22–23, 26, 66, 76, Lead tip 86 Bentus 253
85–86, 103, 107, 214, 296 Propulsion 87 Emissaries 171
Cover 25 Rubber tipped 86 History 250
In vacuum 23 Angel moon 186 In play 255
In zero-G 22 Appearance 29, 68, 289 People 252
Making an attack 21 Araan Kalik, Turanic Brigand 316 Ships 140, 252, 255
Movement & terrain 21 Archaeology toolkit 100 Testimony 252
Order 20–21 Areshem, High Gardener 319 Unbound 253
Prone 22 Armor 25 Bentusi Cargo Barge 125
Scenes 19–23 Armor rating 21, 24, 70, 73, 97, 99, Bentusi Exchange, The 140–141
Range & distance 19 300–302, 313–314, 316, 322 Bentusi traders 320
Distances 19 Artifacts 192 Bentusi Characters 321
Zones 19 Burning Spear 196 Bentusi Fist 321
Stress, injury, & recovery 24 Chalice of Life 195 Bentusi Mouth 320
Armor 24 Guidestone 192 Bonus Momentum 10, 15, 54, 107,
Avoiding injury 25 Hyperspace Core 193 145
Combat Momentum spends 26 Planet-Killers 194 Braunton 257
Injuries 24 Star-metal Scrolls 194 Breaches 97, 102, 109–110, 123, 147
Recovery 25 Sword of Caaliburnous 196 Breach track 109–110
Stress 24 Unbound, The 194 Breakthroughs 34, 57, 161, 163,
Action and combat 2, 19–31 Asha, Lady 238 175, 269–270
Action order 19 Assault Frigate 121 Building ships 151
Major actions 19 Assistance 13, 20, 74, 80, 141, 209, Quick creation 151–152
Minor actions 20 228, 240, 266 Ready-made 151
Additional challenge dice 24, 38, Athletics 59, 61 Ship construction 151–152
64, 78, 81, 85 Attack Bomber 113 Buying advancements 83, 164
Additional qualities 87 Attack Carrier 127 Increasing attributes 83
INDEX
Accurate 87 Attacks 19, 22–23, 64, 74, 76, 78, Increasing skills 83
Charge 88 88, 101, 103, 108–110, 113, 119, New focuses 83
Cumbersome 87 121, 123–124, 126–128, 131, New talents 83
Debilitating 87 149, 157–159, 170, 235, 269,
Hidden X 87 290, 295, 306, 313, 320–321 C
Inaccurate 88 Attribute points 152, 164
Lethal 87 Attributes 4, 8–9, 32–33, 38, 63, Campaign design 281
Non-Lethal 88 78, 81, 83, 101–102, 164 Capital City of Tiir 46, 210
Special 88 Agility 8–9, 32 Capital ship 164
Advanced flight 59 Brawn 8, 32 Career events 56–62
Advanced Swarmer 115 Coordination 8, 32–33 Abandoned Your Principles 60
Adventure seeds 171, 239, 244, Insight 8, 33 Admired by Another Kiith 57
249, 254, 258, 260 Reason 8, 33 Commendation 61
Adversaries 3, 156, 283–284, Will 8, 33 Conflict with a Hostile Group 59
295–298 Automatic pistol 93–94, 286, 313, Devastating Accident 62
Allies 3, 58, 74, 165, 171, 174, 315 Experimental Technology 57
181–184, 190, 207, 217, 226, Experimental Test Flight 58
230, 232, 236–237, 240, 245,

323
Invented a New Battle Strategy 60 Cloaked Fighter 113 Defining aspects 82
Loss of a Friend 57 Combat encounters 277–279 Finishing up 81
Medical Crisis 60 Combatants 277 Focuses 81–82
Mentored for Your Talent 59 Establishing zones 277 Purpose 81
Prevented a Resource Shortage 61 Pacing 277 Skills 81–82
Serious Injury 58 Truths 277 Talents 82
Stuck by Your Ideals 60 Combat in space 278 Creating new technology 163
Technological Advancement 61 Combatants 279 Creation in play 78, 287
Unexpected Command 58 Establishing zones 278 Creativity 98
Careers 54 Obstacles and phenomena 279 Crewman 36, 67
Experienced officer 54 Pacing 278 Critical success 12, 17–18, 35
Junior officer 54 Combat tactics 61 Cryo Trays 132
Veteran officer 55 Combat talents 74
Carrier 127 Close Protection 74 D
Challenge dice 6, 21, 24, 38, 64, 69, Deadly Shot 74
73, 78, 92, 106, 156 Pack a Punch 74 Daiamid, The 170, 225
Challenges 271–272 Protector 74 Damaged systems 109
Gated 271 Reactive 74 Deception 27–28
Group 272 Commander 67–68, 70, 128, 143, Defense field frigate 123
Linear 271 182, 205, 280, 282, 300 Defense Field Frigate 123
Non-key tests 272 Command talents 74 Defense Fighter 114
Opposition 272 Battle Command 74 Defining aspects 34, 63–64
Timed 272 Coordinated Leadership 74 Challenging 36
Character advancement 69 Follow My Lead 74 Defining aspects & fortune 35
Buying advancements 83 Interrogation 74 Inherently positive 63
Gaining resource units 83 Strength of Command 74 Negative 63
Other ways to gain RUs 84 Communications actions 105 Neutral 63–64
Character creation 32–84 intercept 105 Roleplaying with truths &
Characters 3, 6 send/receive transmission 105 defining aspects 35
Advancement 81–84 signal jamming 105 Destroyed systems 110
Attributes 32–33, 63 Communications officer 66, 293 Destroyer 126
Career 54 Complications 7, 9–13, 15–17, Dice 3, 6
CHAPTER 9: GAMEMASTERING

Career events 56 27, 30–31, 34, 36, 63, 75, 77, 81, Direction of movement 22
Creation 2, 32–84 86–87, 100, 102, 109, 264, 267, Distances 5, 19, 49, 108, 136, 162,
Defining aspects 63 270–271 193, 250
Environment 46 Composite pistol 93–94, 299–301 Close 19
Final stats check 64 Composite plate body armour 99, Extreme 19
Finishing touches 63 313–314 Long 19
Focuses 33 Composite rifle 93–94, 300, 314, Medium 19
Kiith 39 317–318 Reach 19
Maximum stress and challenge Conflict, Sociall 27 Drone Frigate 122
dice 64 Core rules 2, 6–18, 32–33, 35, 266
Profession 52
Role 65
Corvettes 106, 111–112, 116–119,
121, 127, 129–130, 156–157
E
Skills 32–33, 63 Ambassador corvette 120 Eclipse Park 257
Talents 33, 71 Heavy corvette 117 Effects 15–16, 34, 85–88, 91–97,
Upbringing 48 Light corvette 116 104, 106–107, 110, 146, 155,
Chassis 153 Minelayer corvette 118 163, 192, 268, 292, 294, 322
Capital ship 153 Missile corvette 119 Electro kinetic rail gun 93
Corvette 153 Multi-gun corvette 119 Elson, Captain 182
Fighter 153 Repair corvette 118 Encounters 3, 141, 160, 171, 264,
Heavy fighter 153 Salvage corvette 117 277–281, 280, 290, 292, 295,
Mothership 153 Standard corvette 116 317
Super heavy 153 Cover 25 Engineering and technical track 274
Chief medic 66, 293 Creating a supporting character 81 Conn Role 274
Chief security officer 65–66 Attributes 81–82 Engineering Officer 274

324 CHAPTER 9
Technical Role 274 Maximum stress and challenge Gamemastering 3, 263–271,
Engineering talents 75 dice 64 263–281
I Know My Ship 75 Personal details 68 Challenging Values 275
Inventor 75 Role 64 Crafting the game 280
Jury-Rig 75 Skills 63 Experience and promotion 275
Zero-G Engineering 75 Fleet command 66, 98, 104, 108, Fighting smart 278
Environment 44 134–135, 144, 179, 208, 216, Managing the rules 266
Equipment 69 228, 265, 305–306 Player characters 273
Equipment and gear 97 Flight talents 76 Resolving the rules 264
Anatomy of 97 Defensive Attack 76 Running combat 277
Creating weapons, items, and Fly-By 76 Running Homeworld 263
equipment 100 Precise Evasion 76 Styles of play 265
Obtaining 88 Starship Identification 76 General talents 71
Other equipment 99 Tactical Weapons Expert 76 Adaptable 71
Standard equipment 97 Focuses 8–9, 32–33, 52–53, Cautious 71
Evidence 27–30, 188, 198, 227 285–290 Collaboration 71
Example character 70 Fortune 12, 15–18, 34–36, 71–74, 297 Daring 71
Executive officer 65, 67 Accepting a complication 17 Dedication 71
Exploration talents 75 and defining aspects 35 Deep Study 71
Computer Expertise 75 Challenging a defining aspect 17 Defensive 71
Experienced Mind 75 Good roleplaying 17 Defuse the Tension 72
Perfect Recall 75 Spending 17 Empathetic 73
Specialization 76 Buy a critical success 17 Endurance Training 72
Zero-Gravity Training 75 Make it happen 18 Expertise 72
Explosive weapons 86, 95–96, 106 Re-roll a Dice Pool 17 Exploit Opportunity 72
Grenade (fragmentation) 95–96 Frigates 121 Fearless 72
Grenade (smoke) 95–96 Assault Frigate 121 Field Medicine 72
Grenade (stun) 95–96 Bentusi Cargo Barge 125 Historian 72
Plasma explosive 95–96 Drone Frigate 122 Improvised Weapon 72
Polymer explosive 95–96 Ion Array Frigate 124 Intense Scrutiny 73
RPG (rocket propelled grenade) Ion Cannon Frigate 122 In the Nick of Time 73
95–96 Multi-Beam Frigate 124 Morale Boost 73

CHAPTER 9: GAMEMASTERING
Extended rifle 93–94 Support Frigate 121 Push the Limits 73
Extra dice 12, 35, 55 Fuel Pod 115 Resilient 73
Extra stress 15, 26, 76, 110, 296 Second Wind 73
Extreme 19, 94–96, 108, 112, 130, G Survivalist 73
149, 157, 162, 278, 311 System Maintenance 73
Eytapea, Lady 238 Gaalsien 199–201 Systems Expert 73
Culture 200 Tactical Weapons Expert 73
F History 200 Troubleshooting 73
Gaalsien, Liam 202 Vigilant 73
Far jumps 104, 136, 158, 161, 165 Galactic civilization 169, 188 Ghost Ship 148
Ferin Sha 169, 172, 211–214, 227, 231 Galactic community 3, 229–257 Giant killer 193
Fighters 112–115 Galactic core 178, 181, 184, Gisdalve, Lord 238
Advanced Swarmer 115 187–189, 191, 194 GM threat 17
Attack Bomber 113 Galactic Council 3, 150, 167, Gravity Well Generator 145
Cloaked Fighter 113 169–171, 182–184, 187, Gravity well technology 148, 160
Defense Fighter 114 189–190, 192–193, 221, Advanced gravity field 160
Interceptor 112 235–237, 241–242, 249, 252, Gravitational hyperspace drop
Scout 112 254, 256–259 out 145, 161
Swarmer 114 Additional locations 257 Gravity field 145, 160
Finishing touches 63–77 Adventure seeds 258 Gravity well generator 145
Attributes 63 History 255 Great nebula 188
Defining aspects 63 Galactic Council Center 191 Great wastelands 188
Final stats check 64 Galactic net 189 Gun Drone Sphere 123
Game master 3

CHAPTER 9 325
H I History 219
Portrait 219
Hard plated body armor 99 Increasing attributes 83, 164 Story seeds 219
Headshot Asteroid 146 Increasing skills 83 Jaraci 173, 224
Heavy Corvette 117 Injuries 21, 24–25, 34, 59, 77, 87, Kaalel 173, 196, 213, 220–221,
Heavy Cruiser 128 93, 95, 291, 293 233
Helm actions 103 Avoiding 25 Culture 220
Attack Pattern 103 Inner rim 188 Dark magic 221
Evasive Action 103 Interceptor 112 History 221
Full Throttle 103 Intimidation 27, 29–30, 248 Portrait 221
Maneuver 103 Ion Array Frigate 124 Shadow walkers 220
Ramming Speed 103 Ion Cannon Frigate 122 Story seeds 221
Hiigara 185–186 LiirHra 173, 211, 219, 223–224,
Hiigaran J 231, 233
Age of reason 167 Manaan 43, 173, 211–212
calendar 183 Jumps Ambassadors 213
campaign 182 Short and far 165 Culture 212
Destruction and exodus 167 Junkyard Dog 149 Ferin Sha 211
Early settlement and heresy Junkyard Dog-class salvage History 212
wars 166 corvette 189 Significant 213
Empire occupies 165 Junkyard Office 149 Story seeds 214
Exile 166 Travelers 211
Fall of 165
Futures yet undreamt 168
K Naabal 38, 173, 228–233, 300,
303
history 170, 176 Kaalel 173, 196, 213, 220–221, 233 Building civilization 209
invasion 230, 235 culture 220 Culture 209
Khar-Toba era 167 history 221 History 210
Landfall 167 portrait 221 Story seeds 211
Period of new wars 167 Kadesh 245–246 Paktu 42, 173, 226–233,
Historical briefing 3, 165–197 Adventure seeds 249 301–304
Hraal 173, 218–226, 233 After the Homeworld War 249 Sagald 173, 176–178, 198,
culture 219 Campaign 181 207, 222
CHAPTER 9: GAMEMASTERING

history 219 Captain 318 Siidim 42, 172–174, 173,


portrait 219 Characters 319 198–199, 216–218, 222–226,
Hull points 102 History 245 230–233
Hyperdrive technology 2, 32, Kinsman 317 Alien origins 217
134–136, 147, 148, 161, 167, Nebula locations 248 Chosen ones 216
178 People 245–249, 247 Culture 217
Hyperspace core 135–136, 140, Pod fighter 318 History 217
158, 184, 187, 194, 217 Political leadership 247 Portrait 217
Hyperspace inhibitor (network) 147 Kadeshi Mothership, The 137–139 Story seeds 218
Hyperspace Inhibitor (Network) Kapella, The (Destroyer) 128 S’jet 41, 173, 194, 198,
147 Karan S’jet, neuroscientist 305 206–210, 217–218, 224–233,
Hyperspace inhibitor (standalone) Karos graveyard 189 253, 282, 286
147 Kharak 186 Culture 207
Hyperspace Inhibitor (Standalone) Kharak, Kiithid of 172 History 207
147 Khar-Selim 150 Portrait 207
Hyperspace jumps 104, 161, 170 Khar-Toba 150, 187 Serving the truth 206
Hyperspace technology 161, 163, Khontala Mountains 47 Significant S’jet 208
167, 180, 253 Kiith 198 Story seeds 209
Advanced Hyperdrive 161 Ferriil 222–223 Soban 38–41, 47, 89, 173,
Hyperspace Inhibitor 161 Gaalsien 199–200 203–206, 211, 215, 219, 221,
Hraal 173, 218–220, 223–225, 226–232, 300
233 Somtaaw 44, 47, 173, 194–195,
Assembly line 218 210, 214–219, 226, 230–232,
Culture 219 299, 305

326 CHAPTER 9
Culture 215 Heresy wars 172 Applied Knowledge 77
Great miners 214 Key battles of the Homeworld Doctor’s Orders 77
History 215 War 180 First Response 77
Portrait 215 Mothership 179 Quick Study 77
Significant 216 Post-exodus 169, 183 Triage 77
Story seeds 216 Pre-exile 169–170 Medic’s toolkit 99–100
Tambuur 222 Pre-exodus 169, 177 Melee attacks 21, 269
Kiithid, groups of Timeline 169 Attacker wins 269
Ferrill 174 Kushan Mothership, The 133–136 Draw 269
Gaalsien 172, 174, 176 Target wins 269
Hraal 173 L Melee weapons 85, 90–92
Jaraci 173 Baton 90–91
Kaalel 173 Landfall 44, 132, 174, 180, 183, Club 90–91
LiirHra 173 186–187, 195, 197, 208, 214, Combat knife 90–91
Manaan 173 217, 222, 224, 229–232, 306 Dagger (standard) 90–91
Naabal 173 Larger ships 65, 67, 106, 109, Hand axe 91–92
Paktu 173 112, 121 Long blade 91–92
Sagald 173 Lifepath, creation 37–69 Machete 91–92
Siidim 173 Lifepath overview 38 Officer’s blade 91–92
S’jet 173 Lifepath, steps of 38 Shock baton 90–91
Soban 173 Career 54–55 Short blade 91–92
Somtaaw 173 Career events 56–62 Unarmed strike 91–92
Tambur 174 Environment 46–47 Utility blade 91–92
Kiithid society briefing 3, 198–233 Finishing touches 63–69 Milestones 275–276
Kiith politics 225–233 Kiith background 39–45 Arc 276
Alliances form 225 Profession 52–53 Normal 275
Daiamid, The 225 Starting points 37 Spotlight 275–276
Kiith Paktu and the southern Upbringing 48–51 Military track 273
coalition 226 Light Corvette 116 Command role 273
Modern era alliances 229 Diplomat role 273
Northern coalition 225
Post-guidestone discovery 227
M Soldier and security roles 273
Minelayer Corvette 118

CHAPTER 9: GAMEMASTERING
Kinetic weapons 86, 106, 142 Major action movement 23 Minor action movement 23
Korvakke, Lady 238 Major actions 20 Minor actions 20
Kushan Assist 20 Aim 20
Civilization 199, 209, 229–230 Attack 20 Draw item 20
Intelligence 201 Pass 20 Move 20–21
Locations 185 Ready 20 Prepare 21
Angel moon 186 Skill test 20 Minor and vassal Kiith 222–224
Galactic council center 189 Sprint 20 Missile Corvette 119
Great nebula 188 Stabilize 20 Missile Destroyer 126
Great wastelands 188 Making an attack 21–23, 87, 108 Mission design 281
Hiigara 185 Manaan, Kiith 211–214 Modern era alliances 229
Inner rim 187 Captain 301 Momentum 15, 266–269
Karos graveyard 189 culture 212 Pool 15–16, 268
Kharak 186 history 211 Saving 16
Khar-Toba 187 Manaan-Sa, Jeremiah 213 Spending 15
Lesser 191 Maneuvers 59, 66, 102, 110, 116, Additional minor actions 15
Outer rim 188 202 Additional skill test 15
Taiidan 190 Maximum stress 21, 24, 38, 43, 64, Ask a Question 15
People’s technology 89 72, 78, 81, 289–290 Create truth 15
Society 4, 198, 230, 232 Mechanic’s toolkit 99–100 Inflict extra stress 15
Kushan, brief history of 169 Medical and research track 274 Keep the initiative 15
Age of Reason 173 Medical roles 274 Purchase d20s 15
Exile 169–171 Research roles 274 Talent 15
Exodus 169, 176–177, 180 Medical talents 77

CHAPTER 9 327
Momentum, Threat, and Fortune Paktu Operative (notable) 302 O
15–18 Paktu Pilot (minor) 301
Mothership 102, 104, 108, 110, S’Jet Medical Officer (notable) 302 Opposed tests 13–14, 22, 27, 29,
114, 117–118, 127–128, 130, Soban Bodyguard (minor) 300 31, 266, 269
132–133, 137–140, 142–143, Somtaaw Mechanic (minor) 299 Outer rim 188
145, 147, 159, 161–162, 167, Major 287 Override 105
208, 210, 224, 232 Attributes 288
Movement & terrain 22 Discovery during play 290 P
Multi-Beam Frigate 124 Finalizing details 289
Multi-gun Corvette 119 Focuses 288 Paktu 201–203
Role 288 Culture 201
N Skills 288 History 202
Talents 289 Operative 302
Naabal, Kiith 38, 209 Talents and special rules 291 Pilot 301
Culture 209–210 Truths and defining aspects 289 Portrait 202
History 210 Minor 283 Significant 202
Portrait 210 Momentum spends 296 Story Seeds 202
Wing Commander 300 Notable 285 Paktu, Chiisur 202
Name 68 Roles 293–294 Paktu, Majiir 42, 226
New focuses 83 Bureaucrat 293 Paper and pencils 4
New talents 83 Explorer 293 Pash Paktu, Admiral 304
Non-combat ships 129–132 Mercenary 293 Pellet shotgun 93
Cloak Generator 131 Merchant 294 Perillier, Imperial Assassin 311
Cryo Trays 132 Noble 294 Personal details 38, 68, 68–69
Probe 130 Refugee 294 Appearance 68
Research Ship 131 Rogue 294 Name 68
Resource Collector 129 Scavenger 294 Personality 68
Resource Controller 130 Ships 105, 108, 111, 152, 156, Relationships 68
Non-plated body armor 99 278–279 Persuasion 57, 60
Non-player characters (NPCs) 3, Taiidan Military, The 307–312 Pilot 13, 45, 52–53, 55, 59, 62,
6, 12, 16, 32, 68, 267–269, 272, Characters 312 68, 103–104, 108, 140, 283,
277–278, 282–321 Emperor Riesstiu IV the 286–288, 301, 317
CHAPTER 9: GAMEMASTERING

Bentusi Traders 320–321 Second (major) 312 Player characters 2–3, 6, 12–13,
Bentusi Characters 321 Perillier, Imperial Assassin 16, 32, 34, 68, 80–81, 83, 85,
Bentusi Fist (notable) 321 (major) 311 102, 104, 111, 151, 171, 191,
Bentusi Mouth (notable) 320 Taiidan Explorer (notable) 310 201, 203, 218–222, 239–240,
Creating 283 Taiidan Fighter Pilot (minor) 250, 255, 260–261, 263–269,
Kadeshi, The 317–319 308 271–272, 273, 275, 277–285,
Areshem, High Gardener Taiidan Navigator (minor) 308 284, 289, 291, 295–296,
(major) 319 Taiidan Security Officer 298–299
Kadeshi Captain (notable) 318 (minor) 309 Players 3
Kadeshi Characters 319 Turanic Raiders 313–316 Play, Styles of 265
Kadeshi Kinsman (minor) 317 Araan Kalik, Turanic Brigand Bridge crew 265
Kadeshi Pod Fighter (minor) (major) 316 Masters and commanders 265
318 Turani Characters 315 Spooks and spies 265
Kinds 282 Turani Raider (minor) 313 Support personnel 265
Kushan Fleet Personnel Turani Tinker (minor) 315 Political mind 40, 311–312
299–306 Turani Veteran (notable) 314 Politics, Kiith 225
Admiral Pash Paktu (major) 304 Using and running 295 Post-guidestone discovery 227
Captain Sanja Naabal (major) 303 Adversaries 295 Precision rifle 93–94
Fleet Command (major) 306 Allies 295 Professions 52
Karan S’Jet, Neuroscientist Categorizing 298 Command and military track 52
(major) 305 Different rules 297 Engineering and technical
Manaan Captain (notable) 301 Neutral parties 296 track 52
Naabal Wing Commander Promoting and improving 297 Research and exploration track 53
(minor) 300 Northern coalition 225 Progenitors 260

328 CHAPTER 9
Adventure seeds 260 Pilot 66 Momentum spends 110
Progenitor technology 163, 262 Researcher 66 Repairing damage 110
Creating new technology 163 Security Officer 67 Removing breaches 110
Progenitor ablative armour 163 Technical operations manager 65 Rounds and turns 108
Progenitor ion cannons 163 Rounds and turns 108 Fuel 102
Pulsar beams 163 Running dry 102 running dry and refueling 102
Projectile cannon 106, 115, 119 Hull points 102
Prone 21–22 S breach 102
Proximity Sensor 146 NPC ship operations 105
Sagald, Mevath 169, 173, 176–178, Operating 103–105
R 207, 222 Actions 103
Sajuuk, Great Maker 199 Actions aboard ship 103
Range 19–21 Salvage Corvette 117 Commanding officer actions
Ranged weapons 85–86, 93–94 Sanja Naabal, Captain 303 103
Accelerator pistols and rifles 93 Scenes 2–3, 6, 15, 19–20, 26, 80, Communications actions 105
Automatic pistol 93 111, 210, 267, 273, 277, 280, Helm actions 103
Composite pistol 93 280–281, 290, 293, 298 Hyperspace jumps 104
Composite rifle 93 Rounds 6, 19–20, 86, 108, 111, Other actions 105
Electro kinetic rail gun 93 113, 123, 126, 131, 137, 145, Other minor actions 103
Extended rifle 93 157–161, 267, 272, 277–278 Sensor technician actions 104
Pellet shotgun 93 Turns 6, 19–20, 44, 105, 108, Tactical actions 105
Precision rifle 93 272, 277–279, 289–290, 301 Scale 101
Sidearm pistol 95 Scout 112 Special functions 102
Sniper rifle 95 Security officer 65–67, 288, 309 Starship statistics 101
Rank 67 Self-Propulsion 22 Weapons 106–107
Captain 67 Sensor Array 145 Ships of Homeworld, The 112–150
Commander 67 Sensor technician actions 104 Corvettes 116–120
Crewman 67 Chart hazard 104 Ambassador Corvette 120
Lieutenant 67 Scan for weakness 105 Heavy Corvette 117
Lieutenant commander 67 Serious injury 56, 58 Light Corvette 116
Rashor, Lord 238 Ship combat 2, 101–264 Minelayer Corvette 118
Recovery 15, 20, 24, 57–59, 59, Ship creation 151–159 Missile Corvette 119

CHAPTER 9: GAMEMASTERING
110, 196, 226, 291 Building ships 151 Multi-Gun Corvette 119
Refueling 102 Installable and strange technology Repair Corvette 118
Reinforcements 16, 138, 149, 268 160 Salvage Corvette 117
Relationships 58, 68, 229, 283, 289 Special functions 156 Standard Corvette 116
Repair Corvette 118 Ships Fighters 112–115
Repairing damage 110 Actions 101 Advanced Swarmer 115
removing breaches 110 Advancement 164 Attack Bomber 113
Researcher’s toolkit 100 Attributes 101 Cloaked Fighter 113
Resource Collector 129 Class 102 Defense Fighter 114
Resource Units 81, 83, 129 Combat 101–105 Fuel Pod 115
Riesstiu IV, Emperor, the Second Breaches 109 Interceptor 112
81, 143–144, 190–191, Damaged systems 109 Scout 112
235–237, 254, 257, 282, 312 Destroyed systems 110 Swarmer 114
Riots, Silumiin 169, 179 Destroying whole vessels Frigates 121–125
Roleplaying 2, 15, 17, 84, 263–264, 110 Assault Frigate 121
275, 295 Distances 108 Bentusi Cargo Barge 125
Roles 65–67 Communications and range 108 Defense Field Frigate 123
Chief medic 66 Distances and sensors 108 Drone Frigate 122
Chief security officer 65 Environment and zones 107 Gun Drone Sphere 123
Commanding officer 65 Large-scale and simplified Ion Array Frigate 124
Communications officer 66 fleet 111 Ion Cannon Frigate 122
Engineer 67 Making an attack 108 Multi-beam Frigate 124
Executive officer 65 Random system hit table 109 Support Frigate 121
Medic 67 Scale and attacks 109

CHAPTER 9 329
Motherships 133–144 194, 201, 207–208, 228, 230, Fuel requirement 157
Bentusi Exchange, The 140 253, 282, 305–306, 320 Ion array 157
HyperDrive Technology and S’jet, Krill 175 Salvage subversion routines
Hyperspace 136 S’Jet, Rachel 68, 207, 227 157
Kadeshi Mothership, The 137 Skills 8, 33, 63, 78, 79, 81, 82, 83 Small fuel capacity 157
Kushan Mothership, The 133 Combat 8 Speed burst 157
Taiidan Imperial Flagship, The 143 Command 8 Swarm 157
Turanic Raider Motherships 142 Engineering 8 Class 2 157
Mysterious Ships and Derelicts Exploration 8 Additional weapon mount 157
148–150 Flight 9 Anti-capital ship design 157
Ghost Ship 148 Medical 9 Cloak 157
Junkyard Dog 149 Soban, Arkada 205 Cloak detection 157
Junkyard Office 149 Soban, Kiith 38–41, 47, 89, 173, Command ship 158
Khar-Selim 150 203–206, 211, 215, 219, 221, Lay mines 158
Khar-Toba 150 226, 228–230, 232, 300 Multi-gun 158
Non-Combat Ships 129–132 Culture 204 Multiple targets 158
Cloak Generator 131 Guilded Night 205 Refuel 158
Cryo Trays 132 History 204 Class 3 158–159
Probe 130 Portrait 205 Cloaking field 158
Research Ship 131 Story Seeds 205 Construction ship 159
Resource Collector 129 Generational Gap 205 Field generator 159
Resource Controller 130 Red Secret, The 205 Missile factory 159
Other 145–147 Taking the Red 203 Missile volley 159
Gravity Well Generator 145 The Games 204 Repair 159
Headshot Asteroid 146 Washouts 204 Short jump 159
Hyperspace Inhibitor (Net- Social conflict 2, 19, 27, 29, 34, 74 Spending Momentum 12, 16, 71,
work) 147 Social tools 27 159, 267
Hyperspace Inhibitor (Stand- Deception 27 Standard Corvette 116
alone) 147 Evidence 28 Standard equipment 88, 97, 286
Proximity Sensor 146 Intimidation 29 Emergency breach patch 97
Sensor Array 145 Negotiation 30 Goggles 98
Super Capital Ships 126–128 Somtaaw, Emilia 216 Short term breather 98
CHAPTER 9: GAMEMASTERING

Attack Carrier 127 Somtaaw, Kiith 38–39, 44–45, Wrist computer 98


Carrier 127 47, 89, 173, 183, 194–195, 210, Strange technology 98, 162
Destroyer 126 214–217, 219, 226, 230–232, Advanced communications 162
Heavy Cruiser 128 299, 305 Drone technology 163
Kapella, The (Destroyer) 128 Culture 215 Subversion field 162
Missile Destroyer 126 History 215 Stress rating
Short jumps 165 A Test of Faith 215 Created weapons 100
Siidim, Kiith 42, 172–174, 198– Portrait 215 Improvised weapons 92
199, 202, 207, 213, 216–218, Significant 216 Movement & terrain 22
222–223, 225–226, 230–233 Story seeds 216 Ship weapon 106, 156
Alien origins 217 The Great Miners 214 Stress, injury & recovery 24
Culture 217 A Miner’s Life 214 Weapon 85
History 217 Southern coalition 226 Ammunition 86
Portrait 217 Southern lands along the Majiirian Strike craft 101–103, 106–107,
Story seeds 218 Sea 46 112–121, 123, 126–130, 133,
The chosen ones 216 Space suit 23, 75, 99–100, 137, 140, 143, 145, 148–149,
S’jet 37–39, 41–42, 134–135, 140, 301–305, 313–314, 317–318 153, 156–158, 160, 202, 214
168–169, 173, 175, 178–179, Spark, Kariak 249 Super capital ships 126–128
182–184, 194, 198, 206–210, Special functions 102, 156–159 Attack carrier 127
217–218, 220, 222, 224–233, Class 1 156–157 Carrier 127
253, 282, 286, 302 Advanced system 156 Destroyer 126
S’jet, Cynsk 208 Anti-strike craft design 156 Heavy cruiser 128
S’jet, Karan 68, 134–135, 140, Charged burst attack 156 Kapella, The (destroyer) 128
168–169, 178–179, 182–184, Extended sensors 157 Missile destroyer 126

330 CHAPTER 9
Support Frigate 121 Talents 33, 71–77 Exploit opportunity 72
Supporting characters 3, 32, And special rules 291 Fearless 72
80–84, 282, 295, 299 Combat 74 Field medicine 72
Advancement 84 Close protection 74 Historian 72
Creating 81 Deadly shot 74 Improvised weapon 72
Using 80 Pack a punch 74 Intense scrutiny 73
Swarmer 114 Protector 74 In the nick of time 73
Reactive 74 Morale boost 73
T Command 74 Push the limits 73
Battle command 74 Resilient 73
Tactical actions 105 Coordinated leadership 74 Second wind 73
Taiidan 2–5, 12, 18, 22, 24, 36, 64, Follow my lead 74 Survivalist 73
89–90, 92, 99, 100, 112–114, Interrogation 74 System maintenance 73
116–123, 126, 128–131, Strength of command 74 Systems expert 73
142–144, 146, 148–150, 161, Creating NPC 289 Tactical weapons expert 73
165, 167–171, 175–176, 180– Engineering 75 Troubleshooting 73
195, 200–201, 205, 209, 214, I know my ship 75 Vigilant 73
221–222, 227, 231, 234–240, Inventor 75 Junior office 54r
245, 249–250, 252, 257, 261, Jury-rig 75 Font of potential 54
282, 288, 293, 307–313 Zero-G engineering 75 Medical 77
Additional locations 239 Exclusive Applied knowledge 77
Ferox 239 Demolitions expert 45 Doctor’s orders 77
Taiidan Veteris 239 Faith 44 First response 77
Adventure seeds Formidable 41 Quick study 77
A Last Resort 240 I can smell the sea 43 Triage 77
In the Eye of the Boulder 240 Innovator 42 Roles 65
Some Space Away from Master negotiator 44 Chief medic talent 66
Family 239 Pacifist at heart 40 Chief security officer talent 66
Assembly of lords 238 Political mind 40 Commanding officer talent 65
Empire 242, 249, 252, 257, 259 Survivor 43 Communications officer
Explorer (notable NPC) 310 Taking the red 41 talent 66
Hunting 175 Theoretical knowledge 42 Engineer talent 67

CHAPTER 9: GAMEMASTERING
Imperial history 235 Truth of the trade 44 Executive officer talent 65
A golden age 236 Exploration 75 Medic talent 67
Cycle of violence 235 Computer expertise 75 Pilot talent 66
Hiigaran invasion 235 Experienced mind 75 Researcher talent 66
Homeworld War 237 Perfect recall 75 Security officer talent 67
Past the Homeworld War 237 Zero-gravity training 75 Technical operations manager
Military 307–312 Flight 76 talent 65
Characters 312 Defensive attack 76 Veteran officer 55
Emperor Riesstiu IV the Sec- Fly-By 76 Veteran 55
ond (major NPC) 312 Precise evasion 76 Technical operations manager 65
Perillier, Imperial Assassin Starship identification 76 Tests 9–22, 266
(major NPC) 311 Tactical weapons expert 76 Assistance 13
Taiidan explorer (notable NPC) General 71–73 Attempting 9
310 Adaptable 71 Difficulty zero tests 10
Taiidan fighter pilot (minor Cautious 71 Improving the odds 12
NPC) 308 Collaboration 71 Setting test difficulty 10
Taiidan navigator (minor NPC) Daring 71 Challenges 271
308 Dedication 71 Gated 271
Taiidan security officer (minor Deep study 71 Group 272
NPC) 309 Defensive 71 Linear 271
Political Leadership 237 Defuse the tension 72 Non-key tests 272
Taiidani society 238 Empathetic 73 Opposition 272
Taiidan Imperial Flagship, The Endurance training 72 Timed 272
143–144 Expertise 72 Complications 11

CHAPTER 9 331
Complication range 11 Pirates 284 Use limit 85
Success at cost 11 Turanic raiders 313–316 Effects 87
Difficulty 266 Additional locations 244 Area 87
Extended 14, 269 Araan Kalik, Turanic Brigand Intense 87
Breakthroughs 269 (major NPC) 316 Knockdown 87
Complications 270 History 241 Persistent X 87
Peril and time 271 Political leadership 242 Piercing X 87
Resistance 269 Turani Raider (minor NPC) 313 Vicious X 87
Work 269 Turani Tinker (minor NPC) 315 Explosive 95
Melee attacks in combat 269 Turani Veteran (notable NPC) Improvised 92
Opposed 13, 268 314 Melee 90
Threat 4, 7, 15–17, 264, 267–268 Turanic Raider Motherships 142 Obtaining 88
Complications 16, 267 of Homeworld 89
GM 17 U Weapons and cultures 89
Immediate Momentum 267 Bentusi and Progenitors 90
Momentum 16 Uncanny communication 319 Kadeshi 90
Non-player character Momen- Universe of Homeworld 4–5 Kushan 89
tum 16, 268 People, The 4 Taiidan 89
Reinforcements 16 Ships, The 5 Turanic raiders 90
Spends 268 Upbringing 48 Other 95
Complication 268 Artistic and open 48 Qualities 87
Environmental effects 268 Diplomacy and politics 49 Accurate 87
Non-player character compli- Military or mercenary 50 Charge 88
cations 268 Nomadic or rural 49 Cumbersome 87
Non-player character Momen- Technology and science 50 Debilitating 87
tum 268 Travel and trade 51 Hidden X 87
Non-player character Threat Upgrade points 154 Inaccurate 88
Spends 268 Lethal 87
Reinforcements 268
Reversal 268
V Non-lethal 88
Special 88
Threatening circumstances Vacuum 23, 62, 99, 189, 192, 225, Ranged 93
16, 267 283, 291 Ship 106–107
CHAPTER 9: GAMEMASTERING

Tiir, Capital City 46 Action in 23 Types and range 85–86


Tokens, beads, or chips 4 Velistradivus, Ygri 249 Ammunition 86
Truths 7, 34, 266 melee 85
Advantage 7 Ranged 85
Complication 7
W in zero gravity 86
Defining aspects 34 Weapons and equipment 2,
Wandering settlements 47
Defining aspects and fortune 85–100
Weapon repair toolkit 99–100
35
Weapons 85–96
Roleplaying with truths & defin-
Anatomy of 85 Z
ing aspects 35
Effects 85
Threatening circumstance 7 Zero difficulty tests 10
Qualities 85
Truths and defining aspects 267 Zero gravity 22, 73, 75, 86, 247,
Range 85
Turani 284, 288, 293, 313–316 250, 289
Stress rating 85
Characters 315 Action in 22
Type 85

332 CHAPTER 9
CHAPTER 9: GAMEMASTERING

333
CHAPTER 9
CHAPTER 9
334
CHAPTER 9: GAMEMASTERING
THIS IS FLEET COMMAND
Take your role as part of the crew on any of the classic Homeworld vessels. Step inside the fleet
and for the first time discover the personal story of the Hiigarans. The Homeworld: Revelations
tabletop roleplaying game gives you everything you need to immerse yourself in the Homeworld
universe, exploring the history of the Kushan people from their origins on Hiigara, into exile on
Kharak, and back again.

Explore the harsh desert world of Kharak and the cities and societies found there, or follow the
odyssey of the Kushan people as they return to their ancestral home, and take their rightful
place in the galactic community. Packed full of never-before-seen Homeworld art, this game
brings the universe to life in a completely new light.

• A new iteration of Modiphius’ 2d20 System provides all the rules you need to dive deep into
the events of Homeworld
Homeworld..
• Create a character from some of the most famous of the Kushan Kiith - Naabal, Soban, S’jet,
Paktu, Manaan, and Somtaaw.
• Kit yourself out with a range of personal arms, armor, and equipment.
• Statistics and rules for a huge range of iconic vessels lets you take command of fighters,
corvettes, frigates, capital ships, super capital ships and of course the iconic Mothership
herself – or even create them yourself.
• Extensive lore chapters detail the history of the Kushan, the Taiidan, Turanic Raiders, the
Kadesh, and the Bentusi.
• NPCs for all the major factions, and rules to create your own.

MUH052361
Printed in the UK

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