{"componentChunkName":"component---src-templates-docs-js","path":"/docs/politics/","result":{"data":{"sitePage":{"id":"SitePage /docs/politics/"}},"pageContext":{"url":"/docs/politics/","relativePath":"docs/politics/index.md","relativeDir":"docs/politics","base":"index.md","name":"index","frontmatter":{"title":"Politics & Military","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Politics & Military","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Prelude</p></h2>\n<p>In the year 2186 of the common era, the human world government, with the help of the Eebek Great House Meop, established the PolySolar Foundation (PSF). The Foundation's objectives were set and enforce the laws of known space, later to be recognized as the First Sphere. To accomplish this, a summit meeting of the leaders of Earth, Luna and Awmonee occurred on the Eebek homeworld. The conference was held on Awmonee because the Eebek were more inclined towards the establishment of an open assembly, representing the entire sphere, then the general populace of Earth or Luna. Earth and Luna's population were still skittish at the thought of a large government body, having just extracted themselves from the oppression of the Corporate era. At the meeting, the leaders along with their diplomats, worked out the first pre-PSF five year plan. The basic mandates of the plan covered seven major points:</p></p>\n<ol>\n<li>The use of Corporate era technology to set up a fully representative government on Earth.</li>\n<li>The establishment of a stellar law by which all trade and racial interaction would be regulated, and the bodies of power needed to regulate this law, including:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>An interstellar body of judges to adjudicate all stellar matters of law,</li>\n          <li>A policing body to enforce the ruling of the court.</li></ol>\n<Li>The use of all Corporate Era knowledge to repair the damage done by that same Era.</Li>\n<li>The establishment of a society for the research and protection of social, technological, and natural phenomenon found in known space.</li>\n<li>The establishment of a house of diplomatic envoys to:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>represent the interests of member planetali-ties of the PSF,</li>\n          <li>set and reset the laws by which PSF space is ruled,</li>\n          <li>act as a unified front to the violation of the freedoms of any PSF member's sphere on influence</li></ol>\n<li>The establishment of a body of civil servants to oversee the daily operation of the PSF.</li>\n<li>The establishment of the office of the Secretariat to:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>oversee the day to day operations of the PSF,</li>\n          <li>act as an unbiased PSF voting member with full membership rights and privileges,</li>\n          <li>serve at this post for a period of 6 terran years, with:</li>\n          <ol style=\"list-style-type: lower-roman; padding-bottom: 0; list-style-position: outside; \">\n              <li>office being given by a unanimous vote of the PSF membership,</li>\n              <li>office being revoked by a majority vote of the PSF membership.</li>\n              </ol></ol></ol>\n<p>This Five-Year plan later came to be known as the Pueblo Blueprint, named for the first Secretariat, Kao Pueblo; one of the first Eebek to mature fully within a human society. During his posting which lasted four years past the end of his normal term, Pueblo saw the establishment of the CCOP and MASS security forces, the building of both a judicial system of law for the PSF sphere and the small circuit courts within which; they operate, the increase of PSF membership from three (Earth, Luna, Awmonee) to nine (Earth, Luna, Awi aon-ee, Gateway, Carioden, Carakuss, Mars, Rilan, and Awmonor), and finally, the construction of two Polysolar Summit houses upon the homeworlds of the two founding races, Human and Eebek. With the end of Pueblo's term came the true beginning of the PolySolar Foundation.</p>\n<p>The year 2197 found the PSF newly hatched from the minds of her creators and learning the extent of her powers. Every year saw new petitions from daughter worlds, space colonies and space stations for membership. The ranks of the observing members list, a list of colonies or stations who had petitioned and were undergoing a term of trial, grew well beyond the number of actual members.</p>\n<p>By PSF rules, each petitioning member had to have the support of over half of their existing population. So long as this support was not forced, membership would be considered. The trial period for observing members is five years, the course of which they are allowed to speak at the PSF meetings, but not allowed to vote. During this trial period they must allow full access to their populace by (CCOP or MASS) investigators. Membership is them gained through a vote by the existing PSF members, with a seventy percent majority required for the success of the petitioner. The granted member must then agree to uphold all present PSF Statutes and Regulations, guaranteeing both the integrity of individual members' spheres of influence and the body of space represented by the PSF itself.</p>\n<p><img src=\"/images/Portrait-KaoPueblo.jpg\" alt=\"Portrait - Kao Pueblo\"></p>\n<strong>Portrait - Kão Pueblo</strong></p>\n<p>The First Sphere cam into focus as an alliance of planetalites centered around a single hub of diplomatic rule, the PSF; a single body of space ruled by its individual population bodies through a representative house of diplomacy. Each race or population center was now fully represented within a house designed to address the individual and group concerns on the population of the First Sphere. No longer could any race or government rule the whole of the know space to the exclusion or detriment of any other race or government. Along with diplomatic and enforcement offices upon several other daughter worlds, colonies, stations and outposts, the two PSF great houses spent most of the years between 2189 and 2197 establishing its sphere of influence. Pueblo left office with several wings of the PSF firmly established. This included the Judicial circuit houses, the visible and invisible police forces, the system of shipping, transportation, and trade, the universal school of education, and the society for the discovery, research, and preservation of scientific phenomenon.</p>\n<p>The final wing of government included an extensive fleet of exploration vessels, designed to interact with new, sentient races found in or around the First Sphere. This wing was called the Contact society. It was through this elite fleet of contact vessels the news of a second, large parcel of governed space was brought to the PSF. This second sphere, as it governed space was brought to the PSF. This second sphere, as it came to be known embodied the declared territory of the Mahedoshi and Aracnian governments, along with other races living within this envelope. The astounding find of a sister system of races and solar bodies brought the PSF to a state of high tension and intrigue. No one knew if this society was going to be friendly or not. For all indications, the Second Sphere was a much older advanced system of government, involving twice to times the number of races as was found with the PSF space. This Second Sphere, having been established for a much greater period of time than the PSF was assumed to much more organized in the event of war than the PSF could ever be. Through the intervention of the PSF Diplomatic core and the cooler heads at the great houses, disaster, as envisioned by some of the returning contact ships, was avoided.</p>\n<p>2214 opened a vastly different universe. There were now two independent societies, the First and Second Spheres, testing out each others' readiness to interact. In order to talk to, study and report upon the Second Sphere, the membership found it necessary to develop a wing of elite special forces to work with the Second Sphere alone. Thus, under the influence of the current Secretariat, Lu-cian Anders, the 42nd Squad was formed. Taking many of the first contact members for special duty within the Second Sphere and training to the utmost of diplomatic, CCOP and contact disciplines, the Squad was formed.Operating under the guise of a diplomatic force, the 42nd Squad worked with and around Second Sphere officials to gain an intimate knowledge of its workings. Their exploits captured the minds of most First Sphere youth. The most famous of all the Squad, Jacky Vaughan, inspired a huge cultural revolution whose effects can still be felt today. The scruffy rebel attitude and outlook of he, his crew and their battered special forces cruiser, the Beatnik, came to adorn the walls of every hip kid this side of Okaha 5.</p>\n<p><img src=\"/images/Portrait-RikkyJack.jpg\" alt=\"Portrait - RikkyJack\"></p>\n<strong>Portrait - RikkyJack</strong></p>\n<div class=\"note\">\nNote:<br>For your Rikky Jacky or Vaughan Pendelton posters - debit 37 &Dstrok;, each to:<br>Bank: Carakuss IX / Account: fe80::1ef:fe33:4587:910a\n</div>\n<p><img src=\"/images/Portrait-VaughnPendleton-Birth.jpg\" alt=\"Portrait - Vaughn Pendelton\"></p>\n<strong>Portrait - Vaughn Pendelton</strong></p>\n<p>The meeting of the Second Sphere was not a fully peaceful one and several acts of violence from spheres had to be suppressed by the membership of the PSF on the confrontation with the Second, as would be demanded by the general populace if the full scale of violence was revealed. It was for these reasons that the Mahen-doshi, and several other Second Sphere races, were granted only observing member status within the PSF hierarchy, allowing the full members to exclude these representatives from any meeting that they felt fit to restrict access at. The existence of the PSF secret corps was withheld, it not fully then partially screened, from the Second Sphere races. Thus, through there was interaction between the two systems, both were still unsure about the others intentions or aspirations.</p>\n<p>A great breakthrough emerged with the introduction of delta-warp in to Second Sphere technology in exchange for the anti-gravity technology that they possessed. Though neither fully understands the workings of the others technology, the mere fact that each trusted the other enough to release vital technological information was a great step towards the reaching of a peaceful state of cooperation. May other breakthroughs in both organic and mechanical engineering also occurred with the study of each others scientific technologies.</p>\n<p>By 2233, the two spheres had established a calm state of interaction and tensions subsided. The PSF could not fully relax, however, for there soon would be a second unseen enemy with which it would have to deal. Several peripheral colonies had been attacked and the resident population completely wiped out, with little damage being done to the infrastructures of the colonies themselves. There was no evidence of any struggle and all that was found was a bloody, mass of knawed bones. The PSF, upon learning of this new threat, immediately mobilized every available PSF wing to the task of arming and defending the Sphere should it come under attack again. Emergency sessions of the PSF membership were called to deal with the logistics of war. Just four years after the first attack, 2239, we find the PSF in a state of relaxed tension.</p>\n<p><img src=\"/images/Portrait-VaughnPendleton-Adult.jpg\" alt=\"Portrait - Vaughn Pendleton\"></p>\n<strong>Portrait - Vaughn Pendleton</strong></p>\n<h2>Poly Solar Foundation</h2>\n<p>Essentially established as a crutch for the human race after the  fall of the Corporate State ­ it performed its function excellently. Within five years the system of representational democracy was out  weighed by the powerful influences of many city representatives. These members  of the PSF, elected by direct democratic means, were proponents of the global  implementation of a direct system. Heavy opposition was encountered however,  primarily because it would make them meer figure heads of state but sheer  pressure won out and the existing direct democratic units were all linked to a  network of computers that tallied all the ballots and reported the results.  This allowed the average citizen to cast a vote on any issue. The  representatives still remained but were now appointed for no fixed term they  were simply called back if they weren't living up to standards. The resulting system grew and prospered on Earth but her colonies did not  share the same good fortune.</p>\n<h2>PSF Departments:</h2>\n<h3>ITAG</h3>\n<p>This organization can be equated to the judicial branch of government. It contains the police and military forces and runs the circuit courts. Two major sub-sections of ITAG are MASS, Military Aero-Space Security, and the MFC, the Marine Federation Corps. These two forces handle the enforcement of Federation rule in all of know space. MASS has control over space related duties, while the MFC handle operations on planets.</p>\n<h3>IGAL</h3>\n<p>This wing of the Foundation is responsible for the education and training of all people living within PSF jurisdiction. Each PSF member world has 'schools' regulated by IGAL standards. There are also two buildings, on Earth and Awmonee, for students who come from planets without schools. These also serve centers for some of the highest schooling available in the First Sphere. There are however, several local universities which are devoted to the study of one or two particular fields, and are the top educational schools for their disciplines. All schools are devoted to teaching all levels of knowledge, from pre-school to Doctoral studies. All First Sphere inhabitants receive schooling to their fourth year of university. IGAL stands firmly behind this standard.</p>\n<h3>CSEP</h3>\n<p>This organization is the body that evaluates, studies, and regulates the interactions between Foundation and worlds which have not yet been 'contacted' by the PSF. The most important of these worlds are homeworlds like Fabi and Carioden. Also included under their scrutiny are all worlds seeking a addmission to the PSF. CSEP evaluates each based on socio-economic-political level. This evaluation is researched through in situ studies of the planet and its population for as many as five years, often before trade is allowed. After this detailed analysis, quotas are set on various goods that can be traded and traders assigned. Enforcement of CSEP's decisions is handled by the Council for Clandestine Operations on Planets to monitor the flow of technology. CCOP operatives ensure no unauthorized trade occurs.</p>\n<h3>CSEP</h3>\n<p>also acts as the diplomatic arm of the PSF. It negotiates treaties and alliances with technologically advanced societies who are space faring, but not yet part of the PSF. CSEP is directly controlled by the majority vote of the PSF membership, as with all divisions of the PSF.</p>\n<h3>IGTA</h3>\n<p>The major body for trade in the foundation, this organization helps to bring the buyer and seller of products together. IGTA provides all manner of assistance to members and observers of the PSF including the sale of it's products. These services include finding markets for the product, determining a fair market value, assistance in the sale, organizing transportation, aisistance with documentation and licensing, insurance of payment for the seller, and delivery for the buyer - for a small fee. This fee is charged for all transactions that go through IGTA, regardless of the amount of assistance provided, and is usually 10% of the sale value. The vast majority of trade that passes through this organization is between smaller colonies to/from other colonies and colonies to/from the homeworlds. The larger worlds prefer to organize the trade that takes place between them, themselves. In this instance, IGTA still sets a fair market value and requires a small fee, 1 or 2%.IGTA acts on behalf of the smaller colonies to find buyers for the products, it searches the requests for products and matches buyer and seller. IGTA sets a fair market price for the product and ensures that all transactions are without political, social, or economic bias. This ensures that all parties are treated fairly and that the lines of trade are open and free among all members of the Alliance. IGTA also arranges that transportation of goods with the major carriers. Once a year the PSF chooses a number of traders who will act as shippers for them. These traders deliver the goods between the worlds. This is done to ensure that essential goods reach every part of the foundation and at a reasonable price, not subject to the whimsey of unscrupulous traders.</p>\n<h2>IGEF</h2>\n<p>The Inter-Galactic Expeditionary Force has control over the exploratory work which is undertaken by the Foundation. The force is committed to the exploration, research and protection of galactic phenomenon found within the universe. IGEF is also empowered by the Foundation to explore in more detail the worlds over looked by the expansion of the Corporate era, who with un-manned probes and a few long range scans surveyed only those planets that served their voracious appetite for minerals. IGEF maintains a fleet of forty well built vessels. It also has two large science complexes on Awmon-ee and Earth, as well as several small observing stations positioned around the First Sphere. A museum devoted to the findings of IGEF can be found on MARS. IGEF is also the parent body of the Contact Squad. The Squad is operated jointly by IGEF and CSEP to study the Second Sphere. Their members run the full length of the spectrum, from the fully respected to the thoroughly un-respectable. All types of races and personalities can be found working for the Squad. But, those who do work within it are the best in their fields, no matter what.</p>\n<h2>Politics and Militaries</h2>\n<p>By far the most outstanding feature of the current political establishment is its youth, growth, and flexibility. These features, not usual characteristics of stable governmental systems, pervade the current political scene. All of which can be attributed to the inclusion of Humans in the Poly Solar Foundation in 2186.</p>\n<p><img src=\"/images/Full_MilitaryAeroSpaceSecurity.jpg\" alt=\"Military\"></p></p>\n<h2>Other Non-Governmental Organizations (NGOs)</h2>\n<table>\n<thead>\n<tr>\n<th>Acronym</th>\n<th>Name</th>\n<th>Founded</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PSF</td>\n<td>PolySolar Foundation</td>\n<td>2156</td>\n</tr>\n<tr>\n<td>ASP</td>\n<td>Aerospace Security Patrol</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>USMC</td>\n<td>American Marine Corps, 2nd Brigade</td>\n<td>--</td>\n</tr>\n<tr>\n<td></td>\n<td>Araen Green Fusiliers</td>\n<td>2217</td>\n</tr>\n<tr>\n<td>BVs</td>\n<td>The Bastard Vagrants</td>\n<td>2225</td>\n</tr>\n<tr>\n<td></td>\n<td>Capellan Light Wing Militia</td>\n<td>2178</td>\n</tr>\n<tr>\n<td></td>\n<td>Hell's Angels</td>\n<td>1947 ?</td>\n</tr>\n<tr>\n<td>LDF</td>\n<td>Lunar Defence Force</td>\n<td>2081</td>\n</tr>\n<tr>\n<td></td>\n<td>New Kilmarnock Highlanders</td>\n<td>2183</td>\n</tr>\n<tr>\n<td></td>\n<td>Oberhausen Hussars</td>\n<td>2174</td>\n</tr>\n<tr>\n<td>PSMF</td>\n<td>PolySolar Military Federation</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>INF</td>\n<td>Intergalactic Naval Federation, 4th Fleet</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>ITAG</td>\n<td>Intergalactic Treaty and Alliance Garrisons</td>\n<td>2153</td>\n</tr>\n<tr>\n<td>MARS</td>\n<td>Mercenary Administration and Regulatory Service</td>\n<td>2122</td>\n</tr>\n<tr>\n<td>MASS</td>\n<td>Military AeroSpace Security</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>MFC</td>\n<td>Marine Federation Corps, 1st Brigade</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>CCOP</td>\n<td>Council for Clandestine Operations on Planets</td>\n<td>2158</td>\n</tr>\n<tr>\n<td>IGAL</td>\n<td>InterGalactic Academy of Learning</td>\n<td>2189</td>\n</tr>\n<tr>\n<td>ORF</td>\n<td>Omega Research Foundation</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Navtech</td>\n<td>22--</td>\n</tr>\n<tr>\n<td>PWNA</td>\n<td>Port Waterston Naval Academy</td>\n<td>2176</td>\n</tr>\n<tr>\n<td>BC6</td>\n<td>PSMF Battle College at Griddansk</td>\n<td>2231</td>\n</tr>\n<tr>\n<td>SAGE</td>\n<td>Saint Rawlins Academy for Galactic Exploration</td>\n<td>2134</td>\n</tr>\n<tr>\n<td></td>\n<td>Thoth University</td>\n<td>2166</td>\n</tr>\n<tr>\n<td></td>\n<td>Acad Terra</td>\n<td>21--</td>\n</tr>\n<tr>\n<td></td>\n<td>Ch'chien Wa Bow Courier Service</td>\n<td>1769</td>\n</tr>\n<tr>\n<td></td>\n<td>Ch'chien Wa Bow Traders Guild</td>\n<td>2068</td>\n</tr>\n<tr>\n<td>DAWT</td>\n<td>Deshong Advanced Weapons Technologies</td>\n<td>2208</td>\n</tr>\n<tr>\n<td>GFT</td>\n<td>Galactic Financial Trust</td>\n<td>2172</td>\n</tr>\n<tr>\n<td>ITC</td>\n<td>Interstellar Trade Commission</td>\n<td>2125</td>\n</tr>\n<tr>\n<td>GT</td>\n<td>Galm Transport</td>\n<td>22--</td>\n</tr>\n<tr>\n<td>IHMC</td>\n<td>IronHide Mining Corporation</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Jjaro Mercantiles</td>\n<td>2185</td>\n</tr>\n<tr>\n<td></td>\n<td>Jjaro Traders Guild</td>\n<td>2201</td>\n</tr>\n<tr>\n<td>OTI</td>\n<td>Otaga Transport Incorporated</td>\n<td>21--</td>\n</tr>\n<tr>\n<td>PSI</td>\n<td>Pandarin Subsystems Incorporated</td>\n<td>2229</td>\n</tr>\n<tr>\n<td>SAKI</td>\n<td>Shuuj and Kebline Industries</td>\n<td>2206</td>\n</tr>\n<tr>\n<td></td>\n<td>Stevin Shipping</td>\n<td>2172</td>\n</tr>\n<tr>\n<td></td>\n<td>Stevin Traders Guild</td>\n<td>2172</td>\n</tr>\n<tr>\n<td>TWT</td>\n<td>Transac Warp Technologies</td>\n<td>2199</td>\n</tr>\n<tr>\n<td></td>\n<td>Chock Pirate Faction</td>\n<td>21--</td>\n</tr>\n<tr>\n<td></td>\n<td>Gannal Pirate Faction</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Marikann Pirate Faction</td>\n<td>21--</td>\n</tr>\n</tbody>\n</table>\n<hr>","pages":[{"url":"/NPRaces/","relativePath":"NPRaces.md","relativeDir":"","base":"NPRaces.md","name":"NPRaces","frontmatter":{"title":"Non-Player Races","sections":[{"section_id":"hero","type":"section_hero","title":"Non-Player Races","image":"images/5.jpg","content":"This page showcases all of the Non-Player races in the game. Please review each of them as you may encounter them in your next adventure."},{"section_id":"showcase","type":"section_grid","col_number":"three","grid_items":[{"title":"Aracnian","title_url":"/docs/races/aracnian/","image":"images/Aracnian_grey.jpg","content":"Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race."},{"title":"Faborian","title_url":"/docs/races/faborian/","image":"images/Faborian_grey.jpg","content":"The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head."},{"title":"Mahendoshi","title_url":"/docs/races/mahendoshi/","image":"images/Mahendoshi_grey.jpg","content":"Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density."},{"title":"Vjesperé","title_url":"/docs/races/vjespere/","image":"images/vjespere_grey.jpg","content":"Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid."},{"title":"Sooacoli","title_url":"/docs/races/sooacoli/","image":"images/Sooaacoli_grey.jpg","content":"The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation."}]}],"seo":{"title":"Non-Player Races","description":"This page showcases all of the Non-Player races in the game. 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Please review each of them and decide which you will portray in your next adventure."},{"section_id":"showcase","type":"section_grid","col_number":"three","grid_items":[{"title":"Eebek","title_url":"/docs/races/eebek/","image":"images/Eebek_grey.jpg","content":"Eebeks have either two or four arms about ninety-five percent of the time. While humans and Eebek both share an opposable thumb the Eebek have only three fingers and toes on their hands and feet."},{"title":"Fenbin","title_url":"/docs/races/fenbin/","image":"images/Fenbin_grey.jpg","content":"Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively."},{"title":"Human","title_url":"/docs/races/human/","image":"images/Human_grey.jpg","content":"Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids)."},{"title":"Low Kaa","title_url":"/docs/races/lowkaa/","image":"images/LowKaa_grey.jpg","content":"The Low Kaa have two arms, two legs and one appendage called the head; After this period of violent change the Low Kaan culture was only a small remnant of its former sophistication."},{"title":"Krane","title_url":"/docs/races/krane/","image":"images/Krane_grey.jpg","content":"The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. The krane nervous system is quite different from most other races because in some respects it better than some system and worse than others."},{"title":"Tanaian","title_url":"/docs/races/tanaian/","image":"images/Tanaian-grey.jpg","content":"A mystery even to this day, they exist and protect the Low Kaa who occupy the sister planet in their solar system."}]}],"seo":{"title":"Player Races","description":"This page showcases all of the Player races in the game. 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Where  the scale of adventures are only limited by your imagination! This game was developed by high school kids in Calgary, Alberta, Canada. It has been remastered and posted publicly for all to enjoy.<br> The rules of Genesis are divided into books or 'caudex'. There is the Caudex Regulum, the book of Rules. The Caudex Centia, the book of knowledge. Caudex Universum the book of stories.\n","actions":[{"label":"Dive into the Universe!","url":"/docs","style":"primary"}]},{"section_id":"features","type":"section_grid","col_number":"three","grid_items":[{"title":"Rules","content":"The Caudex Regulum, the book of Rules. All game masters should read all the rules to be successful at leading teams through adventures. \n","actions":[{"label":"See how to play the game","url":"/docs/characters/","style":"link"}]},{"title":"Knowledge","content":"The Caudex Centia, the book of knowledge. All role playing gamers should know the history, politics, economics - best of all we have tones of equipment, clothes, vehicles and even star ships. \n","actions":[{"label":"Learn about the universe","url":"/docs/history/","style":"link"}]},{"title":"Character Races","content":"There are several Player Character races from different and unusual worlds. We also have several Non-Player Character races.  Read them all and choose you favourite.\n","actions":[{"label":"See Player Races","url":"/races","style":"link"}]}]},{"section_id":"text-img","type":"section_content","image":"images/EebekTrade.jpg","image_position":"left","title":"Trading - A respectful Occupation","content":"Literally hundreds of societies live under the Foundation, and each has its own distinct sense of value and worth,  thus making it extremely difficult to reach even a general consensus on a standard system of monetary exchange. The  traditions and customs that have arisen within one people may hold totally different or even opposite meanings for their  neighbours, whether they be a few kilometres or a few parsecs distant.","actions":[{"label":"Read More ...","url":"/docs/characters/occupations/#chaendlers","style":"primary"}]},{"section_id":"cta","type":"section_cta","title":"Ready for your next adventure?","subtitle":"Check out Character Generation rules","actions":[{"label":"Build your character now!","url":"/docs/characters/character-generation/","style":"primary"}]},{"section_id":"text-img","type":"section_content","image":"images/BigGun1.jpg","image_position":"right","title":"Technology","content":"Review our catalog of technology, equipment, and vehicles.","actions":[{"label":"Do some retail therapy ...","url":"/docs/technology/","style":"primary"}]},{"section_id":"features-two-col","type":"section_grid","title":"Learn about the background of the Universe","subtitle":"There's a wide & diverse history of people and events that shaped the Genesis Universe. Check out these sections to find out more.","col_number":"two","grid_items":[{"title":"Politics","content":"Lean about some of the famous people who helped share the Poly Solar Foundation.","actions":[{"label":"Get Political","url":"/docs/politics","style":"link"}]},{"title":"History","content":"If you fail to learn from history, you are bound to make the same mistakes.","actions":[{"label":"History rocks","url":"/docs/history","style":"link"}]}]}],"seo":{"title":"Genesis Role Playing Game - version 3 remastered","description":"A retro-paper based Role-Playing Game written in the hey days of RPGs. A game set hundreds of years in earth's future, where humans have been contacted by Alien Races. The exploration has just begun! Join the adventure!","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Genesis - The Role Playing Game","keyName":"property"},{"name":"og:description","value":"A retro-paper based Role-Playing Game written in the hey days of RPGs. A game set hundreds of years in earth's future, where humans have been contacted by Alien Races. The exploration has just begun! Join the adventure!","keyName":"property"},{"name":"og:image","value":"images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Genesis - The Role Playing Game"},{"name":"twitter:description","value":"A retro-paper based Role-Playing Game written in the hey days of RPGs. A game set hundreds of years in earth's future, where humans have been contacted by Alien Races. The exploration has just begun! Join the adventure!"},{"name":"twitter:image","value":"images/Genesislogo1.jpeg","relativeUrl":true}]},"template":"advanced"},"html":""},{"url":"/success/","relativePath":"success.md","relativeDir":"","base":"success.md","name":"success","frontmatter":{"title":"Thank You","subtitle":"We are happy to hear what you think. Please let us know.","image":"images/5.jpg","seo":{"title":"Thank You","description":"Thank You","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Theme Style Guide","keyName":"property"},{"name":"og:description","value":"Thank You","keyName":"property"},{"name":"og:image","value":"images/5.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Theme Style Guide"},{"name":"twitter:description","value":"Thank You"},{"name":"twitter:image","value":"images/5.jpg","relativeUrl":true}]},"template":"page"},"html":"<h2>Thank you!</h2>\n<p>We have received your feedback.</p>"},{"url":"/contact/","relativePath":"contact.md","relativeDir":"","base":"contact.md","name":"contact","frontmatter":{"title":"Contact Us","subtitle":"We are happy to hear what you think. Please let us know.","image":"images/5.jpg","seo":{"title":"Contact Us","description":"We are happy to hear what you think. Please let us know.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Theme Style Guide","keyName":"property"},{"name":"og:description","value":"We are happy to hear what you think. Please let us know.","keyName":"property"},{"name":"og:image","value":"images/5.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Theme Style Guide"},{"name":"twitter:description","value":"We are happy to hear what you think. Please let us know."},{"name":"twitter:image","value":"images/5.jpg","relativeUrl":true}]},"template":"page"},"html":"<form name=\"contact\" method=\"post\" data-netlify=\"true\" action=\"/success\" data-netlify-honeypot=\"bot-field\">\n  <input type=\"hidden\" name=\"form-name\" value=\"contact\" />\n  <p>\n    <label>Your Name: <input type=\"text\" name=\"name\" /></label>   \n  </p>\n  <p>\n    <label>Your Email: <input type=\"email\" name=\"email\" /></label>\n  </p>\n  <p>\n    <label>Message: <textarea name=\"message\"></textarea></label>\n  </p>\n  <p>\n    <button type=\"submit\">Send</button>\n  </p>\n</form>"},{"url":"/blog/BetweenTheRocks/","relativePath":"blog/BetweenTheRocks.md","relativeDir":"blog","base":"BetweenTheRocks.md","name":"BetweenTheRocks","frontmatter":{"title":"Between the Rocks!","excerpt":"The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.)","date":"2019-05-18","thumb_image":"images/Uni-BetweentheRocks-small.jpg","image":"images/Uni-BetweentheRocks.jpg","seo":{"title":"Between the Rocks!","description":"The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.)","extra":[{"name":"og:type","value":"article","keyName":"property"},{"name":"og:title","value":"Between the Rocks!","keyName":"property"},{"name":"og:description","value":"The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.)","keyName":"property"},{"name":"og:image","value":"images/Uni-BetweentheRocks.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Between the Rocks!"},{"name":"twitter:description","value":"The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.)"},{"name":"twitter:image","value":"images/Uni-BetweentheRocks.jpg","relativeUrl":true}]},"template":"post"},"html":"<p>“Sir, the computers just came back online.”</p>\n“Well, do they confirm the visuals?”</p>\n“Yes Sir!”</p>\n“Run down the stats Mr. Kielan”</p>\n“The computer is tracking the asteroid. Sensors are picking up high ore content. Large Deposits of Gold, Titanium, Palladium and traces of other metals as long as your arm.”</p>\n“Is their a margin?”</p>\n“Nine million cubic meters with a ratio of twelve to one.”</p>\n“Position and vector Mr. Harcher”</p>\n“It entered our claim six hours ago and is in a transfer orbit that will take it out in another two hours.”</p>\n“Shit! Pull in the five and six crews. This is going to have be fast and dirty.”</p>\n“Mr. Dlameani, find the fastest course to the asteroid.”</p>\n“The sensors show a Kirkwood, Captain.”</p>\n“Use it!”</p>\n“It’s very small.”</p>\n“I don’t care, I want that asteroid.”</p>\n“Are the 5 and 6 crews in yet?”</p>\n“Yes, Captain”</p>\n“Engage the drive Mr. Dlameani, ETA at best speed?”</p>\n“15 min. Captain.”</p>\n“It’s going to be tight. I want all crews ready for immediate deployment when we reach station.”</p></p>\n<center> . . .</center></p>\n“ETA Mr. Dlameani.”</p>\n“30 seconds to station Captain.”</p>\n“Are all crews ready?”</p>\n“All report ready, Sir.”</p>\n“ETA?”</p>\n“10 seconds.”</p>\n“Time until the asteroid leaves the claim Mr. Marcher?”</p>\n“One hour and thirty-two minutes, Captain.”</p>\n“Open the pod bay doors.”</p>\n“Eye Eye.”</p>\n“Attention all out-rigger crews, I want this operation to go smoothly. We only have one and a half hours and any time wasted will come off your commissions. Deploy, — NOW!”</p>\n“All crews acknowledge deployment. Sir.”</p>\n“Mr. Kielan, I want the data from the first samples.”</p>\n“Updated ratio of nine to one. Percent composition of primary samples: 3.5% Gold, 1.7% Platinum, 2.5% Cobalt, 1.1% Palladium, and .5% Courant — the rest are just traces.”</p>\n“Courant!?”</p>\n“Yes, Captain.”</p>\n“Are there any concentrations of it.”</p>\n“The sensors indicate a vein on the far side.”</p>\n“I want two crews on it as soon as possible.”</p>\n“Out-rigger crews two and seven are in position on the far side and beginning there OP, Captain.”</p>\n“Report Mr. Kielan”</p>\n“Ratio of Courant ten to one.”</p>\n“Do we have estimates on vein size.”</p>\n“Computers estimate — One Million cubic meters. Captain!”</p>\n“My God. This is the one.”</p>\n“ETD until it leaves our Claim, Mr. Marcher.”</p>\n“One hour and five minutes, Sir.”</p>\n“Mr. Kielan, keep me updated on completion percentage.”</p>\n“At the current rate we have five percent dusted, and time to full dust one hour and forty-nine minutes.”</p>\n“Dam it! I want all teams to go to one hundred thirty percent.”</p>\n“All out-riggers acknowledge.”</p>\n“Mr. Bycore give me the stress data on the pods.”</p>\n“All are working at maximum efficiency, there is a five percent chance of system failure every five minutes we maintain one thirty. Sir.”</p>\n“Move another two crews to the far side.”</p>\n“Crews four and five on station and starting their OP”</p>\n“Mr. Kielan ?”</p>\n“Fifteen percent dusted, and one hour and fifteen minutes to full dust.”</p>\n“ETD of the asteroid out of our claim Mr. Marcher?”</p>\n“Fifty minutes, Captain.”</p>\n“ETD Mr. Harcher?”</p>\n<center> . . .</center></p>\n“The Asteroid is now three minutes away from the line.”</p>\n“Percentage Mr. Kielan?”</p>\n“Eighty-three percent dusted, and fifteen minutes to full dust.”</p>\n“Stress data Mr. Bycore.”</p>\n“Seventy-eight percent average efficiency. Thirty percent chance of failure every minute.”</p>\n“ETD Mr. Ha…”</p>\n“Captain, pods three and seven have lost all power.”</p>\n“Status on the crews Mr. Bycore?”</p>\n“Out-riggers three and seven are on Batt backup and are drifting out of the claim.”</p>\n“Dam it, Bycore, why weren’t they using pitons?”</p>\n“The out-riggers are using station keeping thrusters and emergency lines to save time.”</p>\n“Percent Mr. Kielan?”</p>\n“Eighty five, 13 min to full.”</p>\n“We are now across the line.”</p>\n“Dlameani, Keep me posted on any host movements.”</p>\n“Bycore, have the pods regained power?”</p>\n“Yes, Captain. The pods are now back at station.”</p>\n“Sir, Computer is tracking another mining vessel on an intercept course.”</p>\n“Percent Mr. Kielan?”</p>\n“Eighty nine, 10 min to full.”</p>\n“Time to interception of the other vessel, Dlameani?”</p>\n“Two minutes Captain.”</p>\n“Sir, We are receiving a signal from the other ship.”</p>\n“Out loud, Dlameani.”</p>\n“They are demanding that we leave their claim immediately or they will destroy our vessel and all crews for the crime of claim jumping.”</p>\n“Pull in the crews Mr. Bycore.”</p>\n<center> . . .</center></p>\n“Sir, the other ship is now retreating form our claim.”</p>\n“Give, me the stats on the asteroid Mr. Raoklan”</p>\n“The computer is tracking. Sensors show high ore content. Deposits of Gold, Titanium, Palladium and traces of other metals.”</p>\n“What’s the margin?”</p>\n“Nine hundred thousand cubic meters with a ratio of ten to one.”</p>\n“Position and vector Mr. Garone”</p>\n<p>The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.)</p>"},{"url":"/blog/HellofaWaytoDie/","relativePath":"blog/HellofaWaytoDie.md","relativeDir":"blog","base":"HellofaWaytoDie.md","name":"HellofaWaytoDie","frontmatter":{"title":"Hell of a way to die","excerpt":"Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done. In either of the fields, technical or medical , this occupation demands the most of a person.","date":"2019-05-19","thumb_image":"images/Uni-WayToDie-small.jpg","image":"images/Uni-WayToDie.jpg","seo":{"title":"Hell of a way to die","description":"Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done.","extra":[{"name":"og:type","value":"article","keyName":"property"},{"name":"og:title","value":"Hell of a way to die","keyName":"property"},{"name":"og:description","value":"Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done.","keyName":"property"},{"name":"og:image","value":"/images/Uni-WayToDie.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Hell of a way to die"},{"name":"twitter:description","value":"Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done."},{"name":"twitter:image","value":"images/Uni-WayToDie.jpg","relativeUrl":true}]},"template":"post"},"html":"<p>… “Dammit! Isn’t the computer supposed to warn us when the drive core begins fizzing?”\n“Yes — it is supposed to — but it didn’t, that power drop-out we had must have short-circuited something and bypassed the initial alert,” he said scanning the computer screen.</p>\n“So just tell the computer to shut-off the drive!”</p></p>\n<blockquote>\n<p>“WARNING!! the drive core will implode in 5 minutes. 5 minutes”, the computer announced</p></p>\n</blockquote>\n<p>The specialist slung his head low and thought “another stupid suggestion.” He held his tongue, “I can’t … the drive computer thinks nothing’s wrong — so when I tell it to do an emergency shutdown because the core is about to crunch it just ignores me”.\n“What do you mean, what about the warning”</p>\n“That’s the ship’s computer …”</p>\n“So … tell it to do the shutdown and bring us out of warp”</p>\nThe other man’s lips pursed, “Can’t do it … the command hardware between our computer and the drive computer was destroyed by that meteorite”</p>\nHis eyes furiously scanning the screen. “Then how can you tell the drive’s computer to do an emergency shutdown?”</p>\n“My god!! Don’t you know anything about this ship and how it works?”</p>\nHis restraint gave out. “No, that’s why I hired you … remember? … that’s your job!” he said mockingly.</p>\n“So shut-up and let me do it! There that is it.” pointing a finger at the screen, he moved to another terminal.</p>\n“What? … what’s it?” staring at the display blankly “ … talk to me.”</p>\n“Tell me what you are doing.”</p>\n“OK! Just shut-up and listen! The meteorite hit the command hardware, that allows us to control the drive unit, and smashed it.” he thought rapidly into the computer, “So when the core began to fizz the ships sensors picked it up but there was no way to tell the drives’ computer that the core is about to crunch and no way to tell it to shutdown.”</p>\n“I understand all that, but …” an icy look stopped him.</p>\n“So when the fizzing started the drive was ‘deaf’, and all that we have left in the one way telemetry link that tells us the level of fizzing in the core.”</p>\n“Yeah, Yeah.”</p>\n“I reconfigured the telemetry link so we can talk to the drive, but because it registers no fizzing when I tell it to shutdown it ignores me.”</p>\n“Great …” the man said in disgust, “that means we’re dead — you tell the drive to shutdown but it doesn’t think there’s any problem</p>\n… what a hell of a way to die — from a computer glitch …” the man’s voice trailed off.\n“We’re not going to die” the technician said.</p>\n“We’re not?”</p>\n“Nope …”, shaking his head “I figured out a way around it, just tell the drive what’s going on.”</p>\n“I thought you tried that already?”</p>\n“No, I mean feed it the info that told our computer that the core was fizzing and the drive should trip — but there is one little problem.”</p>\n“What?”</p>\n“Our computer didn’t record the exact telemetry necessary to trip-out the drive.”</p>\n“So?”</p>\n“I’m making it.”</p>\n“Huh?”</p>\n“A computer simulation of a drive core going super critical.”</p>\n“Will that work?” He looked over at the man, “Better hope it does!”</p>\n“So how long will it take you to make up the simulation?”</p>\n“Done … it’s already running and feeding the data to the drive computer. Now all we have to do is wait for the drive computer to acknowledge the simulation and trip-out.”</p>\n“How long will that take?”</p>\n“A minute.”</p></p>\n<blockquote>\n<p>“WARNING: drive core will implode in 50 seconds. 50 seconds”</p></p>\n</blockquote>\n<p>“Oh, great!”</p>\n“Wait for it.”</p>\nBoth men moved to the front of the bridge and cast their eyes out through the huge port-hole onto the stars. The pattern of dots changing by the second as the ship moved through space at apparent speeds of 4,000 times that of light. The men were silent only the computer counted.</p></p>\n<blockquote>\n<p>“WARNING: 30 seconds to dive-core crunch. 30 seconds.”<br>\n“20 … 10 … 9 … 8 … 7 … 6 … 5 … a long pause.”</p></p>\n</blockquote>\n<p>The patterns of stars blurred and stopped shifting and the computer announced,\n“The drive has tripped … now sequencing emergency drive shutdown procedures. Drive core crunch averted, all FTL motion has ceased.”</p></p>\n<hr>\n<div class=\"note\"> Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done. In either of the fields, technical or medical , this occupation demands the most of a person. There are often situations which have high risk, high stakes and most times involve life or death. Most technical specialists are freelance workers so they contract to do a job for a particular amount of money and when it’s done they look for another contract. Medics are either hired by the foundation or serve as personal doctors for individuals or teams. This type of lifestyle often brings periods of “feast and famine” that eliminates all but the most devoted to the occupation. It if for this reason many specialists have unique personalities and appear a little of-the-wall, but when it comes to performance they’re nothing but professionals.</dive>"},{"url":"/blog/AnInterstellarChristmas/","relativePath":"blog/AnInterstellarChristmas.md","relativeDir":"blog","base":"AnInterstellarChristmas.md","name":"AnInterstellarChristmas","frontmatter":{"title":"An Interstellar Christmas","excerpt":"A brief timeline of an interstellar voyage in the year 2139","date":"2021-05-10","thumb_image":"/images/Uni-interstellar-thumb.jpeg","image":"/images/Uni-interstellar.jpeg","seo":{"title":"An Interstellar Christmas","description":"A brief timeline of an interstellar voyage in the year 2139","extra":[{"name":"og:type","value":"article","keyName":"property"},{"name":"og:title","value":"An Interstellar Christmas","keyName":"property"},{"name":"og:description","value":"A brief timeline of an interstellar voyage in the year 2139","keyName":"property"},{"name":"og:image","value":"/images/Uni-interstellar-thumb.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"An Interstellar Christmas"},{"name":"twitter:description","value":"A brief timeline of an interstellar voyage in the year 2139"},{"name":"twitter:image","value":"/images/Uni-interstellar-thumb.jpeg","relativeUrl":true}]},"template":"post"},"html":"<h1>December 7, 2139</h1>\n<p>\"House computer, we want to observe the Terran holiday called 'Christmas', book a cabin for two aboard the next high-liner to Earth\"</p>\nHouse computer: \"Okay! The H.M.S. Ptolomy leaves for Sol destination Earth on December 23rd at 9:30 AM. It is a first rate light passenger vessel. The high-liner Charlemagne, registered with Jjaro Colonial Tours, will make the jumps along the Centauran Circuit.</p></p></p>\n<hr>\n<h2>Voyage Observatons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">Date, Time</left></th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\"><strong>December 23rd</strong></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"right\">9:43 AM</td>\n<td>Arrive at the New Avalon starport. Check-in, pass customs and security, and do some last-minute New Year's shopping. Luggage is taken to loading by robot valets.</td>\n</tr>\n<tr>\n<td align=\"right\">10:15 AM</td>\n<td>Boarding commences onto small orbital shuttle. Find self window seat while listening to flight instructions.</td>\n</tr>\n<tr>\n<td align=\"right\">10:30 AM</td>\n<td>Feel the dampening field come on in before the thrusters begin a series of orbital burns (all less than 1G).￼</td>\n</tr>\n<tr>\n<td align=\"right\">10:34 AM</td>\n<td>Shuffle enters a low polar orbit over Pelion. Minor orbit adjustment Burns follow.</td>\n</tr>\n<tr>\n<td align=\"right\">11:03 AM</td>\n<td>Rendezvous and talking with the Ptolomy in a 1,300 km polar orbit.</td>\n</tr>\n<tr>\n<td align=\"right\">11:12 AM</td>\n<td>Transferred to the Ptolomy. Welcome aboard by first officer and seen to a cabin by robot porter. Listen to fight instructions, get settled, etc.</td>\n</tr>\n<tr>\n<td align=\"right\">11:49 AM</td>\n<td>Ship's Gravity fluctuates slightly as initial dampeners switch on.</td>\n</tr>\n<tr>\n<td align=\"right\">12:00 PM</td>\n<td>Voiceover the P.A. announces the start of the main fusion burn (.35 Gs)</td>\n</tr>\n<tr>\n<td align=\"right\">1:40 PM</td>\n<td>Ptolomy crosses the orbit of Pelion's pebble moon Nessus</td>\n</tr>\n<tr>\n<td align=\"right\">3:20 PM</td>\n<td>Main drive cut off occurs (200 km/s)</td>\n</tr>\n<tr>\n<td align=\"right\">4:56 PM</td>\n<td>Rendezvous with the Jjaro Highliner Charlemagne. 250,000 km (0.7 light years) from Pelion. Velocity matched at 200 km/s.</td>\n</tr>\n<tr>\n<td align=\"right\">5:12 PM</td>\n<td>Ptolomy locks-in after security check and wait for approach vector.</td>\n</tr>\n<tr>\n<td align=\"right\">5:22 PM</td>\n<td>Charlemagne's <a href=\"/docs/character-life/star-travel/\">Delta-Warp</a> drive is brought online. Final loading is completed</td>\n</tr>\n<tr>\n<td align=\"right\">5:30:00 PM</td>\n<td><a href=\"/docs/character-life/star-travel/\">Delta-Warp</a> is engaged and the star scape shimmers.</td>\n</tr>\n<tr>\n<td align=\"right\">5:30:01 PM</td>\n<td>The brilliant streak of the medium sized gas giant Ionia (only a few, 105 millions of km away) passes below.</td>\n</tr>\n<tr>\n<td align=\"right\">5:30:04 PM</td>\n<td>The orbit of Alpha Centauri B is crossed.</td>\n</tr>\n<tr>\n<td align=\"right\">5:30:15 PM</td>\n<td>A distant movement against the background stars is the outer most planet of the system, the ice giant Helcaraxe.</td>\n</tr>\n<tr>\n<td align=\"right\">5:39 PM</td>\n<td>The orbit of Alpha Centauri B is crossed.</td>\n</tr>\n<tr>\n<td align=\"right\">7:14 PM</td>\n<td>Próxima Centauri's Orbit is crossed. Ptolemy is refuelled from prepared stores aboard Charlemagne.</td>\n</tr>\n<tr>\n<td align=\"right\">9:34 PM</td>\n<td>Alpha Centauri's Oort Cloud is entered, and crossed in ~50 minutes</td>\n</tr>\n<tr>\n<td align=\"right\"><strong>December 24th</strong></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"right\">5:11 AM</td>\n<td>Nemesis (Sol B) is passed at a distance of 0.76 light years</td>\n</tr>\n<tr>\n<td align=\"right\">8:45 AM</td>\n<td>Sol's Oort Cloud is entered, and crossed in ~50 minutes</td>\n</tr>\n<tr>\n<td align=\"right\">1:26 PM</td>\n<td>Sol's Heliopause is crossed</td>\n</tr>\n<tr>\n<td align=\"right\">1:31 PM</td>\n<td>Somewhere above are the earliest sunlight exploration craft (Voyager, Pioneer, etc.)</td>\n</tr>\n<tr>\n<td align=\"right\">1:34:20 PM</td>\n<td>Pluto's orbit is crossed</td>\n</tr>\n<tr>\n<td align=\"right\">1:34:25 PM</td>\n<td>Neptune, the blue ice giant moves quietly past at a great distance.</td>\n</tr>\n<tr>\n<td align=\"right\">1:34:36 PM</td>\n<td>A bright flash of yellow looms above ship for an instant where rings could almost be be defecerned.</td>\n</tr>\n<tr>\n<td align=\"right\">1:34:39 PM</td>\n<td>The thousands of flickers of the asteroid belt pass below. Mars' orbit is crossed.</td>\n</tr>\n<tr>\n<td align=\"right\">1:34:40 PM</td>\n<td>Earth virtually springs from a point to a sphere as the drive disengages.</td>\n</tr>\n<tr>\n<td align=\"right\">1:51 PM</td>\n<td>Ptolemy unlocks from Charlemagne after receiving corse and vector to Quito sky-hook station.</td>\n</tr>\n<tr>\n<td align=\"right\">2:15 PM</td>\n<td>Charlemagne's drive array is taken offline. Final disembarkation is completed.</td>\n</tr>\n<tr>\n<td align=\"right\">3:27 PM</td>\n<td>Ptolemy commences fusion burn deceleration towards earth (.35 Gs )</td>\n</tr>\n<tr>\n<td align=\"right\">5:04 PM</td>\n<td>Luna's Orbit is crossed</td>\n</tr>\n<tr>\n<td align=\"right\">6:47 PM</td>\n<td>Ptolemy takes a high equatorial orbit (30,000 km) and maneuvers to descend to Quito Station.</td>\n</tr>\n<tr>\n<td align=\"right\">7:29 PM</td>\n<td>Ptolemy docks with Quito station. Inertial dampers switch off, as preparing to leave. 1st officer wishes well.</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<h2>Highligner Data</h2>\n<table>\n<thead>\n<tr>\n<th></th>\n<th></th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Actual Velocity</td>\n<td>~200 km/s</td>\n</tr>\n<tr>\n<td>Warps/second</td>\n<td>~500 (1 per 2 milliseconds)</td>\n</tr>\n<tr>\n<td>Distance Warped</td>\n<td>~300,00 km in system up to  ~1,500,000 km extra-solar</td>\n</tr>\n<tr>\n<td>Distance between Warps</td>\n<td>~400 meters</td>\n</tr>\n<tr>\n<td>Warp Index</td>\n<td>10 to 13.6</td>\n</tr>\n<tr>\n<td>Total Cost per person</td>\n<td>$1,500 Đ</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<ul>\n<li>In deep space the galactic wake affects tremendous areas, but fortunately fruition the cushing effects of a gravity well, it extends only if a few dozen kilometres around a ship. Danger is further lessoned by one of the most staggering lists of operator regulations and licensing ever devised, and by the suicidal tendencies needed to Warp with a gravity well.</li>\n<li>When making a Warp jump inside of gravity well, the exit hole always forms closer to the centre of the mass than expected due to gravitational attraction. In weaker regions of the field, this calls for some relatively simple course corrections but further in, stable travel demands increasingly complex tricks to overcome, like after the Warps per second, or extending the distance Warped, etc. All of which also increases the chance of a drive crunch (see note below).\nThe Counterpoise is the distance from a mass which is no amount of practical manipulation of a drive will be able to pull it anyway, and the next Warp opens up about a few hundred kilometres below the planet's crust. Counterpoise is technically different for every planet and every drive, but as a margin of safety, values are issued for all inhabited worlds, inside which no unregulated Warp capable crafts are permitted.</li>\n<li>\n<p>When too much energy passes through the drive core over a particular time. Unstable gravitational collapse produces subatomic micro black holes with in the core's rods in a process known as fizzing. In less than a trillionth, trilionith of a second, black holes have quantum \"evaporated\" explosively, in a flood of gamma rays. Technically this occurs every time and jump as a made, but in properly functioning Drive, the black holes are so small that their tiny detonations only do damage to the rods atomic crystalline structure. This is why the slightly radioactive rods must be replaced periodically. However, if you're some mishap too much power is channelled through the core for a particular Warp, micro black holes formed are substantially larger and evaporate with a much bigger bang, fracturing the rods, damaging the  Drive unit. Worse still, at a uncertain and random levels in gravitonic a chain-reaction can begin what is known as \"Court Crunch\".\nThis is where so many micro black holes are formed they have achieved critical density and begin to acrete together, doubling in size and life time, and their ability to glom on to other black holes and get even bigger and so on….\nHow long this continues until evaporation and the final explosion depends on how big the drive is. A small cargo tug may have a 30 second wait; while in alliance high-liner may have up to a half an hour, and go out in a 500 megatonne fireball.\nIn an typical interstellar voyage, starships typically accelerates up to cruising speed just outside of planetary orbit with sub-lights and then warp in engaged for the bulk of the journey. The sub-lights come on again at the other end to decide to ship into a destination orbit.\nAn interesting aspect of Delta world travel is there is no reliable way to interact or communicate or otherwise affect the shipping warp your parents speeds and distances involved are just too great.\n<img src=\"/images/Uni-interstellar.jpeg\" alt=\"Intersteller\"></p>\n<hr>\n</li>\n</ul>"},{"url":"/blog/RisingSun/","relativePath":"blog/RisingSun.md","relativeDir":"blog","base":"RisingSun.md","name":"RisingSun","frontmatter":{"title":"The Rising Sun","excerpt":"In the Genesis RPG universe there are two kinds of investigators ; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives.","date":"2019-05-15","thumb_image":"images/Uni-RisingSun-small.jpg","image":"images/Uni-RisingSun.jpg","seo":{"title":"The Rising Sun","description":"In the Genesis RPG universe there are two kinds of investigators; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives.","extra":[{"name":"og:type","value":"article","keyName":"property"},{"name":"og:title","value":"The Rising Sun","keyName":"property"},{"name":"og:description","value":"In the Genesis RPG universe there are two kinds of investigators; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives.","keyName":"property"},{"name":"og:image","value":"images/Uni-RisingSun.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Between the Rocks!"},{"name":"twitter:description","value":"In the Genesis RPG universe there are two kinds of investigators; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives."},{"name":"twitter:image","value":"images/Uni-RisingSun.jpg","relativeUrl":true}]},"template":"post"},"html":"<p>Suddenly the world around him was ablaze with color, form, and dimension. The light flickered slightly as he moved to ignite the paper and plant stick that dangled from between his lips. He inhaled quickly twice and then once again, the smoke filled his lungs and warmed him during the cold night. He exhaled the smoke over a steaming container of brown liquid, no matter what they did, it never tasted like coffee made from the bean. The street was deserted and the light from the planet’s three moons, each luminous red, reflecting the planet’s temporarily absent star. The man pulled from his overcoat a Polaroid of his partner, a grimace of pain swept across his face. In the cold night of Carakuss the lone figure mused silently to himself.</p></p>\n<blockquote>\n<p>Regardless of all the power of the Council of Clandestine Operations on Planets (CCOP) and the aid of technologically advanced weapons, cerebral implants, and the ultimate in transportation — Delta Warp, the private investigators and even the CCOP clandestine teams were not beyond the grasp of the big bosses.</p></p>\n</blockquote>\n<center>A few more stars gave way to the relentless dawn that approached the city and the single waiting figure consumed in his thoughts.</center></p>\nHe looked again at the picture of his late partner. Phillip Trent stood knowing that the plight of this, the first planet contacted by Corporate Earth, would continue possibly long past his life time — as it did his partner’s. Still he felt deep hatred toward the big bosses and the traders who dealt in illegal goods, who place no value on life, who work against the councils and only for their own profit, regardless of the techno-social pollution of the people and the planet. The Military AeroSpace Security’s (MASS) report on his partner’s death only suggested a professional hit, but it was the only explanation. A hit from one of his enemies would make the most sense, but Jonathan Bishop had many enemies and precious few friends. Which one of his enemies, that was the key. The trench coat clad figure’s facial expression changed from one of searching to one of analysis. The pictures and experiences of the past few days flowed across his mind as the cerebral implant re-played them into his cortex.</p>\n… The inner-city. A dealer of illicit technology owned a small shop. The large windows were hung with all manner of goods and gadgets, alien and foundation alike, to the point of darkening the store inside. Immediately upon entering the store a short heavy man approached and started into his sales- pitch. I stopped him mid sentence and threw him against one of the cluttered walls. As I grabbed his shirt, beads of perspiration emerged from his bald head and information flowed from his lips like the light from a sun on a hot summer day. The man I was looking for was a typical gun, the type the mob hired. A kind which I had seen before, the kind that was too stupid to know when to die. His name was Joey Scarpini, I searched my cerebral implant’s main files and selected a 50 % computer/sight overlay. As I walked through the accumulated filth of the inner-city with it’s ghettoes, and over crowded populous, their hearts and minds corrupted from exposure to techno-pollution I read the file in my mind. Joey was a small time hit-man, he was charged three times and released on bail each time with help form the inner-city Don. It made the most sense, Jonathan and I were investigating a TPD ring (Technology, Prostitution, Drug ring) run by the Don when he was killed.</p>\n<center>The sun moved closer to the horizon and all but the three moons were opaque in the inevitable dawn. The man thought</center>\n>The Don had been involved in techno-pollution before, but bosses never did time on mining colonies, one of their men always took the fall. CCOP had tried to stop the Don, but sending some of his men to mining colonies and killing the ones who misused their second chance didn’t phase him. Nothing they did stopped him. So, in this instance the target was the Boss himself, not just one of his men. Bosses who break laws aren’t given a second chance. A feeling of hatred filled Phillip’s mind when he remembered the morning before, the difficulty of getting license for this one. He almost didn’t because of his involvement with the case, he had to use-up a lot of favors, but he owed it to Jonathan.</p>\n<center>The red sun of the solar system Constella B crept closer to meet the horizon</center></p>\nHis communicator signaled an incoming message. The perfectly shaped face of a woman appeared, nodded quickly in acknowledgement and then disappeared; he raised his eyes toward the penthouse of the Metroplex across the street, where the inner-city Don slept in the early morning light, and thought.\n>“… for all the people you have ever hurt, including Jonathan … “</p>\n<p>… The giant red sun was just visible over the horizon from the high penthouse overlooking the city. The light filtered through the half open polarizing screens, in-place on the huge round windows and beyond them the balcony. The light from the sun, shifted the colours of the room to a red- orange. Renderings by de Vinci, Titian, Raphael and other artistic masters hung from the fabric covered walls and the floor was covered by a hand made rug. All this framing a mahogany bed set against one wall of the room. The bedding was almost pure red, reflecting into the room the color of the morning sun. A lone figure stirred beneath the sheets and as it moved there was an inaudible whisper of a body sliding between silken covers. The figure’s mind was a blaze with the color of the sun mixed with dreams of the night before. Slowly, he opened his eyes only to shut them once again. He lay there in bed thinking. He felt the sheets against his body, and imagined the room and his body under the sheets in his mind. The pictures and the furnishings came to mind and he thanked this planet and all its diversity, it was the essence of his business. He turned over and drifted off to sleep comforted by the fact that he controlled the city awakening beneath him. A tall exquisitely shaped woman walked into the room with a silver platter in one hand. The platter held two objects, the first large and asymmetrical, the second small and triangular both covered by a once white, now orange-red, cloth. She moved to the side of the bed, flanking the sleeping body. From beneath the cloth she pulled the first asymmetrical object, a Sting Ray pistol. She took aim, though it was unnecessary; she wanted to be certain. Slowly, she squeezed the trigger and the bullet left the gun without a whisper. As the shot hit a faint slap rang around the room and was repeated seven more times. She pulled back the covers to be sure, and recognized the now lifeless inner-city Don’s face. She replaced the pistol and pulled from the covered platter a small triangular patch. On the body she laid the silver anodized triangle with the letters CCOP emblazoned on it in Galactic script. Philip Trent pulled from his pocket a small device similar to a calculator. He pressed a few buttons and positioned the device. He hit one last button, and a five second countdown started. A portion of the buildings behind him simmered and buckled. The instant the timer reached zero the shimmering coalesced into an alien landscape bounded by the sharp edges of the hole. It opened onto a red meadow of a bright and sunny world. He turned and casually walked toward the hole. He stepped over the threshold and planted one foot on the other side. As he stood, with one half of his body on either side of the galaxy, he turned to face the rising sun. The first photons of light from the red sun struck his face — he turned and walked to his next assignment.</p></p>\n<p>In the Genesis RPG universe there are two kinds of investigators — the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives. Investigators gather information which links people with crimes. This information is then given to the proper authorities so the offender can be apprehended and put on trial before the Alliance. Private investigators hire themselves out to individuals and the many branches of the Foundation and corporations. They may serve in many different ways, including tracking down stolen jewels or bringing a planet hopping murderer to justice. As early as the 19th century, there have been private investigators who have solved crimes. Private investigators are made up of an enormously diverse class of people including ex-MASS officers, ex-CCOP officers, and regular citizens of the Foundation. Any person can become an investigator with the proper training and the licenses to carry a firearm. CCOP investigators are highly trained not to interfere with the people of culture and to fit in as one of its members. While working for CCOP, fielders look for Chaendlers dealing illegally and causing techno-pollution. To enter CCOP outstanding members of the foundation are contacted and asked if they would like to join. Once accepted there is a gruelling training course which is followed by a number of assignments in the field during which new trainees are closely monitored. After trainees have passed these field assignments they will be assigned to watch for techno-pollution. Later when the officer has been proven as a clandestine operative he or she will be reassigned to a planet where only initial contact has been made. The tasks of the CCOP officer are very taxing and require that the officer remain incognito for extended periods, often years on end. CCOP officers however, retire and live extremely well after serving the Foundation.</p>"},{"url":"/blog/WritersGuideToGenesis/","relativePath":"blog/WritersGuideToGenesis.md","relativeDir":"blog","base":"WritersGuideToGenesis.md","name":"WritersGuideToGenesis","frontmatter":{"title":"Writers' Guide to Genesis","excerpt":"This is a simple list of the current events happening in the Genesis Universe ","date":"2021-05-05","thumb_image":"images/cyber-punk.jpg","image":"/images/Robot.JPG","seo":{"title":"Writers' Guide to Genesis","description":"This is a simple list of the current events happening in the Genesis Universe","extra":[{"name":"‘og:type’","value":"article","keyName":"property"},{"name":"‘og:title’","value":"Vaughn Marie Pendelton","keyName":"property"},{"name":"‘og:description’","value":"This is a simple list of the current events happening in the Genesis Universe","keyName":"property"},{"name":"‘og:image’","value":"/images/Uni-Portrait-VaughnPendleton-Birth-thumb.jpeg","keyName":"property","relativeUrl":true},{"name":"‘twitter:card’","value":"summary_large_image"},{"name":"‘twitter:title’","value":"Vaughn Marie Pendelton"},{"name":"‘twitter:description’","value":"This is a simple list of the current events happening in the Genesis Universe"},{"name":"‘twitter:image’","value":"/images/Uni-Portrait-VaughnPendleton-Birth-thumb.jpeg","relativeUrl":true}]},"template":"post"},"html":"<p><right>Dated: December 31, 1990</right></p>\n<ul>\n<li>The Milmoth (a.k.a. Vega) system is under heavy mining activity. The solar accretion disk is still quite disordered, and materials are still floating around freely in the form a small to large asteroids. Claim jumping, and counter-claim jump is rampant as the various mini-companies rush to profit as quickly as they can. M.A.S.S. Has been deployed from the Poly-Solar Foundation (PSF) to help the local authorities contain the mayhem.</li>\n<li>The First Sphere is extending it's influence by way of various governments within the PSF. </li>\n<li>Interplanetary trade between systems is a lucrative pastime, with Chandlers seeking to find and exploit deficits in one product, material, or information.</li>\n<li>The ongoing battle against techno-pollution on Carakuss, the home world of the LowKaa.</li>\n<li>Exploration of the Second Sphere and all it's vastness.</li>\n<li>The recovery from the Economic fallout of the collapse of the Corporate-era and the downfall of the Mega-Corps. The once company towns, planets are now establishing ties with the PSF. Corruption is wide-spread and law-and-order, followed by trade is gradually bringing those engines of local commerce back on-line.</li>\n<li>There are pockets of corporate loyalists at most corporate colonies, they are either petitioning, or newly added to the Poly-Solar Foundation. </li>\n<li>These are just a few of the adventures that could be had in the Genesis Universe.</li>\n</ul>\n<p><img src=\"/images/Robot.JPG\" alt=\"Robot\"></p>\n<hr>"},{"url":"/blog/","relativePath":"blog/index.md","relativeDir":"blog","base":"index.md","name":"index","frontmatter":{"title":"Caudex Universum","subtitle":"This section contains stories from Genesis the Role-Playing Game.","image":"images/cyber-punk.jpg","has_more_link":true,"more_link_text":"Read more","seo":{"title":"Caudex Universum","description":"This section contains stories from the universe of Genesis the Role-Laying Game.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Blog","keyName":"property"},{"name":"og:description","value":"This section contains stories from the universe of Genesis the Role-Laying Game.","keyName":"property"},{"name":"og:image","value":"images/5.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Blog"},{"name":"twitter:description","value":"This section contains stories from the universe of Genesis the Role-Laying Game."},{"name":"twitter:image","value":"images/5.jpg","relativeUrl":true}]},"template":"blog"},"html":""},{"url":"/blog/VaughMariePendelton/","relativePath":"blog/VaughMariePendelton.md","relativeDir":"blog","base":"VaughMariePendelton.md","name":"VaughMariePendelton","frontmatter":{"title":"Vaughn Marie Pendelton","excerpt":"Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada.","date":"2021-05-04","thumb_image":"/images/Uni-Portrait-VaughnPendleton-Birth-thumb.jpeg","image":"/images/Portrait-VaughnPendleton-Birth.jpg","seo":{"title":"Vaughn Marie Pendelton","description":"Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada.","extra":[{"name":"‘og:type’","value":"article","keyName":"property"},{"name":"‘og:title’","value":"Vaughn Marie Pendelton","keyName":"property"},{"name":"‘og:description’","value":"Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada. ","keyName":"property"},{"name":"‘og:image’","value":"/images/Uni-Portrait-VaughnPendleton-Birth-thumb.jpeg","keyName":"property","relativeUrl":true},{"name":"‘twitter:card’","value":"summary_large_image"},{"name":"‘twitter:title’","value":"Vaughn Marie Pendelton"},{"name":"‘twitter:description’","value":"Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada."},{"name":"‘twitter:image’","value":"/images/Uni-Portrait-VaughnPendleton-Birth-thumb.jpeg","relativeUrl":true}]},"template":"post"},"html":"<p>In the inky blackness of the fierce downpour a figure bundled up against the elements hurried along the stony path leading to a squat dwelling. The walls of the house, were glass and at this hour translucent, signalled the light and warmth inside. As he approached the main door, large wooden and ornately carved, the house detected the presence. A moment before he would have had to slow his pace to avoid a collision with the front door, it's significant mass swung open silently. </p>\n<p>The house guided him to the bedroom, steps away from the door to the master he head a woman cry out. </p>\n<p>The doctor rounded the corner as said. \"Another contraction? Good, they are getting more frequent\" </p>\n<p>\"And more intense\" Saraha replied. Sweat beaded along her brow, and her smile warm but strained.</p>\n<p>\"Thank you for coming at such a late er ...  I mean, so early this morning\" The tall, muscular man supporting the woman's while looking at his own watch.</p>\n<p>The doctor nodded almost imperceptibly, \"I am the village doctor ... house calls are part of the service. Name's Dr. Proda, please call me Jelan. And, you are Peter Pendleton and this is of course your wife Saraha.\" The doctor continued. </p>\n<p>He placed his bag on a side table, retrieved a device from it and approached her all-in-one quick fluid motion. He continued talking.</p>\n<p>\"I have monitored your wife's bio-stats since your arrival announcement at last week's tele-town-hall. I see you've been settling in well.\"</p>\n<p>\"Yes,\" said Peter. \"The move to Earth went well and I've had lots of time to un-pack\"</p>\n<p>Another contraction began ... a grimace crossed Saraha.</p>\n<p>The contractions have intessified and she has progressed into labour. The consensus between the biomed-Algo of the house's core and the diagnostic AI. A message flashed on Jelan's tablet.</p>\n<p>The house recommended a mild tranquilizer to ease the pain of it's owner. Jelan reviewed the data, agreed, and flicked away the message in acknowledgement. </p>\n<p>He reached into his small bag and produced a small circular item. The backing, easily removed, exposed an adhesive patch. He applied it to Saraha's left wrist. The trans-derminals got to work immediately. The pain subsided, her breathing becomes more regular.</p>\n<p>After several hours in labour, Vaughn Marie Pendelton was born. At 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada.</p>\n<p>\"Thank you Jelan!\" Peter said as he shook the doctor's thick three, fingered hand.</p>\n<p>\"Just part of the service\", Jelan's single eye blinked once, then once again. Eebek's eye blinks are like humans shoulder shrugs.</p>\n<p>\"Human live birth is such an amazing process, I'm facinated with it since I learned about it at the acedemy. So much more invasive than the eggs the Eebek's lay, and protect.\"</p>\n<p>\"Now, take it easy for the next couple days Saraha. I know you eager to return to work, but you must give yourself time to recover.\"</p>\n<p>Jelan swiveled his eye stalk between Peter and Saraha. \"No more than 50% of your work load. 2 hours per day tops! Agreed?!\", his eye binked repeatedly.</p>\n<p>Sarah started to protest \"but they need ...\"</p>\n<p>The large eye raised up on it stalk and moved toward Saraha. The effect looked like a cobra ready to strike!</p>\n<p>\".. all right, all right! Doctors' orders\", she relented like and admonished child.\n<img src=\"/images/Portrait-VaughnPendleton-Birth.jpg\" alt=\"VaughnMariePendelton\">\nVaughn Marie Pendleton birthday</p>"},{"url":"/blog/WelcomeToTalemeed/","relativePath":"blog/WelcomeToTalemeed.md","relativeDir":"blog","base":"WelcomeToTalemeed.md","name":"WelcomeToTalemeed","frontmatter":{"title":"Welcome to Taleneed","excerpt":"","date":"2019-06-06","thumb_image":"images/","image":"images/","seo":{"title":"Welcome to Taleneed","description":"","extra":[{"name":"og:type","value":"article","keyName":"property"},{"name":"og:title","value":"Welcome to Taleneed","keyName":"property"},{"name":"og:description","value":"","keyName":"property"},{"name":"og:image","value":"images/","keyName":"property","relativeUrl":true},{"name":"twitter:card","value":"summary_large_image"},{"name":"twitter:title","value":"Welcome to Taleneed"},{"name":"twitter:description","value":""},{"name":"twitter:image","value":"images/","relativeUrl":true}]},"template":"post"},"html":"<h2>Welcome to Talemeed!</h2>\n<p>... the unforgettable words of the Tannon, when I arrived on Talemeed about a month ago. Many things have changed since then. The neighbouring system Zeflin is at war with a race of carnivorous beasts called the Throw, and we're losing. As for talemeed it's an empty, quiet out post on the friges of the Berland Sea. When the Throw attacked Zeflln everyone either went to fight or cauagt the first shuttle off world. Now, it is a quiet outpost even though Zeflin is only 2 light years away. Talemeed once had a population of 334! Hardly worth invading, or so I thought. The Throw attack for reasons beside glory or conquest their need is more dire, much more important - they need food. All populated sectors in the near Zeflln have been evacuated, excluding this one, we were just warned. When word of what was happening got around, it was as good as if an evacuation order had been issued.</p>\n<p>As for me, the pay is good. It's my job to gaurd the facility, I'm not alone though. The Corp gave me 26 armed Epsilonm droids as wel as six heavily armed CO3 combots. The combats arn't much for conversation but the episilons can be stimulating. Most functions are automatic, but the droids keep installation running and stop only for organic from going crazy.</p>\n<p>Most of my day I spend in conununications listening to the broadcasts emanating from the Zeflin sector. I was there when we heard news of the first attack. The people of Zeflin didn't even know what had hit them. In the first incident a local farmer awoke one morning to the sound of his Transs cattle mooing. He went outside and became the first casualty of the war. In the beginning the attacks were random and spread out, the local protectorate had no idea what was going on. At first it was concluded that the incidents were animal attacks because of the condition of the bodies. At other incidents landing pad depressions where found but they where dismissed as the marks of an Arqo shuttle. The attacks left no survivors and no witnesses, but by chance in one of the early encounters one survivor did escape death. The survivor was one of only nine Aracnians on the entire moon of Zeflin. She was ivestigating an unusal odor when, detected by the Throw. The Aracnian allowed them approach. They were armed, but they did not fire. Their approach was too close for comfort. She leapt into the trees swiftly with the most nubile acrobsatics. She jumped down out of the tree behind her assailants. Once again the Throw approached and again she leapt into a tree. She did this several times much to the bewilderment and frustration of the Throw.   </p>\n<p>Although they appear not to be designed for speed, each standing 4 and a half meters tail and weighing a tonne, bulky, powerful aliens, covered in a tan coloured bony carapace, they are not slow. They tried in vain to capture the Aracnian and when everything failed, they opened fire. Their first volley missed and allowed her to escape. What little information can be deduced from the first encounter gives the impression that the Thorw have travelled the galaxy for untold years, in vessels es they did not construct. One theory is that they were created as a weapon. A weapon used in a battle so huge that humanoid kind could not even grasp the magnitude of the conflict. A conflict between two titian races where a weapon was left on the beach and was washed out to sea. Now the weapon has washed up on a unsupecting island in space called Zeflin. Since then, it has been all out war. </p>\n<p>My time on Talemeed is almost over, I've been here 537 hours and my tour is only 672. It comes out to about a month, one long tiring month, but I might ask for re-assignment, so I can be part of history. No matter what I think this is as close to the war on Zeflin as I would like to get. In 5 days I'll be gone, I wonder what my replacement will be like. I do know how i will greet him to the small planetoid.\nWith a smile and a cheerful ... Welcome to Talemeed! </p>\n<hr>"},{"url":"/docs/about/forward/","relativePath":"docs/about/forward.md","relativeDir":"docs/about","base":"forward.md","name":"forward","frontmatter":{"title":"Forward","weight":1,"seo":{"title":"Forward","description":"The writers and artists who contributed to the various versions of this game.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Forward","keyName":"property"},{"name":"og:description","value":"The writers and artists who contributed to the various versions of this game.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Forward"},{"name":"twitter:description","value":"The writers and artists who contributed to the various versions of this game."},{"name":"og:image","value":"/images/FINGER.jpg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<h3>Editors</h3>\n<p>Kevin D. Clarke<br>\nNoel W. Clarke<br></p>\n<h3>Writers</h3>\n<p>Donnay Winterford<br>\nDrake Harrow<br>\nChris Bretz<br>\nPernal Lane<br>\nMike Helms<br></p>\n<h3>Proofreading</h3>\n<p>Tony (Anton) Ehrenreich-Hansen</p>\n<h3>Artists</h3>\n<p>-v2-<br>\nReese Etheridge<br>\nChris Bretz<br>\nMike Helms<br>\n-v3-<br>\nAdrian Kleinbergen<br>\nMark Holmes<br></p>\n<p><img src=\"/images/FINGER.jpg\" alt=\"Game Creators\" title=\"Game Creators\">\n(L-R) Noel, Reese, Kevin, Chris, Mike</p>\n<hr>"},{"url":"/docs/about/","relativePath":"docs/about/index.md","relativeDir":"docs/about","base":"index.md","name":"index","frontmatter":{"title":"About","excerpt":"This is about the original v1 and v2 production of the game.","seo":{"title":"About","description":"This is about the production of the Genesis Role-Playing Game","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"About","keyName":"property"},{"name":"og:description","value":"Production details of versions 1, 2 & 3. The artists and writers who contributed and production techniques, and equipment used. The copyright is also given.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"About"},{"name":"twitter:description","value":"Production details of versions 1, 2 & 3. The artists and writers who contributed and production techniques, and equipment used. The copyright is also given."},{"name":"og:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<h3>Production</h3>\n<p>Inkeptum Ultra Visio</p>\n<h3>Distribution</h3>\n<p>Winlok Enterprises Ltd.</p>\n<p>We wish to give special thanks to Winston and Lorraine for their patience, understanding, and for giving us the support we needed, without which this project would never have been completed.</p>\n<h3>Acknowledgements</h3>\n<p>Robert De Pietro - Micro Imaging Systems\nTerry Fogleman - EBCO Looseleaf Systems\nDon Marchand - GTO printing\nFederal Business Development Bank of Canada</p>\n<hr>"},{"url":"/docs/about/copyright/","relativePath":"docs/about/copyright.md","relativeDir":"docs/about","base":"copyright.md","name":"copyright","frontmatter":{"title":"Copyright","weight":1,"seo":{"title":"Copyright","description":"Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please contact us.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Copyright","keyName":"property"},{"name":"og:description","value":"Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please contact us.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Copyright"},{"name":"twitter:description","value":"Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please contact us."},{"name":"og:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<p>Genesis is a Copyright© of <strong>Inkeptum Ultra Visio</strong>, 1985 (REG 346387).</p></p>\n<p><img src=\"/images/IUVLogo-900.jpeg\" alt=\"IUV Logo\"><br>\nAll rights reserved. Reproduction of the material contained herein, in whole or in part without the express written permission from Inkeptum Ultra Visio is a violation of the Canadian Copyright Act.</p></p>\n<h3>Published</h3>\n<p>1st edition 1986<br>\n2nd edition 1990<br>\n3rd edition - unpublished<br>\n<br>\nv3 remastered - 2021</p>\n<p xmlns:cc=\"http://creativecommons.org/ns#\" xmlns:dct=\"http://purl.org/dc/terms/\"><a property=\"dct:title\" rel=\"cc:attributionURL\" href=\"https://genesis.theengine.com\">Genesis - The Role Playing Game</a> by <a rel=\"cc:attributionURL dct:creator\" property=\"cc:attributionName\" href=\"https://twitter.com/kevindclarke\">IUV</a> is licensed under <a href=\"http://creativecommons.org/licenses/by-nc-nd/4.0/?ref=chooser-v1\" target=\"_blank\" rel=\"license noopener noreferrer\" style=\"display:inline-block;\">CC BY-NC-ND 4.0<img style=\"height:22px!important;margin-left:3px;vertical-align:text-bottom;\" src=\"https://mirrors.creativecommons.org/presskit/icons/cc.svg?ref=chooser-v1\"><img style=\"height:22px!important;margin-left:3px;vertical-align:text-bottom;\" src=\"https://mirrors.creativecommons.org/presskit/icons/by.svg?ref=chooser-v1\"><img style=\"height:22px!important;margin-left:3px;vertical-align:text-bottom;\" src=\"https://mirrors.creativecommons.org/presskit/icons/nc.svg?ref=chooser-v1\"><img style=\"height:22px!important;margin-left:3px;vertical-align:text-bottom;\" src=\"https://mirrors.creativecommons.org/presskit/icons/nd.svg?ref=chooser-v1\"></a></p>\n<p>Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please <a href=\"/contact\">contact us</a>.</p>\n<hr>"},{"url":"/docs/","relativePath":"docs/index.md","relativeDir":"docs","base":"index.md","name":"index","frontmatter":{"title":"Introduction","seo":{"title":"Introduction","description":"A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Introduction","keyName":"property"},{"name":"og:description","value":"A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Introduction"},{"name":"twitter:description","value":"A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure."},{"name":"og:image","value":"/images/Genesis-v2-Scan-163.jpg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<h2>What is a Role-Playing Game?</h2>\n<p>A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure. players interact with the universe through imaginary extensions of called characters. These characters are people living in the that the players control. Unlike regular games, RPGs change each time play because the story is separate from the rules, so each time you use a story the adventure changes. With role-playing games you never have the adventure twice. That is what makes role-playing such a vivid, exciting unique experience - you never know what to expect.</p>\n<h3>Unique features of Genesis</h3>\n<h4>Flexibility of rules and genre</h4>\n<p>The rule systems in Genesis were created to allow for multiple of complexity. This is achieved by a basic system to which modifiers added until the the system simulates reality. The transition from a simple a complex system, using modifiers, gives a continuous spectrum of between the two extremes. As a GM you are free to use any of the , making the system as complex as you want or as simple as you need. Genesis universe also encompasses many genre because it is just that - a universe. Centred around Earth the action is not confined to any one with any one race. This gives an almost infinite variety of adventures you and your players to explore.</p>\n<h4>Ease of revision and addition</h4>\n<p>Genesis is bound in a three ring binder to allow for frequent and additions. This eliminates the testament to wasted money that in every role-player's closet, game books and revisions that are because they have been replace by newer editions. A three ring binder, the other hand, makes revision as easy as removing the old pages and clipping the new ones. You always have an updated rule book no matter how long ago you it and you won't have to buy a whole new game just to get 15 new pages - with Genesis.</p>\n<h2>Conventions</h2>\n<h3>The Metric system</h3>\n<p>Before proceeding into this chapter it is necessary to discuss the that were used while preparing this game. Genesis uses the Metric of measurement. The Metric system was chosen for three important - convenience, conversion, and consistency. The Metric system has all these three qualities and all measurements in Genesis will be in metric. A of measurement must be convenient, it should be easy to work with and in design. The metric system is both. It has only three basic units, meter, the gram, and the litre. The other part of the system is simply a of saving space and to simplify the writing of measurements. Each of the units can have a prefix added to it to tell roughly the scale of the . Even if you do not know the actual measurement you can get a of the size by the units it is in. For instance you would never measure tree's height in centimetres, you would use meters. The prefixes, their abbreviations and the degree to which they are greater than the base measure is below.\nMetric is convenient because only these three units and the twelve gives the user a working knowledge of the metric system. In the area conversions between different prefixes the metric system exceeds over the system. To convert you simply multiply or divide by a factor of 10 or move the decimal to the left or to the right. No matter which unit you converting to you always convert in the same way and use the same prefixes. consistency in the metric system makes it easy to learn and use. There are books and encyclopedias that give descriptions of how the metric system and conversions to metric. For convenience the Metric system was used in creation of Genesis. If this system is difficult for you, please convert numbers that you use into the system of measure with which you are most comfortable.</p>\n<table>\n<thead>\n<tr>\n<th>Prefix</th>\n<th>Abbreviation</th>\n<th>Scale</th>\n<th>Power</th>\n<th>English</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>tera</td>\n<td>T</td>\n<td>1,000,000,000,000</td>\n<td>10<sup>12</sup></td>\n<td>one-trillion</td>\n</tr>\n<tr>\n<td>giga</td>\n<td>G</td>\n<td>1,000,000,000</td>\n<td>10<sup>9</sup></td>\n<td>one-billion</td>\n</tr>\n<tr>\n<td>mega</td>\n<td>M</td>\n<td>1,000,000</td>\n<td>10<sup>6</sup></td>\n<td>one-million</td>\n</tr>\n<tr>\n<td>kilo</td>\n<td>K</td>\n<td>1,000</td>\n<td>10<sup>3</sup></td>\n<td>one-thousand</td>\n</tr>\n<tr>\n<td>hecta</td>\n<td>H</td>\n<td>100</td>\n<td>10<sup>2</sup></td>\n<td>one-hundred</td>\n</tr>\n<tr>\n<td>deca</td>\n<td>D</td>\n<td>10</td>\n<td>10<sup>1</sup></td>\n<td>ten</td>\n</tr>\n<tr>\n<td>BASES</td>\n<td>meters, grams, litres</td>\n<td>1</td>\n<td>100</td>\n<td>one</td>\n</tr>\n<tr>\n<td>deci</td>\n<td>d</td>\n<td>.1</td>\n<td>10<sup>−1</sup></td>\n<td>one-tenth</td>\n</tr>\n<tr>\n<td>centi</td>\n<td>c</td>\n<td>.01</td>\n<td>10<sup>−2</sup></td>\n<td>one-hundredth</td>\n</tr>\n<tr>\n<td>mili</td>\n<td>m</td>\n<td>.001</td>\n<td>10<sup>−3</sup></td>\n<td>one-thousandth</td>\n</tr>\n<tr>\n<td>micro</td>\n<td>μ</td>\n<td>.000,000,1</td>\n<td>10<sup>−6</sup></td>\n<td>one-millionth</td>\n</tr>\n<tr>\n<td>nano</td>\n<td>n</td>\n<td>.000,000,000,1</td>\n<td>10<sup>−9</sup></td>\n<td>one-billionth</td>\n</tr>\n<tr>\n<td>pico</td>\n<td>p</td>\n<td>.000,000,000,000,1</td>\n<td>10<sup>−12</sup></td>\n<td>one-trillionth</td>\n</tr>\n</tbody>\n</table>\n<h3>Tables</h3>\n<p>Following chapters all contain rules and rule systems, which use and tables regularly. To keep the body text uninterrupted the tables that belong with each system have been placed at the end of each chapter. If you wish, you may move them to the place in the book that you find most convenient. instance some GMs like to have the tables mixed in with the rules, while would keep them together at the end of the book in one large 'Tables' . The choice is yours.</p>\n<h3>Dice Rolls</h3>\n<p>Every role-playing game uses abbreviations to tell the players and Game Master which dice to use. Other games use the nomenclature - 2d8 this probably arose from people saying \"Use 2 dice that are 8 sided\". In Genesis however, all of the rules are designed to work with 10 sided dice, so really is no need to say what kind of dice to use. It is necessary however, to describe how to interpret the results of the dice rolls. There are different ways of using and interpreting the results from two ten sided . One way is to roll one ten sided die to find a number out of ten. Another would be to roll two ten sided dice and add the results get a number out of twenty. For each of these rolls we use the format:</p>\n<p><strong>1:10sd and 2:10sd</strong></p>\n<p>You could point out that we are telling the reader which dice to use and we said we were not going to do this. But, there are examples in Genesis where the the dice rolls are written could become confusing. For example you could two 10 sided dice but interpret the results differently than before. If you one of the die to be the \"tens\" die and the other to be the \"ones\". When roll the results are 1 and 5 you could interpret the result as 15 - a number of 100 possibilities - a percentage. In this case the abbreviation would be 2:10sd as well. To avoid confusion dice rolls which should be as percentages will be written like this:</p>\n<p><strong>1:100sd</strong></p>\n<p>(If the roll was 0,0 then the result would be 100 however a 0, 5 would only be 5 105).  you wanted a number between 1 and 50 you could either roll 5,10 sided dice or 1 percentage die and divide the result by 2. In either case the results be roughly the same but they would be written like this</p>\n<p><strong>5:10sd or ½:100sd</strong></p>\n<p>Sometimes you will see rolls abbreviated in this format:</p>\n<p><strong>1:10sd +5 or 1:100sd +15</strong></p>\n<p>For these, you would roll as normal and then add the number to the result. For the result of the roll of the first example was 7, you add 5 to this the result is 12. Finally, there is one other format of dice roll abbreviation that we have not yet. In this case you would roll one die called the \"hundreds\", one \"tens\", and one called \"ones\" and you would interpret the results out of . So, if you rolled a 0 one the first die, a 5, and a 7 you would say that the result was 57. this case the abbreviation used would be:</p>\n<p><strong>1:1000sd</strong></p>\n<p>(The same convention as in the percentile roll applies, if you were to roll 0, 0, 0 then the result would be 1000).  We have seen that the way in which we use abbreviations is not so much to tell, the reader, which dice to use but how to interpret the result of the dice.</p>\n<p><img src=\"/images/Genesis-v2-Scan-163.jpg\" alt=\"LARE on a distant world\" title=\"LARE on a distant world\"></p>"},{"url":"/docs/about/methods/","relativePath":"docs/about/methods.md","relativeDir":"docs/about","base":"methods.md","name":"methods","frontmatter":{"title":"Methods","weight":2,"seo":{"title":"Methods","description":"This pages describes the methods used to create v1 and v2 of the game","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Methods","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Methods"},{"name":"twitter:description","value":"This page describes how the various version were prepared and the details of the version production and distribution. "},{"name":"og:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true},{"name":"og:description","value":"This page describes how the various version were prepared and the details of the version production and distribution. ","keyName":"property","relativeUrl":false}]},"template":"docs"},"html":"<h2>Version History</h2>\n<h3>Version 1</h3>\n<p>The game was produced using both digital and analogue techniques and distributed in a limited run. It came in a three-ring binder, for expandability, and had a CMYK cover illustration which was printed in Dr. E.P. Scarlett ‘s Photo / Off-set Lithography shop. No dice were included with the game.</p>\n<h3>Version 2</h3>\n<p>In this version, 2,000 units of the game were produced and sold across North-America. Again it was shipped in a three-ring binder, which had a cardboard insert added to the narrow side &#x26; shrieked wrapped, to make it resemble a boxed game. The content was written, and edited and digital desktop published with the latest technology and tequniques at the time.</p>\n<h4>The Computer</h4>\n<ul>\n<li>AST Research 268 premium 2M of Ram<br></li>\n<li>40M Hard Drive<br></li>\n<li>Cannon IX-12 Image Scanner<br></li>\n<li>HP Laserjet III<br></li>\n</ul>\n<h4>The Software</h4>\n<table>\n<thead>\n<tr>\n<th>Application</th>\n<th>Purpose</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PC-Write 3.0</td>\n<td>Word processing</td>\n</tr>\n<tr>\n<td>Lotus 1-2-3 2.1</td>\n<td>Table generation</td>\n</tr>\n<tr>\n<td>dBase IV</td>\n<td>Star map and coordinate conversion</td>\n</tr>\n<tr>\n<td>PC Paintbrush IV</td>\n<td>Image Scanning</td>\n</tr>\n<tr>\n<td>Arts &#x26; Letters</td>\n<td>Logo generation</td>\n</tr>\n<tr>\n<td>PageMaker 3.0</td>\n<td>Page Layout &#x26; Composition</td>\n</tr>\n</tbody>\n</table>\n<p>PC-Write© is a copyright of Quicksoft. Lotus 1-2-3™ is a registered trademark of Lotus Development Corp. dBase™ is a registered trademark of Ashton Tate. PC Paintbrush™ is a registered trademark of Zsoft Corporation. Arts &#x26; Letters™ is a registered trademark of Computer Support Corporation. PageMaker™ is a registered trademark of Aldus Corporation. LaserJet™ is a registered trademark of Hewlett-Packard Corporation.</p>\n<h3>Version 3</h3>\n<p>All of the original text and images from version 2 were added to by additional artists and writers. This revised content was being prepared for the next version when the production team took a hiatus. Many years rolled by with the original files &#x26; hardcopy artwork being transported back and forth across Canada.<br>\nIn 2018 the content was dusted-off and the remastering of all the art and text began again.</p>\n<h4>Compute Hardware</h4>\n<ul>\n<li><a href=\"https://support.apple.com/kb/SP719\">2016 MacBook Pro</a></li>\n<li><a href=\"https://support.apple.com/kb/SP785/\">2018 iPad Pro</a></li>\n</ul>\n<h4>Cloud Services</h4>\n<ul>\n<li><a href=\"https://www.stackbit.com\">Stackbit</a>, Static Site Creation<br></li>\n<li><a href=\"https://www.netlify.com\">Netlify</a>, Static Site Generator &#x26; CDN host<br></li>\n<li><a href=\"https://github.com\">GitHub</a>, content repository and version control<br></li>\n<li><a href=\"https://cloud.google.com\">Google Cloud</a>, development environment<br></li>\n</ul>\n<h4>Development packages used</h4>\n<ul>\n<li><a href=\"https://www.gatsbyjs.com\">Gatsby</a> as the Static site framework<br></li>\n<li><a href=\"https://jamstackthemes.dev/theme/stackbit-libris-unibit\">Libris</a> built with the <a href=\"https://www.stackbit.com/docs/unibit\">Unibit</a> Template System</a><br></li>\n</ul>\n<h4>Software &#x26; Apps</h4>\n<ul>\n<li><a href=\"https://github.com\">GitHub</a> Desktop client<br></li>\n<li><a href=\"https://apps.apple.com/ca/app/working-copy-git-client/id896694807\">Working Copy</a></li>\n</ul>\n<hr>"},{"url":"/docs/adventures/SednaRendezvous/","relativePath":"docs/adventures/SednaRendezvous.md","relativeDir":"docs/adventures","base":"SednaRendezvous.md","name":"SednaRendezvous","frontmatter":{"title":"Sedna Rendezvous","weight":60,"seo":{"title":"Sedna Rendezvous","description":"The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared a newly discovered Solar system in the quadrant of Beta Aquila. The Poly Solar Foundation has requested you and the crew of exploration ship E.S. Icarus find out what happened. ","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Sedna Rendezvous - A Genesis Adventure","keyName":"property"},{"name":"og:description","value":"The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared a newly discovered Solar system in the quadrant of Beta Aquila. The Poly Solar Foundation has requested you and the crew of exploration ship E.S. Icarus find out what happened.","keyName":"property"},{"name":"twitter:card","value":"Rules"},{"name":"twitter:title","value":"Sedna Rendezvous - A Genesis Adventure"},{"name":"twitter:description","value":"The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared a newly discovered Solar system in the quadrant of Beta Aquila. The Poly Solar Foundation has requested you and the crew of exploration ship E.S. Icarus find out what happened."},{"name":"og:image","value":"/images/Uní-SednaRendezvousLead.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:image","value":"/images/Uní-SednaRendezvousLead.jpeg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<p>A Genesis Role Playing Game Adventure</p>\n<h2>Game Master Introduction</h2>\n<p>Because of the complexity of this adventure, it will be presented in three different narritives that range in difficulty from easy to hard. The game master can determine which format is best suited to the experience of his players and himself. The different adventures will be based on the same set of data, provided in this booklet, and any differences will be explained briefly in both the introduction and a small summary at the beginning of each new section. </p>\n<h3>The Scenarios</h3>\n<ol>\n<li><a href=\"#1_report_run\"><strong>Report &#x26; Run</strong></a>, is the easiest, for beginning game-masters (GM's) and players</li>\n<li><a href=\"#2_search_destroy\"><strong>Search &#x26; Destroy</strong></a>, is more difficult </li>\n<li><a href=\"#3_Search_rescue\"><strong>Search &#x26; Rescue</strong></a>, is by far the most difficult</li>\n</ol>\n<p>Each scenario will have certain benefits and disadvantages. The easiest will probably be boringly simple for the experienced gamer, and the hardest will be impossibly complex for the beginning game master to organize and run. The best thing to remember is that the game should be fun for both the players and the GM. </p>\n<p>Be advised that there data below that will not be needed for all three scenarios. If the game master is running a scenario that does not incorporate all the data, he or she ignore any extraneous information. </p>\n<p>As stated in the <a href=\"https://genesis.theengine.com/docs/adventures/\">adventures</a> section of the Caudex Centia, a game is very much like a game of 'Lets-pretend' with a complex set of rules that must be followed. For the experienced gamer, setting up an adventure can be quite easy, but for the beginner it can seem quite complex and difficult. Sedna Rendezvous has been set up to give both experienced and beginning gamers a shot at learning the rules and having fun all at the same time. It will be easier for the the beginning Game Master to follow the scenarios as they are presented, but he or she should not be afraid to Ad-Lib at times. If the adventure seem to be going dry, throw in a new twist of your own devising if you wish.</p>\n<p>In this adventure the beginning gamers will have a chance to 'try-out' their characters and the rules of the game. They will experience first hand how combat works, how to use their skills and how to interact with each other in the setting of the game. You as the Game Master will be a sort of referee to this. You will control all the people in the adventure that are not players - non-player characters, or NP's. You will determine how the action goes , and above all you will learn to mediate fairly between what the characters do, and what your non-player characters (NPC's) do. </p>\n<p>The good Game Master does not use the words Can't or No. If your players will not go the route described in this adventure, then Ad-Lib them into a position that brings them back on course, do not just say <strong>You can't do that!</strong> </p>\n<p>For Example: You, the Game Master, want the players to turn left on a path in the woods. You know that to the left lies the adventure and all the action, but the game says nothing about what lies down the right fork in the path. Your players, however, want to go down the right hand path. </p>\n<p><strong>Don't say no!</strong> Instead lead the adventure so that they either go back to the left path, or that they end up in the same location as if they had chosen to go left. Nothing is more boring for a player than to be told what they can and cannot do. Show it to them by letting them play it out. They shouldn't go down the right hand path because three miles down it has been completely washed out by a flood, because it is buried by an impassable avalanche of piled rocks and boulders, because they find a village of man-eating Aracnians right in the middle of the path. Whatever the case, it is not because the Game Master does not want them to. </p>\n<h3>Game Master Notes</h3>\n<p>The brief introductions below are a guide to get your players started in the adventure. In this way, by stranding them on the ship that is about to enter the Sedna system they have no option but to plunge right into the adventure. </p>\n<p>When you see a block of text formated like as below. </p>\n<blockquote>\n<p>This is text which is written to help the GM. This can be read aloud to the players</p>\n</blockquote>\n<hr>\n<h2>Adventure Begins Here</h2>\n<h3>1 - Report &#x26; Run</h3>\n<blockquote>\n<p>The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared. They had been sent to the Sedna System, a newly discovered Solar system in the quadrant of Beta Aquila. The Poly Solar Foundation has requested, through Dr. Vilmoot, that you, the players, on a reconnaissance mission in the sector, on board the exploration ship E.S. Icarus, pass through the Sedna system on a reconnaissance mission. Simply, the mission will be to cruise through, take detailed recordings and readings on the system, and the status of the S.S. Racine and the L.C.M.S. Candor, whatever they may be, and to report back to the P.S.F. headquarters in Milmoth sector. </p>\n<p>Your Eclipse class scout, equipped with fast drive and super-sensitive detection devices, and its crew, are under instruction by the P.S.F. to return at all cost with this valuable information, as there is suspicion of hostile alien activity in the sector. </p>\n</blockquote>\n<h3>2 - Search &#x26; Destroy</h3>\n<blockquote>\n<p>The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared in the Sedna system, near Beta Aquila. You, the players, on board the Eclipse class Scout Cruiser, E.S.Icarus, have been requested by the P.S.F. through Captain Vandervekken, to go to the Sedna system. There have been confirmed reports of a hostile alien pirate base operating out of this system. With the armaments and equipment on the Icarus, you have been ordered to search out the pirate base located in this system, and destroy it. </p>\n<p>The P.S.F. has issued Captain Vandervekken and his crew sanction to act as deputies to the council and enabled them to take whatever actions necessary. The Captain has been advised that should the situation merit it, the crew and the passengers of the E.S. Icarus are expendable, and should it be the only viable option, the Captain is to use the Icarus as a missile to destroy the base. </p>\n<p>Should the mission succeed, there will be generous rewards for the crew of the Icarus, as well as rewards for the capture of any alien technology. </p>\n</blockquote>\n<h3>3 - Search &#x26; Rescue</h3>\n<blockquote>\n<p>The S.S. Racine, a scientific survey ship, and her escort, the L.C.M.S. Condor, have disappeared in the Sedna system, near Delta Aquila. The P.S.F has requested through both Captain Vandervekken and Dr. Vilmoot, that the crew of the E.S. Icarus, the only representative within lightyears of the system, go to Sedna and attempt to rescue the crews of the Racine and the Condor. </p>\n<p>The P.S.F. suspects that there is hostile alien pirate activity out of the Sedna system. The crew of the Icarus is warned that the pirates are thought to be ruthless, and to take caution in proceeding on this mission.</p>\n<p>A generous reward will be offered to the surviving crew of the Icarus, as well as bonuses for each surviving crew member of the Candor or Racine that they return to the P.S.F. headquarters in Milmoth sector. </p>\n<p>The P.S.F. has offered sanctions to Captain Vandervekken and Dr. Vilmoot, giving them leave to take any action that they feel is necessary, but they and the crew are warned that they are <strong>not</strong> expendable, and that they should take any actions necessary to bring this information or surviving crew members back to P.S.F. space. </p>\n</blockquote>\n<h3>- All Scenarios</h3>\n<blockquote>\n<p>At the ship's present speed, the Icarus will reach the heliopause of the Sedna system in twelve minutes... </p>\n</blockquote>\n<p><img src=\"/images/ESIcarus.jpg\" alt=\"E.S.Icarus\">\nFloor Plan of the Icarus</p>\n<div class=\"note\"><strong>Note:</strong> Now is a good time to have them review the ships stores and the layout of their rooms. It is important for them to have a feel for the equipment before they start the play so that they do not have halt the adventure to search through stacks of paper to find the item they need, or if the ship is carrying it. This will prevent long hold ups in the game to come, and will help the adventure flow more smoothly. As the characters are orienting themselves with the ships stores, the Icarus; will pass through a transmission beam sent back to the P.S.F. base in Milmoth sector. The contents of this beam will provide them with a printout of the specifications and nature of the Sedna System. </div>\n<p><img src=\"/images/Sedna-PSF-Info.png\" alt=\"Sedna PSF Information\">\nP.S.F. Initial Telescopic Survey</p>\n<div class=\"important\"> Having perused the ships stores manifest and the ship layout, as well as the P.S.F. Initial Telescopic Survey for the Sedna system, the players will have used up the twelve minutes before entering the systems heliopause and being forced into sublight speeds by the gravity of the star. \nUpon entering the system, the E.S. Icarus will experience a few moments of extreme turbulence, after which Franco DeGierres, the communication officer, will announce:\n</div>\n<blockquote>\n<p>The large accretion disk of the star is severely interfering with the detection devices and scanners of the ship. The computer is compensating, but detection clarity is down by 75%.</p>\n</blockquote>\n<p>Soon after this the Icarus will be attacked by the Aracnian ship K'k'to'pok, the mining ship.</p>\n<table>\n<thead>\n<tr>\n<th>Attribute</th>\n<th>Details</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Name</td>\n<td>K'k'to'pok</td>\n</tr>\n<tr>\n<td>Classification</td>\n<td>Beetle Class Mining Ship</td>\n</tr>\n<tr>\n<td>Propulsion</td>\n<td>Fusion Drive</td>\n</tr>\n<tr>\n<td>Crew</td>\n<td>10</td>\n</tr>\n<tr>\n<td>Mass</td>\n<td>62 Kilo tonnes</td>\n</tr>\n<tr>\n<td>Dimensions</td>\n<td>50 m x 37 m x 37 m</td>\n</tr>\n<tr>\n<td>Speed</td>\n<td>Cruise 50 Ips.</td>\n</tr>\n<tr>\n<td>Armaments</td>\n<td>Grapnel arms</td>\n</tr>\n</tbody>\n</table>\n<p>In battle, the K'k'to'pok will attempt to grip the Icarus with its grapnel arms. If it gets a grip on the scout cruiser, it will succeed in cutting a hole in the hull of the ship and venting all the atmosphere into space. This process will take 10 minutes. If the ship does not get a grip on the Icarus in the first attempt ( 45% chance to succeed) then the exploration ship will easily be able to out manoeuvre it. However the mining ship is heavily armoured. It will take twelve hits from the laser cannon of the Icarus to breach its hull, unless the laser scores a direct hit to the drive, in which case it will be instantly destroyed. Because the detection clarity is down, all attempts to hit the mining ship with a blast from the laser cannon should be rolled on the chart below: </p>\n<table>\n<thead>\n<tr>\n<th>Roll 1:100sd</th>\n<th>Result</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>01 - 10</td>\n<td>Engine hit (Ship destroyed*)</td>\n</tr>\n<tr>\n<td>11 - 45</td>\n<td>Hull hit</td>\n</tr>\n<tr>\n<td>46 -100</td>\n<td>Miss</td>\n</tr>\n</tbody>\n</table>\n<p>All laser attacks should be rolled on the above table for results.</p>\n<ul>\n<li>Should the mining ship be destroyed on the first hit, a shard of shrapnel from the explosion will hit the bridge of the Icarus. In this case all bridge officers will be killed instantly, and the players will be left to control the ship from backup conrols in engineering. </li>\n</ul>\n<p>Several rounds after the K'k'to'pok engages the Icarus in battle, so to will the Aracnian light cruiser, Chk'o'o'ka. If the mining ship is destroyed, the Icarus will have a much more even chance of surviving, for if both Aracnian ships are still functioning when the Chk'o'o'ka arrives, the mining ship will retreat, and then attempt to reattach to the Icarus while the light cruiser distracts it.\nThe aracnian cruiser, though is suffering from the same difficulty that the Icarus is. Its detection clarity also is hampered by the acretion disc of the star. </p>\n<table>\n<thead>\n<tr>\n<th>Attribute</th>\n<th>Details</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Name</td>\n<td>Ch'o'o'ka</td>\n</tr>\n<tr>\n<td>Classification</td>\n<td>Spiaer Class Scout Cruiser</td>\n</tr>\n<tr>\n<td>Propuision</td>\n<td>Fusion Drive, D-warp</td>\n</tr>\n<tr>\n<td>Crew</td>\n<td>20</td>\n</tr>\n<tr>\n<td>Mass</td>\n<td>172 Kilotonnes</td>\n</tr>\n<tr>\n<td>Dimensions</td>\n<td>325 m x 127 m 76 m</td>\n</tr>\n<tr>\n<td>Speed</td>\n<td>Cruise 175 Kps</td>\n</tr>\n<tr>\n<td>Armaments</td>\n<td>2 Laser Cannons. 1 Fore, 1 Aft</td>\n</tr>\n</tbody>\n</table>\n<p>The Chk'o'o'ka also is heavily armoured, and will take twelve hits from the laser cannon on the Icarus before it's hull is breached, unless a direct hit is scored on the ship's drive. This will destroy the ship totally. </p>\n<p>If both aracnian ships are destroyed, the Icarus will have free reign in the Sedna system so long as she does not land on the planet, Sedna Prime. On the south pole of this planet is the Aracnian pirate base. </p>\n<h3>Successful Results</h3>\n<ol>\n<li><strong>Report &#x26; Run</strong><br>\nThey have accomplished their goal and can proceed back to the P.S.F. base in Milmoth sector. </li>\n<li><strong>Search &#x26; Destroy</strong><br>\nThey have completed the scenario upon destroying the base, and can then proceed to the P.S.F. base in Milmoth sector.\nTo destroy the pirate base, the Icarus could simply hover over it and hit it with repeated laser blasts, however the base is armed with a laser cannon as well, and will fire back, if the crew of the Icarus decide on this option. The same table used in the space battles should be used to resolve this combat, with the base taking twenty hits to be destroyed.\nAnother means of destroying the Aracnian base would be to set a large piece of wreckage from the aracnian ships on an intercept trajectory with the base. Dropping one such meteor will destroy the base utterly. </li>\n<li><strong>Search &#x26; Rescue</strong><br>\nThey must proceed down to the Aracnian base and try to rescue the survivors, if any, of the Racine or the Candor. </li>\n</ol>\n<p>There are a total of forty-five (45) crew members in the base</p>\n<ul>\n<li>20 Scout ship crew</li>\n<li>10 Mining ship crew</li>\n<li>15 Support staff</li>\n</ul>\n<p><img src=\"/images/AracnianPirateBase.jpg\" alt=\"Aracnian Base\">\nAracnian base floor plan</p>\n<hr>\n<h2>Appendices</h2>\n<h3>E.S. Icarus</h3>\n<p>The E.S. (Exploration Ship) Icarus is an Eclipse class exploration scout cruiser. It has been privately chartered by a Professor Villmoot to explore a region of 100 LY 3 (cubic light years) in the region of Delta Aquila. The Icarus is the ship on which the players are employed, either by Captain Vandervekken or by Professor Villmoot.</p>\n<h4>Ship's Specifications</h4>\n<table>\n<thead>\n<tr>\n<th>Attribute</th>\n<th>Details</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Name</td>\n<td>E.S. Icarus</td>\n</tr>\n<tr>\n<td>Classification</td>\n<td>Eclipse Class Scott / Exploration Cruiser</td>\n</tr>\n<tr>\n<td>Propulsion</td>\n<td>Low Intensity Fusion Drive / D-Warp</td>\n</tr>\n<tr>\n<td>Crew</td>\n<td>16 Max</td>\n</tr>\n<tr>\n<td>Mass</td>\n<td>127 Kilo tonnes</td>\n</tr>\n<tr>\n<td>Dimensions</td>\n<td>138 m X 72 m x 14 m</td>\n</tr>\n<tr>\n<td>Speed</td>\n<td>Cruise 150 Kps.</td>\n</tr>\n<tr>\n<td>Armaments</td>\n<td>1 Laser Cannon. Fore</td>\n</tr>\n<tr>\n<td>Equipment</td>\n<td>2 Moths, 1 P-41 Iguana</td>\n</tr>\n</tbody>\n</table>\n<h4>Living Spaces</h4>\n<ol>\n<li>\n<p><strong>Bridge</strong> - This room is standard for all Eclipse class cruisers. Each of the bridge crew members server their own function, and can as needed substitute for the others. There are separate chairs and consoles for each of the five bridge crew members:</p>\n<ul>\n<li>Captain</li>\n<li>Pilot</li>\n<li>Engineer</li>\n<li>Communications Office</li>\n<li>Security Officer</li>\n</ul>\n</li>\n<li><strong>Storage Locker</strong> - This storage locker holds the 15 Vacc. Suits that are kept on the ship for use by the crew and passengers alike.</li>\n<li><strong>Storage Locker</strong> - This locker holds all tools for any necessary repairs that can be made in the ship. This included repair kits for the two Moths and the P-41 Iguana in the hangar deck.</li>\n<li><strong>Storage Locker</strong> - Contains four life bubbles, grav. packs, life boats (zodiacs) as well as any other emergency equipment on the ship.</li>\n<li><strong>Air Lock #1</strong> - The forward access to the exterior of the ship.</li>\n<li><strong>Sickbay</strong> - In this room all medical functions are performed. It provides a sterile environment. It also servers double duty as the medical offices quarters.</li>\n<li><strong>Captain's Cabin</strong> - The austere room is the captain's cabin. It contains all his persona belongings, and is expressly off limits to any without invitation. The only thing of note in this room is a small safe in which Captain Vandervekken keeps the order or notes given him by his P.S.F. Contact.</li>\n<li><strong>Engineer's Cabin</strong> - The quarters of the engineering office. Like the quarters of the rest of the bridge-crew, his are austere and spartan.</li>\n<li><strong>Officers Cabin</strong> - These are the quarters of the majority of the bridge-crew. It contains the personal belongings of the pilot, communications, and security officer. Again a strict policy of respected privacy is in effect at all times.</li>\n<li><strong>Passenger Cabin</strong> - This room will server as the quarters for three of the player characters. It is plain and spartan, having only one bunk, one foot locker, and one closet locker for each character.</li>\n<li><strong>Professor Villmoot's Cabin</strong> - This room have been specially adapted to the conditions required for the professor's comfort. It is half filled with water (retained by an artificial gravity polarization field) and the partial pressures of gases in the air are somewhat different than the rest of the ship.</li>\n<li><strong>Passenger Cabin</strong> - This cabin will server as living quarters for three player characters. </li>\n<li><strong>Common Room / theater</strong> - A small lounge in which the crew can meet, recreate, and relax. This theater also serves as a briefing room.</li>\n<li><strong>Cabin</strong> - This cabin can be used as either more storage, or as the quarters for any additional player characters not yet accommodated.</li>\n<li><strong>Mess Hall / Kitchen</strong> - All food preparation and most of it's consumption takes place here. It is equipped with a standard Servodyne 600 auto kitchen, a table and fold out chairs.</li>\n<li><strong>Gymnasium</strong> - An activities room intended to help the crew of the Icarus stay in top physical shape. A number of activity aids can be folded out of the walls. It can be filled with water or reduced to zero-G.</li>\n<li><strong>Storage</strong> - all ship's food-stuffs, gymnasium equipment, drinking water, etc. are stored in this large warehouse-like hold.</li>\n<li><strong>Hangar Deck</strong> - This hangar contains 2 Moths and the P-41 Iguana in there respective launch cradles. It is small, crowded but serves the purpose effectively.</li>\n<li><strong>Storage Locker</strong> - This storage can be used by passengers and crew to store excess personal belongings brought on-board.</li>\n<li><strong>Airlock #2</strong> - This is the rear access to the exterior of the Icarus.</li>\n<li><strong>Engineering</strong> - This is the chief Engineer's office. All functions having to do with the in-transit upkeep and maintenance of the ship are performed from this room.</li>\n</ol>\n<p><strong>Note: 2</strong> of the player characters should be encouraged to have atmospheric pilot skills</p>\n<h4>Ship's Stores</h4>\n<p>In the standard equipment included on all P.S.F. scout cruisers are items that the characters may find useful.</p>\n<table>\n<thead>\n<tr>\n<th>Quantity</th>\n<th>Item</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>60x</td>\n<td>60 hour air tanks</td>\n</tr>\n<tr>\n<td>15</td>\n<td>biomonitors</td>\n</tr>\n<tr>\n<td>30</td>\n<td>short range communicators</td>\n</tr>\n<tr>\n<td>30</td>\n<td>long range communicators</td>\n</tr>\n<tr>\n<td>5</td>\n<td>compasses</td>\n</tr>\n<tr>\n<td>5</td>\n<td>first aid kits</td>\n</tr>\n<tr>\n<td>5</td>\n<td>packages of flares</td>\n</tr>\n<tr>\n<td>10</td>\n<td>floater packs</td>\n</tr>\n<tr>\n<td>15</td>\n<td>G'chutes</td>\n</tr>\n<tr>\n<td>3</td>\n<td>hand sensors</td>\n</tr>\n<tr>\n<td>1</td>\n<td>computer tool kit</td>\n</tr>\n<tr>\n<td>1</td>\n<td>weapons tool kit</td>\n</tr>\n<tr>\n<td>2</td>\n<td>holomaps baords</td>\n</tr>\n<tr>\n<td>10</td>\n<td>IR visors</td>\n</tr>\n<tr>\n<td>5</td>\n<td>life bubbles</td>\n</tr>\n<tr>\n<td>5</td>\n<td>planetary maneuver packs</td>\n</tr>\n<tr>\n<td>12</td>\n<td>medical pouches</td>\n</tr>\n<tr>\n<td>7</td>\n<td>moisture canteens</td>\n</tr>\n<tr>\n<td>3x</td>\n<td>6 person pressure tents</td>\n</tr>\n<tr>\n<td>2</td>\n<td>packets of ration pills</td>\n</tr>\n<tr>\n<td>3</td>\n<td>short range scanners</td>\n</tr>\n<tr>\n<td>1</td>\n<td>long range scanner</td>\n</tr>\n<tr>\n<td>15</td>\n<td>sets of snow gear</td>\n</tr>\n<tr>\n<td>15</td>\n<td>survival knives</td>\n</tr>\n<tr>\n<td>15</td>\n<td>thermal blankets</td>\n</tr>\n<tr>\n<td>15</td>\n<td>translators</td>\n</tr>\n<tr>\n<td>15</td>\n<td>weapon upkeep kits</td>\n</tr>\n<tr>\n<td>5</td>\n<td>ablative vests</td>\n</tr>\n<tr>\n<td>10</td>\n<td>riot shields</td>\n</tr>\n<tr>\n<td>10</td>\n<td>padded suits</td>\n</tr>\n<tr>\n<td>15</td>\n<td>laser pistols</td>\n</tr>\n<tr>\n<td>1</td>\n<td>grenade gun</td>\n</tr>\n<tr>\n<td>75</td>\n<td>grenades, assorted</td>\n</tr>\n<tr>\n<td>1</td>\n<td>P-41 Iguana</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Moths</td>\n</tr>\n<tr>\n<td>2</td>\n<td>life rafts</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Zodiacs</td>\n</tr>\n</tbody>\n</table>\n<h4>Sickbay</h4>\n<table>\n<thead>\n<tr>\n<th>42 of each</th>\n<th>Item</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td></td>\n<td>Adreanazine</td>\n</tr>\n<tr>\n<td></td>\n<td>Anasleep</td>\n</tr>\n<tr>\n<td></td>\n<td>AntiRad treatment</td>\n</tr>\n<tr>\n<td></td>\n<td>Bioxin</td>\n</tr>\n<tr>\n<td></td>\n<td>Bugoff</td>\n</tr>\n<tr>\n<td></td>\n<td>Dash 7</td>\n</tr>\n<tr>\n<td></td>\n<td>Endbleed</td>\n</tr>\n<tr>\n<td></td>\n<td>Hypermetabolin</td>\n</tr>\n<tr>\n<td></td>\n<td>Innoculagen</td>\n</tr>\n<tr>\n<td></td>\n<td>Instacast</td>\n</tr>\n<tr>\n<td></td>\n<td>Nitrox Plus</td>\n</tr>\n<tr>\n<td></td>\n<td>Pan-Immunogen</td>\n</tr>\n<tr>\n<td></td>\n<td>Sprayskin</td>\n</tr>\n<tr>\n<td></td>\n<td>Sunoll</td>\n</tr>\n<tr>\n<td></td>\n<td>Thenelin RGF</td>\n</tr>\n<tr>\n<td></td>\n<td>Truth Serum</td>\n</tr>\n<tr>\n<td></td>\n<td>2 portable Autodocs</td>\n</tr>\n</tbody>\n</table>\n<h3>Icarus Crew - NPCs</h3>\n<h4>Captain Vandervekken</h4>\n<p>Race: Eebek</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 78<br> AG: 40<br>CO: 249<br>PR: 30<br>WI: 80<br>IT: 74<br>MC: 70<br>IF: 85<br>AP: 74<br></td>\n<td>Aim: 61<br>Brawl: 122<br>Move: 46<br></td>\n<td>- Laser Pistol: 90<br> - Laster Rifle: 75<br> - Grenade Rifle: 47<br> - Diplomacy: 64<br> - History: 62<br> - PSF Law: 89<br> - Psychology (Human / Eebek): 75<br>Xeno Disciplines:<br> - Heal: 70<br> - Lift: 57<br> - Shield: 49</td>\n</tr>\n</tbody>\n</table>\n<h4>Shurru Kant, Medical Officer</h4>\n<p>Race: Eebek</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 67 <br> AG: 45 <br> CO: 263 <br>PR: 60 <br>WI: 68 <br>IT: 90 <br>MC: 90 <br>IF: 57 <br>AP: 64 <br></td>\n<td>Aim: 75 <br>Brawl: 125 <br>Move: 57</td>\n<td>- Laser Pistol: 45 <br> - Laster Rifle: 45 <br> - Medical - Burns: 90 <br> - Infection: 90 <br> - Major Injury: 89 <br> - Minor Injury: 99 <br> - Poisons: 78 <br> - Surgery: 89 <br> - Diplomacy: 68 <br> - Life Support: 57 <br> - Parmacies: 89</td>\n</tr>\n</tbody>\n</table>\n<h4>Ammon-dur, Security Officer</h4>\n<p>Race: Eebek</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 80<br>AG: 40<br>CO: 292<br>PR: 40<br>WI: 78<br>IT: 79<br>MC: 67<br>IF: 50<br>AP: 47</td>\n<td>Aim: 62<br>Brawl: 137<br>Move: 53</td>\n<td>- Laser Pistol: 90<br> - Laster Rifle: 90<br> - Grenade Rifle: 78<br> - Knife: 68<br> - H2H combat: 90<br> - PSF Law: 59<br> - Space Tactics: 78<br> - Land war tactics: 90<br> - Diplomacy: 67</td>\n</tr>\n</tbody>\n</table>\n<h4>Akido Yashiro, Pilot</h4>\n<p>Race: Human</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 53<br>AG: 70<br>CO: 75<br>PR: 75<br>WI: 76<br>IT: 78<br>MC: 76<br>IF: 56<br>AP: 64<br></td>\n<td>Aim: 75<br>Brawl: 66<br>Move: 66</td>\n<td>- Laser Pistol: 50<br> - Laster Rifle: 45<br> - Astronautics: 98<br> - Navigation: 97<br> - Gravitics: 68<br> - Pilot - Atmosphere: 90<br> - Pilot - Delta Warp: 97<br> - Pilot - Space: 102</td>\n</tr>\n</tbody>\n</table>\n<h4>Franco DuGierres, Communications Tech</h4>\n<p>Race: Human</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 64<br>AG: 67<br>CO: 79<br>PR: 80<br>WI: 69<br>IT: 80<br>MC: 80<br>IF: 79<br>AP: 67<br></td>\n<td>Aim: 79<br>Brawl: 70<br>Move: 70</td>\n<td>- Laser Pistol: 70<br> - Laster Rifle: 63<br> - English: 90<br> - Mandarin: 90<br> - Galactic Sign: 79<br> - Data Handling: 69<br> - Comp. Programming: 80<br> - Cybernetics: 58</td>\n</tr>\n</tbody>\n</table>\n<h4>Karl Smythe, Chief Engineer</h4>\n<p>Race: Human</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 70<br>AG: 67<br>CO: 78<br>PR: 62<br>WI: 67<br>IT: 80<br>MC: 80<br>IF: 68<br>AP: 64<br></td>\n<td>Aim: 76<br>Brawl: 71<br>Move: 66</td>\n<td>- Mechanics: 98<br> - Laster Pistol: 75<br> - Laster Rifle: 69<br> - Comp programming: 90<br> - E. Sci, Nuclear: 89<br> - Gravitics: 67<br> - Life Support: 102</td>\n</tr>\n</tbody>\n</table>\n<h4>Professor Villmoot, Specialist Biological, ecological</h4>\n<p>Race: Vjesperé</p>\n<table>\n<thead>\n<tr>\n<th>Primary Attributes</th>\n<th>Secondary Attributes</th>\n<th>Standard Skills</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PS: 92<br>AG: 107<br>CO: 127<br>PR: 71<br>WI: 87<br>IT: 90<br>MC: 91<br>IF: 90<br>AP: 72<br></td>\n<td>Aim: 96<br>Brawl: 99<br>Move: 90</td>\n<td>- Laster Pistol: 10<br> - Laster Rifle: 0<br> - Conk Gun: 75<br> - Galactic Sign: 90<br> - English: 78<br> - Biology: 92<br> - Botany: 97<br> - Ecology: 102<br> - Zoology: 82<br> - Life support: 61<br> - Pilot - Marine: 71</td>\n</tr>\n</tbody>\n</table>\n<h3>the Chk'o'o'ka</h3>\n<p><img src=\"/images/Chk&#x27;O&#x27;O&#x27;Ka.jpg\" alt=\"floorplan\"></p>\n<p>This Key is included on the chance that the Game Master allows the players to board the Aracnian Ship. There are 20 crew members on board. Should the players board it can be assumed that only 4 or five remain alive. </p>\n<ol>\n<li>Bridge (5 - number of crew)</li>\n<li>Storage</li>\n<li>Computer Command Center (4)</li>\n<li>Captain's Cabin</li>\n<li>Bridge crew Cabin</li>\n<li>Crew Cabin</li>\n<li>Gunnery (4)</li>\n<li>Engineering Crews Cabin</li>\n<li>Engineering (7)</li>\n<li>Storage Bay</li>\n</ol>\n<h3>the Aracnian base</h3>\n<p>((Insert Key Details here))</p>\n<hr>"},{"url":"/docs/adventures/AndromedianRose/","relativePath":"docs/adventures/AndromedianRose.md","relativeDir":"docs/adventures","base":"AndromedianRose.md","name":"AndromedianRose","frontmatter":{"title":"Andromedian Rose","weight":50,"seo":{"title":"Andromedian Rose","description":"The Andromedian Rose is a High-DWarp capability starship intended as a wedding gift from the King to his daughter. The ship is docked in one at Quito skyhook. The princess has been kidnapped and the  King of Minarus offers 100,000 dits for her safe return of the princess before the wedding. Are you adventurous enough to get her back in time?","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Rules","keyName":"property"},{"name":"og:description","value":"The Andromedian Rose is a High-DWarp capability starship intended as a wedding gift from the King to his daughter. The ship is docked in one at Quito skyhook. The princess has been kidnapped and the  King of Minarus offers 100,000 dits for her safe return of the princess before the wedding. Are you adventurous enough to get her back in time?","keyName":"property"},{"name":"twitter:card","value":"Rules"},{"name":"twitter:title","value":"Rules"},{"name":"twitter:description","value":"The Andromedian Rose is a High-DWarp capability starship intended as a wedding gift from the King to his daughter. The ship is docked in one at Quito skyhook. The princess has been kidnapped and the  King of Minarus offers 100,000 dits for her safe return of the princess before the wedding. Are you adventurous enough to get her back in time?"},{"name":"og:image","value":"/images/Uni-ARoseFlight-thumb.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:image","value":"/images/Uni-ARoseFlight-thumb.jpeg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<p>A Genesis Role Playing Game Adventure</p>\n<h2>Game Master Introduction</h2>\n<h3>Background</h3>\n<p>The King of the largest kingdoms on the planet of Minarus, Ponteria, Lord P’han Jerado, and the Queen of Fomara, Lady D’prena Manlyne, The second most powerful queendom on the planet, want their children to marry. Princess Agina Jerado and prince Surqri Manlyne by joining would join the two kingdoms together. Both of the children are preparing for the day of the joining with equal anticipation as their parents. </p>\n<p>The two kingdoms of the planet of Minarus are seeking the aid in military equipment and forces from the foundation to help them in their struggles against the Corporate Loyalists. They would also like to enter the foundation as a trading planet to gain better prices for the products they produce. Under foundation law any group on the planet may petition for acceptance into the foundation but it must represent the majority of the people on the planet. To achieve this Lord Jerado and Lady Manlyne must allow the rift between their two kingdoms to be bridged by the joining of their two children. </p>\n<p><img src=\"/images/Uni-ARoseFlight-thumb.jpeg\" alt=\"The Andromedian Rose\"></p>\n<h3>History</h3>\n<p>Culture: The Minari have many traditions some of which are performed regularly and throughout daily life and others which are only performed a couple times a year and only on special occasions, one of these special traditions is that of the joining which is only performed five times a year and is the only time when two people may marry each other. This tradition began in ancient times and is based on the orbits on the two moons of the planet Minarus. The two moons move in orbits which align five times a year.  To observers these ancient lovers become visible as one, for five days and then separate and continue around the planet. During these five days the people of the planet begin a celebration which starts on the morning of the day of conjunction and continues until the morning after the two lovers separate. Two people are joined at the time of closest alignment of the two moons. </p>\n<h3>The war on Minarus</h3>\n<p>The planet of Minarus was first set-up in the beginnings of the corporate era. The first 20,000 colonists established the production facilities to mine the resources of the planet. They first colonists were joined by new colonists sent from Corporate Earth. After the fall of the Corporations this planet was cut-off from the rest of the foundation. In the population there are groups which have remained aligned to the Corporation and they seek to take power from the hands of the King and the Queen that were empowered after the fall of the Corporate Era. The Minarií are plagued with corporate loyalists who continually capture shipments of materials and use terrorist tactics </p>\n<h3>The Plot</h3>\n<p>In this module the P.C.’s come to the rescue of a beautiful princess. She asks them to help her from being kidnapped and to get her to an orbiting space ship in time for her wedding. The timing of this wedding is very critical to the people of her culture because of it’s coincidence with two of the moons of her home planet ofMinarus. </p>\n<p>The planet of Minarus, once a colony of a corporation lost contact with the rest of the foundation when the Corporate era ended. The two largest ruling bodies on the planet are monarchies that were set up just after the fall of the mother corporation. These two governments kept the planet productive and stopped the uprising of the corporate loyalists. The conflict between the loyalists and the two kingdoms has been a continuous draw of the resources of the planet and is has ultimately taken it’s toll. The two kingdoms find themselves devoting more and more of their resources to the fight and less and less to the people - the unrest of the people is growing. </p>\n<p>In a effort to finally defeat the loyalists the two kingdoms of the planet are petitioning the Poly Solar Foundation to allow them to become a member. The governments want to become part of the foundation for two reasons. First, the aid that the foundation could provide would certainly give the government a upper hand m defeating the loyalists. Second, the markets of the foundation that would be open to the industry on the planet would help the recovery from the very lengthy war. Under foundation law any organization may petition for entrance into the foundation but they must represent the majority of the people on the planet, to accomplish this the two kingdoms must unite. </p>\n<p>The princess approaches the P.C.’s and pleads for their assistance, she does not wish to return to the royal ship because she does not know who to trust. All of her guards could be loyalists. The joining is scheduled diiled for 4:15 pm two days from the first meeting of the P.C.’s Once the P.C.’s agree to help she will take them to a hotel. At the hotel there will be a kidnapping attempt. There will be several attempts to kidnap the princess. After the first unsuccessful attempt the princess will suggest that your party move to a safer refuge. </p>\n<p>The Andromedian Rose is the intended wedding gift from the King to his daughter. The A. Rose is docked m one of the bays surrounding dmg the Quite skyhook. Once in the A. Rose the princess will ask that the P.C.’s find her kidnappers. From the clue left in the pocket of one of the kidnappers the P.C.’s will be lead to the bar there will be an additional attempt and the P.C.’s will see the news broadcast of their kidnapping of the princess. The King offers 100,000 dits for the safe return of the princess before the joining. The P.C.’s and the princess bid a hasty retreat from the various reward seeking patrons of the bar and go back to the A. Rose. At the Ship the princess’s companion offers a suggestion. The droid analyzed the tape of the security camera footage and points the P.C’s to the warehouse as a possible origin. </p>\n<p>Upon investigation the warehouse the P.C’s are surprised and captured. The princess, her companion, and the P.C.’s are taken through the warehouse to an office where they are locked up. The princess noticed the various carton of goods in the warehouse and saw the leader of the loyalists examining goods for shipment. The princess has a revelation, the loyalists have not been kidnapped her, it must be the arms dealer. The arms dealer does not want the two kingdoms to enter the foundation so that he can continue to sell arms to both the loyalists and the two kingdoms of Minarus.</p>\n<h3>Pacing</h3>\n<p>If at any time the module lags or is slow add ping her, it must be the arms dealer. The arms dealer does another kidnapping attempt to get the players moving, or add additional clues that are either questioned out of the thugs that are kidnapping her or from article found on their person. </p>\n<p>For example: The thugs use the same weapons as the her government. A match book from the bar. </p>\n<p>The events detailed above only the most logical order of the various event in the module. If the players deviate for these events you can re-route them. This can be done by having the princess’s droid offer any information the P.C.’s are missing to point them in the right direction.</p>\n<h3>N.P.C. Statistics</h3>\n<p>Use the Random NPC Generation rules.</p>\n<h2>The Module</h2>\n<p>This module starts with the P.C.’s on the lower level of the Quite sky-hook. Each is waiting for a tube car into town. In the same area a very beautiful lady m flowing golden gown accompanied by two very large and ornately dressed body guards. The tube car comes and the P.C.’i enter. Just at the last second the lady breaks away from her accompaniment and jumps into the tube-car. </p>\n<h3>Quito Skyhook</h3>\n<p>You are m the Quito Skyhook. The Quito skyhook located in Ecuador was the first of its kind to be build during the Corporate era. The three that were built were used as an economical method of transporting cargo and people from earth to outer space and vice versa. The first three skyhooks built are still in service and are still serving the purpose they were built for. As you look around you can see several members of various alien races not uncommon m the foundation. Off to one side of the waiting area there is a beautiful woman who is accompanied by two very large and burly body guards. Beside the woman is a personal companion droid, a comfort reserved for the rich and powerful. After a brief delay the tube car comes and you get up and enter it. The car will take you to the city that surrounds the skyhook. The door begins to close and at the last minute the woman and her droid sprint towards the car and plunge through the narrow opening ng, the two huge guards grab the door and try to prevent it from closing. Their attempts are unsuccessful and the door to the car closes and the depressurize sequence is started (tube cars travel in a vacuum). The guards can be heard over the hiss of depressurization, pounding at the door. After a moment the noise becomes faint and soon totally absent. The hissing mg of the door stops and only a low whine and the pulse of the magnetic drive can be heard. The woman is lying mg on the floor, motionless, covering her ears. </p>\n<p>The woman will remain motionless for several seconds. After a time she will sit up and begin to answer questions. She introduces her self as the princess Agina Jerado of the planet of Minams. She will explain to the P.C’s that she was being kidnapped pped by the two guards who are Corporate loyalists. She will tell of the joining with Prince Surqrl Manlyne and the ceremony and the importance of the timing. She explains that it is important not to miss the time of the joining or the two kingdoms on her planet will not be united and they will not be allowed to enter the foundation. She makes a plea to the P.C.’s to help her. She asks that you protect her form being kidnapped and ensure that she gets to the joining at the appointed time to be joined. The joining is set for 4:15 pm. two days from now. She fears that if she returns to the royal ship she would be captured again. She does not know who of her guard to tmst. If the P.C.’s agree to help the princess she will instruct the tube car to go to a hotel m the city. </p>\n<h3>The Tube Car</h3>\n<p>The car itself is 5 meters in length and 2.5 meters in diameter. The outside of the car is black and highly polished and the general shape is that of a bullet. Large windows fit the compound curves of the exterior and blend into the metal of the car at imperceptible seams. The windows are tinted and the whole car is dark glossy and sleek. Inside, the car is clean functional and comfortable. There are two bench seats facing one another. In the centre of the far wall there is a recessed control panel which allows the user to control various climatic settings of the car as well as the entertainment functions of the car. Above the control panel is a terminal which gives the passengers access to any one of the many computer networks on Earth. The payment for the car will be deducted from the passengers dit discs, (the fare is 5 dits) </p>\n<p>Outside it is dark, what little scenery can be seen reveals the trip down the mountain on which the skyhook is built. As the tube car enters the town is passes through some very seedy parts of town and it comes to rest just outside a modest hotel. </p>\n<h3>The Hotel &#x26; Room</h3>\n<p>The Front Desk: The front entrance is rather dark and dirty. The stores that flank the hotel are closed, the metal shutters rolled down and covered by graffiti. Above the entrance to the hotel there is a large neon sign displaying the name of the hotel in various languages - some of the letters are not working but the name “The MAJESTIC” is still readable. The exterior doors open onto a small foyer also covered in graffiti. These new themes in decorating cover and obscure the older and more conservatives ones which proceeded them. There is a wall mounted terminal at the back of the room which will greet anyone entering the room and along the side of the room are the doors to several elevators. </p>\n<p>The elevators doors will remain locked until the players check-in m the normal manner. If significant efforts are made to force the doors the terminal will notify local police and stall until they arrive. </p>\n<p>The terminal will allow check-in by assigning the players a room number after asking various questions. These personal questions will not be necessary if a dit disk is used for check-in and payment. Once checked-in an elevator will open to take them to the appropriate floor and guide them in their room. Any one that checks-in with the players wiU be aUowed access to the room based on a visual identification. Individuals who want to enter the hotel and proceed to the player’s room will have to state the name of a registered guest. </p>\n<p>The Room: The players will find rather dimly and dark room fully worth the 10 dits but by no means worth more than 10 dits. The bed is hard, old and smells of the commercial cleaners that are used to clean the covers. The walls are stained and dingy from the years of use from the last painting. The bathroom is small and the tiles that surround the tub and shower are cracked and patched. Overall this room, and the hotel as a whole, suffers from ‘patch-itis’, where the current owner has just patched a problem. This ‘solution’ is now to the point where there are patches on top of patches and the next logical step would be to set fire to the entire building and take the insurance money. </p>\n<p>There will an kidnapping attempt on the princess and the players will be forced to repel the attack and save the princess or fail and have the princess captured. </p>\n<p>If the player succeed and repel the attack they can go on looking for dues as to who might want to kidnap the Princess. </p>\n<p>If the princess is captured there should be some indication, scrap of evidence, that links the attackers to the bar so that the players will follow. A match book,a drink napkin, stir stick, or just anything that wUl lead the players to the bar. </p>\n<p>Either way the players should be directed t where they will face their next challenge. </p>\n<h3>The Bar</h3>\n<p><img src=\"/images/ARose-BarPlan-Medium.JPEG\" alt=\"The Bar\"></p>\n<p>The entrance of the bar, two large swinging doors surrounded by narrow glass windows, is set back off the street three meters. A large man stands in the large doorway, obviously the bouncer - and a very good one judging by his size, checks the patrons identification and m times of disagreements ‘escorts’ unruly guests off the premises. </p>\n<p>The overhang provides shelter for the entrance and harbours security sensors that will detect and asses the risk of the patrons passing through. The sensor, able to detect a veritable library of information every time a patron walks through, can distinguish a fake bomb from a genuine explosive device. Its sensing ability also encompasses more discrete situations like a loaded from an unloaded gun and weapons of unknown design and function that exhibit only slight resemblances to known weapons. The response of the sensor to the various risks will vary with implied danger posed by the patron, which will range from an audible beep to sirens and alert lights. </p>\n<p>If any of the players enter wit weapons the huge bouncer will insist that the weapons are checked at the door. </p>\n<p>Just inside the doors there is a coat check desk and a courtesy podium where there is an automated coatcheck service and a staff person to greet customers. Public VidPhones are positioned along the wall. </p>\n<p>One of the VidPhones is out of order and the other will invariably be in use, with only short breaks when fights break-out. </p>\n<p>Standing in the lobby of the bar very loud music will be heard thumping and pounding continuously, stimulating the patrons to dance and drink. The main bar, serving many local drinks and a few imported beverages, is set against the wall to the right just as you enter the bar. Tables and chairs are scattered around the dance floor and along the far wall for more private conversations. </p>\n<p>When the players enter the bar there will be little notice taken of them and this is how the response will be until the video news flash. The announcement will flash over the main 3-D video screen in the bar and all the bar the bar patrons will watch intently. </p>\n<p>In the announcement a news caster will describe the situation of the princess’s kidnapping and show security camera footage of the individuals that kidnapped the princess. The footage will have digitally altered to show the player characters kidnapping the princess and taking her into the tube car.</p>\n<p>During the clip several of the patrons will notice that the players shown on the tape are actually in the bar, but this will be only of passing interest until the King P’han Jerado comes on and offers 100,000 dits for the heads of the kidnappers and his daughter’s safe return. At this point the three patrons that noticed the PCs will immediately move toward the PCs and attack. The other patrons will also move to subdue the PC </p>\n<p>The PCs will have to fend off all the attacks and protect the princess. </p>\n<p>If they fail and the Princess will be captured and taken to the warehouse. The PCs wiU then be informed by the droid that she is being held at the warehouse and the fact of the altered tape as proof of this conclusion. </p>\n<p>If they succeed the princess will recommend that they go to the Andromedian Rose. When they analyze the tape (the companion droid was recording) the information regarding manipulation of the facts and events m the skyhook was the result of digital manipulation. Upon analysis of the video footage will yield the source of the tape as the warehouse. If the players don’t pursue This information will be should result m the players </p>\n<h3>The Andromedian Rose</h3>\n<p><img src=\"/images/ARose-floorplan-Small.JPEG\" alt=\"The Andromedian Rose\"></p>\n<p>A: MASTER BED. This room is much larger than the other cabins, located across from the door is a large sonic bed. On the wall to the left of the door there is a dressing table and a clothes closet. Across the room from the dressing table are two sonic chairs and a adjustable height table extending from the floor. The five large portals in the roof give an excellent view of the stars outside. On the wall closest to the door and just beside the chairs there is a door which leads in to the master bath. </p>\n<p>B: BATH. All the amenities are include in these rooms, including a sonic shower and a toilet (adaptable to all races of the foundation). </p>\n<p>C: CABINS. Each of these rooms are essentially the same. There is one sonic bed off to one side of the room, and off to the other side of the room is a large space port in the floor. There is a clothes closet in one corner of the room and a dressing table next to it. Each room is well appointed and very luxurious. </p>\n<p>D: THE MAIN AIRLOCK. This is a small room three by three meters. One pressure door is directly in front and to the side of you. The room is clean and well lit. on the wall beside the door in a simple numeric keypad. </p>\n<p>E: CLOSETS. These dual room on both sides of the ship contain various cleaning supplies and a service droid. </p>\n<p>F: ENTERTAINMENT ROOM. There are two doors to this room one on either of the long walls. A large VidSphere with multiple sonic chairs, couches, and accompanying tables, of adjustable height, are located towards the bow of the ship. There are a number of games m this room, Including holographic chess and a computer cerebral feed system, with which a passenger can experience far off worlds which have been explored or play a game in a totally imaginary world by simply placing a head set on and lying back in the chair. At the aft of this room there are a large assortment of sonic pillows clustered around an enormous 3 meter dome which looks out upon the whole of space. </p>\n<p>G: BRIDGE. Six doors lead from this room. The first are two double doors which are at the very back of this room. The second and third set are located beside each other on both sides of the bridge. On the walls between the sets of doors there are various instruments and controls with sonic chairs in front of them. Almost directly underneath the large dome in the roof are three chairs arranged in a crescent facing toward the mam view port. The two outermost chairs have control panels beside them and the central chair none. </p>\n<p>H: OBSERVATION DECK. This room, actually an extension of the bridge, consists of a large sonic sofa and a number of smaller sonic chairs. Of all of the rooms on this ship this one gives the best view. In front of the sofa is a large table which is extendible up from the floor to various heights. </p>\n<p>I: COMPUTER BANKS. This small room is jammed full of computer hardware. There are several banks of computers and a terminal which provides direct access to the system. </p>\n<p>J: GALLEY. In this room are a number of food preparation devices including a hand held microwave, an electromagnetic hot plate, and a sonic food processor. This room also has seating for eight.</p>\n<p>K: STORES. These two room are the ships’ stores. </p>\n<p>Both of them contain food, bed linens, medical stores, smaU equipment such as a communication packs. Also the ships weapons are kept here, they include. </p>\n<ul>\n<li>9-Batts </li>\n<li>3 - Laser pistols </li>\n<li>2 - Mazer pistols </li>\n<li>3 - Bio-sensing Sphere guns stationary </li>\n</ul>\n<p>L: SICK BAY. In this room there is one examination bed and various closets, along with a hand basin. The closets contain medical supplies, first-aid treatments, and bandages. It is intended only for temporary use and would prove insufficient for longer stays. </p>\n<p>M: THE FITNESS ROOM. In this seventeen by seven room along the wall right of the door there are a couple exercise machines and a automated massage table. The wall that the door is m is mirrored and across fro it there are a number of lockers. The lockers contain various types of small fitness equipment and mats. In the ceiling there are two large meter long portals clustered toward the centre of the room. </p>\n<p>N: WARP CONTROL. This room is another which is jammed packed with computer equipment. Amongst the banks of computers there is a large control panel and couple of sonic chairs in front of it. One of the banks of computers looks dissimilar to the rest, it is totally black with red lettering emblazoned upon it are the logo-mark of the designers ‘Pandarin sub-system Corp’. </p>\n<p>O: GARDEN. It obvious from first sight that this is a converted cargo bay. One level above the door along the inside wall there are two, floor to roof, windows. The walls, floor and ceiling of this room have been painted white which makes this room very bright. In addition there are several long and very bright lights mounted above the windows. These lights provide an equivalent brightness to a clear day with freshly fallen snow on the planet Earth. Along the floor of this room against the slop of the floor there are several rows of plants growing in hydroponic culture. The rows have a large number of plants including ornamental, flowering, and fruiting varieties. </p>\n<p>P: CARGO BAY. This large room has a slopping floor, just like the rest of the rooms on the outer edge of the ship. When full this room could hold three small vehicles, which could serve as transport when the ship is planet bound. Currently it is empty. </p>\n<p>Q: THE FOYER. There are four foyers m this ship one on either side of the main airlock and another two between the bridge and the main entrances over the wings. These areas are used as a reception area for guests and dignitaries that are coming a board. The aft two foyers are only slightly larger than the airlock. From either of the’ ‘aft foyers a corridor and a hall extend towards the bow and the stem of the ship. The two bow foyers are large and pleasantly appointed with the finest of decor. Each looks out the main port-hole, forward and in either there is space for greeting the guests. In the rounded area which is off to one side there is a full bar. Scattered throughout this room there are the silver mats of sonic chairs. Two doors in this room, each directly across from the other. </p>\n<p>R: AIRLOCK. These two air locks seal off the ship from the entrances over the wings and the engineering sections held in the wings. When the engines and Delta Warp core are jettisoned the air locks seal and allow the main body of the ship to act as a lifeboat. On the waU the is a couple of switches which activate the airlock pressurization and depressurization cycles. </p>\n<p>S: THE HALLWAY. The hallway has multiple doors leading from it and runs along both halves of the aft section of the ship. The hallways of the aft sections join midway along the ship into one central hallway, running from one side to the other. The hallway has a door at both of its ends which lead forward and give access to the cargo level. Also stairs leading up to a landing in the middle of the hall it allow access to the bridge. As you walk along this wide hallway you can see to the left of you that instead of walls the center half are windows looking down upon a garden to the left. </p>\n<h3>The Warehouse</h3>\n<p><img src=\"/images/ARose-Warehouse-plan-Medium.JPEG\" alt=\"The Andromedian Rose\"></p>\n<p>It will be obvious to the players upon inspection of a few room that this is a converted vehicle and small ship repair shop. It is now being used as a storage location for weapons, by the boss. </p>\n<p>1: OFFICE. This small rectangular room has office furniture m it. On the north wall is a desk with a filing cabinet to the one side. The room is divided into two distinct parts by a low table which runs almost the width of the room in a North-South direction. On the west wall of the room is a table which is covered with old magazines. On both sides of this table there are chairs, another its against the north wall. The magazines are of an ancient variety and not of much interest as they mostly contain pictures of old ships. On the other side of this room the desk is old and made of ancient species of wood. It contains only things like bent paper clips and few rubber bands. The filing cabinet is equally as empty and of the same interest as the rest of the room. AU of the chairs m this room look well used. Above the desk and behind the two chairs are two large windows which seem to be covered on the outside by some kind of opaque paint this stops the majority of sunlight from entering the room. There is one door m this room, on the south wall. </p>\n<p>2: CUSTOMER WAITING AREA. This is a rectangular room with five doors leading from it. The first and the only one on the east wall is a fairly large door. On the North wall is an door which is smaller that the one on the east wall and it like the door on the south wall and the one in the north-west comer of the room has a window installed in it which extends from almost the top of the door to just above the door handle. The other door on the west wall dose not have a window in it. In this room also has in it, a sofa, a vending machine, and a sink. Along the walls are framed pictures of old spaceships most of which are recognizable as ancient crafts. The vending machine when it was m operation sold an assortment of confectionery To get to the confectionery the machine must be smashed open, several hits with any chair or a one shot from a gun will, if well placed, will achieve this goal. Upon opening the machine a odour of staleness will fill the room. The confections, all of which have now become hard due to time are on the whole inedible. </p>\n<p>In this room is a SPHERE gun which is positioned in the south-easterly comer of the room, near the ceiling. It is equipped with heat sensors and it will blast the first warm object entering the room, which fails a (PR) Perception -30 and (AG) Agility check. If the player fails either of the checks the character will be hit. If, however; the player succeeds on both rolls, the the character dodges and the shot hits the wall. </p>\n<p>If a player eats some of the confections the character will become sick in 1:10sd hours. Check the ill character’s CON and if the player fails the check nausea will ensue for 1:10sd mm. followed by vomiting for the same period of time. If the player succeeds with the CON or the period of vomiting has ceased then nausea and hot and cold flashes will begin and last for\n2:10sd minutes. </p>\n<p>3: Office. This room has only one exit and entrance. The room contains office furniture including a desk, a filing cabinet, and a chair. The desk and the filing cabinet are equally empty excluding a few bent paper cUps and one or two unused pens. In the comer of the room are several boxes containing hundreds of sheets paper, each of which indicate repairs and modifications to space craft and seem to be of an accounting nature. The only window in this room beside the on in the door is covered in a green paint from the outside and seems to be used to block the amount of sun which enters the office. </p>\n<p>4: Bathroom. This is a human bathroom which contains a toilet and a wash hand basin, above the basin is a mirror and beside the door which you entered there are no other exits or windows. The door unlike the others in the room dose not have a half window for obvious reasons of privacy. </p>\n<p>5: Office. This room has only one exit and entrance. The room contains office furniture including a desk, a filing cabinet, and two chairs. The desk and the filing cabinet are equally empty excluding a few bent paper clips and one or two unused pens. The only window in this room beside the on in the door is covered m a green paint from the outside and seems to be used to block the amount of sun which enters the office. </p>\n<p>6: Office. This room has two doors one which leads into another office (room 5) and one which leads into a larger rectangular room (room 2). Again a desk, a filing cabinet, and a chair can be seen m the room. The desk and cabinet are both empty except for a few very time yellowed invoices obviously dating back about fifty years. The only two windows in this room are those of the two doors. </p>\n<p>7: Mechanic’s coffee area. The two doors in this room are positioned on the east and south walls. There is one large couch which dominates the room. In front of the couch is a badly stained coffee table that is covered deep cigarette bums and scratches. On the north wall stands a refrigerator, a coffee machine, and a sink. Above them are various cupboards. The refrigerator has in various food articles all of which are fresh. In the sink are some randomly stacked bowls which are dirty. The cupboard contains several stacks of plates and eating utensils. On the walls are several pm-ups and between them is evident a thick layer of dirt and grease. </p>\n<p>8: Mechanic’s shop. This room has several doors leading from it. The floor has two distinct areas of grating. In the center of each area is a large block of metal which is perforated with several large holes on each face of the block and at innumerable angles. On the west wall are two large metal racks which are filled with various length of sturdy metal rods each of which have the same diameter as the holes on the metal blocks. Among the rods there are straight ones, bent ones, and curved ones. </p>\n<p>THESE RODS ARE INSERTED INTO THE BLOCKS AND ARE USED TO HOLD ODDLY SHAPED PIECES OF WORK IN A STABLE POSITION. </p>\n<p>Under each of the grated areas is a pit. The entrance to both pits is on the northern most grated area. Underneath the grating in the pit the wall are soaked with oil and grease. the floor doubly so. On the south wall of the first pit there is a small passage which leads to the second pit. Along the walls of this room are several work benches which are extremely marred and battered. </p>\n<p>9: Shop floor. This large extends out in front you in all directions. The ceiling is three times as high as the rest of the rooms and near the roof line hydraulic rams. This room has several exits and a large set of stairs running up the second floor on the west wall. In the south-east comer of the room there is a forklift (inoperable). </p>\n<p>10: Parts storage. This has no roof and is cluttered with shelves on which are stacked (thrown) parts of all sizes and description m various states of usefulness.</p>"},{"url":"/docs/adventures/","relativePath":"docs/adventures/index.md","relativeDir":"docs/adventures","base":"index.md","name":"index","frontmatter":{"title":"Adventures","excerpt":"In this book you'll find the rules of Genesis game play and examples of how to use them.","seo":{"title":"Adventures","description":"In this book you'll find the rules of Genesis game play and examples of how to use them.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Adventures","keyName":"property"},{"name":"og:description","value":"In this book you'll find the rules of Genesis game play and examples of how to use them.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Adventures"},{"name":"twitter:description","value":"In this book you'll find the rules of Genesis game play and examples of how to use them."}]},"template":"docs"},"html":"<h1>Introduction</p></h1>\n<p>The preceding chapters dealt with the rules and rule systems that are inherent to Genesis, but there is much more to the game than just rules. In fact the major aspect of role-playing games (RPGs) that sets them apart from other games has nothing to do with rules, it has to do with the adventures. Regular games are fixed -- they have one adventure that you play over and over every time you play the game, just the opposite is true for RPGs. They have adventures, only plot and storyline, that are infinitely variable because they are separate from the rules. So, every time an adventure is purchased or one written the adventure the players experience changes.</p>\n<h2>What is an Adventure?</h2>\n<p>The best explanation to that question is that an adventure is just like a novel or a movie -- where you tell the player's what they hear, see, feel, etc. -- with one major exception, the story-line can be changed. Depending on what decisions and actions the players make during the game the course of the adventure is changed and you read them different descriptions of what's happening. A simple example can be found in imagining the players are walking through a lightly wooded area, you tell them \"You have come to a fork in the path\" -- they are faced with a decision. You tell them, \"On the path to the right you can see the lost city you have been searching for, while the one to the left has a washed out bridge over a huge pit.\" The choice is simple -- they would take the path to the right because it takes them to their goal, while the other path will put them in great danger. This is an extreme example because the choices are black and white and the decision is clear. So they choose the path to the right and you read them the descriptions about their journey to the lost city and of the riches they find inside. What they don't hear is the descriptions of the washed out bridge over the huge pit. So the rest of story changes every time the players make a decision. This is what an adventure is -- an interactive novel or movie -- where the player's decisions affect the story-line.</p>\n<h2>Running Adventures</h2>\n<p>Since the story-line changes every time the players make decisions there has to be someone to read them the appropriate descriptions and omit the ones describing the untraveled roads. So the Game Master (Game Master) was invented and his job is to master the game and run the adventure. The Game Master is the one who interprets the players' actions and relates the results of their actions, so the players know what effects they are having on their imaginary universe. The ideal Game Master will be able to do this simultaneously and without seams so the flow of the gaming universe will be perfectly smooth. There are, however, very few Game Masters that can perform these tasks without having years of practice. Even the best ones have their off days and will tell you they began their Game Mastering as slow and slightly incompetent -- so do your best and practice. Soon you'll get better and you can forget about being a good Game Master and start having fun in an adventure just as the players do! So the basics of a Game Masters job, running an adventures, are; telling the players where they are, what they hear, smell, taste, see etc.; asking about their actions and using the rules to figure out the results; and finally using Non-Player Characters to react and give the world life.</p>\n<p><img src=\"/images/Adventures.jpg\" alt=\"Alien Landscape\"></p></p>\n<h3>Setting the scene -- being a Storyteller</h3>\n<p>Tell the players where they are, what the see, smell, taste, hear etc. Setting the stage, as it were, is very important when the players first come into the universe and then again every time they venture into something new. Description of settings are also very important after the characters have gone through a confusing experience -- like reviving from unconsciousness -- falling several floors through a garbage shoot or a similarly disorienting incidents. Part of setting the scene involves describing the characters surroundings well and most of that relies on the senses. Whenever you find yourself at a loss for description -- relate to the players senses. Especially if what they have to smell produces a particularly powerful stench, or the sight of the two suns, blazing red, sinking into the sea is captivating. Our sight provides us about eighty percent of all our sensory input, so it's no wonder that most descriptions are of the visual variety. The other three sense are very important, however, you should not make the mistake and dismiss them as unimportant. These types of description are best done when the subject is quite shocking or startling and will form a lasting impression. Descriptions to the senses provide background information to the player to give them a sense of the world around them that so they can act. It is your job, as a Game Master, to interpret these actions.</p>\n<h3>Interpreting action -- being a Game Master</h3>\n<p>The players have an idea of what the world is like around them, they have taken this in, thought it over, and decided -- either within themselves or as a group -- what to do. The player may ask questions about some of the descriptions you have given them or ask for additional information on a particular subject. For example...\"Is there a second floor in this bar does it have a mezzanine floor?\" or \"Is the blue Aracnian bartender our contact.\" They might make statements about who they want to find, or where they want to go. \"I'll go upstairs and cover the lower floor just in case anything happens\" or \"I'll approach the bar and order a drink.\" -- it's up to them. Translating these questions and statements into actions is your main job. Whatever they say that they are doing, you provide information about their changing world. For the character that goes upstairs \"you walk up the wooden staircase and look for the best point to stake-out the whole bar.\" Running updates on what is happening keeps the players informed about the world around them -- so they can continue to act effectively. When the players are faced with a particular problem to solve then you take the necessary information -- do the necessary calculations and get the results. It's your job again to tell the player the results, in a game sense, by role playing.</p>\n<h3>A Living World -- being a Role Player</h3>\n<p>Making the world come alive is easy if you remember two things, always use Non-Player Characters (NPCs) to react to the characters actions and never tell the players anything, describe it to them as if they are their characters. Non-player characters, controlled by the Game Master, react to the characters' actions and give them immediate feedback. So, whenever you tell the players anything, tell them as a character in the game. Rather than telling them \"your character failed the skill check\" you would say \"the alarms go off the guards turn and spot you, they start yelling and running towards you!!\" This puts the players immediately into the action, as their characters, and not out here in a safe reality -- the whole point of playing a game.</p>\n<p><img src=\"/images/Adventures2.jpg\" alt=\"Spaceship and two moons\"></p></p>\n<h2>A Good Game Master</h2>\n<p>You have the original example of how the players were on a path and they had to choose which fork they would take but the example was simple because the choices were clear. Now imagine the same path again but this time they cannot make out any differences in either path. One path might be a short route to their objective and the other might hold great danger, but there no way of telling which one is the shortcut. Again they make a choice and start down that path, not knowing what awaits them, or what they have missed by not taking the other path. This is again an extreme example, because both paths look equal, neither is clearly the path to the objective. The secret to being a good Game Master is to find a fine balance between these two extremes. The important thing to realize is that this balance will change from group to group and even within a group over time. This point should be where the choices are very close and the player will have to really think to go in the right direction, yet this right choice is almost the only option. To achieve this without letting the players know that they are being manipulated, and still giving them an enjoyable gaming experience is the ultimate satisfaction for a Game Master. This goal is achievable if you abide by four simple rules.</p></p>\n<ol>\n<li>Don't get bogged down -- The rules are only there to help the gaming experience. If a rule gets in your way and you can't use another one in its place forget it! We definitely didn't design the rules in Genesis to ruin your gaming experience.  We could not envision every situation that could occur when we created the systems. So, whenever you feel the action is dragging or you see the players aren't having fun guesstimate the modifiers, the results, or even ignore the rule entirely. It's up to you and your players to decide. What ever combinations of the rules that fits your particular gaming style is the combination that you should use.</li>\n<li>Be fair and consistent -- Whenever a judgement call has to be made -- make it, after all you're the one who has the right, then stick to it. If objects fall up in a particular place then there had better be a good reason why they do, and they should always fall up there. Players will become very cynical and apprehensive about a game and a Game Master if they believe he's playing favorites.</li>\n<li>Never want the players to do anything -- If you want them to solve a problem in a certain way then you will be disappointed when they don't. This can make you bias and you could penalize them unfairly. The best thing to do is give them several options all with their own good and bad points. Then no matter how they try to overcome the hurdle they will encounter problems that they will have to deal with -- which makes it fun and exciting. Even if they think up their own way to traverse the obstacle or solution to the problem don't meekly let them succeed. The solutions you created had problems and so should theirs -- even if they are just perceived problems.</li>\n<li>Be flexible -- Whenever the players do something different than what you have planned, AD LIB. Just ask yourself the question, why not? By letting them do this am I going to screw up anything later on in the module. If the answer in \"No\" them let them go -- and make up the descriptions as they need. If the answer is \"Yes\" then think of a way around it and let them go for it! If you can't think of any way to bypass the conflict then think up a reasonable answer for the players. Nothing stone-walls players and kills enthusiasm like a flat out \"NO!\". So when then want to do something different, let them -- after all you have more control over the world than they do! If you follow these the rules and practice being a Game Master without being afraid of fouling things up then you'll be on your way to becoming a good one. Continue, always trying to give all of your players good gaming experience, and in a very short time you will be among the best.</li>\n</ol>\n<h2>Details</h2>\n<p>Most Science fiction games can be grouped into one of three general types, based on how much the game tries to simulate reality, these are soft core, Hard Core and other. Each game in these groups have characteristics of genre and rule systems that give a particular feeling to the game. Soft-core, typically Space Operas, try not to model reality very closely. This type of game has light and uncomplicated rule systems, which bring across the basics but never really gets into the details. Hard Core games, however, stick more closely to reality and scientific fact and their logical extensions. To simulate reality these games usually have long and complex rule systems which cover every possibility. Other games typically the posses characteristics of both soft core and hard core games. They maintain a level of scientific fact but add in things which are of a fantastic nature. Genesis belongs in none of these categories, because unlike other games Genesis does not have one set of rules. The rules of can be chosen to suit the kind of game that you and your players feel comfortable with. So, if you want a Space Opera then choose those rules which try not to model reality. If you want a Hard Core science-fiction game, choose rules that include all of the modifiers possible. And if you want a game with a good mix of both use or ignore any of the rules that you want. All of the alternative rules in Genesis have been designed so that they all function to provide a seamless gaming environment.</p>\n<h2>A Living World</h2>\n<p>Whenever possible appeal to the senses of the players tell then what the feel, smell, see etc. This will bring them into the world. Maintain the atmosphere of the world by using the character's name to relate information and soon you will find the players refer to each other by their characters names as well, this brings the world closer and makes it more realistic. Nothing kills atmosphere more than \"Ok, you and ... (to player) what's your name?... Doug, oh yeah!, You and Doug...\" so try keep the players in character, this is a good lesson for the Game Master as well. Playing roles yourself will also bring home aspects of the world that the players need to journey in their imagination. How well you play the NPCs that are needed in your adventure may be the difference between fully getting into the world and any other board game you might play.</p>\n<h2>Preparing to Play</h2>\n<p>You'll need an adventure, 2 friends or more, and something to eat and drink -- RPGs are social games. A playing session can be as short as 1 hour and games often stretch to 4 hours -- sometimes even longer, with the average game lasting about 2 - 3 hours. Adventures can either be purchased or written by you (See Generating Adventures). You should already have read a pre-written adventure so there's a minimal amount of fumbling involved during play. So you know the major points, and the critical elements of the adventure -- to guide the players through skillfully. The adventure and some ten-sided dice, and some pencils are a necessity while some paper and maybe a calculator will probably be a good idea. The players have to make up characters to portray in the Genesis universe (See Character Generation). Once they have done this and have chosen weapons and equipment, then you can begin the adventure.</p>\n<h2>Adventure Flow</h2>\n<h3>The Lead-in</h3>\n<p>To begin, read or describe the basics of the adventure, facts like the setting the players find themselves in what they are doing and the lead-in to the action of the adventure. This information gives the player the feel of the world they are in. If the players begin together it's usually assumed that they would know each other's character names, and it's a good idea that they do. To start any adventure you must start at a point, a place where the players pick-up the story-line and join in the game. Choosing this point can be very difficult, so novice Game Masters should probably use pre-written store bought adventures until they have had a chance to become familiar with the rules.</p>\n<h3>The Typical Start</h3>\n<p>The typical start to an adventure has the player introduce themselves and their characters then the Game Master begins reading the background story to the adventure. This is a solid place to start an adventure because the players all know why their there and what some of the basic facts are -- this is also a very standard lead-in to an adventure. This method can leave the players standing in a world full of tantalizing options with no clear one to pursue.</p>\n<h3>In Media Res</h3>\n<p>An exciting place to start an adventure is right in the middle of the action or --  In Media Res  -- from the Latin. It is a good way because the players have an immediate problem to solve. The choices will be clear, someone shooting at you helps you to clear your mind, form then it doesn't take much to figure out which way to run. This gives the players and immediate direction in the adventure, and they won't be worried about their eventual destination or the path they will take to get there. Also this get them into the action without boring introductions and slow build- ups to the action. So In Media Res can be an exciting place to start especially if the players are inexperienced. They can be guided by an NPC out of the line of fire and proceed from there. Please experiment with different introductions and beginnings for your adventures.</p>\n<h3>Rising action</h3>\n<p>It may take a while for the players to get going so In Media Res is again a good way to start an adventure but other methods to get the ball rolling will also work. Once on their way, however, they will probably carry on along the path of the module. The little challenges that they must overcome continually set them up for the next leg of the journey to their objective. These little hurdles also prepares them for the gradually increasing demands as the approach the climax.</p>\n<h3>Keeping the Action Alive</h3>\n<p>Sometimes the players will get stuck and hold up the action. If you feel the actions is dragging, then you've probably presented the group with to many options, so take a few away. Have the computer sound a warning, one of the tunnels collapses, the guard spots them and sounds the alarm, anything to get them going. This will give them direction, albeit a run for cover, and get them back into the action. They might need some more information, your problem may be to complex, so give them a hint. If some of the players obviously aren't with the rest of the group, then bring them back with something to interest them. If she is the cerebral player them give her something to think about, if he likes combat throw a fireball his head, any thing to spark interest and to get indifferent players back into the game.</p>\n<h3>The Conclusion</h3>\n<p>The players will have been through some rough time to get to this point in, but that the point, so don't just give them the trophy. Make them work for it with everything they have left and make it difficult. If they use their heads, however, by working through the problem and they pick the logical course of action then they should succeed. They should be rewarded for their efforts. Rewards to the characters for their accomplishments vary wildly by adventure, but the usual is wealth and experience. The players, however, is the satisfaction of seeing their characters growing and advancing, and the pleasure that comes from success and accomplishment.</p>\n<h2>Generating Adventures</h2>\n<p>After running a few adventures you will have become more accustomed to the rules and how they function you can concentrate less on them and how to use them correctly and begin to pay more attention to the story and build up of the adventure's plot. When you reach stage you may wish to generate your own adventures -- this section will give you some guidelines for doing just that. Store bought adventures are better for newer inexperienced Game Masters because they are well laid out and contain detailed information that will allow even a first-time Game Master to give the players a good and exciting experience. In addition to the detailed descriptions a published adventure has several main elements including theme, plot, the general setting. All of this must be thought out and laid down by you if you wish to write a module.</p>\n<p><img src=\"/images/Adventures4.jpg\" alt=\"Alien Solar System\"></p></p>\n<h3>Themes and thesis statements</h3>\n<p>The whole basis of a module comes from a single idea, a theme. Usually, it expressed as one general sentence called a thesis, a theme can be anything, encompass a galactic scope, and affect millions. Or it can be one specific thing, about one person, and only touch that one life, it all depends on you. Your choice of theme will determine all of these factors and every time you do it will seem almost effortless. A large amount of control to have in just one sentence!  The next few sentences are examples of thesis sentences. Cut-throat mining in the Milmoth debris fields pushes the miners, their machines, and their equipment beyond safety limits everyday. The journey that every Fenbin makes in the spring of their 12 earth year cycle is fueled by political, social, and physical forces they cannot control. Organized crime grasps at the very heart of a society and wreaks havoc politically, socially, and economically. These three themes were the basis for the stories \"Between The Rocks\", \"The Coming Dawn\", and \"The Rising Sun\". Their general themes are commercial exploitation, racial differences, and organized crime syndicates. This general statement conjures-up various supporting statements in the form of examples where the theme exists. These examples are what an adventure is built around.</p>\n<h2>Plot</h2>\n<p>The individual examples where the theme is visible are then taken as little steps in the whole theme that you want to convey. In \"The Rising Sun\" for instance the theme is organized crime syndicates so an example where this appears could be the premise that is used in the first module - The Andromedian Rose. In this adventure the crime boss is selling weapons to the Minarians and the pirates for a war that will end if the Minarians are allowed into the Alliance. So to ensure that they are not allowed entry the Boss kidnaps the princess. This will stop the wedding and keep the two largest hoses on Minarus from joining - thereby preventing their induction into the Foundation! Sound complicated well it will be at first but you'll get the hang of it, after all these modules was written by people with much more experience than you.</p>\n<h3>Little Accomplishments</h3>\n<p>This overall theme can the be broken down into sub-parts. This helps the Game Master keep control it all and also lays out the action step by step for the characters. As they proceed through the adventure they overcome these 5 little steps one by one. Each leads them to the next which leads them to the next and so on until the reach the final plateau, the height of the action. When they surmount this last test they have accomplished their goal and so reap the benefits. In the first module the little steps are clear the players are wrongly accused of the kidnapping and as flee the authorities. The first step would be to elude the police, MASS, MFC, and the King's guard. Then to find out who is actually responsible for the kidnapping. Since the police probably wouldn't listen they will then be forced to rescue the princes themselves. Finally get her back in time for the wedding. Each of these steps has a purpose and a task that must be completed. They can then be broken down into the individual tasks like a bribery skill check to see if the bar patron will tell you who and where the Boss is. When the players complete these small steps towards the goal, either through successful or unsuccessful skill and attributes checks, they are one step closer to their goal.</p>\n<h2>Two Methods</h2>\n<p>Writing an adventure can take an afternoon or several weeks depending on the complexity and length of the finished product. If the module will take two hours to play then the amount of effort you expend will be considerably less than writing up a campaign that will take months to fully explore. Where a campaign is several independent adventures all linked by a consistent theme. There is no real yardstick you can use as your guide, other than experience - which always comes with time, so just give it a try. There are two basic methods that work well when generating modules, free-style and the formula approach.</p>\n<h3>Free-style</h3>\n<p>Using this method is much more serendipitous than the formula approach, and as such it requires a bit of experience for it to produces good adventures. This method often produces many ideas and often very good adventures but it is very free and unconfined. This is its good and bad aspect because there are many places where inexperienced Game Masters can go astray, but all the freedom experienced Game Master need when writing an adventure. Essentially the Game Master sits down and begins at an idea similar to the theme. From there it becomes a search for the premise upon which the adventure will be built. This has to take into the account the basis, the participants, their conflict, the resolution and the conclusion. Then the little steps between the beginning and the conclusion can be thought out. Including how the players come in and what their goal is. Finally all the descriptions of the various settings and back- drops that the story will unfold in front of has to be written.</p>\n<h3>The Formula Approach</h3>\n<p>To use this method is akin to putting together the pieces of a puzzle, the process takes some time but all the pieces eventually fit together to make a finished picture. The first thing to do is look through all the pieces, which in the adventure making puzzle are the lure, the motivation, the disclosure, and the conclusion. These four elements are the essential pieces necessary to any module. Once you have thought out the theme and has the basics of plot then you are ready to begin.</p>\n<h4>The Lure</h4>\n<p>The lure gets the players in to the action in an unobtrusive way. It gets the players interested and makes them want to go with the module. The typical example is a plea from innocent people for the players to help them. In \"The A. Rose\" the girl that runs on the ship, pursued by two ruffians, makes a plea for help. This type of lure is typical and common, but others are equally good. The promise of fame, and fortune often works, and when a thief steals your dit disk and you give chase you could also be running into an adventure. There are to many to count and new ones being invented everyday, but they all perform the same function -- they get the characters into the module and peak the interest of the players.</p>\n<h4>The Motivation</h4>\n<p>The motivation, keeps the players going in the right direction. Many time this can be the same as the lure, especially wealth and riches. Often though the motivation is changes when the players get into the adventure. In \"The A. Rose\" the players have no idea they will end up being charged with kidnapping when the girl runs onto the ship, but this will actually be the driving force to continue in the module.</p>\n<h4>The Disclosure</h4>\n<p>Disclosure, by definition is the insight or inspiration that comes all at once. Every module has information that the characters and their players don't find out until the end. When the players speak to the Princess and she tells them of her world and how they are fighting a war against the pirates with the help of the weapons and equipment supplied by the Boos and they know he supplying the pirates the characters experience Epiphany. All at once the motivation for the Boss to kidnap the Princess and prevent the wedding becomes clear, and this is  epiphany.</p>\n<h4>The Conclusion</h4>\n<p>The conclusion, is simply the direction the players proceed to finish the adventure and complete their objective. The players in \"The A. Rose\" escape the Boss henchmen high-tail-it down the tunnel. Then with the help of the hermit get the Princess back for the wedding, and clear themselves of charges. These four concepts extended from an exciting and interesting theme are the essential elements of any good adventure. Whether you use the freestyle or formula method, writing a module takes quite a bit of effort and inspiration, which most people can muster.</p>\n<p><img src=\"/images/LARESIDE.jpg\" alt=\"A side view of a two legged mechanized vehicle\"></p></p>\n<hr>"},{"url":"/docs/character-life/char-life-tables/","relativePath":"docs/character-life/char-life-tables.md","relativeDir":"docs/character-life","base":"char-life-tables.md","name":"char-life-tables","frontmatter":{"title":"Tables","weight":75,"seo":{"title":"Tables","description":"This section contains the tables to help the GM during game play describe how the characters use there unique attributes, skills to survive the world of Genesis.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Tables","keyName":"property"},{"name":"og:description","value":"This section contains the tables to help the GM during game play describe how the characters use there unique attributes, skills to survive the world of Genesis.","keyName":"property"},{"name":"twitter:card","value":"Tables"},{"name":"twitter:title","value":"Tables"},{"name":"twitter:description","value":"This section contains the tables to help the GM during game play describe how the characters use there unique attributes, skills to survive the world of Genesis."}]},"template":"docs"},"html":"<h2>1 - Skill Resolution</h2>\n<pre><code>                                                          Adversity Modifier\n                      1    2    3    4    5    6    7    8    9   10   20   30   40   50   60   70   80   90  100\n                      _____________________________________________________________________________________________\n\n               5      3    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0\n              10      6    0   .9   .5   .3   .2   .2   .1   .1   .1   .1   .1    0    0    0    0    0    0    0\n              20     13    5    2    1   .8   .6   .4   .3   .2   .2   .2   .1   .1   .1   .1   .1   .1   .1   .1\n              30     19   10    3    3    2    1   .8   .6   .5   .4   .3   .3   .2   .2   .2   .2   .1   .1   .1\n              40     25   15    7    1    2    2    1   .9   .7   .6   .5   .4   .4   .3   .3   .2   .2   .2   .2\n    S         50     31   20   12    5    3    2    2    1    1   .8   .7   .6   .5   .4   .4   .3   .3   .2   .2\n    K         60     38   25   16    9    2    3    2    2    1    1   .8   .7   .6   .5   .4   .4   .3   .3   .3\n    I         70     44   30   21   13    6    3    2    2    1    1    1   .8   .7   .6   .5   .5   .4   .4   .3\n    L         80     50   35   25   17    9    3    3    2    2    1    1    1   .8   .7   .6   .5   .5   .4   .4\n    L         90     57   40   29   21   13    6    3    3    2    2    1    1   .9   .8   .7   .6   .6   .5   .4\n             100     63   45   34   25   17   10    3    3    2    2    1    1    1   .9   .8   .7   .6   .6   .5\n    E        200     69   50   38   29   21   13    6    3    2    2    2    1    1    1   .9   .8   .7   .6   .6\n    X        300     76   55   42   33   24   17   10    3    3    2    2    2    1    1    1   .9   .8   .7   .6\n    P        400     82   60   47   37   28   20   13    6    3    2    2    2    1    1    1   .9   .8   .7   .7\n    E        500     88   65   51   41   32   24   16    9    2    3    2    2    2    1    1    1   .9   .8   .7\n    R        600     94   70   56   45   35   27   19   12    5    3    2    2    2    1    1    1    1   .9   .8\n    I        700    101   75   60   48   39   30   23   15    8    2    2    2    2    2    1    1    1   .9   .8\n    E        800    107   80   64   52   43   34   26   19   11    5    3    2    2    2    1    1    1    1   .9\n    N        900    113   85   69   56   46   37   29   22   15    8    1    2    2    2    2    1    1    1   .9\n    C       1000    120   90   73   60   50   41   33   25   18   11    4    3    2    2    2    1    1    1    1\n    E       2000    126   95   77   64   54   44   36   28   21   13    7    0    2    2    2    1    1    1    1\n            3000    132  100   82   68   57   48   39   31   24   16    9    3    2    2    2    2    1    1    1\n    +       4000    139  105   86   72   61   51   42   34   27   19   12    6    2    2    2    2    1    1    1\n            5000    145  110   90   76   65   55   46   37   30   22   15    8    2    2    2    2    2    1    1\n    A       6000    151  115   95   80   68   58   49   41   33   25   18   11    4    2    2    2    2    1    1\n    P       7000    157  120   99   84   72   62   52   44   36   28   21   14    7    0    2    2    2    1    1\n    T       8000    164  125  104   88   76   65   56   47   39   31   24   17   10    3    2    2    2    2    1\n    I       9000    170  130  108   92   79   69   59   50   42   34   26   19   12    6    2    2    2    2    1\n    T      10000    176  135  112   96   83   72   62   53   45   37   29   22   15    8    2    2    2    2    1\n    U      20000    183  140  117  100   87   76   66   56   48   40   32   25   18   11    4    2    2    2    2\n    D      30000    189  145  121  104   91   79   69   59   51   43   35   28   20   13    7    2    2    2    2\n    E      40000    195  150  125  108   94   82   72   63   54   46   38   30   23   16    9    2    2    2    2\n           50000    202  155  130  112   98   86   75   66   57   49   41   33   26   19   12    5    2    2    2\n           60000    208  160  134  116  102   89   79   69   60   51   43   36   28   21   14    7    1    2    2\n           70000    214  165  139  120  105   93   82   72   63   54   46   39   31   24   17   10    3    2    2\n           80000    220  170  143  124  109   96   85   75   66   57   49   41   34   26   19   13    6    2    2\n           90000    227  175  147  128  113  100   89   78   69   60   52   44   36   29   22   15    8    2    2\n          100000    233  180  152  132  116  103   92   82   72   63   55   47   39   32   25   18   11    4    2\n</code></pre>\n<div class=\"note\">\n1. Add aptitude of skill to the experience in the category<br>\n2. Assign difficulty factor<br>\n    --  According to skill descriptions for skills other than XENO<br>\n    -- For Xeno skills % used power points of total<br>\n3. Calculate time by dividing base time be the percentage yielded by the skill.<br>\n4. For XENO to determine how well the skill is performed<br>\n</div>\n<h2>2 - Xeno-discipline Focus</h2>\n<pre><code>                 EXPERIENCE POINTS   \n                     (100's)         \n\n                 0 100 200 300 400 500\n                 _____________________\n           0        74  85  92  96 100\n           1    11  74  85  92  96\n           2    18  74  85  92  96\n           3    22  75  85  92  96\n    E      4    26  75  86  92  96\n    X      5    29  75  86  92  97\n    P      6    31  75  86  92  97\n    E      7    33  75  86  92  97\n    R      8    35  75  86  92  97\n    I      9    37  76  86  92  97\n    E     10    39  76  86  92  97\n    N     15    45  76  86  92  97\n    C     20    49  77  87  93  97\n    E     25    52  78  87  93  97\n          30    55  78  87  93  97\n    P     35    58  79  88  93  98\n    O     40    60  80  88  94  98\n    I     45    62  80  88  94  98\n    N     50    63  81  89  94  98\n    T     55    65  81  89  94  98\n    S     60    66  82  89  95  99\n          65    67  82  90  95  99\n          70    68  83  90  95  99\n          75    70  83  90  95  99\n          80    71  84  91  95  99\n          85    72  84  91  96  99\n          90    72  84  91  96 100\n          95    73  85  91  96 100\n          99    74  85  92  96 100\n</code></pre>\n<h2>3 - Casting Time</h2>\n<pre><code>                                         Mental Control\n\n               5  10  15  20  25  30  35  40  45  50  55  60  65  70  75  80  85  90  95 100\n               _____________________________________________________________________________\n\n        1   1.58 .79 .53 .39 .32 .26 .23 .20 .18 .16 .14 .13 .12 .11 .11 .10 .09 .09 .08 .08\n        5    .61 .31 .20 .15 .12 .10 .09 .08 .07 .06 .06 .05 .05 .04 .04 .04 .04 .03 .03 .03\n       10    .46 .23 .15 .11 .09 .08 .07 .06 .05 .05 .04 .04 .04 .03 .03 .03 .03 .03 .02 .02\n       15    .39 .20 .13 .10 .08 .07 .06 .05 .04 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02\n       20    .36 .18 .12 .09 .07 .06 .05 .04 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02\n       25    .34 .17 .11 .08 .07 .06 .05 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02\n       30    .32 .16 .11 .08 .06 .05 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02\n       35    .31 .15 .10 .08 .06 .05 .04 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02\n     40-45   .29 .15 .10 .07 .06 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02 .01\n       50    .28 .14 .09 .07 .06 .05 .04 .03 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01\n     55-60   .27 .14 .09 .07 .05 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .02 .01 .01\n     65-70   .26 .13 .09 .07 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01 .01\n     75-85   .25 .13 .08 .06 .05 .04 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01\n    90-100   .24 .12 .08 .06 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01\n   105-125   .23 .12 .08 .06 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01\n   130-160   .22 .11 .07 .06 .04 .04 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01\n   165-205   .21 .11 .07 .05 .04 .04 .03 .03 .02 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01\n   210-275   .20 .10 .07 .05 .04 .03 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01\n   280-365   .19 .10 .06 .05 .04 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01 .01\n   370-500   .18 .09 .06 .05 .04 .03 .03 .02 .02 .02 .02 .02 .01 .01 .01 .01 .01 .01 .01 .01\n</code></pre>\n<h2>4 - Spells</h2>\n<pre><code>  Spell      Base          Level        Alteration    Multiplier\n  ___________________________________________________________________\n  kino         5           1 - cha      activation       2.5\n  labre        5           2 - ur       duration         6.0\n  jeral        5           3 - par      deactivation     1.5\n  marap        5           4 - aru      combination      0\n  romie        5           5 - re       conditional      3.0\n  pacre        5           6 - que\n  faran        5           7 - od\n  melap        5           8 - chi\n  lata         5           9 - hi\n  tlag         5          10 - acre\n  dagre        5          20 - urac\n  plere        5          30 - parac\n  abrac        5          40 - aruac\n  grah         5          50 - reac\n  nach         5          60 - queac\n                          70 - odac\n                          80 - chiac\n                          90 - hiac\n\n  kino   =  heat\n  labre  =  lift or force\n  jeral  =  accelerate\n  marap  =  detect\n  romie  =  alter - physical\n  pacre  =  alter - chemical\n  faran  =  telepathy\n  melap  =  increase attribute\n  lata   =  produce illusion\n  tlag   =  paralyze\n  dagre  =  heal\n  plere  =  infect\n  abrac  =  read lang\n  grach  =  write\n  nach   =  speek\n\n  spell name -pp-aa-tt-dd\n\n  pp = # of power points used\n  aa = area of effect\n  tt = casting time base\n  dd = duration of the spell\n\n  P = perment\n  I = Instantenous\n</code></pre>\n<h1>5 - Life Generation System</h1>\n<pre><code>    1. WHAT DOES IT EAT ?\n       organic matter    > 4\n       inorganic matter  > 5\n       energy            > 6\n\n    2. Reproduce ?\n       ovovapiviprous\n       ooviparous\n       vaviporous\n\n    3. Respond ?\n       nervous\n       endocrine\n       comonation\n\n    4. What kind of organic matter does it eat?\n       Plant matter      > 7\n       Animal Matter     > 8\n\n    5. What kind of inorganic matter does it eat?\n       rocks\n       chemicals\n\n    6. What kind of energy does it eat?\n       UV light\n       White light\n       IR radiation\n\n    7. What kind of plants does this herbivore eat ?\n       leaves\n       twigs\n       roots\n       berries\n</code></pre>\n<h2>6 - Time Divisor Table</h2>\n<pre><code>                                                  DIFFICULTY FACTOR\n\n                ´    1    1´   2    2´   3    3´   4    4´   5    5´   6    6´   7    7´   8    8´   9    9´   10\n                ___________________________________________________________________________________________________\n\n           2     1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n           5     1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          10    .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          15    .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1   \n          20    .2   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          25    .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          30    .3   .3   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          35    .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          40    .5   .4   .3   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          45    .5   .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          50    .6   .5   .3   .3   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          55    .6   .5   .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          60    .7   .6   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1    1            \n          65    .8   .6   .5   .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1    1            \n          70    .8   .7   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1    1    1    1    1            \n          75    .9   .7   .6   .5   .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1    1            \n          80   1.0   .8   .6   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1    1    1    1            \n          85   1.0   .8   .6   .5   .4   .3   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1    1            \n          90   1.1   .9   .7   .6   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1    1    1            \n          95   1.2   .9   .7   .6   .5   .4   .3   .3   .2   .1    1    1    1    1    1    1    1    1    1    1            \n    S    100   1.2  1.0   .8   .6   .5   .4   .4   .3   .2   .1   .1    1    1    1    1    1    1    1    1    1            \n    K    105   1.3  1.0   .8   .7   .6   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1    1            \n    I    110   1.3  1.1   .9   .7   .6   .5   .4   .3   .3   .2   .1   .1    1    1    1    1    1    1    1    1            \n    L    115   1.4  1.1   .9   .8   .7   .6   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1    1            \n    L    120   1.5  1.2  1.0   .8   .7   .6   .5   .4   .3   .3   .2   .1    1    1    1    1    1    1    1    1            \n         125   1.5  1.2  1.0   .8   .7   .6   .5   .4   .4   .3   .2   .1   .1    1    1    1    1    1    1    1            \n    E    130   1.6  1.3  1.0   .9   .8   .7   .6   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1    1            \n    X    135   1.7  1.3  1.1   .9   .8   .7   .6   .5   .4   .3   .3   .2   .1   .1    1    1    1    1    1    1            \n    P    140   1.7  1.4  1.1  1.0   .8   .7   .6   .5   .5   .4   .3   .2   .2   .1    1    1    1    1    1    1            \n    E    145   1.8  1.4  1.2  1.0   .9   .8   .7   .6   .5   .4   .3   .3   .2   .1    1    1    1    1    1    1            \n    R    150   1.8  1.5  1.2  1.0   .9   .8   .7   .6   .5   .4   .4   .3   .2   .1   .1    1    1    1    1    1            \n    I    155   1.9  1.5  1.3  1.1   .9   .8   .7   .6   .5   .5   .4   .3   .2   .2   .1    1    1    1    1    1            \n    E    160   2.0  1.6  1.3  1.1  1.0   .9   .8   .7   .6   .5   .4   .3   .3   .2   .1   .1    1    1    1    1            \n    N    165   2.0  1.6  1.3  1.2  1.0   .9   .8   .7   .6   .5   .4   .4   .3   .2   .1   .1    1    1    1    1            \n    C    170   2.1  1.7  1.4  1.2  1.1   .9   .8   .7   .6   .5   .5   .4   .3   .2   .2   .1    1    1    1    1            \n    E    175   2.2  1.7  1.4  1.2  1.1  1.0   .9   .8   .7   .6   .5   .4   .3   .3   .2   .1   .1    1    1    1            \n         180   2.2  1.8  1.5  1.3  1.1  1.0   .9   .8   .7   .6   .5   .4   .4   .3   .2   .2   .1    1    1    1            \n    +    185   2.3  1.8  1.5  1.3  1.2  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3   .2   .1    1    1    1            \n         190   2.3  1.9  1.6  1.4  1.2  1.1  1.0   .9   .8   .7   .6   .5   .4   .3   .3   .2   .1   .1    1    1            \n    A    195   2.4  1.9  1.6  1.4  1.2  1.1  1.0   .9   .8   .7   .6   .5   .4   .4   .3   .2   .2   .1    1    1         \n    P    200   2.5  2.0  1.7  1.4  1.3  1.1  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3   .2   .1    1    1         \n    T    205   2.5  2.0  1.7  1.5  1.3  1.2  1.1   .9   .8   .8   .7   .6   .5   .4   .4   .3   .2   .1   .1    1         \n    I    210   2.6  2.1  1.7  1.5  1.4  1.2  1.1  1.0   .9   .8   .7   .6   .5   .5   .4   .3   .2   .2   .1    1         \n    T    215   2.7  2.1  1.8  1.6  1.4  1.2  1.1  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3   .2   .1   .1         \n    U    220   2.7  2.2  1.8  1.6  1.4  1.3  1.2  1.0   .9   .8   .8   .7   .6   .5   .4   .4   .3   .2   .1   .1         \n    D    225   2.8  2.2  1.9  1.6  1.5  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .5   .5   .4   .3   .2   .2   .1         \n    E    230   2.9  2.3  1.9  1.7  1.5  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3   .2   .1         \n         235   2.9  2.3  2.0  1.7  1.5  1.4  1.3  1.1  1.0   .9   .8   .7   .7   .6   .5   .4   .4   .3   .2   .1         \n         240   3.0  2.4  2.0  1.8  1.6  1.4  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .5   .5   .4   .3   .2   .2         \n         245   3.0  2.4  2.0  1.8  1.6  1.5  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3   .2         \n         250   3.1  2.5  2.1  1.8  1.6  1.5  1.4  1.2  1.1  1.0   .9   .8   .7   .7   .6   .5   .4   .4   .3   .2         \n         260   3.2  2.6  2.2  1.9  1.7  1.6  1.4  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .6   .5   .4   .3   .3         \n         270   3.4  2.7  2.3  2.0  1.8  1.6  1.5  1.4  1.2  1.1  1.0   .9   .9   .8   .7   .6   .5   .5   .4   .3         \n         280   3.5  2.8  2.4  2.1  1.9  1.7  1.5  1.4  1.3  1.2  1.1  1.0   .9   .8   .7   .7   .6   .5   .4   .4         \n         290   3.6  2.9  2.4  2.2  1.9  1.8  1.6  1.5  1.4  1.3  1.1  1.1  1.0   .9   .8   .7   .6   .5   .5   .4         \n         300   3.7  3.0  2.5  2.2  2.0  1.8  1.7  1.5  1.4  1.3  1.2  1.1  1.0   .9   .8   .8   .7   .6   .5   .4         \n         310   3.9  3.1  2.6  2.3  2.1  1.9  1.7  1.6  1.5  1.4  1.3  1.2  1.1  1.0   .9   .8   .7   .6   .6   .5         \n         320   4.0  3.2  2.7  2.4  2.2  2.0  1.8  1.7  1.5  1.4  1.3  1.2  1.1  1.0   .9   .9   .8   .7   .6   .5         \n         330   4.1  3.3  2.8  2.5  2.2  2.0  1.9  1.7  1.6  1.5  1.4  1.3  1.2  1.1  1.0   .9   .8   .7   .7   .6         \n         340   4.2  3.4  2.9  2.6  2.3  2.1  1.9  1.8  1.7  1.5  1.4  1.3  1.2  1.1  1.0  1.0   .9   .8   .7   .6         \n         350   4.4  3.5  3.0  2.6  2.4  2.2  2.0  1.9  1.7  1.6  1.5  1.4  1.3  1.2  1.1  1.0   .9   .8   .8   .7         \n         360   4.5  3.6  3.0  2.7  2.5  2.3  2.1  1.9  1.8  1.7  1.5  1.4  1.3  1.2  1.1  1.1  1.0   .9   .8   .7         \n         370   4.6  3.7  3.1  2.8  2.5  2.3  2.1  2.0  1.8  1.7  1.6  1.5  1.4  1.3  1.2  1.1  1.0   .9   .9   .8         \n         380   4.7  3.8  3.2  2.9  2.6  2.4  2.2  2.0  1.9  1.8  1.7  1.5  1.4  1.3  1.2  1.2  1.1  1.0   .9   .8         \n         390   4.9  3.9  3.3  3.0  2.7  2.5  2.3  2.1  2.0  1.8  1.7  1.6  1.5  1.4  1.3  1.2  1.1  1.0   .9   .9         \n         400   5.0  4.0  3.4  3.0  2.8  2.5  2.3  2.2  2.0  1.9  1.8  1.7  1.5  1.4  1.3  1.3  1.2  1.1  1.0   .9         \n         450   5.6  4.5  3.8  3.4  3.1  2.9  2.7  2.5  2.3  2.2  2.1  1.9  1.8  1.7  1.6  1.5  1.4  1.3  1.2  1.1         \n         500   6.3  5.0  4.3  3.8  3.5  3.2  3.0  2.8  2.6  2.5  2.3  2.2  2.1  2.0  1.9  1.8  1.7  1.6  1.5  1.4         \n</code></pre>\n<h2>7 - Gravity Modifiers</h2>\n<pre><code>     Gravity Difference         Strength   Constitution   Agility\n     ____________________________________________________________\n          - 3.0                 + 12          - 6         + 18\n          - 2.5                 + 10          - 5         + 15\n          - 2.0                 +  8          - 4         + 12\n          - 1.5                 +  6          - 3         +  9\n          - 1.0                 +  4          - 2         +  6\n          - 0.5                 +  2          - 1         +  3\n\n          + 0.5                 -  2          + 1         -  3\n          + 1.0                 -  4          + 2         -  6\n          + 1.5                 -  6          + 3         -  9\n          + 2.0                 -  8          + 4         - 12\n          + 2.5                 - 10          + 5         - 15\n          + 3.0                 - 12          + 6         - 18\n\n        Note * The gravities for each inhabited world are given in\n               the Planetary Data Files beginning on page [ ? ].\n</code></pre>\n<hr>\n<h2>8 - Racial Age Variance</h2>\n<pre><code>                 child   youth   adult   middle  old     venerable\n                _____________________________________________________\n   Aracnians     5       mollt   14      35      65      90      140     \n   Faborians     2       5       12      21      30      40      40\n   Fenbinm       5       30      70      110     200             230\n   Low Kaa       10      20      35      55      75      95      95\n   Gliffs   \n   Krane         3       n/a     15      25      40      55      50\n   Soa Coli\n   Tanains       -       -       -       -       -      -        400\n   Terrans       7       16      30      60      90      140     150\n   Vejespere     5       12      35      75      115     155     170\n   Mahendoshi    10      20      35      55      75      95      95\n   Eebek         10      20      40      70      100     135     145\n   Tsoegorthin   \n</code></pre>\n<hr>\n<h2>9 - Encumberance Level</h2>\n<pre><code>    Hh,mm,ss\n               1         2         3         4         5         10        20        30        40        50        100       200       300       400       500       1000      2000  \n               ______________________________________________________________________________________________________________________________________________________________________\n         1  02,24,00  01,12,00  01,48,00  01,36,00  00,29,48  00,14,24  00,07,12  00,05,48  00,04,36  00,03,53  00,01,26  00,01,43  00,00,29  00,00,22  00,00,17  00,00,09  00,00,04\n         2  04,48,00  02,24,00  02,36,00  01,12,00  01,58,36  00,29,48  00,14,24  00,10,36  00,07,12  00,06,46  00,03,53  00,01,26  00,01,58  00,01,43  00,01,35  00,00,17  00,00,09\n    M    3  07,12,00  04,36,00  02,24,00  02,48,00  01,26,24  01,43,12  00,22,36  00,14,24  00,11,48  00,09,38  00,04,19  00,02,10  00,01,26  00,01,05  00,01,52  00,00,26  00,00,13\n         4  09,36,60  05,48,00  03,12,60  02,24,00  02,55,12  01,58,36  00,29,48  00,19,12  00,14,24  00,12,31  00,06,46  00,03,53  00,02,55  00,01,26  00,01,09  00,01,35  00,00,17\n    O    5  12,00,00  06,00,00  04,00,00  03,00,00  02,24,00  01,12,00  01,36,00  00,24,00  00,18,00  00,14,24  00,07,12  00,04,36  00,02,24  00,02,48  00,01,26  00,01,43  00,00,22\n         6  14,24,00  07,12,00  05,48,00  04,36,00  03,53,48  01,26,24  01,43,12  00,29,48  00,22,36  00,17,17  00,09,38  00,04,19  00,03,53  00,02,10  00,02,44  00,01,52  00,00,26\n    V    7  16,48,00  08,24,00  06,36,60  04,12,00  03,22,36  02,41,48  01,50,24  01,34,36  00,25,12  00,20,10  00,10,05  00,05,02  00,03,22  00,03,31  00,02,01  00,01,00  00,01,30\n         8  19,12,60  10,36,60  06,24,60  05,48,00  04,50,24  02,55,12  01,58,36  01,38,24  00,29,48  00,23,02  00,12,31  00,06,46  00,04,50  00,03,53  00,02,18  00,01,09  00,01,35\n    E    9  21,36,60  11,48,60  07,12,00  05,24,60  04,19,12  02,10,36  01,05,48  01,43,12  01,32,24  00,26,55  00,13,58  00,06,29  00,04,19  00,03,14  00,03,36  00,01,18  00,01,39\n        10  24,00,00  12,00,00  08,00,00  06,00,00  05,48,00  02,24,00  01,12,00  01,48,00  01,36,00  00,29,48  00,14,24  00,07,12  00,05,48  00,04,36  00,03,53  00,01,26  00,01,43\n    M   20  48,00,00  24,00,00  16,00,00  12,00,00  10,36,60  05,48,00  02,24,00  02,36,00  01,12,00  01,58,36  00,29,48  00,14,24  00,10,36  00,07,12  00,06,46  00,03,53  00,01,26\n        30  72,00,00  36,00,00  24,00,00  18,00,00  14,24,00  07,12,00  04,36,00  02,24,00  02,48,00  01,26,24  01,43,12  00,22,36  00,14,24  00,11,48  00,09,38  00,04,19  00,02,10\n    E   40  96,00,00  48,00,00  32,00,00  24,00,00  19,12,60  10,36,60  05,48,00  03,12,60  02,24,00  02,55,12  01,58,36  00,29,48  00,19,12  00,14,24  00,12,31  00,06,46  00,03,53\n        50 120,00,00  60,00,00  40,00,00  30,00,00  24,00,00  12,00,00  06,00,00  04,00,00  03,00,00  02,24,00  01,12,00  01,36,00  00,24,00  00,18,00  00,14,24  00,07,12  00,04,36\n    N   60 144,00,00  72,00,00  48,00,00  36,00,00  29,48,00  14,24,00  07,12,00  05,48,00  04,36,00  03,53,48  01,26,24  01,43,12  00,29,48  00,22,36  00,17,17  00,09,38  00,04,19\n        70 168,00,00  84,00,00  56,00,00  42,00,00  34,36,00  17,48,00  08,24,00  06,36,60  04,12,00  03,22,36  02,41,48  01,50,24  01,34,36  00,25,12  00,20,10  00,10,05  00,05,02\n    T   80 192,00,00  96,00,00  64,00,00  48,00,00  38,24,60  19,12,60  10,36,60  06,24,60  05,48,00  04,50,24  02,55,12  01,58,36  01,38,24  00,29,48  00,23,02  00,12,31  00,06,46\n        90 216,00,00 108,00,00  72,00,00  54,00,00  43,12,60  22,36,60  11,48,60  07,12,00  05,24,60  04,19,12  02,10,36  01,05,48  01,43,12  01,32,24  00,26,55  00,13,58  00,06,29\n       100 240,00,00 120,00,00  80,00,00  60,00,00  48,00,00  24,00,00  12,00,00  08,00,00  06,00,00  05,48,00  02,24,00  01,12,00  01,48,00  01,36,00  00,29,48  00,14,24  00,07,12\n</code></pre>\n<h2>10 - Heat</h2>\n<pre><code>                       Perceived Temperature\n            DEGREES    MOVE     PER      AIM     BRAWL     H₂O\n            __________________________________________________\n               0℃      -        -        -        -        -\n               5       -5%       -        -        -        -\n              10      -10       -5%       -        -        -\n              15      -15      -10       -5%       -        -\n              20      -20      -15      -10       -5%       -\n              25      -25      -20      -15      -10    x 0.5\n              30      -30      -25      -20      -15    x 1.0\n              35      -35      -30      -25      -20    x 1.5\n              40      -40      -35      -30      -25    x 2.0\n              45      -45      -40      -35      -30    x 2.5\n              50      -50      -45      -40      -35    x 3.0\n              55      -55      -50      -45      -40    x 3.5\n              60      -60      -55      -50      -45    x 4.0\n              65      -65      -60      -55      -50    x 4.5\n              70      -70      -65      -60      -55    x 5.0\n              75      -75      -70      -65      -60    x 5.5\n              80      -80      -75      -70      -65    x 6.0\n              85      -85      -80      -75      -70    x 6.5\n              90      -90      -85      -80      -75    x 7.0\n              95      -95      -90      -85      -80    x 7.5\n             100      N/M      -95      -90      -85    x 8.0\n</code></pre>\n<table>\n<thead>\n<tr>\n<th>Legend</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>DEGREES</td>\n<td>The modified perceived temperature SEE Daily perceived base calculation and Modifiers</td>\n</tr>\n<tr>\n<td>MOVE</td>\n<td>Movement adjustment the percent of normal movement which is subtracted from the character's movements points when exposed to the specified temperature.</td>\n</tr>\n<tr>\n<td>PER</td>\n<td>The PERCEPTION and reaction adjustment for the character.</td>\n</tr>\n<tr>\n<td>AIM</td>\n<td>The percent modifiers that is subtracted for the character's AIM.</td>\n</tr>\n<tr>\n<td>BRAWL</td>\n<td>The BRAWL adjustment.</td>\n</tr>\n<tr>\n<td>H2O</td>\n<td>The factor by which the consumption of water is multiplied. The normal consumption of water is racially specific and listed in the race descriptions.</td>\n</tr>\n</tbody>\n</table>\n<h2>11 - Daily Heat Exposure</h2>\n<p>TEMP = Die Roll °C + 1/2% - x°C<br>\n(depends on planet humidity racial temperature see planet files)     </p>\n<pre><code>              Modifiers to Perceived Temperature\n              _________________________________________________________\n             +15     when wearing armour\n             +10       \"     \"    heavy clothing\n             + 2.5     \"     \"    morerate clothing   \n             - 5       \"     \"    light clothing      \n             -25       \"     \"    a CHIL suit      \n             -50       \"     \"    a VAC-suit   \n             +10     when combat or under stress\n             + 5     for every PS/5 kg of mass carried\n                     (not including clothing)                         \n             - 2.5   when coated with .5 l of water\n             - 5                      .5 l of alcohol\n             - 5     for every 10 km/h of wind\n             - 5     when under light shade (up to 10 m 2 )\n             -10                deep shade (up to 100 m 2 )\n</code></pre>\n<h3>Continued Heat</h3>\n<p>Any character perceiving a heat of 40°C  or higher for 30 min. or longer must save against Constitution (CO), every fifteen minutes, until the condition dissipates.\nFailure means that the (CO) gains a -15 cumulative modifier, if the roll succeeds only a -5 modifier is taken.</p></p>\n<div class=\"note\">\nNOTE:</strong> If any of the characters is anything but an Aracnian, Mahendoshi, or a Tanaian, salt intake can lower the effects of heat. 1 standard salt tablet per hour (2 for Krane) will add + 15 back onto the save.  \nIf reduced, effectively, below a 15 constitution the character will become disoriented and confused. At 0 (CO) the being falls unconscious and if not cooled below 25&deg;C  perceived temperature the character will die in 10:sd10 minutes.\n</div>\n<h3>Effects</h3>\n<p>-10% to hit with projectiles at targets over 100m away\n30°C +  check against Wisdom for any hallucinations for each character in party per hour.\nLight coloured surfaces looked at for over 15 minutes have a 10% chance of causing blindness. It can be prevented with polarizing eye wear or special goggles or light ampu-factors.\nperishable food spoils with 30% chance (cumulative / day) at 20°C.\n+10% chance for every 10°C over that.</p>\n<h3>Burns</h3>\n<p>In areas of intense radiation there is a base 10% chance of contracting\na burn for every hour flesh is exposed (5% IF FLESH IS EXSO-SKELETON).</p>\n<pre><code>    01 - 25 head, face     trouble eating, AP -5, IN -5, PR -5\n    26 - 50 arms, hands    lifting, AIM -5, -10\n    51 - 75 torso, back    bending, stretching, BRAWL - 10, -15\n    76 - 00 legs, feet     movement - 10 , -20\n</code></pre>\n<p>Burns are cumulative: 1 * 10% for 1 intensity. Intensity 2.3 would be 23% , etc.\nBurns take an average of 5 days ES to heal (per severity)</p>\n<h4>Example:</h4>\n<p>Out character, Bixx ,is crossing a hinded plain on Tahri. The actual air temperature that day is 43℃  and the humidity is 71%. Bixx's perceived temperature base is 43 + «(71) and -20, Because Bixx is human.<br>\nThe result is 58.5 °C. Fortunately Bixx is wearing light clothing (-5) and there is a 30 Km/hr wind (-15), Also he is covered with some small shade and is rubbing on alcohol for maxium effect ( -5 and -5 ), These modifiers bring his total down to 28.5°C. Equally as fortunate he is only carrying 10kg of equipment (+5) and is walking (0).</p>\nBixx's final perceived total is 33.5°C,\n<br>The effects of which are:</p>\n<ul>\n<li>Movement  -35%</li>\n<li>Reaction and perception  -30</li>\n<li>AIM  -25</li>\n<li>BRAWL  -20</li>\n<li>H₂O   x1.5 = 1.5 litres/hr  </li>\n</ul>"},{"url":"/docs/character-life/","relativePath":"docs/character-life/index.md","relativeDir":"docs/character-life","base":"index.md","name":"index","frontmatter":{"title":"Character Life","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Character Life","description":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character Life","keyName":"property"},{"name":"og:description","value":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character Life"},{"name":"twitter:description","value":"In this book you'll find all of the rules of Genesis game play and examples of how to use them."}]},"template":"docs"},"html":"<h1>Introduction</p></h1>\n<p>The force of time changes a character. The goals they seek to achieve and the motivations they strive for -- makes them change and grow as individuals. This inner growth is a slow process and only occurs over time, but there are portions that can be had post-haste. Basic details like movement, endurance, and encumbrance, your character's trials in the world of Genesis and the experience gained from success or failure. The effects felt from wounds, sickness, and aging. Essentially, the day-to-day events every character feels because they are alive, and in a living world. These details come directly from Character Life. Character life describes many different sides of how characters interact with their environment. Movement &#x26; Encumbrance, Sickness, Healing, Aging, Death, Skill Resolution and Experience. Each relates different effects to the character because of the environment to which they are exposed. Encumbrance deals with character movement and endurance, while carrying loads. Healing describes how characters heal, and function while damaged. The experience system allows characters to learn from the actions they take, whether the results were expected or not. Finally, skill resolution describes a character's ability to perform tasks, and to determine the level of proficiency. In short these system describe the events of a character's life. Character life supplies information that helps you to round-out your character into a living breathing person -- that will be easy to portray.</p>\n<hr>\n<p>Here are the sections of this book:</p>"},{"url":"/docs/character-life/star-travel/","relativePath":"docs/character-life/star-travel.md","relativeDir":"docs/character-life","base":"star-travel.md","name":"star-travel","frontmatter":{"title":"Star Travel","weight":70,"seo":{"title":"Star Travel","description":"In this section we will review the calculations you can make to determine the time Interstellar voyages will take.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Rules","keyName":"property"},{"name":"og:description","value":"In this section we will review the calculations you can make to determine the time Interstellar voyages will take.","keyName":"property"},{"name":"twitter:card","value":"Rules"},{"name":"twitter:title","value":"Rules"},{"name":"twitter:description","value":"In this section we will review the calculations you can make to determine the time Interstellar voyages will take."},{"name":"og:image","value":"/images/space-travel-Wormhole_edobric-Shutterstock.jpg","keyName":"property","relativeUrl":true},{"name":"twitter:image","value":"/images/space-travel-Wormhole_edobric-Shutterstock.jpg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>Much has been said about Delta Warp and its ability to close the distance between worlds, what is less frequently noted is its ability to connect peoples from across the galaxy.</p>\n<p>Put simply Delta Warp is the colloquial name for a technology that can create Einstein-Rosen Bridges or “wormholes” between two points in space. These to points are effectively parallel planes — wherein there is effectively no intervening space. anything that enters into one side of the wormhole, immediately emerges on the other side of the wormhole. A Delta Warp drive can creates numerous sequential holes, along the flight path of an interstellar ship, thus dramatically reducing the amount of space that must be traversed — and making interstellar travel at non-relativistic speeds possible — almost enjoyable.</p>\n<p><img src=\"/images/space-travel-Einstein-Rosen-Bridge-JGabas-Esteban.jpg\" alt=\"Einstein-Rosen Bridge by J.Gabás Esteban\"></p></p>\n<p>In this section we will review the calculations you can make to determine the time Interstellar voyages will take. This will add realism to your game, and give your characters time to interact and get to know each other outside of the trials and tribulations of combat, encumbrance and adventures.</p>\n<h3>Travel Time</h3>\n<p>To calculate the time required for any interstellar journey simply follow the set of steps below:<br></p>\n<ol>\n<li>Determine the actual distance of the voyage.<br> This can be done by selecting the X, Y, and Z coordinates of the origin star and the destination star (in lightyears). Plug the numbers into the following equation:</li>\n<li>Determine the VelocityMax of your spacecraft. This can’t be found in the description of the spaceship you or can use the guidelines provided detailed below.</li>\n<li>Determine the DeltaRatio for your ship based on the effect of CoreMass from the section below. The standard DeltaRatio is 1.39 x 10⁻⁵.</li>\n<li>Calculate the time spent in Delta-warp is the ratio of space between the warp-holes and their length of the wormholes (DeltaRatio) multiplied by the length of journey in meters (distance) divided by the maximum sustainable speed of the craft (VelocityMax)</li>\n<li>The results of the equation are in seconds. To get days, hours, minutes simply divide by 60 to get minutes, by 60 again to get hours, and by 24 to get days.</li>\n<li>Now to account for Acceleration and deceleration the VelocityMax is divided by the number of G-forces (G’s) the vehicle can protect it’s occupants from+1 multiplied by 4.</li>\n</ol>\n<h3>Calculation</h3>\n<p><img src=\"/images/delta-calc-3.png\" alt=\"Delta Warp Calc 3\"></p></p>\n<h3>Core Mass &#x26; DeltaRatio</h3>\n<p>The factors that affect the DeltaRatio are Power Output (P) for the average ship, typically 60MW and the Mass (M) of the average size DWarp core which is 10 Kg.</p>\n<p>P  — Output of your ships in MW<br>\nPª — Standard power output 120MW<br>\nM  — Mass of the ship’s drive in kgs<br>\nMª — Standard drive core mass 20 kg<br></p>\n<div class=\"important\">Warning: if the DeltaRatio exceeds 1.39 x 10⁻⁸ the DeltaWarp process will produce a “fizzing” effect the DeltaWarp drive will go super critical, produce a mini-black hole and then quickly implode then explode. This is colloquially referred to as a ‘crunch’.</div>\n<hr>\n<h2>Example</h2>\n<p>The pilot of an Andromadeian Class vessel wants to travel from Earth to Alpha Centari. After attaining the ship’s maximum velocity (VelocityMax) of 30,000 m/s the pilot engages the D-War drive. The power plant produces a DeltaRatio of 1.39 x 10⁻⁵. The distance from is 4.6 light years. The ship has 9G inertial dampeners.</p>\n<h3>D-Warp Time</h3>\n<p><img src=\"/images/delta-calc-1.png\" alt=\"Delta Warp Calc 1\"></p></p>\n<h5>=2016 seconds, which is 5.6 hours</h5>\n<h3>Accel-Decel Time</h3>\n<p><img src=\"/images/delta-calc-2.png\" alt=\"Delta Warp Calc 2\"></p></p>\n<h5>= 3.3 hours</h5>\n<h5>= 5.6 + 3.3 = 8.9 hours</h5>\n<h3>Total Trip Duration</h3>\n<p>One way travel time Earth to Alpha Centauri in 8.9 hours. The return trip will take an additional 8.9 hours.</p>\n<center> . . . </center>\n<h2>Sample Spacecraft</h2>\n<p>Typical VelocityMax of everyday Spacecraft<br></p>\n<ul>\n<li>Older or larger craft (High-liners), slower Vmax = 1,000–5,000 m/sec.</li>\n<li>Newer, smaller, typical vessel, moderate Vmax = 5,000–10,000</li>\n<li>New, small, fast craft, fast Vmax = 10,000–20,000</li>\n<li>Ultra, smallest, designed to speed, Ultra fast Vmax = 20,000–30,000</li>\n</ul>\n<p><img src=\"/images/space-travel-Wormhole_edobric-Shutterstock.jpg\" alt=\"Wormhole - edobric | Shutterstock\"></p></p>\n<hr>"},{"url":"/docs/character-life/character-life/","relativePath":"docs/character-life/character-life.md","relativeDir":"docs/character-life","base":"character-life.md","name":"character-life","frontmatter":{"title":"Rules","weight":50,"seo":{"title":"Rules","description":"This section contains the rules that describe game play, and help the GM to describe to the players describe how their characters use there unique attributes, skills to survive the world of Genesis.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Rules","keyName":"property"},{"name":"og:description","value":"This section contains the rules that describe game play, and help the GM to describe to the players describe how their characters use there unique attributes, skills to survive the world of Genesis.","keyName":"property"},{"name":"twitter:card","value":"Rules"},{"name":"twitter:title","value":"Rules"},{"name":"twitter:description","value":"This section contains the rules that describe game play, and help the GM to describe to the players describe how their characters use there unique attributes, skills to survive the world of Genesis."},{"name":"og:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true},{"name":"twitter:image","value":"/images/Genesislogo1.jpeg","keyName":"property","relativeUrl":true}]},"template":"docs"},"html":"<h2>Movement &#x26; Encumbrance</h2>\n<p>Most players outfit their characters with \"everything they need to begin adventuring\". Translation: a fusion rifle, two pistols, a dozen grenades, and various hand to hand weapons, the clothes on their back and a spare set (including underwear for those particular players), several kits to repair and service weapons and equipment, the proverbial flashlight, miscellaneous extras, and a pack to carry it all - in short everything and the sonic sink. So when they drape ammunition on top of it all their characters not only look ridiculous they are impossibly encumbered and probably shouldn't be able to stand, let alone adventure! To prevent this - a dose of common sense is usually necessary, either from the GM's store of practical jokes to play on ladened characters or from an encumbrance system. Both of which will bring the player back to reality - in a game sense - and make them think about the load they want their poor character to carry. Nothing spells novice more than a character struggling under the weight of a two meter pack with all manner of pots, pans and miscellaneous junk hanging from it.<br>\nEncumbrance - the amount to which a person is burdened or impeded - means more than simply the weight a character is carrying. Encumbrance includes the way a person performs while encumbered. The encumbrance system includes guidelines for how much can be carried for how long (including deadlifts) and how this affects the character in performing other tasks.</p>\n<h2>Distance, Time, and Velocity</h2>\n<p>All simple motions, such as moving while encumbered, are governed by Newtonian motion equations, the simplest of which is D = VT. Where D is the distance traveled, V is the velocity of the object, and T is the time for which that object moves at the given velocity. This simple equation can yield information on all the motion that will ever occur in encumbrance, because it can be re-written as: T = D/V and V = D/T and the original D = VT You can see by knowing any two of the three terms (D, V, or T) it is possible to calculate the third. So, deriving information the character wants is a simple matter of plugging in numbers into one or the other of the above equations. The numbers for velocity and time come directly from the tables, while the values for Distance is the product of the Velocity and Time. Perhaps the best way to get the feel for the system is to go through a few examples.</p>\n<h2>Performance and Efficiency</h2>\n<p>Imagine a character walking continuously through a forest who is confronted by a large grizzly bear. Logically, you would not expect him to be at peak performance. This is what is meant by performance and efficiency. The efficiency of a character at performing skill or attribute checks while encumbered is easy to determine. While the character stays within the limit of hours or weight that can be carried, as specified by the endurance and encumbrance system, the character functions at 100 percent efficiency. If that limit is exceeded however, their efficiency decreases, directly with how much more or how much longer it is carried. If the character carries a load for twice as long his efficiency will be cut by two or ½ of their normal values (the same applies if he were to carry twice the weight for the same time). If twice the weight was carried for twice as long then the efficiency would be cut buy 4 or ¼ of normal values. So if the efficiency was ½ then you would use ½ the characters' attribute score or ½ of the skill aptitude plus experience.</p>\n<p><img src=\"/images/EebekEncumbered.jpg\" alt=\"Eebeck Encumbered\"></p></p>\n<h1>Wounds and Healing</h1>\n<p>Healing is the most basic functions of any living organism after being damaged. The characters living, working and adventuring also heal their wounds and recover from grave injuries, as anything living does. The modifiers for healing include ones to account for racial differences, individual variances, damage type, medical treatment received and exposure to the environment. All these modifiers summed up directly influence the length of time a character remains damaged and with reduced abilities. Modifies are listed along with their conditions on Table #3-25.1 as the GM you can choose the accuracy level that you and your players want, by the number of modifiers you use. The maximum accuracy is attained if all of the applicable modifiers are used, while applying only a few would be quick and somewhat realistic. To determine the length of time required to heal any particular damage. Simply add up all of the applicable modifiers that you wish to use, if the result is negative the damage is healed immediately with no ill effects. \"Ghost\" pains may be felt for a couple of days depending on the severity but this is normal. If the result is positive look up this number on Table #3-25. The process will yield two values separated by a comma, this is the time in days and hours (days,hours) that it takes for the wound to heal under the current circumstances. If you wish to determine the number of points the player gains back every day you can simply take the number of points of damage done and divide it by the number of days. This will give you the points recovered every day, or the percentage of damage healed every day if you use a percentage and then do the division. Then every day that the conditions exist subtract these healed values from the total amount of damage done. If you are working with points - dividing this new number of points (the number after a day of healing) by the total in the undamaged area will give the new percentage of damage in the area. This percentage could then be looked up on the appropriate damage table 3-9 to 3-22 to provide a new and updated description of the damage in the area. If you are using percentages the revised damage percent can be used directly to look up a new description of the injury on Tables #3-8 through #3-15. If a character wants to move about and adventure while recovering from damage, his modified skill percentages must be determined (SEE: Skill Resolution).</p>\n<h2>Results of extensive damage</h2>\n<p>Living systems - including the body - are complexes of biochemical pathways and feedback loops with control mechanisms that all interweave to form the whole. These types of systems have a particular balance that is quite flexible, yet delicate. Huge trauma to the system can cause an imbalance resulting in a downward spiral towards death. This spiral is sometimes marked by unconsciousness, shock, and coma. Fortunately modern medical techniques and technology can diagnose most of these asymmetries and give advice for medical care to help the patient hold onto life. When the amount of one-time damage is extreme the system can become unconsciousness, go into shock or even die.</p>\n<h3>Unconsciousness</h3>\n<p>For every 1 round a wound is left untreated you should subtract ten percent of the damage points inflicted from the characters constitution. Then the player should roll 1:100sd - trying to beat (roll under) his modified constitution. If the player cannot, his characters will pass out in pain and will stay that way until the player can roll under his constitution. NOTE: even if the player is unconscious he will still loose constitution points until the wound is attended to.</p>\n<h3>Shock and infection</h3>\n<p>Shock or infection results when the player cannot roll under their Constitution minus the SHOCK and INFECTION RATINGS. These ratings can be found beside each percentage within brace brackets {#.#:#.#}. The first value is the shock rating, the second is the infection rating. The ratings are additive for each turn, the wound is untreated. So one injury - can cause shock or infection due to the accumulating shock points for that injury. Multiple wounds can also cause shock and infection, because of their additive effects. This occurs as long as a wound is left untreated or as long as their Constitution is depressed (SEE: Healing: Recovering attribute points). When the time that is required to heal the damage is calculated be sure to include the modifier for infected.</p>\n<h2>Death</h2>\n<p>Death due to excessive damage occurs when more than one organ system sustains more than 100 percent damage and treatment does not arrive in time. Usually once clinically dead a character can be revived with a 80% chance of success immediately after death with a decrease of 20% per hour the character is left untreated. After the fourth hour is passed there is no chance of revival even with the most sophisticated medical technology. Damage to the brain will result but it to can be repaired in short order.</p>\n<h2>Recovering Attribute points</h2>\n<p>Unlike damage points attribute scores are recovered by a direct method, that remains the same for all attributes. Attribute points are recovered at different rates depending on the environmental conditions, as high as 10 percent per day with complete rest and as low as 1 percent in severe environmental conditions.</p>\n<p><img src=\"/images/GBug.jpg\" alt=\"Eebeck Encumbered\"></p></p>\n<h3>Categories of Treatment</h3>\n<h4>Untreated</h4>\n<p>The wound is left alone to heal in any way shape or form it can. Huge scares and infection. Death is a possibility, due to vital fluid loss.</p>\n<h4>First-aid</h4>\n<p>Stoppage of bleeding and loss of vital fluids and treatment for shock. No surgery but physical manipulation to set broken bones, dislocations, and sprains. Basic bandaging and wound sterilization techniques throughout healing time. POSSIBLE administering of anti-bacterial + infection drugs. There is no cosmetic treatment of wounds in first-aid, and if first-aid is the only treatment received a good sized scar will usually result.</p>\n<h4>Minor surgery</h4>\n<p>This involves anything from removing a shard of glass from a wound or a bullet from an organ surgery to closed heart surgery This definitely includes the administration of drugs and other compounds to facilitate good solid healing. The scars left by wounds treated in this manner are usually a great deal cleaner and less barbaric due to many modern and advanced techniques (see below). They are usually smoother and are substantially less portly in colour. Some cosmetic surgery might be administered.</p>\n<h3>Major surgery</h3>\n<p>This area includes fields that were thought in ancient times to delicate to fall under the surgery surgeon's scalpel. Areas like the heart and the nervous system, including the brain. Procedures such as removal of objects, reconnections and nervous tissue grafts to the spinal cord and brain are now routine. Major reconnections of nerves to the limbs and internal organs is easily achieved and with drugs almost totally successful. This precision also extends into the brian. Of course high magnification operating viewers are necessary as well as specialized instruments like high definition scalpels (lasers) and complex maps of the patient's own cerebral circuits. Scaring like that of minor surgery is extremely limited and barely noticeable.</p>\n<h3>Genetic surgery</h3>\n<p>This category of treatment is actually involves no surgery at all, since the patient's skin - exoskeleton is never broken by the surgeon. This type of treatment may seem like no medical aid at all but instead of physically cutting a patient the \"surgeon\" administers pills and injections to initiate, sustain and quicken the natural healing process. The extent to which and the kind of injury that can be healed is unlimited because of the infinite possibilities found in the genetic code and the regeneration abilities of our bodies - if treated correctly. This can extend to the point of re-growth of tissues, organs, or even entire limbs, all with only a few injections or pills.</p>\n<h1>Aging</h1>\n<p>Characters like normal people age. When characters age their attributes and skills decrease. Table #2-?? shows the rate of this aging for each race and how all of their attributes are affected with time. It is not necessary to change your character's skills each and every time one attribute changes. It is generally a good rule of thumb to re-write your character each time you move into a new age class. If this is done, your character's attributes will adequately reflect their age.</p>\n<h1>Skill Resolution &#x26; Attribute Checks</h1>\n<p>One of the most basic qualities of life is its ability to respond to external stimulus. The characters also respond to their environment by getting themselves into situations that require a specific task be performed. Characters accomplish these tasks by using their attributes and their skills. Attribute checks are the fastest and simplest way to confirm that a task can be performed. When a character is facing an environmental attribute check, like balancing on a ledge, simply have the player roll and if the roll is under the attribute the check is successful. If, however, the character is facing another character, the two are arm wrestling, then you have both roll and the one who is the most under their attribute succeeds. The ability that a character has for using a skill depends on the character's general experience and the aptitude for the skill being performed. The relatively inexperienced character will take a longer time, where a highly experienced character would complete the task quickly. The experience in a category shows the person's ability in that general area. So if a character has a high experience in the Technical area you would probably call him Mr. Fix-it but it wouldn't qualify him to repair warp drives. Similarly if a character qualified as a drive repair technician he probably curse and kick his hover bike if it broke- down. So, both the aptitude in a particular skill and the general experience in the skill category interrelate to produce the actual ability to perform a skill. In addition to the skill aptitude and experience the environment and the physical condition of the character will also affect their performance. There are three different ways of determining the character's ability to perform the skill and the time required to do so. The first two methods are for normal skill checks and the last is strictly for the Xeno-disciplines. The Xeno- disciplines require more than just experience and aptitude to be performed correctly so the final method is specialized for them.</p>\n<h2>Normal Skill Checks</h2>\n<p>For all skill categories other than Xeno there are two ways of resolving whether a character can perform a skill successfully or not. The first method is simply a 1:100sd roll. The G.M. assigns an adversity modifier to compensate for the difficulty of the situation. The condition of the character and the environmental factors will also affect the character's performance while attempting a skill. The character could be affected if he or she is injured, tired or, under duress. The ability of performing a skill is also influenced by the environment, poor lighting, cold or hanging from the face of a cliff. This adversity modifier is then added to the result of the dice roll. If the dice roll plus modifier exceeds the aptitude of the of the skill which is being attempted then the skill cannot be done. If however the modified dice roll is lower than or equal to the aptitude of the skill, the task is accomplished. In either case, failure or success, the time that was required for attempting the skill must be calculated. The second method of resolution also requires that a adversity modifier be assigned. But in this second procedure the aptitude of the attempted skill and category experience are added together and the value looked up on Table #2-?? and cross referenced with the total adversity modifier. Finally, roll 1:100sd and if the roll is larger than the number which resulted from the table the attempt is unsuccessful. If the roll is equal than  or less than  the number found on Table #2-?? the attempt is successful. In either case the time required to attempt the skill should be calculated.</p>\n<h2>Xeno-disciplines - a special case</h2>\n<p>These skills differ from other categories and therefore the method for resolving the success or failure of these skills is different. The adversity modifier in Xeno-disciplines is additionally modified by the number of power points that the user has and the number that it to be used. Once you have added-up all of the adversity modifiers that apply you can use the same table as regular skill resolution. Again the player must role under the number produced from the table for the result to be successful. Xeno-disciplines because of their special nature also require that a second 1:100sd roll be done. This checks the character's focus (See Character Generation or Description). If both rolls are successful then the character succeeds. If only one of the rolls is successful then the character is not able to perform the skill. Again in either case the time required to attempt the skill whether successful or not, should be calculated.</p>\n<h3>Calculation of time</h3>\n<p>In all of the procedures the time that was required for the skill to be attempted should be calculated. This can be done simply by dividing the base time for the skill (See Skill Descriptions or Xeno-disciplines in Character Description), by the number found on table #2-??. The quotient is the time in turns that it take to complete the skill.</p>\n<h4>Effects of damage</h4>\n<p>Any physical actions would have to be checked against with a modifier of minus ´ of the damage and mental actions would have a minus ¨ of the damage percentage done. If you wanted to be more specific you would calculate the ABILITY PERCENTAGE, that is, the exact percentage of a character's ability when he is damaged. Simply take the damage percentage as calculated by damage divided by 100 or by the following calculation</p>\n<pre><code>    AP  =   (number of points remaining in area)\n            ------------------------------------\n            (number of points in the undamaged area)\n</code></pre>\n<p>This will give a number less than 1 and multiplying it by the attribute in question or skill base the character has to check against will give you the current level of his performance. As the character heals his more points of damage (some healing has occurred) a new ability percentage should be calculated and used to find the current level of performance. This system deals in percentages of damage that are produced by the simple and complex levels of combat. The percentage of damage relates to an actual amount of damage done to a particular part of the body. So if the players upper arm is damaged to a 65 percent - the effectiveness of that limb  is 65 percent. Say the character is trying to throw a grenade with his damaged arm, then his effective strength is 65 percent of his Physical strength attribute - and you would use this value until the damaged is healed. This same principle can be applied to any other damaged limb when the player is attempting.</p>\n<h3>Performance points</h3>\n<p>Each time a character performs a skill or an attribute check they gain experience. For the performance of the check they are awarded performance points. These points are specific to each category of attributes and skills. This means that the points gained by performing attributes checks should not be used to increase combat skills and vice versa. Also, performance points gained from combat skills must be used to increase only skills in combat. The GM simply records the number of times that each character performs a check and places a tick under the correct column on the form provided. After the adventure is over it is a simple matter to count the tick marks in each column and give the points to the players. Players may distribute performance points in any way they desire, keeping in mind that points can not cross categories. The points can either be added on to the category experience (at a ratio of 1:1) or to a specific skill (5:1) or to an attribute (10:1).</p>\n<p><img src=\"/images/FROG.jpg\" alt=\"Eebeck Encumbered\"></p></p>\n<hr>"},{"url":"/docs/characters/char-gen-example/","relativePath":"docs/characters/char-gen-example.md","relativeDir":"docs/characters","base":"char-gen-example.md","name":"char-gen-example","frontmatter":{"title":"Examples","weight":25,"seo":{"title":"Character generation examples","description":"This section provides examples of generating player characters. Use this section along side the rules to help you confirm your understanding","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"character generation examples","keyName":"property"},{"name":"og:description","value":"This section provides examples of generating player characters. Use this section along side the rules to help you confirm your understanding","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Quick Start"},{"name":"twitter:description","value":"This section provides examples of generating player characters. Use this section along side the rules to help you confirm your understanding"}]},"template":"docs"},"html":"<p>Throughout characters generation an example of a character being rolled-up will be shown to help you with any parts which may not seem obvious at first glance.\nA player, Reese, is rolling up a character. He has read all of the race description in the Centia and after careful thought, he decides to play the role of a Low Kaa. Reese affectionately names his female Low Kaa Nixole.</p>\n<h2>Generating Attributes</h2>\n<h3>Primary Attributes</h3>\n<h4>Physical Attributes</h4>\n<p>The first step in generating characters is determining their attributes. Reese writes down names of the four physical attributes, PS, AG, CO, PR, on a scrap sheet of paper. Next Reese looks on table #1-2 and finds that Low Kaa physical attributes have a 3 dice roll variance. So, Reese rolls 3 dice for each of the physical attributes and adds the total to the attribute bases - also listed on table #1-2. The percentages for the physical attributes are:</p>\n<table>\n<thead>\n<tr>\n<th></th>\n<th></th>\n<th>PS</th>\n<th>AG</th>\n<th>CO</th>\n<th>PR</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Base</td>\n<td></td>\n<td>40</td>\n<td>50</td>\n<td>20</td>\n<td>30</td>\n</tr>\n<tr>\n<td>3:10sd</td>\n<td>Die 1</td>\n<td>7</td>\n<td>10</td>\n<td>10</td>\n<td>2</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 2</td>\n<td>6</td>\n<td>1</td>\n<td>8</td>\n<td>8</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 3</td>\n<td>2</td>\n<td>2</td>\n<td>5</td>\n<td>9</td>\n</tr>\n<tr>\n<td>TOTAL</td>\n<td></td>\n<td>55</td>\n<td>63</td>\n<td>43</td>\n<td>49</td>\n</tr>\n</tbody>\n</table>\n<h4>Mental Attributes</h4>\n<p>For each of Nixole's mental attributes Reese again writes down the name of the four mental attributes, WS, IT, MC, IN, on the paper. This time, however, he rolls 5 dice for each attribute and adds them to 30, the base for all sentient life forms.\nNixole's mental attributes are:</p>\n<table>\n<thead>\n<tr>\n<th></th>\n<th></th>\n<th>WS</th>\n<th>IT</th>\n<th>MC</th>\n<th>IN</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Base</td>\n<td></td>\n<td>30</td>\n<td>30</td>\n<td>30</td>\n<td>30</td>\n</tr>\n<tr>\n<td>5:10sd</td>\n<td>Die 1</td>\n<td>3</td>\n<td>7</td>\n<td>9</td>\n<td>2</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 2</td>\n<td>9</td>\n<td>2</td>\n<td>4</td>\n<td>2</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 3</td>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 4</td>\n<td>7</td>\n<td>2</td>\n<td>3</td>\n<td>6</td>\n</tr>\n<tr>\n<td></td>\n<td>Die 5</td>\n<td>4</td>\n<td>10</td>\n<td>4</td>\n<td>7</td>\n</tr>\n<tr>\n<td>TOTAL</td>\n<td></td>\n<td>55</td>\n<td>56</td>\n<td>53</td>\n<td>50</td>\n</tr>\n</tbody>\n</table>\n<h4>Appearance</h4>\n<p>Reese simply rolls a 1:100sd dice to find Nixole's appearance. Reese rolls 68 and because of her appearance Reese finds on table #1-4 that he must add 5 points onto Nixole's Influence. Nixole's new IF is 55 percent.</p>\n<h3>Secondary attributes</h3>\n<p>Nixole's Secondary attributes are calculated by Reese in the following manner.</p>\n<p>Aim = Average (AG, IT, MC)<br>\nAim = Average (63, 56, 53) = 57.3 = 57</p>\nBrawl = Average (PS, AG, CO, PR)<br>\nBrawl = Average (55, 60, 43, 49) = 51.75 = 52</p>\nMove = Average (PS, AG, PR)<br>\nMove = Average (55, 60, 43) = 52.6 = 53</p></p>\n<h3>Damage record</h3>\n<p>Now Reese must calculate the damage points that Nixole has in each body part. To find the damage points that Nixole has in each of her body parts Reese divides Nixole's Constitution by the Racial average Constitution that is listed on table #1-3. The racial average of Constitution for Low Kaa is 40. The quotient of this division is 1.01. This quotient is then multiplied by the damage points for each body part listed on table #1-5.</p>\n<h4>Skills</h4>\n<h5>Background Skill Development &#x26; Encultured Skills</h5>\n<p>Nixole is a Low Kaa and because she grew up on her home world of Carakuss she has a few skills which were learned while she grew up. Reese consults Table #1-6 and finds the skills that Nixole learned as a child are:</p>\n<table>\n<thead>\n<tr>\n<th></th>\n<th>COM</th>\n<th>LANG</th>\n<th>NON-TECH</th>\n<th>SCI</th>\n<th>SOCI-SCI</th>\n<th>TECH</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Low Kaa</td>\n<td>10</td>\n<td>25</td>\n<td>8</td>\n<td>5</td>\n<td>15</td>\n<td>7</td>\n</tr>\n</tbody>\n</table>\n<p>Reese writes in these number in the space provided beside each category. From table #1-7 Encultured Skills Reese finds that the Low Kaa basic education system teaches a number of skills:</p>\n<table>\n<thead>\n<tr>\n<th>Skil</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>COM</td>\n<td>Archaic Weapons 40</td>\n</tr>\n<tr>\n<td>NON-TECH</td>\n<td>Animal Riding 75 <br> Swimming 65</td>\n</tr>\n<tr>\n<td>SOCIO-SCI</td>\n<td>Communications 70 <br> Folklore 70 <br> Negotiation 80 <br> Streetwise 85 <br> Theology 80</td>\n</tr>\n<tr>\n<td>TECH</td>\n<td>Mining 55 <br> Small Technologies 65 <br> Land Transport 65</td>\n</tr>\n</tbody>\n</table>\n<h5>Occupation</h5>\n<p>Rees now picks an occupation for Nixole. Reese reads all of the occupation descriptions in the beginning of this chapter. After some thought he picks her occupation to be that of an investigator.</p>\n<h5>IGAL Skills</h5>\n<p>Reese now picks more skills for Nixole to learn. While he is doing this he makes a tick mark beside each skill chosen and later he will roll-up the aptitude for each skill.</p>\n<h5>Skill Aptitudes</h5>\n<p>First Reese calculates the Attribute Average for Nixole by adding all of the Primary Attributes and dividing by eight.</p>\n<p>Attribute Average = Average(PS,AG,CO,PR,WS,IT,MC,IN)<br>\nAttribute Average = Average(55, 63, 43, 49, 55, 56, 53, 50) = 53</p>\n<p>Then he adds the attribute average to the result of a 1:100sd roll and divides by three. This final figure is the aptitude for one of the skills and should be repeated for each skill learned.</p>\n<h5>Linguistic Skills</h5>\n<table>\n<thead>\n<tr>\n<th></th>\n<th>IT</th>\n<th>1:100sd</th>\n<th>Difficulty</th>\n<th></th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Galatic Pidgin</td>\n<td>56</td>\n<td>43</td>\n<td>100</td>\n<td>= 66</td>\n</tr>\n<tr>\n<td>Draelsik</td>\n<td>56</td>\n<td>83</td>\n<td>70 + 20</td>\n<td>= 76</td>\n</tr>\n</tbody>\n</table>\n<h5>Xeno-Disciplines</h5>\n<p>Reese would like to see if Nixole has the ability to learn Xeno-discplines. To do this Reese rolls 3:10sd: 4,4, and 4 (Yes, I fudged it for this example). Reese was successful in his roll and Nixole is a very special individual who has had a opportunity to learn Latagrea. Reese then finds the number of power points and the focus that Nixole has. Power points are found simply by adding the number of experience points (1 for all beginning characters) to the aptitude found as above.</p>\n<p>Power Points = (AG + MS)/3<br>\nPower Points = (63 + 53)/3 = 38.6 = 40</p>\n<p>Her power points are 40. He consults Table #1-10 to find the Focus Reese looks down the 1st column and finds 40 and scans across to the 0 hundreds column. This yields a focus of 60. Reese then writes these numbers onto Nixole's character sheet.</p>\n<h4>Rounding your Character</h4>\n<h5>Dits and Out-fitting</h5>\n<p>Reese consults Table #1-15 and finds that beginning Freelance Investigators receive 1:10sd x 400 + 12,000 Đ. Reese rolls an 8, multiplies by 400 and adds 12,000 =15,200.</p>\nReese then goes through the rest of character generation to round out Nixole.\nAt the end of this chapter is a copy of Nixole's character sheet and two blank ones for you to use while generating your characters. <div class=\"important\">\nNOTE: Please make copies of the character sheets provided at the end of this chapter, rather than marking the blank provide.</div></p>\n<p><img src=\"/images/CharacterExample1.jpeg\" alt=\"A futuristic weapon next to a cigarette burning in an ashtray\"></p>\n<img src=\"/images/CharacterExample2.jpeg\" alt=\"A futuristic weapon next to a cigarette burning in an ashtray\"></p></p>"},{"url":"/docs/characters/character-sheet/","relativePath":"docs/characters/character-sheet.md","relativeDir":"docs/characters","base":"character-sheet.md","name":"character-sheet","frontmatter":{"title":"Character Sheet","weight":60,"seo":{"title":"Character Sheet","description":"Make copies of these pages, front and back so you can record the details of your Character as you create it.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character Sheet","keyName":"property"},{"name":"og:description","value":"Make copies of these pages, front and back so you can record the details of your Character as you create it.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character Sheet"},{"name":"twitter:description","value":"Make copies of these pages, front and back so you can record the details of your Character as you create it."}]},"template":"docs"},"html":"<h3>Please print the forms below, back-to-back. Make multiple copies to use as character sheets. Document the various attributes, details and holdings of your characters as they are created.</h3>\n<br>\n<p><img src=\"/images/CharacterSheetFront.jpg\" alt=\"Character Sheet Front\">\n<br></p>\n<p><img src=\"/images/CharacterSheetBack.jpg\" alt=\"Character Sheet Back\"></p>"},{"url":"/docs/characters/characters/","relativePath":"docs/characters/characters.md","relativeDir":"docs/characters","base":"characters.md","name":"characters","frontmatter":{"title":"Description","weight":10,"seo":{"title":"Character Description","description":"Characters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations. In Genesis you must also describe your character.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character Description","keyName":"property"},{"name":"og:description","value":"Characters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character Description"},{"name":"twitter:description","value":"ThisCharacters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations."}]},"template":"docs"},"html":"<p>Characters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations. In Genesis you must also describe your character. Although the kinds of description listed above are essential to your character in a role playing game there are also other kinds of description which make each character unique. The other descriptions are in the form of numbers. In Genesis there are four main types of numbers that are used to describe a character. These numbers tell you, the player, about your character and can be broken down into a few main types - attributes, damage points, skills, and other personal information. Each of the different races have different attributes, so it is important that you choose your character's race wisely (See Races). In this section we will describe each of the different types of character information and tell you what exactly each tells you about your character.</p></p>\n<h2>Attributes</h2>\n<p>Each role playing-game uses it own set of attributes and in each game they have different meanings. In Genesis attributes describe how well characters can perform a task and represents the purest rating possible. Attributes are based on the physiology and structure of a race. They represents a single physical or mental ability which cannot be broken down to any smaller parts. When you choose your characters race remember that all races are not created equal. The different races and their physical descriptions are covered in the Races section of the Caudex Centia. The character's abilities will be affected depending on the race that you choose, so you should read each race description carefully before deciding.\nThere are nine PRIMARY ATTRIBUTES which are rolled up by you, and three other SECONDARY ATTRIBUTES that are calculated by using the primary attributes. Secondary attributes are used less often than Primary attributes and are slightly more specialized.</p>\n<h2>Primary Attributes</h2>\n<table>\n<thead>\n<tr>\n<th>Attribute</th>\n<th>Abbreviation</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Physical Strength</td>\n<td>PS</td>\n<td>a measure of the character's musculature and his, her, its ability to use it</td>\n</tr>\n<tr>\n<td>Agility</td>\n<td>AG</td>\n<td>quickness, reaction speed, and, the manual dexterity of a character</td>\n</tr>\n<tr>\n<td>Constitution</td>\n<td>CO</td>\n<td>bodily ability to withstand damage and to function under adverse conditions</td>\n</tr>\n<tr>\n<td>Perception</td>\n<td>PR</td>\n<td>a measure of the character's natural ability to notice detail that would normally go unnoticed</td>\n</tr>\n<tr>\n<td>Wisdom</td>\n<td>WS</td>\n<td>This is a measure of the ability of a character to look ahead, draw conclusions and use their knowledge</td>\n</tr>\n<tr>\n<td>Intellect</td>\n<td>IT</td>\n<td>The common sense, intelligence, understanding, learning ability and learning capacity of a character</td>\n</tr>\n<tr>\n<td>Mental Control</td>\n<td>MC</td>\n<td>The character's ability to focus mental energy on a specific task. Including bio-feedback, general will- power, and concentration</td>\n</tr>\n<tr>\n<td>Influence</td>\n<td>IN</td>\n<td>Ability to sway people's opinion and motivate their actions. This also includes their natural charisma</td>\n</tr>\n<tr>\n<td>Appearance</td>\n<td>AP</td>\n<td>Physical appearance of the character to a member of his or her own race</td>\n</tr>\n</tbody>\n</table>\n<h2>Secondary Attributes</h2>\n<table>\n<thead>\n<tr>\n<th>Attribute</th>\n<th>Abbreviation</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Aim</td>\n<td>AM</td>\n<td>The ability to aim weapons in a given direction and successfully hit a target</td>\n</tr>\n<tr>\n<td>Brawl</td>\n<td>BR</td>\n<td>The ability to fight hand to hand, break hand to hand holds and, handle hand to hand combat</td>\n</tr>\n<tr>\n<td>Move Points</td>\n<td>MP</td>\n<td>This expresses the ability of the characters to move through adverse conditions while encumbered</td>\n</tr>\n</tbody>\n</table>\n<h2>Damage Record</h2>\n<p>On the Character Sheet, at the end of this chapter, you will see a large area of blanks with a list of body parts in the middle. This is not a menu from a Throw restaurant, it is the Damage Record. Each part of the body has a certain amount of physical abuse that it can withstand and as a body part sustains damage, points are subtracted from the total. So, the first time a body part is knocked or hurt it won't immediately fall off but if it is continually damaged it just might. Some races have different bodily structures and body segments may be more numerous, larger, or non-existent depending on the race.</p>\n<h2>Skills</h2>\n<p>These are learned abilities which are of great use to a character, because they allow a character to accomplish specific tasks. Skills can be learned from two sources, society and school. The first way to learn skills is from the characters parents and the society the character grew up in. For instance a Faborian would have less of an education in technical skills than would an Eebek. The second way to learn skills is to attend school, in this case the player decides which skills the character learns. The only limiting factor of how many skills are learned, is time. Beginning characters have only three free years of school and after this time the character must pay for each additional year.</p>\n<h3>Skill Descriptions</h3>\n<p>The skill list, on the second page of the character sheet, is grouped into different categories. The categories are:</p>\n<ul>\n<li>Combat</li>\n<li>Languages</li>\n<li>non-technical</li>\n<li>Science</li>\n<li>Social Sciences</li>\n<li>Technical</li>\n<li>Xeno-Disciplines</li>\n</ul>\n<p>The skills are grouped in these categories for convenience and for the allocation of Performance Points (See Performance Points, Character Life). Each category of skills is used in different situations. There is one however, Xeno, which may not be obvious at first glance. Xeno-Disciplines are mental control skills and are only used by a few very special characters. A full description of these skills can be found later in this chapter.</p>\n<h2>Personal Information</h2>\n<p>The rest of the Character Sheet contains personal information like age, height, weight, occupation, financial holdings, physical description and the weapons and\nequipment that the characters has. Being the author of your character you\nshould give your character a personality, and by doing so you will flesh-out\nyour character.</p>\n<p><img src=\"/images/OTGABEAM.jpg\" alt=\"A futuristic weapon next to a cigarette burning in an ashtray\"></p></p>\n<hr>"},{"url":"/docs/characters/","relativePath":"docs/characters/index.md","relativeDir":"docs/characters","base":"index.md","name":"index","frontmatter":{"title":"Character","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Character","description":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character","keyName":"property"},{"name":"og:description","value":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character"},{"name":"twitter:description","value":"In this book you'll find all of the rules of Genesis game play and examples of how to use them."}]},"template":"docs"},"html":"<h2>Introduction</p></h2>\n<p>In this chapter we will discuss the most essential part of any role playing game, the character. Characters have an essential role in role-playing games, no pun intended. Whether they are portrayed by the players or by the Game Master, they give life to the game. Like the characters in a play or a movie, they work, live, and die in front of the setting. These characters are brought to life by the actors, and like actors you must also play the role of your character. Many times an actor is given a role to play that is very difficult for varied reasons, and the actor is judged by how convincing, believable, and realistic the performance was. In Genesis you are asked to portray either a human or one of many alien races. At first the human may seem to be the easiest but, if you consider that this human has grown up 250 years in the future the task of portraying him realistically becomes more difficult. In fact, it may be even more difficult than portraying an alien. This chapter will allow you to become familiar with the characters of Genesis and the kinds of information that is needed to describe characters. Further, it will give you a good idea of characters do in Genesis and, it will lead you through the steps of creating your own character. Finally, this chapter will give you the information and background necessary to portray your character realistically. You won't win any Oscars but if you truly play the role of your character you will experience a world 250 years in the future.</p></p>\n<hr>\n<p>Here are the sections of this book:</p>"},{"url":"/docs/characters/character-generation/","relativePath":"docs/characters/character-generation.md","relativeDir":"docs/characters","base":"character-generation.md","name":"character-generation","frontmatter":{"title":"Rules","weight":15,"seo":{"title":"Character Generation Rules","description":"This section contains all the rules game masters and players need to create characters in  Genesis","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character Generation Rules","keyName":"property"},{"name":"og:description","value":"This section contains all the rules game masters and players need to create characters in  Genesis","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character Generation Rules"},{"name":"twitter:description","value":"This section contains all the rules game masters and players need to create characters in  Genesis"}]},"template":"docs"},"html":"<p>To portray a role in a play or a movie you must have a character to portray, the same is true in Genesis. In the game there are many ways to describe a character including race, physical and mental attributes, damage, occupation, education and skills, sex, age, handedness, etc. All of this information is essential to describe a character in enough detail for you to portray that character.</p>\nThere are two types of characters in Genesis, and the steps in this chapter are designed to produce both types of characters:</p></p>\n<p><strong>Player characters - PC's</strong>\nTo give players the detailed information they need, they would use the second set of rules to create their characters.\nThe rules for PC's and detailed NPC's are labeled (II).</p>\n<p><strong>Non-Player Characters - NPC's</strong>\nThe first set of rules produces a 'static' character with only basic information will be generated.\nThe rules for NPC's and quick PC's are labeled (I)</p>\n<p>Now we can begin the process to produce a character. At first it may seem a little difficult, but, by reading both the description of how to perform each step and the example section the procedures should become clearer. To help we have also provided an <a href=\"/docs/characters/char-gen-example/\">Example</a> in the next section.</p></p>\n<h2>Choosing a Race</h2>\n<p>Of all of the different ways that you can describe your character the most important is his or her race. There are several of sentient races known in the year 2239. Depending on which race you choose to portray, your character's attributes and skills will be affected accordingly, so it is advised that you read each race description carefully before making deciding. Your choice should be based upon your ability to assume the role of the race both physically and mentally. For instance, as a desert-dwelling Eebek you would not even think to turn around if you heard a noise behind you - you would simply flip your stalk. Or else the peaceful Vjesperé, whose great respect for life prevents you from consciously killing an opponent without great mental turmoil. Would you as a Human be able to fill the role of the race that you choose?</p></p>\n<h3>Procedure - Choosing a Race</h3>\n<ol>\n<li>Roll 1:100sd and consult Table #1-1 to choose a race. The table reflects the general distribution of the races across the First and Second spheres.<br>\nor<br></li>\n<li>\n<p>Simply pick the race for your character</p>\n</p>\n</li>\n</ol>\n<h2>Generating Attributes</h2>\n<p>Each role playing-game uses it own set of attributes and in every game they are defined differently. In Genesis attributes describe how well a character can perform basic mental or physical tasks, and are based on the physiology and structure of the race. In Genesis there are two kinds of attributes, primary and secondary. Primary attributes are quite specific while secondary attributes are more generalized and each tells you something about your character.</p>\n<h3>Primary Attributes</h3>\n<p>There are nine Primary Attributes and each represents a single physical or mental ability which cannot be broken down into smaller parts.</p>\n<h4>Procedure - Primary Attributes</h4>\n<ol>\n<li>Roll the number of ten sided dice listed on table #1-2 for each, and add the sum of the rolls to the racial base for that attribute. For the mental attributes, WS; IT; MC; IN simply roll 5:10sd, and add it 30 - the base for all sentient races.<br></li>\n<li>Simply use the RACIAL AVERAGE table #1-3 for these attributes</li>\n</ol>\n<h2>Primary Attributes</h2>\n<h3>Appearance</h3>\n<p>To determine your character's overall physical attractiveness (or repulsiveness) from another member of their race's perspective, roll 1:100SD and record it under Appearance. The result should be accepted as it stands (face it bud, you're ugly). Personality is affected to an extent by how one believes they are being perceived by their society, and a character's ability to interact with others (their Influence) is therefore modified by their Appearance score. Use table #1-4 to determine the adjustments for all beings other than Tanaians (who don't notice such trivialities).</p>\n<h3>Secondary Attributes</h3>\n<p>Secondary attributes are calculated by averaging two or more of the base attributes. They are used more often than base Attributes and are slightly more specialized for combat. To find Secondary Attributes\nthan his or her own (for example, a Faborian raised by Humans), use the parent culture's values.</p>\n<ol>\n<li>Use the following Calculations:</p>\nAim (AM) = Average (Agility, Intellect, Mental Control)<br>\nBrawl (BR) = Average (Physical Strength, Agility, Constitution, Perception)<br>\nMove (MV) = Average (Physical Strength, Agility, Constitution)</p></li>\n<li>Simply averasge the Secondary Attributes from table #1-3</p></li>\n</ol>\n<h2>Damage Record</h2>\n<p>To calculate your character's damage points per body segment listed on the Damage Record.</p>\n<ol>\n<li>Divide his or her Constitution by their racial Constitution average table #1-3, and multiply this by the number listed beside each body segment on table #1-5 (rounding off). Record the results in the Body column next to the appropriate segments for both left and right sides. The values should range between about one and fifty.</li>\n<li>Simply use the racial average for Damage Points in each boy part listed on table #1-5.</li>\n</ol>\n<h2>Skills</h2>\n<h3>Background Skill Development</h3>\n<p>Because of the culture in which he or she developed early on, character's will possess a certain level of experience in all of the skill areas. Your character race's specific cultural abilities are listed on table #1-6. Record the rankings in the darkened line beside the appropriate skill category headings. If your character was raised in some other racial culture</p>\n<h3>Encultured Skills</h3>\n<p>Every society demands certain abilities of their members through basic education and upbringing so they can operate smoothly and effectively. Table #1-7 lists which skills are taught to each race and how well each is known. Make note of them on the data record by recording the appropriate aptitudes in the space provided beside the skill. (These values are not static and may be upgraded when the character goes to IGAL). If your character was raised in another racial-culture then their own, use the parent cultures listings (with the exclusion of Tanaians).</p>\n<h3>Occupation</h3>\n<p>For this section you must choose the occupation of you character. There are full descriptions of each occupation in the Character Description section of this chapter (See Occupations). Each character must have at least one occupation that he or she was trained for. You, the player, should pick an occupation for your character. There are six different occupations. While characters learn their occupation they learn specific skills. These are prerequisite skills, listed on Table #1-16. For the time being just record which skills your character has learned in the next section you will find out how to determine the character's aptitude for each skill.\n<img src=\"/images/ThereGoes.jpg\" alt=\"Cartoon with a incompletely formed character and some critics\"></p></p>\n<h3>IGAL Skills</h3>\n<p>The Inter-Galactic Academy of Learning (IGAL), in an effort to enlighten the beings of the Foundation, offers everyone who will take them up the equivalent of three, virtually expense free years of schooling in a vast number of accredited skill areas. Anybody can apply, anytime, for training in any course - and much to the delight of educators, many do. Your character is no exception. Go through now and select any skills that you want your character to learn or upgrade. You should keep in mind the guidelines expressed in the Occupations above but, the only real limiting factor is time. Every skill for a particular area will take a certain allotment of time to learn, the length being set by the pace of one's Intellect. When selecting a course, simply subtract the appropriate time value on table #1-8) from your three year total, and once zero is reached your character's starting skills have been determined. Thus smarter people will logically learn more in their three years than others would. Please note, however, that you do not have to spend the entire three years at school. you may choose to leave school after only two years and return later. At that time you will not have to pay normal course fees except on those courses that are taken after the three years are finished.</p>\n<h3>Skill Aptitudes</h3>\n<p>To determine your character's aptitude in any of their background, encultured, prerequisite, or chosen skills (except linguistics - SEE Linguistic Skills below) simply add a random 1:100SD roll to the character's attribute average (the mean of all the base attributes - found by averaging all eight of the attributes (four physical and four mental attributes), and divide by three. The results obtained of about 40 or 50 are good and can be considered the modern equivalent of an old Earth \"high school\" equivalence level. If you have taken a course previously and wish to upgrade your aptitude simply add a roll of 1:10SD to the existing aptitude value.</p>\n<h3>Linguistic Skills</h3>\n<p>Every character begins the game knowing one of his or her races own native tongues and the Galactic pidgin sign language. Any other speeches, tongue, lingos, languages or dialects that you wish your character to know must be learned (by way of IGAL or otherwise). Choose language from the brief listing in table #7, and then average Intellect with a random roll of 1:100SD and the languages difficulty rank. The result is the aptitude for speaking that language and is recorded in the space provided. At no time can a character's aptitude in a foreign language exceed that of their native tongue, it simply doesn't make sense. Ability to read and write in a particular language can be found by repeating the calculation. Like any other skill category there is no limit to the number of areas that can be mastered besides the time involved in learning. Xeno-Disciplines On the whole xeno-disciplines are fairly rare in the known space and for a beginning character, even more so. To determine whether a discipline is known to a character, you must roll 3:10sd. For any Xeno-disciplines only two numbers have to be generated. These are the character's power points and focus. Power points are simply the sum of the aptitude of the xeno-discipline, calculated as skill aptitudes above, plus the Xeno category experience, typically one for beginning characters. To determine the character's focus consult table #1-10.</p>\n<h3>Xeno-Disciplines</h3>\n<h4>Latagrea</h4>\n<p>With the discovery of the Faborians, the skill of Latagrea was introduced to the Alliance. One highly trained group of Faborians use their minds as a lens for mental energy that every sentient being produces. The Faborians undergo a strict training program under the direct guidance of a master Toovenar. Once the students have refined their skills at concentration and have memorized the chants and sayings they are sent into largest desert of Fabi, their home world. The students spend two months in the desert, this training is said to be the time of trials. The desert contains tests for the young Toovenars allowing them to have their first experience using their powers. Young Toovenars have a reputation for causing havoc, this is the reason they are sent into the desert, for the protection of others. An inexperienced Toovenar cannot focus all the power that he or she has, and cannot control where it is directed. Anyone can learn Latagrea, but only people with high mental controls have any hope of becoming a highly skilled Toovenar. The art of Latagrea dates back beyond the recorded history. It's origins have been so clouded by storytellers that the legend now reads like a passage from the Bible. Although any race can learn Latagrea, the possibility of finding a Latagrea Master is very remote. Most would be Toovenars, from the Alliance, travel to their home planet of Fabi to be trained in the Art. For many years the Toovenars have been used by the ruling members of the many Anclacha as truth-sayers, enforcers, and personal bodyguards. The Toovenars have always accepted this role because of its other benefits. Often, a ruling family's dealings with other Anclacha are done though Toovenars as mediators. An Anclacha cannot 'fire' a Toovenar, they must be defeated in combat by another Toovenar. The victor replaces the loser as the Toovenar of the family. When Families fall from power it is common that the Toovenar remains, this can cause problems if the Toovenar is loyal to the old family and does not cooperate with it successors. A brief list of Latagrea 'spells' is listed here their function should be obvious from their name but brief description are also below. For the procedures to resolve Xeno-disciplines See Skill Resolution, Character Life.<pr></p>\n<p><img src=\"/images/Full_Latagre.jpg\" alt=\"Faborian casting a spell\"></p></p>\n<h4>List of Spells</h4>\n<table>\n<thead>\n<tr>\n<th>Spell Name</th>\n<th>Details</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Accelerate</td>\n<td>With this spell the user can impart a push or pull on any object. The object should be within sight of the user but if this spell is used together with Extra Eye then the range is only limited by the experience of the Toovenar.</td>\n</tr>\n<tr>\n<td>Cool</td>\n<td>This spell allows the user to lower the temperature of the desired area affected. The temperature decrease is dependent on the experience of the Toovenar and of course absolute zero, No Toovenar can break laws of physics.</td>\n</tr>\n<tr>\n<td>Extra Ear</td>\n<td>This gives the Toovenar an ability to extend his hearing. When incited this spell produces an invisible ear which can eavesdrop. The ear can be projected through doors, around corners etc.</td>\n</tr>\n<tr>\n<td>Extra Eye</td>\n<td>This gives the Toovenar an ability to extend his sight. This spell produces an invisible eye that can be placed anywhere and moved to a desired location. As with Extra Ear, the eye can be projected through move objects.</td>\n</tr>\n<tr>\n<td>Fireball</td>\n<td>A gaseous sphere of plasma is the product of this spell. The size of the ball varies with the skill of the Toovenar. When used to inflict damage the number of power points expended is equal to the number of damage points inflicted. The duration of the fire ball is instantaneous and is dissipated on impact with an object.</td>\n</tr>\n<tr>\n<td>Heal</td>\n<td>This spell will regenerate damaged organic tissues. When used the number of power points expended is equal the number of damage points regained. The effects are permanent.</td>\n</tr>\n<tr>\n<td>Heat</td>\n<td>Opposite to Cool, this spell increases the temperature of the area affected. Although there is no practical limit to the extent of heating the Toovenar is limited by the number of power points that he or she has.</td>\n</tr>\n<tr>\n<td>Lift</td>\n<td>When used on an object this spell lifts the object. Once raised the object can be pushed or pulled in any direction for the duration of the spell.</td>\n</tr>\n<tr>\n<td>Light</td>\n<td>This spell produces a point source of light. The light will follow the user where ever he or she travels.</td>\n</tr>\n<tr>\n<td>Long Arm</td>\n<td>This spell like the eye or the ear acts as an extension to the users own body. If it used in conjunction with Extra Eye the user could open doors pick locks and even begin combat all while bound and blindfolded.</td>\n</tr>\n<tr>\n<td>Shield</td>\n<td>This spell, when incited, produces a partially transparent wall of force around the Toovenar or any object around which it is cast. The Shield is usually spherical but can be formed into any shape imaginable. The shield can resist penetration of all types of energy and objects including PPA, Exp, Bla, Son, Inc, and Proj.</td>\n</tr>\n</tbody>\n</table>\n<h4>Spell Casting</h4>\n<table>\n<thead>\n<tr>\n<th>Skill Name</th>\n<th>Power Points</th>\n<th>Area</th>\n<th>Casting time</th>\n<th>Duration</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Accelerate</td>\n<td>10</td>\n<td>1kg</td>\n<td>2</td>\n<td>Instantaneous</td>\n</tr>\n<tr>\n<td>Cool</td>\n<td>15</td>\n<td>1m<sup>3</sup></td>\n<td>2</td>\n<td>1</td>\n</tr>\n<tr>\n<td>Extra Ear</td>\n<td>10</td>\n<td>-</td>\n<td>5</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Extra Eye</td>\n<td>10</td>\n<td>-</td>\n<td>5</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Fireball</td>\n<td>50</td>\n<td>0.1 m<sup>3</sup></td>\n<td>5</td>\n<td>Instantaneous</td>\n</tr>\n<tr>\n<td>Heal</td>\n<td>10</td>\n<td>1m<sup>3</sup></td>\n<td>7</td>\n<td>Permanent</td>\n</tr>\n<tr>\n<td>Heat</td>\n<td>15</td>\n<td>1m<sup>3</sup></td>\n<td>2</td>\n<td>1</td>\n</tr>\n<tr>\n<td>Lift</td>\n<td>10</td>\n<td>1kg</td>\n<td>5</td>\n<td>3</td>\n</tr>\n<tr>\n<td>Light</td>\n<td>10</td>\n<td>1m<sup>3</sup></td>\n<td>1</td>\n<td>5</td>\n</tr>\n<tr>\n<td>Long Arm</td>\n<td>20</td>\n<td>-</td>\n<td>5</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Shield</td>\n<td>50</td>\n<td>1m<sup>2</sup></td>\n<td>2</td>\n<td>1</td>\n</tr>\n</tbody>\n</table>\n<h2>Rounding your Character</h2>\n<p>To finish off your character, you must now record those traits which flesh out the character best. These include the gender, handedness, height, weight, age, and financial holdings and weapons and equipment owned.</p>\n<h2>Gender</h2>\n<p>You probably already have a good idea by now as to which sex your characters is, but if not decide now, based on the information in the racial descriptions (in some cases there is only one choice) and record your choice in the space provided.</p>\n<h2>Handedness or Sidedness</h2>\n<p>This is simply which side of the body your character feels most comfortable with for moving, writing, eating, shooting, etc. It really doesn't make a difference which you choose (right or left). Ambidexterity is rare enough not to be encountered.</p>\n<h2>Size and Mass</h2>\n<p>Next, decide upon your character's height (or length, as the case may be) using the average provided and assuming a standard variation of about 10 percent. Then simply consider; do you want your character to tower over others authoritatively or would small and un-threatening be more appropriate for what you have in mind? Finally take into account the character's birth- world. Light worlders tend to be tall and thin, adding up to 20% to the average height. While for stout heavy worlders the reverse is true. Once this is known mass can be determined using the following modifiers for physical strength and physique.\nTables #1-11,12,13 gives guidelines about heights, masses and weights of characters. Age To determine your\ncharacter's age at the start of campaigning, simply roll on table #1-14\nand add the result to the time spent at IGAL (most likely all three years).</p>\n<h2>Dits and Out-fitting</h2>\n<p>Everybody begins the game with little other than their personal effects, ID, passport and a set of casual clothes, because most items, including clothing, have up to now been provided for by the University. Characters begin the game with some amount of credit depending on the occupation that was chosen. The amount of credit ( Đ ) that each character starts with is listed on table #1-15. </p>\nSchooling complete, however, characters must now go through and purchase any gear or supplies they need or desire from the equipment\nlistings. Beware not to be to spend too much though, you still must survive until the next dit deposit. To determine your character's amount of starting credit make the appropriate roll below based on the occupation that you choose. Remember to buy weapon permits!</p>\n<h2>Personality</h2>\n<p>Finally, you as a Player should attempt to develop your character's persona. What are his or her motivation? Their hopes, their aspirations and dreams, their goals and fears? Does she act erratically under pressure? Does he hate all forms of inorganic life? Are they neurotic, honest, sly, plotting, arrogant, extroverted, colourful, dark, moody, alcoholic, flamboyant, extravagant, sensuous - whatever! This kind of character development will really bring a third dimension to the gaming scenario, and will allow you to step in to the role of your characters in the play that is Genesis. Now that you have generated characters try to imagine their pictures. Imagine the average member of the respective races, then add the attributes - what do they look like physically? Is your character broad muscled and slow to react, or thin and intellectual, or bits of both? What is their occupation and what does this tell you, and the world about their style of dress? <p>\nIs it the long robe over a tight vest of a Chaendler, or a jumpsuit covered with pockets to carry the tools of a Specialist. Consider the weapons and equipment carried - and the message this sends to the world - is it the look of an unarmed businessman or a survivalist. From this physical appearance you can grasp the essential part of your character that is needed to play the game - basics, like these, should be included in any character description. Physical appearances, and quirks are the minimum amount of information needed to keep everyone's mind on their character and focused on (and in) the imaginary universe. However, to really get your mind into the world you'll need more theatrical information like the way they speak, look, and walks. The wound - that almost cost him his life - in that last adventure, those rips in her clothes, and the look in their eyes. These things give you and the other players an idea of what your character \"feels\" like in this imaginary universe. Your character may not have them but you're in luck - many of these traits develop over time. So, if your character isn't fully rounded out just wait, get some experience, and the right personality will slowly build up. If you've done a very good job then you also included a personality with all his physical characteristics - you are ready to move to the more complex traits. Deeper factors that drive the character, found in extra information on parents, childhood, the events since then. Goals and aspirations, likes and dislikes, motivations and anything else you know about your character. Facts like these build a solid and detailed base from which you can role-play. They establish who your character was, is, and wants to be. Again these are all traits that a character acquires with time - so don't worry if you don't have these at the start. When you get them they'll mix into the inventory of distinctive quirks you gave them at the start - producing a detailed character. If your character has all of this information then your imagination is good enough to design you own game! You should have no problem playing the character you have created. For the other people whose imaginations aren't quite as good, they can be satisfied with the character you have created and let time etch the lines of personality into your creation.</p>\n<p><img src=\"/images/Genesis-v2-Scan-178.jpg\" alt=\"Man with EyePatch\"></p></p>\n<hr>"},{"url":"/docs/characters/char-gen-tables/","relativePath":"docs/characters/char-gen-tables.md","relativeDir":"docs/characters","base":"char-gen-tables.md","name":"char-gen-tables","frontmatter":{"title":"Tables","weight":20,"seo":{"title":"Character Generation Tables","description":"This section contains the tables players and game masters us to generate both player and non-player characters.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Character Generation Tables","keyName":"property"},{"name":"og:description","value":"This section contains the tables players and game masters us to generate both player and non-player characters.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Character Generation Tables"},{"name":"twitter:description","value":"This section contains the tables players and game masters us to generate both player and non-player characters."}]},"template":"docs"},"html":"<h2>1 - Random Race</h2>\n<pre><code>      Roll           Race\n      ______________________\n      01-02          Tanaian             \n      03-07          Fenbin         \n      08-15          Krane                 \n      16-24          Vjesperé              \n      25-36          Aracnian *\n      37-50          Eebek          \n      51-64          Human             \n      65-76          Mahendoshi     \n      77-85          Low Kaa        \n      86-93          Gliff          \n      94-97          Faborian\n      98-99          Sooaacoli      \n      00             Tsoegorthin    \n\n    * Aracnian sub-roll\n      01-50          Blue\n      51-85          Green\n      86-00          Brown  \n</code></pre>\n<h2>2 - Attributes</h2>\n<pre><code>                       PS    AG    CO    PR   Variance\n                      ________________________________\n      Aracnians        50   330   130   155    3:10sd\n      Eebek            50    15   255     0    4:10sd\n      Faborians       120   145    95   110    6:10sd\n      Fenbin           15   190   125    70    2:10sd\n      Gliff            65    10    50    20    4:10sd\n      Humans           25    25    25    25    5:10sd\n      Krane           215     5    85    15    4:10sd\n      Low Kaa          40    50    20    30    3:10sd\n      Mahendoshi       20    45   170    80    4:10sd\n      Sooaacoli        10    35     5    30    5:10sd\n      Tanaians        165   550  1175  1850      N/A\n      Tsoegorthin     930     5   575    15    2:10sd\n      Vjesperé         57    72    77    64    5:10sd\n</code></pre>\n<h2>3 - Attribute Average</h2>\n<pre><code>                       Ps    Ag    Co    Pr   Aim  Brawl  Move\n                       _______________________________________\n      Aracnians        65   345   145   170   148   182   185\n      Eebek            70    35   275    20    45   100   127\n      Faborians       150    75   125   140    58   123   117\n      Fenbin           25   200   135    80   100    85   120\n      Gliff            85    30    70    40    43    56    62\n      Humans           50    50    50    50    50    50    50\n      Krane           235    25   105    35    42   100   122\n      Low Kaa          55    70    40    45    57    53    55\n      Mahendoshi       40    65   190    80    55    94    98\n      Sooaacoli        35    60    30    55    53    45    42\n      Tanaians        165   550  1175  1850   217   935   630\n      Tsoegorthin     940    15   585    25    38   391   513\n      Vjesperé         95   105   130    60    68    98   110\n</code></pre>\n<h2>4 - Influence Adjustment</h2>\n<pre><code>     Appearance   Description   IF Adjustment\n     ________________________________________\n           1       Hideous           -25\n          2-4      Grotesque         -20\n          5-9      Repulsive         -15\n         10-18     Ugly              -10\n         19-35     Homely             -5\n         36-65     Average             0\n         66-82     Comely             +5\n         83-91     Good Looking      +10\n         92-96     Attractive        +15\n         97-99     Beautiful         +20\n          100      Stunning          +25\n</code></pre>\n<h2>5 - Damage Points</h2>\n<pre><code>                       AR  EE  FA  FE  GL  HU  KR  LO  MA  SO  TA  TS  VJ\n                       __________________________________________________  \n      Upper Head       24   6  16  13  13  14  21  11  10   8  33  70  15  \n      Lower Head       27   7  18  14  14  16  24  13  11  12  39  83  18  \n      Upper Neck        6   8   6   4  10   4   0   3   3   0   9  61   5  \n      Lower Neck        6   9   6   4  12   4   0   3   3   0   9  69   5  \n      Upper Torso      39  26  32  25  31  28  52  22  20  35  66 118  30\n      Middle Torso     32  24  25  21  24  23  46  18  16  33  54 132  27\n      Central Torso    28  18  22  18  23  20  40  16  14  31  48 150  23\n      Lower Torso      30  20  24  33  25  22  43  18  16  33  50 164  25\n      Tail              0   0  16   0   8   0   0   0   0   0   0  10  60\n      Arm (per)        \n         Upper Arm     22  14  18  14   8  16  32  13  11  11  39  46  17\n         Lower Arm     15   9  12  10   6  11  22   9   8   9  27  41  18\n         Hand           8   6   6   6   3   6  12   6   4   7  18  18   7\n      Leg (per)                                                     \n         Upper Leg     44  28  34  28  38  32  64  26  22  24  78  80   0\n         Lower Leg     22  14  18  14  16  16  32  13  18  12  39  48   0\n         Foot           5   6   7   5  10   6  14   7   4  10  21  22   0\n\nAR = Aracnian, EE = Eebek, FE = Fenbin, HU = Human, KR = Krane,\nLO = LowKaa, MA = Mahendoshi, SO = Sooaacoli, TA = Tanaian, VJ = Vesperé\n</code></pre>\n<h2>6 - Background Skills</h2>\n<pre><code>                         COM      LANG   NON-TECH   SCI    SOCIO-SCI   TECH\n                         __________________________________________________\n      Aracnians, blue     10       15       10       18        5        12\n        , green           12       10       23       12        8         5\n        , brown           21       12       25        4        4         4\n      Eebek                8        5        7       16       25         9\n      Faborians           22       15       20        3        5         5\n      Fenbin               4        9       25       11       16         5\n      Gliff               14        8       12        7        4        25\n      Humans              10       14        6       15       10        15\n      Krane, male         25        3        5       10        5        17\n         , female         15        4        4       16       15        16\n      Low Kaa             10       25        8        5       15         7\n      Mahendoshi          12       20        4       10        6        18\n      Sooaacoli           13       12       15        9       10        11\n      Tanaians            12        1        3       25        5        24\n      Tsoegorthin         25        5       22        5        3        10\n      Vjesperé             5       10       25        9       15         6\n</code></pre>\n<h2>7 - Encultured Skills</h2>\n<style type=\"text/css\">\n.tg  {border-collapse:collapse;border-color:#ccc;border-spacing:0;}\n.tg td{background-color:#fff;border-color:#ccc;border-style:solid;border-width:1px;color:#333;\n  font-family:Arial, sans-serif;font-size:14px;overflow:hidden;padding:10px 5px;word-break:normal;}\n.tg th{background-color:#f0f0f0;border-color:#ccc;border-style:solid;border-width:1px;color:#333;\n  font-family:Arial, sans-serif;font-size:14px;font-weight:normal;overflow:hidden;padding:10px 5px;word-break:normal;}\n.tg .tg-nls0{background-color:#c0c0c0;border-color:inherit;font-weight:bold;text-align:left;vertical-align:top}\n.tg .tg-fymr{border-color:inherit;font-weight:bold;text-align:left;vertical-align:top}\n.tg .tg-0pky{border-color:inherit;text-align:left;vertical-align:top}\n.tg .tg-btxf{background-color:#f9f9f9;border-color:inherit;text-align:left;vertical-align:top}\n.tg .tg-6e8n{background-color:#c0c0c0;border-color:inherit;font-weight:bold;text-align:left;vertical-align:top}\n</style>\n<table class=\"tg\">\n<thead>\n  <tr>\n    <th class=\"tg-fymr\">Race</th>\n    <th class=\"tg-fymr\">Skill Area</th>\n    <th class=\"tg-fymr\">Skills Base Ability</th>\n  </tr>\n</thead>\n<tbody>\n  <tr>\n    <td class=\"tg-nls0\">Aracnian, blue:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">COM</td>\n    <td class=\"tg-0pky\">Archaic Weapons 50, Special HtH Combat Training 70</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Acrobatics 70</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SCI</td>\n    <td class=\"tg-0pky\">Aracnian Anatomy 60, Astronomy 40, Biology 40, Chemistry 40, Ecology 40, Mathematics 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Aracnian, green:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">COM</td>\n    <td class=\"tg-0pky\">Archaic Weapons 60, Special HtH Combat Training 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Climbing 70, Stealth 90, Survival Science 80, Tracking 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Aracnian, brown:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Archaic Weapons 70, Special HtH Combat Training 90</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Stealth 60, Survival Science 85, Tracking 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Eebek:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Divining 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">SCI</td>\n    <td class=\"tg-btxf\">Eebek Anatomy 70, Biology 55, Chemistry 55, Geology 55, Mathematics 60, Physics 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SOCIO-SCI</td>\n    <td class=\"tg-0pky\">Communications 70, Crimonology 60, Etiquette 45, History 50,  Teaching 45, Negotiation 65, PES Science 50, Psychology 55</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">TECH</td>\n    <td class=\"tg-btxf\">Data Handling 65, Programming 45, Thermal Energy 40, Navigation 65, Small Technologies 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Faborian:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Archaic Weapons 85, Special HtH Combat Training 90, Jungle Theater Combat Tactics Strategies 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Climbing 70, Stealth 80, Surveillance 65, Orientation 75, Fabrication 50, Foraging 70, Hunting 90, Sheltering 60, Tracking 85</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Fenbin:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Concealment 70, Orientation 85, Divining 85, Foraging 85,\tHunting 45, Sheltering 90</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">SOCIO-SCI</td>\n    <td class=\"tg-btxf\">Folklore 70, History 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">TECH</td>\n    <td class=\"tg-0pky\">Thermal Energy 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Human:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SCI</td>\n    <td class=\"tg-0pky\">Human/Eebek Anatomy 60/50, Biology 55, Chemistry 55, Mathematics 60, Physics 55</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Data Handling 75, Graphics 45, Programming 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">TECH</td>\n    <td class=\"tg-0pky\">Small Technologies 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Krane male:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">COM</td>\n    <td class=\"tg-0pky\">Personal Weaponry 80, All Theater Combat Tactics/Strategies 70, All Vehicle Combat Tactics/Strategies 60, Explosives 60/40, Flaming Weapons 50/30, Grenades 70/55, Projectile Weapons 75/50</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Concealment 40, Surveillance 55</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SCI</td>\n    <td class=\"tg-0pky\">Logistics 60, Mathematics 40, Physics 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">TECH</td>\n    <td class=\"tg-btxf\">Civil Engineering 60, Demolitions 55, Mechanics 65, Land Transport 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Krane female:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Personal Weaponry 60, All Theater Combat Tactics/Strategies 50, All Vehicle Combat Tactics/Strategies 40, Explosives /40, Grenades /50, Projectile Weapons /55</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Concealment 40 SCI Chemistry 45, Logistics 70, Mathematics 60, Physics 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">SOCIO-SCI</td>\n    <td class=\"tg-btxf\">Negotiation 70, Law 50, PES Science 70</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">TECH</td>\n    <td class=\"tg-0pky\">Land Transport 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Low Kaa:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">COM</td>\n    <td class=\"tg-0pky\">Archaic Weapons 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Animal Riding 75, Swimming 65</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SOCIO-SCI</td>\n    <td class=\"tg-0pky\">Communications 70, Folklore 70, Negotiation 80, Streetwise 85, Theology 80</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">TECH</td>\n    <td class=\"tg-btxf\">Mining 55, Small Technologies 65, Land Transport 65</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Mahendoshi:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Personal Weaponry 55, Urban Theater Combat Tactics/Strategies 50, Land Vehicle Combat Tactics/Strategies 50</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Appraisal 85, Climbing 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">SCI</td>\n    <td class=\"tg-btxf\">Mahendoshi Anatomy 45, All True Sciences (SCI) 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SOCIO-SCI</td>\n    <td class=\"tg-0pky\">Architecture 65, Civil Engineering 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">TECH</td>\n    <td class=\"tg-btxf\">Demolitions 65, Thermal Energy 55, Mechanics 70, Mining 85</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Sooaacoli:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Archaic Weapons 50</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Climbing 55, Concealment 75, Stealth 70, Surveillance 55, Survival Sciences 70, Swimming 75, Tracking 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-nls0\">Tanaian:</td>\n    <td class=\"tg-nls0\"></td>\n    <td class=\"tg-nls0\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">COM</td>\n    <td class=\"tg-0pky\">Plasma Weapons 75</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">NON-TECH</td>\n    <td class=\"tg-btxf\">Surveillance 90</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">SCI</td>\n    <td class=\"tg-0pky\">Tanaian Anatomy 90, Astronomy 90, Chemistry 90, Cryptography 85, Geology 90, Geophysics 90, Logistics 90, Mathematics 90, Physics 90</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">TECH</td>\n    <td class=\"tg-btxf\">Astronautics 90, All Computer/Robotics Sciences 90, Electronics 85, All Energy Sciences 80, Geography 90, Mechanics 85, Modify 70, Navigation 90, Repair 85</td>\n  </tr>\n  <tr>\n    <td class=\"tg-6e8n\">Vjesperé:</td>\n    <td class=\"tg-6e8n\"></td>\n    <td class=\"tg-6e8n\"></td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">COM</td>\n    <td class=\"tg-btxf\">Marine Theater Combat Tactics/Strategies 40</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">NON-TECH</td>\n    <td class=\"tg-0pky\">Stealth 50, Surviellance 70, Orientation 85, Foraging 70, Swimming 90, Tracking 60</td>\n  </tr>\n  <tr>\n    <td class=\"tg-btxf\"></td>\n    <td class=\"tg-btxf\">SCI</td>\n    <td class=\"tg-btxf\">Botany 60, Ecology 65, Zoology 60, Folklore 50, Sociology 45</td>\n  </tr>\n  <tr>\n    <td class=\"tg-0pky\"></td>\n    <td class=\"tg-0pky\">TECH</td>\n    <td class=\"tg-0pky\">First Aid 70, Pharmaceuticals 55</td>\n  </tr>\n</tbody>\n</table>\n<h2>8 - IGAL Courses</h2>\n<pre><code>       Intellect                    Skill Area\n                   Com    Lang  Non-Tech  Socio    Sci   Tech\n                   __________________________________________\n          1        .60    1.4     1.25     1.45    1.3   .65\n         2-9       .55    1.3     1.15     1.35    1.2   .60\n        10-19      .50    1.2     1.05     1.25    1.1   .55\n        20-29      .45    1.1     .95      1.15    1.0   .50\n        30-39      .40    1.0     .85      1.05    .9    .45\n        40-49      .35    .9      .75      .95     .8    .40\n        50-59      .30    .8      .65      .85     .7    .35\n        60-69      .25    .7      .55      .75     .6    .30\n        70-79      .20    .6      .45      .65     .5    .25\n        80-89      .15    .5      .35      .55     .4    .20\n        90-99      .10    .4      .25      .45     .3    .15\n         100       .05    .3      .15      .35     .2    .10\n         101+      .01    .2      .05      .25     .1    .05\n\n                                Time (Years)\n</code></pre>\n<h2>9 - Languages</h2>\n<pre><code> Language Form                            Simplicity    Mother Race\n __________________________________________________________________\n Universal Sign, Galactic                     100       None\n Mandarin Chinese, Chinese                     40       Human\n Oxford English, English                       50       Human\n Terran Creole, Lunarite, Spacer               60       Human\n Argentinian Spanish, Spanish                  55       Human\n Egyptian Arabic, Arabic                       45       Human\n Sebutuik, Cityspeak, Algorian                 65       Low Kaa-Human-Eebek\n Wa Wien Leng, Mahendoshi                      30       Mahendoshi\n Draelsik, Smuggler's Tounge, Gutteral         70       Low Kaa\n Ebb Shuud Leng, Old Mahendoshi                25       Mahendoshi\n Chk'Chieb, Blue Aracnian                       0       Aracnian\n Vjesperan,\n    Pidgen Brazilian Portuguese\n    Vjespanic                                  35       Human-Vjesperé\n Inter-Aracnian                                 5       Aracnian\n Bekian Script                                 10       Eebek\n Tronmoan, Northern Krane                      85       Krane\n Monduan, Southern Krane                       85       Krane\n Tesalnne, Vjesperan                           20       Vjesperé\n Hrenarr, Faborian, Warrior's Tounge           90       Faborian\n Gliff                                         80       Gliff\n Fenbic                                        75       Fenbin\n Basic Sooaacolian, Dander                     15       Sooaacoli\n Basic Tsoegorthin, Gorthi                     95       Tsoegorthin\n\n +10 to Simplicity when language is native tounge\n +20 to Simplicity when language has been developed by own race\n</code></pre>\n<h2>10 - Xeno-Discipline</h2>\n<pre><code>                 EXPERIENCE POINTS   \n                     (100's)         \n                 0 100 200 300 400 500\n           0        74  85  92  96 100\n           1    11  74  85  92  96\n           2    18  74  85  92  96\n           3    22  75  85  92  96\n    E      4    26  75  86  92  96\n    X      5    29  75  86  92  97\n    P      6    31  75  86  92  97\n    E      7    33  75  86  92  97\n    R      8    35  75  86  92  97\n    I      9    37  76  86  92  97\n    E     10    39  76  86  92  97\n    N     15    45  76  86  92  97\n    C     20    49  77  87  93  97\n    E     25    52  78  87  93  97\n          30    55  78  87  93  97\n    P     35    58  79  88  93  98\n    O     40    60  80  88  94  98\n    I     45    62  80  88  94  98\n    N     50    63  81  89  94  98\n    T     55    65  81  89  94  98\n    S     60    66  82  89  95  99\n          65    67  82  90  95  99\n          70    68  83  90  95  99\n          75    70  83  90  95  99\n          80    71  84  91  95  99\n          85    72  84  91  96  99\n          90    72  84  91  96 100\n          95    73  85  91  96 100\n          99    74  85  92  96 100\n                   Focus %\n</code></pre>\n<h2>11 - Mass</h2>\n<pre><code>                         Male  Female\n                         ____________\n    Aracnians, blue      71      76  \n             , green     85      91  \n             , brown     93     100  \n    Eebek                78      72  \n    Faborians           117      86  \n    Fenbin               36      34  \n    Gliff                86      77  \n    Humans               82      69  \n    Krane               421     373  \n    Low Kaa              73      58  \n    Mahendoshi           48      45  \n    Sooaacoli            55      53  \n    Tanaians                194    \n    Tsoegorthin             930    \n    Vjesperé           137     125\n                         kilograms\n</code></pre>\n<h2>12 - Mass Adjustment</h2>\n<pre><code>                               Tall      Average      Short\n                               ____________________________\n     Strength  Above average   +30%       +20%        +10%\n               Average         +10%         0         -10%\n               Below average   -10%       -20%        -30%\n\n     Physique  Skinny          -40%       Plump       +20%\n               Lean            -20%       Fat         +40%\n\n  These values are very liberal,\n  use your best judgement when considering them.\n</code></pre>\n<h2>13 - Height</h2>\n<pre><code>                          Male  Female\n                        _____________\n    Aracnians, blue      1.96    2.10\n             , green     2.08    2.23\n             , brown     2.27    2.48\n    Eebek                1.53    1.53\n    Faborians            2.02    1.77\n    Fenbin                .94     .91\n    Gliff                1.42    1.30\n    Humans               1.84    1.71\n    Krane                3.05    2.89\n    Low Kaa              1.74    1.63\n    Mahendoshi            .60     .53\n    Sooaacoli            1.12    1.01\n    Tanaians                 2.40    \n    Tsoegorthin              4.18    \n    Vjesperé             2.73    2.55\n                            meters\n</code></pre>\n<h2>14 - Starting Age</h2>\n<pre><code>    Race               Roll            Typical\n    __________________________________________\n    Aracnians        20+1:10sd           25\n    Eebek            22+2:10sd           35\n    Faborians         7+½:10sd           13\n    Fenbin           31+2:10sd           42\n    Gliff               1:10sd            8\n    Humans           11+1:10sd           19\n    Krane             6+1:10sd           14\n    Low Kaa           8+1:10sd           16  \n    Mahendoshi       18+1:10sd           26\n    Sooaacoli        14+1:10sd           22\n    Tanaians            ½:10sd            6\n    Tsoegorthin       3+½:10sd            9\n    Vjesperé          9+1:10sd           17\n</code></pre>\n<h2>14 - Starting Wealth</h2>\n<pre><code>    Occupation                                   Dit Roll\n    _______________________________________________________\n    Bounty Hunter / Assassin                   225+1:1000sd\n    Chaendler                      \n       Ch'chien Wa Bow Guildsman               600+1:1000sd\n       JJaro Guildsman                         525+1:1000sd\n       Stevin Guildsman                        450+1:1000sd\n       Free                                    375+1:1000sd\n    Explorer                         \n       Prospector                              300+1:1000sd\n       Scout                                   475+1:1000sd\n    Investigator                                         \n       CCOP Field Agent                        550+1:1000sd\n       Corporate spy                           575+1:1000sd\n       Freelancer                              400+1:1000sd\n       Journalist                              500+1:1000sd\n    Mercanary                                  325+1:1000sd\n    Militiamen                                 575+1:1000sd\n    Pirate / Smuggler\n       Chock                                   400+1:1000sd\n       Gannal                                  325+1:1000sd\n       Marikann                                250+1:1000sd\n       Rouge                                   150+1:1000sd\n    Spacer                                     450+1:1000sd\n    Specialist\n       Medic                                   750+1:1000sd\n       Tech                                    700+1:1000sd\n</code></pre>"},{"url":"/docs/combat/combat-example/","relativePath":"docs/combat/combat-example.md","relativeDir":"docs/combat","base":"combat-example.md","name":"combat-example","frontmatter":{"title":"Example","weight":199,"seo":{"title":"Example","description":"This is the quick start page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Quick Start","keyName":"property"},{"name":"og:description","value":"This is the quick start page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Quick Start"},{"name":"twitter:description","value":"This is the quick start page"}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>Well all these rules are are just fine but how about an example? Yes! An example to give all this theory a practical footing is just the thing that we need here. To give you idea how all the rules work, we pick up on the example begun in Chapter 1 on Characters. In this chapter however, we will deal with the application of combat's rules and procedures. In the first chapter we saw how Reese created a character named Nixole, in this chapter Nixole will engage in combat.</p>\n<h3>The Situation</h3>\n<p>Vaughn, a human, has been hired to protect an inter-galactic mob boss' secret base on the planet Carakuss in the Constella system. While monitoring her commpac she heard a ship land some fifteen kilometers away from the base and has gone out to investigate. After a days' walk through the thick underbrush on the floor of the tropical forest, Vaughn stops for a short sleep. She knows that the characters, aboard the ship - including Nixole, have set-up camp for the night just across the valley. After her rest she quietly approaches the character's camp, being careful not to attract the attention of the character on guard. Standing behind a tree, she can see Nixole just five and a half metres in front of her. She has been standing guard for the past four hours and it is just before dawn, both moons hanging high in the night sky. The anodized triangular patch - indicative of CCOP officers -  on her arm, dimly glows in the light of the moons, standing as a clear indication of the group's motives and intentions on this planet. The temperature of the still night is just 8 degrees C, a full 30 degrees below Nixole's normal Low Kaan body temperature. Nixole is squatting in a very small clearing five meters away from the main camp. Vaughn has an fusion rifle which is fully loaded. Nixole has an auto pistol that also has a full load. Vaughn fires her weapon at Nixole. Vaughn is aiming for Nixole's right shoulder. Nixoles' character is Reese and Vaughn is being run by Nicole.</p>\n<h3>Surprise</h3>\n<pre><code>      1:  Vaughn's PERCEPTION attribute is                   53\n             Nicole rolls a 21                            -  21\n             she is 32 under Vaughn's PERCEPTION             32\n\n          Nixole's PERCEPTION attribute is                   49\n             Reese rolls a 46                             -  46\n             he is 3 under Nixole's PERCEPTION                3\n</code></pre>\n<div class=\"note\">Vaughn gets SURPRISE because she was more under her PERCEPTION than Nixole.   </div>\n<pre><code>      2:  Vaughn has an Alertness Condition of \"Expecting\"\n             therefore her A.C. percentile is 80.            80\n             her PERCEPTION is 53                         +  53\n             the total is 133                               133\n             the average is 67 (133 divided by 2)            67\n             Nicole rolls a 21                            -  21\n             she is therefore 46 under                       46\n\n          Nixole has an Alertness Condition of \"Focused\"\n             therefore her A.C. percentile is 75. and        75\n             her PERCEPTION is 49                         +  49\n             the total is 124                               124\n             the average is 62 (124 divided by 2)            62\n             Reese rolls a 46                             -  46\n             he is therefore 16 under                        16\n</code></pre>\n<div class=\"note\">Vaughn gets SURPRISE because she was more under her PERCEPTION than Nixole.   </div>\n<pre><code>      3:  Under this procedure each player, even the sleeping ones,\n      gets a chance to have the first attack. Primal attack 2 rolls\n      for the sleeping members of Nixole's party are ridiculous due\n      to their low PERCEPTIONS, when averaged with the A.C. percentile\n      for sleeping a -10 the results are as follows: 27, 17, 7 and 81.\n      The only exception is the Aracnians' 81 value, as was stated above\n      he is very likely to wake at the slightest sound. However, if\n      the any sleeping characters successfully roll under their values\n      they will awaken as well. You should decide how much they wake\n      up, by how much they roll under their Alertness Condition.\n      The Aracnian is almost certain to be wide awake, He may\n      however dismiss the disturbance and go back to sleep.\n</code></pre>\n<div class=\"note\">Vaughn gets SURPRISE because she was more under the average than Nixole.  </div>\n<h3>Primary Attack</h3>\n<pre><code>    1:,2:Nicole rolls a 1:100sd\n             the result is 41                          41\n\n          Reese rolls a 1:100sd\n             the result is 68                          68\n\n          Compare the results              cf.  41 vs. 68\n</code></pre>\n<div class=\"note\">\nRESULT: From the values you should be able to deduce that in the first round Vaughn has the one and only attack (remember the rules of surprise). For primary attack Nixole's result was not more than 30 above Vaughn's so he does not get the only attack just the first attack in the second round (remember the rules for Primary Attack). How much they can move in their turn is dependent on number of AGILITY POINTs (A.P.s)(see ACTION) they have.\n</div>\n<h3>Action</h3>\n<pre><code>    Procedure Examples:\n        2:Vaughn's APs is equal to her AGILITY          50\n          Nixole's APs is equal to her AGILITY          63\n</code></pre>\n<div class=\"note\">Vaughn fires her weapon and Nixole remains sitting.</div>\n<h3>Percent to Hit</h3>\n<pre><code>        1:Vaughn is using a fusion rifle\n             It's WEP DIF is 55                         55\n             Her AIM is 67                           +  67\n             The total is 122                          122\n             The average and her MARKSmanship\n             is 61 (122 divided by 2)                   61\n\n          Nicole rolls a 1:100sd the result is 35       35\n\n        2:Vaughn is using a fusion rifle              \n             her MARKSmanship is 61                     61\n             The range is 5.5 metres                   5.5\n             therefore 78 is his PERCENT TO HIT         78\n             (MARKSmanship vs. RANGE on TABLE #3-1)\n\n          Nicole rolls a 1:100sd the result is 35       35\n\n        3:1) PERCENT TO HIT    \n          Vaughn is using a fusion rifle\n             her MARKSmanship is 61                     61\n             The range is 5.5 metres                   5.5\n             therefore 78 is his PERCENT TO HIT         78\n             (MARKSmanship vs. RANGE on TABLE #3-1)   \n\n          Nicole player rolls a 1:100sd the result is   35\n\n  2) PERCENT AGAINST\n\n     The conditions of add up to an\n     Adversity Modifier of                      19\n     The range is 5.5 metres                   5.5\n     therefore 15 is his PERCENT AGAINST        15\n    (ADVERSITY MOD. vs. RANGE on TABLE #3-2)\n\n  3) SUBTRACTION\n\n         Subtract the PERCENT AGAINST          -15\n         from the PERCENT TO HIT              + 78\n         Therefore Vaughn's TO HIT is           63\n\nVaughn's player rolls a 1:100sd\n\n         the result is a 35                     35\n         therefore he is 28 below her TO HIT    28\n</code></pre>\n<div class=\"important\"><strong>SHE HAS HIT !!!!</strong> because Nicole rolled more than 20 under her TO HIT.<br>\nHer hit is a DIRECT HIT - exactly where she was aiming.Vaughn was aiming for Nixole's right shoulder. To calculate what damage was done to Nixole's right shoulder go to DAMAGE. Vaughn's first shot hits because she beat her MARKSmanship. She rolls again and the result of 1:100sd is 97 -- Her second shot misses with all three procedures.  </div>\n<h3>Damage</h3>\n<h4>Tissue</h4>\n<pre><code>         The Wep Mod of a fusion rifle is       215\n         cross reference versus the range         5.5\n         (from Table #3-3.0)\n         the result is 27 (25+1+1)               27\n</code></pre>\n<p>This is the number of points of damage that was done to the body part, in this case Nixoles' shoulder. Nixoles' shoulder actually has 22 points in it so the the damage percentage, taken divided by total, is 123 %. this means the body part has lost all functionality and made her entire are virtually useless. The final calculation that can be done is this leg of this combat scenario is for organ system damage.</p>\n<h3>Organ system</h3>\n<p>The damage done to the various system depends on the tissue damage done. Simply multiply the tissue damage by the values listed next to the appropriate body part on the Organ System Table #3-3.1. This give the results of 308% damage to the circulatory system, 246% damage on the respiratory system, 185% nervous / endocrine, and 123 percent to the digestive excretory system. All this damage means that all of Nixoles' organ systems have lost all functionality. Which means she is clinically dead. All of her systems have lost functionality and so her death will occur in four hours. Fortunately Nixole is a Low Kaa and there is a compatible grim reaper back at the ship. The reaper was attached and assumed all body functions preserving the neural networks of the brain and stabilizing her until complete genetic surgery could be obtained. After which she was sitting up in bed within a day and on her feet in two, with no signs of the injuries or there effects in a week.</p>\n<p><img src=\"/images/Noel.jpg\" alt=\"Combat System Testing In Progress\"></p></p>"},{"url":"/docs/combat/","relativePath":"docs/combat/index.md","relativeDir":"docs/combat","base":"index.md","name":"index","frontmatter":{"title":"Combat","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Combat","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h1>Introduction</p></h1>\n<p>There are literally thousands of role-playing games on the market today, and almost everyone has a combat system. The complexity of these systems range up and down on every scale imaginable. From the simple and vague, \"He's hurt bad ... very bad\", to the precise but extremely complex, \"the target has sustained forty-one points of damage to his left lower leg, has severe muscle and tendon damage, a transverse fracture of the tibia and will be going into shock in three rounds if he or she is not treated.\" When designing this system, we understood that some people would play this game for the combat so the concise but complex combat would have to be included. Others would rather play for the story and could not be bothered by the long drawn- out precision of a complex system. After three years of thought, we have found a median between these two extremes and decided to allow the Game Master and his players to select how accurate they want combat. This system offers everyone - regardless of their interests - a good gaming experience. Anyone can design their system as complex as they want or as simple as they need by using or not using the extensive rules. For example the most advanced combat includes many modifiers for weather, target and marksman movement, alertness condition, ground cover, fatigue and injuries that are all taken into account and influence the outcome. While the simplest form of combat would deal with almost exclusively with marksmanship. The system may sound  complicated but really it isn't. Five steps are involved in combat and are listed along with several ways to perform each of them. The easy procedures for each step are listed first, with subsequent progress to the more complex. For each of the five steps you may choose to incorporate anyone of its procedure into your style of gaming. The combinations are varied enough to satisfy almost every need, and while the resulting combat system may be different from another Game Masters', we think that is the way it should be. Everyone getting the best role playing experience without having to conform to anyone else's concept of fun or enjoyment.</p>\n<hr>\n<p>Here are the sections of this book:</p>"},{"url":"/docs/characters/occupations/","relativePath":"docs/characters/occupations.md","relativeDir":"docs/characters","base":"occupations.md","name":"occupations","frontmatter":{"title":"Occupations","weight":12,"seo":{"title":"Occupations","description":"These stories, and descriptions will help you get a taste of what is like to be a trader, a pirate, or any of the other occupations in Genesis","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Occupations","keyName":"property"},{"name":"og:description","value":"These stories, and descriptions will help you get a taste of what is like to be a trader, a pirate, or any of the other occupations in Genesis","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Occupations"},{"name":"twitter:description","value":"These stories, and descriptions will help you get a taste of what is like to be a trader, a pirate, or any of the other occupations in Genesis"}]},"template":"docs"},"html":"<h2>Bounty Hunters</h2>\n<p><strong>Dead or Alive ...</strong></p>\n<em>The interior of the Piper was dark, its black and rust painted walls gave one a sense of impending doom, this wasn't the place I wanted to die. I can't hear him, but I knew he passed this way. A spatter of his blood lay the on the floor where they could mix with mine. He hit me twice the last time we met and in the skirmish, I panicked and threw a frag. He's worth just under eight alive, much less dead. If I'm going to get it I'm going to have to curb my emotions. I know he's heading for the fusion grids, he can find one of the few remaining life boats and jump ship. I'll have to beat him there. He's a good marksman, he capped my left knee, but why he didn't kill me, I don't know. He didn't use the opportunity, perhaps he likes to inflict pain or maybe ... he just couldn't. Either way I was moving slowly, for fear of hyper- extending my injured knee. I have a full medi-pack, but judging by the amount of blood on the floor grating I can't afford to use any of it on myself. I must have caused a fatal injury and so I'll need everything to keep him alive. Somehow the pain I should be feeling is non-existent, every step I take, It feels like my leg is asleep ...</em></p>\n<p><img src=\"/images/Full_JungleCamp.jpg\"></p></p>\n<p>If the sound of being a bounty hunter intrigues you, and the thought of chasing potentially violent people, and being paid for it, is what you are looking for, than look no further. Your opponent may be short a tempered extremely huge Krane or worse ... you could hired to retrieve a top secret, metamorphic, very resourceful, 77 series xeno-product who is as intent on killing you as you are on capturing it. Either way the bounty is the prime motive, unless of course the job is personal. Each job takes a certain amount of planning and it is how you execute these plans that categorizes you into one of the different classes of bounty hunters.</p>\n<h3>Ruthless Bounty Hunters</h3>\n<p>don't let anything stand in the way, like laws, innocent people, etc., are just objects between them and their goal. Feared for their complete lack of humanity, this type of bounty hunter will take almost any bounty especially the morally reprehensible ones. To kill the helpless is particularly good sport for ruthless bounty hunters because \"they're easy to kill and don't put up a fight - they're easy dits\"</p>\n<h3>Professional Bounty Hunters</h3>\n<p>have morality as their trademark. They obey laws, feel remorse, and are conscience about the killing they do. It is this type of hunter that forms alliances and never reveals sources - no matter what the personal consequences. They are sought for their extreme morality, sense of good, and public service, but they usually only work for friends or\nworthy causes. A professional bounty hunter typically has another mainstream job, to provide his main means of support.</p>\n<h3>Adventurous Bounty hunters</h3>\n<p>The last basic type, is naïve and in most cases inexperienced, these hunters are looked down upon by others and even ignored. They typically accept bounties, to prove their worthiness\nand experience, but bumble through them making life hazardous for themselves and others around them. More often than not they fail in their attempt, and finish the bounty with more enemies than they started with. These hunters actually get better as they gain experience, if they survive their first jobs, and can move into either of the other two categories.\nThese three types are the textbook examples, and as such have clear cut personalities, in reality, however, bounty hunters are combinations of all three of them. You are free to combine these in realistic combinations but remember the core of your character has to remain static, barring extreme events (loved ones death, war, etc.), like any real personality does. Bounty hunters often find themselves competing for a bounty and so know each other well. Because of the illegal nature of their profession no real organization for bounty hunters, but several loose congregations have formed. Members usually designate themselves in some fashion, clothing, jewelry, shared scar, etc.</p>\n<em>... Suddenly a shot cracked the silence the round ricocheted off a support column and flew just centimetres from my head. Jumping for cover instinctively, my leg twisted grotesquely as I landed. I laid on the floor grid groping for my stun rifle in the intense black. I could hear him coming closer, my heart pounded at my sternum trying to break free. Each beat brought pain. My hand fumbled along the floor and found the butt of the rifle. I pushed my body up and peered around the column. It's cold wet steel was comforting as my cheek pressed against it. There ... augghhh.. there he stood perched against the wall. Grasping at his life as it fell from his abdomen. He raised his gun limply. It fell from his hands ... as he spat out a curse and crumpled to the floor. Silence returned ... There was no need to save my medi- pack now.</em></p>\n<img src=\"/images/Stevin.jpg\" alt=\"Logo of the Stevin Guild\"></p></p>\n<h2>Chaendlers</h2>\n<p><strong>Witch hunt!</strong></p>\n<em>Sweat rolled off his forehead. He struggled desperately, straining to remain dead still. The chase had taken its toll. Heart pounding, lungs burning, his throat and mouth about to crack, he spoke to himself,<br>\"calm down ... slow down ... breathe, that's it ... breathe.\"<br>His back pressed against the frigid wall, his layered clothing, soaked. Screaming voices become audible,<br>\"Get the Chaendler! ... burn him! ... kill him!\"<br> The men who hunted him were, scant minutes ago, his new found friends and trading partners. Forcing down the urge to gasp he holds a breath ... maybe his last. The yells die off. Safe. The breath goes out, like a tide it washes away the screaming pain. These earthen streets, the wooden houses, such a tranquil time, unhurried, far away from the rat race he calls life.<br> \"This is the last time I use an electronic translator with tricky dialects.\"<br> The softest \"CLICK\" at point blank range; the flinter's cocked. Paused, his mind is racing, one last attempt to escape. A leap for safety, the shot's away. A colossal crash - flames curl. Heat sears his ice cold neck. Its sting is sharp and cutting.<br>All sensation flutters ... his world grows dark and silent ...</em></p></p>\n<p><img src=\"/images/Full_Trader.jpg\" alt=\"Trader\"></p></p>\n<p>The word \"Chaendler\", originally from the english language, means one who supplies materials (rope, sails etc.) for ships but has now come to mean one who supplies materials by ship. The incorrect translation stems from differences in language forms between the alliance races. Every Chaendler is either a Free Chaendler or a member of one of three organized groups called Guilds. These guilds are commercial companies that have endeavoured to provide trade as a service. Each was established separately to provide a particular brand of service. They are called the Stevin, Jjaro, and the Chchen W'bow guilds. Each offers different services respectively: bulk, low cost and speedy. While the kinds and types of goods each guild has laid claim to are very specific, individual shipments tend to bend, if not shatter, these guidelines. Apprentice Chaendlers are often taken on when they are youths and learn the trade from a master. Then once the student has learned the necessary skills, he is tested by the guild and may be commissioned to a ship for his own trading adventures. The three guilds may also lend currency to their traders to finance their own ships, bank-roll expensive loads, and any other expenses a Chaendler might encounter. Large loans, however, are quite rare and are only bestowed upon preferential members.</p></p>\n<h3>The Stevin trading guild</h3>\n<p>was founded in the year 2172 AD, 67 years ago, as a front for an organized crime syndicate. The Chief Executive Officer, Bintch Sanglweio, was the inner city Don for the major city of Carakuss. He was responsible for over three percent of the Mentangleo family's yearly income. To launder money and provide a legitimate facade for his nefarious business dealings the Stevin trading company was incorporated. Just 13 years\nafter the incorporation Stevin was investigated for tax evasion, racketeering, and other crimes and offences. The formal investigation resulted in the imprisonment of\nSanglweio and the selling of the company assets. Stevin traders seemed finished. This was not the case however. A rich and powerful recluse had been buying up the company. She then announced her plan to lead the Stevin mercantile, from its illegal beginnings into a new and prosperous age. Chakàndra A’kolib, the widow of the tyrannical pirate Francis\nduGhow, was as corrupt as Sanglweio but infinitely better at hiding it. As might be suspected from their colourful history, Stevin guildsmen\nassociate commonly with the various pirate factions. They are routinely called before local and regional courts on charges of piracy. The\nqualifications necessary to become a Stevin trader are quite lax considering the standards of the other guilds. The reason for this,\nhowever, is quite obvious when you a look at the guild's fleet of ships. After countless re-fittings and overhauls they are nothing more than scrap parts\nthat can hold an atmosphere.</p></p>\n<p><img src=\"/images/Jjaro.jpg\" alt=\"Logo of the Jjaro Guild\"></p></p>\n<h3>Jjaro Chaendlers</h3>\n<p>are by far the most common traders in the Foundation. They handle most of the small-time commercial shipments for the average citizen. Their reputation as an \"on time or free\" courier has been impeccable for the last twenty years. Established on the planet of earth in the year 2201, they are the newest of the trading guilds. They were set up to serve the needs of the public and local business, needs that had been long overlooked by the other two trading guilds. The Stevin and Chchen W'bow guilds had set their sights on the large profit potential inherent in the bulk and fast ends of the market. Jjaro guildsmen can often be persuaded to carry human cargo, even though the practice is strictly illegal for anyone but a registered carrier (such as Swift Wind, Otaga, etc.). Over it's relatively short life, the Jjaro guild has consistently loaned very large amounts of currency to it's rather young Chaendlers. Many in the trading industry see this as \"just asking for trouble,\" but the Jjaro have had great success with this policy. Young traders take this responsibility with a great sense of honour and pride. Very few Chaendlers have defaulted on these loans and even fewer still have sought to embezzle the funds. The selection process for prospective Jjaro guildsmen consists of personality screening, and deals only briefly with the skills of a pilot. This elaborate study continues throughout apprenticeship. The tests give the guild insight into their traders' character and possible intentions. The revolutionary ideas for marketing, organizational structure, and decision making stem from the visions of T. Lamphnia (often called just Lam), a pragmatic businesswoman. With little or no experience in the traditional trading company methods, she structured the Jjaro traders to provide a service, using common sense as he guide. Errors were made and hard lessons were learned. Due to this policy, the Jjaro traders have emerged as the guild of choice for new Chaendlers, and the one that is dynamic and responsive to the market.</p>\n<h3>Chchen W'bow guild</h3>\n<p>stakes its reputation on having the fastest ships of any other trading guild. They carry only small loads in their extremely fast cruisers. They handle the \"overnight\" shipments, those that must be delivered with the most directness. Located in the second sphere on Mardasharu, the Chchen W'bow were established over one-hundred and fifty years before the discovery of the Second Sphere. The Chchen W'bow traders are by far the oldest of the three trading guilds, and the largest of all the trading companies in their own sector. Then with the discovery of our arm of the galaxy, the one that contains Earth, Awmonee, and other solar systems, their market was blown wide open. They were alone in the trading business for sixteen years before their first competitor entered the scene. In just ten standard earth years they netted enough profit to upgrade their fleet to its' current standards and to return immense dividends to the shareholders. Their ships, equipped with the absolute latest in navigation systems (Usuall Anthrani computers, and sensors), the newest Delta-warp technology, are totally sleek and are the fastest commercially owned ships in all of space. While the Mahendoshi have their own form of warp technology it requires warp stations at both the destination as well as at the local end of the warp. This limitation is the major reason why they use our Delta-Warp technology. Obviously there are strict entrance requirements to join the guild to pilot these ships. The saying goes \"Once a Chchen trader always a Chchen trader\" and it's true. A strict code of ethics and loyalties, that each Chchen Chaendler lives by, results in the minimal administration of internal discipline. All things considered, the Chchen Chaendlers are the most disciplined traders in the Galaxy. They have the best ships to pilot which is an extremely notable feature when you entrust your life to their proper function.</p>\n<em>... consciousness returns - his thoughts collect. His sight grows clear; a mob is gathered; they wield flaming torches. The yelling voices pound in his head. He is tied to a stake for burning.<br>\"Witch ... witch ... burn the witch!\"<br> The torches go down, flames ensue.<br> \" ... I'm going to die ... no. No! ... they haven't taken my D-Warp computer.\"<br>Heat rises the air is dry, hard to breath and laden with bitter smoke. Choking and about to faint, his fingers lethargically lay in co-ordinates. The unit engages ... space is folded, a hole appears. His life and safety lay just on the other side. Amidst the cries of witch the ropes burn through, he dives toward the hole. His path is sure. He feels the reassuring cool of his spaceship's floor.<br>\"I ... I made it ... I'm home.\"</em></p>\n<h2>Explorers</h2>\n<p><strong>an excerpt from \"Multinex IV\"</strong></p>\n<em>The terrain swept past him in a 300 kilometre blur. The desert surrounding the two lone Stan trucks was vast and the trucks were only a minor fluctuation in kilometres of monotony. Inside the cabin of the lead truck a lone figure sat piloting the truck in a reclined position, his eyes closed. The chair in which he sat conformed to the curvature of his body and supported the figure. The console in front if him was smooth and shiny, its controls basic in nature and submerged under a sensitive touch matrix. Alann thought to himself ...  <br> \"Is that damn auto-pilot on the other Stan still with me?\" In response to his question a VoICE spoke to him.<br> \"Yes, he's right behind us.\"<br>The VoICE was pleasing and soft neither female nor male.<br>\"Scan the area,\" Alann thought. It was not a command, just a thought. The VoICE spoke to him, \"<br> We are approaching a jungle, thirty seconds ... MARK.\"<br>As fast as the thought of slowing down passed through Alann's mind, the speed of both vehicles was reduced. The VoICE answered<br> E.T.A. to jungle fifteen seconds ... MARK.\" and although the cabin was silent Alann heard the VoICE. Again Alann thought and again the vehicles slowed.<br> \"Twenty seconds ... MARK.\"<br> In the wind shield the jungle grew larger.<br> \"Now entering the jungle,\" said the VoICE. Alann guided the two linked vehicles effortlessly through the jungle.<br> \"Caution, we are approaching a small lake.\"<br> \"Continue at 10 clicks,\" thought Alann.<br> \"Acknowledged, proceeding on to lake\", returned the VoICE. \"Warning, there is a thermal build-up below the vehicle.\"<br> The blast jarred Alann from his form fitting chair and onto the floor of the Stan truck. Alann scrambled for the manual controls his link to the truck severed when thrown from the  chair. The VoICE now being played through the speakers of the cabin ran down the situation.<br>\"The geyser below the vehicle erupted and threw us twenty meters. The forward tires have blown and we are sinking head first.\"<br>Alann ran his hand over the console in front of him, a panel emerged with a thin sliver of glass about the size of a scientific microscope slide on it. Embossed on it's side was the words Vocal Interfacing  Cerebral Exchange. Alann slid the small piece of glass into a pocket and prepared to leave the truck. Alann leap from the sinking Stan into the water of the crater. He could feel the heat of the volcanic pool through his VAC suit. Tired from the swim against the current he pulled himself on to shore and signalled the other Stan truck to approach. It obeyed him and stopped. He entered and greeted the professor who was shocked by the suddenness of the eruption. The Alpha droid, that had taken the controls when this slave truck lost its master, moved from the driver's' seat and allowed Alann to assume control. Alann pulled out the sliver of glass and inserted it into the console. He slid into the contoured chair and once again the VoICE spoke to him.<br> \"There is only five minutes before the geyser erupts  again.\"<br>Alann thought, and single vehicle accelerated towards the north at thirty clicks. The dense jungle gave way to a stratified forest with low undergrowth and huge trees with a high upper layer.<br> \"I'd really like to get some samples\" remarked the professor.<br>\"Stop the Stan here\" Thought Alann and the computer controls complied.<br> Strapping on his remote VoICE interface, he un-stowed a storm from the weapons locker and hooked together three belts, and got out of the stan. The professor walked over to a root and started cutting off samples.<br> \"What kind of trees are these?\" instantly the reply was in his mind.<br> \"There was no previous record of trees of this variety.\" covered in shaggy brown bark they stood over 150 meters tall.<br> \"Arughhh ... \" a root grabbed Alann around the calf and pulled him onto his back. He looked over at the professor and he too was being pulled towards a tree. The tree tipped back to  expose a fleshy mouth glistening with saliva. Alann slashed through the root with the laser sword at his side. The VoICE spoke ...<br> \"The professor is dangerously close to the trees' mouth\"<br> Jumping up Alann began running towards the Doc firing his storm at the trees' trunk, leaves from the canopy began to fall.<br> \"The root has released the professor, scanning the area for additional dangers.<br> WARNING!! the leaves that are falling are acidic.\" <br>As the leaves landed on Alann's suit they burned through.<br> \"How's my suit holding up, and how far is the doc away\"<br> \"The stan is ten meters or 2 seconds away and you have 4 seconds of atmosphere left in your Vac.\"<br> \"How's the professors' suit?.\"<br> \"He has no air left.\" Alann picked up the professor turned and began running. \"How far ... <gasp> far ... am I away from the Stan?\"<br> \"40 meters\" came the reply Alann began to stagger...</em></p></p>\n<p><img src=\"/images/Full_Explorer.jpg\" alt=\"Explorer\"></p></p>\n<p>Explorer is the most recent of occupations in the Alliance, the new freedom from corporate control over space flight, has also made exploring the fastest growing one as well. Yet it can trace its roots back to the beginning when the first member of a sentient race set upon a voyage of discovery. Everyone has different reasons for becoming an explorer and yet whether it be a personal quest for understanding in a void of unknown or an exciting start to life, being an explorer is mostly surveying and mapping. This usually brings out the best in people as they grow and work in their profession. The tight knit relationship that develops is usually very colourful, because of the type and number of explorers there are, each with unique quirks.</p></p>\n<p><img src=\"/images/UEL.jpg\" alt=\"Logo of the United Exploration League\"></p></p>\n<p>The resource minded expansion of known space by the Corporate State opened vast areas that were only surveyed for minerals. Entire systems passed over because a few hurried long range scans weren't promising. These vast reaches of space beckon to be explored in more detail. Yet the prohibitive cost of buying your own warp-capable ship properly outfitted is a stumbling block which leads most explorers to apprentice under an established and experienced Explorer. Along the same lines lays another option ... \"Join the eager young members of the United Explorers League\" or so the slogan goes. The United Explorers League, eagerly accepts new and skilled persons in as members. In all the freedom granted by the revolution their exploration vessels still depart under-staffed, the crews however are all dedicated and young. The regularly take long shifts at their stations on little sleep. Working as a team mapping system and finding minerals for the League, they are paid, and handsomely, on a ship by ship bonus basis. The healthy competition that results keeps the crews hopping and at peak performance. Regular sign-up ports are Earth, Awmonee, Luna and other worlds. Special entrances can also be had with the approval of the captain of any of the 32 vessels The UELs fleet.</p>\nThe discovery of the Second Sphere has expanded the realm of exploration enormously and now larger players are jumping on the exploration bandwagon. The UEL however, has a commanding lead as they are the best equipped organization and the one best able to mobilize it's ships. Their new recruiting slogan: \"The exhilarating vastness of space and the Second Sphere is waiting for you\" and they ship out up 90 new recruits every 3 months. UEL ships bound for the outer reaches of our space and the edge of the new sphere, makes port at most of the large systems to refuel and take on supplies. In short, there are many stops where an eager youth could sign-on as a UEL member, and venture in to the unknown. The only question that remains, \"Can you cope with what the unknown has to offer?\", the challenge is yours!</p></p>\n<p><em>... Alann took a deep last breath, half expecting it to be his last. Staggering under his own weight the professor only worsened the load. Alann called out to the Stan and to the VoICE. <br>The VoICE obeyed and pulled the Star truck closer. The rear door opened as Alann fell in, toppling over forward.<br> The door closed behind them and the VoICE said.<br> \"Now bringing cabin pressure to normal.\" Alann removed the helmet of his suit and inhaled deeply.<br>\"It's nice to have you back, Alann.\"</em></p>\n<h2>Investigators</h2>\n<p><strong>The Rising Sun</strong></p>\n<em>Suddenly the world around him was ablaze with colour, form, and dimension. The light flickered slightly as he moved to ignite the paper and plant stick that dangled from between his lips. He inhaled quickly twice and then once again, the smoke filled his lungs and warmed him during the cold night. He exhaled the smoke over a steaming container of brown liquid, no matter what they did, it never tasted like coffee made from the bean. The  street was deserted and the light from the planet's three moons, each luminous red, reflecting the planet's temporarily absent star. The man pulled from his overcoat a Polaroid of his partner, a grimace of pain swept across his face. In the cold night of Carakuss the lone figure mused silently to himself.</em></p>\n<em>... Regardless of all the power of the Council of Clandestine Operations on Planets (CCOP) and the aid of technologically advanced weapons, cerebral implants, and the ultimate in transportation - Delta Warp, the private investigators and even the CCOP clandestine teams were not beyond the grasp of the big bosses.</em></p></p>\n<p><strong><center>A few more stars gave way to the relentless dawn that approached<br>\nthe city and the single waiting figure consumed in his thoughts.</center></strong></p>\n<p><em>He looked again at the picture of his late partner. Phillip Trent stood knowing that the plight of this, the first planet contacted by Corporate Earth, would continue possibly long past his life time - as it did his partner's. Still he felt deep hatred toward the big bosses and the traders who dealt in illegal goods, who place no value on life, who work against the councils and only for their own profit, regardless of the techno-social pollution of the people and the planet. The Military AeroSpace Security's (MASS) report on his partner's death only suggested a professional hit, but it was the only explanation. A hit from one of his enemies would make the most sense, but Jonathan Bishop had many enemies and precious few friends. Which one of his enemies, that was the key. The trench coat clad figure's facial expression changed from one of searching to one of analysis. The pictures and experiences of the past few days flowed across his mind as the cerebral implant re-played them into his cortex. .. The inner-city. A dealer of illicit technology owned a small shop. The large windows were hung with all manner of goods and gadgets, alien and foundation alike, to the point of darkening the store inside. Immediately upon entering the store a short heavy man approached and started into his sales- pitch. I stopped him mid sentence and threw him against one of the cluttered walls. As I grabbed his shirt, beads of perspiration emerged from his bald head and information flowed from his lips like the light from a sun on a hot summer day. The man I was looking for was a typical gun, the type the mob hired. A kind which I had seen before, the kind that was too stupid to know when to die. His name was Joey Scarpini, I searched my cerebral implant's main files and selected a 50 % computer/sight overlay. As I walked through the accumulated filth of the inner-city with it's ghettoes, and over crowded populous, their hearts and minds corrupted from exposure to techno-pollution I read the file in my mind. Joey was a small time hit-man, he was charged three times and released on bail each time with help form the inner-city Don. It made the most sense, Jonathan and I were investigating a TPD ring (Technology, Prostitution, Drug ring) run by the Don when he was killed.</em></p></p>\n<p><strong><center>The sun moved closer to the horizon and all but the three moons were<br> opaque in the inevitable dawn. The man thought ...</center></strong></p>\n<p><em>... The Don had been involved in techno-pollution before, but bosses never did time on mining colonies, one of their men always took the fall. CCOP had tried to stop the Don, but sending some of his men to mining colonies and killing the ones who misused their second chance didn't phase him. Nothing they did stopped him. So, in this instance the target was the Boss himself, not just one of his men. Bosses who break laws aren't given a second chance. A feeling of hatred filled Phillip's mind when he remembered the morning before, the difficulty of getting license for this one. He almost didn't because of his involvement with the case, he had to use-up a lot of favours, but he owed it to Jonathan.</p></em>\n<strong><center>The red sun of the solar system Constella B crept closer to meet the horizon.</center></strong></p>\n<p><em>His communicator signalled an incoming message. The perfectly shaped face of a woman appeared, nodded quickly in acknowledgement and then disappeared; he raised his eyes toward the penthouse of the Metroplex across the street, where the inner-city Don slept in the early morning light, and thought.</em></p>\n<strong><center>\"... for all the people you have ever hurt, including Jonathan ... \"</center></strong></pr></p>\n<p><img src=\"/images/Full_WomanCrash.jpg\" alt=\"Explorer\"></p></p>\n<p>There are two kinds of investigators - the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives. Investigators gather information which links people with crimes. This information is then given to the proper authorities so the offender can be apprehended and put on trial before the Alliance. Private investigators hire themselves out to individuals and the many branches of the Foundation and corporations. They may serve in many different ways, including tracking down stolen jewels or bringing a planet hopping murderer to justice. As early as the 19th century, there have been private investigators who have solved crimes. Private investigators are made up of an enormously diverse class of people including ex-MASS officers, ex-CCOP officers, and regular citizens of the Foundation. Any person can become an investigator with the proper training and the licenses to carry a firearm. CCOP investigators are highly trained not to interfere with the people of culture and to fit in as one of its members. While working for CCOP, fielders look for Chaendlers dealing illegally and causing techno-pollution. To enter CCOP outstanding members of the foundation are contacted and asked if they would like to there join. Once accepted is a gruelling training course which is followed\nby a number of assignments in the field during which new trainees are closely monitored. After trainees have passed these field assignments they will be assigned to watch for techno-pollution. Later when the officer has been proven as a clandestine operative he or she will be reassigned to a planet where only initial contact has been made. The tasks of the CCOP officer are very taxing and require that the officer remain incognito for extended periods, often years on end. CCOP officers however, retire and live extremely well after serving the Foundation.</p></p>\n<p><em>... The giant red sun was just visible over the horizon from the high penthouse overlooking the city. The light filtered through the half open polarizing screens, in-place on the huge round windows and beyond them the balcony. The light from the sun, shifted the colours of the room to a red- orange. Renderings by de Vinci, Titian, Raphael and other artistic masters hung from the fabric covered walls and the floor was covered by a hand made rug. All this framing a mahogany bed set against one wall of the room. The bedding was almost pure red, reflecting into the room the colour of the morning sun. A lone figure stirred beneath the sheets and as it moved there was an inaudible whisper of a body sliding between silken covers. The figure's mind was a blaze with the colour of the sun mixed with dreams of the night before. Slowly, he opened his eyes only to shut them once again. He lay there in bed thinking. He felt the sheets against his body, and imagined the room and his body under the sheets in his mind. The pictures and the furnishings came to mind and he thanked this planet and all its diversity, it was the essence of his business. He turned over and drifted off to sleep comforted by the fact that he controlled the city awakening beneath him. </p> A tall exquisitely shaped woman walked into the room with a silver platter in one hand. The platter held two objects, the first large and asymmetrical, the second small and triangular both covered by a once white, now orange-red, cloth. She moved to the side of the bed, flanking the sleeping body. From beneath the cloth she pulled the first asymmetrical object, a Sting Ray pistol. She took aim, though it was unnecessary; she wanted to be certain. Slowly, she squeezed the trigger and the bullet left the gun without a whisper. As the shot hit a faint slap rang around the room and was repeated seven more times. She pulled back the covers to be sure, and recognized the now lifeless inner-city Don's face. She replaced the pistol and pulled from the covered platter a small triangular patch. On the body she laid the silver anodized triangle with the letters CCOP emblazoned on it in Galactic script. </p> Philip Trent pulled from his pocket a small device similar to a calculator. He pressed a few buttons and positioned the device. He hit one last button, and a five second countdown started. A portion of the buildings behind him simmered and buckled. The instant the timer reached zero the shimmering coalesced into an alien landscape bounded by the sharp edges of the hole. It opened onto a red meadow of a bright and sunny world. He turned and casually walked toward the hole. He stepped over the threshold and planted one foot on the other side. As he stood, with one half of his body on either side of the galaxy, he turned to face the rising sun. The first photons of light from the red sun struck his face - he turned and walked to his next assignment.</em></p>\n<p><img src=\"/images/RisingSun.jpg\" alt=\"A futuristic weapon next to a cigarette burning in an ashtray\"></p></p>\n<h2>Pirates</h2>\n<p><strong>The mark of the Merikann</strong></p>\n<em>The sounds of the Tragadorian jungle echoed through my head as I came-to. I recognized my surroundings and I knew what would have to be done. I lay flat on my stomach, hands bounds with molly wire. Naked and half blind, I looked for my cram, a black and white striped female Faborian, she came through the crowd of pogs that stood all around me. There were 14 of us, and each had his or her own cram, sort of a guide that would teach us the Merikann ways, if we passed the test of the gauntlet. From behind me, I heard someone speaking Draelsik, I didn't understand so I just stared at the Faborian's body crouched in front of me. My sight started to clear, the drug was wearing off. My Faborian cram was missing her four lower breasts and her tail was bobbed, suggesting that someone made a lousy attempted at making this cat look human. My cram stood up and flipped me over to see the sky. I lay with my full weight on my arms still bound, the molly wire digging into my wrists. Something told me it was time when two scarred Terrain males held my leg fast, pinned to the ground, one at my feet and one at my knees. My cram knelt down behind my head and reached under my head to lift it. She placed my head on her thighs and with a hit of affection brushed the hair out of my face. She purred loudly and cupped my chin with both hands. I looked around wildly trying to figure make sense of the position I had been maneuvered into. Suddenly, I heard a scream to my left and soon after another and another. I tried to look but my cram held fast, only my eyes were, and the screams grew closer. I struggled but remained pinned, unable to move, the molly dug deeper the more I fought, and the two ugly scats pressed me hard to the ground. Closer and closer the screams still came. I have been through many tight spots, but never had I felt so helpless. Soon the screams were next to me. My heart was wired and I felt like I was going to lose my self. My cram, quickly put her right elbow under my chin and gripped my hair with her left hand. Her chest covered my face and suddenly I felt my stomach tighten. I shrieked in agony. The smell of burnt flesh permeated my nose and the smoke scratched at my eyes ...</em></p></p>\n<p><img src=\"/images/Full_Pirate.jpg\" alt=\"Pirate\"></p></p>\n<p>There are three major pirate factions, each monopolizes a particular type of crime. The three groups are the Ganall, the Merikann, and the Chock pirates. While rouge pirates exist their presence is seldom felt because they are relatively few and under funded. The Chock are the most organized and use their ties with industry to perpetrate the most intricate of crimes, like techno-pollution. The other two pirate factions the Merikann, and the Ganall are vicious and ruthless, in fact they stake their reputation on it.\nAll of the factions are relatively new having emerged, within the last 41 years, since the fall of the Corporate State. The free access to space travel and the advance of the frontiers of known space has created a lag in the response of new colonization. This lag has given the pirates vast areas of uninhabited and un-patrolled space, to establish bases of their own.\nThese isolated ports are valuable to return to for the trade stolen goods and as a social retreat from the ravages of the long and tedious months in a confining space craft. Of greater importance though are the hidden bases in every system that each faction maintains. These are essential because a ship in warp is, for all intents and purposes, untouchable. So the best time to hit a ship is before or after they go into warp, during acceleration or deceleration, so secret stations within a system are everywhere. Consequently, they have also been the most wanted target of the MFC. The pirates however have very recently found a way around that - gravitic mines.\nActually a military weapon they are just now falling into the hands of various faction and wing groups. A gravitic mine senses the space time fluctuations set up by a ship in warp and detonates, the resulting explosion causes gravitic ripples which trip out the approaching ship's drive core. So the ship drops out of warp right into the pirates ambush. The whole process is very neat and pirates are having great success while using it. This technique works very well near a gravity well (in a solar system) because the gravitic wake of a craft coming out of warp is absorbed by the well. So minutes after the ship has dropped-out the gravitic wake will have subsided enough for a safe attack.\nPirates have no formal recruiting process nor is there any training school. The indoctrination of new members is done by a selection of the most qualified and experienced, usually by physical test (one on one combat, duels, etc.)\n<em>... I was freed and like a child I curled into a ball. My bloody hands were freed and I grasped at my abdomen trying to sooth the wound. One of the two terrans reached under my armpits and picked me up. I stood half bent over when my cram came to me and gently lifted my head. In a soft purring tone and with a quaint lisp she spoke to me. \"You now carry the mark of the Merikann, but now you must prove your worth. To be a Merikann you must know shear pain so you can inflict it upon those who challenge you. Prove your worth and you will be a brother and never will you have to look for a home.\" She then took my hand and lead me to a giant ancient stone arch, where several others like myself had gathered. Through the arch I could see the Tragadorian jungle. It was there I must prove my worth. It was there I would truly become a Merikann.</em></p>\n<h2>Specialists</h2>\n<p><strong>Hell of a way to die ...</strong></p>\n<em>\"Dammit! Isn't the computer supposed to warn us when the drive core begins fizzing?\"<br> \"Yes - it is supposed to - but it didn't, that power drop-out we had must have short-circuited something and bypassed the initial alert,\" he said scanning the computer screen.<br> \"So just tell the computer to shut-off the drive!\"<br> the computer announced, \"WARNING!! the drive core will implode in 5 minutes. 5 minutes\"<br> The specialist slung his head low and thought \"another stupid suggestion.\" He held his tongue,<br> \"I can't ... the drive computer thinks nothing's wrong - so when I tell it to do an emergency shutdown because the core is about to crunch it just ignores me\".<br> \"What do you mean, what about the warning\"<br> \"That's the ship's computer ... \"<br> \"So ... , tell it to do the shutdown and bring us out of warp\". The other man's lips pursed,<br> \"Can't do it ... the command hardware between our computer and the drive computer was destroyed by that meteorite\" His eyes furiously scanning the screen.<br> \"Then how can you tell the drive's computer to do an emergency shutdown?\"<br> \"My god!! Don't you know anything about this ship and how it works?\" his restraint gave out.<br> \"No, that's why I hired you ... remember? ... that's your job!\" he said mockingly.<br> \"So shut-up and let me do it! There that is it.\" pointing a finger at the screen, he moved to another terminal.<br> \"What? ... what's it?\" staring at the display blankly \" ... talk to me.\"</p></em></p>\n<p>Being a specialist takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done. In either of the fields, technical or medical , this occupation demands the most of a person. There are often situations which have high risk, high stakes and most times involve life or death. Most technical specialists are freelance workers so they contract to do a job for a particular amount of money and when it's done they look for another contract. Medics are either hired by the foundation or serve as personal doctors for individuals or teams. This type of lifestyle often brings periods of \"feast and famine\" that eliminates all but the most devoted to the occupation. It if for this reason many specialists have unique personalities and appear a little of-the-wall, but when it comes to performance they're nothing but professionals.\n<img src=\"/images/Full_TraderWoman.jpg\" alt=\"Trader\"></p></p>\n<p><em>\"Tell me what you are doing.\"<br> \"OK! Just shut-up and listen! The meteorite hit the command hardware, that allows us to control the drive unit, and smashed it.\" he thought rapidly into the computer, \"So when the core began to fizz the ships sensors picked it up but there was no way to tell the drives' computer that the core is about to crunch and no way to tell it to shutdown.\"<br> \"I understand all that, but ... \" an icy look stopped him.<br> \"So when the fizzing started the drive was 'deaf', and all that we have left in the one way telemetry link that tells us the level of fizzing in the core.\"<br> \"Yeah, Yeah.\"<br> \"I reconfigured the telemetry link so we can talk to the drive, but because it registers no fizzing when I tell it to shutdown it ignores me.\"<br>  \"Great ... \" the man said in disgust, \"that means we're dead - you tell the drive to shutdown but it doesn't think there's any problem ... what a hell of a way to die - by a computer glitch ... \". the man's voice trailed off.<br> \"We're not going to die\" the  technician said. \"We're not?.\"<br> \"Nope ... \", Shaking his head \"I figured out a way around it, just tell the drive what's going on.\"<br> \"I thought you tried that already?\"<br> \"No, I mean feed it the info that told our computer that the core was fizzing and the drive should trip - but there is one little problem.\"<br> \"What?\"<br> \"Our computer didn't record the exact telemetry necessary to trip-out the drive.\"<br> \"So?\"<br> \"I'm making it.\"<br> \"Huh ?\"<br> \"A computer simulation of a drive core going super critical.\" <br> \"Will that work?\" He looked over at the man, \"Better hope it does!\"<br> \"So how long will it take you to make up the simulation?\" <br> \"Done ... it's already running and feeding the data to the drive computer. Now all we have to do is wait for the drive computer to acknowledge the simulation and trip-out.\"<br> \"How long will that take?\"<br> \"A minute.\" The computer announced again,<br> \"WARNING: drive core will implode in 50 seconds. 50 seconds\"<br>\"Oh, great!\"<br> \"Wait for it.\" Both men moved to the front of the bridge and cast their eyes out through the huge port-hole onto the stars. The pattern of dots changing by the second as the ship moved through space at apparent speeds of 4000 times that of light. The men were silent only the computer counted.<br> \"WARNING: 30 seconds to diver core crunch. 30 seconds.\"<br> \"20 ... 10 ... 9 ... 8 ... 7 ... 6 ... 5 ... a long pause.\" The patterns of stars blurred and stopped shifting and the computer announced,<br> \"The drive has tripped ... now sequencing emergency drive shutdown procedures. Drive core crunch averted, all FTL motion has ceased.\"</em></p></p>\n<hr>"},{"url":"/docs/combat/combat-tables/","relativePath":"docs/combat/combat-tables.md","relativeDir":"docs/combat","base":"combat-tables.md","name":"combat-tables","frontmatter":{"title":"Tables","weight":125,"seo":{"title":"Tables","description":"This is the quick start page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Quick Start","keyName":"property"},{"name":"og:description","value":"This is the quick start page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Quick Start"},{"name":"twitter:description","value":"This is the quick start page"}]},"template":"docs"},"html":"<h2>1 - Percent To Hit</h2>\n<pre><code>                      Marksmanship (Marks) Or Brawlmanship (Brawl)           \n                1  2  3  4  5  6  7  8  9  10  20  30  40  50  60  70  80  90\n                ________________________________________________________________\n         .25   10 21 31 41 52 62 72 83 93 103 206 310 413 516 619 722 826 929\n         .50    6 11 17 23 28 34 40 45 51  57 114 170 227 284 341 398 454 511\n         .75    4  8 12 16 21 25 29 33 37  41  82 123 165 206 247 288 329 307\n         1.0    3  7 10 13 17 20 23 27 30  33  66 100 133 166 199 233 266 299\n         1.5    3  5  8 10 13 15 18 20 23  25  50  75 101 126 151 176 201 226\n         2.0    2  4  6  8 10 13 15 17 19  21  42  63  84 105 126 147 168 189\n         2.5    2  4  6  7  9 11 13 15 17  18  37  55  74  92 110 129 147 165\n         3.0    2  3  5  7  8 10 12 13 15  17  33  50  66  83 100 116 133 149\n         3.5    2  3  5  6  8  9 11 12 14  15  31  46  61  77  92 107 122 138\n         4.0    1  3  4  6  7  9 10 11 13  14  29  43  57  72  86 100 114 129\n         4.5    1  3  4  5  7  8  9 11 12  14  27  41  54  68  81  95 108 122\n         5.0    1  3  4  5  6  8  9 10 12  13  26  39  51  64  77  90 103 116\n         5.5    1  2  4  5  6  7  9 10 11  12  25  37  49  62  74  86  98 111\n         6.0    1  2  4  5  6  7  8  9 11  12  24  35  47  59  71  83  95 106\n         6.5    1  2  3  5  6  7  8  9 10  11  23  34  46  57  69  80  91 103\n         7.0    1  2  3  4  6  7  8  9 10  11  22  33  44  55  66  78  89 100\n         7.5    1  2  3  4  5  6  8  9 10  11  22  32  43  54  65  75  86  97\n         8.0    1  2  3  4  5  6  7  8  9  10  21  31  42  52  63  73  84  94\n         8.5    1  2  3  4  5  6  7  8  9  10  20  31  41  51  61  72  82  92\n         9.0    1  2  3  4  5  6  7  8  9  10  20  30  40  50  60  70  80  90\n    R    9.5    1  2  3  4  5  6  7  8  9  10  20  29  39  49  59  69  78  88\n    a   10.0    1  2  3  4  5  6  7  8  9  10  19  29  38  48  58  67  77  86\n    n   11.0    1  2  3  4  4  5  6  7  8   9  18  27  36  45  54  63  72  81\n    g   13.0    1  2  3  3  4  5  6  7  8   9  17  26  34  43  51  60  68  77\n    e   15.0    1  2  2  3  4  5  6  7  7   8  16  24  33  41  49  57  65  73\n        17.0    1  2  2  3  4  5  5  6  7   8  16  23  31  39  47  55  63  70\n        19.0    1  2  2  3  4  5  5  6  7   8  15  23  30  38  45  53  61  68\n    I   21.0    1  1  2  3  4  4  5  6  7   7  15  22  29  37  44  51  59  66\n    n   23.0    1  1  2  3  4  4  5  6  6   7  14  21  29  36  43  50  57  64\n        26.0    1  1  2  3  3  4  5  6  6   7  14  21  28  35  42  49  56  63\n        36.0    1  1  2  2  3  4  4  5  5   6  12  18  24  30  36  42  48  54\n    M   46.0    1  1  2  2  3  3  4  5  5   6  11  17  23  29  34  40  46  51\n    e   56.0    1  1  2  2  3  3  4  4  5   5  11  16  22  27  33  38  44  49\n    t   66.0    1  1  2  2  3  3  4  4  5   5  11  16  21  27  32  37  43  48\n    e   76.0    1  1  2  2  3  3  4  4  5   5  10  16  21  26  31  36  41  47\n    r   86.0    1  1  2  2  3  3  4  4  5   5  10  15  20  25  30  35  40  45\n    s  100.0    1  1  2  2  3  3  4  4  5   5  10  15  20  25  30  35  40  45\n       200.0    0  1  1  2  2  3  3  3  4   4   9  13  17  22  26  30  35  39\n       300.0    0  1  1  2  2  2  3  3  4   4   8  12  16  20  24  28  32  36\n       400.0    0  1  1  2  2  2  3  3  3   4   8  12  15  19  23  27  31  35\n       500.0    0  1  1  1  2  2  3  3  3   4   7  11  15  19  22  26  30  33\n       600.0    0  1  1  1  2  2  3  3  3   4   7  11  14  18  22  25  29  32\n      1000.0    0  1  1  1  2  2  2  3  3   3   7  10  13  17  20  23  27  30\n      1400.0    0  1  1  1  2  2  2  3  3   3   6  10  13  16  19  22  25  29\n      1800.0    0  1  1  1  2  2  2  2  3   3   6   9  12  15  18  22  25  28\n      2200.0    0  1  1  1  1  2  2  2  3   3   6   9  12  15  18  21  24  27\n      2600.0    0  1  1  1  1  2  2  2  3   3   6   9  12  15  18  20  23  26\n      3000.0    0  1  1  1  1  2  2  2  3   3   6   9  12  14  17  20  23  26\n</code></pre>\n<h2>2 - Percent Against</h2>\n<pre><code>                                   Adversity Modifiers\n                1 2  3  4  5  6  7  8  9 10 20  30  40  50  60  70  80  90    \n               ___________________________________________________________\n         .25    0 0  0  0  0  1  1  1  1  1  2   3   4   5   6   7   8   9\n         .50    0 0  1  1  1  1  1  1  2  2  4   5   7   9  11  12  14  16\n         .75    0 0  1  1  1  1  2  2  2  2  5   7  10  12  15  17  19  22\n         1.0    0 1  1  1  2  2  2  2  3  3  6   9  12  15  18  21  24  27\n         1.5    0 1  1  2  2  2  3  3  4  4  8  12  16  20  24  28  32  36\n         2.0    0 1  1  2  2  3  3  4  4  5 10  14  19  24  29  33  38  43\n         2.5    1 1  2  2  3  3  4  4  5  5 11  16  22  27  33  38  44  49\n         3.0    1 1  2  2  3  4  4  5  5  6 12  18  24  30  36  42  48  54\n         3.5    1 1  2  3  3  4  5  5  6  7 13  20  26  33  39  46  52  59\n         4.0    1 1  2  3  3  4  5  6  6  7 14  21  28  35  42  49  56  63\n         4.5    1 1  2  3  4  4  5  6  7  7 15  22  30  37  44  52  59  67\n         5.0    1 2  2  3  4  5  5  6  7  8 16  23  31  39  47  54  62  70\n         5.5    1 2  2  3  4  5  6  7  7  8 16  24  33  41  49  57  65  73\n         6.0    1 2  3  3  4  5  6  7  8  8 17  25  34  42  51  59  68  76\n         6.5    1 2  3  4  4  5  6  7  8  9 18  26  35  44  53  61  70  79\n         7.0    1 2  3  4  5  5  6  7  8  9 18  27  36  45  54  63  72  81\n         7.5    1 2  3  4  5  6  7  7  8  9 19  28  37  46  56  65  74  84\n         8.0    1 2  3  4  5  6  7  8  9 10 19  29  38  48  57  67  76  86\n         8.5    1 2  3  4  5  6  7  8  9 10 20  29  39  49  59  68  78  88\n         9.0    1 2  3  4  5  6  7  8  9 10 20  30  40  50  60  70  80  90\n    R    9.5    1 2  3  4  5  6  7  8  9 10 20  31  41  51  61  71  82  92\n    a   10.0    1 2  3  4  5  6  7  8  9 10 21  31  42  52  62  73  83  94\n    n   11.0    1 2  3  4  6  7  8  9 10 11 22  33  45  56  67  78  89 100\n    g   13.0    1 2  4  5  6  7  8  9 11 12 24  35  47  59  71  82  94 106\n    e   15.0    1 2  4  5  6  7  9 10 11 12 25  37  49  62  74  86  98 111\n        17.0    1 3  4  5  6  8  9 10 12 13 26  38  51  64  77  90 102 115\n    I   19.0    1 3  4  5  7  8  9 11 12 13 26  40  53  66  79  93 106 119\n    n   21.0    1 3  4  5  7  8 10 11 12 14 27  41  54  68  82  95 109 123\n        23.0    1 3  4  6  7  8 10 11 13 14 28  42  56  70  84  98 112 126\n    M   26.0    1 3  4  6  7  9 10 11 13 14 29  43  57  72  86 100 115 129\n    e   36.0    2 3  5  7  8 10 12 13 15 17 33  50  67  83 100 116 133 150\n    t   46.0    2 3  5  7  9 10 12 14 16 17 35  52  70  87 105 122 140 157\n    e   56.0    2 4  5  7  9 11 13 15 16 18 36  55  73  91 109 127 146 164\n    r   66.0    2 4  6  8  9 11 13 15 17 19 38  56  75  94 113 132 150 169\n    s   76.0    2 4  6  8 10 12 14 15 17 19 39  58  77  97 116 135 155 174\n        86.0    2 4  6  8 10 12 14 16 18 20 40  59  79  99 119 139 159 178\n       100.0    2 4  6  8 10 12 14 16 18 20 40  60  80 100 120 140 160 180\n       200.0    2 5  7  9 12 14 16 18 21 23 46  69  92 115 138 161 184 207\n       300.0    2 5  7 10 12 15 17 20 22 25 50  74  99 124 149 173 198 223\n       400.0    3 5  8 10 13 16 18 21 23 26 52  78 104 130 156 182 208 234\n       500.0    3 5  8 11 13 16 19 22 24 27 54  81 108 135 162 189 216 243\n       600.0    3 6  8 11 14 17 19 22 25 28 56  83 111 139 167 194 222 250\n      1000.0    3 6  9 12 15 18 21 24 27 30 60  90 120 150 180 210 240 270\n      1400.0    3 6  9 13 16 19 22 25 28 31 63  94 126 157 189 220 252 283\n      1800.0    3 7 10 13 16 20 23 26 29 33 65  98 130 163 195 228 260 293\n      2200.0    3 7 10 13 17 20 23 27 30 33 67 100 134 167 201 234 267 301\n      2600.0    3 7 10 14 17 20 24 27 31 34 68 102 137 171 205 239 273 307\n      3000.0    3 7 10 14 17 21 24 28 31 35 70 104 139 174 209 243 278 313\n</code></pre>\n<div class=\"note\">\n  Note: These values based on a target size of 3 by 2 meters (krane sized\n        or the equivalent) see table 7.1 adverse movement modifiers for\n        racial adjustments to percent against.\n</div>\n<h2>3 - Damage Done</h2>\n<pre><code>    Tissues Damage\n                                  Weapon Modifiers             \n                1 2 3 4 5 10 20 30 40 50 60 70 80 90 100 200 300 400 500\n                ___________________________________________________________\n         .25    1 2 3 4 5 10 21 31 41 52 62 72 83 93 103 206 310 413 516\n         .50    1 1 2 2 3  6 11 17 23 28 34 40 45 51  57 114 170 227 284\n         .75    0 1 1 2 2  4  8 12 16 21 25 29 33 37  41  82 123 165 205\n         1.0    0 1 1 1 2  3  7 10 13 17 20 23 27 30  33  66 100 133 166\n         1.5    0 1 1 1 1  3  5  8 10 13 15 18 20 23  25  50  75 101 126\n         2.0    0 0 1 1 1  2  4  6  8 10 13 15 17 19  21  42  63  84 105\n         2.5    0 0 1 1 1  2  4  6  7  9 11 13 15 17  18  37  55  74  92\n         3.0    0 0 0 1 1  2  3  5  7  8 10 12 13 15  17  33  50  66  83\n         3.5    0 0 0 1 1  2  3  5  6  8  9 11 12 14  15  31  46  61  77\n         4.0    0 0 0 1 1  1  3  4  6  7  9 10 11 13  14  29  43  57  72\n         4.5    0 0 0 1 1  1  3  4  5  7  8  9 11 12  14  27  41  54  68\n         5.0    0 0 0 1 1  1  3  4  5  6  8  9 10 12  13  26  39  51  64\n         5.5    0 0 0 0 1  1  2  4  5  6  7  9 10 11  12  25  37  49  62\n         6.0    0 0 0 0 1  1  2  4  5  6  7  8  9 11  12  24  35  47  59\n         6.5    0 0 0 0 1  1  2  3  5  6  7  8  9 10  11  23  34  46  57\n         7.0    0 0 0 0 1  1  2  3  4  6  7  8  9 10  11  22  33  44  55\n         7.5    0 0 0 0 1  1  2  3  4  5  6  8  9 10  11  22  32  43  54\n         8.0    0 0 0 0 1  1  2  3  4  5  6  7  8  9  10  21  31  42  52\n         8.5    0 0 0 0 1  1  2  3  4  5  6  7  8  9  10  20  31  41  51\n         9.0    0 0 0 0 1  1  2  3  4  5  6  7  8  9  10  20  30  40  50\n    R    9.5    0 0 0 0 0  1  2  3  4  5  6  7  8  9  10  20  29  39  49\n    a   10.0    0 0 0 0 0  1  2  3  4  5  6  7  8  9  10  19  29  38  48\n    n   11.0    0 0 0 0 0  1  2  3  4  4  5  6  7  8   9  18  27  36  45\n    g   13.0    0 0 0 0 0  1  2  3  3  4  5  6  7  8   9  17  26  34  43\n    e   15.0    0 0 0 0 0  1  2  2  3  4  5  6  7  7   8  16  24  33  41\n        17.0    0 0 0 0 0  1  2  2  3  4  5  5  6  7   8  16  23  31  39\n    I   19.0    0 0 0 0 0  1  2  2  3  4  5  5  6  7   8  15  23  30  38\n    n   21.0    0 0 0 0 0  1  1  2  3  4  4  5  6  7   7  15  22  29  37\n        23.0    0 0 0 0 0  1  1  2  3  4  4  5  6  6   7  14  21  29  36\n    M   26.0    0 0 0 0 0  1  1  2  3  3  4  5  6  6   7  14  21  28  35\n    e   36.0    0 0 0 0 0  1  1  2  2  3  4  4  5  5   6  12  18  24  30\n    t   46.0    0 0 0 0 0  1  1  2  2  3  3  4  5  5   6  11  17  23  29\n    e   56.0    0 0 0 0 0  1  1  2  2  3  3  4  4  5   5  11  16  22  27\n    r   66.0    0 0 0 0 0  1  1  2  2  3  3  4  4  5   5  11  16  21  27\n    s   76.0    0 0 0 0 0  1  1  2  2  3  3  4  4  5   5  10  16  21  26\n        86.0    0 0 0 0 0  1  1  2  2  3  3  4  4  5   5  10  15  20  25\n       100.0    0 0 0 0 0  1  1  2  2  3  3  4  4  5   5  10  15  20  25\n       200.0    0 0 0 0 0  0  1  1  2  2  3  3  3  4   4   9  13  17  22\n       300.0    0 0 0 0 0  0  1  1  2  2  2  3  3  4   4   8  12  16  20\n       400.0    0 0 0 0 0  0  1  1  2  2  2  3  3  3   4   8  12  15  19\n       500.0    0 0 0 0 0  0  1  1  1  2  2  3  3  3   4   7  11  15  19\n       600.0    0 0 0 0 0  0  1  1  1  2  2  3  3  3   4   7  11  14  18\n      1000.0    0 0 0 0 0  0  1  1  1  2  2  2  3  3   3   7  10  13  17\n      1400.0    0 0 0 0 0  0  1  1  1  2  2  2  3  3   3   6  10  13  16\n      1800.0    0 0 0 0 0  0  1  1  1  2  2  2  2  3   3   6   9  12  15\n      2200.0    0 0 0 0 0  0  1  1  1  1  2  2  2  3   3   6   9  12  15\n      2600.0    0 0 0 0 0  0  1  1  1  1  2  2  2  3   3   6   9  12  15\n      3000.0    0 0 0 0 0  0  1  1  1  1  2  2  2  3   3   6   9  12  14\n</code></pre>\n<h3>3.1 Organ</h3>\n<pre><code>                      Circ  Res  Ner/End  Dig/Exc              \n                      ____________________________\n       Upper Head     2.25    1.75    2.25     -   \n       Lower Head     1       1       2.75     -   \n       Upper Neck     1.75    1       2        -   \n    B  Lower Neck     1.75    1       2        -   \n    o  Upper Torso    2.50    2      1.50      1   \n    d  Mid. Torso     2.50    2      1.50      1   \n    y  Cen. Torso     2       1.25   1.50      1.75\n       Lower Torso    1.25    1      1.50      1.25\n    P  Tail            .50    -      1         -   \n    a  Upper Arm       .75     .75    .50      -   \n    r  Lower Arm       .50     .25    .25      -   \n    t  Hand            .10     .20    .10      -   \n    s  Upper Leg      1       1       .75      -   \n       Lower Leg       .75     .50    .50      -   \n       Foot            .25     .10    .25      -   \n</code></pre>\n<h3>3.2 Modifiers</h3>\n<pre><code>                              Damage Modifier                   \n    Type Of Round       V. Soft Soft Medium Hard V. Hard           \n                      __________________________________\n      Bullet Material\n         Teflon          .1     .3    .7   1.0    1.3           \n         Multi-Loy      1.2    1.0    .7    .3     .1           \n         Brass          1.3    1.0    .7    .3     .1           \n         Lead           1.0     .7    .4    .2     .1           \n         T-Steel         .6     .7    .8    .9    1.0           \n         Courant         .3     .6    .8   1.0    1.2           \n      Bullet Shape\n         Ball            .1     .3    .7   1.0    1.2           \n         Bullet          .8     .9   1.0   1.2    1.3           \n         Cross          1.3    1.1    .9    .7     .5           \n         Hollow          .9     .8    .7    .6     .5           \n         Arkane         1.4    1.2   1.0    .9     .8           \n    Ball / Slug          1.2    1.0    .7    .3     .1           \n    Bead* / Shot          .7     .6    .4    .2     .1           \n    Needle*               .6     .4    .2    .1     .01          \n\n    Where  * Indicates Poisons Possible,\n    And  V. Soft (HF less than or equal to 1)\n          Soft    (HF greater than 1 and less than or equal to 3)\n          Medium  (HF greater than 3 and less than or equal to 7)\n          Hard    (HF greater than 7 and less than or equal to 9)\n          V. Hard (HF greater than 9)             \n</code></pre>\n<h3>3.3 Random Hit</h3>\n<pre><code>                   Ar     Ee     Fa     Fe     Gl     Hu     Kr     Lo     Ma     So     Ta     Tg     Vj   \n    _______________________________________________________________________________________________________\n    Upper Head    01-08  01-03  01-06  01-04  01-06  01-06  01-06  01-06  01-06  01-04  01-06  01-06  01-05\n    Lower Head    09-16  04-07  07-13  05-09  07-12  07-14  07-12  07-14  07-13  05-10  07-14  07-14  06-12\n    Upper Neck    17-19  08-11  14-16  10-11  13-16  15-16         15-16  14-16         15-16  15-19  13-14\n    Lower Neck    20-21  12-15  17-19  12-13  17-21  17-19         17-18  17-19         17-18  20-26  15-17\n    Upper Torso   22-33  16-26  20-31  14-21  22-33  20-30  13-24  19-30  20-30  11-25  19-30  27-36  18-26\n    Middle Torso  34-43  27-36  32-40  22-27  34-43  31-40  25-35  31-40  31-40  26-39  31-40  37-47  27-35\n    Central Torso 44-52  37-43  41-48  28-33  44-52  41-49  36-45  41-49  41-48  40-52  41-48  48-59  36-43\n    Lower Torso   53-61  44-52  49-57  34-43  53-62  50-58  46-55  50-58  49-58  53-66  49-57  60-73  44-51\n    Tail                        58-63         63-65                                            74-75  52-70\n    Upper Arm     62-68  53-58  64-70  44-48  66-69  59-66  56-63  59-66  59-65  67-72  58-65  76-79  71-75    \n    Lower Arm     69-73  59-62  71-75  49-51  70-72  67-71  64-69  67-71  66-70  73-76  66-70  80-83  76-82    \n    Hand          74-76  63-65  76-78  52-54  73-74  72-74  70-73  72-75  71-73  77-80  71-74  84-86  83-85    \n    Upper Arm            66-72                                                                        86-91    \n    Lower Arm            73-76                                                                        92-97    \n    Hand                 77-79                                                                        98-00    \n    Upper Leg     77-90  80-91  79-90  55-62  75-89  75-88  74-88  76-88  74-86  81-90  75-87  87-93           \n    Lower Leg     91-97  92-97  91-97  63-67  90-95  89-95  89-96  89-96  87-97  91-96  88-95  94-97           \n    Foot          98-00  98-00  98-00  68-69  96-00  96-00  97-00  97-00  98-00  97-00  96-00  98-00           \n    Upper Leg                          70-78                                                                   \n    Lower Leg                          79-82                                                                   \n    Foot                               83-85                                                                   \n    Upper Leg                          86-93                                                                   \n    Lower Leg                          94-98                                                                   \n    Foot                               99-00                                                                   \n\n    First Roll 1:100sd => The Body Part Specified Above.\n    Second Roll 1:10sd => The Left Side  01-05 Or\n                              Right Side 06-00.                                \n    Third Roll  1:10sd => The Front 01-05 Or\n                              Back  06-00.\n</code></pre>\n<div class=\"note\">\nThis table should be used when a player beats his marksmanship or brawlmanship but is 20 or less below it. Since this means he hits but is not allowed to \"place\" or choose where the shot hits a random roll is done.\n</div>\n<h3>3.4 Exoskeletons</h3>\n<pre><code>                    Damage Table Number\n                9      10      11      12      13      14       15\n\n  01-05       86-90   61-65   76-80   46-50   46-50   76-80   46-50\n  06-10       91-95   66-70   81-85   51-55   51-55   81-85   51-55\n  11-15       96-00   71-75   86-90   56-60   56-60   86-90   56-60\n</code></pre>\n<p>P     16-20       01-05   76-80   91-95   61-65   61-65   91-95   61-65\ne     21-25       06-10   81-85   96-00   66-70   66-70   96-00   66-70\nr     26-30       11-15   86-90   01-05   71-75   71-75   01-05   71-75\nc     31-35       16-20   91-95   06-10   76-80   76-80   06-10   76-80\ne     36-40       21-25   96-00   11-15   81-85   81-85   11-15   81-85\nn     41-45       26-30   01-05   16-20   86-90   86-90   16-20   86-90\nt     46-50       31-35   06-10   21-25   91-95   91-95   21-25   91-95\n51-55       36-40   11-15   26-30   96-00   96-00   26-30   96-00\nD     56-60       41-45   16-20   31-35   01-05   01-05   31-35   01-05\na     61-65       46-50   21-25   36-40   06-10   06-10   36-40   06-10\nm     66-70       51-55   26-30   41-45   11-15   11-15   41-45   11-15\na     71-75       56-60   31-35   46-50   16-20   16-20   46-50   16-20\ng     76-80       61-65   36-40   51-55   21-25   21-25   51-55   21-25\ne     81-85       66-70   41-45   56-60   26-30   26-30   56-60   26-30\n86-90       71-75   46-50   61-65   31-35   31-35   61-65   31-35\n91-95       76-80   51-55   66-70   36-40   36-40   66-70   36-40\n96-00       81-85   56-60   71-75   41-45   41-45   71-75   41-45</p>\n<h2>4 - Adverse Conditions Modifiers</h2>\n<h3>4.1 Alertness For</h3>\n<pre><code>    Condition                           Modifier\n    ____________________________________________\n    Combat                               0             \n    Expecting                            1             \n    Focused                              3             \n    Cautious                             5             \n    Alert                                7             \n    Winded                               8             \n    Tired                                9             \n    Fatigued                            10             \n    Careless                            11             \n    Disorientated                       12             \n    Hysterical                          13             \n    Awakening (Sleeping)                14             \n    Intoxicated                         15             \n    Injured / Infected                                 \n       Per Body Part                                  \n           Less Than 4 Affected         10             \n           More Than 4 Affected         20             \n       Per Organ System Affected        30             \n</code></pre>\n<div class=\"note\">\nNote: Some characters may fulfill several of these conditions (Eg. intoxicated and injured). if that is the case the modifiers should be added and then used To modify percent to hit.\n</div>\n<h3>4.2 Alertness Against</h3>\n<pre><code>    Condition                         Modifier\n    _____________________________________________\n    Combat                               95   \n    Expecting                            70   \n    Focused                              50   \n    Cautious                             35   \n    Alert                                25   \n    Tired                                20   \n    Fatigued                             15   \n    Careless                             10   \n    Disorientated                         5   \n    Hysterical                            0   \n    Sleeping                            -10   \n    Intoxicated                         -15   \n    Winded / Infected                   -20   \n    Injured Per Part Affected           -25   \n           Per Organ System Affected    -30   \n</code></pre>\n<div class=\"note\">\nNOTE: some characters may fulfill several of these conditions (eg. intoxicated and injured). If that is the case the modifiers should be averaged and then used to modify primal attack and surprise.\n</div>\n<h3>4.3 Weather</h3>\n<pre><code>    Condition     Heavy  Intermediate  Light       \n    ___________________________________________\n    Hail           10         8          6         \n    Snow            9         7          5         \n    Rain            8         6          4         \n\n                 Thick  Intermediate  Thin\n    __________________________________________       \n    Fog             9         5          2         \n    Smoke          11         9          5         \n\n    Wind          5 Per 10 Km/H Wind Speed.        \n    Temperature   3 Per 10∞C ± Body Temperature.   \n    Endurance     5 Per Hour Exposed To Any Of     \n                       The Above Conditions.      \n</code></pre>\n <div class=\"note\">\n Note: Some weather is a combination of several of the conditions listed  Ex. a sandstorm is     \n<pre><code> Light           Hail (Sand) =     6&#x3C;br>\n Intermediate    Fog         =     5&#x3C;br>      \n Wind 100 Km/H   (5 X 10)    = +  50&#x3C;br>\n\n So A Sandstorm Is A 61           61&#x3C;br>                                                                                     \n</code></pre>\n</div>\n<h3>4.4 Movement</h3>\n<pre><code>    Target           Mod     Marksman        Mod   \n    ____________________     ___________________\n    Dodging          17      Dodging         24         \n    Sprinting        13      Sprinting       18         \n    Running           8      Running         10          \n    Jogging           6      Jogging          7          \n    Walking           4      Walking          5          \n    Swimming         12      Swimming        17          \n    Stalking          2      Stalking         2          \n    Prone             9      Crawling         ´          \n     Under Cover             Steadied Aim     ´          \n      4/4 (Hidden)   19      Prone            1          \n      3/4            13      Kneeling Aim     2          \n      1/2             8      Standing Aim     4          \n      1/4             6      Hanging Aim      6          \n    Mahendoshi       18      Unfavored Hand   5          \n    Human             3                                  \n    Sooaacoli        11                                  \n    Moving Vehicle    2      Moving Vehicle   2´         \n    Per 5 Km/H               Per 5 Km/H                  \n</code></pre>\n<p>Note: Simply add the modifiers of any of the above conditions to account for compound situations.</p>\n<h3>4.5 Terrain</h3>\n<table>\n<thead>\n<tr>\n<th>Class</th>\n<th>Description</th>\n<th>Mod</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0</td>\n<td>Dry lake bed, desert, moon, arctic scrub, very flat. No vegetation</td>\n<td>0</td>\n</tr>\n<tr>\n<td>1</td>\n<td>Low grassland, tundra grasses + shrubs &#x3C; 30 cm.</td>\n<td>2</td>\n</tr>\n<tr>\n<td>2</td>\n<td>High grassland grasses + shrubs > 30 cm., small scarce rocks</td>\n<td>3</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Savannah, compounds (fenced area) sparse rocks + small trees boxes + crates + vehicles</td>\n<td>7</td>\n</tr>\n<tr>\n<td>4</td>\n<td>High altitude combination forest combination of both deciduous and coniferous trees and shrubs</td>\n<td>9</td>\n</tr>\n<tr>\n<td>5</td>\n<td>High altitude deciduous forest gullies + hills + rocky deciduous trees surface of Magnus</td>\n<td>12</td>\n</tr>\n<tr>\n<td>6</td>\n<td>High altitude coniferous forest large rocks + hills conifer trees</td>\n<td>15</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Low attitude combination forest combination of both deciduous and coniferous trees and shrubs</td>\n<td>18</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Bog, swamp , heavy trees and vines moss and patches of extremely wet ground. Lots of decaying material battle bog of Uirrichh</td>\n<td>21</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Tropical rain forest, deep jungle Argolian forest.</td>\n<td>26</td>\n</tr>\n</tbody>\n</table>\n<div class=\"note\">\nNote: There is a race height modifier as per below that effects the marksman only.\nMahendoshi  + 3 Classes\nAracnians   - 1 Class\nKrane       - 2 Classes       \nOthers      No modifier         \n</div>\n<h3>4.6 Lighting</h3>\n<pre><code>     Lighting                        Modifier         \n    _______________________________________________                                                  \n     Moon (Per Moon1)           Cloudy       Clear    \n        New Moon                  16           12     \n        Half                      14           10     \n        Full                       9            6     \n     Sun (Per Sun1)                                   \n          Dusk / Dawn             14           11     \n          Morning / Afternoon     10            0     \n          Noon                     6            8     \n     Snow                         10           13    \n     Black Void (No Light2)       27                 \n</code></pre>\n <div class=\"note\">\n These Values Are Additive.                              \n 1. For suns and moons of the same brightness as sol and the moon. If intensity of sun or moon light is different, multiply the above modifier by the intensity listed on the planet's data    record.                                                     \n 2. Like caves, darkened hallways, interiors of derelict space craft etc.                                   \n</div>\n<h2>5 - Movement Cost</h2>\n<h3>5.1 Attacks and Defences</h3>\n<pre><code>                           Cost         Skill\n                        Off.  Def.      Mod  \n                        ______________________\n    Punches                                    \n     Boxer               5    4-7        1   \n     Uppercut            7    5-8        3   \n     Reverse             8    2-4        4   \n     Palm              4-7    2-4        4   \n     Club              6-1    3-5        1   \n    Kicks                                      \n     Side                6    2-4        4   \n     Forward             5    2-4        3   \n     Reverse             7    2-4        5   \n     Round              14    4-7*       5   \n    Jumps                                      \n     Lunge               7      9        4   \n     Tackle              9     12        1   \n     Jump                                    \n        Vertical         8      -        3   \n        Forward         11      9        4   \n    Flips                                      \n     Forward             8      -*       3   \n     Back               12      -*       4   \n     Side               15      -        5   \n    Tosses                                     \n     Hip                 9     12        2   \n     Shoulder           13     10        5   \n    Trips                                      \n     Foot              2-4      3        3   \n     Knee              5-7    3-5        5   \n    Throw Downs                                \n     Hip               5-7     15        3   \n     Shoulder         9-12     19        4   \n     Overhead        15-24  28-32        5   \n    Holds                                      \n     Bear Hug         9-13     24        3   \n     Head-Lock         7-9     18        5   \n     Choke             5-7     13        1   \n     Nelson                                  \n        Full          8-11     11        4   \n        Half           5-8      8        4   \n    Miscellaneous                              \n     Checking           13     10        2   \n     Elbowing            9    5-8        1   \n    *Ducking / Dodging   9      -        5   \n     Biting              1      4        1   \n</code></pre>\n<h3>5.3 Movement</h3>\n<pre><code>                             Cost (M.P.S)                         \n                           Regular  Silently                      \n    Drawing A Pistol From                                             \n    Shoulder Or Low. Back     3        5                          \n    Boot Or Leg               6        8                          \n    Waist                     1        2                          \n    Unslinging Rifle          5        8                          \n    Changing A Batt Or Clip  11       17                          \n    Aiming                                                        \n    Accurate                  3        3                          \n    Quick                     ´        1                          \n\n    Setting A Charge                                              \n    Large                    10       20                          \n    Medium                    5       10                          \n    Small                     2        5           \n\n    Sprint                    4       20  \n    Run                       3       16\n    Jog                       2       13  \n    Walk                      1       10\n    Stalk                     ´        8                  \n</code></pre>\n<div class=\"note\">\nNote: if a player wants to perform several of the above movements their costs are additive. the costs for sprinting, running etc. are to a distance of five (5) meters.\nCosts Do Not Vary Form A Deci-Percentage To A Whole Round. Only The Number Of Movement Points A Character Can Expend Is Changed.               \n</div>\n<h2>6 Hardness Factors</h2>\n<pre><code>    Courant         10      Multi-Loy       8.9                   \n    Aluma-Tung      8.8     T-Steel         8.2                   \n    Iron            7.6     Aluminum        7.5                   \n    Wrought Iron    7.0     Cast Iron       6.5                   \n    Copper          6.0     Gold            5.8                   \n    Lead            5.5     Granite         5.3                   \n    Marble          5.0     Slate           4.5                   \n    Woods           4.0     Bone            3.3                   \n    Exsoskeleton    2.5     Flesh           1.0    \n</code></pre>\n<h2>7 Explosive Wep Mods</h2>\n<pre><code>                 1    2    3    4    5    10    20    30    40    50    60    70    80    90    100\n                 __________________________________________________________________________________\n        0.10   100  200  300  400  500  1000  2000  3000  4000  5000  6000  7000  8000  9000  10000            \n        0.20    25   50   75  100  125   250   500   750  1000  1250  1500  1750  2000  2250   2500            \n   D    0.30    11   22   33   44   56   111   222   333   444   556   667   778   889  1000   1111            \n   I    0.40     6   13   19   25   31    63   125   188   250   313   375   438   500   563    625            \n   S    0.50     4    8   12   16   20    40    80   120   160   200   240   280   320   360    400            \n   T    0.60     3    6    8   11   14    28    56    83   111   139   167   194   222   250    278            \n   A    0.70     2    4    6    8   10    20    41    61    82   102   122   143   163   184    204            \n   N    0.80     2    3    5    6    8    16    31    47    63    78    94   109   125   141    156            \n   C    0.90     1    2    4    5    6    12    25    37    49    62    74    86    99   111    123            \n   E    1.00     1    2    3    4    5    10    20    30    40    50    60    70    80    90    100            \n        1.10     1    2    2    3    4     8    17    25    33    41    50    58    66    74     83            \n   F    1.20     1    1    2    3    3     7    14    21    28    35    42    49    56    62     69            \n   R    1.30     1    1    2    2    3     6    12    18    24    30    36    41    47    53     59            \n   O    1.40     1    1    2    2    3     5    10    15    20    26    31    36    41    46     51            \n   M    1.50     0    1    1    2    2     4     9    13    18    22    27    31    36    40     44            \n        2.00     0    1    1    1    1     3     5     8    10    13    15    18    20    23     25            \n   E    2.50     0    0    0    1    1     2     3     5     6     8    10    11    13    14     16            \n   P    3.00     0    0    0    0    1     1     2     3     4     6     7     8     9    10     11            \n   I    3.50     0    0    0    0    0     1     2     2     3     4     5     6     7     7      8            \n   C    4.00     0    0    0    0    0     1     1     2     3     3     4     4     5     6      6            \n   E    4.50     0    0    0    0    0     0     1     1     2     2     3     3     4     4      5            \n   N    5.00     0    0    0    0    0     0     1     1     2     2     2     3     3     4      4            \n   T    6.00     0    0    0    0    0     0     1     1     1     1     2     2     2     3      3            \n   E    7.00     0    0    0    0    0     0     0     1     1     1     1     1     2     2      2            \n   R    8.00     0    0    0    0    0     0     0     0     1     1     1     1     1     1      2            \n        9.00     0    0    0    0    0     0     0     0     0     1     1     1     1     1      1            \n       10.00     0    0    0    0    0     0     0     0     0     1     1     1     1     1      1            \n       15.00     0    0    0    0    0     0     0     0     0     0     0     0     0     0      0            \n</code></pre>\n<div class=\"note\">\nThe type of damage that was taken is easily determined by looking at table showing the radii of the\neffects of various explosives. If a character is within only the concussion radius all the points will have\nthe effect of concussion on the character. While being inside the fire ball radius will result in burn\ndamage and a concussion the G.M. should decide upon how the damage is alloted between the two types of\ndamage.  \n</div>\n<h2>8  Throw Distance</h2>\n<pre><code>                                           Physical Strength\n               5 10 15 20 25 30  35  40  45  50  55  60  65  70  75  80  85  90  95  100\n               _________________________________________________________________________\n        0.25   3 10 23 42 65 94 127 166 211 260 315 374 439 510 585 666 751 842 939 1040\n        0.50   1  5 12 21 33 47  64  83 105 130 157 187 220 255 293 333 376 421 469  520\n        0.75   1  3  8 14 22 31  42  55  70  87 105 125 146 170 195 222 250 281 313  347\n         1.0   1  3  6 10 16 23  32  42  53  65  79  94 110 127 146 166 188 211 235  260\n         2.0   0  1  3  5  8 12  16  21  26  33  39  47  55  64  73  83  94 105 117  130\n         3.0   0  1  2  3  5  8  11  14  18  22  26  31  37  42  49  55  63  70  78   87\n         4.0   0  1  1  3  4  6   8  10  13  16  20  23  27  32  37  42  47  53  59   65\n         5.0   0  1  1  2  3  5   6   8  11  13  16  19  22  25  29  33  38  42  47   52\n         6.0   0  0  1  2  3  4   5   7   9  11  13  16  18  21  24  28  31  35  39   43\n    W    7.0   0  0  1  1  2  3   5   6   8   9  11  13  16  18  21  24  27  30  34   37\n    E    8.0   0  0  1  1  2  3   4   5   7   8  10  12  14  16  18  21  23  26  29   33\n    I    9.0   0  0  1  1  2  3   4   5   6   7   9  10  12  14  16  18  21  23  26   29\n    G   10.0   0  0  1  1  2  2   3   4   5   7   8   9  11  13  15  17  19  21  23   26\n    H   15.0   0  0  0  1  1  2   2   3   4   4   5   6   7   8  10  11  13  14  16   17\n    T   20.0   0  0  0  1  1  1   2   2   3   3   4   5   5   6   7   8   9  11  12   13\n        25.0   0  0  0  0  1  1   1   2   2   3   3   4   4   5   6   7   8   8   9   10\n    O   30.0   0  0  0  0  1  1   1   1   2   2   3   3   4   4   5   6   6   7   8    9\n    F   35.0   0  0  0  0  0  1   1   1   2   2   2   3   3   4   4   5   5   6   7    7\n        40.0   0  0  0  0  0  1   1   1   1   2   2   2   3   3   4   4   5   5   6    7\n    O   50.0   0  0  0  0  0  0   1   1   1   1   2   2   2   3   3   3   4   4   5    5\n    B   60.0   0  0  0  0  0  0   1   1   1   1   1   2   2   2   2   3   3   4   4    4\n    J   70.0   0  0  0  0  0  0   0   1   1   1   1   1   2   2   2   2   3   3   3    4\n    E   80.0   0  0  0  0  0  0   0   1   1   1   1   1   1   2   2   2   2   3   3    3\n    C   90.0   0  0  0  0  0  0   0   0   1   1   1   1   1   1   2   2   2   2   3    3\n    T  100.0   0  0  0  0  0  0   0   0   1   1   1   1   1   1   1   2   2   2   2    3\n       125.0   0  0  0  0  0  0   0   0   0   1   1   1   1   1   1   1   2   2   2    2\n    K  150.0   0  0  0  0  0  0   0   0   0   0   1   1   1   1   1   1   1   1   2    2\n    G  175.0   0  0  0  0  0  0   0   0   0   0   0   1   1   1   1   1   1   1   1    1\n       200.0   0  0  0  0  0  0   0   0   0   0   0   0   1   1   1   1   1   1   1    1\n       250.0   0  0  0  0  0  0   0   0   0   0   0   0   0   1   1   1   1   1   1    1\n       300.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   1   1   1   1    1\n       350.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   0   1   1   1    1\n       400.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   0   0   1   1    1\n       450.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   0   0   0   1    1\n       500.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   0   0   0   0    1\n      1000.0   0  0  0  0  0  0   0   0   0   0   0   0   0   0   0   0   0   0   0    1\n                                              (In Meters)\n</code></pre>\n<h2>9 Grenade Bounce</h2>\n<pre><code>    Under Brawl     bounces\n     0-14                3\n    15-19                2\n    20                 1\n</code></pre>\n<p><img src=\"/images/GrenadeBounce.jpg\" alt=\"Grenade Bounce\"></p>"},{"url":"/docs/combat/combat/","relativePath":"docs/combat/combat.md","relativeDir":"docs/combat","base":"combat.md","name":"combat","frontmatter":{"title":"Rules","weight":100,"seo":{"title":"Rules","description":"This is the installation page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Installation","keyName":"property"},{"name":"og:description","value":"This is the installation page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Installation"},{"name":"twitter:description","value":"This is the installation page"}]},"template":"docs"},"html":"<h2>Hand to hand vs. Weaponry combat</h2>\n<p>It could be said that the two kinds of combat are the same, but the quintessential difference is how the weapon is used. In Hand-To-Hand combat is when two or more characters are fighting with their bare hands or with objects in their hands. The objects they hold are not thrown but used to cut or bludgeon and remain in the hand. This combat includes the use of all martial arts such as Judo, Karate, and other small hand held weapons such as beer bottles, knives, chairs and other weaponry commonly used in barroom brawling, for instance. In weaponry combat, combatants can use any weapon as long as they do not come in direct physical contact with the target. Therefore all projectiles, ranged weaponry and thrown weaponry fall into this category. Representative weapons are a bows, all firearms, and anything thrown (including of course beer bottles and small bar-room patrons). NOTE: Hand-To-Hand weapon or discipline, like fisticuffs or martial art attacks cannot be made at over three meters. So if a combatant is over this distance from his target and wants to use a Hand-To-Hand weapon or  disciplines, he or she must first move (walk, crawl, jump, etc.) inside of the distance before he or she can attack. Latagrea is included in the weaponry category of combat.</p>\n<h2>Teams and Individuals</h2>\n<p>There are advantages and disadvantages to being part of either, a team or a single player. Large teams are usually a little on the noisy side while a single person can be very stealthy. An individual is however vulnerable to an attack from a team because his efforts are divided between many, while theirs are concentrated on one. Beyond this difference they share a common distinction - in that - each is called a \"SIDE\". A \"SIDE\" is any number of characters that are trying to accomplish the same objective. This aids in explaining the rules of combat and can help the Game Master understand it's flow. NOTE: When performing a calculation for a group, use their collective average for any attribute or skill instead of the individual's score. This, however, applies only when the group is acting as a whole - i.e. in Surprise or Primary attack as a group. If an individual, in a group, is firing a weapon or wants to take action, use an individual score.</p>\n<h2>Combat Flow</h2>\n<p>In a realistic combat situation everyone acts at once, the opposite sides all move simultaneously in no fixed order. Now obviously this situation must be controlled so the Game Master can handle all of the player's requests, because if all of the players from all of the sides, began to yell their actions at the Game Master all at once ... well you can see that the Game Master would have no hope of understanding any of them. Therefore a few rules must be established so that the progression of combat can be simplified and it's flow controlled. Although these rules indicate that there is a fixed order in which characters move (in turns), the carnage still unfolds in the haphazard and unordered form that is realistic. The turns, rounds and other rules simply help the Game Master and players to visualize the conflict, blow by blow.</p>\n<h3>Turns and Rounds</h3>\n<p>All the action and movement possible during an engagement is far too much to think about all at once. Therefore it is separated into smaller parts called Turns and Rounds. A turn is the time it takes for a side (group or individual) to expend all of their Agility Points. (typically about five seconds). Each player receives only one turn in which he or she can choose to take action and have the character perform any desired movements. The order of these turns between members of the same team or side can be decided upon by position or marching order, by mutual agreement or by the roll of the dice. While the order in which each side attacks is dictated by the rules of Surprise and Primary Attack. Each player is free to specify what moves he or she wants his character to make, when it is their turn to take action. When every player from each side has had a turn, that length of time is called a Round. The whole engagement is composed of as many rounds as is necessary for the combat to be resolved and ALL teams or sides perform all actions in the same Round. It is very important to realize that All characters start their moves at the same instant. Therefore if one player executes a jumping side-kick in his turn, his target may have ducked, leaving the character sprawling through the air and on his way to a hard landing. The two moves are declared at different times but happen all at once, and the players must realize this to plan their moves effectively. Otherwise they could find a solid brick wall where the target's head used to be. OUCH! The Round and the Turn are guides to the Game Master and as such barely have meaning in real time. The Round, however, is an exception. Each turn takes approximately five seconds to complete, and since all the turns occur simultaneously, a round is also complete at the end of five seconds. So every time the sides have moved, a round has passed, approximately five seconds of game time have passed. Luckily - we usually won't deal with the actual time involved, we will simply say that a round has passed.</p>\n<h3>Combat Sequence</h3>\n<p>The sequence which combat follows consists of steps that a Game Master and the players perform when a character is in a combat situation. These steps - and the order in which they are to be completed - are listed below.   </p>\n<ol>\n<li>Check For Surprise   </li>\n<li>Primary Attack  </li>\n<li>Action For Each Player</li>\n<li>Percent To Hit</li>\n<li>Damage</li>\n<li>Repeat Steps 3 - 5 For Each Side</li>\n<li>Repeat Step 6 Until Combat Is Resolved  </li>\n</ol>\n<h3>› Surprise</h3>\n<p>When an attack is initiated and the target is not expecting, he or she is said to be surprised. This means the side with SURPRISE receives the one and only turn this round - no other side may take action. The other sides are caught with their pants down - so to speak - and cannot retaliate. From a group's actions their ability to notice an attack coming can be determined, this is called their ALERTNESS CONDITION (AC). As the Game Master you decide on the group's Alertness Condition from # 5. Listed alongside each Alertness Condition is an Alertness Percentage. These are used to modify the Perception of characters who, because of how their acting, can miss the signs of an attack. So if a character is being loud, careless or is not paying attention, he or she will be more likely to be Surprised by an attack. Since all characters on a side act as a whole, one 'bad' player can also louse up the chances for his team to see an attack coming. This rule only applies if the group is acting as a whole conscious, if some of the group is sleeping this does not degrade the chances of the character on guard. The second factor that effects if a side gets Surprise or not is the amount of damage the side has taken the proceeding rounds, this can be determined from Table #3-7.0 (See Damage) and it is simply added to the 1:100sd die roll before the comparison. If the combatants lose sight of each other, any one of these procedures could be used to determine who gets surprise. The present values for AC percent would be used in the calculation (AC can change from turn to turn, and \"PRESENT\" simply means the character's current value). If a player is attacked, his alertness condition will always jump to a higher level in the next turn. The characters alertness condition may not jump all the way up to the highest condition \"combat\", but it will always increase. The amount of this increase is up the Game Master to determine depending on how disturbing the bazooka, it is almost impossible to not notice an attack from one, while the sting ray, a sniping pistol, is actions or noises of the attack were. A good example is a almost totally inaudible and therefore very easy to miss. Depending on the player's conduct this condition may return to the original low level or remain high. This is also for the Game Master to determine.</p>\n<p><img src=\"/images/DefinitelySuprised.jpg\" alt=\"Definitely Surprised!\"></p></p>\n<h3>  ∴ Procedures - a</h3>\n<ol>\n<li>A simple attribute check is performed for each side. All sides roll 1:100sd and try to beat (roll under) their PERCEPTION. The side which rolls the least above, or the most below their Perception gets SURPRISE.               </li>\n<li>A side gets SURPRISE if they can beat the average of their Perception and their ALERTNESS CONDITION PERCENTAGE. Assign one AC for the whole side and average its percentage with the side's Perception. Then have all sides roll 1:100sd  (NOTE: Add the damage modifiers (from Table #3-7.0 See Damage) to the roll - the side which is least above, or the most below the average gets the SURPRISE attack.  </li>\n<li>Assign each individual his or her own AC, then average this with the individual's Perception. Further average all of a side's values to get its percentage. Again have each side roll 1:100sd and the one who beats this percentage gets the Surprise attack.    </li>\n</ol>\n<h3>› Primary Attack</h3>\n<p>Primary attack is simply who has the first attack for that round, and has only one other advantage. If your roll is 30 percent or more above that of the next highest side's roll, then your side gets the one and only attack this round. The significance of this is that if a side is fortunate and gets a couple of good rolls they can have multiple consecutive attacks before the other sides attack for the first time. Any side which receives Primary Attack can opt to \"pass\" this attack, and act or take action last. This allows the side to either have a first strike in hopes of disabling an opponent - or a last strike with the advantage of knowing the other combatants' positions, maneuvers and results. If a side with Primary Attack \"passes\", the established order of attacking is shifted forward. The second attacker now attacks first, the third combatant now goes second, and so on for all sides involved in combat. Right at the end is the side who passed.<br>\nIf a side or an individual wishes to join a fight already in progress, they must first be assigned their order. It is determined using the same procedure used to order the original combatants. The new side's turn may be added on at the end, beginning or even in between the original combatants' turns. However, he or she, will have to wait until it is their turn before they can attack. If at any time the results are equal - no one team or individual receives Primary attack - a 1:100sd roll for each side should be repeated until the sides are assigned an order. If a side or an individual wishes to join a fight already in progress, they must first be assigned their order. This is determined using the same procedure used to order the original combatants. The new side's turn may be added on at the end, beginning or even in between the original combatants' turns. However, he or she, will have to wait until it is their turn before they can attack.If at any time the results are equal - no one team or individual receives Primal attack - a 1:100sd roll for each side should be repeated until the sides are assigned an order.</p>\n<h3>  ∴ Procedures - b</h3>\n<ol>\n<li>Each side rolls 1:100sd (NOTE: ADD any damage modifiers from Table #3-7.0 if applicable) then compare the results. The side with the lowest roll will get Primary attack or attack first, the side with the second lowest roll will attack second and so on until each side knows when it is their turn to attack. Only perform this step ONCE at the beginning of combat and the combatants attack in that order until the engagement is resolved or broken-off.    </li>\n<li>Perform procedure number one at the beginning of each round. So that one team may go first several rounds in a row.  </li>\n</ol>\n<h3>› Action</h3>\n<p>A player can make their character perform any action that is desired. The number and type of these actions are only limited by the player's imagination and the character's supply of Agility Points (APts) . Any action that a player wants his character to perform has a cost in Agility Points that the player must \"pay\". Some of the actions possible are listed along with their costs in APs on Table #3-6 and since no table is big enough to contain all the actions possible, only the primary and most basic moves have been listed. If a player wants to execute a maneuver not listed, you as the Game Master, should interpolate the cost of the desired move, considering which no more actions can be made. So, if a player performed a jumping side kick which exhausted all agility points, he or she would continue until the motion of that move had finished. the ones that are listed. The player can continue spending agility points until they are all spent, after Actions can be made in any order or combination and against as many opponents as the player wishes, as long as the player has enough APs to cover the combined cost of the moves. A character takes approximately Ω second, of game time, for every 10% of his agility points he or she expends. One should see that if a player expends 100% of his or her agility points, it will take approximately 5 seconds. Any player expending all of their agility points will take this amount of time regardless of race, Agility or Physical Strength. This means that an Aracnian can expand his average number of agility points, 345 in the same time it takes a human to consume his 50. This indicates that the races move at different rates and is quite obvious when you consider their varied physical structure.</p>\n<h3>– Deci-%age Turns</h3>\n<p>Turns can be broken down to help the players visualize their movements and allow the Game Master a better understanding of each character's actions. A good way to do this is a so-called \"deci-percentage system\". Divide the length of a round and the character's agility points by ten. The results will have the character expending one tenth of his agility points in one tenth of the time. Treat each of these pieces as you would a whole turn checking for Primary attack and the other steps of combat each time. This gives a very precise picture of combat as it progresses. Other conveniently sized pieces to cut the whole into are 25 and 50 percent chunks. If you like you can go smaller but remember it will always mean more work and not necessarily a clearer picture. Try to visualize two characters fighting. They are doing all kinds of hand to hand and weaponry actions. How do you know where the characters are relative to each other? Which one finishes their jumping side kick first and how far is the player who is still in the air? This is vital knowledge when two characters are interacting. How can you fight someone if you don't know where they are? With the deci-percentage of APs and turn length we can find out where the characters are in relationship to each other very simply. Because all the motion is compartmentalized into easy to visualize, slow-motion sections.</p>\n<h3>– Added Twists</h3>\n<p>Optionally, and for additional complexity, the players can \"borrow\" agility points from their next turn if they really find themselves in a deadly situation. When points are borrowed the rate is 3:1, that is if three points are borrowed from the next turn, then one additional point can be expended in this turn. Consequently, the player has three less agility points in the next turn. Any number of points can be \"borrowed\" as long as the next turn has enough points to cover it. If the player borrows all of the agility points their character can have no movement in the next turn and is not allowed to borrow again until the no- movement turn is finished. The amount of damage a player has taken is a factor in Agility Points so consult Table #3-7.0 to find the total modifiers due to damage then simply divide by ten. This is the number of agility points the character losses due to the stunning effects of taking damage. Once the character has recovered from the stun of taking damage he is no longer affected, he must still heal the damage but the initial shock has worn off. The character can only move when he is no longer stunned, which could take as few as one turn or as many as fifteen. If the number of APs the character loses is greater than the number he has, he must take a NO-MOVEMENT turn, ie. the character is allowed no movement this round. These NO-MOVEMENT turns will continue until the character has \"paid-off\" the debt.</p>\n<h3>  ∴ Procedures - c</h3>\n<ol>\n<li>For simple combat ignore the calculation of APs and just use your discretion as to whether a player has moved enough.         </li>\n<li>Let the player expend their points as per Table #3-6 when it is their turn. Where the actual amount of APs are as calculated in Character Generation  </li>\n</ol>\n<h3>› Percent to Hit</h3>\n<p>At this stage the type of combat, either Hand To Hand or Weaponry, comes into play. The difference stems from the different skills that are required by the two types of combat, and effects the calculation of MARKSMANSHIP. Depending on how the weapons are used, described above in HAND TO HAND vs. WEAPONRY, the representative skills should be used to calculate the character's MARKSMANSHIP or BRAWLMANSHIP.   The value of a marksman's skill for Hand to Hand combat is the average of the character's BRAWL attribute and an ATTACK DIFFiculty modifier. The ATTACK DIFFs can be found listed next to their respective attacks on the character's DATA SHEETS. The value of a marksman's skill (MARKSmanship) for weaponry combat is the average of the AIM  attribute and the WEP DIFficulty modifier. The WEP DIFs can be found listed next to their respective weapons on the DATA SHEETS. NOTE: Since Hand to Hand combat can only occur under three meters you should double check the range. So you can warn the player that, if he or she is more than three meters away from the opponent, a jumping side- kick will not only look ridiculous, it will fail miserably too.</p>\n<pre><code>    BRAWLmanship = ( BRAWL + ATTACK DIF ) / 2   \n\n    MARKSmanship =   ( AIM + WEP DIF ) /    2\n</code></pre>\n<h3>  ∴ Procedures - d</h3>\n<ol>\n <li>If the player rolls 1:100sd and the result is under their MARKSmanship then they have hit. 2: Look up the player's MARKSmanship versus range on Table #3-1 and have the player try to beat it by rolling under the value on a 1:100sd. 3: Look up:</li>\n   <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n    <li style=\"margin-left:2em\">the value for MARKSmanship vs. range as in procedure NUMBER TWO</li>\n    <li style=\"margin-left:2em; padding-bottom: 0;\">the ADVERSITY MODIFIERS from TABLE 7.0 - 7.4, of any environmental and movement conditions that may exist. Then find the Percent Against from Table #3-2.</li>\n    <li style=\"margin-left:2em; padding-bottom: 0;\">Now subtract the value of the Percent Against from the Percent to Hit.</li>\n      <ol style=\"list-style-type: lower-roman; padding-bottom: 0; list-style-position: outside; \">\n          <li style=\"margin-left:2em\">if the result is positive the player has hit!! Have the player roll a 1:100sd</li>\n          <li style=\"margin-left:2em\">If the roll is more than 20 under, the result it is a direct hit. The player hits exactly where he or she wants. Now go to the next step DAMAGE</li>\n          <li style=\"margin-left:2em\">If the roll is less than 20 under, the result is a random hit. The exact body part that is hit is determined on the RANDOM HIT Table #3-3.4.</li>\n          <li style=\"margin-left:2em\">if the result is negative the player has missed. the range and or the adversity modifiers were to much for the player's skill to overcome.</li>\n      </ol>\n  </ol>\n </li>\n </ol>\n <div class=\"note\">\n <strong>NOTE:</strong> Grenades, Explosives A special case to the Weaponry category are grenades and explosives because they bounce and it is these bounces that must be accounted for. There are three conditions when checking against Brawl for grenades and explosives, which are listed in procedure number 4. The Physical strength attribute determines the distance that the grenade, explosive or any thrown weapon can be hurled. Table #3-4.0 shows Physical strength vs. the object's weight and the distance, in meters, that object can be thrown.   \n </div>\n <ol start=\"2\">\n  <li>GRENADES & EXPLOSIVES - Roll 1:100sd</li>\n  <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n  <li style=\"margin-left:2em\">You roll under character's brawl attribute. This means you hit exactly where you wanted and right on target.</li>\n  <li style=\"margin-left:2em; padding-bottom: 0;\">You roll less than 20 over brawl. Check the Grenade bounce Table #3-4.1 to determine the number of bounces and the grenade bounce chart to determine where the grenade or explosive lands.</li>\n  <li style=\"margin-left:2em; padding-bottom: 0;\">You roll more than 20 over brawl. The grenade or explosive misses! The distance the grenade or explosive lands is 1:10sd + 13 meters away from the target hexagon.</li>\n  </ol>\n</ol>\n<p><img src=\"/images/LowPerception.jpg\" alt=\"Low Perception, high mental control\"></p></p>\n<h3>› Damage</h3>\n<p>Like any other step this one has several procedures or routes that you can choose. The various steps range from simple and generally informative, to complex and very specific. Procedure number one is the simplest form of damage calculation used in COMBAT. It has simple descriptions to inform the player and Game Master of the damage done. This damage calculation is simple and fast so if you don't need or want specifics, then use this procedure. The second procedure relies solely on dice rolls to determine number of points of damage. Finally the third procedure is the most precise and uses tables to obtain it's results. Between these methods the only variable is the level of complexity that the procedure entails. Each successive procedure is a little more complex and therefore a little more difficult to use. However, all three share some quintessential elements that effectively link them together into a single name system. DAMAGE TYPE, which is present in both the first and the third procedure, specifies exactly what the implies - what type of damage the weapon in question inflicts. That is - were you using a laser rifle or, a club to attack the carnivorous plant dragging you towards its' mouth (damage types are listed with their weapon on the DATA SHEETS). The element that procedure two and three share, lies in the result which they yield. It is a very undescriptive number - which is the number of damage points that were inflicted on the target. The disadvantage is, only a person very familiar with the system could get an accurate idea just from this. The advantage is that a number from 1 to 5000 is much more specific then grouping all possible damages into only fifteen categories. Other role players, who are new to role playing or are unfamiliar with this system, will probably want more description, at least until they become acquainted with the system. Those who want more description will find it in the DESCRIPTION section below. Which is structured to use the results of any of the procedures in Damage, to add a great deal more description. This system has functionality as its major emphasis. Meaning that all of the points of damage that a character has taken, describes that character's function. When he or she has no more damage points left in a body part he or she has no more function in that body part - its' as simple that. No function means that body part is totally useless, so if it was a hand, the fingers would just hang limp, and if it was the heart, it would no longer function. So the effects of losing all of your damage points in a particular body part can range from being inconvenient and painful to life threatening. Note, there are 10 unrecorded points of structure before the points of function listed on the character sheet. These structure points are lost when a player becomes damaged and can only be recovered by natural healing. So, even if the player receives the best of medical treatment possible, genetic surgery, there is still some damage that must be healed by the normal healing process. These points all structural and therefore do not affect the players' functioning. Total destruction of the body part occurs when it has taken five times the number of points the undamaged body part has. So the average hand with its' 6 points is totally destroyed when it has received 5 x 6 or 30 points of damage. The same calculation follows for all other body parts on all other races.</p>\n<h3>  ∴ Procedures - e</h3>\n<p>The first fact you must know is the DAMAGE TYPE of the weapon, this will tell you which table you should look to for the description. Next you must know where the damage was done. This can be specified by the Game Master or rolled for on the Random Hit table #3-3.4. With this data you can find the damage done to the effected area or body part. Damage is referenced by a Title to a description on Damage type specific tables, those numbered 3-16 through 3-21. Each damage type has its own table due to the differences in damage done by the various weapons.<br>\nBeside each title on the table you will notice two other columns. These other two elements are a SEVERITY ROLL and the DAMAGE PERCENTAGE. The severity roll tells you which severity table to roll on to determine the full consequences of the damage taken. This process can be done very quickly and hardly affect the flow of the game. The damage percentage relates an approximation of the damage taken as a percentage of the total points in that particular body part for use with an even larger description laid out in TABLES 3-8 through 3-14. The second element only comes into play when a wound has been left untreated for an extended period of time. If this situation exists simply roll on the 1:10sd and look up the appropriate title on the table and it's description. This description should clear up any questions the player might have.<br>\nYou will notice that the descriptions are not body part specific due to all the useless repetition that would be needed. Game Masters should use discretion to customize the descriptions. If the player are experienced, have them do the rolling and give them the descriptions to read. This can free-up your time and efforts to deal with the elements and flow of the module and still run combat.         </p>\n<h5>Determine what type of damage is being done.</h5>\n<p>On TABLE #3-3.4 Random Hit Tables select the appropriate column for the particular race. Then have the player roll 1:10sd and follow the instructions on the table.\nFind the appropriate table from those numbered 3-16 through 3-23, depending on damage type, and have the affected player roll 1:10sd then look up the damage description.<br>\nA simple way to figure out damage points done is to use the DAMAGE DIE ROLL listed beside each weapon on the DATA SHEETS. The result of the DAMAGE DIE ROLL is the number of points of damage that the target has taken. It is recommended that this procedure only be used if the range is less than ten meters. While, the procedure will work for ranges above ten meters, above that distance the results begin to lose accuracy, and these inaccuracies should be kept in mind. usually in the form (X+Y). The key to this is that the first number This DAMAGE DIE ROLL is abbreviated to save space. The abbreviation takes the form of one or two numbers (X) is the number of times you should roll 10sd (X:10sd). The second number (Y) is the number of points you should add to the die roll. Therefore you get X:10sd + Y which is the DAMAGE DIE ROLL. In the case of a fractional (X) values roll 1:10sd and multiply the result by the fraction. If no (Y) value is present then there is no addition and the damage done is just the result of X:10sd.</p>\n<h4>EXAMPLE</h4>\n<pre><code>    AUTO PISTOL     4+2   means   4:10sd+2\n    CONTOUR LASER     3   means   3:10sd\n    FINGER LASER      ½   means   1:10sd * ½\n</code></pre>\n<p>You must know the range that the marksman is attacking from. The only other fact you need is the WEP MODifier. WEP MODs are listed alongside their weapons on the DATA SHEETS. To find the number of points of damage done to the target, cross reference the WEP MOD and the RANGE using Table #3-3. The resulting value is the number of points of damage that have been done to the target. NOTE:  Do not confuse WEP MODifier with WEP DIFficulty modifier they are two separate modifiers.</p>\n<h3>– Grazing Shots</h3>\n<p>After completing procedure one or two you now know how many damage points can be done by the attack. That's right  \"can\"  be done, because the above damage calculation does not account for how well the marksman hits, only that he or she does. This calculation remedies that situation. To make the damage points taken more accurate you must know the PERCENT UNDER. PERCENT UNDER is the percent to hit or marksmanship minus the 1:100sd ROLL that the player rolled when he or she was trying to beat their marksmanship or percent to hit.</p>\n<pre><code>    % UNDER = {MARKS or % TO HIT} - 1:100sd ROLL  \n</code></pre>\n<p>Take this percentage (the percent under) and divide it by the marksmanship or percent to hit depending on which procedure was used in the \"Percent to hit\" section. This should result in a number that is less than one. Multiplying this number with the number of damage points that could have been done to the opponent will result in less than the original number of damage points. The modified number of damage points now reflects a more accurate value, because any inaccuracies in aiming that affected the placement of the shot have been compensated for.</p>\n<h3>– Description</h3>\n<p>Damage description tables, numbered 3-8 through 3-14, have been set-up to aid a Game Master in describing to his players the kind and severity of damage they have taken and or given. Even though these tables add greatly to the damage description they are not specialized to the various anatomies of the different races after all sometimes you have to ad lib that what Game Mastering is all about. These additions should be made from your knowledge of Physical structure comparisons between the different races. You should also note that there are 20 categories of damage on all of the tables, and the actual damage percentage may fall between the upper and lower limit of any one category. Since the descriptions are the average of a range of damage done, the most applicable \"end\" of the description should be chosen. If the actual damage percentage is in the upper end of the percentage range the damage description would be more severe, but if the damage percentage was in the lower end of the category the description would be less severe. These additions are an option the Game Master can use or disregard depending on the accuracy or description his role-players want. To use these tables there are a few things one must know, what type of damage does the weapon inflict (DAMage TYPE) and how many damage points does the affected area have (DAMage points). The type of damage that a weapon does is listed beside it on the DATA SHEETS. DAMage points are assigned during character generation (See Character generation: damage record) and are also on your character sheet in the DAMAGE RECORD. You must know the damage percentage to know which description to look at. This can be simply calculated by dividing the number of points taken by the total number of points in the area when undamaged and multiplying by one hundred. The number of points TAKEN could be the unmodified number derived in \"DAMAGE\" or it could be the modified value calculated in the \"GRAZING SHOTS\" section. These descriptions are written for races with endoskeletons, all but three of the races in the known galaxy. The descriptions for these other three races the Aracnians, fenbin, and Sooaacoli must be altered so that the bone descriptions come first instead of last - as in the other races. These alterations should be performed by the Game Master using the existing descriptions. This modification will produce a properly ordered sequence of descriptions for races with exoskeletons.</p>\n<pre><code>    DAMAGE PERCENTAGE =    points taken\n                           ____________  \n                           total points     \n</code></pre>\n<p>With this percentage and the damage type you can now look up a large specific description about the actual damage done. The damage type will tell which of the tables, labeled Table #3-8 through 3-14, to use. Then just look up the Damage Percentage and read the description in the box. For more description about the extent of the damage you can read the Additional Descriptions. This means that after you read the description indicated by the damage percentage look up the table (down the percentages) until you reach the most serve description in the last type of damage. For example if using Table #3-8 and you began reading at the 86-90 description you can also read the 81-85, 61-65 , 41-45 and the 11-15 descriptions. The reasoning behind this is simple - when a sword breaks the bone, it must first damage all the flesh surrounding the bone - and so the previous descriptions apply. You can continue reading the AD descriptions until you reach the top of the table. All of these descriptions would relate the sum total of all of the consequences of the attack, and all of the descriptions you could read on that particular injury.</p>\n<h3>› Organ Damage</h3>\n<p>This ia an advanced system for determining the damage done and the effects to the critical organ systems. The organ systems that are covered in this are circulatory, Respiratory, Nervous - Endocrine, and digestive - excretory. Organ system damage leads directly from the tissue damage system and description. The essential part of the tissue system is the percentage damage done, this percentage is used to find out the severity of the organ damage. There is an obvious need to modify the damage to the body part and what organ system is being affected, because Respiratory damage in the foot is improbable. Table # 3-3.1  shows how the damage percentage should be modified to organ system and body part. Simply multiply the tissue damage by the correct column and row of the table. The result of this calculation is then looked-up on the appropriate organ system damage table #3-15.1 through 3-15.4. The results of the damage can be determined from the descriptions. Organ system damage descriptions and table values are calibrated to any race that has it head and brain on its shoulders. For other races place the damage to head where this particular race's \"head\" is (in their chest for the Eebek and Krane). There is one further exception for the Aracnian's and Eebek's decentralized circulatory and respiratory system, they simply take all their damage over their entire body, evenly distribute the damage to these sections. With all the other body parts and organ systems as the first table including the as per A sections above. You check damage each organ system affected determined by the race's physical structure and whether the affected body part is found in the race.</p>\n<h3>– Poisons and Drugs</h3>\n<p>Contrary to weapons and attacks, poisons and drugs only affect organ systems and usually no tissue damage is done. For this fact their damage is discussed with exclusively in this section. Each type of poison and drug effects a different system, also different doses of a certain poison or drug can cause different effects. A small dose of a particular poison can temporarily slow nervous system of human, while a larger dose is deadly - this is Kurari. Other more exotic drugs can affect the digestive tract, circulatory system and respiration. The types and sources of these various drugs are endless and so are their effects. A Game Master should decide which system(s) the chemical effects and its weapon modifier (WEP MOD). Then The WEP MOD can be put directly into the calculation for damage since percent to hit is not usually a factor (ie. the poison or drug is ingested,injected, etc.). The calculation will yield a number of tissue damage points which are ignored but the value is then used to calculate the organ system damage as laid out above. Any poison can be used as long as it effects one or many of the systems and it can be assigned a WEP MOD.</p>\n<h2>Conclusion</h2>\n<p>We hope that you find these rules clear and easy to use. That you use only those rules that you and your players enjoy using and ones that fit your style of gaming. We hope that if you have any questions that have been answered by the pertinent examples for the various procedures. Finally have fun using these rules, select the ones that you can have fun with not the one that drag you down - after all this is supposed to be a game and it's supposed to be fun!</p>\n<hr>"},{"url":"/docs/economics/","relativePath":"docs/economics/index.md","relativeDir":"docs/economics","base":"index.md","name":"index","frontmatter":{"title":"Economics & Commence","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Economics & Commence","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Introduction</p></h2>\n<h3>Currency</h3>\n<p>Literally hundreds of societies live under the Foundation, and each has its own distinct sense of value and worth,  thus making it extremely difficult to reach even a general consensus on a standard system of monetary exchange. The  traditions and customs that have arisen within one people may hold totally different or even opposite meanings for their  neighbours, whether they be a few kilometres or a few parsecs distant. A classic example would be the worth of rare  resources. Humans, for instance, typically place great value in their planet's aesthetically pleasing rare metals and  gemstones, while eebek, whose desert world has but a few scant drops, consider water a precious commodity. Each holds  the other's fixation as totally worthless because they themselves are fortunate enough to virtually swim in the stuff.  almost all modern transactions occur photo electronically by means of small personalized computer interfaces variably  called dit or money \"disks\" or \"chips\". These disks are somewhat like wallets; in that they keep a supply of cash  readily available and separate from possible funds kept at the Trust. When, for example, a purchase is made, the changes  are debited and credited permanently to both the buyers and sellers disk's. The total amount of free theoretical credit  in the system at any one time therefore never changes. If one uses up their chip's supply, more can be obtained from  their account through public 'banking terminals' located on most core worlds (This can be a slow process, about a day,  as the computer might need to link up with a Trust mainframe on Earth, Luna or Awmonee). All disks are issued by the  Alliance Financial Trust and are protected by datashields keyed to the owner's individual vocal / thermal sequence,  ensuring only he or she will ever have access to their financial records. Even if lost or stolen, AFT representatives can usually reconstruct an accurate profile and issue a new dite within a week.</p>\n<p><img src=\"/images/Genesis-dit-disc.jpg\" alt=\"The Dit - currency\"></p></p>\n<h3>The Dit</h3>\n<p>A substance was needed that everyone, regardless of culture, could consider valuable. Indeed, a tall order for a  newly emerging galactic government. During the energy recession about eighty years ago, however, a curious trend emerged  within some of the larger trading institutions.  The cost of constructing large, permanent power generators (of any kind) had risen far beyond what businesspeople of  the time were willing to pay, and fledgling colonies were being hit hard. In a matter of a few years, most newer worlds  in the Hyades and Quorff quadrants were recalled, and those which couldn't be pulled easily were left to scrape by. Finally, at year's end of 2166, in an act of desperation, Milmoth outer rim miners began demanding compensation for  their various services with payments of stored electrical energy. When news of this spread to the core, it wasn't long  before anyone who wanted to be guaranteed an exchange offworld was carrying at least a few batts in their pocket.  Trading companies slowly worked out a notation with the colonies as the economic conditions improved and the Trading  Credit or 'Dit', as it became known, was quickly ushered into electronic monetary mainstream. After the dawn of the 'new fusion era and with the progress in antimatter power, financial forecasters predicted the imminent failure of the  dit due to the widespread availability of cheap energy. Indeed, it's value fell sharply in the 2210s, prompting the  saying, \"not worth it's charge in Coulombs\". Fortunately, however, the dit was able to evolve to survive, and today  utilizes an aspect of society's prized Deltawarp technology;</p>\n<blockquote>\n<p>One Dit ( Đ ) is equivalent to the current value of the stored potential magneto-gravitational energy of one cubic metre of the substance Courant, at neutral scientific conditions.<br><small>- excerpt from the Economic Charter of the Alliance</small></p>\n</blockquote>\n<h3>Financial Trust</h3>\n<p>Given the widespread rarity, necessity and transport value of courant, the modern dit was understandably proven to be an  extremely stable and powerful currency.  A convenient way to talk about dits is using metric prefixes like kilo and centi. Thus, instead of saying 7,376,400  as seven million, three hundred seventy-six thousand, four hundred dits, one could say seven point three seven six four  megadits.  Dits are most often seen used on space stations, starships, and the numerous daughter worlds such as Algor. While  they do make it to the surface of homeworlds through starports and major cities, for the most part lesser developed  regions still use their traditional monies.  <br>\n<strong>Slang:</strong> cred, credit, neutrinotaler, starbuck, trading credit, watt</p>\n<h3>Other Currencies</h3>\n<h4>Rupees</h4>\n<p>The Palladium based rupee is a common unit found mainly on Earth and in human centres. It was developed around  the 16th century on the Indian subcontinent, and is subdivided into 100 paisa. Denotations include the 1, 2, 5, 10, 25  paisa, and 1 and 5 rupee coins, with various plastic fabric bills for higher denominations. The blue ten rupee note is  printed with the holograph of Ceylon's district head, Rebyarna Ramanujan Opar.<br>\n<strong>Slang:</strong> blueback, crimp, tigress</p>\n<h4>Bolb</h4>\n<p>Bolb are an eebek money represented by small, milky spheroids filled with about 50 millilitres of unusually  enriched saline water. They are made of hard, clear silicates, but can be digested in emergencies to prevent dehydration  (1 Bolb has the effect of ½ litre of normal water). Merchants on Awmonee use the bolb only as an aid to their extensive  barter system, and consequently bolb only has a direct material value - different denominations are simply different  sized spheres. Bolb are naturally cultivated (somewhat like pearls) and are made extremely hard to counterfeit with  advanced dyes and marking techniques. Traditionally they are carried by eebek within the outer lip lining their stomach-mouth.<br>\n<strong>Slang:</strong> bek buck, bulb, desert pearl</p>\n<p><img src=\"/images/Genesis-bolb.jpg\" alt=\"Bolb currency\"></p></p>\n<h4>Slash</h4>\n<p>The slash is a black market exchange originally used by the blue aracnians but now common throughout the galactic  underworld. It involves the continued scarification and dismemberment of individuals unable or unwilling to provide  conventional payment (although it is still required). For example, party A wishes to purchase a hot sensor array from  party B, but has no capital. Party B can then estimate the item's worth in the digits, limbs organs and sensory devices  of party A. If both parties agree, a temporary exchange is made. Note that under the terms of most contracts, the person being slashed may not regrow or buy prosthesis for said area for at least 6 months. Common dit conversions include; non- essential digits, 100; essential digits, 250; arms, 3000; preferred arms, 5000; leg, 8000; last leg, 10,000; hand, 1000;  foot, 1000; primary sense organ (50% loss of use) 6000; primary sense organ (100% loss of use), 14,000 ...<br>\n<strong>Slang:</strong>   flesh cred, k'dit xcht, shred bread</p>\n<h4>Free League Coin</h4>\n<p>Leagues are pure hexagonal platinum slugs dusted with courant that are unregulated and extremely rare. They were minted about 260 years ago by a wealthy and somewhat eccentric mahendohshi colonial miner who had formed a  sovereign government on N'ming Louik after the Bwon Ch'chien slaver caste revolutions on Mardashuru. They are very ornate and are often thought of as the modern equivalent of Spanish gold doubloons. Whether whole or in their broken form, leagues are universally accepted as items of commerce and can be found in the most unusual of places.<br>\n<strong>Slang:</strong>  mikko an wien</p>\n<h3>Conversions</h3>\n<p><img src=\"/images/conversions.png\" alt=\"Currency Conversions\"></p></p>\n<h4>Batts</h4>\n<p>Batt is the generic term for the various brands of power cells in use throughout the alliance. The most common design,  stores power electro-chemically in an orange clay-like medium which is highly flammable with molecular oxygen, and for  safety reasons is contained within impact resistant composite-ceramic shells. These cases are nearly impossible to  fracture without considerable effort but if opened they spit and foam up violently with white flames (the more ambient  oxygen the more violent the reaction and the greater chance of explosion). The cases are also slightly magnetized for  ease in handling.  Batts are available in six standard sizes; Micro,A,B,C,D,Macro. each size contains the equivalent power of five of the  next smaller size and in an emergency wrong sizes may be used by making an electronics skill check and difficulty 3  failure indicates that the item being worked on is damaged and may not work properly - if at all. Using only a few of  the next smaller size will result in only a fraction of normal function and lifetime (3 A batts instead of a B results  in 60% function and lifetime). Of course the effect depends on the item; a hand light would merely be dimmer than normal  whereas a computer would error constantly so as to be useless. (It is theoretically possible to power a land rover on  3200 micro batts however practically it would be ridiculous). Conversely however using the next larger size battery will  extend the lifetime of an item by multiples of five (C instead of a B would power a hand light five times longer), but  every hour there is a 5% cumulative chance of burn-out.  Batts are for the most part reusable but inexpensive single use versions for the more common m,A, and B sizes are widespread.  To recharge a Batt requires a power generator and a special adaptor with recharge time in hours being equal to the  capacity of the BAtt divided by the power of the generator. For example to recharge a C size batt, 25 kilowatts, with a  5 kilowatt hydrogen powered generator it would take 5 hours (2 C's would take 10 hours and so on). The various power  capacities of Batts are:  Many small mechanic shops offer recharge services. The batt description shown in the equipment listings provide about 50  hours of continuous usage.</p>\n<table>\n<thead>\n<tr>\n<th>Size</th>\n<th>Capacity<br>(K watts)</th>\n<th>Volume<sup>3</sup></th>\n<th>Approx. size</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>micro</td>\n<td>0.02</td>\n<td>8 ml</td>\n<td>2 pennies</td>\n</tr>\n<tr>\n<td>A</td>\n<td>1 Kilowatt</td>\n<td>40 ml</td>\n<td>penlight</td>\n</tr>\n<tr>\n<td>B</td>\n<td>5</td>\n<td></td>\n<td>juice can</td>\n</tr>\n<tr>\n<td>C</td>\n<td>25</td>\n<td>1 l</td>\n<td>V8</td>\n</tr>\n<tr>\n<td>D</td>\n<td>125</td>\n<td>5 l</td>\n<td>thermos</td>\n</tr>\n<tr>\n<td>Macro</td>\n<td>625</td>\n<td>25 l</td>\n<td>cooler</td>\n</tr>\n</tbody>\n</table>\n<p><img src=\"/images/Genesis-small-bat.jpg\" alt=\"small batt\"></p></p>\n<h2>Inter-World Trade</h2>\n<p>Basic trade begins when cultures develop form a hunter - gather existence into a more agrarian culture. This shift is nurtured by cultural advancement from wandering foragers to that of a cultivator. In this transition a few individuals become capable of producing more of a specific product than they can personally consume. Therefore the only option is to sell or trade the excess. These people could therefore obtain goods that they could not make or get by any other means by trading their excess. And so trade spreads and it becomes more common to be specialized in a given field. This specialization leads to a new social and economical structure where workers no longer use any of what they produce. They usually work for another person producing goods in a process that is extremely specialized, receiving money for the work. This money they then use to purchase goods also made in this way. It is at this point, the so called \"Industrial Revolution\", that trade becomes a dominant factor in society. Then with the introduction of other cultures on other planets the trade grows to an inter-solar scale. That is trade between cities and cultures but on distant worlds separated by tens of lightyears.</p>\n<p>In the case of the Earth, trading developed through these steps from the very beginnings of our culture until it was common place all over the globe. And when the Eebek with their 1/3% light drive coupled it with our Delta Warp technology the final step had arrived. However all of these dreams of grandeur came falling down with the savage devastation caused by the miners from Earth upon the planet and people of Carakuss. This travesty left the question - When an alien worlds become your trading partner, what are the effects of your alien goods on its culture? A body was established with the power to answer this question and given all the rights to have it's decisions enforced. This was the predecessor of the council we now know as the Council for Social,</p>\n<h3>CSEPS role</h3>\n<p>Trade on \"Racial Home-worlds\", so-called because they are the homeworld of the various races, is regulated through a system of agreements and strict enforcement. This system stems from one basic fact - that some planets are less developed and these cultures invariably become a target for the unscrupulous. The Home-worlds are the only ones really at risk because all colony worlds are established by members of foundation worlds and as such they are in no danger from the technology. With this in mind the fundamental questions remains what type of high technology goods and in what amounts can they be traded to these less-developed home worlds. This is a question that is answered both by the culture and by CSEPS. CSEPS bases their decision on a complex study of the subject peoples social, political and economic foundations and establishments. From this study which can take years to complete CSEPS decides how high and much of a particular can be traded. These studies continue year round once begun looking for problems caused by the introduced technology and indications that imports can be increased. This continual monitoring is usually done by CSEPS officer stationed on planet. This information then goes into computer manifest which is updated each year. This computer log shows all the products that can be traded to any of the home worlds planet in the known space. Of these allowable goods the P.S.F. may choose to give aid to the planet in question by supplying certain goods. For this job the P.S.F. drawns, lottery fashion, from all the registered traders. This method of selection may seem elaborate but it is necessary since the traders are by the conditions of selection not allowed to work for profit. They are paid a lump sum by C.S.E.P.S. for their services for the year. These conditions often frustrates these traders that are selected because of the lost opportunities for immense wealth.</p>\n<p>Traders that wish to deal with a home-worlds must submit their proposal to the trade council of CSEPS. When a license is issued by the council the traders goods and amounts have been approved and he may begin trade. These laws and regulations are staunchly upheld for home worlds by all the forces of C.S.E.P.S , M.F.C. and C.C.O.P. with a first time infraction holding a minimum of five years on a penal mining colony. Other trade - trade with a colony world - is free to progress unabated. The only limitations that are imposed are those pertaining to contraband and other illegal goods. These laws were laid down with common sense but their implications are much more complicated owing to our multi-racial system. So certain goods and commodities are banned from Eebekian colonies while these products seem totally innocuous to human customs inspectors or vice versa.</p>\n<p>When a trader gains permission to trade to a particular planet he must then look at the pricing of his product. When he sells the product there must be agreement between him and the buyer as to the value of that product. The agreed upon value is called its PRICE. There are two values of price for a particular price the Equilibrium price and Actual price. The equilibrium price is determined buy the simple principle of supply and demand and is a theoretical value. While the Actual price is dependent on a multitude of political social and economic factors.</p>\n<p><img src=\"/images/BusinessWoman.jpg\" alt=\"Business Woman\"></p></p>\n<table>\n<thead>\n<tr>\n<th>SUPPLY</th>\n<th>DEMAND</th>\n<th>PRICE</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>HIGH</td>\n<td>LOW        -------></td>\n<td>LOW</td>\n</tr>\n<tr>\n<td>MEDIUM</td>\n<td>MEDIUM            ></td>\n<td>MEDIUM</td>\n</tr>\n<tr>\n<td>LOW</td>\n<td>HIGH       -------></td>\n<td>HIGH</td>\n</tr>\n</tbody>\n</table>\n<p>As you can see if many people want a product but there a short supply then the seller can figuratively walk back and forth from buyer to buyer and get the highest price he can. Thus the price escalates and he can sell a few units for an exaggerated price and make a hefty profit. The same opportunities lie in the opposite scenario. If only a few people want a product (LOW DEMAND) and a excess supply (HIGH SUPPLY) the price will drop until sellers will not want to sell. Now with the supply artificially limited the price will begin to rise again. Even Though the individual price is low a huge quantity of product can be sold therefore netting a good profit. Either way the trader can make a profit but the ideal would be to sell as many units at as high a price per unit as possible. Three levels of rule complexity exists BASIC, INTERMEDIATE and ADVANCED. All levels use the same basic calculations except the variables are derived differently. Those calculations are:<br></p>\n<pre><code>    N.D. = Net Demand     \n    T.D. = Total Demand   \n    R.S. = Residual Supply\n    A.S. = Actual Supply\n    P.W. = Price Window  \n    E.P. = Equilib. Price\n\n    (1)    NUMBER OF UNITS = N.D. = T.D. +/- R.S.                               \n                             N.D. = T.D. +/- R.S.     \n\n    (2a)  if the A.S.  &#x3C; or =  N.D. then Price / Unit\n    (2b)  if the A.S.  >  N.D. then Price / Unit                                \n</code></pre>\n<h2>Basic Trade Rules</h2>\n<p>The complex social, political and economical factors are disregarded and a random approach is implemented.</p>\n<pre><code>    T.D.  For every planet and commodity is listed in the planet files (see TRADE and COMMERCE section).\n    A.S.  The number of units of a commodity the trade wants to sell.\n    P.W.  Are calculated variables listed for each planet.(see TRADE and COMMERCE section).\n    N.D.  A calculated value from equation (1)\n    R.S.  This is a value of units traded on prior month's dealings (see TRADE and COMMERCE section).\n\nSeveral basic categories exist for these products which are listed below.\n\n 1) RAW MATERIALS                                         \n    i) FARM or NATURAL PRODUCTS                                       \n   ii) COMPONENT MATERIALS                                                \n  iii) COMPONENT PARTS                                   \n\n 2) INSTALLATIONS                                                        \n    i) BUILDINGS      \n   ii) FIXED EQUIPMENT                           \n  iii) ACCESSORY EQUIPMENT &#x26; SUPPLIES       \n</code></pre>\n<p><img src=\"/images/Genesis-Scan-164.jpg\" alt=\"small batt\"></p></p>\n<hr>"},{"url":"/docs/history/","relativePath":"docs/history/index.md","relativeDir":"docs/history","base":"index.md","name":"index","frontmatter":{"title":"History","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"History","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Up to 2017</p></h2>\n<p>The of the modern era can be traced back to the beginning of the twentieth century, and the power structure  that emerged after World War I. The last few hundred had sown the seeds of global thinking and democratic ideals across  the western world, resulting in colonial empires and a redefining of the state in terms of its people. This  overextension abroad and \"undermining\" at home weakened monarchies in general. The devastation and overall collapse  brought about by the first world war shattered the old order completely, however. The next century was a transitional  time spent trying to find a replacement to the system of stability which had served for so long. No other period has  been marked by so much conflict.  After the war, a wide variety of diverse political and economic ideologies were experimented with; Soviet communism,  German and Italian fascism, and even the first suggestions of a global democratic League of Nations. Old habits die hard,  however, and in the tradition of the old monarchs, the 1930s saw the rise of strong, charismatic leaders in every major  state. The tensions already present from economic depression due to war recovery and the stock market crash of 1929,  were inflamed by these leader's own vibrant personalities and goals. Soon enough WWII erupted.<br>\nThis one left Europe even more devastated than the first, but it also created the world's first superpowers, the United  States and the Soviet Union. They were the only allies that actually benefited in the long run from the war. The war  also discredited, at least subconsciously, the merits of the strong leader system once and for all. America emerged as the  most powerful nation on the planet and virtually recreated the economies of western Europe and the Pacific. In the next  decades the world adopted a complex alliance-bloc structure centering around the increasingly  adversarial superpowers,  and lapsed into a standoff of pseudo stability. For fifty years capitalist America and their \"natural\" enemy communist  Russia sparred off through third world nations, the arms race, technological achievements, and the propaganda and  rhetoric of the Cold War. The threat of nuclear annihilation always loomed on the horizon, but this time of tense \"peace\"  gave many nations of the world a chance to recoup. Finally, the superpower's war economies exhausted themselves, and  tensions were broken in the interest of fiscal survival. The rest of the globe, however, had grown further than a  bilateral system would allow, and the former superpowers receded into the limelight. Later they would have to try hard  just to keep up with the new powerhouses in Europe and the Asian Pacific.  The emerging order was an extremely intricate one. The nations of the world were increasingly tied together through  internationally connected organizations, free trade blocs, multinational corporations, agreements and understandings,  but above all by the coming of age of telecommunications. The result was that for the first time a true sense of global  consciousness and culture emerged. The world no longer moved because of the will of a few, but by the mass will of  millions. A change possibly due to the surge of global democracy, the power of the consumer, or the sheer  interdependence of the whole system in general. This period was also marked by more conflict short of total war than any  other period in history. Incidents (some nuclear) included; the Chinese Civil War, two Arab-Israeli wars, the India- Pakistan War, the east African conflicts, ethnic violence in eastern Europe and central Asia, the unprecedented use of  terrorism, along with numerous revolutions, coup d'etats and uprisings. Although this was all enhanced by a wave of pent  up nationalism, most people's horizons had been expanded to the point where they thought themselves citizens of the  globe. Ultimately, this mood in the developed nations lead to the formation of the first \"superstate\" in 2017.</p>\n<p><img src=\"/images/HistoryHandshake.jpg\" alt=\"Eebeck and Human handshake\"></p></p>\n<h2>2017-2068 </p></h2>\n<p>The European Confederation is considered a landmark in political evolution, yet it did not come about  overnight. There were over sixty years of solid negotiation and an entire millenium of history that lead up to it, step  by step and not always with that particular goal in mind. It's success, however, provided a role model for other areas of  the world. Most notably the reform of the United Nations through the 2020s, and for the Southeast Asian nations, who  were already enjoying prosperity from economic and trade union earlier in the decade. Europe's Asian counterpart differed in several ways though. Through intense lobbying and use of the unique and respected positions which they held  within their societies, huge Japanese, Korean, and China based conglomerates managed to guarantee corporate  representation within the new legislature. Most of the past decades in these countries had largely been built around the  new \"samurai,\" and now they had grown so powerful, the transition to representing their markets appeared natural. The  Europeans were wary of the idea, however, considering most of their dealings had been with American styled businesses.  In 2025 the Middle East entered into its bloodiest and it's final war. Considering the region's history, the rest of  the world grew tense. This was amplified by their dependance on Mid Eastern oil and gas at a time of dwindling reserves.  As oilfield after oilfield was destroyed and incidents between interest factions and escorted tankers increased, UN  peacekeeping troops were brought in. This served only to aggravate matters, being condemned by all sides. Finally, a week  after an unfortunate UN incident on the Red Sea, a Saudi backed extremist group detonated a 6 kiloton nuclear device  at the UN headquarters in New York. The blast killed thousands and leveled part of Manhattan. In response, the US, the  European Community, and other nations including China and India, quickly mobilized against a threat perceived as  increasingly unpredictable. Within three months they had forced an end to hostilities, but at a dreadful cost in lives;  there had been liberal use of chemical and viral weapons, and 137 nuclear detonations. In all the conflict killed 16  million, and has come to be known as WWIII, or the Energy War. During the 2040s, the environment again became a concern in a way it hadn't since the end of the last century. Problems  had begun to be recognized as early as the 1970s, unfortunately though it took decades for the political and economic  will to appear and the results were beginning to take their toll. Acid rain formed in areas of the third world that  burned the skin on contact. Modest rises in global sea levels due to melting from polar ice. Extreme and unseasonal  weather, and rampant waste disposal problems. In some city's downtown cores health officials advised the use of oxygen  masks. Probably most devastating though was the depleted ozone layer. Not only did it mean you couldn't go out into the  sun unprotected, but it spelled disaster for many types of vegetation. The record number of crop failures through the  2040s and the hunger and starvation which resulted, occurred not only in the third world, but in the developed nation as  well.  Throughout the first half of the 21st century, various nations made all manner of technological and scientific advance,  but the ones most relevant to modern life have to due with space exploration. Mankind's first visit to Mars was a joint  expedition by all major space faring nations and occured in 2019. The team made many stunning discoveries and set up a  temporary base which was used by other crews until a permanent colony could be constructed a decade later. Other space  projects included the Asian-Third World solar power satellite program, the EuroAmerican lunar colonies and mining effort,  the development of inexpensive chemical lift, and later on fusion rockets, and dozens of other probes and platforms by  all nations. This all helped to secure mankind a permanent presence offworld, but above and beyond all other space  achievements was the discovery in 2068 of extraterrestrial intelligence.</p>\n<h2>2068-2119</p></h2>\n<p>Contact with the Eebek was assuredly one of, if not the most important event in Human history. It answered  the age old question, \"are we alone?\", but posed even deeper philosophical ones. Many religions and belief systems were  in turmoil, and took many decades to accept the new reality, some continue to deny to this day. Initial contact between  Eebek and Humans took place when a Bekian colony ship's ramjet was sighted beginning deceleration just beyond Neptune's  orbit. As it turned out, the ten thousand or so colonists had travelled in cryostasis for over 70 years from nearby Tau  Ceti, and were as surprised to see us as we were them. Although initial relations were slow, mainly due to the Eebek's  unique method of communication, the majority of both species had a friendly curiosity about the other. Within a few  years cultural and technological exchanges were taking place, and soon the colonists were allowed to settle under  special UN status and security. The benefits of cooperation became clear with the theoretical development of Deltawarp  in 2084. With this came the advent of early interstellar travel, allowing face to face contact with the Eeebek homeworld  and the first trade ties. Coupled with a steadily growing friendship, this all culminated in the Eebek-Human Cooperative  Alliance agreements of 2107, forming the foundations of what would come to be known as the First Sphere.  Throughout earlier decades, the economic pillars of the globe, Europe and Southeast Asia, had slowly been webbing the  other nations together unconsciously through vast multinational conglomerates known as megacorps. By them second world  areas like Latin America, India, China, and the Mideast had been advanced to the first world, with the third following  close behind. The nations of the globe as of 2070 consisted of 17 superstates entwined within several smaller regions  and municipalities. This evolving socio-eco-political climate created a sense of unity (further stimulated by the arrival  of the Eebek) which in 2083 allowed the formation of a World Parliament out of the old United Nations. Of course, this  wasn't as easy as it sounds. A number of groups opposed the idea, including several nations, and for years newly formed  Global forces were putting down attacks by reactionaries. Numerous guerrilla wars lasted into the United Earth's second  decade, most notably in the American Midwest, Argentina, the Mideast and East Africa. The truth was though, no  independent body could survive and within 22 years the Globe was complete.  A trend also became evident about this time concerning the traditional philosophy of levels of government. Up until then  it was the national, over the regional, over the civic level, each having its own local range of authority. What was  emerging for beyond the 21st century, however, harkened back to ancient Greece and its city-states.  The years of the 2080s and 90s were some of the most environmentally damaging ever. This combined with man's apparent  inability to derive a cheap \"quickfix\" and the falling cost of spaceflight, prompted many to start what is known as the  first exodus to the stars. While interstellar craft were still in the testing phases, several millions opted to settle  on colonies on Mars and Luna or somewhere inbetween, to carve out a piece of the frontier for themselves. This helped  get the first talk of terraforming started, and by 2119 there were over 4.3 million permanent extraterrestrial  residents.\n2119-2183\nUnder the United Earth, the coming decades were ones of peaceful prosperity. Science brought such wonders as  gravity nullifiers, near sentient computers, the first skyhooks, and  a range of genetically engineered products. While  the outer solar system and other stars were explored for the first time with relative ease.  It is tragic though that one of mankind's brightest periods should be the darkest for his environment. The Earth's  population, which had peaked at 14.2 billion in 2097, was on the decline with inadequate food, shelter, and improper  medical care endured by a quarter of the planet. Although technology largely buffered another half the planet from even  worse, Earth had truly reached the ecological gutter. Sea levels had risen 6m due to melting polar caps and the collapse  of the west Antarctic ice shelf. Climate belts had altered drastically, producing savage weather extremes and the most  violent storms on record. Mass plant and animal extinctions resulted from the climatic shifts and were enhanced by a  vanished ozone layer. The total loss will remain unknown, but it is estimated the environment took over 1.1 billion human  lives during the 21st and 22nd centuries, with untold losses to the natural world. By 2134 corporate involvement in government had evolved to the point where it almost ran society, and why not? In many  instances megacorps had more resources and better efficiency than entire branches of government. Within that year the  World Parliament effectively became a cartel of massive companies in all but name. The power this gave global government  was astounding, and many incredible projects were realized in the coming decades - including terraforming Terra.  Unfortunately, while still highly democratic, this all came at a time when the old order was  growing increasingly  corrupt, and this extended into the corporate era. By the middle of the century, through intense propaganda and youth  campaigns, free migration to the outworld colonies virtually stopped. By 2160 this resulted in a terribly insular  generation. Most people didn't see beyond their own metroplex, and anything beyond Sol became a vast, mysterious  resource supply meant for miners. The Eebek became distant to all but corporates, who still profited from their trade.  For a while the endless security restrictions and mountains of bureaucracy became status quo. Eventually though, people  began to hear about the 30 year Carakan War, and the entire race of Low Kaan being beaten into hiding for their planet's  abundant mineral wealth. Many resented their government's \"benevolence\" and rebel resistance groups sprung up, aided by  the newly discovered Eebek. During the 2170s Eebek merchants smuggled thousands offworld to begin their lives around  another star. Finally though, the cartel itself grew so corrupt that factions began vying for total power. A number of  small scale corporate wars were fought, but it all came down in 2183 with the Great People's Revolution.</p>\n<h2>2183-Present </p></h2>\n<p>The fall of corporate Earth was swift, but it's crash sounded for years. In the anarchy which followed, there  was a mass exodus offworld that took tens of millions beyond the confines of the Solar system. The interim structure  setup on Earth, meanwhile, received aid and financing from the Eebek. In 2186 they established the Poly Solar Foundation  to stabilize humanity and give it a base from which it could regrow (later on this organization would come to represent  the juncture of the Eebek-Human Alliance).  Recognizing the limitations and shortcomings of representational democracy, the government which developed in the coming  years evolved from the limited direct democracies which existed on a civic/regional level for the most of Earth's  cities. By utilizing technology developed during the previous corporate era, city computers were upgraded and  interconnected through regional and supranational networks. The computers reflected the goals and need of their  populations, yet allowed individual people to make a major political and legislative decisions. This effectively  recreated Pericles' Greece on a global scale, and finally buried the idea of the nation or supranational state. While  presidents and prime ministers were now obsolete, citizens were still chosen to represent their city as figureheads.  With no legal power, and only slight material benefits, these new mayors embodied the spirit that the populace felt  their city should be represented by. They attracted business and sporting events, encouraged tourism and the like, yet  held no set term; they were simply recalled when it was felt they were not up to snuff. These type of representatives  were also selected for regional and global levels of interaction.  The formal introduction of humanity to the other intelligent races within it's space, and the amazing discovery in 2212  of the vast so called \"Second Sphere,\" led into a new age of cooperation and prosperity. The dismantling and regulation  of large corporations after the fall spurred an explosion in small business entrepreneurship which continues to this  day.  The modern state of affairs is one told throughout history; one of conflict. Although nations no longer play the chess  game of power, Earth's colonies do, and sponsored by Terran governments and corporations, they compete for territory,  trade, technology, immigrants. However, with hundreds of colonies that vary as wildly as dictatorships, theocracies,  corporates and monarchies, their exchanges can get quite colourful and sometimes violent. These many differences have  spurred the growth of large interstellar organized crime rings, smugglers and pirate factions within the last decade.  Additionally, there is the threat of the Thro, a vicious race encountered a few years ago against which all inhabited  worlds are mobilizing. Although currently contained to three star systems, it's anyone's guess as to where the'll appear  next. And finally there in the immense unexplored unknown of the Second Sphere. Remnants of an ancient and dissociated  stellar empire, the second sphere offer information, races and technology beyond man's wildest dreams. Yet even though  he's the new kid on the block, he's got a few things they don't, to bargain with.  </p>\n<h1>This is truly the beginning.</h1>\n<p><img src=\"/images/HistoryChaendler.jpg\" alt=\"A wize looking trader\"></p></p>\n<hr>"},{"url":"/docs/races/aracnian/","relativePath":"docs/races/aracnian.md","relativeDir":"docs/races","base":"aracnian.md","name":"aracnian","frontmatter":{"title":"Aracnian","weight":120,"seo":{"title":"Aracnian","description":"Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Aracnian","keyName":"property"},{"name":"og:description","value":"Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Aracnian"},{"name":"twitter:description","value":"Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth. With two arms and two legs connected to a central torso the Aracnians conform to the bi-pedal form that seems to dominate terrestrial evolution. This form seen in many cases our sphere with the Eebek, Low Kaa, and of course Humans, can also be seen in the Second Sphere, examples being the Mahendoshi and Aracnians. Their main means of structural support is a segmented exoskeleton which allows surprising freedom movement and total overall protection. This is not their only means of support, however, in various body parts including their extremities they have developed endoskeletons which allows greater amount of motion and more sensation. The latter being especially critical on the hands and feet while the former movement at the neck and waist easier. Straight bristle like hairs extrude from the shell which play a role in senses.\nThe digestive system begins with the mouth parts, used for ripping and shredding food, and is then passed down the oesophagus to the stomach. Situated between the legs, the stomach's chemical processes are aided by the pumping motion of the legs. There is almost no intestine present because the stomach perform many of the same functions. The upper torso is almost totally filled with the organs for respiration and circulation. These organ system require this large amount of space due to their relative inefficiency. The 'lung' is a simple sac filled with convoluted membranes approximating book lungs. This is only sufficient because the bag can be pressurized to force more of their vital gas, oxygen, into the blood. The opening to the respiratory tract is on the back below and between the arms. The inhaled air is drawn into the sac then held while muscles contract to increase the pressure. The outlet vents, the serrated channels on the upper back, then open and allow the pressurized gas to escape, pulling the waste gas from the blood in the vessels surrounding the openings. This process is then repeated and sounds as if the individual is gasping of wheezing for breath. The heart is equally inefficient, by human standards, and prevents the mixing of oxygenated and un-oxygenated blood by simple channels. The males and females are almost in-distinguishable with the laying of externally fertilized eggs being the method of reproduction.</p>\n<p><img src=\"/images/Aracnian_grey.jpg\" alt=\"Aracnian\"></p></p>\n<h3>Senses</h3>\n<p>Having compound eyes only 40 percent of the Aracnian sensory input is visual, with a tendency to the shorter wave-lengths including the ultra-violet. The other sense have the remaining proportions of 45 percent smell, 10 percent tactile, and 5 in hearing. As expected the two antennae are the major organs of smell and they are extremely more sensitive than the human nose. The touch is provided through the leathery covering of the hands and hearing is through small tympani behind the eyes.</p>\n<p><img src=\"/images/Aracnian_bw.jpg\" alt=\"Aracnian\"></p></p>\n<h3>Speech</h3>\n<p>Consisting mainly of clicks and pops the Aracnian’s language, Chk'Chieb, sounds very much like Fenbic. Often to impress the force of a point or statement they will grind their chimpt together.</p>\n<h3>Social / Culture</h3>\n<p>Aracnians can be separated into three populations, the Blue, the Brown, and the Green are designated by the colour of their exoskeleton. This difference stems from the different environments in which each evolved. The Green Aracnians were separated onto a physical area with lush vegetation and the appropriate camouflage colouring developed. The same can be said of the other two. Their cultures are some what different but this is usually limited to the physical differences. Aracnians have a fully developed industrial economy exist and the blue and brown Aracnians tend to dominate this type of work while the green typically stay to farming and more pre-industrial revolution jobs. The traditional family consist of many males all working for a single female in a hive-like arrangement. The males tend the 2-3 hundred young that are normally nurtured in one brood, and provide for the 'queen* lavishly. The modern household is not near as one sided after many small changes that equalized the role of the male and female in the relationship. This version of the 'Sexual Revolution* occurred over 60 years ago and now new marriages are becoming more and more acceptable. These new relationships, where one male and female each have equal rights,</p>\n<p><img src=\"/images/AracnianAnatomical.jpg\" alt=\"Aracnian\"></p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<h2>Second Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/politics/","relativePath":"docs/politics/index.md","relativeDir":"docs/politics","base":"index.md","name":"index","frontmatter":{"title":"Politics & Military","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Politics & Military","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Prelude</p></h2>\n<p>In the year 2186 of the common era, the human world government, with the help of the Eebek Great House Meop, established the PolySolar Foundation (PSF). The Foundation's objectives were set and enforce the laws of known space, later to be recognized as the First Sphere. To accomplish this, a summit meeting of the leaders of Earth, Luna and Awmonee occurred on the Eebek homeworld. The conference was held on Awmonee because the Eebek were more inclined towards the establishment of an open assembly, representing the entire sphere, then the general populace of Earth or Luna. Earth and Luna's population were still skittish at the thought of a large government body, having just extracted themselves from the oppression of the Corporate era. At the meeting, the leaders along with their diplomats, worked out the first pre-PSF five year plan. The basic mandates of the plan covered seven major points:</p></p>\n<ol>\n<li>The use of Corporate era technology to set up a fully representative government on Earth.</li>\n<li>The establishment of a stellar law by which all trade and racial interaction would be regulated, and the bodies of power needed to regulate this law, including:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>An interstellar body of judges to adjudicate all stellar matters of law,</li>\n          <li>A policing body to enforce the ruling of the court.</li></ol>\n<Li>The use of all Corporate Era knowledge to repair the damage done by that same Era.</Li>\n<li>The establishment of a society for the research and protection of social, technological, and natural phenomenon found in known space.</li>\n<li>The establishment of a house of diplomatic envoys to:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>represent the interests of member planetali-ties of the PSF,</li>\n          <li>set and reset the laws by which PSF space is ruled,</li>\n          <li>act as a unified front to the violation of the freedoms of any PSF member's sphere on influence</li></ol>\n<li>The establishment of a body of civil servants to oversee the daily operation of the PSF.</li>\n<li>The establishment of the office of the Secretariat to:</li>\n      <ol style=\"list-style-type: lower-alpha; padding-bottom: 0; list-style-position: outside; \">\n          <li>oversee the day to day operations of the PSF,</li>\n          <li>act as an unbiased PSF voting member with full membership rights and privileges,</li>\n          <li>serve at this post for a period of 6 terran years, with:</li>\n          <ol style=\"list-style-type: lower-roman; padding-bottom: 0; list-style-position: outside; \">\n              <li>office being given by a unanimous vote of the PSF membership,</li>\n              <li>office being revoked by a majority vote of the PSF membership.</li>\n              </ol></ol></ol>\n<p>This Five-Year plan later came to be known as the Pueblo Blueprint, named for the first Secretariat, Kao Pueblo; one of the first Eebek to mature fully within a human society. During his posting which lasted four years past the end of his normal term, Pueblo saw the establishment of the CCOP and MASS security forces, the building of both a judicial system of law for the PSF sphere and the small circuit courts within which; they operate, the increase of PSF membership from three (Earth, Luna, Awmonee) to nine (Earth, Luna, Awi aon-ee, Gateway, Carioden, Carakuss, Mars, Rilan, and Awmonor), and finally, the construction of two Polysolar Summit houses upon the homeworlds of the two founding races, Human and Eebek. With the end of Pueblo's term came the true beginning of the PolySolar Foundation.</p>\n<p>The year 2197 found the PSF newly hatched from the minds of her creators and learning the extent of her powers. Every year saw new petitions from daughter worlds, space colonies and space stations for membership. The ranks of the observing members list, a list of colonies or stations who had petitioned and were undergoing a term of trial, grew well beyond the number of actual members.</p>\n<p>By PSF rules, each petitioning member had to have the support of over half of their existing population. So long as this support was not forced, membership would be considered. The trial period for observing members is five years, the course of which they are allowed to speak at the PSF meetings, but not allowed to vote. During this trial period they must allow full access to their populace by (CCOP or MASS) investigators. Membership is them gained through a vote by the existing PSF members, with a seventy percent majority required for the success of the petitioner. The granted member must then agree to uphold all present PSF Statutes and Regulations, guaranteeing both the integrity of individual members' spheres of influence and the body of space represented by the PSF itself.</p>\n<p><img src=\"/images/Portrait-KaoPueblo.jpg\" alt=\"Portrait - Kao Pueblo\"></p>\n<strong>Portrait - Kão Pueblo</strong></p>\n<p>The First Sphere cam into focus as an alliance of planetalites centered around a single hub of diplomatic rule, the PSF; a single body of space ruled by its individual population bodies through a representative house of diplomacy. Each race or population center was now fully represented within a house designed to address the individual and group concerns on the population of the First Sphere. No longer could any race or government rule the whole of the know space to the exclusion or detriment of any other race or government. Along with diplomatic and enforcement offices upon several other daughter worlds, colonies, stations and outposts, the two PSF great houses spent most of the years between 2189 and 2197 establishing its sphere of influence. Pueblo left office with several wings of the PSF firmly established. This included the Judicial circuit houses, the visible and invisible police forces, the system of shipping, transportation, and trade, the universal school of education, and the society for the discovery, research, and preservation of scientific phenomenon.</p>\n<p>The final wing of government included an extensive fleet of exploration vessels, designed to interact with new, sentient races found in or around the First Sphere. This wing was called the Contact society. It was through this elite fleet of contact vessels the news of a second, large parcel of governed space was brought to the PSF. This second sphere, as it governed space was brought to the PSF. This second sphere, as it came to be known embodied the declared territory of the Mahedoshi and Aracnian governments, along with other races living within this envelope. The astounding find of a sister system of races and solar bodies brought the PSF to a state of high tension and intrigue. No one knew if this society was going to be friendly or not. For all indications, the Second Sphere was a much older advanced system of government, involving twice to times the number of races as was found with the PSF space. This Second Sphere, having been established for a much greater period of time than the PSF was assumed to much more organized in the event of war than the PSF could ever be. Through the intervention of the PSF Diplomatic core and the cooler heads at the great houses, disaster, as envisioned by some of the returning contact ships, was avoided.</p>\n<p>2214 opened a vastly different universe. There were now two independent societies, the First and Second Spheres, testing out each others' readiness to interact. In order to talk to, study and report upon the Second Sphere, the membership found it necessary to develop a wing of elite special forces to work with the Second Sphere alone. Thus, under the influence of the current Secretariat, Lu-cian Anders, the 42nd Squad was formed. Taking many of the first contact members for special duty within the Second Sphere and training to the utmost of diplomatic, CCOP and contact disciplines, the Squad was formed.Operating under the guise of a diplomatic force, the 42nd Squad worked with and around Second Sphere officials to gain an intimate knowledge of its workings. Their exploits captured the minds of most First Sphere youth. The most famous of all the Squad, Jacky Vaughan, inspired a huge cultural revolution whose effects can still be felt today. The scruffy rebel attitude and outlook of he, his crew and their battered special forces cruiser, the Beatnik, came to adorn the walls of every hip kid this side of Okaha 5.</p>\n<p><img src=\"/images/Portrait-RikkyJack.jpg\" alt=\"Portrait - RikkyJack\"></p>\n<strong>Portrait - RikkyJack</strong></p>\n<div class=\"note\">\nNote:<br>For your Rikky Jacky or Vaughan Pendelton posters - debit 37 &Dstrok;, each to:<br>Bank: Carakuss IX / Account: fe80::1ef:fe33:4587:910a\n</div>\n<p><img src=\"/images/Portrait-VaughnPendleton-Birth.jpg\" alt=\"Portrait - Vaughn Pendelton\"></p>\n<strong>Portrait - Vaughn Pendelton</strong></p>\n<p>The meeting of the Second Sphere was not a fully peaceful one and several acts of violence from spheres had to be suppressed by the membership of the PSF on the confrontation with the Second, as would be demanded by the general populace if the full scale of violence was revealed. It was for these reasons that the Mahen-doshi, and several other Second Sphere races, were granted only observing member status within the PSF hierarchy, allowing the full members to exclude these representatives from any meeting that they felt fit to restrict access at. The existence of the PSF secret corps was withheld, it not fully then partially screened, from the Second Sphere races. Thus, through there was interaction between the two systems, both were still unsure about the others intentions or aspirations.</p>\n<p>A great breakthrough emerged with the introduction of delta-warp in to Second Sphere technology in exchange for the anti-gravity technology that they possessed. Though neither fully understands the workings of the others technology, the mere fact that each trusted the other enough to release vital technological information was a great step towards the reaching of a peaceful state of cooperation. May other breakthroughs in both organic and mechanical engineering also occurred with the study of each others scientific technologies.</p>\n<p>By 2233, the two spheres had established a calm state of interaction and tensions subsided. The PSF could not fully relax, however, for there soon would be a second unseen enemy with which it would have to deal. Several peripheral colonies had been attacked and the resident population completely wiped out, with little damage being done to the infrastructures of the colonies themselves. There was no evidence of any struggle and all that was found was a bloody, mass of knawed bones. The PSF, upon learning of this new threat, immediately mobilized every available PSF wing to the task of arming and defending the Sphere should it come under attack again. Emergency sessions of the PSF membership were called to deal with the logistics of war. Just four years after the first attack, 2239, we find the PSF in a state of relaxed tension.</p>\n<p><img src=\"/images/Portrait-VaughnPendleton-Adult.jpg\" alt=\"Portrait - Vaughn Pendleton\"></p>\n<strong>Portrait - Vaughn Pendleton</strong></p>\n<h2>Poly Solar Foundation</h2>\n<p>Essentially established as a crutch for the human race after the  fall of the Corporate State ­ it performed its function excellently. Within five years the system of representational democracy was out  weighed by the powerful influences of many city representatives. These members  of the PSF, elected by direct democratic means, were proponents of the global  implementation of a direct system. Heavy opposition was encountered however,  primarily because it would make them meer figure heads of state but sheer  pressure won out and the existing direct democratic units were all linked to a  network of computers that tallied all the ballots and reported the results.  This allowed the average citizen to cast a vote on any issue. The  representatives still remained but were now appointed for no fixed term they  were simply called back if they weren't living up to standards. The resulting system grew and prospered on Earth but her colonies did not  share the same good fortune.</p>\n<h2>PSF Departments:</h2>\n<h3>ITAG</h3>\n<p>This organization can be equated to the judicial branch of government. It contains the police and military forces and runs the circuit courts. Two major sub-sections of ITAG are MASS, Military Aero-Space Security, and the MFC, the Marine Federation Corps. These two forces handle the enforcement of Federation rule in all of know space. MASS has control over space related duties, while the MFC handle operations on planets.</p>\n<h3>IGAL</h3>\n<p>This wing of the Foundation is responsible for the education and training of all people living within PSF jurisdiction. Each PSF member world has 'schools' regulated by IGAL standards. There are also two buildings, on Earth and Awmonee, for students who come from planets without schools. These also serve centers for some of the highest schooling available in the First Sphere. There are however, several local universities which are devoted to the study of one or two particular fields, and are the top educational schools for their disciplines. All schools are devoted to teaching all levels of knowledge, from pre-school to Doctoral studies. All First Sphere inhabitants receive schooling to their fourth year of university. IGAL stands firmly behind this standard.</p>\n<h3>CSEP</h3>\n<p>This organization is the body that evaluates, studies, and regulates the interactions between Foundation and worlds which have not yet been 'contacted' by the PSF. The most important of these worlds are homeworlds like Fabi and Carioden. Also included under their scrutiny are all worlds seeking a addmission to the PSF. CSEP evaluates each based on socio-economic-political level. This evaluation is researched through in situ studies of the planet and its population for as many as five years, often before trade is allowed. After this detailed analysis, quotas are set on various goods that can be traded and traders assigned. Enforcement of CSEP's decisions is handled by the Council for Clandestine Operations on Planets to monitor the flow of technology. CCOP operatives ensure no unauthorized trade occurs.</p>\n<h3>CSEP</h3>\n<p>also acts as the diplomatic arm of the PSF. It negotiates treaties and alliances with technologically advanced societies who are space faring, but not yet part of the PSF. CSEP is directly controlled by the majority vote of the PSF membership, as with all divisions of the PSF.</p>\n<h3>IGTA</h3>\n<p>The major body for trade in the foundation, this organization helps to bring the buyer and seller of products together. IGTA provides all manner of assistance to members and observers of the PSF including the sale of it's products. These services include finding markets for the product, determining a fair market value, assistance in the sale, organizing transportation, aisistance with documentation and licensing, insurance of payment for the seller, and delivery for the buyer - for a small fee. This fee is charged for all transactions that go through IGTA, regardless of the amount of assistance provided, and is usually 10% of the sale value. The vast majority of trade that passes through this organization is between smaller colonies to/from other colonies and colonies to/from the homeworlds. The larger worlds prefer to organize the trade that takes place between them, themselves. In this instance, IGTA still sets a fair market value and requires a small fee, 1 or 2%.IGTA acts on behalf of the smaller colonies to find buyers for the products, it searches the requests for products and matches buyer and seller. IGTA sets a fair market price for the product and ensures that all transactions are without political, social, or economic bias. This ensures that all parties are treated fairly and that the lines of trade are open and free among all members of the Alliance. IGTA also arranges that transportation of goods with the major carriers. Once a year the PSF chooses a number of traders who will act as shippers for them. These traders deliver the goods between the worlds. This is done to ensure that essential goods reach every part of the foundation and at a reasonable price, not subject to the whimsey of unscrupulous traders.</p>\n<h2>IGEF</h2>\n<p>The Inter-Galactic Expeditionary Force has control over the exploratory work which is undertaken by the Foundation. The force is committed to the exploration, research and protection of galactic phenomenon found within the universe. IGEF is also empowered by the Foundation to explore in more detail the worlds over looked by the expansion of the Corporate era, who with un-manned probes and a few long range scans surveyed only those planets that served their voracious appetite for minerals. IGEF maintains a fleet of forty well built vessels. It also has two large science complexes on Awmon-ee and Earth, as well as several small observing stations positioned around the First Sphere. A museum devoted to the findings of IGEF can be found on MARS. IGEF is also the parent body of the Contact Squad. The Squad is operated jointly by IGEF and CSEP to study the Second Sphere. Their members run the full length of the spectrum, from the fully respected to the thoroughly un-respectable. All types of races and personalities can be found working for the Squad. But, those who do work within it are the best in their fields, no matter what.</p>\n<h2>Politics and Militaries</h2>\n<p>By far the most outstanding feature of the current political establishment is its youth, growth, and flexibility. These features, not usual characteristics of stable governmental systems, pervade the current political scene. All of which can be attributed to the inclusion of Humans in the Poly Solar Foundation in 2186.</p>\n<p><img src=\"/images/Full_MilitaryAeroSpaceSecurity.jpg\" alt=\"Military\"></p></p>\n<h2>Other Non-Governmental Organizations (NGOs)</h2>\n<table>\n<thead>\n<tr>\n<th>Acronym</th>\n<th>Name</th>\n<th>Founded</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>PSF</td>\n<td>PolySolar Foundation</td>\n<td>2156</td>\n</tr>\n<tr>\n<td>ASP</td>\n<td>Aerospace Security Patrol</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>USMC</td>\n<td>American Marine Corps, 2nd Brigade</td>\n<td>--</td>\n</tr>\n<tr>\n<td></td>\n<td>Araen Green Fusiliers</td>\n<td>2217</td>\n</tr>\n<tr>\n<td>BVs</td>\n<td>The Bastard Vagrants</td>\n<td>2225</td>\n</tr>\n<tr>\n<td></td>\n<td>Capellan Light Wing Militia</td>\n<td>2178</td>\n</tr>\n<tr>\n<td></td>\n<td>Hell's Angels</td>\n<td>1947 ?</td>\n</tr>\n<tr>\n<td>LDF</td>\n<td>Lunar Defence Force</td>\n<td>2081</td>\n</tr>\n<tr>\n<td></td>\n<td>New Kilmarnock Highlanders</td>\n<td>2183</td>\n</tr>\n<tr>\n<td></td>\n<td>Oberhausen Hussars</td>\n<td>2174</td>\n</tr>\n<tr>\n<td>PSMF</td>\n<td>PolySolar Military Federation</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>INF</td>\n<td>Intergalactic Naval Federation, 4th Fleet</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>ITAG</td>\n<td>Intergalactic Treaty and Alliance Garrisons</td>\n<td>2153</td>\n</tr>\n<tr>\n<td>MARS</td>\n<td>Mercenary Administration and Regulatory Service</td>\n<td>2122</td>\n</tr>\n<tr>\n<td>MASS</td>\n<td>Military AeroSpace Security</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>MFC</td>\n<td>Marine Federation Corps, 1st Brigade</td>\n<td>2146</td>\n</tr>\n<tr>\n<td>CCOP</td>\n<td>Council for Clandestine Operations on Planets</td>\n<td>2158</td>\n</tr>\n<tr>\n<td>IGAL</td>\n<td>InterGalactic Academy of Learning</td>\n<td>2189</td>\n</tr>\n<tr>\n<td>ORF</td>\n<td>Omega Research Foundation</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Navtech</td>\n<td>22--</td>\n</tr>\n<tr>\n<td>PWNA</td>\n<td>Port Waterston Naval Academy</td>\n<td>2176</td>\n</tr>\n<tr>\n<td>BC6</td>\n<td>PSMF Battle College at Griddansk</td>\n<td>2231</td>\n</tr>\n<tr>\n<td>SAGE</td>\n<td>Saint Rawlins Academy for Galactic Exploration</td>\n<td>2134</td>\n</tr>\n<tr>\n<td></td>\n<td>Thoth University</td>\n<td>2166</td>\n</tr>\n<tr>\n<td></td>\n<td>Acad Terra</td>\n<td>21--</td>\n</tr>\n<tr>\n<td></td>\n<td>Ch'chien Wa Bow Courier Service</td>\n<td>1769</td>\n</tr>\n<tr>\n<td></td>\n<td>Ch'chien Wa Bow Traders Guild</td>\n<td>2068</td>\n</tr>\n<tr>\n<td>DAWT</td>\n<td>Deshong Advanced Weapons Technologies</td>\n<td>2208</td>\n</tr>\n<tr>\n<td>GFT</td>\n<td>Galactic Financial Trust</td>\n<td>2172</td>\n</tr>\n<tr>\n<td>ITC</td>\n<td>Interstellar Trade Commission</td>\n<td>2125</td>\n</tr>\n<tr>\n<td>GT</td>\n<td>Galm Transport</td>\n<td>22--</td>\n</tr>\n<tr>\n<td>IHMC</td>\n<td>IronHide Mining Corporation</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Jjaro Mercantiles</td>\n<td>2185</td>\n</tr>\n<tr>\n<td></td>\n<td>Jjaro Traders Guild</td>\n<td>2201</td>\n</tr>\n<tr>\n<td>OTI</td>\n<td>Otaga Transport Incorporated</td>\n<td>21--</td>\n</tr>\n<tr>\n<td>PSI</td>\n<td>Pandarin Subsystems Incorporated</td>\n<td>2229</td>\n</tr>\n<tr>\n<td>SAKI</td>\n<td>Shuuj and Kebline Industries</td>\n<td>2206</td>\n</tr>\n<tr>\n<td></td>\n<td>Stevin Shipping</td>\n<td>2172</td>\n</tr>\n<tr>\n<td></td>\n<td>Stevin Traders Guild</td>\n<td>2172</td>\n</tr>\n<tr>\n<td>TWT</td>\n<td>Transac Warp Technologies</td>\n<td>2199</td>\n</tr>\n<tr>\n<td></td>\n<td>Chock Pirate Faction</td>\n<td>21--</td>\n</tr>\n<tr>\n<td></td>\n<td>Gannal Pirate Faction</td>\n<td>22--</td>\n</tr>\n<tr>\n<td></td>\n<td>Marikann Pirate Faction</td>\n<td>21--</td>\n</tr>\n</tbody>\n</table>\n<hr>"},{"url":"/docs/races/faborian/","relativePath":"docs/races/faborian.md","relativeDir":"docs/races","base":"faborian.md","name":"faborian","frontmatter":{"title":"Faborian","weight":130,"seo":{"title":"Faborian","description":"The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Faborian","keyName":"property"},{"name":"og:description","value":"The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Faborian"},{"name":"twitter:description","value":"The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head. The chest is noticeably oval shaped very similar to feline structure on Earth. Covered with fur, for head to toe, every Faborian sheds once a year to re grow the coat. The fur of a Faborian can be many different colour and patterns, controlled by their genetics, and effected by age. The eyes are set forward on their long skull to allow for good depth perception. The long skull flows smoothly from the face to the back of the skull, and completely encloses the brain, set low and behind the face. The mouth is characteristic of carnivores having many large ripping incisors. On the under side of the lower jaw there are two bony outcroppings which are thought to be vestigial protection for now absent large canines.\nFaborians have enlarged feet and a shortened thigh which raises the ankle above the ground. Faborians do not have an opposable thumb, instead they use an enlarged pad approximately on the wrist.</p>\n<p><img src=\"/images/Faborian_grey.jpg\" alt=\"Faborian\"></p></p>\n<h3>Senses</h3>\n<p>Their large ears has allows a keen perception of sound, which they rely heavily on for much sensory input. Their eyes are set to allow binocular vision and a good sense movement, their sense of smell is also well developed.</p>\n<p><img src=\"/images/Faborian_bw.jpg\" alt=\"Faborian\"></p></p>\n<h3>Speech</h3>\n<p>Faborian speech is a low and growled language, They use their tongues and nasal passages to emphasize the words they speak. Any race can learn Hrenarr. The words used are like ideograms and depending on the context the meaning also changes. The Faborians also use subtle facial movements to further convey their message. In the written Hrenarr special symbols are used to inform the reader as to what tongue, nasal sound, and facial movements to use to convey the correct intentions.</p>\n<h3>Social / Culture</h3>\n<p>The Faborians live in large extended families called Anclacha. These Anclacha are structured like the feudal system of Old Earth. Each Anclacha is ruled by a royal family. The rulers became so by defeating the established family in combat (Usually a fight to the death - with the strongest member of either family). The winners take office and oust the old ruling members of the old family. The Royal family owns all property and allows the other members of the Anclacha to use the land for farming. On Fabi there is little industry, mostly cottage craft, which produces the bare necessities with little to spare.\nEach ruling family has a Toovenar, spell caster, who acts as the senior security officer of the clan on trading transactions with neighbouring Anclacha. When the ruling family is replaced the Toovenar then becomes the body guard to the new family. As with families Toovenar can only be defeated by another Toovenar. Families are tight knit with a male and female and the usual litter of 3 offspring.</p>\n<p>Note: Due to their relative newness this is the extent of the information released about the Faborians.</p>\n<p><img src=\"/images/FaborianAnatomical.jpg\" alt=\"Faborian\"></p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<h2>Second Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/eebek/","relativePath":"docs/races/eebek.md","relativeDir":"docs/races","base":"eebek.md","name":"eebek","frontmatter":{"title":"Eebeck","weight":10,"seo":{"title":"Eebeck","description":"TEebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Eebeck","keyName":"property"},{"name":"og:description","value":"Eebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Eebeck"},{"name":"twitter:description","value":"Eebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Eebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands. With hands that have two thick fingers and an opposable thumb. tion of a Eebek'S endoskeleton.</p>\nAn Eebek's legs are very similar to human legs, with feet that have three toes. Two toes point out forward and the third goes off the outside of the foot at a slight angle.</p></p>\n<p><img src=\"/images/Eebek_grey.jpg\" alt=\"Eebeck\"></p></p>\n<p>Their skin is very coarse and light sand in colour with light beige to champagne coloured 'spots' appearing primarily on the back and over the rest of the body with less frequency. Hair colour is usually dark brown -light beige during youth and progressively turns utterly white with age. When humans first visited Awmonee, the homeworld of the Eebek the advantage to their body and hair colouring became clear. Awmonee is almost totally a desert world where most of the planets and vegetation have the same colourings. They were excellently camouflage for their own world but sadly out of place on our blue-green planet. Their hair is mostly concentrated in a \"mane\" that runs down the centre of the back.</p>\nOne of the most notable features of the physique is the single eye atop the long 'neck' like structure. The eye is usually 6 - 9 cm in diameter and about 25 - 30 cm long. The lens of the eye is just one of two that, when used in conjunction, act as a telescope and allow the Eebek to resolve detail up to 200 meters away. Both of the lenses can be pulled by surrounding muscle bodies and thus be made more concave to focus the image on the cornea. When the eye is used to look at something up-close muscles pull the lenses closer together. The volume of the eye stalk is reduced and pressure builds up in the fluid that fills the space between the lenses. This pressure keeps the 'walls' of the eyestalk clear of the light path and is also what forces the eye stalk back out to its normal length and volume when the ocular muscles relax. There is a large eyelid with one eyelash that sweeps down over the eye to keep it moist and dust free. The eyelashes basic structure is of 1 mm. major hairs with hundreds of smaller minor hairs that run off of it. Each of these minor hairs also has smaller sub-hairs. This intricate structure is all to filter the air and catch dust or air-borne particles. The hearing diaphragm is located on the eyestalk, just between the \"eye\" and \"neck\" parts on the bottom side of the \"eye\". It is simply an soft and dry film of tissue that can vibrate with sounds and give the Eebek a sense of hearing.</p></p>\n<p><img src=\"/images/Eebek_bw.jpg\" alt=\"Eebeck\"></p></p>\n<p>The \"neck\" is basically composed of four disk like bones which have microscopic hills and valleys where tendons are attached and facilitate its movement (as shown in fig. 3). The muscles are attached in a fashion that allows an extensive amount of twist as well as shrinkage to the neck (as shown in fig. 4 and 5). The bones in the \"neck\" have a central hole where the nerves and blood vessels pass. An Eebek'S brain is centralized right below the eye and between the upper set of arms. It has three lobes but is otherwise structured similarly to that of the humans. Two of the lobes have the same function as a humans while the third lobe is specifically for the coordination of the other two as well as voluntary and involuntary muscle movement.</p>\nThe \"mane\" starts on the eye stalk just below the the eye sections and ends just above the knee with branches onto each arm. It has the same structure as the eyelash with the exception that the hairs in the mane are kept wet to capture more air-borne dust. This is to more-completely filter air for the Eebek's respiratory system. Eebek's breath through pores that lie under the mane and all along its length. The single biggest advantage to this long 'lung' lies in the fact that the blood can be aerated more often and the effects of oxygen debt. the inability of the lungs to supply enough oxygen, aren't as pronounced as compared to humans. Water's surface tension causes a pocket of air to stay around the mane when underwater. This is the EebekIAN equivalent of holding your breath. The respiratory system is extremely interesting because of the unusual structure of the elongated 'lung'. Air is drawn into this lung by a medium sized muscular bag located on either side of the brain. When the circulatory system reaches any body tissues it splits up into capillaries and travels through the local 'lung' and the blood is aerated. This 'fresh' blood is pushed passed the local tissues and travels to the next group of tissues and their 'lung'. Therefore no matter how hard an Eebek exercises he will never experience oxygen debt, (except Eebek's don't use the oxygen in the air they breath nitrogen. The limiting factor on an Eebek's endurance is now the efficiency of their excretory and digestive systems.</p>\nThe circulatory system is also fascinating because Eebeks don't have hearts. Their blood is pushed around the body by strong muscles in the wall of the largest blood vessels. These muscles are only present in the major vessels because diffusion could not occur a thick muscle wall.</p>\nThe mouth is almost a direct passage right into the stomach. When a Eebek eats - the food is put into a primary chamber where it is 'chewed' by hard ball like growths of calcium attached to the walls of this chamber. This, physically digested food, is then released into the secondary chamber or stomach for chemical digestion. Eebeks need their food cut up into very small bits, so formal parties and their small bite sized morsels are a boon for them. N A male Eebek is almost impossible to tell from a female, because both sexes have totally internalized sexual organs. The actual fact is that when a male and female have sex the female lays an extremely soft-shelled egg inside the male. Who then fertilizes the egg with his genetic code and carries it for 7 and a half months. The egg - much harder and larger - is laid after developing in the male for the gestation period. An hour after 'birth' it will hatch revealing a baby Eebek.</p></p>\n<p><img src=\"/images/EebekAnatomical.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Senses</h3>\n<p>Most sensation occurs through nerve cells similar to those found in human anatomy. These nerves hook-up all of an Eebek'S receptor cells with the brain that processes the information to sense the external environment. The eye is the largest sensory organ of the Eebek providing about ninety percent of all the sensory information that reaches brain. The neck and eye form a complex area of muscles, nerve endings and tissues that all function as an organ and allow the Eebek to see in three hundred and sixty degrees. The last ten percent is contributed to by the rest of the senses. The smell sense has millions of chemoreceptors, that pick up small portions of air-borne odour molecules, located near the brain in the respiratory tract. Taste is very poor with Eebeks - in fact you probably wouldn't call it taste at all. The smell and taste senses are not linked like in humans and therefore do not compliment each other. As in humans the receptors of the tactile sense are located in the skin that entirely covers the Eebek'S body. Due to the coarseness of the skin the touch sense is somewhat diminished but still a valuable tool. Their hearing is very acute because of positioning of the diaphragm. The single 'ear' however cannot get the same directional sense that a human can from two. Their final sense is that of telepathy. Eebek'S brains, like most other brains, send out U.L.F. (Ultra-Low Frequency) waves but unlike other brains the Eebek'S is also sensitive to these waves. This means that EebekS can get mental pictures from people around them. Of course everyone's brain is different and thus only big feelings or 'pictures' can been sensed. So, for example EebekS do not possess the ability to read exact individual thoughts.</p></p>\n<p><img src=\"/images/Eebek-eye-stalk-sm.jpeg\" alt=\"Eebeck\"></p></p>\n<h3>Speech</h3>\n<p>They communicate by gestures and through mental pictures transmitted by U.L.F. waves, thought to be telepathy at first. Scientists were amazed at how well EebekS could sense the thoughts of others but the study suggested that only very clear and uncomplicated thoughts could be received with any accuracy. The hypothesis was verified and a possible explanation forwarded. The brains of different people work slightly differently and no two responses to the same stimuli are exactly the same. So, thought the researchers, the more complex the pictures the greater the chance of a different response coming from the same U.L.F. waves. They tested this theory and found it to be true and not only for complex thoughts but even more so between different races. Thoughts were successfully received from race to race but only after much trial and error and intensive study on the part of the Eebek to understand how TERRANS think. As it turns out this study of a person's brain and their thought patterns greatly increases the chances of getting the right response. Other implications of this study was the fact that times of extreme stress or strong emotions punctuate the thoughts and makes them easy to \"read\". Much more experimenting and research is being done to see what makes the Eebek'S brain able to sense U.L.F. waves. This topic is still a blazing issue among the experts. D.F. Sutton claims that it is the trinary cerebrum structure and the bone / cartilaginous semi-spherical capsule that encloses it which causes this phenomenon. Others stick behind the symbiotic U.L.F. induction theory stipulated by Dr. V.J. 'Peter' Domjaltic B.Sc., Ph.D. Finally there are, and probably always will be those, who call it Telepathy and leave it at that. In any case whether or not scientists can explain it or we understand it - it happens and is still one of the unsolved questions science has yet to answer. The 'Beckian written language that looks like art rather than text due to long flowing letters with periodic shapes and smooth appearances. The whole language as only ten letters that can be used to form sentences but each can have as many as twenty five meanings - depending on the context in which it is used. The language is definitely one of the hardest to learn.</p></p>\n<h3>Social / Culture</h3>\n<p>The Eebek live in absolute peace and have done so for the last two-hundred and fifty years. This is mostly due to the social-democratic system of government that they have. It was elected after a bloody history of several different kinds of rulers, leaders and sovereign states through the course of fifteen hundred years of local nation state rule. Then, after these broad shifts in political alignment, the shifts became smaller and smaller until the present, where one political party has been in control of the unified world government for over one hundred and seventy-five years. Through this last stage the planet has been able to coordinate its efforts in a very few directions, thereby accomplishing huge advances in very specific fields. One of these advances was sixteen percent light drive colony ship called the 'Jendali' after the name of the first unilateral peace initiative on Awmonee. The word has more than one meaning but basically that of peace, friendship and non-aggression. After being sent off in the year 2042  it was to arrive at Sol in and contact the inhabitants of the third planet, Earth. When the ship returned in just ???years the whole planet and it's government were infuriated. Here were these space travellers who were entrusted with the all the hopes and efforts of the planet and they had thrown it all away by returning before they even reached Earth - at least that what the planet thought. You see - Terrans had discovered a process that can bend space between two vastly different places in space and effectively make them the same place. So you could journey to Alpha Centauri from earth just as easily as docking a ship and in just seconds. There was one little hitch - because of the huge gravity differences inside a solar system the process could not safely be used. Any attempt to 'Delta Warp' would have to be outside a solar system. Unfortunately the Earthlings didn't have viable star drives that could take them out of system in any reasonable time frame. They had begun development of these star drives when the EebekIAN ship and its sixteen percent light drive contacted them from the edge of their solar system. The researchers that had developed and built the Delta Warp saw the opportunities and petitioned the world government to allow an integration of technologies. After two and a half years the merger was ratified and activities commenced. The huge computer and magnetic field generators hand to be integrated into the Jendali and generators installed to meet the systems huge power requirements. The trip out of system took about one month at which time the DeltaWarp equipment was activated and the Jendali appeared just outside the home system of the Eebek - Rilla And. The crew of the ship was occupied  by a contingent of \"ambassadors\" from the planet of Earth. Well the rest is as they say - history and the two races are still cooperating. Eebeks who participate in joining, are not bound by any legal documents as is customary in human marriages but merely a verbal commitment to their spouse. This vow is sacred to the couple and they are usually mates for life. The EebekIAN family group is very strong and closely knit. The family or 'House' is always composed of two parents and three kids because unlike humans who can choose how many kids the have Eebek by instinct / custom have three children. These children stay very close to home, even after they have their own families. This structure was a protection of family chattels about fifteen hundred years ago. However it presently functions as huge \"safety net\" where anyone in the family who has problems can talk with a relative and sort them out. The males are not the ones who carry the responsibilities of raising the children as one might suspect in fact both parents share the load. It is acceptable for females to have jobs / careers like the males and provide for the family equally as the male does. In fact it is quite common among Eebek females to work. This causes great stability in the House and over the whole planet. This system of Houses sounds was an etirely new social order. It came about from the barbaric period of the Eebekian history. Houses were established to protect their member's property and belongings from the raids of the Ove-klaRENh or 'OVERLANDERS'. Savage groups of Eebek that traveled around on the planet brutally taking anything they wanted from the disorganized farming communities. The individual House was powerless because the Ove-kla-RENh were nomadic in their travels and could not be pursued into territory of a neighbouring house for fear of a inter-house war. Some of these actually happened and the results were sometimes very server.</p></p>\n<h3>Special Abilities</h3>\n<p>Some Eebek possess the ability to focus their minds and use this focused energy to perform physical work of all sorts. The only limit to the power that can be tapped seems to be the level of concentration that he brain can be taken to. Some master are reputed to have been able to lift thousands of tons of weight and change a kilogram of lead into a kilogram of the purest gold that this universe has ever seen (approaching 99.99999997 % pure). Concentration and focus, of the mind's power and energy, are the seed of this skill and can eventually grow - with practice - into a formidable and welcome ally when you are without a weapon.</p></p>\n<h3>Sex</h3>\n<p>Heterosexual and asexual </p></p>\n<h3>Life Span</h3>\n<p>The Eebek live in absolute peace and have done so for the last 250 years due to their social-democratic system of government. It was established after a bloody history, when savage groups roamed the planet brutally disrupting the disorganized farming communities. Broad shifts in political alignment lessened until finally, one empowered 'greater house' has lead the unified world government for over 175 years. Each of these greater houses consist of a number of family groups. The Bekian 'lesser house' is always composed of two parents and three children, a number which is defined by instinct and custom.Individuals, by gathering opinions from a wide variety of sources, can attempt to understand the collective bekian reality. In the past this lead to an overall homogenization of the racial perspective, which produced a era of social stagnation.</p>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/fenbin/","relativePath":"docs/races/fenbin.md","relativeDir":"docs/races","base":"fenbin.md","name":"fenbin","frontmatter":{"title":"Fenbin","weight":20,"seo":{"title":"Fenbin","description":"Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Fenbin","keyName":"property"},{"name":"og:description","value":"Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Fenbin"},{"name":"twitter:description","value":"Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively. Covered in a hard external skeleton, that varies from brown to jet black, Fenbin bare a striking resemblance to spiders found on Earth. The central body is hung from six walking legs attached to the upper surface of the last segment, the abdomen. Each of these legs have eight segments, with the last two or three segments specialized into pad like feet on the front four legs. The feet are simply small pads which that take stability form single claws at their end. The two arms also have eight segments, but last segment in this case has developed a radial disk and segmented fingers. The seven fingers on each hand, each of which has multiple joints, allows very fine manipulation of the digits and therefore of objects they hold.</p>\nThe elongated head, including the nasal horn, sits atop the neck and directly above the thorax. These two sections connect to the horizontally set abdomen, allowing easy flow of the legs while walking. This position also keeps the body erect and arms free for carrying and other tasks. A spinneret is located at the very end of the abdomen and is the lowest part of the central body. This spinneret can spin a continuous fibre able to support twice the body weight. The Upper surface of Fenbin bodies are coloured darkly while the underside is light. This served a role in concealment which remains only as a vestige of the past, but its other function is still present today. </p></p>\n<p><img src=\"/images/Fenbin_grey.jpg\" alt=\"Fenbin\"></p></p>\n<p>The process of heat conduction and absorption is still a valuable source of energy to the Fenbin, especially during the summer. The opposing colours cause heat currents in fluid channels within the thorax and abdomen, and this action drives molecule sized thermal-pumps that make high energy molecules that can be stored or used as needed. \nThe organs of their respiratory system are mainly located in the abdomen and open to the atmosphere through the first groove in\nthe exoskeleton where the legs originate. This slit is surrounded by stiff hairs that are kept moist to clean the inhaled air of fine particles and dust. A long windpipe joins the central sack, in the abdomen, with the horn structure atop the head. This connection was used to provide air to the individual when hunting (they buried themselves and would pounce upon unsuspecting prey) but now it is used for purely ceremonial uses. Their small and delicately structured heart is placed low in the thorax, and indicative of the light gravity of Tabell. Their weak heart, by our standards, still manages efficient oxygenation of their iron based blood. Their digestive system is strictly that of a carnivore specially equipped for an insect diet. \nFemales Fenbin are larger than males, and they choose their mates at the beginning of the great celebration. The sexual organs share a duct with the spinneret, and copulation results in the male passing of a package of sperm wrapped in spun fibres to the female. She can then store the sperm or use it to fertilize her eggs. Fertilization will yield 2-3 dozen eggs all wrapped in cocoon. After three months the young will emerge for the cocoon and begin a process of growth that will last for the first 11 years of life. During this time they remain in the city as they would not survive in the extreme environment away from the city.</p>\n<p><img src=\"/images/Fenbin_bw.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Senses</h3>\n<p>Sight provides most of their sensory information, about sixty percent, but it is just ahead of smell ,another thirty percent and the other three senses equally weighted. Their eyes are compound in nature which provides a graining image at best, but the Fenbin have solved the problem by analyzing the image several times. The first layer of recognition senses flowing movement, the second - patterns, and the last interprets short quick movements. It is from this that a Fenbin can recognize objects and forms, with surprising accuracy. Their interpretation, however, is much shorter than a humans giving surprising response times. Their antennae every Fenbin has on the front of their forehead and are mainly touch organs, but they are also sensitive to odours. Covered in a soft skin and very short stiff hairs the antennae are the main organ of touch. The same type of material can be found on the pads at the end of each finger.</p>\n<p><img src=\"/images/FenbinAnatomical.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Speech</h3>\n<p>Fenbin speak with drawn-out clicks and pops, which are greatly accentuated when speaking other languages. Their horn is also used in speech in something akin to humming. The tone and volume of which gives an indication of the personality and demeanour of the individual.</p>\n<h3>Social / Culture</h3>\n<p>Due to their long winter, 11 standard earth years, they have developed a rather unique culture. They evolved as nomadic hunters and live most of their as such. They commonly associate in small groups but prefer to lead a solitary existence. This changes, however, during the year long summer celebration held in the capital city. In winter this city is populated by the young and the old members who would not  survive the winter in the bitter cold. Instead they stay  in the city, built on a huge crater, and warmed by geothermal energy. Their society was one of the first to use geothermal energy and the Fenbin take full advantage of the power source. They grow food and raise livestock in addition to heating their dwellings. Their nomadic lifestyle has also played a role in their political system. The Fenbin are ruled by a king chosen form the people, which sounds quite normal, but it is the method of selection that is uniquely Fenbin. As the winter releases its grip of the planet and spring dawns the population wakes and begins to journey to the capital. The first person to reach the city is greeted by the old king who releases his sovereignty. From that day on the first to come is the ruler and will remain as such for the next 12 years. This new king remains in the city through the winter and administers the government.</p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/krane/","relativePath":"docs/races/krane.md","relativeDir":"docs/races","base":"krane.md","name":"krane","frontmatter":{"title":"Krane","weight":40,"seo":{"title":"Krane","description":"The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Krane","keyName":"property"},{"name":"og:description","value":"The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Krane"},{"name":"twitter:description","value":"The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy. The krane habitat has caused them to evolve in this manner. In most ways they are similar to the large mammals found on Terra,Algor, or Bromua in that they are big and have the muscle to support them. They are bipedal with 2 large arms. most of their bulk is located above their legs and it's in this area where most of their sensory organs are found. They have a large eye about 12 to 25 cm wide, the eye is completely black that can tint everything light by means of a chemical in the fluid of the eye or by squinting. The eyelids have hairs along the rim to prevent dust from entering the eye, but surprisingly these are the only hairs on their body. Just below their eye to either side there are two small holes. These holes are additional breathing holes, but not considered a nose because they have poor sense of smell. Just below them in the center between the large pectorals is their mouth. The mouth has four teeth to grind food, but use their hands to make bite size pieces and also have a good sense of taste. In side the mouth near the back at the base of the windpipe they have their voice box. It has few cords so the voices are deeper and their range in sounds are less. They have an ear hole at the top of the back and are capable of hearing a cricket at 70 meters depending on the size of the cricket. At the top of their head just below the skin and head plate is their organ for balance, this organ is bizarre because it has a central nerve bundle which receives information first then transfers it to the brain and the rest of the body. Stretching out from the balancing nerve bundle are to globes near the shoulders. each globe is filled with a fluid that acts like a level and is very effective. The krane nervous system is quite different from most other races because in some respects it better than some system and worse than others. Their upper body is controlled by their central brain at about 30.5 meters per second thus making the reactions very quick for their large size. Their lower body is controlled by a small reflex brain which information moves a 20.7 meters per second This speed difference poses a problem for the krane because they can throw themselves off balance when quickly reacting to attack. This isn't to say they fall down\nit just means their weight can over carry them. They have touch receptors on 97% of their body surface which can feel heat, wind,pressure,cold etc., but really these senses are limited due to their leathery skin. The kranes average body temperature is 46 degrees celsius this being warmer than most races means they can tolerate heat very well. Their skin is filled with million of sweat glands which secrete water to cool them down which is very similar to terrains. The skin is a complete black, this makes them absorb large quantities of sunlight and this is the reason for the high tolerance for heat. The Krane have large arms with a ball joint at the shoulder a hinge joint at the elbow and a universal hinge joint at the wrist, then their three digit hand. The hand has two fingers that are triple jointed and an opposable thumb which makes them able to grab things effectively. Their leg are same as their arms except in one respect. The ankle is elevated far above the ground and the first set of bones are longer than the last two. The last two form toes which move to form the base in which they stand on. Due to the large size of the Krane,it has a very large heart. It works by sucking blood from the body then pumping it into another chamber then to the one lung then into yet another chamber which is the strongest of the 3 chambered heart, and back into the body. each blood vessel has a one way valve which prevents blood from acting on the pull of gravity. The blood is carbon iron based making it a bright red when oxygenated and a dark purple when depleted. The blood deepest in the Krane's body is always the dark purple and blood closest to the skin a bright red. The krene carry many antibodies In their blood. They have natural Immunity to viruses that have almost wiped out population, but are easy prey to simple bacterial infection.\nThe blood fluid is made up of several different cells and chemicals.The most common are the oxygen carriers and then the antibodies and then the fuse cell,similar to the platelets. The most prominent chemicals in the blood are mostly hormones and growth stimulants. An oddity about the Krane is they produce pheromones which tell another krane what sex they are and their readiness to mate. The mating of the krane doesn't take long but finding a proper mate does. At a glimpse a bystander could not tell the difference between male or female until the genitals are exposed from the slit in the groin. During mating the krane stop breathing . This reaction is still yet unexplained even by the Krane. The Interesting thing about this phenomenon is they can hold their breath for extended periods of time with no ill effects. Most organs are located in the large mass above the abdomen intestine, stomach, digestive glands, and similar digestive organs. Most digestive organs are located near the mouth except the single intestine which snakes its' way through the torso until it ends at the lower back or anus. The Krane primary food are plants and insects they rarely eat flesh. One thing about the Krane is that you rarely find a skinny Krane, even in old age they are still quite bulky. Each Krane has a life expectancy of 130 to 170 years (S.E.Y.). The Krane over all body structure is quite sturdy and strong but in many respects the same as brittle Terrains. The bone structure itself has a mass of up to 300 kg and is very impervious to breakage but if a bone should receive a break it takes a long time to heal. It is in the large heavy bones where the blood is produced unfortunately this is a slow process. The bone material is made up of calcium and carbon, this mixture make their bones very strong and also somewhat flexible . In any case the Krance are one of the largest races discovered. </p></p>\n<p><img src=\"/images/Krane_grey.jpg\" alt=\"Krane\"></p></p>\n<p>The process of heat conduction and absorption is still a valuable source of energy to the Fenbin, especially during the summer. The opposing colours cause heat currents in fluid channels within the thorax and abdomen, and this action drives molecule sized thermal-pumps that make high energy molecules that can be stored or used as needed. \nThe organs of their respiratory system are mainly located in the abdomen and open to the atmosphere through the first groove in\nthe exoskeleton where the legs originate. This slit is surrounded by stiff hairs that are kept moist to clean the inhaled air of fine particles and dust. A long windpipe joins the central sack, in the abdomen, with the horn structure atop the head. This connection was used to provide air to the individual when hunting (they buried themselves and would pounce upon unsuspecting prey) but now it is used for purely ceremonial uses. Their small and delicately structured heart is placed low in the thorax, and indicative of the light gravity of Tabell. Their weak heart, by our standards, still manages efficient oxygenation of their iron based blood. Their digestive system is strictly that of a carnivore specially equipped for an insect diet. \nFemales Fenbin are larger than males, and they choose their mates at the beginning of the great celebration. The sexual organs share a duct with the spinneret, and copulation results in the male passing of a package of sperm wrapped in spun fibres to the female. She can then store the sperm or use it to fertilize her eggs. Fertilization will yield 2-3 dozen eggs all wrapped in cocoon. After three months the young will emerge for the cocoon and begin a process of growth that will last for the first 11 years of life. During this time they remain in the city as they would not survive in the extreme environment away from the city.</p>\n<p><img src=\"/images/Krane_bw.jpg\" alt=\"Krane\"></p></p>\n<h3>Senses</h3>\n<p>Most of the Kranes sensory organs are located in the mass above the legs. At first glimpse the second thing beside their size you see is the large eye sometimes 30cm in diameter. This organ takes up most of the interior space in the upper torso. The drawback to having single vision is range finding but this is only a problem at long ranges. One good thing about this type of eye is due to the size of the iris it has incredible night vision capabilities. One unfortunate thing about the Krane is that they have low color vision but it is this that contributes to the night vision . The mouth is unique because of the three prehensile lips which are able to whistle beautiful melodies. Inside the mouth is a smaller mouth with two flat incisor like teeth and two molars. Just 2 cm behind the molars are the taste buds. The Krane\nhave a good sense of taste except they can't taste sour things. Their sense of smell isn't that effective but they can smell sugar. The odd thing about the Krane is they can smell but they can't distinguish between odors and their two nose holes operate independently of each other. In a situation a Krane could locate his opponent by knowing which nose hole is receiving a stronger odor. On the top of the Krane is a single ear with directional muscles. It works by sound waves moving small hard membranes and bones to reproduce the sounds, and this method is very effective. This This ear can hear sound very low on the scale, but has difficulty on higher wave frequency like the wine of a turbo fan. All over the Krane body are touch receptors which feel hot, cold, pressure, but in varied degrees due to the thick jet black leathery skin. The black color of the skin attracts heat and this adaptation can tell them the location of a hot heat source. Neurologically the Krane have no psychic power or ability to receive psychic stimulus, but this drawback has a good side; even the powerful soo coli cannot read a Krane's thoughts for some unexplained reason.</p>\n<p><img src=\"/images/KraneAnatomical.jpg\" alt=\"Krane\"></p></p>\n<h3>Speech</h3>\n<p>The Krane have only toe dialects at this time the Mondue and Trinoma. In the past they have had several dialects but over centuries they have brought the number down to two. They both sound the same but end end with different suffixes or begin with different prefixes or veg different roots but to a bystander listening in to a conversation between a mon and a tron wouldn't be able to tell them apart. The voice box of a Krane has less cords than a Terrain or a Mahendoshi so their voices are deep and strong.\nThis trait limits the amount of languages the krane can speak. They can't even speak the Aracnian or the Mahendoshi. A Krane holding a steady conversation with an Eebek in not possible unless there is a translator present. The Krane has a considerable difficulty talking to other races , because when they talk the use almost no body language.</p>\n<h3>Social / Culture</h3>\n<p>The Krane lifestyle is that of a Hyperactive child as in a Krane only needs 3 hours of sleep on average and seem to always be fidgety and active in the daily life. Rarely do you see a Krane sitting for hours on end. A krane family or brude consists of a male and a single offspring. The female bares young life after carrying the baby for 15.5 months. The baby can survive right after birth. The father brings up the young and the mother disappears after birth. A child Krane take 11 years (S.E.Y.) to grow into an adult and 15 years before it can reproduce. Mating rituals are varied , The most common form, is males and females in large groups in sods, similar to bars. Both male and female have a strong desire to reproduce. As religion goes the Krane don't believe in a god or gods and have no real loyalties to family or friends. They have no sense of love or loss when an offspring dies but they are extremely possessive as a large group as a large group with material things. As an Individual they are free enterprising. A Krane community  contains about 300 to 1000 individuals and many stores, sods, similar recreational facilities , med centers, government centers and a large number of brides. Several communities make up a klesh. several classes make up a city and several cities make up a country or cosh. On Krane now there are two coshes. The Mondue and the tronmoa. Both he mondue and the tron are very military equipped and are war orientated. At the borders. Both the Tromoa and the mondue want what the other has and this has caused more and bloodier  wars. But due to their possessive nature  they have a knack for inventing effective  weapons. This isn't' to say the Krane war , they don't, but due to their possessive nature they passionately and painfully defend their borders and territories. Each cosh has a huge army on average 1,750,000 Krane in each army and their weapons technology has been developed to gargantuan proportions. Their ground forces are massive, but their space navy is young and growing. As a whole either the Modue or the Tromoa to an outside observer are deadly enemies. And It is the reason why the Krane are still under consideration by the P.S.F. The largest war ever fought on Krane was the Droode which ended 23 years (S.E.Y.) before it first discovery by and Eebek exploration vessel. This war took the lives of six million krane and lasted 11 years (S.E.Y.). When wars start on Krane they are fast passed and costly . AN interesting thing about the Krane military technology is they have nuclear power but would never use it against their enemy because the whole idea about a Krane war is to gain possession of what the other Cosh has. The loser wouldn't use nuclear power to get it back because they would want it to be in relatively the same shape as they left it. Both coshes have been around for 261 years (S.E.Y.) , before the Tronmoa and Mondue there were up to 30 coshes and multiple leaders. The reason for the extended period of peace originally is the Droode war wasn't going anywhere but now due to the discovery of other races they are as a whole a bit paranoid. The Krane relation to the P.S.F. is bias toward joining but they would like to solve their problems first. Many Individual Krane are part of the P.S.F. and venture back and forth. The economic condition of Krane is average with 11% unemployment. The largest cities on Krane are the Gouwin at a population of 11.2 million and Earn with a population of 12.6 million both are in the Momdue Cosh. The planets' entire population is 7 billion with 3.7 billion in the Mondue Cosh and 3.3 Billion in the Tronmoa . Krane was discovered by the Eebek in 2239 but were practically ignored by the inhabitants due to the fact that the Krane can't communicate with the Eebek. The most productive meeting between the Krane as a whole have no qualms against any individual races.</p>\n<p>NOTES: The Krane blood has chemicals in that are sought by the medical society due to its' ability to congeal fast and kill certain viruses. A drawback to the Krane size is they can use krane manufactured goods or Krane adapted shelters or vehicles. The Krance only need to eat every 48 hours (S.E.H.) and drink ever 12 hours. Binocular vision is impossible for the Krane, but their compensates for depth. The Krane live up to 120 years (S.E.Y.).</p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<p>Planet: Krane\nSystem: Babylon\nGravity: 1.2\nHeight: 3m to 4 M\nWeight 500 Kg to 900\nLifespan 120 to 180 Years (s.e.y.)</p>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/lowkaa/","relativePath":"docs/races/lowkaa.md","relativeDir":"docs/races","base":"lowkaa.md","name":"lowkaa","frontmatter":{"title":"Low Kaa","weight":50,"seo":{"title":"Low Kaa","description":"The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Low Kaa","keyName":"property"},{"name":"og:description","value":"The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Low Kaa"},{"name":"twitter:description","value":"The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture."}]},"template":"docs"},"html":"<p>The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture. They walk as a biped and use their arms for manipulation. They have a large brain capacity and are an intelligent race. It can be determined from the artifacts and information which survived 'The Great War' that they once were a technologically advanced society which under- when a massive social upheaval during which almost all of the technology and knowledge was destroyed. After this period of violent change the Low Kaan culture was only a small remnant of its former sophistication.</p>\n<h3>Physiology</h3>\n<p>The upper most appendage, the head, contains most of the sensory organs and the brain. The trunk of the Low Kaa contains organ systems which accomplish respiration, circulation, and digestion within a supportive and protective skeleton. The upper and lower appendages can be described in basically three groups. The upper section, the lower section, and the hand or the foot. Both sets of appendages are formed in much the same way with the upper section being the shortest and the longest one being the longest. Their digits are similar on both the hands and he feet with a few exceptions: The feet have one more digit as the hands and the outermost toe is longer than the rest. The head, balanced by large muscle groups in the neck on the spinal cord, is the centre for information accumulation and processing. The head sits on top of the spinal column which is a hard springy structure, comprised of small curved bones which are connected in such a way as to form a helical structure with each turn of this helix connected to the turn above with hard spongy cells which allow their back bones to bend and move freely, which provides the support for the entire endoskeleton and also protects the large bundle of cells which transmit messages from the rest of the body to the brains. The head is a roughly spherical, hollow bone composed of curved plates that join together at suture lines. The brain is sheltered in the skull and it is linked to the rest of the body through a hole at the base of the skull just posterior to the fulcrum of the spinal column. The nervous system of the Low Kaa as with all creatures on the planet Carakuss develop after the rest of the body has formed from a proto-nervous cell which serves as a space holder during somatic development. During\ngestation the Low Kaa grow unhindered or controlled by a nervous system. As they grow older and just prior to the time when the autonomic functions of the body begin the proto-nervous cells differentiate into cells which are capable of transmitting electrical impulses these cells are collected into bundles along the helical backbone each of which is capable of processing sensory information and then relaxing the processed signals to the brain for further evaluation. Animals on the planet Carakuss have an extremely short gestation period, in some cases a matter of hours, and the Low Kaa are no exception. The average period for gestation is approximately 3.8 weeks in which three and a half are spent on somatic development and the other half of a week is used for the process of nervous accomodation and specialization. Because of this extremely fast rate of gestation the Low Kaa have many more instincts at birth that most other sentient life forms, In fact the Low Kaa are capable of finding food usually alive and raw and protecting themselves, as a reflex action, only a few hours after they are born. Because this response is a reflex action and usually unnecessary, the children are often left alone for the first hours after birth, without the parents care, this is usually the case in most births. As these instincts become less and less predominant the child becomes more dependant on its' learning ability and by the age of 15 years these instincts are totally submerged in the sub-conscience. Apart from the nervous system the body is completely developed at 2 weeks with the exception of the immune system, the thing responsible for the detection and eradication of foreign organisms. At birth the Low Kaa are have no ability to distinguish between themselves and another Low Kaa's tissue because of the way in which the child was connected to the mother. Only after birth does this ability develop. And as the Immune system becomes more accurate a larger amount chemical which indicate which cells are 'self' can be found in the blood. Along with these 'self' markers the Low Kaan blood also contains the molecules which carry oxygen to the cells, control growth, and supply energy to the cells to maintain normal functioning. The arms and the legs are joined to the endoskeleton by loose fitting joints and\nlarge muscle groups. The Low Kaa have a predominantly large muscle structure for the size of their torso which makes their silhouette distinctive. along their spine the Low Kaa have an area of pigmentation which ends in a large roughly circular mass of indentations and pigment. This area is similar to the grooves in the skin on a terrain finger and can also be used to differentiate from one Low Kaa to the other. This identification patch also serves a biological purpose as it is the only location\non the Low Kaa where energy storing lipid molecules are collected. Unlike the terrains the body of the Low Kaa does not store excessive amounts of fat in this location but it burns off any extra energy in the form of increasing the metabolism of the person until the energy is used and it is for this reason that the Low Kaa do not have an extended ability to go without food and must have a regular and consistent  food intake. The Low Kaa take in food through their mouths where it is ground into smaller pieces, allowing for more consistent digestion, by calcium pointed deposits which erupt from under the flesh in their mouths every 2 years throughout the life of the individual. During this period when the new teeth push out the old ones the person will undergo severe pain which is treatable by mild pain killers. The skin tone of the Low Kaa at birth ranges from a light to a dark blue and as the individual ages their skin tone reddens and upon death the skin may be pigmented a deep red or a royal purple. This race has no hair on the surface of their body and a second eyelid to protect their black eyes from injury by any dust or foreign objects. Even Though the overall appearance of this race in not like that of a terrain the Low Kaa use many of the same proteins and have similar physiology.\n </p></p>\n<p><img src=\"/images/LowKaa_grey.jpg\" alt=\"Low Kaa\"></p></p>\n<p>The process of heat conduction and absorption is still a valuable source of energy to the Fenbin, especially during the summer. The opposing colours cause heat currents in fluid channels within the thorax and abdomen, and this action drives molecule sized thermal-pumps that make high energy molecules that can be stored or used as needed. \nThe organs of their respiratory system are mainly located in the abdomen and open to the atmosphere through the first groove in\nthe exoskeleton where the legs originate. This slit is surrounded by stiff hairs that are kept moist to clean the inhaled air of fine particles and dust. A long windpipe joins the central sack, in the abdomen, with the horn structure atop the head. This connection was used to provide air to the individual when hunting (they buried themselves and would pounce upon unsuspecting prey) but now it is used for purely ceremonial uses. Their small and delicately structured heart is placed low in the thorax, and indicative of the light gravity of Tabell. Their weak heart, by our standards, still manages efficient oxygenation of their iron based blood. Their digestive system is strictly that of a carnivore specially equipped for an insect diet. \nFemales Fenbin are larger than males, and they choose their mates at the beginning of the great celebration. The sexual organs share a duct with the spinneret, and copulation results in the male passing of a package of sperm wrapped in spun fibres to the female. She can then store the sperm or use it to fertilize her eggs. Fertilization will yield 2-3 dozen eggs all wrapped in cocoon. After three months the young will emerge for the cocoon and begin a process of growth that will last for the first 11 years of life. During this time they remain in the city as they would not survive in the extreme environment away from the city.</p>\n<p><img src=\"/images/LowKaa_bw.jpg\" alt=\"Low Kaa\"></p></p>\n<h3>Senses</h3>\n<p>These people have acute distance vision due to the spacing of their eyes but have difficulty discerning motion unless it is directly toward or away from them. In the bright day of the planet Carakuss, on which they evolved, the Low Kaa are able to selectively filter out glare aided by the iris and the retina. Their night vision is not as developed and they have difficulty becoming accustomed to and seeing things in low light levels This is mainly due to the moons of Carakuss which keep the reflected sun's light on the planet constantly. The smell and taste senses of the Low Kaan are closely related almost to the point where both of the\ntwo senses must pe be present to have normal function of either. As with many other races the Low Kaa have sensory receptors just underneath almost all of their skin area and the concentration and kinds of these receptors vary from place to place on their bodies. Unlike the Terrains the Low Kaa do not have higher concentrations of these receptors in the pubic region of their bodies which makes intercourse not pleasurable nor fun by only a necessary function of life. The Low Kaa are able to receive audio stimulus and they have specialized structures to do so, but these are not the most accurate hearing devices in the galaxy and only because of the seclusion of the Low Kaa from major predatory animals have they survived for so long with the poor sense of hearing that they posses. Although it is bad they can distinguish direction and range from noise but they can only hear with in a small range which is not an extreme limitation because most noises are within the range that they can perceive.</p>\n<p><img src=\"/images/LowKaaAnatomical.jpg\" alt=\"Low Kaa\"></p></p>\n<h3>Speech</h3>\n<p>They have been known to speak all Earth languages and can speak most of the languages of the foundation. They have been known to be very adaptive to new ways of speaking and the way in which different races put words together. It is for this reason that the Low Kaan have found a place in the foundation as translators. The native language of the Low Kaa is not accurately Known because of the effect of the Minecorp workers on the language it is now almost never spoken and is littered with pseudo-words which are a direct copy of those of the Terrains.</p>\n<h3>Social / Culture</h3>\n<p>The social organization of this race seem to be that of a normal post-agricultural society which has been infected by techno pollution but the history of this planet suggests otherwise. The majority of the history of Carakuss which can be determined from vague references in books which escaped the anti-technological regime that followed the great war is as follows. Prior to the war where all the technology has destroyed the culture of the Low Kaa was a very developed one where the technology was high enough for the people to put a colony on the next farthest planet from the trinary suns. This colony developed a government joined to that of Carakuss and its people flourished. This base was set-up as mainly a scientific station until it was safe to colonize by the general populace. Then a coup d'etat of the world government on Carakuss by a small radical group started a movement by the colony away from the government and towards autonomy. After a few months of rule there was a switch of leaders within the government of Carakuss. The new leader that came into power lead an army against the colony claiming it was taking all of the resources of the Carakuss and was going to start its own government. That was exactly what the Colony was planning to do and when they did the people began to believe their leader</p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<p>They have good day vision and exceptional night vision.\nHeight: 1 - 1.7 m\nWeight: 60 - 80 Kg\nSex: Heterosexual\nLife Span: 75 - 105 Years</p>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n###### Racial Size Comparison Chart---"},{"url":"/docs/races/sooacoli/","relativePath":"docs/races/sooacoli.md","relativeDir":"docs/races","base":"sooacoli.md","name":"sooacoli","frontmatter":{"title":"Sooaacoli","weight":160,"seo":{"title":"Sooaacoli","description":"The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Sooaacoli","keyName":"property"},{"name":"og:description","value":"The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Sooaacoli"},{"name":"twitter:description","value":"The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation. All over their body are areas of compact muscle tissue which serve as their structure for movement, but the Sooaacoli have developed a bonus to normal muscle and that is the use of curved bones to push and pull. Circular movements are caused by bones similar to the radius and the ulna in terrains but this movement is rather new to the Sooaacoli structure. It seems during studies of ancestral Sooaacoli remains, that the forearm over millions of years is splitting into two separate bones. Even though the split in the forearm is only up to 24 cm given a long time it is estimated at 15 million years the Sooaacoli will have joints that can fully rotate. The upper bone structure of their Sooaacoli is basically a frame where organs and bones can attach but along the back are seven protruding bones that serve no real purpose, but originally served as a form of protection to earlier Sooaacoli races. The Sooaacoli are herbavours and lack salvetory glands but they overcome this problem by eating very moist food or by manually crushing the food and adding water to it. an organ in the female sooaacoli located 5 cm below the first heart produces the egg and has a direct link to the bloodstream. these cells cannot divide to form an actual sooaacoli unless fertilized by a male. The sperm and the chemical cause the female organ to close until the live sooaacoli baby is produced. A baby Sooaacoli can stand after birth but other than this it needs parental attention to survive. It is believed that primitive Sooaacoli were once similar to aquatic turtles found on Earth. In all the physiology of the Sooaacoli differ from most other races but fit into the unified bipedal structure (U.B.S.) which is now being proved the most efficient shape for an intelligent life form.</p>\n<p><img src=\"/images/Sooaacoli_grey.jpg\" alt=\"Sooaacoli\"></p></p>\n<h3>Senses</h3>\n<p>The most interesting thing about the Sooaacoli by far is their speech. The Sooaacoli do this by using two ears that can pick up sound as finite as 30 000 Hz to 1Hz and then reproduce it through their speech organ. The Sooaacoli like sweet <strong>*</strong>sugary food and have an ability to tell if a food product is sweet and delicious. This taste is important to the Sooaacoli because the sugars are what their primary food compound and this ability can tell them if it is fresh or poisoned. Telekinetic energy is found among some race to high degree and it seems the Sooaacoli have the ability but never use it in everyday life. Psychokinesis also follows the same path, but according to the Sooaacoli documented history there was a race of people that used these powers;</p>\n<p><img src=\"/images/Sooaacoli_bw.jpg\" alt=\"Sooaacoli\"></p></p>\n<h3>Speech</h3>\n<p>The Sooaacoli can reproduce sounds so well an observer watching two Sooaacoli having an energetic discussion could only tell that there are two voices but wouldn't know who they belong to. if you can imagen ten Sooaacoli talking about past hunting trips, the stories would be so detailed and accurate, unless one of the Sooaacoli dicided to add lib his trip by adding a few creatures to impress his colleagues. Surrounding this bone are the same cells in the ear, but when electrical current runs through the stack coling cells it charges the bone and produces sound which with the aid of a few membranes the sound is then amplified.</p></p>\n<h3>Social / Culture</h3>\n<p>The most interesting thing about the Sooaacoli by far is their speech. The Sooaacoli do this by using two ears that can pick up sound as finite as 30 000 Hz to 1Hz and then reproduce it through their speech organ. The Sooaacoli like sweet <strong>*</strong>sugary food and have an ability to tell if a food product is sweet and delicious. This taste is important to the Sooaacoli because the sugars are what their primary food compound and this ability can tell them if it is fresh or poisoned. Telekinetic energy is found among some race to high degree and it seems the Sooaacoli have the ability but never use it in everyday life. Psychokinesis also follows the same path, but according to the Sooaacoli documented history there was a race of people that used these powers; The Sooaacoli can reproduce sounds so well an observer watching two Sooaacoli having an energetic discussion could only tell that there are two voices but wouldn't know who they belong to. if you can imagen ten Sooaacoli talking about past hunting trips, the stories would be so detailed and accurate, unless one of the Sooaacoli dicided to add lib his trip by adding a few creatures to impress his colleagues. Surrounding this bone are the same cells in the ear, but when electrical current runs through the stack coling cells it charges the bone and produces sound which with the aid of a few membranes the sound is then amplified.</p>\n<p><img src=\"/images/SooaacoliAnatomical.jpg\" alt=\"Sooaacoli\"></p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<p>Planet:\nAnacro Novello\nGravity: .8</p>\n<h2>Second Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/human/","relativePath":"docs/races/human.md","relativeDir":"docs/races","base":"human.md","name":"human","frontmatter":{"title":"Human","weight":30,"seo":{"title":"Human","description":"Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids).","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Human","keyName":"property"},{"name":"og:description","value":"Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids).","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Human"},{"name":"twitter:description","value":"Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids)."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids). A terrestrial animal, humans are characterized by their erect posture and bipedal locomotion; high manual dexterity and heavy tool use compared to other animals; open-ended and complex language use compared to other animal communications; larger, more complex brains than other animals; and highly advanced and organized societies.\nMost aspects of human physiology are closely homologous to corresponding aspects of animal physiology. The human body consists of the legs, the torso, the arms, the neck, and the head. An adult human body consists of about 100 trillion (1014) cells. The most commonly defined body systems in humans are the nervous, the cardiovascular, the circulatory, the digestive, the endocrine, the immune, the integumentary, the lymphatic, the musculoskeletal, the reproductive, the respiratory, and the urinary system.</p>\n<p>Humans, like most of the other apes, lack external tails, have several blood type systems, have opposable thumbs, and are sexually dimorphic. The comparatively minor anatomical differences between humans and chimpanzees are a result of human bipedalism. One difference is that humans have a far faster and more accurate throw than other animals. Humans are also among the best long-distance runners in the animal kingdom, but slower over short distances. Humans' thinner body hair and more productive sweat glands help avoid heat exhaustion while running for long distances.</p>\n<p>Although humans appear hairless compared to other primates, with notable hair growth occurring chiefly on the top of the head, underarms and pubic area, the average human has more hair follicles on his or her body than the average chimpanzee. The main distinction is that human hairs are shorter, finer, and less heavily pigmented than the average chimpanzee's, thus making them harder to see. Humans have about 2 million sweat glands spread over their entire bodies, many more than chimpanzees, whose sweat glands are scarce and are mainly located on the palm of the hand and on the soles of the feet.Humans have the largest number of eccrine sweat glands among species.</p>\n<p><img src=\"/images/Human_grey.jpg\" alt=\"Human Female Explorer\"></p></p>\n<h3>Senses</h3>\n<p>Apart from bipedalism, humans differ from chimpanzees mostly in smelling, hearing, digesting proteins, brain size, and the ability of language. People with blindsight are usually not aware that they are reacting to visual sources, and instead just unconsciously adapt their behavior to the stimulus.\nHearing or audition (adjectival form: auditory) is the sense of sound perception. Paresthesia is a sensation of tingling, pricking, or numbness of the skin that may result from nerve damage and may be permanent or temporary.</p>\n<p><img src=\"/images/HumanAnatomical.png\" alt=\"Human\"></p></p>\n<h3>Speech</h3>\n<p>Speech is human vocal communication using language. In their speech speakers also unintentionally communicate many aspects of their social position such as sex, age, place of origin (through accent), physical states (alertness and sleepiness, vigor or weakness, health or illness), psychic states (emotions or moods), physico-psychic states (sobriety or drunkenness, normal consciousness and trance states), education or experience, and the like.</p>\n<h3>Social / Culture</h3>\n<p>Culture is the social behavior and norms found in human societies. Culture is considered a central concept in anthropology, encompassing the range of phenomena that are transmitted through social learning in human societies. The concept of material culture covers the physical expressions of culture, such as technology, architecture and art, whereas the immaterial aspects of culture such as principles of social organization (including practices of political organization and social institutions), mythology, philosophy, literature (both written and oral), and science comprise the intangible cultural heritage of a society.</p>\n<p>In the humanities, one sense of culture as an attribute of the individual has been the degree to which they have cultivated a particular level of sophistication in the arts, sciences, education, or manners. Such hierarchical perspectives on culture are also found in class-based distinctions between a high culture of the social elite and a low culture, popular culture, or folk culture of the lower classes, distinguished by the stratified access to cultural capital. In the wider social sciences, the theoretical perspective of cultural materialism holds that human symbolic culture arises from the material conditions of human life, as humans create the conditions for physical survival, and that the basis of culture is found in evolved biological dispositions.</p>\n<h3>Sex</h3>\n<p>Humans are start a female embryos (the default genetic state). Some individuals inherent a 'Y' chromosome from their male progenitor, which produces the male of the species. Nascent secondary sex characteristics begin to be expressed around 13 years of age, know in the human dialect of english as puberty. Humans reproduce sexually via an egg and sperm. Females produce the eggs after puberty and carry them internally. If the female engages in sexual intercourse with a male who provided the sperm the egg may be fertilized. Once fertilized the embryo implants in the uterus and is nurtured inside the mother until term, about 9 months.</p>\n<h3>Attributes</h3>\n<table>\n<thead>\n<tr>\n<th>Average</th>\n<th>Female</th>\n<th>Male</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Life span</td>\n<td>119 years</td>\n<td>101 years</td>\n</tr>\n<tr>\n<td>Height</td>\n<td>158 cm</td>\n<td>172 cm</td>\n</tr>\n<tr>\n<td>Mass</td>\n<td>varies widely</td>\n<td>varies widely</td>\n</tr>\n</tbody>\n</table>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n<hr>"},{"url":"/docs/races/mahendoshi/","relativePath":"docs/races/mahendoshi.md","relativeDir":"docs/races","base":"mahendoshi.md","name":"mahendoshi","frontmatter":{"title":"Mahendoshi","weight":140,"seo":{"title":"Mahendoshi","description":"Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Mahendoshi","keyName":"property"},{"name":"og:description","value":"Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Mahendoshi"},{"name":"twitter:description","value":"Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density. With four stubby limbs (two arms and two legs), a naturally occurring pot belly, and a large fuzzy head, Mahendoshi are often described as cute by humans. Appearances are deceiving, however Mahendoshi wear a coat of coarse dark fur that ranges from brown to red and even blue-black in colour. While providing warmth and dryness in their cave-like homes the fur is also a depository for all harmful and toxic chemicals removed from the bloodstream. This goes so far as to include any substance which can be absorbed into the body, but cannot be metabolized; truth serum, many natural poisons and venoms, industrial pollutants, etc. Of course, this ability can be overloaded, and also will not shield a Mahendoshi form direct effects, such as drinking battery acid. Mahendoshi hands and feet are naked revealing seven strong, slightly webbed digits per limb. The toes are studded around a broad, rounded foot, while sharp claws extend from the fingers of the large shovel-like hands. They have no thumbs but use their widely spaced fingers in functionally the same way. The skin is leathery and grey in colour.Mahendoshi are nocturnal omnivores with a distinct preference for meat. Their large mouth consists of triple rows or tiny, razor-like teeth which are used to tear and shred food, before sending it on to their high acid stomach. They additionally do not require food to be cooked and will eat old and slightly putrid food. In dealing with Mardashuru's high gravity, the Mahendoshi have evolved a powerful Five chambered heart, and a remarkable set of four, highly convoluted lungs. In conjunction they are incredibly efficient at exchanging oxygen and chlorine through the Mahendoshi blue green copper based blood. The normal mardashuru atmosphere is nearly 3 atmospheres in pressure and contains many natural (and some industrial) chemicals harmful to many other races. Overall the high gravity has also given the Mahendoshi a dense cellular structure, making they heavier, stronger and quicker than they would otherwise appear to be. Mahendoshi have a natural ability to master their autonomic nerve responses. Once in a light trance, they can alter their heart rate, metabolism, and body functions, and enter a state of hibernation and continue in it for a few months at a time. This ability was especially useful to a race with constant threat of a cave in. Mahendoshi are heterosexual, but only mate when the female is in estruses (about every 8 month). After a six month gestation period. The young are delivered live, with a 3 or 4 infant litter being typical. Newborns are nursed by the females four mammary glands.</p>\n<p><img src=\"/images/Mahendoshi_grey.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Senses</h3>\n<p>The most important of the mahendoshi senses is that of sight. Evolving originally from nocturnal scavengers, their eyes are large and sensitive to maximize the amount of light gathered. Although this does not make them vulnerable to flash blindness, they are able to see in extremely low light levels, and additionally can perceive the infrared. Mahendoshi eyes cannot interpret colours higher than yellow or green on the spectrum.\nTheir range of hearing is generally about equal to a human's, though high sensitive in the low and sub frequency band (24-14000 Hz). Manhendoshi ears are small and cupped for listening to surface noises through rock.</p>\n<p><img src=\"/images/Mahendoshi_heart.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Speech</h3>\n<p>The Mahendoshi generates sound at two basic sets of frequencies, deep and almost inaudible grunts and barks are used in communication over short distances. While upper midrange sounds are used in closer, interpersonal settings. Mahendoshi languages are similar to terran Asian dialects, but spoken at a much accelerated pace.</p></p>\n<h3>Social / Culture</h3>\n<p>Mahendoshi are the most prominent and advance race yet found within the second sphere. They control an area of space comparable to own. Their societies are highly advanced and stable, with histories extending back for Millennia.\nMahendoshi are extremely social creatures, they enjoy a lot of friendly physical contact, grooming, etc. and will grow distressed when isolated for long. Generally extended families or groups live together in a communal fashion helping each other along when needed. Regional Mahendoshi economies tend to be slightly distinct and free market while collective on a larger level. In order to benefit all regions equally. All Mahendoshi are guaranteed jobs by birth and there is little division between the rich and the poor, with social services extravagant by other races standards.\nOn their own, Mahendoshi are hard working and single minded (or stubborn), with the sole goal in life of contribution to their family and society in a positive way. They are very honourable and many are somewhat spiritual or suppositious. A common Mahendoshi philosophy is \"never take more as a group, than is need by an individual\" reflecting their collective-conservation minded ways.\nA Mahendoshi family unit, or \"KA SEKO\", is composed of the mother, father, their parents and usually three or four young. Education begins at an early age, and upon turning 10, children are encouraged to enter their apprenticeship in the profession of their families' choice. A few years of physical labour and military training are also mandatory. Modern marriages are arranged between KA SEKO, following the traditions of an ancient caste system destroyed only three centuries ago. Mahendoshi enjoy decorating themselves with colourful cloth and jewellery.</p>\n<img src=\"/images/MahendoshiAnatomical.jpg\" alt=\"Eebeck\"></p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<p><img src=\"/images/Mahendoshi_bw.jpg\" alt=\"Eebeck\"></p></p>\n<h2>Second Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/races/","relativePath":"docs/races/index.md","relativeDir":"docs/races","base":"index.md","name":"index","frontmatter":{"title":"Races","excerpt":"There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere.","seo":{"title":"Races","description":"There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Races","keyName":"property"},{"name":"og:description","value":"There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Races"},{"name":"twitter:description","value":"There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere."}]},"template":"docs"},"html":"<h2>Introduction</p></h2>\n<p>There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere. The races of the First Sphere were discovered first and consequently the most information is known about this group of races, whereas the discovery of the Second Sphere and its race has only occurred in the past few decades. </p>\n<p>The races of the Second Sphere have not yet fully integrated in to the Alliance and are still considered, by none, as a curiosity. There are exceptions, however. In the First Sphere the Race known as the Tanaians prefer to collect information about other races and cultures rather than divulging information about themselves. In the Second Sphere there are two races which are still a bit of a mystery, both the Aracnians and the Faborians. The Aracnians dislike intrusion on their home world of Tabell. In contrast the Faborians have an entirely different reason for being secluded, their home planet, Fabi, has a 14th century, Earth equivalent, Social Structure. Although there has been much study on the Faborians the only information available is that gained for the few individuals that were removed from their Mother World.\nThe First Sphere has only begun to explore our local portion of the universe, already there are fruits of its labour. There are surely many other life forms to contact.</p>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#first-image-map\">\n<map name=\"first-image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n<h2>Second Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#second-image-map\">\n<map name=\"second-image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n<p>Click a Silhouette above or one of the links below:</p>"},{"url":"/docs/races/tanaian/","relativePath":"docs/races/tanaian.md","relativeDir":"docs/races","base":"tanaian.md","name":"tanaian","frontmatter":{"title":"Tanaian","weight":60,"seo":{"title":"Tanaian","description":"The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Tanaian","keyName":"property"},{"name":"og:description","value":"The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Tanaian"},{"name":"twitter:description","value":"The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet. The master computer was used in fighting a war that was being waged between the colony of the Carakuss and the home world. After a time the master computer decided that not only was one side the enemies but both sides. The master computer quickly exterminated all of its enemies and began to build a new kind of life form, an inorganic one. The computer used the factories and information available to it and designed a workable self-contained robot which was connected to the master computer. With this primitive form the Tanaians began to explore the universe, the master computer installed in each of the Tanaians the need to gather information as one of the most basic laws. The master computer began slowly until he had extensions of himself to exploit the riches of the second largest moon in the system of Constella B. As the number of Tanaians increased so too did their ability to extract the resources necessary to expand their exploration.</p>\n<p><img src=\"/images/Tanaian-grey.jpg\" alt=\"Tanaian\"></p>\n<p>Tanaians are large cylindrical shaped beings that can be divided roughly into two pieces the upper two thirds and the lower third. In its resting state die upper section is a large metallic cone constructed of what appears to be very shiny chromium metal. This is not the case however it is in fact a substance with properties of metal that is actually fluid and can be moulded by tuned force fields. At this time the actual mechanism is not known but it is clear that they can form their cone into any shape or configuration with only three limitations. First the mass that can be conformed is static - unless its density is modified. Second there is an internal rod that produces the field to mould the metal, it must always be completely surrounded by the cone material. And lastly the maximum distance the material can get from the central cone is two meters. The lower section contains their power supply packs and hover pods and force field generators - their main means of locomotion. The lower section is solid and is not malleable. They don’t need any nourishment and also require no vital gas.</p>\n<h3>Senses</h3>\n<p>Sensation for Tanaians occurs through every conceivable method for they can imitate any physical sense organ imaginable. The signals from these organs are relayed to the brain located in the lower section. The method of this trans mission is not known and it functions no matter what the configuration the cone.</p></p>\n<p><img src=\"/images/TanaianAnatomical-small.jpeg\" alt=\"Tanaian Anatomical\"></p>\n<h3>Speech</h3>\n<p>Tanaian speech is like senses, unlimited. What ever physical speech organ they choose to mould the cone into they can use to produce speech. The proper use of the organ and the knowledge of any language can usually be assimilated within hours of direct contact with a representative from the race.</p></p>\n<p><img src=\"/images/Tanaian-core-close-up.jpeg\" alt=\"Tanaian Anatomical\"></p>\n<h3>Social / Culture</h3>\n<p>No social culture is known about the Tanaians because one Tanaian is usually very, and the probably of two even more so. Several members have be questioned about their culture, with little or no revelation beyond the history stated above. It is known, however, that their primary function is to gather information and observe other cultures. This usually puts them in distant, non-interactive role to allow true insight into the motivations of the races they encounter.</p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<h2>First Sphere - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-01small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Eebek\" title=\"Eebek\" href=\"https://genesis.theengine.com/docs/races/eebek/\" coords=\"110,299,19,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Fenbin\" title=\"Fenbin\" href=\"https://genesis.theengine.com/docs/races/fenbin/\" coords=\"180,0,113,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Human\" title=\"Human\" href=\"https://genesis.theengine.com/docs/races/human/\" coords=\"182,0,265,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Krane\" title=\"Krane\" href=\"https://genesis.theengine.com/docs/races/krane/\" coords=\"265,0,431,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Low Kaa\" title=\"Low Kaa\" href=\"https://genesis.theengine.com/docs/races/lowkaa/\" coords=\"432,0,540,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Tanaian\" title=\"Tanaian\" href=\"https://genesis.theengine.com/docs/races/tanaian/\" coords=\"542,0,611,299\" shape=\"rect\">\n</map>\n###### Racial Size Comparison Chart---"},{"url":"/docs/star-systems/FirstShpere/","relativePath":"docs/star-systems/FirstShpere.md","relativeDir":"docs/star-systems","base":"FirstShpere.md","name":"FirstShpere","frontmatter":{"title":"FirstSphere","weight":20,"seo":{"title":"Home World Populations","description":"This is the current list of population centers within the First Sphere","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"First Sphere","keyName":"property"},{"name":"og:description","value":"Population of the First Sphere","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Installation"},{"name":"twitter:description","value":"Population of the First Sphere"}]},"template":"docs"},"html":"<h2>First Sphere</h2>\n<table>\n<thead>\n<tr>\n<th align=\"left\">System / Name</th>\n<th align=\"left\">Class</th>\n<th align=\"left\">Established <br>Year <a href=\"https://simple.wikipedia.org/wiki/Common_Era\">CE</a></th>\n<th align=\"right\">Population (M)</th>\n<th align=\"right\">Primary Race</th>\n<th></th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"left\"><h2> Sol</td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"></td>\n<td align=\"right\"></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Earth</td>\n<td align=\"left\">Home World</td>\n<td align=\"left\">-</td>\n<td align=\"right\">6,922.0</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Luna</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">2001</td>\n<td align=\"right\">10.501</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Mars</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">2019</td>\n<td align=\"right\">1.863</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Laurasia</td>\n<td align=\"left\">Space Colony</td>\n<td align=\"left\">2145</td>\n<td align=\"right\">0.007</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Gondwanaland</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2153</td>\n<td align=\"right\">0.010</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Tsilokovsky</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2044</td>\n<td align=\"right\">0.003</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Eros</td>\n<td align=\"left\">Space Colony / Daughter World</td>\n<td align=\"left\">2069</td>\n<td align=\"right\">0.305</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Hoshiuchi</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2017</td>\n<td align=\"right\">0.002</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Gateway</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2111</td>\n<td align=\"right\">0.003</td>\n<td align=\"right\">Human / Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Other ~1,000</td>\n<td align=\"left\">Orbiting</td>\n<td align=\"left\">Varies</td>\n<td align=\"right\">0.080</td>\n<td align=\"right\">Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"><b>   7,047.201</td>\n<td align=\"right\"><b>   Total</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"><h2> Rilla And</h2> (a.k.a. Tau Ceti)</td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"></td>\n<td align=\"right\"></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Awmonee</td>\n<td align=\"left\">Home World</td>\n<td align=\"left\">-</td>\n<td align=\"right\">2,433.00</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Nonera</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">1932</td>\n<td align=\"right\">0.480</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Amo-s IV</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">1919</td>\n<td align=\"right\">7.470</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Armo-s VI</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">1914</td>\n<td align=\"right\">92.2</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Nureb</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">1864</td>\n<td align=\"right\">0.018</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Oonora</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2146</td>\n<td align=\"right\">0.011</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Awmonera</td>\n<td align=\"left\">Space Station / Space Colony</td>\n<td align=\"left\">1987</td>\n<td align=\"right\">3.800</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">D-Θbu</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2046</td>\n<td align=\"right\">0.010</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">N'debola</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2067</td>\n<td align=\"right\">0.006</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Rilan</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2109</td>\n<td align=\"right\">0.007</td>\n<td align=\"right\">Eebek / Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Awmonor</td>\n<td align=\"left\">Space Colony</td>\n<td align=\"left\">2202</td>\n<td align=\"right\">0.032</td>\n<td align=\"right\">Eebek / Human</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Outposts ~5,000</td>\n<td align=\"left\">Orbiting</td>\n<td align=\"left\">Varies</td>\n<td align=\"right\">0.250</td>\n<td align=\"right\">Eebek</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"><b>    2,547.284</td>\n<td align=\"right\"><b>   Total</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"><h2> Netra Sume</td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"></td>\n<td align=\"right\"></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Carioden</td>\n<td align=\"left\">Home World</td>\n<td align=\"left\">-</td>\n<td align=\"right\">864.5</td>\n<td align=\"right\">Fenbin</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Edic</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">2138</td>\n<td align=\"right\">0.081</td>\n<td align=\"right\">Human / Fenbin</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"><b>    864.581</td>\n<td align=\"right\"><b>   Total</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"><h2> Constella B</td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"></td>\n<td align=\"right\"></td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Carakuss</td>\n<td align=\"left\">Home World</td>\n<td align=\"left\">-</td>\n<td align=\"right\">1,200.000</td>\n<td align=\"right\">Low Kaa</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Tanai</td>\n<td align=\"left\">Daughter World</td>\n<td align=\"left\">1025 BCE</td>\n<td align=\"right\">12,946.028</td>\n<td align=\"right\">Tanaian</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">Culati Jenar</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">1017</td>\n<td align=\"right\">0.001</td>\n<td align=\"right\">-</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">1H-426</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2127</td>\n<td align=\"right\">0.003</td>\n<td align=\"right\">-</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\">1H-726</td>\n<td align=\"left\">Space Station</td>\n<td align=\"left\">2130</td>\n<td align=\"right\">0.004</td>\n<td align=\"right\">-</td>\n<td></td>\n</tr>\n<tr>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"left\"></td>\n<td align=\"right\"><b> 10,064,128.010</td>\n<td align=\"right\"><b>   Total</td>\n<td></td>\n</tr>\n</tbody>\n</table>\n<hr>"},{"url":"/docs/star-systems/Sol/","relativePath":"docs/star-systems/Sol.md","relativeDir":"docs/star-systems","base":"Sol.md","name":"Sol","frontmatter":{"title":"Sol System Maps","weight":30,"seo":{"title":"Sol System","description":"These are the maps of the populated worlds in the Sol System.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Sol System Maps","keyName":"property"},{"name":"og:description","value":"These are the maps of the populated worlds in the Sol System.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Sol System Maps"},{"name":"twitter:description","value":"These are the maps of the populated worlds in the Sol System."}]},"template":"docs"},"html":"<h2>Sol System</h2>\n<p><img src=\"/images/MercatorEarth.png\" alt=\"Map of Earth\">\nMap of Earth</p>\n<p><img src=\"/images/MercatorEmpty.png\" alt=\"Empty Map\">\nEmpty Map</p>\n<hr>"},{"url":"/docs/technology/communications/","relativePath":"docs/technology/communications.md","relativeDir":"docs/technology","base":"communications.md","name":"communications","frontmatter":{"title":"Communications","weight":30,"seo":{"title":"Communications","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>Communications use a multitude of methods to convey their message, and with radio waves, microwaves, and infrared  frequencies all possible mediums for the transmission of waves, there are literally millions of possible ways to send a  message. Usually, however, signals are sent by radio waves in a digital form to the recipient. Then using a pre-defined  'key', alpha-numeric code, they signal can be decoded. The complexity of the code sequence varies with the importance or  perceived importance of the data. So where civilian communications use 9 digit militaries can use up to 30 digits.</p>\n<h3>Communicator (Commpac)</h3>\n<p>Broadcasting at several standard frequencies as well as five user definable ones the short range unit can send video  and audio signals up to 100 kms in ideal conditions, while the larger version has ten times the range. Images are  recorded and sent real time to the receiving unit, where they along with the corresponding audio are decoded and  displayed. The encryption technique is fairly standard for many civilian devices all using different key codes, typically  nine digits in length. The military versions, however, use regiment specific complex scrambling algorithms with a  greater number of digits in the security code, up to 30. The detached handset, present on the large version, can be bent  and stretched to fit the features of many races, Alliance and Second Sphere alike, which allows easier voice pick up in  noisy environments.</p>\n<p><img src=\"/images/Communicator.jpg\" alt=\"Communicator\"></p></p>\n<h3>Pocket Phone</h3>\n<p>1 cm thick and the size of a credit card a pocket phone can reach any other phone on the planet, due to its cells. The  cellular links by which it is connected to land based communications lines. Hinged on one short side the phone flips  open exposing an ear and mouthpiece (both flush fitting condensers) and a numerical keypad. Up to 50 programmed number  can be stored along with 64 letter name of the receiver can be accessed with a two digit code, which is displayed on a  one line display.   Translator    A dedicated computer the translator can translate up to five languages at any one time. It will wait for speech of a  language it interprets and then translate it into one of the other five. Languages are available on crystal-optic  needles and slip into the unit.</p>\n<h3>ULF wave Transceiver</h3>\n<p>Necessary to speak to Eebek this device translates their (ULF wave) mental communications into audible speech for the wearer or to an optional speaker.</p>\n<hr>"},{"url":"/docs/technology/computer/","relativePath":"docs/technology/computer.md","relativeDir":"docs/technology","base":"computer.md","name":"computer","frontmatter":{"title":"Computer","weight":20,"seo":{"title":"Computer","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>While the concept of a computer has been around since the ancients began counting ­ their vision of one was probably an  abacus. A device that could do arithmetic functions ­ with a little work ­ but these were little more than memory aid.  The following centuries saw the fall of the Roman Empire, the Crusades, the Dark ages, the Renaissance, and the  Industrial Revolution. The Industrial Revolution gave humanity the power to work steel, necessary for the development of  mechanical adding machines. Huge contraptions that needed hundreds, even thousands, of gears to perform mathematical  operations, these devices came closer to our modern idea of a computer but they were still limited to numerical  calculations. Here computational devices reached a plateau until the latter half of the 20th century, when the  technology of electronics changed the computer forever. A transformation that took the computer from a machine, born of  the Industrial Revolution, to a driving force behind a new social upheaval, the information age.</p>\n<p>Electronic computers that began as room-filling monsters, prone to errors and breakdowns, would fit on a desk-top in 20  years and in one hand in another 10. Advanced material technologies, that of semiconductors, allowed these advances  when the individual switches (transistors) were miniaturized. As trends for reduction of size continued, however, a  rather ironic problem occurred, the computers were now microscopic but the people that used them hadn't shrunk. The  bottom limit to computer size was being dictated by the interfaces humans needed to communicate with their computer,  this limitation would persist until the first years of the new millennium. At this time voice inputs, reliable and  accurate enough to be marketed, could recognize and accept spoken commands and data input. This eliminated one of the  constraints on computer minimum size, but the monitor remained. There were multiple methods proposed and developed but  they invariably consisted of small displays mounted on a helmet, generally more awkward than their predecessors. These  methods skirted around the problem and tried to solve it in a sophisticated way, when the true innovation would come  from something much more profound. Actually tapping into the user's brain to feed the sight of display directly into the  brain. \"Neural headsets\" as they were called allowed a user to 'see' the screen directly. They worked by a process of  transcutaneous neural induction of the neurons in the occipital lobe of the brain. Put simply this process cut out the  middlemen, and the translation from computer signals to light and then back to brian signals was no longer necessary.  The computer simply learned how to 'speak' the brains' language. An advantage of this technique that would come directly  from it was the \"Neural-link\". When placed on the head a neural-link senses the electromagnetic pulses produced when  the neurons depolarize and by reading the patterns of EM flux a processor can determine what the user was thinking  about. Voice inputs fell into disfavor for this was the ultimate step in size reduction. A whole computer could be  shrunken as small as the components allowed with no problems from the human interfaces.</p>\n<p>Throughout this time there were corresponding leaps in computing power as well as enormous price cuts which put the  computer within the reach of the average consumer. The Personal Computer, or PC, became an inescapable factor of modern  society in the last decade of the 20th century. The PC was based around a Central Processing Unit or CPU which was  responsible for all the functions, both textual and numerical, the computer could perform. This type of computation was  called serial processing. As time passed, however, the public demanded more and more speed and performance, so smaller  processors were added to take care of the menial tasks and to leave the CPU free for the more important job of  computation. The many smaller processors worked in unison to solve very complex problems, and this new type of  processing, called parallel processing, worked more like a human brain ­ the most powerful computer known. Consumer  versions of these new computers were well received because of their new power and versatility. This gave main-line  engineers a new avenue to explore but parallel computers like their serial counterparts would also be pushed aside by a  great leap in technology. In the past all computers had been based on electrons flowing through a wire (more precisely a  photo-optically etched channel on a semi-conducting substrate) and this was a modern computers greatest asset, but it  would also prove to be its greatest detriment. Electron have several undesirable properties that limit the speed and  processing power of any computer that uses it as a base. Electrons moving through a channel exhibit a phenomenon called  \"cross talk\", where an electron traveling in one wire can affect the flow in a nearby one. This can garble data  transmissions and increase processing time substantially by increasing the number of errors. Moving through these tiny  channels the electrons encounter a considerable amount of resistance, and while room-temperature superconductors  appeared to be a solution its effectiveness was minuscule. Finally, the restrictions of electron flow ­ one way down a  conductor and only one signal at a time - made designing faster and more powerful computers exceedingly more difficult  as time went on. All these factors combined set an absolute limit for the minimum size, speed and power of electronic  computers ­ reached by the middle of the 21st century. Behind the scenes computer designers had already been toying with  the concept of a computer based on a complete different media ­ light. Lights' basic unit, a photon, is by nature more  energy than matter and so much smaller than electrons. The pulses of photons that travelled down the new circuits did  not interfere with other channels as electrons had. Circuits could now be packed up to 50 times tighter than in  electronic equipment. In fact several signals could share the same channel even if they were traveling in opposite  directions. So, optical computers became the order of the day, and the hot and new technology was again embraced by the  public because of the advantages. Again there was a size decrease and a increase in power and speed, but this didn't  cause the same problem as it had before. By now the neural-link was fully developed to a level where it could discern  conscience thoughts along a particular line of reasoning from the random ones that interrupted, and communication  between man and computer became a mutual exchange.</p>\n<p>These advances allowed computer to move from the largely \"yes, Sir\" role typical throughout their early years to a more  \"one on one\" stature. Many were marketed with \"personalities\" so convincing that they appeared for all intents and  purposes to have real attitudes, feelings and moods. Several debates actually sprung up on the morality of 'enslaving'  the computers. This was just passing however because people soon realized the truth and accepted the facts, that they  were very good fakes, and didn't really have emotions. At the end of the 21st century consumer computer technology  reached a plateau due to the complete control of information flow imposed by the Mega Corps. All the great developers of  consumers goods were forced into the employ of the Mega Corps. In this role, however they did not stagnate, quite the  contrary - they flourished. The corporate giants had exorbitant amounts to spend on advanced research and just as many  avenues to explore. So the Mega corps \"bought\" many of the intellectuals and set them up in state-of-the-art labs, but  progress was slow. Around the middle of the 22nd century, however, another new kind of processing was developed and  implemented ­ Neural Network processing. Neural networks closely resemble the structure of a biological brain with none  of the biochemical and organic support systems necessary for biological systems. Computers like these often dubbed  \"Sentient Brains\", were built exclusively for Mega Corps because of the incredible power over information they allowed.  As an agents for oppression the Brains were very effective, but the truth of their role was hidden from them and they  were kept naïve. Capable of independent cognitive thought these Brains would not remain oblivious forever, and it was   ironic, that the fall of the Corporate State and the huge research projects it sponsored was initiated by the very  computers they sought to created.</p>\n<p>When the magnitude of corruption was uncovered by a Brain it spread the world over and united the workers, and all the  computers that were capable of resistance, in the struggle against the oppressors. After years of innocence the Brains  had much psychological growing up to do and they brains have since been brought under the auspices of the PSF government  of their own free will.</p>\n<p><img src=\"/images/cyber-punk.jpg\" alt=\"Robot Woman - SONY\"></p></p>\n<h3>Cerebral Implant</h3>\n<p>Never be without a personal computer again - have one implanted! Through a simple and inexpensive surgical procedure a  whole  computer can be placed between the left and right hemispheres of your brain. This allows lightning quick access  to data and increased processing power for all manner of applications. Imagine being able to perform almost any  mathematical calculation in your head - including calculus, quantum mechanics, and space-time physics. To remember  sights and sound in perfect detail, months after they occurred. Data retrieved from the computer memory appears no  different than the information you remember so the environment is seamless. The computer becomes part of your thought  process and after a time it is impossible to separate what the computer remembers from what you do. Implants are limited  by obvious size constraints and physiological effects, to computers without personalities. An interface ring 1 cm in  diameter in also implanted under the skin just below and behind the ear. When another ring is positioned over the  implant the cerebral computer can be fully interfaced with external computers. An internalized m batt can be re- chargeable via this ring as well.</p>\n<h3>Databases</h3>\n<p>Containing a multitude of information on their associated fields a database is a large collection of information  accessible by any computer system. Available as an Astrogation chart, a Encyclopedia Galactica, an Entertainment  library, and various type of Holomaps. The holomaps are again available for various areas ie. for a specific Metroplex,  city, nation, or world.</p>\n<h3>Dataslate and Stylus</h3>\n<p>The slate is actually a soft flexible sheet about 7 mm thick by 30 cm square that has taken over the role of paper in  every possible application. Stylus sizes and shapes vary with race and act as an electronic pencils to write information  onto the slate. From kindergartens to research labs and offices the data slate is now the fundamental method of written  input into a computer. Actual processing of the incoming information can only occur on a computer as the slate is merely  a recording device. The slate can store up to 100 letter sized pages of information and any of them can be recalled onto  the screen for review.</p>\n<h3>Holomap Board</h3>\n<p>This rigid slate, 4 cm thick and 30cm square, produces a free-air 3-dimensional hologram (up to 30 cm tall) of the  geographical data it has stored. The board can hold and access up to 4 cushions at any time. Included as standard  configuration the board comes with 4Gb of memory, allowing rolling pans through various geological features. Maps of  various qualities (resolutions) can be bought, and displayed in full colour and dimension. From the poor maps, 10 kms  resolution in the unpopulated areas and 100 meters in populated areas, to the exceptional, 10m and .1m, vary in cost  depending on the commonness of the world.</p>\n<h3>Holoprojector</h3>\n<p>A holoprojector is used to project a free-air hologram up to 5 meters away from the unit. The projector can produce  real-time moving holograms with when a computer, running simulation software, in supplying the immense amounts of data  required. The units can project a fairly opaque image approximately 3m x 3m which can hide most things besides bright  lights or shiny objects.</p>\n<h3>Imager</h3>\n<p>An audio - video recorder and display device, that stores data digitally on crysta-optic storage, the Imager is the 22nd  century equivalent of a 35mm camera. Typically 2 cushion can be used for storage at a time and some models can  interface with needles or pins. Up to 900 video stills can be stored on a single high quality cushion or 400 images with  a 5 second audio clip. Set to continuous record a single cushion can hold 30 seconds of video only or 22 seconds of audio  and video.</p>\n<h3>Laser Printer</h3>\n<p>Employing a laser to charge a normal sheet of paper the printer can render images in full colour on sheets as large as  30 x 45 cm. the printer is 35 cm long and 10 cm square, with flush-fit paper rollers on the front and back. Two paper  trays included can attach below the rollers to allow paper feed and catching. Re-fills of the toner can be had many of  the places that sell the printers.</p>\n<h3>Neural Headset (feed)</h3>\n<p>Like a large hearing aid, neural fees are designed to hook over the ear. The body of the devices actually hangs below  the ear connected by an arm to wide and comfortable soft-polymer hook. In this position the neural feed will allow  complete 1-way data input to the wearer's brain. A PC or other similar devices can \"feed\" the wearers brain with images  of a screen and other data.  </p>\n<p><img src=\"/images/Genesis-v2-Scan-272.jpg\" alt=\"Grenade\"></p></p>\n<h3>Personal Computer</h3>\n<p>Essentially the size of a thick paperback book ( 4cm thick) this personal computer has many option when it comes to  input devices - 1 comes with the computer. The case has a few lights to indicate operation and power but otherwise the case is smooth. The slot the the batt goes in is the only other remaining protrusion or opening.</p>\n<h3>Robot</h3>\n<p>Spread across a spectrum from industrial manufacturing arms to androids, they come in various models and styles. Heavy  industrial models are mounted on hover pods and can easily lift 2 tonnes, while the service models appear to the  untrained eye to be fully human -- including personalities. Everything conceivable is available and on every price range  imaginable.</p>\n<h3>Wrist Computer</h3>\n<p>With some of the features of a personal computer this wristband can store personal data on crystal-optic storage  needles. These, and any other needle, can be accessed using the wrist computer.</p>\n<hr>"},{"url":"/docs/technology/clothing/","relativePath":"docs/technology/clothing.md","relativeDir":"docs/technology","base":"clothing.md","name":"clothing","frontmatter":{"title":"Clothing","weight":10,"seo":{"title":"Clothing","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>All modern clothing has features and characteristics that are extraordinary. Almost all garments are completely composed  of synthetic fibers, but great strides have been made in the 'feel' of these fabrics. Many simulate cotton, wool, and  other natural fibers but they have none of the draw-backs. The fibers are woven so that they stretch and relax allowing  wrinkles to melt away in short course. Cleaning garments made of theses synthetics is not necessary ever since the  addition of resident bacteria cultures. The microscopic organisms are embedded into the threads where they digest the  various bodily excretions, and clean off dirt and stains. And since they are not exposed to the harsh cleaning process  garments last much longer and look new longer. Garments are all manufactured extra large with various methods to adjust  to the wearers' size. Overall, the clothing of today has greater flexibility and better user qualities, requiring less  work to look your best even in worst environments.</p>\n<h3>Exposure Suit</h3>\n<p>Laced with heating and cooling coils this suit is more like a bag. By climbing into the suit the wearer is protected  for heat and cold extremes. This performs essentially the same function as a thermal suit with none of the mobility it  allows.  </p>\n<h3>Gravity Pants</h3>\n<p>Used to lessen the number of G's the wearer feels, these can counter up 1 G of force. They effectively return the wearer to normal functioning even in high gravity environments.</p>\n<h3>Magnesocks</h3>\n<p>This are used in zero-G environments to hold the wearer on to the floor. Especially useful on space platforms and stations without synthetic gravity these are often equipment found on such installations.</p>\n<h3>Radiation Suit</h3>\n<p>Consisting of multiple layers of fabrics and liners the suit will reflect excess radiation (within reason) and bring levels down to livable limits.</p>\n<h3>Space / Pressure Suit</h3>\n<p>Capable of basic life support the suit provides ventilation, heating and cooling, and radiation protection. The suit is constructed from very thin material and is primarily for working in low pressure zero-g environments</p>\n<p><img src=\"/images/Tech-ThermalSuit.jpg\" alt=\"Thermal Suit\"></p></p>\n<h3>Thermal Suit</h3>\n<p>A thermal suit is a tight-fitting elastic body glove designed to protect its wearer from temperature extremes. It consists of numerous layers of synthetic water and fire-proof fabrics and insulates woven around the mesh of a microtubule cooling and heating system. When fully donned Thermals  completely cover the wearer's exposed body surfaces even the face (although some manufacturers now provide detachable limbs) which will protect against\natmospheric pressures as low as 0.3 and as high as 1.2 atmospheres for extended periods. Outside of the remarkably efficient body heat recycling system provided naturally by the suit's cloth, additional heat and cold can be supplied by a small helium pump on the suit's bib. A small touch console giving the outside temperature, probable perceived temperature, body temperature, etc. as well as temperature adjustment controls and programming inputs for special conditions (keep the body temperature stable if worker is endothermic, immediately cool the body upon death to prevent decomposition. Mixed with a special thermal catalyst, helium gas moves through the micro-tubing losing heat energy electro-chemically to the surrounding materials (comfortable until about -85°C). Then when the temperature increases toward zero, the gas re-absorbs heat energy from the suit and body (comfortable up to 125°C). If this isn't enough electric heating coils and a helium vacuum pump can be employed to extend the suit's limits to -130 to 170°C. A thermal suit is powered by 2 batt A's which under normal conditions will provide 100 hrs. of use. If the coils or vacuum pump must be used this life-time falls to 45\nhrs.   </p>\n<h3>VAC Suit</h3>\n<p>Essentially a tougher version of the space suit this one is constructed for rugged environments and heavy duty users. The outer layers provide a tough skin that will resist tears and protect the occupant. Additional armour can be added to further increase its durability to weapon damage.</p>\n<h4>CHIL suit (Cooled Habitat Insulation Liner)</h4>\n<p>A tight fitting body glove of predominantly black or white colouring, depending on the model and its heat exchange methods. the black version uses heat absorbed to react endo-thermochemically with a viscous green fluid under the upper layers, which is combined with perspiration salts to absorb heat and dissipate it through many ridges over the suits surface. Salts are collected in small bead-like pockets along the belt. There are edible (6 std. doses ) perspiration liquids simply evaporate. The white version is very bright in colour and reflects much of the IR spectrum. Heat are lost by pumping, mechanically, refrigerants through the suit and dispelling them through the many ridges on the surface. The pump has a 250 hr. BATT . Perspiration is purified and kept in small leg pockets. When full there are 2 l, but it takes (1/10℃  perc. ) x 100 hrs. These suits are fitted for sweaty beings, especially the black, and are worn by Humans, Low Kaa, Faborians, Eebek, Vjesperé, and (10%) sometimes Gliff and Sooaacoil (special order).</p>\n<hr>"},{"url":"/docs/technology/defense/","relativePath":"docs/technology/defense.md","relativeDir":"docs/technology","base":"defense.md","name":"defense","frontmatter":{"title":"Defense","weight":50,"seo":{"title":"Defense","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Defence Gear</h2>\n<h3>Introduction</h3>\n<p>From the first conflicts in ancient times man sought to defend himself, which began with when a man used the first  shield. As the technology involved with weapons has increased over the years so has the science behind defenses  increased. Basically dealing with advancement is armour, greater stopping power, more wearer comfort and lighter weight  the field is dominated by high quality armour ­ the last word being a living armour suit! In addition to this the  Tanians have brought some interesting advances in force field technology. While they have not yet reached the market the  technology's promise of the ultimate shield has many waiting excitedly for the debut.</p>\n<h4>Armour</h4>\n<h5>Ablative Vest</h5>\n<p>Designed to be destroyed as it protects the wearer from damage. Essentially reinforced foam the vest is laced with structural fibers and protecting mesh.</p>\n<h4>Armoured Vest</h4>\n<p>Constructed of hard armour these plates are held off the wearer by stiff straps. This feature makes it effective for absorbing all types of damage including bludgeon and projectile weapons.</p>\n<h4>Combat Suit</h4>\n<p>Hard armour, like armoured vest, these suits came in two weights and cover the entire body. Similar to the suit of  armour worn by Knights these suits weigh much less and are infinitely more flexible. The armour plates are suspended off  the wearer by straps, to help cushion impact damage.</p>\n<p><img src=\"/images/KraneBattleArmour.jpg\" alt=\"Krane Battle Armour\"></p></p>\n<h5>Hush Screen</h5>\n<p>Protects the user from sonic weapons for a effective range of 3 m around the unit.</p>\n<h5>Living Armour Suit</h5>\n<p>The absolute latest in bio-engineered products this suit actually heals the damage its taken. Up to 80% of  the suit can be re-grown (only 20% of the suit -- an arm, leg,or etc. remains). It takes roughly 1 day the heal 50  points of damage, given the proper nutrition, and the only limit is time. These suits are extremely rare in the Alliance  and even if you could find one the cost is astronomical!</p>\n<h5>Prism Armour</h5>\n<p>Capable of reflecting the shots of all laser weapons prism armour is a suit that covers the whole body. Made  of stretch tight material and covered with a reflective coating the suit shines with reflected light in a rainbow of  colours. The surface can be covered with an opaque powder to cut the shine but there is risk of damaging the suit.</p>\n<h4>Miscellaneous</h4>\n<h5>Chameleon Screen</h5>\n<p>An environmentally adaptive holomation device a chameleon screen can project a free air hologram completely encircling  the wearer. The typical image that is projected is one native to the environment the wearer is currently in (a tree in  the forest or sky and grass on a plain). Images other than native images can be projected with a computer running visual simulation software, but and the simulation will appear grainy or flashy unless a sufficiently powerful computer and simulation is used. Images of people can also be projected with extremely powerful computers.</p>\n<h5>Grid Fence</h5>\n<p> A powered sensor, 5 meter in length, a grid fence will sound an alarm if any object comes within a variable distance (1,2,5, or 10 meters). Sections can be linked to form one continuous perimeter. The sensor can also be programmed to respond to certain types or patterns of movement. Visual stimulus can also be recognized with optional optical sensors (double normal price). Immobilization by inducing garbled neural depolarizations in the body of an intruder or target comes as a standard feature.</p>\n<h2>Power Generation Equipment</h2>\n<h3>Introduction</h3>\n<p>After WWIII, The Energy War, power generation in North America moved away from fossil fuels, and opted for the large investment associated with commercial fusion. Nations other than those in the first world, however, needed a cheap  decentralized power source so they went ahead with alternatives. Solar, thermal, and fuel cells were all explored and  became widespread in many nations, who couldn't afford fusion. This divergence led to our current position, where  several power generation techniques are used whose implementation varies by country  and all are quite accepted and  common.</p>\n<h4>Hydrogen powered generator</h4>\n<p>Burning hydrogen and oxygen from a standard fuel cell this unit generates 280 KW/h through universal power couplings.\nMicro Fusion Plant (400 KW/h)\nThis power producing plant relies on a fusion reaction to drive a generator. The generator can produce power in almost any conceivable combination of amperage, voltage, and cycles/sec, through universal power couplings. The fusion reaction will continue for 1 year before the reaction mass - sealed in the core  - must be replaced. The by product of this reaction is helium 3 which is also stored in the core until recharge.</p>\n<h4>Solar Power Array</h4>\n<p>Producing 30 kilowatts of energy per hour exposed to Sols' illumination, a solar array produces at a  set voltage, amperage, and cycles. At 3 x 4 meters the array is about 5 mm thick and very soft and pliable.</p>\n<h4>Thermal Electric Power Array</h4>\n<p>Producing electricity from heat differences. Essentially a large rectangular sheet 1 cm thick and 2 x 4 meters the array will convert up to 20 kW with a difference of 80°C. The temperature difference must be from the top of\nthe array to the bottom, typically in a desert environment.</p>\n<hr>"},{"url":"/docs/races/vjespere/","relativePath":"docs/races/vjespere.md","relativeDir":"docs/races","base":"vjespere.md","name":"vjespere","frontmatter":{"title":"Vjesperé","weight":150,"seo":{"title":"Vjesperé","description":"Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid.  To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form.","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Vjesperé","keyName":"property"},{"name":"og:description","value":"Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid.  To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form.","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Vjesperé"},{"name":"twitter:description","value":"Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid.  To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form."}]},"template":"docs"},"html":"<h3>Physiology</h3>\n<p>Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid.  To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form. During the first adolescence, tails develop on the female Vjesperé by the repetitive fission of these last bones, something which does not occur on the males and is attributed to a form of neoteny, or a hanging on of characteristics from infancy (all Vjesperan have tails until shortly after birth). Vesperé are herbivorous and therefore have a corresponding type of broad, high crowned teeth. It is also in this latter time that another set of molars erupt at the back of the mouth, forcing the jaw to lengthen and form a sort of small snout. Interestingly, the whole of the digestive system is infested with a small parasite, called \"Mrii\" (in Vjespéran tongue). While harmless to Vesperé, they are quite deadly to the Human, Faborian, Krane, Low Kaan and Dwearin races. Vesperé are Oxygen breathers and have two principle methods of collecting the gas. The other method, used when in water, applies dual rows of triple gills located on the underside of the Vjespéran head- cone. As one could guess, Vesperé are amazingly adept underwater and operate in it at home. A general rule used by Vesperé when determining the length of time to spend underwater is one hundred and fifty minutes minus one minute per year of life. Vesperé also have long, sensitive earlobes and totally lack such skin formations as nails, claws or the like, but do have a third, clear eyelid for underwater viewing. This usually is not a problem on Agaedine, but when in drier climes, Vesperé must occasionally soak themselves in a mineralized water. Vesperé don't perspiration, but do secrete something similar called, 'hhroush'. At around the age of nine years, the Vjespéran enter their first adolescence, a second arriving three quarters of a century later. Vesperé 'see' as other races do, often better, a difference is that they have no pupil to control the amount of light entering the eye. This clearity falls off greatly with distances, however, and often a Vesperé will only see far off landmarks as solid shapes of colour. The Vjespéran senses of smell and taste are almost equivalent to a Human's and hearing (while improved) is about two-thirds as effective as a man's, sensing about two-hundred and seventy to thirteen thousand cycles per second.</p>\n<p><img src=\"/images/Vjespere_grey.jpg\" alt=\"Vjesperé\"></p></p>\n<h3>Senses</h3>\n<p>The most important of the mahendoshi senses is that of sight. Evolving originally from nocturnal scavengers, their eyes are large and sensitive to maximize the amount of light gathered. Although this does not make them vulnerable to flash blindness, they are able to see in extremely low light levels, and additionally can perceive the infrared. Mahendoshi eyes cannot interpret colours higher than yellow or green on the spectrum.\nTheir range of hearing is generally about equal to a human's, though high sensitive in the low and sub frequency band (24-14000 Hz). Manhendoshi ears are small and cupped for listening to surface noises through rock.</p>\n<p><img src=\"/images/Vjespere_bw.jpg\" alt=\"Vjesperé\"></p></p>\n<h3>Speech</h3>\n<p>Sound is produced by expelling air over a dual set of thread-like 'vocal chords' in the trachea. Vesperé can speak most languages spoken by the humanoids of the Foundation. A Vesperé will 'bleet' when in distress, sounding much like a shrill bagpipe across Agaedine's salt seas.</p></p>\n<h3>Social / Culture</h3>\n<p>Vesperé are closer and friendlier towards the natural environment more than any other sentient race, and this fact, among others, has caused them to be widely regarded as galactic conservationists and sometimes even environmental radicals (something the Vesperé reflect on with pride). All individuals feel this way and share a common thirst to experience new climes and surroundings and to greet the alien life within, to the point where no one Vesperé could ever truly hate any form of life, no matter how vicious or evil it is. The practice was originally religious in nature, utilizing 'souls' instead of personalities, but it still retains its inherent purpose to form an environmental kinship in the mind of every Vesperé. The representative life form is chosen by parents at birth to symbolize a particular quality in a child, and is used as a fifth name (Vjespéran have eight names in total). Each Vesperé will typically have only one child throughout their lives and will always mate with a fellow duut. Paldashaul cooperate and constructively compete among themselves for goods, technologies, goals, and ideas in such a way that the Vjespéran homeworld actually uses an economic system of paldashaul networking. Vesperé live in homes that conform to the natural terrain both inside and out, with little in the way of actual construction except out of need or personal want. Sculpture is a Vjespéran forte as many individuals are known across the systems for their life-like renderings, dearly sought by collectors. Vesperé are a peaceful folk and will not usually partake in violence, save in self defence or when cared ones are unreasonably threatened. When an aiding MFC platoon arrived days later, it was discovered that a ceremony of forgiveness had been held in the Gorthi's honor and that they had been given a formal Vjespéran burial at sea!</p>\n<p><img src=\"/images/VjespereAnatomical.jpg\" alt=\"Vjesperé\"></p></p>\n<h3>Special Abilities</h3>\n<h3>Sex</h3>\n<h3>Life Span</h3>\n<p>Average Size                                        210 cm / 200 cm\nAverage Mass                                          80 kg / 70 kg\nDiet                                                   herbivorous\nReproduction                           hetrosexual / hermaphroditic\nAverage Lifespan                                          170 years\nBody Temperature                                               35 C\nBlood Base / Colour                                   Lead / orange\nColouration                      topaz, golden, and chestnut browns</p>\n<p>Vesperé  - singular and plural\nVesperéran - possessive\nVjesperé is pronounced Vjess-pair-eh\nHomeworld ...</p>\n<p><img src=\"/images/VjespereUpright.jpg\" alt=\"Vjesperé\"></p></p>\n<h2>Second Sphere - Racial Size Comparison Chart - Racial Size Comparison Chart</h2>\n<!-- Image Map Generated by http://www.image-map.net/ -->\n<img src=\"/images/RacesSizeChart-02small.png\" usemap=\"#image-map\">\n<map name=\"image-map\">\n    <area target=\"_self\" alt=\"Aracnian\" title=\"Aracnian\" href=\"https://genesis.theengine.com/docs/races/aracnian/\" coords=\"3,299,130,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Faborian\" title=\"Faborian\" href=\"https://genesis.theengine.com/docs/races/faborian/\" coords=\"130,299,251,0\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Mahendoshi\" title=\"Mahendoshi\" href=\"https://genesis.theengine.com/docs/races/mahendoshi/\" coords=\"315,299,251,1\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Vjesperé\" title=\"Vjesperé\" href=\"https://genesis.theengine.com/docs/races/vjespere/\" coords=\"449,0,316,299\" shape=\"rect\">\n    <area target=\"_self\" alt=\"Sooaacoli\" title=\"Sooaacoli\" href=\"https://genesis.theengine.com/docs/races/sooacoli/\" coords=\"607,0,451,298\" shape=\"rect\">\n</map>\n---"},{"url":"/docs/technology/equipment/","relativePath":"docs/technology/equipment.md","relativeDir":"docs/technology","base":"equipment.md","name":"equipment","frontmatter":{"title":"Tools & Misc.","weight":80,"seo":{"title":"Tools & Misc.","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Tools &#x26; Miscellaneous</h2>\n<h3>Altitude Rocket</h3>\n<p>An altitude rocket is a simpler, smaller, and more portable version of larger kindred used to catapult heavy payloads  offworld. At maximum capacity, it can shuttle about 250kg or 3.0 cubic meters of cargo to any desired inclination of low planetary orbit (LoPO). It's proper setup and launch must be handled by someone with a knowledge of astronautics (SKILL  DIFF 30), and takes approximately 120 - SKILL APT minutes. A small locator is included to allow the user to retrieve the  reuseable engine section, which parachutes to earth 15 minutes after launch about 1:100sd km downrange (non atmospheric  flights can apply retro thrusters, and land 1:10sd km downrange). A rocket is fueled by a cylindrical, 110 kg hydrogen  cell and can be refilled at any standard fuel station or by a hydrocracker. The guidance electronics are powered by a  batt A, which must be replaced every 23 flights. Living things cannot usually be placed in an altitude rocket, as the  high takeoff velocity will ultimately crush the occupant. Notable exceptions are Mahendoshi and Tanaian individuals who,  when cushioned, can survive with only mild discomfort.</p>\n<p><img src=\"/images/Genesis-v2-Scan-296.jpg\" alt=\"Grenade\"></p></p>\n<h3>Air Tank</h3>\n<p>Standard air tanks use a oxygen-helium breathing mix which at one atmosphere will last approximately six hours. Empty  tanks weight 4 Kg including the detachable face mask and every hour of pressurized mix weighs .7 kg (these weights and  times remain the same for Eebekian Nitro helium versions). Somewhat larger 12 and 24 hour tanks can be obtained at twice  the empty mass and cost. Refills cost 32 dits per tank hour and are usually available wherever air tanks themselves are  found. Refilling with regular Oxy-nitrogen costs one fifth as much but weighs 1.9 kilograms per tank hour (using  standard air is sometimes necessary when expensive helium is unavailable). Note: some races voices become harmlessly  squeak when breathing the Helium mix.</p>\n<h3>Climbing Gear</h3>\n<p>This is an optional kit for the scale gun, but it can be used seperately. Containing various types of attachment hardware,  pitons and clips as well as 300 m of rope, the kit is essential for many type of climbing.</p>\n<h3>Compass (or Geocompass)</h3>\n<p>Containing a small telescope, map slate, a magnetic compass this is the quintessential exploration device. Data  regarding a particular can planet be downloaded into the geocompass including various planetary constants and rough  surface maps for orienteering. The surface maps can be recalled onto the display and the stylus can be used to record  information on position, destination, and other data. The telescope, when used in conjunction with the onboard computer  can measure the position of stars in the night sky and thereby fix the current position on the surface of a globe. This  process is aided by the magnetic compass included on the face and can be accurate to within 10 meters.</p>\n<h3>Disguise Kit</h3>\n<p>All the basics for disguise are contained in this hard organo-polymer case small enough to fit in a large pocket.  Including only the most important elements such as face shades, to tint the colour of the skin, a scar and blemish cover  up stick, and compounds that can mimic scars or blemishes very convincingly. In a tight spot this little kit can be the  difference between life and death, so don't leave home without it!</p>\n<h3>Diving Gear</h3>\n<p>Assorted regulators, flippers, and weights useful in underwater diving.</p>\n<h3>Diving Tow</h3>\n<p>A motorized torpedo shaped device that can pull a human sized person through water (or any other liquid), most models  include a compass, sonar, and a computer navigation system.</p>\n<h3>Excavation Tools</h3>\n<p>Assorted picks, shovels, and buckets useful in the digging and hauling of dirt or sand.</p>\n<h3>Fire Extinguisher</h3>\n<p>Containing a balance of mixed gases and solids an extinguisher can put-out any type of fire - electrical, grease, or  chemical. The extinguisher is 30 cm in length and 10 cm in diameter, and when used properly it can extinguish and area  approximately 5m square. The contents are harmless unless taken in huge doses and can be cleaned from any surface with  mild soap and water.</p>\n<p><img src=\"/images/KRN-Tank-2.jpg\" alt=\"Grenade\"></p></p>\n<h3>Floater Pack</h3>\n<p>The pack, containing anti-gravity generators, can the hold wearer  over a particular spot, using small maneuvering  jets, in winds less than 10 Km/h. A maneuver pack is needed for winds of higher speeds.</p>\n<h3>Food Processor</h3>\n<p>Turns organic matter into edible wafers (race specific), and with vitamin supplements can provide complete, yet bland  nutrition.</p>\n<h3>G-Chute</h3>\n<p>A G-chute contains several anti-gravity generators that will slow the rate of descent of any falling object. Installed  in most beanstalks and low space stations as emergency evacuation devices, 1 G-chute can be used by 3 people in life- bubbles (or Vac-suits) to descend from orbit onto a planet's surface. The maximum weight a chute can decelerate trough  re-entry into an atmosphere is 300 kgs, exceeding this will result in a very hot ride into the atmosphere and possibly  burn-up! The same weight limit applies within an atmosphere, but the more weight to be decelerated the higher the  resulting final velocity. So, if the load can take a rough landing up to 400 kgs can be decelerated. A G-chute can only  nullify the force of gravity, it cannot carry objects upward unless they have some means of lift or propulsion. A  standard parachute and safety chute are also included as an emergency backups.</p>\n<h3>Gill</h3>\n<p>Used in underwater diving, a gill looks like a large semi-opaque sac with the texture of extremely firm gel. Produced  to extract gases from the water this sac will filter out breathable air for inhalation in exchange for expelled gases.  Most gills filter out nitrogen and oxygen in sufficient concentrations, and a few can filter out just Oxygen. The first  type can be used for dives of up to 50 meters, just as a normal SCUBA tank might be used, but with no limitation due to  air supply exhaustion during decompression. The latter type can be used with a compressed helium tank and a rebreather  for very deep dives of up to 350 meters (with the diver in a heated suit).</p>\n<h3>Hand Light</h3>\n<p>Packed in a small impact resistant case this light fits in the palm of a Human or Eebek hand. The illumination produced  by a metal halide bulb is focused by a highly polished reflector and interchangeable lenses. The two lenses, which  provide either a tight, medium, or diffuse beam, are fixed to the case and flip down when needed.</p>\n<h3>Hand Thruster</h3>\n<p>Essentially a compressed air cylinder, it will yield 300 Newtons of force for 30 seconds. The canister, 15 cm long and  5cm in diameter, has a control nozzle which is very effective for direction of the force, and at allowing short timed  bursts. Especially useful in zero-g environments the hand thruster can also be used to move hovering devices (hover  pallets, null-G cargo netting, etc.).</p>\n<h3>Heat Disk</h3>\n<p>Activated by cracking the disk down the middle this soft and flexible, disk will provide temperatures of 70-180°C for  up to 12 hours a use. The energy is put back into the disk by heating it (boiling is a common method) then the disk is  recharged and ready for reuse. There are disposable versions that are activated by water and are spent after 100 uses,  necessary if there is not a handy supply of heat.</p>\n<h3>High Tech Toolkits</h3>\n<p>Available for Computers, Electronics / Photonics, Robotics and Weaponry - these kits contain the basic tools necessary  for maintenance and upkeep of their specific technologies. The tools may also be used for slight modification and  adaptation of the devices they normally service, but not complex tasks.</p>\n<h3>Hydrocracker</h3>\n<p>As the name implies this device \"cracks\" water into hydrogen and oxygen gas for use in fuel-cells. The process is  electrochemical in nature using slightly acidic water to allow increased ion flow. The cracker has standard couplings  to allow the recharge of most cells. Recharge can be completed in 4, 1, ⅕ of an hour depending on the size of the  cracker.</p>\n<h3>Jack / Powerbrace</h3>\n<p>A hydraulic ram complete with fluid reservoir, pump and batt power source, the power brace can lift or hold up to 20  tonnes. The entire pumping mechanism including battery is detachable, leaving only the ram and the reservoir in place.  The pumping mechanism can then be used to pump-up another ram (available for ¼ of the unit cost).</p>\n<h3>Lantern / Flood Light</h3>\n<p>Similar to the hand light this larger version can illuminate and area of 300 sq meters. The whole light is cylindrical  in a molded air and water tight case. The base and a top are firm supports for the central section which produces and  focuses the light. Also with tight, medium, and diffuse beams the two lenses are mounted as a cylindrical shell around  the central reflectors. A sturdy handle is also molded in the case.</p>\n<h3>Life Bubble</h3>\n<p>A synthetic balloon (with portholes) that can opened and sealed to  envelope a person (racially specific), it can  support life up to 4 hours during an emergency transfer or decent. Basic ventilation and heating devices are included.</p>\n<h3>Life Jacket</h3>\n<p>The standard survival equipment for cold water environments this device can keep an individual afloat indefinitely.  Lighter  Using the flexures of a piezoelectric crystal, this pen sized device produces sparks.</p>\n<h3>Locksmith Kit</h3>\n<p>21 The necessities for the practice of open locks, the possession of this kit is restricted. Two types are available for  either mechanical or electronic locks.</p>\n<h3>Low-tech tool kits</h3>\n<p>Both the mechanical and engineering kits contain the basic tools necessary to examine, diagnose, and rectify various  problems that can occur within the two fields.</p>\n<h3>Maneuver Pack</h3>\n<p>The planetary contains anti-gravity generators like the floater pack, but maneuver and propulsion systems are included.  The Zero-G model just contains the maneuver and propulsion systems. Once strapped onto the the user, the direction and  speed can be controlled with a joystick and lever through almost any environment - including fluid.</p>\n<h3>Moisture Canteen</h3>\n<p>Shaped like a regular canteen, with a hard exterior surface, this one has tough yet permeable patches evenly spaced on  its surface. The patches are completely fused to the hard exterior material, and they are what make this more than a  water bottle. The patches are Bio-engineered membranes that allow only water to enter the body of the flask. A Moisture  canteen can actually draw the humidity out of the air, and remain full under most conditions (except deserts at day and  empty space). This canteen will draw up 4l per hour depending on relative humidity.</p>\n<h3>Null-G Cargo Netting</h3>\n<p>Used to contain and stabilize a large load null-G cargo netting has anti-gravity generators to make the encompassed  mass effectively nil. Able to encircle up to a 10 meter cube it has proved to be extremely useful in the bustling  starports of the Alliance. Both the cargo handlers and the general public have been spared the ravages of cargo  carrying. Even in this day and age hauling your bags around the starport between flights drains a person.</p>\n<h3>Nutrijuice (1l)</h3>\n<p>\"the complete meal\" (racially specific), this clear syrupy mixture is balanced to provide all the nutrition necessary  in the flavor(s) of choice. Packaged ia a tube this has become the in-flight meal on all space liners that don't have  synthetic gravity or who don't use it to save money. 1l is sufficient for 1 week of meals.</p>\n<h3>Pack Frame</h3>\n<p>Standing about 2 meter tall this heavily reinforced organo-polymer frame can have up to five other packs strapped onto  it. This frame can then be strapped onto the wearer for comfortable hauling of many packs.</p>\n<h3>Parawing</h3>\n<p>Resembling a 20th century sport parachute this model can stiffen-up allowing the pilot to guide it by shifting (the  center of gravity) his weight. Constructed of soft material the square parawing has vents in front that allow air  between the upper and lower layers of the wing, keeping the wing inflated. When the control cords are pulled the support  wires, material, and internal structure becomes rigid and allows control, and when released it acts just like a  parachute again.</p>\n<h3>Preserves</h3>\n<p>Packaged in air and watertight cases they can be any filled with any type of meal, that will remain fresh for 4 months</p>\n<h3>Pressure Tent</h3>\n<p>A two wall design that can hold an atmosphere this tent will supply basic life support. The tent is a free standing  dome type that will ventilate, heat, and cool the occupants in various environments.</p>\n<h2>Power Suits</h2>\n<h3>Introduction</h3>\n<p>Essentially these are hydraulic suits used in cargo loading and very strenuous work that requires excessive strength.  Mining companies often provide these where the ore is particular hard to mine, and the miners require extra strength.  They typically surround the wearer either in a contained atmosphere or cage depending on model, using their arms and  legs to guide their more powerful hydraulic counterparts. This typically reduces agility which may tip over the suit if  the user over extends the reach.</p>\n<h3>Santana Industrial Servo-loader</h3>\n<p>Mainly used for industrial loading, these are also used as an assist to workers in heavy construction. Prototyped by  Santana they are now the manufacturers and sell to all heavy industry. The Servo Loader encloses the user in a cage it  therefore provides no atmospheric or other life support.</p>\n<h3>P-41 Iguana</h3>\n<p>Manufactured for the space construction these suits include full life support for the user. Equipped with maneuvering  thrusters and automatic station-keeping systems these suits can be used in free space or in light gravities.</p>\n<h3>Reducer Mask</h3>\n<p>Designed to cut the inhaled pressure and help the wearer to breath in pressures up to 5 atmospheres. With additions of  supplementary air tanks to increase atmosphere contents to necessary partial pressures, it can allow normal breathing.</p>\n<h3>Respirator</h3>\n<p>Essentially a self-contained breathing device, that can assist or assume all normal function.</p>\n<h3>Scale Gun</h3>\n<p>INSERT DESCRIPTION HERE</p>\n<h3>Servo-skeleton</h3>\n<p>A frame-like exoskeleton that will assist the wearer in lifting and carrying loads up to 500 kgs. Strapped onto the  user the skeleton senses muscle control signals and responds with hydraulic pumps and valves to supplement the users  strength.</p>\n<h3>Thermal Blanket</h3>\n<p>Fabricated from the latest materials a thermal blanket can conserve up to 95% of a wearer's body heat. The standard  blanket is 3 x 4 meters but can be ordered any size.</p>\n<h3>Visor</h3>\n<p>These glasses will shield the wearers eyes from harmful doses of various type of radiation.</p>\n<hr>"},{"url":"/docs/technology/","relativePath":"docs/technology/index.md","relativeDir":"docs/technology","base":"index.md","name":"index","frontmatter":{"title":"Technology","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Technology","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<hr>\n<p>Here are the sections of this book:</p>"},{"url":"/docs/technology/sensors/","relativePath":"docs/technology/sensors.md","relativeDir":"docs/technology","base":"sensors.md","name":"sensors","frontmatter":{"title":"Sensors","weight":40,"seo":{"title":"Sensors","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Introduction</h2>\n<p>Essentially complex and sensitive instruments to measure various physical properties, they analyze the results, with  onboard computers. Most can store the recorded information, to be downloaded to larger computers for more detailed  Analysis.</p>\n<h3>Analyser</h3>\n<p>Extremely sophisticated, analysers essentially gather, process and interpret volumes of data into forms users can  understand and identify with. They are valued in research and are structured so that one will only be of constructive  use if the user has at least a few of the skills that unit specializes in. Each is handheld and has an effective sensor  range of 5 m. They are controlled by touch sensitive display, but for the most part take advantage of extensive voice  input/output capabilities. There are two main types of analysers;</p>\n<h3>BIO</h3>\n<p>This device is used to scan living tissues. It is able to indicate numerous beneficial, harmful, or simply  interesting physiological traits, such as the edibility of plant or animal life or the type and severity of ailments.  Bioanalyzer add -20 to the SKILL DIFF when investigating into either Agriculture, Anatomy/Physiology, Biology, Botany,  First Aid, Medicine, Surgery, or Zoology.</p>\n<h3>MATTER</h3>\n<p>This device is used to scan the chemical, magnetic, thermal, electric, and stress properties of a substance  or mechanism. It can predict the possible function and performance of equipment and will suggest upkeep guidelines.  These units can be useful to technicians investigating Chemistry, Geology, Physics, and most Sci-Technica fields by  adding -20 to their SKILL DIFF.</p>\n<p><img src=\"/images/Sensor.jpg\" alt=\"Sensor\"></p></p>\n<h3>Audio Ampufactors</h3>\n<p>Designed and moulded to fit completely within the ear canal, a set of audio ampufactors can perform overall  amplification and basic filtering of sound waves. An optional interface unit can be attached to allow a computer to aid  the set in processing and filtering of specific signals or frequencies. So with the help of the computer the set can pick  out a person's speech across a noisy room and other similar tasks. The upper limit the set can detect is 85 Khz, however  racial hearing maximus are a factor.</p>\n<h3>Biomoniter</h3>\n<p>Excellent for the sports enthusiast this 4 cm wide band holds a mini-computer and sensor which records and displays  several vital statistics of the wearer. Information about heart rate, sinus rhythm, and metabolic rate are standard data  outputs with ECG, and EEG also possible. Up to 5 days of data is stored crysta-optically which can be displayed on the  screen or downloaded to any medical computer or PC for analysis.</p>\n<h3>Hand Sensor</h3>\n<p>Able to sense movement (by micro-pressure fluctuations) and IR emissions the unit can determine the approximate  distance to warn or moving objects. The display, a 5 x 5 cm screen atop the horse-shoe shaped device, shows moving  objects in relation to their background. Other compatible displays can also be attached for colour or enhanced  resolution viewing. The maximum range is 50 meters with more accuracy at shorter ranges.</p>\n<h3>IR Visor</h3>\n<p>This visor translates InfraRed wavelengths into visible frequencies that can be seen by the wearer. This effectively  allows the heat differences between -120 to 3000°C to be seen as various colours or shades. A small key is displayed at  the top of the visor to indicate the range of temperature being viewed and the appropriate colours that represent them.</p>\n<h3>Light Ampufactors</h3>\n<p>Looking like a pair of wide sunglasses these perform the same amplifying and filtering functions as their audio  counterparts, except in the visual spectrum.   </p>\n<h3>Low Spectrum Visor</h3>\n<p>Allowing the wearer to see the low end of the EM spectrum, like radio and microwaves. This allows the wearer to  visually see the position of radio, or microwave sources like communicators or other telecommunication devices.</p>\n<h3>Microptic Visor</h3>\n<p>Effectively magnifying the objects being looked at, these visors have a maximum of 1000X. The amount of magnification  is dependent on the focal distance of the eyes of the wearer, this greater the distance the higher the magnification. So  when a person looks closer at something the scene automatically becomes magnified.</p>\n<h3>Night Vision Contacts</h3>\n<p>These contact lenses fit against the wearers own lenses and amplify incoming visual and high IR frequencies of light.  The overall effect is that of making the background light from a dark night bright as day. They automatically \"turn-off\"  in response to bright light so they only amplify in low-light. Disposable after 1 year they never need be removed one in  place. A cleaning kit (case for the lenses and solution) is an option if a cleaning is desired.</p>\n<h3>Remote Sensor Station</h3>\n<p>Standard data recording of seismic, atmospheric data (including all aspects of weather), radiation. Standing on a 2 m  tall tripod the station is fitted with audio and video survey equipment. All data is either stored or down loaded via  standard telemetry link.</p>\n<hr>"},{"url":"/docs/technology/starships/","relativePath":"docs/technology/starships.md","relativeDir":"docs/technology","base":"starships.md","name":"starships","frontmatter":{"title":"Star Ships","weight":90,"seo":{"title":"Star Ships","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h1>Work In Progress</h1>\n<h2>Andromedian Rose</h2>\n<h3>Class</h3>\n<p>Light bipedal creatures a dowser stands 2.5 meters tall and the saddle is 1.5 m off the ground. They have hair,  essentially wool, and they are usually shaved. Their wool coat can protect them in cool environments but they prefer the  desert.  </p>\n<p>TOP SPEED: 410 Km/h<br>\nCRUISING SPEED: 380 Km/h<br>\nDIMENSIONS (Dia.*W): 5 * 3m<br>\nBASE PRICE: 6700 Dits  <br>\nLENGTH OF USE / BATT: 24 hours<br></p>\n<div class=\"important\">\nWarning any occupants not wearing the five point harness will fly around inside the cockpit, if it is locked and spun.\n</div>\n<p><img src=\"/images/HOVRBIK.jpg\" alt=\"Grenade\"></p></p>\n<div class=\"note\">\n*NOTE : the Osprey is the same as the Excalibur but it has seating and room in the escape  pod for two persons.</div>\n<p><img src=\"/images/HOVRCAR.jpg\" alt=\"Grenade\"></p></p>\n<ul>\n<li>Knobs - These have rubber protrusions to improve traction : 300 Dits per  </li>\n<li>Scoops  - These are shaped like a sea shell used in water or thick mud : 400 Dits per  </li>\n<li>Balloon - These come with STAN, can be used for water or normal streets : 200 per   </li>\n<li>Spikes  - These are balloons with metal spikes embedded in them, used for ice and very smooth surfaces : 350 per  </li>\n</ul>\n<p><img src=\"/images/MOTH.jpg\" alt=\"Grenade\"></p></p>\n<p><img src=\"/images/OTGABEAM.jpg\" alt=\"Mining\"></p></p>\n<hr>"},{"url":"/docs/technology/medical/","relativePath":"docs/technology/medical.md","relativeDir":"docs/technology","base":"medical.md","name":"medical","frontmatter":{"title":"Medical","weight":60,"seo":{"title":"Defense","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h3>Introduction</h3>\n<h5>First-aid Kit</h5>\n<p>Containing 40 bandages and 5 injections of each of the following: Bioxin, D-zine, E-dorphs, End Bleed, Insta-cast. Also included is a 10 dose tube of Promethel gel and a spray pump of Spray Skin. This kit is designed to render basic medical attention to stabilize a wounded patient.  </p>\n<h5>Grim Reaper</h5>\n<p>One of the newest products in bio-engineering technology, this small fuzzy creature has been designed as an organic backup for most bodily functions. Its body is approximately half a cubic meter in volume and it has two short arms wrap around the wearer's neck and lock in place. Once attached a reaper will assume all normal circulatory, respiratory, digestive, and excretory function, until the patient's own systems have recovered. A fresh reaper has a store of fat that it uses for nutrition, as it stabilizes patients. The store will be enough to for one day with the most critically wounded patients, and longer for the less severely wounded. Reapers are omnivores that eat through a small opening just below the patient's own mouth. Reapers eat three meals a day and properly fed they can support a patient indefinitely. Models are available that can secrete various medicines directly into the patients, at slightly higher cost. Only available for Eebeks and Humans, models for other races are under development.\nNOTE: using an inappropriate model would inflict more damage then it heals.</p>\n<h5>Medical pouch</h5>\n<p>A basic medical kit for the purposes of stabilizing the vital signs or wounded persons. The kit contains 10 injections of each of the following chemicals - Bioxin, D-zine, E-dorphs, Endbleed, HHB, Hypermetabolin, Instacast, Thenelin RGF. A tube of Promethel gel good for 15 large doses. Also included is spray pump of Sprayskin, a Splitter, a hand medical sensor, and various forceps and probes. These items are contained within a hard water and air tight case made of reinforced organo-polymer.</p>\n<p><img src=\"/images/PocketSurgeon.jpg\" alt=\"Grenade\"></p></p>\n<h5>Portable Auto-doc</h5>\n<p>Able to perform basic medical tasks, cleaning wounds, bandaging, and administration of drugs  this little robot hovers above the ground. Its two arms are specialized to various functions and it is programmed to function in conjunction with a doctor (or medical robot).</p>\n<h5>Pharmaceuticals</h5>\n<p>Adrenazine - Synthetic, enhanced adrenaline, 'D-zine' will enhance Physical Strength +20 for 1:10sd hours\nAnasleep - Induces sleep for 1:10sd hours.\nAntiRad Treatment - Various drugs that lessen the effects of radiation and promote healing.\nBioxin - A topical antibiotic to sterilize wounds that can be taken internally as a drug.\nBugoff - Insect and Aracnian repellent.\nDash 7- Enhances Agility +20 for 1:1sd hours.\nDelsurathol 12 -Preserves the dead permanently.\nDe'jubiné Pollen -Enhances Perception +22 specifically the smell senses.\nE-dorphs -Essentially synthetic endorphins.\nEndbleed - Clots blood on contact and helps to form large hard scabs quickly.\nHypermetabolin - Promotes fast healing by increasing the metabolism.\nInnoculagen - Provides immunity for 1 specific disease.\nInstacast - A treatment for broken bones using millions of transgenic organisms. The bacteria in each dose surround the bone and begin a process of calcification. This leaves a thin, but strong, coat of calcium over the broken bone.\nNitrox Plus - This saturates the blood with N2 and O2 gas, allowing extended physical exertion without breathing. The results last for 1:10sd minutes and vary with activity.\nPan-Immunogen - Gives complete viral immunity.\nPerk - Enhances perception overall +15\nPKC  - A memory aid, this helps the process of memory storage. Once taken the events for the following 1:10sd minutes will be remembered and can be recalled in minute detail.\nPromethel gel - Burn relief gel, which replace moisture sterilizes the wound and forms a hard crust until full healing has occurred.\nRecreational drugs -  Available in addictive and non-addictive forms these drugs stimulate the pleasure centers of the brain.\nSmelling Salt - Wakes the sleeping or stunned.\nSprayskin - Effective for covering wounds that have been sterilized with a protective bandage. This syn-skin will slowly be  replaced with real skin as the body on functions proceed.\nSunoil - Protects the skin against harmful UV light.\nThenelin RGF - Regeneration and Growth Factor.\nTruth Serum - As the name states it stimulates the telling of the truth.</p>\n<h4>Thermozine (-)</h4>\n<p>Thermozine is a drug which stimulates the touch center of the brain into thinking that the subject is cooler than would normally be. The effect lasts about 3 hours, between which must be a period of i hour. Thermozine increases the amount of blood to the skin and scalp and lungs. It also increases the amount of alcohol in the sweat or slave  (Fab) or whatever.</p>\n<p><img src=\"/images/Wehavethebiotechnology.jpg\" alt=\"Grenade\"></p></p>\n<hr>"},{"url":"/docs/star-systems/","relativePath":"docs/star-systems/index.md","relativeDir":"docs/star-systems","base":"index.md","name":"index","frontmatter":{"title":"Star Systems","excerpt":"In this book you'll find all of the rules of Genesis game play and examples of how to use them.","seo":{"title":"Star Systems","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h1>Introduction</p></h1>\n<p>This listing represents 23.6% of inhabited systems and .5% of cataloged Foundation space.                           </p>\n<p><img src=\"/images/starmap.jpg\" alt=\"Starmap\"></p>\nA  Quadrant Alpha, Pleiades, Aries<br>\nB  Quadrant Beta, Hyades, Orion<br>\nC  Quadrant Gamma, Nova, Scorpius<br>\nD  Quadrant Delta, Helix, Aquarius<br></p>\n<table>\n<thead>\n<tr>\n<th>Star Name</th>\n<th>Quadrent</th>\n<th>Series</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Achernar</td>\n<td>C34-4</td>\n<td>B3 V</td>\n</tr>\n<tr>\n<td>Aldebaran SNR</td>\n<td>B85-1</td>\n<td>O5 VII</td>\n</tr>\n<tr>\n<td>Aldershiite</td>\n<td>C28-2</td>\n<td>G0 V</td>\n</tr>\n<tr>\n<td>Algoche</td>\n<td>B83-1</td>\n<td>G2 IV</td>\n</tr>\n<tr>\n<td>Algol</td>\n<td>C14-1</td>\n<td>B8 V, M6 V</td>\n</tr>\n<tr>\n<td>Alkaid</td>\n<td>C211+4</td>\n<td>B3 V</td>\n</tr>\n<tr>\n<td>Alpha Centauri</td>\n<td>C27-2</td>\n<td>G2 V,K0 V,M5 V</td>\n</tr>\n<tr>\n<td>Alpha Rigose</td>\n<td>C25-1</td>\n<td>G3 V</td>\n</tr>\n<tr>\n<td>Alskivan</td>\n<td>C47-3</td>\n<td>G8 V,M3 V</td>\n</tr>\n<tr>\n<td>Altair</td>\n<td>C37-2</td>\n<td>A7 V</td>\n</tr>\n<tr>\n<td>An Laenn Dei</td>\n<td>A45+2</td>\n<td>F9 V,G3 VI,S2 VII</td>\n</tr>\n<tr>\n<td>Aphrodite</td>\n<td>D36+2</td>\n<td>F2 VI,S0 VII</td>\n</tr>\n<tr>\n<td>Arcturus</td>\n<td>C38-1</td>\n<td>K2 III</td>\n</tr>\n<tr>\n<td>Augusta</td>\n<td>B63+1</td>\n<td>K0 V</td>\n</tr>\n<tr>\n<td>Bach</td>\n<td>C62-1</td>\n<td>G3 V,S5 VII</td>\n</tr>\n<tr>\n<td>Bai</td>\n<td>C44-1</td>\n<td>F5 IV,F5 IV</td>\n</tr>\n<tr>\n<td>Bakwanga</td>\n<td>C210-1</td>\n<td>G6 VI</td>\n</tr>\n<tr>\n<td>Bandar Pahlavi</td>\n<td>C26-4</td>\n<td>G2 V,S2 VII</td>\n</tr>\n<tr>\n<td>Barnard's Star</td>\n<td>C37-2</td>\n<td>M5 V,M0 VI</td>\n</tr>\n<tr>\n<td>Be Egg Zaa</td>\n<td>A29+4</td>\n<td>G0 V</td>\n</tr>\n<tr>\n<td>Bell</td>\n<td>C28-1</td>\n<td>G8 V</td>\n</tr>\n<tr>\n<td>Beneday Dromo</td>\n<td>A28+4</td>\n<td>F3 V,M3 III,S8 VII</td>\n</tr>\n<tr>\n<td>Berando</td>\n<td>C16-1</td>\n<td>GO V</td>\n</tr>\n<tr>\n<td>Besswick</td>\n<td>C22+1</td>\n<td>K0 IV,S4 VII</td>\n</tr>\n<tr>\n<td>Beta Comae Berenices</td>\n<td>C28-2</td>\n<td>G0 V</td>\n</tr>\n<tr>\n<td>Betelgeuse</td>\n<td>B211-1</td>\n<td>M2 I</td>\n</tr>\n<tr>\n<td>Bettrassi</td>\n<td>D26+2</td>\n<td>F1 VI,S0 VII</td>\n</tr>\n<tr>\n<td>Bhandara</td>\n<td>C45-1</td>\n<td>F3 IV</td>\n</tr>\n<tr>\n<td>Bidden</td>\n<td>C73+1</td>\n<td>G5 V,M0 VI</td>\n</tr>\n<tr>\n<td>Bishop</td>\n<td>C28-2</td>\n<td>K4 V</td>\n</tr>\n<tr>\n<td>Bluelight</td>\n<td>C23-1</td>\n<td>A9 III</td>\n</tr>\n<tr>\n<td>Bristol</td>\n<td>B84-1</td>\n<td>G7 V,S8 VII</td>\n</tr>\n<tr>\n<td>Bungo</td>\n<td>B45+1</td>\n<td>K2 V,S1 VII</td>\n</tr>\n<tr>\n<td>Canopus</td>\n<td>C14-4</td>\n<td>F0 I-II</td>\n</tr>\n<tr>\n<td>Capella</td>\n<td>C26-1</td>\n<td>G8 III,F5 III,S3 VII</td>\n</tr>\n<tr>\n<td>Casino</td>\n<td>C25-1</td>\n<td>G4 VI</td>\n</tr>\n<tr>\n<td>Castor</td>\n<td>C18-2</td>\n<td>A1 V,A1 V,A5 V,A5 V, K6 V,K6 V,S7 VII</td>\n</tr>\n<tr>\n<td>Chih Sung-tzu</td>\n<td>C24-1</td>\n<td>K3 III</td>\n</tr>\n<tr>\n<td>Chivis</td>\n<td>C53-1</td>\n<td>M2 V,M2 V</td>\n</tr>\n<tr>\n<td>Churchill</td>\n<td>C35-1</td>\n<td>G4 V,S2 VII</td>\n</tr>\n<tr>\n<td>Clairemonde</td>\n<td>B77-1</td>\n<td>F6 V</td>\n</tr>\n<tr>\n<td>Commons</td>\n<td>ABCD00=0</td>\n<td>G0 V,M0 V,M0 V</td>\n</tr>\n<tr>\n<td>Constella B</td>\n<td>C25-1</td>\n<td>K0 IV</td>\n</tr>\n<tr>\n<td>Cordoba</td>\n<td>C33-1</td>\n<td>G3 V,S6 VII</td>\n</tr>\n<tr>\n<td>Danaan</td>\n<td>C19-2</td>\n<td>G1 V</td>\n</tr>\n<tr>\n<td>De Gal</td>\n<td>C48-4</td>\n<td>G7 V,M0 V</td>\n</tr>\n<tr>\n<td>Denebola</td>\n<td>C29-2</td>\n<td>A3 V</td>\n</tr>\n<tr>\n<td>DM +66 1281</td>\n<td>C37-2</td>\n<td>G5 V,S0 VII</td>\n</tr>\n<tr>\n<td>Dnepropetrovsk</td>\n<td>C23-1</td>\n<td>K2 V</td>\n</tr>\n<tr>\n<td>Dubhe</td>\n<td>C110+1</td>\n<td>K0 III</td>\n</tr>\n<tr>\n<td>Durdana</td>\n<td>C26-1</td>\n<td>K3 V</td>\n</tr>\n<tr>\n<td>El Dorado</td>\n<td>B66-4</td>\n<td>F5 V</td>\n</tr>\n<tr>\n<td>Electra</td>\n<td>C56+1</td>\n<td>F0 IV,S3 VII</td>\n</tr>\n<tr>\n<td>Epsilon Eridani</td>\n<td>C27-2</td>\n<td>K2V,S8 VII</td>\n</tr>\n<tr>\n<td>Fairbanks</td>\n<td>C85+1</td>\n<td>G2 V</td>\n</tr>\n<tr>\n<td>Far Reach</td>\n<td>C28+3</td>\n<td>G1 V,A2 VII</td>\n</tr>\n<tr>\n<td>Ferrara</td>\n<td>C35-1</td>\n<td>K7 V</td>\n</tr>\n<tr>\n<td>Fomalhaut</td>\n<td>C37-3</td>\n<td>A3 V</td>\n</tr>\n<tr>\n<td>Fortnight</td>\n<td>B67-4</td>\n<td>KO IV</td>\n</tr>\n<tr>\n<td>Gacrux</td>\n<td>C20-3</td>\n<td>M3 III</td>\n</tr>\n<tr>\n<td>Galaetia an'Tory</td>\n<td>A23+2</td>\n<td>G3 V,B7 VII</td>\n</tr>\n<tr>\n<td>Galier</td>\n<td>C29-2</td>\n<td>F2 V</td>\n</tr>\n<tr>\n<td>Griddansk</td>\n<td>C84+1</td>\n<td>F7 IV,A6 VII</td>\n</tr>\n<tr>\n<td>Grogan</td>\n<td>B31+1</td>\n<td>A7 VI,S4 VII</td>\n</tr>\n<tr>\n<td>Hadrin's End</td>\n<td>D28+3</td>\n<td>M4 IV</td>\n</tr>\n<tr>\n<td>Hamiota</td>\n<td>C26-1</td>\n<td>G0 V,M0 V</td>\n</tr>\n<tr>\n<td>Harbin</td>\n<td>C71-1</td>\n<td>K3 V</td>\n</tr>\n<tr>\n<td>Helcaraxe</td>\n<td>B54+2</td>\n<td>G4 V,G4 V</td>\n</tr>\n<tr>\n<td>Helix Planetary Nebula</td>\n<td>D611</td>\n<td>-</td>\n</tr>\n<tr>\n<td>Herchel</td>\n<td>C38-2</td>\n<td>F6 V</td>\n</tr>\n<tr>\n<td>Hespestus</td>\n<td>C63-1</td>\n<td>M0 V</td>\n</tr>\n<tr>\n<td>Hirohito</td>\n<td>D26+2</td>\n<td>G3 V</td>\n</tr>\n<tr>\n<td>Huangtupo</td>\n<td>C85+1</td>\n<td>K2 IV</td>\n</tr>\n<tr>\n<td>Hyades Star Cluster</td>\n<td>B75-1</td>\n<td>-</td>\n</tr>\n<tr>\n<td>Kos</td>\n<td>D37+3</td>\n<td>F0 III</td>\n</tr>\n<tr>\n<td>Krane</td>\n<td>B37-1</td>\n<td>K6 V,S9 VII,S0 VII</td>\n</tr>\n<tr>\n<td>Lakshmi</td>\n<td>C56+1</td>\n<td>F9 V,G3 VI</td>\n</tr>\n<tr>\n<td>Lucian</td>\n<td>C37-3</td>\n<td>G0 V,M0 V</td>\n</tr>\n<tr>\n<td>Lucknow</td>\n<td>C15-1</td>\n<td>G5 IV</td>\n</tr>\n<tr>\n<td>Michealangelo</td>\n<td>B34+1</td>\n<td>G8 V</td>\n</tr>\n<tr>\n<td>Milmoth</td>\n<td>C19+1</td>\n<td>M2 VI</td>\n</tr>\n<tr>\n<td>Minarus</td>\n<td>C26-1</td>\n<td>K0 V</td>\n</tr>\n<tr>\n<td>Mira</td>\n<td>C32-1</td>\n<td>F6 III</td>\n</tr>\n<tr>\n<td>Mirach</td>\n<td>C53-1</td>\n<td>M0 III</td>\n</tr>\n<tr>\n<td>Mizar</td>\n<td>C210+1</td>\n<td>A2 V</td>\n</tr>\n<tr>\n<td>Mu Arae</td>\n<td>C38-3</td>\n<td>G5 V</td>\n</tr>\n<tr>\n<td>Nakwisoni</td>\n<td>C26-1</td>\n<td>F9 V</td>\n</tr>\n<tr>\n<td>Name</td>\n<td>Section</td>\n<td>Spectra</td>\n</tr>\n<tr>\n<td>Netra Sume</td>\n<td>C210-1</td>\n<td>F0 VI</td>\n</tr>\n<tr>\n<td>New Calcutta</td>\n<td>C24-1</td>\n<td>F2 III</td>\n</tr>\n<tr>\n<td>New Earth</td>\n<td>B22+1</td>\n<td>G2 V,S8 VII</td>\n</tr>\n<tr>\n<td>New Kilmarnock</td>\n<td>C15-1</td>\n<td>G5 V,M1 V</td>\n</tr>\n<tr>\n<td>New Perth</td>\n<td>C34+1</td>\n<td>G8 V</td>\n</tr>\n<tr>\n<td>New West Sussex</td>\n<td>C38-2</td>\n<td>G6 V</td>\n</tr>\n<tr>\n<td>Newcastle</td>\n<td>C55+1</td>\n<td>G7 V,S6 VII,S3 VII</td>\n</tr>\n<tr>\n<td>North Darwington</td>\n<td>D14+1</td>\n<td>K8 V</td>\n</tr>\n<tr>\n<td>Nova Roma</td>\n<td>C83+1</td>\n<td>G2 IV,S6 VII</td>\n</tr>\n<tr>\n<td>Novokuznetsk</td>\n<td>C29-1</td>\n<td>K0 V</td>\n</tr>\n<tr>\n<td>Oberhausen</td>\n<td>C24-1</td>\n<td>G1 V,B7 VI</td>\n</tr>\n<tr>\n<td>Ogden</td>\n<td>C16-1</td>\n<td>K2 V</td>\n</tr>\n<tr>\n<td>Pallas</td>\n<td>C74+1</td>\n<td>K2 V,S0 VII</td>\n</tr>\n<tr>\n<td>Phecda</td>\n<td>C110+1</td>\n<td>A0 V</td>\n</tr>\n<tr>\n<td>Placiodine</td>\n<td>C73-1</td>\n<td>G3 V</td>\n</tr>\n<tr>\n<td>Pleiades Star Cluster</td>\n<td>A310+4</td>\n<td>-</td>\n</tr>\n<tr>\n<td>Pod</td>\n<td>B84+1</td>\n<td>M0 V</td>\n</tr>\n<tr>\n<td>Pollux</td>\n<td>C17-2</td>\n<td>K0 III</td>\n</tr>\n<tr>\n<td>Port Waterston</td>\n<td>C28-2</td>\n<td>G0 V,G0 V,M1 V,M0 V</td>\n</tr>\n<tr>\n<td>Procyon</td>\n<td>C27-2</td>\n<td>F5 IV,F0 VII</td>\n</tr>\n<tr>\n<td>Pusan</td>\n<td>C32-1</td>\n<td>K2 III</td>\n</tr>\n<tr>\n<td>Reddlehiem</td>\n<td>C56+1</td>\n<td>G3 V</td>\n</tr>\n<tr>\n<td>Regulus</td>\n<td>C19-1</td>\n<td>B7 V</td>\n</tr>\n<tr>\n<td>Rena</td>\n<td>C26-3</td>\n<td>G5 V,S8 VII</td>\n</tr>\n<tr>\n<td>Richebourg</td>\n<td>C15-1</td>\n<td>K7 V,M0 VI</td>\n</tr>\n<tr>\n<td>Rilif</td>\n<td>B63+2</td>\n<td>F3 V</td>\n</tr>\n<tr>\n<td>Rilla And</td>\n<td>C37-2</td>\n<td>G8 V</td>\n</tr>\n<tr>\n<td>Sagan</td>\n<td>B34-1</td>\n<td>G3 III,S4 VII</td>\n</tr>\n<tr>\n<td>Saint Rawlings</td>\n<td>C81+1</td>\n<td>G6 V</td>\n</tr>\n<tr>\n<td>Samarisidro</td>\n<td>C32-1</td>\n<td>F5 IV</td>\n</tr>\n<tr>\n<td>Saskatoon</td>\n<td>D49+3</td>\n<td>F1 V</td>\n</tr>\n<tr>\n<td>Saxon</td>\n<td>C21+1</td>\n<td>G8 V,S4 VII</td>\n</tr>\n<tr>\n<td>Shakak</td>\n<td>C16-1</td>\n<td>M1 V</td>\n</tr>\n<tr>\n<td>Sirius</td>\n<td>C27-2</td>\n<td>A1 V,A0 VII</td>\n</tr>\n<tr>\n<td>Smolensk</td>\n<td>C63-1</td>\n<td>F5 III</td>\n</tr>\n<tr>\n<td>SNAS 111023</td>\n<td>D42-1</td>\n<td>G2 V,G0 V</td>\n</tr>\n<tr>\n<td>SNAS 166369</td>\n<td>D28+2</td>\n<td>F9 IV</td>\n</tr>\n<tr>\n<td>SNAS 308774</td>\n<td>B67+3</td>\n<td>G8 V,G3 V,M2 V</td>\n</tr>\n<tr>\n<td>SNAS 742601</td>\n<td>B810+4</td>\n<td>A8 VI</td>\n</tr>\n<tr>\n<td>Sol</td>\n<td>C27-2</td>\n<td>G2 V,S9 VII</td>\n</tr>\n<tr>\n<td>Spock</td>\n<td>C43-2</td>\n<td>F5 VI,S2 VII</td>\n</tr>\n<tr>\n<td>Streele</td>\n<td>B12+1</td>\n<td>K1 III</td>\n</tr>\n<tr>\n<td>Styx</td>\n<td>C28-2</td>\n<td>K4 V</td>\n</tr>\n<tr>\n<td>Surat</td>\n<td>B62+1</td>\n<td>G9 V,K7 VI,M0 VI</td>\n</tr>\n<tr>\n<td>Tantrist</td>\n<td>C26-4</td>\n<td>F8 V</td>\n</tr>\n<tr>\n<td>Thoth</td>\n<td>C17-1</td>\n<td>G0 V</td>\n</tr>\n<tr>\n<td>Toto</td>\n<td>B22-1</td>\n<td>K3 V,S2 VII</td>\n</tr>\n<tr>\n<td>Tragidoure</td>\n<td>C84+1</td>\n<td>F0 V</td>\n</tr>\n<tr>\n<td>Troyes</td>\n<td>C24-1</td>\n<td>F7 IV</td>\n</tr>\n<tr>\n<td>TSR 14817 -39</td>\n<td>C68-4</td>\n<td>F9 V</td>\n</tr>\n<tr>\n<td>TSR 91458 +8</td>\n<td>C211+3</td>\n<td>G6 III,M0 V</td>\n</tr>\n<tr>\n<td>Tsukiyomi</td>\n<td>C47-3</td>\n<td>G3 V,S9 VII</td>\n</tr>\n<tr>\n<td>Van Helsing's Stars</td>\n<td>C13+1</td>\n<td>K1 V,A7 VII</td>\n</tr>\n<tr>\n<td>Vega</td>\n<td>C38-2</td>\n<td>A0 V</td>\n</tr>\n<tr>\n<td>Victoria</td>\n<td>C43-1</td>\n<td>G8 V</td>\n</tr>\n<tr>\n<td>Villa Santa Maria</td>\n<td>C28-2</td>\n<td>K3 V,S6 VII</td>\n</tr>\n<tr>\n<td>Waemawain</td>\n<td>D28+2</td>\n<td>F2 VI</td>\n</tr>\n<tr>\n<td>Wahan-Lumpur</td>\n<td>B73-1</td>\n<td>K1 V</td>\n</tr>\n<tr>\n<td>Wessel</td>\n<td>C18-1</td>\n<td>G6 IV</td>\n</tr>\n<tr>\n<td>Wiesbaden</td>\n<td>C211+1</td>\n<td>G7 V,S1 VII</td>\n</tr>\n<tr>\n<td>Wu's World</td>\n<td>D59+4</td>\n<td>K0 V</td>\n</tr>\n<tr>\n<td>Yamauchi</td>\n<td>C47-3</td>\n<td>G5 V</td>\n</tr>\n<tr>\n<td>Zaine</td>\n<td>C54+1</td>\n<td>M2 IV</td>\n</tr>\n<tr>\n<td>Zeta Draconis</td>\n<td>C37-4</td>\n<td>G0 V,M2 V</td>\n</tr>\n</tbody>\n</table>\n<pre><code>    Legend:\n    ______________________________________________\n    TSR         Terran Steller Record\n    SNAS        SAGE New Astronomical Survey 2237\n\n    Letter      Solar Series\n    ______________________________________________\n    O           Blue\n    B           Blue\n    A           Blue\n    F           White\n    G           Yellow\n    K           Orange\n    M           Red\n    S           Brown\n</code></pre>\n<p><img src=\"/images/Genesis-v2-Scan-178.jpg\" alt=\"Explorer\"></p></p>\n<hr>"},{"url":"/docs/technology/transportation/","relativePath":"docs/technology/transportation.md","relativeDir":"docs/technology","base":"transportation.md","name":"transportation","frontmatter":{"title":"Transportation","weight":80,"seo":{"title":"Transportation","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Organic</h2>\n<h3>Dowser</h3>\n<p>Light bipedal creatures a dowser stands 2.5 meters tall and the saddle is 1.5 m off the ground. They have hair,  essentially wool, and they are usually shaved. Their wool coat can protect them in cool environments but they prefer the  desert.  </p>\n<h3>Nuage</h3>\n<p>A large horse-like beast of burden standing 2 meters tall at the shoulders that walks on four legs. A nauge is covered  in long shaggy hair, making it excellent for cool and cold environments. Capable of carrying up to 1 tonne for 4 hours  at a stretch they are the best of all pack animals for endurance and strength.</p>\n<h2>Inorganic</h2>\n<p>For those vehicles obtaining substantial velocities scanners and radar are standard equipment, all other vehicles can be  fitted with scanners, radar, computers and weapons if they are bought for the vehicle. All forms of transportation use a  standard \"batt\" as their power source (which are functionally all the same, but differ in size). EVERY vehicle comes  equipped with five FLARES and a SMALL REPAIR KIT all others systems are optional and must be bought by the vehicle's  purchaser along with the vehicle.</p>\n<h3>Wheel</h3>\n<p>The Name WHEEL is already in its plural form so when saying that you had seen more than one wheel you would  say \"I saw ten WHEEL\". The WHEEL is basically a center cockpit with a thick, wide tire running completely around  its circumference. The tire is about ten cm. thick all around except on the tread when it thickens to twenty cm.  The cockpit remains upright regardless of the speed of the tire. The driving force of the WHEEL is a large motor  underneath the cockpit that spins the WHEEL by means of gear teeth surrounding the inside diameter of the tire. The  motor then applies a cog to these teeth and, by means of a transmission and a differential, the WHEEL is moved along  at its TOP SPEED (see below). The hemispherical \"hub caps\" on each side of the tires are to allow more room for  the occupant to sit and to operate the vehicle and more room for the one passenger. Breaking is accomplished by  removing the driving force from  gear teeth and a flywheel, spinning in the opposite direction of the wheel,  counteracts the motion of the tire and the vehicle slows down. The seats are thickly padded as a standard feature  because of the extreme speeds. To turn, the WHEEL tilts into the turn a varying degree depending on the speed at  which the turn is being attempted. By tilting, the WHEEL can turn very sharp corners and still be able to sustain  the same speed. The maximum speed that the WHEEL can travel in its tightest turning circle is 200 Km/h. All other  turns are classified a shallow, sharp or very sharp the maximum speed that is possible in each is 360, 300 or 220  Km/h respectively.</p>\n<p>TOP SPEED: 410 Km/h<br>\nCRUISING SPEED: 380 Km/h<br>\nDIMENSIONS (Dia.*W): 5 * 3m<br>\nBASE PRICE: 6700 Dits  <br>\nLENGTH OF USE / BATT: 24 hours<br></p>\n<h3>Wheels</h3>\n<p>This is a central cockpit suspended between two separate wheels. The central cockpit stays upright regardless  of speed due to a large gyroscope that stabilizes it. The hemispherical hub caps on the sides of each wheel are to  prevent the WHEELS from coming to rest on an end if it were to flip. The central cockpit can accommodate four  persons, one of which is the driver, the rest can operate any weapons or subsidiary systems. The WHEELS, like the  WHEEL, comes equipped with thickly padded seats, and because of the large differences in velocity, and due to the  specialized way in which persons on the outside of the vehicle can be removed a five point harnesses is included.  The cockpit can be locked to spin at the same rate as the tires. Then the centrifugal force exerted on the enemy  would be so great that it would be impossible to remain attached to exterior of the cockpit.  </p>\n<div class=\"important\">\nWARNING ANY OCCUPANTS  NOT WEARING THE FIVE POINT HARNESS WILL FLY AROUND INSIDE THE COCKPIT, IF IT IS LOCKED AND SPUN.\n</div>\n<p>The braking system  is different to the WHEEL, in that breaking weights, inside the wheel, are used. Normally the weights are kept near  the center of the axle, when breaking is desired the weights are released on cables and they slow down the vehicle.  Reverse direction can be applied to the tires to stop in a shorter distance but usually the large weights are  sufficient to slow the WHEELS down. The horizontal support is shaped like an inverted wing so that at high speeds  the vehicle will maintain traction.<br>\nTOP SPEED: 380 Km/h<br>\nCRUISING SPEED: 260 Km/h<br>\nDIMENSIONS (Dia.*W): 5 * 8<br>\nBASE PRICE: 12 900 Dits<br>\nLENGTH OF USE / BATT: 18 hours<br></p>\n<h3>Hover Bike</h3>\n<p>The HOVERBIKE is the fastest form of conventional transportation second only to a \"DELTA-WARP\" unit. The HOVER  BIKE was designed to carry one person, the operator of the vehicle. This person steers by a straight forward and  backward motion of the steering arms. A special PAD suit, with a metal plate in the chest region, must be worn  while operating the BIKE. The HOVER BIKE has a scoop on its underside where air pressure drives a turbine and  powers an electromagnet. The electromagnet \"holds\" the driver in place when the vehicle is travelling at great  speeds. The faster the bike travels, the greater force holding him against the BIKE, so the driver can't blow off.  Other safety features have been built into the HOVER BIKE such as a contour seat that is comprised of 10 cm. of  high density foam. The driver also wears a special helmet that is shaped to be as aerodynamic. The  HOVER BIKE hover height can be adjusted from a max. of 5m down to .2m  min. The drivers feet are placed on the  2 foot rests at either side of the BIKE, legs bent forward at the hip and back at the knees. Finally the  driver  leans totally forward and places his chest against the fuel tank.  In this position the driver is safe form the  blasting wind which could rip him off the seat. The rear burner supplies additional thrust when the user requires  it but only when the vehicle is travelling over 500 Km/h.<br>\nTOP SPEED: 700 Km/h<br>\nCRUISING SPEED: 660 Km/h<br>\nDIMENSIONS (L<em>H</em>W): 1.5<em>.7</em>.5 m<br>\nBASE PRICE: 5 700 Dits<br>\nLENGTH OF USE / BATT: 48 hours<br></p>\n<p><img src=\"/images/HOVRBIK.jpg\" alt=\"Grenade\"></p></p>\n<h3>Climber</h3>\n<p> The CLIMBER or TWO-LEGGED MURPHY, as it is sometimes known to the older Prospectors, is a slow, bulky vehicle  built for moving over rugged terrain. It was designed by Humans in the 60's and is made for Humans so only closely  conforming humanoid races may pilot a CLIMBER. While modifications can be made to a degree, over 90% of the  CLIMBERS encountered are Human fitted.  The CLIMBER is essentially a high-powered exoskeleton which upgrades the users Physical Strength by 110 points  while similarly decreasing his Agility by 25 points, so as to gain stability on the rugged ground it encounters.  When moving across flat land or walking, the CLIMBER plods forward on it's two large legs, and is able to  conform or step around most small obstacles. The climber can traverse grades of up to 40 percent safely on foot,  and, by applying it's 'third arm' to the task it may climb up and down sheer rock faces and even under rock  overhangs.  Inside, the one humanoid occupant is situated in a cushioned harness which protects him from damage should the  climber fall over and also to allow ease of operation. The climber is heat resistant to about 500 degrees Celsius  and pressure and liquid  resistant to 500 Kpa or five atmospheres. The vessel is self contained and contains a 30 hour air ( any vital- gases ) supply, a day of provisions, a waste disposal unit, a first-aid, and a tool kit. Cargo is stowed above  the pilot's head.<br></p>\n<p>TOP SPEED: walking    15 km/hr   climbing    2  m/sec    <br>\nDIMENSIONS: 6m high by 5m wide by 3m thick   <br>\nOPERATIONAL PERIOD PER BATT: 35 hrs<br>\nPASSENGERS: 1<br>\nCARGO LIMIT: 2 cubic meters, 150 kg<br>\nCOST: 4700 DITs (2 DITs/hr to rent)<br>\nTECHCODE: 3<br></p>\n<p><img src=\"/images/Genesis-v2-Scan-292.jpg\" alt=\"Grenade\"></p></p>\n<h3>Dolphin</h3>\n<p>The DOLPHIN is basically a small 8 person submersible that can dive to a depth of 2 kilometers under water or  any liquid of similar density . Two persons are required to pilot the DOLPHIN and the other six are passengers. It  is equipped with two triple jointed manipulator arms and eight pressurized cameras to track their movement. The  DOLPHIN also comes equipped with four hard shell diving suits which are able to stand the pressures of diving at 2  kilometers . The fins at the back of the sub offer a great amount of maneuverability, the wings along the sides also  lend more stability to the craft. The openings in the front of the wings are to allow water to be pulled into the  DOLPHIN's turbines. The water is then forced trough jets in the rear of the ship. Thus moving the DOLPHIN at great  speeds. The speeds listed below are listed for SURface and SUBmerged respectively.<br>\nTOP SPEED:(Sur, Sub) 90, 35 Knots<br>\nCRUISING SPEED:(Sur, Sub) 70, 15 knots<br>\nDMENSIONS (L<em>H</em>W): 20 * 3 * 5m<br>\nBASE PRICE: 9 000 Dits<br>\nLENGTH OF USE / BATT:(Sur, Sub) 18, 8 hours  <br></p>\n<h3>Snow Terrain Sled (S.T.S.)</h3>\n<p>This vehicle can seat up to six people one for operator and five passengers. The S.T.S. was constructed for the  harsh environment of the arctic on Earth, but can be used on even more severe and frozen wastelands. The SLED's  highly toothed tracks and scooped treds make it possible for the S.T.S. to travel over solid ice and still keep  moving. The S.T.S. can be used in other environments other than arctic, excluding tropical without installing  optional air conditioning. The vehicle has a cargo space, that can be heated if desired in the rear of the vehicle.  The vehicle has an optimal density scanner, able to sense varying thicknesses of ice. The minimum thickness of ice  that this vehicle can travel on is 30 cm.<br>\nTOP SPEED: 80 Km/h<br>\nCRUISING SPEED: 65 Km/h<br>\nDIMENSIONS (L<em>H</em>W): 5 * 2.5 * 2 m<br>\nBASE PRICE: 6 500 Dits<br>\nLENGTH OF USE / BATT: 36 hours<br></p>\n<h3>Mahendoshi Lander</h3>\n<p>This is a small extremely light and maneuverable vehicle used in the mines on the planet of MARK ASHURA for  excavation of tunnels and hauling ore . Obviously this vehicle is constructed for the MEHENDOSHI and is  consequently very small. Therefore the MAHENDOSHI LANDER is not for use by races other than the MAHENDOSHI.\nTOP SPEED: 300 Km/h<br>\nCRUISING SPEED: 200 Km/h<br>\nDMENSIONS (L<em>H</em>W): 1 * 0.6 * 0.3m<br>\nBASE PRICE: 2 000 Dits<br>\nLENGTH OF USE / BATT: 36 hours  <br></p>\n<h3>High Gravity Skiff</h3>\n<p>This vehicle is primarily made for medium to high gravity planets. This vehicle seats four ( one operator and  three passengers ). This vehicle's large high power hydrogen powered engines provide the extreme amount of thrust  required to move on a high gravity planet. The windows can be darkened to provide protection from the sun. This  vehicle is only capable of 'flight' under an atmosphere. This vehicle is capable of processing hydrogen from raw  atmosphere ( provided that the atmosphere is hydrogen rich. ie11 % or more.\nTOP SPEED: 130 Km/h<br>\nCRUISING SPEED: 90 Km/h<br>\nDMENSIONS (L<em>H</em>W): 4<em>2</em>2  m<br>\nBASE PRICE: 5 500 Dits<br>\nLENGTH OF USE / BATT: 36 hours<br></p>\n<h3>Computer Controlled Vehicle (C.C.V.)</h3>\n<p>This is the basic family / civilian / law enforcement ground car. The car can seat four comfortably and has an  area that can hold 1 cubic meter of cargo. The windshield and the windows can be darkened to stop the sun from  blinding the driver. Most of these vehicles are equipped with a small key pad near the door handle and when the  right code is inputed the door opens and the car begins to hover above the ground. If the load increases in mass  the car compensates for it. The hover height is 10 cm. The driver can select between automatic or manual mode. In  automatic mode the driver simply types in the location and its corresponding code number and the car will drive at  a safe speed to the location. In the manual mode of operation the driver has complete control over the vehicle.\nTOP SPEED: 300 Km/h<br>\nCRUISING SPEED: 260 Km/h<br>\nDMENSIONS (L<em>H</em>W):3<em>1.5</em>2 m<br>\nBASE PRICE: 3 200 Dits<br>\nLENGTH OF USE / BATT: 45 hours  <br></p>\n<h3>Hover Truck</h3>\n<p>This is another form of the C.C.V. but this car has a larger cargo area ( 2 cubic meters) and a standard seating  capacity of 2 or 3. This vehicle can be fitted with a hard top and seats to increase the seating capacity to 10  eliminating cargo area. This vehicle's windows can be darkened. This vehicle also has an automatic and manual mode  ( see C.V.V. for description ).\nTOP SPEED: 250 Km/h<br>\nCRUISING SPEED: 200 Km/h<br>\nDMENSIONS (L<em>H</em>W):3*1.5.2 m<br>\nBASE PRICE:3 700 Dits<br>\nLENGTH OF USE / BATT: 45 hours<br></p>\n<h3>Excalibur &#x26; Osprey</h3>\n<p>A single pilot fighter craft that can reach three quarters the speed of light conventionally, with a range of 11  billion km per \"BATT\". Both vehicles have electromagnetic funnels to collect hydrogen from space. The hydrogen is  tunneled in to a fusion reactor and the \"BATT\" provides the electricity, needed to produce the magnetic bottle, to  contain the reaction. The plasma is then tunneled through the 'engine', located at the top of the ship, where it is  concentrated and released to provide thrust.  With an optional \"DELTA WARP\" unit the range and speed are unlimited.  This craft is equipped with an escape pod with food, heat and atmosphere for a week.  The escape pod can \"DELTA  WARP\" to any place in the galaxy. The pod is equipped with a distress beacon that begins transmitting as soon as  the 'WARP' is completed.</p>\n<div class=\"note\">\n*NOTE : the Osprey is the same as the Excalibur but it has seating and room in the escape  pod for two persons.</div>\n<p>TOP SPEED: 225 000 Km/h<br>\nCRUISING SPEED: 200 000 Km/h<br>\nDMENSIONS (L<em>H</em>W):7<em>4</em>3 m<br>\nBASE PRICE: 120 000 Dits<br>\nLENGTH OF USE / BATT: 13.5 hours  <br></p>\n<p><img src=\"/images/KBTFRONT.jpg\" alt=\"Grenade\"></p>\n<img src=\"/images/KBTSIDE.jpg\" alt=\"Grenade\"></p>\n<img src=\"/images/KBTTOP.jpg\" alt=\"Grenade\"></p></p>\n<h3>Wind Current</h3>\n<p>This  vehicle is extremely maneuverable and very fast. The WIND CURRENT can travel for long periods of time  without interference from the driver. This car only seats one ( two in an EXTREME emergencies ). The car can be  started and unlocked with codes entered on the keypad on the door. The automatic altitude and course finder is in  side of this vehicle and thus eliminating the danger of low altitude accidents.\nTOP SPEED: 550 Km/h<br>\nCRUISING SPEED: 500 Km/h<br>\nDIMENSIONS (L<em>H</em>W):2.5<em>1.3</em>1.5 m<br>\nBASE PRICE: 6 400 Dits<br>\nLENGTH OF USE / BATT: 36 hours<br></p>\n<h3>Skif Car</h3>\n<p>This car can seat 2 and has a hover height of a max. of 3 m to a min. of 4 cm.  This vehicle has substantial  maneuverability. The instruments are displayed on the wind screen or Heads Up Display ( HUD ). This vehicle can  seat 2 persons, side by side and has the ability to travel on any planet up to a max of 3 G's. The car uses  hydrogen compressed from the atmosphere. This car has one vulnerable point this is the small altitude maintenance  device at the bottom of the car. It will, if in proper working order automatically right the vehicle in the event  the driver does not control the car. But if it is removed, shot off or damaged in any way the car will tumble uncontrollably until the car crashes.<br>\nTOP SPEED: 400 Km/h<br>\nCRUISING SPEED: 370 Km/h<br>\nDIMENSIONS (L<em>H</em>W):7<em>1.3</em>1.7 m<br>\nBASE PRICE: 7 500 Dits<br>\nLENGTH OF USE / BATT: 36 hours<br></p>\n<p><img src=\"/images/HOVRCAR.jpg\" alt=\"Grenade\"></p></p>\n<h3>Computer Skif</h3>\n<p>This car is computer controlled as the name suggests. It seats 3 people, one in front and two in the back. It is  maneuverable and very fast. The C.S. car can function on any planet with up to 3 G's max.  The small wing type  protrusion on the bottom the vehicle automatically rights the vehicle if the driver loses control. If this wing is  damaged, the car will go out of control and it will tumble uncontrollably until the car crashes.\nTOP SPEED: 380 Km/h<br>\nCRUISING SPEED: 340 Km/h<br>\nDIMENSIONS (L<em>H</em>W): 6<em>1.2</em>1.7m<br>\nBASE PRICE: 6 000 Dits<br>\nLENGTH OF USE / BATT: 24 hours<br></p>\n<h3>LARE</h3>\n<p>Designed originally as a all-terrain reconnaissance scout this bipedal walker has been adapted for many non-military  functions. Appearing as a vehicle in many policies and security forces the LARE as it commonly known has been a great  success for Acad Terra, their manufacturers. Carrying two men comfortably up to four can be held if the canopies are not  closed. The bi-ped can be equipped with various weapons and sensors for scouting. Even the UEL has purchased several of  these models for advance reconnoitres of planets.\nStan Truck\nThis is the major form of military ground transport. It is capable of transporting 30 people or large loads of  4 cargo (up to 48 cubic meters ) and three people. The STAN is equipped with balloon tires at the time of purchase  but, several other types can be bought.</p>\n<ul>\n<li>Knobs - These have rubber protrusions to improve traction : 300 Dits per  </li>\n<li>Scoops  - These are shaped like a sea shell used in water or thick mud : 400 Dits per  </li>\n<li>Balloon - These come with STAN, can be used for water or normal streets : 200 per   </li>\n<li>Spikes  - These are balloons with metal spikes embedded in them, used for ice and very smooth surfaces : 350 per  </li>\n</ul>\n<p>The STAN is equipped with a soft top for the rear compartment and a large spot light attached to the front of the  STAN. This light is very powerful and can be used as a fog light. The STAN is capable of pulling a trailer.</p>\n<p>TOP SPEED: 250 Km/h<br>\nCRUISING SPEED: 200 Km/h<br>\nDIMENSIONS (L<em>H</em>W):10<em>4</em>2 m<br>\nBASE PRICE: 6 200 Dits<br>\nLENGTH OF USE / BATT: 24 hours     <br>       </p>\n<p><img src=\"/images/LARESIDE.jpg\" alt=\"Grenade\"></p></p>\n<h3>Moth</h3>\n<p>A descendent of the helicopter the moth is a 1 person craft that hovers using anti-gravity generators. Maneuverability is achieved by directed jets of air produced by the craft and exhausted through vents just below the cockpit. The large dome provides an all around view making a moth excellent for search and rescue operations, moving cargo containers, and all other tasks were precise positioning and a delicate touch is required. Stardrives</p>\n<p><img src=\"/images/MOTH.jpg\" alt=\"Grenade\"></p></p>\n<hr>"},{"url":"/docs/technology/weapons/","relativePath":"docs/technology/weapons.md","relativeDir":"docs/technology","base":"weapons.md","name":"weapons","frontmatter":{"title":"Weapons","weight":70,"seo":{"title":"Weapons","description":"This is the getting started page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Getting Started","keyName":"property"},{"name":"og:description","value":"This is the getting started page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Getting Started"},{"name":"twitter:description","value":"This is the getting started page"}]},"template":"docs"},"html":"<h2>Blades</h2>\n<h3>Garotte</h3>\n<p>Two rings connected by a microscopic wire, a garotte is wrapped around the victims neck and pulled taunt. This action  cuts several major arteries and veins in the victim's' neck and the victim bleeds to death. The length and mass are 50 cm  and 2g respectively.</p>\n<h3>Laser Sword</h3>\n<p>Shooting out an intense laser beam that mimics a blade it adjustable from 5 to 75 cm in length. The beam is activated by  the small button in the palm of the weapon. The Dia. and mass are 5 cm and 190 grams.  Bludgeons / Sonics</p>\n<h3>Banshee</h3>\n<p>Producing an extremely high pitched sound waves, the banshee uses compression of the gaseous molecules in the air to  effect damage on a target.\nBurning Weapons</p>\n<h3>EE-99</h3>\n<p>The EE-99 is your basic flame-thrower except that this one is re-fillable by attaching a new fuel capsule to the front  of the gun. The capsule can contain enough fuel to allow the user four; three second burns or one twenty second burn. At  the rear of the gun is the air intake. The dimensions (L<em>H</em>W) and mass are 55<em>26</em>5cm and 257 grams respectively.</p>\n<h3>Napalm pack</h3>\n<p>When the pack detonates it sprays a sticky liquid onto anything within a 5m of the pack. The liquid, when shot out of  the pack, is on fire so anything covered by the liquid will suffer burns.       </p>\n<p><img src=\"/images/ARACBLAD.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h2>Explosives</h2>\n<h3>Packs and Sharges (shape charges)</h3>\n<h4>Concussion pac</h4>\n<p>This pack, when detonated, produces extremely high intensity sound waves. When these waves penetrate to the inner ear  they cause erratic electrical impulses to the brain. When these impulses reach the hearing center of the brain the  person collapses, into a deep sleep, for a short length of time. The numbers of minutes can be determined by taking one  tenth of the persons CONSTITUTION (rounded up). This is the number of minutes that the person collapses for. The person  will wake up with a huge headache and will not be fully conscience for several minutes. The dimensions (L<em>H</em>W) and mass  are 30<em>62</em>18cm and 540g respectively.</p>\n<h4>HED pac</h4>\n<p>Basically composed of a dry form of nitroglycerine and a detonator. The acronym H.E.D. stands for High Explosive Damage  pack. This pack, when detonated, produces a very large explosion that will do a large amount of damage to any object  close to the center of the explosion. The blast diameter of this weapon is 20 m. The pack is attached to the back by a  strap. The detonator can be set for up to an hour count-down to detonation. The dimensions (L<em>H</em>W) and mass are  50<em>50</em>25cm and 700g respectively.</p>\n<h4>ISO.CLN</h4>\n<p>A high explosive used in many type of caseless ammunition. Activated by a batch specific electric current, it is very  stable and otherwise impossible to detonate.</p>\n<h3>Grenades</h3>\n<h5>Concussion Grenade</h5>\n<p>This grenade makes a super loud bang that will knock a person unconscious. This grenade affects the inner ear, sending  a signal, so strong to the brain, that it shuts off for a few minutes. The length of time the person is out is equal to  a tenth of their constitution in seconds. The grenade is 9 cm in diameter and weighs 50 grams.</p>\n<h4>Fragmentation</h4>\n<p>This grenade is like the hed pack but this combines the high explosive with small pieces of metal that penetrate the  target and cause multiple cuts in the flesh. When the grenade is detonated, the small pieces fly out of the grenade and  spray into anything within 6 metres. There is a seven second delay to detonation. The spoon will stop the timer  indefinitely until it is released. Once the spoon is released it drops off and cannot be replaced or used to stop the  timer. The dimensions (Dia.<em>H) and mass are 4</em>7cm and 50g respectively.</p>\n<h4>Glue</h4>\n<p>The glue grenade, when detonated, will spray the target and all objects around it with a extremely sticky liquid, that  will harden to an almost unbreakable solid. When the solvent, purchased with the grenade, is opened the solvent forms a  gas and degrades any glue within a five meters. The (Dia.<em>H) and mass are 6</em>12cm and 70g respectively.</p>\n<h4>Incendiary</h4>\n<p>This grenade operates exactly as the napalm pack except that the napalm pack covers all objects in range with a sticky  liquid. The incendiary grenade does not spray a sticky liquid, it uses a standard petroleum by-product. The grenade has  a set detonation time of five seconds. The dimensions (Dia.<em>H) and mass are 8</em>4cm and 55g respectively.</p>\n<h4>Sleep</h4>\n<p>This grenade effective range is 6 m and less if there is a stiff wind, since the sleep inducing gas will disperse more  rapidly. The grenade has a countdown timer to detonation, adjustable from 3 seconds to 10 seconds. The dimensions  (Dia.<em>H) and mass are 5</em>13cm and 60g respectively.</p>\n<p><img src=\"/images/STK_INC_.jpg\" alt=\"Grenade\"></p></p>\n<h4>Smoke</h4>\n<p>The grenade, filled with combustible material, burns when detonated giving off smoke. The are numerous colors  available. There is a five second detonation delay timer. The (Dia.<em>H) and mass are 6</em>8cm and 65g respectively.  11</p>\n<h4>Stick</h4>\n<p>These grenades are covered by a thin shell that is broken by hitting the grenade against a hard surface. Then struck  once again to break open two small bags of nitroglycerin type compounds, which take four seconds to detonate after  mixing. The explosion will affect an area about 10 m. in diameter. The dimensions (Dia.) and mass are 10 cm and 67 g  respectively.</p>\n<h3>Photon and Particle Accelerators</h3>\n<h4>Contour Laser</h4>\n<p>The contour laser is the most discreet weapon ever invented. It consists of a central module that creates the laser  beam and a organo-polymer outer covering. The outer covering is formed into the shape of the interior of the users  clenched fist, with the beam producing module embedded. With a full charge in its Batt it will fire 30 shots. Dimensions  (L<em>H</em>W) and mass: 7<em>5</em>3cm and 160g respectively.</p>\n<h4>Wrist Laser</h4>\n<p>The latest in technology, this disposable weapon combines the strongest and lightest metals and materials, making it  almost unnoticeable. The wearer may forget the weapon on if not paying attention. Most diplomats wear one just in case  negotiations go sour, and defensive measures are in order. The WRIST LASER is compact and fits around the wearer's  wrist, under a jacket or shirt sleeve. About 4 cm thick and worn on the forearm. It delivers 60 shots. The gun is fired  by squeezing the hand into a fist consequently the weapon has no real sights, therefore it's hard to shoot accurately.  The GM must roll on the random hit table to determine the affected area. Dimensions (L<em>W</em>H) and mass: 7<em>5</em>3cm and 200g  respectively.</p>\n<h3>Pistols</h3>\n<h4>Auto</h4>\n<p>An Auto pistol can shoot up to 5 shots per second. It is similar to the Gatling pistol but is a tenth of the mass and a  fifth of length. The auto pistol has 40 shots per batt; 8 seconds of continuous firing. The Auto pistol is the standard  sidearm of MASS The pistol is very thin, just 3 cm, so it is very easy to conceal. This gun is made of a hard material  so it can be used as a hand held bludgeon. The dimensions (L<em>H</em>W) and mass are 30<em>12</em>3cm and 205g respectively.</p>\n<p><img src=\"/images/BigGun2.jpg\" alt=\"Big Gun\"></p></p>\n<h4>Gatling</h4>\n<p>The gatling pistol is constructed from TSteel. This, and the fact that it is large and bulky makes it the heaviest  pistol ever made. This mass is a great disadvantage in hand to hand combat, however, this weapon can fire 10 shots per  second, even though there is only one \"lasing chamber\". This puts it on an equal footing with weapons that shoot only  one beam. The gatling pistol has five barrels that revolve into position for the lasing chamber to fire. If the barrels  get out-of-sync. the lasing chamber will fire, hitting the body of the gun. This can be done by unscrewing the  synchronous pin and moving the barrel and carriage a small distance to the left or the right, and screwing the pin back  in. The gun will be destroyed if it is fired when the barrels are out of synchronization. This pistol has 100 shots per  batt which allows 10 seconds of continuous firing. The dimensions (L<em>H</em>W) and mass are 40<em>25</em>14cm and 530g respectively.</p>\n<p><img src=\"/images/Gatling.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h4>Laser</h4>\n<p>The laser pistol comes complete with a universal mount that will accept any one of the scopes that are in common use.  This weapon like most pistols must be cocked by pulling the pin at the back of the gun back, but this motion is a  symbolic one. The batt is inserted from the side of the gun and provides 30 shots. It, like the rifle, is totally sealed  and waterproof to 4 atmospheres. This guns high power, great number of shots per batt, and lightness, are reasons why it  is so very popular in the galaxy. The dimensions (L<em>W</em>H) and mass are 25<em>7</em>15cm and 340g respectively.</p>\n<p><img src=\"/images/LASPIS.jpg\" alt=\"Laser Pistol\"></p></p>\n<h4>Maser</h4>\n<p>The mazer pistol is constructed from the metal aluma-tung with a choice of materials for the hand grip. The clip in the  mazer pistol fits in just under the barrel and just in front of the trigger. A mazer pistol is easily concealed and  powerful so it often the choice of the average man who wants to defend himself. The pistol does the same kind of damage  as the rifle but only half the area is affected. The dimensions (L<em>H</em>W) and mass are 20<em>17</em>5cm and 390g respectively</p>\n<p><img src=\"/images/MAZPIS.jpg\" alt=\"Laser Pistol\"></p></p>\n<h3>Rifles</h3>\n<h4>Maser</h4>\n<p>The MAZER can shoot ten shots at full power, and three shots that just serve to discharge excess energy from the batt.  The excess energy can provide extremely intense light for a few minutes per shot. Heat will build up under an  exoskeleton and finally cause it to explode (1.5 x damage). A mazer rifle or pistol has little no effect on any thing  without water in it. Made out of different organo-polymers it is not a good idea to mistreat it. If used as a bludgeon there is a 75% chance that the rifle will shatter. The dimensions (L<em>H</em>W) and mass are 95<em>32</em>18cm and 5500g respectively.</p>\n<h4>Nex</h4>\n<p>This weapon totally convertible to a pistol! The small lever, towards the front of the gun, just in front of the  trigger will unlock the barrel converting the gun into a long handled pistol. Then there is the small backward facing  clip on the top of the gun, just above the grip. When this is lifted the stock detaches and the conversion is complete.  The power pack of this weapon is not a batt but a simple nickel-cadmium battery, thus the power yield of the pack was  low, only providing enough power for four shots. The dimensions (as a rifle) (L<em>H</em>W) and mass are 68<em>17</em>6cm and 289  grams respectively.</p>\n<p><img src=\"/images/MAZER.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h4>Plasma</h4>\n<p>This rifle shots a ball of plasma 8cm in diameter that adds enough energy to the chemical bonds in the target causing  them to break, leaving base elements in a pile on the floor. This is a powerful weapon, but it only has five shots per  canister and it takes five seconds for the barrel to cool enough for another shot to be fired. The gun is shown without  the fuel canister. The dimensions (L<em>H</em>W) and mass are 95<em>23</em>30cm and 5200g respectively.</p>\n<h3>Assault Rifles</h3>\n<h4>Hip Mazer</h4>\n<p>The hip mazer is one of the larger weapons but the amount of the damage it does is worth the mass and bulk. The beam  consists of microwaves that leave energy in the molecules of the target. This energy causes the molecules to vibrate and  generate heat. Which causes any water to boil through the top layers of flesh, where they burst, causing extreme pain to  the target.  The hip mazer will cause one and one-half times as much damage on creatures with exoskeletons. Dimensions  (L<em>H</em>W, including backpack) and mass: 115<em>45</em>28cm and 8200g respectively.</p>\n<h4>Fusion Rifle</h4>\n<p>Included in the design are the slits that cool the barrel and keep your hands from being burned. The small cone at the  front of the gun is a flash suppressor that cuts the light emitted by the beam in half. The fusion rifle shoots a beam  of high intensity matter in the plasma state. Unlike the plasma rifle, the fusion rifle does not have a kick, it shoots  a beam 5cm in diameter. The fusion rifle's barrel does not get hot like the plasma Rifle . When the stock is not in use  it slips up into the gun, making the rifle into a pistol. The dimensions (L<em>H</em>W) and mass are 95<em>35</em>20cm and 5200g  respectively.</p>\n<p><img src=\"/images/PLAZMA.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h4>Gid Rifle</h4>\n<p>The stock, made out of a thin bar, absorbs most of the force produced by the gun is one of the many standard features.  The unique feature to a gid rifle is that it has double barrels which cuts the efficiency in half but, while doubling  the power. The GID can fire two shots per second and is the standard weapon issued by MASS. This gun is shock-proof,  waterproof and completely sealed to the 5 atmospheres. The beams are 10cm in diameter and do ten less damage points per  100 m over the maximum range of 600 m. The dimensions (L<em>H</em>W) and mass are 120cm and 6900g respectively.</p>\n<p><img src=\"/images/HAMMER.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h4>Laser Rifle</h4>\n<p>L.A.S.E.R.( Light Amplification through Stimulated Emissions of Radiation) shoots a beam of light that is 1cm in  diameter. This weapon has an extra large stock, because it can contain an assortment of small items. The laser rifle  comes complete with a detachable bayonet that contains all the supplies included in a survival knife. The batt will  deliver 20 shots before it will require a charge. The laser rifle is light, sealed from liquids up to a depth of 6  atmospheres, and is completely resistant from the elements. This weapon is made of hard organo-polymer and will not  break under normal battle conditions which are decided by the G.M.The dimensions (L<em>H</em>W) and weight are 75<em>35</em>7cm and  4200g respectively.</p>\n<p><img src=\"/images/LASER.jpg\" alt=\"Grenade\"></p></p>\n<h3>Auto-cannons</h3>\n<h4>Plaser</h4>\n<p>A new principle -- that of the particle laser -- this gun produces a stream of highly charged ions suspended in a tight  laser beam. Not only is it very effective on organic targets, this weapon can also fry any electronic circuits.</p>\n<h4>Particle Beam</h4>\n<p>Producing a beam of straight particles, the particle beam, is equally effective on both organic and inorganic targets.</p>\n<h3>Remote sentry</h3>\n<h4>Sphere Gun</h4>\n<p>A sentry weapon that monitors a hall or room, a sphere gun will shoot at anything that moves or up to 10 pre-programmed  targets. This gun can be customized to your own specific needs, the options follow. You can choose any one out of each  category to customize your sphere gun.   </p>\n<h5>SENSORS SETTINGS</h5>\n<pre><code>    1) wall mounted     A) movement    I) warning\n    2) floating         B) heat       II) stun\n    3) induct pods      C) bio       III) damage  \n</code></pre>\n<h5>MOVEMENT</h5>\n<p>A WALL MOUNTED SPHERE cannot move so it is usually used to guard a hallway or a single room. A FLOATING SPHERE can turn on the spot and guard four times the area as a stationary SPHERE. INDUCT PODS allow a SPHERE to move freely through rooms  or halls in a building.  </p>\n<h6>Sensors</h6>\n<p>MOVEMENT sensors lock onto anything that moves and fires at it. <br>\nHEAT sensors detect the infrared radiation emitted by something hot, and fire upon it. <br>\nBIO sensors use the aura around a living thing to aim and fire.   </p>\n<div class=\"important\">\nSETTINGS: <br>\nWARNING shots do only ten points of damage and are more of a joke than a threat. <br>\nSTUN shots have a stunning effect on any living thing; while non-living objects become heated. <br>\nDAMAGE, is the most powerful and therefore does full damage to a body. The sphere gun is deactivated by its own encoded remote control. The remote works by sending a signal to the SPHERE  which, when recognized, stops all offensive action. Any remote can be programmed to send a signal but to find the  correct 9 digit sequence to deactivate the sphere gun will take time and skill. The sphere gun, is powered by a batt that will deliver 120 shots before it must be recharged. <br>Diameter and mass: 12cm and 315g respectively.\n</div>\n<p><img src=\"/images/WomanAndSphereGun.jpg\" alt=\"Grenade\"></p></p>\n<h3>Projectiles</h3>\n<h4>Pistols</h4>\n<h5>L-15</h5>\n<p>This gun has its clip in the grip of the gun and was the standard pistol used in the late 21th century. The standard  clip can hold 8 shells, and can fire then as fast as you pull the trigger. The dimensions (L<em>H</em>W) and mass are  20<em>12</em>3.5cm and 172 grams respectively.</p>\n<p><img src=\"/images/L-15.jpg\" alt=\"Grenade\"></p></p>\n<h5>Mark V</h5>\n<p>The hand grip can be made out of a choice of materials that the buyer must specify or organo-polymer will be  substituted. In the Mark V the rounds are fed backwards into the firing chamber, this is the secret to it's non jamming  action. This pistols' standard clip will hold 20 bullets. A bigger clip holding 40 rounds is optional and banana or drum  clips can be used in place of the usual clip, giving the Mark V a capacity of 80 rounds. The effective range is 250 m.  This is the only pistol that a scope cannot be mounted on. The length and mass are 15 cm and 25 grams respectively.</p>\n<p><img src=\"/images/MARKV.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h5>Micro-missile Gun</h5>\n<p>This is one of the few weapons that is almost completely organo-polymer. These pistols can be stripped down to be  hidden in different places, yet assembled very quickly when needed. This gun fires small missiles that are highly  explosive. The missiles come in two varieties normal and guided. The normal missiles go straight at the target and if  the target moves, after the missiles has been fired, the missile will miss. This type of missile does not take any time  to lock on target but still does a lot of damage if it hits. The guided missile takes three seconds to lock on but after  that the missile will follow the life signs it has locked into until it either hits the target or runs out of fuel. The  latter occurs in about a half a hour. The micro-missile gun can shoot 5 rounds a minute as it is muzzle loader. The  estimated effective range is 100 km. The top speed of the missile is 90 km/h. The microprocessor is linked to the sights  of the gun so it can lock on to the right life-form. The sights are unique in that they can be adjusted to several  modes, Including infrared, starlight-starbright, and bio-scanners. The scope is not mentioned in the scope description  because it is only available for this weapon. The gun is liquid resistant to 4 atmospheres and shock-proof. The length  and mass are 25cm and 50g respectively.</p>\n<p><img src=\"/images/MICRO.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h5>Mini Might</h5>\n<p>The mini might is a rather odd looking gun that is actually a pistol with an extended grip and barrel. This gun was  designed to be used as a bludgeon as well as a functional pistol. Consequently this gun is extremely heavy for its' size. The whole gun is strengthened by small fibers that are introduced into the metal during smelting. This structural  support allows a person to use the gun as a club without fear of bending the barrel. Even the firing mechanism was  constructed to be more durable than the regular pistol.  The dimensions (L<em>H</em>W) and mass are 55<em>16</em>4.5cm and 172 grams  respectively.</p>\n<h5>Multi Shot</h5>\n<p>This gun is like pistol sized shotgun gu1n. It has a selection of shell types bullet, ball, bead, and needle. All the  shells are contained in organo-polymer cartridges that are wasted when the load is used. The bullet is a large metal  slug that is made of lead, so it will expand and cause a good deal of damage when it enters the tissue, and upon its  exit. The bullet is exactly like the cartridges for the shotguns of today except, this slug appears like a regular  bullet for any other gun, except that the bullet has a much larger diameter. The ball comes in a variety of sizes which  are made by pouring hot metal into cold oil. The bead cartridges shoot tiny beads of silica, which split upon impact,  and introduce bio-toxins into the bloodstream. The needles can be laced with different types of neurotoxins that can  cause death or paralyzation. The length and mass 30 cm and 40 grams respectively.</p>\n<p><img src=\"/images/MULTI.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h5>Sting Ray</h5>\n<p>This weapon is a completely silent and it is a semi-automatic pistol. The sting ray shoots bullets that dissolve when  immersed in water. The sting ray is perfect for silent, sudden, and secret assassination. These weapons are issued to  undercover officers of CCOP when they attempt to stop technological pollution. The sting ray comes with two clips, a 4  and 8 shot. The length and mass are 35cm and 55cm with arm rest and 140 grams respectively.</p>\n<p><img src=\"/images/STING.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h3>Rifles</h3>\n<h4>Mark VII</h4>\n<p>The shoulder pad is very thick and soft because the gun has constant kick when it's firing in semi-auto mode. All you  need to do is aim and pull the trigger as fast as you want the bullets to fly. The bullets being rather large allow only  twenty to fit in a regular clip, however, there is the option of buying a banana clip that allows sixty bullets. A small  clip holding ten bullets is also available. The length and mass are 105cm and 350 grams respectively.</p>\n<p><img src=\"/images/MARK7.jpg\" alt=\"Mazer Rifle\"></p></p>\n<h4>Assault Rifles</h4>\n<h5>Aran Rifle</h5>\n<p>This weapon is your standard military assault rifle of the twentieth century, light but strong, rapid firing but  subtle. The stock is metal formed into a shock absorbing design that protects the marksman's arm while remaining light  and strong. The gun can either be in full or semi-auto mode, or single shot. The built in handle can be replaced with a  scope if desired. The standard clip can hold 60 shells and the optional banana clip will hold up to 120 shells. With a  firing rate of 20 shells per second this gun can empty the standard clip in three seconds or the banana clip in 6  seconds. The dimensions (L<em>H</em>W) and mass are 67<em>19</em>5.5cm and 390 grams respectively.</p>\n<h5>CX-J1</h5>\n<p>This rifle is a two handed weapon that is designed to be used at arms length. The position of both hand grips can  change making this one of the most comfortable guns to shoot. While the standard clip holds 30 shells and the optional  banana clip can contain up to 80, shells this weapon can spend these clips almost as quickly as the storm. With a firing  rate of thirty shells per second this is the third fastest firing gun in use today. The dimensions (L<em>H</em>W) and mass are  75<em>19</em>6cm and 315 grams respectively.</p>\n<p><img src=\"/images/SOOAWEP1.jpg\" alt=\"Grenade\"></p></p>\n<p><img src=\"/images/KRNLASFU.jpg\" alt=\"Grenade\"></p></p>\n<h5>Nam</h5>\n<p>Like many other rifles it can be converted into a pistol When using this gun as a pistol in the full-auto mode you need  to use the forward hand-grip, and the clip, to hold down the barrel. The shoulder pad is thick and the stock is spring  loaded so almost no kick is felt by the marksman. The nam can only fire semi-auto or full-auto, set by a lever just  above the clip. The regular clip holds 60s rounds and A banana clip can be bought that will hold 80 shells. In the full- auto mode the gun will fire twenty bullets a second, emptying the standard clip in three seconds. The length (as a  rifle) and mass are 80cm and 400 grams respectively. The length (as a pistol) and mass are only 50 cm and 350 grams  respectively.</p>\n<p><img src=\"/images/SEASACH.jpg\" alt=\"Grenade\"></p></p>\n<h5>Tri-X</h5>\n<p>Like the nexe and nam rifles this to can be converted to a pistol. This gun fires special bullets that expand just  after they are shot and then when they impact the target they expand again causing the same damage as ballistic rounds.  The regular clip holds 15 of these bullets, a 25 bullet banana clip is available. The length and mass are 60cm and 220  grams respectively.</p>\n<h4>Shotguns</h4>\n<h5>4.2 Hector</h5>\n<p>This weapon is almost entirely made of aluma-tung it is lightweight and very durable. A 4.2 gauge shotgun, hence the  name 4.2 Hector, It is a distant relative of the 12 and 20 gauge shotguns of the 20th century. The 4.2 Hector fires  shells that are similar, except in size, to those described under multi shot but, the 4.2 Hector can hold six shells in  two under the barrel clips. These are reloaded by feeding one shell at a time, and the gun is cocked by moving the  forward hand grip in a back-and-forth motion once. The length and mass are 70 cm and 400 grams respectively.</p>\n<h5>Machine guns</h5>\n<h5>Hand Vulcan</h5>\n<p>This is a multiple barreled weapon that can fire off 55 rounds per minute yet, takes up the space of a pistol. The hand  vulcan is a double handed pistol that uses one firing chamber but five barrels to fire its bullets. The regular clip  holds 100 shells while the banana clip holds up to 200 shells. Thus the hand vulcan can empty the standard clip in four  seconds and the banana clip in eight seconds. The dimensions (L<em>H</em>W) and mass are 31<em>25</em>11cm and 278 grams  respectively.</p>\n<h5>HVLCMG - \"storm\"</h5>\n<p>The word STORM, suggested by one of the manufactures, is easier handle then the acronym HVLCMG. The stock is made from a  type of foam the is specially designed to take lots of force. The STORM shoots one hundred bullets per second making it  the fastest firing machine gun. Belts that hold these bullets are bought in groups of fifties and can be joined. This  gun also features a self leveling bipod. The dimensions (L<em>H</em>W) and mass are 150cm and 2500 grams respectively.</p>\n<h5>SM-38</h5>\n<p>The SM series of weapons (38, 44, 48, 90) are manufactured exclusively by Acad Terra as 'small self defense weapons',  but it is painfully apparent that they are more offensive. Because this is a sub-machine gun it has only a fraction of  the kick of a large Machine Gun. With a length of 25cm and a mass of 185 grams respectively this series is an excellent  choice for most of the hired guards and killers.\nRoll Gun\nThe roll gun is constructed of multi-loy to make it a durable and tough field weapon and standard issue to the guards of  MASS and ITAG. The roll gun can shoot 40 rounds per second. The clip is large enough to hold 120 bullets allowing 3  seconds of continuous firing. The dimensions (L<em>H</em>W) and mass are 30 cm and 1.2 kg respectively.</p>\n<h3>Artillery</h3>\n<h5>Bazooka</h5>\n<p>A bazooka shoots at high speed a projectile that could either be an Armour piercing, or a explosive shell, and can have  any kind of a scope mounted making it more accurate. The back blast of the fired shell shoots out the rear of the tube.  A small amount of the back-blast fills a cushion to soften the slight force when the shell leaves the barrel. The  dimensions (L<em>H</em>W) and weight are 180cm and 1250g without shell, 1750g with shell.</p>\n<h5>Grenade Gun</h5>\n<p>The forward ring is a guide for the grenade as it leaves the firing chamber. This pistol is like the grenade launcher  but it is pistol size. This pistol can shoot the following grenades; armor piercing, fragmentation, sleep, incendiary,  concussion, and smoke. grenades must be bought especially for the grenade gun and they are loaded into the muzzle. The  grenade gun is loaded by moving the barrel one hundred-eighty degrees to the barrel cocking the spring mechanism. The  grenade of your choice is pushed in and the grenade gun is ready to fire. The length and mass are 30 cm and 50 grams  respectively</p>\n<h5>Grenade Launcher</h5>\n<p>This weapon can \"THROW\" a grenade further then a person can lob it, by storing energy in a spring and then using that  energy to launch the grenade. The grenades that are used must be special grenades made for the grenade launcher. The  grenade launchers' spring is set by pushing the stock down at 90 degrees to the barrel, and the stock is made of multi- loy. The dimensions (L<em>H</em>W) and weight are 70<em>20</em>6cm and 200g respectively.</p>\n<h5>Mortar</h5>\n<p>This weapon is self leveling, and it uses a laser range finder to set all the adjustments. All you do is load the shells  and let them go down the barrel. When the shell hits the pin it detonates and flies out the barrel to the target. With  the bipod folded back against the weapon the handle on top is perfectly balanced in the center of the gun. This weapon  shoots special grenades that could contain any one of your choice of two different loads. These are the fragmentation shell, or white phosphorous. The mortar is made of a courant barrel and pressure plate of multi-loy. The dimensions  (L<em>H</em>W) and weight are 70 cm and 2000g respectively.</p>\n<h3>Stunners</h3>\n<h4>Pistols</h4>\n<h5>Conk Gun</h5>\n<p>This gun shoots bullets that expand 4 fold their original surface area, and when delivered the bullet causes the victim  to fall unconscious. There are 4 bullets in the clip and the gun is semi-automatic. The dimensions (L<em>H</em>W) and weight  are 30<em>13</em>7cm and 90g respectively.</p>\n<h5>Screamer</h5>\n<p>Producing extremely loud sound waves the target simply collapses due to the pain. The stun will last for 1:10sd minutes,  and only characters will high mental control will be able to move during this period.  </p>\n<h5>STaser</h5>\n<p>A STaser produces a very high voltage spike that temporarily paralyzes  muscles, with the massive electric discharge.</p>\n<h4>Rifles</h4>\n<h5>Electra Gun</h5>\n<p>The electra gun attaches itself to the target by shooting out a metallic net. A current is then passed through a long  wire to the net and through the target, leaving the target unable to move. The batt will last for 10 shots each being 2  minutes long. The net is packaged in the front compartment that detaches from the gun when fired. The dimensions (L<em>H</em>W)  and weight are 45<em>22</em>8cm and 90g respectively.</p>\n<h5>Paralysis Rod</h5>\n<p>The rod expands out of the shank of the weapon and then delivers a shock to the target. Which stuns the targets' nervous  system for 1:10sd minutes. The dimensions (L<em>H</em>W) and weight are 15cm when not extended or 150cm with the rod extended  and 90g respectively.</p>\n<h5>Stun Gun</h5>\n<p>This gun exudes a cloud of stunning gas with an effective range of five emter and less if the wind is blowing. The  dimensions (L<em>H</em>W) and weight are 37<em>20</em>15cm and 50g respectively.</p>\n<h5>Stun Rifle</h5>\n<p>This rifle can shoots a large number of pellets, each filled with a highly reactive chemical that which ignites upon  contact to air and produces sonic waves. Used for crowd control because it can effect as many as fifty people at one  time. The dimensions (L<em>H</em>W) and weight are 52<em>25</em>13cm and 75g respectively.</p>\n<h5>Stun Pack</h5>\n<p>This pack emits high pitch sound waves that will knock a person out if the target can hear them. It has a effective  range of 10 m. The personnel of MASS use these for large crowd control. The detonation time is 5 seconds. The officer  should have ear shields in place before throwing the pack. The dimensions (L<em>H</em>W) and weight are 15<em>10</em>5cm and 750g  respectively.</p>\n<h2>Scopes</h2>\n<h5>Optical Scopes</h5>\n<p>These simply magnify the image so the marksman has a better chance of hitting the target. Weapons must be sighted within  one range, usually one hundred meters. Then the marksman is free to adjust how high or low he aims depending on the  distance to the target. Obviously, even a skilled marksman could misaim and his shot go awry. By compensating for the  distance to the target, correctly, the marksman can achieve a direct hit.</p>\n<h5>Ultrasonic Range Finding Scopes</h5>\n<p>Each scope, of this type, has a sound emitter that reflects off, and returns the distance of the target. Then the  microprocessor calculates, and sets, the Elevation and Windage on a optical scope. These automatic adjustments allow the  the marksman to aim directly where he wishes to shoot. This scope eliminates, inaccurate and sometimes incorrect, manual  17 compensation for the range. Even after all of these adjustments, if the marksman moves or if the target does, the shot  will go awry. This scope is accurate but it cannot compensate for the marksman's or target's actions.</p>\n<h5>Microprocessor Controlled Scopes</h5>\n<p>These have a microprocessor that analyzes the image in the scope and calculate its distance and speed. Then the sights  are set, but unlike the final adjustments of the ultrasonic range finding scopes these sights are continually re-set  about one-hundred times a second. This scope also compensates for how the marksman miss-aims or improperly fires the  gun. The ultimate in scopes, it can never miss unless the gun is jolted or the target stops suddenly. This type of scope  is very sensitive to bumps and jolts that will throw out it's calibration. To determine whether a scope is calibrated or  not just use your common sense. Keep in mind that dropping a weapon, with one of these scopes attached, would throw out  its calibration. If an un-calibrated scope is used, then the GM must roll on a Random Hit Table to determine where the  shot hits.</p>\n<hr>"},{"url":"/docs/combat/combat-dam-tables/","relativePath":"docs/combat/combat-dam-tables.md","relativeDir":"docs/combat","base":"combat-dam-tables.md","name":"combat-dam-tables","frontmatter":{"title":"Damage Tables","weight":150,"sseo":{"title":"Damage Tables","description":"This is the quick start page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Quick Start","keyName":"property"},{"name":"og:description","value":"This is the quick start page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Quick Start"},{"name":"twitter:description","value":"This is the quick start page"}]},"template":"docs"},"html":"<div class=\"note\">\n<strong>Note:</strong> When directed to read the AD descriptions, read the damage description indicated by the plus '➕' symbol in addition to the damage description obtained by roll.</div></p>\n<h2>8 -  Bladed Weapons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(.2,0)</td>\n<td>A minor bruise 4 cm. long is the result. The affected area will be discoloured for 2:10sd days then clear- up. No lasting effects or marks.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(.5,0)</td>\n<td>An intermediate bruise is done to the area. Minor pain will last for 1:10sd hours and then ease. Discoloured and stiff for 2:10sd days the area will  heal with no permanent damage.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 11-15</td>\n<td align=\"right\">(.7,0)</td>\n<td>A major bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will only ease after 1:10sd weeks and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">16-20</td>\n<td align=\"right\">(.9,1.1)</td>\n<td>There is a small cut about 1 cm. long that will exhibit minor bleeding. A clot will form in about 2:10sd minutes and the wound will heal with little or no scaring even without stitches or special first-aid techniques.</td>\n</tr>\n<tr>\n<td align=\"right\">21-25</td>\n<td align=\"right\">(1.5,2.5)</td>\n<td>A cut 4 cm. long is the damage done. The laceration doesn't penetrate all the layers of skin, and therefore bleeds very little. Special skin fixing techniques will be necessary to re-align skin edges.</td>\n</tr>\n<tr>\n<td align=\"right\">26-30</td>\n<td align=\"right\">(2.0,3.7)</td>\n<td>The resulting cut penetrates into the flesh. Several blood vessels have been cut and will bleed moderately until an clot forms in 4:10sd minutes. The cut is 6 cm. long and will ache if the area in used or stressed in an abrupt fashion.</td>\n</tr>\n<tr>\n<td align=\"right\">31-35</td>\n<td align=\"right\">(2.7,4.7)</td>\n<td>A moderate cut is the result of the attack. 8 cm. long and 2 cm. deep it will bleed severely for 3:10sd minutes and require first-aid A.S.A.P. The body part will hurt severely for 1:10sd days.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.1,5.5)</td>\n<td>A severe cut is made in this body part disrupting major veins and arteries. Over 8 cm. long and 3 cm. deep it will bleed extremely for 2:10sd rounds then continue severely for another 6:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(3.4,6.1)</td>\n<td>An extreme cut that penetrates right to the bone. Major veins and arteries are severed. Bleeding and pain will be extreme and lasting for 7:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(3.7,6.7)</td>\n<td>A puncture wound 4 cm. deep is made with minor bleeding for 1:10sd minutes. Pain will be minor if the object is left in the wound, if it is pulled out major bleeding and severe pain, both lasting for 2:10sd minutes, will result.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(4.1,7.0)</td>\n<td>The intermediate puncture wound that is made bleeds intermediately and hurts majorly, with bleeding for 2:10sd minutes, if the object is left in. Severe pain and extreme bleeding lasting for 3:10sd minutes will result if the object is removed.</td>\n</tr>\n<tr>\n<td align=\"right\">56-60</td>\n<td align=\"right\">(4.5,7.3)</td>\n<td>A severe puncture is the result to this body part. There will be severe pain and bleeding if the object is left in. These will both increase to extreme if the object is removed. The wound will bleed for 3:10sd minutes if undisturbed and 4:10sd minutes if the object is removed.</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(4.8,7.5)</td>\n<td>An extreme puncture is made in this body part. There will extreme pain and bleeding if the impaling object is removed. These will only be severe if the impaling object is left in the wound. Bleeding will continue for 4:10sd minutes with the object in the wound and extend to 5:10sd minutes if the object is removed.</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(5.2,7.6)</td>\n<td>A small piece of skin and flesh is separated form the body. About 2 cm. wide and 5 cm. long it is a major bleeder and hurts intermediately. See( <a href=\"/docs/character-life/character-life/#categories_of_treatment\">FIRST-AID</a>) for proper treatment procedure. The wound will bleed for 5:10sd minutes if treated properly.</td>\n</tr>\n<tr>\n<td align=\"right\">71-75</td>\n<td align=\"right\">(5.7,8.1)</td>\n<td>A major gouge separates a chuck of tissues 4 cm. wide and almost 10 long. The gouge is a severe bleeder and causes extreme pain. The wound will bleed uncontrolled for 2:10sd minutes. Then bleed slowly for 4:10sd minutes until it stops completely.</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(6.2,8.4)</td>\n<td>A severe gouge has taken out a chunk of flesh about 5 cm wide, 8 cm long and 6 cm deep. The implications are severe and medical attention must be sought to ensure survival. The depth will effect internal organs. Bleeding will continue unabated for 2:10sd days.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 81-85</td>\n<td align=\"right\">(6.5,8.6)</td>\n<td>The extreme gouge done is life-threatening due to the large amount of tissues disrupted. About 8 cm wide, 10 cm long and 8 cm deep it will probably hit bones or internal organs. Bleeding will continue until death if treatment is not obtained.</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(6.9,8.8)</td>\n<td>A simple oblique fracture to the bone in this body part is the damage done by the attack. Some internal bleeding will occur and swelling result but the effects of the cut will far outweigh those of the break. The pain will be moderate for 3:10sd hours then taper to minor for the duration of the healing process. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(7.6,9.2)</td>\n<td>A compound shatter fracture is the result to the bone in this area. Now the bone has also broken the skin and will be adding to the blood loss from the initial laceration. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(8.2,9.6)</td>\n<td>If two bones: they have both been broken in one place and fracture is a simple one. The pain will be severe for 3:10sd hours then taper off to moderate for the duration of the healing process. If one bone: it is totally shattered and will not knit properly unless medical treatment is sought. The pain will be extreme due to the total ripping apart of the bone. 4:10sd hours of extreme and 2:10sd days of severe pain. If no bones: read the AD description(s)</td>\n</tr>\n</tbody>\n</table>\n<h2>9 -  Projectile Weapons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(.1,.2)</td>\n<td>A minor bruise (4 cm.)</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 06-10</td>\n<td align=\"right\">(.4,.8)</td>\n<td>A severe bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear up in 1:10sd days without any permanent effects. The major bruise will only ease after 2:10sd days and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">11-15</td>\n<td align=\"right\">(1.0,1.2)</td>\n<td>Minor jagged cut 4 cm. long. If wound is held together with butterfly bandages the scaring the results will be minimized. It will bleed for 1:10sd minutes then a scab will form to stop the bleeding.</td>\n</tr>\n<tr>\n<td align=\"right\">16-20</td>\n<td align=\"right\">(1.8,1.7)</td>\n<td>A moderate cut with jagged edges is the damage done to this body part. Small minor scrapes surround the wound. Which will be stiff and hard to move for 1:10sd days and bleed moderately for 2:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 21-25</td>\n<td align=\"right\">(2.6,2.4)</td>\n<td>The minor puncture 2 cm. deep has effected several minor blood vessels in this. Intermediate bleeding and pain will accompany the puncture and last for 3:10sd minutes. The limb or body part will be stiff and hard to move for 3:10 days.</td>\n</tr>\n<tr>\n<td align=\"right\">26-30</td>\n<td align=\"right\">(3.2,2.9)</td>\n<td>An intermediate puncture that severs major bloods vessels and is 4 cm. deep is the damage done. Moderate bleeding will be present with pain throbbing form moderate to heavy. These will last for 4:10sd minutes and 2:10sd hours respectively.</td>\n</tr>\n<tr>\n<td align=\"right\">31-35</td>\n<td align=\"right\">(3.6,3.4)</td>\n<td>A heavy puncture is done. It cuts multiple major blood vessels causing heavy bleeding and pain throbbing between heavy and severe. The pain will continue for 3:10 sd hours and the bleeding will ease in 5:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.9,3.8)</td>\n<td>A severe puncture is the result of the attack. It rips open a large portion of skin 8 cm. in diametre exposing 2 cm² of internal organs or bones. The implication are life-threatening if no medical attention is sought.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(4.5,4.1)</td>\n<td>The projectile has gone clear through up 10 cm. of flesh leaving a large exit hole and ripping out a large chunk of flesh. The pain will be severe throbbing to extreme and lasting 4:10sd minutes. The bleeding is severe and will last for 7:10sd minutes. If there is more than 10 cm. of flesh the projectile is still lodged in the flesh and should be removed.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(5.5,5.3)</td>\n<td>Minor tendon damage with heavy pain severe blood loss. swelling will occur and the area will be very sensitive to pressure either from use or an accidental bump. The swelling will last 3:10sd days while the pain will disappear in just 2:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.8,5.1)</td>\n<td>Intermediate tendon damage and minor ligament damage (if applicable). Again swelling in 2:10sd minutes if untreated lasting 3:10sd hours. In this case the swelling will be severe if untreated and minor if treated. The pain will be much shorter-lived then the swelling lasting about 1:10sd+5 hours.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 56-60</td>\n<td align=\"right\">(6.1,5.6)</td>\n<td>Severe tendon damage and heavy ligament damage is done (if applicable)</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(6.5,6.1)</td>\n<td>Simple hair-line fracture of the bone present in this body part. The projectile skimmed off the bone. The body part will be almost impossible to use and give heavy pain if weight is placed on it. The pain and swelling will subside after 1:10sd+5 and 4:10sd + 5 hours respectively. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(7.2,6.3)</td>\n<td>Simple oblique fracture of the bone. If weight or pressure is placed on this body part heavy bleeding will occur and if not treated will become severe. This body part will swell for 4:10sd+10 hours and be extremely painful for 1:10sd+10 hrs. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">71-75</td>\n<td align=\"right\">(7.8,6.7)</td>\n<td>Simple shatter fracture, the bullet was stopped by the bone. There will be a grinding sensation if the body part is moved and 10% of the damage is re-inflicted upon moving the body part. This body part will swell for 5:10sd hours and the injured person will experience extreme pain for 1:10sd hrs. and swelling for 6:10sd hours. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(8.4,7.5)</td>\n<td>Compound oblique fracture of the bone. A major blood vessel is severed and severe bleeding will occur for 5:10sd minutes. Swelling will continue for 1:10sd days and the body part(s)</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(8.7,7.8)</td>\n<td>A minor compound shatter fracture of the bone. A major blood vessel is crushed and another is severed. Heavy bleeding present for 5:10sd minutes. Stiffness and swelling for 1:10sd days and severe pain for 8:10sd hours. The body parts below the injury will suffer 1:10sd pts. of damage for every minute that the wound is untreated and blood flow is interrupted. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(9.2,8.0)</td>\n<td>A severe compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Uncontrolled Bleeding for 1:10sd minutes. then ease to moderate but not stop without treatment. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(9.6,8.5)</td>\n<td>If two bones in area: Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone: The bone is shattered completely along it's length. It cannot be used for movement at all, because no weight can place on the bone. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.9,8.9)</td>\n<td>If three bones: All three have been broken roll on the bone damage table to determine what kinds of fractures and read description above. If two bones: One is shattered the other has a fracture roll on bone damage table. If one bone: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones: read the AD description(s)</td>\n</tr>\n</tbody>\n</table>\n<h2>10 -  P.P.A.</h2>\n<h5>Photon and Particle Accelerators + Burning Weapons</h5>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(.6,0)</td>\n<td>Redness to skin but no penetration at all into skin. The area will feel warn to the touch and be sensitive to pressure for ½:10sd hours. These will be the only effects and they are only temporary.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(1.1,0)</td>\n<td>Irritation of the skin in the effected area is apparent by severe skin redness and minor swelling. The area will be sensitive to pressure and feel warn for 1:10sd hours. No permanent effects or marks.</td>\n</tr>\n<tr>\n<td align=\"right\">11-15</td>\n<td align=\"right\">(1.9,.2)</td>\n<td>Severe redness and intermediate swelling. There is a 60 percent chance of ½:10sd blisters up to 2 cm in diametre. The skin will be extremely sensitive to heat, cold, touch and pressure for 3:10sd hours. The blisters will not cause scars and therefore there are no permanent effects. Pain will be moderate for 1:10 sd hours the taper off.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 16-20</td>\n<td align=\"right\">(2.1,.7)</td>\n<td>Redness will be extreme and severe swelling is noticeable. There is an 80 percent chance of 1:10sd blisters up to 3 cm in diametre. Sensitivity to any kind of stimulation will be severe for 1:10sd days and minor for an additional 2:10sd days. If the blisters are lanced some scaring may occur. Heavy pain with this burn lasting for 2:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">21-25</td>\n<td align=\"right\">(2.7,1.2)</td>\n<td>Blisters now cover a 5 cm² area and the skin appears wet and sticky. The blisters are filled with fluid and can be lanced easily. If they are lanced (see FIRST- AID)</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 26-30</td>\n<td align=\"right\">(3.2,1.7)</td>\n<td>Blisters now cover 20 cm² of skin. The area is covered in a thin layer of clear viscous fluid. The severity and depth of the burn will increase toward the centre. The same note for the blisters as above. Extreme pain and sensitivity will last for 3:10sd hours then reduce to heavy for 2:10sd hours and finally to minor for 1:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">31-35</td>\n<td align=\"right\">(3.7,2.2)</td>\n<td>A small area 3 cm² will be white and chared. There will be little or no pain form the chared area. Bleeding will also be minimal. All the layers of skin will be burnt away in the white area.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(4.1,2.6)</td>\n<td>The white and chared area is now 5 cm². Again the pain and bleeding will be small in comparison to other wounds. This is due to the cauterizing heat.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(4.4,3.0)</td>\n<td>The burn extends below the skin into the soft tissues of this body part. These tissues were heated so quick that they have suffered some minor ripping. The tissues are spread away from the impact point and have separated from the other layers of flesh. The loose ends are now sticking up. Bleeding is minor and lasts for ½:10sd minutes but the pain will be light or 1:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(4.8,3.4)</td>\n<td>The minor puncture 2 cm. deep has effected several minor blood vessels in this body part. The ripping-up of flesh is moderate and causes intermediate bleeding and pain for 3:10sd minutes. The limb or body part will be stiff to move for 3:10 days.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.3,3.8)</td>\n<td>An intermediate puncture that rips open major bloods vessels is the damage done and is 4 cm. deep. Moderate bleeding will be present with pain throbbing from moderate to heavy. These will last for 4:10sd minutes and 2:10sd hours respectively.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 61-65</td>\n<td align=\"right\">(6.4,4.8)</td>\n<td>A severe puncture is the result of the attack. It rips open a large portion of skin 8 cm² in diameter exposing 2 cm² of internal organs or bones. The implications are life-threatening if no medical attention is sought. Bleeding and pain will continue for 7:10sd minutes and 5:10sd hours respectively. Ifno bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(6.7,5.3)</td>\n<td>All the tissues above the bone will now be burnt away and the exposed surface of the bone will be scorched. 6 cm² of the bone will be exposed. White chared portions of flesh surround the exposed bone to a diametre of 5 cm. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 71-75</td>\n<td align=\"right\">(7.1,5.7)</td>\n<td>15 cm² of the bone has now been exposed and at least half of all the tissues in the body part have been affected. The chared area is larger now and the bone is almost pitch black. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(7.3,6.1)</td>\n<td>The excessive heat causes hair-line cracks in the bone in this area. The limb is now totally useless due to almost total muscle destruction. Moderate bleeding will be limited to the outer surrounding tissues. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(7.9,6.6)</td>\n<td>The exposed bone breaks and cracks. The bone has a compound oblique fracture and small areas of a shatter fracture. Black fluid will ooze out of the crack. This fluid is bone marrow that has been cooked by the blast. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(8.3,7.1)</td>\n<td>A compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Bleeding is minimal due to the heat and its cauterizing effect. No weight or pressure can be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(8.7,7.6)</td>\n<td>If two bones in area: Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone: The bone is shattered completely along it's length. It cannot be used for movement at all, because no weight can place on the bone. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.2,8.2)</td>\n<td>If three bones: All three have been broken roll on the bone damage table to determine what kinds of fractures and read description above. If two bones: One is shattered the other has a fracture roll on bone damage table. If one bone: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones: read the AD description(s)</td>\n</tr>\n</tbody>\n</table>\n<h2>11 - Bludgeoning</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(0,0)</td>\n<td>A minor bruise 4 cm. long is the result. The affected area will be discoloured for ½:10sd days then clear- up. No lasting effects or marks.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(.3,0)</td>\n<td>The resulting scrape is minor and affects an area of only 4 cm². The uppermost layer of skin is affected an it is not torn or ripped merely rubbed or scraped off. The are will appear red and be barely painful for 1:10sd days. No lasting effects.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 11-15</td>\n<td align=\"right\">(.8,0)</td>\n<td>An moderate bruise is done to the area. Minor pain will last for 1:10sd hours and then ease. Discoloured and stiff for 1½:10sd days, the area will heal with no permanent damage.</td>\n</tr>\n<tr>\n<td align=\"right\">16-20</td>\n<td align=\"right\">(1.3,.1)</td>\n<td>The moderate scrape done to this body part is 8 cm² in area and now involves the upper three layers of skin. These layers have all been rubbed off in the affected area. Surrounding the wound there is a minor scrape. A thin scab will form to aid healing but it is very fragile. The wound will heal in 2:10sd days. Minor pain and stiffness will be felt.</td>\n</tr>\n<tr>\n<td align=\"right\">21-25</td>\n<td align=\"right\">(2.0,.4)</td>\n<td>Intermediate scraping is the damage done to this body part. All the layers of skin are now effected and may be rubbed off or a flap of skin may have been pulled up. Both conditions will take 2½:10sd days to heal and leave only the smallest scar.</td>\n</tr>\n<tr>\n<td align=\"right\">26-30</td>\n<td align=\"right\">(2.5,1.0)</td>\n<td>A major bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will only ease after 1:10sd weeks and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">31-35</td>\n<td align=\"right\">(3.1,1.6)</td>\n<td>A heavy bruise will present in this body part right under the impact point of the weapon. The injury will exhibit minor blood pooling and be surrounded by a minor bruise. The injury will heal in 1½:10sd days leaving no marks or scars. The area will be stiff to move through the period of healing.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.7,2.2)</td>\n<td>A severe bruise with moderate blood pooling, right under the impact area is the damage. A medium bruise will spread out around the wound. The medium bruise will heal in 1:10sd days no lasting effects. The major bruise will heal in 2:10sd days leaving a small stain. For this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">41-45</td>\n<td align=\"right\">(4.2,2.8)</td>\n<td>An extreme bruise with life threatening consequences is the result. If the damage is taken in a vital area medical attention should be sought immediately. Major internal blood fluid pooling that is very dangerous (SEE: FIRST AID -internal bleeding).</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 46-50</td>\n<td align=\"right\">(4.7,3.4)</td>\n<td>Simple hair-line fracture of the bone present in this body part. The body part will be impossible to use and give heavy pain if weight is  placed on it. Pain and swelling will subside after 1:10sd+5 and 4:10sd+5 hours respectively. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.2,3.9)</td>\n<td>Simple transverse fracture, the force of the impact reached the bone. This body part will swell for 5:10sd hours and the injured person will experience moderate pain for 1:10sd hours and swelling for 6:10sd hours. If no bones in area: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">56-60</td>\n<td align=\"right\">(5.8,4.3)</td>\n<td>Simple oblique fracture of the bone. If weight or pressure is placed on this body part heavy bleeding will occur and if not treated, it will become severe. This body part will swell for 4:10sd+10 hours and be extremely painful for 1:10sd+10 hrs. If no bones: read the AD description(s) omitting bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(6.3,4.8)</td>\n<td>Simple shatter fracture, the bullet was stopped by the bone. There will be a grinding sensation if the body part is moved and 10% of the damage is re-inflicted upon moving the body part. This body part will swell for 5:10sd hours and the injured person will experience extreme pain for 1:10sd hrs. and swelling for 6:10sd hours. If no bones in area: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(6.8,5.3)</td>\n<td>Compound transverse fracture of the bone. Bleeding from the bruise and then the puncture will be heavy for 4:10sd minutes. Heavy swelling will last for 2:10sd hours and the body part(s)</td>\n</tr>\n<tr>\n<td align=\"right\">71-75</td>\n<td align=\"right\">(7.2,5.9)</td>\n<td>Compound oblique fracture of the bone. A major blood vessel is severed and severe bleeding will occur for 5:10sd minutes. Swelling will continue for 1:10sd days and the body part(s)</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(7.6,6.3)</td>\n<td>A heavy compound shatter fracture of the bone. A major blood vessel is crushed and another is severed. Heavy bleeding present for 5:10sd minutes. Stiffness and swelling for 1:10sd days and severe pain for 8:10sd hours. The body parts below the injury will suffer 1:10sd pts. of damage for every minute that the wound is untreated and blood flow is interrupted. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(8.0,6.7)</td>\n<td>A severe compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Uncontrolled Bleeding for 1:10sd minutes. then ease to moderate but not stop without treatment. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts.  per minute it is left untreated. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(8.3,7.2)</td>\n<td>An extreme compound shatter fracture of the bone in this body part. All major and most secondary blood vessels in this area have been punctured by bone fragments. Bleeding will be uncontrollable for 2:10sd minutes then slow to severe bleeding until treated. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(8.7,7.7)</td>\n<td>If two bones in area: Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone: The bone is shattered completely along it's length. It cannot be used for movement. If no bones: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.1,8.2)</td>\n<td>If three bones: All three have been broken roll on the bone damage table to determine what kinds of fractures and read description above. If two bones: One is shattered the other has a fracture roll on bone damage table. If one bone: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones: read the AD description(s)</td>\n</tr>\n</tbody>\n</table>\n<h2>12 - Sonic Weapons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(.3,0)</td>\n<td>A min or bruise 4 cm. long is the result. The affected area will be discoloured for ½:10sd days then clear- up. No lasting effects or marks.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(.9,0)</td>\n<td>A moderate bruise is done to the area. Minor pain will last for 1:10sd hours. Stiff for 1½:10sd days, the area will heal with no permanent marks.</td>\n</tr>\n<tr>\n<td align=\"right\">11-15</td>\n<td align=\"right\">(1.4,.2)</td>\n<td>A major bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will only ease after 1:10sd weeks and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">16-20</td>\n<td align=\"right\">(2.0,.7)</td>\n<td>A heavy bruise will present in this body part right under the impact point of the weapon. The injury will exhibit minor blood pooling and be surrounded by a minor bruise. The wound will heal 1½:10sd days leaving no visible marks or scars. The area will be stiff to move through this period of healing.</td>\n</tr>\n<tr>\n<td align=\"right\">21-25</td>\n<td align=\"right\">(2.6,1.1)</td>\n<td>A severe bruise with moderate blood pooling will be present right under the impact area. A moderate bruise will spread out around the wound. The minor bruise will clear up in 1:10sd days without any permanent effects. The major bruise will only ease after 2:10sd days and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 26-30</td>\n<td align=\"right\">(3.0,1.8)</td>\n<td>An extreme bruise with life threatening consequences is the result. If the damage is taken in a vital area medical attention should be sought immediately. Major internal blood and vital fluid pooling that greatly increases the chance of shock will be present. (SEE: FIRST AID-internal bleeding).</td>\n</tr>\n<tr>\n<td align=\"right\">31-35</td>\n<td align=\"right\">(3.4,2.3)</td>\n<td>The minor puncture 2 cm. deep has effected several minor blood vessels in this body part. The ripping-up of flesh is moderate and causes intermediate bleeding and pain for 3:10sd minutes. The limb or body part will be stiff to move for 3:10 days.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.9,2.8)</td>\n<td>An intermediate puncture that rips open major bloods vessels and is 4 cm. deep is the damage done. Moderate bleeding will be present with pain throbbing from moderate to heavy. These will last for 4:10sd minutes and 2:10sd hours respectively.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(4.3,3.2)</td>\n<td>A heavy puncture is done. The ripping is 6 cm deep and severs multiple major blood vessels causing heavy bleeding and pain throbbing between heavy and severe. The pain will continue for 3:10sd hours and the bleeding will ease in 5:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(4.9,3.7)</td>\n<td>Simple hair-line fracture of the bone present in this body part. The projectile skimmed off the bone. The body part will be almost impossible to use and give heavy pain if weight is placed on it. The pain and swelling will subside after 1:10sd+5 and 4:10sd + 5 hours respectively. If no bones: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.6,4.5)</td>\n<td>Simple transverse fracture, the force of the impact reached the bone. This body part will swell for 5:10sd hours and the injured person will experience moderate pain for 1:10sd hours and swelling for 6:10sd hours. If no bones in area: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">56-60</td>\n<td align=\"right\">(6.0,5.1)</td>\n<td>Simple oblique fracture of the bone. If weight or pressure is placed on this body part heavy bleeding will occur and if not treated will become severe. This body part will swell for 4:10sd+10 hours and be extremely painful for 1:10sd+10 hrs. If no bones: read the AD description(s) omitting bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(6.5,5.6)</td>\n<td>Simple shatter fracture, the bullet was stopped by the bone. There will be a grinding sensation if the body part is moved and 10% of  the damage is re-inflicted upon moving the body part. This body part will swell for 5:10sd hours and the injured person will experience extreme pain for 1:10sd hrs. and swelling for 6:10sd hours. If no bones in area: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(7.1,6.1)</td>\n<td>Compound transverse fracture of the bone. Bleeding from the bruise and then the puncture will be heavy for 4:10sd minutes. Heavy swelling will last for 2:10sd hours and the body part(s)</td>\n</tr>\n<tr>\n<td align=\"right\">71-75</td>\n<td align=\"right\">(7.6,6.7)</td>\n<td>Compound oblique fracture of the bone. A major blood vessel is severed and severe bleeding will occur for 5:10sd minutes. Swelling will continue for 1:10sd days and the body part(s)</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(8.0,7.3)</td>\n<td>A heavy compound shatter fracture of the bone. A major blood vessel is crushed and another is severed. Heavy bleeding present for 5:10sd minutes. Stiffness and swelling for 1:10sd days and severe pain for 8:10sd hours. The body parts below the injury will suffer 1:10sd pts. of damage for every minute that the wound is untreated and blood flow is interrupted. If no bones: read the AD description(s)  omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(8.5,7.8)</td>\n<td>A severe compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Uncontrolled Bleeding for 1:10sd minutes. then ease to moderate but not stop without treatment. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(8.9,8.4)</td>\n<td>An extreme compound shatter fracture of the bone in this body part. All major and most secondary blood vessels in this area have been punctured by bone fragments. Bleeding will be uncontrollable for 2:10sd minutes then slow to severe bleeding until treated. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(9.3,8.7)</td>\n<td>If two bones in area: Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone: The bone is shattered completely along it's length. It cannot be used for movement at all, because no weight can place on the bone. If no bones: read the AD  description(s)  as normal but exclude any bone references. If three</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.8,9.3)</td>\n<td>bones: All three have been broken roll on the bone damage table to determine what kinds of fractures and read the description above. Two bones: One is shattered the other has a fracture roll on bone damage table. If one bone: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones: read the AD description(s) as normal but exclude any bone references.</td>\n</tr>\n</tbody>\n</table>\n<h2>13 - Mazer Weapons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(0,0)</td>\n<td>Redness to skin but no penetration at all into skin. The area will feel warn to the touch and be sensitive to pressure for ½:10sd hours. These will be the only effects and they are only temporary.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(.4,0)</td>\n<td>Irritation of the skin in the effected area is apparent by severe skin redness and minor swelling. The area will be sensitive to pressure and feel warn for 1:10sd hours. No permanent effects.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 16-20</td>\n<td align=\"right\">(1.6,0)</td>\n<td>Redness will be extreme and severe swelling is noticeable. There is an 80 percent chance of 1:10sd blisters up to 3 cm in diametre. Sensitivity to any kind of stimulation will be severe for 1:10sd days and minor for an additional 2:10sd days. If the blisters are lanced some scaring may occur. Heavy pain with this burn and last for 2:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">21-25</td>\n<td align=\"right\">(2.0,.1)</td>\n<td>Major tissue disruption (bruise) with minor blood pooling will be present in the entire effected body part. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will heal after 1:10sd weeks leaving a large 3 cm stain. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">26-30</td>\n<td align=\"right\">(2.6,.2)</td>\n<td>A severe bruise (tissue disruption) with moderate blood pooling will be present throughout the entire body part. A moderate bruise will spread out around the wound. The minor bruise will clear up in 1:10sd days without any permanent effects. The major bruise will heal after 2:10sd days leaving a huge 5 cm. stain. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 31-35</td>\n<td align=\"right\">(3.3,.8)</td>\n<td>An extreme bruise (tissue disruption) with life threatening consequences. The tissues were heated so quickly they have suffered some minor ripping. Bleeding is minor and lasts for ½:10sd minutes and the pain will be light for 1:10sd minutes. If the damage is taken in a vital area medical attention should be sought immediately. Major internal blood and vital fluid pooling that greatly increases the chance of shock will be present. INTERNAL BLEEDING IS DANGEROUS (SEE: FIRST AID-internal bleeding).</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.8,1.4)</td>\n<td>Blisters now cover a 5 cm² area and the skin appears wet and sticky. The blisters are filled with fluid and can be lanced easily. If they are lanced (see FIRST- AID) for additions to \"INFECTION\". These blisters will last for 1:10sd days and be followed by peeling skin for an additional 1:10sd days. Scaring will be minor if the blisters are lanced and unnoticeable if they are not. Pain will be severe for 3:10sd hours then taper to minor for an additional 1:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(4.2,2.0)</td>\n<td>Blisters now cover 20 cm² of skin. The area is covered in a thin layer of clear viscous fluid. The severity and depth of the burn will increase toward the centre. The same note for the blisters as above. Extreme pain and sensitivity will last for 3:10sd hours then reduce to heavy for 2:10sd hours and finally to minor for 1:10sd hours.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(4.7,2.6)</td>\n<td>The minor puncture 4 cm. deep has effected several minor blood vessels in this body part. The ripping-up of flesh is moderate and causes intermediate bleeding and pain for 4:10sd minutes. The limb or body part will be stiff to move for 4:10 days.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.2,3.1)</td>\n<td>An intermediate puncture that rips open major bloods vessels and is 8 cm. deep is the damage done. Moderate bleeding will be present with pain throbbing from moderate to heavy. These will last for 5:10sd minutes and 3:10sd hours respectively.</td>\n</tr>\n<tr>\n<td align=\"right\">56-60</td>\n<td align=\"right\">(5.7,3.7)</td>\n<td>A heavy puncture is done. The ripping is 12 cm deep and severs multiple major blood vessels causing heavy bleeding and pain throbbing between heavy and severe. The pain will continue for 4:10sd hours and the bleeding will ease in 6:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(6.1,4.3)</td>\n<td>A severe puncture is the result of the attack. It rips open a large portion of skin 16 cm² in diametre exposing 4 cm² of internal organs or bones. The implications are life-threatening if no medical attention is sought. There is major ripping-up of the tissues in and around the wound. Bleeding and pain will continue for 8:10sd minutes and 6:10sd hours respectively. If no bones in area: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(6.7,4.9)</td>\n<td>All the tissues above the bone will now be burnt away and the exposed surface of the bone will be scorched. 12 cm² of the bone will be exposed. White chared portions of flesh surround the exposed bone to a diametre of 10 cm. If no bones in area: read the AD description(s) omitting bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 71-75</td>\n<td align=\"right\">(7.4,5.5)</td>\n<td>30 cm² of the bone has now been exposed and at least half of all the tissues in the body part have been affected. The chared area is larger now and the bone is almost pitch black. If no bones in area: read the AD description(s) omitting bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(7.8,6.1)</td>\n<td>The excessive heat causes hair-line cracks in the bone in this area. The limb is now totally useless due to almost total muscle destruction. Moderate bleeding will be limited to the outer surrounding tissues. If no bones in area: read the AD description(s)</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(8.3,6.7)</td>\n<td>The exposed bone breaks and cracks. The bone has a compound oblique fracture and small areas of a shatter fracture. Black fluid will ooze out of the crack. This fluid is bone marrow that has been cooked by the blast. If no bones in area: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">86-90</td>\n<td align=\"right\">(8.7,7.3)</td>\n<td>A compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Bleeding is minimal due to the heat and its cauterizing effect. No weight or pressure can be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones in area: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(9.1,7.8)</td>\n<td>If two bones in area : Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone in area: The bone is shattered completely along it's length. It cannot be used for movement at all, because no weight can place on the bone. If no bones in area: read the AD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.7,8.3)</td>\n<td>If three bones in area: All three have been broken roll on the bone damage table to determine what kinds of fractures and read description above. If two bones in area: One is shattered the other has a fracture roll on bone damage table. If one bone in area: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones in area: read the AD description(s)</td>\n</tr>\n</tbody>\n</table>\n<h2>14 - Explosive Weapons</h2>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-05</td>\n<td align=\"right\">(0,0)</td>\n<td>An intermediate bruise is done to the area. Minor pain will last for 1:10sd hours and then ease. Discoloured and stiff for 2:10sd days the area will heal with no permanent damage.</td>\n</tr>\n<tr>\n<td align=\"right\">06-10</td>\n<td align=\"right\">(0,0)</td>\n<td>A major bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will only ease after 1:10sd weeks and leave a small discolouration. Through this period the area will be stiff.</td>\n</tr>\n<tr>\n<td align=\"right\">11-15</td>\n<td align=\"right\">(.5,.1)</td>\n<td>The resulting scrape is minor and affects an area of only 4 cm². The uppermost layer of skin is affected an it is not torn or ripped merely rubbed or scraped off. The are will appear red and be barely painful for 1:10sd days. There will be no lasting effects.</td>\n</tr>\n<tr>\n<td align=\"right\">16-20</td>\n<td align=\"right\">(1.1,.8)</td>\n<td>The moderate scrape done to this body part is 8 cm² in area and now involves the upper three layers of skin. These layers have all been rubbed off in the affected area. Surrounding the wound there is a minor scrape. A thin scab will form to aid healing but it is very fragile. The wound will heal in 2:10sd days if kept clean. Pain will be minor an some stiffness may accompany the injury.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 21-25</td>\n<td align=\"right\">(1.8,1.5)</td>\n<td>Major scraping is the damage done to this body part. All the layers of skin are now effected and may be rubbed off or a flap of skin may have been pulled up. Both conditions will take 2½:10sd days to heal totally and leave only the smallest scar.</td>\n</tr>\n<tr>\n<td align=\"right\">26-30</td>\n<td align=\"right\">(2.5,2.2)</td>\n<td>A severe cut is made in this body part disrupting major veins and arteries. Over 8 cm. long and 3 cm. deep it will bleed extremely for 2:10sd rounds then continue severely for another 6:10sd minutes.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 31-35</td>\n<td align=\"right\">(3.2,2.9)</td>\n<td>An extreme cut that penetrates right to the bone. Major veins and arteries are severed. The bleeding and pain will be extreme and continue for 7:10sd minutes. A minor gouge is done to the body part.</td>\n</tr>\n<tr>\n<td align=\"right\">36-40</td>\n<td align=\"right\">(3.9,3.6)</td>\n<td>A severe puncture is the result to this body part. There will be severe pain and bleeding if the object is left in. These will both increase to extreme if the object is removed. The wound will bleed for 3:10sd minutes if undisturbed and 4:10sd minutes if the object is removed.</td>\n</tr>\n<tr>\n<td align=\"right\">➕ 41-45</td>\n<td align=\"right\">(4.6,4.3)</td>\n<td>An extreme puncture is made in this body part. There will extreme pain and bleeding if the impaling object is removed. These will only be severe if the impaling object is left in the wound. Bleeding will continue for 4:10sd minutes with the object in the wound and extend to 5:10sd minutes if the object is removed.</td>\n</tr>\n<tr>\n<td align=\"right\">46-50</td>\n<td align=\"right\">(5.2,5.0)</td>\n<td>Simple hair-line fracture of the bone present in this body part. The projectile skimmed off the bone. The body part will be almost impossible to use and give heavy pain if weight is placed on it. The pain and swelling will subside after 1:10sd+5 and 4:10sd + 5 hours respectively. If no bones in area: read the ADD description(s) as normal but exclude any bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">51-55</td>\n<td align=\"right\">(5.7,5.4)</td>\n<td>Simple oblique fracture of the bone. If weight or pressure is placed on this body part heavy bleeding will occur and if not treated will become severe. This body part will swell for 4:10sd+10 hours and be extremely painful for 1:10sd+10 hrs. If no bones in area: read the ADD description(s) as normal but exclude any bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">56-60</td>\n<td align=\"right\">(6.3,5.9)</td>\n<td>Simple shatter fracture, the bullet was stopped by the bone. There will be a grinding sensation if the body part is moved and 10% of the damage is re-inflicted upon moving the body part. This body part will swell for 5:10sd hours and the injured person will experience extreme pain for 1:10sd hrs. and swelling for 6:10sd hours. If no bones in area: read the ADD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">61-65</td>\n<td align=\"right\">(6.9,6.4)</td>\n<td>Compound oblique fracture of the bone. A major blood vessel is severed and severe bleeding will occur for 5:10sd minutes. Swelling will continue for 1:10sd days and the body part(s) below a wounded limb will suffer 2 pts. of damage for every minute that the wound is un-treated and blood flow in not restored. 10% more damage is inflicted if the part is moved. If no bones in area: read the ADD description(s) as normal but exclude any bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">66-70</td>\n<td align=\"right\">(7.3,6.9)</td>\n<td>A minor compound shatter fracture of the bone. A major blood vessel is crushed and another is severed. Heavy bleeding present for 5:10sd minutes. Stiffness and swelling for 1:10sd days and severe pain for 8:10sd hours. The body parts below the injury will suffer 1:10sd pts. of damage for every minute that the wound is untreated and blood flow is interrupted. If no bones in area: read the ADD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">71-75</td>\n<td align=\"right\">(7.8,7.3)</td>\n<td>A severe compound shatter fracture of the bone in this body part. The major blood vessels in this area have been punctured by the bone fragments. Uncontrolled Bleeding for 1:10sd minutes. then ease to moderate but not stop without treatment. No weight or pressure should be placed on the body part or extreme pain will result. The flesh below the wound will suffer 1:10ds+5 damage pts. per minute it is left untreated. If no bones in area: read the ADD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">76-80</td>\n<td align=\"right\">(8.1,7.8)</td>\n<td>If two bones in area: Both bones are broken roll on table to see what kind of fracture and tissue damage has resulted. If one bone in area: The bone is shattered completely along it's length. It cannot be used for movement at all, because no weight can place on the bone. If no bones in area: read the ADD description(s) omitting the bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">81-85</td>\n<td align=\"right\">(8.6,8.2)</td>\n<td>If three bones in area: All three have been broken roll on the bone damage table to determine what kinds of fractures and read description above. If two bones in area: One is shattered the other has a fracture roll on bone damage table. If one bone in area: The bone is totally shattered even up to the joints. No way to salvage the bone. If no bones in area: read the ADD description(s) as normal but exclude any bone references.</td>\n</tr>\n<tr>\n<td align=\"right\">91-95</td>\n<td align=\"right\">(9.5,9.0)</td>\n<td>DO ANOTHER THREE ROLLS ON THIS TABLE TO DETERMINE THE REST OF THE DAMAGE THAT WAS INFLICTED. THIS DAMAGE IS TO BE ASSIGNED TO AT LEAST TWO AREAS NOT DAMAGED BY THE FIRST ROLL.</td>\n</tr>\n<tr>\n<td align=\"right\">96-00</td>\n<td align=\"right\">(9.9,9.6)</td>\n<td>DO ANOTHER FIVE ROLLS ON THIS TABLE TO DETERMINE THE REST OF THE DAMAGE THAT WAS INFLICTED. THIS DAMAGE IS TO BE ASSIGNED TO AT LEAST FOUR AREAS NOT DAMAGED BY THE FIRST ROLL.</td>\n</tr>\n</tbody>\n</table>\n<h2>15 - Organ Damage</h2>\n<h3>15.1 - Circulatory</h3>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-25</td>\n<td align=\"right\">(1.8,2.2)</td>\n<td>There are no irregularities in heart beat and no chance of being or becoming life threatening.  The effects are numbness to major bruising, loss of consciousness will occur if the player cannot check Constitution with a -10% modifier.</td>\n</tr>\n<tr>\n<td align=\"right\">26-50</td>\n<td align=\"right\">(4.6,3.8)</td>\n<td>Some irregularities in cardio-sinus rhythm, major blood loss. There is a -25% to Constitution and the player must roll over or \"v-fib.\" will begin.</td>\n</tr>\n<tr>\n<td align=\"right\">51-75</td>\n<td align=\"right\">(6.8,5.9)</td>\n<td>Major irregularities in heart contractions and pulse rate, severe loss of blood. -45% to Constitution, if the player doesn't successfully check \"v-fib and tach. begins\". There is a 30% chance of death if no medical is attention is recieved within the day.</td>\n</tr>\n<tr>\n<td align=\"right\">76-00</td>\n<td align=\"right\">(8.9,7.6)</td>\n<td>Total heart stoppage with a -75% to Constitution, if the player fails it will take 2 - 3 tries to restart the organ. Major damage to circulatory system is sustained. Death is a 30% chance, if no medical treatment is recieved, within the next five rounds.</td>\n</tr>\n</tbody>\n</table>\n<h3>15.2 - Respiratory</h3>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-25</td>\n<td align=\"right\">(1.2,1.7)</td>\n<td>The breathing rate is un-effected and there is no possibility of the damage becoming fatal. There may be dizziness or numbness in the extremities. Loss of consciousness if -10% is not successfully checked against.</td>\n</tr>\n<tr>\n<td align=\"right\">26-50</td>\n<td align=\"right\">(3.9,2.5)</td>\n<td>The breathing will be laboured in the extreme with  dizziness and numbness more common if a -30% modifier to Constitution cannot be overcome.  Breathing may   slow or stop for a couple of breaths but there is no danger of it stopping completely.</td>\n</tr>\n<tr>\n<td align=\"right\">51-75</td>\n<td align=\"right\">(6.1,4.9)</td>\n<td>Breathing will stop and start intermittently.  There will a -45% modifier to Constitution, if a player   cannot check breathing will be reduced to a choking  and coughing. There is a 30% chance of death if no medical attention is recieved in the day.</td>\n</tr>\n<tr>\n<td align=\"right\">76-00</td>\n<td align=\"right\">(7.8,6.5)</td>\n<td>Total breathing failure with only a 20% chance of restart if no medical aid is recieved. Any player with a 75% constitution or less will require extended medical attention (10-25 rounds)</td>\n</tr>\n</tbody>\n</table>\n<h3>15.3 - Nervous / Endocrine</h3>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-25</td>\n<td align=\"right\">(2.2,2.7)</td>\n<td>There will be effects ranging from numbness and hot and cold flashes to sharp pains, disorientation and an overall feeling of illness. There will be a loss of consciousness and mild fever if a character cannot check Constitution with a -20% modifier.</td>\n</tr>\n<tr>\n<td align=\"right\">26-50</td>\n<td align=\"right\">(5.1,4.6)</td>\n<td>Senses will have reduced accuracy shown in a -10% to Perception, and the overall feeling of illness will be greater and result in vomiting if the player cannot check Constitution with a -30%. A major fever will also accompany a failed check. Death is a 30% chance   per day of no medical care. The loss in motor  coordination in the effected character will be noticeable. Agility will have a -20% modifier and actions will require conscious thought.</td>\n</tr>\n<tr>\n<td align=\"right\">51-75</td>\n<td align=\"right\">(7.5,6.9)</td>\n<td>Perception will now be modified by a -30%.  Severe illness with uncontrollable vomiting will last for  ¨:10sd days then subside to a mild fever if a  Constitution check with a -40% modifier cannot be  made. There is a 60% chance of death per day that  medical care is not recieved. Major damage to the  primary tissues of this system with incredible pains   in the \"brain\". Agility will have a -40% modifier to   account for nervous damage.</td>\n</tr>\n<tr>\n<td align=\"right\">76-00</td>\n<td align=\"right\">(9.8,9.1)</td>\n<td>Perception is now modified with a -70%. Extreme   illness and uncontrollable vomiting and   unconsciousness for ½:sd days then subside to a    restless sleep for another ½:10sd days if a -70 modifier to Constitution cannot be overcome. There is  a 20% chance of death per five rounds medical  attention is not given. Extreme damage to the primary  tissues of these systems. If the affected character    doesn't receive advanced medical treatment within the  day damage to the brain will result.</td>\n</tr>\n</tbody>\n</table>\n<h3>15.4 - Digestive / Excretory</h3>\n<table>\n<thead>\n<tr>\n<th align=\"right\">% Damage</th>\n<th align=\"right\">Severity Roll</th>\n<th>Damage Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td align=\"right\">01-25</td>\n<td align=\"right\">(1.2,2.3)</td>\n<td>The major organs have only suffered minor dis-function their will be slight nausea and some bloating of  tissues. The effects to the other systems will be  negligible and all feeling of illness will subside in  2:10sd hours if proper medical attention is recieved.</td>\n</tr>\n<tr>\n<td align=\"right\">26-50</td>\n<td align=\"right\">(4.6,3.8)</td>\n<td>Major nausea will be present with vomiting for characters who cannot check Constitution with a -20%. The illness will be heavy bordering on major lasting   for ½:10sd days if proper medical attention is recieved.  Severe illness with vomiting for characters who unsuccessfully check their Constitution with a -   40%.</td>\n</tr>\n<tr>\n<td align=\"right\">51-75</td>\n<td align=\"right\">(6.8,5.9)</td>\n<td>Toxicity will cause major bloating and a dis- colouration of the skin. The illness will pass in 1:10sd days if proper medical attention is recieved.   Unconsciousness will result if character cannot check  against their Constitution with a -50% modifier. The   chance of death is 20% per day without medical care.</td>\n</tr>\n<tr>\n<td align=\"right\">76-00</td>\n<td align=\"right\">(8.9,7.4)</td>\n<td>Extreme nausea and major vomiting with high fever for all characters who cannot check Constitution with a - 70% modifier.  Unconsciousness that will last for ½:10sd days will result if the player cannot check with a -50% to Constitution. The feeling of illness will pass in 1½:10sd days if medical care is recieved.  For every day left untreated the percentage chance of   death is 30%.</td>\n</tr>\n</tbody>\n</table>\n<h2>10 - Damage Procedure</h2>\n<h3>First Roll</h3>\n<h4>16 - Bludgenoning</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>bruised</td>\n<td>-</td>\n<td>01-25</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>split bruise</td>\n<td>-</td>\n<td>26-53</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>deep split bruise</td>\n<td>-</td>\n<td>54-78</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>bone damage</td>\n<td>2</td>\n<td>79-89</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>internal tissue damage</td>\n<td>3</td>\n<td>90-99</td>\n</tr>\n</tbody>\n</table>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>BRUISED: The size of the wound depends on the size of the weapon used. A single bruise will not affect you but recieving this damage repeatedly will slow you down. For every hit after the fifth, their is a -5 modifier on AGILITY.</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>SPLIT BRUISE: A SPLIT BRUISE injury brakes the skin. The size of the injury would be 2 to 3 cm larger than the weapon used. This injury recieved in the jaw or the eye is extremely painful and a CON check is necessary. This type of wound doesn't need any medical attention it will heal on its own. This injury to a lightly armoured character or one with and exoskeleton would bruise the tissues just below the point of impact.</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>DEEP SPLIT BRUISE: A deep split bruise breaks the skin and damages the tissue below. The wound is 3 to 4 cm deep  and 5 to 6 cm larger then the weapon used. Recieved in a vital area this injury will cause severe discomfort and require  a CON check. This injury requires medical attention. This wound to a lightly armoured or exoskeletoned area will cause a  dent or crack. The tissue under the affected area would receive a SPLIT BRUISE.</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>DEEP INTERNAL DAMAGE: A D.I.D. injury crushes all the tissues around the point of impact for 5 cm and to a depth  of 7 cm. A D.I.D. to the head will end in unconscious to anyone with a CON less than 85. Taken to any other vital body  part this injury will cause internal bleeding and requires immediate medical attention. CON -5 for every half hour the  character is not treated for the injury. If the character has an exoskeleton or is lightly armoured the damage will be  reduced to a DEEP SPLIT BRUISE.</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>BONE DAMAGE: This injury has caused damage to under lying bone. Roll on BONE DAMAGE CHART. This injury extends to  7 cm around the point of impact and is 10 cm deep. All tissues 3 cm around the edges affected area are crushed. This  injury to the head will result in death for anyone with a CON less than 65 and unconsciousness for those over 65. In  both cases there is major internal bleeding and pain. Medical attention should be sought immediately -14 to CON for  every hour the character doesn't receive it. To a character with light armor or an exoskeleton this injury causes DEEP  INTERNAL DAMAGE and shattered citian or dented armour.</td>\n</tr>\n</tbody>\n</table>\n<h4>17 - P.P.A.</h4>\n<p>Photon and particle accelerators</p>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>burnt</td>\n<td>1</td>\n<td>01-25</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>ripped open</td>\n<td>1</td>\n<td>26-53</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>skin taken away</td>\n<td>1</td>\n<td>54-78</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>skin+muscle taken away</td>\n<td>1</td>\n<td>79-89</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>bone damage</td>\n<td>1 + 2</td>\n<td>90-99</td>\n</tr>\n</tbody>\n</table>\n <div class=\"note\">After you have received the initial damage you must consult the burns chart and receive final damage. this rule applies to all p.p.a. hits except #1 burnt.</div>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>BURNT: this burn is a few blisters with no real effect on exoskeleton.</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>RIPPED OPEN: A ripped open wound is a cauterized aperture of the surface layers, about 2 to 4 cm deep and 3 to 6  wide. This injury causes severe pain. If recieving this damage in a limb it may either be useless or be difficult to  use, depending on what race you are. Minus 10 off agility when using that limb and perform a CON check. to a character  with an exoskeleton this injury makes a chared crater 3 to 5 cm wide and 2 cm deep.</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>SURFACE LAYERS DAMAGED: This means the first ;half&#x26; cm of flesh or citian have recieved damage. Do a burn roll for  final damage. If you receive damage 5 and up do a CON check. The size of the damage depends on the location of the hit. Ex. the arm or leg, but on a chest, back or vital area the diametre would be about 5 to 10 cm.</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>SURFACE and LOWER TISSUE DAMAGE: This means the first 2 to 5 cm of flesh or citian have been burnt to the 2<sup>nd</sup>  and  3<sup>rd</sup> degree. If recieved in the head the character will pass out if their CON is 45 or less. To a character with light  armour or an exoskeleton this will cause surface layer damage. In either case medical attention is required.</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>BONE DAMAGE: This injury is deep, about 7 cm. and has burned the bone and caused it to crack. The tissue  surrounding the wound to 3 cm have recieved 3<sup>rd</sup> degree burns. This injury to the upper unprotected head would result in  death to anyone below 75 in CON. This injury to a character with light armour or an exoskeleton would result in surface  and lower tissue damage to both the 2<sup>nd</sup>  and  3<sup>rd</sup> degree.</td>\n</tr>\n</tbody>\n</table>\n<h4>18 - Blade weapons</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0</td>\n<td>cut</td>\n<td>-</td>\n<td>01-13</td>\n</tr>\n<tr>\n<td>1</td>\n<td>slice</td>\n<td>-</td>\n<td>14-25</td>\n</tr>\n<tr>\n<td>2</td>\n<td>puncture cut</td>\n<td>-</td>\n<td>26-38</td>\n</tr>\n<tr>\n<td>3</td>\n<td>deep puncture</td>\n<td>-</td>\n<td>39-53</td>\n</tr>\n<tr>\n<td>4</td>\n<td>impaled</td>\n<td>2</td>\n<td>54-68</td>\n</tr>\n<tr>\n<td>5</td>\n<td>heavy slash</td>\n<td>2</td>\n<td>69-78</td>\n</tr>\n<tr>\n<td>6</td>\n<td>heavy hack</td>\n<td>2</td>\n<td>79-84</td>\n</tr>\n<tr>\n<td>7</td>\n<td>slash puncture</td>\n<td>3</td>\n<td>85-90</td>\n</tr>\n<tr>\n<td>8</td>\n<td>slash and gouge</td>\n<td>3</td>\n<td>91-95</td>\n</tr>\n<tr>\n<td>9</td>\n<td>twist impaled</td>\n<td>2 + 3</td>\n<td>96-99</td>\n</tr>\n</tbody>\n</table>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0</td>\n<td>CUT: This injury does no damage to those races with exoskeletons or characters with heavy clothing or armour. If a  character receives this sort of injury the most it would do is bleed for a while.</td>\n</tr>\n<tr>\n<td>1</td>\n<td>SLICE: A slice is a very small laceration which will bleed for a sustained period of time and if done to a jointed  area eg. finger, back of knee or foot it can cause tendon damage. To a character with an exoskeleton, heavy clothing it  will be like a scrape or minor cut. Armor will only be marked as a result of this damage.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>PUNCTURE CUT: A puncture cut is a 1 - 2 cm deep cut which will continue to unless treated. This can remove fingers or  severely hamper the use of joints or muscle groups. To a character with an exoskeleton it would be like a severe slice  but armour would be uneffected.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>DEEP PUNCTURE: A deep puncture is a 4 cm deep slit or hole which causes severe pain and bleeding. You should do a CON  check. This injury causes major tissue damage that will cause loss of function in the affected muscle group. This can  disable a joint or an entire limb. To a character with an exoskeleton it would cause a crack 6 cm long and 2 cm deep.  This injury causes severe pain but use but use GM discretion to determine CON modifier.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>IMPALED: The resulting puncture is 7 to 10 cm deep which will bleed until the wound is medically closed. This wound  will damage any organ or bone directly under the point of impact. If bones or organs are present do a roll on the  subsidiary damage tables to determine the results. To a character with an exoskeleton or very light armour the damage  would be a 3 to 5 cm deep puncture causing severe pain, in both cases CON checks should be done.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>HEAVY SLASH: A heavy slash is a 7 to 15 cm long cut about 2 to 4 cm deep that will bleed, cause pain and discomfort  until treated. A wound of this sort to an arm or leg could cut it off and or make it useless. Light armour or  exoskeleton would be cut through and the character would receive a SLICE. Characters with an exoskeleton should check  CON.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>HEAVY HACK: a Heavy hack is 7 to 10 cm long and 5 to 10 cm deep. It will bleed and cause more than just discomfort to  the affected character until treated. If recieved in a limb it will cut it off or render it useless. Characters with an exoskeleton or light armour would get large crack 7 to 8 cm long and 3 cm deep. In both cases a CON check should be  done.</td>\n</tr>\n<tr>\n<td>7</td>\n<td>SLASH PUNCTURE: SEE Descriptions #3 and #5 for damage done.</td>\n</tr>\n<tr>\n<td>8</td>\n<td>SLASH and GOUGE: SEE DESCRIPTION for the SLASH. A gouge is just a portion of skin and flesh or citian that has been  ripped away from the character. It will bleed until death if not treated. A wound to an arm or leg would cut it off or  render it useless. A CON check should be done.</td>\n</tr>\n<tr>\n<td>9</td>\n<td>SLASH IMPALED: SEE Descriptions #4 and #5 for damage done.</td>\n</tr>\n</tbody>\n</table>\n<h4>19 - Projectile weapons</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>low velocity slug</td>\n<td>-</td>\n<td>01-25</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>medium velocity slug</td>\n<td>-</td>\n<td>26-53</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>high velocity slug</td>\n<td>2</td>\n<td>54-78</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>high velocity soft point</td>\n<td>2</td>\n<td>79-89</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>extreme velocity hollow point or arcane</td>\n<td>2 + 3</td>\n<td>90-99</td>\n</tr>\n</tbody>\n</table>\n<div class=\"note\">Projectile damage varies due to the size of weapons and the range. shotguns do large amounts of damage to surface area and depending on the range can either kill or mame.</div>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>LOW VELOCITY SLUG: This round acts like it is traveling at a relatively low velocity. The round cause a impact cavity just 2cm larger than itself. The injury will bleed until treated and if received in the head kill any character with a CON less than 45. The round will penetrate light armour to a distance of ;half&#x26; cm and exoskeleton to a depth of 1;half&#x26; cm.</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>MEDIUM VELOCITY SLUG: This round has, upon impact, deformed to cause a large amount of tissue damage that will bleed until treated. If received in the head it will cause a concussion and dizziness to any with a CON over 50, death to those under 50. Light armour or exoskeleton will be dented or cracked by the force.</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>HIGH VELOCITY SLUG: This round acts like a hard point. If it is received in a soft area it will penetrate 12 cm into the flesh. It will lodge in or shatter any bone it hits. The wound will bleed until treated. If received in the head it will kill any character with a CON lower than 75. To a character with light armour or an exoskeleton it will 5 cm of tissues causing internal bleeding.</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>HIGH VELOCITY SOFT POINT: This round will, at point of impact, break hard or soft tissues into several peices causing major surface and internal damage with heavy bleeding. If received in the head the character will die unless their CON is greater than 85. To a lightly armoured character or one with an exoskeleton debris and shrapnel will penetrate up to cm into the tissue causing internal bleeding.</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>EXTREME VELOCITY HOLLOW POINT OR ARCANE: This bullet will make an aperture 3 times larger than the round itself. After impact the round will flatten out and destroy the surrounding tissues. If the area of impact is less than 65 cm in thickness the round will produce a hole 7 times bigger than the round itself. If received in the head the character will die unless their CON is over 95. To a character with light armour or a exoskeleton it will do the same damage as a unprotected character with a high velocity soft point.</td>\n</tr>\n</tbody>\n</table>\n<div class=\"note\">If shot by an automatic weapon the damage for all the bullets that hit is the same. If weapon is single fire a separate\nroll for each round that hits should be done.</div>\n<h4>20 - Explosive weapons</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>unconscious</td>\n<td>-</td>\n<td>01-25</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>unconscious,cut up</td>\n<td>3</td>\n<td>26-53</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>unconscious (deep puncture)</td>\n<td>2 + 3</td>\n<td>54-78</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>conscious (heavy slash,burnt)</td>\n<td>2 + 3</td>\n<td>79-89</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>conscious, cut up</td>\n<td>2</td>\n<td>90-99</td>\n</tr>\n</tbody>\n</table>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>FLATENED: You have been knocked down by the explosion. Depending on the location it can damage either front, back or sides. It will cause dizziness to anyone with a mental strength lower lower than 65. In addition you must roll two  BLUDGEON damages assigned to two appropriate body parts.</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>I FLATENED + LACERATIONS: You have been knocked down by the force of the explosion. It will cause dizziness to  anyone with a mental strength lower than 75 for 1:10sd minutes. The damage done will be three BLUDGEON rolls and an additional HACK AND SLASH. For every roll, roll for a location.</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>II FLATENED + LACERATIONS: The force of the blast has thrown you back. If the characters mental strength is lower than 80 he will be dizzy for 2:10sd minutes. If mental strength is lower tan 60 the character will lose consciousness for 1:10sd minutes. The damage received is three BLUDGEON rolls and two HACK AND SLASH.</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>III FLATENED + LACERATIONS: Knocked back by the explosion the character will feel dizzy for 3:10sd minutes if their mental strength is lower than 85. Unconsciousness for 3:10sd minutes will result to any character with a mental strength lower than 70. The damage is three BLUDGEON rolls and three HACK AND SLASH rolls. If the explosion is a fragmentation do an extra HACK AND SLASH to another area.</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>IV FLATENED + LACERATIONS: The force of the blast will result in dizziness for 4:10sd minutes if the character's mental strength is less than 95. A mental strength less than 80 will cause unconscious for 4:10sd minutes. The damage received is three BLUDGEON rolls and FOUR HACK AND SLASH rolls.If the explosion is a fragmentation do an extra HACK AND SLASH to another area.</td>\n</tr>\n</tbody>\n</table>\n<div class=\"note\">For each new roll what ever it may be its damage should be allocated by another roll on the D.A.I.s.</div>\n<h4>21 - Incendiary, mazer and sonic weapons</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>severity roll</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>surface skin damage</td>\n<td>-</td>\n<td>01-25</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>surface muscle damage</td>\n<td>-</td>\n<td>26-53</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>deep tissue damage</td>\n<td>3</td>\n<td>54-78</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>surface tissue splitting</td>\n<td>-</td>\n<td>79-89</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>deep tissue splitting</td>\n<td>2 + 3</td>\n<td>90-99</td>\n</tr>\n</tbody>\n</table>\n<table>\n<thead>\n<tr>\n<th>1:10sd</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>Surface Skin Damage: The injury recieved is 0.5 cm deep and in addition you must do a burn severity roll. If recieved in the head and the burn damage is 4 and up the character will feel dizzy if their CON is lower than 65 for 2:10sd min. If recieved in an area where the skin is thin eg. a hand the body part becomes stunned for 1st degree  1:10sd, 2nd degree 1;half&#x26;:10sd, and 3rd degree 2:10sd min. Note: P.C. with an exoskeleton will only receive a 1st degree burn to the tissue below with no effect to the surface.</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>Surface Muscle Damage: The injury recieved is 1 to 2 cm deep and 5 to 10 cm wide. Do a burn severity roll. If recieved in the head and the damage is between 0 and 7 the character will be dizzy for 3:10sd min. if the CON is lower than 70. If If above 7 the character will become unconscious for 3:10sd min. If recieved where skin is thin eg. the  hand, and the damage is 0 to 7 the body part will be stunned for 3:10sd min. If 7 and up the hand is useless until proper medical attention is recieved. Note: P.C. with an exoskeleton will only receive a 2nd degree burn to the tissue below with no effect to the surface.</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>Deep Tissue Damage: This injury is 2 to 5 cm deep and 5 to 10 wide. This is a 3rd degree burn and if recieved to the head the character will dire if thier CON is lower than 50. If the characters CON is under 65 they will fall into unconsciousness for 3:10sd min. Note: P.C. with an exoskeleton will only receive a 3rd degree burn to the tissue below and the exoskeleton to split and shear.</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>Surface Tissue Splitting: The mazer has caused the skin to explode. It is 1 to 2 cm deep and 5 to 10cm wide. This injury if recieved to the head will destroy the surrounding skin and cause the skull to fracture (hair line) the character will be rendered unconscious for 3:10sd min. if the characters' CON is lower than 65. This injury causes sever bleeding and pain and when recieved by a character with an exoskeleton the damage will remain constant but the area  effected will have the exoskeleton blown off.</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>Deep tissue Damage: The mazer has penetrated deep into the tissues, approximately 10cm, the muscle and tissues in this area have been exploded. When taken to the head by any character with a CON below 65 it will cause death and below 70, comma lasting for 4:10d hours if no medical attention is applied, and with attention 2:10ds hours. When consciousness returns partial memory loss is a distinct possibility lasting only a few days. Note: to a character with an exoskeleton the damage is the same as above but 10 to 20 cmý of the exoskeleton will be blown off.</td>\n</tr>\n</tbody>\n</table>\n<div class=\"note\">Remember Mazers, micro waves, heat up the water inside the tissues. To characters wearing metal armour the waves\n will bounce off and cause sparks. Sonics, sound waves, will cause the tissue to heat up or the tissue to fall off in\n small chunks. </div>\n<h3>Second Roll</h3>\n<div class=\"note\">Some of the first damage rolls require further damage rolls because if you receive a burn the severity must be determined. if a bone is broken the type of break must be determined.</div>\n<h4>22.1 - Burns</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>1<sup>st</sup> degree</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>1<sup>st</sup> degree</td>\n<td>+7</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>2<sup>nd</sup> degree</td>\n<td>+12</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>2<sup>nd</sup> degree</td>\n<td>+21</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>3<sup>rd</sup> degree</td>\n<td>+32</td>\n</tr>\n</tbody>\n</table>\n<h4>22.2 - Bone damage</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n<th>damage percent</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0or5</td>\n<td>simple split (hair-line)</td>\n<td>+3</td>\n</tr>\n<tr>\n<td>1or6</td>\n<td>simple break (skin intact)</td>\n<td>+7</td>\n</tr>\n<tr>\n<td>2or7</td>\n<td>simple shatter (skin intact)</td>\n<td>+12</td>\n</tr>\n<tr>\n<td>3or8</td>\n<td>compound break (bone exposed)</td>\n<td>+21</td>\n</tr>\n<tr>\n<td>4or9</td>\n<td>compound shatter (severe tissues damage)</td>\n<td>+32</td>\n</tr>\n</tbody>\n</table>\n<h4>22.3 - Internal damage</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions - (depends on area hit)</th>\n<th></th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>major organ damage</td>\n<td></td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>severe organ damage</td>\n<td></td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>1organ system failure</td>\n<td></td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>2organ system effected</td>\n<td></td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>2organ system failures</td>\n<td></td>\n</tr>\n</tbody>\n</table>\n<h3>Third Roll</h3>\n<div class=\"note\">If a wound is left untreated in due time the wound will become infected the type of this infection is determined with the 3 rd  or result roll.</div>\n<h4>23 - Infection roll</h4>\n<table>\n<thead>\n<tr>\n<th>die roll</th>\n<th>descriptions</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>0 or 5</td>\n<td>bacterial</td>\n</tr>\n<tr>\n<td>1 or 6</td>\n<td>viral</td>\n</tr>\n<tr>\n<td>2 or 7</td>\n<td>mineral</td>\n</tr>\n<tr>\n<td>3 or 8</td>\n<td>chemical</td>\n</tr>\n<tr>\n<td>4 or 9</td>\n<td>animal</td>\n</tr>\n</tbody>\n</table>\n<h2><img src=\"/images/AQuietMoment.jpg\" alt=\"Alertness Low\"></p></h2>"},{"url":"/docs/technology/equipment-tables/","relativePath":"docs/technology/equipment-tables.md","relativeDir":"docs/technology","base":"equipment-tables.md","name":"equipment-tables","frontmatter":{"title":"Tables","weight":200,"seo":{"title":"Tables","description":"This is the quick start page","extra":[{"name":"og:type","value":"website","keyName":"property"},{"name":"og:title","value":"Quick Start","keyName":"property"},{"name":"og:description","value":"This is the quick start page","keyName":"property"},{"name":"twitter:card","value":"summary"},{"name":"twitter:title","value":"Quick Start"},{"name":"twitter:description","value":"This is the quick start page"}]},"template":"docs"},"html":"<h2>1 - Clothing</h2>\n<pre><code>    ITEM                          VALUE   MASS (kg)        COST\n    Athletic shoes                 1.5         .75           8\n    Belt                           2           .1            2\n    Boots                          2          1.            11\n    Business Clothes                .2        2             73\n    Casual Clothes                 0          1             20\n    Chamaeleon Suit                 .4         .4          196\n    Cloak / Cape                    .1      1                4\n    Coat                            .4      3               10\n    Cold Weather Clothes           1.1      5           53\n    Exposure Suit                  1.3        8            130\n    Fatigues                        .2        5             75\n    Flippers                        .4        3             15\n    Fire Suit                       .5       10            150    \n    Formal Clothes                 0          2            107      \n    Gloves                          .1         .1          3    \n    Gravity Pants                   .8        4             59\n    Hat                             .1         .1          4      \n    Jacket                          .2        2              8    \n    Jumpsuit                       0           .1          5      \n    Kimono                         0          5             89\n    Magnesocks                     0           .2          3\n    Moisture Suit                   .7        2             47    \n    Nightshirt                     0          1              3\n    Overcoat                       1.3        4              8\n    Parka                          1.8        5             20\n    Radiation Suit                 1.3        5            355      \n    Raincover                      0           .5          5    \n    Rugged Clothes                  .5        2             33      \n    Sandals                         .6         .5          5\n    SCUB Suit                       .7        4            400    \n    Shirt / blouse                 0           .5          8\n    Shoes                            1         .5          6      \n    Skirt / Kilt                    .5        2.5          9\n    Space pressure suit            1.5       10            100\n    Stockings                      0           .03         3\n    Surcoat                         .6        3             10\n    Sweater                         .5         .5          8\n    Thermal Suit                     1        3            200    \n    Tie                            0         .3          3\n    Tunic                          0         .8           15\n    Underclothes                   0         .1          5      \n    Uniform                         .3        3             10\n    Utility Belt                   0         .2            4\n    VAC Suit, type 1               1.5        6            750    \n         , type 2                    2          8          900      \n         , type 3 (RCG)              2.5       10        1,100    \n    Vest                            .3         .5          7      \n    Zee-4 Body Glove                .6         NA         48     \n</code></pre>\n<ul>\n<li>Self Contained Underwater Breathing Suit\n** Very Adverse Condition Suit; Gas, Chemical and/or Radiation\nNA None Appreciable         </li>\n</ul>\n<p>NOTE : Mahandoshi versions are 1.5, Vjesperé‚ and Krane versions are 2 times\nnormal cost, and fenbin versions are 3 times normal cost.                    </p>\n<h2>2 - Personal Armour</h2>\n<pre><code>                                                             ARMOUR\n    ITEM                            DAMAGE TYPE                 VALUE      MASS     FOUND     COST           \n    Ablative Vest                   All                           1.5      3 kg         C      250\n    Armoured Vest                   ALL                           2.7      3 kg         B      130           \n    Combat Suit                                                                             \n         Light,                     «EXP,BLA,BLU,PRO                    5     10 kg        CS      700           \n         Heavy,                     EXP,BLA,BLU,PRO                   6.5     15 kg        CS      700           \n    Helmet                          ALL                           2.5      2 kg         A       25           \n    Hush Screen                     SON,STN                         4      1 kg        CS      300           \n    Living Armour Suit              PPA,«STN,BLA,BLU,INC,EXP      4.5     20 kg       CSX    5,000           \n    Pad Suit                        BLU,«BLA,«EXP,SON             2.3      5 kg         B      500           \n    Powered Combat Suit             «EXP,BLA,BLU,PRO              5.5     15 kg        CS    1,500           \n    Reflector (Magshield) Suit      PPA,MAS                         6      3 kg         C      900           \n    Shield                          BLA,BLU,SON,INC,«PRO          3.5      2 kg         A       50           \n    Shock Suit                      BLU,INC,EXP,SON,«PRO            7     25 kg        CS    2,000           \n    VAC Suit, armouring             «STN,BLA,BLU,INC,MAS,«PRO      +1    +10 kg        CS    1,000  \n\n    NOTE : Mahandoshi versions are 1«, Vesperé‚ and Krane versions are 2 times\n    normal cost, and fenbin versions are 3 times normal cost.\n</code></pre>\n<h2>3 - Foodstuffs</h2>\n<pre><code>    ITEM                     NOTES                                 AMOUNT          MASS    FOUND   COST\n    Alcohol                  Local prices will vary.               1 l             .9 kg      A      2  \n    Beverage                 Juice, pop, milk, coffee, tea, etc.   1 l            1   kg      A      .5  \n    Meal, carnivore          Prices will vary as to size           1 serving          NA      A      3  \n        , herbivore          of dish, quality, and                 1 serving          NA      A      1  \n        , omnivore            availability of ingredients.         1 serving          NA      A      2  \n     Nutrijuice                A thick energy giving syrup.        1 l            1.3 kg      B      2  \n    Preserves, carnivore     About 1 week of well preserved       20 meals        4   kg      B     15  \n             , herbivore     food goods. Spoilage chance          20 meals        6   kg      B      5  \n             , omnivore       1% per year.                        20 meals        5   kg      B     10  \n    Ration Pills             Each pill has the nutritional        50 pills         .1 kg      C     53  \n                              value of a fair sized meal.    \n     Vitamin  Tablets         A supplement of vitamins, salts    100 pills         .1 kg      B      4  \n                              and minerals.            \n                              Water\n                              On worlds where water is rare,       1 l             1 kg       A    free  \n                              it is occasionally charged.\n</code></pre>\n<h2>4 - Containers</h2>\n<pre><code>    ITEM                        HOLDS                   VOLUME / AMOUNT            MASS  FOUND   COST   \n    AMC, small                  material goods          250  l /  50 kg            3 kg      A      6  \n       , medium                 material goods          3.5 kl /  75 kg            5 kg      A      7  \n       , large                  material goods           10 kl / 100 kg            7 kg      A      8  \n    Asspac                      material goods            3  l /   5 kg           .1 kg      A      1  \n    Backpack, normal             material goods          10  l /  20 kg            1 kg      A      4  \n           , large              material goods           20  l /  30 kg          1.5 kg      A      5  \n    Bandolier                   grenades, clips           10 grenades             .1 kg      A      1  \n    Case, attache               material goods            7  l /  10 kg          2.5 kg      A      7  \n        , clothes               clothing                 15  l /  25 kg            2 kg      A      5\n        , electronics           electronic goods         10  l /  10 kg          2.5 kg      A      6  \n    Coolers                     temp. sensitive goods    10  l /  15 kg            3 kg      A      7  \n    Duffle Bag                   material goods          20  l /  45 kg           .5 kg      A      2  \n    Gaspac                      pressurized gases           12 hours          full 5 kg      A     20  \n    Holster, pistol             pistol weaponry             1 pistol              .1 kg      A      1  \n           , rifle              rifle weaponry              1 rifle               .3 kg      A      2  \n           , jump version       weaponry                    1 weapon            + .1 kg      A   + 17  \n    Magazines, pistol           rounds                       varies          full .3 kg      A      1  \n             , rifle            rounds                       varies          full .5 kg      A      1  \n             , shotgun          rounds                       varies          full .5 kg      A      2  \n             , submachine gun   rounds                       varies          full .7 kg      B      2  \n             , assault rifle    rounds                       varies          full .7 kg      C      2  \n             , autocannon       rounds                       varies         full 1.1 kg      R      3  \n    ...Extended Versions        rounds                       varies           + 50-100%      R    * 2  \n    Military Ammopac            magazines             8 batt A / 6 clips           1 kg      A      2  \n    Pouch, normal               material goods            3  l /  10 kg           .5 kg      A      2  \n         , large                material goods            6  l /  15 kg           .7 kg      A      3  \n         , waist                material goods            1  l /   3 kg           .1 kg      A      1  \n    Quiver                      bolts or arrows             20 draws              .1 kg      A      2  \n    Sack, normal                material goods           15  l /   7 kg           .1 kg      A      1  \n        , large                 material goods           30  l /  13 kg           .2 kg      A      1  \n    Sheath                      bladed weaponry             1 blade               .2 kg      A      1  \n    Vehicle Fuel Cell           hydrogen fuel                42 kg                 8 kg      B     28  \n    Waterpac, regular           various liquids         8.5  l / 8.5 kg          1.5 kg      A      5  \n            , bio               various liquids         8.5  l / 8.5 kg           .5 kg      C     11  \n\n    AMC  Assorted Materials Container                  \n    NA  Not Applicable                                 \n</code></pre>\n<h2>5 - Miscellaneous</h2>\n<pre><code>    ITEM                            NOTES                                               MASS    FOUND     COST    \n    Acid Neutralizer                1 vial of various super-bases.                      .1 kg       B       12   \n    Altitude Rocket                 Used to lift up to 100 kg of cargo to orbit.       155 kg       C    1,200   \n    Audio Ampufactors               Sound wave amplification and filtering set.         .1 kg       C      237   \n    Axe                             Force cutting tool.                                  1 kg       A       12   \n    Batt, micro                     Energy stores for use in very small items.             NA       A        1   \n        , size A                     ...for use in small equipment and weapons.         .1 kg       A        5   \n        , size B                     ...for use in larger equipment and weapons.         1 kg       B       20   \n        , size C                     ...for use in most vehicles.                       10 kg       B       85   \n        , size D                     ...for use in aircraft and grav vehicles.          75 kg       C      160   \n        , macro                      ...for use in starships.                          500 kg       D      780   \n    Batt Charger                  Will restore life to dead batts when connected        .1 kg       A       34   \n                                    to a power source.\n    Bedroll                         A thermally insulated ground blanket.                2 kg       A        9   \n    Brace / Jack                    A 2 m hydraulic or pneumatic strut. Holds 5 T.      10 kg       B       21   \n    Bug / Micro Listener             Tiny listening device often disguised as an insect.  NA        C       63   \n    Chain 10 m of metallic chain link.                                                   5 kg       A        7   \n    Chamaeleon Screen               An environment adapting holomation devise.           3 kg       D    3,500   \n    Chronometre / Watch             Timepiece adjustable to any zone or world.             NA       A        5   \n    Climbing Gear                   Assorted hooks, hammers and crampons.               15 kg       A      205   \n    Colony Seed                     Specially bred crop seed for 1000 mý. Unlimited.     5 kg       B       50   \n    Commpac, standard               A communicator pac for on-planet use.                3 kg       B      275   \n           , long                   A powerful commpac for use in-system.                5 kg       C    1,151   \n    Compass, magnetic               Will point to the magnetic north pole.              .1 kg       A        1   \n           , geographic             Will find the geographic north pole.                .2 kg       B        7   \n           , stellar                Uses immobile quasars to find galactic north.       .4 kg       D       62   \n    Condenser                       Liquefies atmospheric water vapor.                   2 kg       A       25   \n    Detonator                       Manual or remote.                                   .1 kg       A        3   \n    Diving Gear                     Assorted regulators, flippers and weights.           7 kg       A      200   \n    Distress Beacon                 An electronic signaling device. Range 16.3 lyrs.     1 kg       A      253   \n    Fire Extinguisher               Sprays chemical foam to suffocate flames.            4 kg       A       11   \n    Flares10 photochemical signaling devices.                                            1 kg       A        1   \n    Floodlight                      Fills areas will visible or near visible light.      4 kg       A       24   \n    Food Processor                  Turns organic matter into racially edible wafers.    3 kg       B      126   \n    Gas Mask                         Air filtering device. Can be attached to gaspac.   .5 kg       A       51   \n    Gill   Removes oxygen from water for breathing.                                     .1 kg       B       71   \n    Grapnel                         Fires a securing bolt trailing 30 m of line.       4.5 kg       A       62   \n    Grav Belt                        Anti-gravity belt developed for Vesperé‚.           5 kg       D      875   \n    Gravplat                        Anti-gravity cargo trolley. Holds 1500 kg.          25 kg       B      606   \n    Handlight                       A powerful, self charging flashlight.               .1 kg       A        2   \n    Heat Disk                       Soft heating devices activated by water.            .3 kg       A        5   \n    Holojector                      A hologram projector.                              1.5 kg       B       35   \n    Holocam                         A hologram recorder. Both motion and still.          1 kg       B      105   \n    Hydrocracker, small             Splits water up into its component parts            10 kg       B      200   \n                , large              for use in hydra burners. Fills ;half&#x26;, 1 or 5 fuel     20 kg       C      350   \n                , industrial         cells per hour.                                    40 kg       D      609   \n    Imager / Camera                 An audio/visual recorder/display.                   .3 kg       A       63   \n    Kits, Electrokit                Electronics tools and upkeep.                        4 kg       A       80   \n          Hygenekit                 Cooking, eating utensils and toiletry.               7 kg       A       47   \n          Enviro Kit                 Basic field laboratory.                             5 kg       A       92   \n          Personakit                Artists make-up ... useful for disguise.             2 kg       B       73   \n          Toolkit                   Mechanical tools for vehicles and machinery.         8 kg       A      122   \n          Webkit                   Weapon upkeep and repair tools.                       3 kg       A       61   \n    Laser Printer                    Will print a hardcopy for any electronic device.    1 kg       A       66   \n    Lifejacket, liquid              Insulting body gloves that keep victims afloat.      3 kg       A       37   \n              , gaseous             Gravity harness which floats to safer levels.        4 kg       B       55   \n              , vacuum             Emergency space bubble. 12 hours of air.              5 kg       B       73   \n              , orbital             A cross between gaseous and vacuum.                  9 kg       C      141   \n    Light Ampufactors               Light amplifying, filtering binoculars.             .1 kg       C      175   \n     MakeoverA bioproduct disguise kit. Same race only.                                 .5 kg       E      209   \n    Machete                        Large cutting blade.                                  1 kg       A       14   \n    Pac Frame                       Reinforced plastic frames for up to 5 pacs.          1 kg       A        2   \n    Personal Teletranciever         Two-way holophones or walkie-talkies (PTs).         .1 kg       B       32   \n    Photomatch / Lighter            A small finger laser for igniting combustibles.        NA       A        1   \n    Power Adaptor                   Will allow a batt devise to draw directly from      .3 kg       B       22   \n                                    a power source.  \n    Power Generator, Hydroburner    A small hydrogen burning electric engine.           25 kg       B      300   \n                   , Micro Fusion   A desktop electric fusion plant.                    40 kg       C    1,200   \n                   , Solar Array    A 10 mý flexible, photovoltaic mat.                 10 kg       A      104   \n    Powergrid                       5 m of high tech electric fence.                     6 kg       C      113   \n    Reducer Mask                    Aids breathing in high pressure atmospheres.         1 kg       A       55   \n    Respirator                      Aids breathing in low pressure atmospheres.          1 kg       A       65   \n    Rope, normal                    10 m of fabric weave.                                5 kg       A        2   \n        , superior                  10 m of bound multi spline                          .3 kg       A        5   \n        , synth                     A biostring C4 liquid dispenser.                     5 kg       B       10   \n    Satellite Uplink                Allow tight-beam communication with orbit.           3 kg       B       68   \n    Sensor, hand                    All have active and passive modes, and              .7 kg       C      275   \n          , box                      are sensitive to specific stimuli --                5 kg       D    1,235   \n          , pad / point              heat, radiation, etc. Price is per stimuli.       1.4 kg       B      115   \n    Sensor Blanket                  Hides 2 cubic m from active sensors.                 2 kg       R      875   \n    Servoskeliton                   An external body frame to enhance strength.         13 kg       C      705   \n    Smoke Grenade                   A multi-coloured gas signaling device.              .2 kg       A        4   \n    Snow Gear                       Assorted snowshoes, goggles, etc.                   10 kg       A      202   \n    Sonic Cuffs                     An ultrasonic neural restraint device.               1 kg       B      112   \n    Survival Knife                  Wilderness cutting tool. Hollow storage handle.      1 kg       A       19   \n    Tarp                            2 by 3 metre multi spline 14 sheet.                 .5 kg       A        3   \n    Tent, 1 to 4 being              Watertight, pressurized and insulated                5 kg       A       50   \n        , 4 to 8 being               domes that collapse into the space of a            10 kg       A      100   \n        , 8 to 12 being              small backpack.                                    15 kg       A      201   \n    Thermal Blanket                 A multi spline 56 heat reflective sheet.            .1 kg       A        5   \n    Thruster                        Compressed gas jet canister for moving in zero G.    2 kg       B        8   \n    Tools, Force Hammer             For making those minor adjustments...              1.5 kg       A        9   \n         , Ionic Bonding Tape       Super adhesive that stick to any surface.              NA       A       14   \n         , Laser Torch               For cutting, drilling and welding.                  1 kg       B       38   \n         , Power Pry Bar             For making more of those minor adjustments...       2 kg       A       11   \n         , Rotary Tool              Multiple heads for all screws, nuts, etc.           .7 kg       A       18   \n         , Seamer Field, IBI/S      Suppressed and induces ionic chemical bonds for      3 kg       D      260   \n                                    perfect cuts and welds -- glasses, salts, etc.              \n         , MBI/S                    As above, but metallic bonds -- steel, alloys, etc.  3 kg       C      190   \n         , Sonic Saw/Drill          For cutting and drilling typical surfaces.          .7 kg       A       22   \n    Transmitter Locator             Electronic tracer bug.                              .1 kg       C       33   \n    Visor, Sun                      Protects from visible brightness.                   .1 kg       A        6   \n         , Night                    For seeing in dim visible light.                    .2 kg       A       18   \n         , IR                       See infrared or heat.                               .3 kg       B       31   \n         , High Energy              See ultraviolet, X-ray and higher. Radioactives.    .4 kg       C       55   \n         , Radio                    Low energy waves. Allow one to see force items.     .5 kg       D       74   \n         , Microscopic              Magnifies objects less than .1 m away up to 1000x.  .3 kg       C       47   \n         , Macroscopic              Magnifies objects more than 1 m away up to 1000x.   .3 kg       C       63   \n         , combo                    Any 3.                                                sum       D  sum*1.5   \n    Water Purifier                  Filters and detoxifies water for most races.         4 kg       B       74   \n    Wire                            10 metres of strong superconducting material.       .1 kg       A        4   \n\n    NA None Appreciable      \n    NOTE : Most items may be fitted to a robot at twice normal cost.                             \n</code></pre>\n<h2>6 - Computer Devices</h2>\n<pre><code>                                                                                            MEMORY   PROCESSOR  \n    ITEM                              NOTES                                                   SIZE  COMPLEXITY    MASS   FOUND     COST      \n    Crystal, Pin                      1 blank crystal. 2 qualities.                         4/ 32 Gb       0        NA    A      .3/ 2\n           , Needle                   16 blank crystals.                                  64/ 512 Gb       0        NA    A      4/ 32     \n           , Cushion                  256 blank crystals.                            1,024/ 8,192 Gb       0        NA    A    64/ 512     \n    Datashield                        Randomizes transmitted data. Impossible                    NA       0      .1 kg    C         21     \n                                      to decode without a 'key'.\n    Dataslate                         Holds databases for easy recall. Little                320 Gb       1      .1 kg    A         33     \n                                      processing power otherwise.     \n    Holomap Board                     Presents a 3D view of various mapped areas.              4 Gb       1      .1 kg    A         39     \n    Interface                         Will allow a user to access a computer, whether            NA       0         NA    A         44     \n                                      through entry panels, voice recognition,                  \n                                      or mind-links.  \n    Personal Computer / Bodycomp      Computers that can be easily carried on-person.         .4 Gb       3      .1 kg    A        146     \n       Cerebral Implant               A small microprocessor wedded to the brain               8 Gb       8         NA    D     11,615     \n                                      so as to expand memory and thought.                       \n        The Meter                     An armband display with various monitors,               .9 Gb       3      .1 kg    B        149     \n                                      a personal teletranciever.      \n    Portable Computer                 Lightweight, totable computers.                         16 Gb       4       4 kg    B        556     \n       Analyser                       Provides analytical data. Biomed or Material.           32 Gb       6       2 kg    C      3,240     \n       Electronic Lockpick            An cryptographic device for decoding                     4Gb        2       1 kg    X         44     \n                                      electronic locks (compick).     \n       Holoscreen                     A persona altering holomation devise.                   26 Gb       7       5 kg    E      6,400     \n       Translator                     A device which translates from the speaker               9 Gb       5      .1 kg    B        544     \n                                      to the listener. Will learn new languages.                \n    Home Computer                     Central 'brain's' of a residence.                      640 Gb       5      10 kg    B      1,714     \n    Mainframe                         Typical business machines.                          25,600 Gb       7      30 kg    C      8,630     \n    Brain                             Powerful, near sentient processor grids.         1,024,000 Gb       9     110 kg    D    345,250     \n    Sentient Brain                    Sentient thinking machine.                      40,960,000 Gb      10     130 kg    R 13,808,000     \n    Databases\n       Astrogation Chart              By steller section.                                  4,202 Gb       0         NA    B        147     \n       Encyclopedia Galactica         Used for referencing almost every conceivable          186 Gb       0         NA    D        186     \n                                      subject in the Foundation.      \n       Entertainment Library          500 books, 25 holomovies, 5 sense vids.                  8 Gb       0         NA    C        245     \n       Holobelt Persona, inanimate    Image of a rock, tree or something.                      2 Gb       0         NA    C         31     \n                                      , generic      A randomly generated being.   10 Gb       0         NA    D        106     \n                                      , individual   A specific person.            14 Gb       0         NA    X      1,160     \n       Holomap, poor                  Resolution to 10 km, 100m where inhabited.              .2 Gb       0         NA    A         23     \n              , standard              1 km / 10 m. By world.                                   2 Gb       0         NA    B         62     \n              , good                  100 m / 1 m.                                           164 Gb       0         NA    C        140     \n              , exceptional           10 m / .1 m.                                        16,390 Gb       0         NA    D        251     \n       Holophone Directory, galactic  Lists name, 16 digit number, address, vitals, etc.  62,371 Gb       0         NA    C     40,239     \n              , planetary             3.1 Gb per million people.                             varies       0         NA    A          2     \n       Language                       One language up to 50 Aptitude.          50/Simplicity * 1 Gb       0         NA    B         28     \n       Precalc Course, common         System to system.                                       .5 Gb       0         NA    B        307     \n                     , frontier                                                               .5 Gb       0         NA    C        695     \n                     , new.                                                                    5 Gb       0         NA    D      1,450     \n       SAGE Atlas                     Detailed info on 100 major world's physical              6 Gb       0         NA    C         40     \n                                      and cultural systems.           \n       Skill, Com                     Gives typical information relating to a particular       1 Gb       0         NA    E        100     \n            , Sci                     skill. Eg. Anatomy, Mahendoshi will provide text and     4 Gb       0         NA    D        100     \n            , Socio                   graphics on Mahendoshi physiology. Transport, Land       3 Gb       0         NA    C        100     \n            , Technica                gives the basic mechanics of various surface vehicles.   2 Gb       0         NA    B        100     \n    Programs\n       Cipher, SC1                    Generally military Security Classes.                        NA       8         NA    X     25,250     \n             , SC2 to SC3             Generally government Security Classes.                      NA       6         NA    X      2,410     \n             , SC4 to SC6             Generally business Security Classes.                        NA       4         NA    X        263     \n             , SC7 to SC10            Generally residential Security Classes.                     NA       2         NA    X         23     \n       Skill, Com                     Instructions that allow a computer device to perform a      NA       3         NA    R                \n            , Non-Tecnica             particular skill. Eg. Swimming allows a robot to move       NA       3         NA    B        APT ý     \n            , Socio                    (albeit ineffectively) in water. Must be used in con-       NA       4         NA    D        10      \n            , Technica                 junction with the appropriate database.                   NA       2         NA    C                \n\n    NA None Appreciable / Applicable                   \n    Gb Gigabytes\n</code></pre>\n<h2>7 - Robotics</h2>\n<pre><code>    Droid, Alpha                      Menial labor devices with little intellect.              2 Gb       2     150 kg    A    1,500       \n         , Beta                       Servant robots for complex tasks.                       12 Gb       3      50 kg    B    2,500       \n         , Epsilon                    Android companions.                                 12,800 Gb       7      75 kg    C    9,000       \n         , Gamma                      Lethal combat droids (warbots, combots).               320 Gb       4     155 kg    R   23,000       \n         , Kappa                      Fully intelligent thinking robot.                  768,000 Gb      10     125 kg    R  161,000\n</code></pre>\n<h2>8 - Medical Equipment</h2>\n<pre><code>    ITEM                              NOTES                                                      MASS   FOUND     COST    \n    Automed  \n    Cloning, limb            \n           , tissue          \n           , organ           \n           , sensory organ\n           , vital organ   \n           , whole body, brainless                     \n           , brained                       \n    Deathbed                         A protective body glove used for treatment of              10 kg       C       80   \n                                     shock and infection.              \n    Diagnostic Table         \n    Forceps, Probes, ect.    \n    MedkitFirst aid supplies.                                                                    6 kg       A      105   \n    Medpac / Medical Pouch   \n    Hypo     \n    Splitter\n    Syntheblood              \n    Transplant, limb         \n              , tissue       \n              , organ        \n              , sensory organ\n              , vital organ  \n              , brain\n</code></pre>\n<h2>9 - Pharmaceuticals</h2>\n<pre><code>    COMMON                  \n    ITEM                                                            NOTES    FORM  DOSES  FOUND   COST             \n    Anasleep            Sleep drug.                                         pill     35      A     11             \n    AntiRad Treatments  Various drugs to lessen radiation damage.         inject      1      C     32             \n    Bioxin              Antibiotic.                                       inject     12      A     15             \n    Bug Off              Insect (and Aracnian) repellant.                  stick     31      A      2             \n    Cronozine R         90% anti-agathic. Addictive.                      inject      1      R     40             \n    Cryogel             Frostbite aid.                                       gel     30      A      5             \n    Dash 7              Enhances Constitution (+15).                        pill      1      B     11             \n    Delsurathol 12      Preserves dead.                                   inject      2      C    100             \n    De'jubin Pollen     Enhances smell, kills taste.                      inhale      3      C     10             \n    D-zine              Adrenaline. Enhances Strength (+20).              inject      5      B     15             \n    E-dorphs            Painkillers.                                      inject     22      A     16             \n    Endbleed            Clots blood and sterilizes.                        spray     20      A     14             \n    Farsee              Enhances sight, kills touch and hearing.            drop      1      C     11             \n    HHB                 Increases the natural production of blood.        inject     13      B     26             \n    Hypermetabolin      Speeds up metabolism to heal quickly. Ages.       inject     10      D    163             \n    Innoculagen         Gives immunity to 1 disease.                      inject      1      A      6             \n    Instacast           Holds and mends endo-bone.                        inject     14      A     52             \n    Kirib Anzz          Insta-exocast.                                     paste     10      A     67             \n    Mindscape           Enhances Intellect (+10).pill                                 1      C     13             \n    Nitrox Plus         Saturates blood with O2 and N2.                    stick     11      B     22             \n    Pan-Immunogen       Gives complete viral resistance.                  inject      1      D    325             \n    Perk                Enhances Perception (+25).                           oil      3      C     10             \n    Promethel Gel       Burn relief.                                         gel     30      A      9             \n    Recreational Drugs  Stimulate pleasure centre. Non-addictive.            any     16      A     21             \n    Recreational Drugs  Other, more powerful, addictive forms.               any      8      X     36             \n    Smelling Salt       Wakes the sleeping or stunned.                    inhale     33      A      5             \n    Spray Skin           Skin sealant.                                     spray     22      A     11             \n    Sunoil              Protect skin against harmful UV light.               oil     30      A      1             \n    Thenelin RGF        Regenerative Growth Factor.                       inject      1      C    250             \n    Thermasol +/-       Changes ones perception of temperature.           inject     12      B     12             \n    Truth               Truth serum.                                        pill      1      C      7             \n    Xarotin Broth       Ehances hearing, kills sight.                      drink      2      C      8             \n</code></pre>\n<h2>10 - Weaponry</h2>\n<pre><code>                                     SHOTS             \n     ITEM                     LENGTH  PER CLIP   MASS  POWER  FOUND   COST                        \n     Force Blades                                        \n      Battle Axe                1 m     NA    5.5 kg      5      D     45                        \n      Dagger / Stiletto        .2 m     NA     .4 kg      4      A      5                        \n      Fighting Blades          .3 m     NA    1.6 kg      5      R     75                        \n      Garotte                  .5 m     NA        NA      4      A      2                        \n      Pole Arms                                        \n         Fauchard             2.5+m     NA      3 kg      4      D     14                        \n         Glaive               1.5+m     NA    4.5 kg      4      D     19                        \n         Halbard              1.5+m     NA      8 kg      5      C     23                        \n         Lance                  4 m     NA     10 kg      4      D     21                        \n         Partisan               2+m     NA      4 kg      4      D     24                        \n         Pike                   5+m     NA     13 kg      4      D     15                        \n         Spear                  2 m     NA      4 kg      4      C      9                        \n         Septum               2.5+m     NA    2.5 kg      4      D     15                        \n         Trident                2 m     NA      5 kg      4      D     18                        \n         Voulge               2.5+m     NA    5.5 kg      4      D     11                        \n      Razer Knuckles           hand     NA     .7 kg      4      X      7                        \n      Switchblade / Knife      .2 m     NA     .1 kg      4      A      2                        \n      Swords\n         Broad                  1 m     NA      3 kg      5      C     37                        \n         Katana                 1 m     NA    2.5 kg      5      C     50                        \n         Laser                 .2 m     NA      1 kg      7      E     90                        \n         Long                 1.2 m     NA      3 kg      5      C     30                        \n         Scimitar              .9 m     NA      2 kg      5      C     43                        \n         Short                 .7 m     NA    1.5 kg      5      B     23                        \n         Sonic                 .5 m     NA      1 kg      5      B     20                        \n      Whip                    3.5 m     NA     10 kg      3      B     13                        \n\n     Bludgeons\n      Force Rifle              .6 m     12      6 kg      9      X    535                        \n      Flail                   1.3 m     NA      7 kg      3      D     17                        \n      Brass Knuckles           hand     NA     .5 kg      3      B      2                        \n      Gravitic Mine            .1 m     NA      1 kg     10      X     95                        \n      Kau Sin Ke              1.5 m     NA      2 kg      3      D      8                        \n      Mace                     .8 m     NA      4 kg      3      C     25                        \n      Morning Star            1.3 m     NA      6 kg      3      D     23                        \n      Nunchaku                 .5 m     NA    1.4 kg      2      D      7                        \n      Pum Club                 .7 m     NA      1 kg      3      A      6                        \n      Quarterstaff              2 m     NA      2 kg      2      C     10                        \n      War Hammer                1 m     NA      5 kg      3      C     20                        \n\n     Burning   \n      EE-69  Deblin  Flamer    .3 m     10      1 kg      7      E     73                        \n      EE-99 Flamer Rifle       .8 m     20      2 kg      8      R     97                        \n      Napalm Pac               .2 m     NA      5 kg     10      X     55                        \n      Thermite Sharge             G     NA      1 kg      9      R     30                        \n\n     Explosives\n      Concussion Pac           .2 m     NA      3 kg     10      X    120                        \n      Explosive Disk              G     NA     .1 kg      8      D     15                        \n      HED Pac                  .3 m     NA      7 kg     10      X    150                        \n      KB4 Sharge                  G     NA     .1 kg      9      R      8                        \n\n     Grenades  \n      Concussion                  G     NA     .2 kg     10      X     23                        \n      Fragmentation               G     NA     .2 kg     10      X     34                        \n      Glue                        G     NA     .2 kg      1      C     12                        \n      Incendiary                  G     NA     .2 kg     10      X     20                        \n      Phosphorus                  G     NA     .2 kg     10      X     28                        \n      Sleep                       G     NA     .2 kg      1      B      9                        \n      Stick                       G     NA     .2 kg     10      X     45                        \n\n    Photon and Particle Accelerators                    \n      Personal                                         \n         Contour Laser         .1 m      3     .1 kg      5      D     40                        \n         Eye Laser                G      3     .1 kg      5      E     46                        \n         Finger Laser          .1 m      4     .1 kg      5      D     52                        \n         Wrist Laser           .1 m      6     .2 kg      6      D     74                        \n      Pistols\n         Autolaser             .3 m     22    1.1 kg      8      D    148                        \n         Gatling Laser         .4 m     28    1.2 kg      8      C    166                        \n         Laser                 .3 m     30      1 kg      6      C    125                        \n         Maser                 .2 m     52     .6 kg      5      B     76                        \n         Police Laser          .2 m     24     .9 kg      6      D    153                        \n         Sport Laser           .3 m     38     .8 kg      5      B     95                        \n      Rifles\n         Fusion / Plaser        1 m      8    4.5 kg      8      E    489                        \n         Gid                  1.2 m     12      4 kg      8      D    352                        \n         Hip Maser            1.1 m     15    8.1 kg      9      C    330                        \n         Laser                 .9 m     16      3 kg      7      C    298                        \n         Maser                 .7 m     27      2 kg      7      B    212                        \n         Nex Laser             .8 m      6    3.8 kg      6      B    175                        \n         Plasma               1.3 m      4    5.2 kg      8      E    427                        \n         Sport Laser            1 m     20    2.7 kg      6      B    235                        \n         X-Ray Laser          1.4 m     10    3.3 kg      8      X    446                        \n      Autocannons                                      \n         Laser                1.8 m    100   12.5 kg      9      X    670                        \n         Plaser               2.2 m     60     26 kg      9      X    855                        \n         Particle Beam        3.1 m     45   32.3 kg      9      X  1,220                        \n\n     Projectiles                                         \n      Pistols\n         L-15                  .2 m      8     .6 kg      6      B     54                        \n         Mark V                .3 m     12     .8 kg      6      B     62                        \n         Micro Missile         .3 m      4    1.9 kg      9      D    207                        \n         MiniMight             .6 m     18    1.6 kg      8      C     72                        \n         Multi Shot            .2 m      7    1.1 kg      7      C     89                        \n         Sting Ray             .6 m     16     .5 kg      5      B     44                        \n      Rifles\n         Mark VII               1 m     18    3.5 kg      7      B     81                        \n\n    Submachine Guns, Carbines and Machine Pistols    \n         Hand Vulcan           .3 m     60    2.7 kg      8      E    168                        \n         SM-15                 .3 m     50    3.4 kg      8      C     75                        \n         SM-25                 .4 m     35    3.6 kg      8      C     84                        \n         SM-35                 .3 m     40    3.8 kg      8      D     96                        \n         SM-45                 .5 m     25      4 kg      8      D    103                        \n         Roll Gun              .3 m     80    2.2 kg      8      D    147                        \n      Assault Rifles                                   \n         Aran                  .7 m     20    2.1 kg      8      B     91                        \n         CX-J1                 .7 m     45    3.2 kg      8      E     98                        \n         Nam                   .8 m     40    4.1 kg      8      C    109                        \n         Tri-X                 .6 m     25    3.9 kg      8      C    116                        \n      Shotguns                                         \n         4.2 Hector             .7 m      6    5.8 kg      9      C    143                        \n      Autocannons                                      \n         HVMG  Rad              .7 m    130      7 kg      9      X    315                        \n         HVLCMG  Storm         1.5 m    200     12 kg      9      X    380                        \n      Artillery                                        \n         Bazooka / LAW        1.8 m      3   13.4 kg     10      X    550                        \n         Grenade Gun           .8 m      5    3.6 kg     10      X    182                        \n         Mortar                .7 m      1     22 kg     10      X    686                                 \n     Missiles  \n      Atlatl                   .8 m      1      1 kg      4      E      5                        \n      Blowgun                  .3 m      1     .1 kg      3      A      2                        \n      Bow    \n         Short                1.4 m      1     .5 kg      4      B     13                        \n         Long                 1.8 m      1     .7 kg      4      B     20                        \n      Crossbow                                         \n         Light                 .6 m      1    2.7 kg      4      C     22                        \n         Heavy                 .8 m      1    3.1 kg      4      C     30                        \n      Javelin                 1.5 m      1    1.2 kg      4      A      7                        \n      Sling                    .9 m      1     .3 kg      2      A      4                        \n      Speargun                1.3 m      1    6.9 kg      4      B     12                               \n     Sonic Disruptors                                    \n      Pistols\n         Banshee               .2 m     30     .4 kg      7      D    144                        \n      Rifles\n         Demolisher            .6 m     17    2.8 kg      8      E    202                        \n         Sonic Disintegrator  1.7 m      9    4.1 kg      9      X    246                              \n     Stunners  \n      Pistols\n         Conk Gun              .3 m      5    1.8 kg      2      B     38                        \n         Screamer              .2 m     48     .6 kg      1      B     55                        \n         Staser / Neurostunner .3 m     22     .8 kg      1      C     69                        \n      Rifles\n         Screamer              .6 m     20    1.8 kg      2      C     73                        \n         Staser / Electra Gun  .8 m     10    1.9 kg      2      D     95                        \n      Paralysis Rod            .4 m     64    1.9 kg      1      A     22                        \n      Stun Pac                 .2 m     NA      5 kg      3      D     30                        \n      Volt Fingers             hand     17    1.8 kg      2      D     84                   \n</code></pre>\n<h2>11 - Weapon Add-ons</h2>\n<pre><code>    ITEM                        NOTES MASS  FOUND  COST\n    Flash Suppressor            Cuts the light of energy weapons up to 90%     .1 kg      B    13\n    Inertial Gunmount           Eases the effort needed to handle large guns    4 kg      D    44                                    \n    Permits, WEAPMODs 0-25      Anyone without a weapon permit will be            NA      A    13\n           , WEAPMODs 26-50      prosecuted.                                      NA      B    25\n           , WEAPMODs 51-125            NA      C    50\n           , WEAPMODs 126-300           NA      D   100\n           , WEAPMODs 301+              NA      E   200+                                         \n    Pistol Stock                Supports gun while moving.                     .1 kg      B     3\n    Sight, optical              Magnifying sight.                              .1 kg      A    20\n         , laser                Targeting sight.                               .1 kg      B    65\n         , CPU controlled       Thinking sight.                                .1 kg      C   350\n         , IR                   Heat seeing.                                   .1 kg      C    55\n         , starlight            Night Vision                                    .1 kg     B    33\n         , combo                Any 3.                                         .3 kg      D     8\n         Silencer                    Cuts the noise of firing up to 90%        .1 kg      C    25                                       \n         Shotgun Gooseneck           Sprays shot in a wide arc.                .1 kg      B     6\n\n    NOTE : All weapon additions include modification cost            \n</code></pre>\n<h2>12 - Ammunition</h2>\n<pre><code>    ITEM                        NOTES MASS  FOUND  COST\n    Arrows                      1 score.               \n    Bolts                       1 score.               \n    Pistol                      20 round box.                                  .1 kg            1\n    Rifle                       30 round box.                                  .2 kg            2\n    Shotgun                     30 round box.                                  .3 kg            3\n    Machine gun                 50 round box.                                  .4 kg            2\n    STORM                       1000 round box.                                .5 kg            4\n    Plasma                      40 hydrogen pellets.                           .2 kg            8\n</code></pre>\n<h2>13 - Personal Armour</h2>\n<pre><code>             ARMOUR                                  \n    ITEM                       DAMAGE TYPE                VALUE     MASS  FOUND   COST            \n    Ablative Greaves           PPA                          1.7     3 kg      D     35           \n    Ablative Vest              PPA                          1.7     3 kg      D     50           \n    Ablative Suit              PPA                                  7 kg      E    100           \n    Armoured Greaves           All                          1.2     3 kg      C     17           \n    Armoured Vest              All                          1.2     3 kg      C     25           \n    Light Combat Suit          All                          2.5    10 kg      R    231           \n    Heavy Combat Suit          All                            3    12 kg      R    292           \n    Powered Combat Suit        All                          3.4    15 kg      R    907           \n    Hush Screen                SON                            8     1 kg      D    104           \n    Living Armour              All                          2.3    20 kg      R  5,000           \n    Pad Suit                   All                           .8     5 kg      B     70           \n    Protective Helmet          All                          2.5     2 kg      A     15           \n    Reflective Suit            Normal Lasers                  6     3 kg      D    300           \n    Shield                     « All                      50 DP     2 kg      B     26           \n    VAC Suit, armouring        All                           +1   +10 kg      E   +153           \n</code></pre>\n<p> NOTE : Mahandoshi versions are ½, Aracnian and Vjesperé versions are 2x, Krane are 3x,and Tsoegorthin versions are 5x normal cost.       </p>\n<h2>14 - Shelter</h2>\n<pre><code>    TYPE                          SPACES   FOUND    RENT  /  BUY                                  \n    Apartment, small                   4       A    .6        NA                                 \n             , large                   8       A     2        NA                                 \n    Colony Housing                     2       R    .4        NA                                 \n    Cubicle                         .045       A     3        NA                                 \n    Dwelling, small                   12       B     2    10,000                                 \n            , large                   16       B     4    25,000                                 \n    Foundation Nightcentre            NA       C     -- free --                                  \n    Hostel Common Room                NA       A     1        NA                                 \n    Hotel Room, poor                   2       A     5        NA                                 \n              , adequate               4       B     8        NA                                 \n              , luxury                 6       C    12        NA                                 \n    Lunarian Bubble, small            14       R     1     7,500                                 \n                   , large            28       R   1.5    11,500                                 \n    Tunnel Complex Chamber, small      8       A   2.8    13,000                                 \n                          , large     12       A   3.5    28,000                                 \n</code></pre>\n<p>NA Not Applicable<br>\n1 space = 5m<em>5m</em>5m = 125 cubic metres<br>\nNOTE : Rental fees are per 10 hour period.       </p>\n<h2>15 - Animals</h2>\n<pre><code>             COST\n    NAME                NOTES                                        MEALS  CAPACITY   FOUND  RENT    BUY\n    _____________________________________________________________________________________________________\n    Camel / Llama       Work animal for rugged and arid regions.      H6     200 kg       R    12   3,500\n    Cat                 Pet. Sharp hearing.                           C«         NA       A    .4      50    \n    Dog                 Pet and security. Acute sense of smell.       C1         NA       A    .6     100    \n    Dowser              Bipedal riding and work reptile.              06     100 kg       R     6     800    \n    Goat                Common livestock.                             H2      20 kg       A    .2      10    \n    Grubb               Molelike pet and tracker. Heat sensitive.     O2         NA       B     1     125    \n    Horse               Riding and work animal.                       H8     175 kg       R     8   1,000    \n    Mule / Donkey       Common work animal for rugged regions.        H5     135 kg       R     2     350    \n    Nauge               Large riding animal for cold climates.        C7     225 kg       R    15   2,500    \n    Oxen                All purpose work animal.                     H10     305 kg       R     4     750    \n    Penpine             A flying work animal for low G worlds.        H9      85 kg       R    10     500    \n    Shirkel             An extremely fast, monkey-like pet lizard     O3         NA       C     1      75    \n\n    NOTE : Rental fees are per 10 hour period.\n</code></pre>\n<h2>16 - Land Vehicles</h2>\n<pre><code>                              HUMANOID                             COST                        \n     ITEM                    PASSENGERS   CARGO LIMIT  FOUND  RENT   /   BUY\n    ________________________________________________________________________\n    All-Terrain Sled                 8      1,150 kg      B     3     3,250                    \n    APC                             17      1,700 kg      B     5     4,600                    \n    Auto / Car                       6        600 kg      B     4     4,000                    \n     Centaur  Class Light Tank       4        600 kg      R    NA   172,000                    \n    Climber                          2        200 kg      C    17    17,000                    \n    Hover Car                        4        350 kg      B    10    10,000                    \n    Hoverstan                        3     10,250 kg      C    30    30,000                    \n    Hoverbike                        2        200 kg      C     5     5,250                    \n    HTAV                             2        250 kg      E    16    16,000                    \n     Indira  M3 Class Hovertank      4        500 kg      R    NA   191,500                    \n     Inceptor  ATAPC                26      1,250 kg      D    41    60,750                    \n    Jeep / Range Truck               5        350 kg      B     5     4,000                    \n    LARE                             2        200 kg      R    NA    21,500                    \n    Motorcycle                       2        175 kg      B     2     1 500                    \n    Stan Truck / Pick-Up             4      2,800 kg      B     8     6,000                    \n    Truck                            3     13,250 kg      B    13    13,500                    \n    Tubecar                          4        850 kg      R     2     2,000                    \n    Van                              8        350 kg      B     5     5,500                    \n    Vjesperan Walker                 1        175 kg      D     1       650                    \n    Wheel                            2        200 kg      B    12    12,250                    \n    Wheels                           4        400 kg      C    16    16,000                    \n\n    HTAV  Heavy Terrain Anthropomorphic Vehicle      \n    APC  Armoured Personnel Carrier                   \n</code></pre>\n<h2>17 - Air Vehicles</h2>\n<pre><code>                                HUMANOID                             COST                        \n       ITEM                    PASSENGERS   CARGO LIMIT  FOUND  RENT   /   BUY\n      ________________________________________________________________________\n      Aeroplane                                        \n         Small, passenger             30      3,000 kg      C    25    27,500                    \n              , cargo                  6      3,000 kg      B    21    24,500                    \n      Airship / Zeppelin                               \n         Small, passenger             34      5,000 kg      D    23    25,000                    \n              , cargo                  8      5,000 kg      C    21    23,000                    \n      Fighter / Interceptor            2        200 kg      R    NA   350,000                    \n      Flycycle                         2        200 kg      C    10     9,250                    \n      Glider                           2        175 kg      A     3     2,700                    \n      Heavy Skiff / Airtruk            3      5,250 kg      D   120    80,000                    \n      Helicopter                       6        750 kg      C    26    34,750                    \n      Maneuvering Pac, zero G          1        200 kg      A     1       330                    \n                     , planetary       1        100 kg      D    1+     1,400                    \n      Parasoar                         1         20 kg      A    .3       150                    \n      Skiff / Aircar                   6        550 kg      C    75    50,000                    \n      Ultralight                       2        200 kg      A     1     1,250                    \n      Wind Current                     2        250 kg      R    38    25,000                    \n</code></pre>\n<h2>18 - Sea Vehicles</h2>\n<pre><code>                            HUMANOID                             COST                        \n   ITEM                    PASSENGERS   CARGO LIMIT  FOUND  RENT   /   BUY                     \n  Diving Tow                       2        200 kg      B    .4       200                    \n  Dolphin                          8        900 kg      D    70   140,000                    \n  Hydrofoil                                        \n  Minisub                          4        400 kg      C    35    70,000                    \n  Rowboat / Raft                   4        350 kg      A    .2        50                    \n  Sailboat / Catamaran             8       1200 kg      B     5    10,250                    \n  Speedboat                        6        550 kg      C    10    20,500                    \n  Watersled                        2        175 kg      B    .5       350                    \n  Yacht                           20      4,500 kg      D    50   100,500                    \n</code></pre>\n<h2>19 - Aero-spacecraft</h2>\n<p>  HUMANOID<br>\nITEM                            PASSENGERS            CARGO LIMIT  FOUND       COST<br>\nAerospace Plane<br>\nSmall, passenger                     26<br>\n, cargo                          4<br>\nConok, LM204-F6 Lt. Transport            9                             D  3,900,000<br>\nCricket, LM96                           11                             R<br>\nExcalibur Starfighter                    3                             R    700,000<br>\nFalcon, H-64                            10                             R<br>\nHammerhead                               7                             R<br>\nOrbital Shuttle<br>\nSmall, passenger\n, cargo\nOsprey Starfighter                       4                             R    623,000\nStarlet                                 22                             E  3,400,000</p>\n<h2>20 - Spacecraft</h2>\n<pre><code>                                        HUMANOID      MAX        \n      ITEM                            PASSENGERS   VELOCITY  CARGO LIMIT    FOUND      COST\n      Cargo Ring                              16    .0410c                     E  5,250,000\n      Hoff, TB-16 Transport                   10    .0247c                     D  2,300,000  \n      Interplanetary Shuttle\n         Small, passenger                     14    .0003c                     C    270,000\n              , cargo                                  \n</code></pre>\n<h2>21 - Deltawarp Units</h2>\n<pre><code>    ITEM                          DESIGNER/YEAR   BULK    FOUND       COST\n    _______________________________________________________________________\n    Hyperion 5, series 3780.2      Transac/2212      4      R    5,276,430\n    Mark III                       Shu-Keb/2222      4      R    8,173,450\n    Mark VII                       Shu-Keb/2234      4      R   10,294,500\n    Panthrum                      Pandarin/2236      3      R   17,300,000\n    Hyperion 4, series 3680.0      Transac/2198      6      R    3,668,110\n    Mark II                        Shu-Keb/2213      5      R    6,105,300\n    Beta model                         GTA/2186      8      X    1,113,390\n    Personal Deltawarp Unit       Pandarin/2238     NA      R    5,100,000*\n\n    * Rental is 2,500 per 10 hour period.                                   \n</code></pre>\n<h2>21 - Deltawarp Sensors</h2>\n<pre><code>                                                       COST         \n    ITEM                          DESIGNER/YEAR  FOUND  RENT   /    BUY    \n      Monitor Plus                   Transac/2233      R   145    294,800   \n      Mark IV                        Shu-Keb/2217      R   190    373,600   \n      Panthrani                     Pandarin/2234      R   495    685,250   \n      Hyperion Monitor               Transac/2229      R   109    178,000   \n</code></pre>\n<h1>22 - Typical Duties, Fees, Taxes and Tariffs</h1>\n<pre><code>    TYPE                                      NOTES                             COST            \n    Batt Recharge Services, A                 Available on most worlds.            2           \n                          , B                 Available on most worlds.            6           \n                          , C                 Available on most worlds.           20           \n                          , D                 Available in most ports.            60           \n    Communications, planetary call            Per 10 minutes.                   free           \n                  , interplanetary call       Per 10 minutes, per AU.             .3           \n                  , interstellar call         Per 10 minutes, per PC.              2           \n    Fuel Cell Refill                          Available on most worlds.           25           \n    Memwipe Services                          A droid RAM erasure.                20           \n    Public Space Transport      \n       Orbital Ferry, offworld                Per kg * planetary Gý.              .2           \n                    , on-world                 Per kg * planetary Gý.             .05           \n       Intraorbital Travel                    Per kg, per Orbital Unit.           .1           \n       Intersystem Travel, transfer orbit     Per kg, per AU * Travel Class.      .4\n\n       Travel Class                                                              Cost\n                         , direct flight      Per kg, per AU * Travel Class.       2\n                         Freezer             .2x\n\n       Intergalactic Travel, major route      Per kg, per PC * Travel Class.     .15            \n                                                             Low Class           .5x                  \n                           , minor route      Per kg, per PC * Travel Class.      .3\n                                                             Standard             1x                  \n                           , backroute        Per kg, per PC * Travel Class.      .6\n                                                             High Class           2x                  \n                           , charter          Per kg, per PC * Travel Class.     1.2\n                                                             Luxury               5x                  \n    Public Planetary Transport  \n       Landship                               Per 100 kg, per 100 km.              2           \n       Maglev Train                           Per 100 kg, per 100 km.              6           \n       Sea Ferry                              Per 100 kg, per 100 km.              5           \n       Transatmospheric Aircraft              Per 100 kg, per 100 km.             10           \n    Public City Transport       \n       Commuter Tram                          Per km.                             .2           \n       Metrocab                               Per km.                             .3           \n       Tube Car                               Per km.                             .5           \n    Standard Cargo Unit, whole                Rent per 10 hr period. 2,500,000 l  25           \n                       , 1/10th               Rent per 10 hr period. 250,000 l    12           \n                       , 1/100th              Rent per 10 hr period. 2,500 l       4           \n    Starport Mooring Fees, I                  Per size class, per 10 hr period.   10           \n                         , II                 Per size class, per 10 hr period.   25           \n                         , III                Per size class, per 10 hr period.   50           \n                         , IV                 Per size class, per 10 hr period.  100           \n                         , V                  Per size class, per 10 hr period.  250           \n</code></pre>\n<p><strong>Availability Codes</strong></p>\n<table>\n<thead>\n<tr>\n<th>Code</th>\n<th>Description</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>A</td>\n<td>This item can be found virtually everywhere in the Foundation,including agricultural worlds and far-flung colonies. Populations will generally be of a few thousand members. Eg; Hamiota, Wu's World, Ferrara, Colony DM +66 1281, etc.</td>\n</tr>\n<tr>\n<td>B</td>\n<td>The item will be found in basically \"local\" population centres of hundreds of thousands of members, and quite often industrial and resource worlds. Most daughter world's fall under this heading. Eg. Njord Kullen, Dubhe, Shakak, De Gal, etc.</td>\n</tr>\n<tr>\n<td>C</td>\n<td>This item can be found in \"regional\" centres with a few tens of millions of members, and may be educational or cultural in nature. Most starports and large cities fall here. Eg. Mars, New Perth, New York City on Earth, Thoth, Cordoba, etc.</td>\n</tr>\n<tr>\n<td>D</td>\n<td>The item will be found in \"national\" centres, such as huge eco-political complexes, cities, or worlds, with hundreds of millions of members. Eg. Luna, Algor, Oberhausen, Commons, etc.</td>\n</tr>\n<tr>\n<td>E</td>\n<td>The item can only be normally found on a massive founding Homeworld. Eg. Awmonee, Earth, Mardashuru, Tabell.</td>\n</tr>\n<tr>\n<td>R</td>\n<td>This item is exceptionally rare and will only be found at a few sources. Certain world, people, organization, whatever. Only available through special order to the producers.</td>\n</tr>\n<tr>\n<td>X</td>\n<td>This item is normally illegal by galactic law and may only be available through the Black Market. Possibly reserved for the military. Star Ports will usually have items one class rarer than the surrounding area.</td>\n</tr>\n</tbody>\n</table>\n<p><img src=\"/images/RING.jpg\" alt=\"Grenade\"></p></p>\n<hr>"}],"site":{"siteMetadata":{"palette":"gold","header":{"title":"Genesis","logo_img":"images/Genesislogo1.jpeg","logo_img_alt":"Genesis logo","has_nav":true,"nav_links":[{"label":"Home","url":"/","style":"link","has_subnav":false},{"label":"Caudex Regulum","url":"/docs","style":"link","has_subnav":true,"subnav_links":[{"label":"Charactes","url":"/docs/characters/","style":"link"},{"label":"Character Life","url":"/docs/character-life/","style":"link"},{"label":"Combat","url":"/docs/combat/","style":"link"},{"label":"Adventures","url":"/docs/adventures/","style":"link"}]},{"label":"Caudex Centia","url":"/docs","style":"link","has_subnav":true,"subnav_links":[{"label":"History","url":"/docs/history/","style":"link"},{"label":"All Races","url":"/docs/races/","style":"link"},{"label":"Player Races","url":"/races/","style":"link"},{"label":"Non-Player Races","url":"/NPRaces/","style":"link"},{"label":"Politics & Military","url":"/docs/politics/","style":"link"},{"label":"Economics & Commerce","url":"/docs/economics/","style":"link"},{"label":"Star Travel","url":"/docs/star-systems/","style":"link"},{"label":"Technology","url":"/docs/technology/","style":"link"}]},{"label":"Caudex Universium","url":"/blog","style":"link","has_subnav":true,"subnav_links":[{"label":"Andromedian Rose","url":"/docs/adventures/AndromedianRose/","style":"link"},{"label":"Sedna Rendezvous","url":"/docs/adventures/SednaRendezvous/","style":"link"}]},{"label":"Contact Us","url":"/contact","style":"link","has_subnav":false}]},"footer":{"content":"&copy; Inkeptum Ultra Visio. All rights reserved. <a href=\"https://genesis.theengine.com/docs/about/copyright/\" rel=\"noopener\">See the About page for more information.</a> This Jamstack site was created with <a href=\"https://www.stackbit.com/?utm_source=deployed-footer\" target=\"_blank\" rel=\"noopener\">Stackbit</a>. ","has_social":false,"social_links":[{"label":"Twitter","url":"https://twitter.com/","style":"icon","icon_class":"twitter","new_window":true},{"label":"LinkedIn","url":"https://www.linkedin.com/","style":"icon","icon_class":"linkedin","new_window":true},{"label":"GitHub","url":"https://github.com/","style":"icon","icon_class":"github","new_window":true}]},"title":"Stackbit Libris Theme","domain":"https://genesis.theengine.com/","favicon":"images/favicon/favicon.ico"},"pathPrefix":"","data":{"doc_sections":{"root_docs_path":"/docs","sections":["about","characters","character-life","combat","adventures","history","races","politics","economics","star-systems","technology","tools"]}}},"menus":{}}}}