Starguild: Adventures in the Underbelly
By Alex White
- 2 minutes read - 318 wordsBehind the clean and tidy facade of the Core worlds lies an open secret that nobody talks about. The socialites and artists don’t mention it. The government doesn’t want to think about it. And yet there it is. The Noncit zones. Derelict cities mostly destroyed and abandoned during the last Great War. The place where criminals have been exiled to for oh-so-long. Who knows what populations have grown up off the grid, off the census in those forsaken places of misery?
And yet living under the rule of tooth and claw, of criminal gangs and desperate holds, where no eye is watching, secrets are unfurling. With a population desperate to escape and willing to take any chance to achieve personal power or to win a better life for their families, illegal research into cybernetics and psionics is taking place. Funded mostly by Barons and Lords who are attempting something off the books, or cruel syndicates who just don’t care, organisations with an agenda are attempting to bend and break the laws of nature.
This supplement includes expanded rules for Cybernetics and a variety of Psionic powers, with calibration settings depending upon whether you like these elements to be grim and gritty or approaching the level of super-powers - and the personal penalties which someone may bear for experimenting with them.
It also includes much more detail about two of the guilds responsible for policing the Guildlaws which forbid research into cybernetics and psionics - the Cybercops and the Psicops - as well as a series of scalable NPC foes who have been dabbling in either of those forbidden areas.
Finally, there is a short series of linked adventures relating to a cybernetic threat and another series of linked adventures about a psionics conspiracy.