The Energy Age sees the miniaturization of most power production systems, allowing for more powerful personal weapons and travel to distant stars. The invention of the StarDrive connects the farflung reaches of the galaxy in new ways, and almost any technology imaginable is available in civilized areas.

The continuing miniaturization of induction engine technology allows power plants the size of marbles to harness the basic forces of creation. Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. Miniaturized sensors, shields, and engines allow mass production of small, practical starfighters. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space.


The following weapons are available at PL 8.

Table: Progress Level 8 Ranged Weapons

Damage Critical Damage Type Range Increment Rate of Fire Magezine Size Weight Purchase DC Restriction
Cryonic rifle 3d6 20 Cold 20 ft. S 10 box Large 8 lb. 21 Lic (+1)
Disintegrator 3d8 20 Energy2 30 ft. S 10 box Large 6 lb. 23 Mil (+3)
Lightning gun 3d6 20 Electricity 50 ft. S, A 30 box Huge 30 lb. 24 Mil (+3)
Pulse rifle 3d10 20 Fire 80 ft. S, A 50 Box Large 11 lb. 21 Res (+2)
Sonic beam 2d6 + special 20 Sonic 40 ft. S 50 box Medium 3 lb. 18 Lic (+1)
1 All weapons listed in this table require the Personal Firearms Proficiency feat.
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance.

Cryonic Rifle:
The perfection of cryogenic technology finally reaches its most portable form in the Energy Age. A cryonic rifle draws power from a canister of compressed mutagen, which is transmitted, via an energy beam into the target. The cryonic beam deals 3d6 points of cold damage. A target reduced to negative hit points by the weapon instantly stabilizes. Furthermore, if the ray deals sufficient damage to reduce the target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).
Cryonic rifles do not use ammunition, but are instead powered by special power packs that allow 10 shots each (purchase DC8).
Disintegrator: Resembling a laser rifle, a disintegrator fires a micro-singularity that obliterates the target’s molecular structure on impact. Any living creature reduced to –10 hit points by the weapon completely disintegrates. Objects and nonliving creatures (including robots) reduced to 0 hit points by the weapon are likewise disintegrated.
Disintegrators do not use ammunition, but are instead powered by special power packs that allow 10 shots each (purchase DC 8).
Lightning Gun: A bulky and unwieldy weapon, the lightning gun is usually mounted on a tripod. It fires a crackling ray of electricity capable of sweeping large areas quickly. Characters wielding a lightning gun automatically gain the benefits of the Strafe feat.
Lightning guns do not use ammunition, but are instead powered by special power packs that allow 30 shots each (purchase DC 8).
Pulse Rifle: The pulse rifle is a fully automatic laser assault rifle capable of firing a rapid barrage of laser rounds. The pulse rifle is the standard issue weapon given to most heavy assault soldiers in the Energy Age. Pulse rifles do not use ammunition, but are instead powered by power packs.
Sonic Beam: The sonic blaster fires a pulse of destructive sound at the target, dealing 2d6 points of sonic damage. In addition, any creature damaged by the sonic pulse must succeed on a Fortitude save (DC 15) or be deafened and shaken for 1d4 rounds.
Sonic beams do not use ammunition, but are instead powered by power packs.

Table: Progress Level 8 Melee Weapons
Damage Critical Damage Type Range Increment Size Weight Purchase DC Restriction
Beam sword 2d8 19-20 Fire - Medium 1 lb. 17 -
1 All weapons listed in this table require the Simple Weapons Proficiency feat.

Beam Sword:
The beam sword is the Energy Age’s most potent melee weapon. A small metal handle generates a solid beam of plasma contained by a gravity-induced force field

Table: Progress Level 8 Ammunition Types

Ammunition (Quantity)
Damage Type
Purchase DC Restriction
Phasing (20) Ballistic 16 Res (+2)

Ammunition, Phasing:
Phasing bullets contain microscopic computers and teleporters. When a phasing bullet encounters an obstacle between it and its target, it simply teleports past the obstacle and continues on course. In game terms, phasing bullets negate the benefits of cover.

Table: Progress Level 8 Explosives And Splash Weapons
Damage Critical Damage Type Blast Radius Reflex Save Range Increment Size Weight Purchase DC Restriction
Grenade, cryonic 8d6 - Cold 10 ft. 15 10 ft. Small 2 lb. 19 Res (+2)
Grenade, psionic Special1 - - 10 ft. 18 10 ft. Tiny 1 lb. 22 Res (+2)
Grenade, singularity 15d6 - Energy2 5 ft. 15 10 ft. Small 2 lb. 26 Mil (+3)
1 See the weapon description for details.
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance.

Grenade, Cryonic:
When a cryonic grenade explodes, it deals 8d6 points of cold damage to all creatures in a 10-foot burst radius. A successful Reflex save (DC 15) halves the damage. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryonic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).
Grenade, Psionic: A psionic grenade releases a 10-foot-radius psionic blast that affects only creatures with psionic abilities or powers. Any such creature that fail a Reflex save (DC 18) cannot use its psionic abilities or psionic powers for 1d4 rounds. In addition, it must succeed on a Will s ave (DC 15) o r suffer 1d6 points of temporary I ntelligence, Wisdom, and Charisma damage.
Grenade, Singularity: A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (DC 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.

The following gadgets are found in the Energy Age and can apply to weapons of that era, provided all gadget-specific restrictions are observed.

One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +6

The following armors are available at PL 8.

Table: Progress Level 7 Armor
Type Equipment Bonus Nonprof. Bonus Maximum Dex Bonus Armor Penalty Speed (30 ft./20 ft.) Weight Purchase DC Restriction
Heavy Armor
Unisoldiercombat armor Tactical +10 +3 +1 -6 20 ft./15 ft. 30 lb. 19 Lic (+1)
Powered Armor
Boost Armor Tactical +7 +2 +4 -3 20 ft./15 ft. 20 lb. 18 Lic (+1)

Boost Armor:
Boost armor is powered armor that augments the character’s physical abilities. A character wearing boost armor is stronger, faster, and more nimble than ever before. Special mechanisms augment physical strength, granting a +4 bonus to the character’s Strength score. Sensors can detect incoming attacks and augment reaction times, granting a +2 bonus on all Reflex saves.
Additionally, boost armor can improve traction and augment the ability to move quickly, increasing the character’s movement speed by 10 feet. Boost armor is lightweight and form-fitting, and provides less protection than heavier combat armors.
Unisoldier Heavy Combat Armor: The ultimate step in the creation of the one-soldier army, unisoldier heavy combat armor is an all-in-one package that makes the wearer a formidable opponent in combat. The wearer is covered from head to toe. The helmet includes a built-in heads-up display and a visor that changes tint to dampen the effects of sudden bright lights, making flash-bang grenades useless against the wearer. Additionally, the armor usually has built-in slots for the addition of onboard computer systems, though not all armors make use of the option.

The following gadgets are found in the Energy Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

With space combat almost as common as ground combat in the Energy Age, armor manufacturers seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In low gravity and zero gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in any situation. Characters with this gadget are unaffected by low gravity and zero-g conditions.
Restrictions: None.
Purchase DC Modifier: +4

A combination of nanotechnology and armor engineering, morphic metal alloy is a special material used in the construction of armor to enhance the user’s ability to move freely. When activated, morphic metal bends and shapes itself to the contours of the wearer’s body, giving it both a snug fit and increased mobility. An armor with the morphic metal alloy gadget reduces its armor check penalty by 1 and increases the maximum Dexterity bonus by 1 as well.
Restrictions: None.
Purchase DC Modifier: +6

Similar in design to the gravity anchor, but with an opposite purpose, neg-grav boosters can be installed into any armor to give the wearer the benefits of low gravity conditions. Neg-grav boosters create a low-gravity field around the user and counteract the effects of gravity, allowing the character to jump to incredible heights. Any armor with this gadget grants a +10 bonus on all Jump checks in any situation where gravity is a factor. This gadget has no function in zero-g environments.
Restrictions: None.
Purchase DC Modifier: +4

The following equipment is available at PL 8 and later.

Table: Progress Level 8 Equipment
Size Weight Purchase DC Restriction
Chemical and Medical Equipment
Chemical, plastiflesh Tiny 0.5 lb. 6 -
Chemical, truthtell Diminutive - 8 Lic (+1)
Regen wand Small 1 lb. 18 -
Computer Equipment
Neural computer link Fine - 25 -
Neural network jack, wireless Fine - 12 -
Miscellaneous Equipment
Energy shield Tiny 0.5 lb. 16 -
Force field, personal (DR 5/–) Tiny 0.5 lb. 18 Mil (+3)
Force field, personal (DR 10/–) Tiny 0.5 lb. 22 Mil (+3)
Hologram player Small 2 lb. 6 -
Hologram recorder Diminutive - 9 -
Hologuise Small 1 lb. 15 -
Matter shield Tiny 0.5 lb. 20 Mil (+3)
Micro-aural communicator Fine - 6 -
Neural recorder Small 1 lb. 15 Lic (+1)
Photon shield Small 2 lb. 24 Mil (+3)
Polyvox Tiny 0.5 lb. 10 -
Sensor Equipment
Sensor, robocomp Small 1 lb. 18 -

Chemical, Plastiflesh:
Contained in a small spray can, plastiflesh bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray immediately recovers 1d4 hit points. No Treat Injury check is required to use plastiflesh.
Chemical, Truthtell: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.
Energy Shield: The energy shield is a potent defense mechanism that protects the user from dangerous energy.
An energy shield grants its wearer one of the following types of energy resistance, as determined by the wearer upon activation: cold resistance 5, electricity resistance 5, fire resistance 5, or sonic/ concussion resistance 5. As a move action, the wearer can adjust the shield to provide a different type of energy resistance, selected from the list above.
Force Field, Personal: The most reliable and powerful personal defense mechanism in the Energy Age, the personal force field projects a defensive bubble around a single Medium-size or smaller character or item. The personal force field comes in two varieties, one that provides a DR of 5/— and another that provides DR 10/—. The device contains a power pack that provides up to 2 hours of use. A power backpack may be used to extend this duration to 8 hours.
Hologram Player: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images), or even to a unicom to receive three-dimensional images for real-time communications.
Hologram Recorder: A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The device can make a three-dimensional recording of anything within its cone-shaped recording area. Hologram recorders can store up to one hour of three-dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a unicom to serve as a video input device for real-time holographic communications. The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence and can prevent abuse on the part of the authorities.
Hologuise: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. An active hologuise grants the wearer a +10 equipment bonus on all Disguise checks.
Matter Shield: Designed to protect off-world miners from micrometeorites and the debris of mining explosions, matter shields were quickly adapted for military and law enforcement use.
The matter shield grants its wearer DR 5/— against ballistic, bludgeoning, piercing, and slashing attacks.
Micro-Aural Communicator (Microcom): The micro-aural communicator consists of three components. A tiny earpiece transmits incoming communications directly into the ear, at a volume far too low to allow others to hear. A small node placed on the inside of the lip allows the user to broadcast while speaking no louder than a whisper. Finally, a wristband functions as the input/output port for hooking other devices into the microcom.
Using a microcom does not provoke a normal Listen check and cannot be heard by any normal means.
Neural Computer Link: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously.
Though this does not allow the character to gain skill ranks, it does reduce the time required for Computer Use and Research checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Research check.
The neural computer link can be connected, via the body’s central nervous system, directly into the user’s shepherd chip (see Progress Level 5 Equipment). Whenever data is transferred via the shepherd chip, such as a person’s identity, that knowledge is immediately loaded into the character’s brain. Essentially, this means that any two characters with shepherd chips and neural computer links may instantly know one another simply by shaking hands. Neural computer links can also be connected to nanites in a character’s bloodstream. As in the case of piloting and driving assisting nanites, these nanites interface directly with the neural link and allow the character to give commands simply by thinking them.
Neural Network Jack, Wireless: A natural extension of neural computing technology, the wireless neural network jack plugs into the neural computer link and allows for remote access to computer networks. Additionally, the wireless neural network jack with the satellite datalink gadget can connect to any global or galaxy-spanning computer network instantaneously. If the neural computer link is the basic means of connecting the human mind to a computer, the wireless neural network jack is the means of connecting the human mind to massive computer networks. A wireless neural network jack is useless unless the user also has a neural computer link.
Neural Recorder: A flexible cap that resembles a grasping clawed hand, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.
Photon Shield: The photon shield is a technology loosely based on the light-bending properties of black holes. By using controlled gravity waves to create millions of microscopic black holes around the user, the photon shield bends light renders him invisible.
A photon shield can cover a Medium-size or smaller creature or a Huge or smaller object. It grants a +40 equipment bonus on Hide checks if the subject is standing still, or a +20 equipment bonus if the subject is moving. Pinpointing the location of a character wearing a photon shield that isn’t attempting to hide requires a Spot check (DC 40 if the character is not moving, DC 20 if he or she is moving). Additionally, a character wearing a photon shield gains total concealment (50% miss chance) against attacks, even if the attackers correctly pinpoint its fighting space.
Polyvox: The polyvox translates the languages of different cultures and species.
Regen Wand: A regen wand is a tubular device roughly fifteen inches long. It emits waves of energy that promote cellular growth and healing. A character can use a regen wand as a first aid kit or medical kit. Because of the device’s simplicity, Treat Injury checks made with the regen wand gain a +4 equipment bonus.
Sensor, Robocomp: The robocomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of robots and robotic life forms. The robocomp can identify a robot’s current and maximum hit points. Additionally, thanks to the robocomp’s extensive library of robotic blueprints, any repairs made using the robocomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to robots.

The following gadget is found in the Energy Age and can apply to pieces of equipment of that era, provided all gadget-specific restrictions are observed.

A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor software integrates elements of the medicomp sensor (though the sensor itself is not required) and can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.
Restrictions: Heads-up displays only.
Purchase DC Modifier: +4