From the rulebook:
The Singularity System has a default setting, that of its sister game, the science fiction LARP Systems Malfunction, by the same authors. As a byproduct of this, the Singularity rules focus on simulating action that is outside the scope of System Malfunction or any other LARP -- vehicular and starship scale combat specifically.
However, unlike most science fiction RPGs on the market -- from Serenity
-- Singularity is no owned by its setting. With a little tweaking, Singularity will allow you to tell stories in any setting you care to borrow, or think up for yourself.
As a result, Singularity has all of the following:
- Faster-than-light space travel (albeit not unlimited, cheap, or universally available).
- Planetary terraforming (albeit limited and expensive).
- Functional cryogenics and sleeper ships.
- True artificial intelligence (although strictly regulated).
- Functional Nanotechnlogy (albeit without unlimited self-replication).
- Laser and plasma weaponry (albeit not replacing slug-throwing firearms, especially not at the man-portable scale).
- Cybernetic, genetic, biological, and nanotechnological humanoid augmentations, albeit not without serious physiological consequences if misused or overused.
- Cloning (albeit not generally used for multiplicative reasons).
- Humanoid created ringworlds and superstructures.
- Starfighters and capital ships.
- Autonomous robots, advanced drones, and human-looking androids.
- Giant. Fighting. Mechs.
Characters roll a pool of 6-sided dice equal to the applicable attribute and count the number of successes rolled. Easy tests succeed on each 4+, normal on 5+ and hard only on sixes rolled. If all die rolled show "1", it's a catastrophe, but if all dice show "6" a stroke of luck has occurred.