

Contents
Potentia Animi, Stellar Empowerment, and Gravimancy
Judgment (Stellar Empowerment)
Chapter 4 Abilities & Ability Skills
Planetary Vehicle and Starship Combat
Chapter 7 Personal Replicator Modules (PRMs)
Chapter 9 Stellar Guide Section
Gaining and Spending Experience
Chapter 1 Actor Generation
All Ability Scores start with 1 Star, and all Skills and Backgrounds start with 0 Stars. No Ability may exceed 5 Stars at Actor generation, and no Skill or Background may exceed 3 Stars at Actor generation except for your Species Specialty Skill which may be increased to 4 Stars.
First, choose a sentient species:
Apply species modifiers.
When creating your own species, perform the following steps:
– Add 1 Star to any two Ability Scores (these become the species Primary Ability Scores).
– Choose two Ability Scores as secondary Ability Scores, with the remaining two becoming Tertiary Ability Scores (this is relevant for experience allocation).
– Add 1 Star to any single Non-Attack Skill. This becomes your Species Specialty Skill.
– Add 1 Star to any single Background.
Second, choose an Archetype
Apply Archetype modifiers.
When creating an Archetype, perform the following steps:
– Choose one Primary Archetype Ability. Add 2 Stars to this Ability.
– Choose two Secondary Archetype Abilities. Add 1 Star to each of these Abilities.
– Choose one Attack Skill. Add 3 Stars to that Attack Skill.
– Choose one Ability Skill. Add 3 Stars to that Skill.
– Choose three other Skills. Add 2 Stars to each of those Skills.
– Choose three additional Skills from any of your Abilities. Add 1 Star to each of those Skills.
– Choose two Backgrounds. Add 1 Star to each of these Backgrounds.
Third, round out your Actor:
Apply the following modifiers:
– Add a total of 4 Stars to any of your Abilities, distributed however you want (increase one Ability by 4 Stars, increase four Abilities by 1 Star each, or anything in between).
– Add a total of 6 Stars to any of your Skills, distributed however you want (increase two Skills by 3 Stars each, increase six Skills by 1 Star each, or anything in between). These points may be spent on either Attack Skills or Ability Skills.
– Add a total of 3 Stars to any of your Backgrounds, distributed however you want. No Background may be raised above 1, unless species and archetype have the same Background.
Fourth, calculate Integrity Points:
You start with 4 Integrity Points then add twice your Fortitude Star rating and add your Health Pool Star rating.
Finally, choose your equipment:
Select three Skills. You start the game with PRMs for these skills.
Sample Archetypes
Soldier
Abilities: +2 Agility, +1 Strength, +1 Fortitude
Skills: +3 Ranged, +3 Stealth, +2 Health Pool, +2 Melee, +2, +2 Soak Pool,, +1 Athletics, +1 Perception, +1 Intimidation
Backgrounds: +1 Affiliation (Military), +1 Cybernetics
Ace Starfighter Pilot
Abilities: +2 Agility, +1 Fortitude, +1 Judgment
Skills: +3 Piloting, +3 Ranged, +2 Soak Pool, +2 Dodge, +2 Perception, +1 Computers, +1 Health Pool, +1 Engineering
Backgrounds: +1 Affiliation (Galactic Space Force), +1 Fame
Stellar Guardian
Abilities: +2 Judgment, +1 Fortitude, +1 Presence
Skills: +3 Stellar Empowerment, +3 Insight, +2 Persuade, +2 Perception, +2 Perform, +1 History, +1 Health Pool, +1 Soak Pool
Backgrounds: +1 Affiliation (Stellar Patron or an organization associated with your Stellar Patron), +1 Star Chosen
Potentia Animist
Abilities: +2 Intellect, +1 Judgment, +1 Agility
Skills: +3 Potentia Animi, +3 Computers, +2 Engineering, +2 Science, +2 Legerdemain, +1 Insight, +1 Dodge, +1 Piloting
Backgrounds: +1 Companion AI, +1 Cognitive Enhancers
True Gravimancer
Abilities: +2 Presence, +1 Strength, +1 Fortitude
Skills: +3 Gravimancy, +3 Persuade, +2 Health Pool, +2 Melee, +2 Athletics, +1 Soak Pool, +1 Bluff, +1 Politics
Backgrounds: +1 Contact, +1 Cognitive Enhancers
Chapter 2 Skill System
Event Horizons allows Actors to influence the galaxy around them through the use of Skills. Some Skills are Attack Skills, designed for use during combat. There is one Attack Skill for each Ability except Fortitude. The rest of the Skills are Ability Skills and are used to perform tasks or accomplish feats based on their type.
The Skills in this system represent proficiency in a variety of interrelated tasks. Each Ability Skill and Attack Skill covers a wide array of options. You do not need a different piloting skill to use each kind of ship; Agility (Piloting) covers all piloting tasks. Strength (Melee) covers all melee weapon usages, so you do not need to learn to use each weapon individually. Attack Skills can be used to perform any task or action described under those Skills, so someone with at least Star 1 Intellect (Potentia Animi) can use any of the Potentia Animi actions listed in that entry without spending experience to learn each one separately.
To use any Skill in the game, an Actor rolls a number of dice equal to the Skill’s Star rating counting each result of 4, 5, or 6 as a success. Then the Actor adds a number of successes equal to the relevant Ability’s Star rating. If the target has no Stars in the Skill, the target still adds its Ability Star rating as successes. One die in each dice pool is a Stellar Influence Die. This die has special properties. On a roll of 1, it removes a success from the current Skill Check you are making. On a roll of a 5 or 6, it counts as a success, and you may roll the Stellar Influence Die again, ignoring results of a 1. This may lead to as many successes as the stars allow. An Actor making a check with no Stars in the Skill still rolls a Stellar Influence Die, but the die does not add successes to the check in this case.
There are four types of Skill checks in Event Horizons: Attack Checks, DC Checks, Soak Damage Checks, and Opposed Ability Skill Checks.
Attack Checks
When making a check with an Attack Skill, an Actor hits their target if they have any successes, and the target loses 1 Integrity Point for each success. An Attack Check with no successes results in a miss. When performing another use of an Attack Skill, see the specific rules concerning those Skills.
DC Checks (DCs)
Some tasks require multiple successful Skill Checks over time to complete the task. Other actions require a single Skill Check. Below is a difficulty table for an idea of how difficult checks should be. In general, tasks that require multiple successful checks should require one or two fewer successes than checks that require only a single roll.
DC Type and typical successful candidate
1 Basic. Any species in the galaxy can perform this task nearly every time.
5 Common. A normal wolf attempting to hide.
10 Expert. An experienced pilot with a PRM piloting their personal craft.
15 Advanced. A master martial artist, with a PRM, and cybernetics boosting their strength.
20+ Stellar: Only through true mastery can someone reliably achieve such feats.
In the case of a DC Skill Check, the Actor rolls the appropriate Skill, comparing the number of successes to the DC number required for the task at hand. Some Skills may allow a second check immediately, while others may have consequences for failure.
Soak Damage Checks
Whenever a target takes damage from Melee or Ranged, the target rolls a Fortitude (Soak Pool) Check to reduce damage taken. For each success the target reduces damage taken by 1.
Whenever a target takes damage from Potentia Animi, Gravimancy, or Stellar Empowerment the target gets to roll a Fortitude (Resistance) Check to reduce damage taken. For each success the target reduces damage taken by 1.
Opposed Ability Skill Checks
Some Skills Checks are made in opposition to one another. Pulling an item out of another’s hand, hacking a computer while an AI is trying to deny you entry, or lying to someone requires an Opposed Ability Skill Check. When making an Opposed Ability Skill Check, both opponents make Ability Skills checks, and the one with the highest total number of successes wins. In the case of a tie, the defender wins (if it is difficult to determine which is the aggressor and which is the defender, the person who initiated the check is the aggressor).
Skill Focus
Some Skills require Skill Focus to maintain their effects. While most commonly affected in Attack Skills, any long term use of a Skill in intense situations would require Skill Focus. Skill Focus represents an individual devoting their mental energy to the continual use of a Skill. While maintaining Focus on a Skill, an Actor may not use the Skill for anything other than the task at hand, though they may use other Skills. Whenever an Actor maintaining Skill Focus loses Integrity Points they lose Focus unless they succeed at a check with that skill (the DC is equal to the number of Integrity Points lost). An Actor may only maintain Focus in one Skill at a time.
Chapter 3 Attack Skills
There is one Attack Skill for each Ability except Endurance: Strength (Melee), Agility (Ranged), Intellect (Potentia Animi), Judgment (Solar Focus), and Presence (Gravimancy). A list of actions are included with the description of each Skill, but they are not comprehensive; you may attempt any feat for which you and your Stellar Guide can devise a mechanic. Attack Skills for ship combat are discussed in the Ship Combat section.
Strength (Melee)
Whether striking with an appendage, a laser-ax, or a bottle you just picked up, this is the Skill for melee attacks. Attacks made in this manner deal 1 point of damage per success, and this damage can be soaked with Fortitude (Soak Pool). Strength (Melee) Checks may only target adjacent opponents.
Grapple – If you wish to grapple a character, make an Opposed Strength (Melee) Skill Check against the target’s Strength (Melee) Skill or Agility (Dodge) Skill. If you win, the target takes a penalty to all dice pools equal to the difference in their number of successes (Soak Damage Checks and checks targeting the grappler are not affected). To escape the grapple, the target must make Strength (Athletics) or Agility (Acrobatics) Check. Each success on this check reduces their dice pool penalty by 1, and if the penalty is reduced to 0 then they have escaped the grapple. Until the target escapes, you may use your action to deal damage equal to the dice pool penalty. This damage may not be soaked.
Disarm – You may disarm a character of a held object that is not directly connected to a user (including but not limited to PRMs) by making an Opposed Strength (Melee) Check against the target’s Strength (Athletics) Skill. The target adds 2 successes to their check. If you win, you may knock the object 1 hex away per success in excess of the target, or you may grasp the item provided you have a free appendage.
Bleeding Strike – You may make a brutal melee strike by making a Strength (Melee) Check and removing 2 successes from the check. If you hit then you deal damage as normal, and for each success the target receives 1 point of unsoakable damage at the end of each Scene. To staunch the bleeding, a character must make a Judgment (Medicine) Check or Judgment (Stellar Empowerment) Check. Each success on this check reduces the damage per Scene by 1, and if the damage is reduced to 0 then they are no longer bleeding. Multiple bleeding effects stack when applying damage, but require separate Skill Checks to staunch.
Agility (Ranged)
This Skill represents your ability to wield ranged weapons, from pulse rifles and smart missile launchers to bows and throwing knives. Attacks made in this manner deal 1 point of damage per success, and this damage can be soaked with Fortitude (Soak Pool).
Ranged Disarm – You may attempt to shoot an object that is not directly connected to a user (including but not limited to PRMs) out of a character’s appendage by making an Opposed Agility (Ranged) Check against the target’s Strength (Athletics) Skill. The target adds 2 successes to their check. If you win, you may knock the object 1 hex away per success in excess of the target.
Penetrating Shot – You may aim for vitals, ignoring armor by making an Agility (Ranged) check and removing 2 successes from the check. If you hit then you deal damage as normal but the target may not soak the damage.
Potentia Animi, Stellar Empowerment, and Gravimancy
These Skills can be used to inflict damage on a target like using a weapon, but the damage is soaked with Fortitude (Resistance) instead of Fortitude (Soak Pool). Each one of these skills can also be used to perform other extraordinary feats as listed in the description of each skill. The target of one of these actions can make a Fortitude (Resistance) check, and each success removes one success from the aggressor’s check.
Each power can be used within line-of-sight at a maximum range based on the Skill’s Star rating.
Star Range
1 10 meters (5 hexes)
2 100 meters (50 hexes)
3 500 meters (250 hexes)
4 1 kilometer
5 1,000 kilometers
6 10,000 kilometers
7 100,000 kilometers
8 1,000,000 kilometers
9 10,000,000 kilometers
10 Within a Star System
Intellect (Potentia Animi)
Nearly all users of Potentia Animi come from sentient species.
Attack – You can change the fundamental probability of electrons around you, drawing forth electricity that lashes out at a target. Attacks made in this manner deal 1 point of damage per success, and this damage can be soaked with Fortitude (Resistance).
Control Device – You may gain control of a non-Incipient, non-Quak’rii device that is not directly connected to a user (including but not limited to PRMs). The DC for this check is variable, based on the device’s level of technological complexity as well as any quantum countermeasures, and is determined by the Stellar Guide on a case-by-case basis.
Comprehend Technology – You can attempt to discern the purpose of a technological device and how to use it safely. For each success, you learn a property of the device and how to use that property safely (unless there is no safe usage).
Detect Technology – You can detect all technological devices within the maximum range of your Intellect (Potentia Animi) Skill. In the case of extreme ranges, this information becomes overwhelming and is often useless. This power may be used at a shorter range if desired. For each success beyond the first you learn one bit of information about one of the detected pieces of technology. Incipient technology causes neural feedback when examined with this Skill, providing no useful information.
Charm AI – You may manipulate the quantum states of an AI’s hardware to favor you, by making an Opposed Intellect (Potentia Animi) Check against the target AI’s Intellect (Computers) Skill. If you exceed the target’s total number of successes, it remains friendly to you for as long as you maintain Skill Focus. A charmed AI views you as a close friend, but will not take actions that are obviously detrimental to itself or its allies. For example, a charmed AI operating a ship’s guns may stop firing on your vessel, but it would not begin firing its allies’ ships to protect you.
Quantum Prediction – You can look forward into the future. For each success on your Intellect (Potentia Animi) Check, you may add or remove one success from any ally’s or opponent’s check, up to your Potentia Animi Star rating. You may use this ability for as long as you maintain Skill Focus and have unused successes remaining.
Enhance Technological Missiles – You can improve the effectiveness of one ranged weapon by making an Intellect (Potentia Animi) Check. For each success, add +1 to damage dealt by attacks with the weapon. After each attack made with the weapon, reduce the bonus by 1, to a minimum of +1. The weapon is enhanced for as long as you maintain Skill Focus.
Judgment (Stellar Empowerment)
Attack – Like the star you connect to, you can sear a target with gouts of flame. Attacks made in this manner deal 1 point of damage per success, and this damage can be soaked with Fortitude (Resistance).
Detect Life – You may detect the presence and quantity of life within the maximum range of your Judgment (Stellar Empowerment) Skill. For each success beyond the first, you can learn one detail about one of the detected lifeforms beginning with that lifeform’s species.
Stellar Weapon – You can manifest a burning melee weapon. For every three successes on your Judgment (Stellar Weapon) Check, choose one ability from the list below. You may not choose the same ability twice in a row.
– The stellar weapon can reach targets an additional 2 meters away
– Add +1 damage to attacks made with the stellar weapon
– A target hit by the stellar weapon takes 1 point of unsoakable damage at the end of the next Scene.
Though a stellar weapon has the appearance and reach of a melee weapon, attacks with it are made using your Judgment (Stellar Empowerment) Skill. The weapon persists as long as you maintain Skill Focus.
Contact Stellar Patron – You may attempt to mentally contact your stellar patron in search of guidance by making a Judgment (Stellar Empowerment) Check. For each success, you may ask a yes-or-no question of your Stellar Patron. When you contact your Stellar Patron from within its star system, you reroll the Stellar Influence Die on a result of 4 or higher. Stellar Patrons responses are always truthful, but may be “unknown” or “unclear” rather than “yes” or “no.” The Stars are not all-knowing, but they can sense everywhere in the galaxy that their light shines. After taking this action, you may not take it again for one week.
Heal – You can heal damaged characters. For each success on your Judgment (Stellar Empowerment) Check the target regains one Integrity Point. You can distribute these successes to one or several targets in any manner you please.
Stellar Sight – You may attempt to remotely view a place illuminated by your Stellar Patron, seeing and hearing as if you were there. Places where your Stellar Patron’s light does not penetrate, such as inside buildings and underground, cannot be viewed. When you use Stellar Sight within your Stellar Patron’s system, you reroll the Stellar Influence Die on a result of 4 or higher. With a single success on your Judgment (Stellar Empowerment) Check, you see and hear a place up to 10 kilometers away. For every three additional successes, extend the maximum range at which you can view by one step: planet, system, sector, quadrant, galaxy, extragalactic. You may continue viewing as long as you maintain Skill Focus.
Patron’s Guidance – You can empower yourself and others with the wisdom of your Stellar Patron. For each success on your Judgment (Stellar Empowerment) Check, you add one success to any ally’s check or your own check (once per check). You may use this ability for as long as you maintain Skill Focus and have unused successes remaining.
Stellar Fire – You may create a number of hexes of stellar fire equal to your Judgment Star rating plus your Stellar Empowerment Star rating by making a Judgment (Stellar Empowerment) Check and removing 1 success from the check. For each success, you can create an additional hex of Stellar Fire, or you can increase the damage it deals by 1. Anyone that passes through the fire or begins its Act there takes 0 damage. Each hex of stellar fire must be connected to another hex of stellar fire. The stellar fire remains as long as you maintain Skill Focus.
Burning Core – You can burn a target with the heat of the core of your Stellar Patron by making a Judgment (Stellar Empowerment) Check and removing 4 successes from the check. If you hit then you deal damage as normal but the target may not soak the damage.
Presence (Gravimancy)
Through sheer force of personality, gravimancers have accessed ancient powers that tap into the greatest of gravity wells within distant black holes.
Attack – You may use the pull of gravity to damage targets, tearing at them with extreme force. Attacks made in this manner deal 1 point of damage per success, and this damage can be soaked with Fortitude (Resistance).
Push/Pull – You can manipulate gravity to move Actors and objects. For each success on your Presence (Gravimancy) Check, you can move a target of up to 2 meters in size 1 hex. Targets larger than 2 meters can be moved by spending an additional success for every 2 additional meters of size. You can distribute these successes to one or several targets in any manner you please. If the target is moved into another Actor or object, you can spend additional successes to deal damage to both the target and the obstacle equal to the number of successes spent.
Ground – You may create a number of hexes of extreme gravity equal to your Gravimancy Star rating by making a Presence (Gravimancy) Check and removing 1 success from the check. For each success, you can create an additional hex of grounded area, or you can increase the dice pool penalty it inflicts by 1. Actors in the grounded area move at 1/4th their normal speed and take a -0 penalty to all dice pools (Soak Damage Checks and checks to move out of the area are not affected). Each hex of grounded area must be connected to another hex of grounded area. The grounded area remains as long as you maintain Skill Focus.
Gravitational Flight – You can fly using the forces of gravity to pull you around and allow you to levitate by making a Presence (Gravimancy) Check. You gain a fly speed of 2 per success. You may continue flying as long as you maintain Skill Focus.
Repellent Gravity – You may create a field of massive gravitational force pushing Actors and objects away from you. For every three successes on your Presence (Gravimancy) Check, choose one ability from the list below. You may not choose the same ability twice in a row.
– Add 1 success to your Strength (Melee) Checks to grapple
– Add +1 Die to your Soak Damage Checks
– Remove 1 success from Attack Checks targeting you
Gravity Hammer – You can empower a melee weapon to strike with enhanced mass by making a Presence (Gravimancy) Check. For each success, add +1 to damage dealt by attacks with the weapon. After each attack made with the weapon, reduce the bonus by 1, to a minimum of +1. The weapon is enhanced for as long as you maintain Skill Focus.
Pull Object – You may attempt to use gravity to pull an object that is not directly connected to a user (including but not limited to PRMs) from another’s grasp by making an Opposed Presence (Gravimancy) Check against the target’s Strength (Athletics) Skill. The target adds 1 success to their check. If you win, you may pull the object 1 hex away per success in excess of the target. If you pull the object into your hex and have a free appendage then you may have the object fly to your grasp.
Chapter 4 Abilities & Ability Skills
Abilities represent an Actor’s baseline aptitudes. Ability Star ratings range from 1 to 5, with 5 being complete mastery of that trait. An Ability’s Star rating is the number of successes that an Actor always adds to Skill Checks in that Ability’s domain.
Ability Skills are an Actor’s talents and proficiencies, whether naturally present instincts (as is the case with many non-sentients) or the results of training and experience. Actors with no stars in an Ability Skill can still use it; one simply adds the number of successes from their Ability, and rolls the Stellar Influence die.
Strength – This represents your physical strength.
Athletics – This is your facility with physical activities, such as climbing, swimming, jumping, or lifting. Those who have lives of manual labor are often trained in this skill, as are those species who are native to environments where climbing or swimming is required. Add your Athletics Star rating to the number of hexes you can move in an Act. An attached PRM might be an exoskeleton or swimming accents.
Agility – This represents your nimbleness and dexterity.
Acrobatics – This is your ability to balance, jump, climb, or otherwise make a check to do something requiring a large amount of physical dexterity. Species that make their homes high in trees or professional gymnasts are those most likely to be trained in this skill. An attached PRM might be a gyroscope that helps you keep balance or a neurolink device that amplifies natural coordination.
Dodge – This is your ability to get out of the way. During combat, you can avoid attacks by making an Agility (Dodge) Check. For each success, remove 1 success from Attack Checks targeting you. Those who have combat experience are most likely to develop this skill. An attached PRM might be a holographic decoy projector or a personal accelerator that allows the Actor to shift positions quickly.
Legerdemain – This is your ability to pick pockets, open mechanical locks, or perform sleight of hand and other tricks requiring extreme manual dexterity. For Opposed Ability Skills, roll against Judgment (Perception). A thief or a street illusionist are the most likely people trained in this skill. An attacked PRM might be an automated limb that effortlessly takes items from a target’s pocket as you pass by or coins that become transparent mid-flip when you throw them into the air.
Piloting – This is your ability to pilot starships and other vehicles. Many people throughout the galaxy are trained in this skill, from farmers piloting industrial agricultural equipment on countless planets to Horizon Drifters who choose not to rely on AI to pilot their personal craft. An attached PRM might be a neural halo that allows a pilot to control their ship without their limbs, or even a direct link that plugs directly into the ship’s systems.
Stealth – This is your ability to avoid detection, not just hiding from sight, but also tailing someone or blending into a crowd. Assassins and detectives are both individuals that often are experts in this skill. An attached PRM might be a chameleon suit that blends in with your surroundings or a device that allows you to change your clothing and physical features to blend in with a group.
Fortitude – This represents your physical constitution, and general health.
Health – This adds 1 Integrity Point per Star. Everyone in the galaxy has some level of this skill. PRMs cannot be attached to Health.
Soak Pool – This your ability to mitigate physical damage you take, usually during combat from the Melee and Ranged attack skills. Anyone who experiences danger finds a need for this skill. An attached PRM could be armored skin or repulsor shields.
Resistance – This is your ability to mitigate damage from Stellar Empowerment, Potentia Animi, and Gravimancy attacks. An attached PRM might be an energy field that disrupts such attacks.
Intellect – This represents how smart your Actor is.
Computers – This is your ability to use computers. Programming, hacking, searching data or simply operating software, this is the Skill that covers everything computers. Those who are adept in the cyber world such as hackers, system administrators, and even ship comms officers are some of those who frequently use this skill. An attached PRM could be glasses with a heads-up display connected to a traditional tablet.
History – This is your knowledge of galactic history. For each Star in this Skill, choose one faction, organization, system, species, Stellar Patron, or other area of interest that has a large body of knowledge surrounding it. When making Intellect (History) Checks related to the chosen topics, you ignore 1’s on the Stellar Influence Die, and you reroll the Stellar Influence Die on a roll of 4 or higher. Historians and diplomats are trained in this skill. An attached PRM might be a neuro-index on the topic at hand connected to a tablet that contains the data.
Politics – This is your knowledge of and ability to manipulate politics around you. This Skill allows you to both understand the machinations of a political body and influence it through your actions, provided you have access to power or legitimacy within the political body. While every politician is trained in this skill, many regular people have some political capacity acquired while navigating various galactic bureaucracies. An attached PRM might be ocular-displays that list motives and backgrounds of people around them or a datapad with reference information about a governing system.
Engineering – This is your ability to repair things and work with technological hardware. Mechanics, engineers and inventors are those most likely to be trained in this skill. An attached PRM is often some form of toolkit.
Science – This is your general knowledge of science such as biology, psychology, sociology, physics, or astroneurology. Those studying the Incipient artifacts are often the most sought after users of this skill in the galaxy. An attached PRM could take the form of a scanner, analyzing device, or a database of scientific knowledge.
Judgment – This represents your observational and intuitive nature.
Insight – This is your ability to discover the general emotional sense of a target, or to determine whether someone is lying. For Opposed Ability Skills, roll against Presence (Bluff). Diplomats and human resources personnel are among those who are often trained in this skill. An attached PRM might be a device that analyzes species’ communication expressions or a one that monitors vocal tones for deception.
Medicine – This is your ability to diagnose and treat injuries and other medical conditions. Doctors and nurses are those most commonly trained in this Skill. An attached PRM might be a medkit or an instant DNA reactor. You can make a Judgment (Medicine) Check with an attached PRM to heal a character. The target regains 1 Integrity Point for each success. After taking this action, you cannot heal the same target with this Skill for one minute.
Perception – This is your ability to notice details, from clues scattered around a crime scene to the person sneaking in the corner. You can notice a hidden character by making an Opposed Judgment (Stealth) Check against the target’s Agility (Stealth) Skill. An attached PRM might be lenses that allow one to see great distances or minute details, or a heads-up display that alerts its user to movement.
Presence – This represents your power of personality.
Barter – This is the Skill used to negotiate contracts, sales, purchases, and anything else that requires two parties to come to terms over a transaction. An attached PRM could be a datapad with value databases or direct access to supply records.
Bluff – This is your ability to deceive. It is opposed by Judgment (Insight), provided the target decides to make a Skill Check. Most people never even think to question a lie if it makes enough sense or is of no consequence, but big lies require big checks.
Intimidate – This is your ability to scare someone. Generally, targets of an intimidate check view the user negatively in future Encounters. An attached PRM might be voice modulators that make the Actor’s voice resonate in the skulls of sentients or a menacing outfit.
Performance – This is your ability to sing, play instruments, write poetry, paint, or pursue whatever other artistic endeavor you desire. Choose a number of forms of performance equal to your Performance Star rating. When making Presence (Performance) Checks related to the chosen forms, you ignore 1’s on the Stellar Influence Die, and you reroll the Stellar Influence Die on a roll of 4 or higher. An attached PRM could be a musical instrument or costume.
Persuade – This is your ability to use words to get others to come to your way of thinking. See Changing NAC Attitudes. An attached PRM could be elaborate clothing or a voice- and eye-control device to make the Actor more appealing.
Chapter 5 Backgrounds
Backgrounds are traits that represent people who owe you favor, ownership of a ship, membership in an organization, notoriety, or other features that are not a part of the Actor themselves.
If a situation calls for a check with a Background, the Actor rolls a number of dice equal to the Background’s Star rating. Backgrounds have no relevant Ability, so no successes are added. One die in each dice pool is a Stellar Influence Die, as usual.
(* – may be chosen more than once, each one represents a separate entity)
Affiliation * – This is your membership in an organization, anything from a military force to a corporation, a crime syndicate to an academic institution, and everything in between.
Star Effect
1 Other members of the organization react positively to you and may offer you a safe haven for free or a modest price.
2 You’ve achieved a small measure of success within your organization. Members of lower Star rating in the organization will take your orders (provided they are not outside the norms for that individual).
3 You’re among the lower leadership for your organization. Members of lower Star rating in the organization immediately follow your directions provided they are in line with the organization’s philosophy.
4 You are among the upper echelon of leadership for your organization. You may have entire regions under your direct control with minions spread out across systems doing your bidding.
5 You are among the top decision makers of your organization, potentially even the one in charge. Members of lower Star rating in the organization are constantly trying to appease you to gain promotions within the organization, and you probably have a personal retinue of specialists that travel with you based on the type of organization you lead.
Furthermore, every Affiliation has an Affiliation Reach Star rating unrelated to your Star rating in the Affiliation Background.
Star Power
1 Their reach is small, a city on a planet or moon or a single space station.
2 Their sphere of influence stretches throughout an entire star system.
3 Their reach has spread throughout a star cluster of dozens to a few hundred star systems.
4 Their reach extends across hundreds to thousands of systems.
5 This organization is known galaxy-wide and has an immense amount of galactic influence.
Celebrity – You are well known for some aspect of the Performance Skill, be it for singing or painting or any combination of things you can imagine for your Actor. When recognized by a Non-Actor Character, the Actor may roll a Celebrity Check. For each success increase the target’s view of your Actor by 1.
Star Effect
1 People across one city are enthusiastic fans of your work.
2 People on one planet are fans of your work.
3 The sentients of one system are ardent supporters of your work.
4 Beings from an entire quadrant of the galaxy have come to cherish your work.
5 Your name and your work are known galaxy-wide.
Cognitive Enhancers – This Background allows you to increase your mental prowess. For each Star of Cognitive Enhancers, increase your Intellect, Judgment, or Presence Star rating by 1. Stars gained from Cognitive Enhancers do not count when determining the experience point cost to increase your Ability Star rating.
Companion* – This is a loyal servant that accompanies you. This may be a guard animal, a singing drathomaak from the red swamps of Duromere, a loyal bodyguard, a sibling, a drone, or whatever you can imagine. Companion Abilities start at Star rating 1 with additional statistics determined by your Companion Star rating as seen below. Companions start with (Companion Star rating – 1) Integrity Points then add twice their Fortitude Star rating and add their Health Pool Star rating. All Companions, sentient or non-sentient, have UBU.
Star Companion Statistics
1 +3 Ability Stars, 1 Background Star
Star 2 Attack Skill, Star 2 Skill, Two Star 1 Skills
2 +5 Ability Stars, 2 Background Stars
Star 2 Attack Skill, Two Star 2 Skills, Three Star 1 Skills
3 +7 Ability Stars, 3 Background Stars
Star 3 Attack Skill, Star 3 Skill, Two Star 2 Skills, Four Star 1 Skills
4 +9 Ability Stars, 4 Background Stars
Star 3 Attack Skill, Star 4 Skill, Star 3 Skill, Two Star 2 Skills, Four Star 1 Skills
5 +11 Ability Stars, 5 Background Stars
Star 4 Attack Skill, Star 5 Skill, Star 4 Skill, Star 3 Skill, Three Star 2 Skills, Five Star 1 Skills
A Troupe may have a number of companions equal to 6 minus the total number of Actors. For example, a Troupe of 3 Actors could have 3 Companions among them. No companions may accompany a Troupe of 6 or more Actors on an active Episode.
Companion AI* – A companion AI is an Artificial Intelligence that is located in a device that you keep on your person. As such, the AI can perform any Skill in which it has Stars. Companion AIs may not learn Attack Skills. A companion AI has only three Abilities: Intellect, Judgment, and Presence. Companion AI Abilities start at Star rating 1 with additional statistics determined by your Companion AI Star rating as seen below. Companion AIs may not choose attack Skills, but they may use their Intellect (Computers) to operate any vehicle or starship weapon to which they have access, or to pilot a craft if given permission.
Star Companion AI Statistics
1 +3 Ability Stars, Star 3 Intellect (Computers)
Star 2 Skill, Two Star 1 Skills
2 +5 Ability Stars, Star 3 Intellect (Computers)
Two Star 2 Skills, Three Star 1 Skills
3 +7 Ability Stars, Star 4 Intellect (Computers)
Star 3 Skill, Two Star 2 Skills, Four Star 1 Skills
4 +9 Ability Stars, Star 5 Intellect (Computers)
Star 4 Skill, Star 3 Skill, Two Star 2 Skills, Four Star 1 Skills
5 +11 Ability Stars, Star 5 Intellect (Computers)
Star 5 Skill, Star 4 Skill, Star 3 Skill, Three Star 2 Skills, Five Star 1 Skills
Contact * – This is someone you can go to for information. Each Contact has their own Non-Actor Character sheet. Star 1 Contacts are generated with the same rules as a new Actor. For each additional Star you may spend 50 experience points improving the Contact’s Abilities, Skills, and Backgrounds.
Cybernetics – This Background allows you to increase your physical aptitude. For each Star of Cybernetics, increase your Strength, Agility, or Fortitude Star rating by 1. Stars gained from Cybernetics do not count when determining the experience point cost to increase your Ability Star rating.
Exceptional Skill – For each Star of Exceptional Skill, choose an associated Skill. You gain a +1 dice pool bonus on checks made with that Skill. You cannot choose the same Skill twice in a row.
Fame/Infamy – You are known for a great act of heroism, sacrifice, or other noble gesture, or you are known for your association with something nefarious or your participation in a dastardly deed.
You can increase the Troupe View of those who recognize your Fame and view it favorably by making a Fame Check. For each success increase the Troupe View Star rating by 1.
Those who recognize your Infamy give you a wide berth and no small measure of respect. When a Non-Actor Character recognizes you, make an Infamy Background Check, and consult the table below.
Successes Effect
1 Wary. The NAC avoids any conflict.
2 Worried. The NAC attempts to calmly leave the area, within reason.
3 Afraid. The NAC is complacent and seeking any way out.
4 Frightened. The NAC is visibly scared and willing to do anything to escape or survive.
5 Terrified. The NAC begs openly for its life, whether or not they have been threatened.
Mentor – This is a person who set you on your way and has been a guiding force in your life. They offer advice when they can, and potentially more direct aid in dire situations (at the DM’s discretion). A mentor has their own Non-Actor Character sheet. A Star 1 Mentor is generated with the same rules as a new Actor. For each additional Star you may spend 50 experience points improving the Mentor’s Abilities, Skills, and Backgrounds.
Nobility – Your family has a noble lineage. Nobility does not grant access to resources or favors outside the reach of your home star system. None of the effects listed below imply sole rulership of a region. It represents the sum total of your influence. Noble councils reserve the right to decide who is seated among them, and they can revoke Nobility Star ratings of 4 and 5.
Star Effect
1 Your domain is a populous city or region on a planet.
2 Your seat of power is a planet.
3 Your region of control is an entire star system.
4 You have a seat at your quadrant’s noble council.
5 You have a seat at the galactic noble council.
PRMs – You have acquired through some means additional PRM (Personal Resource Modules). These PRMs are in addition to any others that you have from another source. For each Star of PRMs you have a PRM for one additional Skill.
Star Chosen – A specific star has taken a special interest in you, and from its burning core guides your actions. For each Star in this Background, you may reroll one check of your choice per Episode.
Chapter 6 Combat Rules
There are two types of combat in Horizon Drifters, Personal Combat and Ship Combat. Personal Combat is a battle between individual beings acting and moving independently. Ship Combat is a conflict involving Planetary Vehicles or Starships.
Combat is divided up into six-second Scenes. At the end of each Scene, a new Scene begins, continuing until the Encounter is played out to its conclusion.
Personal Combat
To determine the order of action during combat, all participants make a check with their choice of Attack Skill. List each Actor’s and NAC’s number of successes from highest to lowest noting whether each result was rolled by an Actor or by an NAC (Actors win ties); these are initiative slots. Actors and Non-Actor Characters each have one Act in a Scene taken in one of their side’s initiative slots, beginning with the highest and proceeding to the lowest. This check is made once at the beginning of a combat Scene, but participants can Act in different initiative slots belonging to their side from round to round.
During their Act in a Scene, an Actor may use a Skill, move, or both. They may speak freely during this time, but the Stellar Guide should feel free to place reasonable limits on the duration of speech during an Act.
Each Actor may move a number of 2-meter hexes equal to the total of their Strength, Athletics, Agility, and Fortitude Star ratings.
Actors regain their Fortitude Star rating in Lost Integrity Points each minute beginning when they have not lost Integrity Points within the last ten minutes.
If an Actor is reduced to 0 Integrity Points, the Actor and all of their PRMs disappear and begin the process of reassembly in a Quak’rii Universal Back-Up facility. Personal craft in use when an Actor’s UBU is activated decide for themselves whether to initiate the back-up process, their AI ensuring they neither abandon their mission, nor strand other Troupe members.
Planetary Vehicle and Starship Combat
The order of actions in Ship Combat is determined in a similar way to Personal Combat, with a few exceptions. When rolling the check, Piloting, Computers, or Engineering may be used in place of an Attack Skill. A craft’s pilot has priority over other crew when choosing initiative slots. Only a craft’s pilot can move their craft, and they can do so in any initiative slot taken by a combatant on board their craft.
There are three roles in space combat: Pilot, Captain, and Crew. The role of Pilot and Captain of a single-person craft can be filled by the same person while the craft’s AI fills the role of Crew.
The Pilot
The Pilot is in charge of moving the craft, and is the person with the ultimate decision on where the craft goes. A Pilot may move their starship a number of hexes equal to its movement speed each Scene.
A pilot is always considered to be maneuvering when actively piloting a craft. At the end of a Scene, if neither the pilot nor the craft’s AI is actively piloting and no autopilot is engaged, the ship moves the same distance it moved during the previous Scene in the last direction it moved, provided there are no obstructions or gravitational forces in the area. The pilot may take any any action listed.
The Captain
The Captain communicates on behalf of the craft and its crew, and they encourage the crew onward. The Captain uses social Skills between ships, such as Intimidate, Persuasion, or Bluff. If the Captain does not make a social Ability Skill Check in a round, they may perform any Crew action or switch roles with the Pilot.
The Crew
The Crew role represents anyone else aboard the ship that is making checks, whether firing weapons, making repairs, or operating computer systems. Captains and Pilots can make any of these checks, but a Pilot that does so cannot actively pilot a craft in the same Scene.
An Actor may perform any of the following actions during ship combat by making Attack Skill, Agility (Piloting), Intellect (Engineering), and Intellect (Computers) Checks.
Attack Skill Actions
Attack – An Actor may use an attack skill with a relevant PRM connected to the craft. Attacks made in this manner deal 1 point of damage per success.
Target Shields – Instead of damaging a craft, you can weaken or disable its shields by making an Attack Check and removing 2 successes from the check. For every 2 successes, reduce the target craft’s Shield Star rating by 1.
Target Weapons – Instead of damaging a craft, you attempt to disable one of its weapon systems by making an Attack Check removing 2 successes. For each success, a single weapon or linked weapon system becomes nonfunctional.
Intellect (Computers) Actions
Hide Ship – You can mask your craft’s presence from others by making an Intellect (Computers) Check. If you succeed, your craft is no longer automatically detected by others, and for each success beyond the first, reduce the number of successes on checks to detect your craft with sensor sweeps by 1. Moving more than 3 hexes in a Scene, firing weapons, opening a wormhole, or sending communications ends this effect, making your craft visible to other craft again.
Jam Communications – You may prevent another craft from making transmissions by making an Intellect (Computers) Check. If you succeed the target craft is unable to use its communication systems, and for each success beyond the first, reduce the number of successes on checks to pierce the jamming by 1.
Pierce Jamming – You can resume communications when your craft’s comm systems are being jammed by making an Intellect (Computers) Check. If you succeed your craft regains all communication functions.
Scan – You can scan a craft by making an Intellect (Computers) Check. If you succeed, you determine the target craft’s type, weapons armament, number of passengers, defensive capabilities, and general type of cargo.
Sensor Sweep – You can find hidden craft by making an Intellect (Computers) Check. If you succeed, you detect a nearby hidden craft and can target it normally.
Intellect (Engineering) Actions
Boost Shields – You may divert power to improve the efficiency of your craft’s shields by making an Intellect (Engineering) Check. For every five successes, your craft gains a +1 dice pool bonus on Soak Damage Checks. This bonus remains as long as you maintain Skill Focus.
Boost Thrusters – You may divert power to make the craft faster by making an Intellect (Engineering) Check. For each success, increase the craft’s speed by 1. This increase remains as long as you maintain Skill Focus.
Boost Weapons System – You can divert power to make one of the craft’s weapons more powerful. Choose a single weapon system, and make an Intellect (Engineering) Check. For each success, add +1 to damage dealt by attacks with the weapon system. After each attack made with the weapon system, reduce the bonus by 1, to a minimum of +1. The weapon system is enhanced for as long as you maintain Skill Focus.
Repair Hull – You can repair damage to your craft by making an Intellect (Engineering) Check. For each success, your craft regains 1 Integrity Point.
Repair Shields – You can repair your craft’s shields when they are damaged by making an Intellect (Engineering) Check and removing 2 successes from the check. For every 2 successes, increase the target craft’s Shield Star rating by 1 to a maximum of its original Shield Star rating.
Repair Weapons – You can repair your craft’s weapons when they are disabled by making an Intellect (Engineering) Check and removing 2 successes from the check. For each success, a single weapon or linked weapon system regains functionality.
Squadrons
Starships of the same size and Star rating can form a squadron. Planetary vehicles of the same size and Star Rating may also form a squadron provided they are all designed to function in the same type of environment. A squadron can contain up to nine craft.
A squadron acts as a single unit in combat. When a squadron attacks, the squadron leader makes an Attack Check. For each success, the target takes 1 point of damage for every two craft in the squadron beyond the first (rounded up). When a squadron is hit by an attack, the squadron leader chooses one craft in the squadron to receive the attack’s damage.
Scaling
When targeting a craft with an Actor-scale weapon, add 2 successes to your Attack Check.
Double the amount of damage dealt by craft when attacking Actor-scale targets and double the amount of damage soaked by craft when hit by Actor-scale weapons.
Chapter 7 Personal Replicator Modules (PRMs)
Equipment in Event Horizons is less about having a golf bag of equipment with exactly the right tool for every job and is more about having equipment that represents how you see your Actor. The level of technology in the setting is limited only by imagination. Equipment is for the flavor of how you want to use your Skills to be used and your attacks to be made.
The galaxy exists in an excess resource economy. Basic goods and services are largely free throughout the galaxy, and a system of meritocracy determines how additional resources are distributed.
All sentients in the galaxy are given Personal Replicator Modules (PRMs) which allow them to create any item they may need based on their level of Skill. A PRM acts as gear of a Star rating appropriate to the Ability Skill for which the gear is designed. Turning a PRM from one piece of gear into another takes one minute per Star rating of the new piece of gear being created. A PRM will only turn into an item up to the maximum Star rating of its owner’s relevant Ability Skill, and will only work for the owner.
PRMs cannot be traded or transferred, and will return fully with Universal Back-Up. When PRMs form, they create a special connective field between themselves and their user, so they cannot be disarmed.
Star Effect
1 +1 Die Pool
2 +1 Die Pool, +1 Base successes
3 +2 Die Pool, +1 Base successes
4 +2 Die Pool, +2 Base successes
5 +2 Die Pool, +2 Base successes, Stellar Influence Die successes count as 2 successes.
6 +3 Die Pool, +2 Base successes
7 +3 Die Pool, +3 Base successes
8 +4 Die Pool, +3 Base successes
9 +4 Die Pool, +4 Base successes
10 +4 Die Pool, +4 Base successes, Stellar Influence Die successes now count as 3 successes.
Ignore results of 1 on the Stelar Influence Die.
Chapter 8 Personal Craft
Each Horizon Drifter has a personal craft. This craft takes ten minutes to form, and can be reformed any time a Horizon walker chooses to do so. The craft can be as little as 4 meters wide and long and as much as 12 meters wide and long. Each time a Horizon Drifter forms a craft, it takes the shape and proportions they choose. These ships can operate independently in any environment. Ilchari ships as well as other living ships do not have the ability to change shapes, instead retaining a single, growing form.
From mechanized armored suits to starfighters to freighters to even simple but powerful tanks, the legions of craft the Horizon Drifters use are as diverse as the Drifters themselves.
A personal craft has a base 10 Integrity Points. The craft also has four attributes, Hull, Shields, AI, and Engine. Each attribute starts with one Star, then the owner adds two Stars to the craft’s attributes. After that, the owner chooses one of the following skills: Melee, Ranged, Piloting, Computers, Engineering, Potentia Animi, Stellar Empowerment, or Gravimancy. For each Star in the chosen Skill, add another Star to the craft’s attributes.
Hull – Each Star adds 3 Integrity Points to the craft and one point of damage reduction for Soak Damage Checks.
Shields – Each Star adds two dice on Soak Damage Checks.
AI – The craft’s artificial intelligence has an Intellect Star rating equal to this attribute’s Star rating and a Computers Star rating of 2 x this attribute’s Star rating. The AI can perform any crew task with its Computers skill.
Engine – Personal Craft have a speed of 8 + Engine Star rating. All starships have wormhole engines.
Weapons – Each personal craft can utilize any weapon skill that has a PRM plugged into the ship by its user. Ships can materialize rail guns, laser axes, star beam cannons, gravity pulses, quantum ruptures, or whatever else the player can imagine.
CIVILIZATION SAVER
All craft in the galaxy must have devices that prevent their weapons from firing in populated centers. No one anywhere in the galaxy is exempt from this requirement. Even the Horizon Drifters, the people who are at the heart of each conflict in the galaxy, are not permitted to have craft without such protections. Possession of such a craft in a place with a population center can result in a sentence of one thousand years of cold stasis.
Chapter 9 Stellar Guide Section
Running the Game
Event Horizons is more about roleplaying than it is about just killing enemies for loot. It is a game of galactic intrigue, where simply killing an enemy is often not enough to stop them, only delay them. For those who choose so, death is a mere inconvenience.
The game progresses through three types of Encounters: Social Challenges (roleplaying Encounters), Skill Challenges (those requiring Skill Checks to overcome), and Combat Challenges (those requiring combat). A number of Encounters strung together in a coherent story is an Episode. A group of Episodes with an overarching storyline is a Series. An entire collection of all Series and Episodes run by a Stellar Guide for a group of Actors is a Campaign.
You are the Stellar Guide (SG), and everything in the galaxy that isn’t your Actors is you. Your job is to guide everyone through the experience, escaping our everyday reality and having fun in your imaginations. Every enemy, every ship, every Stellar Patron, is you. You have to decide how every different aspect interacts with your Actors. Don’t let that overwhelm you, though, it’s a lot easier than it looks.
The most important job for a Stellar Guide is creating and telling a story, or to telling one of our stories created within our system. These rules won’t tell the story; that is your job. There is an entire Milky Way galaxy to explore and inhabit with creations of your choice. Go nuts! Your imagination is the limit!
While we try to keep what we produce within the realms of plausibility based on current understandings of xenobiology (hardly a definitive science), nothing prevents you from inventing a race of single-celled creatures who are incredibly social and communicate through pheromones.
Science has surpassed magic in this setting. Travel between star systems is instantaneous. Death is optional. In many empires, people live in true utopias fearing only outside aggression. You want a hollow planet? Go ahead, stat it out. Give it special properties, so that gravity also allows the hollow planet to operate inward-out, and you’ve got twice the landmass to play with!
You are the galaxy your Actors will explore, so make it the galaxy you want!
When running Episodes and Series that are not your own, start by reading the Introduction aloud or by having one of the Actors read it. This will explain the scenario that the Actors are in, what this particular Episode is about, and will tie-in or recap relevant Episodes in the Series.
After this, it’s lights, camera, action! The next part will be presenting the Actors with a challenge chosen from Skill Challenge, Roleplaying Challenge, Combat Challenge, or Space Combat Challenge. Sometimes one will turn into another, and sometimes there will be more than one type of challenge taking place simultaneously. This will be explained in the text, along with any information or events relevant to the Challenge. Then you as the Stellar Guide analyze that information and narrate a story to your Actors explaining why they are partaking in that particular Skill challenge. Sometimes this is easy, such as when the Actors are in a Combat Challenge because people burst in and are attacking them. Other times, if Actors feel stuck, you may offer them clues or advice from any companion, contact, or other Non-Actor Character that the Actors have access to.
The game is meant to be a series of impactful and interrelated scenes. You do not need to spend time determining how long travel will take most of the time. Just say, “You get there,” when the Troupe decides to go somewhere. Usually, this will lead to another Challenge.
Depending on your group’s available time, you might want to play a short episode (30-45 minutes, 3-4 Challenges), a long episode (more than an hour and a half, a dozen or more Challenges), or even an entire Series (4 or more interconnected Episodes, many challenges with breaks for awarding experience at the end of each Episode) in one sitting.
But keep in mind, your Actors are there to act and you are a Guide for this experience. Think of yourself more like the director of a movie: let the action take you where it does. If the adventure involves a careful scenario and the Actors decide on a radical approach, just make up some numbers and narrate it!
Try to keep the numbers balanced to the Troupe’s capabilities, difficult but not so hard the Actors can’t succeed. Your Actors want to see their actions come to fruition, and this is a group effort. You are the director keeping everyone on task and momentum going.
Setting
Event Horizons is set in the middle of a galactic conflict with begrudging alliances and an implacable foe bent on total domination. Noble houses vie for territory and corporations seek trade alliances with any who might increase their profit margins. Remnants of an ancient, unfathomable sentient species can be found everywhere, in or on floating asteroids and deep beneath the oceans of planets. Countless sentient species exist among the stars, with countless more yet to be discovered. Technology, sentient stars, species learning to control the fundamental forces of the universe with their minds… the galaxy seems to have every type somewhere within its bounds.
The current age of the galaxy, known as the Age of Eternal Return, has gotten its name from Universal Back-Up which essentially eliminates death for those who choose it. However, due to the threat of a species of clones endlessly pouring out into the galaxy, it is a time of war.
This war has become known as the Endless War. With Universal Back-Up, the collective defenders against this incursion keep returning, and there seems to be a never-ending supply of Korruk clones and gear. Many species compel all of their members to commit to periodic service in the Endless War, such as the Ilchari’s mandatory 10 years of every 100. Such service is not always military in nature, and is most often suited to the skills of the “volunteer.”
Actors are encouraged to make their own Archetypes, Species, Affiliations, or anything else they desire. The only limits are the imaginations of the Stellar Guide and the Actors.
Civilizations
Each civilization in the galaxy has a reach. That reach depends on a variety of factors that are often subject to change.
Star Size
1 Influence in one star system.
2 Influence in a cluster of stars.
3 Influence in a spiral ring of the galaxy.
4 Influence in a quadrant of the galaxy.
5 Galaxy-wide influence.
Settlement
Settlements are any place where a group of sentients have a permanent habitat. A settlement’s Star rating is based entirely on its population, not on the technology or ability of the populace.
Star Size
1 2-1000 sentients
2 1001-10,000 sentients
3 10,001-100,000 sentients
4 100,001-1,000,000 sentients
5 1,000,001+ sentients
Social Interactions
Troupe View
All Non-Actor Characters have a Troupe View. This is determined either by the Stellar Guide or by the Episode being run.
Star Effect
1 Murderous
5 Confrontational
10 Indifferent
15 Friendly
20 Awestruck
These are guidelines that are specific to the situation and determined by the Stellar Guide. A confrontational NAC might not attack the Actors, but they may give them bad information about their queries, for example, an NAC may neglect to mention that the place the Actors are headed is under quarantine for a viral outbreak affecting even those with UBU protections. Likewise, a friendly shop clerk might offer to tell the Troupe secrets about the local criminal syndicate, but would be extremely unlikely to join the Troupe for the assault on the Syndicate hideout.
Certain Skills and Backgrounds can influence the NAC Attitude Star. Performing a successful task or favor for an NAC raises their Troupe View Star rating by 1 unless the Troupe or one of its members has committed some egregious slight against the NAC, such as attacking or robbing the NAC, killing a friend of the theirs, or other such crimes or actions. At the Stellar Guide’s discretion, a great act to aid the NAC may overcome this barrier, but that is entirely in the hands of the SG.
An Actor can make a Presence (Persuade) Check to change the attitude of an NAC one Star higher on the chart. The base DC for the check is the 15 – the NAC’s current Troupe View Star rating. The DC can be modified by a variety of circumstances, listed below. For each success in excess of the check’s DC, the NAC’s Toupe View Star rating increases by a 1, to a maximum increase of 5 per Scene.
During a Combat Challenge, where there are many Scenes in a short timespan, an individual’s Troupe View Star rating can be affected by a Presence (Persuade) Check only once.
Below is a list of common modifiers, though the Stellar Guide can apply any modifiers they choose.
Modifier Circumstance
-1 Same or aligned affiliation
-3 Target has lower Star rating in same affiliation
+2 You’ve harmed someone friendly to the target
+3 You or your allies are in active combat with the target
+4 You or your allies have killed a member of the target’s group
+1 Your affiliation is opposed to the target’s
-1 A gift or favor is given to the target
-3 A large gift or favor is given to the target
-1 per Celebrity Star of recognized and liked Actor
+1/-1 per Infamy Star of recognized Actor, based on NAC’s perceptions
+2 per target beyond the first
Gravity
Gravitational bodies have a Star rating of 1 to 5. Nearly all sentients come from a Gravity Star 3 planet, so that is the artificial gravity setting for most places. When in a place of lower gravity than your natural gravity, add one success to any Strength Skill Checks made and subtract one success from Agility Skill Checks. For each step above 3, subtract one from any Strength Skill Checks but add one success to Agility checks. Gravimancers add 4 success to all Presence (Gravimancy) Checks success for each Gravity Star above 3. A gravimancer on a Gravity Star 5 planet is truly a force to be reckoned with.
Universal Back-Up (UBU)
Every citizen who wants it is given Universal Back-Up (UBU). Designed and maintained by the Quak’rii, UBU is a series of subatomic nanites that permeate every single atom of the Actor’s corporeal form and possessions. They create wormholes connected to the Quak’rii UBU network that exists across the galaxy, and when the user dies or activates them by thought, the process is activated transforming all of the atoms of the body into an energy field. At a Quak’rii UBU facility, the energy is then reconstructed into a new, healthy body with all the memories and possessions of the original. More important individuals return faster. Typical members of the galaxy come back in approximately one week’s time.
Universal Back-Up also has the effect of keeping everyone healthy and free of sickness. The system provides breathable atmosphere and sustenance to its users in nearly any environment, including the vacuum of space, for up to a full month before the user will have UBU triggered when the system finally fails.
Universal Back-Up also makes those who have it very mobile through a number of enhancers. As such, all Actors in Event Horizons with UBU have a base speed of 16 meters. Most other sentients without UBU have similar technologies, and only non-sentients have a lower speed.
Universal Back-Up also acts as a universal translator, able to turn sound, sight, pheromones, or nearly any other form of communication into something that others with UBU can comprehend through their own adaptive sensory organs.
Encounter Building
First, determine each Actor Star rating. Add an Actor’s highest Attack Skill, highest Endurance Skill and two highest non-Endurance Ability Skills then divide the total by 4.
Next, determine the Troupe Star rating. Add all Actor Star ratings then divide the total by the number of Actors in the Troupe. For every Actor less than 3 in a Troupe, reduce the Troupe Star rating by 1. For every 2 Actors beyond 3, increase the Troupe Star rating by 1.
A typical Encounter includes one Non-Actor Character with a Star rating equal to the Troupe Star rating +1, two NACs with Star ratings equal to the Troupe Star rating, three NACs with Star ratings equal to the Troupe Star rating -1, six NACs with Star ratings equal to the Troupe Star rating -2, ten NACs with Star ratings equal to the Troupe Star rating -3, or fifteen NACs with Star ratings equal to the Troupe Star rating -4.
Non-Actor Characters can be mixed and matched. For example, a Star 3 Troupe could face-off against a Star 3 NAC and three Star 1 NACs. Round up for NACs inclusion, such as if you wanted to have a Star 3 NAC and two Star 2 NACs against a Star 3 Troupe.
As always, Encounter building is more of an art than a math, so if you notice something particularly unbalanced about an Encounter you’ve built, consider making adjustments to it.
Non-Actor Characters may have access to personal craft as needed for their situation. When they do, build them using the same rules as Actors. NACs may also combine their ships under the same rules. NACs’ personal craft may or may not be attached to UBU, and therefore may be permanently destroyable as is the case with all Korruk technology.
Non-Actor Characters
Non-Actor Characters each have a Star rating from 1-10. All NACs start with a base of 1 Star in each ability.
Star Modifiers
1 +3 Ability Stars
Two Star 2 Skills, Three Star 1 Skills
2 +5 Ability Stars
Star 3 Skill, Two Star 2 Skills, Five Star 1 Skills
3 +8 Ability Stars
Two Star 3 Skills, Three Star 2 Skills, Seven Star 1 Skills
4 +10 Ability Stars
Star 4 Skill, Two Star 3 Skills, Four Star 2 Skills, Eight Star 1 Skills
5 +13 Ability Stars
Star 5 Skill, Star 4 Skill, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
6 +15 Ability Stars
Skill of each Star rating from 4 – 6, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
7 +18 Ability Stars
Skill of each Star rating from 4 – 7, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
8 +20 Ability Stars
Skill of each Star rating from 4 – 8, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
9 +22 Ability Stars
Skill of each Star rating from 4 – 9, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
10 +24 Ability Stars (all fives)
Skill of each Star rating from 4 – 10, Two Star 3 Skills, Four Star 2 Skills, Ten Star 1 Skills
NACs do not gain species modifiers to Ability Scores, Skills, or Backgrounds.
NACs have Integrity Points equal to (Star + (Fortitude*3 + Health Pool*2)
NACs have 2*Star rating Background Stars, with a maximum Background Star rating equal to their NAC Star rating (to a maximum 5 as is the case for all Backgrounds).
If the NAC is sentient they have PRMs equal to their Star rating. If the NAC is not sentient, they have 1 PRM.
No more than 1 NAC in an Encounter may have the Companion Background, though that NAC may take the Background as many times as they have Stars to do so.
Gaining and Spending Experience
Gaining Experience
For each Encounter in which an Actor participates (Combat, Skill, or Roleplaying Challenge) they gain 2 experience points whether or not they win or complete the Encounter successfully.
An Episode is 3-4 Encounters that are interrelated based on story. For each Episode completed the Actor gains 3 experience points.
For each session in which the Actor participates, they gain 2 experience points.
A Series is 5-10 Episodes that are an interconnected story arc. For each Series completed the Actor gains 10 experience points.
Finally, the Actors discuss the Play of the Game. This is the most notable use of a Skill, a great success, a humorous failure, a great line delivered during a Social Challenge, or something memorable that happened. Spend a few minutes after the game discussing this, and if everyone agrees that one is the best, that Actor gains 2 experience points. If the Actors think that more than one Actor earned Play of the Game, then all of those Actors gain 2 experience points, and potentially all Actors may earn this award. This is to reward roleplaying, not a competition. No Actor may gain more than 2 experience from Play of the Game.
Sometimes, an SG may award Actors a single Star in a Background to represent story achievements, such as gaining +1 Star to an affiliation after performing a great service for an organization.
Spending Experience
An Ability costs 10 x New Star rating experience points to increase by 1.
An Ability Skill costs 3 x New Star rating experience points to increase by 1.
An Attack Skill costs 5 x New Star rating experience points to increase by 1.
A Background* costs 10 x New Star rating experience points to increase by 1.
*These purchases need approval from the Stellar Guide and should be supported by story events and in-game actions. Some Backgrounds, such as affiliations, cannot be raised through experience.
Table of Contents
1. Actor Generation
Actor Generation
All Ability Scores start with 1 Star, and all Skills and Backgrounds start with 0 Stars except for the Resources Background which starts with 1 Star. No Ability may exceed 5 Stars at Actor creation, and no Skill or Background may exceed 3 Stars at Actor creation except for your Species Specialty Skill which may be increased to 4 Stars.
First, choose a sentient species:
Apply species modifiers.
When creating your own species, perform the following steps:
– Add 1 Star to any two Ability Scores (these become the species Primary Ability Scores).
– Choose two Ability Scores as secondary Ability Scores, with the remaining two becoming Tertiary Ability Scores (this is relevant for experience allocation).
– Add 1 Star to any single Non-Attack Skill. This becomes your Species Specialty Skill.
– Add 1 Star to any single Background.
Second, choose an Archetype
Apply Archetype modifiers.
When creating an Archetype, perform the following steps:
– Choose one Primary Archetype Ability. Add 2 Stars to this Ability.
– Choose two Secondary Archetype Abilities. Add 1 Star to each of these Abilities.
– Choose one Attack Skill. Add 3 Stars to that Attack Skill.
– Choose one Ability Skill. Add 3 Stars to that Skill.
– Choose three other Skills. Add 2 Stars to each of those Skills.
– Choose three additional Skills from any of your Abilities. Add 1 Star to each of those Skills.
– Choose two backgrounds. Add 1 Star to each of these Backgrounds.
Third, round out your Actor:
Apply the following modifiers:
– Add a total of 4 Stars to any of your Abilities, distributed however you want (increase one Ability by 4 Stars, increase four Abilities by 1 Star each, or anything in between).
– Add a total of 6 Stars to any of your Skills, distributed however you want (increase two Skills by 3 Stars each, increase six Skills by 1 Star each, or anything in between). These points may be spent on either Attack Skills or Ability Skills.
– Add a total of 3 Stars to any of your Backgrounds, distributed however you want.
Fourth, calculate Integrity Points:
You start with 4 integrity points, then add 2 per point of Fortitude, and add 1 per point of Health Pool.
Finally, choose your equipment:
Select three Skills. You start the game with PRMs for these skills.
Sample Archetypes
Soldier
Abilities: +2 Agility, +1 Strength, +1 Fortitude
Skills: +3 Ranged, +3 Stealth, +2 Health Pool, +2 Melee, +2, +2 Soak Pool,, +1 Athletics, +1 Perception, +1 Intimidation
Backgrounds: +1 Affiliation (Military), +1 Cybernetics
Ace Starfighter Pilot
Abilities: +2 Agility, +1 Fortitude, +1 Judgement
Skills: +3 Piloting, +3 Ranged, +2 Soak Pool, +2 Dodge, +2 Perception, +1 Computers, +1 Health Pool, +1 Engineering
Backgrounds: +1 Affiliation (Galactic Space Force), +1 Fame
Stellar Guardian
Abilities: +2 Judgement, +1 Fortitude, +1 Presence
Skills: +3 Stellar Empowerment, +3 Insight, +2 Persuade, +2 Perception, +2 Perform, +1 History, +1 Health Pool, +1 Soak Pool
Backgrounds: +1 Affiliation (Stellar Patron or an organization associated with your Stellar Patron), +1 Star Chosen
Potentia Animist
Abilities +2 Intellect, +1 Judgement, +1 Agility
Skills: +3 Potentia Animi, +3 Computers, +2 Engineering, +2 Science, +2 Legerdemain, +1 Insight, +1 Dodge, +1 Piloting
Backgrounds: +1 Companion AI, +1 Cognitive Enhancers
True Gravimancer
Abilities +2 Presence, +1 Strength, +1 Fortitude
Skills: +3 Gravimancy, +3 Persuade, +2 Health Pool, +2 Melee, +2 Athletics, +1 Soak Pool, +1 Bluff, +1 Politics
Backgrounds: +1 Contact, +1 Cognitive Enhancers
2. Skill System
Horizon Drifters allows Actors to influence the galaxy around them through the use of Skills. Some Skills are Attack Skills, designed for use during combat. There is one Attack Skill for each Ability Score except Fortitude. The rest of the Skills are Ability Skills and are used to perform tasks or accomplish feats based on their type.
The Skills in this system are somewhat large and encompassing. You do not need proficiency with a wide variety of piloting skills to use any ship, Agility (Piloting) covers all piloting tasks. Strength (Melee) covers all melee weapon usages, instead of learning to use each weapon individually. Attack Skills can be used to perform any task or action listed under those Skills, so someone with at least 1 Star in Intellect (Potentia Animi) can use any of the Potentia Animi actions listed in that entry, without having to spend experience and learn each one separately.
Each Ability Skill covers a wide array of options.
To use any Skill in the game, an Actor rolls the Ability Skill check relevant to the Skill, then adds a number of successes equal to the Ability Score to the total number of successes. This creates a baseline for Actor’s abilities so that someone really smart (Intellect) and who is good at the Computers Skill will always be able to rely on her smarts (Intellect) to get her through many tasks that most people would have difficulty with, even if they have no Stars in that Skill.
Each die pool in the game has a Stellar Influence Die. This die has special properties. On a roll of 1, it counts as a negative success to the current Skill check you are making. On a roll of a 5 or 6, it counts as a success and you may reroll the Stellar Influence Die again, ignoring results of a 1. This may may lead to as many successes as the stars allow. If a check has a result of 1 on the stellar influence die and no successes on any of the other dice, the Actor’s turn immediately ends even if they still had actions available. An Actor may still succeed based on successes added from the Ability Score, but their turn would still end.
There are four types of Skill checks in Event Horizons: ATTACK CHECKS, DC CHECKS, SOAK DAMAGE CHECKS, and OPPOSED ABILITY SKILL CHECKS
ATTACK CHECKS
When making an attack check with an Attack Skill, the first success determines hit, with each success including the first adding 1 point of damage. When performing another use of the Attack Skill abilities, see the specific rules concerning those abilities.
DC CHECKS (DCs)
Many checks require a certain number of successful checks over time to complete the task. Other tasks require a single success. Below is a difficulty table for an idea of how difficult checks should be. In general, checks that require multiple successful checks should be one to two numbers lower than checks that require only a single roll.
DC Type and typical successful candidate
1 Basic. Any species in the galaxy can perform this task nearly every time.
5 Common. A normal wolf attempting to hide.
10 Expert. An experienced pilot with a PRM piloting their personal craft.
15 Advanced. A master artist of close combat, with a PRM, and cybernetics boosting their strength.
20+ Stellar: Only through true mastery can someone reliably achieve such feats.
In the case of a DC Skill check, the Actor rolls the appropriate Skill, including rerolls, then see if they meet or exceed the DC number required for the task at hand. Some Skills may allow a second check immediately, while others may have consequences for failure.
SOAK DAMAGE CHECKS
Whenever a target takes damage, the target gets to roll its Fortitude (Soak Pool) score to reduce damage taken. If the target has no Stars in Fortitude (Soak Pool), the target still gets to add its Fortitude Score as successes to reduce the damage. For each success the target reduces damage taken by 1.
OPPOSED ABILITY SKILL CHECKS
Some Skills are made in opposition to one another. Pulling an item out of the hand of another, hacking a computer while an AI is trying to prevent you from entry, lying to someone, all of these are Opposed Ability checks. Opposed Ability checks are instances where two individuals roll two relevant Ability Skills against one another, with the winner being the target with the highest total number of successes (defender wins ties, in cases where a defender is difficult to determine use the person who required the first check to be made as the aggressor).
SKILL FOCUS
Some Skills require Skill Focus to maintain the effects of. While most commonly affected in Attack Skills, any long term use of a Skill in intense situations would require Skill Focus. Skill focus represents that the individual has devoted their mental energy to the continual use of that Skill. While Skill Focus is in effect, that Actor may not use the Skill being used for anything other than the task at hand, though they may use other Skills. Whenever an Actor maintaining Skill Focus loses Integrity Points, they must make an Attack or DC check with a DC equal to the number of successes on the damaging effect, using the Skill they are using Skill Focus with as the Skill check. An Actor may only maintain Skill Focus in one Skill at a time.
3. Attack Skills
There is one Attack Skill for every primary trait except Endurance: Strength (Melee), Agility (Ranged), Intellect (Potentia Animi), Judgement (Solar Focus), and Presence (Gravimancy). Melee and Ranged each deal their base damage with one success from their weapon, plus one for each success beyond the first. Potentia Animi, Solar Focus, and Gravimancy operate more esoterically. Strength (Melee) and Agility (Ranged) have maneuvers that they may perform as attack actions. A list of some options are beneath each Skill, though you may attempt any feat that you and your Stellar Guide can come up with a mechanic for. Attack Skills for ship combat are discussed in the Ship Combat section. Attack skills range from 0 to 10.
Strength (Melee)
It can be your appendage or a bottle you just picked up, this is the score for melee weapon attacks. Attacks made in this manner deal 1 point of damage per success.
Grapple – If an Actor wishes to grapple an opponent, they may use their action to make a Strength (Melee) Skill check opposed by the enemy’s Strength (Melee) Skill or Agility (Dodge) Skill. For each success the attacker defeats the defender by, the defender takes a penalty to all dice pools (excluding Soak Pool) not targeting the Actor initiating the grapple. To escape the grapple, Actors must make Strength (Athletics) or Agility (Acrobatics) checks to escape, though if they have no Stars in athletics they may still count their strength score. They must achieve the same number of total successes achieved by the aggressor, though they may accrue these over several rounds. Until they do, if the aggressor’s turn comes up again and their opponent is still grappled, they may use their turn to deal damage equal to the total number of remaining successes maintaining the grapple. This damage may not be soaked.
Disarm – an Actor makes a Strength (Melee) check. For each success beyond 2, the target must make a DC check against Strength (Athletics). If the target equals or exceeds the DC, it retains the object. If the attacker wins, it may knock the object 1 square away per success or grasp the item provided they have a free appendage.
Bleeding Strike – You make a brutal melee strike. Achieving 3 successes applies damage as normal after that point, and for each success beyond 3 the target bleeds 1 point of unavoidable damage until they are either healed by a Judgement (Medicine) check equal to the bleeding total. Bleeding effects stack when applying damage, but require individual Judgement (Medicine) checks to staunch. The damage is applied at the end of each full turn.
Agility (Ranged)
This is your ability to use ranged weapons. However, small items can be thrown using this Skill with a base damage of 1 per success dealt.
Ranged Disarm – You attempt to shoot an object out of a target’s appendage. An Actor makes an Agility (Ranged) check. For each success beyond 2, the target must make a DC check against Strength (Athletics) (though the target may use just their Strength score with no rerolls). If the target equals or exceeds the DC, it retains the object. If the attacker wins, they may knock the object 1 square away per success.
Penetrating Shot – You aim for vitals, ignoring armor. Make an Agility (Ranged) attack. For each success beyond 3, the target takes damage as normal but may not soak the damage.
Potentia Animi, Stellar Empowerment, and Gravimancy
These Skills all operate in a similar manner. First, you can use them to inflict damage on a target like using a weapon but you call upon your source of extraordinary power, dealing 1 base damage and +1 damage per success. The Resistance ability skill is used to reduce this damage, as if it were Soak. It can also be rolled to lessen effects of targeting abilities.
Each power can be used at a range based on the Skill’s Star rating.
Skill Star Range
1 10 meters (5 hexes)
2 100 meters (50 hexes)
3 500 meters (250 hexes)
4 Sight within 1 kilometer
5 Sight within 1,000 kilometers
6 Sight within 10,000 kilometers
7 Sight within 100,000 kilometers
8 Sight within 1,000,000 kilometers
9 Sight within 10,000,000 kilometers
10 Sight within a Star System
Some uses of these three Skills require Skill Focus. See Chapter 2, under Skill Focus for more information.
Potentia Animi
Attack – Potentia Animi changes the fundamental probability around them on an electrical level within each atom to draw forth electricity that lashes out at targets within range. Nearly all users of Potentia Animi come from sentient species.
Control Device – You may gain control of a non-Incipient, non-Quak-ree, and any item that is not directly connected to a user (including but not limited to PRMs). The DC for this check is variable, based on the technological level of the device as well as any quantum countermeasures. These DCs are determined by the Stellar Guide on an incident by incident basis.
Comprehend Technology – You can attempt to discern the use of a technological device and how to use it safely. For each success, you learn a property of the device and how to use that property safely (if it can be used so).
Detect Technology – You can detect all technological devices within range of the power. In the case of higher level ranges, this information becomes disconcerting and is often useless. This power may be used at a shorter range if desired. For each success beyond the first you learn one bit of information about one of the detected pieces of technology, though Incipient technology causes a neural feedback to the user when examined with this skill.
Charm AI – The Actor uses their affinity with the quantum realm to affect the quantum nature of an AI to favor them. The Actor makes a Potentia Animi Skill check opposed by the AI’s Intellect (Computers) score. If the Actor ties or exceeds the AI’s total number of successes, the AI remains friendly to the Actor for as long as they maintain Skill Focus on this Skill. A charmed AI views the user as a close friend, but will not do things that are obviously to the detriment of those it considers under its care or are important to it. For example, a charmed ship AI running guns may stop firing on the vessel where the charmer is located, but it would not begin firing on allied ships to protect them.
Quantum Prediction – You look forward into the future. Make an Intellect (Potentia Animi) check. For each success, you may add or remove one success from any ally or opponents’ roll, up to your number of Stars in Potentia Animi, and may continue doing so as long as you have unused successes from the initial check. You may use this ability as long as you maintain Skill Focus and have unused rolls left.
Enhance Technological Missiles – The Actor targets one ranged weapon. It is enhanced for as long as the Actor maintains Skill Focus. Roll an Intellect (Potentia Animi) Skill check. For each success, add +1 to the weapon’s base damage. After each attack made with the weapon, reduce the damage by 1, to a minimum of +1.
Stellar Empowerment
Attack – Like the star you connect to, you produce searing flame with your attack within range.
Detect Life – You detect the presence and amount of life within range of your Skill’s Star. For each success beyond the first, you can attempt to identify a single lifeform’s type, with further successes revealing details about that target. The Actor chooses this target only if they have 2 or more successes.
Stellar Weapon – You manifest a burning weapon that you wield with your Stellar Empowerment Skill. The weapon persists as long as the Actor maintains focus on the Stellar Empowerment Skill. The Actor makes a Stellar Empowerment roll, and for every three successes, choose one ability for the blade to have from the chart below. You must select a different ability before the same ability can be chosen again.
Ability Effect
+2 meter reach The Stellar Weapon can reach targets an additional 2 meters away
+1 base damage Add +1 success to all damage rolls with the Stellar Weapon
+1 burn damage A target of a successful attack takes 1 point of non-soakable burn damage the turn after hit
Contact Stellar Being – You attempt to mentally contact your stellar patron, seeking guidance to a query you ask. For each success, you may ask a yes or no question of your Stellar Patron. You may not use this power again for one week. Uses of this power in the home star system of an Actor’s Stellar Patron cause the Stellar Influence Die to reroll on a result of 4 or higher. The Stellar Patron is not all knowing, but has a sense of everywhere in the galaxy that their light is shining. Answers may result with a response of unknown or unclear.
Heal – You may heal damaged creatures. For each success you heal the target for one Physical Integrity point. Provided they are within range, the Actor can distribute these successes to targets in any manner they please.
Stellar Sight – You attempt to look at some place the light of your Stellar Patron is shining on. For each success, the distance one may target is increased. Places where the light of the star of an Actor’s Stellar Patron does not penetrate, such as inside buildings and underground, cannot be viewed. The distance is relative to the user’s location. If used within the Stellar Patron’s home system, the Stellar Influence Die rerolls on a 4 or better. This ability gives you both sight and sound, despite its name. You may continue viewing as long as you maintain Focus on this Skill. For the first success, you see up to 10 kilometers away. For every three successes beyond that extend to planet, system, sector, quadrant, galaxy, then beyond.
Patron’s Guidance: Make a single Stellar Empowerment Skill check. For each success, you can choose either yourself or an ally to gain an automatic success on their next Skill check (attack or ability). No target may receive this bonus more than once per check. Using Patron’s Guidance requires Skill Focus.
Stellar Flare
You create a number of squares of stellar fire equal to your Stars in Stellar Empowerment combined with your Judgement. For each success beyond the first, any entity in those squares takes one point of damage when they start their turn in the square or pass through it. These squares must all be connected with one another, but may otherwise take any shape. A user may trade in success on a one for one basis to lower the damage by 1 point in exchange for an extra square.
Burning Core
You burn a target with the flame from the core of your Stellar Patron. Make a Stellar Empowerment check, and for each success beyond 4, a target takes a point of damage. This damage cannot be soaked.
Gravimancy
Damage – The Gravimancer uses the sheer pull of gravity to damage people, tearing at the targets with extreme gravity. Through sheer force of personality they have accessed ancient yet distant powers that exist in the greatest of gravity wells within black holes.
Push/Pull – The target makes a Gravimancy check and moves the target a number of squares equal to the number of successes. If the target is moved into another object, both the target and the object take damage equal to the number of remaining squares of movement. Dice can be split up between targets for this check, allowing multiple targets to be moved. A 2 meter sentient can be moved without any additional requirements to a check. For every 2 meters beyond that size, add one success to be necessary to move the object.
Ground – The Actor makes the gravity in one location nearly impossible for those within it to function. For each success beyond the first, Actors move at 1/4th movement speed in the area of effect. While in the area, the Actors take a -1 penalty to all die pools for each success made in the original check to move out or Fortitude (Soak Pool)). This effect lasts as long as the Actor maintains Focus on this Skill. The Actor may create a number of Ground squares equal to their total Stars in Gravimancy. All squares must be connected. An Actor may trade in successes towards negative die pools for an extra square of area of effect on a one for one basis.
Gravitational Flight – The Actor may fly using the forces of gravity to pull them around and allow them to levitate. For each success, the Actor has a fly speed of 2 meters. This ability requires Focus in the Skill to maintain.
Repellent Gravity – You create a field of massive gravitational force pushing things away from you. For every three successes, choose one ability from the chart below. You may not choose the same ability twice in a row.
Successes Effect
+1 Bonus to grapple checks
+1 Die for Soak
+1 DC to hit
Gravity Hammer – The Actor empowers a melee weapon to strike with an enhanced gravitational mass. For each success, add 1 to the weapon’s base damage. For each time the weapon deals damage, reduce the damage bonus by 1, to a minimum of +1. This ability requires Skill Focus.
Pull Object – The Actor attempts to use gravity to pull an object from someone’s grasp. Make a Gravimancy check. The Opposed Ability Skill check DC is the number of successes -1. The target must make a Strength (Athletics) check (though they still add a number of successes equal to their Strength Score if they have no Stars) or have the object pulled up to a number of hexes away from them equal to your rating in Gravimancy. If the user of this Skill has a free appendage, they may have the object fly to their grasp. PRMs have been specifically designed to be immune to this power, though non-PRM based weapons and equipment such as those worn and used by the Korruk are still affected by this ability.
Abilities and Ability Skills
Abilities are the numbers that represent an Actor’s baseline. This is the number of successes that an Actor always applies to Skills in that Ability’s domain. This number starts off at 1 for all abilities for all sentients and nonsentients alike, as well as all NPCs and Actors made in the system. Abilities go from Star 1 to 5, with 5 being complete mastery of that trait that natural life can give you.
Ability Skills are those things that beings have experience with or come naturally to them as is the case with many nonsentients. Ability Skills can be used untrained, but when doing so one simply gets the number of successes with the baseline Ability, and no dice to roll on top of that. Ability Skills, like Attack Skills, go from 0 to 10.
Strength – This represents your physical strength.
Athletics – This is an Actor’s ability with physical activities, such as climbing, swimming, jumping, or lifting. Those who have lives of manual labor are often most trained in this skill, as are those species who are native to environments where climbing and swimming are required. An attached PRM might be an exoskeleton or swimming accents.
Agility – This represents your Actor’s nimbleness and dexterity.
Acrobatics – This is the ability to balance, jump, climb, or otherwise make a check to do something requiring a large amount of physical dexterity. Species that make their homes high in trees or those who are professional gymnasts are those most likely to be trained in this skill. An attached PRM might be a gyroscope that helps you keep balance or a neurolink device that amplifies natural balance..
Dodge – This is your ability to get out of the way. During combat, you can choose to use your dodge Skill and raise the difficulty to hit you by 1 for each success. Those who have experience in combat in some form are most likely to develop this skill. An attached PRM might mean the character shifts very quickly, or sets up a holographic decoy.
Legerdemain – This is your ability to pick pockets, pick a non-technological lock, sleight of hand tricks, and other tricks requiring feats of extreme manual dexterity. For Opposed Ability Skills, roll against Judgement (Perception). A thief or an illusionist (street magician) are the most likely people trained in this skill. With an attacked PRM there might be an automated limb that effortlessly takes items from a target’s pocket when you pass by, or a device that makes the coins you throw into the air turn transparent mid flip.
Piloting – This is your ability to pilot starships and other vehicles. Many, many people throughout the galaxy are trained in this skill, from farmers piloting industrial agricultural equipment on countless planets to many Horizon Drifters who choose not to rely on AI for piloting in their personal craft. An attached PRM might be a neural halo that allows the pilot to control their ship without their limbs, or even a direct link that plugs directly into the ship’s systems.
Stealth – This is your ability to hide from detection. This may not be just hiding from sight, but tailing someone or blending into a crowd. Assassins and detectives are both individuals that often are experts in this skill. An attached PRM might be a chameleon suit that blends you in with your surroundings or a device that allows you to change your features to blend in with a group.
Fortitude – This is your physical constitution, and general physical health. (2points of Physical Integrity per Star, everyone starts with 4 Physical Integrity base)
Health – This determines both Physical Integrity with 1 point of Physical Integrity per Star. Everyone in the galaxy has some level of this skill, though PRMs cannot be attached.
Soak Pool – These dice help mitigate the physical damage you take during combat from the Melee and Ranged attack skills. Anyone who sees danger finds a need for this skill. An attached PRM could be anything from armored skin to shields.
Resistance – These dice mitigate damage against Stellar Empowerment, Potentia Animi, and Gravimancy attacks. An attached PRM might be a field that disrupts such attacks.
Intellect – This is how smart your Actor is.
Computers – This is your ability to use computers. From programming to hacking, finding files or information, this is the Skill that covers everything computers. Those who adept in the cyber world such as hackers or system administrators to even ship comms officers are some of those who frequently use this skill. An attached PRM could be glasses that link to your mind and have a heads up display to a more traditional tablet.
History – This is your knowledge of galactic history. For each point taken in this Skill, choose one faction, organization, system, species, Stellar Patron, or other item of interest that has a large body of work surrounding it. On rolls in those topics, the Actor ignores 1’s on the Stellar Influence Die and rerolls on a 4, 5, or 6. Historians and diplomats are trained in this skill. An attached PRM might be a neuro-index on the topic at hand to a tablet that contains the data.
Politics – This is your knowledge of and ability to manipulate politics around you. Having this Skill allows the user to both understand the political machinations of a political body and potentially influence it through their actions, provided they have access to power or legitimacy within the political body. While every politician is trained in this skill, many regular people have some ability due to having to navigate various galactic bureaucracies. An attached PRM might be eye-displays that list motives and backgrounds of those around them in the political body to a datapad with all of the information about the governing system there for reference.
Engineering – This is your ability to repair things and work with the hardware of technology. Those who work with technology are those most likely to be trained in this skill. An attached PRM are usually some form of tools usable by the owner.
Science – This is your general knowledge of science such as biology, psychology, sociology, physics, or astroneurology. Those studying the Incipient artifacts are often the most sought after users of this skill in the galaxy. An attached PRM could take the form of any number of analyzing devices to determine data about an environment to databases of knowledge about science.
Judgement – This is your observational and intuitive nature.
Insight – This is your Actor’s ability to discover the general emotional sense of a target, or whether or not someone is lying. It opposes Presence (Bluff), but unless someone is actively using that Skill a single success is enough. Diplomats and human resources personnel are among those who are often trained in this skill. An attached PRM might be a device that analyzes species communication expressions or a device that monitors vocal tones for deception.
Medicine – This is an Actor’s ability to perform medical actions. Doctors and nurses are those most commonly trained in this skill. There can be much overlap between this skill and science related to life forms. An attached PRM might be a medkit or an instant-DNA reactor. You can make a Judgement (Medicine) with an attached PRM to heal an individual. They receive 1 Physical Integrity Point for each success. This cannot be used on the same target again for one minute.
Perception – This is your ability to notice details, from clues to the person sneaking in the corner. To notice something hiding you need to roll enough successes equal to the successes of the hiding target. An attached PRM might be special lenses that allow one to see great distances or minute details, or a heads up display that alerts its user to movement.
Presence – This is your power of personality.
Barter – This is the Skill used to negotiate contracts, sales, purchases, and anything else that requires two parties to come to terms over a transaction. An attached PRM could be a datapad that has values or services databases or direct access to records.
Bluff – This is your ability to deceive. It is opposed by Judgement (Insight), provided the target decides to make a Skill check. Most people lied to never even think to question the liar if the lie makes enough sense or is irrelevant. Big lies require big checks.
Intimidate – This is your ability to scare someone, either into submission or to cause fear. Generally, targets of an intimidate check view the user negatively in future encounters. An attached PRM might be voice modulators that make the actor’s voice resonate in the skulls of sentients that have skulls or a powerfully menacing outfit.
Performance – This is your ability to sing, play instruments, write poetry, paint, or whatever other artistic endeavor your Actor desires to follow. For each Star in this Skill, choose one form of performance you specialize in. On rolls in those art forms, the Actor ignores 1’s on the Stellar Influence Die and rerolls on a 5 or 6. An attached PRM could be any form of instrument or costum you can imagine.
Persuade – Actors use this Skill through words to get individuals to come to their way of thinking. See Changing NPC Attitudes. An attached PRM could be a voice and eye control device to make the actor more appealing or even elaborate clothing.
5. Backgrounds
These are traits that represent people who owe you favor, your amount of money, ownership of a ship, membership in an organization, notoriety, or other features that are not a part of the Actor themselves.
(* – may be chosen more than once, each one represents a separate entity)
Affiliation * – This is your membership in an organization, anything from a military group to a corporation, crime syndicate, and everything in between.
Star Effect
1 Other members of the organization react positively to you, and may offer you a safe haven for free or a modest price.
2 You’ve achieved a small measure of success within your organization. Members beneath you in the organization will take your orders (provided they are not outside the norms for that individual).
3 You’re among the lower leadership for your organization. Lower Staring individuals immediately follow your directions provided they are in line with the organization’s philosophy.
4 You are among the upper echelon of leadership for your organization. You may have entire systems and regions under your direct control with minions spread out across systems doing your bidding.
5 You are among the actual decision makers of your organization, potentially even the one in charge. Lower Stared Actors are constantly trying to appease you to gain promotion within the organization, and you probably have a personal retinue of specialists that travel with you based on the type of organization you are a part of.
Furthermore, every Affiliation has an Affiliation Reach Star unrelated to your Star in the Affiliation background.
Star Power
1 Their reach is small, a city on a planet or a single space station.
2 Their sphere of influence stretches throughout an entire solar system.
3 Their reach has spread throughout a star cluster of dozens to even a few hundred or more star systems.
4 Their reach extends across hundreds to thousands of systems.
5 This organization is known galaxy wide, and has an immense amount of galactic influence.
Celebrity – You are well known for some element of the performance Skill, be it for singing or painting or any combination of things you can come up with for your Actor. When recognized by an NPC, the Actor may roll their Celebrity Background. For each success increase their view of your Actor. If there is a Stellar Failure, they simply do not care for your type of artistry or fame, but you don’t lose favor with them.
1 People across one city are enthusiastic fans of your work.
2 People on one planet are fans of your artwork.
3 The sentients of one system are ardent supporters of your work.
4 Beings from an entire quadrant of the galaxy have come to cherish your work.
5 You are a galactic wide name.
Cognitive Enhancers – This background allows you to increase your cognitive abilities. For each point of Cognitive Enhancers, increase a mental Ability Score by one. For purposes of raising an ability modified with Cognitive Enhancers, ignore the background’s bonus Star(s) when determining experience point total for raising Ability Scores to the next Star. An actor must choose a different mental ability before choosing the same one again in the sequence.
Companion* – This is a loyal servant that follows you around. This may be a guard animal, a singing drathomaak from the red swamps of Duromere, a loyal bodyguard, a sibling, a drone, whatever you can imagine. Below are the rules for their creation based on Star. All Companions, sentient or nonsentient, have UBU.
There may be a number of companions in a party equal to 6 minus the total number of party members, so in a party of 3 Actors could have 3 companions among them, but in parties of 6 or more, no companions may be taken on active Episodes.
1 +3 ability, +2 attack Skill, +2 one ability Skill, +1 two ability Skills, +1 background
2 +5 ability, +2 attack Skill, +2 two ability Skills, +1 three ability Skills, +2 backgrounds
3 +7 ability, +3 attack Skill, +3 one ability Skill, +2 two ability Skills, +1 four ability Skills, +3 backgrounds
4 +9 ability, +3 attack Skill, +4 one ability Skill, +3 one ability Skill, +2 two ability Skills, +1 four ability Skills, +4 backgrounds
5 +11 ability, +4 attack Skill, +5 one ability Skill, +4 one Skill, +3 one Skill, +2 three Skills, +1 five Skills, +5 backgrounds
Companions do not get the base 4 Integrity points and instead get (Star-1) as the base total, but then gain them as normal at a rate of 2 per Star of Fortitude and 1 per Star of Health Pool
Companion AI* – A companion AI is an AI that is located in a device that the Actor keeps on their person. As such, the AI can perform any Skill it is trained in while plugged in. Companion AIs may not learn Attack Skills. This background may be taken multiple times, with each background representing a separate AI. A companion AI has only Intellect, Judgement, and Presence. All abilities start at 1 Star. They may not take attack Skills, but may use their Intellect (Computers) to operate any vehicle or starship weapon they can access, and may also pilot the machine if given permission.
Star Effect
1 +3 ability, +3 Intellect (Computers), +2 one Skill, +1 two Skills.
2 +5 ability, +3 Intellect (Computers), +2 two Skills, +1 three Skills
3 +7 ability, +4 Intellect (Computers), +3 one Skill, +2 two Skills, +1 four Skills.
4 +9 ability, +5 Intellect (Computers), +4 one Skill, +3 one Skill, +2 two Skills, +1 four Skills
5 +11 ability, +5 Intellect (Computer), +5 one Skill, +4 one Skill, +3 one Skill, +2 three Skills, +1 five Skills
Contact * – This is someone the Actor can go to for information. Each contact has their own Actor sheet with changes as noted based on Star.
Star Effect
1 A standard Actor built like a starting Actor for the game.
2 That Actor gets +50 experience points to spend on their sheet
3 That Actor gets +100 experience points to spend on their sheet
4 That Actor gets +150 experience points to spend on their sheet
5 That Actor gets +200 experience points to spend on their sheet
Cybernetics – This is your ability to enhance your physical Ability Scores. For each Star of cybernetics, increase one of your physical Ability Scores by one. Actors must pick a new ability selecting an ability that was just chosen.
Exceptional Skill – For each Star you take in this background, choose an associated Skill. You add +1 to die pool rolls made with that Skill. You cannot take the same Skill twice in a row with this background, though you can take a Skill again after taking another Skill. Thus, an Actor could get +3 to one Skill and +2 to another Skill, or +1 to five Skills, or any combination as long as no one Skill is increased consecutively.
Fame/Infamy – You are known for some great act of heroism, sacrifice, or other noble gesture, to others you are known for being associated with something nefarious or for participating in some dastardly deed.
For those who view you as Famous, you may make a Fame check and increase the Party View Star by 1 for each success above the baseline, provided the target views the act the Actor is famous for favorably.
Those who recognize you as infamous give you a wide berth and no small measure of respect. Whenever someone has a chance to recognize your Actor, you roll your Infamy Background, and consult the chart below.
Successes Effect
1 Wary. The NPC avoids any conflict.
2 Worried. The NPC attempts to calmly leave the area, within reason.
3 Afraid. The NPC is complacent and seeking any way out.
4 Frightened. The NPC is visibly scared and willing to do anything to escape or survive.
5 Terrified. The NPC begs openly for its life, whether or not it has been threatened.
Mentor – This is the person who set you on your way and has been a guiding force in your life. They offer advice when they can, and potentially in dire situations (at the DM’s discretion) more direct aid. A mentor has their own Actor sheet.
Star Effect
1 A standard Actor built like a starting Actor for the game.
2 That Actor gets +50 experience points to spend on their sheet
3 That Actor gets +100 experience points to spend on their sheet
4 That Actor gets +150 experience points to spend on their sheet
5 That Actor gets +200 experience points to spend on their sheet
Nobility – The Actor’s family is of noble stature. This does not grant access to resources or assistance on anything for the Actor outside the reach of their home star system. None of these Stars imply sole rulership of any of these regions. It represents the sum total of your family’s control. Star 4 and Star 5 of this background can be revoked by their respective councils. It is assumed that the Actor with Star 4 or 5 in this background has an available seat at those bastions of noble power.
Star Effect
1 Your house’s domain is a populous city or region on a planet.
2 Your house’s seat of power is a planet, as well as the previous trait
3 Your house’s region of control is an entire star system, as well as all traits below.
4 Your house has a seat at your quadrant’s noble council, as well as all traits below.
5 Your house haa seat at the galactic noble council, as well as all traits below.
PRMs – You have acquired through some means additional PRM (Personal Resource Modules). These PRMs are in addition to any others that you have from another source.
Star Chosen – A specific star has taken a special interest in you, and from its burning core guides your actions. For each Star in this background, you may reroll one roll of your choice per Episode.
6. Combat Rules
Combat is divided up into 2 types, Personal Combat and Ship Combat. Ship Combat uses the same rules for both Planetary Vehicles and Starships, where Personal Combat is scaled for individual beings acting and moving individually.
PERSONAL COMBAT
Combat is divided up into six second Scenes. Each participant in the scene is an Actor and gets one Act each scene. In each Scene, Actors and NPCs get one Act in the Scene, then the process starts over the next Scene as the story is played out to its conclusion.
To determine initiative at the beginning of combat all participants choose and roll any Attack Skill they choose like a normal check, going in that order rolled from highest to lowest, but slots belong to each side, not the individual roller. Thus if it’s Actor1, Actor2, enemy 1, Actor 3, enemy 2 then Actor 3 could act first if the party decided so, and enemy 2 could act in enemy 1’s slot if the Stellar Guide decided so. This makes combat more dynamic. The roll is made once at the beginning of the combat scene. Participants can take different turn orders round to round.
During their Act in a Scene, an Actor may use a Skill, move 8 hexes,, or do any combination of those two things. They may speak freely during this time, but the Stellar Guide should keep this within limits.
An Actor uses an Attack Skill to make an Attack check. Like all Skill checks, the corresponding Ability Score determines a base line number of successes, while the Stars in the Ability Skill determine the number of dice rolled for the pool. The first success applies the base damage of the weapon, and successes beyond the first add 1 point of damage to the total attack per success.
When an Actor takes damage from melee or ranged, they make a Soak check. This is done by making a Soak Pool check, with Fortitude adding a number of successes equal to its Star. However, if an Actor has no Stars in Soak Pool they may still apply their full Fortitude Ability Score. For each success achieved reduce the damage taken from the attack by the Actor by one.
If an Actor is attacked or targeted by Potentia Animi, Stellar Empowerment, or Gravimancy they go through the same process but instead roll the Resistance ability skill.
An Actor may take the Dodge action as well. In this case they roll their Dodge Skill, and then add their Agility score Star in successes. If an Actor has no Stars in dodge, they may still use their full Agility score as successes for this check. For each success the Actor achieves, hostile enemies targeting the Actor only apply damage if they surpass the total rolled number of successes, and applying damage as normal for successes beyond the DC. This applies until the beginning of the next round.
An Actor has a certain number of Integrity Points. Judgement (Medicine) checks with PRMs for the Skill will return these at a rate of 1 per success, as can Stellar Empowerment, otherwise they return at a rate of 1 per Star of Fortitude a minute after ten minutes without incurring Integrity Point damage.
If an Actor is reduced to 0 Integrity Points, they and all of their PRMs disappear and begin the process of being reassembled in a Quak’rii UBU facility. Ships which are in use have their AI make judgement about initiating the process, making sure missions are completed and that other crew is not stranded as priorities.
PLANETARY VEHICLE AND STARSHIP COMBAT
Like regular combat, Actors choose when they take their turns, though the pilot has the decision on when movement takes place and priority of action if they choose.
Piloting, Computers, or Engineering can be added as skills for initiative in craft based combat.
There are three roles in space combat: Pilot, Captain, and Crew. On a single person craft the Pilot and Captain are the same member, and the crew is represented by the ship AI, though the pilot may still perform a Crew action.
The Pilot
The Pilot is in charge of moving the ship, and is the one with the ultimate decision on where the ship goes.
The Captain
The Captain is the one who uses the communications on the ship to deal with other entities, or encourages the crew onward. On some ships, the Pilot and the Captain perform the same role. The Captain is the one who has priority with any social Skills used between ships, such as Intimate, Persuasion, or Bluff. Sometimes a Captain may even be called to make a Politics check. This role focuses on all social interactions coming from the ship.
If they are making no social check in a round, a Captain may perform any Crew Skill or switch places with the Pilot.
The Crew
The Crew role represents anyone else aboard the ship that is making checks. Captains and Pilots can make all of these checks, though if the pilot does either the ship’s AI must take over control of movement or the rules for an unpiloted ship come into play.
A Pilot may move their starship up to its movement speed on the hex grid.
An Actor may attack using their attack skill with a relevant PRM plugged into the craft.
An Actor may make an Intellect (Engineering) check to run nanite bots that fix problems on the ship. An Actor makes an Intellect (Engineering) check and fixes one point per success. Alternatively, the Skill can be used to repair other systems as necessary.
A pilot is always considered maneuvering when actively piloting a craft. Should they cease active piloting and no autopilot is engaged, the ship continues in its last direction moving at the same speed it moved during the previous round, provided there are no gravitational forces in the area.
All starships have wormhole engines.
Ships of the Same size can form a squadron. A squadron acts as a single unit in combat, increasing its base damage by 1 per two members of the squadron beyond the first, up to nine. Vehicles may also form squadrons under the same rules, provided they are all the same Star and environment type suited to where the squadron will be acting. When a squadron takes damage, the leader assigns which ship in the squadron takes the damage. The squad makes a single Attack check, using the leader’s attack Skill. For each success rolled beyond the first apply the squadron’s bonus damage.
Aside from these rules, Agility (Piloting) Intellect (Engineering), and Intellect (Computers) can be used to perform a number of combat maneuvers in ship combat.
Agility (Piloting) Maneuvers
Target Shields – Instead of trying to damage a ship, you attempt to weaken or disable its shields. You make an attack check against a ship’s shields. Instead of damage, you disable a portion of a ship’s shields. Make an Attack check as normal, and for every success beyond 2 you disable a one point of the ship’s available shields. The Intellect (Engineering) check DC to restore the shields to functionality is the total number of successes achieved on the check, though successes can be accumulated over multiple rounds.
Target Weapons – Instead of trying to damage the ship, you attempt to disable the weapons systems on it. You make an attack check against a weapon or weapons system. Instead of damage, you disable a single weapon. Make an Attack check as normal, and for every five successes you disable a weapon. The Intellect (Engineering) check DC to restore the weapon(s) to functionality is the total number of successes achieved on the check, though successes can be accumulated over multiple rounds.
Intellect (Computers) Maneuvers
Hide Ship – You make a check to hide your ship. Your ship is no longer automatically known to other vessels. During this time the ship can only move 3 hexes a round, and a ship scanning may discover a hidden ship if they roll more success than you achieved in the original Hide Ship maneuver. Firing weapons, opening a wormhole, or sending communications make your ship visible again on nearby enemy screens.
Jam Communications – You attempt to prevent another ship from making transmissions. You make an Intellect (Computers) check. If you succeed the ship is automatically cut off. It takes an opposed Intellect (Computers) check to break through, with the ship being jammed acting as the defender.
Scan – You attempt to scan a ship. Unless they are actively using Hide Ship you determine ship type, weapons armament, number of passengers, defensive capabilities, and general type of cargo. If used to detect hidden ships, this check must beat the Hide Ship check of the opposing ship.
Intellect (Engineering) Maneuvers
Boost Shields – You attempt to divert power to make the shields more efficient. Make a check. For every five successes, you increase your ship’s shield maximum dice pool by 1. This may increase a ship’s shields beyond 5 dice for the pool. This use requires Skill Focus.
Boost Thrusters – You divert power to make the ship faster. Make a check. For each success, increase the ship’s speed by 1 square. This increase remains as long as Skill Focus is maintained.
Boost Weapons System – You divert power to make a weapon on the ship more powerful. Choose a single weapons system. Make a check. Increase the base weapon damage by 1 for each success. This damage is reduced by 1 per shot taken after the first, to a minimum of +1. This Skill requires Skill Focus to maintain.
Attack Skill Actions
Target Shields – Instead of trying to damage a ship, you attempt to weaken or disable its shields. You make an attack check against a ship’s shields. Instead of damage, you disable a portion of a ship’s shields. Make an Attack check as normal, and for every two successes beyond 2 you disable a one point of the ship’s available shields. The Intellect (Engineering) check DC to restore the shields to functionality is the total number of successes achieved on the check, and though these can be accumulated over multiple rounds..
Target Weapons – Instead of trying to damage the ship, you attempt to disable the weapons systems on it. You make an attack check against a weapon or weapons system. Instead of damage, you disable a single weapon or several weapons of a linked weapons system (but not two unlinked weapons). Make an Attack check as normal, and for every success beyond 2 you disable a weapon. The Intellect (Engineering) check DC to restore the weapon(s) to functionality is the total number of successes achieved on the check, though successes can be accumulated over multiple rounds.
SCALING
Actor scaled weapons gain an automatic two successes when targeting a craft sized.
A craft soaks twice as much damage rolled from Actor scaled weapons and deals twice as much damage rolled to Actor based targets.
CIVILIZATION SAVER
All ships in the galaxy must have devices that prevent their weapons from firing in populated centers. No one anywhere in the galaxy is exempt from this requirement. Even the Horizon Drifters, the people who are at the heart of each conflict in the galaxy, are not permitted to have ships without such protections. Possession of such a craft in a place with a population center can result in a sentient being put into cold stasis for one thousand years.
7. PRMs
Personal Replicator Modules
Equipment in Horizon Drifters is less about having a golf bag of equipment with the right tool for the job but rather you having equipment that represents how you see your Actor. The level of technology in the setting is as far as the imagination can go. Equipment is more for flavor of how you want to use your Skills to be used and make your attacks.
The galaxy exists in an excess resource economy. Basic goods and services are largely free all throughout the galaxy, and the needs of each individual is based on a system of meritocracy.
Each sentient in the galaxy is given a set amount of Personal Replicator Modules (PRMs), which allow them to create any item they may need to use based on their level of Skill. A PRM acts as gear of a Star appropriate to the Ability Skill the gear is designed for. Turning a PRM from one piece of gear into another takes one minute per Star of the new piece of gear being created. A PRM will only turn into an item up to the maximum Star of its owner’s relevant Ability Skill, and only work for the owner.
PRMs cannot be traded or transferred, and will return fully with UBU. PRMs cannot be disarmed, as when they form they create a special connective field between themselves and their user.
Gear
Star Effect
1 +1 Die Pool
2 +1 Base successes
3 +1 Die Pool
4 +1 Base successes
5 Stellar Influence Die successes count as 2 successes.
6 +1 Die Pool
7 +1 Base successes
8 +1 Die Pool
9 +1 Base successes
10 Stellar Influence Die successes now count as 3 successes. Ignore results of 1 on the Stelar Influence Die.
8. Personal Craft
Each Horizon Drifter has a personal craft. This craft takes ten minutes to form, and can be reformed any time a Horizon walker chooses to do so. It can take up space between 4 meters wide and long and as much as 12 meters wide and long. This craft takes the shape and proportions of the Horizon Drifter it is given to each time they form it. These ships can operate independently, and in any environment. Ilchari ships as well as other living ships do not have this ability and instead retain a single, growing form.
From mechanized armored suits to Starfighters to freighters to even simple but powerful tanks, the legions of ships the Horizon Drifters use are as diverse as the Drifters themselves, and as adaptable as the force is.
The craft has a base 10 Physical Integrity Points. The craft also has four attributes, Hull, Shields, AI, and Engine. Each attribute starts at one, then the owner adds two points. After that, the owner chooses one of the following skills. Melee, Ranged, Piloting, Computers, Engineering, Potentia Animi, Stellar Empowerment, or Gravimancy. For each Star in the Skill, add another point to the craft.
HULL – Each point adds 3 Integrity Points to the craft and one point of damage reduction for soak checks, as if Fortitude.
SHIELDS – Each point adds two points of soak dice for damage reduction checks, as if the soak skill.
AI – The AI has an Intelligence of rating with computers of 2x rating, and can perform any crew task with that computer skill.
ENGINE – Each point increases the craft’s speed by 1 hex. Base speed is 8 hexes.
Weapons – Each personal craft can utilize any weapon skill that has a PRM plugged into the ship from the user. Ships can materialize rail guns, laser axes, star beam cannons, gravity pulses, and quantum ruptures, whatever the player can imagine.
9. Stellar Guide Section
Sections
1 Running the Game
2 Setting
3 Civilizations
4 Settlements
5 Space Station
6 Social Interactions
7 Gravity
8 Universal Back-Up (UBU)
9 Encounter Building
10 Spending and Gaining Experience
11 Personal Replicator Modules (PRMs)
Running the Game
Horizon Drifters is more about roleplaying than it is about just killing enemies for stuff. It is a game of galactic intrigue, where simply killing an enemy is often not enough to stop them, only delay them. Death for those who choose so is merely an inconvenience, with minimal to no degradation for those who can afford such things.
The game progresses through three types of encounters: Social Encounters (roleplaying encounters), Skill Encounters (those requiring Skill checks to overcome), and Combat Encounters (those requiring combat). Sometimes a combat will transition between two or more encounters over the course of a single scene. A number of Encounters strung together in a coherent story is an Episode. A group of Episodes with an overarching storyline that comes to a conclusion is a Series. An entire collection of all series and Episodes run by a Stellar Guide for a group of Actors is a Campaign.
You are the Stellar Guide (SG), and everything in the galaxy that isn’t your Actors is you. Your job is to guide everyone through the experience to escape our everyday reality and have fun in your imaginations. Every enemy, every ship, every Stellar Patron, is you. You have to decide how every different aspect interacts with your Actors. Don’t let that overwhelm you, though, it’s a lot easier than it looks.
The most important thing for a Stellar Guide is the ability to think up and tell a story, or to tell one of our stories created within our system. These rules won’t tell the story; that is your job. There is an entire Milky Way galaxy to explore and inhabit with creations of your choice. Go nuts! Your imagination is the limit!
While what we produce we try to keep within the realms of plausibility based on current understandings of xenobiology (hardly a definitive science), nothing prevents you from making a race of single celled creatures who are incredibly social and communicate through pheromones.
Science has surpassed magic in this system. Travel between systems is instantaneous. Death is optional. In many empires, people live in true utopias only fearing outside aggression. You want a hollow planet? Go ahead, stat it out. Make special properties so that gravity also allows the hollow planet to operate inward out, and you’ve got twice the land mass to play with!
You are the galaxy your Actors will explore, so make it the galaxy you want!
When running Episodes and Series that are not your own, start by reading the Introduction aloud, or perhaps having one of the Actors read it. This will explain the scenario that the Actors are in and what this particular Episode is about, as well as tying in or recapping any relevant Episodes in a Series.
After this, lights, camera, action! The next part will be some sort of challenge chosen from Skill Challenge, Roleplaying Challenge, Combat Challenge, or Space Combat Challenge. Sometimes one will turn into another, and sometimes there will be one type of challenge taking place during another. This will be explained in the text, along with what information or events are relevant to the Challenge. Then, you as the Stellar Guide have to analyze and narrate that information into a story to tell to your Actors that explains why they are partaking in that particular Skill challenge. Sometimes it’s easy, they are in a Combat Challenge because people burst in and are attacking them in the opening scene. Other times, if Actors feel stuck, you may offer them clues or tips or even just straight up advice from any companion, contact, or other NPC that the Actors have access to.
The game is meant to be a series of impactful and interrelated scenes. You do not need to spend time determining how long and all the processes for travel most of the time, just say, “You get there,” when the party decides to go somewhere. Usually, this will lead to another Challenge.
Depending on the group or your time, you might want to play a short episode (30-45 minutes, 3-4 Challenges), or a long episode (more than an hour and a half, a dozen or more Challenges), or even an entire Series (4+ interconnected Episodes, many challenges with breaks for experience at the end of each Episode) in one sitting
But keep in mind, your Actors are there to act and you are a Guide for this experience. Think of yourself more like the director of a movie, but let the action take you where it does If the adventure has planned a careful scenario and the Actors decide on a radical approach, just come up with some numbers and narrate it!
Try to keep the numbers based on difficulty, but don’t try to make them so hard they can’t succeed. Your Actors want to see their actions come to fruition, and this is a group effort, though you are the director keeping everyone on task and momentum going.
Setting
Horizon Drifters is set in the middle of a galactic conflict with begrudging alliances and an implacable foe bent on total domination. Noble houses vie for territory and corporations seek trade alliances with any who might increase their profit margins. Remnants of an ancient, unfathomable sentient species can be found everywhere, found in or on floating rocks in asteroid belts and deep beneath the oceans of planets. Countless sentient species exist within the stars, with countless more yet to be discovered. Technology, sentient stars, species learning to control the fundamental forces of the universe with their minds… the galaxy seems to have every type somewhere within its bounds.
The current age of the galaxy, known as the Age of Eternal Return, has gotten its name from UBU essentially eliminating death for those who choose it. However, due to the threat of a species that is nothing but clones of one member of that species endlessly pouring out into the galaxy it is a time of war.
This war, because though UBU the collective defenders against this incursion keep returning and there seems to be a never ending supply of these clones and their gear, has become known as the Endless War. Many species force all of their members to spend a certain amount of time committed to the Endless War per century, such as the Ilchari’s mandatory 10 years of eveny 100. Service is not always military in nature, and is most often suited to the skills of the “volunteer”, though those with combat skills are utilized as such.
Actors are encouraged to make their own Archetypes, Species, Affiliations, whatever it is that they desire. The only limits are the imaginations of the Stellar Guide and the Actors.
Civilizations
Each civilization in the galaxy has a reach. That reach depends on a variety of things that are often subject to change.
Star Size
1 Influence in one star system.
2 Influence in a cluster of stars.
3 Influence in a spiral ring of the galaxy.
4 Influence in a quadrant of the galaxy.
5 Galaxy wide influence.
Settlement
Settlements are any place where a group of sentients have a permanent habitat. The basis of a settlement Star is entirely on population, and not based on technology or ability of the populace.
Star Size
1 2-1000 sentients
2 1001-10.000 sentients
3 1001-10,000 sentients
4 100,001-1,000,000 sentients
5 1,000,001+ sentients
Social Interactions
Party View
All NPCs have a Party View. This is determined by either the Stellar Guide or the premade Episode being run.
Stars Effect
1 Murderous
5 Confrontational
10 Indifferent
15 Friendly
20 Awestruck
These are guidelines that are specific to the situation and determined by the Stellar Guide. For example, a hostile NPC might not attack the PCs, but they may give them bad information about their queries such as neglecting to mention that where they are headed is under quarantine for a viral outbreak that affects even those with UBU protections. Likewise, a helpful shop clerk might offer to tell the Party about secrets about the local criminal syndicate, but would be extremely unlikely to join the Party for the assault on the Syndicate hideout.
Certain Skills and backgrounds can influence the NPC Attitude Star. Performing a successful task or favor for an NPC raises their Party View Star by 1, unless the Party or a member has committed some egregious slight against the NPC, such as killing a friend of the NPC’s, attacking or robbing them, or other such crimes or actions. At the Stellar Guide’s discretion, a great act to aid the NPC may overcome this barrier, but that is entirely in the hands of the GM.
An Actor can make a Persuasion check to change the attitude of an NPC one Star higher on the chart. The base DC for the check is the 15 – the NPC’s current view of the person making the check. The DC is based on a variety of modifiers, listed below. A success moves the NPC’s attitude towards the PC’s by a number equal to the number of successes they exceeded the DC by, to a maximum of five total per Scene, regardless of checks.
During a Combat Challenge, where there are many Scenes quickly, no one target can be affected by this effect more than once until the combat has ended.
Below are a list of common modifiers, thoughthe Stellar Guide can apply any modifiers they choose.
-1 Same species
-1 Same affiliation
-3 lower Star in same affiliation
+2 You’ve harmed someone friendly to the target
+3 You or allies are in active combat with the target
+4 You or allies have killed a member of the target’s group
+1 Your species or affiliation are opposed to the target’s
-1 A gift or favor is given
-3 A large gift or favor is given
-1 per Star of recognized and liked Actor celebrity status
+1/-1 per Star of infamy that is recognized based on NPC’s perceptions
+2 per sentient beyond the first trying to be influenced
Gravity
Gravitational bodies have a Star of 1 to 5. Nearly all sentients come from a Star 3 planet and is most often the artificial gravity setting for most places. When in a place of lower gravity than your natural gravity, add one success to any Strength checks made and subtract one from agility under these circumstances. For each step above 3, subtract one from all Strength checks but add one to Agility checks. Gravimancers add 4 success to all Gravimancy Skill checks success for each Star above 3. A gravimancer on a Gravity Star 5 planet is truly a force to be reckoned with.
Universal Back-Up (UBU)
Every citizen who wants it is given Universal Back-Up (UBU), a system supposedly designed and maintained by the QuakRii. When a citizen with UBU dies, their cognition and stored atomic structure, along with all of their possessions, disappear and are rematerialized and reconstructed at a Quak’rii UBU facility. More important individuals have a faster return. Typical members of the galaxy come back in approximately one week’s time.
UBU also has the effect of keeping everyone healthy and free of sickness. The system provides breathable atmosphere and sustenance to its user in nearly any environment, including the vacuum of space, for up to a full month before the user will have UBU triggered when the system finally fails, or they command it to before.
UBU also has the effect of making those who have it very mobile through a number of enhancers. As such, all Actors in Eventer Horizons with UBU have a base speed of 16 meters. Most other sentients without UBU have similar technologies, and only nonsentients can have a speed lower than this.
UBU also acts as a universal translator, able to turn sound, sight, pheromones, or nearly any other form of communication into something that those with UBU can comprehend through their own adaptive sensory organs.
UBU is a series of subatomic nanites that permeate every single atom of the Actor’s corporeal form (adaptable to gaseous sentients as well). They create wormholes connected to the Quak’rii UBU network that exists across the galaxy, and when the signal triggers fatality or the user activates it by thought, the process is activated and the wormholes transform all of the atoms of the body into an energy field that is then reconstructed in a healthy form of the body, with full memory of the encounter.
Encounter Building
To determine an appropriate encounter, first determine the average party attack Skill by averaging out the attack Skill for the party. This is the Party Star. This starts at Star 3. For every Actor less than 3 in a party, reduce the Party Star by 1 for encounters. For every 2 Actors beyond 3, add 1 level to the Party Star.
A party can take one enemy of a Non-Player ActorsStar above them, two of equal level, 3 of a level one lower, 6 of a level 2 lower, 10 of 3 Stars lower and 15 of 4 Stars lower. Non-Player Actors can be mixed and matched, for example you could have against a Star 3 party a Star 3 Non-Player Actor and 5 Star 1 Non-Player Actors. Round up for Non-Player Actors inclusion, such as if you wanted to have a Star 3 Non-Player Actors and 2 Star 2 Non-Player Actors versus that same party. As always, encounter building is more of an art than a math, so if you notice something particularly unbalancing about an encounter you’ve built, consider raising the Star of the encounter.
Non-Player Actors may have access to personal craft if needed for their situation, and build them under the same rules as Actors. Non-Player Actors may also combine their ships under the same rules. Non-Player Actors’ personal craft may or may not be attached to UBU, and therefore may be permanently destroyable as is the case with all Korruk technology.
Non-Player Actors
Non-Player Actorseach have a Star from 1-10. All Non-Player Actorsstart with a base of 1 in each ability.
Star Modifiers
1 3 ability points, 2 Skills at 2 Stars, 3 Skills at 1 Star.
2 5 ability points, 1 Skill at 3 Stars, 2 Skills at 2 Stars, 5 Skills at 1 Star
3 8 ability points, 2 Skills at 3, 3 Skills at 2, 7 Skills at 1
4 10 ability points, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 8 Skills at 1
5 13 ability points, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
6 15 ability points, 1 Skill at 6, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
7 18 ability points, 1 Skill at 7, 1 Skill at 6, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
8 20 ability points, 1 Skill at 8, 1 Skill at 7, 1 Skill at 6, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
9 22 ability points, 1 Skill at 9, 1 Skill at 8, 1 Skill at 7, 1 Skill at 6, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
10 24 ability points (all fives), 1 Skill at 10, 1 Skill at 9, 1 Skill at 8, 1 Skill at 7, 1 Skill at 6, 1 Skill at 5, 1 Skill at 4, 2 Skills at 3, 4 Skills at 2, 10 Skills at 1
Enemies do not gain species modifiers to Ability Scores, Skills, or Backgrounds.
Enemies have Physical Integrity points equal to (Star + (Fortitude*3 + Health Pool*2)
The Enemy gets 2*Star background points, with a maximum background Star of their Enemy Star (maximum 5 as is the case for all backgrounds).
If the enemy is a sentient they have PRMs equal to their Star. If the enemy is not sentient, they have 1 PRM.
No more than 1 enemy in an encounter may have the Companion background, though that enemy may take that background as many times as they have points to do so.
Spending and Gaining Experience
Abilities cost 10xNew Star experience points to level up.
Ability Skills cost 3xNew Star experience points to level up.
Attack Skills cost 5xNew Star experience points to level up.
Backgrounds* cost 10xNew Star experience points to level up
No Actor may raise an Ability Skill above their Highest Attack Skill, except their species ability skill with may go one higher (though still maxes at 10 as normal)
*These purchases may need approval from GM for story reasons for taking place. Some backgrounds, such as affiliations, cannot be raised through experience.
Gaining Experience
For each encounter the Actor participates in (Combat, Skill, or Roleplaying Challenge) they gain 2 experience points whether or not they win or complete the encounter as intended.
For each Episode completed the Actor gets 3 points of experience. An Episode is considered 3-4 encounters that are interrelated based on story.
Actors get 2 points of experience for each session they participate in.
For each Series completed the Actor gets 10 points of experience. These are things that take 5-10 Episodes to complete and are an interconnected story arc.
Finally, the Actors discuss the Play of the Game. This is the most notable use of a Skill, a great success, a humorous failure, a great line delivered during a social encounter, something memorable that happened. Spend a few minutes after the game discussing this, and if everyone agrees that one is the best, that Actor gets 2 experience points. If Actors think that more than one Actor earned Play of the Game, then all of those Actors gain 2 experience, and potentially all Actors may earn this award. This is to reward roleplaying, not a competition. No Actor may gain more than 2 experience from Play of the Game.
Sometimes, a GM may award Actors a single point in a Background to represent story achievements, such as gaining +1 Star to an affiliation after performing a great service for the group.
Personal Replicator Modules (PRMs)
The galaxy exists in an excess resource economy. Basic goods and services are largely free all throughout the galaxy, and the needs of each individual is based on a system of meritocracy.
Each sentient in the galaxy is given a set amount of Personal Replicator Modules (PRMs), which allow them to create any item they may need to use based on their level of Skill. A PRM acts as gear of a Star total equal to the Ability Skill the gear is designed for. Turning a PRM from one piece of gear into another takes one minute per Star of the new piece of gear being created.
PRMs return as part of Universal Back-Up.