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A Fading Suns/True20 game

Karl Green

First Post
OK the discussion over in the D20 games section about True20 made me pull out my conversion notes of the game that I ran late last year. I really had a good time with the setup and idea for the game but people moving away killed it dead. So now I am debating trying it here.

I really love the Fading Suns setting but I am not a huge fan of the systems (1st, 2nd or the D20, 3.0 versions). I do however think that True20 is pretty darn cool and would work really well for the game and have run it successfully in a face-to-face setting. PbP are not my strong suit but maybe, just maybe, with the Star Wars game that I am running this might work also.

So I am looking for interest. The game would be titled “Company of the Phoenix” with the first game set on Nowhere standing before the great Gargoyle there. The characters would be a new Questing Noble and his or her entourage, including at least one Guilder and one Church member. The Phoenix Emperor created the Questing Knights a few years ago to go out and do good in the Known World and to rediscover Lost Worlds and people, to bring them back into the fold of Mankind. The idea would be that the Noble has come seeking a vision from the Gargoyle to gain direction or inspiration for a quest.

If I get some interest I will post the character creation guidelines, etc. Looking for 3 to 5 people whom have at least some knowledge of Fading Suns and True20 ;)

===

As I now have interest :)

The RG is here
The IC game is here
 
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ObiAndy

First Post
Count me in!

I'd love to play almost any role, but my preferences would be:

Human Charioteer Pilot/Ship Captain (with beat-up ship)
Ukar Muster bodyguard (quiet, deadly)
Human Brother Battle monk (pious soldier with ulterior motive...)
 

Karl Green

First Post
ObiAndy said:
Count me in!

I'd love to play almost any role, but my preferences would be:

Human Charioteer Pilot/Ship Captain (with beat-up ship)
Ukar Muster bodyguard (quiet, deadly)
Human Brother Battle monk (pious soldier with ulterior motive...)

All totally cool... now do you know anything about True20? As I mentioned about I would like to use a different system, just because... while I LOVE the setting I am not a fan of any of the present rules (1st, 2nd or the D20 3.0 versions)
 


Relique du Madde

Adventurer
Like Insight I'd love to play in a true20 game, but I have almost no knowledge about the fading suns setting (although I do admit I have seen the book once so I do know its a futuristic setting).
 

Insight

Adventurer
Relique du Madde said:
Like Insight I'd love to play in a true20 game, but I have almost no knowledge about the fading suns setting (although I do admit I have seen the book once so I do know its a futuristic setting).

Awwwww..... I like you too!

:p
 

the_myth

First Post
I'd also be interested, but it's been a few years since I read the Fading Suns background stuff, and I do not have my books handy [they're in storage and inaccessible for quite some time].
 

Karl Green

First Post
Holistic Design Fading Suns and the new publishers RedBrick

The basic write-up (found on these page)

“It is the dawn of the sixth millenium after Christ and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation -- and then squandered it, fought over it, and finally lost it. A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.

In Fading Suns the RPG, you become a denizen of the Known Worlds, answering the Emperor's inspiring call of a new frontier -- or trying to prevent others from doing so. Players can take on any role they desire, from imperious nobles, lords of the planets of the Known Worlds, to zealous priests from the many sects of the Universal Church, to guild members with secret technology, or aliens from the many races subjugated under human rule. But enemies are many: jealous nobles, angry priests, greedy merchants, powerful warlocks, bizarre cults, the genetically altered and a host of other secret enemies.

Fading Suns is a science fiction game of heavy combat, vicious politics, weird occultism, alien secrets and artifacts, and unknown and un-mapped worlds. And the mystery of why the suns are fading hangs over all.”

Wiki also has a basic overview of what it’s all about Here and Here

If you think you would be interested I will probably be posting my conversion notes here… BE forewarned, it be long ;)
 

Karl Green

First Post
CHARACTER CREATION part 1

OK this be a lot, but I like to write I guess ;)

Its a bit to long so I am adding Sblocks

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Fading Suns True20

BASICS AND HOUSERULES FOR TRUE20
• I will be using the Fear and Terror [page 86] and Corruption [page 92] rules found in the True20 Companion rules. I will be using the ‘Sanity as a Will Save’ option.
Core Class Abilities – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are any number of reasons, but part of it is I don’t want the Adapt to be able to use any Power or Expert to use any skill (although they can will Jack-of-All-Trades but that is with just their abilities scores). But I do like the new Core Abilities likes found in the True20 Companion, and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As always, this Core Ability must be chosen at 1st level and can not be changed afterwards.
Melee Attacks are determined with the players Str or Dex modifier (player’s choice)
Xeno Misunderstanding – Humans (and Aliens) in the Fading Suns Known Worlds have little understanding of those not of their race, and as such have problems interacting with those not of their race; this mean that they have a -2 to all Charisma based skills vs. “aliens” and –2 to Sense Motives vs. anyone not of their race. Also they get a -2 penalty to any other skills where being different would matter. Medicine (Physick) rolls are -5 when attempting to heal someone not of your race. The Feat Xeno-Empathy (General) allows most of these penalties (expect for Physick rolls) to be ignored as the character has learned to understand other races.
Humans receive all the normal bonuses listed in True20 and +1 Conviction Points
Playing your ‘Nature’ – as always these will ONLY be invoked when the players wants them to be... and there will have to be some 'drawback' for them to come into play. If you are Honest in a situation where lying would be good, you can OR you can invoke your Nature, suffer the outcome, and gain the Conviction Points. I will not impose them onto characters...


CHARACTER CREATION FOR – “Company of the Phoenix”
• Characters will start at 4th level
• Characters start with 7 points to distribute on Attributes
• Characters should generally be Human, and must choose a broad Path; beginning as either a Noble, a Priest, or a Merchant Guilder. I will allow one or two of “Those who Differ” (Aliens and those of minor Noble Houses or Guilds or near Heretic Cults, Yeomen, etc), but the character must remember that they don’t have any where near the number of rights and privileges as those affiliated with one of the three orders, and must rely on a benefactor.
• All Noble, Church and Guilder characters start with the feat Imperial Charter – Questing Knight if Noble, or Imperial Charter – Priestly Consort if a Priest, or Guild Consort if a Merchant, for free. Characters whom choice from the Those Who Differ Paths don’t receive these benefits for free.
• Characters begin with (Cha modifier x2) +8 Wealth Points.

Paths
[sblock]PATHS
In Fading Suns, the Paths are not generally associated with any one particular Role. Instead a Noble might be a skilled Soldier (warrior) or a Diplomat (expert) or even a Psycher (adapt). The three Major Paths grant the character a free Feat and then help determines your Favored Feats, Common Natures (player should choice two that best reflect his or her character) and Skills. For ‘Those Who Differ’ it could be an Alien or a minor Noble, heretical Church Order or Yeoman. These characters generally do not have as much freedom to determine their own destines, and must ally themselves to a Noble House, a Church Priest or Guilder to access these things. NOTE that you may only chose ONE Path, so if you are an Alien (say an Ur-Ukar), you can't also take a Guilder Path. You CAN purchase the Guild Member Feats though to be part of that Order, etc. You just don't get the extra Feats etc for free.

Those Who Rule – Nobles
All Nobles gain the Noble Title (General) Feat for free. They can take this feat multiple times to reflect a higher rank of nobility. Favored Feat for All Nobles: Favored Opponent (Warrior) and Inspire (Expert).
1. Hawkwood: one of the most powerful of the Great Houses, the Emperor himself comes from this House.
o Favored Feats – Eye For Treachery (Warrior), and Honest Law (Expert)
o Common Natures – Virtues: Bold, Courageous, Just, Loyal; Vices: Arrogant, Prideful
o Common Skills – Diplomacy, Knowledge (History) and (Tactics), Notice, Ride

2. Decados: some suggest that this is truly the greatest house of the Empire, they are know for their treachery and terrible cunning
o Favored Feats – Dishonest Law (Expert), and Seize Initiative (Warrior)
o Common Natures – Virtues: Curious, Shrewd; Vices: Suspicious, Vain, Manipulative
o Common Skills – Bluff, Diplomacy, Disguise, Notice, Sense Motive, Stealth

3. Hazat: known best for their great warriors, as children of this House often are sent to serve in the military as early as 8 years standard.
o Favored Feats – Issue Challenge (Warrior), and Unbalance Opponent (Expert)
o Common Natures – Virtues: Bold, Disciplined; Vices: Impetuous, Vengeful
o Common Skills – Knowledge (Tactics), Notice, Survival

4. Li Halan: once the most notorious of the Great Houses, they are now the most religiously zealots.
o Favored Feats – Merciful Combat (Warrior), and Safe Passage (Expert)
o Common Natures – Virtues: Compassionate, Gracious, Pious; Vices: Brainwashed, Guilty
o Common Skills – Diplomacy, Knowledge (Theology and Philosophy)

5. Al-Malik: tied closely to Guilds, they are often involved in multiple ‘business’ endeavors.
o Favored Feats – Eye For Treachery (Warrior), and Grooming (Expert)
o Common Natures – Virtues: Gracious, Innovative; Vices: Greedy, Impetuous, Possessive
o Common Skills – Diplomacy, Knowledge (Business) and (Popular Culture)

Those Who Preach – Priests
All Priests gain the Church Ordination (General) Feat for free. They can take this feat multiple times to reflect higher rank within the church. Favored Feats for All Priests: Die Hard (Warrior) and Suggestion (Expert)
1. Urth Orthodox: members of the Universal Church of Mankind, preachers of the Omega Gospel.
o Favored Feats – Affect The Masses (Expert), and Combat Calm (Warrior)
o Common Natures – Virtues: Just, Pious; Vices: Arrogant, Austere, Condescending
o Common Skills - Diplomacy, Knowledge (Theology and Philosophy), Sense Motive

2. Brothers Battle: a fighting order within the Church, tasked with protection it and pilgrims.
o Favored Feats – Attack Specialization (Warrior), and Unbalance Opponent (Expert).
o Common Natures – Virtues: Bold, Disciplined, Loyal; Vices: Clueless, Stubborn
o Common Skills - Knowledge (Tactics) and (Theology and Philosophy), Survival

3. Eskatonic Order: a near heretic order, they delve deep into the mysterious of the Universe.
o Favored Feats – Astrometry (Adapt), Master Storyteller (Expert)
o Common Natures – Virtues: Curious, Fair, Free-Spirit; Vices: Impetuous, Secretive
o Common Skills - Knowledge (Behavior Science), (History), (Occultism), (Theology and Philosophy)

4. Temple Avesti (Avestiles): the Inquisition, the most fears of the Church’s orders, tasked with rooting out corruption and heresy
o Favored Feats – Crippling Strike (Expert) and Favored Opponent (Warrior)
o Common Natures – Virtues: Bold, Righteous; Vices: Brainwashed, Petty, Stubborn
o Common Skills - Bluff, Intimidate, Sense Motives

5. Sanctuary Aeon (Amaltheans): the healing Order within the Church and the most loved and respected.
o Favored Feats – Merciful Combat (Warrior), and Safe Passage (Expert)
o Common Natures – Virtues: Compassionate, Kind; Vices: Gullible, Nosy
o Common Skills - Knowledge (Life Science) and (Theology and Philosophy), Medicine

Those Who Trade – Merchant Guilds
All Merchants gain Guild Commission (General) Feat for free. They can take this feat multiple times to reflect higher rank within the Guild. Favored Feats for All Guilders: An Offer You Can’t Refuse (Expert) and Eye For Treachery (Warrior)
1. Charioteer: the majority of pilots and starship operators come from this Guild.
o Favored Feats – Seize Initiative (Warrior) and Well Informed (Expert)
o Common Natures – Virtues: Curious, Free-Thinker, Shrewd; Vices: Nosy, Stubborn
o Common Skills - Knowledge (Jump Routes), Pilot

2. Engineer: the great builders and tinkers who maintain the ‘science’ of the old Republic.
o Favored Feats – Skill Mastery (Expert) and Tough (Warrior)
o Common Natures – Virtues: Innovative, Inquisitive; Vices: Clueless, Unnerving
o Common Skills - Knowledge (Earth Science), (Life Science), (Physical Science), and (Technology)

3. Scravers: the rogues and looters of the Guilds, they are also involved with most “Vice” crimes committed within the Known Worlds
o Favored Feats – Diehard (Warrior), and Plausible Deniability (Expert)
o Common Natures – Virtues: Impetuous; Vices: Greedy, Possessive
o Common Skills - Bluff, Knowledge (Streetwise), Sense Motives, Stealth

4. The Musters (Chainers): labor providers, but most think of them as slavers. Also work as bodyguards and soldiers
o Favored Feats – Advanced Strike (Warrior) and Crippling Strike (Expert)
o Common Natures – Virtues: Bold, Disciplined; Vices: Callous, Vengeful
o Common Skills - Intimidate, Notice, Sense Motives

5. Reevers (Gray Faces): Lawyers and courtiers, the serve the Empire to maintain order and the rule of law.
o Favored Feats – Combat Calm (Warrior) and either Dishonest Law (Expert) or Honest Law (Expert), player’s choice.
o Common Natures – Virtues: Shrewd, Thoughtful; Vices: Mammon, Nosy, Prideful
o Common Skills - Diplomacy, Knowledge (Civics), Sense Motives

Those Who Differ – Aliens and Others
Minor Houses, Aliens, Yeomen and Heretic Orders, etc. Note that these characters do NOT receive the bonus Feat of Imperial Carter nor do they receive the Title feat of above.
1. Minor House (Lesser Houses)
o Favored Feats – choice any Two from Expert or Warrior
o Bonus Feat – choice any One from General, Expert or Warrior.

2. Mendicants Monks (Hesychasts)
o Favored Feats – choice any Two from Adapt or Expert
o Bonus Feat – choice any One from General, Adapt, or Expert

3. Yeoman (Freelancers)
o Favored Feats – choice any Two from Expert or Warrior.
o Bonus Feat – choice any One from General, Expert or Warrior

4. Ur-Obun – spiritual and peaceful Aliens
o Attribute Mod: +1 Wis, -1 Con
o Feats: Favored Foes (Ur-Ukar), Talented (Concentration and Knowledge - Theology & Philosophy) and One Supernatural/Occult Power of choice (power ranks at the Ur-Obun’s Full level)
o Favored Feats: Astrometry (Adapt), and Fascinate (Expert)
o Common Natures – Virtues: Curios, Pious, Fair; Vices: Haughty, Unnerving
o Xeno Misunderstanding: -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Obun. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls.
o Languages: Obur (spoken & written), Urth (spoken)

5. Ur-Ukar – warriors whom live underground and often bare ritual scares across their skin.
o Attribute Mod: +1 Dex, -1 Cha
o Feats: Favored Foes (Ur-Obun), Talented (Notice and Survival), and One Supernatural/Occult Power of choice (power ranks at the Ur-Ukar’s Full level)
o Favored Feats: Combat Calm (Warrior) and Surprise Strike (Expert)
o Common Natures – Virtues: Bold, Courageous; Vices: Callous, Unnerving
o Xeno Misunderstanding: -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Ukar. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls.
o Languages: Ukar (spoken & written), Urth (spoken)

6. Vorox – large (standing near 3 meters tall when fully erect, and weighting on average 350kgs), the Vorox are a six-limbed Alien, that in some eyes is just barely sentient. They faces have long snouts and their bodies are covered with thick fur that ranges from pitch black to light brown.
o Attribute Mod: Str +3, Con +1, Dex -1, Int -2, Cha -1
o Structural Feats: Large Sized (-1 Base Attack, -1 Base Defense, +4 Grapple, +2 to Intimidate, Increase Str Mod Max to +9, bonus Toughness +2), Multilimbed (+2 to Grapple, +2 to Climb), Increase Base Move (base move 40ft, on all fours 50ft. Double Climbing Speed), Scent (as Creature ability)
o Favored Feats: Rage (Warrior) and Toughness (Warrior)
o Common Natures – Virtues: Loyal, Courageous; Vices: Clueless, Gullible
o Fear and Hatred: Most people of the Known Worlds see Voroxs as little more then animals, and as such fear and treat them accordingly. Voroxs get a -2 to all Charisma based skills except Intimidate when dealing with non-Vorox.
o Xeno Misunderstanding: -2 to all Charisma based Skills and also a –2 to Sense Motives vs. non-Vorox. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls.
o Non-Psychic: Vorox are non-psychic and as such may not take any levels, powers or feats of Adapts.
o Languages: Vorox (spoken), Urth (spoken)[/sblock]

Skills
[sblock]SKILLS
To better fit the “world-view” of Fading Suns, I am re-naming a few of the skills listed below. I just suggest that both are listed on the character sheet.
• Bluff (Knavery)
• Computers (Think Machine)
• Concentration (Stoic Mind)
• Handle Animals (Beast Control)
• Knowledge (Academia)
a. Supernatural (Occultism)
b. Theology and Philosophy (Theurgist)
• Medicine (Physick)

NEW SKILLS
• Additional Knowledge skills
a. Cybernetics – the ability to build, implant and repair cybernetic limbs into living tissue.
b. Jumpweb Routes– knowledge of the Known Worlds jumpweb system.
c. Xeno-Biology – the study of alien biology and ecosystems.

LITERACY AND LANGUAGE SKILLS
Literacy is not automatic for people in the Known Worlds. The basic Language of the Known Worlds is Urthish (the most common tongue spoken). All Characters gain a number of Bonus Languages equal to their Intelligence Bonus. Literacy can be taken as one of your Bonus Languages or purchased as a normal skill for EACH Lanaguage seperately. Others common languages include…
• Barbarian Tongues:
a. Kurgan (spoken and written)
b. Vuldrok (spoken and written)
• Dialects (generally found in families or planets; spoken), most Humans start with this ‘House’ Dialect for free (so Hawkwood Tongue, Graceful Tongue of Al-Malik house, Orthodox High Urthish, etc).
• Latin (holy language of religion; spoken and written)
• Machine Chant (Engineering language; spoken & written)
• Scavanger Cant (based on Urthic but incorporating alien and invented words; spoken and written “code”)
• Xeno Tongues – the most widely known:
a. Obun (spoken and written)
b. Ukar (spoken and written)
c. Vorox (spoken, written form in Urth)
d. Ascribte (spoken and written)
e. Gannok (spoken)
f. Vau (spoken and written)[/sblock]


Feats
[sblock]FEATS
The following Feats from Caliphate Nights are also available – Affect The Masses (Expert), An Offer You Can’t Refuse (Expert), Astrometry (Adapt), Blend In (Expert), Dishonest Law* (Expert), Eye For Treachery (Warrior), Grooming (Expert), Honest Law* (Expert), Issue Challenge (Warrior), Master Storyteller (Expert), Merciful Combat (Warrior), Military Rank (Warrior), Navigation* (General), Plausible Deniability (Expert), Quotable Wit (General), Safe Passage (Expert), True Faith (General), Universal Appeal (Expert).
*Navigation is Stellar Navigation. In all other respects it is the same. Also note that the ‘Law’ feats (Dishonest and Honest Law), apply to Imperial Law.

The following Feats from Mecha vs. Kaijui are also available – Advanced Strike (Warrior), Lifting (General), Unbalance Opponent (Expert).

The following Feats from Barrowed Time are also available – Combat Calm (Warrior), Combat Mastery (Warrior), and Improved Combat Calm (Warrior)

Structural Feats from Lux Aeturnum are allowed but are set up under Aliens and already built in. Character normally can not take them if they are not alien. BUT I might allow them for the ‘The Changed’ (Generic Experimentation) if someone wishes to play one of those (generally only Yeoman also).

The following Feats from the True20 Companion that are also available – from Fantasy Adventures [found on page 31] Companion (General), Cloak Dance (General), Feather Step (General), Improved Taunt (General), Improvised Weapons Proficiency (General), Intangible Armor (Warrior), Insightful Strike (Expert and Warrior), Intuitive Strike (Expert and Warrior), Lion Hearted (General), Mental Bond (General), and Renown (General). From Space Adventures [found on pages 51-52] Armor Training, Powered (General), Deadly Aim (Expert and Warrior), Inventor (Expert), Lightning Calculator (General), Planetary Adaptation (General), Salvage (General), Time Sense (General), Ultra Immune System (General), Urban Tracking (General), Xenomedic (Expert), and Zero-G Training (General). From Horror Adventures [pages 79-80] Alternate Approach (General), Cold-Blooded (General), False Attack (Warrior), Improved Feint (Expert), Improved Knockout Punch (Warrior), Improved Overrun (General), Improved Rush (General), Inspire (Expert, new uses not new feat), Impromptu Weapon Proficiency (General), Jaded (General), Knockout Punch (General), Loner (General) and Ritual Knowledge (General).

NEW FEATS
* Church Ordination (General) – this feat can be taken multiple times. Those who choice the Church Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Church, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Church, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Church and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people within the Empire does. Title, based on the number of times this feat is taken (depending on the Sect you belong to):
a. Orthodox, Avesti and Aeon – 1st Novitiate, 2nd Canon, 3rd Deacon, 4th Bishop and 5th Archbishop
b. Brother Battle – 1st Apprentice, 2nd Oblate, 3rd Acolyte, 4th Adept, 5th Master
c. Eslatonic – 1st Novitiate, 2nd Provost, 3rd Illuminatus, 4th Philosophus, 5th Magistrer

* Guild Commission (General) –this feat can be taken multiple times. Those who choice the Merchant Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Guilds, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Guilds, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Guilds and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do.
Title, based on the number of times this feat is taken (depending on the Guild you belong to):
a. Charioteers – 1st Ensign, 2nd Lieutenant, 3rd Commander, 4th Captain, 5th Dean
b. Engineers – 1st Apprentice, 2nd Entered, 3rd Crafter, 4th Engineer, 5th Master
c. Scravers – 1st Associate, 2nd Genin, 3rd Boss, 4th Consul, 5th Dean
d. Muster – 1st Private, 2nd Sergeant, 3rd Lieutenant, 4th Captain, 5th Colonel
e. Reeves – 1st Associate, 2nd Chief, 3rd Manager, 4th Director, 5th Dean

* Heavy Weapons (General) – character is trained in the use of vehicle and starship mounted weapons. Without it he receives a -4 penalty to attack rolls.

* Imperial Cohort Badge (General) – you are an aide de camp one of the Emperor’s Questing Knights (may not be a Noble). Grants +1 Reputation bonus and limited form of Safe Passage in that you can cross feudal borders without fees of taxation and Imperial rights and privileges. Guilder Cohort gain first claim on merchant routs while Priest Cohort gain first missionary claims and church rights. Also gain a small stipend to your Wealth each month (various but generally +1 or 2 each month)

* Imperial Charter – Questing Knight (General) – Nobles only, you are a second or third son or daughter who has taken up service for the Emperor and gain rights and privileges granted by the Imperial Seal. Grants +1 Reputation bonus, and a limited form of Safe Passage, allowing the Noble to avoid fees and taxation for feudal border crossing. Also granted a stipend of +2 or 3 toward your Wealth each month drawn from a small stipend provided by the Emperor’s own coffers.

* Noble Claw Feat (Structural; Vorox only): Vorox who take the Noble Title (General) Feat are allowed to that the Noble Claw Feat (Structural). This feat grants the Vorox the right to have one thumb claw that does +1 damage, is lethal and has a toxic poisonous. This slow acting toxin starts affecting anyone hit with an unarmed attack after 1 minute, DC (fort) 11 and secondary Damage after 10 minutes DC (fort) 12 [damage 1d3 Con damage]

* Noble Title (General) – this feat can be taken multiple times. Those who choice the Noble Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Great Houses, and grants him +2 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Nobility, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Nobility and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do.
Title, based on the number of times this feat is taken: 1st – Knight/Dame, 2nd Baron/Baroness, 3rd Earl or Marquis/Marquessa, 4th Count/Countess, 5th Duke/Duchess

* Xeno-Empathy (General) – the character has an in-depth understanding of ‘Aliens’ or others. They no longer receive the Xeno Penalty to Charisma skills or to Sense Motives when dealing with most Xeno. New ones that have never been encountered before will still cause the normal penalties, until the person has spent some time with them (1-4 weeks) after which they gain an understand of them.

CYBERNETIC FEATS
I am going to use a somewhat modified version of Ronin Arts True20 Cybernetics rules for Fading Suns. The basic Cybernetic Drawback is the Social Drawback but note that counts for any known cybernetics (i.e. the Church fears those cybernetics that look human almost as much, due to their fear of ‘Golems’). Damage Reduction is of course just a Toughness bonus, etc. Also note that many of these feats can be taken more then once (such as Grafted Musculature, etc).

Allowed Cybernetic Feats
Advanced Body Repair Weave, Anti-Flare Implant, Anti-Stun Implant, Body Repair Weave, Concealed Cybernetics, Cutting Edge Cybernetics, Cybernetic Voice Box, Data Archive (Second Brain), Dermal Camouflage, Echolocation Model, Enhanced Antibodies, External Weapon Mount, Fortified Skeleton, Grafted Musculature (Goliath Skin) (3), Gyroscopic Implant, Hearing Amplification, Identity Chip, Initiative Implant (Lithe Wire) (2), Injector Unit, Internal Compass, Internal Weapon Mount, Microcomputer, Mindscreen Implant, Nasal Filters, Nightvision Optics, Personality Chip (2), Prosthetic Arm, Prosthetic Leg, Subcutaneous Body Armor, Subcutaneous Cell Phone, Tactical Analysis Implant, Targeting Optics, Vehicle Link, Visual Amplification, Voice Stress Analyzer, Wired Nerves (3), Wireless Link.

New Cybernetic Feats allowed
Aqua-Lung: can extract oxygen out of water. Cybernetic gills are added to the neck (Notice 25)
Arm Harpoon: hidden ceramsteel darts are stealth in forearm. Hard to detect (Notice 25, Detect: Weapons 30) Ammo: 5, DMG: +2, DESC: Piercing, Crit: 20/+4, Rng: 30ft. COST: 12 for 5 additional rounds. Takes 1 minute to reload
Centurion Knife: hidden blade (or claws) stealth in forearms. Very hard to notice or detect with weapon detectors (Notice 25, Detect: Weapons 30) DMG: +2, Crit 19-20/+3, DESC: Slashing
Engineer’s Eye: Requires: Visual Amplification; grants +3 to Notice (vision) checks, magnifier (x10, Range increments 1.5) and microscopic magnification (+4 search involving ‘small’)
Ether Ear: Requires: Hearing Amplification; grants +2 Notice (listen) checks, mag x10 (-1 per 100ft), Radio Hearing (only)
Oxy-Lung: internal lung storage 4 hour of oxygen. After storage is out it takes 24 hours before it can be used again
Spy Eye: Requires Targeting Optics; Eidetic Memory camera in eye and eye can be removed and left somewhere, etc.[/sblock]

Supernatural/Powers
[sblock]SUPERNATURAL
Psychic powers and the Occult, while rare, exist within the Known Worlds. There are two ‘acceptable’ forms of the Occult – Psychic Abilities (controlling Attribute is Charisma) and Theurgist Granted Powers (controlling Attribute is Wisdom). Generally only those associated with the Church can gain access to Theurgist Powers. Psychic Powers can appear in just about anyone, but the Church frowns on their use. Many psychics are self taught or learn in small secret cabals, away from prying eyes.

All Occult powers also have some Stigma attached to them, something that sets the occultist apart from the rest of humanity. Players should choice a Stigma for their characters and some “odd” affect when they use their powers.

Psychic Stigmas are often what medieval folk lore superstitions believe a occult person would be – hair between the eyebrows, an odd birthmark in the shape of a pentagram, a sudden drop in the temperature or their eyes glowing with witchlight when occult powers are being used.

Theurgist tend to be more religious in nature – lash marks that appear on the arms and back, all clothing worn eventually becomes stained with blood, unnaturally long bread that grows back overnight if cut, occasionally speaking in nonsense tongues, tears that run down the cheeks, or sleepwalking.

Allowed Psychic Powers: Beast Link, Body Control, Cloud Minds², Cold Shaping, Combat Sense, Dominate, Drain Vitality, Elemental Aura, Elemental Resistance, Energy Shaping, Enhance Abilities, Enhance Senses, Fire Shaping, Illusion, Manipulate Object, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Pain, Psychic Blast, Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Scrying, Sense Minds, Suggestion, Supernatural Speed, True Vision², and Wind Shaping

Allowed Theurgist Powers (all sects): Baraka¹, Calm, Cure, Elemental Resistance, Heart Reading, Purifying Light², Psychic Shield, Scrying, Second Sight, Sleep, Suggestion, and Ward

Reserved Powers by Church Sects:
• Urth Orthodox: Heart Shaping, Light Shaping, Severance
• Brother Battle: Combat Sense, Elemental Resistance, Enhance Abilities, Supernatural Strike
• Eskatonic Order: True Seeing¹, Truth-Reading, Visions
• Temple Avesti (Avestiles): Fire Shaping, Pain, Psychic Blast
• Sanctuary Aeon (Amaltheans): Cure Blindness/Deafness, Cure Disease, Cure Poison

Forbidden Powers (these powers are not going to be allowed. Some of the might exist but they should not be available for characters): Apport, Blink, Plane Shift, Teleport.

Powers not listed above might appear rarely in the Fading Suns Known Worlds, but no character should start out with any of these or be able to learn them without first seeking a teacher or experiencing a Miracle of some kind (GM call). Those especial seen as evil would include – Corrupting Shadow², Drain Vitality, Pain, Shadow Shaping², Summon Outsider².

NOTES
¹ - Supernatural powers found in Caliphate Nights
² - Supernatural powers found in True20 Bestiary


The use of Occult supernatural powers takes a told on those whom are not careful with its use. Using it for evil, or selfish needs can cause Urge (with Psychics) or Hubris (with Theurgists).

Every Psychic exists with the threat of his dark side. As you awaken your mind, you also empower parts of your psyche that you would rather not acknowledge. Whenever you perform an evil deed or suffer an encounter with an evil presence (daemon, place, or item), you risk gaining a level of Urge (Corruption). To avoid empowering Urge, you must make a Will, with the DC depending on the level of transgression.

Few mortals can channel divine power without succumbing to some sense of sense of ego inflation, a belief that they themselves are gods. Such overwhelming pride before the Pancreator leads to ruin of yourself and others. Theurgists whom perform an evil or heinous act, or whom face the dark presence from the dark between the stars may gain Hubris (Corruption). Hubris is not a split personality or dark entity growing within you, but your own human fallibility before the divine. To avoid gaining Hubris, you must make a Will, with the DC depending on the level of transgression.

Some examples of Taboos that can cause Corruption (Severity Level)
Stealing (minor or significant transgression)
Missing confessional for more then a year (minor transgression)
Refusing sacrament (significant transgression)
Declaring a vendetta (significant transgression)
Rebellion against your liege lord, Church or emperor (major transgression)
Suffering inquisitor torture (major transgression)
Exposure to an evil creature or artifact (major transgression)
Murder, justifiable in other’s eyes (major transgression)
Excommunication (mortal transgression)
Exposure to a ‘true’ demoniac presence (mortal transgression)
Murder, cold-blooded (mortal transgression)
Committing rape (mortal transgression)

Example Acts of Redemption
Pilgrimage
Performing Church mission
Performing dangerous mission for others, no personal gain
Converting other sects to your own
Selfless sacrifice

Each transgression where the Occultist fails their save causes a Corruption point. Each point of Corruption over a Psychic’s Charisma score or over a Theurgist’s Wisdom score causes gains them a -1 to their Constitution score. Each two points over their controlling attribute (Charisma for Psychics and Wisdom for Theurgists) cause them a -1 in their controlling attribute. [/sblock]
 
Last edited:

Karl Green

First Post
CHARACTER CREATION part 2

And then the Equipment and extra stuff :) (its a bit long so I am adding Sblocks)

====

EQUIPMENT
To better fit into the Fading Suns game-set I am recreating some of the Equipment Chart here. Many items found in True20 are not available or are very rare or re-names.

NOTE that very expensive items reduce ones Wealth score more then listed in True20. Items costing more then 25 reduce Wealth by an additional 1 (in addition to pt. lost for 15+).

Weapons
[sblock]WEAPONS
MASTERWORK weapons add +1 to Attack checks and cost +5 more then a normal weapon.
MASTERCRAFTED weapons are even better, adding +2 to Attack checks and melee weapons gain an additional +1 to damage, but cost +12 more then a normal weapon.

SIMPLE MELEE WEAPONS
Brass Knuckles DMG: +1; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Tiny; COST: 5
Club DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 4
Knife DMG: +1; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 10ft; SIZE: Tiny; COST: 6
Quarterstaff DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Large; COST: 4
Sap DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 3
Stun Baton DMG: Stun; CRIT: n/a; DMG DESCR: Stun; SIZE: Med; AMMO: 10 strikes; COST: 12; NOTE – targets hit must make a Fort save DC15 to avoid being Stunned. If affected, each round after they gain a new saves at +1 cumulative each round after the first. Battery last for 15 ‘hits’
Tonfa DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 6; NOTE – collapsible; Subtle not in use

MARTIAL MELEE WEAPONS
Battle Axe DMG: +3; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Med; COST: 9
Rapier or Saber DMG: +2; CRIT: 18-20/+3; DMG DESCR: Slashing and Piercing; SIZE: Med; COST: 12
Sword DMG: +3; CRIT: 19-20/+3; DMG DESCR: Slashing; SIZE: Med; COST: 11
Spear DMG: +3; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 20ft; SIZE: Large; COST: 6
Warhammer DMG: +3; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 10ft; SIZE: Med; COST: 6
Vibro-blade DMG: +4; CRIT: 19-20/+3; DMG DESCR: Slashing and Energy; SIZE: Small; COST: 18; NOTE – power battery lasts for 20 rounds

EXOTIC MELEE WEAPONS
Chain DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; RNG INC: 10ft; SIZE: Large; COST: 5; NOTE – Chains have a 10ft reach and grant +2 too Disarm and Trip foes
Chainsword DMG: +6; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Medium; COST: 20; NOTE – power battery lasts for 30 rounds of continuous use
Flux Blade DMG: +6; CRIT: 19-20/+4; DMG DESCR: Energy; SIZE: Med; COST: 28; NOTE – flux blades ignore ½ Armor Toughness bonuses, except for Force Shields. Flux blades cannot be Parried, except with special materials or by another Flux blade weapon (otherwise Dodge defense only)
Grankesh Blade DMG: +3; CRIT: 19-20/+3; DMG DESCR: Slashing or Piercing; RNG INC: 10ft; SIZE: Med; COST: 10; NOTE – this weapon is considered a Martial Weapon for Vorox
Nunchaku DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 4
Whip DMG: +0; CRIT: 20/+3; DMG DESCR: Bludgeoning; RNG INC: 15ft; SIZE: Small; COST: 4; NOTE – Whips have a 15ft reach and grant +2 too Disarm and Trip foes
Whip, barbed DMG: +1; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 15ft; SIZE: Small; COST: 4; NOTE – Whips have a 15ft reach and grant +2 too Disarm and Trip
Wireblade DMG: +3; CRIT: 18-20/+3; DMG DESCR: Slashing; SIZE: Med; COST: 24; NOTE – Wireblades ignore all Armor Toughness bonus, except vs. Force Shields, which get the full bonus. Power battery lasts for 30 rds of use. Wireblades cannot be Parried (Dodge defense only)

SIMPLE RANGED WEAPONS
Crossbow DMG: +4; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 40ft; SIZE: Medium; COST: 10
Crossbow, heavy DMG: +5; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 50ft; SIZE: Medium; COST: 11
Flamegun DMG: +6; CRIT: n/a; DMG DESCR: Fire; RNG INC: 50ft; SIZE: Large; AMMO: 15; COST: 16; NOTE – Flameguns don’t require an “attack” roll, instead affect a 5ft line, 50ft long. Anyone in this line a Reflex saves DC15 for half damage
Javelin DMG: +2; CRIT: 20/+3; DMG DESCR: Piercing; RNG INC: 30ft; SIZE: Medium; COST: 4
Stunner DMG: Stun; CRIT: n/a; DMG DESCR: Stun; RNG INC: 30ft; SIZE: Small; AMMO: 10; COST: 13; NOTE – targets hit must make a Fort save DC15 to avoid being Stunned. If affected, each round after they gain a new saves at +1 cumulative each round after the first

MARTIAL RANGED WEAPONS
Bow, hunting DMG: +2; CRIT: 20/+4; DMG DESCR: Piercing; RNG INC: 60ft; SIZE: Large; COST: 8
Bow, military DMG: +3; CRIT: 20/+4; DMG DESCR: Piercing; RNG INC: 80ft; SIZE: Large; COST: 11; NOTE – can add Str bonus up to a max of +5; add +1 cost for each pt.
Shuriken DMG: +1; CRIT: 20/+3; DMG DESCR: Piercing, Autofire; RNG INC: 10ft; SIZE: Tiny; COST: 3; NOTE – do not add Str bonus to damage

EXOTIC RANGEED WEAPONS
Bolo DMG: Entangle; CRIT: n/a; DMG DESCR: n/a; RNG INC: 40ft; SIZE: Small; COST: 3; NOTE – targets must make a Reflex DC14 save to avoid being entangled
Boomerang DMG: +2; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 20ft; SIZE: Small; COST: 2; NOTE – boomerangs that fail to hit return to the attacks hand next round
Furthanga Bow DMG: +4; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 80ft; SIZE: Huge; COST: 13; NOTE – this weapon is a Martial weapon for Large creatures with at least 3 arms (Vorox); can also add up to +6 Str bonus; +1 cost per pt.

FIREARMS
Autofeed Pistol, light DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 5; COST: 14
Autofeed Pistol, medium DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 15; COST: 16
Autofeed Pistol, heavy DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 8; COST: 17
Blaster Pistol DMG: +5; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 30ft; SIZE: Medium; AMMO: 10; COST: 21
Blaster Rifle DMG: +8; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Large; AMMO: 10; COST: 23
Derringer, break DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 2; COST: 12
Derringer, revolver DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 4; COST: 13
Laser, Palm DMG: +3; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 50ft; SIZE: Tiny; AMMO: 4; COST: 18
Laser, Pistol DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Small; AMMO: 15; COST: 20
Laser, Rifle DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 120ft; SIZE: Large; AMMO: 20; COST: 21
Machine Gun, light DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 50ft; SIZE: Large; AMMO: 50 (or 100 round belt); COST: 21
Revolver, light DMG: +2; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Small; AMMO: 6; COST: 14
Revolver, medium DMG: +3; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 6; COST: 15
Revolver, heavy DMG: +4; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 6; COST: 16
Rifle, Assault DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 30; COST: 18
Rifle, Hunting DMG: +6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 100ft; SIZE: Large; AMMO: 7; COST: 15
Rifle, Imperial DMG: +5; CRIT: 20/+4; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 40; COST: 19
Rifle, Sniper DMG: +7; CRIT: 19-20/+4; DMG DESCR: Ballistic; RNG INC: 250ft; SIZE: Large; AMMO: 10; COST: 22
Shotgun (buckshot/slug) DMG: +5 (buckshot) +6 (slug); CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Large; AMMO: 7; COST: 15; NOTE – buckshot gain +1 to attack rolls, slug get -1 to attack rolls
SMG DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 60ft; SIZE: Med; AMMO: 40; COST: 17
Splinter Pistol DMG: +5; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 40ft; SIZE: Medium; AMMO: 10; COST: 20; NOTE – needle burst round gain +1 to attack rolls
Splinter Carbine DMG: +6; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 50ft; SIZE: Large; AMMO: 15; COST: 22; NOTE – needle burst round gain +1 to attack rolls

HEAVY WEAPONS (Vehicle or pod-mounted)
Blaster, Assault: DMG: +8, CRIT: 20/+4, DMG DESCR: Energy and Autofire, RNG INC: 80ft, SIZE: Huge, AMMO: 30, WT: 18lb, COST: 26
Blaster Cannon: DMG: +12, CRIT: 20/+4, DMG DESCR: Energy, RNG INC: 100ft, SIZE: Gargantuan, AMMO: 10, WT: 28lb, COST: 29
Super-Las Gun: DMG: +8, CRIT: 19-20/+3, DMG DESCR: Energy and Autofire, RNG INC: 200ft, SIZE: Gargantuan, AMMO: 100, WT: 24lb, COST: 26
Machinegun, Hvy.: DMG: +8, CRIT: 20/+4, DMG DESCR: Ballistic and Autofire, RNG INC: 120ft, SIZE: Huge, AMMO: 100 +belt, WT: 38lb, COST: 23
Splinter Cannon: DMG: +10, CRIT: 19-20/+5, DMG DESCR: Piercing and Autofire, RNG INC: 80ft, SIZE: Huge, AMMO: 50, WT: 32lb, COST: 28, NOTE – burst round +1 attack rolls

GRENADES AND EXPLOSIVES
Fragmentation EFFECT: +5 DMG explosive; RADIUS: 30ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15 each
Smoke EFFECT: visual cover; RADIUS: 20ft; REFLEX SAVE: n/a; SIZE: Small; COST: 5 each
Flash-Bang EFFECT: blinding/deafening (Reflex 16), Stunning (Fortitude 16); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 16
Sleep Gas EFFECT: fatigue (Fortitude 18); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 12
Tear Gas EFFECT: blindness (Reflex 16) nauseating (Fortitude 16); RADIUS: 40ft; REFLEX SAVE: 14; SIZE: Small; COST: 18
Dynamite EFFECT: +5 DMG explosive; RADIUS: 50ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15
Plastic Explosives EFFECT: +10 DMG explosive; RADIUS: 100ft; REFLEX SAVE: 20; SIZE: Small; COST: 30[/sblock]

Armor
[sblock]ARMOR
APC = Armor Check Penalty.

MASTERWORK armor lowers the ACP by 1, to a minimum of 0 and adds +3 to the cost of the item.
MASTERCRAFTED armor lowers the ACP by 2, to a minimum of 0 and adds +1 to the Toughness Bonus to any Medium or Heavy armor. It increases the cost of normal armor by +10.

SIMPLE ARMOR (no armor proficiency required)
Padded clothing TOUGH BONUS: +1; ACP: -1; COST: 12
Synthasilk bodyglove TOUGH BONUS: +1; ACP: 0; COST: 15; NOTE – can be worn with any Energy Shields, Subtle
Undercover shirt TOUGH BONUS: +2; ACP: -1; COST: 15; NOTE - Subtle
Space suit TOUGH BONUS: +2; ACP: -3; COST: 17; NOTE – sealed vs. Vacuum, 8 hour reserve

LIGHT ARMOR
Leather TOUGH BONUS: +1; ACP: 0; COST: 10
Studded leather TOUGH BONUS: +2; ACP: -1; COST: 12
Polymer Knit[/b] TOUGH BONUS: +2 (+4 vs. ballistic damage); ACP: -1; COST: 15
Stiffsynth bodyglove TOUGH BONUS: +3; ACP: -1; COST: 17; NOTE – can be worn with Dueling shields or better
Undercover vest TOUGH BONUS: +3; ACP: -1; COST: 16; NOTE - Subtle

MEDIUM ARMOR
Mail Hauberk TOUGH BONUS: +3 (+2 vs. Ballistic and Energy damage); ACP: -3; COST: 15
Breast Plate TOUGH BONUS: +4 (+2 vs. Ballistic and Energy damage); ACP: -4; COST: 16
Tactical Vest TOUGH BONUS: +4; ACP: -2; COST: 18

HEAVY ARMOR
Half-Plate TOUGH BONUS: +5 (+3 vs. Ballistic and Energy damage); ACP: -5; COST: 17
Plate Armor TOUGH BONUS: +6 (+4 vs. Ballistic and Energy damage); ACP: -6; COST: 19
Armored Space Suit TOUGH BONUS: +5; ACP: -6; COST: 19; NOTE – sealed from Vacuum, 8 hour reserve
Ceramsteel TOUGH BONUS: +7; ACP: -4; COST: 26. NOTE– Can be sealed vs. Vacuum +2 cost)

POWER ARMOR
Battle Adaptus “Robes” TOUGH BONUS: +8; ACP: -5; COST: 30*; NOTE – Adds +2 bonus to Strength score, base Move +10ft, and is ‘sealed’ from Vacuum. Power and life support lasts for up to 8 hours. NOTE very rarely sold, and these have almost always stolen from the Brothers Battle

SPECIAL
Flame retardant coating TOUGH BONUS: +0 (+6 vs. flame); COST: +3 base armor cost; NOTE can be applied to any armor or clothing except Energy Shields
Psychic Cloak TOUGH BONUS: +0 (+4 to all saves vs. psychic powers and attacks); ACP: -1; COST: 23

SHIELDS
Buckler PARRY BONUS: +1 vs. Melee; ACP: 0; COST: 5
Medium shield PARRY BONUS: +2 vs. Melee and +1 Dodge vs. simple ranged weapons; ACP: -1; COST: 8
Large shield PARRY BONUS: +4 vs. Melee and +4 Dodge vs. simple ranged weapons; ACP: -3; COST: 12
Bullet proofing COST: +4 base cost; Dodge Bonus vs. simple ranged attacks also applies vs. Ballistic attacks. May not be added to a Buckler
Razor-Edge COST: +2 to base cost, can Attack with shield – DMG: +2; CRIT: 20/+3; DMG DESCR: Slashing

ENERGY SHIELDS
Energy Shields only stop a number of ‘Hits’ before they need to be recharged (see individual descriptions below). Normally they can not be combined with any other armor, except for the following – Synthasilk armor can be worn under any shield and combines it bonus. Stiffsynth armor can be worn with any shield but Standard. Assault Shields can be combined with any Light or Simple armor. Battle Shields can be combined with any Armor! Standard and Dueling Shields are Subtle and can be disguised as jewelry, etc.
NOTES – that shields are considered ‘Impervious’ and any Damage Bonus less the 6 that the shield absorbs is ignored (it still counts as a ‘Hit’ but the wearer does not have to make a Toughness Save. Bonuses from Autofire or Specialization do not add to the ‘base’ damage of the weapon for purpose of determining whether or not the shield is impervious to the attack).
Shields can burn-out’ when exposed to Area Attacks (like grenades) or from ‘falling’ damage. Roll a D20 an you must meet or beat a DC 5 + the damage taken, or all remaining ‘HITS’ on the shield are used up (i.e. a fall with a damage of +5, would require a DC 10 roll).
Melee weapons (only) attacks may slip ‘under’ an Energy Shield with a Finesse attack, allowing the attack to not activate the shield. The shield does not lose a ‘HIT’ for these attacks, non-does it add its Toughness bonus to the bearer’s Toughness Save. The DC is as a normal Finesse Attack (True20 core rules, pg. 103), adding +6 to the target’s Defense (parry or dodge) plus the damage of the melee weapon (a Dagger with no Strength bonus would be a total of +7, while a sword with a Strength bonus of +1 would be a total of +10 over the target’s defense, etc). An important note is that this also requires the attacker to use their Dexterity bonus when making the melee attack. The attack can also voluntarily reduce his base weapon damage to lower the Difficulty of making this attack.
All shields provide a Toughness Bonus +6 (+3 vs. Blasters and Fire damage).
Standard HITS: 10; COST: 22
Dueling HITS: 15; COST: 24
Assault HITS: 20; COST: 26
Battle HITS: 30; COST: 29[/sblock]

Miscellaneous Equipment
[sblock]MISCELLANEOUS EQUIPMENT
WEAPON ACCESSORIES
Ammo, slugthrowers COST: 5 for 1full clip, cylinder or magazine
Ammo, heavy or exotic slugthrowers COST: 8 for 1full clip, cylinder or magazine
Ammo, power battery weapons COST: 7 for 1full battery magazine
Laser Sights +1 bonus to ranged attacks with that weapon; COST: 15
Night Scope Low-light vision x5; double bonuses for Aiming; COST: 18
Scope double bonuses for Aiming; COST: 11
Suppressor increases Hearing DC Notice-checks for firearm fitted with suppressor by +10; COST: 12

THINK MACHINES (Computers)
The Church frowns on machines that rob man of his unique place in the universe and thus they tend to cost more and are not as effective as they could be.
Accountant: tracking of costs and profits, pocket secretary journal unit included (operator’s Profession skill bonus +2) Cost: 14
Mapper: roll-out clear plastic map-board hand wand, with GPS built in (operator’s Knowledge [local] area +10 to all rolls to figure out where you are.) Cost: 19
Facial Scanner: recognize facial features even through disguises (bonus +10 to Notice to recognize someone.) Cost: 21
Hierarchy: wrist personal data management computer (recorder & camera, +4 professional skills.) COST: 20
Library: stores vast amounts of lore in a hand-help unit (three craft or knowledge skills, each +4 bonus) COST: 22
Advisor: A.I. that can ‘think’ and fairly illegal (INT: +6, plus any five INT skills at +10 each) COST: 30

MEDICAL GEAR
Elixir: tissue regen serum, often added to advanced medical kits (Heals 1 lethal injury and bruised wound immediately and then allows four “recovery” checks, one every minute after that.) COST: 15 for five does
Expedition Medpac: advanced portable medical kit (+2 medicine rolls) Cost: 15
Medpac: basic, portable medical pack (required to use Medicine properly) COST: 12
Nanotech Medpac: super-advanced medical pack (+2 medicine rolls and halves time for ‘recovery’ check) COST: 20
Surgery Kit: required to perform Medicine/Surgery (COST: 16)

COMMUNICATIONS
Squawker: head-set ear and throat mik, 5 miles max range under perfect conditions. COST: 14
Whisper Pin: ear and pin mik, 5 miles max range under perfect conditions (Subtle). COST: 17
Starlight LRCD: box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. COST: 19
Image/Magic Lantern: holographic data projector and communication unit. COST: 22

LIGHT
Pen-Light: small hand or helm unit, light up to 50ft. COST: 10
Flashlight: hand-held unit, lights out to 200ft. COST: 8
Lantern: electrical powered hand unit lantern, 50ft radius or out to 500ft protection. COST: 14
Low-Light Goggles: x4 normal human vision due to low-light. COST: 16

TOOLS
Mech Tools: required for mechanical craft (COST: 14)
Volt Tools: required for electrical craft skill (COST: 15)
Hi-Tech Tools: different kinds of Hi-Tech Tools, each give a +2 to related Craft and Knowledge Skill checks – Energy Kit COST: 18; Hovercraft Kit, COST: 22; Stardrive Kit, COST: 26

SECURITY SYSTEMS, COUNTER-SYSTEMS
Binoculars: allow visual magnification up to x7 (so up to -1per 70ft for visual Notice checks). COST: 10
Binocular, MX: holo magnification up to x20 (so up to -1 per 200ft for visual Notice checks). COST: 15
Camo-Bodyglove: camo-clothing +6 Stealth COST: 16 (or +6 to the cost of armor with no ACP penalty and no shields)
Cyber Scan: hand-wand unit (Detect – Cybernetics and robotics, Notice +10). COST: 25
Explosive Scanner: hand-wand unit (Detect – Explosives, Notice +10). COST: 22
Weapon Scanner: hand-wand unit (Detect – Weapons, Notice +10) COST: 24
Gen-Lock: scan genetic code of owner before lock will open (Disable Device 30 to open without the ‘keys’) COST: 21
Fusion Power Cell: ‘standard’ power cell source for most technological devices. COST: 11
Magna-Lock: mag-locks for doors, etc (Disable Device 25 to open without the keys). COST: 15
Master Keys: thieves lock-pick. COST: 13
Muster’s Manacles: advanced restraints (Escape Artist DC 22, break Str DC 25, ‘Pain’ setting DC15, stunned). COST: 12
Scrambler Pad: (+6 to electronic Disable Device checks). COST: 20
Wellesley Lock: base lock (Disable Device: 20 to open without the keys). COST: 8

OCCULT AND THEURGIST ITEMS
The following items are fairly rare and a character should not start out with more then one of any type to begin the game with. Finding them after the game starts can be an adventure in and of itself as they are rarely sold on the open market.
Blessed Weapon: a weapon (generally a melee weapon, but occational a firearm etc) blessed by a Saint or other important figure from a more mystical past (‘supernatural’ and +1 to attack and damage) COST: 30, or weapon cost +10, whichever is greater.
Focus Crystal: minor psychic focus (+1 to one specific Occult/Psychic power) COST: 20
Greater Focus Crystal: large psychic focus (+1 to all Psychic powers or +3 to one specific power) COST: 30
Minor Relic: some minor religious icon, vestments, etc (+1 to one specific Theurgist occult power). COST: 20
Greater Relic: some important religious icon (+1 to all Theurgist occult powers or +3 to one specific power). COST: 30[/sblock]

Golems (robots) and Animals (riding, pets, etc)
[sblock]GOLEMS
Golems are very rare and the Church is very wary of them in any form (for the take away from the uniqueness of mankind in the universe), hence the increased cost.
Companion built to be as human like as possible and to specific owners ‘requests’. COST: 34.
Medium Constructs 2; Init +1; Spd 40ft; DEF Dodge 12, Flat 11; Grpl +1; Atk +1 melee (unarmed strike +0 damage, crit 20/+3); SV: Toughness +3, Fortitude n/a, Reflex +1, Willpower n/a; Str +0, Dex +1, Con n/a, Int +2, Wis +0, Cha +6; Skills: Computer +8, Diplomacy +8, plus any one other at +8; Feats: Eidetic Memory, Toughness 3; Special Qualities: Construct Traits
Ogre Labour a basic labour unit, built for heavy menial work. COST: 28.
Large Constructs 4; Init -1; Spd 30ft; DEF Dodge 11, Flat 10; Grpl +10; Atk +6 melee (unarmed strike +8 damage, crit 20/+3); SV: Toughness +6, Fortitude n/a, Reflex +0, Willpower n/a; Str +6*, Dex -1, Con n/a, Int +0, Wis +0, Cha +0; Skills: Notice +2; Feats: Toughness 6; Special Qualities: Construct Traits
Protector an advanced ‘guard’ model. COST: 36.
Medium Constructs 4; Init +1; Spd 50ft; DEF Dodge 15, Flat 12; Grpl +6; Atk +6 melee (unarmed +4 damage, crit 20/+3) or +6 ranged; SV: Toughness +5, Fortitude n/a, Reflex +3, Willpower n/a; Str +2, Dex +2, Con n/a, Int +1, Wis +0, Cha +0; Skills: Notice +8, Stealth +8, Survival +8; Feats: Eidetic Memory, Fire Arm Training, Toughness 5; Special: Construct Traits
Teacher ‘teacher’, advisor and companion model with very advanced A.I. the most illegal. COST: 38.
Medium Constructs 4; Init +0; Spd 30ft; DEF Dodge 13, Flat 11; Grpl +2; Atk +2 melee (unarmed strike +1 damage, crit 20/+3); SV: Toughness +4, Fortitude n/a, Reflex +1, Willpower n/a; Str +0, Dex +0, Con n/a, Int +6, Wis +0, Cha +2; Skills: Computer +13, Diplomacy +8, plus any four Knowledge or Craft skills at +8 each; Feats: Eidetic Memory, Skill Focus (Computers), Toughness 4; Special Qualities: Construct Traits

ANIMALS COMPANIONS AND RIDING BEASTS
Malador Phantom: small monkey like animal that are believed to be ‘lucky’. They are rare, and the Church frowns on their ownership. Grants owner +1 Convection point so long as they are ‘petted’ and cared for daily. Cost: 19.
Tiny animal 1; Init +3; Spd 15ft; DEF Dodge 16, Flat 13; Grpl -10; Atk +6 melee (bite -3 damage, crit 20/+3); SV: Toughness -1, Fortitude +1, Reflex +5, Willpower +1; Str -3, Dex +3, Con +1, Int -3, Wis +1, Cha +0; Skills: Climb +9, Jump +9, Notice +1, Stealth +11; Feats: Small Finesse (Dex instead of Str for climbing & jump), Talented (+2 climb and jump); Special Qualities: Lucky
Knell Snake: tiny poisonous snake popular with psychics. Of course the Church has declared them illegal, hence the increase cost. Owner’s who have Beast-Link, gain a +1 to all Occult powers when in skin-to-skin contact with the Knell. COST: 26.
Tiny animal; Init +; Spd 10ft; DEF Dodge 14, Flat 13; Grpl -10; Atk +5 melee (bite + damage, crit 20/+3); SV: Toughness -2, Fortitude +2, Reflex +2, Willpower +0; Str -3, Dex +2, Con +0, Int -4, Wis +0, Cha +0; Skills: Stealth +14; Feats: Hide-In-Plain Sight; Special Qualities: Poisonous bite (initial Fort DC 12, secondary Fort DC 13, damage each is 1d3 Con and Dex score), bonus to psychic abilities.
Guard Dog: common guard animal. COST: 12.
Medium animal 2; Init +2; Spd 50ft; DEF Dodge 14, Flat 11; Grpl +3; Atk +4 melee (bite +2 damage, crit 20/+3); SV: Toughness +2, Fortitude +3, Reflex +2, Willpower +2; Str +1, Dex +2, Con +1, Int -4, Wis +2, Cha +0; Skills: Notice +6, Stealth +6, Survival +2*; Feats: Weapon Focus (bite), Toughness; Special Qualities: Scent (+4 to survival for tracking), Low-Light Vision
Gurdvulf: a genetically breed from wolves and wolf like animals, they are favored war-dog and companions. Cost: 17.
Medium animal 3; Init +2; Spd 50ft; DEF Dodge 15, Flat 12; Grpl +6; Atk +6 melee (bite +5 damage, crit 20/+3); SV: Toughness +4, Fortitude +5, Reflex +3, Willpower +2; Str +3, Dex +2, Con +2, Int -3, Wis +1, Cha +0; Skills: Notice +8, Stealth +4. Survival +8*; Feats: Talented (notice and survival), Toughness (x2); Special Qualities: Heightened Scent (+8 to survival for tracking), Low-Light Vision
Skerra: a genetically breed tiger like animal with red and green fur. They are very loyal to their owners and common in Hazat lands. COST: 21.
Large animal 5; Init +6; Spd 50ft; DEF Dodge 16, Flat 11; Grpl +14; Atk +9 melee (bite +8 damage, crit 20/+3); SV: Toughness + 4, Fortitude +5, Reflex +3, Willpower +2; Str +6, Dex +2, Con +2, Int -4, Wis +1, Cha +0; Skills: Intimidate +8, Notice +8, Stealth +4*, Survival +8; Feats: Improved Initiative, Toughness; Special Qualities: In native surroundings +4 to Stealth, Low-Light Vision, Scent
Riding Horse: still the most common riding animal in the Known Worlds. COST: 14.
Large animal 2; Init +1; Spd 60ft; DEF Dodge 12, Flat 11; Grpl +9; Atk +4 melee (bite or hoof +4 damage, crit 20/+3); SV: Toughness +2, Fortitude +4, Reflex +1, Willpower +0; Str +3, Dex +1, Con +1, Int -4, Wis +0, Cha +0; Skills: Notice +6; Feats: Running; Special Qualities: none
War Horse: breed for war, large war steeds. Cost: 20+
Large animal 4; Init +1; Spd 50ft; DEF Dodge 14, Flat 11; Grpl +12; Atk +8 melee (bite or hoof +6 damage, crit 20/+3); SV: Toughness +4, Fortitude +6, Reflex +2, Willpower +1; Str +5, Dex +1, Con +2, Int -4, Wis +0, Cha +0; Skills: Notice +8; Feats: Toughness; Special Qualities: none
Chervin: goat-like riding animal native of Hira, they have excellent endurance and surefootedness. COST: 19.
Large animal 3; Init +0; Spd 50ft; DEF Dodge 12, Flat 10; Grpl +11; Atk +6 melee (bite +5 damage, crit 20/+3); SV: Toughness +4, Fortitude +5, Reflex +1, Willpower +2; Str +4, Dex +0, Con +2, Int -4, Wis +1, Cha +0; Skills: Climb +10, Notice +7; Feats: Toughness; Special Qualities: none
Pherizas (‘Spitters’): a two-legged riding lizards popular among nobles. COST: 23.
Large animal 4; Init +6; Spd 60ft; DEF Dodge 15, Flat 11; Grpl +11; Atk +6 melee (bite +5 damage, crit 20/+3); SV: Toughness +4, Fortitude +6, Reflex +3, Willpower +1; Str +3, Dex +2, Con +2, Int -4, Wis +0, Cha +0; Skills: Notice +7; Feats: Improved Initiative, Toughness; Special Qualities: Blinding-Spit (Ref save DC 15, or blinded)
Brute Grogs: a huge four legged dinosaur-like beast of burden often employed to pull Brute carts, and the like. COST: 25.
Huge animal 4; Init -1; Spd 20ft; DEF Dodge 12, Flat 12; Grpl +21; Atk +6 melee (trample +10 damage, crit 20/+3); SV: Toughness +8, Fortitude +6, Reflex +0, Willpower +1; Reputation +0; Conviction 0; Str +9, Dex -1, Con +2, Int -4, Wis +0, Cha +0; Skills: Notice +6; Feats: Toughness (x4); Special Qualities: none[/sblock]

Vehicles
[sblock]VEHICLES
Armor Rating for vehicles and structures – is added to the structures Toughness saves. This armor is ‘Impervious’ and If the weapon has a damage rating less then the Armor Rating then it does not cause a Toughness save.
Heavy Weapons and Armor Penetrations – this rating lowers a vehicle or structures ‘Armor Rating’ only.
Force Field Energy Shields are just like personal shields, except that each ‘Hit’ also lowers the Shield rating by 1.

BEAST CRAFT - Beast drawn craft (most Move is variable).
Cart: 2 wheeled cart; Size: Large; DEF: 9; Move: 16MPH*; Toughness: 5; Armor: 0; Occupants: 1c +4p and 500lbs cargo; Cost: 13 (requires at least one beast of burden)
Wagon: 4 wheeled medium cart; Size: Large; DEF: 9; Move: 8MPH*; Toughness: 6; Armor: 0; Occupants: 1c +8p and 1ton of cargo; Cost: 15 (requires at least two beasts of burden)
Brute Cart: a 6 wheeled (very large wheeled) wagon; Size: Huge; DEF: 8; Move: 4MPH*; Toughness: 8; Armor: 0; Occupants: 1c +12p + 2tons of cargo; Cost: 17 (requires two to six beasts of burden; 2 Brute Grogs or six horses)

LANDCRAFT, MOTORED
Motorcycle: two wheeled, off-road, rugged motor bike; Size: Medium; DEF: 13; Move: 150MPH; Toughness: 8; Armor: 0; Occupants: 1c +1P; Cost: 24
Passenger Landcar: four wheeled, street land vehicle; Size: Large (-1 attack); DEF: 10; Move: 12oMPH; Toughness: 11; Armor: 0; Occupants: 1c +3P (500lbs cargo); Cost: 26
Utility Land Carrier: four wheeled, off road, cargo and explorer land truck; Size: Huge (-2 attack); DEF: 10; Move: 100MPH; Toughness: 12; Armor: 2; Occupants: 1c +6P +1ton of cargo; Cost (PP): 28
Tracked Super-Transport: large, two tracked heavy land transport; Size: Gargantuan (-4 attack); DEF: 6; Move: 60 MPH; Toughness: 15; Armor: 4; Occupants: 8c +10K tons cargo; Cost: 35

SKIMMERS - Hovercraft vehicles.
Floater-Bike: hover bike; Size: Medium; DEF: 17; Move: 200MPH (15ft max elevation); Toughness: 8; Armor: 0; Occupants: 1c +1p (50lbs of cargo); Cost: 29
Floater Pack: backpack hover-jet system; Size: Small; DEF: wearer’s; Move: 80MPH (50ft max elevation); Toughness: 6; Armor: 0; Occupant: 1c; Cost: 28
Utility Floater-truck: hover, ground-effect transport vehicle; Size: Huge (-2 attack); DEF: 12; Move: 12oMPH (5ft max elevation); Toughness: 11; Armor: 0; Occupants: 1c +6P +1,000lbs cargo; Cost: 32

FLITTERS – advance hover craft (anti-grav tech)
Air Bike: advanced (and very expensive) anti-grav bike; Size: Medium; DEF: 18; Move: 250 MPH; Toughness: 7; Armor: 0; Occupants: 1c +1p; Cost: 38
Air Yacht: noble ‘open’ topped pleasure barge; Size: Colossal (-8 attack); DEF: 6; Move: 100MPH; Toughness: 12; Armor: 0; Occupants: 12c +80p (5 tons cargo); Cost: 41

HOPPERS – high altitude (near orbit) high speed aircraft
Transcontinental Hopper: super-sonic air transport; Size: Colossal (-8 attack); DEF: 11; Move: 3,000MPH; Toughness: 12; Armor: 0; Occupants: 4c +10p (5 tons cargo); Cost: 38

WAR VEHICLES
Floater APC: armored floater personal/troop carrier, ground effect vehicle; Size: Huge (-2 attack); DEF: 11; Move: 120MPH (5ft max elevation); Toughness: 13; Armor: 8; Occupants: 2c +10p; WNP: Two spiral side Blaster cannons (targeting +1, Damage +10, Armor Pen 4, Range Increment 200ft); Cost: 38
Floater Tank: military hover tank land vehicle; Size: Huge (-2 attack); DEF: 10; Move: 80MPH (5ft max elevation); Toughness: 15; Armor: 15; Occupants: 4c; WNP: Turret mounted Hvy Blaster cannon II (targeting +1 attack, Damage +18, Armor Pen 6, Range Increment 180ft); and Two spiral side turret Blaster cannons (targeting +1 attack, Damage +10, Armor Pen 4, Range Increment 500ft), One Chaingun slugthrower spiral turret (targeting +1 attack, Damage +8, Armor Pen 2, Autofire, Range Increment 100ft, Magazine 200) Cost: 40
Attack Aerocraft: military attack aircraft; Size: Huge (-2 attack); DEF: 16; Move: 1,000MPH; Toughness: 12; Armor: 2; Occupants: 2c; WPN: One forward mounted hvy. Chaingun slugthrower (targeting +2 attack; Damage +10, Armor Pen 2, Autofire, Range Increment 100ft, Magazine 200) and air-to-air anti-aero missiles (targeting +0 attack; Damage +14, Armor Pen 4, Ranged Increment 1,000ft, 4 missiles); Cost: 42

SPACECRAFT
‘Landers’ can land on planetary surfaces and take off again. ‘Jump’ is how many trips a ship can make back and forth between Jumpgate locations before requiring it to be refueled. Refueling normally costs 20 per ‘Jump Trip’
Move: Space determines max cruising speed and how long it takes a ship to reach a systems Jumpgate (generally around 80 to 100 AU from the system’s sun). Space Move: 4 – twenty days, 5 – fifteen days, 6 – ten days, 7 – four days
Cargo Shuttle/Landers: mostly used as cargo or passenger landers for ships that cannot land on planets; Size: Gargantuan (-4 attack) Lander; DEF: 10; Move: space 5, speed 30,000 MPH, Jump 1; Toughness: 12; Armor: 8; Occupants: 2c +8p, 10tons cargo (cargo only 20ton, passenger only +32p); Cost: 40
Starfighter: attack starcraft, one man with no interstellar capacity; Size: Gargantuan (-4 attack) Lander; DEF: 16; Move: space 10, speed 80,000 MPH, Jump 0; Toughness: 13; Armor: 4; Shields: 8; Occupants: 1c; WPN: Forward linked dual-Blaster Cannons MkI (targeting +2 attack, Damage +15, Armor Pen 4, Space Range 8); and Forward Energy (general fire) torpedo bay (targeting +0, Damage +12, Armor Pen 8, Space Range 0, Magazine 10); Cost: 48
Starfighter/bomber: attack and bomber starcraft, with no interstellar capacity; Size: Gargantuan (-4 attack) Lander; DEF: 14; Move: space 8, speed 60,000MPH, Jump 0; Toughness: 14; Armor: 6; Shields: 8; Occupants: 3c; WPN: Forward linked dual-Blaster Cannons (targeting +1 attack, Damage +14, Armor Pen 4, Space Range 7) and One spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Damage +15, Armor Pen 4, Space Range 8) and Bomb Bay (typical missile) Anti-capital torpedo (targeting +0 attack, Damage +18, Armor Pen 10, Space Range 14, Magazine 4); Cost: 50 without bombs (pack of 4 torp costs 30)
Courier: fast message and mail craft. Size: Colossal (-8 attack) Lander; DEF: 12; Move: space 7, speed 50,000MPH, Jump 4; Toughness: 15; Armor: 8; Shields: 6; Occupants: 2c (80 tons cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Damage +15, Armor Pen 4, Space Range 8); Cost: 48
Explorer: common stellar explorer; Size: Colossal (-8 attack), Lander; DEF: 8; Move: space 6, speed 40,000MPH, Jump 6; Toughness: 14; Armor: 8; Shields: 4; Occupants: 2c +6p (50 tons cargo); WPN: One spiral mounted dual linked Blaster Cannons MkI (targeting +2 attack, DMG +15, Armor Pen 4, Space Rg 8) Cost: 49
Free Trader: common Charioteers free trader; Size: Colossal (-8 attack), Lander; DEF: 6; Move: space 5, speed 30,000MPH, Jump 2; Toughness: 14; Armor: 8; Shields: 0; Occupants: 2c +6p (330 tons cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +1 attack, Damage +15, Armor Pen 4, Space Rg 8); Cost: 48
Luxury light cruiser: starcraft for easy travel in comfort; Size: Colossal (-8 attack) Lander; DEF: 10; Move: space 6, speed 40,000MPH, Jump 4; Toughness: 16; Armor: 8; Shields: 8; Occupants: 2c +8p (10 tons cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +4 attack, Damage +15, Armor Pen 4, Space Range 8); Cost: 58
Medium Freighter: another common Charioteers trader, one of the largest ships capable of landing on planet surfaces; Size: Awesome (-12 attack) Lander; DEF: 6; Move: space 5, speed 30,000MPH, Jump 2; Toughness: 18; Armor: 7; Shields: 0; Occupants: 4c +8p (5K tons of cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +1 attack, Damage +15, Armor Pen 4, Space Range 8); Cost: 53
Interceptor: fast system patrol starcraft; Size: Awesome (-12 attack); DEF: 10; Move: space 7, speed 50,000, Jump 4; Toughness: 18; Armor: 12; Shields: 12; Occupants: 8c +20p (10 tons of cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +4 attack, Damage +15, Armor Pen 4, Space Range 8) and One spiral mount Ion Cannon MkIA (targeting +4 attack, Damage +8 [+24 vs. electronics/vehicles], Range 6) and One forward Lasconnon (targeting +2 attack, Damage +18, Armor Pen 4, Space Range 9) and Bomb Bay (typical missile) Lt. Anti-capital torp (targeting +0 attack, Damage +18, Armor Pen 10, Space Range 14, Magazine 8); Cost: 61 (used)
Bulk Freighter: one of the largest ships every built, the Charioteer bulk cargo transports; Size: Awesome II (-16 attack); DEF: -2; Move: space 4, speed 20,000MPH, Jump 4; Toughness: 20; Armor: 8; Shields: 0; Occupants: 12c +500K tons cargo; WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Damage +15L, Armor Pen 4, Space Range 8); Cost: 60
Colonial/Passenger Transport: Transport Cruiser/Liner; Size: Awesome (-12 attack); DEF: 4; Move: space 4, speed 20,000MPH, Jump 4; Toughness: 18; Armor: 8; Shields: 0; Occupants: 100c +800p (1K tons cargo); WPN: Two spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Damage +15, Armor Pen 4, Space Range 8); Cost: 69
Corvette Cruiser: a military fast attack cruiser; Size: Awesome (-12 attack); DEF: 6; Move: space 6, speed 40,000MPH, Jump 8; Toughness: 22; Armor: 16; Shields: 14; Occupants: 89c +50p (150 troops & 10 starfighters); WPN: Four spiral mount dual-linked Blaster Cannons MkI (targeting +6 attack, Damage +15, Armor Pen 4, Space Range 8) and One spiral mount Ion Cannon MkIIB (targeting +4 attack, Damage +9 [+27 vs. electronics/vehicles], Range 7) and One forward/One Rear - Lasconnon II (targeting +2 attack, Damage +20, Armor Pen 4, Space Range 15) and Bomb Bay: Anti-capital torp (targeting +0 attack, Damage +20L, Armor Pen 10, Space Range 15, Magazine 12) Cost: n/a
Dreadnaught Destroyer: the largest warships ever built there are few within even the great houses or owned by the emperor; Size: Awesome (-12 attack); DEF: 2; Move: space 5, 30,000MPH, Jump 4; Toughness: 26; Armor: 18; Shields: 20; Occupant: 445c +150p (500 troops and 60 fighter/bomber); WPN: Ten spiral mount dual-linked Blaster Cannons MkII (Targeting +8 attack, Damage +16, Armor Pen 6, Space Range 8) and Ten spiral mount Ion Cannon MkIIB (targeting +4 attack, Damage +9 [+27 vs. electronics/vehicles], Range 6), and One Forward/ Rear/Port/Starboard - Lascannon II (targeting +4 attack, Damage +20, Armor Pen 4, Space Range 10) and Two Forward Super-Lascannon III (targeting +1 attack, Damage +24, Armor Pen 4, Space Range 18) and Two Bomb Bay: Hvy Anti-capital torp (targeting +0 attack, Damage +24, Armor Pen 10, Space Range 15, Magazine 20); Cost: n/a [/sblock]


Some sample characters
[sblock]SOME SAMPLE CHARACTERS

Baroness Diana Castellan Hawkwood human, Noble (Hawkwood); Expert 4; Init +4; Spd 30ft; Defense (role) Parry 14, Dodge 17, Flat 12; Grpl +4; Atk +8 melee (saber +4 damage, crit 18-20/+3), or+7 ranged (hvy. revolver +4 damage, crit 20/+4, range 40ft, ammo 6); SV: Toughness +2/+8* (+1 w/o armor or shield), Fortitude +2, Reflex +8, Willpower +2; Nature (virtue) Bold, (vice) Prideful; Wealth +11; Reputation +3; Conviction 5; Str +1, Dex +4, Con +1, Int +1, Wis -1, Cha +1
Skills: Acrobatics 7 (+11), Bluff [Knavery] 7 (+8), Diplomacy 7 (+8), Gather Information 7 (+8), Handle Animals [Beast Control] 4 (+5), Intimidate 7 (+8), Notice 7 (+6), Ride 7 (+11), Sense Motives 7 (+6), Stealth 7 (+11)
Feats: Attractive, Firearm Training, Imperial Charter – Questing Knight, Inspire, Iron Will, Noble Title (x2), Wealthy, Weapon Training, Uncanny Dodge
Special Qualities: +3 cha-based skills with Nobles, +2 cha-based skills with all others. +4 bluff and diplomacy with those who find her attractive.
Core Ability: Common Sense
Speech: Urth (spoken and written), Hawkwood Dialect
Equipment: masterwork Saber, Synthasilk bodyglove, Standard Dueling Shield, Heavy Revolver (with 30 extra rounds), ‘Mule-class’ Cargo Lander Shuttle
*if shield is activate, impervious to any base damage less then 6

Apprentice Brother Battle Oblate Keth human, Priest (Brother Battle); Warrior 3/Adapt 1; ; Init +1; Spd 20ft; Defense (role) Parry 15, Dodge 14, Flat 12; Grpl +5; Atk +6 melee (sword +6 damage, crit 19-20/+3), or +4 ranged (hvy autofeed pistol+4 damage, crit 20/+3, range 40ft, ammo 8); SV: Toughness +9 (+7 vs. energy and fire, +3 w/o armor), Fortitude +5, Reflex +2, Willpower +3; Nature (virtue) Brave, (vice) Clueless; Wealth +3; Reputation +2; Conviction 5; Str +2, Dex +1, Con +2, Int +0, Wis +2, Cha +0
Skills: Diplomacy 4 (+4), Intimidate 7 (+7), Knowledge [Academia] (Theurgist) 7 (+7), Notice 7 (+9), Sense Motive 7 (+9)
Feats: Armored Training (x2), Attack Specialization (sword), Church Ordained, Firearm Training, Imperial Badge (Priest), Power Attack, Toughness, Weapon Focus (sword), Weapon Training
Special Qualities: +2 cha-based skills with other Church members, +1 to all others.
Theurgist Powers – Combat Sense (+6)
Stigma: Lashes and blood stains appear on arms and back each morning.
Core Ability: Fearless
Speech: Urth (spoken), Battle-Tongue
Equipment: Heavy Autofeed Pistol (with 20 extra rounds), Sword, masterwork Plate-Armor (-5 ACP)

Provost Thomas Dul’set Urethane human, Priest (Eskatonic Order); Adapt 4; Init +1; Spd 30ft; Defense (role) Parry 12, Dodge 13, Flat 11; Grpl +2; Atk +3 melee (quarterstaff, +2 damage, crit 20/+3), or +3 ranged (med. revolver +3, crit 20/+4, rgn 30ft, ammo 6); SV: Toughness +3 (+1 w/o armor), Fortitude +2, Reflex +2, Willpower +6; Nature (virtue) Fair, (vice) Impetuous; Wealth+12; Reputation +3; Conviction 5; Str +0, Dex +1, Con +1, Int +2, Wis +2, Cha +1
Skills: Computers [Think Machine] 4 (+6), Concentration [Stoic Mind] 6 (+9), Diplomacy 7 (+8), Knowledge [Academia] (Life Science) 7 (+9), Knowledge [Academia] (Theurgist) 7 (+9), Medicine 7 (+9), Sense Motives 6 (+8)
Feats: Astrometry, Church Ordained (x2), Firearm Training, Imperial Badge (Priest)
Special Qualities: +3 cha-based skills with Church members, +2 cha-bonus for all others.
Theurgist Powers – Cure (+9), Purifying Light (+9), True Seeing (+9), Truth-Reading (+9), Visions (+9)
Stigma: Glowing tears appear whenever using power.
Core Ability: Higher Purpose
Speech: Urth (spoken and written), Latin (written only)
Equipment: Quarterstaff, Medium Revolver (extra 30 rounds) Undercover shirt

Ensign Yoni Koto human, Guilder (Charioteers); Expert 4; Init +3; Spd 30ft; Defense (role) Parry 13, Dodge 16, Flat 12; Grpl +3; Atk +6 melee (sword, +3 damage, crit 19-20/+3), or +6 ranged (md. Auto pistol, +3 damage, crit 20/+3, rng 30ft, ammo 15) or +6 ranged (SMG, +4 damage, crit 20/+3, rng 40ft, automatic, ammo 40); SV: Toughness +6 (+4 flat-footed, +3/+1 w/o armor), Fortitude +2, Reflex +4, Willpower +4; Nature (virtue) Free-Thinker, (vice) Stubborn; Wealth +8; Reputation +1; Conviction 5; Str +0, Dex +3, Con +1, Int +2, Wis +0, Cha +1
Skills: Acrobatics 7 (+10), Bluff [Knavery] 7 (+8), Climb 4 (+4), Computers [Think Machine] 7 (+9), Disable Device 7 (+10), Drive 7 (+10), Knowledge [Academia] (Jump Lanes) 7 (+9) Knowledge [Academia] (Technology) 6 (+8), Notice 4 (+4), Pilot 7 (+10), Search 4 (+6), Stealth 7 (+10)
Feats: Armor Training, Defensive Roll (x2), Firearm Training, Guild Commission, Imperial Badge (Consort), Navigation, Seize Initiative, Surprise Strike, Well-Informed
Special Qualities: +2 to cha-based skills with other Guilders, +1 to cha-based skills for all others.
Core Ability: Amazing Save (Reflex)
Speech: Urth (literate), Obun
Equipment: Stiffsynth bodyglove (-1 APC), Sword, Medium Autofeed Pistol (30 extra rounds), SMG (80 extra rounds)

Knight Errant Marcus Torkin human, Minor Noble (House Tyllion Ki); Adapt 2/Warrior 2; Init +6; Spd 30ft; Defense (role) Parry 14, Dodge 15, Flat 12; Grpl +4; Atk +5 melee (saber, +4 damage, crit 18-20/+3), or +6 ranged (blaster pistol, +5 damage, crit 20/+3, range 30ft, ammo 10); SV: Toughness +6 (+3 w/o armor), Fortitude +5, Reflex +2, Willpower +4; Nature (virtue) Innovative, (vice) Secretive; Wealth +5; Reputation +1; Conviction 5; Str +1, Dex +2, Con +2, Int +0, Wis +1, Cha +1
Skills: Acrobatics 7 (+9), Diplomacy 7 (+8), Knowledge [Academia] (Supernatural [Occult]) 7 (+7) Notice 7 (+8), Survival 4 (+5)
Feats: Acrobatic Bluff, Armor Training, Firearm Training, Improved Initiative, Noble Title (Knight), Supernatural Talent (Body Control, Move Object), Toughness, Weapon Focus (blaster)
Special Qualities: +2 cha-based skills with Nobles, +1 cha-based skills with all others. Favored Feat – Acrobatic Bluff, Tough
Psychic Power: Body Control (+8), Elemental Resistance (+6), Move Object (+8).
Stigma: Glowing Eyes when powers in use
Core Ability: Higher Guidance
Speech: Urth
Equipment: Undercover Vest (-1APC), Saber, Blaster Pistol (two extra power cells)

Quinrex vorox; Warrior 4; Init +0; Spd 40ft (50ft on all six limbs); Defense (role) Parry 19, Dodge 13, Flat 11; Grpl +16; Atk +9 melee, two-wpn +7/+7 (grankesh blades, +9 damage, crit 19-20/+3), or +3 ranged (hunting rifle +6 damage, crit 20/+3, rng 80ft, ammo 7); SV: Toughness +7, Fortitude +8, Reflex +1, Willpower +1; Nature (virtue) Loyal, (vice) Gullible; Wealth +1; Reputation +1; Conviction 4; Str +6, Dex +0, Con +4, Int -1, Wis +0, Cha -2
Skills: Intimidate 7 (+5), Notice 7 (+7), Survival 7 (+7)
Feats: Cleave, Firearm Training, Power Attack, Toughness (x2), Two-Weapon Fighting, Weapon Training
Special Qualities: Large Sized (-1 Base Attack, -1 Base Defense, +4 Grapple, +2 to Intimidate, Increase Str Mod Max to +9, bonus Toughness +1), Multilimbed (+2to Grapple, +2 to Climb), Increase Base Move (base move 40ft, on all fours 50ft. Double Climbing Speed), Scent (as Creature ability). Xeno Misunderstanding -2 to all cha-based skills and “Prejudice” -2 to all cha-base skills except Intimidate
Core Ability: Extraordinary Effort (Strength ability tests)
Speech: Urth, Voroxin
Equipment: two Grankesh Blades, Hunting Rifle (extra 14 rounds)[/sblock]
 
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