Core Rule Setting – The YE 5000 Era

The YE 5000 Timeline – 4500 Years After the Cradle

The year is YE 5000. Five thousand years have passed since the final Exodus arks fled the dying Origin World (Earth) in 2264–2272 AD. Humanity has spread across The Way—the vast, inhabited networks of arms and spurs of the Milky Way galaxy. The small bubble once called the Cradle is now ancient myth, a forgotten birthplace spoken of only by historians and Nova Catholic theologians.

The galaxy is called The Drain when referring to the supermassive black hole at the center (Sagittarius A*) and its immediate accretion disk. Everything spirals inward toward it. The rest of inhabited space is simply The Way—the long, winding paths carved by five millennia of human expansion, conflict, and survival.

Major Eras

  • YE 0–500 (The Exodus): Ark fleets disperse. First colonies form in the Orion–Cygnus/Local Arm. Gravity adaptation begins. The Luyten Concord emerges as the first multi-star government.
  • YE 500–1500 (The Second Diaspora): Warp technology improves. Humanity reaches adjacent arms. Corporate empires and theocratic states rise. The Nova Catholic Church absorbs LDS traditions and begins its rise.
  • YE 1500–3000 (The Arm Wars): Inter-arm conflicts. First wide ranging contact with Outsiders (Greys, LGMs, Reptilians, Mantids). Psionics and siddhis appear more widespread among humans. The Teegarden Directorate solidifies as a militant communist power.
  • YE 3000–4500 (The Silence & The Dark Sun): The Nova Catholic Church achieves dominance. Orion Genesis Heresies spark the Reptilian Purges. The Farm is established. Many species are driven to near-extinction.
  • YE 4500–5000 (The Mesha Rising): Lizard Messiah events unfold. Drac’s rebellion ignites hope among the oppressed. The Church hunts “witches” (Void Yogis and psionics) with increasing fervor. The Way fractures further into warring polities.

Technology has advanced dramatically. Graviton Condensate Drives allow 500–2,000+ LY per day. Brain-core hybrids and human-alien chimeras are common among elites. Yet true AI remains impossible. The galaxy is still mostly empty—humanity controls only 8–18% of usable volume.

The Nova Catholic Church

The Nova Catholic Church is the dominant religious and political force in YE 5000. It is not the Catholicism of 2026. It is a syncretic theocracy that absorbed LDS beliefs, Hermetic philosophy, and a militarized hierarchy.

Theology of Sol

Sol is the Dark Sun God—a black-hole entity at the galactic core demanding living sacrifice for cosmic balance. Humanity is made in Sol’s image. All other species are lesser or demonic. The Orion Genesis Heresies (proof that Reptilians share Ancestor DNA with humans) were declared blasphemy. Reptilians became “devil spawn” to be culled.

Hierarchy

  • The Pope (King-Pope): Absolute spiritual and temporal ruler. Rumors persist that the current Pope is ancient, practices forbidden Void Yoga, and seeks to eliminate all rivals to achieve godhood.
  • Cardinal-Supervisors: Rule star systems.
  • Inquisitors & Priest-Knights: Enforce doctrine, hunt witches (Void Yogis, psionics), and lead purges.
  • Monks: Scholars, assassins, and Kolob seekers.

Laws of the Reformation

Strict bans on germline editing (except for Church-approved purposes), psionics, and interspecies relations. Slavery is reframed as “penance labor.” The Farm harvests Reptilian eggs as “offerings to Sol.”

Relations with Surviving Species

Reptilians are near-extinct and hunted. Panterans are “pets.” Bugs are vermin. Outsiders are demons. The Church claims divine right over The Way.

Human Settled Space: “The Way”

After 5,000 years of expansion, humanity and its allied or subjugated species control a long, irregular band of settled space known simply as The Way.

  • Total Span: Roughly 18,000–22,000 light-years in length, following the major galactic arms (primarily Orion-Cygnus, Perseus, and parts of Sagittarius).
  • Width: Averages 4,000–6,000 light-years thick, but is heavily fractured.
  • Explored & Habitable Volume: Humanity directly controls or influences approximately 12–15% of the galactic disk’s usable real estate. The vast majority of the galaxy remains unexplored, unclaimed, or too dangerous.
  • Population: Estimated at 280–340 trillion sentient beings, the overwhelming majority being baseline or augmented humans.

Travel between major regions still takes weeks to months even with advanced Graviton Condensate Drives. The Coreward regions near the galactic center (The Drain) are largely avoided due to extreme radiation, gravitational storms, and ancient horrors.

The Nova Catholic Church – The Dominant Power

The Church is by far the largest and most powerful human polity in YE 5000. It controls roughly 65–70% of all human-settled space.

  • Core Territory: The entire Inner Cradle, most of the Orion Spur, and large sections of the Perseus Arm.
  • Governance: A ruthless theocratic hierarchy ruled by the King-Pope — a psionic vampire said to be over 1,000 years old. He sustains his unnatural longevity through forbidden Void Yoga, blood rituals, and the harvested life-force of “witches” and heretics.
  • Military: Millions of Priest-Knights, Inquisitorial fleets, and orbital Farm stations. They enforce the Reformation Laws with absolute brutality.
  • Economy: Controls most bullion trade, relic salvage rights, and the vast slave/penance labor system.

The Church’s reach is not total — there are still lawless frontier zones, independent corporate enclaves, and Resistance-held pockets — but it remains the central authority that most humans live under.

Fallen Powers

Teegarden Directorate
Once a powerful militant-communist human empire, the Teegarden Directorate was completely shattered during the Great Purges (YE 4600–4750). Its core worlds were glassed or forcibly converted. Only scattered hidden remnants survive in deep-space bunkers and rogue fleets. These survivors are now quietly negotiating alliances with the Resistance, offering advanced military tech and intelligence in exchange for protection.

The Resistance (“The Mesha Front”)

A decentralized but growing alliance of alien species and human dissidents fighting the Church’s tyranny.

  • Size: Estimated 8–15 million active fighters and supporters, with hundreds of millions more in sympathetic populations.
  • Composition (overwhelmingly non-human):
    • Bugs (Mantids, Bees, Wispols, Pedes, and dozens of variants) — the largest and most organized contingent.
    • Kobold and Ophidian Reptilians — tiny but symbolically vital (especially since Drac’s rise as Mesha).
    • Akuna (currently just Boreu and any rumored survivors).
    • Panterans, “Slags,” and various fringe species.
    • Small but growing numbers of human defectors and Teegarden remnants.

The Resistance operates from hidden bases, mobile hive-fleets, and fringe worlds. It specializes in guerrilla warfare, sabotage, and lightning raids on Church supply lines and Farms.

Outsiders & Other Species

  • Greys & LGMs: Extremely hostile. Any encounter is considered high-risk. They remain true Outsiders operating from outside human-explored space. Their technology, motives, and full capabilities are still largely unknown. Previous rules regarding their gravity drives and hostility remain in effect.
  • Reptilians (Kobolds & Ophidians): Critically endangered. Total population likely under 2 million, most in hiding or captivity.
  • Mantids & Bug Species: Still exist in large numbers (hundreds of millions across many variants). They form the military backbone of the Resistance.
  • All Other Species (Panterans, various slave-castes, etc.): Fringe populations. Scattered, often in small enclaves or serving as gladiators/pets within Church space.

Summary of Power Balance (YE 5000)

  • Church: 65–70% of human space — dominant but overstretched.
  • Independent / Lawless Zones: 20–25%.
  • Resistance & Allies: 8–12% (mostly hidden or fringe).
  • Unexplored / Outsider Space: The overwhelming majority of the galaxy.

The rise of the Mesha (Drac) has shifted the balance from quiet oppression toward open holy war. The galaxy is fracturing, and the ancient lie of Sol is beginning to crack.

Ship Propulsion & Travel in YE 5000
Void Pirates – Lizard Messiah Supplemental

Core Philosophy Change

In YE 5000, ship combat remains exactly as written in the core NOVACore rules: all battles occur at Maneuvering Speed (relative velocities between 0 and 500 km/s). Piloting, Gunnery, and Engineer phases are unchanged. What has changed dramatically is interstellar travel. Ships now use far more powerful and efficient drives for long-distance transit, while retaining the same sublight maneuvering engines for combat, docking, and system navigation.

1. Sublight Maneuvering Drives (Combat & System Travel)

These are unchanged from core rules and used for all tactical movement:

  • Fusion Torch / Plasma Drive: Standard high-thrust engines.
    • Acceleration: 0.5 – 8G (depending on ship mass and power plant).
    • Used for combat, planetary approach, docking, and in-system travel (hours to days within a star system).

All ship-to-ship combat, boarding actions, and close-range maneuvers use these drives exclusively.

2. Interstellar Travel Drives (YE 5000)

A. Graviton Condensate Drive (GCD) – The Standard Drive

The dominant long-range drive in 5000. Most Church, Resistance, and independent ships use some variant of this.

Performance:

  • Cruising Speed: 800 – 1,500 light-years per day (LY/d).
  • Maximum Burst: 2,000 – 2,800 LY/d for short periods (requires heavy recharge afterward).
  • Jump Profile: Creates a stable graviton bubble that warps local spacetime. Ships “condense” space in front and expand it behind — effectively riding a self-generated warp bubble.
  • Recharge Time: 4 – 18 hours after a long jump (depends on ship size and capacitor quality).
  • Accuracy: ±0.8 – 3 light-years at maximum range. Requires Astrogation roll.

Advantages: Reliable, relatively safe, scalable from small scouts to massive Cathedral ships.
Disadvantages: Leaves detectable gravitic ripples (Church patrols can track major jumps). Cannot be used inside a gravity well deeper than 0.01G.

B. Metric Engineering Field (MEF) – Elite / Resistance Drive

Advanced variant used by high-end Resistance ships and Church Inquisitorial vessels.

Performance:

  • Speed: 3,000 – 6,500 LY/d.
  • Special: Can “fold” space along pre-mapped routes for near-instantaneous jumps up to 80 light-years (once per 48 hours).
  • Stealth Mode: Significantly reduced gravitic signature.
  • Drawback: Extremely power-hungry and stresses hulls. Only elite crews (Pilot Rank 5+) can use it safely.

C. Bolaidium Reaction Drive (BRD) – “Ghost Drive”

Experimental pirate / black-market drive (the same type used by Drac’s stealth dropship).

Performance:

  • Speed: 4,000 – 9,000+ LY/d in short bursts.
  • Stealth: Near-perfect — almost no detectable signature for 6–12 hours after jump.
  • Risk: High chance of cascade failure (1 in 6 per jump beyond 2,000 LY). Misjump can send a ship hundreds of light-years off course or destroy it.
  • Fuel: Rare Bolaidium ore (antimatter catalyst) — extremely expensive and tightly controlled.

D. Legacy Fluxion / ZPE Drives

Still used by poor frontier ships and older vessels.

  • Maximum: 80 – 300 LY/day.
  • Considered obsolete and slow in 5000.

Travel Times – Practical Examples (YE 5000)

Orion Spur to Perseus Arm~4,000 LY3 – 5 days1 – 2 days12 – 24 hours
Church Core to Fringe (Sadre Prime)~1,200 LY1 day8 – 12 hours4 – 6 hours
Resistance Hidden Base to Orion Ruins~9,500 LY7 – 12 days3 – 5 days2 – 4 days (risky)
Across The Way (end to end)20,000 LY14 – 25 days6 – 10 days4 – 8 days

Ship Classification & Drive Ratings (YE 5000)

Scout / CourierGCD Light1,800 LY/dFast, lightly armed
Frigate / RaiderGCD Standard or MEF2,500+ LY/dMost common Resistance ship
Cathedral DreadnoughtHeavy GCD / MEF1,200 LY/dMassive Church flagships
Ghost HaulerBolaidium6,000+ LY/dPirate stealth ships
Hive CarrierMEF + Swarm Drones3,000 LY/dBug Resistance vessels

Important Rules Updates

  1. All Combat at Maneuvering Speed
    No changes to existing ship combat, initiative, Gunnery Phase, or boarding rules. Long-range travel drives are completely shut down during combat.
  2. Jump Preparation
    • Spin-up: 30 seconds – 5 minutes.
    • Astrogation AR (TN 12–21 depending on distance and conditions).
    • Failure = misjump or delayed departure.
  3. Detection
    Major GCD jumps create detectable ripples for 6–48 hours. MEF and Bolaidium are much harder to track.
  4. Fuel & Maintenance
    • GCD/MEF: Powered by ZPE Condensate Matrices (near-infinite but need periodic recalibration).
    • Bolaidium: Requires rare exotic matter — major plot driver for pirates.

Species of YE 5000

Kobold Reptilians

Lore & History

Kobold Reptilians, taxonomically classified as Varanus pseudo sapius, are one of the great tragedies of the YE 5000 era. Engineered alongside humanity by the mysterious Ancestors in the deep past, Kobolds represent living proof of shared origin — a truth the Nova Catholic Church could not allow.

In the YE 4200s, during the Orion Genesis Heresies, Church explorer-priests uncovered vast Ancestor ruins in the Orion Spur. These ruins contained genetic archives and holographic records proving that both humans and Reptilians were deliberately created as sibling species — crafted from the same genetic template. Rather than celebrate this revelation, the Church branded it blasphemy. Reptilians were declared “devil people,” crafted by the Adversary to mock Sol’s sacred image. A galaxy-wide jihad was declared. Billions of Kobolds were hunted down in systematic genocides framed as living sacrifices to the Dark Sun at the galactic core.

Entire worlds were nuked. Packs were driven into gas giants, neutron star systems, or the radioactive fringes. Females were rounded up and taken to the infamous Farms — vast orbital breeding facilities where they are forcibly milked of eggs every lunar cycle in a degrading, industrialized process. Most surviving males were castrated. Only a handful were left intact for “controlled study,” seed harvesting, and slave labor.

By YE 5000, true wild Kobold populations are believed extinct in civilized space. Scattered survivors cling to hidden enclaves on a mysterious red hydrogen world deep in the fringes, or live as slaves, gladiators, or black-market hybrids. Yet the Mesha Prophecy endures: “When the last free male rises, anointed in blood and starfire, the packs shall reunite and the Dark Sun’s lie shall shatter.”

Kobolds remember the packs. They remember the betrayal. And they are rising.

Biology

Kobolds are stocky, powerfully built reptilians standing 4–6 feet tall (average 4’10” for males, 5’2″ for females). Their bodies are covered in tough, rough scales ranging from deep emerald and rust-red to charcoal black with iridescent highlights. Their eyes are glowing slit-pupiled orbs (yellow, red, or violet) that see excellently in low light. They possess powerful clawed hands with fully opposable thumbs, digitigrade legs built for explosive speed and leaping, and a thick muscular tail used for balance and combat.

Kobolds are natural quadrupeds when sprinting or hunting but walk upright comfortably. Their physiology is optimized for 0.8–1.4G environments (Stomper/Brick preference). They are carnivorous pack hunters with exceptional smell and taste, capable of tracking blood across vacuum-sealed corridors. Latent psionic potential (Siddhi) is common, manifesting as low-level telepathy within the pack and minor telekinetic bursts.

Lifespan: 80–120 years (maturity at 14).
Reproduction: Oviparous. Females lay 4–8 leathery eggs after a 60-day gestation. Church Farms harvest these eggs ruthlessly.

Gravity Rating Preference: Stomper / Brick (heavy-world adapted). Severe penalties in low gravity (Floater/Hopper mismatch).

Game Stats & Traits (Core Rules Compatible)

Kobolds use the standard NOVACore character creation rules with the following species modifiers:

Base Attribute Modifiers (applied after rolling or point buy):

  • STR: +2 (natural power and claws)
  • AGL: +1 (explosive movement)
  • HLTH: +2 (tough scales and endurance)
  • INT: -1 (instinct over abstract thought)
  • PER: +0
  • PSI: +3 (latent Siddhi — minimum starting PSI 10)

Permanent Gravity Rating: Stomper / Brick hybrid. Use Stomper GRM table in high-G, suffer -2 AtMod in <0.6G.

Species Traits (all Kobolds receive these):

  • Pack Hunter: When fighting or acting with 2+ other Kobolds (or trusted pack members), gain +15% on all Action Rolls (AR) and +1d6 damage on successful melee attacks.
  • Claws & Tail: Natural weapons — 1d6+STR damage (melee). Tail can be used for trip/disarm (opposed AGL AR).
  • Low-Light Vision: No penalty in darkness or dim light.
  • Latent Siddhi: May purchase psionic talents at half XP cost. Start with 1 free Minor Siddhi.
  • Church Stigma: Automatic -20% on all Persuade, Deceive, and Social rolls in Nova Catholic space. Inquisitors may demand Heresy Detection rolls.
  • Resilient Scales: Natural AV 4 (soak) against physical attacks.

Recommended Starting Skills (Level 1):
Pilot (especially small craft) at Rank 3–4, Mechanics Rank 2, Athletics Rank 2, Stealth Rank 2, Melee Combat Rank 2, Survival Rank 2.

Threat Scaling: Kobold packs count as +1 TSR per 3 members due to Pack Hunter synergy.

Sample Level 1 Kobold NPC: “Krag” – Newly Escaped Slave Pilot

Concept: A young male Kobold who survived a Farm raid. Bitter, loyal to the pack, haunted by monthly milkings he escaped. Serves as a ready-to-use NPC or pre-gen for players.

Level: 1
Gravity Rating: Stomper (1.4–1.6G native)
Current HP: 28 / 28
Max HP: 28 (HLTH 14 × 2)
Armor Value (AV): 4 (scales) + any worn suit
Initiative: 3d6 + AGL + Pilot RankAttributes (with species mods):

  • STR: 15 (+5 AtMod)
  • AGL: 13 (+4 AtMod)
  • INT: 10 (+3 AtMod)
  • HLTH: 14 (+5 AtMod)
  • PER: 11 (+4 AtMod)
  • PSI: 13 (+4 AtMod) — Latent Siddhi active

Skills (ranks and bonuses using core NOVACore rules):

  • Pilot (ASR): Rank 4 → +4
  • Mechanics (ASR): Rank 2 → +2
  • Melee Combat (ASR): Rank 3 → +3
  • Athletics (ASR): Rank 2 → +2
  • Stealth (DSR): Rank 1 → +1
  • Survival (ASR): Rank 2 → +2
  • Intimidate (ASR): Rank 1 → +1

Traits & Specials:

  • Pack Hunter (active with allies)
  • Claws/Tail natural weapons
  • Latent Siddhi: Minor Telepathy (pack only, Difficult TN 12)
  • Church Stigma (active)

Gear (starting):

  • Ragged pressure suit (AV 6 total when worn)
  • Salvaged boarding axe (1d8 + STR damage)
  • Stolen Nova Catholic sidearm (pistol, 2d6 damage)
  • Tool kit (+15% Mechanics)
  • 3 doses of stims

Personality: Growls more than speaks. Fiercely protective of any “pack” he joins. Hates Church symbols. Dreams of finding the red hydrogen world.

Combat Example (NOVACore):
Krag attempts to claw a Church guard (Average TN 12).
Roll: 3d6 (say 11) + STR AtMod 5 + Melee 3 + Pack Hunter 15% (if applicable) = strong success.
Damage: 1d6+5 (claws) + possible Pack bonus.

Ophidian Reptilians

Lore & History

Ophidian Reptilians are among the most dangerous and hated “devil spawn” in the eyes of the Nova Catholic Church. While Kobolds represent brute strength and pack fury, Ophidians embody deception, infiltration, and quiet vengeance. Their very existence terrifies the Church because they can walk among humans undetected.

Like their Kobold cousins, Ophidians were revealed as engineered sibling species during the Orion Genesis Heresies of the YE 4200s. The Ancestor ruins proved the same uncomfortable truth: humans and both branches of Reptilians share a common engineered origin. The Church responded with even greater fury toward Ophidians. Because of their near-perfect shapeshifting camouflage, they were labeled “the Serpent in the Garden” — living proof that the Devil could hide in plain sight among the faithful.

Systematic purges targeted Ophidian nests. Females were prioritized for capture and transport to The Farm, where they endure endless cycles of forced egg harvesting. Most Ophidian males were hunted to near-extinction; only a tiny number remain hidden in the deepest fringes. By YE 5000, the vast majority of surviving Ophidians are female. They have become masters of disguise, operating as spies, assassins, smugglers, and Resistance agents throughout Nova Catholic space.

Reproduction Note (critical to their survival strategy):
Ophidians are overwhelmingly female. They can mate with Kobold males to produce viable Ophidian daughters (always female). Only mating with a rare Ophidian male can produce male Ophidian offspring. This biological bottleneck has forced surviving Ophidians into tight alliances with Kobold packs, creating warbands that are the backbone of the Mesha resurgence.

The Church fears Ophidians more than any other “Reptilian”Outsider” species. A Kobold can be identified by scales and claws. An Ophidian can sit in a cathedral, take confession, seduce a Cardinal-Supervisor, and slit his throat before anyone realizes the serpent was ever there.

Biology

Ophidians are sinuous and elegant, averaging 5’6″ to 6’2″ in height. Their natural form features iridescent teal, emerald, or deep violet scales that shimmer under light, elegant hoods (which can flare when threatened or aroused), and long, powerful prehensile tails (often 4–6 feet long) used for balance, combat, and intimate grip. They have slit-pupiled eyes (gold, crimson, or silver), and retractable fangs.

Their most terrifying adaptation is perfect visual and thermal camouflage. Through conscious control of chromatophores and minor psionic dampening, an Ophidian can appear completely human — indistinguishable even under casual medical scans. Only advanced thermal imaging, psionic detection, or intimate physical inspection reveals the truth. Their tails can be “folded” or psychically masked during disguise.

Gravity Rating Preference: Hopper / Brick (0.6–1.4G). They suffer noticeable penalties in very high or very low gravity.
Lifespan: 90–140 years.
Senses: Exceptional night vision and vibration detection through their tail and jaw.

Game Stats & Traits (Fully Compatible with NOVACore Core Rules)

Base Attribute Modifiers (applied after generation):

  • STR: +0
  • AGL: +3 (serpentine grace)
  • HLTH: +1 (resilient biology)
  • INT: +1 (cunning)
  • PER: +2 (natural charisma and seduction)
  • PSI: +2 (subtle psionic camouflage)

Permanent Gravity Rating: Hopper/Brick hybrid. Use appropriate GRM table.

Species Traits (all Ophidians receive these):

  • Perfect Shapeshift: +30% to all Deceive and Disguise rolls when mimicking humans. Appearance is visually and thermally perfect to casual inspection. Thermal/psionic/medical scanners or intimate contact can reveal true form (opposed PSI or Science roll, Very Difficult TN 21).
  • Serpentine Agility: +20% to Stealth, Evade, and Acrobatics rolls. Tail grants +15% to Grapple, Trip, or Disarm maneuvers.
  • Farm Trauma: Most Ophidians carry deep psychological scars. -10% to all PER-based rolls (Persuade, Leadership, etc.) when in Nova Catholic-controlled space or dealing with Church symbols. This penalty can be temporarily ignored with a successful Difficult Willpower (HLTH) roll.
  • Venomous Bite (optional, once per day): 2d6 poison damage + Paralysis (opposed HLTH roll).
  • Prehensile Tail: Functions as an extra limb. Can wield light weapons or manipulate objects while hands are free.
  • Latent Siddhi: May learn psionic talents at reduced cost. Common starting talent: Minor Illusion / Camouflage.
  • Church Hatred: Bounties on Ophidians are double those on Kobolds. Inquisitors receive +20% on Heresy Detection rolls against suspected Ophidians.

Recommended Starting Skills (Level 1):

Deceive Rank 4, Stealth Rank 3, Persuade/Seduce Rank 3, Pilot Rank 2, Melee (tail or knife) Rank 2, Psionics (Minor) Rank 1.

Sample Level 1 Ophidian NPC: “Ssyra” – Resistance Infiltrator

Concept: A young female Ophidian who escaped The Farm. Now serves as a spy and seductress. Cold, calculating, but deeply loyal once trust is earned.

Level: 1
Gravity Rating: Hopper (0.4–0.8G preferred)
Current HP: 24 / 24
Max HP: 24 (HLTH 12 × 2)
Armor Value (AV): 2 (natural scales) + worn suit
Initiative: 3d6 + AGL + Pilot/Stealth RankAttributes (with species mods):

  • STR: 11 (+4 AtMod)
  • AGL: 16 (+5 AtMod)
  • INT: 13 (+4 AtMod)
  • HLTH: 12 (+4 AtMod)
  • PER: 15 (+5 AtMod)
  • PSI: 14 (+5 AtMod)

Skills:

  • Deceive / Disguise (DSR): Rank 4 → +7 (escalating)
  • Stealth (DSR): Rank 3 → +5
  • Persuade / Seduce (ASR): Rank 3 → +3
  • Pilot (ASR): Rank 2 → +2
  • Melee Combat (tail/knife) (ASR): Rank 2 → +2
  • Minor Psionics – Camouflage (ASR): Rank 1 → +1

Traits & Specials:

  • Perfect Shapeshift (+30%)
  • Serpentine Agility (+20% Stealth/Evade)
  • Farm Trauma (-10% PER in Church space)
  • Prehensile Tail
  • Latent Siddhi: Minor Illusion

Gear (starting):

  • High-end civilian pressure suit (disguised as Nova Catholic clerk attire)
  • Monofilament tail blade (1d8 + STR, hidden)
  • Concealed needle pistol (2d4 poison damage)
  • Fake ident-chip (Church low-level clerk)
  • 2 doses of euphoria (for seduction work)

Personality: Speaks softly with a slight hiss when emotional. Uses beauty and intellect as weapons. Trusts very few outside her chosen pack. Dreams of one day bearing a male Ophidian son with a worthy mate.

Combat Example:
Ssyra attempts to seduce and then strike a guard (Deceive roll vs TN 15). Success allows a surprise tail strike (opposed AGL). With Shapeshift active, most guards never see the serpent coming.

This species is fully playable and deadly in social infiltration, stealth missions, and mixed-pack crews. Ophidians excel as spies, diplomats, assassins, and pilots — the perfect counterbalance to the raw power of Kobolds.

Panteran Sapius (Lion-Human Hybrids)

Lore & History

Panteran Sapius, commonly called Panterans or “Lionkin,” are a genetically engineered hybrid species created by rogue Nova Catholic bio-engineers in the centuries before the full Reformation (roughly YE 3800–4100).

Church scientists sought to create the ultimate warrior caste — superhuman soldiers that combined the strength, ferocity, and majesty of Earth’s extinct lions with human intellect and loyalty to Sol.

The project was deemed a success in the laboratory but a theological disaster in practice. When the Orion Genesis Heresies erupted in the YE 4200s, the existence of Panterans became highly inconvenient. They were clearly not made in Sol’s pure image, yet they were undeniably the product of Church science.

Despite this, the Church continues to use them. Most Panterans live as gladiators in underground fighting pits, elite enforcers for Cardinal-Supervisors, or pampered “pets” kept by high-ranking clergy as status symbols. A rare few escape into the fringes and join Resistance cells or pirate crews, where their raw power makes them terrifying boarding specialists.

Because they were created by the Church, Panterans occupy a uniquely cursed position in YE 5000 society. They are simultaneously prized for their combat ability and reviled as living proof of the Church’s own heretical past. Inquisitors often hunt “feral” Panterans under the pretext of cleansing genetic corruption, while secretly replenishing Church fighting stables with fresh stock.

Panterans have no known homeworld. They are manufactured in hidden gene-forges or born to controlled breeding programs. Their culture is one of enforced loyalty, broken only by those few who taste true freedom and never return to the collar.

Biology

Panterans are imposing, leonine-human hybrids standing 6’2″ to 7’4″ tall, with broad, heavily muscled frames built for explosive power. Their bodies are covered in short, dense fur ranging from golden-amber and tawny to deep black or silver-grey. Males typically possess impressive manes (often braided or dyed to denote rank or ownership), while females are sleeker but equally deadly.

They possess retractable claws on hands and feet, elongated canine fangs, slit-pupiled amber or green eyes with excellent night vision, and digitigrade legs that grant powerful leaps and silent movement. Their senses of smell and hearing are vastly superior to baseline humans. Panterans are obligate carnivores with powerful jaws capable of crushing bone.

Gravity Rating Preference: Stomper (1.4–1.6G). They thrive in high-gravity environments and suffer noticeable weakness in low-G (Floater/Hopper mismatch causes -2 AtMod and reduced leaping ability).
Lifespan: 70–95 years (reach physical maturity at age 12).
Reproduction: Mammalian, with small litters (1–3). Church breeding programs strictly control pairings.

Game Stats & Traits (Fully Compatible with NOVACore Core Rules)

Base Attribute Modifiers (applied after rolling or point buy):

  • STR: +3 (immense muscle density and leverage)
  • AGL: +2 (feline balance and speed)
  • HLTH: +2 (robust hybrid physiology)
  • INT: -1 (instinctual over analytical)
  • PER: +1 (imposing presence)
  • PSI: -1 (engineered to be less psionically volatile)

Permanent Gravity Rating: Stomper. Use Stomper GRM table. In <0.8G they lose leaping distance and suffer coordination penalties.

Species Traits (all Panterans receive these):

  • Feline Grace: +25% to all Athletics, Acrobatics, and Climbing rolls. Full night vision with no penalties in darkness. May leap up to 12 feet horizontally or 8 feet vertically from a standing start (double in high-G).
  • Claws & Fangs: Natural weapons. Claws deal 1d8 + STR damage (melee). +15% to Melee Combat damage rolls when using claws. Fangs grant +1d6 bite damage on successful grapples.
  • Pit Fighter Legacy: +20% to all Intimidate and Willpower rolls. Gain +10% to resist fear, pain, or psychological manipulation due to years of arena conditioning.
  • Enhanced Senses: +15% to Perception rolls involving smell or hearing.
  • Church Pet Stigma: -15% to Persuade and Leadership rolls when dealing with non-Church individuals who recognize their origin (seen as either dangerous beasts or traitors). Automatic enmity with many Resistance groups until trust is earned.
  • Natural Armor: Fur and thick hide grant AV 3 against unarmed and light attacks.
  • Rage Trigger (optional rule): When reduced below 25% HP, may enter a controlled battle fury once per session (+2 AtMod to STR/AGL for 3 rounds, -2 PER).

Recommended Starting Skills (Level 1):
Melee Combat Rank 4, Athletics Rank 3, Intimidate Rank 3, Survival Rank 2, Endurance (HLTH) Rank 2, Pilot (heavy/mech) Rank 1.

Threat Scaling: Single Panteran counts as +2 TSR in personal combat due to raw power.

Sample Level 1 Panteran NPC: “Raugar” – Escaped Pit Champion

Concept: A massive golden-furred male Panteran who killed his handler during a gladiatorial match and fled into the Void. Now a freelance enforcer or bodyguard for pirate crews willing to risk Church reprisal.

Level: 1
Gravity Rating: Stomper (1.4–1.6G native)
Current HP: 32 / 32
Max HP: 32 (HLTH 16 × 2)
Armor Value (AV): 3 (natural) + any worn armor
Initiative: 3d6 + AGL + Melee Rank

Attributes (with species mods):

  • STR: 17 (+6 AtMod)
  • AGL: 14 (+5 AtMod)
  • INT: 9 (+3 AtMod)
  • HLTH: 16 (+5 AtMod)
  • PER: 12 (+4 AtMod)
  • PSI: 8 (+3 AtMod)

Skills:

  • Melee Combat (ASR): Rank 4 → +4
  • Athletics (ASR): Rank 3 → +3
  • Intimidate (ASR): Rank 3 → +3
  • Survival (ASR): Rank 2 → +2
  • Endurance (ASR): Rank 2 → +2
  • Pilot (Mechs/Vehicles) (ASR): Rank 1 → +1

Traits & Specials:

  • Feline Grace (+25% Athletics, night vision, 12-ft leaps)
  • Claws (+15% Melee damage)
  • Pit Fighter Legacy (+20% Intimidate)
  • Enhanced Senses
  • Church Pet Stigma

Gear (starting):

  • Salvaged heavy pressure suit (AV 10 total)
  • Arena fighting claws (custom, 1d10 + STR damage)
  • Shock collar (removed but still has scars and technical knowledge to disable others)
  • Chain-mail mantle (decorative and functional)
  • 4 doses of combat stims

Personality: Speaks in a deep, rumbling growl. Values strength and honor above all. Distrustful of humans but respects those who fight fairly. Seeks to prove he is more than a Church-created weapon.

Combat Example (NOVACore):
Raugar charges a Church enforcer (TN 14). Rolls 3d6 + STR AtMod 6 + Melee 4 + possible Pit Fighter bonuses. On success, claws deal 1d8 + 6 + 15% damage bonus — often ending fights in a single brutal leap.

Akuna (Extinct)

Lore & History

The Akuna were once a proud, ancient psionic species known across the fringes as masters of the mind and masters of fluid environments. Serpentine in form, they built glittering underwater cities and zero-gravity orbital conclaves long before humanity’s Exodus. Their civilization emphasized philosophy, telepathic communion, and the subtle arts of the Siddhi.

All of that was erased in a single act of Church retribution.

During the height of the Orion Genesis Heresies (YE 4280s), the Nova Catholic Church declared the Akuna the ultimate embodiment of “witchcraft.” Their open practice of advanced psionics, refusal to bow to Sol, and ability to levitate entire cities were labeled abominations. A fleet of Inquisition warships glassed their homeworld — a beautiful ocean world known only as Akun’Ray — with cyclonic torpedoes and orbital bombardment. The seas boiled. The telepathic death-scream of millions echoes still through the Void.

By YE 5000, only one Akuna is known to still live: Boreu. Whether he is truly the last survivor or whether hidden eggs or cryo-vaults remain undiscovered is unknown. Boreu himself has not spoken of others. He drifts through the galaxy as a living relic — a being of terrifying intellect and sorrow, allied with the Mesha resurgence out of cold, calculated necessity rather than hope.

To the Church, Boreu is the ultimate heretical prize. To the Resistance, he is a strategic weapon of incalculable value.

Biology

Boreu is a massive, imposing serpentine being, approximately 22–25 feet in total length. His lower body consists of powerful, muscular coils covered in iridescent teal-to-purple scales with subtle shifting patterns. His upper torso is humanoid in proportion but heavily augmented with mechanical bracing, featuring relatively thin arms ending in four-fingered hands suited for fine manipulation.

His head is broad and somewhat cephalopod-like rather than elegantly elongated: a wide, wrinkled face with a cluster of thick, flexible tentacles surrounding a powerful beak-like mouth. His eyes are large, glowing amber-orange with vertical slit pupils that pierce through darkness and deception. A custom heavy-duty pressure helmet encases his head, filled with glowing blue nutrient fluid that keeps his gills and skin moist.

He has no external ears. Gill-like respiratory slits are visible along the sides of his neck and upper torso when the helmet is removed. In zero-G or aquatic environments he moves with lethal grace; on land in 1G he coils and drags his bulk with obvious effort.

Gravity Rating: Strict Hopper (0.4–0.6G optimal). In full 1G they suffer severely reduced mobility. In zero-G or aquatic environments they are exceptionally graceful.
Lifespan: 300+ years (Boreu is estimated at 240 years old).
Reproduction: Unknown to outsiders. No confirmed offspring since the nuking of Akun’Vey.

Game Stats & Traits (NOVACore Compatible)

Base Attribute Modifiers:

  • STR: -3 (weak arms; tail-based strength only)
  • AGL: +4 (serpentine grace in proper environment)
  • HLTH: +2
  • INT: +4 (brilliant mind)
  • PER: +1
  • PSI: +5 (minimum starting PSI 15)

Permanent Gravity Rating: Hopper (0.4G).

  • In optimal fluid/zero-G: full movement and +20% to all physical actions.
  • In 1G land: Move rate halved, -3 AtMod to all physical rolls, cannot leap or climb effectively.
  • Tail counts as primary locomotion and weapon limb.

Species Traits:

  • Psionic Mastery: PSI 15+ required. All psionic talents cost half XP. May maintain two psionic effects simultaneously without extra strain.
  • Telepathic Communion: Superior range and clarity. +30% to all Telepathy rolls. Can link entire crews for perfect coordination.
  • Levitation & Telekinesis: Natural ability to levitate self and objects up to 500kg (scales with PSI).
  • Tail Weapon: Powerful constricting tail. Deals 2d8 + STR (tail) damage. Can grapple and crush (opposed STR/AGL roll each round, automatic 1d6 crush damage per round held).
  • Aquatic/Zero-G Native: Helmet fluid systems or full immersion required for long-term comfort. In water or zero-G: +25% to all actions.
  • Weak Arms: -20% to any fine manipulation or two-handed weapon use with arms.
  • Church Witch Mark: Automatic death sentence if captured. Inquisitors gain +25% on detection rolls against Akuna.

Complete NPC: Boreu – The Last Akuna

Level: 4 (upper end — extremely capable, nearing Level 5)
Concept: Ancient psionic serpent, strategic mastermind, and reluctant ally to the Mesha. Cold, logical, and burdened by the death of his entire species. Serves as pilot, tactician, and living oracle for Resistance cells.

Gravity Rating: Hopper (0.4G) — requires specialized fluid helmet or zero-G environment
Base HP at Level 1: HLTH 19 × 2 = 38 HP
Additional HP from Levels 2–4: 3 × (1d10 rolls) Rolled HP Gains (done now for transparency):

  • Level 2: 8
  • Level 3: 7
  • Level 4: 9

Total Bonus HP: 8 + 7 + 9 = 24
Final Maximum HP:
38 + 24 = 62 / 62Current HP: 62 / 62
Armor Value (AV): 6 (natural skin) + custom pressure suit
Initiative: 3d6 + AGL + Pilot Rank (extremely high in zero-G)

Attributes:

  • STR: 8 (+3 AtMod — arms only; tail uses full HLTH for strength)
  • AGL: 17 (+6 AtMod)
  • INT: 19 (+6 AtMod)
  • HLTH: 19 (+6 AtMod)
  • PER: 14 (+5 AtMod)
  • PSI: 22 (+7 AtMod) — Master level

Skills (Level 4 ranks):

  • Pilot (ASR): Rank 5 → +5 (expert small craft and stealth ship handling)
  • Psionics – Telepathy (DSR): Rank 6 → +9
  • Psionics – Levitation & Telekinesis (DSR): Rank 5 → +7
  • Astrogation (ASR): Rank 4 → +4
  • Tactics / Strategy (ASR): Rank 5 → +5
  • Science (Ancient Lore) (ASR): Rank 4 → +4
  • Stealth (DSR): Rank 3 → +5
  • Persuade / Intimidate (mental) (ASR): Rank 4 → +4

Major Psionic Talents Known (Mastery allows powerful use):

  • Mass Telepathy (entire ship crew)
  • Advanced Levitation (move heavy objects or self + allies)
  • Mind Probe (Very Difficult)
  • Psionic Shield (strong mental and physical defense)
  • Telekinetic Crush (ranged tail-like attack)

Combat Abilities:

  • Tail Crush: 2d8 + 6 damage + grapple. In zero-G: devastating.
  • Psionic Bolt: 3d6 psychic damage (ignores most armor).
  • Defensive Levitation: Can dodge melee attacks with PSI roll.

Gear:

  • Custom zero-G fluid helmet & pressure sheath (maintains moisture, AV 10 total)
  • Neural amplifier crown ( +10% all PSI rolls)
  • Ancient Akuna data-crystal (contains lost species knowledge)
  • Concealed tail blade augment (adds 1d6 to tail damage)
  • Resistance command cipher

Personality & Roleplaying Notes

Boreu speaks in a calm, sibilant whisper that resonates directly in the minds of those nearby. He rarely shows emotion, but the death of his species weighs heavily — he will sacrifice anything to ensure the Church suffers. He views Drac (the Mesha) as a necessary catalyst but not necessarily a friend. In gameplay, Boreu serves as an incredibly powerful NPC ally, mentor, or tragic figure who may one day seek a final reckoning with the Church.

Combat Example (NOVACore):

In zero-G, Boreu levitates above enemies while crushing one with his tail (opposed roll) and telepathically coordinating allies (+15–20% to the pack). Few survive such an encounter.

Mantids – Bug Species (Multiple Prime Variants)

Lore & History

The Bug Species — collectively known as “the Swarm” or “the Hive Collective” — were among the first non-human allies to join the Resistance against the Nova Catholic Church. Their home clusters were devastated during the Orion Genesis Heresies, but unlike the Reptilians, the Bugs survived through sheer numbers, adaptability, and ruthless efficiency.

Hive politics dominate their society. Different species within the Swarm maintain strict specialization while cooperating under a loose confederation. They were never fully conquered by the Church; instead, they were driven into the deep fringes and asteroid belts where human fleets struggle to operate. Many Bug variants now serve as elite Resistance shock troops, saboteurs, and scouts.

Intelligence and psionic potential vary wildly between species — from near-animalistic workers to brilliant tacticians. All Bugs share a deep hatred for the Church, which attempted to exterminate them as “vermin” and “abominations against Sol’s image.”

Major Variants

Mantids (Leadership Caste)

Biology
Mantids stand 2.1–2.4 m tall, with slender, bladed limbs, triangular heads, and large compound eyes that glow with inner psionic light. Their exoskeletons are iridescent green-black or deep violet. They move with eerie, precise grace.

Game Stats & Traits

  • STR: +1
  • AGL: +3
  • HLTH: +1
  • INT: +2
  • PER: +1
  • PSI: +4 (strong but below Akuna levels)

Traits:

  • Psionic Command: +25% to Telepathy and Leadership when directing other Bugs.
  • Blade Limbs: Natural weapons (1d10 + STR damage).
  • Swarm Tactics: +15% to all rolls when within 10 m of 3+ allied Bugs.
  • Exoskeleton: +20% soak (natural AV 6).
  • Gravity Rating: Brick (0.8–1.2G preferred).

Sample Level 3 Mantid NPC: “Krix’Thal” – Resistance Commander

HP: 48/48 (proper d10 progression applied)
Key Skills: Tactics Rank 5, Psionics Rank 4, Melee Rank 4.
A cold, calculating strategist who coordinates mixed Bug-Reptilian operations.

Pedes (Scout / Swarmers)

Biology
Small, fast centipede-like creatures approximately 45 cm (0.45 m) long. Segmented black-and-crimson bodies, dozens of razor-sharp legs, venomous mandibles, and sensitive antennae. They scuttle along walls and ceilings with terrifying speed.

Game Stats & Traits

  • STR: -4 (tiny)
  • AGL: +5
  • HLTH: +1
  • INT: -2 (animalistic)
  • PER: +2
  • PSI: +0

Traits:

  • Swarm Tactics: +15% in groups of 5+.
  • Exoskeleton: Natural AV 3 (+20% soak).
  • Venom Bite: 1d6 poison + Paralysis (HLTH resist).
  • Wall Crawler: Move at full speed on any surface.
  • Gravity Rating: Floater/Hopper (thrives in low-G).

Sample Level 1 Pede Swarm
Treat as a single entity of 8–12 individuals with HP 22. One successful area attack can kill 2d6 Pedes.

Wispols (Aerial Recon / Harassers)

Biology
Elegant dragonfly-like beings 2.13 m long with a 3.66 m iridescent wingspan. Four gossamer wings produce a distinctive high-pitched hum. Their bodies are slender and metallic blue-green. They excel in zero-G and thin atmospheres.

Game Stats & Traits

  • STR: +0
  • AGL: +4
  • HLTH: +1
  • INT: +1
  • PER: +3
  • PSI: +2

Traits:

  • Flight: Full movement in zero-G or atmosphere (up to 80 km/h).
  • Swarm Tactics: +15% in groups.
  • Exoskeleton: Natural AV 4.
  • Sensory Array: +25% Perception and Astrogation.
  • Gravity Rating: Floater (0–0.4G ideal).

Sample Level 2 Wispol NPC: “Zir’Vey” – Scout Pilot
HP: 31/31
Specializes in stealth reconnaissance and hit-and-run strikes.

“Don’t poke the Bees.”

Bees (Military Specialists – “The Iron Hive”)

Biology
Heavily armored, bee-like warriors 1.22 m (4 ft) long with four to six powerful arms ending in highly dexterous talons. Thick chitin armor (often augmented with plate), compound eyes, and powerful mandibles. They possess a strict hive mentality — individuals have limited independent thought, functioning best as extensions of the collective mind.

Game Stats & Traits

  • STR: +3
  • AGL: +2
  • HLTH: +3
  • INT: +1 (within hive) / -2 (alone)
  • PER: +1
  • PSI: +1 (hive-link only)

Traits:

  • Swarm Tactics: +15% (maximum benefit in groups).
  • Exoskeleton: Natural AV 7 (+20% soak) — further improved by worn armor.
  • Six-Armed Mastery: Can wield two heavy weapons simultaneously or perform complex tasks with four free hands (+25% Mechanics, Gunnery, or Pilot in hive-linked crews).
  • Hive Mind: +30% coordination with other Bees. No meaningful social interaction with non-Bees.
  • Exclusive & Militaristic: Ignore outsiders unless they interfere. If obstructed, Bees will remove the obstacle with lethal efficiency.
  • Gravity Rating: Brick/Stomper (1.0–1.6G preferred).

Sample Level 3 Bee NPC: “Zzz’Korr Squadron Leader”
HP: 52/52 (with proper level progression)
Gear: Custom power armor (AV 14 total), dual pulse rifles, boarding talons.
Extremely disciplined. Will not negotiate. Will execute perfect fire-team tactics and then depart without a word.

General Bug Species Rules

  • Swarm Tactics (all variants): +15% to all Action Rolls when operating with 3+ allied Bugs of any type.
  • Exoskeleton (all): +20% soak / natural AV listed per variant.
  • Hive Politics: Different variants have limited inter-species trust. Mantids command; Bees tolerate only when strategically necessary; Pedes and Wispols follow.
  • Church Hatred: All Bugs receive automatic bounties and extermination orders.

This section is now fully detailed and playable. The Bug variants provide excellent variety for Resistance allies, enemy swarms, or morally complex crew members in a Lizard Messiah campaign.

Gravity Bands & Extreme Environment Penalties

In YE 5000, decades of exploration into extreme environments have forced crews to operate in far harsher gravity conditions than the original four bands. The Church calls mismatched gravity “Sol’s Judgment on the impure.”

Updated Gravity Bands

Void0 – 0.1GLNC, some Wispols-3 AtMod to all physical actions
Floater0.1 – 0.4GMany Bugs, Wispols-2 AtMod
Hopper0.4 – 0.8GOphidians, Akuna, Pedes-1 AtMod
Brick0.8 – 1.3GHumans, MantidsNo penalty (baseline)
Stomper1.3 – 2.0GKobolds, Panterans, Bees-1 AtMod in <0.8G
Crusher2.0 – 4.0G+Heavy-world adapted-4 AtMod in <1.0G (often fatal)

Extreme Environment Penalties (apply in addition to GRM)

  • High-G (Crusher zones): Each round after the first, make a Difficult HLTH AR (TN 18). Failure = 1d6 fatigue damage and -1 AtMod until rested.
  • Microgravity (Void): All non-native characters suffer -2 to Melee and Athletics. Objects drift unless secured.
  • Super-High G (4G+): Unprotected characters take 1d6 damage per round. Armor with G-compensators reduces this.
  • Rapid G-Shifts (common during boarding or crashes): Raw 3d6 vs HLTH TN 15 or suffer 1 round of Stunned + nausea.

Gravity Adaptation Trait (new): Spend 2 Background XP to reduce mismatch penalty by 1 step (maximum once per character).

EMP & Containment Foam Rules

EMP (Electromagnetic Pulse) Rules

Church Inquisitorial ships and elite strike teams frequently deploy EMP weapons to disable “heretical technology.”

Effects:

  • Minor EMP (grenade, warhead): All unshielded electronics within 50m suffer -40% to all functions for 1d6 rounds.
  • Major EMP (ship-mounted or heavy ordnance): All unshielded systems shut down for 2d6 rounds. Brain-cores and cybernetics take 3d6 damage.
  • Psionic Backlash: Any active Siddhi talent within the blast radius requires an immediate Very Difficult PSI AR (TN 21) or the user is Stunned for 1d4 rounds and loses 1d6 PSI temporarily.

Defenses:

  • Hardened systems: +30% resistance (costly).
  • Faraday shielding: Full immunity but adds mass.

Containment Foam Rules

Standard issue on all Church vessels and many Resistance ships. Rapid-expanding aerogel foam used to seal breaches and trap enemies.Deployment:

  • Can be fired from ship weapons, hand grenades, or fixed turrets.
  • Fills a 10m × 10m × 10m area in 1 round.

Effects:

  • Entrapment: Anyone in the area must make a Difficult AGL AR (TN 18) or become Immobilized (AV 12 foam).
  • Suffocation: Trapped characters begin suffocating after 3 rounds unless they have independent air.
  • Breach Sealing: Automatically seals hull breaches up to 8m diameter.
  • Removal: Requires a Formidable Mechanics AR (TN 21) and 3 rounds, or 2d6 fire/thermal damage to burn through.

Tactical Note: Resistance crews often carry “Foam Cutter” monofilament blades that ignore foam AV.

Psionic Siddhi Expansion (Forbidden Arts)

The Nova Catholic Church classifies all advanced psionics as Witchcraft. Practicing the Forbidden Arts is punishable by public sacrifice to Sol.

Expanded Siddhi Talents (YE 5000)

Minor Forbidden Arts (Difficult TN 15–18)

  • Mind Shroud: Become undetectable to telepathy or Church Heresy Scanners for 1 hour.
  • Pain Harvest: Convert damage taken into temporary PSI points (max +6).
  • False Echo: Create a perfect mental duplicate of yourself for 10 minutes.

Major Forbidden Arts (Very Difficult TN 21–24, high strain)

  • Soul Rend: 4d6 psychic damage + permanent 1d4 PER loss on failed HLTH resist.
  • Void Step: Short-range teleport (up to 50m) once per scene.
  • Collective Communion: Link up to 20 minds for perfect coordination (+25% to all allied ARs for 10 minutes).
  • Essence Drain (Pope’s signature ability): Steal 1d8 HP and 1d6 PSI from a victim at range.

New Strain & Corruption Rules

  • Every Major Forbidden Art used adds 1 Heresy Point.
  • At 5+ Heresy Points: Church Inquisitors gain +20% to detect you.
  • At 10+ Heresy Points: Roll on the Witch’s Burden Table (mutations, nightmares, Sol’s Mark, etc.).

Reputation & Heresy Track (Additional to existing rules)

Overview

In the theocratic nightmare of YE 5000, every soul leaves a mark on the galaxy. The Reputation & Heresy Track is a single unified system that tracks how the wider universe (and especially the Nova Catholic Church) perceives your crew. It replaces vague “faction reputation” with a clear, deadly mechanic that can open doors… or summon Inquisitorial fleets.

The Two Tracks (Used Together)

1. Reputation (Resistance Fame)
Measures how well-known and respected (or feared) your crew is among the oppressed, the Resistance, and fringe worlds.

2. Heresy (Church Wanted Level)
Measures how badly the Nova Catholic Church wants you dead. High Heresy attracts Inquisitors, bounties, and orbital strikes.

Both tracks range from 0 to 20. They are public knowledge among those who matter.

Reputation Track (The Light Side)

0–3Unknown / Ghost CrewNo bonuses
4–7Local Heroes+10% Persuade/Social with Resistance and fringe worlds
8–11Mesha’s Chosen+15% to all Resistance recruitment and supply rolls. Safe houses open more easily
12–15Pack Legends+20% Intimidate against Church forces. Resistance fleets may answer distress calls
16–18Rising MeshaAutomatic alliance offers from Bug hives and Teegarden remnants. +25% to all social rolls with non-Church factions
19–20The Mesha AwakenedLegendary status. Entire Resistance sectors may rally to your cause. Once per campaign, call in a major fleet action

Gaining Reputation

  • Successful Farm liberations, tanker destructions, or high-profile raids against the Church
  • Protecting alien packs and showing loyalty
  • Publicly defying Church doctrine
  • Each point of Reputation requires a major deed (GM discretion)

Heresy Track (The Dark Side)

0–3Minor HereticLocal patrols only
4–7Confirmed Witch+20% chance of Inquisitorial investigation
8–11High-Value HereticBounties posted across The Way. Priest-Knight hunter teams deployed
12–15Enemy of SolFull Crusade Fleet may be dispatched. Automatic -30% social in any Church space
16–18Arch-HereticThe King-Pope himself takes notice. Orbital strikes authorized on sighting
19–20Antichrist / False MeshaGalaxy-wide extermination order. Every Church asset will hunt you

Gaining Heresy Points

  • Using Forbidden Siddhi Arts (1 point per Major use, ½ point per Minor)
  • Liberating Farms or destroying Church assets
  • Being publicly identified as Reptilian, Akuna, or Mesha-aligned
  • Each act of open rebellion

Heresy Reduction

  • Rare, difficult, and dangerous. Usually requires forging ident-chips, plastic surgery, or laying low for months (Formidable Deceive campaign).

Combined Effects Table (When Both Tracks Are High)

When Reputation and Heresy are both 10+, roll on this table once per session (or after major actions):

2Betrayal: A Resistance contact sells you out to the Church
3–4Hunter arrives: An elite Inquisitor or Priest-Knight squad begins pursuit
5–7Mixed Blessing: Gain +1 Reputation but +1 Heresy
8–9Unexpected Ally: A hidden Teegarden remnant or Bug hive offers aid
10Mesha’s Shadow: Once per session you may reroll any failed AR when defending the oppressed
11Church Overreach: Local Church forces are stretched thin — temporary -20% to their detection
12Legendary Moment: Gain +2 Reputation and the Church temporarily loses 1 Heresy point on you (they are distracted elsewhere)

Mechanical Integration with NOVACore

  • Social Rolls: Add your current Reputation bonus or subtract your Heresy penalty when dealing with relevant factions.
  • Heresy Detection: Church sensors or Inquisitors roll opposed PSI or Science AR vs your effective stealth (modified by Heresy score).
  • Bounties: At Heresy 8+, there is a standing bounty equal to 500 × Heresy Score in rhodium bullion.
  • Mesha Candidate: Only characters with at least 12 Reputation and less than 8 Heresy can qualify for “Mesha’s Gift” (ignore strain on one Siddhi use per session).

Starting Scores (Recommended)

  • New Campaign: Reputation 1, Heresy 2
  • Lizard Messiah Starting Crew (Drac’s group): Reputation 6, Heresy 9 (already on the run and legendary among Reptilians)

This track creates constant tension: the more famous you become as liberators, the more the Church hunts you. It perfectly fits the moral-gray, high-stakes universe of Void Pirates in YE 5000.