Table of Contents

Player's Guide to Centaurus Gate

Centaurus Gate is a science fiction theme RPG based on a rebuild of WestEnd Game's Star Wars D6 RPG. While it is primarily inspired by Farscape, it also draws on many concepts presented in other shows such as Stargate. The game focuses on the adventures of a daring crew as they guide their starship into a galaxy far away to explore and exploit (a pioneer theme). Each player's character is a crew member of the starship in question, taking on one or more roles as crew. Blast off into a Science Adventure!

ISOtech Rules

ISOtech gives each Player's explorer access to a nearly magical set of abilities. All humans have an ISOfield, a Low Power Low Radiation (LPLR) energy technology fused with their very flesh. This is kind of like an integrated force field and computer all in one, fused with every human being and connecting them to each other via a subspace highspeed network. However, simply looking at an ISOfield like a computer would be a bad idea, as its not really that simple. Here are the basics of the technology that players should know.

Understanding the Tech

LPLR is an advanced technology that allows matter and energy to exist outside our physical universe. The exact details aren't needed, but in essence the matter and energy in a LPLR device is out of phase with our quantum world and interacts with it only when it shifts into phase. Ok, back to practical stuff.

ISOfields are an LPLR system that is both a computer and field system. A field system is a complicated way of saying it is a set of point around and inside the user's body that can create, alter, and transform matter given enough energy. It draws this energy from lights, which are not unlike glowing points in space that can be absorbed by LPLR as a power source. Each light can be thought of as a battery which supplies energy to the field. When its not doing heavy work though, the field consumes little power and will last thousands of years.

At the core of the field system is what we would call a computer, but humans in the 32nd century simply called a Link. Programming for this system however is nothing like we might imagine, since the Link itself is a signal moving through the field system itself. Instead of introducing confusing technical details, lets just discuss what this means in application:

Unlike modern computer technology, Links are an even platform. Everyone is using the same energy design given the same generation of ISOtech (currently 3rd for ETF explorers). Literally your explorer's Link is as good as they can make it, which depends heavily on their stats.

The Link gets a die code for normal usage called Power which depends on your explorer's die codes (they actually build it themselves, it is as good as they can make it). How do we rate Power, here we go:

The Power die code is all about encoding speed. When you encode a function quickly you have to use the encoding action, which has difficulty dice equal to the complexity of the function to encode plus 1 die for each already encoded function. You can encode quickly (in mere seconds) this way but risk a system reset. This will cause all functions to decode and need to be re-encoded again. If speed is a non-issue you can do a slow automated encode. For slow encoding, it take one hour plus one hour per die above the power rating to encode the function. If the complexity to encode was 7d and you have a 5d Power rating, encoding that function takes 3 hours the slow way (1 + 2d excess complexity).

The projector Badge ISO 3 generation issued to all ETF non-humans is an impressive piece of technology. It can do anything and everything that the Field links integrated directly into humans can do. That said, there are some issues with the technology. Since it is not fully integrated, it must be operated in SuperState Mode only, and requires the full concentration of the user to operate (they may take no other actions in a tension round if operating ISOtech). Let's explore the ramifications of this for a moment.

When a user operates the Link in Superstate Mode, they enter a virtual reality in which they can directly interact with their Link's functions. What happens to them outside in the real world is projected against a sphere background around their little virtual reality, but they can't actually interact with it in this state. Count all ISOtech die codes one higher in this state.

If the SuperState Mode is entered from user using a badge projector, they have an additional limitation. Each additional ISOtech action/execute after the first in a round requires a Savvy vs. 5d test to succeed, increasing the 5d one die per consecutive action/execution. This means the third action/execution take is against 6d, and the fourth 7d and so on. The first action that fails stops further attempts, but does not harm the device and no lights are spent.

Common Functions

There are several common functions installed into a typical ISOfield for an explorer. These are assumed to be in everyone's field unless they have purposely removed them. Here are all of them and what they can do when Encoded.

Uncommon Functions

There are several uncommon functions which may or may not be installed into an explorer's ISOfield. An explorer can have one of these per technical + mechanical dice (add the count of those dice and you get that many Functions from below) at the start of the game. Here are all of them and what they can do when Encoded.

Rare Functions

There are a few rare functions which may be installed into an explorer's ISOfield on occasion. An explorer can have one of these per technical die at the start of the game. They must also have the requisite listed ability (at least one of the listed abilities if there are more than one) for the Function to take it. Here are all of them and what they can do when Encoded.

Lights and Storage

A single ISOfield, Generation 3 (the type in current use by ETF) can hold quite a few lights. In its unmodified, no special function state, it can hold 10 Sx (S light) and 1000 Cx (C light). How many are given to an explorer is determined by chance, but all start with a base of 2 Sx and 50 Cx. You use the roles of the explorer to determine their additional chances of more, taking the best option when you have two roles:

A chance is 50%: a coin flip, a roll of 1-3 on a six-sided die or a roll of 1-5 on a ten-sided die. Count failures though, each failure is worth +1 XP for the explorer instead of earning lights.

ETF Standard Gear

Here are die codes, descriptions, and RP costs for ETF Standard Gear. This is mostly the stuff you can find on the Explorer Roles page, plus some bonus content.

Endeavors, the Powerful Toys