anima beyond science
TRANSCRIPT
-
8/3/2019 Anima Beyond Science
1/122
B E Y O N D S C I E N C EB E Y O N D S C I E N C E
-
8/3/2019 Anima Beyond Science
2/122
Anima: Beyond Science is a fan-made, non-profit supplementto the Anima: Beyond Fantasy RPG. No infringement of
intellectual property law is intended.
Written and Edited by
Reverare
Playtested by
Popo; The Silver Monk; Rachel Alucard; Schmidt1001
With Additional Material from
Raybras
Illustrations by
Various artists, including Shimmering-Sword, GENZOMAN, Jamesbiff,aestheticmachine, EspenG. Flycan and many others.
With Special Thanks toCipher Studios Anima Boards
Fantasy Flight Games
Edge Entertainment
B E Y O N D S C I E N C EB E Y O N D S C I E N C E
-
8/3/2019 Anima Beyond Science
3/122
Introduction 4
Character Creation 5
Races 12
Classes 20
Secondary Abilities 31
Starships 35
Equipment 44
Weapons Armour 64
Training Modules 67
Advanced Technology 76
Genetics 84
Combat Drugs 93
Cybernetics 96
Heritage 104
Accidents and Hazards 110
The Galactic Stage 118
B E Y O N D S C I E N C EB E Y O N D S C I E N C E
-
8/3/2019 Anima Beyond Science
4/122
IntroductionAnima: Beyond Science is a fan-madesupplement to the popular Anima:Beyond Fantasy role-playing game,attempting to combine the feel andatmosphere of the best science fictionwith the versatile rule mechanics ofthe Anima game.
Whether cinematic Space Opera,gritty cyberpunk or star-faringwestern in space, Beyond Sciencesobjective is to give you the tools torun that game using Anima rules.
Anima: Beyond Science requires theAnima RPG rulebook to play.
The basic Anima rules have beenlargely left intact to ensure that yourexperience moving from one toanother is quick and easy, and toenable you to add components of oneto the other, such as Psionics orMagic.
Beyond Science is an ongoing project,and continues to be updated withnew material and revisions areslowly made to rules.
Because of this, suggestions andcomments on the project areparticularly welcome.
-
8/3/2019 Anima Beyond Science
5/122
CharacterCreationPlayers generate their rolls
using the normal methods.Appearance and wealth arerolled at the same time,players may choose whichto allocate.
Bonuses to primaryattributes that are not racialin nature are halved if they
would bring the total toabove 10. Odd bonuses arerounded down, and only theexcess above the maximumare affected in this way.
Concepts such as Inhumanor Zen no longer exist, youcan gain the full benefit
from your attributeregardless of how high itmight be.
Characteristics
There are eight primaryattributes, as in BeyondFantasy. The effect that theyhave on a character differslightly however, as shown:
Agility (AGI)Defence, Movement, Actions
Constitution (CON)Life Points, Physical Resistance,
Intelligence (INT)Secondary Skills and Technology
Power (POW)Heritage, Style, Leadership
Willpower (WP)Mental Resistance
Perception (PER)Sensory Increment
Strength (STR)Melee damage, Wear Armour
Dexterity (DEX)Attack, Actions
-
8/3/2019 Anima Beyond Science
6/122
Resistances
There is no such thing as Presence inBeyond Science, and there are only twotypes of resistance- physical and mental.Each resistance begins at 20 plus either
your constitution modifier (physical) oryour willpower modifier (mental), andincreases according to your class.
Combat Abilities
Attack depends on Dexterity
There is no block or dodge ability inBeyond Science, replaced by a single
Defence ability, which depends onAgility.
Wear Armour depends on Strength.
Training Modules are no longer simplyfor combat, and subsume martial arts.
Technological Abilities
Genetic Potential is the cost for
purchasing gene points, which you canspend on enhancements or splicing.
Genetic Adaptation is themaximum level of geneticmodification you can undergo.Your adaptation is added toyour constitution score for this
purpose.Cybernetic Potential is the costfor purchasing cyber points,which you can spend onenhancements.
Integrity is the maximum levelof cybernetic modification youcan undergo. Your integrity is
added to your constitutionscore for this purpose.
Prototype Development isyour ability to invent newforms of technology anddepends on intelligence.
Artificial Intelligence is yourability to program computer
code and depends onintelligence.
-
8/3/2019 Anima Beyond Science
7/122
New Character Creation Rules
Natural Bonus
Characters no longer receive a naturalbonus, instead they gain a bonus to twosecondary skills of their choice each levelequal to their intelligence modifier. If thecharacter has a negative intelligencemodifier they do not gain this bonus.
Human characters also receive a +10innate bonus to five secondary skills of
their choice at each level, called a RacialBonus.
Fumbles and OpensFumbles occur on a roll of 01-05and incur a d100 penalty to theaction. Opens occur on a roll of 96-100 and apply a d100 bonus to the
action. You cannot receive morethan one open per check.
MasteryEvery 100 points of final ability isknown as a mastery level. Eachmastery level a character achievesalters the roll required to incur afumble or an open by one point in
your favour.For example, 01-05 becomes 01-04,and 96-00 becomes 95-00.Remember, however, that a 01 isalways a fumble.
Creation Notes
The maximum number of points
you can spend on any primary orsecondary skill is one quarter yourmaximum.
For example, a level one charactercannot spend more than 150 DP ona single skill.
This rule supersedes all previouslimits on purchasing skills.
Characters may spend any amountof their points on combat ortechnological skills, but mustspend at least one quarter of theirdevelopment points on secondaryskills.
There is no longer amaximum cap on innate or
class bonuses.
Mechanical Engineering is your ability toconstruct robotic chassis and heavy duty
equipment and depends on intelligence.
Other AbilitiesHeritage is an affinity to your ancestors,and a source of unexpected ability duringtimes of difficulty. It depends on power.All characters receive one heritage pointper level, including the first.
Sensory range is your effective range withskills and attacks and depends onperception.
-
8/3/2019 Anima Beyond Science
8/122
Creation PointsNew Advantages
HeritorCP: 1,2,3
For every Advantage point youinvest into this advantage, yougain a Heritage Point.
Tech JockeyCP: 1,2,3For every Advantage point youinvest into this advantage, yougain 50 Technology Points.
Mutant PhysiologyCP: 1,2,3Gain 2 Genetic Potential Pointsfor every advantage point youinvest into this advantage atcharacter creation.
More Machine than ManCP: 1,2,3Gain 2 Cybernetic PotentialPoints for every advantagepoint you invest into thisadvantage at character creation.
WealthCP: 1,2, 3You gain 200k, 500k or 1m CR at charactercreation, depending on how many creationpoints you invest on this advantage.Additionally, every session after the first,you receive 1/10th of this amount,representing canny investment.
Superb ConditioningCP: 2You gain a +15 bonus to physical andmental resistances, and an additional +5 toboth every level, on top of your normalbonus. Additionally, you gain a +2 bonusto attribute tests.
Transcend LimitsCP: 1,2,3Your constitution is treated as being 2points higher for the purposes ofcybernetic or genetic abilities. Eachadditional point increases your effective
constitution for this purpose by 2.
Weapons TrainingCP: 2You gain a +5 class bonus to attack perlevel. This bonus does not apply if yourclass would ordinarily give you a classbonus to attack..
-
8/3/2019 Anima Beyond Science
9/122
Signature StarshipCP: 2,3You start off with 2m credits, which mayonly be spent on a starship or on starshipequipment. A third advantage point
increases the allowance to 5m credits.
Additionally, for every 10 Tech Pointsyou normally receive, you gain 5 morefor use on your starship only.
If you invest 3 creation points in thisadvantage, you gain 10 more tech pointsinstead for use on your starship.
Signature EquipmentCP: 1,2,3You begin play with a special weapon,suit of armour or other piece ofequipment. The benefits this gives youwill be unique, and must be negotiated
with the DM, though a greater
investment of CP will bringgreater benefit.
Robotics Expert
CP: 2
The cost to purchase Cyberneticsor Artificial Intelligence PrimarySkills reduces by 1 point (eg.From 2:1 to 1:1). If it was already
1:1, you gain a +5 bonus per levelto these skills.
Additionally, you gain 10 TechPoints for every 10 you wouldnormally receive, which may onlybe used to build robots.
-
8/3/2019 Anima Beyond Science
10/122
AdvantagesNot all advantages from the core Animarules are appropriate for a Sci Fi setting. Thefollowing advantages are approved for use
in Beyond Science.
Changed Advantages
Acute Senses
In addition to the usualbenefits, Acute Senseincreases your perceptionby one for the purposes ofcalculating rangeincrements.
Nearsighted
In addition to the usualpenalties, Acute Sensereduces your perception bythree for the purposes ofcalculating rangeincrements, to a minimumof 1.
Advantages from Other Sourcebooks
New Advantages may be taken from other sourcebooks in the Anima series with DM permission
AmbidextrousCharmDisquietingAnimal AffinityDanger Sense
Been AroundAptitude in a SubjectAptitude in a FieldGood Luck
Jack of all TradesUntiringUncommon Size
Immunity to Painand FatigueFortunateQuick ReflexesLearning
Natural LearnerNatural Learner,FieldLight Sleeper
Approved Advantages
-
8/3/2019 Anima Beyond Science
11/122
Bad LuckSevere Allergy
Addiction/Serious ViceDeep Sleeper
Reduced AttributeUnfortunateExhausted
Severe PhobiaSlow HealingSlow LearningUnattractive
Vulnerable toHeat/ColdSlow Reaction
ApprovedDisadvantages
Disadvantages
AdriftCP: 1Whether by cruel fate ordeliberate choice, you have nolink to your past. You receiveno heritage point at first level,but gain them normallythereafter.
Sensitive System
CP: 1You receive half effect fromcombat enhancement drugs,twice the side-effect and mustpay double for cybernetic orgenetic potential points.
RookieCP: 2
You start the game as a levelzero character (400 DP), andmust gain 75 experience pointsto progress to level one.
New Disadvantages
Rookie Disadvantage
Keep in mind whenhanding out experience,that being level zero willincrease the difficulty of
most encounters andtherefore, the amount of
experience that characterswill receive.
-
8/3/2019 Anima Beyond Science
12/122
Praav (Mikael)
Caidos (Meseguis)
A once proud people, now enslaved
by the Lide, Caidos are nonethelessdetermined to make those whowould belittle their race pay dearly.They are now as famous for their actsof terrorism as they are for theirreverence for their ancestors.
A race of philosophers. missionaries and priests,the Praav are determined to be a force for goodin the galaxy. Peaceful and optimistic, and witha penchant for charity, they are appreciatednearly everywhere they go.
AliensPlayers may choose to make their starting character an alien. Aliens receive anumber of advantages over humans, but also have costs associated with them.
Firstly, aliens only receive 2 advantages at creation, rather than the 3 that
humans receive. Second, aliens cannot choose their Racial Skill Bonuses theywish to receive a +10 per level innate bonus from, instead they are assignedthem.
It is important to note that racial bonuses to attributes are an exception to therule halving attribute bonuses above 10.
+1 constitution; Ancestral Spirit; Heat Resistance; Cold
Vulnerability; Infrared SpectrumDemolitions; History; Withstand Pain; Intimidate; Security
+1 willpower; Sensory Empathy; Acute
Hearing; Respect for LifeMedicine; Repair; Composure; Persuasion;Cultures
-
8/3/2019 Anima Beyond Science
13/122
Purnata(Barakiel)
Undisputed masters of a number of primitiveworlds on the fringes of civilised space, thePurnata make up the Deity caste among theirown people. Used to being the centre of attention,
and commanding a considerable number of lesserminions, many believe their own propaganda andare convinced that they are gods given form.
Yedig(Abbadon)
Slimy in more ways than one, nearly all Yedigpossess considerable disdain for concepts of lawand morality, a quality which has made them intoideal crime lords, loan sharks and moneylenders.Yedig are an extremely old race, and the race
possesses more reserves of Precursor technologythan almost anyone else.
Tuerii (Raphael)
Honourable and compassionate, the Tueriiwere originally one half of a symbiotic race.Though this is no longer the case, the Tueriiretain an instinctual desire to protect thehelpless.
+1 power; Extra Arms; Deific Grandeur; SlowLearner 2Leadership; Style; Science; Athletics; Composure
+1 agility; Aquatic Breathing; Profiteering;Vulnerable to Heat; Aquatic MovementSwim; Persuasion; Hide; Theft; Appraise
+1 strength; Protect the Weak;Armoured Skin; Nave
Feats of Strength; Forging; Leadership;Demolitions; Climb
-
8/3/2019 Anima Beyond Science
14/122
Anlayis (Erebus)
Keepers of Secrets, the Anlayis consider machinemaintenance and innovation to be a religious duty.Meticulous and close-lipped, Anlayis habitually takeon cybernetics at each stage of their biological
development, until nothing is left but machine.
Karran (Noah)Obsessive and excitable, the Karran evolved ona world thought too dangerous for sentient life.A race of thrill seekers, the Karrans often decideto do something simply because the odds areagainst them. Neither particularly nefarious orvirtuous, Karrans admire skill and daring, evenin their enemies.
+1 intelligence; One additional cyberneticpotential point per level; Hear the Machine;Forlorn; Ultraviolet SpectrumComputers; Repair; Science; Technology;Analysis
+1 dexterity; Redundant Systems; CardiumAddiction; Immune to Climatic ConditionsPilot; Forging; Science; Art; Athletics
Lide (Jedah)
Manipulative and independent, Lide have
an instinctive need to control their owndestiny- and the destiny of others. They areancient, almost as old as the Yedig,moving slowly and remaining behind thescenes.
+1 intelligence; Night Vision; Tentacles;Voice of the Master; Light Sensitivity 10Persuade; Leadership; Analysis;
Memorize; Appraise
-
8/3/2019 Anima Beyond Science
15/122
Caius (Zemial)
Brilliant, deadly and numerous, it is just aswell the Caius find it difficult to worktogether. Premier hunters and assassins, theCaius are natural psychopaths, completely
lacking empathy or remorse.
+1 strength; Withstand Death; The GrandHunt; Dement; Infrared SpectrumPoisons; Tracking; Stealth; Intimidate; Jump
Lupa (Raphael)
Self-proclaimed caretakers of life in thegalaxy, the Lupa consider geneticmanipulation to be a natural part ofevolution, and include a new code in everygeneration.
+1 constitution; Shaperate; Sense the Forest;Hate the MachineAnimals; Herbal Lore; Tracking; Notice;
Traps
Glaade (Gabriel)
Lovers, not fighters, the Glaade appreciate beautyand peace in all its forms. Evangelists and
entertainers, the Glaade travel everywhere insearch of new experiences to document for thefamous Overmind, which contains all theexperiences of an entire race.
+1 Perception; Sensory Overload; QuickLearner 2; Respect for Life; UltravioletSpectrumArt; Music; Style: Acrobatics; Navigation
-
8/3/2019 Anima Beyond Science
16/122
Alien Abilities
Sensory Empathy
The Praav can take on anothersnegative emotions and pain. The
creature touched has the penalty ofany emotional or pain effectcurrently active on him halved. ThePraav takes no penalty in return,but the use of this ability can beextremely uncomfortable for him,
Ancestral Spirit
Caidos naturally feel the imprint of
history everywhere they go. It isnot an exact science, but Caidosoften get glimpses of importantevents that have occurred nearby.The DM may roll a d100 for theCaidos in an area where animportant event took place. On anOpen Result (using the CaidosHistory), they get a glimpse of the
event occurring, as if using the Seein History Sentience Power at ZenLevel.
Deific Grandeur
Millennia of godhood has left thePurnata confident of their personaland collective destiny. Purnata addan attribute bonus of their choice to
all social rolls and to all coercionbonuses or penalties they inflict.
Profiteering
Yedig know opportunity when itpresents itself, and rarely let it passthem by. They add theirintelligence and their powermodifier to critical results they
inflict, and to all secondary skillrolls that the DM believes to be tosatisfying a base interest.
Protect the Weak
Tuerii suffer no penalty to defendanother, and may do so more thanonce a round. When fighting todirectly defend another weaker thanthemselves, they may add theirwillpower as an all-action bonus.
Hear the Machine
Anlayis can realize faults inmachinery just by listening to itsoperation. Fumbles with machinerythat an Anlayis is using are treated as40 points lower, to a minimum of 0.
Forlorn
Anlayis dont understand people,
and suffer twice their intelligencebonus to all social interactions, notincluding resisting coercion.
Redundant Systems
Karrans have an extra set of mostmajor organs, and are therefore verydifficult to kill. They receive a +40bonus to PhR.
-
8/3/2019 Anima Beyond Science
17/122
Cardium Addiction
Karrans are notorious for their loveof a semi-legal drug known asCardium. Karrans that takeCardium receive twice the normal
benefits and side-effects.Voice of the Master
Lide have extremely complex vocalchords, capable of mimicking justabout any sound. In addition, thecomplexity of intonation availableimproves the Lides socialsecondary skills by their
intelligence modifier.
Light Sensitivity
Lide come from a shadowy worldwhere all light is simply reflectedfrom other planets. As a result, theysuffer a -10 all action penalty inbright light (such as daylight).Darkened lenses will not reduce the
penalty, as the darkening of visionwill have the same effect, though itmay be more comfortable for theLide.
The Grand Hunt
Caius are patient hunters, and famousfor always getting the prey eventually.A Caius receives a cumulative +5 allaction bonus (to a maximum of +50)
against a particular enemy every timethey face them, after the first. Thisbonus also applies to all rolls to track orfind them.
Dement
Caius are solitary creatures, findinglittle comfort in social interaction. Allsocial interactions are considered one
step more difficult for them. Intimidateis an exception to this rule.Additionally, Caius suffer a -10 allaction penalty in large crowds.
Shaperate
Lupa see value in genetic diversity, andare constantly encouraging their race totake on the traits of aliens. They gain
one additional genetic adaptation pointper level.
Hate the Machine
Lupa take a penalty equal to their levelx5 on all attempts to use or createrobots, cybernetics or other advancedtechnology.
Sensory OverloadGlaade receive a bonus equal to theirperception to initiative and socialinteraction.
Respect for Life
Praav and Glaade receive a non-cumulative -20 all-action penalty afterkilling a sentient creature. This
penalty disappears at a rate of 5 perday without firsthand witnessingviolence.
-
8/3/2019 Anima Beyond Science
18/122
Sensory IncrementA weapons range is no longer limitedonly by the weapon in Beyond Science.In an age when most weapons can hit
the horizon, a weapons maximumrange is less important. What mattersmore is the spatial awareness, hand-eye-coordination and all round skill ofthe user, which is where sensoryincrements come in.
Weapons come in four range varieties:Short, Medium, Long and Extreme.You multiply the distance modifier ofyour weapon by your perception to getyour weapon increment, beyond whichyou begin to suffer a penalty to yourattack. You suffer a -50 penalty forattacking beyond your increment, plusanother -50 per increment beyond, to amaximum of -200.
Notice and Search checks are also
affected by your sensory increment.
20mExtreme Range
10mLong Range
5mMedium Range
2mShort Range
Sight and Sound are consideredto be extreme in range. A Humansense of smell is considered to beshort range. Touch and taste arenot affected by sensoryincrement.
Different species may havedifferent sensory increments.
Perception attributes above 10have additional bonuses, asdetailed in Dominus Exxet.
Optional Rule: Snipers Eye
You may substitute yourperception bonus for an aimingbonus if it would be higher.
-
8/3/2019 Anima Beyond Science
19/122
Combat
Each round, before initiative isrolled, players must declare howmany actions they intend to take.
For each action beyond the first,they receive a -25 penalty to theirinitiative that round.
Drawing a Weapon
Drawing a light or pistol sizedweapon is considered apassiveaction.
Drawing a heavy or rifle sizedweapon is considered an activeaction.
Cover
Your cover bonus is taken froman enemies ranged attack whenyou are benefiting from it,
1/2 cover -40
3/4 cover -60
9/10 cover -100
Visibility
Visibility modifiers are now thesame as they are in melee combat.
Changing TargetEach time you change targetduring a turn you take acumulative -25 penalty to attack.
DefencesFailing a defence does notprevent you from taking active
actions next turn. Each defence youmake inflicts a -10 penalty to your nextattack, whether melee or ranged.Counterattacks are unaffected by thisrule. You may not suffer more than a -100 penalty from this rule.
This penalty is called Taking Fire.
-
8/3/2019 Anima Beyond Science
20/122
Elite Trooper
The best of the best, elitetroopers are taken from the top
of their classes in eachacademy throughout the
galaxy and trained exclusivelyin the art of war.
Heroes each, their only failingis that in a universe full of
freaks, they are only human.Elite troopers have the best
armour and weapons trainingin the game, but lack special
abilities.
Archetype: MilitaryLife Points: +15 per level
Initiative: +5 per levelResistance: +10 per levelAttack: 2:1 +5 per levelDefence: 2:1 +5 per levelWear Armour: 1:1 +10 perlevel
Technological AbilitiesGenetic Potential: 40
Cybernetic Potential: 40Prototype Development: 3:1Artificial Intelligence: 3:1Mechanical Engineering: 3:1Tech Points: 25 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary Skills
Athletics 2:1Social 2:1Perceptive 2:1Intellectual 3:1Technical 2:1Vigour 2:1Subterfuge 2:1Creative 2:1
+10 composure per level+10 leadership per level
Training Modules cost halfthe normal DP for an elitetrooper.
-
8/3/2019 Anima Beyond Science
21/122
Archetype: Military, ScoundrelLife Points: +5 per level
Initiative: +10 per levelResistance: +5 per levelAttack: 2:1 +5 per levelDefence: 2:1 +5 per levelWear Armour: 1:1 +5 per level
Technological AbilitiesGenetic Potential: 40Cybernetic Potential: 40
Prototype Development: 2:1Artificial Intelligence: 3:1Mechanical Engineering : 3:1Tech Points: 50 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary SkillsAthletics 2:1Social 3:1Perceptive 2:1Intellectual 3:1Technical 2:1Vigour 2:1Subterfuge 1:1Creative 2:1
+10 notice per level+10 stealth per level+10 hide per level+10 demolitions per level+10 security per level
Commando
Never fight fair if you can help
it. Though superbly trained incombat, the commandos true
strength is their skill withstealth and explosives.
Powerful combatants withsuperb subterfuge skills but
few special abilities.
-
8/3/2019 Anima Beyond Science
22/122
Cyborg
Archetype: Military,CyberneticLife Points: +10 per levelInitiative: +5 per levelResistance: +10 physical perlevel+5 mental per levelAttack: 2:1 +5 per levelDefence: 2:1 +5 per levelWear Armour: 1:1 +5 perlevel
Technological AbilitiesGenetic Potential: 40Physical Potential: 25Prototype Development: 2:1Artificial Intelligence: 2:1Mechanical Engineering :1:1 +5 per levelTech Points: 50 per level
Adaptation: +1 per levelIntegrity: +2 per level
Secondary SkillsAthletics 2:1Social 3:1Perceptive 2:1Intellectual 2:1Technical 2:1
Vigour 2:1Subterfuge 2:1Creative 3:1
+10 forging per level+10 technology per level+10 repair per level
Whether by freak accident orlust for power, Cyborgs use
technology to rebuildthemselves, stronger, faster,
tougher than before.
Dangerous combatants withexcellent cybernetic abilitiesbut weak genetics and few
social graces.
-
8/3/2019 Anima Beyond Science
23/122
Archetype: Military, GeneticLife Points: +20 per level
Initiative: +5 per levelResistance: +10 physical perlevel+5 mental per levelAttack: 2:1 +5 per levelDefence: 2:1 +5 per levelWear Armour: 1:1 +5 per level
Technological Abilities
Genetic Potential: 25Physical Potential: 40Prototype Development: 3:1Artificial Intelligence: 3:1Mechanical Engineering : 3:1Tech Points: 25 per levelAdaptation: +2 per levelIntegrity: +1 per level
Secondary SkillsAthletics 2:1Social 3:1Perceptive 2:1Intellectual 3:1Technical 2:1Vigour 1:1Subterfuge 2:1Creative 3:1
+10 feats of strength per level+10 withstand pain per level
Supersoldier
Born and bred for war, everymajor military keeps millions ofgenetically altered super soldiers
ready and trained for war.
Quick-grown, and not as module-heavy as the elite troopers, super
soldiers make up for any lack oftraining in spades with the best ingenetic conditioning and mental
reprogramming available, makingthem the toughest combat type in
the game.
-
8/3/2019 Anima Beyond Science
24/122
Archetype: CyberneticLife Points: +15 per levelInitiative: +5 per levelResistance: +10 physicalper level+5 mental per levelAttack: 2:1Defence: 2:1Wear Armour: 2:1
Technological AbilitiesGenetic Potential: N/APhysical Potential: 20Prototype Development:2:1Artificial Intelligence: 1:1+10 per levelMechanical Engineering :1:1 +10 per levelTech Points: 50 per level
Adaptation: N/AIntegrity: +2 per level
Secondary SkillsAthletics 2:1Social 3:1Perceptive 2:1Intellectual 2:1Technical 1:1
Vigour 2:1Subterfuge 2:1Creative 3:1
+10 computers per level+10 repair per level+10 analysis per level
Android
Constructed, not born, androidsare built for a variety of purposes-espionage, infiltration, sabotage.Illegal on most worlds, Androidsmust cope with being cybernetic
in a galaxy full of biologicals.
Unusual, with no genetic abilitiesat all, androids would suit a
player looking for a morecomplex role-playing challenge.
Androids cannot be hacked, nor can they buy frame components.They can, however, purchase AI packages and are always
considered to possess a CPU of the same Intelligence they are.
-
8/3/2019 Anima Beyond Science
25/122
Archetype: SpecialistLife Points: +5 per level
Initiative: +10 per levelResistance: +10 per levelAttack: 2:1Defence: 2:1 +5 per levelWear Armour: 2:1
Technological AbilitiesGenetic Potential: 40Physical Potential: 40
Prototype Development: 3:1Artificial Intelligence: 3:1Mechanical Engineering :1:1 +5 per levelTech Points: 50 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary Skills
Athletics 2:1Social 2:1Perceptive 2:1Intellectual 2:1Technical 2:1Vigour 3:1Subterfuge 2:1Creative 2:1
+10 pilot per level+10 repair per level+10 analysis per level+10 style per level+10 persuasionper level
Pilot 1:1Composure 2:1
Ace Pilot
The flyboys, daredevil smugglersand elite pilots of the galaxy, AcePilots are fast, tough and always
look like they have a plan.
Aces are clever scoundrels, with
decent skills, and are the quickestcombatants in the game.
-
8/3/2019 Anima Beyond Science
26/122
Archetype: SpecialistLife Points: +5 per levelInitiative: +10 per levelResistance: +5 per levelAttack: 2:1Defence: 2:1Wear Armour: 2:1
Technological AbilitiesGenetic Potential: 30
Physical Potential: 30Prototype Development: 2:1Artificial Intelligence: 2:1Mechanical Engineering :2:1Tech Points: 50 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary SkillsAthletics 2:1Social 2:1Perceptive 2:1Intellectual 2:1Technical 2:1Vigour 2:1Subterfuge 2:1Creative 2:1
+10 to two skill fields ofyour choice per level, theskills of which become 1:1 incost thereafter. These fieldsmust be chosen at first level.
Operative
When something needs gettingdone and no-one else can do it,
corporations and governmentsturn to the operatives.
Highly skilled in a number offields, the operative is a catch-all
class designed for the playerunsure of what to specialize
in.
-
8/3/2019 Anima Beyond Science
27/122
Archetype: SpecialistLife Points: +5 per levelInitiative: +5 per level
Resistance: +5 physical perlevel, +10 mental per levelAttack: 2:1Defence: 2:1Wear Armour: 2:1
Technological AbilitiesGenetic Potential: 30Physical Potential: 30
Prototype Development:1:1 +10 per levelArtificial Intelligence: 1:1+10 per levelMechanical Engineering:1:1 +10 per levelTech Points: 75 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary SkillsAthletics 3:1Social 2:1Perceptive 2:1Intellectual 1:1Technical 1:1Vigour 3:1Subterfuge 2:1
Creative 2:1
+10 science per level+10 repair per level+10 analysis per level+10 technologyper level+10 medicine per level
Analysis 1:1
Scientist
Scientists specialize inuncovering the secrets of
technology and cybernetics,though rarely stoop to
experimenting on themselves.
Scientists have the besttechnological and inventivepowers and superb technical
skills, but comparatively weakin combat.
-
8/3/2019 Anima Beyond Science
28/122
-
8/3/2019 Anima Beyond Science
29/122
Archetype: SpecialistLife Points: +10 per levelInitiative: +10 per levelResistance: +10 per levelAttack: 2:1 +5 per levelDefence: 2:1Wear Armour: 2:1
Technological AbilitiesGenetic Potential: 30Physical Potential: 30Prototype Development: 3:1Artificial Intelligence: 3:1Mechanical Engineering : 3:1Tech Points: 25 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary SkillsAthletics 2:1
Social 2:1Perceptive 2:1Intellectual 3:1Technical 2:1Vigour 2:1Subterfuge 1:1Creative 2:1
+10 intimidate per level
+10 repair per level+10 theft per level+10 security per level+10 trap lore per level
Scum
Experts on all matters criminaland illicit, scum are
unpredictable, innovative andopportunistic, always waiting
for that next big score.
Scum are survivors with a widerange of skills and abilities.
-
8/3/2019 Anima Beyond Science
30/122
Archetype: Military,TechnologicalLife Points: +10 per levelInitiative: +5 per levelResistance: +10 per levelAttack: 2:1Defence: 2:1 +5 per levelWear Armour: 1:1 +5 per level
Technological AbilitiesGenetic Potential: 40Cybernetic Potential: 40Prototype Development: 2:1Artificial Intelligence: 3:1Mechanical Engineering : 3:1Tech Points: 75 per levelAdaptation: +1 per levelIntegrity: +1 per level
Secondary Skills
Athletics 2:1Social 3:1Perceptive 1:1Intellectual 2:1Technical 2:1Vigour 2:1Subterfuge 2:1Creative 2:1
+10 track per level+10 notice per level+10 technology per level
Intimidate 2:1
Bastions of order in a lawlessgalaxy, Bounty Hunters are
charged by planetarygovernments to dispense semi-
legal justice light years awayfrom where the crime occurred.
Powerful combatants with
superb technology andperceptive skills but poorspecial abilities.
Bounty Hunter
-
8/3/2019 Anima Beyond Science
31/122
Secondary SkillsObsolete Skills
The Occult, Magic Appraisal,and Lockpicking skills nolonger exist.
New Skills
Analysis [Perceptive] (Int)
The ability to analyse data,such as a crime scene,historical records or star mapand reach a logical result.
Security [Subterfuge] (Dex)
The ability to disarm or evadesecurity measures, such asmechanical locks, alarms,motion sensors etc.
Cultures [Intellectual] (Int)
Knowledge of strange or alien
cultures, traditions andetiquettes.
New Skill Field: Technical
Demolitions [Technical] (Int)
The ability to create, set anddisarm explosive devices of all
kinds.
Computers [Technical] (Int)
The ability to effectively use,hack or create computeriseddevices.
Hacking in combat suffers a -80 penalty to the result.
Piloting [Technical] (Dex)The ability to manoeuvre and controlall kinds of vehicles, mecha andstarships effectively.
Technology [Technical] (Int)Knowledge of cutting edge or alientechnology, such as specs, alternateuses, new prototypes etc.
Repair [Technical] (Int)
The ability to repair mechanical orelectronic equipment. See Page 35 fordetails.
Repairing in combat suffers a -80penalty to the result.
-
8/3/2019 Anima Beyond Science
32/122
-
8/3/2019 Anima Beyond Science
33/122
Hacking
Computers are an everyday part of life inBeyond Science, and most characters willhave had considerable experience dealingwith them. Simple things such asbrowsing HoloNet, or checking youremail can be done without a check. Moreadvanced uses of a computer, such asprogramming or hacking are more in-depth and may require a Computers
check.
Hacking requires a computer, and aconnection to the target intelligence,either by a cable, a wireless connection, orby connection to a proxy with its ownconnection to the target.
Once a connection has been made, youmay make one attempt per round to take
control of a particular function, or to gainadministrative access.
Every Artificial Intelligence andprotected computer has afirewall skill, which is comparedagainst your Computers checkevery time you make a hackingattempt.
Unprotected computers require aroutine Computers check tohack.
Artificial Intelligences roll a d100on top of their skill, whileprotected computers have onlytheir set skill.
If the computer is actively beingused by another operator, whohas administrative control, theymay make a computers checkthemselves if you beat thefirewall. If they beat your result,your attempt is nullified, andthey maintain control. If youbeat their result, you gain control
as normal.
Trying to access a single functionrequires you get a result 40points below the target. Havingaccess to a single function (aweapon, a limb, a process)allows you to use that functiononly. Self-destructive procedures
are never considered to be asingle function.
Administrative access requiresbeating the firewall skill withyour Computers check, butallows you total access to thecomputer.
-
8/3/2019 Anima Beyond Science
34/122
Making a command when youhave access to a combat-readycomputer (CRC) is a passiveaction. Otherwise, it is an activeaction.
A CRC requires a HUD (see thetechnology chapter), and costsTechnology Points.
The complexity of thecommands you can make of acomputer depend on itsintelligence. You cannotcommand a computer to do
something beyond itscapability (such as explodingwithout a self-destruct, ormoving without parts).
You can also command acomputer to Lockout, whichwill cause it to ignore all furthercommands, whether given byyou or not. This lockout can bepermanent or last for a givenamount of time. The only wayto end a lockout is to physicallyget inside the computer andmanually turn it off.
Until told otherwise, even if acomputer is taken control of byanother, it will continue
performing tasks given to itpreviously. A computer canperform millions of low-leveltasks simultaneously, so itpossible that the new user maynot notice that the computer isdoing it. Noticing this mayrequire a Computers orAnalysis check.
It should be noted that in the BeyondScience universe security concerns
about rogue hackers taking overmultiple systems have led virtually allSystem companies to separate computernetworks, and to severely restrict theuse of wireless connections.
Generally speaking, you should only beable to access a computer in the room itis in, and then that computer will not be
linked to any others unless absolutelynecessary for its function.
Similarly, it is not possible to exert anycontrol over any computer over theHoloNet, and downloads and otherindirect attempts can no longer effectcore functions. Only a direct Computerscheck will suffice.
-
8/3/2019 Anima Beyond Science
35/122
Repairs
It will likely become necessary to repairequipment over time, as it takesdamage, or is subject to extreme forces.Repairs are the only way to restore lifepoints to starships or robots, treated asif a Medicine check, with additional
components with a CR cost equal to thenumber of life points restored squared.
Otherwise, repairs to equipment willcost anywhere from 1/100th to 1/2 theoriginal price of the equipment,depending on the severity of thedamage and the availability ofcomponents. The repair check will be 40
points lower than the check required tocraft the item originally.
The repair skill can also be used tosalvage components frommechanical or electronic devices.
Salvaging an intact piece is usuallyless cost effective than selling it asis, but in some cases, such as if youlack the space to transport the
whole piece, or if the object isbroken, it can be a worthwhileventure regardless.
Salvage recovers useablecomponents worth the normalvalue of the object if it were intact.
Severe damage may reduce thisamount considerably, though a
high repair check may mitigatethe damage for this purpose.
-
8/3/2019 Anima Beyond Science
36/122
Piloting
Piloting Techniques:
Evasive Maneuvres
For one round, the defence of thepiloted craft is replaced by a pilotingcheck, modified by the size of ship.The pilot may not make attacks withthe weapon systems while takingevasive manoeuvres.
Ramming Speed
Make a piloting check rather than an
attack to ram into another ship. Youdeal base damage equal to your sizemodifier multiplied by themovement value you attain whileramming, to both yourself and theenemy ship.
Vectored Thrust
An unexpected, jerky movement,allowing the pilot to make achange of any direction whilemoving.
Requires a Piloting Check of:
Vector Thrust movement during aturn can surprise an opponent ifin a dogfight, or leave themselvesvulnerable. In a dogfight theenemy must make a pilotingcheck opposed by the players.The loser is considered surprisedagainst that opponent if he failedby 40 or more.
Only light cruisers and smallercan make a vectored thrustmanoeuvre.
Broadside
You may take a -30 penalty toyour defence to grant a +10 bonusto your attack. You may do thisup to three times to gain acumulative effect.
Flying Cautious
Alternatively, you may take a -30penalty to your attack to grant a+10 bonus to your defence. Youmay do this up to three times togain a cumulative effect.
45 degrees Moderate90 degrees Hard135 degrees Very Hard180 degrees Absurd
-
8/3/2019 Anima Beyond Science
37/122
Starships
ClassificationsClassificationsClassificationsClassifications
Small Freighter; Superiority
Fighter
Heavy0.3Giant
Freighter; Missile ShipFrigate0.4Colossal
Drone Host; CommercialFreighter
0.5Cruiser
Light
Super-Light
Category
Capital Ship; Super Freighter0.6Battleship
Bomber; Planetary Shuttle0.2Enormous
Snub Fighter; Personal Shuttle0.1Big
ExamplesSize
To accelerate past thespeed of light, and explorebeyond their own systemsthe races of Beyond Sciencedeveloped a technologyenabling a ship to foldspace, dramaticallyreducing the amount oftime spent in transit.
Speed
A ships sub-light speed isworked out by subtractingits size from the enginepower as a fraction of thespeed of light.
Those ships capable of itmay also fold space by theamount given, which is
multiplied with the sub-light speed to give theships Fold Speed.
Gravity Wells
Any object with a mass of a small moon orgreater is considered to have a gravity well.
Gravity wells cannot be folded through- yourtrip will end when you enter a gravity well. Youmay also not fold inside a gravity well, youmust leave it first.
It is quite typical for a fold route to take a shipthrough many gravity wells, which is where themajority of space combat will take place.
If a sub-light engines speed would reduced toless than 0,1 of the speed of light, they areinstead reduced to 0.05 instead. If the samewould increase an engines speed above 1.0, theDM may decide if he wants the law of LorentzInvariance to be absolute in his game- or not.
-
8/3/2019 Anima Beyond Science
38/122
3 minutesLarge Star
2 minutesMedium Star
1 minuteSmall Star
5 roundsGas Giant
4 roundsLife-bearingPlanet
3 roundsPlanetoid
4 minutesGiant StarD50minutes
Neutron Star
D100minutes
Black Hole
2 roundsLarge Moon
1 roundSmall Moon
Well RadiusObject Type The well radius given is for ships moving atlight speed. Multiply the time required by yoursub-light speed to find the amount of time youneed to escape the gravity well. All valuesassume you are moving at full speed.
Working out your exact speed is not necessary,as all distances will be measured as if moving atthe speed of light- i.e. Light years- so you justneed to divide the time given by your sub-lightspeed.
Your fold speed multiplies this speed by thenumber given when folding through open space.
CostEffectModule10k4X750 Fold SpeedF-Type Fold
600k11
X2000 Fold SpeedM-Type Fold
250k9X1500 Fold SpeedX-Type Fold
120k7X1250 Fold SpeedS-Type Fold
50k5X1000 Fold SpeedA-Type Fold
-
8/3/2019 Anima Beyond Science
39/122
Starship Costs
1/20
1/191/19
2/18
3/17
3/17
4/16
5/155/15
6/14
6/14
7/13
7/13
7/13
8/12
8/12
9/11
Manoeuvre/Mass
200
120100
80
60
40
35
3025
20
15
10
8
6
5
4
4
ModuleSlots
Cruiser1.2mCommercial Freighter
Cruiser800kDrone Host
Battleship5mSuper Freighter
Cruiser1.6mBlockade Runner
Battleship6mCarrier
Light50kHeavy Fighter
Light25kPlanetary Shuttle
Heavy200kSmall Freighter
Light60kBomber
Heavy360kYacht
Frigate600kFreighterFrigate520kMissile Ship
Super Light30kSnub Fighter
Frigate720kAssault Ship
Battleship10mCapital Ship
Super Light20kEscape Pod
Super Light15kPersonal Shuttle
SizeCostFrame
Every starship starts off as a frame, which by itself does nothing but takepunishment and hold modules. The larger the frame, the more modules it can
carry inside of it, and the more modules it has, the more it can do. Rememberthat you must pay for both the frame and modules for a ship to work.
-
8/3/2019 Anima Beyond Science
40/122
15k1+Provides 2 points of power per slotFusion Reactor
10kper
1+1 slot +1 per size category above Super-Light; uses Tech Points, each arrayrequires 1 Power
Tech Array
6k1A Medical Bay, Workshop or otherfacility
Facility
1+
1+
1+
5
4
3
2
1
Slots
6k per1 slot +1 per size category aboveMedium, each weapon requires 1 PowerWeapon System
2k perSupports 5 human-sized biologicals:each slot doubles this number (stackingexponentially), requires 1 Power
Life Support
400kSub-light 1.2, requires 5 PowerSplash Engine
150kSub-light 1.0, requires 4 PowerFlow Engine
60kSub-light 0.8, requires 3 PowerImpulse Engine
25kSub-light 0.6, requires 2 PowerTwin PulseEngine
3k perAllows 1 person to survive onboard forlong trips: each slot doubles this number(stacking exponentially)
Living Quarters
10kSub-light 0.4, requires 1 PowerSingle PulseEngine
CostEffectModule
Quality modulesrequire 1 less slot
per grade ofquality
(minimum 1).They also granttheir bonus toany relevant
checks or tests touse them.
-
8/3/2019 Anima Beyond Science
41/122
Starship RulesIn most respects, a starship istreated as being a creaturedirectly controlled by the pilot.
For example, a starship rollsdefence using the pilots basedefence primary ability,modified by its agility(manoeuvre) instead of thepilots own.
Initiative is calculated as if thepilot were using the ship as a
weapon, with the base initiativebeing its speed.
Ships gain life points as if theywere level 0 damage resistancecharacters with a constitutionequal to its mass attribute.
Ships have physical resistanceequal to 25 plus their
constitution modifier (assumingthe ships mass attribute isconsidered to be itsconstitution), Ships have nomental resistance.
100m
50m
ActionArea
-60
-40
BaseInitiative
1430200100Battleship
122516080Frigate
ArmourMultiple DamageResistance
NaturalWeapon
PhysicalAttack
Size
The Importance of Piloting
A starships maximum defence and initiative bonus is limited to thefinal skill bonus of the pilots Pilot secondary skill.
Quality increases both manoeuvre andmass attributes by 1 point, and increasesavailable module slots by 50%.
Double the ships manoeuvre to find itsFlight Value when in atmosphere.
The ships Lift Value is equal to its mass,and it can carry as much cargo as a humanof that strength could have as itsmaximum load. Battleships can carry 1mtons, not an infinite amount!
You may reduce the ships Lift Value for
the purposes of cargo by any amount togain the same amount of module space, toa minimum Lift Value of 10.
-
8/3/2019 Anima Beyond Science
42/122
PowerStarship Reactors generate Power everyround, which can be used to power aships sub-light speed, shields, weaponsystems, and a number of functions.
Power can be rerouted with an easycomputers or repair check (dependingon whether the character is using acomputer or manually reroutingpower), drawing most of the power
from one module and putting intoanother.
Each unit of power rerouted in a roundincreases the check difficulty by twogrades. In a combat situation, thischeck may be subject to the relevantpenalties.
These effects are temporary, but once
rerouted, the bonus and penaltyremains in place until rerouted again.
No effectBarelyenoughtosurvivefor 24hrs
LifeSupport
x2 Regen-50%Regen
Shield
ExtraGrade of
Quality
HalfBase
Damage
Weapons
Engine
Module
+0.1
sublight
Half
speed
TOFROM
The above table lists the effect ofrerouting power away and towardsa module. You cant overcharge amodule with extra units of power,it must be rerouted.
Rerouting for a long period of time
can be dangerous. Modules thathave been rerouted power TO themcan suffer the effects of a long-termbuild up of power.
For each minute of time that passeswhile rerouting power TO amodule, roll a d100. On a roll of a01-05, the module short-circuits and
becomes damaged. Each minutethat passes the roll becomes 5points more difficult- 01-05becomes 01-10.
Quality modules are not damaged,but temporarily lose a grade ofquality instead. This does not effectthe number of modules they takeup.
-
8/3/2019 Anima Beyond Science
43/122
-
8/3/2019 Anima Beyond Science
44/122
EquipmentCharacters roll a d10 to determine theirstarting wealth:
MintedBourgeois
Petty Bourgeois
Proletariat
Underclass
25k Credits8-940k Credits10
15k Credits5-7
8k Credits2-4
4k Credits1
Whats a credit worth?
A new land transport
or a crampeddormitory freehold
20k
A handgun and a clipof ammo or 1 monthsrent in a standarddormitory
500
Standard fare for an
interplanetary trip oran entertainmentsystem
1k
A second-hand landtransport or a 2yrlease on a standarddormitory
10k
A standard
ammunition clip or awilderness survivalkit
100
A RTE meal or astandard travel fare toanother city
20
A small freighter or adormitory suitefreehold
100k
A basic meal or aGalactic Netsubscription
5
A newsdisc or a bottleof distilled water
1
PurchaseValue
-
8/3/2019 Anima Beyond Science
45/122
QualityNot all equipment is created equal.Superior craftsmanship, bettermaterials and cutting-edge
technology can set a select fewapart from others. Of course, thiskind of power doesnt come cheap-costs are multiplied accordingly,and the level of skill required tocraft them ensure they remain rare.
x100+15
x50+10
x20+5
x200+20
x1+0
X0.5-5
Cost MultiplierQuality
AvailabilityKeep in mind that high qualityweapons and armour are difficult tocome by. Even a +5 weaponrepresents decades of experienceand tens of thousands of credits ofinvestment beyond the simple cost
of purchase. Not every communityis capable of such a feat, much lesseager to do so.
Purchasing beyond these limitsrequires special circumstances, suchas an auction or unique trade deal.
200k CRMetropolis/Pirate Mega Station
20k CRMinorCity/Orbital
Station50k CRMajor City/
Deep SpaceStation
1m CRHub/GalacticExchange
10k CRTown/MiningColony
5k CRVillage/FuelDepot
Maximum
Purchase
Community Size
Note: When making a conversion from BeyondFantasy, assume a credit is worth 1 Silver Piece
-
8/3/2019 Anima Beyond Science
46/122
Fire ExtinguisherHighly pressurized foam heldtightly within a handy redcontainer. Extinguishes a 1m/1marea per round, and there are 10
applications inside each canister.Cost: 20 CR
Med-packIn extensive use throughout thegalaxy, the humble medpack grantsa +40 bonus to medicine checks totreat injury, poison or disease.Higher quality versions grant a +20bonus per grade of quality.Cost: 100 CR
NutriPAKUbiquitous artificial food on the go,NutriPAK is available in thousandsof different flavours andsurprisingly nutritious, though thetexture is worryingly consistentwith cardboard.Cost: 1CR
RebreatherA more advanced form of gas mask,the rebreather filters out airbornetoxins and allows for a short timespent in zero atmosphere. The air
supply will last 8 hours in areaswithout oxygen, 24 in areas of lowoxygen.Cost: 50 CR
Spray-on LCDPerforms all the usual functions of amonitor, on any surface and at anysize.Cost: 150 CR
PersoComAvailable in a variety of sizes, thissmall computer performs all thefunctions you would expect of amodern computer and more.Cost: 300 CR
PersoComs grant a +20 bonus toComputers checks per grade ofadditional quality.
Equipment
-
8/3/2019 Anima Beyond Science
47/122
Power Generator
Constructed in a multitude ofdifferent ways, power generators useionized water to produce energy. Notethat a fully fuelled power generator is
fairly heavy (10kg), and produces adistinctive energy signature that canbe read by most sensors at range withan analysis check. More generatorsmake a signature easier to read.
Cost: 2k CR
Multitool
The quintessential tool, able toperform a vast array of electronic andmechanical tasks. Grants a +20 bonusto all repair, security and forge tasks.Each 5 points of quality improve thisbonus by 10 points.
Cost: 750 CR
Power Cell
Smaller than a generator, andwithout the tell-tale signature,Power Cells store energy in acomplex series of compressed
nanotubes. Provides one energyunit for 10 rounds of use.Recharging a cell is possible, butdangerous, and voids thewarranty. After a recharge, a resultof 51-00 on a fumble causes the cellto explode, inflicting damage asper an Overloaded Power Source.
Cost: 50 CRPortable Jamming Device (PJD)
A handheld, easily concealeddevice that jams most forms ofwireless communication. Requiresa Computers check to use and hasan effective range
-
8/3/2019 Anima Beyond Science
48/122
500m. Higher quality versions jam atan increased range (1km per grade ofquality) and grant a +10 bonus per
grade of quality to the computerscheck. The DM dictates the difficultyof the check depending on thestrength of the signal, from routine fora childrens walkie-talkie to nearimpossible for a planetary defencealarm. A successful result jams allsignals (including friendly ones) ofthat grade or lower within the range.
Cost: 4k CR
Complete Immersion Chamber (CIC)
As often used for training asentertainment, the CIC allows anindividual to experience scriptedevents and view Immersion feed as ifshe were actually there. Expensive tobuy, and complicated to program, fewown a chamber,
but they remain popular in arcadesand in other public entertainmentareas.
Immersion feed is difficult to design,requiring at least a very difficultcomputers check to design simpleprograms.
Cost: 50 CR per hour, 15k CR to own
OPTCAM
Cheap, ubiquitous security,
OPTCAMs function like modernCCTV over a wireless or cablenetwork. Special programs andconnection to a CPU is required torecognise insignia, faces, weaponsetc. Notice checks are considered tobe made by the camera at a +20bonus.
Cost: 20 CR
-
8/3/2019 Anima Beyond Science
49/122
Weapons
8.6kBlast 1mLong4138-3080Light AAR
10kBlast 3mLong41510-50100Heavy AAR
1.6kLong895-1060HuntingRifle
1.2kShort8117-2070Shotgun
4.8kBurstMed1696-1555Assault Rifle
3.6kBurstMed1696-545SMG
6.4kBurstMed16117-2565LMG
9.8kBurstMed16139-3575MG
12.4kBurstMed161511-5595HMG
Blast 1m;Pistol
Immolate; Pistol
Poison;Pistol
Burst;Pistol
Pistol
Pistol
Pistol
Special
Ext
Med
5m
Short
Short
Med
Short
Short
Range
800895050Heavy Pistol
1.8k1675535MachinePistol
2k8522020Dart Pistol
2.4k4-5040Flame Pistol
8.4k2116-4080Rocket Pistol
13
7
7
Str
4
8
4
Clip
7.4k7-4090Sniper Rifle
40041040Light Pistol
60032030Holdout
CostReqStr
SpeedDamage
Name
-
8/3/2019 Anima Beyond Science
50/122
1.2kGrenadeLong-116-20-LauncherRifle
6kTrappingShort4115-20-AdhesiveRifle
4.2kKnock-back
Short8135020CompressionRifle
24kBeam,
Energy
Med16-7-2565Beam Rifle
Energy
Energy;
Pistol
Blast 5m
Burst
Poison
Improvised
Immolate
Special
Med
Short
Long
Short
Med
Short
10m
Range
6k8741040Needler
1.8k1675535MachinePistol
4.8k2159-80100RPG
8k8-5050Energy Pistol
12k8-7-2070Energy Rifle
11
-
Str
8
4
Clip
2807-550IndustrialRivetgun
4.8k6-2060Flame-thrower
CostReqStr
SpeedDamage
Name
-
8/3/2019 Anima Beyond Science
51/122
12kBlast 20mStationary-100200Fusion Bomb
100Blast 10m;Obscure
Thrown0-Smoke Bomb
400Blast 10m;Interference
Thrown0-EMP Bomb
3.2kBlast 5mStationary-100120Render Mine
1.6kPhR 140Incapacitate10m
Thrown0-Tear Gas
800PhR 140 Blind3m
Thrown20-Flashbomb
-Blast 3m;Improvised
Thrown050OverloadedPower Source
Knockback 15
Stun
Pulse
Immolate
Freeze
Ignore ATBlast 3m
Special
Thrown
Thrown
Thrown
Thrown
Thrown
ThrownThrown
Range
1k040CRYO Grenade
800040INC Grenade
2.2k080Pulse Grenade
1.4k040Shock Trigger
1.8k020ImpulseGrenade
1k080ANAR Grenade400060Frag Grenade
CostSpeedDamageName
Grenades and other Explosives
-
8/3/2019 Anima Beyond Science
52/122
-
8/3/2019 Anima Beyond Science
53/122
Weapon Upgrades
Red Dot Laser Sight
+20 attack once/round against anopponent who is unaware of the dot.You must be able to see the dot to gainthe bonus. Spotting the dot is easy (40) ifthe opponent knows where you are andcan see on that spectrum. If the opponentdoesnt know where you are, thedifficulty increases two steps.
Comes in Standard, Infrared, Ultravioletforms.Cost: 1k CR
Extended Clip
As standard clip, but contains twice asmuch ammunition.Cost: 250 CR
BayonetConvenient mounted knife, has samestatistics as Longknife.
Non-Pistol Firearms Only
Cost: 300 CR
Sometimes called TacticalUpgrades, these attachmentsadd versatility to a weapon
at the cost of speed.
Each upgrade chosen fromthis list lowers the weaponsspeed by 5 points.
Underslung GrenadeLauncherFires Grenades at Long
rather than thrown range.Each launcher can hold fourgrenade at a time.
Non-Pistol Firearms OnlyCost: 1.5k CR
ScopeHalve penalty for a targeted
shot while aiming.Halve distance penalties forsight based notice checkswhile focusing on particulararea.
Single-shot capable riflesonlyCost: 500 CR
SuppressorIncreases Notice check tohear sound of gunshot or tosee muzzle-flash by twosteps.
Conventional Firearms Only
Cost: 1k CR
-
8/3/2019 Anima Beyond Science
54/122
NotableManufactories
DynaTech
A Human/Anlayis companybased on Veraya, DynaTechspecializes in designing state-of-the-art computerised weaponsystems as well as a wellestablished reputation forpushing the acceptable limits ofVI technology.
DynaTech equipment have afumble and open range twopoints higher than normal (01-05becomes 01-07 and 96-00becomes 94-00).
Additionally, you can ignore halfthe penalty to a skill or attackfrom a single source with acomputers check with adifficulty equal to the opponentsdefence or the normal difficultyof the check. This featurerequires a HUD to activate incombat.
Cost: 2x normal cost
Reaving
More religious than corporate,this Caius-owned manufactorytakes quality very seriously,putting out weapons on a case-by-case basis, and threatens itsemployees with corporalpunishment for poor work. Thisunusual setup appears to work,
for it produces reliable weaponsof the very highest quality everytime.
Reaving weapons have a fumble onepoint lower than normal.
Additionally, Reaving weapons reloadone action faster than normal (becomingpassive if already one action), and neversuffer a Break or Explodes result on afumble. Replace such a result with Jam.
All this reliability comes at a cost,however, as the heavy components slowthe wielder somewhat, applying a -5penalty to speed.
Cost: 2x normal cost
Nightborn IndustriesA Yed-ig consortium of considerableinfluence, Nightborn specialize in covertoperations, and their equipmentdemonstrate their mastery of subterfuge.
-
8/3/2019 Anima Beyond Science
55/122
Nightborn weapons have very littlemuzzle flash or weapon trail.Attempts to detect their presencehave their difficulty increased bytwo steps.
Additionally, the final damage ofthe weapon is increased by 50%against an opponent who does notknow where the wielder is.
Nightborn armour improves StealthFields, increasing the difficulty tospot them by one grade, andattempts to use the Hide or Stealthskills normally receive a +20 bonusper grade of quality.
Cost: 4x
SynTale Masters GuildInnovation and perfection is themantra of SynTale, a Glaadesociety dedicated to designing theperfect weapon. They do not
take just any commission, and theirpride in their work evinces itself inevery piece they produce.
SynTale weapons always possessthe Precise quality, and increase theopen range of any
weapon by 1 per grade of mastery thewielder possesses in that weapongroup.
Cost: 6x
VanquisherWhen the excrement hits the engineexhaust, youll wish you had aVanquisher.
Made notorious by a popular action-vid featuring a hard-bitten Karrandetective sharing his culture withother aliens, Vanquisher weaponsmake up for what they lack insubtlety in sheer firepower.
Vanquisher firearms apply a 1m blastradius to their ammunition. If theweapon already has a blast radius, itincreases by 50%.
Vanquisher weapons apply a +5bonus to base damage per grade ofquality.
All that firepower makes Vanquisherweapons unwieldy however, andthey suffer a +1 penalty to theirRequired Strength.
Cost: 3x
-
8/3/2019 Anima Beyond Science
56/122
Purchasing ManufactoryEquipment
Difficult to come by, Manufactoryequipment often fetches a high price onworlds far from their place of origin.
On the planet of origin, a Manufactoryobject costs the same for purposes ofavailability.
In the system of origin, a Manufactoryobject costs double for the purposes of
availability and the cost multiplier isincreased by 1.
In the sector of origin, a Manufactoryobject costs quadruple for the purposesof availability, and the cost multiplieris increased by 2.
Otherwise, a Manufactory object coststen times its usual amount for the
purposes of availability, and the costmultiplier is increased by 4.
It is common for manufactoryequipment to be of an exceedingly highquality. You do not multiply themanufactory cost increase by qualitymultipliers, you simply add themultipliers arithmetically. For example,
a +5 quality DynaTech weapon wouldcost 22x the weapons normal price.
It is not possible to stackManufactory modifiers together ona single item, though you may useseparate equipment from differentmanufactories together.
-
8/3/2019 Anima Beyond Science
57/122
Fumbles
When making a fumble with an attackroll while using a firearm, there is thechance that the weapon can jam,break, or even worse- explode. Whenfumbling with a firearm, consult thefollowing table.
Jam41-60
As Normal01-40
Break61-80
Explode81-00
EffectFumble Result
Jam
A Jammed weapon cannot fire until it
is fixed. You must make a repair checkof moderate difficulty to unjam it.Remember that Combat modifiers tothis check may apply in challengingcircumstances. Unjamming a weapontakes an action per attempt.
Break
A crucial component in the weapon
overheats and breaks, leaving theweapon useless.
Fixing a break requires componentsworth 1/10th the cost of the weapon(taking into account any qualitymultipliers) and a difficult repaircheck, increasing in difficulty onegrade per grade of quality.
A weapon can be repaired withlower quality components, butfunctions at the lower quality untilproper replacements are found.
Explode
An explosive component overheatsand explodes, showering the wielderwith heated shrapnel.
The weapon explodes as if it were an
overloaded power source in thewielders hands. Its attack isconsidered to be Absurd (180).
As you might expect, the weapon isruined after an explode result.
A weapon may be rigged to jam,break or explode the first time it isused with a moderate repair
check, increasing in difficulty onegrade per grade of quality.
-
8/3/2019 Anima Beyond Science
58/122
Additional WeaponsRules
The physical AT of allarchaic armour (pre-
modern) is halved againstattacks made by firearms.
Fully Automatic weaponscan attack a number ofmetres up to 1/3 theirmaximum clip size in a lineas a Full Automatic attack,attacking everything withinthat arc. The attack is madeat a -40 penalty and costshalf the maximum clip sizein ammunition. Everythingstepping into that arcduring that turn is alsoattacked at the samepenalty.
Weapons whose Strength is
higher than the strength ofthe enemy hit may knocktheir target over. In such acase, both weapon andenemy must make anopposed strength test.
If the weapon beats thetarget by 3 or more, the
opponent is knockedprone.
If the weapon beats thetarget by 6 or more, theopponent is knocked flyingback a number of metresequal to the amount theyfailed by, then falls prone.
The weapon must have hit and causeddamage, and suffers a -3 to this test if it didless than 100% damage.
Knockback weapons always incur this test,regardless of strength, and grant a +2 bonusto the weapons result.
Reloading
Every projectile-based weapon has a set clipsize, after which the character must reload.Reloading time depends on the range of theweapon:
Short 1 Active Actions
Medium 2 Active ActionsLong 3 Active ActionsExtreme 4 Active Actions
-
8/3/2019 Anima Beyond Science
59/122
CounterattackingRemember that only meleeweapons are capable of beingused in a counterattack. Tomake a counterattack when
attacked in melee, you must bewielding a melee weapon,have a bayonet or similardevice attached, or possess anatural weapon.
Bayonets deal 30 base damageand have a +20 speed modifier.They inflict a -10 penalty to
attack to whatever weaponthey are attached to. It is anactive action to attach orremove a bayonet, and areenhanced separately to theweapon.
Alternatively, you maycounterattack with a melee
weapon in your offhand, anunarmed strike or a naturalattack.
Weapon SpecialQualities
Burst
Burst weapons can target anarea instead of an individual.For each metre of radius youchoose to attack, you receive a-20 penalty to attack, to amaximum of 10m.
ImmolateImmolate weapons force an
enemy hit by the attack to rollon the In Flames table, page 216of the Core Anima rulebook.
Required StrengthMany firearms are too heavy or have toomuch recoil for a weak character to properlyuse. For each point a character fails to meetthe required strength of a weapon, theyreceive a cumulative -10 to initiative andattack rolls.
Increased SizeThe same rules for increasing the size of aweapon apply in Beyond Science as they didin Beyond Fantasy. Larger weapons are oftenused in weapon systems on vehicles andmecha.
Quality and ResistanceWeapons that induce resistance checksincrease the difficulty by 10 per grade ofquality.
-
8/3/2019 Anima Beyond Science
60/122
PoisonEnemy hit must make a PhR checkagainst the damage dealt plus 40,
taking an all-action penalty equal tothe failure, and to all futureapplications of this poison. Failureby 80 or more knocks the enemyunconscious. The penalty wears offat a rate of 1 point per minute.
BlastAffects everything and everyone
within the blast radius.
ScopeAfter aiming with a weapon with ascope, you halve the penalty formaking a directed attack on thenext attack roll.
Energy
Hits enemy on the Energy AT,ignoring most forms of armour.
TrappingTraps enemies hit, using the weaponsstrength for all relevant tests.
Knock-backAlways forces enemies hit to makeopposed knock-back tests. Weaponreceives a +2 bonus to these tests.
BeamThe base damage of the weaponincreases by 10 points per consecutiveround it hits a specific enemy. Damageresets if a round passes without theweapon hitting that enemy, even for nodamage.
GrenadeWeapon fires a grenade, rather thandealing damage directly.
-
8/3/2019 Anima Beyond Science
61/122
stunned for a number of rounds
equal to the failure.
Stun weapons do not deal life pointdamage.
Obscure
Sight or shooting through obscuredarea is considered partially blind.Sight or shooting through 6m of
obscured area is consideredcompletely blind. Special methodsof vision, such as infrared can negatethis penalty. For twice the cost, anobscure weapon can obscure onespecial method as well as normalsight (ie. Hot smoke obscuresthermal imaging).
Interference
Electronics are blocked out withinthe affected area, preventing HUDuse and wireless communicationincluding giving commands torobots, much like a jammer, butmuch smaller in range, and requiresno knowledge of computers.
Freeze
Enemy hit must make a PhR checkwith a difficulty equal to the damageplus 40, taking a penalty to initiativeequal to the failure. Failing by 40 ormore inflicts minor paralysis, whilefailing by 80 or more inflicts partialparalysis. Penalties fade at rate of 1per minute.
PulseElectrical equipment and robots hitwith a pulse weapon must make aPhR check with a difficulty equal tothe damage plus 40, Failing by 60 ormore causes the equipment or robotto shut down, restarting in 1 minute.
Pulse weapons only deal damage to
electrical equipment and robots.
StunEnemy hit must make a PhR checkwith a difficulty equal to the damageplus 40, losing an active action nextround per 10 points of failure. Losingmore active actions than you haveresults in being
-
8/3/2019 Anima Beyond Science
62/122
Unarmed
Unarmed weapons apply adamage bonus to yourunarmed damage, and theirpenalty to your unarmed
speed.
You do not gain the benefit ofyour unarmed modules tocombat manoeuvres whilewearing Unarmed weapons,though you gain any otherbenefit.
Improvised
Improvised weapons werentdesigned for combat, andsuffer a non-proficiencypenalty when used.
The improvised weaponmodule halves this penaltybut does not remove itentirely.
DMs should consider anyobject that wasnt designedfor combat as a potentialimprovised weapon.
Noisy
Noisy weapons are easilyheard, requiring a Routine
Notice check to hear if noother modifiers are present.Intervening doors, walls,background noise etc. maychange the Notice checkrequired.
All Firearms are considered tobe Noisy as standard,
-
8/3/2019 Anima Beyond Science
63/122
Visibility and LightNot every form of light is visible tothe human eye. Some parts of thespectrum, such as Infrared, or
Ultraviolet remain invisible to thosewithout the means to detect them.
Poor visibility can drasticallyreduce your chances of successfullyscoring a hit in combat. DMs mayapply the partially obscured ortotally obscured penalty under suchcircumstances.
For each mastery you possess inNotice, and for each point you haveabove 10 in Perception, the penaltyfor poor visibility is reduced by 10points, to a minimum of 0.
Infrared
The original night-fighting spectrum,infrared sight allows you to see heatsignatures and infrared beams of light,such as those commonly used in
remote controls and red dot targets.
Ultraviolet
An extremely versatile spectrum,Ultraviolet sight allows you to noticeorganic substances against anysurface, spot invisible fluorescentmarkings and see in what is totaldarkness to others with an ultravioletlight.
-
8/3/2019 Anima Beyond Science
64/122
100111211Armoured
Clothing
501121523TacticalVest
2004868222ArmouredSpacesuit
1603213887AssaultPlating
130
105
90
75
40
30
20
Required
3213776Heavy
Combat
2213443RiotArmour
2213554LightCombat
2213665MediumCombat
Flak Jacket
Thinsuit
Jumpsuit
Armour
1
3
2
Cold
1
1
1
Ene
1
3
3
Ele
1323
3222
2111
HeatThrustImpactCut
Armour
-
8/3/2019 Anima Beyond Science
65/122
Modifying Armour
In addition to enhancing armour withtechnology points, you may alsoimprove a single AT of your choicefor each 10 points of additionalrequirement. This increases the cost
of the armour as normal. If thisenhancement occurs after the armourhas already been paid for, you mustpay the difference between thecurrent and improved armour.
Damage Barrier
Your damage barrier in armour isyour modified AT x10 against theweapon used, rather than a setnumber.
Costs
Generally speaking, armour costs therequirement to wear it squared incredits, though circumstances mayalter the price.
Additional Rules
If your wear armour skill is lowerthan the requirements of the armour,you take the difference as a penalty toall physical actions, includinginitiative.
You may no longer stack armour,
unless you naturally possess it, inwhich case the lower AT ishalved and added to the total.
-
8/3/2019 Anima Beyond Science
66/122
Vehicles
For non-space faring adventures,characters may need to travel byland, air or sea. Fortunately, vehiclesare here to get them where theywant to go.
Vehicles are treated as beingstarships for the purposes of life-points and AT, although theminimum size of a vehicle is muchlower, allowing for evenMediumsize vehicles such as bicycles.
Factors such as air-resistance, gripand poor manoeuvrability canhamper a drivers ability to avoidattacks, however, causing them to bemore vulnerable in combat thanstarships.
The pilot/driver therefore, takes thefollowing penalty depending on themedium travelled.
-40 to Pilot/DefenceHighAtmosphereFlight
No PenaltyOpen SpaceFlight
-120 Pilot/DefenceGroundSurface
-80 to Pilot/DefenceLowAtmosphereFlight
-120 Pilot/DefenceWaterSurface
-200 Pilot/DefenceUnderwater
PenaltyMediumTravelled
These penalties also apply tostarships entering atmosphere,
-
8/3/2019 Anima Beyond Science
67/122
Training ModulesWeapon Class Modules
To effectively use a class ofweapon, you must possess theweapon class module relating toit. If you use a weapon withoutthe requisite module, you suffer a-30 penalty to attack andinitiative.
Each weapon class module costs20 points. You may buy aparticular weapon class module
once then once again per level ofmastery. Buying the same moduleagain grants a stacking +10 attackand initiative bonus when usingthat weapon class. This is called aspecialization.
Specializations beyond the firstone grant additional bonuses:
2nd Specialization
+20 criticals with class
Make additional attacks at -20penalty
3rd Specialization
+40 criticals with class
Make additional attacks at -15penalty
4th Specialization
+60 criticals with class
Make additional attacks at -10penalty
Weapon Classes
Pistol
Rifle
Energy
Heavy
Blade
Unarmed
Blunt
Polearm
Exotic (per weapon)
Improvised
-
8/3/2019 Anima Beyond Science
68/122
Mental ConditioningWhenever your will might be tested,either by torture, propaganda orconfidence tricks, your trainingalways sees you through.
+2 on willpower tests and +10mental resistanceCost: 40
Linguistic TrainingYou can speak any language still incirculation and available to thegalactic community, regardless ofyour intelligence.
Cost: 40
Perfect FormYou reduce the Strengthrequirements for wielding a rangedweapon in two hands by 2 points.Cost: 30
Trained Marksman
While aiming, you are treated as ifyou have aimed for an additionalround.Cost: 40
Double-TapYou may gain an additional attackwith a semi automatic weapon onceper round. The usual multiple attack
penalties apply.Cost: 40
Bull's-eyeYou are treated as aiming for around after spending an activeaction doing nothing but aim. Youmay do this once per round for eachtime you take this module.
Cost: 40 (may take up to 3 times)
Hail of BulletsYou only suffer a -10 penalty peradditional attack when makingmultiple attacks in a round, whileusing a semi-automatic weapon.
Cost: 30
Combat Martial ArtsYou deal 30 points of damage withyour unarmed strikes, and gain a +10nonclass attack bonus when strikingunarmed.Cost: 30
Defensive Martial ArtsYou halve the penalties to attack whenattempting to trap, take down ordisarm an opponent. You gain a +2characteristic bonus to perform theseattempts.Cost: 40
Bodyguard
You can defend someone else beforeor after your initiative, and take nopenalty to do so.Cost: 20
-
8/3/2019 Anima Beyond Science
69/122
Coolness under FireYou gain a +40 bonus to composure,and take only half the normal penaltyfor Taking Fire.Cost: 40
Rapid ReloadYou can reload in half as many activeactions. Short range weapons may bereloaded with a passive action.Cost: 30
LongshotYou take half the normal penalty for
attacking beyond your range increment.Cost: 40
Hacking ProtocolNo penalty for attempting to hackcomputer systems during combat.Cost: 40
Galactic Fighting ChampionshipContenderPrerequisite: Having qualified to fightin the GFC; Combat Martial ArtsYou now deal 50 points of damage
with your unarmed strikes, ignore 2points of armour and increasecriticals inflicted by your unarmedattacks by 20 points. You gain anadditional +10 attack and +20initiative when fighting unarmed.Cost: 50
Shoot from the Hip
You suffer no penalty to rangedattacks when moving quarter yourspeed in a turn or less. If you runfaster than this, the penalty formaking ranged attacks is halved.Cost: 30
-
8/3/2019 Anima Beyond Science
70/122
Defensive SpecializationRequires 100 Defence per gradeYou gain an additional defence perturn, a +10 training bonus todefence, and a +1 bonus to attributetests to defend against combatmanoeuvres. You may take thismodule multiple times.Cost: 60
Glahan DoPrerequisite: Trained for at least twoyears in traditional Glaade martialarts; Defensive Martial ArtsYou take no penalty to trap,takedown or disarm an opponent,add four times your opponentsstrength modifier as a bonus to
your base damage during a counter, andgain an additional +20 to defence and+10 to initiative when fighting unarmed.Cost: 50
Extreme Sports FanaticYou gain +10 physical resistance and +1to all physical characteristic tests.Cost: 40
Lightning DrawYou suffer no penalty for attacking in thesame turn that you draw a weapon, andgain a +20 attack on one attackimmediately after drawing a pistol-sizedweapon. You may only gain this bonusonce per combat.Cost: 40
-
8/3/2019 Anima Beyond Science
71/122
Assault Training
You gain the Shield Weapon Module.When using a shield, you may declareone direction for it to face at thebeginning of your turn.
When attacked from that direction bya ranged attack, your physical ATincreases by 2 +1 per grade of qualitythat the shield possesses. This bonusstacks with armour.
Cost: 50
Lightning Reflexes
You do not have to pay the first -25initiative penalty to gain an additional
action on your turn.Cost: 50
Armour Specialization
Reduce all Wear Armourrequirements for armour youwear by 10. Additionally, you
may reduce the final damagefrom blows you take by 5 pointswhen wearing any type ofarmour.
You may take this module morethan once, but each additionaltime requires you to have gaineda mastery in Wear Armour.
Cost: 40
Blackblood InitiateRequires Mastery in Poisons
Increase the PhR difficulty of anypoison you craft and then use by20.
At the creation of the poison, youmay choose a particular species toeffect, e.g. Human. When used onthat species, the poison has twicethe normal effect (e.g. damagebecomes x2 damage). Effects thatcannot be doubled have theironset time halved instead.
Cost: 40
Blackblood AdeptRequires Blackblood Initiate; TwoMasteries in Poisons
Increase the PhR difficulty ofany poison you craft and
-
8/3/2019 Anima Beyond Science
72/122
then use by 40.At the creation of the poison youmay introduce a sample of thespecies to be affected(hair/skin/blood etc.). If you do
so, the difficulty to cure thepoison you develop increases twosteps, and its duration is doubledwhen used on a species of thattype.Cost: 60
Ancient StyleRequires Combat Martial Arts or
Defensive Martial Arts
Choose one benefit from the listbelow each time you take AncientStyle. You may take this modulemultiple times.Cost: 40
AikidoAikido
You suffer no penalties to combatmanoeuvres during acounterattack and may add twiceyour opponents strengthmodifier to your final unarmeddamage on a counter.
Kung FuKung FuYou gain a +20 bonus to final
damage, unarmed attack, defenceor initiative. You may changewhere this bonus is applied eachround.
MuayMuay ThaiThaiYou may add your strengthmodifier to your unarmed basedamage, and again to your
unarmed final damage.
Hold Position
You do not receive penalties for TakingFire during a turn where you do notmove.Cost: 30
Ghost-StepYou take no penalty to Stealth for fullmovement.Cost: 30
Advanced Weapons TrainingHalve the penalty for using unfamiliarequipment or weaponry.Cost: 30
Combat TechnicianYou suffer no penalty for attempting torepair equipment or vehicles during
combat.Cost: 30
-
8/3/2019 Anima Beyond Science
73/122
Misdirection
Halve the penalty to Hide in front ofsomeone.
Cost: 40
-
8/3/2019 Anima Beyond Science
74/122
Training Packages
Often a particular race or groupwill train their members in aparticular set of skills, a holisticpackage rather than one aspect at a
time. Training packages are alarger investment, but each part ofthe package will be cheaper, andoften will have benefits greaterthan the sum of the whole.
You may only take one trainingpackage at each level.
Glaade CelebrantteLinguistic Training; Extreme SportsFanaticAdditional Racial Bonus (Cultures)Cost: 60
Karran ErrantBlades Module; Coolness underFire; Lightning Draw and In theFace of Adversity (see Core Bookp267)Cost: 80
Caius HeadhunterRifle Module; Trained MarksmanIncrease difficulty to be tracked twostepsCost: 40
Human Special ForcesMental Conditioning; Defensive MartialArts; Unarmed ModuleHalf effect from enemy coercionCost: 50
Tuerii PeacekeeperAssault Training; Bodyguard; ShotgunsModuleIgnore PhR checks of less than 80Cost: 80
Lupa KeeperBlackblood Initiate; Polearm ModuleImmunity to Natural (not custom-made)PoisonsCost: 50
-
8/3/2019 Anima Beyond Science
75/122
Super-Heavy Armour
Lying somewhere between heavyarmour and Mecha class, super-heavy armour or Tactical
Battlesuits enable the mostexperienced and well-off soldiersthe same kind of protection asbeing behind six feet of steel.Many sport exotic abilities anddefences, such as protective force-fields, radar and power-assistance, but their prohibitivecost in both training to use and
expensive components leavethem out of the reach of theordinary soldier.
Any armour with a Wear Armourrequirement of more than 200,unmodified by training modulesis classified as Super-HeavyArmour.
Being Super-Heavy has a numberof benefits and restrictions.
Penalties:
The character using Super-HeavyArmour suffers a -40 penalty toinitiative and any secondary skillthat would be affected by Natural
Penalty in the Core Rulebook.Similarly, the character suffers a -2 penalty to movement speed.
Neither penalty can be reducedby virtue of the characters WearArmour.
Benefits:
Characters wearing super-heavy armourare more difficult to knock over or trip.They receive half their impact AT as abonus against such tests.
Characters wearing super-heavy armourno longer have a vulnerable point.Attacks against the head or heart aretreated as if they were normal attacks.
Additionally, half of the Damage Barrierthey receive against conventional attacksnow applies against attacks that ignore it(such as energy weapons or ATreduction weapons).
-
8/3/2019 Anima Beyond Science
76/122
Only cutting edge equipment thatcannot be easily bought with credits willbe found here- for everything else, seethe equipment section.
If you see the asterix symbol (*), thenthe technology requires a power sourceto function. More asterixes mean morepower is required.
Massive Calibre (weapon)+5/+10/+15 Final DamageCost: 10/30/50 TP
Carbide Matrix (armour)+5/+10/+15 Damage BarrierCost: 10/30/50 TP
Digital Camouflage* (armour)+40/+80 HideCost: 10/30 TP
Polymer Mesh (armour)+1/+2/+3 AT (two types)Cost: 10/30/60 TP
Accelerator (weapon)+1/+2/+3 StrengthCost: 10/30/60 TP
Linear Compensator (weapon)-10/-20/-30 Range PenaltyCost: 10/30/60 TP
Custom Action (weapon)
+5/+10/+15 SpeedCost: 10/30/60 TP
InventorYou may develop new technologiesusing the Prototype Developmentprimary skill.
Cost: 20 TP
TechnologySufficiently advanced technologymay appear as magic to theuninitiated, but for the properly
educated, it can mean thedifference between life and death.This section details how players canuse advanced technology toimprove their equipment andconstruct prototype weapons anddroids.
-
8/3/2019 Anima Beyond Science
77/122
-
8/3/2019 Anima Beyond Science
78/122
-
8/3/2019 Anima Beyond Science
79/122
Thermal Camouflage (armour)You gain a +200 bonus to hidefrom infrared sensors or sight.Cost: 30 TP
Plasma Sheathe (weapon)
Ignore 20/40/60 points ofdamage barrier. Melee weaponsonly.Cost: 10/30/50 TP
Cardio-Regulator (armour)+10 PhR, increase regenerationby 2 points and automaticallystabilizes wearer when he is
between life and death.Cost: 50 TP
Miniature Power Source(equipment)A miniature but stable fusionreactor, producing 1 unit ofpower with no telltale signature.Cost: 20 TP each
Magnified Targeting(equipment)Requires HUDHalve penalty to shoot beyond normalrange when aiming for at least 1 round.Cost: 10 TP
Electric Generator * (per grade) (weapon)Deal extra 10/20/30 electrical damagewith melee attack,, may stun opponent atfull damage dealtCost: 10/30/50 TP
Thermal Sink (weapon)+10 speed, increase clip size 50%Cost: 40 TP
Integrated Equipment (armour)Integrates a piece of equipment orweaponry into a suit of armour.Cost: 5 TP
Hidden Equipment (armour)Conceals an already integrated piece ofequipment or weaponry in a suit of
armour.Cost: 10 TP
-
8/3/2019 Anima Beyond Science
80/122
Flechette Rounds (ammunition)Doubles damage for purposes ofinflicting criticals only.Cost: 20 TP
Personal Shield * (equipment)A 100LP shield, prot