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A Fading Suns/True20 game
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<blockquote data-quote="Karl Green" data-source="post: 3653473" data-attributes="member: 1467"><p><strong>CHARACTER CREATION part 2</strong></p><p></p><p>And then the Equipment and extra stuff <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (its a bit long so I am adding Sblocks)</p><p></p><p>====</p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">EQUIPMENT</span></span></p><p>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.</p><p></p><p>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+). </p><p></p><p>Weapons</p><p>[sblock]<strong><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">WEAPONS</span></span></strong></p><p>MASTERWORK weapons add +1 to Attack checks and cost +5 more then a normal weapon. </p><p>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. </p><p></p><p>SIMPLE MELEE WEAPONS</p><p><strong>Brass Knuckles</strong> DMG: +1; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Tiny; COST: 5</p><p><strong>Club</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 4</p><p><strong>Knife</strong> DMG: +1; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 10ft; SIZE: Tiny; COST: 6</p><p><strong>Quarterstaff</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Large; COST: 4</p><p><strong>Sap</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 3</p><p><strong>Stun Baton</strong> 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’</p><p><strong>Tonfa</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 6; NOTE – collapsible; Subtle not in use</p><p></p><p>MARTIAL MELEE WEAPONS</p><p><strong>Battle Axe</strong> DMG: +3; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Med; COST: 9</p><p><strong>Rapier or Saber</strong> DMG: +2; CRIT: 18-20/+3; DMG DESCR: Slashing and Piercing; SIZE: Med; COST: 12</p><p><strong>Sword</strong> DMG: +3; CRIT: 19-20/+3; DMG DESCR: Slashing; SIZE: Med; COST: 11</p><p><strong>Spear</strong> DMG: +3; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 20ft; SIZE: Large; COST: 6</p><p><strong>Warhammer</strong> DMG: +3; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 10ft; SIZE: Med; COST: 6</p><p><strong>Vibro-blade</strong> DMG: +4; CRIT: 19-20/+3; DMG DESCR: Slashing and Energy; SIZE: Small; COST: 18; NOTE – power battery lasts for 20 rounds</p><p></p><p>EXOTIC MELEE WEAPONS</p><p><strong>Chain</strong> 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</p><p><strong>Chainsword</strong> DMG: +6; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Medium; COST: 20; NOTE – power battery lasts for 30 rounds of continuous use</p><p><strong>Flux Blade</strong> 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)</p><p><strong>Grankesh Blade</strong> 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</p><p><strong>Nunchaku</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 4</p><p><strong>Whip</strong> 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</p><p><strong>Whip, barbed</strong> 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</p><p><strong>Wireblade</strong> 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)</p><p></p><p>SIMPLE RANGED WEAPONS </p><p><strong>Crossbow</strong> DMG: +4; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 40ft; SIZE: Medium; COST: 10</p><p><strong>Crossbow, heavy</strong> DMG: +5; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 50ft; SIZE: Medium; COST: 11</p><p><strong>Flamegun</strong> 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</p><p><strong>Javelin</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Piercing; RNG INC: 30ft; SIZE: Medium; COST: 4</p><p><strong>Stunner</strong> 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</p><p></p><p>MARTIAL RANGED WEAPONS</p><p><strong>Bow, hunting</strong> DMG: +2; CRIT: 20/+4; DMG DESCR: Piercing; RNG INC: 60ft; SIZE: Large; COST: 8</p><p><strong>Bow, military</strong> 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.</p><p><strong>Shuriken</strong> DMG: +1; CRIT: 20/+3; DMG DESCR: Piercing, Autofire; RNG INC: 10ft; SIZE: Tiny; COST: 3; NOTE – do not add Str bonus to damage</p><p></p><p>EXOTIC RANGEED WEAPONS</p><p><strong>Bolo</strong> 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</p><p><strong>Boomerang</strong> 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</p><p><strong>Furthanga Bow</strong> 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.</p><p></p><p>FIREARMS</p><p><strong>Autofeed Pistol, light</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 5; COST: 14</p><p><strong>Autofeed Pistol, medium</strong> DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 15; COST: 16</p><p><strong>Autofeed Pistol, heavy</strong> DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 8; COST: 17</p><p><strong>Blaster Pistol</strong> DMG: +5; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 30ft; SIZE: Medium; AMMO: 10; COST: 21</p><p><strong>Blaster Rifle</strong> DMG: +8; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Large; AMMO: 10; COST: 23</p><p><strong>Derringer, break</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 2; COST: 12</p><p><strong>Derringer, revolver</strong> DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 4; COST: 13</p><p><strong>Laser, Palm</strong> DMG: +3; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 50ft; SIZE: Tiny; AMMO: 4; COST: 18</p><p><strong>Laser, Pistol</strong> DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Small; AMMO: 15; COST: 20</p><p><strong>Laser, Rifle</strong> DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 120ft; SIZE: Large; AMMO: 20; COST: 21</p><p><strong>Machine Gun, light</strong> DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 50ft; SIZE: Large; AMMO: 50 (or 100 round belt); COST: 21</p><p><strong>Revolver, light</strong> DMG: +2; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Small; AMMO: 6; COST: 14</p><p><strong>Revolver, medium</strong> DMG: +3; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 6; COST: 15</p><p><strong>Revolver, heavy</strong> DMG: +4; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 6; COST: 16</p><p><strong>Rifle, Assault</strong> DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 30; COST: 18</p><p><strong>Rifle, Hunting</strong> DMG: +6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 100ft; SIZE: Large; AMMO: 7; COST: 15</p><p><strong>Rifle, Imperial</strong> DMG: +5; CRIT: 20/+4; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 40; COST: 19</p><p><strong>Rifle, Sniper</strong> DMG: +7; CRIT: 19-20/+4; DMG DESCR: Ballistic; RNG INC: 250ft; SIZE: Large; AMMO: 10; COST: 22</p><p><strong>Shotgun (buckshot/slug)</strong> 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</p><p><strong>SMG</strong> DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 60ft; SIZE: Med; AMMO: 40; COST: 17</p><p><strong>Splinter Pistol</strong> 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</p><p><strong>Splinter Carbine</strong> 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</p><p></p><p>HEAVY WEAPONS (Vehicle or pod-mounted)</p><p><strong>Blaster, Assault:</strong> DMG: +8, CRIT: 20/+4, DMG DESCR: Energy and Autofire, RNG INC: 80ft, SIZE: Huge, AMMO: 30, WT: 18lb, COST: 26</p><p><strong>Blaster Cannon:</strong> DMG: +12, CRIT: 20/+4, DMG DESCR: Energy, RNG INC: 100ft, SIZE: Gargantuan, AMMO: 10, WT: 28lb, COST: 29</p><p><strong>Super-Las Gun:</strong> DMG: +8, CRIT: 19-20/+3, DMG DESCR: Energy and Autofire, RNG INC: 200ft, SIZE: Gargantuan, AMMO: 100, WT: 24lb, COST: 26</p><p><strong>Machinegun, Hvy.:</strong> DMG: +8, CRIT: 20/+4, DMG DESCR: Ballistic and Autofire, RNG INC: 120ft, SIZE: Huge, AMMO: 100 +belt, WT: 38lb, COST: 23</p><p><strong>Splinter Cannon:</strong> 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</p><p></p><p>GRENADES AND EXPLOSIVES</p><p><strong>Fragmentation</strong> EFFECT: +5 DMG explosive; RADIUS: 30ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15 each</p><p><strong>Smoke</strong> EFFECT: visual cover; RADIUS: 20ft; REFLEX SAVE: n/a; SIZE: Small; COST: 5 each</p><p><strong>Flash-Bang</strong> EFFECT: blinding/deafening (Reflex 16), Stunning (Fortitude 16); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 16</p><p><strong>Sleep Gas</strong> EFFECT: fatigue (Fortitude 18); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 12</p><p><strong>Tear Gas</strong> EFFECT: blindness (Reflex 16) nauseating (Fortitude 16); RADIUS: 40ft; REFLEX SAVE: 14; SIZE: Small; COST: 18</p><p><strong>Dynamite</strong> EFFECT: +5 DMG explosive; RADIUS: 50ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15</p><p><strong>Plastic Explosives</strong> EFFECT: +10 DMG explosive; RADIUS: 100ft; REFLEX SAVE: 20; SIZE: Small; COST: 30[/sblock]</p><p></p><p>Armor</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong>ARMOR</strong></span></span> </p><p>APC = Armor Check Penalty. </p><p></p><p>MASTERWORK armor lowers the ACP by 1, to a minimum of 0 and adds +3 to the cost of the item. </p><p>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. </p><p></p><p>SIMPLE ARMOR (no armor proficiency required)</p><p><strong>Padded clothing</strong> TOUGH BONUS: +1; ACP: -1; COST: 12</p><p><strong>Synthasilk bodyglove</strong> TOUGH BONUS: +1; ACP: 0; COST: 15; NOTE – can be worn with any Energy Shields, Subtle</p><p><strong>Undercover shirt</strong> TOUGH BONUS: +2; ACP: -1; COST: 15; NOTE - Subtle</p><p><strong>Space suit</strong> TOUGH BONUS: +2; ACP: -3; COST: 17; NOTE – sealed vs. Vacuum, 8 hour reserve</p><p></p><p>LIGHT ARMOR</p><p><strong>Leather</strong> TOUGH BONUS: +1; ACP: 0; COST: 10</p><p><strong>Studded leather</strong> TOUGH BONUS: +2; ACP: -1; COST: 12</p><p>Polymer Knit[/b] TOUGH BONUS: +2 (+4 vs. ballistic damage); ACP: -1; COST: 15</p><p><strong>Stiffsynth bodyglove</strong> TOUGH BONUS: +3; ACP: -1; COST: 17; NOTE – can be worn with Dueling shields or better</p><p><strong>Undercover vest</strong> TOUGH BONUS: +3; ACP: -1; COST: 16; NOTE - Subtle</p><p></p><p>MEDIUM ARMOR</p><p><strong>Mail Hauberk</strong> TOUGH BONUS: +3 (+2 vs. Ballistic and Energy damage); ACP: -3; COST: 15</p><p><strong>Breast Plate</strong> TOUGH BONUS: +4 (+2 vs. Ballistic and Energy damage); ACP: -4; COST: 16</p><p><strong>Tactical Vest</strong> TOUGH BONUS: +4; ACP: -2; COST: 18</p><p></p><p>HEAVY ARMOR</p><p><strong>Half-Plate</strong> TOUGH BONUS: +5 (+3 vs. Ballistic and Energy damage); ACP: -5; COST: 17</p><p><strong>Plate Armor</strong> TOUGH BONUS: +6 (+4 vs. Ballistic and Energy damage); ACP: -6; COST: 19</p><p><strong>Armored Space Suit</strong> TOUGH BONUS: +5; ACP: -6; COST: 19; NOTE – sealed from Vacuum, 8 hour reserve</p><p><strong>Ceramsteel</strong> TOUGH BONUS: +7; ACP: -4; COST: 26. NOTE– Can be sealed vs. Vacuum +2 cost)</p><p></p><p>POWER ARMOR</p><p><strong>Battle Adaptus “Robes”</strong> 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</p><p></p><p>SPECIAL</p><p><strong>Flame retardant coating</strong> TOUGH BONUS: +0 (+6 vs. flame); COST: +3 base armor cost; NOTE can be applied to any armor or clothing except Energy Shields</p><p><strong>Psychic Cloak</strong> TOUGH BONUS: +0 (+4 to all saves vs. psychic powers and attacks); ACP: -1; COST: 23</p><p></p><p>SHIELDS</p><p><strong>Buckler</strong> PARRY BONUS: +1 vs. Melee; ACP: 0; COST: 5</p><p><strong>Medium shield</strong> PARRY BONUS: +2 vs. Melee and +1 Dodge vs. simple ranged weapons; ACP: -1; COST: 8</p><p><strong>Large shield</strong> PARRY BONUS: +4 vs. Melee and +4 Dodge vs. simple ranged weapons; ACP: -3; COST: 12</p><p><strong>Bullet proofing</strong> COST: +4 base cost; Dodge Bonus vs. simple ranged attacks also applies vs. Ballistic attacks. May not be added to a Buckler</p><p><strong>Razor-Edge</strong> COST: +2 to base cost, can Attack with shield – DMG: +2; CRIT: 20/+3; DMG DESCR: Slashing</p><p></p><p>ENERGY SHIELDS</p><p>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. </p><p>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).</p><p>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).</p><p>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. </p><p>All shields provide a Toughness Bonus +6 (+3 vs. Blasters and Fire damage). </p><p><strong>Standard</strong> HITS: 10; COST: 22</p><p><strong>Dueling</strong> HITS: 15; COST: 24</p><p><strong>Assault</strong> HITS: 20; COST: 26</p><p><strong>Battle</strong> HITS: 30; COST: 29[/sblock]</p><p></p><p>Miscellaneous Equipment</p><p>[sblock]<strong><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">MISCELLANEOUS EQUIPMENT</span></span></strong></p><p>WEAPON ACCESSORIES </p><p><strong>Ammo, slugthrowers</strong> COST: 5 for 1full clip, cylinder or magazine</p><p><strong>Ammo, heavy or exotic slugthrowers</strong> COST: 8 for 1full clip, cylinder or magazine </p><p><strong>Ammo, power battery weapons</strong> COST: 7 for 1full battery magazine</p><p><strong>Laser Sights</strong> +1 bonus to ranged attacks with that weapon; COST: 15</p><p><strong>Night Scope</strong> Low-light vision x5; double bonuses for Aiming; COST: 18</p><p><strong>Scope</strong> double bonuses for Aiming; COST: 11 </p><p><strong>Suppressor</strong> increases Hearing DC Notice-checks for firearm fitted with suppressor by +10; COST: 12</p><p></p><p>THINK MACHINES (Computers) </p><p>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. </p><p><strong>Accountant:</strong> tracking of costs and profits, pocket secretary journal unit included (operator’s Profession skill bonus +2) Cost: 14</p><p><strong>Mapper:</strong> 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</p><p><strong>Facial Scanner:</strong> recognize facial features even through disguises (bonus +10 to Notice to recognize someone.) Cost: 21</p><p><strong>Hierarchy:</strong> wrist personal data management computer (recorder & camera, +4 professional skills.) COST: 20</p><p><strong>Library:</strong> stores vast amounts of lore in a hand-help unit (three craft or knowledge skills, each +4 bonus) COST: 22</p><p><strong>Advisor:</strong> A.I. that can ‘think’ and fairly illegal (INT: +6, plus any five INT skills at +10 each) COST: 30 </p><p></p><p>MEDICAL GEAR </p><p><strong>Elixir:</strong> 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</p><p><strong>Expedition Medpac:</strong> advanced portable medical kit (+2 medicine rolls) Cost: 15</p><p><strong>Medpac:</strong> basic, portable medical pack (required to use Medicine properly) COST: 12</p><p><strong>Nanotech Medpac:</strong> super-advanced medical pack (+2 medicine rolls and halves time for ‘recovery’ check) COST: 20</p><p><strong>Surgery Kit:</strong> required to perform Medicine/Surgery (COST: 16)</p><p></p><p>COMMUNICATIONS</p><p><strong>Squawker:</strong> head-set ear and throat mik, 5 miles max range under perfect conditions. COST: 14</p><p><strong>Whisper Pin:</strong> ear and pin mik, 5 miles max range under perfect conditions (Subtle). COST: 17</p><p><strong>Starlight LRCD:</strong> box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. COST: 19</p><p><strong>Image/Magic Lantern:</strong> holographic data projector and communication unit. COST: 22</p><p></p><p>LIGHT</p><p><strong>Pen-Light:</strong> small hand or helm unit, light up to 50ft. COST: 10</p><p><strong>Flashlight:</strong> hand-held unit, lights out to 200ft. COST: 8</p><p><strong>Lantern:</strong> electrical powered hand unit lantern, 50ft radius or out to 500ft protection. COST: 14</p><p><strong>Low-Light Goggles:</strong> x4 normal human vision due to low-light. COST: 16</p><p></p><p>TOOLS</p><p><strong>Mech Tools:</strong> required for mechanical craft (COST: 14)</p><p><strong>Volt Tools:</strong> required for electrical craft skill (COST: 15) </p><p><strong>Hi-Tech Tools:</strong> 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</p><p></p><p>SECURITY SYSTEMS, COUNTER-SYSTEMS</p><p><strong>Binoculars:</strong> allow visual magnification up to x7 (so up to -1per 70ft for visual Notice checks). COST: 10</p><p><strong>Binocular, MX:</strong> holo magnification up to x20 (so up to -1 per 200ft for visual Notice checks). COST: 15</p><p><strong>Camo-Bodyglove:</strong> camo-clothing +6 Stealth COST: 16 (or +6 to the cost of armor with no ACP penalty and no shields) </p><p><strong>Cyber Scan:</strong> hand-wand unit (Detect – Cybernetics and robotics, Notice +10). COST: 25</p><p><strong>Explosive Scanner:</strong> hand-wand unit (Detect – Explosives, Notice +10). COST: 22</p><p><strong>Weapon Scanner:</strong> hand-wand unit (Detect – Weapons, Notice +10) COST: 24</p><p><strong>Gen-Lock:</strong> scan genetic code of owner before lock will open (Disable Device 30 to open without the ‘keys’) COST: 21 </p><p><strong>Fusion Power Cell:</strong> ‘standard’ power cell source for most technological devices. COST: 11</p><p><strong>Magna-Lock:</strong> mag-locks for doors, etc (Disable Device 25 to open without the keys). COST: 15</p><p><strong>Master Keys:</strong> thieves lock-pick. COST: 13</p><p><strong>Muster’s Manacles:</strong> advanced restraints (Escape Artist DC 22, break Str DC 25, ‘Pain’ setting DC15, stunned). COST: 12</p><p><strong>Scrambler Pad:</strong> (+6 to electronic Disable Device checks). COST: 20 </p><p><strong>Wellesley Lock:</strong> base lock (Disable Device: 20 to open without the keys). COST: 8</p><p></p><p>OCCULT AND THEURGIST ITEMS </p><p>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.</p><p><strong>Blessed Weapon:</strong> 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.</p><p><strong>Focus Crystal:</strong> minor psychic focus (+1 to one specific Occult/Psychic power) COST: 20</p><p><strong>Greater Focus Crystal:</strong> large psychic focus (+1 to all Psychic powers or +3 to one specific power) COST: 30</p><p><strong>Minor Relic:</strong> some minor religious icon, vestments, etc (+1 to one specific Theurgist occult power). COST: 20</p><p><strong>Greater Relic:</strong> some important religious icon (+1 to all Theurgist occult powers or +3 to one specific power). COST: 30[/sblock]</p><p></p><p>Golems (robots) and Animals (riding, pets, etc)</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong>GOLEMS</strong></span></span></p><p>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. </p><p><strong>Companion</strong> built to be as human like as possible and to specific owners ‘requests’. COST: 34. </p><p>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</p><p><strong>Ogre Labour</strong> a basic labour unit, built for heavy menial work. COST: 28. </p><p>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</p><p><strong>Protector</strong> an advanced ‘guard’ model. COST: 36. </p><p>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</p><p><strong>Teacher</strong> ‘teacher’, advisor and companion model with very advanced A.I. the most illegal. COST: 38. </p><p>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</p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong>ANIMALS COMPANIONS AND RIDING BEASTS</strong></span></span></p><p><strong>Malador Phantom:</strong> 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. </p><p>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</p><p><strong>Knell Snake:</strong> 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. </p><p>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. </p><p><strong>Guard Dog:</strong> common guard animal. COST: 12. </p><p>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</p><p><strong>Gurdvulf:</strong> a genetically breed from wolves and wolf like animals, they are favored war-dog and companions. Cost: 17. </p><p>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</p><p><strong>Skerra:</strong> 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. </p><p>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</p><p><strong>Riding Horse:</strong> still the most common riding animal in the Known Worlds. COST: 14. </p><p>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</p><p><strong>War Horse:</strong> breed for war, large war steeds. Cost: 20+ </p><p>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</p><p><strong>Chervin:</strong> goat-like riding animal native of Hira, they have excellent endurance and surefootedness. COST: 19. </p><p>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</p><p><strong>Pherizas (‘Spitters’):</strong> a two-legged riding lizards popular among nobles. COST: 23. </p><p>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)</p><p><strong>Brute Grogs:</strong> a huge four legged dinosaur-like beast of burden often employed to pull Brute carts, and the like. COST: 25. </p><p>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]</p><p></p><p>Vehicles</p><p>[sblock]<span style="font-size: 12px"><strong><span style="font-family: 'Book Antiqua'">VEHICLES</span></strong></span></p><p>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. </p><p>Heavy Weapons and Armor Penetrations – this rating lowers a vehicle or structures ‘Armor Rating’ only. </p><p>Force Field Energy Shields are just like personal shields, except that each ‘Hit’ also lowers the Shield rating by 1. </p><p></p><p>BEAST CRAFT - Beast drawn craft (most Move is variable). </p><p><strong>Cart:</strong> 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)</p><p><strong>Wagon:</strong> 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)</p><p><strong>Brute Cart:</strong> 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)</p><p></p><p>LANDCRAFT, MOTORED</p><p><strong>Motorcycle:</strong> two wheeled, off-road, rugged motor bike; Size: Medium; DEF: 13; Move: 150MPH; Toughness: 8; Armor: 0; Occupants: 1c +1P; Cost: 24</p><p><strong>Passenger Landcar:</strong> four wheeled, street land vehicle; Size: Large (-1 attack); DEF: 10; Move: 12oMPH; Toughness: 11; Armor: 0; Occupants: 1c +3P (500lbs cargo); Cost: 26</p><p><strong>Utility Land Carrier:</strong> 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</p><p><strong>Tracked Super-Transport:</strong> 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</p><p></p><p>SKIMMERS - Hovercraft vehicles. </p><p><strong>Floater-Bike:</strong> hover bike; Size: Medium; DEF: 17; Move: 200MPH (15ft max elevation); Toughness: 8; Armor: 0; Occupants: 1c +1p (50lbs of cargo); Cost: 29</p><p><strong>Floater Pack:</strong> backpack hover-jet system; Size: Small; DEF: wearer’s; Move: 80MPH (50ft max elevation); Toughness: 6; Armor: 0; Occupant: 1c; Cost: 28</p><p><strong>Utility Floater-truck:</strong> 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</p><p></p><p>FLITTERS – advance hover craft (anti-grav tech)</p><p><strong>Air Bike:</strong> advanced (and very expensive) anti-grav bike; Size: Medium; DEF: 18; Move: 250 MPH; Toughness: 7; Armor: 0; Occupants: 1c +1p; Cost: 38</p><p><strong>Air Yacht:</strong> 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</p><p></p><p>HOPPERS – high altitude (near orbit) high speed aircraft</p><p><strong>Transcontinental Hopper:</strong> 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</p><p></p><p>WAR VEHICLES</p><p><strong>Floater APC:</strong> 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</p><p><strong>Floater Tank:</strong> 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</p><p><strong>Attack Aerocraft:</strong> 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</p><p></p><p>SPACECRAFT</p><p>‘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’</p><p>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 </p><p><strong>Cargo Shuttle/Landers:</strong> 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</p><p><strong>Starfighter:</strong> 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</p><p><strong>Starfighter/bomber:</strong> 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)</p><p><strong>Courier:</strong> 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</p><p><strong>Explorer:</strong> 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</p><p><strong>Free Trader:</strong> 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</p><p><strong>Luxury light cruiser:</strong> 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</p><p><strong>Medium Freighter:</strong> 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</p><p><strong>Interceptor:</strong> 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)</p><p><strong>Bulk Freighter:</strong> 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</p><p><strong>Colonial/Passenger Transport:</strong> 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</p><p><strong>Corvette Cruiser:</strong> 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</p><p><strong>Dreadnaught Destroyer:</strong> 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]</p><p></p><p></p><p>Some sample characters</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">SOME SAMPLE CHARACTERS</span></span> </p><p></p><p><strong>Baroness Diana Castellan Hawkwood</strong> 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</p><p>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)</p><p>Feats: Attractive, Firearm Training, Imperial Charter – Questing Knight, Inspire, Iron Will, Noble Title (x2), Wealthy, Weapon Training, Uncanny Dodge </p><p>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. </p><p>Core Ability: Common Sense</p><p>Speech: Urth (spoken and written), Hawkwood Dialect </p><p>Equipment: masterwork Saber, Synthasilk bodyglove, Standard Dueling Shield, Heavy Revolver (with 30 extra rounds), ‘Mule-class’ Cargo Lander Shuttle</p><p>*if shield is activate, impervious to any base damage less then 6 </p><p></p><p><strong>Apprentice Brother Battle Oblate Keth</strong> 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</p><p>Skills: Diplomacy 4 (+4), Intimidate 7 (+7), Knowledge [Academia] (Theurgist) 7 (+7), Notice 7 (+9), Sense Motive 7 (+9)</p><p>Feats: Armored Training (x2), Attack Specialization (sword), Church Ordained, Firearm Training, Imperial Badge (Priest), Power Attack, Toughness, Weapon Focus (sword), Weapon Training</p><p>Special Qualities: +2 cha-based skills with other Church members, +1 to all others. </p><p>Theurgist Powers – Combat Sense (+6)</p><p>Stigma: Lashes and blood stains appear on arms and back each morning.</p><p>Core Ability: Fearless</p><p>Speech: Urth (spoken), Battle-Tongue </p><p>Equipment: Heavy Autofeed Pistol (with 20 extra rounds), Sword, masterwork Plate-Armor (-5 ACP) </p><p> </p><p><strong>Provost Thomas Dul’set Urethane</strong> 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</p><p>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)</p><p>Feats: Astrometry, Church Ordained (x2), Firearm Training, Imperial Badge (Priest)</p><p>Special Qualities: +3 cha-based skills with Church members, +2 cha-bonus for all others.</p><p>Theurgist Powers – Cure (+9), Purifying Light (+9), True Seeing (+9), Truth-Reading (+9), Visions (+9)</p><p>Stigma: Glowing tears appear whenever using power. </p><p>Core Ability: Higher Purpose</p><p>Speech: Urth (spoken and written), Latin (written only)</p><p>Equipment: Quarterstaff, Medium Revolver (extra 30 rounds) Undercover shirt </p><p></p><p><strong>Ensign Yoni Koto</strong> 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</p><p>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)</p><p>Feats: Armor Training, Defensive Roll (x2), Firearm Training, Guild Commission, Imperial Badge (Consort), Navigation, Seize Initiative, Surprise Strike, Well-Informed </p><p>Special Qualities: +2 to cha-based skills with other Guilders, +1 to cha-based skills for all others. </p><p>Core Ability: Amazing Save (Reflex)</p><p>Speech: Urth (literate), Obun</p><p>Equipment: Stiffsynth bodyglove (-1 APC), Sword, Medium Autofeed Pistol (30 extra rounds), SMG (80 extra rounds)</p><p></p><p><strong>Knight Errant Marcus Torkin</strong> 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</p><p>Skills: Acrobatics 7 (+9), Diplomacy 7 (+8), Knowledge [Academia] (Supernatural [Occult]) 7 (+7) Notice 7 (+8), Survival 4 (+5) </p><p>Feats: Acrobatic Bluff, Armor Training, Firearm Training, Improved Initiative, Noble Title (Knight), Supernatural Talent (Body Control, Move Object), Toughness, Weapon Focus (blaster) </p><p>Special Qualities: +2 cha-based skills with Nobles, +1 cha-based skills with all others. Favored Feat – Acrobatic Bluff, Tough</p><p>Psychic Power: Body Control (+8), Elemental Resistance (+6), Move Object (+8). </p><p>Stigma: Glowing Eyes when powers in use</p><p>Core Ability: Higher Guidance </p><p>Speech: Urth</p><p>Equipment: Undercover Vest (-1APC), Saber, Blaster Pistol (two extra power cells) </p><p></p><p><strong>Quinrex</strong> 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</p><p>Skills: Intimidate 7 (+5), Notice 7 (+7), Survival 7 (+7) </p><p>Feats: Cleave, Firearm Training, Power Attack, Toughness (x2), Two-Weapon Fighting, Weapon Training</p><p>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</p><p>Core Ability: Extraordinary Effort (Strength ability tests)</p><p>Speech: Urth, Voroxin</p><p>Equipment: two Grankesh Blades, Hunting Rifle (extra 14 rounds)[/sblock]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3653473, member: 1467"] [b]CHARACTER CREATION part 2[/b] And then the Equipment and extra stuff :) (its a bit long so I am adding Sblocks) ==== [size=3][FONT=Microsoft Sans Serif]EQUIPMENT[/FONT][/size][FONT=Microsoft Sans Serif][/font] 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][b][size=3][FONT=Book Antiqua]WEAPONS[/FONT][/size][/b][size=3][FONT=Book Antiqua][/font][/size] 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 [b]Brass Knuckles[/b] DMG: +1; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Tiny; COST: 5 [b]Club[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 4 [b]Knife[/b] DMG: +1; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 10ft; SIZE: Tiny; COST: 6 [b]Quarterstaff[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Large; COST: 4 [b]Sap[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 3 [b]Stun Baton[/b] 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’ [b]Tonfa[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 6; NOTE – collapsible; Subtle not in use MARTIAL MELEE WEAPONS [b]Battle Axe[/b] DMG: +3; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Med; COST: 9 [b]Rapier or Saber[/b] DMG: +2; CRIT: 18-20/+3; DMG DESCR: Slashing and Piercing; SIZE: Med; COST: 12 [b]Sword[/b] DMG: +3; CRIT: 19-20/+3; DMG DESCR: Slashing; SIZE: Med; COST: 11 [b]Spear[/b] DMG: +3; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 20ft; SIZE: Large; COST: 6 [b]Warhammer[/b] DMG: +3; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 10ft; SIZE: Med; COST: 6 [b]Vibro-blade[/b] 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 [b]Chain[/b] 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 [b]Chainsword[/b] DMG: +6; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Medium; COST: 20; NOTE – power battery lasts for 30 rounds of continuous use [b]Flux Blade[/b] 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) [b]Grankesh Blade[/b] 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 [b]Nunchaku[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 4 [b]Whip[/b] 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 [b]Whip, barbed[/b] 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 [b]Wireblade[/b] 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 [b]Crossbow[/b] DMG: +4; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 40ft; SIZE: Medium; COST: 10 [b]Crossbow, heavy[/b] DMG: +5; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 50ft; SIZE: Medium; COST: 11 [b]Flamegun[/b] 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 [b]Javelin[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Piercing; RNG INC: 30ft; SIZE: Medium; COST: 4 [b]Stunner[/b] 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 [b]Bow, hunting[/b] DMG: +2; CRIT: 20/+4; DMG DESCR: Piercing; RNG INC: 60ft; SIZE: Large; COST: 8 [b]Bow, military[/b] 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. [b]Shuriken[/b] 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 [b]Bolo[/b] 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 [b]Boomerang[/b] 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 [b]Furthanga Bow[/b] 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 [b]Autofeed Pistol, light[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 5; COST: 14 [b]Autofeed Pistol, medium[/b] DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 15; COST: 16 [b]Autofeed Pistol, heavy[/b] DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 8; COST: 17 [b]Blaster Pistol[/b] DMG: +5; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 30ft; SIZE: Medium; AMMO: 10; COST: 21 [b]Blaster Rifle[/b] DMG: +8; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Large; AMMO: 10; COST: 23 [b]Derringer, break[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 2; COST: 12 [b]Derringer, revolver[/b] DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 4; COST: 13 [b]Laser, Palm[/b] DMG: +3; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 50ft; SIZE: Tiny; AMMO: 4; COST: 18 [b]Laser, Pistol[/b] DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Small; AMMO: 15; COST: 20 [b]Laser, Rifle[/b] DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 120ft; SIZE: Large; AMMO: 20; COST: 21 [b]Machine Gun, light[/b] DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 50ft; SIZE: Large; AMMO: 50 (or 100 round belt); COST: 21 [b]Revolver, light[/b] DMG: +2; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Small; AMMO: 6; COST: 14 [b]Revolver, medium[/b] DMG: +3; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 6; COST: 15 [b]Revolver, heavy[/b] DMG: +4; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 6; COST: 16 [b]Rifle, Assault[/b] DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 30; COST: 18 [b]Rifle, Hunting[/b] DMG: +6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 100ft; SIZE: Large; AMMO: 7; COST: 15 [b]Rifle, Imperial[/b] DMG: +5; CRIT: 20/+4; DMG DESCR: Ballistic and Autofire; RNG INC: 80ft; SIZE: Large; AMMO: 40; COST: 19 [b]Rifle, Sniper[/b] DMG: +7; CRIT: 19-20/+4; DMG DESCR: Ballistic; RNG INC: 250ft; SIZE: Large; AMMO: 10; COST: 22 [b]Shotgun (buckshot/slug)[/b] 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 [b]SMG[/b] DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 60ft; SIZE: Med; AMMO: 40; COST: 17 [b]Splinter Pistol[/b] 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 [b]Splinter Carbine[/b] 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) [b]Blaster, Assault:[/b] DMG: +8, CRIT: 20/+4, DMG DESCR: Energy and Autofire, RNG INC: 80ft, SIZE: Huge, AMMO: 30, WT: 18lb, COST: 26 [b]Blaster Cannon:[/b] DMG: +12, CRIT: 20/+4, DMG DESCR: Energy, RNG INC: 100ft, SIZE: Gargantuan, AMMO: 10, WT: 28lb, COST: 29 [b]Super-Las Gun:[/b] DMG: +8, CRIT: 19-20/+3, DMG DESCR: Energy and Autofire, RNG INC: 200ft, SIZE: Gargantuan, AMMO: 100, WT: 24lb, COST: 26 [b]Machinegun, Hvy.:[/b] DMG: +8, CRIT: 20/+4, DMG DESCR: Ballistic and Autofire, RNG INC: 120ft, SIZE: Huge, AMMO: 100 +belt, WT: 38lb, COST: 23 [b]Splinter Cannon:[/b] 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 [b]Fragmentation[/b] EFFECT: +5 DMG explosive; RADIUS: 30ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15 each [b]Smoke[/b] EFFECT: visual cover; RADIUS: 20ft; REFLEX SAVE: n/a; SIZE: Small; COST: 5 each [b]Flash-Bang[/b] EFFECT: blinding/deafening (Reflex 16), Stunning (Fortitude 16); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 16 [b]Sleep Gas[/b] EFFECT: fatigue (Fortitude 18); RADIUS: 20ft; REFLEX SAVE: 14; SIZE: Tiny; COST: 12 [b]Tear Gas[/b] EFFECT: blindness (Reflex 16) nauseating (Fortitude 16); RADIUS: 40ft; REFLEX SAVE: 14; SIZE: Small; COST: 18 [b]Dynamite[/b] EFFECT: +5 DMG explosive; RADIUS: 50ft; REFLEX SAVE: 15; SIZE: Tiny; COST: 15 [b]Plastic Explosives[/b] EFFECT: +10 DMG explosive; RADIUS: 100ft; REFLEX SAVE: 20; SIZE: Small; COST: 30[/sblock] Armor [sblock][size=3][FONT=Book Antiqua][b]ARMOR[/b][/font][b][/b][/size] 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) [b]Padded clothing[/b] TOUGH BONUS: +1; ACP: -1; COST: 12 [b]Synthasilk bodyglove[/b] TOUGH BONUS: +1; ACP: 0; COST: 15; NOTE – can be worn with any Energy Shields, Subtle [b]Undercover shirt[/b] TOUGH BONUS: +2; ACP: -1; COST: 15; NOTE - Subtle [b]Space suit[/b] TOUGH BONUS: +2; ACP: -3; COST: 17; NOTE – sealed vs. Vacuum, 8 hour reserve LIGHT ARMOR [b]Leather[/b] TOUGH BONUS: +1; ACP: 0; COST: 10 [b]Studded leather[/b] TOUGH BONUS: +2; ACP: -1; COST: 12 Polymer Knit[/b] TOUGH BONUS: +2 (+4 vs. ballistic damage); ACP: -1; COST: 15 [b]Stiffsynth bodyglove[/b] TOUGH BONUS: +3; ACP: -1; COST: 17; NOTE – can be worn with Dueling shields or better [b]Undercover vest[/b] TOUGH BONUS: +3; ACP: -1; COST: 16; NOTE - Subtle MEDIUM ARMOR [b]Mail Hauberk[/b] TOUGH BONUS: +3 (+2 vs. Ballistic and Energy damage); ACP: -3; COST: 15 [b]Breast Plate[/b] TOUGH BONUS: +4 (+2 vs. Ballistic and Energy damage); ACP: -4; COST: 16 [b]Tactical Vest[/b] TOUGH BONUS: +4; ACP: -2; COST: 18 HEAVY ARMOR [b]Half-Plate[/b] TOUGH BONUS: +5 (+3 vs. Ballistic and Energy damage); ACP: -5; COST: 17 [b]Plate Armor[/b] TOUGH BONUS: +6 (+4 vs. Ballistic and Energy damage); ACP: -6; COST: 19 [b]Armored Space Suit[/b] TOUGH BONUS: +5; ACP: -6; COST: 19; NOTE – sealed from Vacuum, 8 hour reserve [b]Ceramsteel[/b] TOUGH BONUS: +7; ACP: -4; COST: 26. NOTE– Can be sealed vs. Vacuum +2 cost) POWER ARMOR [b]Battle Adaptus “Robes”[/b] 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 [b]Flame retardant coating[/b] TOUGH BONUS: +0 (+6 vs. flame); COST: +3 base armor cost; NOTE can be applied to any armor or clothing except Energy Shields [b]Psychic Cloak[/b] TOUGH BONUS: +0 (+4 to all saves vs. psychic powers and attacks); ACP: -1; COST: 23 SHIELDS [b]Buckler[/b] PARRY BONUS: +1 vs. Melee; ACP: 0; COST: 5 [b]Medium shield[/b] PARRY BONUS: +2 vs. Melee and +1 Dodge vs. simple ranged weapons; ACP: -1; COST: 8 [b]Large shield[/b] PARRY BONUS: +4 vs. Melee and +4 Dodge vs. simple ranged weapons; ACP: -3; COST: 12 [b]Bullet proofing[/b] COST: +4 base cost; Dodge Bonus vs. simple ranged attacks also applies vs. Ballistic attacks. May not be added to a Buckler [b]Razor-Edge[/b] 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). [b]Standard[/b] HITS: 10; COST: 22 [b]Dueling[/b] HITS: 15; COST: 24 [b]Assault[/b] HITS: 20; COST: 26 [b]Battle[/b] HITS: 30; COST: 29[/sblock] Miscellaneous Equipment [sblock][b][size=3][FONT=Book Antiqua]MISCELLANEOUS EQUIPMENT[/FONT][/size][/b][size=3][FONT=Book Antiqua][/font][/size] WEAPON ACCESSORIES [b]Ammo, slugthrowers[/b] COST: 5 for 1full clip, cylinder or magazine [b]Ammo, heavy or exotic slugthrowers[/b] COST: 8 for 1full clip, cylinder or magazine [b]Ammo, power battery weapons[/b] COST: 7 for 1full battery magazine [b]Laser Sights[/b] +1 bonus to ranged attacks with that weapon; COST: 15 [b]Night Scope[/b] Low-light vision x5; double bonuses for Aiming; COST: 18 [b]Scope[/b] double bonuses for Aiming; COST: 11 [b]Suppressor[/b] 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. [b]Accountant:[/b] tracking of costs and profits, pocket secretary journal unit included (operator’s Profession skill bonus +2) Cost: 14 [b]Mapper:[/b] 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 [b]Facial Scanner:[/b] recognize facial features even through disguises (bonus +10 to Notice to recognize someone.) Cost: 21 [b]Hierarchy:[/b] wrist personal data management computer (recorder & camera, +4 professional skills.) COST: 20 [b]Library:[/b] stores vast amounts of lore in a hand-help unit (three craft or knowledge skills, each +4 bonus) COST: 22 [b]Advisor:[/b] A.I. that can ‘think’ and fairly illegal (INT: +6, plus any five INT skills at +10 each) COST: 30 MEDICAL GEAR [b]Elixir:[/b] 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 [b]Expedition Medpac:[/b] advanced portable medical kit (+2 medicine rolls) Cost: 15 [b]Medpac:[/b] basic, portable medical pack (required to use Medicine properly) COST: 12 [b]Nanotech Medpac:[/b] super-advanced medical pack (+2 medicine rolls and halves time for ‘recovery’ check) COST: 20 [b]Surgery Kit:[/b] required to perform Medicine/Surgery (COST: 16) COMMUNICATIONS [b]Squawker:[/b] head-set ear and throat mik, 5 miles max range under perfect conditions. COST: 14 [b]Whisper Pin:[/b] ear and pin mik, 5 miles max range under perfect conditions (Subtle). COST: 17 [b]Starlight LRCD:[/b] box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. COST: 19 [b]Image/Magic Lantern:[/b] holographic data projector and communication unit. COST: 22 LIGHT [b]Pen-Light:[/b] small hand or helm unit, light up to 50ft. COST: 10 [b]Flashlight:[/b] hand-held unit, lights out to 200ft. COST: 8 [b]Lantern:[/b] electrical powered hand unit lantern, 50ft radius or out to 500ft protection. COST: 14 [b]Low-Light Goggles:[/b] x4 normal human vision due to low-light. COST: 16 TOOLS [b]Mech Tools:[/b] required for mechanical craft (COST: 14) [b]Volt Tools:[/b] required for electrical craft skill (COST: 15) [b]Hi-Tech Tools:[/b] 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 [b]Binoculars:[/b] allow visual magnification up to x7 (so up to -1per 70ft for visual Notice checks). COST: 10 [b]Binocular, MX:[/b] holo magnification up to x20 (so up to -1 per 200ft for visual Notice checks). COST: 15 [b]Camo-Bodyglove:[/b] camo-clothing +6 Stealth COST: 16 (or +6 to the cost of armor with no ACP penalty and no shields) [b]Cyber Scan:[/b] hand-wand unit (Detect – Cybernetics and robotics, Notice +10). COST: 25 [b]Explosive Scanner:[/b] hand-wand unit (Detect – Explosives, Notice +10). COST: 22 [b]Weapon Scanner:[/b] hand-wand unit (Detect – Weapons, Notice +10) COST: 24 [b]Gen-Lock:[/b] scan genetic code of owner before lock will open (Disable Device 30 to open without the ‘keys’) COST: 21 [b]Fusion Power Cell:[/b] ‘standard’ power cell source for most technological devices. COST: 11 [b]Magna-Lock:[/b] mag-locks for doors, etc (Disable Device 25 to open without the keys). COST: 15 [b]Master Keys:[/b] thieves lock-pick. COST: 13 [b]Muster’s Manacles:[/b] advanced restraints (Escape Artist DC 22, break Str DC 25, ‘Pain’ setting DC15, stunned). COST: 12 [b]Scrambler Pad:[/b] (+6 to electronic Disable Device checks). COST: 20 [b]Wellesley Lock:[/b] 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. [b]Blessed Weapon:[/b] 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. [b]Focus Crystal:[/b] minor psychic focus (+1 to one specific Occult/Psychic power) COST: 20 [b]Greater Focus Crystal:[/b] large psychic focus (+1 to all Psychic powers or +3 to one specific power) COST: 30 [b]Minor Relic:[/b] some minor religious icon, vestments, etc (+1 to one specific Theurgist occult power). COST: 20 [b]Greater Relic:[/b] 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][size=3][FONT=Book Antiqua][b]GOLEMS[/b][/font][/size] 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. [b]Companion[/b] 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 [b]Ogre Labour[/b] 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 [b]Protector[/b] 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 [b]Teacher[/b] ‘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 [size=3][FONT=Book Antiqua][b]ANIMALS COMPANIONS AND RIDING BEASTS[/b][/font][/size] [b]Malador Phantom:[/b] 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 [b]Knell Snake:[/b] 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. [b]Guard Dog:[/b] 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 [b]Gurdvulf:[/b] 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 [b]Skerra:[/b] 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 [b]Riding Horse:[/b] 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 [b]War Horse:[/b] 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 [b]Chervin:[/b] 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 [b]Pherizas (‘Spitters’):[/b] 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) [b]Brute Grogs:[/b] 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][size=3][b][FONT=Book Antiqua]VEHICLES[/FONT][/b][FONT=Book Antiqua][/font][/size] 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). [b]Cart:[/b] 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) [b]Wagon:[/b] 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) [b]Brute Cart:[/b] 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 [b]Motorcycle:[/b] two wheeled, off-road, rugged motor bike; Size: Medium; DEF: 13; Move: 150MPH; Toughness: 8; Armor: 0; Occupants: 1c +1P; Cost: 24 [b]Passenger Landcar:[/b] four wheeled, street land vehicle; Size: Large (-1 attack); DEF: 10; Move: 12oMPH; Toughness: 11; Armor: 0; Occupants: 1c +3P (500lbs cargo); Cost: 26 [b]Utility Land Carrier:[/b] 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 [b]Tracked Super-Transport:[/b] 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. [b]Floater-Bike:[/b] hover bike; Size: Medium; DEF: 17; Move: 200MPH (15ft max elevation); Toughness: 8; Armor: 0; Occupants: 1c +1p (50lbs of cargo); Cost: 29 [b]Floater Pack:[/b] backpack hover-jet system; Size: Small; DEF: wearer’s; Move: 80MPH (50ft max elevation); Toughness: 6; Armor: 0; Occupant: 1c; Cost: 28 [b]Utility Floater-truck:[/b] 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) [b]Air Bike:[/b] advanced (and very expensive) anti-grav bike; Size: Medium; DEF: 18; Move: 250 MPH; Toughness: 7; Armor: 0; Occupants: 1c +1p; Cost: 38 [b]Air Yacht:[/b] 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 [b]Transcontinental Hopper:[/b] 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 [b]Floater APC:[/b] 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 [b]Floater Tank:[/b] 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 [b]Attack Aerocraft:[/b] 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 [b]Cargo Shuttle/Landers:[/b] 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 [b]Starfighter:[/b] 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 [b]Starfighter/bomber:[/b] 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) [b]Courier:[/b] 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 [b]Explorer:[/b] 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 [b]Free Trader:[/b] 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 [b]Luxury light cruiser:[/b] 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 [b]Medium Freighter:[/b] 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 [b]Interceptor:[/b] 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) [b]Bulk Freighter:[/b] 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 [b]Colonial/Passenger Transport:[/b] 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 [b]Corvette Cruiser:[/b] 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 [b]Dreadnaught Destroyer:[/b] 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][size=3][FONT=Microsoft Sans Serif]SOME SAMPLE CHARACTERS[/font][/size] [b]Baroness Diana Castellan Hawkwood[/b] 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 [b]Apprentice Brother Battle Oblate Keth[/b] 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) [b]Provost Thomas Dul’set Urethane[/b] 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 [b]Ensign Yoni Koto[/b] 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) [b]Knight Errant Marcus Torkin[/b] 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) [b]Quinrex[/b] 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] [/QUOTE]
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