Space Gods Revisited:

What this document is for:

The Space Gods Cosm book, in my opinion, failed to live up to its potential. Part of the problem was that space had to be spent on rules that should, in an ideal world, have been part of the core rules (Psionics), while other things were not handled well (Why is a Social 27 society ruled by an absolute monarch? What sort of society sends its ruler on a first contact mission? If the Comaghaz is so utterly twinky and nothing can cure it and it can function in virtually every cosm despite the fact that the psionics it needs for its group mind don't work for anyone else BUT the Comaghaz below Social 21, how is it ever supposed to be defeated? Why is Akashan biotech less broad in scope and less flexible than cyberware? Why don't possibilities and world laws leak through stargates if they connect Cosms naturally? Why can't the High Lords make 'Reality Trees' of their own reality to aid their invasions? [Yes, they can steal them, but that's not quite the same thing.] What's the Tech Level of Outer Space?) Various things were stated but never actually followed up on. (For example, it was said that psionics solved various social Akashans use gold for data storage...Isn't that a rather expensive data storage format? And how do Akashan computers work anyway?) And some things raised unanswered mysteries (such as what happened to the Mohani)--I don't mind a novel in a series not answering things which will be answered later, but I expect a cosm sourcebook to not force me to buy other books to get the answers I need.

What I have attempted to do is to modify and expand on various aspects of the Space Gods Cosm book to try to make it make more sense. This repeats some information from the Space Gods book, while other things which appear to be repeated have actually been modified. Still, this document is not fully usable without the original Space Gods book [Especially since I lacked the energy to redo Psionics...yet, anyway].

A variety of works have served as inspiration for this work, especially Tenchi Muyou, various works by Grant Morrison, Gattica, and the various sixties and seventies space opera novels I've read too many of to keep straight. The bionetics material is adapted from an old post I have printed out somewhere but can't find any more.

The Earth Expeditionary Force,

or, what the Akashans are doing here in the first place.

The Earth Expeditionary Force is commanded by Rotan (Commander) Ulka, an experienced veteran of First Contact missions. Earth was not the only cosm where the Akashans abandoned Pultaak duties and built a Signal Fire equivalent, whose activation would signal them of the rise of that civilization to maturity. Five such cosms have 'come to maturity' in the last two hundred years. Ulka has been involved in some capacity in all five of the missions which re-established relations, although this is his first time to actually command the mission.

The receipt of the Signal Fire message from Earth was considered nothing short of phenomenal. The experience of the Akashans is that most civilizations take roughly 100 to 200 years to advance one step on the Yalend Scale of Technological Development. The Earth would have to rise eight steps by their calculations to light a Signal Fire, which meant the one on Earth should have gone off around 2722 AD, by the Earth reckoning. A race capable of such phenomenal advancement might also, they hoped, be capable of finding a cure to the scourge that was threatening to collapse the civilization of the Star Sphere, the Comaghaz Plague, a psychic plague that linked its victims into a powerfully psionic mass mind.

Also importantly, such a mission would enable the rescue of 'Those Who Wait', the Akashans abandoned on Earth when the mission to Earth was originally abandoned after the fall of the Aztecs in part due to past Akashan meddling with their society.

Still, the Akashan government, controlled by the isolationistic Blue party, which had dominated Akasha since its abandonment of the Mohani-inspired policy of guiding other civilizations' development, was reluctant at first to reopen the closed Stargate to Earth. Their coalition partners, the Yellows, also worried about the possibility that they would thus enable the Comaghaz to spread to Earth and infect it. A vast public outcry forced the sending of the mission anyway.

Every member of the Expeditionary Force knows that the future of Akasha to some extent rides on their mission. A spectacular success here could lead to a resurgence of the activist, interventionist Red party and a new era of the Akashans reaching out to explore and guide other civilizations. A disaster would discredit the Reds again and further confirm Akashan tendencies towards isolationism in recent years.

Most of the members of the mission are Reds, who wish to see Akasha resume a more outward orientation. The Yellows and Blues present will not actively sabotage the expedition (Indeed, many Yellows are mildly interested in making it work), but aren't likely to exert themselves to make it succeed. And given the chaos they've found on Earth and the damage already done, history may well prove them to have been the wiser ones when they urged Rotan Ulka to turn back the second they discovered the Possibility Wars.

Things have, simply put, gotten out of hand. The other civilizations which lit their Signal Fires were orderly and relatively peaceful, their social axioms at a par with their technological axioms, and most of them had absorbed quite a bit of Akashan social teachings before they were withdrawn from. On Earth, the Akashan-influenced civilizations have all vanished without a trace (and weren't very successfully influenced in the first place), the social axiom lags behind technology, and the Possibility Wars, a phenomenon previously unknown to the Akashans, are in the process of leveling it.

In his last truly decisive act, Rotan Ulka decided to press forward anyway and establish contact in order to learn what was going on and to facilitate recovering the people and artifacts left behind by the Akashans centuries ago. What was learned of the Possibility Wars led the Rotan to decide to set up a base of operations from which the Akashans could study the problem of the Possibility Wars and try to decide whether to actively get involved. This led to the planting of many Greater and Lesser Trees of Life to facilitate Akashan operations.

As the true magnitude of the problems faced on Earth mounted, the Rotan has begun to unravel under the weight of the burdens he faces. He knows the Earth can provide no meaningful assistance to the Akashans at the present time, but he cannot bear to abandon a beautiful world to the ravages of the High Lords, and he fears they may turn their attention to Akasha itself if they are not stopped here. At the same time, his own government will never support committing Akashan resources to a war with the High Lords on a sufficiently large scale while the war with the Comaghaz continues.

To make matters worse, the Rotan is losing control of the Akashans and Client Species members on Earth. Members of the Client Races have somehow slipped their own ships through the Stargate into the Earth system and run amuck on Earth, along with deserters. The Reds are running rampant, meddling in Earth affairs far more than the Rotan approves of. The Psionic Revolution has caused both good things and problems for the humans. Worst of all, the Comaghaz HAS come to Earth with the Akashans and runs wild.

There are some 30,000 Akashans on Earth, along with another 30,000 or so members of the various Client Races. Some ten thousand or so Client Race members seem to have infiltrated the planet from ships who have slipped through the Stargates.

The Star Sphere

The Akashans


The Akashans are in many ways an aristocracy which encompasses an entire species. A Tech 30, Social 27 society is one in which almost everyone is either an artist, a businessman, an engineer, an intellectual, or a politician (with a few exceptions like policemen), while biotechnological constructs and the Client Races do the work of manufacturing and manual labor. The Akashans are a society who are superior in every easily measurable way to everyone else they know, except the now apparently extinct Mohani, and they never forget it.

And yet, they grow lazy and intellectually flabby. Their last major breakthrough was centuries ago. They are paternalistic towards other species in most of the good and bad ways typical of that attitude. The Akashans are resting on their laurels and hiding from the consequences of their past failures instead of rectifying them. Now the Comaghaz threatens to destroy them and all their neighbors. They must rise to face this threat or fall into the ash heap of history. It remains to be seen if they will be equal to the challenge.


While not genetically compatible, the Akashans are suspiciously similar to human beings. Most Akashans resemble the Mayan Indians of Earth, with reddish brown skin, black hair, dark eyes, and a slender build, although many Akashans tinker with their appearance for aesthetic reasons; the most fanatical members of the three major political parties change their hair color, eye color, or even their skin color to match their party.

Akashans normally cannot eat Earth food, although the atmosphere is exactly the mix of gases they prefer. The ones resident on Earth have been biologically altered to allow them to live on the animal and plant life native to Earth.

Akashans have a slightly lower body temperature than Earth humans, only 90 degrees, and thus feel a little cool to the touch.

Unlike Earth humans, Akashans are strongly psionic, with 80 percent of the population possessing psychic powers, while the rest largely use artificial means to gain the same effects. It is likely that this is partly biological and partly the result of a higher social axiom in the Star Sphere.


Many forms of entertainment for the Akashans would be easily comprehensible to the peoples of Earth. They play a variety of games of strategy and chance, including analogues to many Earth games (which in a few cases is because they were directly adapted from Earth games). They also enjoy a variety of athletic activities--team sports, competitive one on one, and 'man vs. nature'. Many enjoy going out riding as a way to relax.

Their high technology makes a variety of unusual entertainments possible. Skilled telekinetics play 'Skyball', a team sport resembling a cr oss between football and soccer, but played in a zero-gravity arena where the players move about using telekinetic flight and can manipulate the ball telekinetically, carry it, or kick and throw it. 'Groundball' is the less complex but more easily accessible version for those who don't have antigravity generators and their own personal arena.

Multi-User Interactive Virtual Reality Entertainments (MUIVRE) are also quite popular. These range from VR bars for chatting to virtual alternate electronic universes full of 'NPCs' controlled by AIs capable of a full personality, memory, and long-term plans. Some Akashans become far too caught up in these and neglect everything else in favor of more Immersive Experience. But at the same time, they have contributed to making every Akashan world a truly global community as people interact with others on the far side of the planet on a regular basis. The communications lag between planets or through stargates has prevented the development of ones which would have players from all the planets of the Akashan League, however.

Easy mass communications access has reduced the power of entertainment companies over IE movies, music, print fiction, and other forms of entertainment which can be transmitted electronically and created with the help of computer systems. When everyone can distribute and sell their products themselves, such companies become less important. However, in many cases, the superior capital resources of such companies enables them to produce works of superior quality to those being produced by people at home, especially in the area of IE (immersive experience/aka virtual reality) movies.

One of the often darker aspects of Akashan entertainment are 'sims'. Sims are recorded sensory impressions. Those with proper technological devices or bionetic implants can experience those recorded impressions for themselves. Sims are used for some legal purposes, such as teaching, but most sims relate to sex and violence, often disturbing forms of such. Those inclined to surreal experiences often try sims of dreams. Some Akashans become addicted to sims and then require psychological treatment. Excessive use of sims can cause mental disorientation or even insanity, and some sims are known as 'braincrackers' because of their ability to produce such problems. Unfortunately, the Akashan government has been unable to reduce the demand for such things, especially since the legal uses of the technology have proved quite handy for more benevolent purposes. [One common use is to help people learn about other species by using sims of that species to enable people to 'walk a mile on the other person's paws', so to speak]


Akashans have as minimal a government as they can get away with, though it is still fairly large, simply due to the scale on which it operates. This is possible because at social axiom 27, a variety of mechanisms enable society to successfully regulate itself without needing government to do so. Companies don't pollute the environment and mistreat their employees because they know better. The rich willingly take measures to redistribute wealth. Akashans don't sue each other frivolously. A variety of problems are very successfully addressed by voluntary associations. This may seem a utopian never-never land, but that's simply because our social axiom is too low to fully comprehend how they think.

Still, there is some need for government. The Akashan government has the following major duties: Defense, Education, Exploration, Foreign Policy and Client Race Relations, Justice (Law Enforcement and the Court Systems), and Protection and Regulation of Interplanetary Commerce (Commerce on the individual member planets is regulated by each planet).

The Akashan Government is a four leveled federal system. Each of the twelve Member Planets of the Akashan League is divided into Regions, themselves divided into Provinces. Regions and Provinces are fixed in size; each planet is also divided into 'Electoral Districts', which are equal in population, for purposes of elections to the Central Council. These Electoral Districts are redrawn by an AI employed by the High Council after the census conducted every twelve years.

Different member worlds govern themselves in a variety of ways as they see fit within the limitations of the League Charter. The Central Government consists of the 'Emperor' (Elected anew one year after each census, he serves for twelve years and is more a religious leader than a political one), the Prime Minister (Chosen by the Emperor, virtually always from the party which holds a majority in the two houses of the Central Council), the High Council (appointed by the Prime Minister with the approval of the Emperor, who virtually always gives his approval), the Central Council (discussed in more detail below), various Ministries (headed by the members of the High Council), and the Judiciary (appointed by the Emperor with the consent of the Central Council).

The Emperor is the spiritual and ceremonial leader of the Akashan League. The Emperor must possess Faith and Focus and acts as guardian of the Great Tree of Life. He spends most of his time acting in a variety of sacred rituals, but he also possesses broad appointive powers, although his appointments must be approved by the Central Council. He chooses the Prime Minister, although in practice he virtually always chooses the leader of the majority party. He can dismiss the Central Council and call for new elections at any time after the current Central Council has sat for at least one month.

The Prime Minister is the effective leader of the Akashan League. He leads the High Council, appointing its members, and usually acts as the leader of his party as well. Most Prime Ministers take the job of Minister of the Treasury for themselves, although in times of war, some Prime Ministers have served as Minister of Defense. He also has the power to dismiss the Central Council and call for an election.

The High Council consists of the major Ministers who head the great departments and certain other officials, such as 'the Advocate of Opposition', who is always a member of one of the parties not otherwise represented in the ministry, whose job it is to make sure other viewpoints are heard and to watch for corruption within the ministry. They control the policies and actions of their individual ministries. All High Council members must also hold a seat in the Central Council; no one can be appointed to the High Council who was not first elected to the Central Council.

The Central Council consists of two houses. The House of Planets has a membership of 144 Planetary Spokesmen, twelve from each world, who serve twelve year terms. They are elected at the same time as the Emperor. Each world chooses its Planetary Spokesmen as they see fit, but the most common pattern is a global election. The House of Planets approves the appointments to the High Council made by the Prime Minister and approves the judicial appointments made by the Emperor. They also approve treaties and have primary responsibility with regard to Akashan/Client Species relations and other foreign affairs.

The House of the People consists of 480 representatives, six from each of 80 electoral districts each with an equal population. Their boundaries are reassessed every twelve years after the census. They are elected by proportional representation. The House of the People has the right to initiate all money bills, which gives them a great deal of power. They also have the right to force the Prime Minister to resign through a vote of no confidence. (Technically, he can choose to ignore them, but in such cases it usually becomes impossible for him to conduct any business in the Central Council whatsoever).

The High Council members head the various Ministries which form the executive branch of government and do most of its work. The major ministries of the Akashan government are: Biotechnology, Commerce (its greatest duty is regulating the Stargate network and collecting customs taxes), Defense, Exploration, Exterior (handles Foreign Affairs), Information (collates necessary information, handles patents, conducts espionage), Interior (handles miscellaneous internal affairs, especially the administration of public lands and colonies), Law Enforcement, Pultaak Affairs (dealings with the Client Races within Akashic worlds), and the Treasury.

The Judicial Branch of the Central Government is fairly small, and mostly deals with appeals from the Planetary Governmental judicial systems and with crimes deriving from Akashan/Client Species relations. It consists of the High Court of twelve judges, one from each of the Akashan worlds, who have supreme judicial power, and one judge for each Region on each Member Planet.

The Akashans have a strong tradition of public service, which makes for active political participation and honest government, although periodic scandals of corruption continue to erupt, shaming the entire nation. The Akashans have three major political parties at the level of the Central Government, the Reds, the Yellows, and the Blues, who follow the Coar, Zinatt, and Aka philosophies respectively. Each is effectively a coalition of many planetary level parties. The Blues have tended to dominate politics since the disastrous end of the first Akashan mission to Earth. In recent years, however, the Reds have resurged.

Law and Justice

On the Akashan worlds, law and order is maintained by the Monitors, a highly trained central police force. Each level of the federal system has its own force of Monitors with jurisdiction over the appropriate area; the ones encountered on Earth are all from the Akashan League Monitor Force. The ALMF also doubles as the 'army' of the Akashan League, providing security forces for Akashan embassies and ground forces for the usually rare expeditionary forces and less rare exploration missions. This dual purpose tends to make Earth humans nervous, as they are far too aware of the abuses that can result when the army is also the police. The Akashans' high social axiom makes this viable; the necessity for such disconnection of functions on Earth simply confirms the Akashans in their belief that they're dealing with primitive people who need guidance. It also helps that this is more a case of the police being the army, as warfare at the Akashan level makes little use of ground forces, and the Akashan Space Fleet is a separate organization, which is much more militaristic.

Akashans are tried by Zinatt-following judges who form a hierarchy of judicial systems from the local level to the Central Governmental level, while members of the client races are turned over to whatever justice system their local community follows, unless the criminal has broken Central Governmental law, in which case they go into the Central Governmental court system. Crimes committed by an Akashan against a member of the client species or vice versa are tried in the justice system of the victim of the crime. This system, which has been implemented by the Aka followers who currently dominate the government, has led to all sorts of complaints, but the Aka have remained reluctant to change it.

The Akashans use a system much like those in vogue in continental Europe, with a judge but no jury. They also make heavy use of psychic powers for evidential purposes. Subjects wishing to prove their innocence can submit to being mind probed. While one has the right to refuse the probe, in practice, this tends to be seen as evidence of guilt. The Draygakk use a judge and jury system, the Lorbaat and Gudasko use trial by combat, the spiritually inclined Uigho use trial by miracle, and many other systems flourish as well.

Each community maintains its own prison system (Communities unable to maintain their own gaol system must forfeit their right to maintain their own justice system). The Akashan prison system uses living cells with psionic dampeners to confine prisoners, and focuses around rehabilitation and reeducation. It has been fairly successful, simply because the Akashans have low levels of poverty and high levels of employment. As a result, most crimes are either 'white collar crimes' or crimes of passion. The Akashans continue to hope for the complete eradication of crime, but their best efforts continue to fail.

Prisoners may chose whether or not to undergo behavioral modification therapies, receiving reduced sentences if they accept the procedure. (Some in Akashan society would like to remove prison sentences entirely for those willing to undergo such therapies, but the victims of crimes typically want to see people punished, and thus it simply reduces one's sentence instead of removing it entirely.) This remains a debated issue, in part because there have been some fairly nasty examples of abuse of this in the past.

On Earth, the Akashans have set up their own justice system to punish their own people, while turning over human criminals to local Earth governments and client species criminals to their own kind. This has helped earn the trust of some humans, but caused trouble with others, as the Earth governments have demanded jurisdiction over crimes by Akashans on Earth.


Akashan religion is a bewildering maze of sects, cults, churches, denominations and madmen howling in the wilderness, bound together by some shared myths, holy texts, and the belief in Apeiros and the Nameless One as the two great gods who stand behind all the lesser dieties worshipped by the peoples of Akasha. The Aka faiths tend to be highly mystical and abstract, encouraging strict ascetic practices and the creation of art. The Coar faiths are popularist and syncretistic, emphasizing social action and the transformation of the world. And the Zinatt faiths are usually somewhere in between, trying to balance the call of the world and of the inner light.

The uniting force is the Imperial Cult. The Emperors have traditionally been the guardians and gardeners of the Trees of Life. Every Akashan temple is home to a Tree of Life, be it Lesser or Greater, who guides the priests of the temple in following the way of their faith. The tree's miraculous powers also guard the temple and help to protect the faithful. Greater Trees of Life are also known as Reality Trees. Lesser Trees of Life do not radiate the full Akashan reality, but simply push the Spiritual Axiom up by two points within their radius, which is usually several hundred feet (some especially old trees may have several miles in radius for their area of effect). Like the Greater Trees, however, they are sentient and possess the abilities of whoever entered the tree during the gestation period (usually a priest).

All Trees of Life are descended from the Imperial Tree tended by the Emperor. It is an Eternity Shard, with blue wood and red leaves, nearly a thousand feet tall. The rites performed by the Emperor and the Imperial Cult constantly refill the possibility energy it expends through its children, and should it ever be destroyed, those trees will begin to wither and die until it can be grown anew from its seeds. The tree itself contains the soul of the first Emperor of Akasha and is capable of spectacular feats to protect itself from assault. No such assault has been tried in a very, very long time. It radiates a hard point across about 1/3rd of the surface of Akasha itself.

Akashan religions tend to be incredibly syncretistic, and thanks to the law of religious acceptance, usually get along quite well. Still, philosophical and religious debates form one of the major areas of disagreement in Akashan society, and such debates help to keep things lively. Most Akashans move from faith to faith over their lifetime as their beliefs change or as congregations rise and decline.

On Earth, the Aka have made few converts, as they tend not to proselytize and with the Earth in a global crisis, their self-centered ways strike many as selfish and misguided, while their mysticism confuses and their asceticism fails to strike a chord of sympathy. The activist Coar and the Zinatt with their healing capabilities have attracted many converts as part of the overall religious revival which the arrival of the Akashans has sparked. The Akashans have established friendly relationships with the Baha'i, and would likely have good relations with neopagans, if any were to be found in the area of current Akashan residence. The same applies to Hinduism and Buddhism; there simply aren't enough practitioners of those in the Akashan zone to have had any meaningful contact.

Relations with the three main monotheistic faiths has been rather more mixed. The law of religious acceptance has tended to reduce the tensions which would otherwise arise within the Akashan zone, but those monotheists outside the Akashan zone have tended to view the Akashan faiths as well meaning, but incorrect pagans at best, and Satanists from space at worst. Malraux has played up the Akashan acknowledgement of the Nameless One as an independent being from Apeiros as a sign of Satan worship, and the Papacy, while striving to prevent an active war on the Akashans when it has bigger fish to fry, rejects the syncretistic approach of the Akashans, although the Pope has declared that all the sentients of the Star Sphere possess souls and are to be respected as children of God and viewed as capable of salvation. Many (but not all) fundamentalist groups are not so willing to accept that, arguing that Christ died only for humanity, not for these aliens. The Jews have largely treated the Akashan faiths as simply more gentiles who aren't worth worrying about so long as they aren't hostile to Judaism. The Moslem response has varied from efforts to convert them to pleasant conversations between Sufi and Aka mystics to their being denounced as servants of Satan.

Akashan Weaknesses

While the Akashans are well on their way to achieving a perfect society (they're only two Social axiom points short of the point at which evil itself becomes a contradiction), they still have several major flaws. These flaws derive from the central Akashan philosophies and from the fact that they have achieved species level unity, but are still struggling with how to deal with relations between themselves and other sentient species. Akashan/Client Race relations are dealt with in more detail below, but several major problems are first dealt with here.

Aka to Excess: Isolationism and Stagnation

The Akashans have, in the modern era, withdrawn from the outside world, following the philosophies of Aka, which turn one inward to perfect the self. The result has been several centuries of great philosophical thought and creativity. For most people, however, Aka has become an excuse to let everyone outside the Akashan League go rot, and often, everyone outside one's planet or even province. Left unchecked, this would begin to drag down the Akashan social axiom and to weaken the laws of Acceptance and Religious Compatibility. Even the wells of philosophy and creativity are drying up as the Akashans fall into a rut. Since 1500, Earth humans on a single planet have advanced roughly seven Tech levels, while the Akashans have, perhaps, advanced 2 or at most 3 despite contact with 500 sentient species.

[In fact, it's debatable as to how much the Akashans have advanced in the canon. They seem to have completely embraced biotechnology only since some time after their first contact with Earth. This lead to them abandoning their inorganic technology, which they sold to the other peoples of the Star Sphere. Most inorganic technology in the SG book seems to be tech 27. The Akashans first visited Earth around 1300 BC using fuel burning ships, which would likely be tech 27 or at the lowest, Tech 26, which is when 'slow' interstellar travel becomes possible. They were likely at least Social 23, possibly higher, at that point. Earth was Tech 8, Social 9 in 1300 BC. Earth has thus gained 15 Tech Levels and 12 Social Levels since 1300 BC. Akasha has gained at most 4 Tech Levels and 4 Social Levels since that time. In the Akashan's defense, it's likely that such a large cosm as the Star Sphere takes a lot longer to raise the axiom levels, especially when most of the races aren't using them up to their potential. Still, it does help to convey the concentration of possibility energy on Earth which has enabled it to outstrip many other cosms in development speed]

Combined with the virtual immortality of the Akashans, this inward looking isolation has begun to create conflicts between the young and the old, as the young find it hard to make their way up in society. It has also led the Akashans to increasingly rely on the client races to do the 'dirty work' of society, especially physically dangerous activities. This has made keeping Akasha's technological secrets more and more difficult.

Coar to Excess: Self-Righteousness and Meddling

The Aka tendencies of their elders have pushed younger Akashans more and more in the direction of Coar. They wish to go out and see new things, to resume the duties of the pultaak to guide other civilizations. Believing they know everything and that their way is always the best way, they have become increasingly fanatical activists. They realize that Akasha cannot sit on its laurels forever, and that sooner or later, the other races will develop stargate technology and slip the Akashan reins. They intend to make sure those nations make good neighbors for the Akashan League when that happens.

Unfortunately, they're often quite willing to go too far to do that. They illustrate 'the intolerance of tolerance', the fact that tolerant people usually respond intolerantly to groups not interested in extending tolerance to other groups. [Ask a liberal about the Nazis, for example]. The Coar still accept many kinds of cultural diversity; they just want to eradicate all practices they see as 'primitive', which includes a very wide range of things, such as virtually every aspect of Lorbaat culture. They want to 'guide the Client Species to a brighter tomorrow' (turn them into Akashans with shells or extra limbs). The most fanatical among them would happily conquer everyone else and rule them until they were all socially engineered into being virtually Akashan.

It's important to note that the Coar are not simply imperialists in the way of the nineteenth century European powers. They really are idealistic, and they really do want to civilize the other species of the Star Sphere and of Earth. But this doesn't make them any more obnoxious to the other species, who aren't usually interested in becoming just like the Akashans. Nor are they hate mongers per se; they believe anyone, even the Lorbaat, can be brought up to their level and should be. They are just as capable of any Akashan of seeing good ideas possessed by other races and accepting them. But they are inverterate meddlers--show a Coar a problem, and he'll start trying to fix it.

Zinatt to Excess--Paralysis and Ineffectiveness

Zinatt is the way of balance, of careful and considered judgement which ways both sides of the question. But the more sides the question has and the more berserkly those sides are held to, the harder it is for those who follow Zinatt to find that balance. The result is that those who follow Zinatt have a hard time taking decisive action. They tend to spend too long balancing and weighing their options even in a crisis--often, ESPECIALLY in a crisis. And also importantly, the 'balanced' action isn't always the correct action. Sometimes, simply put, the Coar or Aka response IS the correct response. The effort by various Zinatt leaders to split the difference often results in half-measures that accomplish little except to maintain social harmony at the cost of ineffectiveness. Under normal conditions, the way of Zinatt balances demands and enables the Akashans to achieve a high level of social justice and political and social stability, but in times of crisis, it becomes a lead weight prohibiting effective adaptation to the situation.

Akashans and the Client Species

The relationship between the Akashans and their Client Species is a tricky thing. Most of the Star Sphere is theoretically independent of the Akashans; there are five hundred sentient species spread across about twelve hundred planets in nine hundred star systems. The Akashans only control twelve inhabited planets in nine star systems. However, for several reasons, the Akashans dominate the Star Sphere anyway.

Firstly, they have superior technology. Few of the other races have passed tech 27, and none have undergone the Biotech Revolution which has made the Akashan League what it is today. This superior technology enables them to undercut anyone in the Star Sphere at their own game. At the same time, their cultural unity and the domination of their government by the Aka faction for the last few centuries has caused them to keep their secrets to themselves.

Secondly, they control the Stargate network. If they choose to shut off the most reasonable form of interstellar travel, they can. None of the other races can manage speeds better than half light-speed, which makes defiance of this control unprofitable.

Thirdly, their strong cultural unity enables them to take strong, decisive action in the face of challenges; combined with their superior technology, this has made them militarily impregnable.

Finally, three fourths of the other races can't even get off their own planets without help anyway, being at Tech 21 or lower.

The Akites would like to end all contact with the other races, but this has proved unfeasible for a variety of reasons, ranging from the desire of most Akashans to not remain cooped up on just their twelve worlds, to the need for raw materials those worlds can provide to an enjoyment of the diverse experiences which contact with other worlds can provide.

A certain amount of lingering sentiment to act as pultaaks to other races survived even in the wake of the disastrous end to the Akashic mission on Earth, and so, by fits and starts, the Akashans have a tendency to lecture and clumsily guide the other races towards higher levels of civilization, especially those races who were already under Akashan influence before the end of the period of actively seeking to guide other species. This takes the form of meddling, of refusal to allow the use of the Stargates for military purposes by the other races, and of a variety of economic expedients, especially the Akashan equivalent of sanctions: cutting off access to the Stargates completely.

Those races still under a greater or lesser degree of Akashan control are known as the Client Species. They have a representative body known as the Kyat, which has little real power, but does serve as an effective forum in which they can air complaints. Most of the Client Species are theoretically independent, or simply under an Akashan 'protectorate', and the Akashans mostly leave them to run affairs as they see long as those affairs don't run in a manner the Akashans find too abhorrent (such as engaging in genocide, wiping out entire species, obliterating yourself with nukes, etc).

A fair number of the most advanced of the Client Species work inside the Akashan League, performing a variety of duties which the Akashans themselves either find necessary but abhorrent or which they can perform more cheaply and efficiently than Akashan Citizens. This has led to a variety of tensions, however, ranging from attempted theft of technology to abuse of the Client Species members by their employers to fears that the Akashans are becoming too dependent on the labor of the Client Species.

It also, in some cases, can create tensions due to the fact that while Akashan law protects the rights of resident aliens fairly effectively, there is no way for members of other species to become citizens of the Akashan League, regardless of their qualifications or length of residence in the Akashan League. One must remain a junior citizen forever. As the number of non-Akashans more or less permanently resident inside the League increases, this has become a growing problem.

The Major Client Races Represented on Earth


Described on pages 13 and 14 of the Space Gods Cosm Book.

Unlike many of the other Client Species, the Draygakk have not gone on any rampages. Teams of Draygakk sociologists have spread out to study the cultures of the planet, finding it fascinating. The sheer diversity of Earth society, even in areas not under the rules of other realities, presents a field in which they could work for decades or centuries, they believe.

Some Draygakk have presented themselves as advisors to the various nations of South America, hoping to guide them in reconstructing their societies using the advanced social science they possess. Unlike the Akashans, they have no sentimental ties to Earth's past, and thus make their advice with their eyes firmly on its future. The humans are slow to trust the Draygakk, but those who have usually are amazed by the understanding the Draygakk show of how humans think and how their societies function.


Described on pages 12 to 13 of the Space Gods book. Not present on Earth in this version of the Space Gods, since no one in their right mind would take primitive bear-people on a first contact mission to an advanced civilization. If you really want them, I'd suggest having the Lorbaat smuggle some in to use as cannon fodder.


Described on page 13 of the Space Gods book.

The Larendi on Earth are few in number, employed mainly as scouts and diplomats. They were invited to send representatives along with the expedition to establish diplomatic ties with Earth. They find Earth culture to be fairly repugnant (except for easy access to citrus drinks and a newly found liking for coffee), and they continually call for the withdrawal of the expedition. While they wait for it to leave, the explore the Andes mountains, which they find to be beautiful. If anyone took them to Polynesia, they'd feel right at home, for it is just like their homeworld, except for different flora and fauna.

The Larendi extremely despise the Lorbaat, who effectively incarnate everything the Larendi find to be vile.


Described on pages 11-12 of the Space Gods book.

The Lorbaat were brought along simply to avoid a diplomatic incident; they insisted on sending along emissaries of their own. Said emissaries are the supreme troublemakers of the expedition, as simply put, they seek to sabotage it. They provide weapons to criminals, join and form criminal organizations, try to pull down reality trees, and in general, are a pain in the ass. Most have completely slipped the Akashan leash.

To make matters worse, a small fleet of Lorbaat ships managed to slip through the Stargate by 'bribing' a group of Akashans. (What they don't realize is that the Akashans they managed to bribe were actually Comaghaz hosts, who let them through in order to infect them with Comaghaz during the bribery meetings.) They have planted stolen Reality Tree seeds and taken control of the Marshal and Caroline Islands, proclaiming them the 'Gralluk Empire'. They've set up their own hive queen and are building facilities to prepare for further conquests.

One of their major goals is to recover the various Akashan artifacts on Earth, in the hopes they can piece together some of the secrets the Akashans have held back from them, especially stargate technology.


It remains debatable as to what the Uigho actually look like, as they are a shapechanging race of spiritually oriented psychics. Uigho shapechanging is a Spirit based power--they are limited to taking on the forms of the 472 gods they worship, most of whom have roughly humanoid forms, although they include giant eleven legged spider like beings (eight gods), fifty kinds of plant gods, and a god who looks suspiciously like a giant turnip.

While all Uigho have the same 472 forms, each Uigho manifests those forms in slightly different manners, by means of which they can tell each other apart. Each Uigho has a distinct personality, but the forms they take on color those personalities, causing them to act differently in different forms, and often to change form to reflect a change of mood. Thus, angry Uigho may shift without intending to into the form of Variya the Avenger or Mushka the Devourer.

The Uigho organize themselves into monastic communities, devoted to prayer and meditation, physical exercise, and agriculture so they don't starve to death. Their leaders tend to be possibility rated, able to advance their spiritual and physical disciplines to a level that gives them the abilities of a Martial Artist (as per the Nippon Tech Cosm Book rules). Every Uigho has focus and faith and some unarmed and melee weapon combat skills.

Uigho have no fixed sexual identity; reproduction takes place as the result of sacred fertility rites in which the Uigho take on the identities of various gods and goddesses. Pregnancy is sped by miracles and thus lasts only a matter of days. Children are raised by the entire community, although parents do generally take a special interest in their descendants.

The Uigho on Earth are largely present to assist in the care and maintenance of the Trees of Life and because they were curious to learn of the faiths of Earth. They enjoy getting into religious debates with Earth priests and ministers. Some have begun to add various saints and gods of Earth to their faith and repertory of forms. Uigho who disconnect in an area below Spirit Axiom 13 discover they can no longer shape change and are locked in whatever form they had at the time.

Standard Uigho

Physical Weaponry:

Many of their forms have various kinds of body weaponry; their body weaponry does Strength + Shapeshifting Adds in damage up to a limit of their Faith skill.

Psionic Abilities:

Typically, 1-2 powers from the Psychic Senses, Telepathy, and Zinatt Power Groups

Alignment: Zinatt (While inwardly oriented mystics, they are also curious about other religions, which turns them outwards periodically)

The Realm on Earth


Peru has, simply put, benefited from the Akashan arrival. The Peruvian government, aware of the degree to which various Japanese corporations were starting to take control of the country, welcomed the Akashans as an effective counterweight to the Japanese, especially when it became evident that while the Akashans wouldn't share a lot of things, the things they shared were usually given away for free.

The Peruvian economy is thriving as the first fusion reactors have come on line, finally providing Peru with enough energy to properly support modern society in the manner to which people wish to become accustomed. With the United States' economy still wandering around half-dead and crashing into walls because its eyes have been poked out, the Peruvians have begun producing goods to sell to the US in large quantities and few things could make them happier. Peruvian industry is clean and efficient. Peruvian agriculture has boomed as well, thanks to tech 24 agricultural techniques given to the Peruvians by the Akashans.

The Peruvian government has also set up psionics institutes and expects to soon start turning out psychics on a large scale. The educational system over all is currently being worked on, as the risen social axiom inspires new ideas.

The Comaghaz has yet to hit Peru, but the Peruvians have seen too many weird things in the world not to accept the Akashans' claims about it, especially after hearing of the fate of Argentina. Unfortunately, the Peruvians don't really know what to do to prevent it spreading to Peru, except to close the borders with every country where it is spreading out of control.

The biggest problems in Peru have been Nippon Tech sabotage against the growing Peruvian industries, and the problems caused by efforts to maintain law and order. The Akashans effectively treat themselves as having extraterritoriality, which bothers the Peruvian government. For the moment, so long as the goodies keep coming, they won't complain much, but the legal complications of trying to deal with the Client Races has led to many fights, legal battles, and minor rioting at times.

Argentina, Bolivia and Brazil

As per the Space Gods book


After a brief period of waffling, including negotiations with the first Comaghaz cells to appear in southern Chile (believed at first to be part of some sort of 'we'll save you from the lion' trick by the Akashans), the Chileans have placed themselves firmly in alliance with the Akashans, wishing to gain the benefits Peru has experienced, instead of suffering the fate of Argentina.

Things have not progressed very far as of yet, but the Akashans have taken measures to reforest deforested areas and have provided the fusion technology which will be crucial to providing the energy base on which the Chileans can amplify their industrial base and standard of living.

The Drug Trade

Simply put, the Possibility Wars have been horrible for the drug trade. Far too many of their best markets are now cut off by reality storms. They can forget about Europe completely, and the USA's economy can no longer support much recreational drug use. If the drugs could actually be produced in the US, it might be different, but as it stands, the drug traffickers were going down the toilet slowly before the real trouble happened.

First, the Yakuza moved into South America. They began wiping out the drug lords and taking over their business. The resulting war was horrible for profits, and worse for survival. While still not realizing he was an invading High Lord, the Medellin cartel did successfully trace their troubles back to him. So they tried to send a hit squad to rub him out. Unfortunately for them, most of them got transformed when their plane was caught in a reality storm. One of them, influenced by the law of intrigue, turned traitor and sold the rest out...not that a bunch of Colombians would have had much luck in Japan trying to avoid being noticed without the law of intrigue.

A week later, the head of the leader of the Medellin Cartel was delivered in a sack to the second in command, who got the hint. By the time the Akashans arrived, most of the major players in the drug trade were dead or pawns of Kanawa.

The Akashans really, really, really don't like the drug trade. Their solution was simple. Bioengineered crop blights have destroyed every single plant in the Akashan zone capable of being refined into addictive drugs. These blights are unable to leave the Akashan zones as of yet, however. Traditional drug production in the Akashan zones has collapsed. The risen social axiom seems to have also caused the internal demand for drugs to drop. External demand continues, but it is now basically impossible to produce most traditional drugs within the Akashan zone at a level capable of generating meaningful profit worth the risk.

Unfortunately, hi-tech Akashan drugs, produced in laboratories and hydroponic tanks, have flourished. The new drug cartels are controlled by members of the Client Races or by Akashans themselves. While demand for drugs has fallen, there are still some people who seek new experiences or are just plain addicts. This may increasingly be a problem in the future.

Axioms and World Laws:

Magic: 7

Akashan magic is feeble. They've never bothered to develop magical arts, and many Akashans disbelieve in magic entirely. A few primitive societies of the Star Sphere dabble in it, or the axiom would likely drop further. The Conjuration skill doesn't even exist. Psionics have taken the place that magic might otherwise have occupied.

Social: 27

The social axiom of the Akashan cosm is the hardest aspect of their cosm for us 'real people' stuck at Social 21 to understand. Akashan society is the cross-bred wet dream of a liberal and a libertarian. The laws of acceptance and religious compatibility, combined with this axiom have made Akashan society incredibly tolerant. The Akashans know how to find the good in anything and adopt it. The forms of prejudice which plague us have ceased to exist on Akasha. Race and gender conflicts do not exist, and class conflicts are settled in a calm, rational, and amicable manner, with many of the grounds for such conflicts dealt with before conflict can erupt.

Such class conflicts are minimal because Akasha is an incredibly prosperous postindustrial society in which the conflict of labor and capital has largely ceased to exist. Manual labor is performed by automated factories, bioengineered life forms, and the client races. Most Akashans work either as explorers, intellectuals of various kinds (scientists, teachers, social scientists, historians, etc), entertainers, traders and businessmen, Monitors, clergy, or professional psychics. To a greater or lesser extent, and with much accuracy, the Akashans see themselves as aristocrats, although they often won't admit it.

Economically, the Akashans dominate the Star Sphere with their superior technology and Stargate network. Transit fees through the Stargates basically fund the Akashan government along with customs taxes. Everyone desperately wants Akashan goods, and the Akashans can typically undercut anyone who can rival them. Species who get out of line find the Stargates shut to them and the flow of crucial materials interrupted. The Akashans are so far ahead that so long as none of them start leaking technology to the other races, they will likely stay ahead and keep the other races at their feet for quite a long time.

This is not to say the Akashans have no societal conflicts whatsoever. The three great philosophies of Akasha (Coar/Zinatt/Aka) aim to influence behavior in all aspects of life, and as a result political conflict is highly philosophical and ideological. Relations with the client species is another issue that divides society. At social axiom 27, your species becomes the central focus of your identity, rather than groups within that species. This allows each species to potentially pull together, but does little to ease conflicts between species, and with five hundred different sentient species in the Star Sphere, this can make for all sorts of conflicts.


Psionics have played an important role in the society of the Akashans for a long time, and in the Star Sphere in general. Psionic Astrogaters are crucial to navigation through stargates, for example. Eighty percent of Akashans are psionic, and most of the rest seek out various things which can enable them to simulate or develop psionic abilities. Some thirty percent of the members of the various client species can use psionics as well.

Psionic potential usually begins to manifest after puberty, and training in powers is part of the Akashan equivalent of high school. Those who lack natural aptitude usually receive psi-enablers which allow them to artificially simulate powers.

Telepathic abilities are especially important to Akashan society; they are used as the basis of wireless long distance communications and of computer systems.

Social Science

The Akashans have developed social science to a level which dwarfs that of our Earth. Their Anthropologists have been able to study hundreds of sentient species. Their knowledge of Economics has made them fantastically wealthy and enabled them to keep the economies of the client races stable for over two hundred years. Political Scientists have studied the governmental systems of hundreds of worlds and helped to make Akashan government what it is today. Akashan Psychologists can cure virtually any mental disorder and swiftly and efficiently enable people to overcome their neuroses. Akashan Sociologists and Historians working together have reached the point where they can make increasingly accurate forecasts of future social developments for the known races of the Star Sphere. (Although the unpredictable outbreak of the Comaghaz has also shown them limitations to their methodology.) The social sciences are key to the Akashan's view of themselves as 'pultaaks', enabling them to more effectively guide the other races (which is complicated by the fact that many of them don't want to be manipulated into becoming Akasha II: The Sequel).

Spiritual: 13

There are few atheists in Akashic society because faith is a visibly powerful force capable of deeds that show almost irrefutable divine agency. While the gods don't come round breaking your windows if you deny them, the Trees of Life, faith healing, the ability of the faithful to speak even dead languages through religious rites, and many other common, daily miracles render faith a very common, powerful, and undeniable fact of life. The Akashan equivalent of the atheist is the man who simply denies that the gods of the Akashan faith have any relevance to his life, the man who is irreligious rather than an atheist per se. Few Akashans have more than 3 adds in Faith, and only about ten percent have Focus, but almost everyone has at least one add in Faith (Aka/Coar/Zinatt).

The Client Races often take pride in having developed their spiritual powers to a level equal to the Akashans, and in some cases, beyond their capacity, such as the contemplative Uigho, whose society is built around religion. Their homeworld has a spirit axiom of 15 with pockets rising as high as 18. A few races, such as the Lorbatt, are too busy being violent and destructive to bother with spirituality; the Lorbatt homeworld only has a Spirit axiom of 9.

Akashan religious beliefs are discussed in detail earlier in this document, but a few aspects which are axiom related are examined in this section.

Akashan long-distance personal transportation is greatly eased by the massive network of religiously empowered ley lines which stretch to every major and most minor settlements on all the Akashic league worlds. The Ride Lines miracle (Spirit 13) allows swift transportation along this network, covering kilometers in seconds.

Trees of Life and Greater Trees of Life (aka Reality Trees) dot the surface of all the Akashic Worlds, providing reservoirs of spiritual energy (Spirit 11) which are drawn upon to create a variety of blessed items (Spirit 11). All of the Trees of Life on the Akashic homeworlds can themselves perform miracles.

The use of Enhance Food and Multiply Food helps to make Akashan agriculture incredibly fruitful and prevents food spoilage disasters. Healing and Cure Disease miracles, combined with advanced medicine makes disease incredibly rare.

Contact with Earth has further increased the spiritual power of the Akashans on Earth as they have learned new miracles quite prolifically, thanks to the Law of Religious Compatibility.

At the same time, the enhanced Spiritual Axiom has opened up new spiritual powers to the various religions of Earth in the Akashic areas. While few Akashic miracles have been directly copied, various spiritual powers formerly inaccessible to ords, though preserved in their traditions, have become easily accessible. In rural areas, the local priest is now often a much more reliable source of medical care than doctors, thanks to Cure Disease, Cure Poison, and Healing miracles. Enhance and Multiply Food have helped to reduce hunger. Relics possess great power, visions abound, and a massive Catholic religious revival has taken place.

Tech: 30

The Akashans have ludicrous levels of technology in comparison to Earth, especially in the area of biology and biotechnology. They prefer to use as few inorganic devices as possible, although they're willing to make use of inorganics when it's necessary, such as in interstellar travel (the star drives of their ships combine inorganic and organic elements). They've also learned to make some use of possibility energy by technological means, which enables them to achieve a variety of great marvels such as their Reality Trees.


The Akashans on Earth can eat Earth food, thanks to biotechnological treatments which have altered their stomachs to enable them to digest it and extract the needed nutrients. This process was originally invented back during the previous Akashan visit to Earth.

The Akashans have hyper-efficient agriculture. One Akashan's labor can feed roughly 1,000 people. Their food crops are immune to every disease they know, although new ones seem to constantly pop up. Currently, Akashans are attempting to develop improved versions of Earth crops, a process which is slowed by the fact that Earth plants simply don't breed tremendously quickly.

Akashans enjoy eating meat, but they prefer to simply culture high quality meat in biotechnological meat factories instead of raising and breeding food animals. The Akashans have developed such facilities for all the major food animals of Earth. They currently only produce enough to meet their own needs, as they are concerned with the economic disruptions this could induce in regions such as the Argentinian plains which depend on raising animals.

Biology, Bioaugmentation, and Medicine:

The Akashans have completely mastered the mysteries of their genetic codes. They have long since eradicated every genetic defect from their genetic pool. Any mutation which matches known defects of the past is quickly spotted by regular medical inspections and corrected, usually while the child is still in the womb. Previously unrecorded mutations are left alone as long as they produce no obvious ill effects; they may prove to introduce some useful trait into the gene pool.

Akashans are effectively immortal so long as they receive regular medical care; they have conquered aging, although the cure requires yearly treatments. These treatments are provided for free to Akashans as a government service. While the Akashans have developed equivalent treatments for their client races, the process is expensive, and many of the client races can't afford such largesse, which then causes social conflicts within their ranks over access to the treatment. They haven't developed a version which works on humans, but that will likely come fairly soon.

Lost a limb? No problem. The Akashans possess advanced cloning techniques and tissue regeneration technology. They can clone you a new leg and graft it on, or if you have enough time to spend waiting for it, they can convince your leg to regrow from the stump. Heart failure? They can clone you a new one. Need blood and you have a rare blood type? They probably already have it in stock, but if they don't, they'll clone your bone marrow and have it churn out a vatful of blood for you. Broken spine? A child could knit it back together. Accidental lobotomy? Here, have a new frontal lobe, cloned from the rest of your brain. Born blind? They'll take a sample from your shoulder and convince the cells to start growing eye tissue instead, then attach the eyes into those empty sockets.

Basically, if anything's left of your body, and you're still alive, they can fix it. If you didn't die too long ago, they can revive you. Even if your entire body was destroyed except for your brain, they can grow you a new one. Diseases are no sweat if they've already found a cure. Most new diseases, they can find cures quickly, or at least treat the symptoms. The Comaghaz, however, has pushed them to the limits, and the search for a cure continues. Earth bound diseases, on the other hand are pushovers. Only the fact that their cures can't function outside Akashan reality keeps them from wiping out Earth's diseases.

What if you're dissatisfied with that body? Well, they can fix it. Who needs breast implants when they can simply convince your body it was supposed to have the chest you always wanted all along? Want to look like Schwarzenegger? Get a muscle augmentation treatment. Ever wanted to try being purple for a while? With a little help, your body will produce all the purple melanin you'll ever need, and it'll give you good enough UV protection that you'll never burn or get skin cancer again.

Indeed, one can go beyond the normal limits of body and mind, to the point of simulating 'pulp powers'. Research in this area has been limited because only possibility-ranked individuals can use such powers, and as a result, the development of such abilities tends to be the result of accidents and self-experimentation. Such tech based powers cause contradictions anywhere with an inadequate tech axiom. (See Nile Empire and Terra sourcebooks for lists of such powers. These are very, very rare, unless they're built into devices, in the Star Sphere. The Star Sphere's inhabitants tend to stick to psionics, which they've refined to a high level)

There are limits to how much you can augment your body. Some augmentations require you to eat food like a madman in order to provide the power supply. Others require symbiotes to take up residence, and it gets dangerous having too many of those in you at once. Akashans, humans, and their client races can't support more than three symbiotes at once without getting sick, and you can only support a limited amount of 'bionetics', as the various biological implants available are known, although the amount varies by how intrusive the bionetic implant is. [See Bionetics Rules later in this document]

Several biological augmentations are very common in Akashan society. Everyone receives the treatment which ensures that their immune systems will, on the introduction of a fourth bioenhancer organism into their body, attack all such organisms, wiping them out in order to prevent the rapid degeneration induced by possessing four such organisms in one's body.

Many Akashans possess a head computer. This implanted life form allows them to drive vehicles by thought, link themselves mentally into the CommNet, chat in an apparently telepathic fashion with others so equipped, and perform a variety of other impressive feats. 'Skill packages' can be downloaded into available memory, allowing one to perform any necessary duty in an emergency. They are standard issue for all starship crews, and very common with everyone else. Such computers cannot perform the feats which more conventional Akashic ones do, but are quite useful anyway.

Enhanced immune systems and a 'Nephritic Screen', which helps to identify and prevent the digestion of toxins, are also very popular items.

The Akashans also use their genetic engineering to produce servitor organisms and devices. Details of these are covered under the various categories their functions fit into.

Communications and Computers

Akashan communications have been greatly aided by the biotechnical beings known as 'transtech'. For reasons the Akashans don't understand, these creatures have come to be known as 'Babel fish' among their human associates. These creatures live in your ear and act as translation devices. They typically begin with a knowledge of 30-40 languages, and will gradually acquire others that they are exposed to, up to a limit of 50 or so. (The most expensive versions can learn up to 100 languages). They are symbiotic.

The Akashans use living, sentient computers with psychic modems. Every planet has its own global network, which then connects to other planetary systems through specialized stargates and to other planets within the system by telepathic communications. As a result, communications over these networks is nigh instantaneous to anywhere on the same planet, involves minutes to hours of delay within a single star system, and takes days between systems.

The basic communications device is the commtrol, a portable brain specialized in telepathy which can transport messages telepathically to other commtrols. It is about the size of a camera and has a range of about a hundred miles. Messages can be sent longer distance by routing them through a relay commtrol, which is much larger and has a wider radius of transmission. There are also huge satellite commtrols, which are used to bounce messages thousands of miles across planets, between planets and orbiting ships, and between planets.

Similar organisms serve as psychic modems for Akashan computers, allowing them to communicate remotely without the need for any physical connection.

Many Akashans have head computers that allow them to communicate by thought with freestanding computers and other headware possessors, and many others learn the psychic talent that enables communication with computers. This allows them to download data directly into their brains and upload sensory experiences and memories into an electronic data format. This has many good and bad uses. These head computers are also used, especially in emergency situations, to download skill packages from other systems. Thus, if someone has a heart attack and a doctor isn't handy, you can down load a medical package and save them.

There are, however, downsides to headware. For one thing, people can conceivably download viruses into your brain, thus enabling you to experience things like sudden fatal heart attacks or the urge to assassinate your neighbor. Secondly, skill programs often don't live up to their hype; the highest levels of skill eat up far too much memory for a simple head computer to handle well. Finally, having to get cranial surgery when your motherboard fritzes out is neither cheap nor fun.

The Akashans are currently working on ways to enable their systems to link with the various computer systems of Earth. One of the hardest aspects has been speed problems--Akashan computers are thousands of times faster than Earth ones. The other major problem has been developing organisms which will convert electromagnetic signals into telepathic ones and vice versa reliably. It is expected that within a few months, however, this should be achieved easily.

The Akashan holdings on Earth now possess a fully functional communications network, and once the Earth/Akashic computer system conversion and link devices are completed, they plan to link the nations under their influence into it.


Akashans dislike cybertechnology, finding it intensely creepy. Most won't even manufacture it for the client races, although some Akashans easily swallow their revulsion when they hear the jingle of money. Their client races make heavy use of it since the Akashans are generally reluctant to sell biotechnology to them. Such tech is usually about on par with that of the tech 26 nations on Earth.


The Akashans are obsessed with clean energy. Solar power, geothermal, biological generation, and water power are their preferred sources of energy, although they also possess fusion technology, matter/anti-matter technology, and a variety of other energy technologies. Solar power collection satellites are now in geosynchronous orbit over their territories, and they have cheaply sold the excess energy to the nations with their sphere of influence, along with providing plans for simple fusion reactors to those nations. Chile and Peru are the only two nations sufficiently stable at present to benefit from such, but now have more electricity than they are able to use. [These fusion reactors are Tech 24. They remain reliable thanks to the Akashan reality trees.]

Interstellar Transportation

Akashan lightships are an example of the combination of inorganic and organic technologies. The lightships are, for the most part, alive and often sentient. They power themselves through a combination of sunlight when out in space and periodic infusions of needed nutrients when in dock. The stardrives which enable the ships to achieve faster than light travel (without a functional stardrive, a lightship can only move at one quarter the speed of light) are inorganic, powered by matter/anti-matter collision, but controlled by the ship's nervous system. Ships are typically telepathic, and also possess the ability to generate a variety of electromagnetic phenomena, which are used for both combat and short range communications.

While their ships can achieve speeds of up to 600 times the speed of light (And thus could go from Earth to Alpha Centauri in about 2.4 days, for example), the Star Sphere is 750 parsecs (2445 light years) across, and thus transit would normally still be fairly slow between the five hundred inhabited worlds of their home galaxy, the Star Sphere, if not for the Stargate networks of the Akashans and the Mohani.

The original Stargate system was designed by the Mohani, who built elaborate self-maintaining devices around apparently pre-extant wormholes. Despite the disappearance of the Mohani, these gates continue to function, millennia later. Most of these gates led to other galaxies, but the first ones to be discovered, such as the four which connect to the home system of Akasha itself, connect to locations within the Star Sphere.

Experimentation with these gateways led to much of the current reality technology of the Akashans, the creation of the Trees of Life, and the creation of the Akashan Stargate network. The Akashans can easily create stargates which connect remote parts of the same cosm, or create new ones to other cosms.

It takes about a week to navigate the hyperspace inside a stargate, regardless of the distance one is traveling. Most ships can navigate themselves through the gate, but normally several astrogaters with appropriate psychic talents back up the ship to reduce the chance of disaster.

Akashan ships normally cannot survive in a gravity field much stronger than that of the Earth's moon, and thus the Akashans have developed gravitic shuttles which use a gravity/anti-gravity drive for navigation to shuttle back and forth between ships and ground. Gravitic shuttles are mostly inorganic, which makes some Akashans rather uncomfortable. They also can't function more than 10,000 KM from a large ship, station, moon, or planet, as they depend on manipulating pre-extant large gravitic fields.


Because of their focus on biotechnology, Akashan 'factories' are more like greenhouses, zoos, and animal breeding grounds. Some of these are fairly automated, such as the places which produce transtechs in bulk. Others are effectively biological workshops with a large crew of Akashans handcrafting organisms.

Inorganic devices are manufactured by fully automated computer controlled plants. These are usually put somewhere people won't have to look at them. The Akashans possess technology similar to the ULTRA CAD technology of Tharkold. It is here that many of the trade goods made for sale to the client races are manufactured.

Some Akashans enjoy making things by hand, using fairly simple tools...well, simple by their standards. Such things are felt to take on a bit of the personality and soul of their maker, and thus don't inspire the same degree of alien otherness they feel from most inorganic devices.


Akashans prefer ideally to ride animals, and they have tamed a dozen or so riding species for various environments, including two species which fly psionically. This includes horses, which they took back to Akasha after the initial contact with Earth. However, the world often moves at a faster pace than the Akashans would like, and so they have also developed a variety of specialized species for rapid land and sea transport. (Air transport is usually done with geomantic shuttles, since it's hard to get organic flying creatures to be able to have enough spare lift to carry anything).

Swifters and Skimmers are the land and sea vehicles of choice. Swifters are effectively vegetarian hovercraft. They must be fed large amounts of plants daily, or they will eat every plant they pass over. (If you stay off the grass, they'll starve). Swifters come in various sizes; the most common ones on Earth seat four, since the Akashans brought few long distance transport vehicles. Skimmers feed on the plankton in the water; it is unwise to operate them in heavily polluted waters as they will poison themselves.

Akashans make some limited use of short-range wormholes to create gateways between distant points at the planetary levels, but these are dangerous and require a high level of energy expenditure. As a result, they are usually reserved for emergencies and military use.

Weaponry and Armor

The Akashans have produced a wide variety of biological weaponry. Moreso than many cultures, they have focused on weapons which knock out, incapacitate, entangle, or stun, rather than kill, especially in the area of hand-held weaponry. Many specific examples are described under Equipment.

Akashic lightships have the ability to generate electro-magnetic energy at a variety of wavelengths as an offensive and defensive measure. As a result, they have workable forcefields.

The Akashics have yet to invent a man-portable force field generator; the power required is too much for an organism to generate, or even any man-portable inorganic power source.

However, they have developed a variety of kinds of armor and other biotechnological suits. Kinetic armor protects against kinetic attacks by psionically feeding on the energy. Plasma armor provides similar protection against electromagnetic, strong, and weak forces. Unfortunately, the two cannot be combined because each is symbiotic, and if you wear one on top of the other, the lower layer both cannot function and gets devoured by the outer layer. This complication leads many Monitors to actually wear various inorganic armors which provide less protection than either of these, but are useful against a majority of attack forms.

World Laws

The Law of Religous Compatibility

Akashan religion is syncretistic to the point that it has become part of their world laws. They have come to believe that every deity is a mask for Apeiros or the Nameless one, and every religion has some useful insight to offer about those two. They embrace religious diversity (and simultaneously fail to see that by casting every religion in the image of their own dualistic faith they effectively reduce that diversity). As a result, the cosm tends to support syncretistic tendencies in religion, and enables followers of different religions to cooperate without religious conflict.

The former effect is not a game quantifiable effect, but religions such as Voodoo, Sangria, Ba'hai, Neo-paganism, Hinduism, Buddhism, and other faiths which either combine elements of several religious traditions, or which do not assert themselves to be 'the One True Faith' flourish within the areas of Akashan axioms. Militant faiths take on a less militant aspect or tend to fade over time. This does not prevent religious fervor; it merely means that fervor is not directed towards crushing unbelievers.

The latter effect is game quantifiable. Any group of people with Faith can cooperate in performing or supporting a miracle, regardless of their religion. Spiritual Conflict never results from such interaction.

This law also makes it easy to learn miracles from other religions which are compatible with one's own faith. Reduce all attainment ratings (See the Clerics book) by five if the miracle has a spirit axiom of 13 or less.

Law of Acceptance

Akashans are culturally tolerant folk. This has also shaped their world laws, resulting in this one. Racial, cultural, and religious prejudice within one's species becomes more difficult to sustain in the Akashan realm. Unfortunately, the Akashans haven't yet reached the point where prejudice between SPECIES has been eliminated. Thus, Gudasko can hate Oilo, and Akashans can find the Lorbatt crude and violent, while the Lorbatt view the Akashans as snooty meddlers with an inflated opinion of themselves.

People are typically friendly and open towards one another unless they have personal reason to dislike you. This results in an effective +3 bonus to all uses of the Charm skill against your own species.

Calls for tolerance are easily heard and answered strongly; all Persuasion attempts towards that goal receive a +3 bonus with regard to other member of the speaker's species.

It becomes difficult to organize hate groups and to call for hatred against others due to their faith, origin, or culture. Any such effort directed towards members of one's own species or towards a faith practiced by members of one's species suffers a -3 to Charm and Persuasion rolls. Hate groups tend to disintegrate and fade away. (Membership drops at a rate roughly equal to the rate of transformations in a dominant zone.)

This law, however, does nothing to promote tolerance between different species, and thus has yet to end the various species conflicts within the Star Sphere or to convince the Akashans that everyone else wouldn't be better off becoming just like them. Also keep in mind that Akashans and Humans, while physically similar, are considered different species for purposes of this world law, and thus it hasn't protected the Akashans from some humans hating them. (Or some Akites calling for abandoning humanity to its own fate at the hands of the High Lords).

This law has the strange side effect that visitors from other cosms can usually use their world laws without fear of a contradiction; however, all benefits or penalties apply only to themselves. (For example, a visiting Cyberpapist would not be protected from hostile miracles by the Law of the One True God since the modifiers it inflicts on miracles cannot extend to others who don't adhere to Cyberpapal reality, but would receive the full benefits and penalties of the Law of Heretical Magic) Two people from the same cosm CAN use their shared world laws on each other (Thus, one Cyberpapist could subject another to the Law of Ordeal and have it work, and a Cathari would suffer a +3 difficulty penalty to affect a Cyberpriest with miracles).

Unlike other cosms, visitors can ignore this world law without fear of creating a contradiction and disconnecting, and thus may be as bigoted as they like. [It accepts you, regardless of your beliefs, so to speak] This can produce strange results if the world law in some way contradicts the Law of Acceptance (such as various Laws of Suspicion).

Finally, this law causes Akashan Reality Trees to only radiate mixed zones.

The Way of Zinatt

As described in the Space Gods book.


Mind Skills


Psychohistory requires a Social Axiom of 26, creating a contradiction in lower Social Axiom cosms, although it can be used to analyze such cosms without contradiction (Ie, you can sit next to the Reality Tree and use it to predict events in Aysle, but trying to do the computations at Pella Ardinay's palace will create a contradiction). It requires at least a tech axiom of 24, although the computations will take months to years at that level. Add twice the difference in tech levels between tech 30 and the tech level of the computers being used to the difficulty of any Psychohistory check. Psychohistory cannot be easily performed without the assistance of computers to do the ludicrously complex mathematics. Desperate or very well trained psychohistorians can try to do the math in their head at a +8 to the difficulty.

Psychohistory allows the Akashans to attempt to predict the future at the global and interplanetary level. It relies on the fact that while individuals are highly unpredictable, the larger the group, the more these irregularities cancel out, allowing the computation of statistical likelihoods for various group behaviors. To successfully make computations, accurate information about everything from hemlines to stock prices to tea consumption is absolutely necessary.

The base difficulty for Psychohistory is set by the size of the population whose behavior is to be predicted:
Population Size Difficulty  
The Star Sphere    3
The Akashan League  5
A culturally homogenous planet 
(Lorbaat homeworld)
A culturally diverse or multi-species planet 
(Pre-Poss. Wars Earth, Akasha)
A cultural bloc of nations 
(UK and the White Settlement Colonies,
the Aysle Realm on Earth)
A single large nation (USA) 18
A medium nation (Cyberpapacy) 21
A small nation or a province 
(Costa Rica, Kansas, Basutoland)
A small region (Walker County, Kent) 27
A single city (London, Tokyo) 30
A medium sized town (Huntsville) 33
A village 36


The possibility wars have greatly hampered Akashan efforts to apply this art on Earth, as differences in Reality create complications which are not normally taken into account. Areas where Axiom levels are lower than those of Akasha do not cause problems for the Psychohistorians, as the Akashans are used to dealing with cultures at many different stages of development. However, dealing with realities which possess higher axioms and other world laws causes a great deal of complication. Roughly speaking, every point of an axiom higher than those of the Akashans adds +1 to the difficulty, and every world law different from those of Akasha adds +2. Thus the modifiers for predicting events in non-Akashan reality for the various cosms are:

Cosm Difficulty Modifier

The interaction of various cosms on Earth has hideously complicated the computations, leaving psychohistorians in a state of confusion. For the most part, they have abandoned trying to perform planetary level computations because these accumulate the modifiers of every cosm on Earth (An effective +40 modifier), and have stuck to analyzing the likely future developments within their area of influence (which qualifies as a cultural bloc of nations with a difficulty of 15).

Keep in mind that psychohistory predicts the future of nations, not individuals; it is thus of little use for predicting if someone will be assassinated, although it can predict times of turmoil in which a rash of assassinations is likely (such as the 1960s). It is commonly practiced by groups of psychohistorians working together, which enables them to use the Many-on-One bonuses to overcome high difficulties.

Example of Use:

The Rotan asks Psychohistorian Bari to lead a team of fifteen psychohistorians to predict likely Nile expansion in the next six months. This crack team has Mind 10 and five adds in Psychohistory, so they call have a 15 base skill. Fifteen psychohistorians adds +6 for a total of 21.

The area interacting with the Nile falls in the size range between a large nation and the entire planet, so the base difficulty is 15, with 8 added due to the Nile Empire's involvement. There is no modifier for Core Earth. The Cyberpapacy is likely to get involved, so he has to add +2 for them. The final difficulty is 25.

He rolls a ten and gets to roll again because his entire team is skilled. He rolls a sixteen, for a total of twenty six on his roll, which gives a bonus modifier of 9. This gives his team a 30, which beats the difficulty by 5, which is a good success. He predicts that Mobius will likely drive down the eastern coast of Africa, heading for the diamond mines of Southern Africa. With only a minimal success, he would have only been able to guess Mobius would strike somewhere in Africa, while with a spectacular success, he could deduce the exact speed of the advance, the precise lines of advance of Mobius' armies, and who would win the next World Series on Terra.

Failures in use of Psychohistory should use the 'Minimal-Spectacular' scale to see how inaccurate the predictions are; the Psychohistorican never knows he failed until his predictions fail to materialize. A 'good' failure would have Bari's team predicting Mobius would drive north through Italy, while a 'spectacular' failure would have them predicting the entire population of the Nile Empire would spontaneously assume Good alignment, apologize for their mess, and go back to Terra.


The Akashans have advanced Psychology to a level of skill which makes Core Earth psychologists look like witchdoctors. They do, however, suffer the problem that their skill is dependent on their social axiom (27), and thus they create a contradiction when using their skills outside areas under the Akashan axiom set. Also, they must specialize in a particular species, as each species thinks sufficiently differently that what applies to one race can lead to disaster with another. The skill can be bought multiple times to understand multiple species. It cannot be used unskilled.

They can produce the following effects:

1. Treat Mental Wounds

Usually this involves helping to heal Psi Strain, although it can also be used to treat mental damage caused by spell backlash, at a +3 difficulty.

Victim's Mental Wounds Level  / Difficulty

On a successful roll, all mental shock damage is cured, and the result points of the skill check are added to the victim's next healing roll. A successful skill check also prevents someone mortally wounded by psychic strain from dying.

2. Analyze Personalities

Through personal interviews and study, an Akashan Psychologist can come to understand how a specific person thinks and behaves. This makes all other applications of Psychology easier. This requires a roll against a difficulty of the target's Trick skill, modified by the table below:

Time spent studying the target Difficulty modifier

Each level of success grants a -1 difficulty to any other use of the Psychology skill, Persuasion, Charm, or Trick against the target for the remainder of the scene.

People who are aware a psychologist is studying them can mount an active defense with their trick skill. If they actually beat the psychologist's Psychology total, each level of success they get reduces the effectiveness of any of the skills listed above when used by that Psychologist against them.

3. Button Pushing

If you know how people think, you can play them like a violin. The character can substitute Psychology skill for Persuasion, Charm, or Trick if it is higher than those skills.

This can also be used to bring Draygakk and other beings out of a frenzy; the difficulty is the appropriate skill or statistic used to induce the frenzy, and the level of success of their frenzy is reduced by the number of levels of success you achieve.

4. Interrogation, Programming and Deprogramming

For the truly unscrupulous, you can use psychology on a captive to bend them to your will. This pits your Psychology against their Willpower, once a day. You do the result points difference in 'Brainwashing Damage'. Once you achieve a KO, you can extract whatever information you wish from them. Each wound allows you to plant a trigger behavior which will come out whenever the appropriate trigger is noticed by them (They must overcome your Psychology total with their willpower to resist the implanted command). Once they 'die' from Brainwashing Damage, you can completely reprogram them however you like.

Psychology can also be used to undo conditioning; treat this as healing mental damage, with a difficulty of 18 if the process has reached the point of 4 or more 'wounds'.

5. Treat Insanity and Neuroses

Akashan treatment of insanity combines therapy (this skill), drugs (Medicine), and psionic powers. The Akashans can cure virtually anything once they detect it. They can produce temporary relief from almost any mental condition with appropriate drug and psychic therapies; complete cures usually take about three months for neuroses and phobias, while most insanities require either reconstructive brain surgery, or a permanent regimine of drugs.

Relief from Neuroses and Phobias lasts the result points in days (using the Torg scale)


The Akashans have advanced Sociology to a level of skill which makes Core Earth sociologists look pathetic. They do, however, suffer the problem that their skill is dependent on their social axiom (27), and thus they create a contradiction when using their skills outside areas under the Akashan axiom set. Also, they must specialize in a particular species, as each species thinks sufficiently differently that what applies to one race can lead to disaster with another.

Akashans can perform the following effects with Sociology:

1. Understand Culture

The Akashans have studied the cultures of hundreds of worlds, giving them a powerful analytical and intuitive grasp of what makes cultures work. Akashans can observe a culture and predict its customs and understand the reasoning behind those customs. Use the following tables to set the difficulties for these tasks:

Understanding Cultural Components:

Importance of Element to Culture /  Difficulty

The higher the level of success, the better understanding you have of the role of that element of the culture.

Predicting Cultural Elements

This enables you to predict elements of a culture from limited information about it, such as deducing desert nomads are likely to place a high premium on water. Use the table above, but add +3 to difficulties.

2. Social Engineering

These days, the Akashans largely use social engineering to tinker with their own society, but in the days of acting as pultaaks, this was central to their mission of guiding other societies. It enables you to calculate the best course of action to reshape a society in the direction you wish it to develop along. Because it requires the resources of a government or at least corporate level wealth to actually carry into effect, it will not be discussed in detail here, but Akashan efforts at social engineering on Earth can easily be turned into adventures, especially when some Akashan Social Engineer failed his skill roll...

Importance of Element to Culture /  Difficulty

Spirit Skills

Uigho Shapechanging

Uigho shapechanging can only be learned by those who have Faith (Way of the Gods), the Uigho religion. It enables one to shapechange into any of the 472 Uigho dieties. One retains the same Attributes, but often develop various forms of body weaponry (which enable one to inflict +1 add of damage per level of shapeshifting, up to a maximum base damage value of one's Faith). Some of these forms are multi-limbed (One can split one's adds between body weaponry damage adds and extra limbs when changing form. For every two limbs above a base of two, one can perform an extra limb-performable action before recieving the one on many penalties. These limbs can be arms or legs. Uigho Shapechanging requires a minimal Spirit Axiom of 13, and creates a contradiction in the Living Land because it is based on a non-Lanala faith. (Although the Uigho will likely try to add Lanala to their pantheon anyway).


A Note on Prices

The prices in this chapter are hideously inflated in some cases from the cost of equipment back in the Star Sphere. This is because the Akashans have limited supplies of many kinds of equipment and limited manufacturing facilities. Back on Akasha, a Commtrol costs about as much as a Core Earth cellphone does, but here on Earth, they're a lot harder to acquire.


Bionetics were an important aspect of the Akashan Fourth Industrial Revolution. They range in tech from 27 to 29, but since there are no realms on Earth between 26 and 30, I haven't bothered to rank them. They are gradually being superseded in some areas by various tech 30 biotech organisms, but with the Akashan body unable to host more than 3 such organisms at once, most of these items remain commonly used.

Unlike Cybernetics, Bionetic implants are entirely or almost entirely organic. As a result, they do not induce Cyberpsychosis. However, a human body can only be augmented so far before the increased demands start to cause the biological equivalent of systems failure.

Each character has a 'Body' rating, which is equal to their Toughness factored through the Power Push Table, multiplied by ten:

Toughness Body

1-2 10

3-5 20

6-8 30

9-11 40

12-14 50

15-17 60

Each Bionetic Implant has a Body cost. If one possesses implants beyond one's Body level, it has ill effects on one's body. Each system becomes subject to systems failure when used. The chance of systems failure is 1 for every 1 Body cost of implants beyond one's limit. (Thus, with 4 Body in extra implants beyond one's Body limit, one suffers system failure on a roll of 1-4 on the d20 when using any of your Bionetics). If a system fails, the tissue dies, you suffer damage equal to its body cost and the effects of it 'disconnecting'.

The use of Bionetics (Except for implants in the head and certain augmentations which require no choice to activate, such as synthecardium or enhanced volume lungs) requires the implantation of an Enhanced Nervous System (see Nervous System and Pain Resistance), which enables conscious control of one's implants.

Head Computer

Name Cost Body Cost Tech Level

Head Computer 5,000+ By Component 30

Headware 1000/lvl Not Applicable 30

Math Chip 1000 2 30

Memory 500/Block 2/Block 30

Processor 2000 8 30

Psychic Modem 2500 3 30

Security 1000/lvl Not Applicable 30

Simulator 1000/sense 1/sense 30

Head Computer

Headware: Headware are skill simulation programs. They range in bonus from +1 to +4, taking up one 'Block' of memory per plus. They effectively replace the appropriate Mind, Perception or Charisma skill. Dexterity and Strength skills are also available, but only function at half the usual bonus until one spends a number of hours equal to the bonus of the program on adjusting it to your particular body, reflexes, and physical capabilities. [A +1 Dexterity or Strength program provides no bonus until you spend an hour adapting it to your reflexes] They are not permanently installed, but instead uploaded to your available memory as needed. Headware programs can also be used with AIs on Akashan computer systems.

Math Chip: +3 to all math-related skill uses.

Memory: Headware requires memory space to run. Other data can be stored here as well and accessed as desired. A block of memory is roughly equivalent to 1 gigabyte.

Processor: Without a processor, your computer can't actually DO anything. You need at least one.

Psychic Modem: This is basically a commtrol in your head. It has reasonably ludicrous speed, able to transfer one memory block per round.

Security: This is only necessary if one possesses a psychic modem; otherwise it's virtually impossible for anyone to hack into your head. Security programs occupy some of your memory blocks; they need one block per plus. Each block of security raises the difficulty to hack into your head by one, added to a base of 14.

Simulator: This is a dangerous but useful widget. It allows your head computer to override your senses [and to record and store data from your senses]. This is most commonly used with the Sight sense to allow it to feed data to your sight sense; without a simulator, your computer has a hard time communicating information back to you. Simulators, combined with a psychic modem, enable you to enter VR environments without needing a VR Suit. The big danger, however, is that if someone breaks the security on your head computer, they can use your simulator to feed you false sensory data, or even effectively shut down the senses it can effect.

Head Enhancers

Name Cost Body Cost Tech Level

Cerebral Booster 50,000 4 29

Cerebral Genius 110,000 8 29

Dual Brain 150,000 15 29

Instant Genius 3000 3 28

Language Implants 3000 2/lvl 28

Mnemonic Enhancer 15,000/lvl 2/lvl 28

Recall 10,000/lvl 2/lvl 28

Cerebral Booster or Genius:

Your brain has been reconfigured to a higher efficiency level. Booster adds +2 to Mind, Genius adds +4 to Mind. Should you disconnect, however, this is bad for you, as your Mind rating will plunge by twice the usual bonus as part of your brain stops working. Keep in mind that any use of the improved Mind attribute risks disconnection in an area with less than Tech 30 (Except the Nile Empire, where this resembles the Pulp Power Super Attribute)

Dual Brain

You now have a split brain. The 'foreground' area of your brain can be rewritten as you desire, and any psychic invasion or intrusion ends up in the 'foreground', controlling it or probing its false secrets, while the 'background' part of your mind continues to call the shots and rests secure in its secrets. Only the most skillful psychics can break through into or even notice the 'background' process where true control lies. Disconnection, however, knocks out the 'background' process, leaving the foreground completely in control. This can be bad, if, for example, your foreground self doesn't know you're a Storm Knight...

Instant Genius

Every six hours, you can boost your Mind by 4 for fifteen minutes with this handy Bionetic implant. It is, for obvious reasons, fairly popular among psychics who can't afford the hefty cost of a Cerebral Booster or Genius. If you disconnect, this simply stops working.

Language Implants

Most people prefer to simply use a transtech, but these can come in handy if you don't want people to be able to tell you can understand them, as they are undetectable without tricking you into a CAT scanner. Each implant gives you perfect mastery of a language (Equivalent to a skill of 20 with the language). Disconnection removes your knowledge of the language until you reconnect.

Mnemonic Enhancer

Each level (up to 3 levels) boosts any use of Perception or Mind for purpose of remembering something by 2. If you disconnect, you now have memory problems and suffer equivalent penalties.


Your brain now possesses a small 'perfect recall' buffer. Any experience you choose to store there can be perfectly recalled. It can hold 5 minutes/level, with a maximum level equal to your Mind factored through the push table. If you disconnect, the buffer becomes empty but has no ill effects on you.

Healing/Disease and Toxin Prevention

Name Cost Body Cost Tech Level

Nanodoc 6000 3 27

Nephritic Screen 2,000/lvl 4/lvl 27

Pathogenic Defense 2,400/lvl 2/level 28

Platelet Factory 3,000 4 27

Toxin Extractor 2,400/lvl 2/level 28

Tracheal Filter 3,000/lvl 2/level 27


You've got a tiny nanomachine factory in your body. If you suffer damage, it sends out its minions to try to fix the damage. The nanodoc has Medicine 15 and functions as if it was a real doctor...just very small. The Nanodoc does receive the +3 bonus if you also have a Platelet factory.

Nephritic Screen

Nephritic Screens enable you to drink huge amounts of alcohol without getting drunk (+8 Toughness for resisting drunkeness) and help to screen out poisons. (+2 Toughness vs. Poison/level)

Pathogenic Defense:

For every level, you get +2 Toughness to resist diseases, and you can make a toughness check every twelve hours to try to throw it off completely.

Platelet Factory:

With a platelet factory, you stop bleeding at six times the normal speed. All healing rolls to you gain a +3, and you heal one shock per round from any blow which does an actual wound, until all the shock caused by that wound is healed.

Toxin Extractor:

You can have a maximum level equal to your body points in this. Add +2 to your Toughness to resist any poison.

Tracheal Filter

Your lungs screen out poison gases, giving you +2 Toughness/level to resist them.

Muscular and Skeletal Enhancements

Name Cost Body Cost Tech Level

Enhanced Articulation 4000 6 28

Enhanced Skeleton 3000 4+1/lvl 28

Muscle Enhancement 4500/lvl 8/lvl 28

Enhanced Articulation

This process grants +1 to Dexterity by improving on one's joints and increasing fine tuned control over one's muscles. If you disconnect, you suffer a -1 penalty.

Enhanced Skeleton

Your skeleton and joints have been made tougher. This provides a Toughness boost of 1 per level against anything that tries to break your bones or joints or dislocate your limbs. It also enables you to support Muscle Augmentation beyond the normal Strength maximum of your species; you must have one level of Enhanced Skeleton per point of Strength above the normal maximum of your species.

Muscle Enhancement

Your body now produces super-enhanced muscle fibers. This raises your Strength by 1 per level and also boosts Power Pushes by 2/level. If this raises your Strength above the normal maximum for your species, you will need an Enhanced Skeleton to effectively use it. If you disconnect, your muscles become super-inefficient and you suffer equivalent penalties.

Nervous System and Pain Resistance

Name Cost Body Cost Tech Level

Damage Compensator 2,500/lvl 2/level 27

Enhanced Nervous System 2,000 3 27

Synaptic Accelerator

Level 1 7,500 8 28

Level 2 20,000 16 28

Trauma Dampener 4,000 4 28

Damage Compensator:

Damage Compensators enable you to endure vast quantities of pain. Each level enables you to take an extra shock point without passing out. You also can ignore wound penalties for one wound per level of Damage Compensators (This will not prevent four wounds making you die). You can have up to 9 levels of Damage Compensation. Disconnected Damage Compensators simply stop working.

Enhanced Nervous System

Enhanced Nervous Systems serve two major purposes. They allow control of Bionetic systems which require conscious control, such as an Adrenal Pump. Secondly, they make your nervous system self-repairing, thus enabling one to heal broken spines, repair hearing damage, and overcome other nervous system problems. They also prevent epileptic fits and other nervous system disorders if one is prone to such. If you disconnect, they drop down to the performance level of a normal nervous system.

Synaptic Accelerator

You are capable of brief bursts of intense speed. You can flurry for one round per (6/level) rounds. This causes 1 shock point of damage to you. Disconnected Synaptic Accelerators simply stop functioning.

Trauma Dampener

Trauma Dampeners help you to resist pain from torture and wounds. Treat your wound level as two less for purpose of determining penalties due to wounds, and add 4 to your Willpower to resist torture. Disconnected Trauma Dampeners have no meaningful effect.

Organs and Skin

Name Cost Body Cost Tech Level

Adaptive Skin 25,000 ` 10 28

Adrenal Pump 2,000 13 27

Enhanced 5,000 25 27

Chameleon Skin 10,000 5 28

Extended Volume Lungs 1000/level 2/level 27

Orthoskin 5,000/lvl 5/level 28

Replacement Organs 1-12000 None 24

Siren Voice 1,000 2 27

Suprathyroid 9,000 4 27

Synthacardium 1000 4 27

Enhanced 2500 3 27

Adaptive Skin

Your skin monitors the environment and takes measures to protect you from it. In intense sunlight, you will quickly tan or even turn fairly dark in appearance to ward off harmful UV radiation. If it's extremely hot, you sweat more profusely, in cold it locks in heat, pores close to block poison gases, and so on. It takes six minutes for your skin to adapt to a given condition, after which you get +3 to resist it. (It can't stop things like guns and lasers, however). It cannot be combined with Orthoskin. If you disconnect, it locks up in its current state.

Adrenal Pump

You are the master of your adrenal gland. You can kick it into high gear for either 4 or 8 rounds (normal/enhanced), and gain +1 (or +2 for the enhanced version) to Toughness, Strength, and Willpower for the duration. You flurry the first (first and second) round of operation. However, when the rush wears off, you take 10 (20) shock. Disconnection has no effect on you.

Chameleon Skin

You have total control over your skin pigmentation. You can change your skin color uniformly or just in patches, enabling instant tatoos or blending against a non-uniform background. Used for camoflauge, it provides a +3 bonus to Stealth. It takes about six minutes for your entire body to change; smaller changes take proportionately less.

Extended Volume Lungs

Each level of Extended lungs gives you 45 extra seconds of air if you hold your breath and boosts physical exertion pushes (such as running, swimming, jumping, etc) by 2. However, if you disconnect, you suffer equal penalties as you have a hard time breathing.


Your skin has been hardened to resist damage. This tends to give you a weathered, leathery look which isn't too beautiful But each level adds +2 to Toughness to resist damage. It has the flaw of reducing your Perception for touch purposes by 2 per level. If you disconnect, you suffer a -1 Dexterity penalty per level as well.

Replacement Organs

This is simply a normal replacement organ for one of yours which has been destroyed. These cost in the range of 1000-12,000 dollars, depending on the organ's size and complexity. Once installed, they become part of your body, and thus could care less about disconnection.

Siren Voice

You can mimic any voice or sound you have ever heard if it's within the normal capabilities of your species to produce. You also gain +3 to defeat voice stress analysis. If you disconnect, you have trouble talking and can only speak half as loudly as usual.


You have an enhanced thyroid gland. As long as you don't disconnect, you effectively have +1 to Dexterity, Strength, and Toughness. You can also flurry for a round every hour. However, you must eat twice as much food as a normal being of your species. Disconnection eventually leads to thyroid disorders, though in the short term, there's no immediate effects.


Your heart has been strengthened through treatments. This lets you push yourself harder. This has the disadvantage that if you disconnect, your heart has a harder time functioning, and all benefits are reversed into penalties.

Normal: +2 Power/Speed Pushes, -1 shock from any Fatigue

Enhanced: +4 Power/Speed Pushes, -2 shock from any Fatigue


Name Cost Body Cost Tech Level

Charm Gas 7,000 3 27

Toxic Exhaler 30,000 4 28

Worship Me Gas 14,000 3 27

If you disconnect, pheromenes usually simply cease to function.

Charm Gas

You exude pheremones which boost your charisma skills by 2 against anyone within about ten feet of you. Winds will tend to negate this by blowing the pheremones away.

Toxic Exhaler

Once an hour, you can release a small cloud of poison gas from your mouth. This does damage 24 directly to Toughness. Don't disconnect, though, or the poison will attack your own body.

Worship Me Gas

You exude pheremones which boost your charisma skills by 4 against anyone within about ten feet of you. Winds will tend to negate this by blowing the pheremones away.

Psychic Boosters

Name Cost Body Cost Tech Level

Brain Fogger 25,000 3 28

Psi-Enabler 10,000 2/level 27


Group 10,000 3 30

Single Power 5,000 2 29

Psi-Implant 5,000 2 28

Disconnected Psychic Boosters simply cease functioning.

Brain Fogger

Brain Foggers generate psychic static around your brain, granting a +3 bonus to defense against mind-effecting psionics and pulp powers. (They are ineffective against magical and spiritual attacks, however)


Psi-Enablers enable someone to use psionics. They grant either Psionic Manipulation or Psionic Resistance with a number of adds equal to the level of the implant (up to 3).


Psi-Enhancers boost the recipient's Psionic Manipulation by 3 when dealing with either a specific power or a specific power group.


Psi-Implants enable the user to use a specific power. Each power requires a seperate implant.

Sensory Organs

Name Cost Body Cost Tech Level


Bugsweeper 750 2 27

Enhanced Hearing 750 2 27

Radiohear 750 2 27

Sonar 750 2 27

Truthear 750 2 27

Wide Frequency 750 2 27


Electromagnetic 750 2 27

Eyestealer 750 2 27

Flash Protection 750 2 27

Infrared 750 2 27

Low Light 750 2 27

Microscopic Sight 750 2 27

Superior Sight 750 2 27

Target Eye 750 2 27

(Also requires a 500 dollar cost psychic scope)


Directional 750 2 27

Poison Sniffer 750 2 27


Bugsweeper: You can use your Hearing Perception to find bugs by tracking their signals.

Enhanced Hearing: +2 Hearing Perception/Ear

Radiohear:You can listen in on radio conversations, from ham radio to AM/FM transmissions to walkie talkies and cellular phones. You can only listen to one frequency at a time, however.

Sonar: +3 Find in the dark, using Sonar.

Truthear: Uses voice stress analysis and listens to their heartbeats to determine if people are telling the truth on a Mind+3 roll vs. their Trick.

Wide Frequency: You have the hearing capacities of a dog. Among other things, this means you can hear turned on electronic equipment from a distance, even if it normally makes no sound.


Electromagnetic: You can see electro-magnetic fields.

Eyestealer: Eyestealers can be reconfigured to take on any appearance one wants, right down to retinal patterns. While most commonly used for defeating retinal scanners, they're also used for disguises and by actors.

Flash Protection: Your eye automatically adjusts to defeat flash attacks and glare.

Infrared: You now can see heat patterns.

Low Light: You can see perfectly well in low-light conditions.

Microscopic Sight: This is used to see very tiny things; you can magnify anything your view of anything within six inches of you by up to x500. Adds +3 to Find small details; may give bonuses to other fine detail work, spotting viruses, etc.

Superior Sight: +2 Visual Perception/Eye

Target Eye: This is combined with a special scope attached to a weapon. This eye sees whatever the scope organism sees, thus giving you a better idea of exactly where you're aiming. +3 to the appropriate attack skill.


Directional: Your sense of smell becomes directional like that of most of animals. You can now track by scent and gain +2 Perception for that purpose.

Poison Sniffer: You can detect poisons by scent.

Biotech Armor/Clothing/Special Suits

All Biotech clothing items are Tech 30. Passive suits (such as the protective suit) require a disconnection check once per scene when used). Active suits (such as the flight suit) require a check each time a skill roll is made with them. A disconnected suit begins to die, taking one wound per round until dead; the wearer can spend possibilities to stave off the wounds. All marked with a * are as described in the Space Gods cosm book. Effect Values with a * apply under some special condition given in the description.

Name Effect Value Cost

Ablative Armor Special 5000

Armored Clothing TOU+5 1000

Chameleon Suit* Stealth+3 3000

Cloaking Suit* Stealth+5 4200

Flight Suit* Fly at Running Speed 8200

Kinetic Armor* TOU+10/30* 20,000

Plasma Armor* TOU+15/35* 30,000

Pressure Suit* TOU+5* 5000

Protective Suit* TOU+10* 19,000

Temp Suit* Special 2000

VR Suit Special 1000

Ablative Armor

Ablative armor is cheap as Star Sphere armors go. It is a shapechanging organism which enjoys getting hurt. It senses incoming attacks and reshapes itself to take the blow. It has an effective toughness of 18 and can take seven wounds before it dies. It never passes out because it likes pain. If it actually hits seven wounds, it drops dead and falls off. It requires a vitamin/mineral pack once every two months when not in use, and must be fed one pack per wound it sustains to enable it to heal itself.

Armored Clothing

Armored clothing normally appears to be ordinary clothing. By pressing a small stud, however, it is transformed into a suit of armor that resembles the quilted armor used by the Aztecs. It provides TOU+5 protection against everything with no fatigue penalty. It is symbiotic, and only needs to be fed a vitamin/mineral pack every month if you leave it hanging up in the closet.

VR Suit

VR Suits (Called IE Suits by the Akashans) are used in conjunction with a Commtrol or a Computer with Psychic Modem within thirty feet to allow access to Virtual Reality (or as the Akashans call it, 'Immersive Experience'). It covers the entire body and then feeds the body sensory input corresponding to the signal received from the computer or commtrol link to the VR-program running computer. They are symbiotic.

Biotech Physical Enhancers

All Biotech Physical Enhancers are Tech 30. They force a disconnection check whenever they are used in a lower tech area, except in the Nile Empire, where they qualify as 'Weird Science'. Akashans, humans, and their client races can't support more than three symbiotes at once without getting sick. The victim begins to take one shock per hour for the first twenty four hours, then a wound per day. Every twelve hours, they can make a Toughness check at a difficulty of 14+ (# of biotech enhancers in their body). If they succeed, their immune system kills off one of the organisms randomly. Tech 22 and higher antibiotics can help the body fight off the infection (+2 to Toughness check with Tech 23 antibiotics, +3 with Tech 24, +5 with Tech 26, and the Akashans simply flush you with Nephros and kill them all off within 24 hours), and proper medical treatment can help prevent further degeneration of one's condition or death.

Name Cost

Dalen 2000

Gutadatl 6000

Hastur 6000

Healing Symbiotes

Dwelkin 3000

Bavros 7000

Iniria 12000

Herat 5000

Kilith 4000

Linkage 500+500/link

Mallos 2000

Nephros 500


Dalen dwell in the nose, clustering around the olfactory nerves, augmenting one's sense of smell. The recipient becomes able to track by smell at +3, and also is much more adept at identifying smells. One can identify people by scent, and try to use one's sense of smell to identify subtle changes in body chemistry caused by stress, such as when one is lying.


Gutadatl cluster around your adrenal gland, enhancing its efficiency and giving you more conscious control over it. You can choose to push your Adrenalin production by this means, giving you a boost of +1 or +2 to Strength and Dexterity each round. However, in the process, the Gutadatl produces various waste byproducts which give you shock each round equal to the bonus of the boost derived from it.


As the Space Gods book (Clusters in the eyes, raising visual Perception by 3).

Healing Symbiotes:

These symbiotes speed one's physical healing process. When actively involved in healing the recipient's body, they require the recipient to increase his food intake so they have actual fresh material to work with. They augment both efforts to heal the person and for the person's Toughness rolls to heal wounds.

Dwelkin: +2 to Healing rolls, +50% food intake

Bavros: +4 to Healing rolls, +75% food intake

Iniria: +6 to Healing rolls, +100% food intake


As per the Space Gods book (Provides +3 to Acrobatics, Beast Riding, Dodge, Manuever, and Running by improving one's balance and spatial awareness)


As per the Space Gods book (+3 to Touch Perception and to skills requiring actute tactile awareness, such as Lock Picking and Prestidigitation)


Linkage are psychic microorganisms. Each batch is in constant psychic communications with each other, and those who bear Linkage biotech organisms within themselves can use this communication to communicate psychically at a range of up to six kilometers with other people who got their linkage from the same batch. This organism is very commonly used by Monitors and other security forces. This organism also grants +3 to use any Telepathy group power with others bearing the same batch of Linkage. Comaghaz infection weakens one's Linkage during the first stage and kills it off entirely during the second stage, although there are a few horror stories of someone possessing Linkage succumbing to Comaghaz and then controlling everyone else with the same batch through the psychic link.


Mallos are an unusual symbiote. Their main purpose is to speed up your metabolism; they are used in weight loss programs. A person with Mallos will usually lose about five pounds a week. They have to then be eradicated, because they'll happily starve you to death.


Nephros attack and destroy other biotech physical enhancer organisms. Within 24 hours of their introduction, they multiply, hunt, and kill off all other biotech physical enhancers. They then drop dead themselves. They are used to deal with the fevers and other problems caused by possessing too many physical enhancers in one's body.


(All Akashan Computers are Tech 30)

Name Memory Blocks Used Cost

Hand Computer (basic) Contains 30 Blocks 5000

--Built in Basic Psychic Modem

(20 foot range) Free with Computer

--Voice Recognition Software Free with Computer

--Holographic Projection Capability Free with Computer

--Audio Capability Free with Computer

--Basic AI package: Free with Computer

Mind 9. Perception 8

Personal Secretary

Sonic Alarm When Stolen

Extra Memory +5 blocks 500

AI Improvements:

+1 Mind 1 block 2000

+1 Perception 1 block 2000

DataSeek 1 block/+1 200*# of blocks

Capability Implants:

Mobility Implant 1 1000

Olfactory Implant 1 1000

Visual Implant 1 1000

Psychic Modems: Doesn't Use Up Data Blocks

200 foot range 500

1000 foot range 2000

1 Kilometer range 4000

10 Km range 8000


Printer External Unit 2000

Akashan computers are all living organisms. They range in size from 'Supreme Intelligences', who are the size of a small building and can communicate psychically across interplanetary distances to the tiny computers implanted in many people's heads.

Head Computers are discussed above in the bioware section; the other common computer type found among the Akashans on Earth is the Hand Computer. Hand Computers live on vitamin/mineral packs and have a hard exterior shell that reminds Earth humans of turtle shells, with a small orifice on the top through which they can extrude their feeding appendage. The bulk of the computer is a powerful psychic brain. Commands are given by voice (or thought if the user has a head computer or telepathic abilities). A symbiotic organism enables the Hand Computer to project holograms which serve the role held by monitors for Earth computers. Hand Computers can communicate psychically with Commtrols to form links to other computers; their own psychic range is rarely more than two dozen feet.

Hand Computers can be augmented in a variety of ways. One of the most common on Earth are Hand Computers with eyes, which enables them to scan in text or 'photograph' images. Other organs can be added as well to enable the computer to register other forms of sensory data or to produce audible sounds.

Most Hand Computers have some degree of artificial intelligence, usually just enough to enable them to function as a personal secretary and to bring predesignated stimuli to their owner's attention, such as alerting him if they're being stolen. While most larger Akashan computers have very powerful and sophisticated AIs, Hand Computers have much more limited data storage and processor speed by comparison to the larger machines, and installing a sophisticated AI tends to eat up too much of the memory space desired for other purposes.

Hacking Akashan Computers:

Akashans hacking each other's computers or non-Akashan hackers using Akashan equipment can use suitably modified versions of the Grid rules from the Tharkold book or the Godnet rules from the Godnet book, depending on how complex you wish to make it.

Non-Akashans trying to hack into the CommNet with non-Akashan equipment are in for a world of hurt. First of all, their systems aren't compatible, and thus getting into the CommNet is no easy task. Sadly, this is not the Independence Day cosm, with its law of 'Universal Computer Compatibility', which enabled Earthlings to crash alien systems by downloading Windows onto those machines. Still, the Akashans will likely soon finish building devices which allow such compatibility, although once they start getting commercial spam, they may come to regret that breakthrough.

Secondly, the Akashan computers, simply put, kick the butt of every set of computers on Earth. The fastest, most powerful computer on Earth at Tech 23 would barely suffice to power the brain of an Akashan Furby. This results in the following difficulty modifiers for any effort to hack an Akashan system using the technology of the invading cosms:

Core Earth Systems: +17 Difficulty (Don't Tell Me the Odds)

Nippon Tech Systems: +14 Difficulty (1000: 1 Odds)

Cyberpapacy and Tharkold: +10 Difficulty (100: 1 Odds)

However, Akashans attempting to hack lower Tech computer systems find themselves not receiving so great a benefit as they receive to defense against those systems. They receive a -1 difficulty per point of difference in Tech Axiom between the target system and their own. This is caused by the slowness of the target system, which causes connection problems and prevents the full application of their speed to the target. If those systems lie within an area itself under lower Tech axioms than 30, the Akashans risk disconnection by their effort to hack into it.

Finally, because the Godnet is not a normal VR network but is itself another dimension, Akashans cannot access it without:

1. A special miracle or the use of Cyberpapacy reality equipment

2. risking constant disconnection if they use their own reality's equipment

3. forfeiting all bonuses listed above due to relative Tech axioms.

One can use Psionics in the Godnet without risking disconnection (unlike in the physical Cyberpapal Realm), but difficulties rise by seven.

What about people of different tech levels simply trying to use each other's computers?

It is very easy for anyone to use Akashan VR programs, as everything is designed for ease of use, and Akashan computers can be ordered to do things with normal conversational speech. There is therefore no added difficulty in the use of Scholar (computers) to do things with an Akashan computer if the user's tech level supports computers at all. Akashans have a harder time with primitive systems, however, as they lack the support systems they are used to. Cyberpapal and Tharkoldu VR systems can be used with only a +3 difficulty modifier. Non-VR systems add a much stiffer +6 penalty. (It's also notable that most Akashans don't know how to touch type, as they're used to dictating vocally or telepathically to their computers). Akashan systems are sufficiently different from Tech 26, 24, or 23 computers that one must learn the Science (Akashan Computers) skill specifically for Akashan level computers. Conversely, Akashans have to learn normal Science (Computers) separately for Earth computers. The hardware, programming methods, etc, are simply too different.


Miscellaneous equipment is tech 30 unless otherwise noted. All marked with a * are as described in the Space Gods cosm book.

Name Cost

Alan Torch* 300

Bioscanner 1000

Biotech Repair Kit* 1500

Commtrol* 1350

First Aid Kit 750

Glue Worm + Solvent Worm 50

Medkit 1500

Ocular Assistants 400

Retractable Pole 100

SDF (Super-Deformed Friend) 1000

Time Bracer 500

Inorganic Transtech* 500

Vitamin/Mineral Packs* 25

Volent Rope* 45

Wallclimbers 200


Combine a CAT scanner, a Star Trek Tricorder, and a magic wand and you get the Bioscanner. It resembles a three foot wand of rowan wood tipped with a ruby, but actually it's a combination of a crystalline life form and a psychic plant. Bioscanners can detect and identify life forms within a hundred yards (including infections or biotech implants in another being), diagnose diseases, and draw on a large informational database to report on any known creatures. Treat them as having an 18 in all relevant skills. They can download information, such as cerebral scans, to a handy Psychic Computer within the computer's transmission range.

First Aid Kit

These kits are usually specifically designed for use with a particular species. They provide a +5 to any First Aid check, thanks to a plethora of painkillers, bandages, ointments, mild stimulants, antiseptics, and other useful drugs and items.

Glue Worm + Solvent Worm

Glue worms range in size from a few centimeters long to about a meter long, depending on how much glue you need them to be able to dispense at one time. When squeezed, they spew adhesive from their mouths; it is very strong (Difficulty to break the bond varies by size). Solvent worms produce a fluid which dissolves Glue Worm glue; it will dissolve many other kinds of glue as well. They must be fed proportional to how often they are used.


Also known as 'Doctor in a box'. Anyone can perform simple medical work with the aid of one of these devices, which contains a plethora of drugs, bandages, ointments, and various simple biotech medical devices, such as a wound stitcher. Anyone with Medicine skill can perform medical operations at a +5 bonus, while those without can use the Medicine 15 skill of the included Artifical Intelligence. (The Artifical Intelligence is most effective if one also uses a Bioscanner, which it can communicate with). With the Medkit, one can clean and sew wounds shut, set broken limbs, manufacture casts, slings, and tourniquets for injured limbs, relive pain, treat rashes and other infections, treat the major known poisons and (with the help of a bioscanner), identify diseases and compute the proper treatment, although most diseases require medicines the kit does not possess.

Ocular Assistants

Ocular assistants are hemispherical life forms. You hold them over your eyes and they emit adhesives and adhere to your skin. Controlling them by thought, the wearer can then command them to alter themselves to filter the visual data they take in constantly from the environment and pass on their enhanced senses to their wearer. The usual breeds can produce the following effects:

Provide up to 100X magnification for long-distance viewing or up-close microscope work

Extend sight over a wider-range of the electro-magnetic spectrum to detect ultraviolet light, infrared, electricity, etc.

Enhance low-light conditions so you can see as if at normal levels

Block out blinding light

Correct any visual flaws of the wearer (normally not needed by Akashans, but useful for Earthers).

Retractable Pole

This life form normally appears to be a short one-foot rod. Pressing the knob at one end causes the creature to change shape, extending out into a pole of up to 4 meters in length, depending on how long one keeps pushing the knob. The creature's mass remains the same in all configurations; it becomes much more dense in its short form. They are sturdy enough to support up to about five hundred pounds. It must be fed once a week.

Super-Deformed Friend (Personal Assistant Lifeform is the proper title)

The Akashan equivalent of a PDA. They are several inches high, resembling humans or Akashan in form. They sit on your shoulder or ride around in your carry-bag, keeping track of people's psychic contact frequencies, appointments, addresses, and other data for you. They remember everything they're told, and can accept telepathic file downloads. Most are also proficient at various games of chance and skill. They can operate Commtrols, and have some short-range telepathic communications abilities, enough to link to computers or talk to people within about a hundred feet of them. They have Perception and Mind of 9 each and usually come with 9 points worth of downloaded skills and room for another six.

Time Bracer

Time Bracers are the Akashan equivalent of a watch. They have color changing skin which alters its patterns to indicate the time. You can also set an alarm or use it as a stopwatch. Most also contain a global positioning function and can be set to emit a psychic beacon distress call. They require a vitamin/mineral pack every three months.


Wallclimbers are special boots and gloves which are living beings and stick to things easily. Their adhesive properties make climbing easy and safe, though a bit slower than climbing without them. If all four limbs are used, you can even cling to ceilings with them, although the user must have enough strength to support their own weight. They provide an effective +6 bonus to Climbing. They must be fed a vitamin/mineral pack every three months when inactive or used only briefly, or after four hours of heavy use.


Akashans possess a variety of vehicles, but would rather ride a personal mount than ride on a vehicular creature or in an inorganic vehicle. The Akashans have brought a variety of mount creatures to Earth, including one originally taken from Earth and improved by them, the Akashan Horse.

Name Movement Cost

Akashan Horse Land 12 Special

Danai Air 12 2000

S'kredit Land 10 1000

Tilba Sea 13 500

Akashan Horse

Akashan horses are intelligent and telepathic. Descended from Earth horses, they come in all the colors of normal horses, and some breeds have unusual colors, like blue or teal, thanks to some bored Akashan bioengineer having too much free time on his hands. As smart as an ordinary human (Mind 8), Akashan horses cannot be purchased; they must be hired. Akashan law treats them as a Client Species. In general, they are firm and loyal friends if well treated. They typically have 3-5 adds in Psionic Manipulation and Resistance and typically have access only to the Telepathy Power Group, with the usual powers being Beacon, Mind Meld and Send Thoughts. Many have Empathy. Ones who see a lot of combat usually learn Cloud Mind.


More so than any of the other Akashan mount creatures, the Danai tend to trigger total disbelief in Earth humans. This is because of two things: 1. They resemble Earth legends of dragons. 2. They can't possibly fly, but they do it anyway. The first is merely a coincidence, while the second is made possible by their psionic capabilities.

Danai are about twenty foot long and as wide as a horse, ideally sized for riding. Normally, only a single person rides them, as they can only manage so much weight. Danai can breathe fire, but it isn't very powerful (damage 14), and they tend to prefer their claws and teeth. Most are dimmer than a human (Mind 6), but can talk and some have higher intelligence and more psychic powers. They are carnivores and eat a lot, which makes them high maintenance animals. On Earth, the Monitors employ quite a few of them as scouts.


S'kredit are 30' long lizards. They can carry up to six riders at a time and make a popular way for a group of people to go on expeditions if they're not in a hurry. They aren't too bright (Mind 5), but they have a psychic danger sense which can come in handy. They speak Akashan, but not well.


Tilba resemble giant eels in shades of purple and blue. They are for water travel; you ride them a little ways behind the head where they have several protusions you can hold on to (wise riders use a saddle as well). With appropriate gear for the rider, they can take you below the surface as well. Tilba have only animal level intelligence, but are friendly to humanoids (a genetically programmed behavior) and protective of people they know well. They can generate an electric zap (base damage 20) if they feel threatened. Tilba are steered using special biotech equipment.

Psionic Modifiers

All psionic modifiers are Tech 30/Spirit 9/Social 21.

Name Cost

Psionic Inhibitor 24,000

Psionic Inhibitor

These biotech devices are the psychic equivalent of handcuffs. Any attempt to use psionics rises to a difficulty of 25 while these are 'worn'. In addition, they respond to any use of psychic powers by flooding the prisoner's body with fatigue poisons, causing four shock per round.

Psionic inhibitors can be removed by biotech surgery (difficulty 18), ripping them off physically (Strength 14 difficulty, causes damage 16 directly to Toughness), or the legal method, which uses another biotech organism which eats this one. Psychic attack powers can be used to fry the organism's mind, but any power used against it has a difficulty of 25. (Also, keep in mind that if an outside party psychically attacks them, they flood the prisoner's body with fatigue poison; they can't tell the difference between the prisoner and someone else trying to use psionics on them)

Psionic inhibitors must be fed a vitamin/mineral pack weekly or they begin to die. (Their 'defense level' drops two points a day. When it hits zero, they die).


Biotech Firearms

All biotech weapons are Tech 30. All marked with a * are as described in the Space Gods cosm book. Damage marked with a * accrues under some special condition given in the description.


Name Damage Ammo S M L Cost

Baatase Rifle* 16+Glue 20 50 200 400 3000

Cell Jammer* 23/28 15 30 100 200 30000

Electronus* 27 50 15 25 40 24000

Gravitic Ray* 27 Special 150 350 500 30000

Mindlance* Mind+5 Special 15 25 40 20000

Mitoser* Special 10 40 100 150 2000

Rhadan Mark V* 17+Entangle 20 40 100 250 2400

Shatterer* 36 20 50 150 250 400K

White Noise* Special 15 20 150 300 2000

Biotech Hand Weapons

All biotech weapons are Tech 30. All marked with a * are as described in the Space Gods cosm book. Damage marked with a * accrues under some special condition given in the description.

Name Damage Bonus Maximum Damage Cost

Bhelablade* +4 (Poison: 14) 23 5000

Calaki* +8 (Heat: 18) 25 7500

Hrockt +4 23 2000

Tentacle Sword* +6 25 8000

Volent* +5 24 3000

Whipfang* +6 24 4000


The Akashans find the Edeinos of the Living Land to be quite fascinating and were pleased to discover the Edeinos weapon philosophy. They have developed a genetic variant of the Hrockt plant which responds to mental command. Normally, it resembles a one foot long stout rod, making a handy billyclub. On psychic command, it extends to five feet in length, becoming a staff or spear as desired.

Biotech Ranged Weapons

All biotech weapons are Tech 30. All marked with a * are as described in the Space Gods cosm book. Damage marked with a * accrues under some special condition given in the description.


Name DB/Max Dam S M L Cost

Coar Spear* +6/20* 10 25 60 5000

Jiros* Special 100 500 1K 2200

Larendi Bow* +8/27* 10 100 250 3200

Salend Sling* +1/17 and 23* 5 10 15 2400

Starshredders* +4/18 and 23* 5 10 15 4500

Non Biotech Energy/Projectile Weapons

Most Energy and Projectile Weapons used in the Star Sphere which have been brought to Earth are around Tech 27. Some members of the Client Races have begun to set up shops to produce Tech 26 equipment more cheaply than the Cyberpapacy can. The weaponry from the Tharkold book can be used to simulate such items. [It should also be noted that the prices given for these weapons are the prices on Earth. Most of these are substantially cheaper back in the Star Sphere.] All marked with a * are as described in the Space Gods cosm book. Damage marked with a * accrues under some special condition given in the description.


Name Damage Ammo S M L Cost

Blaster* 30 40 100 300 500 250000

Bolter Rifle* 30/25* 50 150 350 600 300000

Pulse Cannon* 23* 25 200 500 1K 175000

Smash Pistol 21 30 20 150 300 2000

Smash Rifle 23 40 60 300 600 2500

Splinter Pistol 20+Special 40 50 150 400 2000

Splinter Rifle 21+Special 60 100 200 500 2500

Smash Pistol and Rifle

Smash pistols and rifles use exploding ammunition to punch through armor. They are railguns, using magnetic fields to accelerate the ammo to high speed.

Splinter Pistol and Rifle

Splinter weapons are also railguns, but they fire shots which fragment into dozens of sharp needles. They are often used with special ammunition which contains poisons of various kinds within the needles. If the needles do any damage, the poison kicks in, usually doing damage 18 directly to Toughness.

Character Templates

All templates are Star Sphere reality unless otherwise stated.

Akashan Information Corps Officer

Dexterity 8

Biotech Weapons, Prestidigitation, Running, Swimming, Unarmed Combat

Strength 7

Toughness 9

Perception 13

Evidence Analysis, Find, First Aid, Language, TAG SKILL: Psionic Manipulation 16, Scholar (Philosophy), Trick

Mind 12 (16 with Cerebral Genius)

Mindsense, Psionic Resistance, Test of Wills, Willpower

Charisma 9

Charm, Persuasion

Spirit 8

Faith, Intimidation, REALITY

Alignment: Zinatt

Possibilities: 10

Note: You will need to spend either adds or possibilities buying some Power Groups and Powers.


(Body Rating 40. Currently has 35 body in Bionetics)

Head Implants

Cerebral Genius (Body 8, boosts his Mind by 4; this creates a contradiction outside Akasha and the Nile Empire)

Healing/Disease and Toxin Prevention

Nanodoc (Body 3, see description--basically gives him a Medicine skill 15 horde of nanomachines in his blood)

Platelet Factory (Body 4, All healing rolls to you gain a +3, and you heal one shock per round from any blow which does an actual wound, until all the shock caused by that wound is healed)

Nervous System and Pain Resistance

Enhanced Nervous System (Body 3, Nervous system now can regenerate, enables control of bionetic systems by thought which require conscious activation)


Worship Me Gas (Body 3, +4 Charisma against anyone within 10 feet of you)

Psychic Implants

Brain Fogger (Body 3, +3 to mental defenses vs. mind-invading attacks)

Psi-Enhancer (Body 3, +3 Psionic Manipulation with one Power Group of your choice)

Sensory Organs

Eyestealer (Body 2, you can reconfigure your eyes appearance, including color and retinal pattern)

Infravision Eyes (Body 2, you can see heat patterns)

Radiohear (Body 2, you can listen to radio and commtrol transmissions)

Truthear (Body 2, you can use Perception + 3 to try to detect lies through voice stress analysis)

Biotech Physical Enhancers:

Bavros (+4 to Healing rolls, +75% food intake)

Gutadatl (Boost Dex and Strength up to 2 points, at the cost of equal shock each round)

Hastur (+3 Visual Perception)


Mindlance (Damage Mind+5, Tech 30)

White Noise Gun (Damage Special, Tech 30)

Armored Clothing Suit (Tou+5, Tech 30)

Cloaking Suit (Stealth +5, Tech 30)

[Keep in mind that you can only wear one Biotech suit at a time]


Hand Computer with Visual Sensors

Two Psionic Inhibitors


5 Vitamin/Mineral Packs

20 Ciaras

Personality and History:

You were recruited for Information Services while still at the Akashan equivalent to universities. You are basically a combined researcher, spy, and psi-cop. Your job, simply put, is to find out what has to be known. You've always emphasized your mind over your body, and the result is that you are quite knowledgeable and a skillful psychic.

This is your first major field mission; your current job is to study the phenomenon known as Storm Knights through what can best be described as 'Observer Immersion'. For the moment, you are operating as a free agent, reporting back periodically, but devoting your efforts to aiding the struggle against the High Lords.

Your moment of crisis came when you first confronted Gospog. You were terrified by the strange shambling creatures, and it shamed you, but you managed to choke back your fear and fight on, saving the day with your psychic abilities.

Quote: "No, I do NOT sense a disturbance in 'the Force'. What are you talking about?"

Revised Akite Bioengineer

Dexterity 8

Biotech Weapons, Melee Weapons, Running, Swimming, Unarmed Combat

Strength 8


Toughness 8

Perception 12

Evidence Analysis, Find, First Aid, Language, Psionic Manipulation, Scholar (Philosophy), Trick

Mind 12

Artist (Writing), Medicine, Mindsense, Psionic Resistance, TAG SKILL: Science (Biotech) 15, Willpower

Charisma 10

Charm, Persuasion

Spirit 8


Alignment: Aka

Possibilities: 10


(Body Rating 3. Currently has 29 body in Bionetics)

Head Implants

Instant Genius (Body 3, boosts his Mind by 4 for fifteen minutes every six hours; this creates a contradiction outside Akasha and the Nile Empire)

Healing/Disease and Toxin Prevention

Nanodoc (Body 3, see description--basically gives him a Medicine skill 15 horde of nanomachines in his blood)

Pathogenic Defense--Three Levels (Body .6, Reduces effectiveness of any disease against him, giving him +6 Toughness against diseases )

Platelet Factory (Body 4, All healing rolls to you gain a +3, and you heal one shock per round from any blow which does an actual wound, until all the shock caused by that wound is healed)

Toxin Extractor--Two Levels (Body 4, +4 to Toughness vs. Poisons)

Tracheal Filter--Two Levels (Body 4, +4 to Toughness vs. Gases)

Nervous System and Pain Resistance

Enhanced Nervous System (Body 3, Nervous system now can regenerate, enables control of bionetic systems by thought which require conscious activation)

Sensory Organs

Microscopic Sight (Body 2, magnify close range vision up to 500 times, +3 to Find small details and other tasks requiring a microscope)

Biotech Physical Enhancers:

Bavros (+4 to Healing rolls, +75% food intake)

Hastur (+3 Visual Perception),


Hrockt (Damage Str+4/24, Tech 30)

Rhadan Mark V (Damage 17+Special, Tech 30)

Armored Clothing Suit (Tou+5, Tech 30)


Biotech Repair Kit

Hand Computer with Visual Sensors

First Aid or Medkit if you have the appropriate skill

Three doses of Nephros (see Biotech Physical Enhancers)


5 Vitamin/Mineral Packs

10 Ciaras

Personality and History:

You were once a typical Akashan Akite bioengineer, a person who lived entirely for his research. You were a perfect example of the sort of self-centered person who follows Aka because it justifies their selfishness. The first shock to your way of thinking was the Comaghaz; you abandoned your previous lines of research and began working on defenses against it--you've pumped yourself full of as many ways to augment your defenses against disease as your body could handle. Your research brought you into contact with many Client Race scholars and Coar Akashans, who shook up your way of thinking.

Your research brought you to the Ministry of Biotechnology's attention, and you were assigned as one of the experts who would accompany the mission and make sure no Comaghaz hosts came along. You did your best, but somehow Comaghaz hosts slipped through your tests, and the Earth was infected. This filled you with a deep sense of shame and the conviction that someone within the command staff of the expedition must be a Comaghaz host who helped smuggle in the others...but who?

You have determined that you must take action to end this threat in order to atone for your failure to prevent the spread of the Comaghaz to Earth. In addition, the number of species being destroyed by the Possibility Wars fills you with horror, and you hope to collect as many different species as possible to prevent their destruction.

Quote: "But where do I find the person who bioengineered the Chihuahua to talk?"

Curious Uigho Monk

Dexterity 10 (12 due to Genetic Enhancement Package)

Acrobatics, Dodge, Manuever, Martial Arts, Melee Weapons, Stealth, Unarmed Combat

Strength 10 (11 due to Genetic Enhancement Package)

Toughness 10 (11 due to Genetic Enhancement Package)

Perception 8

Language, Psionic Manipulation, Scholar (Religions)

Mind 8

Psionic Resistance, Test, Willpower

Charisma 9

Charm, Persuasion 8

Spirit 11 (14 due to Blessing Vow)

Faith (Way of the Gods), Focus (Way of the Gods), Intimidation, TAG SKILL: Shapechanging 14 (17), REALITY

Body Weaponry:

Many of their forms have various kinds of body weaponry; their body weaponry does Strength + Shapeshifting Adds in damage up to a limit of their Faith skill.

Alignment: Zinatt (While inwardly oriented mystics, they are also curious about other religions, which turns them outwards periodically)

Notes: You must pay one possibility per adventure to pay for your enhancement package. Your blessing vow requires you to be courteous to all priests you meet unless they attack you first, to use your talents to help defend other believers in your faith, to obey your 'abbot', to bring those who abuse spiritual powers to justice, and to seek to spread the Way of the Gods peacefully. It creates a contradiction in any realm with a Spirit Axiom below 9.


Green Robes


Uigho Staff (Strength + 3/17)

Various Holy Texts

Big hat shaped like a very broad, fairly flat cone, held in place by a strap that runs under the chin.

Personality and History:

You were excited to discover you had been chosen to join the Earth Expeditionary force as one of the Uigho representatives. While the peoples of Earth are desperately in need of spiritual guidance and discipline, their beliefs are endlessly fascinating to you. During the first days of your arrival on Earth, the Catholic priest you were debating with was attacked by strange men in black, who fought with disciplines similar to those of your people. You had your moment of crisis while fighting them off. You are still not sure where they came from, or why they attacked the man, and he wasn't sure himself, although he blamed the corporations who he had been helping to organize protests against, due to their mistreatment of their workers. You now seek to find those who have perverted the Way of Sacred Combat, and teach them the errors of their ways.

Quote: "But if you don't know what your god looks like, how can you give him homage?"

Draygakk Sociologist

Dexterity 9

Dodge, Energy Weapons, Manuever, Melee Weapons, Unarmed Combat

Strength 10

Toughness 10 (11 to resist damage, thanks to scales)

Perception 11 (13 due to Genetic Enhancement Package)

Evidence Analysis, Find, Language, Psionic Manipulation, Scholar, Trick

Mind 10 (12 due to Genetic Enhancement Package)

Psionic Resistance, Psychohistory, Psychology, TAG SKILL: Sociology 15, Willpower

Charisma 8

Charm, Persuasion, Taunt

Spirit 8

Faith, Focus, Frenzy, Intimidation, REALITY

Body Weaponry:

Teeth: Str +4

Claws: Str +1

Tou +1 Armor thanks to scales

Alignment: Coar

Possibilities: 10

Notes: You must pay one possibility per adventure to pay for your enhancement package.


Blaster (Damage 30, Tech 30)

Coffee maker and various blends of coffee (Tech 23)

Gameboy and Games (Tech 23)

GodLight Pistol (Damage 24, Tech 26)

Inorganic Commtrol

Inorganic Transtech



3 Ciaras

Personality and History:

You have just completed the Draygakk equivalent of graduate school; through your relatives you managed to finagle assignment to this First Contact mission. After years of rigid self-control to get through school without getting in any fights that could wreck your career, you're almost glad the Earth is torn by war so that you can actually cut loose and constructively channel your aggressive tendencies instead of having to constantly suppress them.

You have been studying how different realities shape the cultures with them, having become interested in the subject after attending a Cyberpapist worship ceremony. Unfortunately, your holoprojector burnt out in the middle of it, and you ended up having to battle the Cyberpriest and the Church police. This was your moment of crisis and when you acquired your GodLight from one of your foes.

You have become a bit of a coffee fiend, even though you know that pumping yourself full of caffeine does nothing to help you keep control of yourself. You've thought of exporting some of it back to the Star Sphere; you could probably make a fortune.

Quote: "If I was an Edeinos, I would be naked with a tail and a spear. Instead of a blaster. Ahh, you do have coffee for sale. I'd like a frappuchino."

Jedi Wannabe

Cosm: Core Earth

Dexterity 10

Acrobatics, Long Jumping, Manuever, Melee Weapons, Running, Stealth, Swimming, Unarmed Combat

Strength 8

Toughness 9

Perception 11

Evidence Analysis, Find, First Aid, Land Vehicles, Language, TAG SKILL [Prodigy]: Psionic Manipulation 17, Scholar (Star Wars), Trick

Mind 10

Artist, Mindsense, Psionic Resistance

Charisma 8

Charm, Persuasion, Taunt

Spirit 10

Faith (The Force), Focus (The Force), REALITY

Alignment: Zinatt [The Force Light Side philosophy is rather Aka like, but you got into this because you wanted to use it to kick butt and have adventures, which is a more Coar orientation; you effectively split the difference. Outside Akashan axiom zones, this has no effect on you, as you're actually a Core Earther]

Possibilities: 7

Note: You will need to spend either adds or possibilities buying some Power Groups and Powers. You are a Psionic Prodigy, which cost you 3 starting possibilities, but let you begin with six skill adds.


Lorbaat Plasma Sword (Damage Strength+9/23, Tech 27. One case contradiction)

Tan colored robes and sandals

Han Solo Phone Card with twenty bucks left on it.

Star Wars: Special Edition DVD set

Inorganic Transtech [Tech 30; it's a one-case for you to use it]

300 dollars

Personality and History:

Once upon a time, on a planet not very far away, you were simply a raging Star Wars fanboy. Your wealthy family indulged your obsession, and by the time you graduated from college, you owned just about everything Star Wars related ever made. Then several catastrophes struck. While you were off in South America enjoying your graduation present, a vacation visiting old friends of your family in Peru, the Edeinos invaded North America and slaughtered your entire family. They also wiped out your family's wealth, and your bank account. Electronic and paper wealth both went poof.

Fortunately, you were able to find work in Peru, living with your family friends and struggling to learn Spanish. Then the dreams started and your psionic abilities began to manifest. Unlike most people, you already had a ready explanation for what you could were using the Force, of course.

Then the Space Gods came, and you prepared to fight them, but they turned out to be more Old Republic than Empire. So you relaxed, and returned to your job, trying to maintain an ordinary life. Until your business started engaging in some strange practices, and you discovered money was going missing. You investigated, and discovered the company was a money-laundering front for a drug ring run by several renegade Akashan biotechnicians. When you tried to expose them, they managed to kill the Monitors you called in. This was your moment of crisis. Now you're on the run from them, armed only with a 'lightsabre' you managed to acquire in the chaos of the fight from the Lorbaat guards of the Akashans. You need people you can trust to help you expose them. Looks like the rot is setting into the Old Republic...but who will be playing the part of Palapatine?

Quote: "These aren't the Storm Knights you're looking for."

Lorbaat Entrepreneur

Dexterity 10

Dodge, Fire Combat, Energy Weapons, Manuever, Melee Weapons, Missile Weapons, Stealth, Unarmed Combat

Strength 7 (11 due to Genetic Enhancement Package)

Climbing, Lifting

Toughness 9 (12 against damage, due to shell)

Perception 9

Find, First Aid, Land Vehicles, Language, Scholar (Realities), Space Vehicles, Trick

Mind 10

Business, Psychology (Human), Psychology (Lorbaat), Sociology, Test of Will, Willpower

Charisma 13

Charm, TAG SKILL: Persuasion 16, Taunt

Spirit 8

Faith, Intimidation, REALITY

Alignment: Zinatt

Possibilities: 10

Notes: You must pay one possibility per adventure to pay for your enhancement package.

Body Weaponry:

Shell: Toughness +3 armor

Claws: Strength +3

Mandibles: Strength +4


Bolter Rifle (Damage 30/25*, Tech 27)

Smash Rifle (Damage 23, Tech 27)

13 mm Chunyokai Pistol (Damage 18, Tech 24)


Cellular Phone

Inorganic Commtrol

First Aid Kit

Forbes Magazine latest issue

Inorganic Transtech

Palm Pilot (You have a hard time operating it, though, due to the scale of your fingers)

Pen, Pencil, and Notepad

Core Earth Rolex Watch

Local currency equivalent to 3000 dollars

Personality and History:

You never really fit in into Lorbaat society. You were born into the warrior caste, but you have only slightly more killer instinct than a butterfly. You're also puny (by Lorbaat standards). As a result, you spent your youth being bullied and slapped around, so you learned to think and speak persuasively. By adulthood, you knew how to turn the other warriors against each other by playing on their stupid pride and stupid tempers. And they knew you were the person they could come to for solutions to the problems they got themselves into because they had brains only slightly larger than a grain of sand.

Your brains got you assigned to the Lorbaat 'diplomatic' group sent on the First contact with Earth. You knew their real purpose was sabotage, but you played along, hoping you'd find something interesting to do there. If nothing else, you could blackmail them.

Within days of arrival on Earth, you realized your niche in life. Using superior Lorbaat technology, you could make a killing arming and equipping the people of Earth in their battle against the High Lords. You stole some equipment, cajoled some people who owed you favors into assisting you, and soon you had your own shop set up, producing the same weapons used by the natives at a fraction of the cost.

Unfortunately, the companies whose patents you were infringing on saw matters differently than you, and sent a squad of armored commandos to kill you. That was your moment of crisis. Using your understanding of how people think and your silver tongue, you successfully convinced the leader of the attack that he had been betrayed by his own employer; you're still not sure how you pulled that off. They left, but your shop had been laid waste, and the other Lorbaats decided you were a madman and left. Now you've got to find some new business partners and start over. You've heard Realm Runners make good money...

Quote: "Money is power."

Revised Lorbaat Warrior

Dexterity 11

Dodge, Fire Combat, Energy Weapons, Manuever, Melee Weapons, Missile Weapons, Stealth, Unarmed Combat

Strength 10 (14 due to Genetic Enhancement Package)

Climbing, Lifting

Toughness 11 (14 against damage, due to shell)

Perception 10

Find, First Aid, Language, Space Vehicles, Trick

Mind 8

Survival, Test of Will, Willpower

Charisma 8

Charm, Persuasion, Taunt

Spirit 8

Faith, Intimidation, REALITY

Alignment: Coar

Possibilities: 10

Notes: You must pay one possibility per adventure to pay for your enhancement package.

Body Weaponry:

Shell: Toughness +3 armor

Claws: Strength +3

Mandibles: Strength +4


Bolter Rifle (Damage 30/25*, Tech 27)

Smash Rifle (Damage 23, Tech 27)

Katana (Damage Strength+7/21, Tech 9)

Core Earth Flashlight

Inorganic Commtrol

First Aid Kit

Inorganic Transtech

Core Earth Watch

Local currency equivalent to 500 dollars

Personality and History:

You are a bold Lorbaat warrior, frustrated by Akashan imposed peace. The Lorbaat can't fight anyone but themselves, thanks to the Akashan control of the Stargate network. For a member of the warrior caste, this is hell. You jumped at the chance to go on the mission to Earth; finally, you'd have someone you can take out your aggressions on without guilt.

You've technically gone renegade; but since you never acknowledged Akashan authority through a formal oath, you don't feel you're doing anything wrong. You've found enough fighting for twelve lifetimes. You know some Lorbaats are here to scope out the Earth for conquest, but you've concluded that's only slightly more likely to happen than the entire Akashan League turning into D'kala lizards.

You had your moment of crisis when your first employer, a Japanese arms dealer, tried to avoid paying you by sending ninjas to kill you and take your weaponry. You still haven't figured out why these fools tried to engage you in hand to hand combat without body armor. You've heard stories about Japanese ritual suicide; perhaps that was their goal--to die in battle. You now have an interesting sword as a keepsake.

Quote: "One more crack about 'Red Lobster', and I'll see if you make for good eating."

Revised Monitor

Dexterity 10 (11 with Suprathyroid)

Beast Riding, Biotech Weapons, TAG SKILL: Energy Weapons 13 (14), Fire Combat, Manuever, Melee Weapons, Stealth, Unarmed Combat

Strength 10 (11 with Suprathyroid)


Toughness 9 (10 with Suprathyroid)

Perception 10

Evidence Analysis, Find, First Aid, Psionic Manipulation, Space Vehicles, Trick

Mind 9

Psionic Resistance, Test of Will, Willpower

Charisma 9

Persuasion, Taunt

Spirit 9


Alignment: VERY Coar

Possibilities: 10


(Body Rating 40. Currently has 20 body in Bionetics)

Healing/Disease and Toxin Prevention

Damage Compensator (Body 6, You can take an extra three shock points without passing out)

Nanodoc (Body 3, see description--basically gives her a Medicine skill 15 horde of nanomachines in her blood)

Nervous System and Pain Resistance

Enhanced Nervous System (Body 3, Nervous system now can regenerate, enables control of bionetic systems by thought which require conscious activation)

Organs and Skin:

Suprathyroid (Body 4, As long as you don't disconnect, you effectively have +1 to Dexterity, Strength, and Toughness. You can also flurry for a round every hour. However, you must eat twice as much food as a normal being of your species.)

Sensory Organs

Flash Protection (Body 2, automatically adjust to glare and defeat flash attacks)

Target Eye (Body 2, +3 to use any weapon equipped with a matching psychic scope)

Biotech Physical Enhancers:

Bavros (+4 to Healing rolls, +75% food intake)

Gutadatl (Boost Strength and Dex by up to two each at the cost of the bonus in shock per round),

Hastur (+3 Visual Perception),


Tentacle Sword (Damage Str+6/25, Tech 30)

Gravitic Ray (Damage 27, Tech 30)

Pulse Cannon (Damage 23, Tech 27)

Splinter Pistol with Stun Poison (Damage 20, Tech 27)

1 Psychic Scope attuned to his Target Eye; must be attached to a specific weapon at any given time.

Kinetic Armor (Tou+10, Tech 30) [Kinetic attacks only]

Plasma Armor (Tou+15, Tech 30) [Energy attacks only]

[Cannot wear two armored suits at same time]

Alan Torch


First Aid Kit

Time Bracer


Volent Rope

5 Vitamin/Mineral Packs

5 Ciaras, 3 Ciaras equivalent in local money

Personality and History:

You come from a long line of Monitors; you were firing Pulse Cannons in the backyard long before it was technically legal for you to do so. Unfortunately, being a Monitor has tended to be a lot more about trying to explain to Gudasko that the Akashan League has indeed, banned bashing people and taking their possessions instead of paying for it, rather than intergalactic adventure, like your father and grandfather told you stories about.

Thus it was that when the chance came to meet a completely new civilization came up, you jumped at the chance. You've long since concluded the Akashan League is slowly rotting from contemplating its navel instead of seeing what the universe has to offer. When you saw how much of a mess the Earth had become, you argued firmly that the Akashans should go in and clean up the mess.

The head of the Monitors agrees with you, and she's dispatched you to special duty; you are to find a Storm Knight team and work with it, passing back all the data you can get on the changing situations around the world. You find this highly exciting, though frequently very confusing when you encounter things like Orrorshian Horrors which don't respond well to the methods you're used to. Adapt and learn.

You had your moment of crisis during an early scouting mission into Orrorsh. When the moon came up, the 'native guide' you'd hired turned into a tiger and ripped off the sergeant's head. He also devoured the talisman your unit was using to function under Orrorshian axioms. Then he came for you. You had no time to think about what would or wouldn't work; you just blew off his head with your Pulsecannon. From what you've heard, he'll be back some day, but you must have scared him enough that he didn't come back during that mission.

Quote: "Drop those...whatever they are...and come out with your tentacles up!"

Priestess of the Imperial Cult

(Revised Version of Priestess of Zinatt)

Dexterity 9

Acrobatics*, Beast Riding*, Biotech Weapons, Dodge*, Manuever*, Running*, Stealth, Swimming, Unarmed Combat (* skills are boosted by 3 by a biotech organism inside you)

Strength 8

Toughness 8

Perception 10

Evidence Analysis, Find, First Aid, Psionic Manipulation, Scholar (Religion)

Mind 10

Medicine, Mindsense, Psionic Resistance, Psychology, Survival, Test of Will, Willpower

Charisma 9

Charm, Persuasion, Taunt

Spirit 12

Faith 15, Intimidation, REALITY

Spirit 8

TAG SKILL: Faith 15, Focus, REALITY

Alignment: Coar

Possibilities: 10


(Body Rating 30. Currently has 23 body in Bionetics)

Healing/Disease and Toxin Prevention

Nanodoc (Body 3, see description--basically gives her a Medicine skill 15 horde of nanomachines in her blood)

Nervous System and Pain Resistance

Enhanced Nervous System (Body 3, Nervous system now can regenerate, enables control of bionetic systems by thought which require conscious activation)

Organs and Skin:

Adaptative Skin (Body 10, Your skin automatically adapts itself to its environment)

Extended Volume Lungs (Body 4, 90 extra seconds of air, +4 on the Push table, helps breathe at high altitudes)


Worship Me Gas (Body 3, +4 Charisma against anyone within 10 feet of you)

Biotech Physical Enhancers:

Bavros (+4 to Healing rolls, +75% food intake)

Herat (Provides +3 to Acrobatics, Beast Riding, Dodge, Manuever, and Running by improving one's balance and spatial awareness)

Linkage (You and your Danai mount share this Linkage, and thus can psychically communicate over a several kilometer range)


Larendi Bow (Damage Str+8/27, Tech 30)

Whipfang (Damage Str+6/25, Tech 30)

Armored Clothing (Tou+5, Tech 30)

Danai Mount

Alan Torch


Holy Texts


Saddle and Tack for your Danai

Silver Tree Medallion, set with red and blue gems (Worth about 2,000 dollars in Earth money)

Time Bracer


Volent Rope

8 Vitamin/Mineral Packs

10 Ciaras

Personality and History:

Your mother and her mother and countless generations before her were Nikoi, messengers and holy warriors for the Imperial Cult, who defend their temples, transported Tree of Life seeds, and bore the message of the Imperial Cult to other cultures and worlds. You were raised in that tradition, but in the back of your mind, you often wondered what had been the fate of your ancestress who was one of those stranded on Earth when the stargate was closed.

You had your first contact with the Comaghaz while protecting a group of priests who traveled to the Larendi homeworld to try to help stave off the plague with their miracles. It was at that time that you were first teamed with your Danai mount, who served you well in your struggles. The whole experience was a horrible nightmare, and when you were withdrawn with the priests to join the First Contact mission to Earth, you felt a relief you knew was impolitic to express.

Yet, Earth too falls under the shadow of war, and your talents have been in much demand here. What the High Lords have done to this world, and what the Akashans have done by unwittingly unleashing the Comaghaz upon them, makes you ill. You feel you must right the balance by joining into the struggle.

Your moment of crisis came when, during a scouting mission, you encountered a group of Ravagons attacking three young teenagers, who you later discovered to be freshly awakened Storm Knights. With your miracles and biotech weapons, and with the help of your Danai, you killed one Ravagon and sent the other two fleeing for their lives.

Quote: "Be like the tree which bends in the wind and snaps back into shape when the wind passes. Wood must be both supple and strong."