Fading Suns to True20 Conversion

Karl Green

First Post
Well with the boards being down I figured WHAT the heck I would re-post this... NOTE lots of extra stuff now. The one big brick wall I am running into is Cybernetics... I am just not sure how I want to do them. I am thinking both Feats and Wealth right now. As I am planning a game and we are meeting the players this weekend AND one of them wants to be a fugitive cyber-person (somewhat almost a 'Changed') I have to come up with something :D


FADING SUNS TO TRUE20 CONVERSION

BASICS AND HOUSERULES
Melee Attacks are determined with the players Str or Dex mod (player’s choice)
Xeno Misunderstanding – Humans (and Aliens) in the Fading Suns Known Worlds have little understanding of those not of their race, and as such have problems interacting with those not of their race; this mean that they have a -2 to all Charisma based skills vs. “aliens” and –2 to Sense Motives vs. anyone not of their race. Also they get a -2 penalty to any other skills like Medicine (Physick) rolls, where being different would matter. The Feat Xeno-Empathy (General) allows these penalties to be ignored as the character has learned to understand other races.
Humans receive all the normal bonuses listed in True20 and +1 Conviction Points

CHARACTER CREATION FOR – “COMPANY OF THE PHOENIX”
• Characters start at 4th level
• Characters start with 7 points to distribute on Attributes
• Characters will generally be Human, and must choose a broad Path; beginning as either a Noble, a Priest, or a Merchant Guilder. I will allow one or two of “Those who Differ” (Aliens and those of minor Noble Houses or Guilds or near Heretic Cults, Yeomen, etc), but the character must remember that they don’t have any where near the number of rights and privileges as those affiliated with one of the three orders, and must rely on a benefactor.
• Choose a Nature of Virtue and a Vice; many of these you can make up yourself but they need my approval.
• All Noble, Church and Guilder characters start with the feat of either Imperial Charter – Questing Knight if Noble, or Imperial Charter if a priest – Priestly Consort or Guild Consort if a Merchant, for free.
• Characters begin with (Cha x2) +8 Wealth Points. The Feat Wealth grants +5 wealth points.

PATHS
In Fading Suns, most peoples follow a “Paths”, which are not generally associated with any one particular Role. Instead a Noble might be a skilled Soldier (warrior) or a Diplomat (expert) or even a Psycher (adapt). The three Major Paths grant the character a free Feat and then help determines his Favored Feats, Common Natures (player should choice two that best reflect his or her character) and Skills. For ‘Those Who Differ’ it could be an Alien or a minor Noble, heretical Church Order or Yeoman. These characters generally do not have as much freedom to determine their own destines, and must ally themselves to a Noble House, a Church or Guild to access these things.

Those Who Rule – Noble
All Nobles gain the Noble Title (General) Feat for free. They can take this feat multiple times to reflect a higher rank of nobility. Favored Feat for All Nobles: Favored Opponent (Warrior) and Inspire (Expert).

Hawkwood: one of the most powerful of the Great Houses, the Emperor himself comes from this House.
o Favored Feats – Eye For Treachery (Warrior), and Honest Law (Expert)
o Common Natures – Virtues: Bold, Courageous, Just, Loyal; Vices: Arrogant, Prideful
o Common Skills – Diplomacy, Knowledge (History), Knowledge (Tactics), Notice, Ride

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

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

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

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

Those Who Preach – Priests
All Priests gain the Church Ordination (General) Feat for free. They can take this feat multiple times to reflect higher rank within the church. Favored Feats for All Priests: Die Hard (Warrior) and Suggestion (Expert)

Urth Orthodox: members of the Universal Church of Mankind, preachers of the Omega Gossples.
o Favored Feats – Affect The Masses (Expert), and Combat Calm (Warrior)
o Common Natures – Virtues: Just, Pious; Vices: Arrogant, Austere, Condescending
o Common Skills: Diplomacy, Knowledge (Theology and Philosophy), Sense Motive

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

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

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

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

Those Who Trade – Merchant Guilds
All Merchants gain Guild Commission (General) Feat for free. They can take this feat multiple times to reflect higher rank within the Guild. Favored Feats for All Guilders: An Offer You Can’t Refuse (Expert) and Eye For Treachery (Warrior)

Charioteer: the majority of pilots and starship operators come from this Guild.
o Favored Feats – Seize Initiative (Warrior) and Well Informed (Expert)
o Common Natures – Virtues: Curious, Free-Thinker, Shrewd; Vices: Nosy, Stubborn
o Common Skills: Knowledge (Jump Routes), Pilot

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

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

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

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

Those Who Differ – Aliens and Others
Minor Houses, Aliens, Yeomen and Heretic Orders, etc. Note that these characters do NOT receive the bonus Feat of Imperial Carter nor do they receive the Title feat of above.

Minor House (Lesser Houses)
o Favored Feat – choice of one from Expert or Warrior
o Bonus Feat – any one from either General, Expert or Warrior.

Mendicants Monks (Hesychasts)
o Favored Feat – choice from Adapt or Expert
o Bonus Feat – any one feat from General, Adapt, or Expert

Yeoman (Freelancers)
o Favored Feat – choice from Expert or Warrior.
o Bonus Feat – any one from General, Expert or Warrior

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

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

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



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

NEW SKILLS
• Knowledge skills
o Cybernetics – the ability to build, implant and repair cybernetic limbs into living tissue.
o Jump Routes – knowledge of the Known Worlds
o Xeno-Biology – the study of alien biology and ecosystems.

LITERACY AND LANGUAGE SKILLS
Literacy is not automatic for people in the Known Wars. The basic Language of the Known Worlds is Urthish (the most common tongue spoken). All Characters gain a number of Bonus Languages equal to their Int Bonus. Literacy can be taken as one of your Bonus Languages or purchased as a normal skill. Others common languages include…
• Barbarian Tongues:
o Kurgan (spoken and written)
o Vuldrok (spoken and written)
• Dialects (generally found in families or planets or religious orders; spoken)
• Graceful Tongue (Al-Malik house tongue; spoken)
• Latin (holy language of religion; spoken and written)
• Machine Chant (Engineering language; spoken & written)
• Scavanger Cant (based on Urthish but incorporating alien and invented words; spoken and written “code”)
• Xeno Tongues – the most widely known:
o Obun (spoken and written)
o Ukar (spoken and written)
o Vorox (spoken, written form in Urth)
o Ascribte (spoken and written)
o Gannok (spoken)
o Vau (spoken and written)



FEATS
All the basic Feats listed in the True20 book are available.

Also the following Feats from Caliphate Nights are also available – Affect The Masses (Expert), An Offer You Can’t Refuse (Expert), Astrometry (Adapt), Blend In (Expert), Dishonest Law* (Expert), Eye For Treachery (Warrior), Grooming (Expert), Honest Law* (Expert), Issue Challenge (Warrior), Master Storyteller (Expert), Merciful Combat (Warrior), Military Rank (Warrior), Navigation (General)*, Plausible Deniability (Expert), Quotable Wit (General), Safe Passage (Expert), True Faith (General), Universal Appeal (Expert).

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

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

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

*Navigation is Stellar Navigation. In all other respects it is the same. Note also that Laws, etc apply to Imperial Law.

NEW FEATS
Church Ordination (General) – this feat can be taken multiple times. Those who choice the Church Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Church, and grants him +1 Wealth modifier. It also grants the character a +2 per time the feat is taken to Charisma based Skills for others within the Church; and +1 per time the feat is taken to all others in the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do.
Orthox/Avesti/Aeon 1st feat (Novitiate), 2nd feat (Canon), 3rd feat (Canon), 4th feat (Bishop), 5th feat (Archbishop)
Brother Battle 1st feat (Apprentice), 2nd feat (Oblate), 3rd feat (Acolyte), 4th feat (Adept), 5th feat (Master)
Eslatonic 1st feat (Novitiate), 2nd feat (Provost), 3rd feat (Illuminatus), 4th feat (Philosopus), 5th feat (Magister)

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

Heavy Weapons (General) – the character is trained in the use of Heavy vehicle and Starship mounted weapons. Without this the firer has a -4 penalty to his Attack roll.

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

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

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

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

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



THE SUPERNATURAL
Psychic powers and the Occult, while rare, exist within the Known Worlds. There are two ‘acceptable’ forms of the Occult – Psychic Abilities and Theurgist Granted Powers. Generally only those associated with the Church can gain access to Theurgist Powers. Psychic Powers can appear just about in anyone, but the Church frowns on their use.

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

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

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

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

Allowed Theurgist Powers (all sects): Baraka (see Caliphate Nights), Calm, Cure, Elemental Resistance, Heart Reading, Psychic Shield, Scrying, Second Sight, Sleep, Suggestion, and Ward

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

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

Powers not listed above might appear rarely in the Fading Suns Known Worlds (or for NPC’s only), but no character should start out with any of these or be able to learn them without first seeking a teacher or experiencing a Miracle of some kind (GM call)



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

NOTE that very expensive items reduce ones Wealth score more then listed in True20. Items costing more then 25 reduce Wealth by an additional 1 (in addition with the lose from items over 15), and each additional 5 points over 25 reduces Wealth by an additional 1 (so an item that costs 40 would reduce ones Wealth by a base of 4 points)

WEAPONS
MASTERWORK weapons add +1 to Attack checks and cost +5 more then a normal weapon.
MASTERCRAFTED weapons are even better, adding +2 to Attack checks, and +1 to damage rolls with melee weapons, but cost +12 more then a normal weapon.

SIMPLE MELEE WEAPONS
Brass Knuckles (DMG: +1; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Tiny; COST: 5)
Club (DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 4)
Knife (DMG: +1; CRIT: 19-20/+3; DMG DESCR: Piercing; RNG INC: 10ft; SIZE: Tiny; COST: Tiny)
Quarterstaff (DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Large; COST: 4)
Sap (DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 3)
Stun Baton (DMG: Stun; CRIT: n/a; DMG DESCR: Stun; SIZE: Med; AMMO: 10 strikes; COST: 12; NOTE – targets hit must make a Fort save DC15 to avoid being Stunned. If affected, each round after they gain a new saves at +1 cumulative each round after the first. Battery last for 15 ‘hits’)
Tonfa (DMG: +1; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Med; COST: 6)

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

EXOTIC MELEE WEAPONS
Chain (DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; RNG INC: 10ft; SIZE: Large; COST: 5; NOTE – Chains have a 10ft reach and grant +2 too Disarm and Trip foes)
Chainsword (DMG: +6; CRIT: 20/+4; DMG DESCR: Slashing; SIZE: Large; COST: 14; NOTE – power battery lasts for 30 rounds of continuous use)
Flux Blade (DMG: +6; CRIT: 19-20/+4; DMG DESCR: Energy; SIZE: Med; COST: 28; NOTE – flux blades ignore ½ Armor Toughness bonuses, except vs. Force Shields)
Grankesh Blade (DMG: +3; CRIT: 19-20/+3; DMG DESCR: Slashing or Piercing; RNG INC: 10ft; SIZE: Med; COST: 10; NOTE – this wpn is considered a Martial Weapon for Vorox)
Nunchaku (DMG: +2; CRIT: 20/+3; DMG DESCR: Bludgeoning; SIZE: Small; COST: 4)
Whip (DMG: +0; CRIT: 20/+3; DMG DESCR: Bludgeoning; RNG INC: 15ft; SIZE: Small; COST: 4; NOTE – Whips have a 15ft reach and grant +2 too Disarm and Trip foes)
Whip, Barbed (DMG: +1; CRIT: 20/+4; DMG DESCR: Bludgeoning; RNG INC: 15ft; SIZE: Small; COST: 4; NOTE – Whips have a 15ft reach and grant +2 too Disarm and Trip)
Wireblade (DMG: +3; CRIT: 18-20/+3; DMG DESCR: Slashing; SIZE: Med; COST: 24; NOTE – Wireblades ignore all Armor Toughness bonus, except vs. Force Shields. Power battery last for 30 rounds of continuous use)

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

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

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

FIREARMS
Autofeed Pistol, Lt. (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 5; COST: 14)
Autofeed Pistol, Md. (DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 15; COST: 16)
Autofeed Pistol, Hvy. (DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 8; COST: 18)
Blaster Pistol (DMG: +5; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 30ft; SIZE: Medium; AMMO: 10; COST: 19)
Blaster Rifle (DMG: +8; CRIT: 20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Large; AMMO: 10; COST: 21)
Derringer, autofeed (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 4; COST: 12)
Derringer, revolver (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 4; COST: 13)
Laser, Palm (DMG: +3; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 50ft; SIZE: Tiny; AMMO: 4; COST: 15)
Laser, Pistol (DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 60ft; SIZE: Small; AMMO: 15; COST: 18)
Laser, Rifle (DMG: +4; CRIT: 19-20/+3; DMG DESCR: Energy; RNG INC: 120ft; SIZE: Large; AMMO: 20; COST: 19)
Light Machine Gun (DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 70ft; SIZE: Large; AMMO: 50 (or 100 round belt); COST: 19)
Revolver, Lt. (DMG: +2; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Small; AMMO: 6; COST: 14)
Revolver, Md. (DMG: +3; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 6; COST: 15)
Revolver, Hvy. (DMG: +4; CRIT: 20/+4; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 6; COST: 17)
Rifle, Assault (DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 50ft; SIZE: Large; AMMO: 30; COST: 18)
Rifle, Hunting (DMG: +6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 80ft; SIZE: Large; AMMO: 7; COST: 15)
Rifle, Imperial (DMG: +5; CRIT: 20/+4; DMG DESCR: Ballistic and Autofire; RNG INC: 60ft; SIZE: Large; AMMO: 40; COST: 19)
Rifle, Sniper (DMG: +7; CRIT: 19-20/+4; DMG DESCR: Ballistic; RNG INC: 250ft; SIZE: Large; AMMO: 10; COST: 22)
Shotgun (buckshot/slug) (DMG: +5/+6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Large; AMMO: 7; COST: 15; NOTE – buckshot +1 atk roll, slug -1 atk roll)
SMG (DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 40ft; SIZE: Med; AMMO: 40; COST: 16)
Splinter Pistol (DMG: +5; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 40ft; SIZE: Medium; AMMO: 10; COST: 20; NOTE – needle burst round +1 atk rolls)
Splinter Carbine (DMG: +6; CRIT: 19-20/+4; DMG DESCR: Piercing; RNG INC: 50ft; SIZE: Large; AMMO: 15; COST: 22; NOTE – needle burst round +1 atk rolls)

ARMOR
NOTE Armor Check Penalty applies to the wearer’s Acrobatics, Climb, Escape Artist, Jump, Sleight of Hands, Stealth and Swim checks. Anyone not proficient with the armor also applies these penalties to their Base Attack and Defense.

MASTERWORK armor lowers the ACP by 1, to a minimum of 0 and add +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 proficiency required)
Padded clothing (TOUGH BONUS: +1; ACP: -1; COST: 12)
Synthasilk bodyglove (TOUGH BONUS: +1; ACP: 0; COST: 15; NOTE – can be worn with any of the Energy Shields; Subtle)
Undercover shirt (TOUGH BONUS: +2; ACP: -1; COST: 15; NOTE - Subtle)
Space suit (TOUGH BONUS: +2; ACP: -3; COST: 17; NOTE – sealed from Vacuum, 8 hour reserve)

LIGHT ARMOR
Leather (TOUGH BONUS: +1; ACP: 0; COST: 10)
Studded leather (TOUGH BONUS: +2; ACP: -1; COST: 12)
Polymer Knit (TOUGH BONUS: +2 [+4 vs. ballistic dmg]; ACP: -1; COST: 14)
Stiffsynth bodyglove (TOUGH BONUS: +3; ACP: -1; COST: 17; NOTE – can wear Dueling shields or better)
Undercover vest (TOUGH BONUS: +3; ACP: -1; COST: 16; NOTE - Subtle)

MEDIUM ARMOR
Mail Hauberk (TOUGH BONUS: +3 [+2 vs. Ballistic and Energy damage; ACP: -3; COST: 15)
Breast Plate (TOUGH BONUS: +4 [+2 vs. Ballistic and Energy damage]; ACP: -3; COST: 17)
Tactical Vest (TOUGH BONUS: +4; ACP: -2; COST: 17)

HEAVY ARMOR
Half-Plate (TOUGH BONUS: +5 [+3 vs. Ballistic and Energy damage]; ACP: -5; COST: 18)
Plate Armor (TOUGH BONUS: +6 [+4 vs. Ballistic and Energy damage]; ACP: -6; COST: 20)
Armored Space Suit (TOUGH BONUS: +5; ACP: -6; COST: 17; NOTE – sealed from Vacuum, 8 hour reserve)
Ceramsteel (TOUGH BONUS: +7; ACP: -4; COST: 26. Can be sealed vs. Vacuum +2 cost)
Battle Adapt “Robes” (TOUGH BONUS: +8; ACP: -5; COST: 30*; NOTE – Adds +2 bonus to Str, base Move +10ft, and is ‘sealed’ from Vacuum. Power and life support lasts for up to 8 hours. NOTE very rarely sold)

SPECIAL
Flame retardant (TOUGH BONUS: +0 [+4 vs. flame] COST: +3 base armors cost; NOTE can be applied to any armor except Energy Shields)
Psychic Hood (TOUGH BONUS: +0 [+4 vs. psychic attacks and +4 save vs. psychic powers]; ACP: -1; COST: 23)

SHIELDS
Buckler (PARRY BONUS: +1 vs. Melee; ACP: 0; COST: 5)
Medium shields (PARRY BONUS: +2 vs. Melee and DODGE BONUS +1 vs. simple ranged wpns; ACP: -2; COST: 8)
Large-shield (PARRY BONUS: +4 vs. Melee and DODGE BONUS: +4 vs. simple ranged wpns; ACP: -2; COST: 12)
Bullet proofing (COST: +4 base shield cost; Dodge Bonus vs. Melee also applies to Ballistic attack)
Razor-Edge (COST: +2 to base shield cost, can Attack with shield – DMG: +2; CRIT: 20/+3; DMG DESCR: Slashing)

ENERGY SHIELDS
Energy shields do not always active; any time the wearer is struck, make DC 10 vs. most advanced weapons, and DC 15 vs. melee and primitive ranged attacks. Add the weapon’s Damage bonus (including Str bonus but not from Attack Specialization) to this ‘DC Check’. Energy Shields only stop a number of ‘Hits’ before they need to be recharged. Synthasilk can be worn under any shield and combine it bonus. Stiffsynth can be worn with any shield but Standard. Assault Shields can be combined with any Light armor. Battle Shields can be combined with any Armor! Standard and Dueling Shields are Subtle and can be disguised as jewelry, etc. NOTE – 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).
Standard (TOUGH BONUS: +6 [+3 vs. Blasters and Fire damage]; HITS: 10; COST: 22)
Dueling (TOUGH BONUS: +6 [+3 vs. Blasters and Fire damage]; HITS: 15; COST: 24)
Assault (TOUGH BONUS: +6 [+3 vs. Blasters and Fire damage]; HITS: 20; COST: 26)
Battle (TOUGH BONUS: +6 [+3 vs. Blasters and Fire damage]; HITS: 30; COST: 29)


MISCELLANEOUS EQUIPMENT
WEAPON ACCESSORIES
Ammo: slugthrowers, COST: 5 for 1 clip)
Ammo: power battery weapons, COST: 7 for 1 clip)
Laser Sights: +1 bonus to attack with that weapon; COST: 15)
Scope: double bonuses for Aiming; COST: 11)
Suppressor: increases Hearing notice checks for firearms by +10; COST: 12)

THINK MACHINES (Computers)
The Church frowns on machines that rob man of his unique place in the universe and as such many of these machines are not as smart as they should be.
Accountant: tracking of costs and profits, pocket secretary journal unit included (Profession +10, Cost: 14)
Mapper: roll-out clear plastic map-board hand wand, with GPS built in (Knowledge [local] area +10 to all rolls to figure out where you are. Cost: 19)
Facial Scanner: recognize facial features even through disguises (bonus +10 to Notice to recognize someone. Cost: 21)
Hierarchy: wrist personal data management computer (Photographic memory recorder and camera; COST: 20)
Library: stores lots of lore in a hand-help unit (3 knowledge skills, each +8; COST: 22)
Advisor: A.I. that can ‘think’ and fairly illegal (INT: +6, plus any 3 INT skills at +8 each; COST: 30)

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

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

LIGHT
Pen-Light: small hand or helm mt light up to 50ft (COST: 10)
Flashlight: hand-held, out to 200ft (COST: 8)
Lantern: electrical powered hand lantern, 50ft radius or out to 500ft protection (COST: 16)
Low-Light Goggles: can see twice as far in the dark (COST: 16)

TOOLS
Mech Tools: required for mechanical craft (COST: 14)
Volt Tools: required for electrical craft skill (COST: 15)
Hi-Tech Tools: there are three 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
Camo-Bodyglove: skin-tight camouflage clothing, cannot be worn with any armor but Energy Shields are allowed (Stealth +4, COST: 16)
Gen-Lock: scan genetic code of owner before lock will open (Disable Device 30; COST: 21)
Magna-Lock: mag-locks (Disable Device 25; COST: 15)
Scrambler Pad: scambles electronics (+6 with electronic Disable Device: COST: 20)
Wellesley Lock: base mechanical lock (Disable Device: 20; COST: 8)
Weapon Detector: hand-wand unit (Detect – Weapons, Notice +10; COST: 24)
Explosives Detector: hand-wand unit (Detect – Explosives, Notice +10; COST: 22)
Cybernetic Detector: hand-wand unit (Detect – Cybernetics and robotics, Notice +10; COST: 25)

GOLEMS
Golems are very rare and the Church is very wary of them in any form (they take away from man's 'uniqueness' in the universe), hence the increased cost.
Companion (Size: Medium; DEF: 12; Move: double Humanoid; Toughness: 4; COST: 30; NOTES – INT +2, CHA +6, Diplomacy +8, plus any one other skill +8)
Ogre Labour (Size: Large; DEF: 9; Move: Humanoid; Toughness: 6; COST: 24; NOTES – STR +6 double carrying)
Scout (Size: Medium; DEF: 14; Move: Double Humanoid; Toughness: 6; Cost: 34; NOTES – STR +2, DEX +2, INT +1, Notice +8, Stealth +8, Survival +8, Tracking Feat)
Advisor (Size: Medium; DEF: 10; Move: Humanoid; Toughness: 4; INT +6; Cost: 33; NOTES – any three Knowledges +8 each)
Teacher (Size: Medium; DEF: 10; Move: Humanoid; Toughness: 4; INT +6; Cost: 37; NOTES – any three Skills at +8 each, Profession [Teacher] +8)

OCCULT AND THEURGIST ITEMS
Focus Crystal: minor psychic focus (+1 to one specific Occult/Psychic power; COST: 20)
Greater Focus Crystal: large psychic focus (+1 to all Occult/Psychic power OR +3 to one specific power; COST: 30)
Blessed Weapon: melee weapon blessed by a Saint or important figure (‘supernatural’ and +1 to attack and damage; COST: 30, or weapon cost +10, whichever is greater)
Minor Relic: some minor religious icon, vestments, etc (+1 to one specific Theurgist occult power; COST: 20)
Greater Relic: some important religious icon (+1 to all Theurgist occult powers OR +3 to one specific power; COST: 30)

ANIMALS COMPANIONS AND RIDING BEASTS
Malador Phantom: small monkey like animal that are believed to be ‘lucky’ for their owner. They are rare, and the Church frowns on their ownership. Grants owner +1 Convection point so long as the ower ‘pets’ and cares for daily (Cost: 19); Tiny animal 1; Init +3; Spd 15ft; DEF Dodge 16, Flat 13; Grpl -10; Atk +6 melee (bite -3 dmg, 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
Krill Snake: some poisonous snake popular with psychics. Of course the Church has declared them illegal, hence the increase cost. Occult owner’s who have Beast-Link, gain a +1 to all Occult powers when in skin-to-skin contact with the krill (COST: 26); Tiny animal; Init +; Spd 10ft; DEF Dodge 14, Flat 13; Grpl -10; Atk +5 melee (bite + dmg, crit 20/+3); SV: Toughness -2, Fortitude +2, Reflex +2, Willpower +0; Str -3, Dex +2, Con +0, Int -4, Wis +0, Cha +0; Skills: Stealth +14; Feats: Hide-In-Plain Sight; Special Qualities: Poisonous bite (initial Fort DC 12, secondary Fort DC 13, damage each is 1d3 Con and Dex score), bonus to psychic abilities.
Guard Dog: common guard animal (COST: 14); Medium animal 2; Init +2; Spd 50ft; DEF Dodge 14, Flat 11; Grpl +3; Atk +4 melee (bite +2 dmg, crit 20/+3); SV: Toughness +2, Fortitude +3, Reflex +2, Willpower +2; Str +1, Dex +2, Con +1, Int -4, Wis +2, Cha +0; Skills: Notice +6, Stealth +6, Survival +2*; Feats: Weapon Focus (bite), Toughness; Special Qualities: Scent (+4 to survival for tracking), Low-Light Vision
Gurdvulf: genetically breed from wolves and wolf like animals, they are favored war-dog and companions. (Cost: 18); Medium animal 3; Init +2; Spd 50ft; DEF Dodge 15, Flat 12; Grpl +6; Atk +6 melee (bite +5 dmg, crit 20/+3); SV: Toughness +4, Fortitude +5, Reflex +3, Willpower +2; Str +3, Dex +2, Con +2, Int -3, Wis +1, Cha +0; Skills: Notice +8, Stealth +4. Survival +8*; Feats: Talented (notice and survival), Toughness (x2); Special Qualities: Heightened Scent (+8 to survival for tracking), Low-Light Vision
Skerra: genetically breed tiger like animal with red and green fur. They are very loyal to their owners and common in Hazat lands (COST: 23); Large animal 5; Init +6; Spd 50ft; DEF Dodge 16, Flat 11; Grpl +14; Atk +9 melee (bite +8 dmg, crit 20/+3); SV: Toughness + 4, Fortitude +5, Reflex +3, Willpower +2; Str +6, Dex +2, Con +2, Int -4, Wis +1, Cha +0; Skills: Intimidate +8, Notice +8, Stealth +4*, Survival +8; Feats: Improved Initiative, Toughness; Special Qualities: In native surroundings +4 to Stealth, Low-Light Vision, Scent
Riding Horse: common riding animal (COST: 15); Large animal 2; Init +1; Spd 60ft; DEF Dodge 12, Flat 11; Grpl +9; Atk +4 melee (bite or hoof +4 dmg, crit 20/+3); SV: Toughness +2, Fortitude +4, Reflex +1, Willpower +0; Str +3, Dex +1, Con +1, Int -4, Wis +0, Cha +0; Skills: Notice +6; Feats: Running; Special Qualities: none
War Horse: breed for war, large war steeds. Cost: 20+; Large animal 4; Init +1; Spd 50ft; DEF Dodge 14, Flat 11; Grpl +12; Atk +8 melee (bite or hoof +6 dmg, crit 20/+3); SV: Toughness +4, Fortitude +6, Reflex +2, Willpower +1; Str +5, Dex +1, Con +2, Int -4, Wis +0, Cha +0; Skills: Notice +8; Feats: Toughness; Special Qualities: none
Chervin: goat-like riding animal native of Hira, they have excellent endurance and surefootedness (COST: 19); Large animal 3; Init +0; Spd 50ft; DEF Dodge 12, Flat 10; Grpl +11; Atk +6 melee (bite +5 dmg, crit 20/+3); SV: Toughness +4, Fortitude +5, Reflex +1, Willpower +2; Str +4, Dex +0, Con +2, Int -4, Wis +1, Cha +0; Skills: Climb +10, Notice +7; Feats: Toughness; Special Qualities: none
Pherizas (‘Spitters’): 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 dmg, crit 20/+3); SV: Toughness +4, Fortitude +6, Reflex +3, Willpower +1; Str +3, Dex +2, Con +2, Int -4, Wis +0, Cha +0; Skills: Notice +7; Feats: Improved Initiative, Toughness; Special Qualities: Blinding-Spit (Ref save DC 15, or blinded)
Brute Grogs: huge four legged dinosaur-like beast of burden often employed to pull Brute carts, and the like. (COST: 26); Huge animal 4; Init -1; Spd 20ft; DEF Dodge 12, Flat 12; Grpl +21; Atk +6 melee (bite or trample +10 dmg, 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

CYBERNETICS
I am using the basic system from D20 Future for Cybernetics (or they will be Feat based). A person can normally have a maximum of 2 + ½ (round down) CON bonus of Attachments. Many of the items listed in Cybernaut D20 Future are available but renamed and reworked for the True20 system. Cybernetics simple cost the character Wealth (the price of the operation for incorporating them into your system is included). Note that there are Social Stigmas for obvious cybernetics and the Church sees cybernetics that is to ‘human’ looking as a great sin. Some commonly found attachments are listed here…
Aqua-Lung
Arm Harpoon
Centurion Knife
Engineer’s Eye
Ethar Ear
Goliath Skin
Jonah
Lithe Wire
Oxy-Lung
Second Brain
Spy Eye
Viper Sword


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

BEAST CRAFT - Beast drawn craft (most Move is variable).
Cart: 2 wheeled cart; Size: Large; DEF: 9; Move: 20MPH*; Toughness: 5; Armor: 0; Occupants: 1c +4p and 500lbs cargo; Cost: 13 (requires at least one beast of burden)
Wagon: 4 wheeled medium cart; Size: Large; DEF: 9; Move: 10MPH*; Toughness: 6; Armor: 0; Occupants: 1c +8p and 1ton of cargo; Cost: 15 (requires at least two beasts of burden)
Brute Cart: six very large wheeled wagon; Size: Huge; DEF: 8; Move: 4MPH*; Toughness: 8; Armor: 0; Occupants: 1c +12p + 2tons of cargo; Cost: 17 (requires four to six beasts of burden)

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

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

FLITTERS – advance hover/anti-grav craft
Air Yacht: noble ‘open’ topped pleasure barge; Size: Colossal (-8 attack); DEF: 6; Move: 100MPH; Toughness: 12; Armor: 0; Occupants: 12c +80p (5 tons cargo); Cost: 41

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

WAR VEHICLES
Floater APC: armored floater personal/troop carrier, hover ground effect vehicle; Size: Huge (-2 attack); DEF: 11; Move: 120MPH; (ground-effect; 5ft max elevation); Toughness: 13; Armor: 8; Occupants: 2c +10p; WNP: Two spiral side Blaster cannons (targeting +1 attack, Dmg +10, Armor Pen 4, Range Increment 200ft); Cost: 38
Floater Tank: military hover tank land vehicle; Size: Huge (-2 attack); DEF: 10; Move: 80MPH (ground effect; 5ft max elevation); Toughness: 15; Armor: 15; Occupants: 4c; WNP: Turret mounted Hvy Blaster cannon II (targeting +1 attack, Dmg +18, Armor Pen 6, Range Increment 180ft); and Two spiral turret Blaster cannons (targeting +1 attack, Dmg +10, Armor Pen 4, Range Increment 500ft), and One Chaingun slugthrower spiral turret (targeting +1 attack, Dmg +8, Armor Pen 2, Autofire, Range Increment 100ft, Magazine 200) Cost (PP): 40
Attack Aerocraft: military attack jet aircraft; Size: Huge (-2 attack); DEF: 16; Move: 1,000MPH; Toughness: 12; Armor: 2; Occupants: 2c; WPN: forward mounted hvy. Chaingun slugthrower (targeting +2 attack; Dmg +10, Armor Pen 2, Autofire, Range Increment 100ft, Magazine 200) and air-to-air anti-aero missiles (targeting +0 attack; Dmg +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’
Cargo Shuttle/Landers: mostly used as cargo or passenger landers for ships that cannot land on planets; Size: Gargantuan (-4 attack) Lander; DEF: 10; Move: space 5, speed 20,000 MPH, Jump 1; Toughness: 12; Armor: 8; Occupants: 2c +8p, 10tons cargo (cargo only 20ton, passenger only +32p); Cost: 40
Starfighter: attack starcraft, one man with no interstellar capacity; Size: Gargantuan (-4 attack) Lander; DEF: 16; Move: space 8, speed 50,000 MPH, Jump 0; Toughness: 13; Armor: 4; Shields: 8; Occupants: 1c; WPN: Forward linked dual-Blaster Cannons MkI (Targeting +2 attack, Dmg +15, Armor Pen 4, Space Range 8); and Forward Energy (general fire) torpedo bay (Targeting +0, Dmg +12, Armor Pen 8, Space Range 0, Magazine 10); Cost: 48
Starfighter/bomber: attack and bomber starcraft, with no interstellar capacity; Size: Gargantuan (-4 attack) Lander; DEF: 14; Move: space 7, speed 40,000MPH, Jump 0; Toughness: 14; Armor: 6; Shields: 8; Occupants: 3c; WPN: Forward linked dual-Blaster Cannons (targeting +1 attack, Dmg +14, Armor Pen 4, Space Range 7) and One spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Dmg +15, Armor Pen 4, Space Range 8) and Bomb Bay (typical missile) Anti-capital torpedo (targeting +0 attack, Dmg +18, Armor Pen 10, Space Range 14, Magazine 4); Cost: 50 without bombs (pack of 4 torp cost 30)
Courier: fast message and mail craft. Size: Colossal (-8 attack) Lander; DEF: 12; Move: space 6, speed 30,000MPH, 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, Dmg +15, Armor Pen 4, Space Range 8); Cost: 48
Explorer: common stellar explorer; Size: Colossal (-8 attack), Lander; DEF: 8; Move: space 5, speed 20,000MPH, Jump 4; Toughness: 14; Armor: 8; Shields: 6; Occupants: 2c +3p (50 tons cargo); WPN: One spiral mounted dual linked Blaster Cannons MkI (targeting +2 attack, DMG +15, Armor Pen 4, Space Rg 8) Cost: 49
Free Trader: common Charioteers free trader; Size: Colossal (-8 attack), Lander; DEF: 6; Move: space 5, speed 20,000MPH, Jump 2; Toughness: 14; Armor: 8; Shields: 0; Occupants: 2c +6p (300 tons cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +1 attack, Dmg +15, Armor Pen 4, Space Rg 8); Cost: 49
Luxury Light Cruiser: starcraft for easy travel in comfort; Size: Colossal (-8 attack) Lander; DEF: 10; Move: space 5, speed 20,000MPH, Jump 4; Toughness: 17; Armor: 8; Shields: 8; Occupants: 2c +8p (10 tons cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +4 attack, Dmg +15, Armor Pen 4, Space Range 8); Cost: 58
Medium Freighter: another common Charioteers trader, one of the largest ships capable of landing on planet surfaces; Size: Awesome (-12 attack) Lander; DEF: 6; Move: space 5, speed 20,000MPH, Jump 2; Toughness: 18; Armor: 8; Shields: 0; Occupants: 4c +8p (5K tons of cargo); WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +1 attack, Dmg +15, Armor Pen 4, Space Range 8); Cost: 53
Interceptor: system’s patrol starcraft; Size: Awesome (-12 attack); DEF: 10; Move: space 6, speed 30,000MPH, Jump 2; 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, Dmg +15, Armor Pen 4, Space Range 8) and One spiral mount Ion Cannon MkIA (targeting +4 attack, Dmg +8 [+24 vs. electronics/vehicles], Range 6) and One forward Lasconnon (targeting +2 attack, Dmg +18, Armor Pen 4, Space Range 9) and Bomb Bay (typical missile) Lt. Anti-capital torp (targeting +0 attack, Dmg +18, Armor Pen 10, Space Range 14, Magazine 8); Cost: n/a
Bulk Freighter: one of the largest ships every built, the Charioteer bulk cargo transports; Size: Awesome II (-16 attack); DEF: -2; Move: space 4, Speed 10,000MPH, Jump 4; Hardness: 20; Armor: 8; Shields: 0; Occupants: 12c +500K tons cargo; WPN: One spiral mount dual-linked Blaster Cannons MkI (targeting +2 attack, Dmg +15L, Armor Pen 4, Space Range 8); Cost: n/a
Colonial/Passenger Transport: Transport Cruiser/Liner; Size: Awesome (-12 attack); DEF: 4; Move: space 5, 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, Dmg +15, Armor Pen 4, Space Range 8); Cost: n/a
Corvette Cruiser: fast military attack cruiser; Size: Awesome (-12 attack); DEF: 6; Move: space 5, speed 20,000MPH, 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, Dmg +15, Armor Pen 4, Space Range 8) and One spiral mount Ion Cannon MkIIB (targeting +4 attack, Dmg +9 [+27 vs. electronics/vehicles], Range 7) and One forward/One Rear - Lasconnon II (targeting +2 attack, Dmg +20, Armor Pen 4, Space Range 15) and Bomb Bay: Anti-capital torp (targeting +0 attack, Dmg +20L, Armor Pen 10, Space Range 15, Magazine 12) Cost: n/a
Dreadnaught Destroyer: largest warship ever built there are few within even the great houses or owned by the emperor; Size: Awesome (-12 attack); DEF: 2; Move: space 4, 20,000MPH, 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, Dmg +16, Armor Pen 6, Space Range 8) and Ten spiral mount Ion Cannon MkIIB (targeting +4 attack, Dmg +9 [+27 vs. electronics/vehicles], Range 6), and One Forward/ Rear/Port/Starboard - Lascannon II (targeting +4 attack, Dmg +20, Armor Pen 4, Space Range 10) and Two Forward Super-Lascannon III (targeting +1 attack, Dmg +24, Armor Pen 4, Space Range 18) and Two Bomb Bay: Hvy Anti-capital torp (targeting +0 attack, Dmg +24, Armor Pen 10, Space Range 15, Magazine 20); Cost: n/a



SOME SAMPLE CHARACTERS
Baroness Diana Castellan Hawkwood human, Noble (Hawkwood); Expert 4; Init +4; Spd 30ft; Defense (role) Parry 14, Dodge 17, Flat 12; Grpl +4; Atk +8 melee (saber +4 dmg, crit 18-20/+3) or +7 ranged (hvy. revolver +4 dmg, 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 +16; Reputation +3; Conviction 5; Str +1, Dex +4, Con +1, Int +1, Wis -1, Cha +1
Skills: Acrobatics 7 (+11), Bluff 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: +4 cha-based skills with Nobles, +2 cha-based skills with all others. +4 bluff and diplomacy with those who find her attractive.
Core Ability: Expert
Speech: Urth, Hawk Dialect
Equipment: masterwork Saber, Synthasilk bodyglove, Standard Dueling Shield, Heavy Revolver (with 30 extra rounds)
*if shield activates, impervious to any base dmg less then 6

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

Apprentice Brother Battle Oblate Keth human, Priest (Brother Battle); Warrior 3/Adapt 1; Init +1; Spd 20ft; Defense (role) Parry 15, Dodge 14, Flat 12; Grpl +5, Atk +6 melee (sword +6 dmg, crit 19-20/+3) or +4 ranged (hvy autofeed pistol+4 dmg, 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 [Theurgist] 7 (+7), Notice 6 (+8), Sense Motive 6 (+8)
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 (+4)
Stigma: Lashes appear on arms and back often
Core Ability: Warrior
Speech: Urth (literate), Battle-Tongue
Equipment: Heavy Autofeed Pistol (with 20 extra rounds), Sword, masterwork Plate-Armor (-5 ACP)

Provost Thomas Dul’set Urethane human, Priest (Eskatonic Order); Adapt 4; Init +1; Spd 30 ft; Defense (role) Parry 12, Dodge 13, Flat 11; Grpl +2; Atk +3 melee (quarterstaff, +2 dmg, 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 [Life Science] 7 (+9), Knowledge [Theurgist] 7 (+9), Medicine 7 (+9), Sense Motives 6 (+8)
Feats: Astrometry, Church Ordained (x2), Firearm Training, Imperial Badge (Priest)
Special Qualities: +4 cha-based skills with Church members, +2 cha-bonus for all others.
Theurgist Powers – Baraka (+7), Cure (+7), True Seeing (+7), Truth-Reading (+7), Visions (+7)
Stigma: Glowing tears appear whenever using power.
Core Ability: Adapt
Speech: Urth (literate), Latin (literate)
Equipment: Quarterstaff, Medium Revolver (extra 30 rounds) Undercover shirt

Ensign Yoni Koto human, Guilder (Charioteers); Expert 4; Init +3; Spd 30ft; Defense (role) Parry 13, Dodge 16, Flat 12; Grpl +3; Atk +6 melee (sword, +3 dmg, crit 19-20/+3) or +6 ranged (md. Auto pistol, +3 dmg, crit 20/+3, rng 30ft, ammo 15) or +6 ranged (SMG, +4 dmg, 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 [Jump Lanes] 7 (+9) Knowledge [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: Expert
Speech: Urth (literate), Kurgan
Equipment: Stiffsynth bodyglove (-1 APC), Sword, Medium Autofeed Pistol (30 extra rounds), SMG (80 extra rounds)

Quinrex vorox; Warrior 4; Init +0; Spd 40ft (50ft on all six limbs); Defense (role) Parry 19, Dodge 13, Flat 11; Grpl +16; Atk +9 melee, two-wpn +7/+7 (grankesh blades, +9 dmg, crit 19-20/+3) or +3 ranged (hunting rifle +6 dmg, 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 (+2 to 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: Warrior
Speech: Urth, Voroxin
Equipment: two Grankesh Blades, Hunting Rifle (extra 14 rounds)
 

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2WS-Steve

First Post
Very nice, Karl!

I'd just been contemplating Fading Suns, and now that you've posted that, True 20 looks like a good way to go.
 

Krieg

First Post
Haven't delved too deeply but what I see so far look purty darn kewl.

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

So that's how Jesus did it. ;)
 
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philreed

Adventurer
Supporter
Karl Green said:
Well I did know about this BUT I don't really like PDF's... at all... but in the end I broke down and purchased it. It looks pretty good. I will have to modify it a bit to fit my ideas for Fading Suns BUT its a good buy none the less ;)

Thank you. I tried to give Narrators a number of options so that cybernetics can be easily customized.
 



Karl Green

First Post
Thanks all... and if you want I have a simple PDF version of everything, include a bunch of updates.

Send me an email at <greenkarl@hotmail.com> and I can send ya a copy.

I am using the True20 Cybernetics, but I only list those that are "allowed" and a few new cybernetic pieces. I re-worked Golems and a few other minor things. Added stuff here and there. I realized that I would keep adding to this FOREVER so I am hoping that what I got is good enough to start the campaign. We are meeting this weekend to try and plan out some character concepts and maybe build a few players. No one has True20 but me, but a couple of familiar with M&M so it should not be a strech...
 

Bront

The man with the probe
Karl, I'd be willing to try a PbP version of this. I've been so wanting to sink into Fading Suns.

Admittedly, I don't have True20, but that's a purchase I'd be willing to make fairly easily.
 

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