- Companion to Jovian aracer.mobi, , MB. - Mechanical Catalog - Exo-armours and aracer.mobi, Jovian Chronicles is based on the Silhouette game engine, a streamlined, easy- to-use set of . Jovian Chronicles Lightning Strike Demo Game, KB, pdf. Jovian Chronicles DP - Jovian Chronicles Rulebook - Free ebook download as PDF File .pdf) or read book online for free. Robot on robot action.
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Items 1 - 33 of 33 Hottest PDF. aracer.mobi Chronicles RPG 2nd Edition Play. The Cislunar Space sourcebook is a Jovian Chronicles resource covering the. Jovian Chronicles Rulebook 1st Edition - With lightning speed, Chris spun her Pathfinder about Watermarked PDF + Softcover B&W Book. >What is Jovian Chronicles? Another Various other books including the Jovian Chronicles main rulebook. PDF links would be awesome.
There are also painting examples for the small Exo-Armor and Fighter squads and photos of different paint scheme ideas This manual describes the human colonies that surround the planet Jupiter and its Trojan orbital points; in addition to an historical overview, the book examines the culture and way of life of what may well be the most powerful nation that Humanity has ever seen.
The entire sourcebook Lightning Strike Companion 2nd Edition Hull breach! Lightning Strike Rulebook 1st Edition The strike carrier thundered ahead, its massive hull gleaming in the light of the distant Sun.
Its companions were spread out in a loose attack formation, ready to cut a swath through CEGA's massed fleet. Lightning Strike Rulebook 2nd Edition The strike carrier thundered ahead, its massive hull gleaming in the light of the distant Sun. For the past year and a half, law enforcement agencies have been struggling to solve the mystery behind one of the greatest man-made disasters of human history: Was it CEGA's pursuit fleet Mechanical Catalog Quinn anxiously peered around the edge of the airlock, making sure no one was there to spot him.
He pushed himself through the opening and coasted rapidly to the safety of a large stack of crates tethered to the wall. From his hiding place, he had a perfect view of the monstrous dock. Small ships and numerous spacecraft were docked in the immense berth, their hulls shining in Mechanical Catalog 2 "That's the last hole! Drilling wasn't easy. If you didn't hold the drill right, you'd lose grip and a one-ton tool would go spinning out of control. Worse, if you couldn't hold on to the rock, you'd go spinning out of control along with the drill.
Asteroid mining wasn't for the timid. Mercury Planet Sourcebook "Hello, friend. Let's get down to business. What I have you will not find anywhere else in the solar system, no matter how hard you look or how much you pay. My price, you will find, is not terribly excessive, and once you meet my meager demands, I will give you the one thing the Guild would never want you to have. I will give you the truth. Nomads Sourcebook "We are nothing more than scavengers and squatters.
We live day to day, hand-to-mouth on the garbage of the other Solar nations. Worse, we need their garbage to survive! We are drifting in darkness, helpless, completely at the mercy of whomever or whatever may chose to bully us, exploit us or destroy us.
Unity among the Clans is our only hope. Who will join with us, to stand in the light of Ships of the Fleet Volume 1: This manual covers three common warships of the Jovian Armed Forces a destroyer, a patrol carrier and a supply tender with precise and detailed texts, backed by extensive illustrations and schematics. Each ship is thoroughly detailed Ships of the Fleet Volume 2: This manual covers five ships of the Jovian Armed Forces - a frigate, a transport, a battleship, a super-carrier and a supply ship - with precise and detailed texts, backed by extensive illustrations and schematics.
Each ship is thoroughly detailed with full Ships of the Fleet Volume 3: This manual covers three common warships of the CEGA Navy an area defense boat, a marine assault vessel and a carrier with precise and detailed texts, backed by extensive illustrations and schematics. Each ship is thoroughly detailed with full deck plans and layout diagrams.
All main Ships of the Fleet Volume 4: Each ship This manual describes the structure and duties of the Solar Police, the interplanetary police arm of the United Space Nations. SolaPol agents roam the solar system on the lookout for criminals and mad scientists, bringing law and order to the cold frontier of deep space. Viewed with Space Equipment Handbook In the Jovian Chronicles universe, technology has advanced well beyond what is know in the 20th century, and so has the equipment. Probably safer to pick a Mercurian or something.
They're like the Hanseatic League if the Hanseatic League was located next to a volcano. Next Time : Organizations - including some weird hairstyles! Venusian Bank The Venusian Bank is the wealthiest legal entity mankind has every created.
It would be even scarier if the Bank didn't suffer from in-house rivalries. Everything about their executive structure is kept so secret that nobody outside the Bank knows who or how many actually run the place.
Not even their powerful chairman is known by name, yet his arms reach far. Who knows. The Bank's currently busy getting some Jovian Floaters for research and consolidating its power back on Venus after the blunder that was the Odyssey brought them some unwanted attention, with even CEGA maybe having invasion plans.
We also find out that one of the main reasons Mercurian merchants are everywhere in the solar system is because Mercury itself makes for a very poor trading point. You pretty much have to stay in Mercury's shadow if you want to get to the planet, otherwise the sun will most likely roast you. At least it makes potential attack vectors of other nations rather obvious.
The Merchant Guild is Mercury's biggest money-maker and by its nature absolutely dependent on having good relations with the other solar nations. That's why they're so keen on staying neutral. The Guild is run by the so-called Merchant Princes. To keep their plans secret despite their public exposure, they use the Merchant's Tongue, a secret language that is frequently updated to keep others guessing. Currently, they're vary of the Venusian Bank after the Odyssey, and have become increasingly upset over CEGA and the Jovian Confederation halting their ships for inspections.
With far less solar nations than old Earth nations, things are a bit easier to overview. SolaPol InterPol in space. Not an easy task by a long shot, and not made easier by being rather unpopular among the solar nations. Solar Cross The Red Cross in space. No acts of violence are allowed in and around their ships. Things are currently a bit tense with CEGA since they busted open the full magnitude of the moon colony desctruction.
They're busy exploring the solar system and finding unique cultural quirks in the Belt. It's like a miniature version of Star Trek's Federation. Nothing beats these guys when it comes to mapping.
They're also no longer on good terms with CEGA due to their interest in that new moon crater, and IGS members stationed close to Earth are starting to become a bit paranoid. Their pimped out satellite network allows broadcasting all the way to Titan. It consists of several independent cells that have seemingly nothing to do with each other, and that's not even going into all the other terrorist groups that like to pretend their part of the club.
Those are not nearly as well equipped or organized, though. The chapter ends with four group shots. Two of those show Jovian and CEGA military dudes in uniforms both pretty standard as far as anime go - but that's not what I'm here for, so let's enjoy some funny hairstyles: So anime. Next Time : Character Creations - aka human sub-races and archetypes! I'll only go over the OGL stuff if it's weird or funky. This chapter does however do things differently than in the core rules, to give Jovian Chronicles are more of an anime feeling.
There also seem to be some expanded carryover from JC's Mekton days, where your character was either a talented, but inexperienced rookie or a seasoned veteran who will probably get killed off at the halfway point of the campaign.
SilCORE is a point-download roleplaying game whose chargen uses two separate point pools one for the 10 attributes, one for skills. Creativity CRE : Essentially your mental agility. Fitness FIT : How tough and muscular you are. Influence INF : Your raw diplomatic and leadership skill. Knowledge KNO : Your education and memory. Perception PER : Your awareness. Willpower WIL : How badass you are. This is separate from PSY because even mentally unstable trainwrecks like Shinji don't chicken out all that often.
Quite a lot to pick from, huh? This helps simulating how guys like Amuro Ray can just sit inside a mech and curbstomp enemy grunt pilots who actually had years of training and experience.
Though if you like, you can always downgrade PCs down to Heavy Gear levels of grittiness, or even lower than that.
The first step of JC chargen involves picking a concept, with a couple helpful question to flesh the character out. The 2nd step involves picking your "race", which in JC means "In what kind of gravitational environment did you grow up?
This includes Earth of course , Venus and those big O'Neill Cylinder stations who can create their own gravitation through rotation. Lightworlder : These guys come from places that have fewer than 0. This includes the Moon, Mars, Mercury for those guys who live underground , Titan and those smaller orbital stations that can't quite reach higher Gs.
Lightworlders are pretty tall with an average of 1. On the plus side, they're can be more agile than normal humans and get the first level of the Survival Space skill for free because that one's kinda important for them. ZeeGees : Being raised in a gravity below 0. This includes everyone from an non-rotating orbital station or asteroid with little to no gravity.
They get the Zero-G and Survival Space skills for free. Overall, nothing too fancy. Though I guess you could make a min-maxed ZeeGee mecha pilot who looks about as fit as Oetzi if you really want to. There is however a slight change from the SilCORE rules where I don't know whether this was an oversight or a deliberate choice: As you modify a race's attribute limits, you can end up with races that don't cancel out their limit shifts as it is the case with Lightworlders and ZeeGees, whose decrease in BLD and FIT outweights what their benefits.
This isn't actually the case here. I suppose this was done on purpose to note that these are all still normal humans and future medicine keeps those low Gs from having too big of an impact on their body , though I'm not entirely sure.
This is the most Mekton-ish part of chargen. Not picking a Stereotype has you start the game with 5 additional Emergency Dice. You start of with fewer Skill Points, but gain twice the XP, which really helps you in the long run. Your anime power is "Beginner's Luck", which allows you to turn a negative modifier positive or the other way around, allowing you to do the impossible and break the unbreakable. The Veteran : The opposite of the Rookie.
You start with more Skill Points, but gain only half the XP, so you better concentrate on your important skills. This effect can be delayed, so your advice of "Do a barrel roll! The Expert : A tough jack-of-all-trades who doesn't quite get along with everyone else and likes to play the rival - that is before he starts warming up to everyone else.
Very tsundere. They have fewer Character Points available resulting in lower attributes , but their skills' Complexity a new feature in SilCORE that determines your breadth of knowledg in a skill is always considered to be 1 higher than it actually is.
Their anime power is "Survival Instinct", wich gives them a pool of "Survival Points" that increases after each session and can be spend to reduce an opponent's skill for the duration of the scene or combat. The Specialist : The opposite of the Expert. These guys and girls are insecure and have overspecialized in a particular field. They start off with more Character Points, but they must pay for that with Flaws aka Disadvantages.
This the only time Advantages or Flaws are mentioned in this chapter, so I guess other JC characters don't have those? Their anime power is "To the Limit", giving them a temporal boost to their equipment's stats though this only really applies to vehicles and weapons. The Curiosity : Usually female weirdoes like Rei Ayanami. Their anime power is "Charm", which they can use to fascinate people so a failure makese them quite suspicious.
They are also encouraged to get a bit of a special GM treatment, with special equipment or convenient implants and stuff. It's a bit like having "GM's Girlfriend" as a class or something.
Next up, it's Archetypes. They're templates representing typical members of a certain profession, though they still leave some unspent Character and Skill Points for customization.
They also come with starting equipment and salary, possible variations and some subplot ideas. As with Stereotypes, you can choose not to pick an Archetype and get yourself 5 Emergency Dice instead. The Pilot : The default mecha anime archetype. They pilot either fighters, spaceships or exo-armor and like getting into rivalries.
Their anime power is "Sixth Sense", which allows you to negate a surprise attack and get an opponent off your tail. The Soldier : Apart from the typical soldier, this is also for guards and the police.
Their anime power is "Bruiser", which allows them to completey ignore damage from a single attack. The Technician : These are you computer specialists, engineers and whatnot who keep everything running. Their anime power "Miracle Worker" is like the Soldier's "Bruiser" except it only affect vehicles and equipment and only last for the duration of the scene or combat. Their "Startling Discovery" allows them to accumulate "Research Points", which they can spend to make important discoveries or pimp out vehicles or equipment.
The Reporter : These are always out for a good scoop. By "Just Askin' Questions", they can blend into the crowd and ask people with drawin suspicion, which is handy in restricted areas.
The Official : Your diplomats, business personell and spies. They can use "Distract" to draw attention to or away from them. The Spacer : Nomads, scouts and similar persons. The Supplier : Merchants, basically. With "Requisition", they can use their connections to get just about any non-military item. With that, you spend the rest of your remaining points, note down your equipment and flesh out the character's backstory.
Next time : Living in Space, aka lots and lots of technological stuff. Oh boy, this will probably be a long one. Not only have things slowed down for normal people, but it has gotten very crowded for people living on orbital stations, easily eclipsing anything seen on Earth.
I hope claustrophobia has gone extinct in the future. With so many other people around, it has become mandatory for an orbital guy to stay clam and wait patiently in line as to not cause total chaos. Seasons and daylight cycles are still a thing in space, though they are artificially simulated and controlled to the inhabitant's liking. He said, imagining a Goth station that is always cold and dark.
Living quarters are obviously pretty cramped, with a single 5x3 m room being the average parking facilities are rented separately. The book explains that even with all sorts of foldable and multi-purpose furniture, there just isn't enough space for a laundry list of weapons, clothes and other stuff.
Players need to put priorities on what their PC keeps stored away, unless he really likes sleeping on a stash of weapons, or a piano.
If you're players like hoarding loot, they better have access to a merchant ship or really any ship with a big enonugh cargo bay. The limited space also means that not everyone will own everything required for a proper household like spices and stuff , making it pretty common to borrow things from neighbours.
Those O'Neill Cylinders we've heard before are pretty nifty. They use rotational gravity to make the entire interior surface habitable - or rather half of it; the other half is used for windows. An artificial hollow world of sorts. Like the Not-Side-7 of this Not-Gundam.
Asteroid colonies are kind of a mess, with random modules protruding all over the place, and nomads generally don't mind having the inside be full of wires. Most asteroid colonies try to have a gravity wheel or centrifuge to keep people in shape which is why Lightworlders and ZeeGees can still reach normal physical values , but not every has one.
Living there for too long makes it hard to impossible to adapt back to normal gravity. Smaller orbital stations usually do offer at least partial rotational gravity, but they just don't have the space for the kind of planet-like environments you can have with an O'Neill Cylinder. Their interior is a lot closer to the ship from Most of these smaller stations are not purely for living, but tend to serve military, trading and other purposes. Space Travel Flying a spaceship can be a bit hard to wrap your head around.
Not only do you navigate in a 3-dimensional space, but everything inside that space is constantly moving and rotating around stuff.
Flight computers are mandatory here. To make things easier to manage, things are generally parked in orbits around an interstellar body, be it a planet or the sun. The Mercurian stations for example have a synchronized orbit around the sun that ensures they're always in Mercury's shadow. To avoid collisions and general chaos, regions near a planet are designated as a space traffic control STC zone. Trying to enter such a zone requires the spaceship to call the nearest STC station and follow their instructions.
Some regions are restricted, usually because of military testing there be mecha prototypes , scientific research or natural hazards. Refueling is done at "cyclers", automated though sometimes maintained by nomads asteroid stations orbiting the sun or a planet. They require an access code to use. With their large territory, the Jovians have the largest amount of cyclers.
The military version of the cycler also comes with ammo and supplies. Naturally, these ones also come with sensor and self-defense systems. Travelling as a passanger is a lot like downloading a ticket for a airplane, except you also need medical documents to rpvoe that you're fit for low-G travel. Prices depend on the distance travelled, your cargo, your own mass if you're to fat and the class you like to use they go from the First Class with its own private suit down to the Sleeper Class who spend the journey in a hibernation pod, kinda like in the 5th Element.
This section of course comes with its own table and guidelines to figure everything out. Transporting cargo is very similar, with the cost depending on distance, the gargo's mass and its type. We also learn about the Hanson Circuit, and automated transit system using large booster sleds used for cheap travel between the Jovian states.
There's also stuff about Extra-Vehicular Activity EVA , which amounts to your usual airlock shenanigans though it notes that space stations prefer a lower-than-Earth pressure to eliminate those decompression phases and some general stuff about rescue and salvage missions.
More interesting is the section of space racing, including exo-amors and solar sails.
We also find out that ships can use laser cannons for emergency communications. And no space section in a hard sci-fi book would be complete without talk about the various ways you can die in space, with the main dangers being decompression, fire and radiation. There's also mention how the various nations deal with evacuations. O'Neill Cylinders are like the Titanic in that there aren't enough lifeboats for everyone.
Should your cylinder need to be evacuated, you're probably boned. Economy The solar system's economy separates each solar nation into its own exchange region, largely due to the distances and time delay in communication. Belters use whatever they like most, but they prefer bartering. There's an exchange rate table in case you don't just go with credits for everyone. A lot is done digitally, but there are still proper bills.
In terms of stocks, Jupiter's the biggest one around. There's also some general stuff on manufactoring, resource collection and mining, but it's nothing too fancy.
Law Space stations suck for criminals, as everyone is known by a lot of other people and there's little place to hide your activities.
Every settlement and station has its own laws, and they generally don't use juries because those take too much time. I'll just summarize each nations' particular legal shtick: Mercury is big on intellectual property rights.
Venus is all about intrigue and poo-poo. Landing in court is seen as punishment for sucking at covering your tracks. Earth is still the confusing legal mess we all known and love The people on the moon really hate people who are bragging or lazy. Easty Germany Mars is very bureacratic. Cowboy Mars less so, with everyone carrying guns and standing their ground.
Orbitals don't like anti-social behavior at all. Jupiter has the fastest court system around, making it prone to mistakes. Oh well, at least they focus on re-education people instead of putting them in a dungeon or something.
Nomads hate lazy people. After a crazy gold rush were scientists researched and invented all sorts of dangerous stuff with the occasional mishap, of particular note being a little nanobot problem in Kansas City that could've potentially turned into a grey goo scenario if the bots where actually designed for proper self-replication , the solar nations created the Edicts, which bans any non-authorized research on bioengineering, high energy physics, nanotechnology and artificial intelligence.
Of course, there is sitll the ocassional remote installation run by mad scientists who don't care about the Edicts. There's a short section on black markets, but it's your usual affair. Same with piracy and smuggling. Well, this really wasn't as long as I feared. Some sections are very obvious, but there's some nice background information to be found. How much do you wanna bet that the guns take a nosedive in lethality when converted to d20 stats? I certainly can't wait for that Avengers movie that comes out in a few years.
Living quarters are pretty standardized, and the base "models" don't even have a bathroom or kitchen you have common rooms for those. The absolute minimum you can get are "coffin rooms" a tube just big enough to sleep in and store stuff and "square holes" just big enough for up to two people. Basic quarters are twice or four times as big and can be further pimped out with stuff like bathroom and storage areas though that can get very expensive very fast. If you're really wealthy, you can get yourself fancy quarters big enough for proper couches and beds and all sorts of decorations.
Food is processed and comes from optimized greenhouse modules on the station. We also find out that Mars is really big in wine. There's a bit on clothing and uniform colors for the various nations. Basically, natural fibers are only used on Earth. Everyone else makes clothes out of artificial carbon fabrics with traits similar to spider webbing.
People in space also prefer form-fitting clothes because they are less prone to get stuck on things not to mention that skirts, coats and robes don't really work at low Gs. Space Suits Since PCs will spend a good chunk of their time in space, space suits get their own section. They're a lot like current space suits, but of course more advanced, with improved self-sealing capabilities and a myomer layer to support the wearer's movement.
They're still pretty stiff and uncomfortable, but its up to the GM whether to adress this or just treat it like normal clothing whre you can just slap the helmet on and be ready for space action. Space suits come in two general categories. Publisher Resources. Family Gaming. Virtual Tabletops. STL 3D Model. Dream Pod 9. Pay What You Want. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Other unique systems.
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