Table of Contents



The Mercenary Lifestyle

          Mercenary Missions

          Mercenary Bars

          Space Travel

People of Neo-Eden



          Enhanced Humans & Androids


          Mercenary Occupations

          Educated Professions

          Uneducated Vocations

Appendix I: History of the Galaxy 

The Story of Lost Earth

          The History of Neo-Eden

Appendix II: Planets and Other Locations

          The Prime System

          The Gemini System

          The Frontier Systems: Apollo

          The Frontier Systems: Balder

          The Frontier Systems: Khoros

          The Frontier Systems: Ravian

          The Galactic Core

Appendix III: Noteworthy Groups

          Coalition Government

          Coalition Military

          Influential Corporations

          Mystic Coven

          Dark Coven

          Eclipse Remnants

Appendix IV: Technological Revolutions

          Quantum Gravity

          Energy Manipulation


          Genetic Engineering

          Power Sources

          Flexible Electronics

          Vector Burst Drive


          Combat Suits

Appendix V: Starships

          Military Ships

          Mercenary Starships

          Other Ships

So You Want to Be a

Mercenary. . . .


You’ve heard the stories: Mercenaries traveling the Galaxy in the search of adventure; courageous liberators rescuing settlers from oppressive barons; powerful warriors raiding Corporate Labs and selling their secrets; crafty scoundrels flying one step ahead of the Coalition. . . .


My name is Jack Carson, Mercenary on the Starship Shadow Hawk. Eight years ago my sister, Jane Carson, and I heard the same stories. We left the mining colony where our parents raised us and our four other siblings. We strapped a laser pistol and sonic blade on our belts and traded everything we knew for a life of adventure in the stars.


Over the years we’ve had our share of fortune and misfortune, success and failure. What the stories don’t tell you is just how dangerous it really is out there. An unprepared Mercenary might find him or herself on the wrong end of a tragically short career. Jane and I made our share of mistakes, but we learned from them. Even gained some renown. Who knows, maybe one day there will be wide eyed youths hearing stories about the adventures of the Shadow Hawk.


All the members of the Shadow Hawk contributed to writing of this guide. It contains the collective knowledge that we have gained in our years traveling the Galaxy as Mercenaries. The life of a Mercenary is an exciting one. There is great risk but also great reward. It is my sincere hope that you find this guide useful in preparing yourself so you will prevail against whatever dangers the Galaxy throws at you.


See you on the Frontier!

-Jack Carson, 306 LE


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The Mercenary Lifestyle


Let’s get one thing clear. I’m not a writer. I’m a Mercenary, a Raider by occupation and pilot of the Shadow Hawk. My name’s Jane, Jane Carson. Everyone from the Shadow Hawk is helping write this guide. Personally, I’d rather be playing cards with the rest of the crew, but it’s my turn to sit in front of the terminal and type. So if I’ve got to be stuck here, at the very least, I’m going to tell one embarrassing story about my brother Jack.


Jack and I were born on Thallo, one of the moons of Horae in the Apollo System. Neither of us had ever left Thallo when we decided to become Mercenaries. Jack decided that we’d have a better chance of being accepted onto a Starship if he pretended he was an experienced Mercenary. So we gathered some meager supplies and headed over to the Mercenary Bar at the local Spaceport.


We get to the Mercenary Bar and immediately Jack starts talking a big game. Kept harping on and on about his exploits, trying to impress the people who clearly knew better. Fortunately the Mercenary Crew thought it was hilarious and pretended to buy Jack’s act. A Mercenary named Tom Ryder approached me and agreed to give us passage if I was willing to help him play a prank on my brother. I agreed immediately.


It turns out that it’s fairly easy to recognize someone’s first time in space. We didn’t do Jack any favors by telling him that the sound of the Vector Burst Drive activating was the ship being boarded by pirates. Tom told Jack that since he had claimed to be such a great fighter that he could be the first line of defense, by himself. I won’t go into the details of the rest of the story, but suffice to say, it turned out exactly how you’d expect.


After that little initiation, Jack and I gradually got the hang of the Mercenary business. We moved between several Mercenary Crews until we finally earned enough to purchase our own Starship. If I understand the purpose of this Guide correctly it’s supposed to show you the Galaxy from a Mercenary’s perspective. So I’ll write about three important things that every Mercenary should know about: Mercenary Missions, Mercenary Bars and Space Travel.

Mercenary Missions

Even though Mercenaries often perform illegal activities they are legally recognized by the Coalition Government. The powerful families and corporations that control the Coalition Government often employ Mercenaries and therefore understand the niche that Mercenaries fill in the Galaxy. There are four general categories of jobs that Mercenaries perform. Failing any mission results in loss of pay and the Mercenaries gaining less status. Generally Mercenaries that are caught are not imprisoned or killed unless they are performing the most illegal of jobs or do something to make it personal.



These jobs usually entail preventing some sort of illegal activity in place of the Galactic Coalition. This may be because the group does not want to involve the Galactic Coalition or is not capable of lobbying for Coalition support. Guard duty is a common example of this type of job. Since these jobs are legal failure generally only results in a loss of payment.



These type of jobs are illegal however they generally do not harm any particular group. As such the Coalition tends to go easy on Mercenaries caught smuggling or breaking other similar laws. The consequence of being caught is usually a simple fine and confiscation of cargo.



Sabotage includes damaging a group’s property or killing its personnel. A sabotage mission is usually commissioned by a rival group. Groups attacked by Mercenaries can usually manage a good guess as to who hired the Mercenaries. Rather than taking revenge on the Mercenaries it is more common for a group to simply commission a counter-strike against their competitors. It is generally preferred that Mercenaries perform tactical sabotage strikes since particularly brutal or damaging acts of sabotage encourage similar retaliation. Mercenary testimony is inadmissible in Coalition Courts. This allows powerful groups to commission strikes against their rivals, enemies or competitors without getting their own hands dirty. Mercenaries caught on a Sabotage mission are usually tortured for information and then released.



Assassination is completely illegal. Killing personnel, scientists, security guards, and other low level employees is not considered assassination. The term only applies to killing someone very wealthy or influential such as a Coalition Assemblyman, high ranking member of the Coalition Military, the CEO of a Company or the family of anyone powerful enough to get the killing labeled an assassination. It’s not fair, but that’s life. Mercenaries that perform assassinations are usually hounded until they are captured or killed. Most Mercenaries avoid this line of work.



Mercenary Bars

Mercenary Bars aren’t ‘official’ buildings. There won’t be a big flashing sign that says: “Mercenaries in Here.” Mercenary Bars are just regular bars that Mercenaries are known to frequent. People looking to deal with Mercenaries congregate to these locations. It’s important that whenever you touch down in an area to head for the nearest Mercenary Bar and meet the locals.


Oh, and make sure to bring plenty of coins. The most common form of currency in the Galaxy is electronic credits. Unfortunately, the transfer of Coalition Credits requires a money transfer machine and is documented. Mercenaries often find it desirable to be paid in solid currency called coins. The standard coin is worth 100 Coalition Credits. Inside the Prime System it is difficult to use coins outside of Mercenary Bars, but they are fairly common on the Frontier. The majority of people in a Mercenary Bar will only deal in coins.


There are all sorts of people that frequent Mercenary Bars.

Bartenders: Bartenders make it a point to know everyone that comes in and out of the Mercenary Bar. Many are retired Mercenaries themselves. Bartenders can be enormously helpful in pointing out who’s who.

Mission Contacts: Often Mercenary Bars are used as places to meet contacts for missions. Sometimes contacts will arrange ahead of time to meet Mercenary Crews in at a specific Mercenary Bar. Other times contacts will simply head to the nearest Mercenary Bar and look for a crew to hire.


Information Brokers: Hackers, who often prefer to be called ‘information brokers’ often spend time at Mercenary Bars, waiting for Mercenaries to arrive that require specialized information. There is almost always an Access Terminal in the Mercenary Bar and many Mercenary Crews have individuals capable of hacking computers. Even so, the local hackers can be very useful since their familiarity with the local networks enable them to obtain better information in less time.

Black Market Traders: Locals with ties to the Black Market frequent Mercenary Bars quite often. They will be more than willing to buy, sell and trade equipment.

Other Mercenaries: Space is a big place and sometimes we forget that there are other Starships out there, full of Mercenaries just like yourselves. At times you might find yourself at odds with rival Mercenary Crews that are after the same job. It pays to be polite. You never know when you might need to work together. Additionally, there are far too many procedures for any one crew to have access to them all. Trading procedure services can be a good way to foster good will between Mercenary Crews.

Local Tough Guys: Most locals will avoid the Mercenary Bar unless they have specific business to take care of with Mercenaries. However, sometimes some rougher elements will go to the Mercenary Bar to relax. In the areas with heavier technology one can expect to find cyberpunk gangs. In the less high-tech frontier one can groups of local ruffians. These locals can be fairly fun if you’re looking to make a few wagers or learn how to move about the area undetected. Just try to avoid getting into a bar fight as the bartenders tend to frown on that sort of thing.


While each Mercenary Bar is unique and may have its own equipment here is a list of technological items that are commonly found in most Mercenary Bars.

Access Terminal: Access Terminals are excellent sources of information. Mercenaries can use the Access Terminal to find out relevant information about areas that they are knowledgeable in.

Vending Machine: Vending Machines carry common Mercenary Supplies. Components, ammunition, energy crystals and many more items can be purchased with coins at the vending machine.

Recharge Conduit: A recharge conduit is hooked into the local power supply. It enables Mercenaries to regain energy at one point per 30 seconds. Additionally, energy cells can be recharged at the recharge conduit in five minutes. The energy is not free. One coin will get a Mercenary access to the recharge conduit for ten minutes.

Medical Machinery: Mercenary Bars often contain automated medical machinery. The most common configurations include the procedures restoration, return, dispel magic, summon laborer and spirit quest. Restoration, return, dispel magic and summon laborer typically cost 3 coins. Spirit quest costs 5 coins.

Secret Rooms

Many Mercenary Bars contain secret rooms that are nearly impossible to locate without being shown their location.


Safe Houses: Some Mercenary Bars have hidden living quarters attached to them where Mercenaries that need to hide can remain until the people searching for them leave.

Escape Passages: Many Mercenary bars have hidden escape passages built in. If Mercenaries are ever cornered in a Mercenary Bar, the Bartender might be able to point out a hidden passage that they can use to escape.



Space Travel

There are three different types of travel in a Starship. There’s the Jet Engines, which are, to be quite honest, the most fun. Using the Jet Engines is the only part of space travel that requires any real skill. They are primarily used to move short distances. You can fly around inside a planet’s atmosphere, make short trips through space between a planet’s moons, dock with other ships or land on planets and take-off using the jet engines. You also use Jet Engines to align the Starship for Vector Bursts. That’s the second type of travel in a Starship. Starships have Vector Burst Drives that enable the ship to move great distances through space. The majority of time spent traveling through Systems is during Vector Bursts. The final type of travel is Jump Columns. Jump Columns are holes in the fabric of space that Starships can travel through to reach other Systems. One uses the Jet Engines to fly the Starship through Jump Columns, but this is usually a fairly mundane exercise as there’s only one way to go. . .straight.


Taking Off

The Jet Engines are warming up. The exterior doors are sealed. The comm unit turns on as air control gives us the go ahead. The Jet Engines fire up as the pilot grasps the throttle. The Starship jerks and we’re off the ground. The Starship rises through the atmosphere. As the planet’s gravity becomes weaker the artificial gravity slowly powers up to compensate. I can’t tell the difference. Motion sensitive people feel some discomfort. I’ve been told it’s like a mild form of vertigo but I wouldn’t know. Finally we’re free of the planet. It’s quite the sight. Without the planet’s atmosphere to obscure them the stars are brighter. The Jet Engines move us away from the planet. Seeing the planet itself disappear into a speck in the distance is quite a sight. One can’t help but to stare their first few times in space.                                   


Initiating a Vector Burst

Ships use Vector Bursts for any trips further than a planet and its moons. The pilot uses the Jet Engines to position the Starship and then enters the destination in the Navigation Computer. The Navigation Computer carefully performs millions of calculations as the Vector Burst Drive warms up. Once the calculations are finished, the pilot switches control to the Navigation Computer and the Vector Burst begins. The Starship begins to accelerate while the artificial gravity compensates. I’ve never met anyone that’s been bothered by this part of the journey. Probably a good thing since it takes a good ten hours for the ship to reach top speed, right around 1/10th the speed of light. The Starship can’t turn and no changes can be made to the course once a Vector Burst starts. The forces are so strong that even the slightest correction in course would rip the Starship in half. Once the Starship reaches the proper point, the Navigation Computer starts to slowly power down the Vector Burst Drive. The ship slows over the course of the next ten hours until the Jet Engines switch back on and the Navigation Computer returns control to the pilot. The only option that the Navigation Computer or the passengers have during a Vector Burst is to end it prematurely. It still takes ten hours to slow down, but the ship will stop only part way to its destination. Once a stop has begun there’s no way to start it up again until the Vector Burst Drive completely finishes powering down. Once that happens the Navigation Computer can calculate a new Vector Burst.


Jumping Between Systems

Vector Bursts are used to travel within a System (the Prime System, Gemini System the Frontier Systems and the Galactic Core). Vector Bursts are too slow to travel between Systems except the Gemini System and the Galactic Core, which happen to be very close to each other. Otherwise, if you want to travel between Systems you need to use a Jump Column. While in a Jump Column the pilot flies the Starship straight through what appears to be a prismatic column of solid energy. Starships impacting the walls of the Jump Column ricochet dangerously off the sides. If the pilot can’t quickly regain control then it is likely that a particularly bad impact with the Column Walls will destroy the Starship. After a few hours of travel through the Jump Column, one reaches the end of the Column and reenters normal space at the edge of another System. In order to get into a Jump Column one needs to use either a Jump Drive or a Jump Gate. Jump Drives are large pieces of equipment that can only be installed on larger ships, called Interstellar Ships. The rest of us are stuck using Jump Gates, stationary rings placed at the edges of Systems and operated and patrolled by the Coalition Military.


I’m not going to bother explaining how a Jump Column works. I hear there’s going to be another section of this guide dedicated to that sort of techno-babble. What I will tell you is that Jump Columns can’t operate too close to a big gravity source. The Prime System and the Frontier Systems all have Jump Gates set up about two weeks distance by Vector Burst from the center of the System. This is as close to the star as Jump Columns can operate. The Gemini System has two binary stars. They cancel each other out allowing Jump Gates to be set up a mere three days from the System’s center. As such, the Gemini System is used as a hub. All Jump Gates go to the Gemini System. There are no Jump Gates to the Galactic Core. The Black Hole in the center of the Galactic Core prevents Jump Columns from working within nearly a five month Vector Burst from the Black Hole.


Each check point has two Jump Gates: one for leaving, one for arriving. Jump Gates are constantly patrolled and have space stations nearby as well as a garrison. Starships dock at the space stations and get the proper papers to use the Jump Gate. Forgers and bribable officials make more than a few coins helping smugglers and others that want to travel incognito get the ‘proper’ paperwork. Truth is the check points are mostly for show. There’s too much traffic for every ship to be checked individually. However, in extreme circumstances, the Coalition Military can restrict flow through the Jump Gates. Once, I couldn’t get the proper paper work and had to piggyback off a military ship’s Jump Drive. The military ship opened the Jump Column. I flew in before the entrance closed. I had to keep dangerously close to the military ship so I could exit before the Column closed. I ran it too close and got detected as we were leaving the Column and had a thrilling escape to avoid capture. It was a close one, but I’d still rather get detected than risk having the Column collapse on me.


Things You May Come Across in Space

For the most part space is empty. However there are some things you might come across during your travels, some good, some bad. This is not a complete list as there are always surprises waiting out there.

Asteroid Fields: Vector Burst Drives can’t carry a Starship through an asteroid field. Instead Vector Bursts are plotted to the edge of asteroid fields and the pilot manually drives through the asteroid field. A new Vector Burst is initiated once the Starship has cleared the asteroid field. Some fields are more difficult to fly through than others. Personally, I like maneuvering through them. It really gives me the chance to play with the Starship’s Jet Engines.


Burst Disruptors: Pirates love using Burst Disruptors to trap Starships. They set up a series of Burst Disruptor buoys along trade routes. This enables them to hack the Navigation Computer of Starships in a Vector Burst. If they can overcome the computer locks, they can force the ship to stop the Vector Burst prematurely. After the ship finishes slowing down the Pirates begin their attack. One can either fight back or try to get away and start a new Vector Burst. Moral of the story, don’t cheap out. Buy a good Navigation Computer with a complex computer lock for your Starship.


Coalition Military Patrols: The Coalition Military usually leaves Mercenaries well enough alone. However, if they want to, a patrol can completely ruin a Mercenary Crew’s day. It’s illegal to operate a ship with weapons. Mercenaries can get licenses to have weapons, but it leaves them open to being drafted by the Coalition Military as privateers. Some Mercenaries conceal their weapons rather than getting a license or venturing through space defenseless.


Energy Storms: Spikes in the Galaxy’s energy fields can form unpredictably in space. Physically this results in an energy storm that can damage a ship passing through its boundaries.


Worm Holes: Occasionally Jump Columns open naturally. Good sensors can read the destination on the other side. Jump Columns that open naturally are often called Worm Holes. Worm Holes can even open inside a System, where an artificial Jump Column can’t operate. Lucky travelers will sometimes find Worm Holes that can greatly reduce their travel time or help them elude pursuers. Sensors can predictably detect how long a Worm Hole will remain open.

Nomad Fleets: The Nomads are a group of people that live on ships, traveling the Galaxy and never settling on land. Nomad fleets can be very helpful for Mercenaries having ship trouble or just looking to purchase some supplies. They also tend to know routes through space that others do not.


Planning a Trip

Let’s say ones on a small Frontier Planet and wants to travel to the Prime System. You get on a ship, take off from the planet. Position the ship for a Vector Burst to the nearest Jump Gate. The pilot uses the normal engines to dock with the space station at the Jump Gate. The ship refuels while you get your papers in order. The pilot takes the ship into the Jump Gate and flies it until arriving at another Jump Gate in the Gemini System. After leaving the Jump Gate, the pilot flies a ways using the normal engines to get clear of the Jump Gate traffic. Then the Vector Burst is initiated taking the ship to the Jump Gates going to the Prime System. After another stop at the space station to get papers the ship goes through the Jump Column and finally arrives in the Prime System. Once in the Prime System the ship can make one last Vector Burst to its destination. The pilot then uses the normal engines to make the final approach and land.


Fuel Consumption: It takes normal sized Mercenary ships about one coin of fuel to take off from a planet or moon. Space stations don’t require much fuel to leave. Moving the ship around in space using the normal engines requires negligible fuel. It costs about one coin of fuel every hour to move in a planet’s or moon’s atmosphere. Each Vector Burst costs one coin. Activating a Jump Drive requires five or more coins worth of fuel depending on the size of the ship. Flying through a Jump Column barely uses any fuel. So most trips within a System use up about two coins worth of fuel, one to take off and another to Vector Burst. Trips between Systems usually cost four coins since you’ll need to take off and perform a Vector Burst in your starting System, one in the Gemini System and one in the System of your Destination.



-Jane Carson



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People of Neo-Eden


As a Bounty Hunter I’ve had to track down people all across the Galaxy. When you’re confined to just one part of the Galaxy you don’t realize just how different the people of the Galaxy are. Traveling from the Prime System to the frontier is almost like entering another world. While Mercenaries stick out like a sore thumb wherever they travel, it pays to at least make an effort to understand the locals.



The majority of the people in the Galaxy are ordinary, unenhanced humans going about their daily lives.


Frontier Society

The Barons own most of the frontier lands. When a planet is terraformed, a family will pay the expenses for initial colonization. As a reward they receive ownership over the planet. The Barons then sell small pieces of the land, after it is properly prospected, to settlers to initiate the colony. Barons rarely sell more than 10% of the planet’s land in this manner. Once colonized the planet receives a seat on the Galactic Assembly.


Wealthy families, looking to become more influential, will send one family member to be the Baron of the planet and another family member to take the seat on the Galactic Assembly. In this manner, the Assemblyman for the frontier planets have often never set foot on the planet or moon that they represent. All in all, the Colonists get the worse side of the deal. The Colonists are hardworking folk that have moved to the frontier for the promise of owning land. They do all the work and make the least money of anyone in the Galaxy. Most are motivated by the knowledge that in a few generations, when the frontier expands, their descendants will own a valuable, if small, piece of land.

The frontier has less technology than the rest of the Galaxy. As such, it makes for easy pickings for a certain breed of lowlifes. Generally, the colonists are protected by local Sheriffs. However, these folks are mostly a deterrent and are incapable of fending off any threats larger than local ruffians.

Frontiersmen are easy to identify by their workman’s clothing consisting of tough materials, such as canvas or leather, that can withstand their work. Most clothing is colored with dull earth-tones to make dirt less noticeable. Hats with large brims are not uncommon to protect workers from the sun. On worlds with loose dirt, bandanas are not uncommon, as they can be pulled up over the mouth and nose to avoid breathing in dust during a storm. Miners also use similar garb. Baron’s tend to flaunt their wealth and wear more expensive, less practical garments.


Modern Society

Outside of the frontier the rest of the Galaxy live prosperous lives permeated with technological comforts The majority of citizens are working class people. Many are educated and work high end jobs. Others work service jobs. The upper echelon is extremely wealthy. They control the government and the most influential corporations. They are also appointed to the highest military ranks. The dissenting youth of society are often called Cyberpunks, because they mutilate their bodies with unsightly machinery. Recently hover bikes have also become popular and Cyberpunks can often be found engaging in death defying races.


Lawless Society

The authority of the Coalition Government does not extend to all parts of the Galaxy. Specifically, the Galactic Core is completely unpatrolled by the Coalition. In this power vacuum there is only one rule: the strong survive. In this dangerous society, where people band together into gangs to survive, it is often best to avoid notice. The Galactic Core has no sun, so people often wear dark, unassuming clothes, so they can easily hide. Many criminals flee to the Galactic Core as it is difficult to find people there. As Mercenaries one might be sent after them. Additionally, Mercenaries might find the Galactic Core to be a good safe heaven if they are being hunted.


Nomad Society

The Nomads are a group of wanders. They do not live in any one place. Instead, they live on Starships and fly across the Galaxy in fleets. Each Starship has a captain who is the authority on that vehicle. Nomad fleets have larger Flagships called Rocs that are capable of opening Jump Columns for the entire fleet to travel through. The captain of the flagship is the leader of the fleet. Mercenaries can sometimes catch rides with Nomad fleets. Nomads are well known traders and will often barter for goods and services. They wear flight suits, often grease stained from working on their Starships.


In recent years the Inorganic-Organic Neural Network was developed. It can be implanted into a humanoid Android body, giving that Android the capacity to learn, be creative and possess other human intellect qualities. Androids appear human, although some have armored bodies. Socially, Androids range the gambit from robotic to indistinguishable from humans.

Enhanced Humans/Androids

Enhanced humans & humanoid androids have access to skills beyond those of normal humans. There are numerous enhancement templates available to humans and androids. No one may ever have more than one enhancement. Each enhancement has a set of core skills associated with it. Characters with an enhancement template must learn all of its core skills when they gain the enhancement. Some enhancements are only available at birth. Others may be gained at any time using technology. Knowing enhancements can greatly help one predict an opponent’s strengths and weaknesses. Mystics and GenEs are enhanced from birth. We have a couple, Corin and Erisi, on the Shadowhawk. They’ll give you some more in depth information on growing up enhanced.



Human/Human Android Skills

The following list is the complete set of skills that unenhanced humans and androids can learn. Each enhancement entry will list only the additional skills that humans or androids with that particular enhancement gain access to.

Maximum Body: 8

Maximum Energy: 16

Maximum Rests: 10

Abilities: Potency I, respiration I (atmosphere), terrain I (solid)

Categories: Liquids I-V, pastes I-V, vials I-V, fashioning I-X, drugs & poisons I-V, traps I-V

Gadget Abilities: Body combat enhancements (focus, <type>), bound, flight I, hover, imbue (<type>), misdirect, speed

Feats: Bash body I, break limb I-II, critical shot I-III, critical strike I-III, deflect I-III, disarm I, dodge I-III, drop shot I, elude I-II, fend I, impale body I, injure internals I, injure vocals I, knockback I-III, limb shot I, parry I-III, pursue I-II, quick aim I-II, quick load I-II, slice limb I-II, strength I-V, surprise strike I-III, trick shot I, waylay I-III, willpower I

Gadget Feats: Assassinate I-II, augment I-III, bash body II, blast I-II, break limb III, cleave vitals I, conceal I-III, critical shot IV-V, critical strike IV-V, crush vitals I, disarm II, dodge IV-V, double I-III, drop shot II, elude III, fend II-III, hero’s stand I, impale body II, injure eyes I-II, injure internals II, injure vocals II, kill shot I, knockback IV-V, limb shot II-III, negate I-III, parry IV-V, pursue III, quickcast I-III, quick aim III, quick load III, recover I-III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III, surprise strike IV-V, true aim I-III, waylay IV-V, willpower II-III

Knowledges: Animal handling, appraise, astronomy, balance, bandage, bindings, biology, blindfight, catch, chemistry, climb I-II, clairvoyance, computers, coordinate, cosmology, crime, demolition, detect poison, disarm trap, electronics, embalm, enigmas, escape, fatal finish, fine arts, forensics, forgery, gambling, gaming, geology, history, hypnosis, identify, investigation, law, leap, literature, mathematics, mechanics, medicine, meditate, military, mutilation, navigation, occult, photography, pick locks, politics, pratfalls, pray, precognition, psychology, psychometry, read scroll, read tracing, region lore (prime system, gemini system, apollo system, balder system, khoros system, ravian system, galactic core), repair, rumors, sense aura, shields I-II, sleight-of-hand I-II, spiritsense I-II, splint, study, surgery, survival, swim I-II, teach, theology, throw, torture, tracking, vehicle driving I-V, vermin handling, weapon (axes I-III, blunts I-III, body combat I-III, bows I-II, guns I-II, mounted weapons, staves I-II, swords I-V, whips & chains), wear armor I-V

Gadget Powers: All

Gadget Procedures: All


Cybernetic Matrices

The Cybernetic Matrix Enhancement is implanted into an adult human’s nervous system. Many cybernetic systems are completely subdermal, although armored cybernetic systems extend above the skin. Cyberpunks tend to use lower quality cybernetics that are less aesthetically pleasing.



Stealth enhancing cybernetic matrix.

Additional Abilities: Body combat enhancement (length, poison reservoir, sharp), bound, hide I-III, increase body I-III, increase rests I-V, poison immunity, potency II, spatial location, speed, stealth

Additional Feats: Assassinate I-II, disarm II, dodge IV-V, elude III, injure eyes I-II, injure internals II, injure vocals II, pursue III, resist poison I-III, surprise strike IV-V, waylay IV-V

Additional Procedures: Alertness, alter aura, astray, awareness, custody, disguise, fleetfoot, furtiveness, invisibility, locate, misdirect, purify blood, shadow garment, smuggle, stealth games, theft protection

          Core Skills (12 Status)

Abilities: Stealth

Feats: Waylay I

Procedures: Stealth games



Physical enhancing cybernetic matrix.

Additional Abilities: Danger sense, hide, I-V, immovable, increase body I-V, increase rests I-III, potency II-V, recuperate, regeneration I-II, unstoppable

Additional Feats: Bash body II, break limb III, cleave vitals I, critical shot IV-V, critical strike IV-V, crush vitals I, drop shot II, fend II-III, hero’s stand I, impale body II, kill shot I, knockback IV-V, limb shot II-III, parry IV-V, quick aim III, quick load III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III

Additional Procedures: Armor, bestow body, firm grip, iron guts, polish armor, reinforce armor, reinforce shield, reinforce weapon, repair item, review engagement, toughen limb,

          Core Skills (11 Status)

Body: 1 more than occupation

Abilities: Potency II

Procedures: Review engagement



Energy enhancing cybernetic matrix.

Additional Abilities: Absorption, hide I-II, increase energy I-X, increase rests I-III, misdirect

Additional Feats: Augment I-III, blast I-II, conceal I-III, double I-III, negate I-III, quickcast I-III, recover I-III, true aim I-III, willpower II-III

Additional Powers: All

Additional Procedures: Ascertain, barriers, bestow mana, bridge, call familiar, death awareness, dispel magic, earthworks, education, form laborer, form simulacrum, invocations, lecture, misdirect, node (healing), node (raising), restoration, return, séance, spiritquest, subservience, utilities, weapon (elemental)

          Core Skills (12 Status)

Energy: 1 more than occupation

Feats: Quickcast I

Powers: Dispel 1, sense magic 0

Procedures: Dispel magic, invocations


Erisi is one of the best warriors I’ve ever met. She’s also a friendly woman once you get past her tough army exterior. Unfortunately most people in the Galaxy are prejudice against GenEs. The brown tattoo on her forehead immediately lets everyone she meets know she’s a GenE. She’s agreed to share a bit of her experiences, both in the Coalition Military and in the Galaxy.

-Jack Carson


I was not born. I had no childhood. My earliest memories were programmed into me as I grew in a tube. I began life indentured into the Coalition Military. Only after years of service was I able to buy my freedom. Upon leaving the Military my forehead was branded, forever preventing me from living life as a normal human. Distrusted by the rest of the Galaxy, I am a GenE.


Creation: GenEs are grown in a lab. Scientists artificially inseminate donated eggs in a growth chamber. As the baby fetus grows, scientists carefully regulate its exposure to Genesis Cells. The Genesis Cells cause the human being to grow to maturity in the course of months instead of years. Additionally, the human inside the growth tube is instilled with genetic upgrades designed to give them a military advantage. After the first month of growth, electrodes are attached the GenE. Electric impulses are sent through the GenE’s body stimulating the mind. Specific education and training programs are run enabling the GenEs mind to mature as the body grows. After nine months in the growth chamber, the GenE wakes up, fully formed and is released from the growth chamber.


Training: After awakening inside the growth chamber the GenE joins a platoon and goes through three months of basic training with other GenEs. Following basic training, many GenEs are selected to join special teams that require additional training. Alternatively, some are simply sent to join platoons with regular soldiers. Most GenEs are given a standard genetic upgrade package that gives us extra strength and endurance, while enabling us to perform combat feats beyond those of ordinary humans. Others are given different genetic upgrades specialized for espionage, surveillance, interrogation or countering energy manipulators.


Life in the Military: GenEs are treated well in the military. We receive fair pay, are able to obtain officer ranks and gain all the respect and authority that comes with rank. So why did I leave? It was a matter of choice. I didn’t want to spend the rest of my life taking orders and serving the Galactic Coalition. I wanted to be my own woman, explore the Galaxy and figure out my place in it.


The GenE War & Leaving the Military: GenEs didn’t always have free will. Until 285 LE a subservience gene was added to the GenE population. In 285 LE a genetic disease rippled through the military breaking the Galactic Coalition’s control over the GenE forces. Fighting occurred for the next five years until the rogue GenEs were subdued. The government’s response to the war was to stop using the subservience gene and instead to pay GenEs. GenEs have no choice but to begin life in the military. We are considered indentured servants. If we want to leave the military we must pay back the cost it took to create us. This usually requires several years of saving, but can be shortened if the GenE starts saving early and lives spartanly.


Life in the Galaxy: Many people in the Galaxy remember the war and do not trust GenEs. It is impossible for a GenE to hide amongst normal humans. Upon paying our way out of the military GenEs are branded with a tattoo on their foreheads. The GenE is allowed to choose the form of his tattoo but the color is determined by their genetic upgrade. People’s reactions to GenEs differ across the Galaxy. In some areas that were not greatly impacted by the GenE War people may simply distrust GenEs. In locations with people that were directly involved in the GenE War it is possible to encounter outright hostility and even violence. As such, most GenEs choose to travel the Galaxy rather than remain in any one spot for very long.


Fugitives: Some GenEs escape from the military instead of buying their freedom. Some simply are not patient enough to buy their freedom while others want to avoid the stigma of the tattoo. Either way, fugitive GenEs are hunted by the Coalition Military. They must be very careful to avoid drawing attention to themselves as military personnel will kill them on sight for desertion.


Genetic Trooper

The most common GenE soldier is the Genetic Trooper. These GenEs generally serve as foot soldiers. The Coalition Military has units composed entirely of Genetic Troopers. The Coalition Military will give exceptional Genetic Troopers officer positions among regular forces. Genetic Troopers that leave the military are given a brown tattoo.

Additional Abilities: Immovable, increase body I-IV, increase rests I-IV, potency II-V, recuperate, regeneration

Additional Feats: Bash body II, break limb III, cleave vitals I, critical shot IV-V, critical strike IV-V, crush vitals I, drop shot II, fend II-III, hero’s stand I, impale body II, kill shot I, knockback IV-V, limb shot II-III, parry IV-V, quick aim III, quick load III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III

Additional Procedures: Marching cadence, military armor, military pavilion, military body, military briefing, military code, military induction, military mana, military memorial, military retreat, military shield, military standard, military stronghold, military uniform, pendant, perimeter, polish armor, review engagement, tour of duty, tourney, weapon (sharp)

          Core Skills (11 Status)

Abilities: Regeneration I-II

Knowledges: Military

Procedures: Marching cadence



A specialized GenE designed to create the ultimate scouts, spies and assassins. Fades are capable of phasing through walls and can even storm enemy ships in the middle of space. Fades that leave the military are given a black tattoo.

Additional Abilities: Adhesion, increase body I-III, increase rests I-V, invisibility, misdirect, respiration II (vacuum), stealth, transpose, unstoppable

Additional Feats: Assassinate I-II, critical shot IV-V, disarm II, dodge IV-V, drop shot II, elude III, injure eyes I-II, injure internals II, injure vocals II, kill shot I, limb shot II-III, phase I-II, pursue III, quick aim III, quick load III, sure shot I-III, surprise strike IV-V, waylay IV-V

Additional Procedures: Alter aura, astray, disguise, domain (dark), fleetfoot, furtiveness, invisibility, locate, misdirect, shadow garment, smuggle, stealth games, theft protection, utilities

          Core Skills (10 Status)

Abilities: Stealth, transpose

Feats: Phase I



The Shrieker is a specialized GenE that can control sound waves. It was originally investigated because of the observation that vocal commands are necessary to produce certain effects in energy fields. In the Coalition Military Shriekers often serve in surveillance positions. Their control over sound enables them to hear things that others would miss and force enemies back with concentrated bursts of sound. Shriekers can even float, slightly above the ground, enabling them to walk over water. Shriekers that leave the military are given a blue tattoo.

Additional Abilities: Body combat enhancement (sonic), hover, imbue (sonic), increase body I-IV, increase energy I-VIII, invulnerability (sonic), retaliate (sonic) I-III, spatial location, vocal immunity

Additional Feats: Augment I-III, bash body II, blast I-II, break limb III, cleave vitals I, conceal I-III, critical strike IV-V, crush vitals I, double I-III, fend II-III, hero’s stand I, impale body II, knockback IV-V, negate I-III, parry IV-V, quickcast I-III, recover I-III, resist poison I-III, retaliate I-III, shatter I-II, slice limb III, stun I-V, true aim I-III, willpower II-III

Additional Powers: Clamor 3, dispel 1, repel 1, sonic missiles 0, sense magic 0, shell 5, vocals 5

Additional Procedures: Alertness, awareness, death awareness, dispel magic, glib voice, instrument, invocations, locate, misdirect, perform, perimeter, song and dance, storytelling, utilities, voices, ward, weapon (sonic)

          Core Skills (10 Status)

Abilities: Spatial location

Powers: Sonic missiles 0, sense magic 0

Procedures: Dispel magic



The most difficult of the genetic modifications to isolate, the Stalker GenE is designed specifically to combat Mystics. Officially, they are meant to protect against the Dark Coven. Unofficially, the Coalition needs a weapon should their alliance with the Mystic Coven falter. Stalkers that leave the military are given a red tattoo.

Additional Abilities: Increase body I-II, increase energy I-VI, increase rests I-III, misdirect, nullification, strong will

Additional Feats: Assassinate I-II, augment I-III, blast I-II, conceal I-III, disarm II, dodge IV-V, double I-III, elude III, injure eyes I-II, injure internals II, injure vocals II, negate I-III, pursue III, quickcast I-III, recover I-III, surprise strike IV-V, true aim I-III, waylay IV-V, willpower II-III

Additional Powers: Banish creation 3, command spirit 3, damnation 3, death 4, destroy undead 2, dispel 1, drain mana 1, forget 1, paralyze 4, sense magic 0, sever soul 1, shell 5, wither vocals 2

Additional Procedures: Alertness, alter aura, awareness, custody, death awareness, disguise, dispel magic, misdirect, obliteration, sacrifice, stealth games, talisman, utilities, weapon (holy)

          Core Skills (12 Status)

Abilities: Misdirect

Powers: Dispel 1, drain mana 1, sense magic 0

Procedures: Dispel magic


The Galactic Military uses psychics for interrogations. Their powers also enable them to perform other useful tasks. The genetic upgrade that enables them to read minds also allows them to control others, lift objects and wound opponents. Psychics that leave the military are given a silver tattoo.

Additional Abilities: Body combat enhancement (focus, psi), danger sense, increase energy I-X, increase rests I-III, invulnerability (psi), reach I-III, spatial location, telekinesis I-V, telepathy, thought scanning

Additional Feats: Augment I-III, blast I-II, conceal I-III, double I-III, negate I-III, quickcast I-III, recover I-III, secret telepathy I-III, seize I-III, skill extraction I, true aim I-III, willpower II-III

Additional Powers: Amnesia 3, dispel 1, dominate 5, emotion 2, heal X, fatigue 3, forget 1, ignorance 4, possession 5, psi missiles 0, psion 3, terror 4

Additional Procedures: Afflict, alertness, alter aura, armor, ascertain, awareness, death awareness, disguise, dispel magic, dreamsending, education, fortunetelling, lecture, locate, misdirect, node (healing), pass lore, restoration, return, séance, smuggle, soul pact, spiritquest, subservience, talisman, telepathy, utilities, voices, ward, weapon (psi), weight

          Core Skills (12 Status)

Abilities: Thought scanning

Powers: Dispel 1, psi missiles 0

Procedures: Education

Gene Therapy

Limited changes to a human’s genome are possible at any point in one’s life. These changes are not as far reaching as a GenE, which is genetically engineered from birth.

Additional Abilities: Body combat enhancement (focus), bound, increase body I-V, increase rests I-III, potency II-V, regeneration I-II

          Core Skills (10 status)

Abilities: Potency II, regeneration I-II



The Mystics can manipulate Energy Fields without the aid of technology. Many people in the Galaxy trust Mystics more than other Mercenaries. Mystics that are good at dealing with locals can be a great benefit to a Mercenary crew. Mystics also have a range of powers at their disposal. Corin has traveled the Galaxy with my crew for quite sometime and has agreed to share some of his knowledge with you.


-Jack Carson


The Unseen World lies beyond the physical senses. Science will tell you that radio waves travel through a room undetectable to our eyes, ears or other senses. However place a radio in the room and music can clearly be heard. In this manner technology enables humans to interact with the Unseen World, be it genetic manipulations, cybernetic implants, gadgetry…the list goes on. Mystics are born different. We do not manipulate the Unseen World with technology; we manipulate it with our own beings. Now I’m not saying a Mystic learns how to decipher radio waves without a radio. The Physical World is only a small part of the whole. The Unseen World is much more diverse and we have only learned to manipulate and interact with a small part of it. Through the use of our Mystic skills we can sense aspects of the Unseen World and by intentionally manipulating it we can affect the Physical World.


Life as a Mystic: Mystics begin their lives the same as anyone else in this Galaxy. Many are even unaware that they are Mystics. There are aspects of a person that exist beyond the perception of the senses. Like everything else that exists in the Physical World, people have aspects in the Unseen World. Some refer to the part of a person that lies beyond the physical senses as a Spirit. The Spirit of a Mystic and an ordinary human are subtly different. There are those among us that have learned to sense the difference and we travel the Galaxy seeking out new Mystics.


When a new Mystic is discovered the parents are encouraged to allow the child to travel to a Temple where he or she can be trained. Most parents agree, for the people of this Galaxy trust the Mystics and are proud that their child will become one. Some parents do not accept. When this occurs, the child stays with his family. When the child is old enough to make decisions we return and extend the same offer. While it is rare, the child sometimes declines. When this occurs our laws forbid us to make further attempts to recruit the child. Some seek us out later in life; others live their whole lives without learning to sense the Unseen World.


There are many Temples scattered throughout the Galaxy, although not every inhabited planet has a Temple. The only planet with more than one Temple is Medea in the Prime System. Once a Mystic begins their training they are taken to a Temple where they become a Mystic Acolyte. To be trained as a Mystic is to be raised in a family. The Acolytes address fully trained Mystics using the honorific Father or Mother while they address their peers as Brother or Sister. Similarly, fully trained Mystics refer to each other as Brother or Sister while they refer to Acolytes with the title Child. These honorifics are more than just titles. Throughout a Mystic’s training they are taught to look amongst each other as family.


Mystic Training: Learning to sense and manipulate the Unseen World is complex and there is no way to fully describe the experience to one that has not gone through the training themselves. Mystic training involves learning of the relationship between the Spirit (or Self) and the Unseen World (or Universe). In other words, we learn how to understand the fundamental nature of existence.


There are two separate schools of thought regarding how one should learn. The Cabalists believe that one must seek knowledge of the Universe in order to understand one’s Self. The Ascetics believe that one must seek knowledge of one’s Self in order to understand the Universe. The two groups approach the same problem, how to understand all of existence, from opposite sides.


There are many diverse beliefs on the nature of the Self and the Universe. Existence is too large and complex for any one person to completely understand. As such there is no central doctrine amongst Mystics. Separate beliefs are in fact encouraged. Regardless of whether a Mystic is taught by Cabalists or Ascetics, the Mystic does not only learn from teachers but also creates his or her own understanding of the Self and the Universe. Upon completing their training Mystics learn to perform a ritual baptism in order to share their spiritual understanding with others.


Cabalists: A ‘typical’ Cabalist is a rigorous student of the arcane. They are hermetics that believe the Unseen World represents a power greater than themselves. Only through absolute belief in this power can a Mystic learn to master the Unseen World. Cabalists train to perform precise ordinances that strengthen their Spirit and their connection to the Unseen World.


Ascetics: A ‘typical’ Ascetic believes that mastery over one’s self is required to sense and manipulate the Unseen World. Ascetics practice martial combat and meditation in order to bring the body, mind and spirit into harmony. Only when these three are in balance can a Mystic master the self and gain anything beyond a superficial understanding of the Unseen World.


While a Mystic’s ability to manipulate the Unseen World without the aid of technology might be considered by many to be our most important skill, it is only one aspect of our training. The people of the Galaxy need us to act as spiritual leaders, peacekeepers and impartial arbitrators. Unfortunately, not all Mystics are skilled in these areas. Mystics must learn to deal with the people of this Galaxy. The uneducated, especially those on the Frontier, can be so superstitious that the mere presence of a Mystic can cause a great disturbance. Oppositely, the highly educated can sometimes be blinded by their knowledge of science. They cannot understand how a Mystic manipulates the Unseen World without the aid of technology and become skeptics. Others, in particular those in positions of authority, resent our position in society. Fulfilling our responsibilities amongst such a diverse people can be especially difficult. The life of an Acolyte is constrained, ritualized and sometimes isolated. Thus many Acolytes, upon becoming full Mystics, will join up with Mercenary crews to broaden their knowledge of the Galaxy and its people.

Mystic Ascetic/Cabalist

Additional Abilities: Absorption, body combat enhancement (focus), bound, danger sense, increase body I-III, increase energy I-VI, increase rests I-II, misdirect, regeneration I

Additional Categories: Glyphs I-V, runes I-V

Additional Feats: Assassinate I-II, augment I-III, bash body II, blast I-II, break limb III, cleave vitals I, conceal I-III, critical shot IV-V, critical strike IV-V, crush vitals I, disarm II, dodge IV-V, double I-III, drop shot II, elude III, fend II-III, hero’s stand I, impale body II, injure eyes I-II, injure internals II, injure vocals II, kill shot I, knockback IV-V, limb shot II-III, negate I-III, parry IV-V, pursue III, quickcast I-III, quick aim III, quick load III, recover I-III, resist poison I-III, shatter I-II, slice limb III, stun I-V, sure shot I-III, surprise strike IV-V, true aim I-III, waylay IV-V, willpower II-III

Additional Powers: All

Additional Rituals: All

          Core Ascetic Skills (13 Status)

Body: 1 more than occupation

Abilities: Danger sense, regeneration I

Knowledges: Theology

Rituals: Divine baptism

          Core Cabalist Skills (13 Status)

Energy: 1 more than occupation

Abilities: Absorption

Knowledges: Theology

Rituals: Divine baptism

Enhanced Androids

Androids can receive enhanced body types. There are a few different models currently available, each with their own strengths. An Android may be upgraded to an enhanced model at any time.

Stealth Enhancement Model

The stealth model body type enhances an android’s ability to avoid detection and perform finesse maneuvers.

Additional Abilities: Adhesion, body combat enhancements (focus, length, natural), bound, hide I-III, imbue (electric), increase body I-III, increase rests I-V, invulnerability (electric), potency II, respiration II (vacuum), speed, stealth

Additional Feats: Assassinate I-II, disarm II, dodge IV-V, elude III, injure eyes I-II, injure internals II, injure vocals II, pursue III, surprise strike IV-V, waylay IV-V

Additional Procedures: Alertness, alter aura, astray, awareness, custody, disguise, dispel magic, domain (dark), fleetfoot, furtiveness, invisibility, polish armor, reinforce armor, shadow garment, smuggle, stealth games, theft protection, weapon (sharp)

          Core Skills (12 Status)

Abilities: Stealth

Feats: Waylay I

Procedures: Stealth games


Combat Enhancement Model

The combat model body type enhances an android’s melee and ranged combat skills as well as the android’s ability to withstand wounds.

Additional Abilities: Body combat enhancements (focus, length, natural, shred), danger sense, hide I-V, immovable, increase body I-V, increase rests I-III, invulnerability (electricl), potency II-V, recuperate, regeneration, respiration II (vacuum), unstoppable

Additional Feats: Bash body II, break limb III, cleave vitals I, critical shot IV-V, critical strike IV-V, crush vitals I, drop shot II, fend II-III, hero’s stand I, impale body II, kill shot I, knockback IV-V, limb shot II-III, parry IV-V, quick aim III, quick load III, resist poison I-III, shatter I-II, shred I, slice limb III, stun I-V, sure shot I-III

Additional Procedures: Bestow body, firm grip, iron guts, polish armor, reinforce armor, reinforce shield, reinforce weapon, review engagement, toughen limb, tourney, weapon (sharp)

          Core Skills (11 Status)

Body: 1 more than occupation

Abilities: Potency II

Procedures: Review engagement


Energy Enhancement Model

The energy model body type enhances an android’s ability to manipulate energy fields and store additional energy.

Additional Abilities: Absorption, body combat enhancements (focus, length, natural), hide I-II, increase energy I-X, increase rests I-III, invulnerability (electric), misdirect, respiration II (vacuum)

Additional Feats: Augment I-III, blast I-II, conceal I-III, double I-III, negate I-III, quickcast I-III, recover I-III, true aim I-III, willpower II-III

Additional Powers: All

Additional Procedures: Armor, barriers, bestow energy, bridge, education, lecture, misdirect, node (healing), polish armor, reinforce armor, restoration, return, utilities, weapon (electric, sharp), weight

          Core Skills (12 Status)

Energy: 1 more than occupation

Feats: Quickcast I

Powers: Dispel 1, sense magic 0

Procedures: Dispel magic, invocations

Experimental Enhancements

Technological research is constantly yielding new inventions. As a Mercenary you may encounter beings with experimental enhancements. These may include new Cybermods, GenE types, Gene Therapy treatments and Android Bodies. These experimental technologies may be quite powerful. However, they are also unstable, requiring teams of exceptional researchers to maintain. The Mercenary lifestyle is mutually exclusive with this type of maintenance. Therefore, while Mercenaries may encounter these types of beings, they can never gain their powers.

Additional Abilities: Any

Additional Categories: Any

Additional Feats: Any

Additional Powers: Any

Additional Procedures: Any


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Growing up in the Prime System, son to a wealthy family, I had many opportunities but chose the life of a Mercenary Gunslinger. I’m the black sheep of my family. Most people do not have a choice. They simply learn the skills of their vocation from their parents. The wealthy and influential families send their children to receive an education. Those with an education have access to better paying professions. There are numerous occupations. In order to perform an occupation one must have all of its skills.



Mercenary Occupations

All Mercenaries begin their career with 50 status. Mercenaries must choose an occupation and learn all of that occupation’s skills. Enhanced human or enhanced android mercenaries must learn all of their enhancements core skills. Any remaining status can be used to learn any skills that are available to the Mercenary.


Advice: Even if your occupation does not require it, it is greatly beneficial for all Mercenaries to know at least one style of melee combat and to possess one ranged attack that they can perform repeatedly in combat, even if it is only how to throw. Additionally, all Mercenaries should know how to bandage wounds, climb and swim. Experience swimming is especially useful as it will help you maneuver through zero-g environments. Finally, any Mercenary using gadgets or armor is best served knowing repair to fix them.

Bounty Hunter (30 status)

Mercenary Bounty Hunters are skilled at locating and capturing dangerous individuals.

Body: 3

Feats: Dodge I, pursue I, surprise strike I

Knowledges: Bandage, bindings, climb I, crime, repair, rumors, tracking, weapon (guns I), weapon (swords I-III), wear armor I

Brawler (31 status)

Mercenary Brawlers are fierce unarmed combatants. Some are rough and tough street fighters, while others practice a more disciplined art.

Body: 4

Feats: Break limb I, dodge I, parry I

Knowledges: Balance, bandage, coordinate, weapon (body combat I-III)

Gadget Procedures: Weapon (<type>)


Broker (32 status)

The Mercenary Broker knows who’s who on every side and how to take advantage of them all. They are experts at information gathering and negotiating deals.

Body: 2

Feats: Parry I

Knowledges: Appraise, bandage, coordinate, detect poison, escape, fine arts, politics, repair, rumors, swim I, weapon (blunts I), weapon (guns I), wear armor I

Gadget Procedures: Ascertain, education


Defender (30 status)

Mercenary Defenders are some of the most capable guards in the galaxy.

Body: 4

Feats: Deflect I, parry I

Knowledges: Bandage, repair, shields I, guns I, swords I-IV, wear armor I

Drone Master (31 status)

Mercenary Drone Masters transform corpses into powerful drone servants.

Body: 2

Energy: 1

Gadget Feats: Negate I

Knowledges: Computers, (meditate or pray or study), psychology, weapon (staves I)

Gadget Powers: Raise I 1

Gadget Procedures: Return

Elementalist (32 status)

Mercenary Elementalists draw their power from the energy fields of planetary bodies. There are four elements. New Elementalists choose one element. Many more experienced elementalists learn to manipulate more than one element while others choose to become more highly specialized.

Body: 2

Energy: 3

Gadget Feats: Negate I, recover I

Knowledges: Geology, (meditate, pray or study)

Gadget Procedures: Weapon (<element>)

Gadget SP&Ps

          Earth: Earth missiles 0, shards 3

          Electric: Electric missiles 0, shock 3

          Fire: Fire missiles 0, flare 3

          Ice: Ice missiles 0, frost 3

Exterminator (31 status)

Mercenary Exterminators travel to terraformed worlds, hunting down and eliminating monstrous genetic defects.

Body: 3

Feats: Parry I, pursue I

Knowledges: Bandage, biology, climb I, coordinate, forensics, survival, tracking, weapon (axes I-II), weapon (guns I)

Fighter Pilot (31 status)

The Mercenary Fighter pilot is a dangerous foe capable of both ship to ship combat and also using personal vehicles on the ground.

Body: 3

Feats: Critical shot I, dodge I, pursue I

Knowledges: Bandage, navigation, repair, swim I, vehicle driving I-III, weapon (guns I), weapon (mounted weapons), wear armor I

Gunner (31 status)

Mercenary Gunners specialize in large, powerful firearms and explosives. They are also extremely useful on ships, where they can command an entire armament of mounted weapons.

Body: 4

Feats: Dodge I, quick load I

Knowledges: Bandage, demolition, repair, throw, weapon (guns I-II), weapon (mounted), wear armor I

Gunslinger (30 status)

Mercenary Gunslingers specialize in small arms. They are known for their deadly aim.

Body: 4

Feats: Critical shot I, dodge I, quick aim I, trick shot I

Knowledges: Bandage, climb I, coordinate, repair, swim I, weapon (guns I), weapon (swords I-II), wear armor I

Healer (32 status)

Mercenary Healers manipulate energy fields to quickly fix wounds and injuries.

Body: 2

Energy: 3

Knowledges: Bandage, splint, weapon (staves I), (meditate or pray or study)

Gadget Powers: Dispel 1, heal #

Gadget Procedures: Node (healing), restoration

Infiltrator (31 status)

Mercenary Infiltrators are much more than ordinary hackers. In addition to bypassing conventional security systems Infiltrators can subvert the energy fields surrounding barriers and other procedures.

Body: 4

Feats: Dodge I

Knowledges: Climb I, computers, crime, electronics, enigmas, forgery, mathematics, pick locks, repair, swim I, weapon (swords I-II)

Gadget Powers: Missiles (any one type) 0

Gadget Procedures: Utilities

Machinist (30 status)

Mercenary Machinists are experts with all forms of equipment a Mercenary might run across.

Body: 3

Feats: Parry I, shatter I

Knowledges: Mechanics, navigation, repair, vehicle driving I, weapon (blunts I-II), weapon (guns I), wear armor I

Categories: Fashioning I

Officer (31 status)

Mercenary Officers specialize at coordinating groups. They aren’t always the leaders of Mercenary Crews but they are excellent organizers.

Body: 3

Feats: Parry I, stun I

Knowledges: Bandage, gaming, military, repair, shields I, weapon (guns I), weapon (swords I-III)

Gadget Procedures: Military induction, military uniform, review engagement


Raider (30 status)

Mercenary Raiders specialize at hostile boardings of starships and space stations.

Body: 3

Feats: Parry I

Knowledges: Bandage, climb I, coordinate, crime, gambling, leap, navigation, repair, swim I, weapon (guns I), weapon (swords I-II), wear armor I

Sapper (33 status)

The Mercenary Sapper is a master chemist capable of utilizing incredibly volatile compounds in combat.

Body: 3

Categories: Vials I

Feats: Dodge I

Knowledges: Bandage, catch, chemistry, demolitions, disarm trap, throw, weapon (swords I-II)

Gadget Powers: Acid missiles 0


Scavenger (31 status)

The Mercenary Scavenger specializes in boarding derelict starships and performing salvage operations. They know all the blackmarkets in space.

Body: 3

Categories: Fashioning I

Feats: Dodge I, elude I

Knowledges: Appraise, climb I, computers, crime, disarm trap, electronics, mechanics, pick locks, swim I, weapons (guns I), weapons (swords I-II)

Smuggler (31 status)

The Mercenary Smuggler is a master of transporting goods illegally.

Body: 2

Feats: Dodge I, elude I

Knowledges: Appraise, bandage, climb I, coordinate, crime, fine arts, forgery, gambling, navigation, repair, swim I, vehicle driving I, weapon (swords I-II), weapon (guns I), wear armor I

Gadget Procedures: Smuggle


Solar Avenger (30 status)

The Mercenary Solar Avenger, sometimes called Sol’Rs, store solar energy and use it as a weapon. They are particularly effective against Dark Mystic’s undead creations in the Core where there is no sunlight.

Body: 3

Feats: Parry I

Knowledges: Astronomy, bandage, forensics, occult, spiritsense I-II, weapon (swords I-V)

Gadget Powers: Holy missiles 0, sense magic 0

Gadget Procedures: Return, weapon (holy)

Technomage (30 status)

Mercenary Technomages can manipulate energy fields to control robotic beasts. They can command sharp fragments of technological materials to fly towards opponents as deadly projectiles. Many eventually learn to command other forms of robots and even people.

Body: 2

Energy: 3

Gadget Feats: Negate I

Knowledges: Electronics, (meditate or pray or study)

Gadget Powers: Dispel 1, sharp missiles 0, tangle legs 3

Gadget Procedures: Empower beast


Veteran (31 status)

Mercenary Veterans fought in the GenE War. Although they no longer serve the military they’ve never forgotten the battles that they fought.

Body: 4

Feats: Dodge I, parry I

Knowledges: Bandage, climb I, military, repair, survival, swim I, throw, weapon (guns I), weapon (swords I-III), wear armor I

Upgrading from Gadget Skills

Mercenaries with enhancements will have access to certain skills that ordinary Mercenaries could only access through gadgets. Enhanced Mercenaries may substitute the non-gadget version of a skill and still meet the requirements for their occupation.


Alternative Combat Styles

Mercenaries may substitute one ranged or melee combat style for another that requires at least the same amount of status when learning their occupation skills.

Substitutable Melee Skills: Coordinate, shields I-II, axes I-III, blunts I-III, body combat I-III, staves I-II and swords I-V and whips & chains I.

Substitutable Ranged Skills: Throw, bows I-II, guns I-II, mounted weapons and missiles (any)



Educated Professions

These jobs require a formal education (i.e. a college degree). College degrees are granted to people with the knowledges: Astronomy, computers, fine arts, history, literature, mathematics and region lore (Prime System)



Body: 2

Knowledges: Navigation, cosmology, geology


Starship Engineer

Body: 2

Knowledges: Navigation, cosmology, mechanics


Cybernetic Engineer

Body: 2

Knowledges: Biology, mechanics



Body: 2

Knowledges: Bandage, biology, mechanics, medicine, surgery

Gadget Procedures: Cybernetic enhancements



Body: 2

Knowledges: Bandage, biology, forensics, medicine, splint, surgery

Gadget Procedures: Infirmary, restoration


Chemical Researcher

Body: 2

Knowledges: Chemistry, demolitions, detect poison, identify


Genetic Engineer

Body: 2

Knowledges: Bandage, biology, chemistry, detect poison, identify, medicine

Gadget Procedures: Genetic engineering, return, spirit quest


Computer Scientist

Body: 2

Knowledges: Electronics, enigmas


AI Expert

Body: 2

Knowledges: Electronics, enigmas, psychology


Planetary Prospector

Body: 2

Knowledges: Appraise, geology, navigation, photography


Terraforming Scientist

Body: 2

Knowledges: Biology, chemistry, geology

Gadget Procedure: Dispel magic, domain (swarm)


Accredited Lawyer

Body: 2

Knowledges: Investigation, law


Coalition Detective

Body: 2

Knowledges: Forensics, investigation, law, rumors, weapon (blunts I), weapon (guns I)


Galactic Politician

Body: 2

Knowledges: Law, politics


Corporate Executive

Body: 2

Knowledges: Gaming, law, politics



Body: 2


University Professor

Body: 2

Knowledges: Teach


Robotics Engineer

Body: 2

Knowledges: Electronics, mechanics


Military Officer

Body: 4

Knowledges: Law, military, politics, survival, weapon (guns I), weapon (swords I-III)


GenE Programmer

Body: 2

Knowledges: Biology, chemistry, psychology


Clinical Psychologist

Body: 2

Knowledges: Bandage, biology, medicine, psychology

Uneducated Vocations

These jobs do not require a formal education and have no prerequisites other than those listed.



Body: 4

Knowledges: Geology, weapon (axe I-II)



Body: 3

Knowledges: Biology, weapon (staves I-II)


Body: 3

Knowledges: Animal handling, biology, tracking, weapon (whips, chains & flexible weapons)


Body: 4

Knowledges: Law, rumors, weapon (guns I)


Body: 3

Knowledges: Gambling, gaming, rumors, weapon (guns I)


Body: 4

Knowledges: Mechanics, repair, weapon (blunts I)


Body: 5


Body: 4

Knowledges: Survival, weapon (blunts II)


Body: 4

Knowledges: Crime, weapon (guns I)


Body: 3

Knowledges: Electronics, repair, weapon (blunts I)


Body: 3

Knowledges: Computers, pick locks


Body: 3

Knowledges: Theology


Body: 3

Knowledges: Bandage, biology, splint, medicine


Body: 3

Knowledges: Appraise, crime, forgery, weapon (guns I)

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Appendix I

History of the Galaxy


Greetings! I am the Android unit RY0028607 but you may call me Raimus. Ever since I gained awareness I have been fascinated with the subject of history. My memory banks say that those who forget history are doomed to repeat it. I often remind Jack of this as I restore the crew of the Shadow Hawk to health after dangerous missions. He does not appreciate my advice and usually swears “sarcastic robot” in response. After the last such incident Jack tasked me with writing this section of his guide. He says many Mercenaries are uneducated and know nothing of their past. I find this to be a shame and will do my best to provide you with a frame of reference for how this galactic civilization came to be.


The Story of Lost Earth       

I came across the following story in the datastream. It is an abbreviated tale describing the final days of Lost Earth and humanity’s subsequent voyage across the Universe.


Discovery of the Genesis Cell

When the Genesis Foundation announced the discovery of the Genesis Cells as the fundamental building blocks of the Universe it was considered by many to be the crowning achievement of science in the 21st Century. In medical applications alone, the Genesis Cells, catapulted the Genesis Foundation into a position as one of the most powerful companies on Earth. If not kept under precise environmental control, unreacted Genesis Cells multiply rapidly, consuming all material in their path. In order to prevent the potential catastrophe that would occur should the Genesis Cells be released into the environment, the Genesis Foundation constructed a space station, large enough to hold the population of a large city, to conduct research from orbit. They named this enormous vessel the Ark after the boat said to have carried two of every species to safety during the biblical flood.


The Exodus of the Earth

Other groups, seeking to compete with the Genesis Foundation, began their own Genesis Cell initiatives, constructing research plants on Earth. It is not known who was ultimately responsible for the ensuing destruction that occurred when the containment field on one such facility failed. Within months the growing Genesis Cell swarm had consumed Europe, Asia and Africa. It soon became evident that Earth would soon be completely overrun and the remaining population was evacuated to space.


The Genesis Cells began adapting to space and a desperate plan was put into action. The Ark was outfitted with an experimental engine, the Jump Drive that was originally designed to allow humanity to travel to Alpha Centauri. The Jump Drive was activated, parting the very fabric reality, opening a pathway through which humanity escaped the Genesis Cells. Precisely timed pulse charges were launched at the Sun, causing it to go supernova, destroying the Solar System and ending the threat of the Genesis Cells.


The Mystic Laws

The Jump Drive opened a hole in the fabric of space, transporting humanity though an energy plane in a Jump Column. The Ark should have emerged from the Jump Column after a few short hours. Instead the Jump Drive malfunctioned, trapping humanity inside the Jump Column for forty years. Being trapped inside the Jump Column altered humanity. Some humans began to develop a sensitivity to the Energy Fields surrounding all things. Soon they learned to manipulate these Energy Fields enabling them to alter the physical world. People began referring to these humans as Mystics. The increasing pervasiveness of science and technology on Earth had caused religion to dwindle and the subsequent apocalypse had broken it completely. Now, as humanity was lost in the Universe, their desire for spirituality returned and people began looking to the Mystics for a sense of order and meaning.


Some Mystics began to take advantage of the situation, learning to manipulate a human’s Energy Field in such a manner that they could make humans obey their every command. These Mystics began forming cults around themselves as they grew in power. These were the first Dark Mystics. With the aid of cybernetically or genetically enhanced humans, the other Mystics tracked down and defeated the Dark Mystics. The Mystics then banded together, forming a society called the Mystic Coven. Laws were set down, establishing a code that the Mystics would live by. Through these Mystic Laws, humanity’s trust in the Mystics was cemented. Soon Mystics were no longer simply spiritual leaders but also arbitrators and when needed, enforcers.


Humanity Wanders in Space

After forty years, the Ark finally managed to exit the Jump Column. The Alpha Centauri System could not be detected. The malfunction made it impossible to determine where the Ark had ended up. Humanity was lost, and with no reference point to start from scientists began remapping the Universe while engineers tried to repair the damaged Jump Drive. This phase of humanities journey lasted a full hundred years.


When the Ark began its journey it held 6,035,500 humans onboard that were culturally distinct, with ethnicities and homelands from their life on Earth. The Ark itself was initially designed to hold 5,000,000 people and overcrowding quickly became a problem. Without the Earth, or even any knowledge of where it once was, these distinctions became meaningless. While humanity wandered space these differences disappeared as cultures and customs merged or were lost. The new civilization was not utopian by any means, but it was culturally amalgamated.


English became the only spoken language. Many of the old prejudices ended but were replaced with new ones. Hatred of genetically enhanced humans, was not uncommon as they were unjustly associated with the loss of Earth. Additionally, significant socioeconomic differences developed onboard the Ark. Despite overcrowding, the social elite had large, expansive dwellings, while others were forced to live in small, group homes. One hundred years after exiting the Jump Column, the Jump Drive was finally repaired. The Ark held 6,017,300 passengers with no ties to old countries or cultures.


The Doorway to Neo-Eden

One hundred and forty years after Lost Earth, the Ark was ready to open another Jump Column. Scientists had since examined the nearby Galaxies and choose one to be humanity’s new home. They named this Galaxy, which had superior resources, Neo-Eden. The leaders of humanity recalled the strife between nations on Lost Earth. Determined to avoid future conflicts the upper echelon of society decided that humanity would form a single, united Galactic Coalition. The newly formed Galactic Coalition began dividing the most desirable System before humanity had even arrived. The most powerful, richest families were given planets or moons in what was to be called the Prime System. Less powerful families were given the promise that when humanity was ready to expand, they could control new colonies, thus gaining representation in the Galactic Coalition. So it was that one hundred and forty years after Lost Earth, the Ark opened a new Jump Column and arrived in the Prime System of the Neo-Eden Galaxy.



The History of Neo-Eden

Humanity’s story after arriving in Neo-Eden is an eventful one. Jack has informed me that space is limited in the guide so I will limit this discussion to only the most significant events. All dates are in LE, counted from the year Earth was lost. The major events of the decade are listed below.


140s The Ark arrives in Neo-Eden. Prime System is colonized.

150s Themis Declared Capital. First Galactic Assembly sworn in.

160s Medea officially recognized as home of Mystic Coven.

170s Gemini System colonized.

180s Ravian System colonized.

190s Exploration of Galactic Core stopped due to encounters with Dark Mystics.

200s Ravian Monarchy established and declares independence from Galactic Coalition.

210s Galactic Coalition wins war against Ravian Monarchy.

220s Galactic Core populated by war criminals.

230s Balder System colonized.

240s Genesis Foundation develops GenEs.

250s Khoros System colonized.

260s Galactic Coalition discontinues attempts to patrol Galactic Core.

270s Apollo System colonized.

280s Coalition Military subdues Renegade GenEs.

290s Eclipse Fragments.

300s Current time. Inorganic-Organic Neural Networks used to create first intelligent Androids.


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Appendix II

Planets and Other Places


The crew of the Shadow Hawk have traveled all over the Galaxy. I’ve arranged for each one to tell you about the places they know best.


-Jack Carson


The Prime System

The heart of civilization in the Neo-Eden Galaxy is the Prime System. It has the most people and resources. It has the best technology and education. The Prime System easily controls the majority of the galactic economy and is the safest place in the Galaxy. There aren’t many labor oriented jobs. It’s hard to get ahead as a member of the lower class in the Prime System, causing many to migrate to the Frontier Systems. Security in the Prime System is the best in the Galaxy, as such there’s little privacy.


The Prime System has a single, yellow sun named Helios. My understanding is that Helios is very similar to the sun from Lost Earth. Overall, the Prime System was chosen for its similarity to the Solar System of Lost Earth. There are four small inner planets and four outer planets, some of which are gas giants. A small asteroid ring separates the inner and outer planets. The asteroid ring is small and easy to navigate. Each inhabitable planet contains numerous cities and varied resources.




Chloris is the closest planet to Helios. It is a beautiful world that is blessed with spring weather for most of the year.



The next planet out from Helios is Demeter. Demeter has the most fertile soil of any planet in the Galaxy.



The first planet terraformed was the third planet from Helios, the planet Terra. The first colony after humanity’s voyage on the Ark was on this planet. Terra has a large museum containing artifacts from Lost Earth.



Center of Government for the Galactic Coalition is on the planet Themis. In a manner of speaking this also makes Themis the center of the Galaxy. The Coalition Military’s main base and best training academies are on Themis.



Medea is the first planet in the Outer System. It is the home to the Mystic Coven. Like the other planets of the Prime System, Medea has many diverse resources. However, it also has large quantities of Energy Crystals that are used in rituals and procedures.


Eos & Selene

Eos is one of the two gas giants in the Prime System. As such it is completely uninhabitable. It has one moon called Selene. Selene is a luxury resort that offers a spectacular and colorful view of Eos.



Rhea is the other gas giant in the Prime System. It has two moons: Hera and Hestia. Both moons are nearly the size of small planets and have many cities. Hestia is well known for the theaters in its capital.



The furthest planet out from the sun Helios is known as Janus. Janus lies near the edge of the System and there is a nearby Jump Gate that allows Starships to travel to the Gemini System. Janus is a gateway for travelers and a haven for smuggling.

The Gemini System

The proverbial ‘hub’ of interstellar travel, the Gemini System’s two binary stars (Gemini-Alpha and Gemini-Beta) disrupt the gravitational field enabling Jump Columns to open a week’s Vector Burst from the center of the System. The destabilizing effect has also prevented any planets or moons from forming in the Gemini System. There are, however, eleven major space colonies: Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces, Aries and Taurus. The space colonies are owned and operated by Zodiac Corp. If it helps, think of the entire Gemini System as one big corporate town. Zodiac Corp. also developed and owns the Jump Gates in the System. The Cancer Station is located near the Jump Gate leading to the Prime System. The stations proceed clockwise around the edge of the System with Virgo leading to the Ravian System, Scorpio leading to the Balder System, Aquarius leading to the Apollo System and Aries leading to the Khoros System. Sagittarius and Capricorn are the closest stations to the Galactic Core.


Frontier Systems

Welcome to the 25th Century. A world filled with unprecedented prosperity, medicine, science, security…oh, and then there’s the frontier. The colonies on the Frontier Systems have limited technology, the colonists are largely uneducated and distances between colonies are such that there is little security outside of a local lawman. Settlers move to the Frontier, not for themselves, but for their children. In a few generations, when the Frontier moves forward, the settlements of today will be major cities and the settlers’ descendants will own small pieces of them. Of course the majority of the land will be controlled by the rich. Powerful families pay for a settlement to be created and get the poor to live there. A representative of the family becomes a local baron and the settlers are almost indentured servants. The family reaps the benefits while the settlers do the work. Not all settlements are that bad but it is an accurate description of many. Of course there are always people willing to settle for the promise of a better future. In this harsh environment, where the rich hold all the cards and there’s little protection for the settlers, Mercenaries can find lots of work. Whether it’s moving cargo between worlds or defending a local population against a threat, there’s plenty of opportunity for Mercenaries to earn a living.



Naming Conventions: Celestial bodies of the Frontier Systems have been given names corresponding to ancient mythologies from Lost Earth. The celestial bodies of the Apollo System are given names from Greek mythology. The Ravian System uses names from Hindu mythology. Names from Norse mythology were given to the Balder System. Finally, elements of Slavic mythology are used for the Khoros System.


Colonies: Most colonies start with around 1000 people. The average family on the frontier has six children. Successful colonies approximately triple their population every 25 years. Unsuccessful colonies tend to die out very quickly. Unless otherwise noted all planets and moons mentioned in this guide of the Frontier have only one colony. Most frontier planets were colonized 50 years ago and have 10,000 people. Older colonies can have as many as 100,000 people. While new or unsuccessful colonies have less than 3000 colonists.


Terraforming: Genesis Cell Colonies are used to terraform planets to make them suitable habitats for human beings. This process is not an exact science. There are many variables about the original planet itself that can cause imperfections giving many planets unique characteristics. Additionally, sometimes the Genesis Cells unintentionally create strange lifeforms that populate the planet.

The Frontier Systems: Apollo

The Apollo System has no solid planets. All the planets are gas giants. Some of the planets have solid moons that have been terraformed. The Apollo System is named after the Greek deity Apollo from Lost Earth. The Apollo System is the most recently colonized System in the Galaxy. Most of its colonies are in their first or second generation and are still quite small. Unlike the Ravian System, the moons around each planet in the Apollo System have varied resources leading to a more cooperative environment between moons, but competition between planets.



The planet Delphi is the closest planet to the Apollo Sun that has solid moons. All four of Delphi’s moons, named Nete, Mese, Hypate and Arche, are solid.



The next planet with solid moons is Helicon. Helicon has nine solid moons: Calliope, Clio, Erato, Euterpe, Melpomene, Polyhymnia, Terpsichore, Thalia and Urania.



Parnassus has several solid moons: Dionysus, Eros, Aphrodite, Harmonia and Himerus.



All three of Charites’s moons, Aglaia, Euphrosyne and Thalia, are solid.



The furthest planet with solid moons is Horae. Its moons, Thallo, Auxo, Carpo, Dike, Eirene, Euporie and Orthosie, are all solid.


Uninhabitable Planets

There are a dozen gas giants in the Apollo System without moons. Starting closest to the sun they are: Auge, Anatole, Mousika, Gymnastike, Nymphe, Mesembria, Sponde, Elete, Akte, Hesperis, Dysis, Arctos

The Frontier Systems: Balder

The Balder System is split into an inner and outer ring by an asteroid field. The Balder System is named after the Lost Earth Norse deity Balder. Millions of years ago the Balder System was a binary star system. However, the second sun was extinguished. The husk of the dead sun, called Hod, still orbits the Balder sun.


The Inner Ring



The closest planet to the Balder Sun, Nanna, has one moon: Forseti. Forseti has a large penal colony.



The second closest planet to the Balder Sun, the planet Vili is the home of the first University outside of the Prime System. The Planet Vili has one moon: Ve.



The largest planet in the Balder System’s Inner Ring, Odin has five moons: Frigg, Bragi, Tyr, Vali and Vidar. The Odin colonies were originally set up to broadcast illegal gladiatorial death-matches. The Coalition Government stepped in and put a stop to the illegal activity, however, the moons still have a brutal reputation.



The planet Thor has two moons: Sif and Ullr. All three have thriving colonies.



The outermost planet on the Inner Ring, Heimdall has a Coalition Military training base on it that specialized in training fighter pilots. Heimdall has two moons: Idunn and Loki. Both moons have a mining colony on them that take advantage of the moons’ and nearby asteroid’s natural resources.


The Outer Ring



The planet Gullveig has a major Mystic Temple and is the best source of Energy Crystals in the Balder System.



The planet Mimir is the seat of government for the Balder System. The planet has a single moon: Honir.



The oldest successful colony in the Balder System is on Freya. The planet has a beautiful landscape. It has no moons but two rings: Odr and Hnoss.



The planet Kvasir’s soil is ideal for growing grapes. Kvasir wine is considered the best in the galaxy.



The planet Freyr is an uninhabitable gas giant. It has a large moon, Gerd, that is very fertile and provides most of the System’s food.


Njord & Skathi

Two gas giants at the edge of the Outer Ring. Neither can be colonized but both have space stations set up to assist travelers in reaching the inhabited parts of the System.

The Frontier Systems: Khoros

The Khoros System contains several planets, most of which have one or more moon. The Khoros sun's name originates from the Slavic winter sun god Khors from Lost Earth. The inner most part of the Khoros System contains an Asteroid Field named Zorya that surrounds the Khoros sun.



The closest planet to Khoros, Danica is a small mining planet located in the Zorya Asteroid Field that fills that orbits closely around the sun.



Zir is a tiny planetoid, rich in Energy Crystals, on the outskirts of the Zorya Asteroid Field. A major Mystic Temple exists on Zir.



The planet Svarog is an industrialized frontier planet. It imports materials from Danica and builds starships. Svarog has two moons. Dazhbog and Dabog. Dazhbog is always on the side of Svarog facing the sun. It is blistering hot and unsuitable for human life. Dabog is always in Svarog's shadow. It is a cold and barren rock incapable of supporting life.



The fourth planet from Khoros, Matka is supposedly very similar in size to Lost Earth. It has a single moon called Majesjac.



Mokosh is a fertile world with two moons: Radigost and Vesna. Both moons are also quite fertile, making Mokosh and its moons the crop center of the System.


Bialos & Zarnos

Bialos and Zernos are two binary gaseous planets that orbit each other. Bialos is composed of lightly-colored, highly reflecting gases while Zarnos is composed of dark colored, highly absorbing gases. The moon Jav orbits Zarnos. The moon Nav orbits Bialos. The moon Prav orbits both planets. Prav is the center of government in the Khoros System.



The settlers of Volos are primarily cattle farmers. The Volos settlement also has a market for interplanetary commerce. Volos has a single moon, Flins. Originally, Flins contained toxic minerals. The terraforming was successful in making the planet a suitable habitat for humans. However, there are rumors of unnatural beasts with deadly toxins that were created as a byproduct of the terraforming.



The planet Morana's orbit is between Volos and Perun. Morana has a single, large moon: Jarilo. Both Morana and Jarilo contain settlements.



Prior to terraforming the planet Perun was subject to intense electrical storms that created pockets of fuel that the settlers mine. Terraforming was not completely successful and there are large regions known as Wastelands on the planet where electrical storms are still common. Perun has a single moon: Perperuna that is terraformed but does not yet have a settlement. The comet Slava moves near Perun's orbit and can sometimes be seen in the Perun sky.



The furthest planet from Khoros, Marzanna has a long elliptical orbit, causing it to have an extremely long winter. Marzanna is commonly referred to as Winter World.

The Frontier Systems: Ravian

The Ravian System was the first Frontier System colonized. It has three large planets, each with many moons. The Ravian system also holds an enormous asteroid field known as Durga. All three planets pass near the asteroid field during part of their orbits. It is believed that the many moons of the Ravian system formed as the large planets pulled asteroids from the field into orbit around themselves. The asteroids crashed together, forming moons. The first settlements went on the planets and later settlements were placed on the moons. The moons of each planet have similar resources resulting in fierce competition. However the planets cooperate and even rely on interplanetary trade for survival. The Ravian sun derives its name from the deity Ravi from Hindu mythology on Lost Earth.



Named after the creator deity in Hindu mythology, Brahma is the closest planet to the Ravian sun. Brahma’s ten moons are named after the mythological Brahma’s mentally created sons: Marici, Atri, Angiras, Pulastya, Pulaha, Kratuj, Pracetas, Vashishta, Bhrgu and Narada. Brahma is mainly a center of commerce. Its moons have large ore deposits and are primarily mining colonies.



The second closest planet to the Ravian sun is named after Vishnu, the preserver deity of Hindu mythology. Vishnu’s ten planets are named after the ten incarnations of Vishnu: Matsyavatara (fish), Koorma (tortoise), Varaaha (boar), Narasimha (man lion), Vaamana (dwarf), Parasurama (angry man), Rama (perfect human), Balarama (divine statesman), Krishna (divine statesman), Kalkim (not yet arrived, deluge). Vishnu and its moons have very fertile soil and grow most of the food for the Ravian System.



The outermost planet of the Ravian system is named after the destroyer deity, Shiva, from Hindu mythology. Shiva’s eight moons are named after Shiva’s wives: Sati, Parvati, Gauri, Durga, Kali, Shakti, Ganesha and Kartikeya. Shiva is the center of government for the Ravian System. Its moons hold bases and factories for the Coalition Military.

The Galactic Core

‘X’ is an infiltrator that made a bad mistake about a year back while hacking a Coalition Military computer system. He’s been lying low in the Galactic Core ever since. He’s a quick study and has managed to adapt to life in the Galactic Core very quickly. He’s got a lot of useful information on one of the most secretive places in the Galaxy. …and no…his real name/alias is not ‘X.’ He insisted I censor it for this guide.

-Jack Carson


JCarson::>X are you there?


X::>Here and ready to go. Do you have specific questions or should I just start?


JCarson::>Go ahead and start. I’ll toss some questions in as needed.


X::>Alright, well I’ve been hiding out in the Galactic Core for the last year while I’m waiting for the heat to die down since my botched hacking job. The Galactic Core is both enormous and lawless, making it the ideal place to hide out from the Coalition Military. Unfortunately, many of the people in the Galactic Core are the sorts that want to avoid the Coalition. Some just don’t like authority, but others are quite dangerous individuals. Before we go any further in that area, I’m going to talk a bit about the physical layout of the Galactic Core.


X::>The Galactic Core is fundamentally different from the other inhabited Systems. There is no sun in the Galactic Core. Instead the System is centered on a blackhole. The blackhole’s gravitational field is over ten times stronger than any of the System’s suns. Using a Vector Burst it actually takes over ten months to get from one side of the Galactic Core to the other. To sum up, the Galactic Core is enormous. It’s also not entirely explored. If you’re determined to hide there’s no better place than the Galactic Core. The Galactic Core is also highly accessible. You don’t need a Jump Column to get to the Galactic Core. It is close enough to the Gemini System that it can be reached in under a week’s Vector Burst.


JCarson::>Where’s the first place you arrived when you went into the Galactic Core?


X::>There are some known locations in the Galactic Core. Just about everyone traveling into the Galactic Core makes their first stop at Cerebus. Cerebus is a small moon orbiting the planet Hades. One of the first things one needs to understand about the Core is that while it is lawless, there’s no Coalition presence, there is rule of the strong. People band together into gangs for protection with those that have the most guns. The Charon Shadow Gang, or CharS for short, has been in undisputed control of Cerebus and Hades for over a decade. The CharS maintain their control through an advanced planetary defense system that automatically targets and destroys any incoming ships. All visitors must land on Cerebus and ride transports down to the surface of Hades. Hades has an amazing black market. Even more importantly, smugglers from all over the Galaxy frequent Hades as well as anyone traveling into the Galactic Core, making it one of the best places in the Galaxy to find information.


JCarson::>Are there any other places in the Galactic Core that Mercenaries should know about?


X::>Certainly. There’s a large, mostly uncharted expanse known as the Erebus Expanse. The Erebus Expanse contains numerous small planetoids and asteroid fields. Navigation can be extremely difficult since the asteroids and planetoids interfere with sensors and block the light of stars. There’s one known planet within the Erebus Expanse known as Nyx that’s location is well known. Moving deeper into the Galactic Core requires traveling through the Erebus Expanse or spending an extra year traveling around. The safe routes through the Erebus Expanse are constantly changing. Current maps of the Erebus Expanse can be found on Nyx for a price. The planet Hecate, the home of the Dark Coven is rumored to exist somewhere inside the Erebus Expanse.


JCarson::>And what lies beyond the Erebus Expanse?


X::>Very little is known about the Galactic Core beyond the Erebus Expanse. There are almost certainly abandoned Eclipse hideouts…ah, but I have not yet mentioned the Eclipse. Let me see, I have their symbol somewhere…


X::>Named for the missing sun in the Galactic Core, the Eclipse was once the most powerful criminal organization in the Galaxy. Although they were criminals, they lived by a code that demanded honor amongst thieves. The Inner Circle employed bounty hunters that enforced the code, hunting down and bringing those that broke the Eclipse’s rules to justice. Slowly, as the leadership changed, the code was honored less and less, until finally the Inner Circle turned on itself and the organization fragmented. Now, there are many independent cells of Eclipse Remnants and other space pirates that operate throughout the Galaxy and make their bases in the Galactic Core. Few of these follow the old code. They are ruthless and extremely dangerous. Some of them have secret bases beyond the Erebus Expanse, making it a dangerous part of space.


X::>There are two other planets of note inside the Galactic Core that I should mention before I forget: Enyo and Tartarus. Both used to have large colonies, similar to the one on Hades. Enyo is a week’s journey inside the Galactic Core, between Hades and the Erebus Expanse. It was the location of final stand of the rogue GenEs during the GenE Wars. Tartarus is located on the other side of the Erebus Expanse. It was the main base for the Eclipse. Eclipse Remnants often fight each other over control of Tartarus, although none have managed to hold it for very long.


JCarson::>You’ve been great. Is there anything else that you’d like to add?


X::>I think that just about covers it. I’m happy to be of service.

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Appendix III

Noteworthy Groups


There are many influential, powerful and dangerous groups in the Galaxy. Sometimes you will be hired by representatives of these groups to go on missions. Sometimes you will be hired to go on missions against these groups.

-Jack Carson


Coalition Government

The only government in the Neo-Eden Galaxy is titled the Galactic Coalition. Its power is consolidated in the Prime System where it protects the wealthy and elite of society. The Galactic Assembly, where representatives of the coalition planets meet, is the ruling body of the Galactic Coalition. The Galactic Assembly is democratically elected. In theory it is a government of the people…in theory. Only wealthy, landowners may vote to elect Assemblymen. The ones that own the most land get the most votes. The Assemblymen themselves spend most of their time on Themis. Many Assemblymen for the frontier planets have never even set foot on the planet they represent. The number of Assemblymen a planet or moon receives is based on its population. So the Prime System, which has the greatest population, controls the most votes. It is commonly known throughout the Galaxy that many Assemblymen vote according to the interests of their corporate supporters. Those in the upper echelons of society strongly support the Galactic Coalition, which upholds the peace by maintaining a virtual police state throughout the Prime System.


Coalition Military

The Coalition Military is both military and police for the Galaxy. The best enforcement is in the Prime System, while the Frontier Systems receive little protection. The Coalition Military is composed of untrained bureaucrats, barely trained police and guards, standard soldiers and elite squadrons, including GenEs, cybersoldiers and armored troopers. Richer, more influential groups receive better protection. It is not unheard of for powerful corporations to have their own Coalition Military garrisons in addition to their private security forces.



Influential Corporations

The large and powerful corporations of the Galaxy hold great influence over the Galactic Coalition. They employ much of the population of the Galaxy and control most of the wealth. Many families have long standing ties to specific corporations going back generations. It is very difficult for someone without the proper parentage to climb to the highest rungs of the corporate ladder.


Genesis Foundation

This corporation spawned from the invention of the Genesis Cell. It is the sole supplier of Genesis Cells in the Galaxy. The Genesis Foundation is the largest and most powerful corporation in existence. It employs nearly a full five percent of the Galaxy’s population. The Genesis Foundation has a long history of influential inventions. Most recently they created the Inorganic-Organic Neural Network allowing for fully sentient Androids. Interestingly, the current CEO, Ms. Lilith Inanna, is a self-made woman. She started with nothing and worked her way up to arguably the most powerful position in the Galaxy. Under her leadership the Genesis Foundation has become extremely aggressive and more than willing to bend laws and morals to achieve success.


Mitzuro Industrial

Mitzuro Industrial was instrumental in developing space faring technology. They developed the Jump Drive enabling ships to exit physical space and reappear far away, faster than even light can travel. The company makes the best starships and other vehicles in the Galaxy. It owns numerous mining facilities and shipyards throughout the Galaxy. It is also a leading player in Robotics and Cybernetics.


Zodiac Corporation

The Zodiac Corporation invented Jump Gate technology. It owns and operates five Jump Gates and eleven large space stations in the Gemini System. This enables the Zodiac Corporation to have its fingers in most interstellar transportation and trade. The Zodiac Corporation is expected to become increasingly influential as humanity continues to expand throughout the Galaxy.



Mystic Coven

All Mystics belong to the Mystic Coven, a loosely structured self-governing organization. A council of seven Mystics on the Planet Medea, who are given the title Prophets, provides leadership to the Mystic Coven. When one Prophet passes away or steps down, the remaining Prophets on the Council deliberate to decide which Mystic will become their new peer. Outside of the Council of Prophets the only hierarchal structure within the Mystic Coven exists at local Temples where the new generations of Mystics, called Acolytes, are trained. Each Temple has an Elder and Teachers but their power does not extend beyond the Temple.


Mystics wear bright-colored or earth-toned robes in public so they can be easily recognized. Upon occasion, the Council of Prophets will find it necessary to excommunicate a Mystic. Excommunicated Mystics are forbidden to wear robes, identify themselves as Mystics or act in the name of the Mystic Coven. They are banished from Medea and may not enter Temples. It should be noted that Mystics are not above the law. The Mystic Coven does not exert political power within the Galactic Coalition to protect Mystics from legal troubles. A Mystic that acts improperly might find him or herself excommunicated and spending time in a Coalition prison.


Laws of the Mystic Coven

1. The Mystic Coven is Family. Respect your Family and do it no Harm.

2. Manipulating the Unseen World is a Responsibility. It is not a path to personal gain. One must share spiritual guidance freely with all who seek it. One may not abuse their position as a spiritual advisor to influence people.

3. The Spirit is Sacred. The Manipulation, Corruption or Destruction of a Spirit is Unforgivable. A Mystic shall not learn or use forbidden lore.


Mystic Temples

The Temples of Mystics have diverse architecture depending on the local environment and the preference of the Mystics that reside within it. All Temples are split into four sections called quarters. At the entrance is the Public Quarter where anyone may travel freely. This section usually houses guest space for travelers and larger meeting rooms where Mystics can address a small community. Adjacent to the Public Quarter lie the Spiritual and Residential Quarters. Local Mystics and Acolytes live in the Residential Quarter, others may not enter. The Spiritual Quarter is utilized to train Acolytes and hold spiritual ceremonies with non-Mystics. Non-Mystics may only enter the Spiritual Quarter while Mystics are present. Behind the Spiritual Quarter is the Unseen Quarter. Only full Mystics may enter the Unseen Quarter where our most delicate ceremonies are performed. Within the Unseen Quarter there is a forbidden room where only the Temple Elder may enter while performing specific ceremonies. At all other times it is off limits to everyone.



Dark Coven

The planet Hecate, somewhere inside the Galactic Core, is the base of power for a dangerous group known as the Dark Coven. Very little is known about the Dark Coven. The true location of the planet Hecate is not even known. What little is known about the Dark Coven is deeply disturbing. Its members are Mystics only in the loosest definition of the word. They can manipulate the Unseen World without the aid of technology. Beyond that the Mystics of the Dark Coven hold nothing in common with true Mystics. Dark Mystics are fanatic cultists that take pleasure in the manipulation, corruption and destruction of the Spirit.


The traditions of the Dark Coven are maintained by a priest-like caste of Dark Mystics known as Obliterators. The Obliterators believe that the End of Days was meant to occur when humanity fled from Lost Earth. These, most dangerous of Dark Mystics, hunger for the destruction of humanity. Most Obliterators reside at their seat of power on Hecate where they initiate new Dark Mystics to their cause and perform the most dangerous of Rites, the most perverse of which is the Rite of Initiation.



All Dark Mystics begin their transformation with a Rite of Initiation on Hecate. The Dark Mystic Initiate and a sacrificial victim are ritually Obliterated simultaneously under the direction of the Obliterators. In order for the Rite of Initiation to be successful the Initiate must survive the ritual while the victim’s Spirit must be utterly destroyed. In this manner the Dark Mystic touches what lies beyond the Physical World of the living and becomes intrinsically connected to the Unseen World. This Rite gives the Dark Mystic great power but comes at a great cost, forever corrupting their own Spirit. The Rite of Initiation can be performed on ordinary humans if the victim is a Mystic. Initiates that were once Mystics do not require a Mystic victim but always choose someone of great power.


Very little is known about other Rites but many are believed to involve human sacrifice. Only very foolish Mercenaries will work with Dark Mystics as there have been documented cases of whole Mercenary crews being abducted and presumably sacrificed in these Rites.



After a Dark Mystic is initiated they take a new personal name and assume the surname of their mentor. These newly initiated Dark Mystics do not leave Hecate until their training is complete. Training techniques are believed to vary with each mentor.


Deathlords and Lines

The surnames of Dark Mystics originate with the progenitor of the Dark Mystic line. Lines may only be founded by the most powerful of Dark Mystics, known as Deathlords. When a Dark Mystic becomes a Deathlord he or she gives up their assumed surname. They are referred to by their personal name preceded by the title Deathlord. Any new initiates that the Deathlord mentors take the Deathlord’s personal name as their surname, beginning a new line. There are no strict requirements to become a Deathlord. However, claiming the title is considered an affront to the Dark Mystic’s mentor and original line. Dark Mystics will destroy those that abandon their line prematurely.



Obliterators do not belong to any Dark Mystic lines. When a Dark Mystic is selected to become an Obliterator they leave behind their line. Unlike when a Dark Mystic becomes a Deathlord, when a Dark Mystic is selected to join the Obliterators there are never any repercussions. The Obliterators hold the secrets of the Rites of Initiation. Any line that moved against them would find itself without prodigy.



The Deathlords are fiercely competitive and obsessed with power. As such they do not work together willingly or well. When necessary they will gather to discuss matters of great importance to the Dark Coven as a whole. Additionally the Obliterators form their own council. When the two councils have a difference of opinion, the Obliterators, who are better organized, usually get their way.



Eclipse Remnants

The Eclipse was a powerful criminal organization that operated throughout the Galaxy. The Eclipse enforced a criminal code of conduct. Eventually, more brutal and less honorable members caused the Eclipse to fracture. Today, numerous splinter organizations fight for control in the Galactic Core. Eclipse Remnants are some of the most dangerous criminals in the Galaxy. They will occasionally hire Mercenaries. Be careful, any such mission will be very violent and you may be betrayed by the Eclipse Remnants at the end.


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Appendix IV

Technological Revolutions


On Lost Earth, in the century preceding humanity’s legendary voyage on the Ark, a brilliant researcher named Dr. Henrik Adams made a phenomenal discovery that revolutionized our understanding of the Universe, leading to many of the technological marvels that are now possible. That discovery was the Genesis Cell, the fundamental building block of the Universe. Dr. Adams proved the existence of three categories of Genesis Cells: organic, inorganic and a third that was originally unnamed. Combining these cells in precise procedures Dr. Adams demonstrated that he could synthesize both raw materials and life forms. Dr. Adams theorized that everything in the Universe could be synthesized utilizing Genesis Cells in the correct procedure. Another team later discovered that all objects and beings in the Universe have an energy flow and the final category of Genesis Cell was named energy.


Nearly four centuries have passed since Dr. Adams’ historic discovery. Our understanding of the nature of the Universe has greatly increased since then and I will attempt to outline some of these achievements. Many of the areas I will cover are extremely complex and could, individually require years of schooling to understand fully. As such, this document will only attempt to give a cursory exposure to some of the more important theories in our Galaxy.


Quantum Gravity

The discovery of the energy flow around all objects and beings in the Universe led to the theory of Quantum Gravity. This unifying theory explains how gravity is related to all the other forces in the Universe, thus finally explaining how all fundamental forces are linked. There exists an Energy Plane alongside the three dimensional physical plane that we humans reside within. Think of this Energy Plane as a pool of water. A small ball is continuously bobbing up and down in the pool creating small waves. A much larger object, lets say a child, is also bobbing in the water. The child, being much larger than the ball, creates bigger waves. Both the child and the ball are struck and moved by the others’ waves. The ball, being much smaller, is affected much more by the larger waves of the child than the child is affected by the smaller waves of the ball. The theory of Quantum Gravity explains how the Energy Plane affects our three dimensional world and we in turn affect the Energy Plane. This tells us why the gravitational pull of a Black Hole can be felt even though no light can leave it. The Black Hole’s energy field extends far beyond its localized point where the Black Hole exists. Its mass has a great impact on the Energy Plane for a large distance in all directions.


The knowledge of Quantum Gravity enabled engineers to create the Jump Drive. This device allows a Starship to leave three dimensional physical space and to enter the Energy Plane. The Jump Drive draws the Starship and its immediate surroundings into what is called a Jump Column where three dimensional physical space is maintained within the confines of a column surrounded, essentially by solid, prismatic energy. The ship moves through the Jump Column for a short time and then reenters normal three dimensional physical space many light years away from where it started. The biggest problem with this technique is that the Jump Drive cannot be used too close to a large mass (such as a Planet, Star or Black Hole). The presence of the large mass causes too much interference in the Energy Plane for the Jump Drive to function. At the speeds most Starships operate, it takes a month to travel from a Star to where the Jump Drive can operate. One must be nearly a full year travel away from a Black Hole in order use a Jump Drive.


There is a similar technology that exists to quickly send communications over long distances called Wave Channels. This technology does not have the same limitations of Jump Drives. Wave Channels can be used anywhere to securely communicate instantly with anyplace else. However, Wave Channels are very expensive to operate. A more economical method for long range communications is the Subnet. The Subnet is a massive message relay system that enables users to post messages from access terminals anywhere in the Galaxy. Many Mercenaries check the subnet to watch for important alert bulletins and to make job contacts.


Another application of Quantum Gravity is Artificial Gravity systems for Starships. Artificial Gravity systems enable passengers in a vehicle to experience a uniform 1 g-force pull towards the floor during travel. Artificial Gravity systems can operate up to 10 g-forces before passengers feel any disturbance. This enables Starships to take tight turns while traveling at speeds similar to jet planes without disturbing the passengers inside.


Energy Manipulation

After the discovery of the Energy Plane it wasn’t long before devices capable of manipulating the Energy Plane were developed. These devices, called gadgets, enabled humans to alter or perceive the Energy Plane. Eventually gadgets were created that allowed an ordinary human to tap into and utilize their own energy fields to produce spectacular effects that only Mystics had been able to do previously.


The military provided the initial funds for energy manipulation research. The military felt that the liability of having a gadget destroyed was too great a risk. Cybernetic implants were developed to overcome this problem. Machinery is imbedded into a human’s nervous system. The cybernetic machinery enables the human to overcome their ordinary limitations and affect the Energy Plane. Since the machinery is implanted, there is no danger of the device being destroyed during an engagement. Interestingly cybernetics only work for ordinary humans. Cybernetics have not yet been developed that will work with Mystics or humans with Genetic Upgrades.


Medical techniques have benefitted from the knowledge of energy manipulation. Perceiving a person’s energy field can help in diagnosing patients and manipulating their energy field can lead to greatly increased recovery times. Restorative medicine can cure nearly all conditions. Mercenaries with exceptionally strong energy fields can even be restored from death. These Mercenaries can even recover from having their bodies destroyed. The Mercenary contains control over their energy and is able to move about as a spirit. It was determined that cloning usually does not work because the energy field is missing. However, Mercenaries with a strong enough will can force their spirit into a cloned body (or a new body in the case of Androids), essentially coming back to life even though their original body no longer exists. This procedure is called a spirit quest. The more skilled the Mercenary is, the harder it is for the spirit to accept a new body. Mercenaries with 50 or less status have a 50% chance of a successful spirit quest. Those with 100 or less status have a 40% chance of success. Those with 150 or less status have a 30% chance of success. 200 or less status is a 20% chance of success. 250 status have 10% or less status. Those with more than 250 status have a 0% chance of successfully spirit questing. Fortunately, temporary forms called ecclesiastics, laborers and muses can acclimate the spirit to this change. The chance of a successful spirit quest is improved by 1% for every hour spent in that form. If a spirit quest is every failed it can never be attempted again.



Genetic Engineering

More so than any other scientific area, Genesis Cells have directly influenced the field of genetic engineering. Genetic Engineering enables beings to perceive and manipulate the Energy Plane in specific ways. Although as advanced as we have become there are still problems left to solve. No one has yet created a Genetic Upgrade that is compatible with Cybernetics or Mystics.



GenEs are created by carefully exposing a human fetus to Genesis Cells. The fetus is continuously treated as it is rapidly aged in a lab. Education programs are run, enabling the GenE’s mind to develop rapidly along with its body. Once completed a GenE is a living human being with special abilities that set them apart from the rest of humanity. Much more can be said on the subject of GenEs but I understand that there will be another section in this document devoted entirely to them.


Fully sentient androids are now possible thanks to Genesis Cells. The invention of the Inorganic-Organic Neural Network was a recent achievement from the Genesis Foundation. The Genesis Cells were used to create a composite brain that contains both inorganic and organic materials and functions similar to both a human brain and a computer system. Inorganic-Organic Neural Networks are placed inside robotic android bodies. The Inorganic-Organic Neural Network grows and adapts to the Android body. How an Inorganic-Organic Neural Network adapts is unpredictable. Like humans, it is impossible to predict what jobs an Android will want to and be capable of performing. Inorganic-Organic Neural Networks have only been around for a few years, but many have been produced. An Inorganic-Organic Neural Network can be fully functional within a month of its creation. Further development of human-like traits and reasoning can occur slowly or quickly depending on the particular Neural Network.


Genetic Drones

Genetic Drones are artificially created life forms using Genesis Cells. Unlike GenEs they are not fully sentient. The military recently created a new Genetic Drone called a NOVA that can harness solar energy. NOVAs appear as human, but not all Genetic Drones have human form.


Gene Therapy

It is much more difficult to alter a living person than to create a new life form utilizing Genesis Cells. As such, while Gene Therapy exists, it is not nearly as advanced as other forms of Genetic Engineering. The subject is exposed to small doses of Genesis Cells. After many treatments the subject begins to exhibit increased physical prowess.


Genesis Swarms

Unlike DNA, where only specific sequences will create life forms and the process takes a long time, Genesis Cells will react almost instantaneously, devouring everything in their wake and creating new life forms in the process. When Genesis Cells are released into the atmosphere, the resulting swarm can be devastating. A Genesis Swarm was actually responsible for the destruction of Lost Earth. Fortunately Genesis Cells are better understood now and fail safes exist to prevent another disaster from occurring.


Genesis Cell Counteragent: This compound can be released into the atmosphere, destroying Genesis Cells. Using the Genesis Cell Counteragent into the atmosphere correctly requires the procedure (dispel magic). Genesis Cells are stored in double laired devices with the Genesis Cells in the core and the Counteragent in the shell. This way if the Genesis Cells are released incorrectly they are instantly neutralized by the Counteragent. Releasing the Genesis Cells correctly requires the procedure Domain (Swarm).


Genesis Colonies: Genesis Cells can be bonded to a computer that functions as a control device. This enables technicians to control how the Genesis Cells assemble, thereby controlling what is produced. Genesis Colonies are utilized for a variety of operations including synthesizing materials, creating genetic drones and terraforming planets. There is one documented case of Genesis Cells bonding to a sentient being, an Android prototype known as CYNN. CYNN became able to control Genesis Swarms using only his will. This made the Android exceptionally dangerous until he was destroyed by collapsing a Jump Column on him.


Power Sources

Power is a commodity in the Galaxy. Most people carry Energy Cells on them at all times. Energy Cells can be loaded into devices and activated to charge the device’s capacitors. This empties the Energy Cell. Energy Cells are completely reusable. Most places in the Galaxy have Recharging Stations that are connected to the local power network. For a small fee one’s Energy Cells can be completely replenished and used again. There are many ways to generate power and individual planets will use whatever resource is plentiful. It should be noted that fossil fuels are unavailable for use as no planet in the Galaxy has had life for long enough to develop fossil fuels. Starships require far too much power to operate on Energy Cells. Instead they utilize Fuel Cells, which are also renewable. Fuel Cells carry more power than Energy Cells but have a much higher operating temperature so cannot be used for personal devices. Hence only larger equipment, such as vehicles, can use Fuel Cells.


Flexible Electronics

Standard computers have continued to become increasingly powerful and expensive. However, more importantly, cheaper, less powerful options, such as electronic fabric exist. The electronic fabric process enables computer devices to be printed on flexible rolls, such as paper or fabric. While not nearly as powerful as their inflexible counterparts, flexible electronics are quite affordable, costing only marginally more than paper. Mercenaries can purchase computer equipment that is directly incorporated into their clothing. Such computers can be accessed in three ways. Wrist pads contain a tiny monitor and keypad. Microphone headsets enable speech based communication with the computer speaking back through an audible device. Finally visor displays are also available that enable the wearer to control the computer using eye movements.


Vector Burst Drive

This powerful propulsion system works in space enabling Starships to travel at speeds approaching 1/10th the speed of light. At these speeds it’s impossible for a Starship to turn or maneuver at all since the centripetal force at those speeds would tear the vehicle in half. So the Vector Burst Drive can only be used for long trips between planets in a system. Starships use powerful navigation computers to plot an exact Vector Burst course as maneuvering is completely impossible once the trip has begun. Less powerful engines, capable of traveling up to jet speeds are utilized for precise maneuvering between Vector Bursts. Blockades can be set up, that will force the Navigation Computer to slow the Starship down prematurely to avoid collisions. Galactic Coalition patrols and Pirates will often take advantage of this to force Starships to end their Vector Bursts so they can engage at speeds where maneuvering is possible.


Specialized pieces of equipment that require training to use are called gadgets. There are many types of gadgets that enable people to perform skills beyond an ordinary human. Anyone can learn to use gadgets. Gadgets are easy to break; they have just one structure, but can be repaired when broken. Each skill a gadget is capable of replicating is broken separately. While the gadget is broken the person will be unable to perform the associated skill. Gadgets are not armor. When a gadget is damaged, the person wearing the gadget also suffers a wound.


Ability Gadgets

Ability gadgets enhance a person’s body in specific ways.


Protective Field Generator

These gadgets usually come in the form of silver belts. However they can be placed in other clothing items as well.

Gadget-Abilities: Misdirect


Jet Pack

A Jet Pack is strapped to a person’s back. It emits a powerful thrust enabling the character to rise up into the air.

Gadget-Abilities: Bound, flight I, hover, speed


Combat Gloves

A pair of combat gloves enables a person to store energy in their hands. This energy is can then be released on impact or imbued into a held weapon.

Gadget-Abilities: Body Combat Enhancements (focus, <type>), imbue (<type>)



Feat Circuits

Gadgets that enable a person to perform extraordinary feats exist in the form of circuits.


Targeting Circuit

Gadget-Feats: Critical shot IV-V, drop shot II, kill shot I, limb shot II-III, quick aim III, quick load III, sure shot I-III


Finesse Circuit

Gadget-Feats: Assassinate I-II, disarm II, dodge IV-V, elude III, injure eyes I-II, injure internals II, injure vocals II, pursue III, surprise strike IV-V, waylay IV-V


Energy Circuit

Gadget-Feats: Augment I-III, blast I-II, conceal I-III, double I-III, negate I-III, quickcast I-III, recover I-III, true aim I-III, willpower II-III


Mighty Circuit

Gadget-Feats: Bash body II, break limb III, cleave vitals I, critical strike IV-V, crush vitals I, fend II-III, hero’s stand I, impale body II, knockback IV-V, parry IV-V, resist poison I-III, shatter I-II, slice limb III, stun I-V



Power Adaptors

The power adaptor gadget locks into one’s energy field. The person can use their voice to focus their energy producing an array of powers. Power adaptors deplete a person’s energy supply with each use.

Gadget-Powers: All



Personal Procedure Computer

PPCs enable people to perform complex procedures to create astonishing effects. PPCs can be built into a person’s clothing using flexible electronic circuits. The computer registers body movements, voice commands and can even come equipped with a keyboard or other input device. They require energy crystals for power and sometimes other rare components.

Gadget-Procedures: All


Experimental Gadgets

Technological research is constantly yielding new inventions. As a Mercenary you may encounter experimental gadgets. These experimental gadgets unstable and require teams of exceptional researchers to maintain. The Mercenary lifestyle is mutually exclusive with this type of maintenance. Experimental gadgets can never last longer than a month in a Mercenary’s possession.

Gadget-Abilities: Any

Gadget-Categories: Any

Gadget-Feats: Any

Gadget-Powers: Any

Gadget-Procedures: Any



Combat Suits

Anyone may learn to use a combat suit’s skills. Mercenaries wearing combat suits may not use skills that are not listed under the combat suit. Gadgets may still be used over the combat suit. However, other skills, such as additional skills from an enhanced being may be unusable in a combat suit.


Absorbing Suit

Abilities: Bounding, feeding, imbue (enervation), immovable, increase body I-III, increase rests I-V, invisibility, misdirect, nullification, potency I-III, respiration I-III (atmosphere, vacuum, water), spatial location, stealth, terrain I-III (solid, liquid, viscous)

Feats: Assassinate I-II, bash body I, break limb I-II, critical shot I-III, critical strike I-III, deflect I-III, disarm I-II, dodge I-V, drop shot I, elude I-III, fend I, impale body I, injure eyes I-II, injure internals I-II, injure vocals I-II, knockback I-III, limb shot I, negate I-III, parry I-III, pursue I-III, quick aim I-II, quick load I-II, slice limb I-II, strength I-V, surprise strike I-V, trick shot I, waylay I-V, willpower I

Knowledges: Any

Procedures: Alertness, alter aura, astray, awareness, custody, disguise, dispel magic, domain (dark), fleetfoot, furtiveness, invisibility, polish armor, reinforce armor, shadow garment, smuggle, stealth games, theft protection

Categories: Liquids I-V, pastes I-V, vials I-V, fashioning I-X, drugs & poisons I-V, traps I-V

          Required Skills (10 Status)

Abilities: Misdirect

Knowledges: Wear armor I-III


Knight Suit

Abilities: Bound, danger sense, hover, imbue (sharp), immovable, increase body I-V, increase rests I-III, invulnerability (internal injury), misdirect, potency I-V, recuperate, regeneration I-II, respiration I-III (atmosphere, vacuum, water), terrain I-III (solid, liquid, viscous), unstoppable

Feats: Bash body I-II, break limb I-III, cleave vitals I, critical shot I-III, critical strike I-V, crush vitals I, deflect I-III, dodge I-III, drop shot I, elude I-II, fend I-III, hero’s stand I, impale body I-II, injure internals I, injure vocals I, knockback I-V, limb shot I, parry I-V, pursue I-II, quick aim I-II, quick load I-II, resist poison I-III, shatter I-II, slice limb I-III, strength I-V, stun I-V, surprise strike I-III, trick shot I, waylay I-III, willpower I

Knowledges: Any

Procedures: Bestow body, firm grip, iron guts, polish armor, reinforce armor, reinforce shield, reinforce weapon, review engagement, toughen limb, tourney, weapon (sharp)

Categories: Liquids I-V, pastes I-V, vials I-V, fashioning I-X, drugs & poisons I-V, traps I-V

          Required Skills (10 Status)

Knowledges: Wear armor I-V


Booster Suit

Abilities: Absorption, bound, flight I, hover, increase energy I-X, increase rests I-III, misdirect, potency I-II, recuperate, respiration I-III (atmosphere, vacuum, water), retaliate move #, speed, strong will, terrain I-III (solid, liquid, viscous), unstoppable

Feats: Augment I-III, bash body I, blast I-II, break limb I-II, conceal I-III, critical shot I-III, critical strike I-III, deflect I-III, dodge I-III, double I-III, drop shot I, elude I-II, fend I, impale body I, injure internals I, injure vocals I, knockback I-III, limb shot I, negate I-III, parry I-III, pursue I-II, quickcast I-III, quick aim I-II, quick load I-II, recover I-III, slice limb I-II, strength I-V, surprise strike I-III, trick shot I, true aim I-III, waylay I-III, willpower I-III

Knowledges: Any

Procedures: Armor, barriers, bestow energy, bridge, education, lecture, misdirect, node (healing), polish armor, reinforce armor, restoration, return, utilities, weapon (elemental), weapon (empowered), weight

Powers: Any

Categories: Liquids I-V, pastes I-V, vials I-V, fashioning I-X, drugs & poisons I-V, traps I-V

          Required Skills (10 Status)

Abilities: Absorption

Knowledges: Wear armor I-II


Experimental Combat Suit

Technological research is constantly yielding new inventions. As a Mercenary you may encounter beings armed with experimental combat suits. These suits are unstable and require teams of exceptional researchers to maintain. The Mercenary lifestyle is mutually exclusive with this type of maintenance. Experimental combat suits can never last longer than a month in a Mercenary’s possession.


Abilities: Any

Categories: Any

Feats: Any

Knowledges: Any

Powers: Any

Procedures: Any

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Appendix V



There are numerous ship models in the Galaxy. I’ll mention some of the more common ones here. There are three types of ships: Space Ships, Starships and Interstellar Ships. Space ships are short range and don’t have Vector Burst capabilities. Starships have Vector Burst Drives but not Jump Drives. Interstellar Ships have both Vector Burst Drives and Jump Drives.

Military Ships

Fighter: A small Space Ship built for one person. It can be custom modified into a Starship.


Double Fighter: Like the fighter but built for two. Generally one person is the pilot and the other the gunner.


Goliath: The smallest Interstellar Ship, Goliath class ships are powerful combat ships. They compose the majority of the Galactic Coalition’s ship fleet. While not engaged in a war, Goliath class ships are often used to guard convoys and patrol sectors of space. They only carry a dozen fighters. Goliaths have one main gun that can deal impressive damage. In large-scale combat, a Goliath class ship will use its main gun to attack the larger ships that are too large for fighters to be effective against. Goliaths are small enough that swarms of fighters can destroy them.


Deimos: These medium-sized Interstellar Ships carry powerful sensor arrays and can carry dozens of fighter ships. Deimos class ships are often used for recon missions where the threat of combat is a possibility. They can hold their own against a sizable threat. In large-scale combat, they form the battle line.


Nemesis: A Nemesis class is the largest class of Interstellar Ships. They carry hundreds of fighters and form the flagships of fleets. Outside of large-scale combat Nemesis class ships act as portable bases of operations. Only the most decorated officers in the Coalition Military are awarded command of a Nemesis class ship.

Mercenary Starships

These Starships are a good fit for a crew of five. They are the current model ships being used in the Galaxy. Larger Mercenary ships are not available because there is no demand. Most groups cannot afford to higher larger groups of Mercenaries.


Phoenix-SN06: The Phoenix model is a ship whose power cells run at an incredibly high temperature. The electronics system on board converts the radiation to mask the ship among the background stellar radiation.


Gargoyle-DZ04: The Gargoyle model is a ship tough well armored but slow ship. It is often used in convoys to carry delicate valuables.


Sphinx-AR03: The Sphinx model’s advanced computer and sensor suite makes it ideal for exploration and use by prospectors.


Dragon-MN02: The Dragon model is a powerful fighting ship that is employed by the Coalition Military. The ship is also available for non-military personnel.


Zephyr-LS07: The Zephyr model is a swift ship often favored by smugglers.


Basilisk-PE11: The Basilisk model ship has an enormous electromagnetic cannon, enabling a single gunner to unleash the full firepower of the vehicle.


Harpy-WK04: The Harpy model was initially designed for use in construction yards. Its powerful grapplers can tear a ship apart, a feature many space pirates use to their advantage.


Pegasus-TriAlpha: Considered a luxury model, the Pegasus is the sports car of starships.


Gryphon-QM10: The Gryphon model is a very defensive ship that is often used by the Galactic Coalition to deliver diplomats and other essential personnel.


Hippogriff-YS06: The Hippogriff model is often utilized as a patrol ship due to its excellent engines and sensor systems.


Siren-JT08: The Siren model is so named for its extremely loud engine. Space does not carry noise, but while in atmosphere or docking with a space station the engines emit booming sonics. Shrieker GenEs often report that they feel especially at home on Sirens.


Older Model Ships

There are some older ship models still flying. With a good mechanic they work just as well as the latest version, although things may break down a bit more often.


Chimera-KT03: The Chimera models are usually junkers. However, they have good frames that allow for lots of customization making them a mechanic’s dream. This line is currently discontinued but many still fly.


Other Ships

Roc: An Interstellar Ship that are the flagships of Nomad Fleets. They open Jump Columns that enable the entire fleet to travel between Systems.

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