In the Cosmic Era, time has been adapted to the Metric system.
100 Word Piece of Sci-fi Minutia
A leader in cybernetic and genetic augmentation, it is little surprise that most nations have adopted the Nipponese scale for grading the abilities of augmented human operatives.
After rolling stats, Bleakwood characters are given certain perks. They get 4 ability points, plus another 2 if they choose to have a dark side.
This submission covers special abilities (including psionics), special backgrounds, special items and dark sides.
Psychtronics is a field of arcanotechnology that deals with using machines to emulate the mentalist parapsychic realms such as as telepathy, mind control, memory manipulation, and emotional manipulation.
30 common to uncommon genetic mods for the Cosmic Era
Luck Points are Fate's way of showing interest in the PC's, and the GM's way of rewarding the players.
The vast majority of parapsychic powers do NOT manifest as freeform pyrokinesis or rotating thunder kicks.
An uncommon, but visually dramatic body modification in the Cosmic era
A technique that craftsmen use for creating the masterpiece of their lives (100 word submisson)
Aetherball: the only sport with a PSI rating.
Given the difference between fantasy and sci fie subs, I am proposing a voluntary Rating system
A dice game of secrecy and side bets where even the looser can win.
Steamery is a type of learning, like Magery and Lettery (Magic of Written words, Scholarly works), akin to Alchemy which combined elements of the two. It is considered a type of magic, the use of the four basic elements to produce “magical” power.
Hathalfar holds the writhing troll down with his gloved fist and sword. The beast squirms at the touch of metal. “How far is Kolm?” he demands for the third time. “I said! A long way away,” replies the troll.
The measurements on Arth center around The Emperor and the Imperium. The Imperium imposes certain standards upon its subjects to make communication and trade between areas easier. Some of the most important was how much each coin was worth (and its basic size), the common language (imperial-low and high), and a system of measures.
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.