
A Living Neuro-Core (LNC) character is a preserved human brain housed in a compact, hatbox-sized nutrient bioreactor tank, interfaced via neural laces and optic cables to a host vessel (mech, vehicle, ship console, or drone). Your consciousness is effectively immortal—no aging, no bleeding, no vacuum exposure—but your physical body is gone. You “become” the machine you inhabit, pushing it to superhuman performance through pure intellect.
LNCs are extremely rare (about 1% of elite pirate crews), ethically taboo in core polities (Luyten Empire executes installers on sight), and prized on the fringe for their unmatched edge in piloting, gunnery, and hacking. They are balanced by extreme vulnerability when ejected and social penalties when interacting with baseline humans.
All LNC rules integrate directly with core NOVACore mechanics (3d6 Action Rolls, Target Numbers, Attribute Modifiers, Skill Rank Modifiers, Gravity Rating Modifiers, XP, Levels, Party Challenge Rating, etc.). No new dice or subsystems are added.
LNC Character Creation – Step-by-Step
- Roll Attributes
Roll 3d6 only for Intellect (INT) and Personality (PER). Strength (STR), Agility (AGL), and Health (HLTH) are not rolled — the host vessel provides all physical stats. Apply Floater Gravity Rating modifiers (core GR table) with the PER override: Attribute Base Roll Modifier, Example (Roll 10) INT 3d6+210 + 2 = 12 PER3d6–210 – 2 = 8- Attribute Modifier (AtMod): Divide final score by 3 (round up), e.g., INT 12 = +4.
- Health (HLTH): Irrelevant for personal stats (fixed Brain HP 5). No wound penalties apply — the vessel absorbs all damage first
- Starting Vessel: Light Scout Walker Mech (Plugged-In Mode)
The LNC interfaces instantly (no roll) with a free Light Scout Walker Mech (salvaged black-market value 1,200 oz gold). When plugged in, the LNC becomes the mech: vessel stats override personal stats for all physical Action Rolls. Light Scout Walker Mech Stats StatValueAtMod / NotesStrength equivalent15+5 (melee, carry limit 150 kg)Agility12+4 (dodge, ranged, Initiative, Move Rate 24 m)HP100Separate from Brain HP. Repairs: Mechanics AR (2d6 × Rank HP).AV (Phys/Ener)10 / 4+ Brain Jar AV = total 22 / 10 when plugged in.WeaponsCarbine mount6d6 vs. personal targets; 2d6 + 2 base scaled (Ranged Combat SRM applies).Jump / Thrust+30 m jumpsPiloting AR TN 12.- Damage Flow: Hits soak mech AV first → mech HP. Mech HP reaches 0: automatic eject (jar exposed, AV 12/6 only).
- Upgrades: Buy or salvage better vessels (e.g., Battlefield Light Lancer: Strength equiv. 18/+6, Agility 14/+5, HP 120, cost 2,500 oz gold).
- Backstory XP & Skills
Use the core Backstory XP table (age 18 = 18 XP, etc.).- Spend on INT/PER increases (+1 max per attribute, 12 XP per point).
- Spend on skills (Average or Difficult costs as core).
- Physical skills (Athletics, Melee, Piloting, Evasion, etc.): Use vessel Strength/Agility AtMod + Skill Rank Modifier.
- Mental/social skills (Computer, Tactics, Persuasion, etc.): Use personal INT/PER AtMod + Skill Rank Modifier.
- Recommended starting skills: Piloting (Difficult, vessel Agility), Gunnery/Tactics (Intellect), Computer (Intellect).
- Starting Money
Use core starting money roll (age 18 = 25 oz gold base + 1d4 oz per year post-18).
Starting mech is free (black-market “salvage”). Use money for vessel modules, upgrades, or personal gear. - Psionics Check
After modifiers, if personal INT ≥ 16: roll 1d20 (19–20 = potential).
Roll PSI 3d6.
Start with 2 free Rank 1 Psionic Talents (Difficult skills).
Vessel interface amplifies psionics: +1 SRM to psionic Talents (power draw from mech).
Brain Jar Stats (Ejected / Vulnerable Mode)
(Core Rules – Living Neuro-Core Supplemental)When an LNC is ejected — whether due to mech/vehicle destruction, emergency eject protocol, or deliberate release — the brain jar becomes a standalone, highly vulnerable unit. The jar itself is constructed from incredibly strong materials (reinforced cerametal alloy with layered ablative composites) and is protected by a minor integrated force field generator. This makes the jar extremely durable against conventional small-arms fire, shrapnel, and environmental hazards.However, once detached from a host vessel, the jar operates on its internal emergency battery supply only. Power is severely limited, and the nutrient bioreactor, life-support pumps, and force field all draw from the same reserve.Brain Jar Stats (Detached / Ejected)
| Stat | Value | Notes |
|---|---|---|
| HP | 5 (fixed) | Brain death at –5 HP. Jar destruction = immediate brain death. |
| AV (Phys/Ener) | 12 / 6 | Extremely high soak (reinforced cerametal hull + minor force field). Stacks with any carried cover. |
| Move Rate | 0 m | Completely immobile. Must be carried, mounted, or placed on a stable surface. |
| Gravity Rating Modifier (GRM) | Floater row | +2 in Zero-G, +1 in 0.1–0.5G, –1 in 0.5–1G, –1 in 1.1–1.5G, –3 in 1.6G+ (brain optimal in microgravity) |
| Ejection | 1 Action | Automatic success. Jar survives host vessel HP = 0 or critical cockpit/bridge hit. |
| Emergency Battery Duration | 1 hour | Once detached, the jar runs on internal battery only. All systems (nutrient flow, cooling, force field) consume power rapidly. |
| Power Failure | Brain death in 1 hour | If battery depletes or is damaged (e.g., critical hit on jar), the brain dies after 1 hour unless reconnected to power source (vessel, medbay, or external supply). No stabilization possible without power. |
Power Management & Survival Notes
- Force Field & Durability: The minor force field remains active for the full 1-hour battery life unless deliberately shut down to conserve power (reduces AV to 8/4). The jar can withstand small-arms fire, shrapnel, and low-level explosions without damage.
- Battery Depletion: The 1-hour limit is strict — nutrient pumps fail first (brain hypoxia), followed by cooling (overheat), then complete shutdown.
- Reconnection: Plugging the jar back into a powered vessel or medbay (TN 12 Electronics or Mechanics AR) instantly restores full systems and resets the timer.
- Carrying: Jar weighs ~8 kg (negligible encumbrance). Can be carried in one hand or strapped to gear.
- Critical Hits on Jar: Natural 18 on attack roll against jar ignores force field (direct damage to battery or hull).
- Survival Window: In vacuum, rad zones, or toxins, the jar remains sealed for the full 1 hour. After power failure, brain is exposed and dies in 1d6 rounds (no stabilization possible).
Gameplay Implications
- Ejected LNCs are extremely fragile targets — high AV but no mobility and a strict 1-hour clock.
- Crewmates must prioritize recovery or power reconnection within 60 minutes.
- Black-market jars often have degraded batteries (GM may reduce duration to 30–45 minutes for cheap units).
- Advanced jars (upgrade modules) can extend battery life to 2–4 hours (cost 1,500–3,000 oz gold).
LNC Action Rolls (AR) & Combat
- Base Roll: 3d6 + AtMod + Skill Rank Modifier (one skill) + Gravity Rating Modifier (Floater) + Additional Modifiers.
- Attribute Selection: Action TypeUse AtMod FromPhysical / Combat (Melee, Ranged, Piloting, Evasion)Vessel Strength / AgilityMental (Intellect skills: Hacking, Engineering, Navigation)Personal IntellectSocial / PerceptionPersonal Personality (–2 hurts Deception/Persuasion)
- Initiative: 3d6 + vessel Agility Modifier (+ Skill Rank Modifier, e.g., Piloting).
- Turn Structure / Levels: Core progression (Level 1: 1 Action + ¼ Move Rate; higher levels add Actions/Move multipliers). Use vessel Move Rate.
- Opposed Rolls: Standard (e.g., ranged attack: attacker Gunnery AR vs. defender Piloting AR).
- Healing / Stabilization TargetMethodHP / RoundMechMechanics AR TN 122d6 × RankBrainMedicine AR TN 21 (Auto-Doc +2)1 / 24h
- 0 Brain HP: Unconscious. Stabilize: raw 3d6 > 5 (TN 8). Failure = bleed 1 HP/round.
Gear & Economics
- Personal Gear: N/A (jar carries none). Buy vessel modules (e.g., +2 Gunnery ECM Bracer → vessel AR).
- LNC-Specific Gear (from Ship Gear List): ItemGold ozEffectNeural Port Upgrade2,500+2 all vessel ARs (Gunnery/Piloting)Eject Booster800+10m Move Rate (jar) for 1d6 rounds post-eject
- Prices: Core prices +20% (taboo tech). Black market acquisition: Streetwise AR TN 18.
Drawbacks & Maintenance
| Drawback | Effect |
|---|---|
| Personality –2 | –2 to all Personality skills (social stigma; –4 Persuasion vs. baselines) |
| Ejected Fragile | AV 12/6 only; no Actions except interface (TN 18 Electronics AR) |
| Maintenance | Monthly Engineering or Medicine AR TN 15: Failure = –2 all ARs (1 session) |
| Overuse Strain | After 5+ ARs/combat using vessel: 3d6 vs. Intellect. Failure: Next AR Partial + “screams” complication |
| Lifespan | 2–10 years (track cycles: 1 per combat or 1 month heavy use). Replace at 0 (5,000 oz gold for new brain) |
Level Progression & Party Challenge Rating (PCR)
- Follow core XP/Level rules (post-creation spend only). Extra Actions/Move multipliers apply to vessel.
- PCR: LNC counts full level (e.g., Level 3 = +3 to Party Challenge Rating). Modules scale with party.
- Master Builds: Level 5 = “Ghost Mech” (swap vessels mid-combat, TN 21 Piloting AR).
Example LNC:
“Spado” (Age 25, 60 XP)
- INT 14 (+2 = 16, +5 AtMod), PER 9 (–2 = 7, +3 AtMod).
- Skills: Piloting Rank 3 (+5 Difficult), Tactics Rank 2 (+3), Computer Rank 4 (+7).
- Vessel: Light Scout Walker Mech (Strength equiv. +5, Agility +4).
- Action Roll Example: Gunnery vs. enemy: 3d6 + vessel Agility +4 (not INT) +5 (Piloting SRM) +2 (Zero-G GRM) → TN 18 hit.

Neuro-Core Hybrids (Brain-Core Integration)
Neuro-Core Hybrids are rare bio-digital ship modules that emulate advanced computation without violating the Cradle’s strict no-true-AI prohibition. A preserved human brain (detached and decerebrated) or lab-grown organoid (neuron cluster) interfaces with silicon circuitry via multi-electrode arrays (MEAs). The biological component provides intuition, pattern recognition, and adaptive learning; the silicon handles raw data processing and logic execution.
These are elite technology — found in roughly 1 in 10 high-end ships — ethically taboo in core polities (Luyten Concord bans them outright, with execution for installers), but highly prized by pirates for the decisive edge in combat, navigation, and threat assessment.Integration Rules (Fully Core-Compliant)
- Category: Ship Gear & Modules (installable in any compatible vessel — drop ships, frigates, corvettes, etc.; requires 1 module slot).
- Acquisition: Black market only. Use Streetwise or Persuasion Action Roll TN 18 to locate a seller. Game Master rolls d6 for local economy modifier (±20% price).
- Installation: Engineering (Difficult skill) Action Roll TN 18.
- Success: Fully operational.
- Partial Success (TN – 1): +half bonus but –1 Additional Modifier until repaired.
- Failure: Module damaged (repair costs 20% of price).
- Critical Failure: Risk of catastrophic misjump or “screams” on first use.
- Primary Effect: Permanent Additional Modifier to ship Action Rolls (Gunnery, Piloting, Navigation, Tactics). Total Additional Modifiers per Action Roll cap at +5 (core limit). Stacks with other gear/modules.
- Maintenance: Every 1d6 in-game months (or after a major mission), roll Medicine or Engineering Action Roll TN 12 (Average skill).
- Success: No issue.
- Partial Success: Temporary –1 Additional Modifier (lasts 1 session).
- Failure: “Screams” (erratic behavior: –3 Additional Modifier + 1d6 rounds shutdown; repair TN 21).
- Failure: Backlash (next Action Roll is Partial Success + complication, e.g., friendly fire risk, jammed sensors, or navigation error).
Neuro-Core Hybrid Variants
| Neuro-Core Type | Gold (oz) | Platinum (oz) | Health Rating | Additional Modifier Bonuses | Lifespan (Cycles) | Notes |
|---|---|---|---|---|---|---|
| Basic pea sized | 1,000 | 4,000 | 8 | +2 Gunnery or Piloting AR; +1 Navigation AR | 6–24 months (2d6×3) | Simple tasks (threat ID). Maintenance TN 12. |
| Human | 5,000 | 20,000 | 12 | +3 Gunnery/Piloting AR; +2 Navigation/Tactics AR | 2–10 years (3d6×6) | Elite fire control. Maintenance TN 15. Dopamine rewards: +1 cumulative AdMod after 10 successes (max +1 extra). |
Example Use in Ship Combat
A drop ship (Party Challenge Rating 5+ crew) installs an Advanced Detached Brain (5,000 oz gold).
- Gunnery Action Roll: 3d6 + pilot’s Intellect AtMod/3 + Gunnery Skill Rank Modifier + Gravity Rating Modifier (irrelevant in space) + Neuro-Core +3 + 20mm Gatling Turret mods.
- Opposed by enemy Piloting Action Roll. Win: Full hit (10d6 damage – ship Armor Value).
- Post-combat: If 6 Action Rolls used, roll Strain 3d6 vs. Health 12. Failure: Next Navigation Action Roll is Partial Success + jammed sensors complication.
Personal Variant (Black-Ops Cybernetic Implant)
- Datajack-Linked Neuro-Organoid
- Cybernetic (install Medicine Action Roll TN 21).
- Cost: 2,500 oz gold.
- Effect: +2 Computer/Electronics Action Roll (personal hacking).
- Health Rating: 8
- Lifespan: 1d6×3 cycles
- Maintenance: TN 12 (self or medbay).
- Risks: Same as ship version (scaled down).
Brain Removal, Integration, Identity Preservation, and Organoid Costs
(Core Rules – Supplemental Procedure)
Brain removal and integration into a Living Neuro-Core (LNC) system is an extreme medical procedure performed only in fringe black clinics, pirate chop-shops, or desperate survival situations. It is illegal in core polities (Luyten Empire, Teegarden Directorate) and carries severe social stigma and execution risk if discovered. The procedure is used in three main contexts:
- Voluntary / Survival: A dying or critically injured character opts for brain removal to survive (e.g., terminal radiation poisoning, catastrophic injury, or impending death from vacuum exposure).
- Hijacking / Black Market: A captive or victim is forcibly brain-jacked; the brain is sold on the black market to LNC buyers or organoid labs.
- Emergency Ejection Recovery: An LNC jar is recovered after vessel destruction; the brain is reintegrated into a new host.
All procedures follow core NOVACore mechanics (Medicine AR, TNs, complications, critical failures). No new dice or subsystems are added.
1. Brain Removal Procedure (Surgical Extraction)
Who Performs It: Only characters with Medicine Rank 3+ (Difficult skill) or a black-market surgeon (GM NPC). Procedure Target Number (TN): Medicine Action Roll TN 21 (Very Difficult).
- Success: Brain successfully removed and placed in a nutrient bioreactor jar (Brain Jar HP 5, AV 12/6). Patient survives as LNC (see LNC Creation rules).
- Partial Success (TN – 1): Brain survives but suffers –1 permanent INT AtMod (neural trauma) until repaired (TN 21 Medicine).
- Failure: Brain damaged (–2 permanent INT AtMod) or jar fails (brain death in 1d6 hours unless emergency stabilization).
- Critical Failure (natural 3 on 3d6): Brain death or catastrophic rejection (permanent death).
Cost:
- Black-market clinic: 5,000–8,000 oz gold (includes jar, nutrient system, basic neural lace).
- Emergency field removal (no clinic): +50% cost (tools, risk); Streetwise AR TN 18 to locate supplies.
Survival Chance Without Procedure (if dying):
- Vacuum exposure, terminal rad poisoning, or catastrophic injury: Raw 3d6 vs. Health score every round/hour. Failure = bleedout/death. Procedure is the only way to survive long-term.
2. Integration into Host Vessel (Plug-In)
Procedure TN: Engineering (Difficult) AR TN 18 (or Medicine TN 18 if biological interface).
- Success: Brain fully integrated; LNC gains control of vessel (vessel stats override personal for physical ARs).
- Partial Success: +half vessel bonuses but –1 Additional Modifier until adjusted (TN 18 Engineering).
- Failure: Integration fails (brain jar undamaged; retry after 1d6 days).
- Critical Failure: Brain trauma (–1 permanent INT AtMod) or vessel damage (–10% HP until repaired).
3. Identity Preservation vs. Consciousness Wipe
When integrating a brain (voluntary or hijacked), the installer decides whether to preserve or wipe the original personality/identity.
Preserve Identity (recommended for voluntary LNC)
- TN: Medicine AR TN 21 + Psionics PER AR TN 18 if psionic brain.
- Success: Full personality, memories, skills, and consciousness preserved. LNC retains all pre-removal skills, XP, levels, and personality traits.
- Partial Success: Personality preserved but fragmented (–2 PER AtMod permanent; memory gaps –1 to Knowledge/Recall ARs).
- Failure: Personality degraded (–4 PER AtMod; major memory loss –2 to all INT-based skills).
- Cost: +2,000 oz gold (advanced neural mapping, dopamine stabilizers).
Wipe Consciousness (common for hijacked/black-market brains)
- TN: Engineering AR TN 18 (silicon override) or Medicine TN 21 (chemical lobotomy).
- Success: Original personality erased; brain becomes blank organoid-like compute unit (+2 Gunnery/Piloting AdMod, no personality drawbacks).
- Partial Success: Wipe incomplete (–1 AdMod + occasional “screams” complication).
- Failure: Brain damaged (–2 Health Rating; reduced lifespan).
- Cost: +1,000 oz gold (chemical agents, neural scrubbers).
Black-Market Brain Sale (Hijacked Victim)
- Sale Value: 3,000–8,000 oz gold (depending on brain quality: high INT/PER = higher price).
- Risk: Streetwise AR TN 18 to sell without attracting Luyten bounty hunters. Failure: +1 Reputation penalty with Luyten Empire.
4. Cost of a Lab-Grown Brain (Organoid)
Lab-grown organoids are synthetic neuron clusters (no original personality) used for basic Neuro-Core Hybrids or cheap LNC replacements.Cost: 1,000–3,000 oz gold (depending on neuron count and quality)
- Basic (100k neurons): 1,000 oz gold / 4,000 oz platinum
- Advanced (1M+ neurons): 3,000 oz gold / 12,000 oz platinum
Installation: Engineering AR TN 18 (same as Advanced Detached Brain).
Lifespan: 6–24 months (2d6 × 3 cycles)
Effect: +2 Gunnery or Piloting AR; +1 Navigation AR (no personality).
Maintenance: TN 12 (simple nutrient refresh). Notes
- Organoids have no memories or identity — purely computational.
- Alien-derived organoids (e.g., Grey psionic tissue) cost +50% and require Psionics PER AR TN 21 to source/install.
- Salvage from wrecks: Mechanics AR TN 21 (50% intact; value 50% of new cost).