Category: Rules

PSI Field: Body Control

PSI Field: Body Control

Psi Movement

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: The character’s base movement is increased.
Tiers:
Tier 1: +2m Movement
Tier 2: +4m Movement
Tier 3: +6m Movement
Tier 4: +8m Movement
Tier 5: +10m Movement

Psi Dodging

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: The character’s DB is increased.  Limited usages must be announced before attack is rolled.  Practitioner must select one tier from each category.
Tiers (DB):
Tier 1: +20 DB
Tier 2: +30 DB
Tier 3: +40 DB
Tier 4: +50 DB
Tier 5: +60 DB

Tiers (Attacks / round):
Tier 1: vs 1 attack
Tier 2: vs 2 attacks
Tier 3: vs 3 attacks
Tier 4: vs 4 attacks
Tier 5: vs all attacks

Psi Density

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: The character can control their body’s apparent mass.  If reduced below your actual mass you can run on walls & ceilings.  If you increase to twice your mass, you can walk on ship’s hulls without floating off into space
Tiers:
Tier 1: +/- 25kg
Tier 2: +/- 50kg
Tier 3: +/- 100kg
Tier 4: +/- 200kg
Tier 5: +/- 400kg

Psi Armor

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: The character’s body becomes more resistant to attacks as if they were wearing armor.  None of the maneuver penalties associated with the armor apply.  Player can choose whether the protection applies to projectile weapons or energy weapons or melee weapons.  Each type can be activated individually
Tiers:
Tier 1: AT4
Tier 2: AT8
Tier 3: AT12
Tier 4: AT16
Tier 5: AT20

Psi Toughness

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: Gives additional  concussion hits
Tiers:
Tier 1: +50
Tier 2: +75
Tier 3: +100
Tier 4: +125
Tier 5: +150

Psi Health

Range: Self at all Tiers
Area of Effect: Self at all Tiers
Duration: Standard
Type: Utility
RR: Not Applicable
Field: Body Control
Description: Adds Bonuses to RR versus diseases, stamina, will, electric, etc.
Tiers:
Tier 1: +20
Tier 2: +40
Tier 3: +60
Tier 4: +80
Tier 5: +100

Burst Fire

Burst Fire

Here’s the Official ruling from the Game Designer:

Any form of burst or suppression fire takes one round.

In terms of the number of bullets/bolts required for a burst, for spread burst, you need a minimum of three bullets/bolts per target. For aimed burst, use the same unless the weapon is something like a revolver or some such where “burst fire” is actually representing a “double tap”. Likewise for fully automatic weapons like machine guns, bursts may trivially go through tens of bullets.

The rules allow for finetuning, so GMs with a plethora of gun expertise can adjust the rate of ammunition to suit specific weapons. The weapons in the HARP SF core rules are deliberately generic. I fully expect that we will have a lot more detail in a future sourcebook or combat supplement.

Defensive Bonus

Defensive Bonus

When designing  your character for survivability, it is important to pick skills and talents that enhance your Defensive Bonus (DB).

Defensive Bonus is the Sum of:

  1. Quickness Bonus x 2
  2. Armor Bonus
  3. Shield Bonus
  4. Talent Bonuses
  5. Cover Bonus [Soft, Hard, Reinforced] either half or full*
  6. Maneuver Bonuses*
  7. Quality Bonus
  8. Special Bonuses*
  • = Those bonuses vary each combat (or even each round).  The others are “static” based on the character’s skills/talents.
  • We’re not using Armor Bonus, instead we’re using the variable armor tables from the Space Master game.  This means there is a “to hit” roll based on your weapon type vs the armor on that weapon’s table.  Then it says how much damage is done and the type of critical.

DBTypeComments
+20Tough HideCerans get a +20 to their defensive bonus due to tough hides
+10Improved BalanceMadji get a +10 vs Martial arts/sweeps due to prehensile tail
+10Tough Hide (Lesser)Silth get +10 due to their tough hide
+0-+80Acrobatics/Tumbling skillA Medium check can give a bonus to DB against one opponent
2x Agility BonusAgile Defense TalentOnly if not wearing heavy armor
+5Dense Musculature TalentIncreased density adds to both OB and DB
+10Extra Limbs TalentAdd +10 per extra limb
+20/+10Instinctive Defense TalentGain +20 DB against attacks you are aware of. +10 if not aware.
+20Instinctive Evasion TalentFor vehicle you are driving
+10/+20/+40/+60Tough Hide TalentDepending upon level purchased, get really good DB
-5 DB/MeterCharge penaltyYou get +'s to your OB for charging, and corresponding minuses to your DB
+50 + Manuever ResultDodge Combat ActionFull round "dodge"
+ xDodging FireSacrifice OB for DB when cover is available.
+OB + 10Full ParryAdds your full OB (and 10 extra) when doing a full parry against a single foe
+ xMultiple ParrySplit your OB as a DB against different opponents
+ xParryAllocate any portion of your OB to your DB against a single foe
+25 + Maneuver Result.Sudden DodgeChange your declared action and receive +'s on your DB
+10 to +50PSI: Energy DispersalVersus Energy Based attacks
+10 to +30PSI: Precognitive DefenseUseful vs Any attack
+10 to +40PSI: Cryokinetic FieldVs cold attacks
+10 to +50PSI: Kinetic FieldProtection vs. kinetic based attacks
+10 to +40PSI: PyroKinetic FieldVs fire/heat attacks

Languages

Languages

These are the most common languages used in the Tintamar Universe.  Each language has a spoken and written form, except where noted.

Languages

LanguagePrimary LocationDescription/Notes
SpanishEl Dorado
GermanFreiland
ArabicKhayyam
JapaneseMeiji
AnglicHuman WorldsThis the common trade language of the human worlds.
FrenchPasteur
MandarinShangri-La
KuncariRuncori WorldsPrimary language of the Runcori
Madji'aonMadji WorldsPrimary language of the Madji
CeranorCeran WorldsPrimary language of the Cerans
HighspeechSilith WorldsAristocratic language of the Silith. The written language is the same as Warspeech
WarspeechSilith WorldsMilitary language of the Silith. The written language is the same as Warspeech
GorreshGorsiva WorldsPrimary language of the Gorsiva
New KrakaKrakurenLanguage the Krakuren use in common speech
Old KrakaKrakurenFormal language of the Krakuren
CorporateHuman WorldsAcronym based language for use in corporations