The Etherium

Overview

AGE OF EXPANSION

Near a century ago the first solar ship left the bounds of gravity and touched ground again on a neighboring world. Since then, the new technology spread from world to world as avid explorers left their homes to sail in the clouds of the Etherium. Each world added its own touch to these early vessels until the modern solar sailer came to be.

Great vessels able to traverse the expanse between worlds with sails collecting light from nearby stars to propel powerful engines they represent the pinnacle of freedom. To be a Sailor is to live a life of adventure and peril, risk and reward. Nearly as quickly this age of wonders began; new dangers arose as well.

Criminals and bandits took to the Etherium in search of new ill gotten riches. Their captains became horror stories told to children and rarely spoken of in polite company. To stem the tides of thieves and worse ilk, the Coalition of Worlds banded armies together to create the High Navy. Their members quickly swelled as they laid waste to the great pirate lords, and they returned peace to the seas between worlds.

The High Navy now patrols the Etherium in modern times. A watchful eye for pirates and other peacebreakers. Now those that seek adventure sail to the edge of star charts, looking for new and wonderful worlds.

Species of the Etherium

Nearly every planet that has been found is also suitable for life. As such; there are a plethora of intelligent species sailing the Etherium in modern day as there are worlds in known space. Most fall into a standard biology of walking upright with limbs capable of manipulating their environment. Even those that fall outside of that norm quickly find a way to reach the stars of the night skies after making contact with others.

Because of the diversity of the Etherium, almost all archetypes from the Genesys Core Rulebook are applicable to the setting. Archetypes from the Space Opera, Steampunk, and fantasy genres are particularly apt for use in this setting. The exceptions are Bioroid, Clone, and Robot.

Factions

The Coalition of Worlds

Formed in the early ages of solar history, the Coalition is a group of worlds that work together to help regulate trade and maintain a  monetary equality between the known worlds. The founders of the Coalition established a system that would help evaluate the unique resources of planets and maintain circulation of a universal currency that is backed by material value. They also tax trade between member worlds to fund the High Navy.

 Since the Coalition does not hold expansion as a core goal, they do not conquer new worlds and their species or otherwise force them to join its ranks. However, if a world with a lower level of technology is discovered, it very quickly becomes a target for pirates and other outlaws. The harassment is often so aggressive that these worlds seek to join the Coalition out of survival.

The High Navy is the successor to the first gathering of separate world's military powers joining together to combat outlaws and raiders taking advantage of lack of communication between worlds. Paid for by taxes of member worlds; the High Navy fields the largest fleet under a single banner. Nearly every member world of the Coalition has representatives among its ranks. The few who are physically unable to serve often pay higher tributes or supply materials needed for its function.

Mercatus Medius

The capital of the Coalition, it is the single largest man made Etheric Station. Home to the Senate, High Naval Academy, and Academy of Sciences. Teeming with people of all walks of life, it’s also one of the most diverse locations in known space. On any given day, one can see nearly every member species of the Coalition. Over a longer period, one is likely to run into other species not part of the Coalition that have come seeking to trade in the numerous items and resources that flow through Mercatus.

High Navy Academy

Located on the upper levels of Mercatus, The Naval Academy trains both the common marine and officers. All members of the High Navy recieve training here.

It also serves as headquarters and operational center to the Navy. Ultimately their policies are controlled by the Coalition Senators assigned to oversee them.

With the surge of espers being born in the last 20 years, the Senate has begun a large scholarship campaign to attract them to join the Navy. Besides lucrative signing bonuses, they also offer stepins to their families, as well as offering relocation to the Mercatus

A majority of trade taxes go to funding the Navy, as they are the primary means of ensuring member world's are protected from outside forces. Secondary to that, the Navy is used to ensure that member world's with higher levels of technology do not abuse their advantage over weaker worlds.

Academy of Sciences

Focuses on advance learning and tradeskills, as well as a recently built wing run by the Sacerdos that focuses on the training of Espers.

Various merchant guilds will hire journeymen straight from the Academy at a premium rate. The training given there is considered the best in all the known worlds.

This claim is often backed up by the fact that the trainees are the ones maintaining the Station, as well as the numerous technologies and devices created by the Academy that maintains the High Navy’s position of superiority. There are very few vessels that can challenge a Naval ship in 1 on 1 combat.

The Etheric Merchants Guild

A powerful and influential group, they are arguably the richest group in all known space. Since they are not controlled or commanded by the Coalition of Worlds, their reach expands outside of the normal trade routes patrolled by the High Navy. In the past, there have been many attempts to pull the Guild into more direct control of the Coalition Senate. Several large scale investigations have been made into their trade practices, but nearly all of them have ended with only private charges being laid against individual captains and not the Guild’s leadership.  

With their wealth, they have even armed a small private militia of extremely well armed galleons. Though it does not have the numbers to patrol the expanse of known space like the High Navy does. More than once the Guild has destroyed both individuals and groups of pirates and raiders who have attempted to rob their vessels outside of Coalition territory.

A large portion of their wealth and private military strength comes from worlds that do not wish to join or follow the Coalition's trade laws. Worlds within the Coalition are left with little choice but to trade through the Guild for materials or goods that trace their origins outside of it.

Raiders Rock

Formerly known as the Meandering Moon, the Hoarders Haven, the Swashbucklers Stash, the Privateers Port, the Crescent Cove, the Rogues Relief, the Sailor's Shelter, and the Libertarian lair. Though constantly changing in name, one law remains the same. What you manage to walk away with is yours. Often stated to be the last source of piracy and safe haven for outlaws from the Coalition, Raiders Rock is the largest “known” underworld market.

The players and shakers of this outlaw harbor keep it safe despite the wide acknowledgement of its existence by employing two security measures.  The first of which are the many arrays of small solar engines that have been stripped from countless vessels to make it a mobile celestial body.  The second is an encrypted transmission of its current location, the key to which is shared only between trusted captains of vessels that have proven their loyalty to the Rock and its current rulers.

Currently the Rock is controlled by a trio of Espers that maintain their power by providing a safe harbor to any espers that wish to find a place where they can openly use their powers without any fear of retribution.

Technology

Despite the advanced knowledge of the universe and how to navigate it, each worlds individual level of technology varies. The most advance are just starting or in the middle of industrialization. Factories are a relatively new concept, with master tradesmen overseeing scores of trained laborers in the different steps of an item's creation.

Solar Sailers

the technology that made this age of exploration possible, Solar Sailers are often at the center of a world’s economy. Allowing trade for items and resources that cannot be produced on their own homeworld. As such, rulers and governments often spend all that they can into advancing their world's vessels.

Communication has also made great strides. Researchers have discovered a specific energy wave that can transmit sound over a distance, allowing two way communication with special arrays. Larger Solar Sailer’s have both transmitters and receivers, while smaller vessels only have the ability to receive messages. Ports and man-made stations like Mercatus Medius use dozens of these arrays to help organize the constant coming and goings of vessels.

Most vessels are armed with breech loading cannons firing shells of various sizes. Fully armed war galleons can have as many as 50 cannons per side, with long range “niners” used to disable a ship at great distance. The greatest of the Coalition's fighting forces are equipped with the devastating Solcannon. Powered by the ship's engines, these weapons release the same energy as a vessel's jets, compressed into a short and lethal burst. Many within the Coalition argue against them, claiming that it is a power too dangerous for mortals to weild.  

Weaponry

Following in importance only to Solar Sailers, firearms have become very common throughout the Coalition. Most commonly seen are black powder bullets encased in a cartridge. Worlds that lack the natural resources to create an analog to black powder often use archaic weapons such a bows and spears. Cutlasses, axes, and other melee weapons are a common sight aboard military and pirate vessels, gone are the days where the common folk would carry these types of weapons on a day to day basis though.

The most powerful weapons are called solrays. An expensive and intricate weapon, solrays are a firearm that is powered by a small battery of solar fire that is used to power vessels of the Etherium. When fired, they release that energy in a blinding bolt of light, blasting its target. High Navy officers receive once upon reaching an appropriate rank.

Ranged Weapons

Name

Skill

Dam

Rang

 Crit

Enc

Cost

Rare

Qualities

Revolver

R.Light

6

Med

3

1

125

3

Derringer

R.Light

5

Short

4

1

75

3

Special

Rifle

R.Heavy

8

Long

3

4

400

4

Long

Rifle

R.Heavy

9

Ext

2

5

600

6

Accurate 1, Prepare 1

Scatter

gun

R.Heavy

7

Med

3

3

400

4

Blast 4, Knockdown

Solray

Pistol

R.Light

7

Med

3

2

1200

8

Pierce 4, Vicious 2

SolRay

Rifle

R.Heavy

8

Long

3

5

1500

9

Pierce 6, Vicious 2

Bow

R.Heavy

6

Med

2

2

75

2

Unwieldy 2 Vicious 2

Revolver- A handgun that typically holds Its munitian in rotating cylinders of five to seven. The most common firearm in and out of the Coalition.

Derringer- Small and light, derringers are often kept hidden as a weapon of last resort. When searching for a hidden derringer, add one setback to the rolls to the check.

Rifle- Typically around 2-3 feet in length, most rifles are lever actions, shooting the same rounds as a revolver. A steadfast and trusted aid to those that expect trouble in the world.

Long rifle- A rifle that usually sits at 4 feet or more, this is a weapon rarely seen on the decks of a sailer. Favored by  for its range, and devastating rounds that rarely need more than one shot

Scattergun- The same length as a rifle, these pump action weapons fire shells filled with shot that spreads to hit a wide area a short distance away.

Solrays- Powered by energies gathered by solar silk, these are powerful and intercite weapons. Owned almost exclusively by High Navy Officers and rich collectors of weaponry

Bow- Often only used by those from worlds that eschew modern weapons or worlds that cannot produce them. Made from a flexible and strong material for the body, and a supple elastic material comprises the string.    

Melee Weapons

Name

Skill

Dam

Rang

Crit

Enc

Cost

Rare

Qualities

Knuckle

Duster

Brawl

+1

Eng

4

1

20

1

Special

Sap

Melee

+2

Eng

4

1

100

1

Disorient 3

Knife

Melee

+1

Eng

3

1

50

1

Cutlass

Melee

+3

Eng

2

1

150

2

Defensive 1

Axe

Melee

+3

Eng

3

2

75

1

Vicious 1

Knuckle Duster- A thin band of metal designed to be worn over the striking surface of a fist. Most can be worn under a glove to hide them, and add a setback dice to rolls searching for the weapon

Armors

Unfortunately, creation of new armors are not progressing at the same rate as weapons. Those that expect to need them often opt for lighter and more mobile choices, such as leather, hides, and chain shirts. High Navy officers wear a breastplate emblazoned with their rank and the name of their ship.

Rare due to the difficulty in acquiring them, the skins of creatures of the Etherium are renowned for their resilience to both the typical firearm as well as the blast from a solray. The High Navy has a small collection of ships that were used to combat pirates that have their prows adorned in these hides.

Name

Soak

Defense

Enc

Cost

Rarity

Qualities

Sailors

Garb

+1

0

1

50

2

Officers

Cuirass 

+3

1

4

1250

4

Brigandine

+2

0

2

300

3

Etheric Hide

+4

0

2

Spec.

Spec.

Etheric- reduces a solrays

Pierce by rating

Sailor’s Garb- The standard clothing of a High Navy, Merchant, or Outlaw sailor. Includes breeches, shirt, and typically a heavy protective overcoat or vest.

Brigandine- A typically sleeveless Coat with protective plates woven or riveted in place between wool, leather, or other thick cloth.

Officer’s Cuirass- A breastplate worn over an officer’s uniform, emblazoned with the symbol of rank and their vessel’s name. Many pirate and smuggling captains have copied the tradition, and have their own ship's name or symbol placed on their own armor.

Etheric Hide- Creatures of the Etherium are well known for their stout and powerful bodies. With many being large enough to dwarf all but the greatest of Solar Sailers. Outlaws of all type covet coats of these creatures' hides, due to their ability to resist the mighty blast of a solray.

Gear

Trade Tools- A kit including everything needed to practice a craft professionally. Different tools range in price and size, from thieves' tools, astrogation charts, to a smith's forge. Often attempting to perform a trade, craft of professional skill without these tools add 1-2 setback dice. Encumbrance 1

Spare Ammo- Used to reload firearms in combat if a despair is rolled. 25 credits 4 units become Encumbrance 1

Solray battery- The power source to a solray pistol or rifle. Can be used in combat to replace a drained battery. 500 credits. 2 units become Encumbrance 1

Medical Salve- Kept in small jars or vials, this pale green or blue gel can be applied to any creature to heal injuries. One application heals 5 wounds. Additional uses on the same target in a 24 hour period heal one less wound with each use. 25 credits per unit, 4 units is one encumbrance

Backpack Radio- A radio receiver housed in a farme worn on a back, it can receive transmissions from low orbit or across a normal size planet. 150 credits, 2 encumbrance

Radionic telescope- Allows the user to ignore 2 setback to perception checks due to visual obstructions or distance.  1 encumbrance

Inside the Home

Solar energy has not just changed the world for the rich and daring explorers. The streets and homes of prosperous ports and cities have electric lighting, as well as things like home radio receivers, sewing machines, and other simple items to help in day to day living. These devices are common to wealthy homes and communities. Port Cities will often have basic lighting throughout all homes, with well off residents having automated tools and items to make life easier.

The power for these inventions are carried by heavy cables running on tall poles. Dense, populated cities have a canopy of these cables running power throughout it. These cities power is gathered by great sheets of

 Espers

The Beginning

After solar sailers spread and became common, people began to notice their children developing strange and unusual abilities. These powers started to appear in nearly all races across the etherium that had solar sailer technology. This theory was strengthened by the fact that nearly all children who were born with these powers lived in close proximity to solar sailers, such ports, the children of artisans making the vessels, and former sailors. The emergence of these powers, and a lack of knowledge surrounding them, led to a short resurgence of piracy, as there was very little way to combat those with these gifts.

Nearly forty years after the first documented case of a child with these powers, the Coalition found a homeworld inhabited by the Sacerdos; a species composed entirely of beings with these abilities that they called Espers. The Sacerdos declined to join the Coalition, instead making an agreement to help train and educate Espers born inside the Coalition in trade for all present and future knowledge of Solar Sailers and technology associated with them.

Divisions of Power

According to their legends, the Sacerdos were the children of an ancient goddess, who gifted them with Espers so that one day that they could rise to live with her. Eventually as they left old legends behind, they learned the true source of their power, radiation from their homeworld's sun. Over time they would divide Espers into different categories based on the effects they created.

Loricatus - A defensive category of esper that makes the user tougher or sturdy in some fashion. Examples included hardening of the skin, regeneration, or blurring of users outline. If an esper helps you survive in dangerous situations, it falls under this category.

Players who choose this power use the magic action Augment. A Loricatus esper may only use this action on themselves; however the effects last for a number of turns equal to their rank in the skill Esper. Loricatus espers can not use the Primal Fury additional effect.

Additional effects to those listed in the Corebook are

Regeneration: Heal a number of wounds at the end of your turn equal to your ranks in Esper. +2 difficulty

Hardening: Increase your soak by ranks in Esper. +2 difficulty

Arma- The manifestation of weaponry. Most espers in this category are melee weapons, such as swords and axes, though a few rare users can create ranged weaponry.  Arma espers use the magic action Conjure, though they cannot summon a minion, or use additional effects that summon other living creatures. A summon object lasts for a number of turns equal to their ranks in Esper. Arma’s may attack with this weapon using their ranks in Esper, and either Brawn for melee weapons, or Agility for ranged weapons.

New Additional effects

Increase damage- For each +1 damage to your weapon, add one additional difficulty.

Add weapon quality- An arma may add any weapon quality to the item they create, increasing the difficulty by the ranks of the quality. May select multiple times for different qualities.

Sagitta- The ability to manipulate and release energy, such as fire or electricity, typically as a type of projectile. Sagittas follow the rules for the Attack magic action. Their base damage is equal to their ranks in Esper, plus their characteristic.

Cogitatus- Espers that allow the manipulation of other thoughts, feelings, or scenes. Though their abilities are less outright destructive, they are often the most feared espers due to their ability to manipulate the mind of their foes.

The base action allows them to sense the surface emotions of a number of seintents equal to their rank in their esper skill. Each individual past this increases the difficulty by 1.

Implanting a thought or emotion is an opposed roll vs the target's discipline. Maintaining the effect requires the concentration maneuver. Each additional target past the first adds 1 setback dice, with each target having their own opposed check.

As a base action they can create a small sensory illusion such as a smell, an individual voice within short range, or a silhouette 0 creature or item. The illusion lasts for as many rounds as the caster as ranks in esper. Maintaining it past this requires the concentration maneuver.

Increasing the illusion by size, distance, or individual and distinct sound increases the difficulty by 1.

Any creature within range of the illusion can see through it with a perception check with a difficulty equal to the number of successes the esper rolled to create the illusion. Triumphs can be used to upgrade the difficulty by 1 (upgrade one difficulty die to a challenge die)

Medens-  A category of restorative and protective espers. They can heal others of injuries or diseases, create protective barriers around an area, and otherwise protect their friends and allies. Medens espers choose either the Heal or Barrier magic Action

Character Creation

Players creating characters for the Etherium follow the steps listed as normal from the Genesys core rulebook.

Background and Motivation: Work with your gm and other players to build a living personality that will be enjoyed by yourself and the group.

Archetype: Any archetype but Bioroid, clone, and robot. Species from the Fantasy Flight Games Star Wars line can be used at GM discretion. Genesys rules for creating my be used with GM permission as well

Careers: Select 8 skills to become career skills, and gain 1 rank in 4 of them.

Spend Exp: remember, this is the only time you may spend xp to raise your characteristics

Determine Derived Stats

Choose Gear, Appearance, and other RP-traits. Characters start with 500 credits

Skills

General skills

Astrocartography

Athletics

Cool

Coordination

Discipline

Leaderships

Mechanics

Medicine

Operating

Perception

Piloting

Resilience

Skullduggery

Survival

Vigilance

Combat Skills

Brawl

Gunnery-

Melee

Ranged (light)

Ranged(heavy)
Esper(willpower)- How skilled an Esper is at using their abilities. If a player wishes to be an esper, at least one rank must be taken at character creation, even if the skill is not chosen as a career skill.

Knowledge

Education: This represents receiving higher education from an institute of learning like a college or gentleman/ladies finishing school.

Lore: Have you heard of the Kraken? What about the curses and superstitions that bring bad luck while sailing? You have if you take ranks into lore.

Xenology: Knowing and recognizing animal and plant life of creatures not native to their home world. Also the skills needed to recognize new fauna and discover its potential dangers and uses.