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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 to Traveller -- 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.

Player summary:
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.

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