[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/etsing0005_6353.png]]
[[caption-width-right:350: Facilitating Futuristic Firefights]]

[[http://rpg.drivethrustuff.com/product/114667/The-Singularity-System The Singularity System]] is a setting-neutral science fiction tabletop game by End Transmission Games. It differs from other science-fiction tabletops in two major ways:

First, it is designed to be exceptionally mod-able and expandable: the core mechanic (a dice pool system) is very flexible, and the system is designed as such to facilitate the rapid generation of new content. Additional content is designed in a "modular" format, which can easily be "plugged in" to any Singularity campaign with minimal effort.

Second, the system places equal focus on personal, vehicular, and starship combat. As a result, combat at or across any of these scales is quick and easy to run.

Thus far, three plug-in modules have been released for the game:
* ''[[http://rpg.drivethrustuff.com/product/114954/Biotech-A-Singularity-System-Module Biotech]]'' adds a slew of cyberware, bioware, and nanoware modifications to the game for characters to trick themselves out with.
* ''[[http://rpg.drivethrustuff.com/product/114955/Mind-Games-A-Singularity-System-Module Mind Games]]'' adds a Psionics system to the game, and adds a bunch of psionic equipment and optional augmentations (for use in conjunction with ''Biotech'').
* ''[[http://rpg.drivethrustuff.com/product/117432/Firefight-A-Singularity-System-Module Firefight]]'' adds expanded rules for personal combat, including combat maneuvers, armor and weapon customization, and a bunch of new weapons and equipment.

Additionally, one setting sourcebook has been released for the system, detailing the TabletopGame/SystemsMalfunction universe. This sourcbook also includes a selection of ''Biotech's'' augs, ''Mind Games''' psionic talents, and a brand new plug-in module for [[FunctionalMagic Aetherial Magic]].


End Transmission Games' website can be found [[http://www.endtransmissiongames.com/singularity.html here]]


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!!This game provides examples of:

* AcePilot: The "Vehicle Expertise" and "Ace" perks allow characters to become ace pilots of the vehicle class of their choice.
* CurbStompBattle: Personal-scale and Vehicle-scale combatants are built on the same system as each other (as in the numbers that describe each type of combatant are directly comparable). Despite this, combats between infantry and vehicles tend to be [[CurbStompBattle Curb Stomp Battles]] in favor of the vehicles unless the personal-scale combatants are tricked out in PoweredArmor or heavily aug'd.
* CyberneticsEatYourSoul:
** Cyberware and other augs have a cost in Purity. Once your purity runs out, you start paying Purity costs from your maximum health.
** If you're using the Aetherial Magic plug-in from the TabletopGame/SystemsMalfunction sourcebook, getting aug'd also lessens the effect that magic, both helpful and harmful, has on you. At Purity 0, you can't be effected by magic at all.
* DumpStat: Strength is arguably less important than other attributes when playing with only the core rulebook, as it only governs which weapons can be equipped and a handful of personal combat and maneuvering skills (while the corebook focused mainly on vehicular and starship combat). Plugging in ''Firefight'' and ''Biotech'' changes this drastically (''Firefight'' introduces a mechanic by which characters with exceptional strength get a bonus to melee damage and weapon recoil, while ''Biotech'' introduces a number of ways to aug your strength to superhuman levels.)
* GoddamnedBats: Energy Suckers, one of the generic types of xenofauna presented in the corebook, are this both to players and in-universe: they are interstellar, octopus-like energy parasites that have a tendency to latch on to a starship's essential systems, and their LifeDrain mechanic makes them ''really'' annoying to fight.
* HumongousMecha: are modeled as vehicle-scale combatants. Unlike other vehicles, each of their major components has it's own integrity meter, and they use personal-scale evasion rules rather than vehicle-scale evasion rules (they don't have to declare evasive maneuvers like other vehicles, and can attempt to evade automatically).
* LuckManipulationMechanic: Advent is one of the systems attributes (on par with Strength, Fortitude, Intellicence, etc.) Characters can spend points of advent re-roll dice and avert [[CriticalFailure catastrophes]].
* MacrossMissileMassacre: Starships equipped with multiple missile racks can pull this off, as can vehicles equipped with rocket pods. It's worth noting that firing a large number of missiles drastically reduces the accuracy of each individual missile in the volley.
* PaddedSumoGameplay: Starship combat tends feel long and grueling, as opposing starships slowly beat the snot out of each other, disabling each other system by system. Tends to apply only if the ships are evenly matched: a torpedo boat verses a dreadnought would easily be a CurbStompBattle. Even in these cases, Starship combat tends to be much less like [[RocketTagGameplay Rocket Tag]] than personal combat.
* PointBuildSystem: Attributes are bought with attribute points, Perks are bought with Weaknesses, and everything else (skills, gear, 'ware, psionic talets, aetherial spells, vehicles)) is bought with Skill points.
* PoweredArmor: fills a niche somewhere in between personal-scale and vehicle scale combat. The corebook contains rules for designing custom powered armor, which ''Firefight'' expands on.
* RocketTagGameplay: Personal combat tends to be very quick and deadly, especially with the ''Firefight'' and ''Mind Games'' plug-ins involved.
* SquishyWizard: Characters who focus heavily on Psionics tend to be much less skilled in other areas, as the points used to purchase psionic talents come out of the same pool used to buy skills and gear.
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