I thought that I’d put this up long ago – but apparently I hadn’t. So here it is now.
General Notes: All characters are stellar explorers – and must be able to function as a part of a close-knit group aboard a small ship. Characters who cannot work in a group, insist on keeping piles of deadly secrets, are actually possessed by horrible alien forces, are utterly insane, are too crippled to be recruited, or are otherwise incompatible with working with a group are automatically weeded out before they ever get aboard. You can’t play one.
You can play very difficult characters if you want, but if you go overboard you probably won’t be taken on the next trip. Be sensible.
Character Advancement is being handled by direct awards of character points, at a rate of two points per session to start with. After level four this is reduced to one point per session. Logs and contributions are usually worth an extra 1 CP per session.
Skills and Equipment:
Equipment is handled through the Equipment Skills – which cover acquiring, operating, maintaining, and repairing various types of gear. You are automatically considered proficient with anything you buy through an Equipment Skill. Such skills include:
- Armory (Str): Armor, Power Armor, Shields, Life Support, and similar.
- Biotech (Con): Organ Implants, Surgeries, and Genetic Modifications.
- Gadgetry (Int): Sensors, Computers, Tools, and Utility Items.
- Logistics (Chr): Supplies, Subscriptions, Licenses, and Lifestyles.
- Vehicles (Wis, Occult): Vehicles. Note that this is an occult skill (basically, there’s a 3 CP
- Weaponry (Dex): Weapons. These are almost as popular as Armor.
Action Skills bend reality a bit to allow heroic feats. Unfortunately, each time you do something major with an Action Skill, it’s value is reduced for the rest of the session. Consider them your “Special Effects” budget. They include:
- Bullet Time (Con): Pull flashy tricks, evade damage, and take immediate actions.
- Erudite Focus (Int): Act ;ole Mr Spock or Gilligan’s Professor, get hints, and resist some mental attacks.
- Narrative (Chr, Occult): Detect narrative influences or buy Whimsy Cards.
- Sensitive (Wis): Detect psychic clues, resist mental influences, gain Power, and be a generic “Psychic”.
- Stealing the Scene (Con, Occult): Invoke cliches and tropes.
- Tough It Out (Str): Resist attribute damage/drain and various conditions through sheer grit.
Equipment and Action skills generally cannot be used unskilled.
- Idiotic Technology (Wis, Occult): Basically the Shadowed Galaxy version of “Use Magic Device” – allowing the user to fiddle with Idiotic Technology, make deductions about it, keep a few such devices ready to use, and use them. This is not especially safe, but it’s sometimes necessary.
- Faith (Wis): Measures the intensity of your religious beliefs – and how much control you can exercise over Spacefield Effects.
- Networking (Chr): Your ability to manipulate organizations. Commonly purchased with bonuses with particular groups to represent rank within them.
- Minions (Chr, Occult): Recruiting minions – and making sure that they do what you’d want them to do when you’re not there.
Special Ability Notes:
Unlike most settings, the Shadowed Galaxy doesn’t forbid many abilities. The limitations fall more under how they work. Thus it’s wise to consult the GM on your character design. Things that are generally functional within the setting can be tweaked.
For an example take Returning. Some Spacefield Template Effects can provide it. In such cases the Spacefield Effects include storing the user/victim’s mind and reconstituting a body if they’re physically killed. A few Informational Effects basically turn the “user” into a free spirit, and let them manifest a new body after they’re “slain”. Biotech can provide some impressive regeneration. Psychic Powers have (very, VERY, rarely) been known to allow for body-hopping (likely in conjunction with some additional ability), and – given the lack of success with cloned bodies and “braintaping” – only computers and androids can back themselves up microtronically.
So humans in general may…
- Employ up to 4 CP worth of Relics if they should happen to acquire any.
- Buy up to 3d6 Mana – whether as Mana, Generic Spell Levels, or Power – without it counting against the limit for various special abilities. Beyond that point, it does.
As for specific power sources…
Biotech: Humans are pretty good at medical skills, understanding their own biology, implanting synthetic organs and tissues, correcting genetic flaws, fixing up damaged bodies, and so on. They have free access to the Biotech skill and may opt to take various adaptions (even as bonuses to the equipment skills with an immunity to having them taken away) starting off – but modifying such things after an organism matures is extremely difficult. Humans simply do not seem to be able to solve the problems inherent in active adjustments, such as shapeshifting. Note that this also bans the “partial shapeshift for big attribute bonuses” trick.
Psychic Powers: Humans may develop up to 36 CP (plus Pacts) worth of Witchcraft Powers (or actual psionic abilities of up to level two) – which is actually quite a lot. Unfortunately, a fair number of the advanced Witchcraft abilities are either limited (although this does reduce their cost) or simply do not work.
- Aegis only provides the “care” function rather than destroying diseases, etcetera (3 CP).
- Apparition is possible, but will kill you without some special ability to avoid having your body shut down while you’re focusing on a temporary one (2 CP).
- Ashen Rebirth is very likely to kill you when used (2 CP).
- Birth of Flames works, but creates a purely intangible entity that cannot materialize. It’s still an effective scout though (3 CP).
- Blessing cannot bestow a permanent benefit. Given that this is very rare anyway, this does not change the cost.
- Bones of Iron mostly works, although Iron Lung doesn’t work well (No change).
- Breath of Life only lasts for a minute of concentration at most (2 CP).
- Breath of Peruza works VERY briefly (2 CP).
- Covenbond is Ritual Only, and so is only (3 CP).
- Darknsense can cause serious confusion in the user (3 CP).
- Dismissal cannot banish entities since the Shadowed Galaxy lacks true outsiders, elemental, and outer planes and it’s only options for being selective are disrupting hyperspace-related entities, subspace-related, or informationally-powered entities (3 CP).
- Divination covers low-end detections only – nothing above level two (3 CP).
- Flesh Like Mist is VERY dangerous and often fails (2 CP). If you’re taking this, a bit of Luck may be in order.
- Grounding is messy, since the energy has to go SOMEWHERE (4 CP).
- Hag-Riding works, but the victims need to have some psychic ability (4 CP).
- Leaping Fire only works in part; it cannot provide rapid healing, eliminate fatigue, or eliminate exhaustion (4 CP).
- Light of Truth has no holy-energy combat applications beyond causing flash-blindness (4 CP).
- Longevity is a bit more limited, but not enough to justify a cost change.
- Master of the Sabbat does not work.
- Master the Elements does not work,
- Mouth of the Earth works, but causes backlash (3 CP).
- Nightforge will not work.
- Possession is generally not possible without something that sustains your existence without a body (3 CP).
- Ridden by the Loa can tap some low-powered entities, but they’re more like Vestiges than anything else – and generally lack any major powers (3 CP).
- Sanctify can give areas moods and such, but not much more (2 CP).
- Seize the Wandering Soul is generally short of targets (3 CP).
- Siphon will not work.
- Sleep of Stone mostly works (being reassembled rarely does, 4 CP).
- Spirit Binding is very temporary at best (at least for humans) and the advanced command stuff won’t work (3 CP).
- Spirits of the Deep generally has no power source to use, and so does not work.
- Summoning is very limited for lack of targets and there are no sources for borrowed magic. It is normally a ritual, and is Specialized and Corrupted for (2 CP).
- Sympathetic Link is generally limited to planting bits of yourself to use (3 CP).
- Tenebrium’s coin works, but you need to do something like run a psychic hotline and “money” means very little in the Shadowed Galaxy (2 CP).
- The Sight is never controllable (3 CP)
- The Inner Fire generally does not work.
- The Secret Order does not work.
- The Umbral Form allows blending with shadows, not becoming insubstantial – although you can move within them easily (3 CP). Most psychics just use Shadowweave unless they didn’t take it.
- True Prosperity only works on a few plants or a garden patch at most (3 CP).
- Venomed Touch does not work
- Warding provides a +3 Luck Bonus to Saves and a +2 Luck Bonus to AC, but no other bonuses.
- Weathermonger only allows data-collection and steering things a bit (3 CP).
Informational (or perhaps Conceptual) Abilities are quite limited. Humans simply are not capable of handling more than 24 CP worth of active informational powers (6-: Novice, 12-: Initiate, 18:-Master, 24-: Grandmaster) with one major exception: Informational Powers built as Witchcraft may have their cost reduced by Pacts.
Spacefields are generally beyond humanities ability to sense or manipulate in any detail. The only known interface is the Faith skill. Characters may request a +1 ECL Spacefield Template, but the details are up to the game master.